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270 pages, Hardcover
First published March 29, 2013
LambdaMOO developed a fourfold political structure around problems of misbehavior in general and spam in particular...Royalists want the responsibility of dealing with spammers and other bad actors, as well as the means of enforcement and punishment, to remain in the hands of the 'wizards,' the system administrators and others whose access to the system grants them special powers over things like accounts, databases, servers, and the deepest layer of code. Anarchists want minimal interference from the 'outside' in any form; problems within the game can be handled by the in-game community. 'Technolibertarians' hold that the 'timely deployment of defensive software tools' will eliminate the need for wizardly intervention, collective action or community governance. Governance itself is the goal of the parliamentarians, who want to regulate wizardly powers, community standards, and 'mannerly behavior' through the familiar apparatus of votes, ballots, and governing bodies.
Consider the computer "virus." The virus is associated, obviously with existential threats, both in the mass graves of influenza and future avian flu outbreaks, and with the ontologically uncanny para-life of the virus itself, a complex molecule neither quite matter nor living thing. It ties into metaphors of health and illness, infection and pandemic, the terror of death and a deeply unsettling management of nature (think of white-HAZMAT-suited CDC professionals torching huge piles of dead chickens with flamethrowers) by and elite corps of professionals.
They expose the very limits of "shaming and flaming" when directed towards the shameless and secretive.
Users can take refuge within the relatively spam-free zones that the developers build, such as Gmail and Facebook, with robust filtering and community management, paying with advertising and their personal information and user activity -- with their quantifiable attention.
If 'spamming' at the most general level is a verb for wasting other people's time online, can we imagine a contrary verb? That is, can we build media platforms that respect our attention and the finite span of our lives expended at the screen? How would all the things transacted on a computer screen look if they took our time- this existential resource of waking, living hours in a fragile body- as seriously as they could? A careful arrangement of meaningful information relative to our unique interests, needs, and context. A graceful interjection at the right time, a screen that does not demand a look but waits for a glance, words that are considerate that we humans and not our filters will be reading them, It could be anonymous or rude or obnoxious, produced by machines and algorithms or by humans or crowds of humans, but it reflects respect for the attention of its recipient.
The possibility of legitimate email misclassified as spam and either discarded or lost to the human eye amid hundreds of actual spam messages is so appalling that it can threaten to scuttle the whole project. In fact, setting aside the reality of potential losses in money, time, and miscommunication, the psychological stress of communicating on an uncertain channel is onerous…It puts the use in the classic epistemological bind—you don’t know what you’re missing, but you know that you don’t know—with the constant threat of lost invitations, requests, and offers. With a sufficiently high rate of false positives, email becomes a completely untenable medium constantly haunted by failures of communication.The historical aspects are timeless, but the rest of the text remains extremely relevant, which, given the date it was written, makes it frighteningly prescient:
So if ads are the business, and content merely the enticement—that is, the ornament on the engine—why not optimize for advertising?It is hard not to think of twitter at every turn, which existed enough to be referenced—“…as this book was being written, Twitter spam took off…”—but only three times (while I wrote “That’s so twitter” in the margin nearly a dozen and a half times).
Communities and spam as a whole are projects in the allocation of attention, and spam is the difference—the shear—between what we as humans are capable of evaluating and giving our attention, and the volume of material our machines are capable of generating and distributing when taken to their functional extremes.If anything deserves your attention, it is this book. I will use what I've learned to simply say:
When Don Woods wanted to get the source code for Will Crowther’s computer game Colossal Cave Adventure so that he could improve it, he emailed “crowther” at every host computer on the network, as though he was calling every “Crowther, W.” in the phone book. (Woods eventually found Crowther at Xerox’s research center in Palo Alto, got the source, and build it out into the text fantasy Adventure, the first of the great narrative-exploration computer games.)That’s really cool!