Life slowly gets more social as the
COVID restrictions continue to ease – emphasis on slowly. It is (or was before
2020) my wont to have solstice and equinox get-togethers at my house. The timing
appealed (and still does) to the atavistic side of my nature – such
celebrations date back to prehistory – and it doesn’t conflict with parties
held by others on Memorial Day or Labor Day or whenever. For the first time
since the autumnal equinox of 2019, I hosted one this weekend. It was nice to
see some of the usual suspects again, though the turnout was less than half the
usual number. This mirrors the experience of a friend who hosted a party last
weekend. Though some of the missing truly had other obligations, it also is
hard for many of us yet to break social distancing habits even with a vaccination card in one’s
wallet.
Perhaps we've also lost some taste for sociality. One hopes that after a year of imaginary
life via surfeits of Netflix, video games, YouTube videos, and daydreams, the
real thing has not grown disappointing by comparison. But maybe it has for some of us. (The
original Star Trek pilot – initially
rejected by execs but later re-edited and aired as “The Cage” – had a premise
something like this.) In truth, the past year probably just amped up
pre-existing trends. Well before COVID, people were spending ever larger
quantities of time in virtual worlds. Modern tech makes it very easy to immerse
oneself in them…not that any of us needs tech to inhabit imaginary worlds. A
Harvard study back in 2010 found that the participants (who numbered in
thousands) spent an average of 46.9% of their waking hours daydreaming. Said Dr.
Matthew Killingsworth, one of the researchers: "This study shows that our
mental lives are pervaded, to a remarkable degree, by the non-present."
This is not necessarily a bad thing. Dr.
David B. Feldman noted in Psychology
Today that while there is a risk (for some) that the paler realities of the
real world compared to fantasy can lead to depression, daydreaming also can be
beneficial. By and large, dreamers are more productive, refreshed, and
creative. Albert Einstein was inspired to pursue relativity by daydreaming
about walking on light waves. Writers and artists of all kinds rely heavily on
their fantasies. Classic adventure/scifi writer Edgar Rice Burroughs (Tarzan, A Princess of Mars, Pellucidar,
et al.) said, "Most of the stories I wrote were the stories I told myself
just before I went to sleep." Gore Vidal in a 1963 article reassessing the
23 Tarzan novels picked up on this remark and asked, “How many consciously
daydream, turning on a story in which the dreamer ceases to be an employee of
I.B.M. and becomes a handsome demigod moving through splendid palaces, saving
maidens from monsters (or monsters from maidens: this is a jaded time)?” Quite
a lot, I’d venture.
The advantage and, at one and the same
time, the disadvantage of accessing imaginary worlds through tech is that they
are not products of our own imaginations – at least not primarily, though it is
fair to suppose that each player puts a personal mental spin on the experience.
The negative assessments of virtual lives in some corners of the press
nonetheless may be excessive. Video games in particular are commonly blamed for
everything from dulling minds to desensitizing gamers to violence. The evidence
on this is mixed at best. Said researcher Tom A. Hummer, PhD, "Asking what
are the effects of video games is like asking what are the effects of eating
food... They can have benefits or detriments depending what you're looking
at." They can hone coordination skills and they can be mentally
refreshing. (So I’m told: I’m not a gamer.) They also can be addicting, however,
and addictions seldom are a good thing. Whatever the case, solitary gaming – or
even gaming with anonymous online players – isn’t much practice for re-entering
social life in meatspace, as it is charmingly known.
There is a phenomenon on YouTube and
other video platforms that strikes me as particularly telling: reaction videos.
Most of us find pleasure in watching movies or shows with a companion, thereby
making it a social experience. On a reaction video we anonymously watch people
we don’t know watching a movie or listening to music. Some of these “content creators”
have tens of thousands of followers. Via the comment sections they even offer a
modicum of interaction, but this is still a far cry from real company. That such
sites are so popular says something, though I’m not entirely sure what it is. The
experience is fundamentally parasocial. Parasocial relationships (as between a
fan and a celebrity) are imaginary – or at the very least one-sided. Leaving
aside the fringe people (including stalkers) who delude themselves such
relationships are real, parasociality isn’t necessarily harmful unless it crowds
out real world relationships, and even then harmful only to oneself. Nor does it harm anyone else to live a virtual life to the point of, for example, eschewing
actual dating in favor of LovePlus software and realdoll.com hardware, but it’s
hard to count the result as a life achievement. (No wonder the US birth rate is
at an all-time low.)
I suppose the trick is to emulate ER
Burroughs, something I’ve not done as successfully as I ought: be a Prince or
Princess of Mars in one’s head to one’s heart’s content, but use the imaginary
experience to inform one’s real life goals and values. Reimagine a past
experience but write a novel based on it that ends better than the real one.
Walk on a light wave. See you on Barsoom.
Devil
Doll – It's Only Make Believe
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