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The Imagination Age is a theorized period following the
Information Age The Information Age is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology ...
where
creativity Creativity is the ability to form novel and valuable Idea, ideas or works using one's imagination. Products of creativity may be intangible (e.g. an idea, scientific theory, Literature, literary work, musical composition, or joke), or a physica ...
and
imagination Imagination is the production of sensations, feelings and thoughts informing oneself. These experiences can be re-creations of past experiences, such as vivid memories with imagined changes, or completely invented and possibly fantastic scenes ...
become the primary creators of
economic value In economics, economic value is a measure of the benefit provided by a goods, good or service (economics), service to an Agent (economics), economic agent, and value for money represents an assessment of whether financial or other resources are ...
(in contrast, the main activities of the Information Age were
analysis Analysis (: analyses) is the process of breaking a complex topic or substance into smaller parts in order to gain a better understanding of it. The technique has been applied in the study of mathematics and logic since before Aristotle (38 ...
and rational thought). It has been proposed that new technologies like
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
and
user created content User-generated content (UGC), alternatively known as user-created content (UCC), emerged from the rise of web services which allow a system's users to create content, such as images, videos, audio, text, testimonials, and software (e.g. video ...
will change the way humans interact with each other and create economic and
social structure In the social sciences, social structure is the aggregate of patterned social arrangements in society that are both emergent from and determinant of the actions of individuals. Likewise, society is believed to be grouped into structurally rel ...
s. The AI boom of the 2020s has increased the ubiquity of information. The relevant neologism is the Fourth Industrial Revolution, popularized in 2016 based on transformative developments shifting the nature of industrial capitalism. One conception is that the rise of an immersive virtual reality (the
metaverse The metaverse is a loosely defined term referring to virtual worlds in which users represented by avatars interact, usually in 3D and focused on social and economic connection. The term ''metaverse'' originated in the 1992 science fiction ...
or the
cyberspace Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security ...
) will raise the value of "imagination work" done by designers, artists, et cetera, over rational thinking as a foundation of culture and economics.


Origins of the term

The terms ''Imagination Age'' as well as ''Age of Imagination'' were first introduced in an essay by designer and writer Charlie Magee in 1993. His essay,"The Age of Imagination: Coming Soon to a Civilization Near You"
/ref> "The Age of Imagination: Coming Soon to a Civilization Near You" proposes the idea that the best way to assess the evolution of
human civilization A civilization (also spelled civilisation in British English) is any complex society characterized by the development of the state, social stratification, urbanization, and symbolic systems of communication beyond signed or spoken languag ...
is through the lens of
communication Communication is commonly defined as the transmission of information. Its precise definition is disputed and there are disagreements about whether Intention, unintentional or failed transmissions are included and whether communication not onl ...
.
The most successful groups throughout human history have had one thing in common: when compared to their competition they had the best system of communication. The fittest communicators—whether tribe, citystate, kingdom, corporation, or nation—had (1) a larger percentage of people with (2) access to (3) higher quality
information Information is an Abstraction, abstract concept that refers to something which has the power Communication, to inform. At the most fundamental level, it pertains to the Interpretation (philosophy), interpretation (perhaps Interpretation (log ...
, (4) a greater ability to transform that information into
knowledge Knowledge is an Declarative knowledge, awareness of facts, a Knowledge by acquaintance, familiarity with individuals and situations, or a Procedural knowledge, practical skill. Knowledge of facts, also called propositional knowledge, is oft ...
and action, (5) and more freedom to communicate that new knowledge to the other members of their group.
''Imagination Age'', as a
philosophical Philosophy ('love of wisdom' in Ancient Greek) is a systematic study of general and fundamental questions concerning topics like existence, reason, knowledge, Value (ethics and social sciences), value, mind, and language. It is a rational an ...
tenet heralding a new wave of cultural and
economic An economy is an area of the Production (economics), production, Distribution (economics), distribution and trade, as well as Consumption (economics), consumption of Goods (economics), goods and Service (economics), services. In general, it is ...
innovation Innovation is the practical implementation of ideas that result in the introduction of new goods or service (economics), services or improvement in offering goods or services. ISO TC 279 in the standard ISO 56000:2020 defines innovation as "a n ...
, appears to have been first introduced by artist, writer and cultural critic Rita J. King in November 2007 essay for the
British Council The British Council is a British organisation specialising in international cultural and educational opportunities. It works in over 100 countries: promoting a wider knowledge of the United Kingdom and the English language (and the Welsh lang ...
entitled, "The Emergence of a New Global Culture in the Imagination Age", where she began using the phrase, "Toward a New Global Culture and Economy in the Imagination Age":
Rather than exist as an unwitting victim of circumstance, all too often unaware of the impact of having been born in a certain place at a certain time, to parents firmly nestled within particular values and socioeconomic brackets, millions of people are creating new virtual identities and meaningful relationships with others who would have remained strangers, each isolated within their respective realities.
King further refined the development of her thinking in a 2008 Paris essay entitled, "Our Vision for Sustainable Culture in the Imagination Age" in which she states,
Active participants in the Imagination Age are becoming cultural ambassadors by introducing virtual strangers to unfamiliar customs, costumes, traditions, rituals and beliefs, which humanizes foreign cultures, contributes to a sense of belonging to one's own culture and fosters an interdependent perspective on sharing the riches of all systems. Cultural transformation is a constant process, and the challenges of modernization can threaten identity, which leads to unrest and eventually, if left unchecked, to violent conflict. Under such conditions it is tempting to impose homogeneity, which undermines the highly specific systems that encompass the myriad luminosity of the human experience.
King has expanded her interpretation of the Imagination Age concept through speeches at the
O'Reilly Media O'Reilly Media, Inc. (formerly O'Reilly & Associates) is an American learning company established by Tim O'Reilly that provides technical and professional skills development courses via an online learning platform. O'Reilly also publishes b ...
, TED,
Cusp A cusp is the most pointed end of a curve. It often refers to cusp (anatomy), a pointed structure on a tooth. Cusp or CUSP may also refer to: Mathematics * Cusp (singularity), a singular point of a curve * Cusp catastrophe, a branch of bifu ...
, and Business Innovation Factory conferences. The term ''Imagination Age'' was subsequently popularized in techno-cultural discourse by other writers, futurists and technologists, who attributed the term to King, including Jason Silva. Earlier, one-time, references to the Imagination Age can be found attributed to Carl W. Olson in his 2001 boo
"The Boss is Dead...: Leadership Breakthroughs for the Imagination Age
Carl W. Olson "The Boss is Dead...: Leadership Breakthroughs for the Imagination Age"; and virtual worlds developer Howard Stearns in 2005.


