This is super interesting, and close to something I've been thinking about. If a certain kind of messaging is cheap to create but costly for your opposition to deal with, then you have a strategic reason to put out tons of it.
I was thinking about mental spam in relation to the "sea-lioning" worry.
If rationalist bro can just raise any question in public, and demand that their opponent must answer it, then this creates a really cost-effective strategy for interference.
Raising a question is easy. Answer it is hard, especially to an unsympathetic audience. The view that "everybody has a right to raise questions, and you must answer all questions" creates an opportunity for brutally gaming the public discourse, and attacking cognitive resources.
Call the strategy "question-spamming". If we have the norm that "questions should be answered thoughtfully" then you can just create questions willy-nilly and exhaust your opponent by answering them.
What's interesting is that a lot of the philosophy-bros types who engage in it think that there's a norm that all questions need to be answered thoughtfully, but deny any norm that questions need to be raised thoughtfully.
And a lot of counter-logic-bro discourse of the "I'm too tired to respond to this" could be understood as claiming that the *questions* themselves were raised thoughtlessly, without adequate inquiry.
The more I think about it, the more weird it is to subscribe to the following discourse norms:
1. Anybody has a right to raise any question without significant cognitive investigation. 2. All people must put serious thought into answering any raised questions.
My gaming side knows *exactly* how to take advantage of a gap like that. Basic gaming strategy: low-cost moves that require high-cost responses from your opponent should be done in volume. This is literally called "spamming" in games.
These norms permit question-spamming.
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We just took our big national aesthetics conference virtual. We experimented with all kinds of weird "social sessions" to make Zoom less miserable. Surprise of all surprises - they worked? And people loved them? And they thought it made the community feel real?
A thread:
The surprise hit: the "3 minute nutty talk session". Late night session, Zoom room, people just showed up and improvised a wild 3 minute talk on... anything. Followed by 3 minutes of lightning Q&A. We had talks about the ethics of squirming on Zoom, on the art of movie trailers.
The shocking thing? It was AWESOME. People were in hysterics, going all out with sincere ideas and swinging for the fences. Some of the ideas were silly, some were big but inchoate ideas, some started off tossed off but gathered steam. People said it was the conference highlight.
How game designers sculpt agency.
How games let us record, transmit, and explore new forms of agency.
How real games make us more free.
How gamification undermines our freedom.
The core ideas:
1. Games aren't just stories, environments, or spaces for free play. Game designers sculpt agency itself. They tell us what our abilities will be in the game. They set our motivations in the game by setting the win conditions.
Agency is the artistic medium.
2. And when we play a game, we slip into this alternate agency. Often, we put our normal values out of mind. We become totally absorbed in winning. We become, for a moment, a different person, with different goals and abilities.
I've been having a very different experience with my online class than others. I don't find online synch discussion as miserable, and my students reported digging it.
I DIDN'T USE VIDEO OR AUDIO FOR THEM, ONLY TEXT CHAT.
A thread:
Almost all the students said they loved the (optional) online discussion. I have a proposed theory, based on one data point. I think I conducted an accidental experiment. (Note: on a small discussion-heavy upper-div epistemology class full of majors.)
A lot of folks shared and agreed with the following article, about why Zoom discussion classes are so miserable and exhausting.