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Future Predictions

Macro information age, seeing developments in somatic marketing and the citizen-gamer.

FUTURE PREDICTIONS The micro period is ending. Enter the metem or the macro. This may seem like a futile prediction. After all, what could be wrong with getting ever more technical, ever more ‘sophisticated’ answers? The point is, we have entered a time when sophistication requires generalization. This time is likely to rely on concepts which are more human, and more meaningful, than mere mathematical numbers. Without a concept of generalization, the medium (metem-) scale is likely to simply consist of products and product-categories. There is potential to create new products without entering a new age. Products from other ages still exist, after all. Sometimes they are even in vogue. If we don’t want to regress, however, we need to move beyond the Jetsons mentality. The Jetsons mentality belonged to the 1960’s. Not only are some of the concepts of technology being replaced, but there is some doubt that all of those concepts will exist together homogeneously. Since the Jetsons at one time defined what it meant to have future technology, the new age depends on a replacement paradigm, a paradigm that in all likelihood involves unification. Although the internet brought techologies together globally, this was fundamentally a geographical, rather than a somatic discovery. People learned essentially that they could relate with other continents, perhaps gain importance through online forums or marketing, etc. E-mail is the benchmark of the internet age. Recently, there have been developments which counteract the internet age. The internet has become largely corporatized. Citizens are sold as packages to larger marketing corporations. If there is a potential to unify somatically, it lies in the products that are marketed to consumers. Clearly it is in the interest of corporations to create somatic or unifying products, because this allows them to streamline productivity, and to sell consumerism itself as a new type of package. Unless consumerism is sold as a new type of package, corporations will find that they are running out of momentum to boost the prices of products. They will lose touch with the large part of the market, because there will be no new snappy punch lines to sell. The new products need a new organization, a new illusion to fuel the consumer mentality. If corporations cannot sell a whole package, they will still need the package mentality to sell piecemeal products. The greater the illusion of corporate cohesiveness, the easier and cheaper it will be to sell any given product to any given consumer. Indeed, the greatest problem with wealthy consumers mirrors the problem with poor consumers. Wealthy consumers need products which are authentic enough to mean something to other consumers. Otherwise they feel alienated. This pattern has already been seen in the most popular items for billionaires, such as sports cars, luxurious complexes, and stock options. It is hard to imagine billionaires buying into something which does not have a public image. So, we can see that the first aspect of unification will be somatic marketing. The ability to provide a unified product image, in which there are common fantasies between different types of products. This allows corporations to sell not only the product, but the information that accompanies the product, electronically or otherwise. The second aspect of unification may at first seem insignificant. It is the metaphysical and technological consequence of unified products. There will be a growing need to create artificial-yet-authentic experiences involving products such as games, or more specifically interfaces, in relation to public and citizenship roles. This process has been construed recently as ‘gamification’ and ‘public User-Interfaces’ --- but the two themes might easily be joined. The strong exponent with these concept of a gamer-existence (which corresponds with the development of functional robotics), is actually traditional concepts of realism and functionality, as they are interpreted by existential (reading, thinking, adventuring), and citizenship (legal, democratic, economic) modalities. The combination of citizen-gamer functions corresponds readily with somatic marketing, and is highly compatible with the automated economy and the advent of robotics. It will then be important, if the thinking citizen has any role, artificial or otherwise, for the economy, to predict the concepts which are most significant for him or her, such as the concept of alternative systems presented as ready-made gamification options which correspond directly to citizen-gamer concepts of significance, and corresponding consumerism. So, some concepts to consider in the future: 1. Alternative Systems as an Interface Function. 2. Automated Economy. 3. Gamification for Citizen-Gamers. 4. Generalization between Products and Interfaces. And, under-writing all this, is the concept of increased mental and psychological function for consumers, as expressed in the quality of available information and interfaces --- “CONSUMERS THRIVE ON INFORMATION, AND NOT JUST ANY INFORMATION, BUT THE BEST INFORMATION, WITH THE BEST PRESENTATION. AND THAT INVOLVES UNIFICATION AND PSYCHOLOGY AND PHILOSOPHY” ----- THANK YOU. Nathan Coppedge, SCSU 3/10/2015, p.
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