Previous ages

The ideas of the Imagination Age depend in large part upon an idea of ''progress'' through history because of ''technology'', notably outlined by
Karl Marx Karl Marx (; 5 May 1818 – 14 March 1883) was a German philosopher, political theorist, economist, journalist, and revolutionary socialist. He is best-known for the 1848 pamphlet '' The Communist Manifesto'' (written with Friedrich Engels) ...
. That cultural progress has been categorized into a number of major stages of development. According to this idea civilization has progressed through the following ages, or
epoch In chronology and periodization, an epoch or reference epoch is an instant in time chosen as the origin of a particular calendar era. The "epoch" serves as a reference point from which time is measured. The moment of epoch is usually decided b ...
s: * Agricultural Age – economy dominated by physical work with wooden tools and animals in order to produce food * Industrial Age – economy dominated by factories to produce commodities *
Information Age The Information Age is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology ...
– economy dominated by
knowledge workers Knowledge workers are workers whose main capital is knowledge. Examples include ICT professionals, physicians, pharmacists, architects, engineers, scientists, designers, public accountants, lawyers, librarians, archivists, editors, and ...
using computers and other electronic devices for the purposes of research, finance, consulting,
information technology Information technology (IT) is a set of related fields within information and communications technology (ICT), that encompass computer systems, software, programming languages, data processing, data and information processing, and storage. Inf ...
, and other services Following this is a new
paradigm In science and philosophy, a paradigm ( ) is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitute legitimate contributions to a field. The word ''paradigm'' is Ancient ...
created by virtual technology, high speed internet, massive data storage, and other technologies. This new paradigm, the argument goes, will create a new kind of global culture and economy called the ''Imagination Age''. The next and current age might have started recently: * The term '' Fourth Industrial Revolution'' came into popular discourse in 2016


