In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a 'machine that would give you any experience you desired'. He speculated that, in spite of the many obvious attractions of such a prospect, most people would choose against passing the rest of their lives under the influence of this type of invention. Nozick thought (and many have since agreed) that this simple thought experiment had profound implications for how we think about ethics, political justice, and the significance of technology in our everyday lives.
Nozick's argument was made in 1974, about a decade before the personal computer revolution in Europe and North America. Since then, opportunities for the citizens of industrialized societies to experience virtual worlds and simulated environments have multiplied to an extent that no philosopher could have predicted. The authors in this volume re-evaluate the merits of Nozick's argument, and use it as a jumping-off point for the philosophical examination of subsequent developments in culture and technology, including a variety of experience-altering cybernetic technologies such as computer games, social media networks, HCI devices, and neuro-prostheses.
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Mark Silcox is Professor of Philosophy at the University of Central Oklahoma. He is co-author of Philosophy through Video Games (2008), co-editor of Dungeons & Dragons and Philosophy: Raiding the Temple of Wisdom (2012), and author of several works of science fiction. He is a regular contributor to the philosophy blog Philosophical Percolations (www.philpercs.com) and President of the Southwestern Philosophical Society.
Introduction: The Experience Machine: From Thought Experiment to (Virtual) Reality Mark Silcox, 1,
Part I: Virtual Experiences and Human Well-Being,
1 Cypher's Choices: The Variety and Reality of Virtual Experiences Peter Ludlow, 13,
2 Intuition and Imaginative Failure Daniel Pietrucha, 33,
3 Give Me the Confidence: Nozick's Experience Machine, Hedonism, and Confident Attitudinal Pleasures Emiliano Heyns and Johnny Hartz Søraker, 43,
4 Ceci n'est pas une cuve: Putnam's Argument as Inclosure Paradox Jon Cogburn, 57,
Part II: Real-World Experience Machines?,
5 Virtual Reality and "Knowing What It's Like": The Epistemic Up Side of Experience Machines E. M. Dadlez, 75,
6 Figuring Out Who Your Real Friends Are Alexis Elder, 87,
7 Welcome to the Achievement Machine: Or, How to Value and Enjoy Pointless Things Grant Tavinor, 99,
8 Virtual Weltschmerz: Things to Keep in Mind While Building Experience Machines and Other Tragic Technologies Stefano Gualeni, 113,
Part III: Experiential Design: Problems and Prospects,
9 The Problem of Evil in Virtual Worlds Brendan Shea, 137,
10 Epistemic Lives and Knowing in Virtual Worlds James McBain, 155,
11 Digital Tears Fell from Her Virtual Eyes: Or, the Ethics of Virtual Beings Michael LaBossiere, 169,
12 The Morality of Experience Machines for Palliative and End-of-Life Care Dan Weijers and Russell DiSilvestro, 183,
13 The Experience Machine and the End of the World (As We Know It) Steven Montgomery, 203,
Bibliography, 219,
Index, 231,
About the Authors, 233,
Cypher's Choices
The Variety and Reality of Virtual Experiences
Peter Ludlow
In Anarchy, State, and Utopia, Robert Nozick offered a thought experiment involving an "experience machine" — a machine that can constantly simulate experiences that are pleasurable. Given the opportunity, would we permanently plug ourselves into such a machine? And if not, why would we refrain from doing so?
In some respects, the opportunity to plug into the experience machine presents a choice like that offered to the character Cypher in the movie The Matrix (1999). For those who never saw The Matrix (or who have forgotten the plot), the movie involves a group of hackers who have come to know that most of humanity is plugged into a vast simulation, known as The Matrix. Cypher is one of the hackers who has become aware of this fact and has been unplugged from The Matrix, but he later betrays his comrades. As his reward for selling out the others, he chooses to be reenvatted. He has seen enough of the real world; he prefers the simulation.
Nozick, however, predicts that most of us would not choose the path taken by the evil traitor Cypher — we would reject the simulation in favor of a life embedded in so-called real life (hereafter RL). Based on this presumed choice, Nozick draws several conclusions. One is that the reason we would reject the simulation is because we cannot genuinely act when we are in the simulation. A second conclusion Nozick draws is that we would reject the simulation because it does not afford us contact with a deeper reality. It only affords us a kind of superficial reality. Finally, Nozick claims that the thought experiment shows us that there is something wrong with the doctrine of hedonism, as ordinarily construed. Even if being embedded in a simulation could afford us a life of pleasure we would reject it — presumably because we value the ability to act in the world and be in contact with basic reality more than we value pleasure itself.
Since Nozick's publication, the idea of an experience machine has become less of a thought experiment and more of an ongoing empirical research program, with virtual worlds like Second Life (hereafter SL)and other synthetic worlds providing laboratories in which these questions can be explored. Even though such synthetic worlds do not exhaust the conceptual space of possible experience machines, including Nozick's core example, they have been around long enough that we can extract some important insights into Nozick's questions. The study of virtual worlds can help unglue us from unexamined assumptions about the nature of Nozick's experience machine.
Using what we know about existing virtual worlds I argue that it would be wrong to think that actions in virtual worlds are not genuine actions, and wrong to think that virtual experiences do not afford contact with deeper reality. On the other hand, when people choose to participate in virtual worlds, they typically choose those activities that are fraught with risk — including the risk of causing themselves pain in interpersonal relationships, and engaging in activities, plans, and goals that often yield genuine disappointment. I then argue that this holds true even for the solipsistic experience machine envisioned by Nozick. We would insist on experiences that afford us at least the illusion of agency, action, and risk. Virtual worlds show that given the choice of any virtual experience, we do not choose the hedonistic experience path, but we rather chose virtual lives that have importance and nobility. In effect, Nozick is right, but for the wrong reasons.
1.0 HEDONISM
Because part of Nozick's claim is that the experience machine thought experiment refutes hedonism, we need to get clear on what hedonism is. A standard definition goes something like this: Hedonism is the doctrine that we should act so as to maximize pleasure and minimize pain to the greatest extent possible.
There are several further choice points here. First, we have to decide whether we ought to maximize pleasure for everyone or just for ourselves. For purposes of discussion I'm going to assume the latter, since if Nozick's experience machine thought experiment doesn't refute individual-level hedonism it won't refute the group-level hedonism either.
There are other decisions to be made. There is a kind of hedonist who would say that we should always opt for the best possible experience in the moment — we should live in the moment and opt for the greatest pleasure (and least pain) in that moment. This version is too easy a target, I think. Hedonists since Jeremy Bentham have stressed that future pleasure and pain are important considerations as well.
I'm going to assume a less in-the-moment version of hedonism — one like Bentham's hedonistic calculus in which we are concerned with matters like the future effects of our actions (indigestion and hangovers, for example), the duration of the pleasures received, and so forth.
We might be tempted toward a Millian version of hedonism — one that incorporates the quality of a pleasure. I'm going to avoid that version for purposes of this argument, since it is unclear to me how that doctrine could ever be refuted given a broad enough understanding of "quality" of pleasure. For example, you might stipulate that a pleasure is qualitatively better if it involves a real object. That would undermine Nozick's argument against hedonism pretty quickly, but not in a very interesting way.
Ultimately then, the target doctrine is this version of hedonism: One ought to act to maximize the greatest quantity of pleasure (and/or least pain) over the rest of your...
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