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Culture War Roundup for the week of July 21, 2025

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Maybe better suited to a Wellness Wednesday post, but I think there's a significant culture war angle here too.

To what extent is the current competency crisis in government, academia, etc. caused by an inability to spend time by oneself and actually put in the work? I've lamented in the past the decline in the social landscape, at least in the United States, but among the social environments that I have been finding recently in Baltimore, there seems to be almost a pathological fear of spending time alone in order to put in the work to actually improve at the thing that we're supposed to be doing together. For example, I've recently been going to a Spanish Happy Hour group at a brewery Thursday evenings after work. There are usually at least a few native speakers there, but aside from them, most people are at a quite elementary stage with the language, and aren't doing anything outside of the happy hour to improve. For some people this makes sense: they're mainly there to socialize not to learn, but for others, like the guy who organizes the group (Alex), the lack of progress is baffling to me. Alex started the group to improve his Spanish so he could communicate better with his girlfriend's family. And yet he seems unable to find the time to practice outside of happy hour (with reading/TV/shows/flashcards). I see the same thing with my new roommate, who is absolutely in love with the country and culture of Spain, and goes to happy hour with me, but won't put in the solitary effort to actually improve at the language. I see the same thing with running: people only going to run clubs to socialize and then expecting to run fast when they don't put in outside mileage on their own time, and even within the philosophy book club that I run where people seem unable to do the 30 pages of reading we discuss every other week.

I see this with myself as well, especially in my PhD. I know what I need to do to be successful: read the papers and do the experiments I have planned, but instead I find myself goofing off with labmates, texting/calling friends while I do busywork, or on this forum posting. Phones may have isolated in some ways, but at the same time, the current media environment seems to have created a constant yearning for companionship that I don't think is conducive to actually growing in competence and skill in areas outside of socialization.

Not quite directly related, but I can say this is how I feel about with my workload these days.

I've been doing this long enough that most of the actual work I have to do is involved, requires concentration, and it can take like 10-15 minutes just to load up all the information and context I need to start to produce a work product. I've got enough experience that I handle any basic inquiries or tasks in like a minute or two, but I want to handle the work that I can really dig into.

Which requires uninterrupted thought. I can't delegate this work, by and large.

I can set aside time on my calendar to do these tasks, but if I 'only' block off 30 minutes, that's barely enough to make meaningful progress, since I get everything up and running and then I can only 'work' for like 15 minutes at at time.

I can block off more time but at that point I'm guaranteed to get interruptions before long and get pulled off task to something else while I'm "in the zone" which ruins the whole effect.

I could set aside time outside of work hours to do it, but by the time I'm home, this feels like such a massive intrusion I generally won't even try unless i have a real looming deadline.

Honestly, I'd really rather be practicing Spanish, or learning how to pilot airplanes, or pick up an instrument or two. But my mental work is most valuable (in terms of how much I get paid) doing this stuff.

Unless someone can gamify it to some extent, lay out an extremely clear path for progression, with periodic rewards and a well-defined end-goal, and some mechanism for accountability, then I'm just less likely to commit to it fully, since I'd have to use discipline to establish a habit and overcome the initial unpleasantness. But so many side activities seem pretty pointless to engage with if they aren't going to drastically increase your status or wealth, even if the skill itself is handy on its own terms.

In part, because everyone is ranked against everyone else, and you know full well you'll never enter the top 10% in most activities, let alone the top 1%, and being the best Xylophonist in your town is no longer sufficient to win social points.

Unless someone can gamify it to some extent, lay out an extremely clear path for progression, with periodic rewards and a well-defined end-goal, and some mechanism for accountability, then I'm just less likely to commit to it fully, since I'd have to use discipline to establish a habit and overcome the initial unpleasantness. But so many side activities seem pretty pointless to engage with if they aren't going to drastically increase your status or wealth, even if the skill itself is handy on its own terms.

I think gamification is the exactly opposite of what you need. I cycled through a bunch of frankly masturbatory hobbies before I settled on woodworking. I tried to learn guitar, I tried mountain biking, I did martial arts for a long time, I've tried to make video games off and on for my entire adult life, did a smattering of electronics repair. All of them, to various degrees, felt like pissing in the ocean. I think I enjoyed the martial arts and mountain biking the most, but at a certain point going through the motions felt pointless. Especially with martial arts, once I no longer had anything to prove to myself that I could do it, I just wasn't feeling it anymore. I sunk costed through many more years of just showing up, but my drive to put in the extra work evaporated. A lot of what compelled me to put time into hobbies I really wasn't getting anything out of was the addictiveness of the gamification in the learning method.