Economic rise of imagination

The Imagination Age includes a society and culture dominated by the ''imagination economy''. The idea relies on a key
Marxist Marxism is a political philosophy and method of socioeconomic analysis. It uses a dialectical and materialist interpretation of historical development, better known as historical materialism, to analyse class relations, social conflic ...
concept that culture is a superstructure fully conditioned by the economic substructure. According to Marxist thinking certain kinds of culture and art were made possible by the adoption of farming technology. Then with the rise of industry new forms of political organization (democracy, militarism, fascism, communism) were made possible along with new forms of culture (mass media, news papers, films). These resulted in people changing. In the case of industrialization people were trained to become more literate, to follow time routines, to live in urban communities. The concept of the Imagination Age extends this to a new order emerging presently. An imagination economy is defined by some thinkers as an economy where intuitive and creative
thinking In their most common sense, the terms thought and thinking refer to cognitive processes that can happen independently of sensory stimulation. Their most paradigmatic forms are judging, reasoning, concept formation, problem solving, and delibe ...
create economic value, after logical and rational thinking has been outsourced to other economies. Michael Cox Chief Economist at Federal Reserve Bank of Dallas argues that
economic trend Economic trend may refer to: *all the economic indicators that are the subject of economic forecasting **see also: econometrics *general trends in the economy, see: economic history Economic history is the study of history using methodologica ...
s show a shift away from information sector employment and job growth towards creative jobs. Jobs in publishing, he has pointed out are declining while jobs for designers, architects, actors & directors, software engineers and photographers are all growing. This shift in job creation is a sign of the beginning of the Imagination Age. The 21st century has seen a growth in
games A game is a Structure, structured type of play (activity), play usually undertaken for entertainment or fun, and sometimes used as an Educational game, educational tool. Many games are also considered to be Work (human activity), work (such as p ...
and
interactive Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but mo ...
media Media may refer to: Communication * Means of communication, tools and channels used to deliver information or data ** Advertising media, various media, content, buying and placement for advertising ** Interactive media, media that is inter ...
jobs. Cox argues that the skills can be viewed as a "hierarchy of human talents", with raw physical effort as the lowest form of value creation, above this skilled labor and information entry to creative reasoning and
emotion Emotions are physical and mental states brought on by neurophysiology, neurophysiological changes, variously associated with thoughts, feelings, behavior, behavioral responses, and a degree of pleasure or suffering, displeasure. There is ...
al intelligence. Each layer provides more value creation than the skills below it, and the outcome of
globalization Globalization is the process of increasing interdependence and integration among the economies, markets, societies, and cultures of different countries worldwide. This is made possible by the reduction of barriers to international trade, th ...
and
automation Automation describes a wide range of technologies that reduce human intervention in processes, mainly by predetermining decision criteria, subprocess relationships, and related actions, as well as embodying those predeterminations in machine ...
is that labor is made available for higher level skills that create more value. Presently these skills tend to be around imagination, social and emotional intelligence.


Technology

Key to the
idea In philosophy and in common usage, an idea (from the Greek word: ἰδέα (idea), meaning 'a form, or a pattern') is the results of thought. Also in philosophy, ideas can also be mental representational images of some object. Many philosophe ...
that imagination is becoming the key commodity of our time is a confidence that
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
technology Technology is the application of Conceptual model, conceptual knowledge to achieve practical goals, especially in a reproducible way. The word ''technology'' can also mean the products resulting from such efforts, including both tangible too ...
like
Oculus Rift Oculus Rift is a discontinued line of virtual reality headsets, virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality indust ...
and HoloLens will emerge to take much of the place of the current text-and-graphic dominated internet. This will provide a 3D internet where
imagination Imagination is the production of sensations, feelings and thoughts informing oneself. These experiences can be re-creations of past experiences, such as vivid memories with imagined changes, or completely invented and possibly fantastic scenes ...
and
creativity Creativity is the ability to form novel and valuable Idea, ideas or works using one's imagination. Products of creativity may be intangible (e.g. an idea, scientific theory, Literature, literary work, musical composition, or joke), or a physica ...
(over information and search) will be key to creating
user experience User experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility, ease of use, and efficiency. Improving user experience is important to most companies, designers, a ...
and value. The
concept A concept is an abstract idea that serves as a foundation for more concrete principles, thoughts, and beliefs. Concepts play an important role in all aspects of cognition. As such, concepts are studied within such disciplines as linguistics, ...
is not limited to just virtual reality. Charlie Magee states that the technology that will develop during the Imagination Age would include:
The best bet is on a hybrid breakthrough created by the meshing of
nanotechnology Nanotechnology is the manipulation of matter with at least one dimension sized from 1 to 100 nanometers (nm). At this scale, commonly known as the nanoscale, surface area and quantum mechanical effects become important in describing propertie ...
,
computer science Computer science is the study of computation, information, and automation. Computer science spans Theoretical computer science, theoretical disciplines (such as algorithms, theory of computation, and information theory) to Applied science, ...
(including
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
),
biotechnology Biotechnology is a multidisciplinary field that involves the integration of natural sciences and Engineering Science, engineering sciences in order to achieve the application of organisms and parts thereof for products and services. Specialists ...
(including
biochemistry Biochemistry, or biological chemistry, is the study of chemical processes within and relating to living organisms. A sub-discipline of both chemistry and biology, biochemistry may be divided into three fields: structural biology, enzymology, a ...
,
biopsychology Behavioral neuroscience, also known as biological psychology, biopsychology, or psychobiology,Psychobi ...
, etc.), and virtual reality.
In ''
The Singularity is Near ''The Singularity Is Near: When Humans Transcend Biology'' is a 2005 non-fiction book about artificial intelligence and the future of humanity by inventor and futurist Ray Kurzweil. A sequel book, '' The Singularity Is Nearer'', was released on J ...
'', Raymond Kurzweil states that future combination of AI, nano-technology, and biotechnology will create a world where anything that can be imagined will be possible, raising the importance of imagination as the key mode of human thinking.


