is the director of
product management at Makena Technologies, creators
of the virtual world There. She previously
developed co-branded web sites for iVillage, served
as the VP of product development for the e-commerce
site Flooz.com, and managed large-scale moderation
and reporting programs for entertainment industry
clients such as AOL, MTV, Showtime, Country Music
Television, and Martha Stewart Living Omnimedia. In
2003, she launched Virtual Worlds Review, a
web-based guide to social virtual worlds.
What is your
greatest fear for the future of networked
technologies? The dark side of allowing
people to come together online and meet others
outside of their backgrounds is that all of the
same technology can be used to harass people, to
grief people, to threaten people. And in the most
extreme cases actually threaten people in real
life. So, I guess my fear is that the more data
we put about ourselves online, and our real
locations, that can be used for purposes that can
be scary sometimes.
What is your most
fervent hope for the future of networked
technologies? My wish is to stay in the
current state of networked technologies, which is
that they continue to allow people to form
communities of people who are not necessarily
located in the same geographical space. There are
so many wonderful and interesting things about
networked technologies, but that – to me
– is what it's really all about
It's about connecting people from different
backgrounds and ensuring that they have a space
to come together and form friendships that last a
lifetime.
What technology
will have the greatest impact on our everyday
lives the next 10 years? I think right
now things like cell phones are doing a much
better job at helping enable communication
between people. Before I gave someone a computer
with an internet connection I'd probably want
to hook them up with a cell phone. Of course, all
of the sort of internet-enabled technologies are
sort of migrating to the cell phone as well.
There are some countries where they have sort of
skipped over the whole computer-screen-enabled
networked technologies and they're doing it
all over the phone because that's ended up
what's been most affordable.
Looking out more
than 10 years, what development will have the
greatest impact on society? I would hope
there would be some way to breach the language
barriers. Within specific languages we now have
the technology to meet and interact with each
other, but there is still a significant barrier
even within the worlds we have today that
revolves around language. There are all sorts of
other barriers such as cultural, but I think if
we can start with language and we can solve that
problem – it’s the first good place
to start. That is a long-term project, certainly
beyond 10 years.
What do you think
policymakers should do to ensure a positive
future for networked technologies?
There's a lot of fear and stigma surrounding
virtual worlds and video games. There's
certainly a lot of concern about what is this
doing to our children, what is this doing to
teens, and I would actually urge them to educate
themselves a little better about exactly what
teens are doing in these spaces because they
might actually find that there's a lot of
positive stuff going on. There are horror stories
you hear. These technologies are actually
extremely beneficial to that age group, and so I
would caution any policymaker about being too
quick to impose too many restrictions without
learning all about all of the details
involved.
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