But woodworking, at least for now, is fantastic. I make beautiful things that go into my home that are exactly what I want, and I don't care one teeny tiny bit how they stack up to what anyone else has done. It's not gamified, it's not competitive, but it's marginally creative and meets specific needs. Plus it's nice having hardwood furniture in my house instead of flat packed sawdust and glue. Mastering a smattering of baking recipes has been similar. I wanted great scones, I didn't like any of the bakeries around me, I figured out a recipe that produces the scones I want and now my family gets to enjoy them.

Human motivation is funny, and in several ways, I suspect gamification has spoiled our brains to expect more rewards for fake task than they deserve. I've found making real things you actually want and need has been a great detox, and doesn't necessarily carry with it the sort of "I'm too tapped out from work to do this" vibe that other more masturbatory and pointless hobbies might. But that might just be me.

As an avid mountain biker, I'm curious as to what you think was gamified about the whole experience. Most people who get into the sport start riding relatively easy trails and progress to harder ones as they get better, but the whole concept of difficulty is vague and not necessarily related to how fun a trail is to ride. What most people don't do is start off by taking lessons and sticking with it to "unlock" various achievements by passing certain thresholds. Easy trails can still be a blast for experienced riders, and a beginner can always walk anything he's uncomfortable with (most difficult trails are only truly difficult for relatively brief stretches). Most people, though, will be good enough in a year that they'll be able to ride whatever they want to, within reason, and the only thing that differentiates riders is speed, which isn't important if you aren't racing and which no one cares about on casual rides. Skills improvement usually just means getting faster by being able to navigate tricky sections better, like having the technique to navigate tight turns without slowing down too much or being able to find lines in rock gardens. The end result of developing these skills is that you end up finding certain kinds of trails more enjoyable, but it's a completely personal gain.

Have you heard of the types of fun? If not, See: https://essentialwilderness.com/type-1-2-and-3-fun/

As a descriptive generalization, all complex activities are composed of all three types of fun. The exact ratio of each type of fun changes activity by activity and person by person. Typically speaking, everyone wants to maximize type 1 fun and minimize type 3 fun. In the meantime, they will tolerate type 2 fun in proportion to they ability to delay gratification as an investment to produce more type 1 fun in the future.

Now, gamification, in this context, is best understood as a means to transmute type 3 fun into type 2 fun. The mechanism by which this happens is through providing consistent feedback and rewards so that the gamer later associated a particular misery with a positive outcome. In games, for example, killing the first 3 orcs in a questline might be type one fun, but killing the next 197 would be type 3 fun if it weren't for the xp and gold you get at the end. Similarly, in martial arts you might enjoy the first minute of getting punched in the stomach while being in horse stance, but you're not going to enjoy the next five unless you come to associate it with improving your capabilities and social status.

Gamification isn't always-- or even usually-- helpful. If an activity has a super high proportion of type 1 fun, you just do it to do it. And generally people don't have many issues doing activities they feel are predominantly type 2 fun, though they might have to get motivated first. I'll procrastinate doing my laundry, but I don't need to gamify it before I do it-- I know exactly how much I like clean clothes. Meanwhile, people should and do avoid activities that are mostly type 3 fun. I think I'd briefly enjoy falling out of a building, but I would definitely hate hitting the ground.

Where gamification helps most is at the margins, when an activity is favorably disposed toward types 1 and 2 intellectually, but at any given moment can feel emotionally tilted toward type 3. Think of this as the cold lake effect (you know you'll have fun if you just take the plunge, but you can't help but tiptoe in miserably). So if you're looking for it in mountan biking, don't expect to find it everywhere. As a hobby, mountain biking is probably dominated by the kind of people who find it type 1 fun. But if you find someone that's always a little reluctant to get on the trails. And seems mostly motivated by buying new gear, obsessively tracking their health statistics, and posting images of themselves completing on difficult trails... That's what gamification looks like for mountain biking.

It might have been the friend I was doing it with, and how the trails were rated in our area. It was 15+ years ago, so I'll probably get all the details wrong. But there was some sort of rating system that didn't seem dissimilar from rock climbing ratings, and he was really into getting to the next difficulty, and mastering X, Y and Z skills necessary for doing so, and upgrading his bike with fancy brakes and tires and shocks. Where as I just had some dinky street/trail hybrid bike with none of those things and found myself completely incapable of keeping up. I just enjoyed doing the same trail or two when I could.