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The Imagination Age is a theorized period following the Information Age where creativity and imagination become the primary creators of economic value (in contrast, the main activities of the Information Age were analysis and rational thought). [1] [2] It has been proposed that new technologies like virtual reality and user created content will change the way humans interact with each other and create economic and social structures.
The AI boom of the 2020s only increased the ubiquity of information. The relevant neologism is the Fourth Industrial Revolution, popularized in 2016 based on transformative developments shifting the nature of industrial capitalism.
One conception is that the rise of an immersive virtual reality (the metaverse or the cyberspace) will raise the value of "imagination work" done by designers, artists, et cetera over rational thinking as a foundation of culture and economics.
The terms Imagination Age as well as Age of Imagination were first introduced in an essay by designer and writer Charlie Magee in 1993. His essay, [3] "The Age of Imagination: Coming Soon to a Civilization Near You" proposes the idea that the best way to assess the evolution of human civilization is through the lens of communication.
The most successful groups throughout human history have had one thing in common: when compared to their competition they had the best system of communication. The fittest communicators—whether tribe, citystate, kingdom, corporation, or nation—had (1) a larger percentage of people with (2) access to (3) higher quality information, (4) a greater ability to transform that information into knowledge and action, (5) and more freedom to communicate that new knowledge to the other members of their group.
Imagination Age, as a philosophical tenet heralding a new wave of cultural and economic innovation, appears to have been first introduced by artist, writer and cultural critic Rita J. King in November 2007[ citation needed ] essay for the British Council entitled, "The Emergence of a New Global Culture in the Imagination Age", [4] where she began using the phrase, "Toward a New Global Culture and Economy in the Imagination Age":
Rather than exist as an unwitting victim of circumstance, all too often unaware of the impact of having been born in a certain place at a certain time, to parents firmly nestled within particular values and socioeconomic brackets, millions of people are creating new virtual identities and meaningful relationships with others who would have remained strangers, each isolated within their respective realities. [4]
King further refined the development of her thinking in a 2008 Paris essay entitled, "Our Vision for Sustainable Culture in the Imagination Age" [5] in which she states,
Active participants in the Imagination Age are becoming cultural ambassadors by introducing virtual strangers to unfamiliar customs, costumes, traditions, rituals and beliefs, which humanizes foreign cultures, contributes to a sense of belonging to one's own culture and fosters an interdependent perspective on sharing the riches of all systems. Cultural transformation is a constant process, and the challenges of modernization can threaten identity, which leads to unrest and eventually, if left unchecked, to violent conflict. Under such conditions it is tempting to impose homogeneity, which undermines the highly specific systems that encompass the myriad luminosity of the human experience. [5]
King has expanded her interpretation of the Imagination Age concept through speeches at the O'Reilly Media, TED, Cusp, and Business Innovation Factory conferences. [6] [7] [8] [9]
The term Imagination Age was subsequently popularized in techno-cultural discourse by other writers, futurists and technologists, who attributed the term to King, including Jason Silva. [10] [11]
Earlier, one-time, references to the Imagination Age can be found attributed to Carl W. Olson in his 2001 book "The Boss is Dead...: Leadership Breakthroughs for the Imagination Age, [12] and virtual worlds developer Howard Stearns in 2005. [13] [14]
The ideas of the Imagination Age depend in large part upon an idea of progress through history because of technology, notably outlined by Karl Marx.
That cultural progress has been categorized into a number of major stages of development. According to this idea civilization has progressed through the following ages, or epochs:
Following this is a new paradigm created by virtual technology, high speed internet, massive data storage, and other technologies. This new paradigm, the argument goes, will create a new kind of global culture and economy called the Imagination Age. The next and current age might have started recently:
The Imagination Age includes a society and culture dominated by the imagination economy. The idea relies on a key Marxist concept that culture is a superstructure fully conditioned by the economic substructure. According to Marxist thinking certain kinds of culture and art were made possible by the adoption of farming technology. Then with the rise of industry new forms of political organization (democracy, militarism, fascism, communism) were made possible along with new forms of culture (mass media, news papers, films). These resulted in people changing. In the case of industrialization people were trained to become more literate, to follow time routines, to live in urban communities.
The concept of the Imagination Age extends this to a new order emerging presently.
