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Compulsions manifest in different ways. As with nail biting,
many of them appear as small momentary urges. There are others, however, which
work on a much longer timescale. These compulsions control us by dosing our
brains with pleasurable or painful emotions in response to various
stimuli.
Emotions can be just as painful as a punch in the gut, or as
pleasurable as the best meal on Earth. Emotional pleasure and pain are so
powerful that we structure our entire lives around finding ways to fulfill our
emotional cravings. The performer likes being onstage because he likes the
feeling of having people pay attention and react to him. The rock climber likes
climbing because of the rush of danger and triumph she gets from conquering a
difficult cliff. The S&M submissive likes being whipped because it makes
him feel secure under the control of a stronger personality. In all cases,
these people's entire lives are built around satisfying their characteristic
emotional needs.
We are all addicted to the happy-chemicals our glands brain
release when stimulated, and we will do anything to get a fix. Just as with a
heroin addict, this includes taking insane, life-threatening risks, directly
self-harming ourselves, or inflicting vicious cruelty on others.
Endorphins are naturally produced feel-good
chemicals in the blood. The word comes from 'Endogenous Morphine', which means
'Morphine produced naturally in the body'. It's the same stuff.
Compulsion Machines
Now imagine we could invent a machine which would
artificially trigger those incredibly powerful compulsions? If it was really
well-designed, we could get people to sit in front of it for hours every day. A
crazy idea!
Not really. They're called video games. Gaming is an
industry which makes money by building machines to meticulously triggering
human instincts in ways that they were never intended to be triggered.
We are not unique in this. Most forms of entertainment can
be interpreted as "emotions in a box". You buy the product, and when
you use it, you get the desired emotional state. The unique thing about game
design is that we work behind a double layer of indirection. We do not
influence people through direct interaction as with a salesman, or indirectly
through a predefined set of stimuli as with a novelist. Instead, we create
systems, which in turn create stimuli, which then make players want to play the
game. Our advantage is that if we do a good job, the game system can put out far
more stimuli than we put into it.
Types of
Compulsions
If we're going to use a machine to trigger a person's
compulsions and emotions, we need to know what those compulsions are, and what
triggers those emotions.
Differences in genetics, age, sex, and conditioning mean we
each have a unique set of compulsions and emotional needs and rewards. The most
consistent compulsions are the genetically programmed ones. These are also the
easiest to analyze so I'm going to focus on them here.
Since our genes are direct results of the process of
evolution, we can categorize our compulsions and emotional triggers by how they
would have helped our ancestors reproduce. This is not a perfect system of
categorization. Human behavior being as complex as is, these drives can never
be clearly or unambiguously delineated, and their interactions can be wickedly
complex.
I will only discuss a small subset of inherent compulsions,
which are themselves a small subset of all human compulsions. This is just the
tip of the iceberg.
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