Global implications

Rita J. King has been the single major advocate of the Imagination Age concept and its implications on cultural relations, identity and the transformation of the global economy and culture. King has expounded on the concept through speeches at the
O'Reilly Media O'Reilly Media, Inc. (formerly O'Reilly & Associates) is an American learning company established by Tim O'Reilly that provides technical and professional skills development courses via an online learning platform. O'Reilly also publishes b ...
and TED conferences and has argued that
virtual world A virtual world (also called a virtual space or spaces) is a Computer simulation, computer-simulated environment which may be populated by many simultaneous users who can create a personal Avatar (computing), avatar and independently explore th ...
technology and changes in people's ability to imagine other lives could promote world understanding and reduce
cultural conflict Cultural conflict is a type of conflict (process), conflict that occurs when different culture, cultural Value (personal and cultural), values and beliefs clash. Broad and narrow definitions exist for the concept, both of which have been used to ...
. Some
public policy Public policy is an institutionalized proposal or a Group decision-making, decided set of elements like laws, regulations, guidelines, and actions to Problem solving, solve or address relevant and problematic social issues, guided by a conceptio ...
experts have argued the emergence of the Imagination Age out of the Information Age will have a major impact on overall public policy. All are concepts discussed in The Purpose Economy by Aaron Hurst, and in the creation of The Purpose Revolution discussed in the Golden Age Companion Textbook.


See also

*
Attention economy The attention economy refers to the incentives of advertising-driven companies, in particular, to maximize the time and attention their users give to their product. Attention economics is an approach to the management of information that treats ...
* Cognitive-cultural economy * ''
Cognitive Surplus ''Cognitive Surplus: How Technology Makes Consumers into Collaborators'' is a 2010 non-fiction book by Clay Shirky, originally published in with the subtitle "Creativity and Generosity in a Connected Age". The book is an indirect sequel to Shirk ...
'', 2010 book * Content creator *
Golden Age The term Golden Age comes from Greek mythology, particularly the ''Works and Days'' of Hesiod, and is part of the description of temporal decline of the state of peoples through five Ages of Man, Ages, Gold being the first and the one during wh ...
*
Information society An information society is a society or subculture where the usage, Content creation, creation, information distribution, distribution, manipulation and information integration, integration of information is a significant activity. Its main drive ...
* Indigo Era * Netocracy, concept whereby power revolves around the ability to form and use networks and technological tools *
Post-scarcity economy Post-scarcity is a theoretical economic situation in which most goods can be produced in great abundance with minimal human labor, so that they become available to all very cheaply or even freely. Post-scarcity does not mean that scarcity ha ...
*
Post-work society In futurology, political science, and science fiction, a post-work society is a society in which the nature of work has been radically transformed and traditional employment has largely become obsolete due to technological progress. Some post- ...
*
Post-truth Post-truth is a term that refers to the widespread documentation of, and concern about, disputes over public truth claims in the 21st century. The term's academic development refers to the theories and research that seek to explain the specific cau ...


References

{{reflist 20th century 21st century Historical eras Information Age Contemporary history Science fiction themes Virtual reality Virtual economy Imagination 1993 neologisms