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Confessions of a Lapsed Luddite By Charles Wellborn
The Luddites, as many will know, were a small group of English craftsmen
in the early 19th century who were alarmed because the introduction of
technology into the English cloth industry meant
that their jobs were under threat. They reacted violently, seeking to destroy
the machines that
undermined their ways of making a living. They failed, of course, and the march
of new technology
went inexorably on.
I have never been a real Luddite. True, for many years I resisted the
lure of the computer, despite the pitying glances of many of my friends. I was a
bit of an outcast because I had no email address. But, finally, some
months ago, I succumbed and bought a computer. Now I have an e‑mail
address and use a computer for my writing (which really gives me, in that
respect, little more than my old word processor gave me.) But I like
e‑mail. It keeps me in touch with a lot of people with whom it would
otherwise have been difficult to maintain connections. I have never been
seriously tempted to launch a violent physical attack on machines, factories, or
laboratories--all bastions of the new technology--though I have occasionally
thought of taking an axe to my television set, especially when all I can get is
Jerry Springer, Ricki Lake, or Montel Williams.
I haven't lost, however, a nagging distrust of uncritical enthusiasm for
any and all technological advance. The current convenient axiom in some
scientific circles—“if it can be done, do it”--does not sit comfortably
with me. I am old fashioned enough to believe that, perhaps, there are some
things we can do which, morally, we ought not to do. The problem is that
computers and technology are amoral. They are inanimate machines, however much
they may mimic human behavior. They have no moral or ethical sense. Whatever
morality is programmed into our technology is put there by human beings.
And I am haunted by my Biblical--and experiential--understanding that all
human beings, whether they be computer programmers, scientists, technicians, or
writers for ethical journals are sinful beings. Whatever moral knowledge they
feed into their machines arises out of their own moral sensibility, and that
sensibility is always and everywhere suspect.
I want here to consider only one small part of the technological
revolution--perhaps what some would consider a minor one. I have recently been
concerned about the widespread use of video and computer games. A perceptive
book has come to my attention John Naisbitt, a presidential advisor to Kennedy
and Johnson, is the author of a best‑selling book, “High Tech, High
Touch,” His analysis of contemporary society is a sobering and thoughtful
argument, and one of his most devastating sections describes the effect that
inter‑active and computer games are having on children.
The reach of these electronic games is staggering, with an audience
affecting far more people than cinema or books. About 65% of American homes,
according to Naisbitt, now possess such games, and nearly half of the players
are under 18. Even more alarming is the fact that American children apparently
possess an appetite for the most violent of these games, and this kind of game
accounts for 70% of the market. Is it surprising that some of these games are
being widely promoted with slogans such as “more fun than killing your
neighbor's cat.”?
Here, I must acknowledge my debt to Melanie Phillips, a columnist for the
London Times, who has researched
these areas thoroughly. Children, quite obviously, are attracted to such games.
Many of these games are advertised in a way deliberately targeting children. In
1998 an advertisement in a children's magazine for a game called “Vigilance”
encouraged players aged 13-plus to put your “violent nature to good
use.” The ad was illustrated by a
picture of a boy's jeans-clad legs, the barrel of a shotgun at his side,
and two dead classmates at his feet. The latest games feature rape, torture, and
mass killing. By the time the players reach the highest level of the game, “Carmeggadan,”
they will have run over and “killed” 30,000 pedestrians.
Violence in popular culture is nothing new. We live in a
gun-obsessed society. But these games are something else. They affect
children differently. They provide them with the sensation of
being active killers, and these sensations are becoming increasingly
real, through the advances of technology. Soon the players will literally feel
the backfire of a gun, the impact of a blow, or the dripping of a victim's blood
. They will hear the screams of pain and terror as the child "kills"
hundreds of people. Some games are being designed to toy with children's sanity,
aiming to induce paranoia and deliberately confusing the child about what is
real and what is not.
The effect of such games is not only dramatic but addictive. Naisbitt
quotes one authoritative source who says that one in four children who play
become addicted. Very young children who can't tell reality from fantasy become
easily hooked. Unlike television such games engage children's entire attention
as they are taken on an emotional roller coaster that rewards them for killing
people. Respected psychologists say that extended computer use is altering the
physiology of children's brains, causing rising attention deficit disorders and
depression. It is rearranging the ways their brains work and changing the
emotional life of the child player.
Concrete evidence exists that virtual simulation reality is usefully
employed to treat phobic or traumatized patients by desensitizing them and
reprogramming their reactions. We know, therefore, that this technique can
change people's real lives. Why are we reluctant to admit that this same
technique can change individuals for the worse as well as for the better? The
fact is that children over a period of time can be programmed to be callous
killers.
Not surprisingly, the military establishment has been quick to take
advantage of the technological opportunities. Soldiers are now being trained
through electronic war games that provide high tech simulation and conditioning.
Laser engagement systems in which blank shots trigger laser pulses on soldier's
vests have spawned children's games such as “Laser Tag” whose sales in the
United States reached 245 million dollars in 1998. Its derivative in ordinary
action terms, "Paint Ball," provides interested individuals with the
concrete opportunity to stalk and kill other individuals, without, of course,
any actual physical damage. Is it surprising that that activity was reportedly
used by the schoolboy killers at Columbine High School in Colorado to refine
their skills for their later tragic attack? After the previous attack in
Paducah, Kentucky, it was revealed that the 14-year-old killer had
fired with deadly accuracy because he had had hours of practice on video games
that had encouraged him to develop his skills to shoot people.
