[SEQ RERUN] Emotional Involvement

To­day’s post, Emo­tional In­volve­ment was origi­nally pub­lished on 06 Jan­uary 2009. A sum­mary (taken from the LW wiki):

Since the events in video games have no ac­tual long-term con­se­quences, play­ing a video game is not likely to be nearly as emo­tion­ally in­volv­ing as much less dra­matic events in real life. The sup­posed Utopia of play­ing lots of cool video games for­ever, is life as a se­ries of dis­con­nected epi­sodes with no last­ing con­se­quences. Our cur­rent emo­tions are bound to ac­tivi­ties that were sub­goals of re­pro­duc­tion in the an­ces­tral en­vi­ron­ment—but we now pur­sue these ac­tivi­ties as in­de­pen­dent goals re­gard­less of whether they lead to re­pro­duc­tion.

Dis­cuss the post here (rather than in the com­ments to the origi­nal post).

This post is part of the Rerun­ning the Se­quences se­ries, where we’ll be go­ing through Eliezer Yud­kowsky’s old posts in or­der so that peo­ple who are in­ter­ested can (re-)read and dis­cuss them. The pre­vi­ous post was Chang­ing Emo­tions, and you can use the se­quence_re­runs tag or rss feed to fol­low the rest of the se­ries.

Se­quence re­runs are a com­mu­nity-driven effort. You can par­ti­ci­pate by re-read­ing the se­quence post, dis­cussing it here, post­ing the next day’s se­quence re­runs post, or sum­ma­riz­ing forth­com­ing ar­ti­cles on the wiki. Go here for more de­tails, or to have meta dis­cus­sions about the Rerun­ning the Se­quences se­ries.