An imagination economy is defined by some thinkers as an economy where intuitive and creative thinking create economic value, after logical and rational thinking has been outsourced to other economies. [15]
Michael Cox Chief Economist at Federal Reserve Bank of Dallas argues that economic trends show a shift away from information sector employment and job growth towards creative jobs. Jobs in publishing, he has pointed out are declining while jobs for designers, architects, actors & directors, software engineers and photographers are all growing. This shift in job creation is a sign of the beginning of the Imagination Age.[ citation needed ] The 21st century has seen a growth in games and interactive media jobs. [16]
Cox argues that the skills can be viewed as a "hierarchy of human talents", [17] with raw physical effort as the lowest form of value creation, above this skilled labor and information entry to creative reasoning and emotional intelligence. Each layer provides more value creation than the skills below it, and the outcome of globalization and automation is that labor is made available for higher level skills that create more value. Presently these skills tend to be around imagination, social and emotional intelligence.
Key to the idea that imagination is becoming the key commodity of our time is a confidence that virtual reality technology like Oculus Rift and HoloLens will emerge to take much of the place of the current text-and-graphic dominated internet. This will provide a 3D internet where imagination and creativity (over information and search) will be key to creating user experience and value.
The concept is not limited to just virtual reality. Charlie Magee states that the technology that will develop during the Imagination Age would include:
The best bet is on a hybrid breakthrough created by the meshing of nanotechnology, computer science (including artificial intelligence), biotechnology (including biochemistry, biopsychology, etc.), and virtual reality. [3]
In The Singularity is Near , Raymond Kurzweil states that future combination of AI, nano-technology, and biotechnology will create a world where anything that can be imagined will be possible, raising the importance of imagination as the key mode of human thinking. [18]
Rita J. King has been the single major advocate of the Imagination Age concept and its implications on cultural relations, identity and the transformation of the global economy and culture. King has expounded on the concept through speeches at the O'Reilly Media and TED conferences [6] [7] [8] and has argued that virtual world technology and changes in people's ability to imagine other lives could promote world understanding and reduce cultural conflict. [19] Some public policy experts have argued the emergence of the Imagination Age out of the Information Age will have a major impact on overall public policy. [20] All are concepts discussed in The Purpose Economy [21] by Aaron Hurst, [22] and in the creation of The Purpose Revolution discussed in the Golden Age Companion Textbook. [23] [24]
Manuel Castells Oliván is a Spanish sociologist. He is well known for his authorship of a trilogy of works, entitled The Information Age: Economy, Society and Culture. He is a scholar of the information society, communication and globalization.
An information society is a society or subculture where the usage, creation, distribution, manipulation and integration of information is a significant activity. Its main drivers are information and communication technologies, which have resulted in rapid growth of a variety of forms of information. Proponents of this theory posit that these technologies are impacting most important forms of social organization, including education, economy, health, government, warfare, and levels of democracy. The people who are able to partake in this form of society are sometimes called either computer users or even digital citizens, defined by K. Mossberger as “Those who use the Internet regularly and effectively”. This is one of many dozen internet terms that have been identified to suggest that humans are entering a new and different phase of society.
Information economy is an economy with an increased emphasis on informational activities and information industry, where information is valued as a capital good. The term was coined by Marc Porat, a graduate student at Stanford University, who would later co-found General Magic.
The knowledge economy, or knowledge-based economy, is an economic system in which the production of goods and services is based principally on knowledge-intensive activities that contribute to advancement in technical and scientific innovation. The key element of value is the greater dependence on human capital and intellectual property as the source of innovative ideas, information, and practices. Organisations are required to capitalise on this "knowledge" in their production to stimulate and deepen the business development process. There is less reliance on physical input and natural resources. A knowledge-based economy relies on the crucial role of intangible assets within the organisations' settings in facilitating modern economic growth.
Media ecology theory is the study of media, technology, and communication and how they affect human environments. The theoretical concepts were proposed by Marshall McLuhan in 1964, while the term media ecology was first formally introduced by Neil Postman in 1968.
Lewis Mumford was an American historian, sociologist, philosopher of technology, and literary critic. Particularly noted for his study of cities and urban architecture, he had a broad career as a writer. He made significant contributions to social philosophy, American literary and cultural history, and the history of technology.
Hyperreality is a concept in post-structuralism that refers to the process of the evolution of notions of reality, leading to a cultural state of confusion between signs and symbols invented to stand in for reality, and direct perceptions of consensus reality. Hyperreality is seen as a condition in which, because of the compression of perceptions of reality in culture and media, what is generally regarded as real and what is understood as fiction are seamlessly blended together in experiences so that there is no longer any clear distinction between where one ends and the other begins.
