[net.books] Escapism and Tech Types

jagardner@watmath.UUCP (Jim Gardner) (05/23/85)

[...]

>P.S. -- I'll pose a counter-question I've been curious about for some time
>        Why do people in technical fields tend towards "escapist"
>        entertainment (not only science fiction, but role playing games,
>        the SCA, etc) more than people in other fields?  Is there something
>        inherent in the work or the water?

The attention to Science Fiction is fairly easy to understand.
What other fiction really takes technology seriously?  People in
technical fields are interested in technology and no other field of
fiction looks at it at all.  Indeed, I am often dismayed at the attitudes
of writers who come from the humanities.  If and when they ever talk about
technology, they seem to treat it as an insignificant sideline of human
endeavour.  Personally, I feel that technology often has a more long-lasting
effect on humanity (good or bad) than philosophy or political science.
Talk about that some other day...

But another aspect of the technical mind is the appreciation of artificial
worlds and models.  We play games.  Mathematics, for example, is a type of
game: move symbols around according to certain rules and win the game by
establishing something interesting.  Computer programming is also an attempt
to achieve some goal by following artificial rules.  We tend to like
situations where all the rules are known (in some sense) and we can play
within them.

To use myself as an example, I am a technical writer.  This means that
I believe I can write accurately and well (at least if I pay attention).
However, I always had a dislike of essay questions on exams because the
rules were too vague for my liking.  It's so much easier in technical
courses where there is a right answer and a wrong answer.

I think a good many other technical people are the same way.  Given
this preference for known rules, certain forms of escapist entertainment
become very attractive.  In SF and Fantasy literature, the artificial
world aspect is very clear.  In role-playing games, you are sort of living
life, but living by rules.  Same thing in SCA: yet another artificial world,
even if it is based on the best historical authority.

Of course, all works of fiction create artificial worlds in some sense
(otherwise they wouldn't be fiction).  It's just clearer in some genres.

				Jim Gardner, University of Waterloo