Spent a very enjoyable morning talking about alternate reality games, Second Life and Halo in a supervisory team meeting with my PhD student, followed by a fascinating talk by Sian Bayne from Edinburgh University on educational uses of social technologies. She talked about the ‘uncanny’ quality of Second Life, a concept that set me off.
As an ex-Cognitive Scientist, I still find myself flabbergasted by what people routinely manage to do with their socio-cognitive systems. People move in an out of the various digital worlds they inhabit, creating continuity for themselves and weaving complex strands of existence that interpenetrate their ‘real’ experience (whatever that is), their fantasy and their on-line experiences. We none of us think this is particularly difficult, or odd. It only becomes so when it either doesn’t work or it goes wrong. That’s what’s uncanny.