The term culture industry was coined by the critical theorists Theodor Adorno (1903–1969) and Max Horkheimer (1895–1973), and was presented as critical vocabulary in the chapter "The Culture Industry: Enlightenment as Mass Deception", of the book Dialectic of Enlightenment (1947), wherein they proposed that popular culture is akin to a factory producing standardized cultural goods—films, radio programmes, magazines, etc.—that are used to manipulate mass society into passivity. Consumption of the easy pleasures of popular culture, made available by the mass communications media, renders people docile and content, no matter how difficult their economic circumstances. The inherent danger of the culture industry is the cultivation of false psychological needs that can only be met and satisfied by the products of capitalism; thus Adorno and Horkheimer perceived mass-produced culture as especially dangerous compared to the more technically and intellectually difficult high arts. In contrast, true psychological needs are freedom, creativity, and genuine happiness, which refer to an earlier demarcation of human needs, established by Herbert Marcuse.
The creative industries refers to a range of economic activities which are concerned with the generation or exploitation of knowledge and information. They may variously also be referred to as the cultural industries or the creative economy, and most recently they have been denominated as the Orange Economy in Latin America and the Caribbean.
Sociocultural evolution, sociocultural evolutionism or social evolution are theories of sociobiology and cultural evolution that describe how societies and culture change over time. Whereas sociocultural development traces processes that tend to increase the complexity of a society or culture, sociocultural evolution also considers process that can lead to decreases in complexity (degeneration) or that can produce variation or proliferation without any seemingly significant changes in complexity (cladogenesis). Sociocultural evolution is "the process by which structural reorganization is affected through time, eventually producing a form or structure that is qualitatively different from the ancestral form".
Progress is movement towards a perceived refined, improved, or otherwise desired state. It is central to the philosophy of progressivism, which interprets progress as the set of advancements in technology, science, and social organization efficiency – the latter being generally achieved through direct societal action, as in social enterprise or through activism, but being also attainable through natural sociocultural evolution – that progressivism holds all human societies should strive towards.
The sociology of culture, and the related cultural sociology, concerns the systematic analysis of culture, usually understood as the ensemble of symbolic codes used by a member of a society, as it is manifested in the society. For Georg Simmel, culture referred to "the cultivation of individuals through the agency of external forms which have been objectified in the course of history". Culture in the sociological field is analyzed as the ways of thinking and describing, acting, and the material objects that together shape a group of people's way of life.
Conceptual economy is a term describing the contribution of creativity, innovation, and design skills to economic competitiveness, especially in the global context.
The following outline is provided as an overview of topics relating to community.
Monopolies of knowledge arise when the ruling class maintains political power through control of key communications technologies. The Canadian economic historian Harold Innis developed the concept of monopolies of knowledge in his later writings on communications theories.
The study of global communication is an interdisciplinary field focusing on global communication, or the ways that people connect, share, relate, and mobilize across geographic, political, economic, social, and cultural divides. Global communication implies a transfer of knowledge and ideas from centers of power to peripheries and the imposition of a new intercultural hegemony by means of the "soft power" of global news and entertainment...
Technology, society and life or technology and culture refers to the inter-dependency, co-dependence, co-influence, and co-production of technology and society upon one another. Evidence for this synergy has been found since humanity first started using simple tools. The inter-relationship has continued as modern technologies such as the printing press and computers have helped shape society. The first scientific approach to this relationship occurred with the development of tektology, the "science of organization", in early twentieth century Imperial Russia. In modern academia, the interdisciplinary study of the mutual impacts of science, technology, and society, is called science and technology studies.
Cultural globalization refers to the transmission of ideas, meanings and values around the world in such a way as to extend and intensify social relations. This process is marked by the common consumption of cultures that have been diffused by the Internet, popular culture media, and international travel. This has added to processes of commodity exchange and colonization which have a longer history of carrying cultural meaning around the globe. The circulation of cultures enables individuals to partake in extended social relations that cross national and regional borders. The creation and expansion of such social relations is not merely observed on a material level. Cultural globalization involves the formation of shared norms and knowledge with which people associate their individual and collective cultural identities. It brings increasing interconnectedness among different populations and cultures. The idea of cultural globalization emerged in the late 1980s, but was diffused widely by Western academics throughout the 1990s and early 2000s. For some researchers, the idea of cultural globalization is reaction to the claims made by critics of cultural imperialism in the 1970s and 1980s.
Andrew (Andrzej) Stanislaw Targowski is a Polish–American computer scientist specializing in enterprise computing, societal computing, information technology impact upon civilization, information theory, wisdom theory, and civilization theory. One of the pioneers of applied information systems in Poland, he is an executive, university professor, scientist, civilizationist, philosopher, visionary, writer, and generalist.
A creative economy is based on people's use of their creative imagination to increase an idea's value. John Howkins developed the concept in 2001 to describe economic systems where value is based on novel imaginative qualities rather than the traditional resources of land, labour and capital.: Compared to creative industries, which are limited to specific sectors, the term is used to describe creativity throughout a whole economy.