The close, though perhaps unintended, links between the military and the
computer games industry, dubbed by Naisbitt the “military‑Nintendo
complex,” are reflected in the fact that children are being induced to buy
games for “the smell of napalm” or “the beautiful sound of your arsenal
blowing away tanks.” It is not surprising that modern war, projected to us on
our television screens, has devised euphemisms for its most destructive actions.
“Euphemisms” are polite words for unpleasant actions. Thus, we are told of
“collateral damage,” which means that innocent civilians have been killed,
or “smart bombs,” which are weapons presumably intended to reach their
planned targets. What results is that play is becoming like war, and war is
becoming like play. The harsh realities are neatly wrapped up in verbiage.
I am not one of those who posit a simple one-dimensional solution
to our problems. After the recent terrible incidents of school violence in the
United States, there were those who rushed forward with a single cause behind
the violence. Some blamed everything on lax gun laws. Othere picked out the
movies or television as the culprits. Yet others singled in on what I have been
discussing in this article--violent computer games. The answer, of course, does
not lie in one single area. We face a larger cultural crisis. In an atmosphere
dominated overwhelmingly by materialism and hedonism, these outbreaks of
violence are not surprising. Indeed, they are predictable.
If a culture has lost its way, morally, and has opted to discard or
ignore the ethical and moral wisdom accumulated across the centuries, who can
predict what terrible results will come? In a culture which exalts monetary gain
above all other goals and pursues a consistent "feel‑good" ethic
in personal behavior, the tragic results are inevitable. The decision to throw
away or ignore the ethical and moral wisdom of centuries can have only one
result--chaos.
I call attention here to only one aspect of that moral stupidity.
Obviously, our education system has great problems. There are those who tell us
that the answer is a “computer in every class room.”
I do not oppose that idea. But the notion that putting machines into the
hands of our children will automatically solve our problems is fatuous. True
education is not simply a matter of being able, by the push of a button, to
assemble all the facts. It was Walker Percy, the American novelist, who observed
that if we persist in believing that education consists of the simple assemblage
of facts, “we will rear a generation of moral idiots.” True education
teaches people how to use facts and leads them on into the higher realm of
ideas, concepts, and dreams. It can enable us, and our children, to unravel many
of the mysteries of ordinary human existence, but it will also confront us with
the stubborn arenas of ultimate mystery--the questions which our computers can
never answer, such as the meaning of life and existence.
I inwardly cringe when I stand at the check‑out counter of my
supermarket. Behind the counter is a young girl who can manipulate adeptly the
keys of her machine, tabbing up my purchases accurately (I
hope)--but who gazes at me with heavily made-up, glazed eyes
that clearly indicate a lack of knowledge, interest, or concern about such
things as truth, beauty, or love--or even my existence, as a
customer, as also a human being.
What seems to be missing from many in today's world is a sense of
perspective. Human beings have created our machines. Now, the question is,
“Who is the ultimate master?” Machines are created to be used, not to
dominate our existence. I know from experience that I can tap the right keys on
my computer and call up an almost inexhaustible wealth of useful information. I
also know that I can tap other keys and conjure up on my monitor screen the most
depraved and utterly evil images of a sinful humanity.' That is not the fault of
my computer. I have pressed the keys, and other human beings have fed into the
network the filth and dregs of their twisted and money‑obsessed minds. In
a real sense sow, this is still the same old story: the powerful forces of evil
are at work in the world.
My wanderings in this article have led me far beyond my initial concern
with the problem of violent computer games. My concern in that area remains the
same, but the problem is far more extensive than that. I have classed myself as
a “lapsed Luddite.” I am not a
Luddite in the sense that I do not share the illusion of the simple
nineteenth-century workmen that they could solve their problem by
violently destroying the mechanical weaving looms that threatened their
livelihood. But I share with them a deeper and instinctive fear, never verbally
expressed, or, perhaps, even realized, by them. Despite all its benefits, the
machine can be ultimately an enemy of humanity. That is not the fault of the
machine. It is our own responsibility.
I take my stand firmly on the proposition that there are some things,
technically possible, which morally should not be done. Whether these things are
actually done rests on the judgment of human beings, and the validity of that
judgment depends on the individual's moral sensitivity.
And I would also remind us that machines are not infallible. We are
sometimes so obsessed with the machine that we give it a status it does not
deserve. A somewhat ludicrous observation comes to mind. Part of the planned
celebrations for Millennium Eve here in London, where I am writing, was the
inauguration of the “Millennium Wheel”--a giant ferns wheel, the largest in
the world--located on the banks of Thames near the Houses of Parliament. It was
due to begin turning at midnight on New Year's Eve, opened with much ceremony by
the British Prime Minister. Despite all the publicity build‑up, it didn't
open. All because of a "computer error." It has eventually begun to
turn, after a month of readjustments. A more serious example is that of a
terrible train accident near Paddington Station in central London just before
Christmas. Several people were killed and many injured. The cause, despite
intense investigation, is not yet clear, but the strong suspicion is that it was
due to "computer error" in the signal system. Machines are always and
everywhere susceptible to mechanical error. We cannot trust our future to them. Thinking men and women, rightly concerned about the amoral age in which we are fast becoming involved, should take a lesson from popular culture. The adequate image of the computer is not the lovable, somewhat inefficient robots who were the companions of Luke Skywalker in "Star Wars", but the cool, inhuman, and unfeeling voice of Hal, the computer run amok in Stanley Kubrick's epic film, “2001.” One image lulls us into complacency; the other is a salient warning Updated Monday, June 04, 2001 |
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