The Islands of Wisdom (1922) by Alexander Moszkowski – In the novel various utopian and dystopian islands that embody social-political ideas of European philosophy are explored. The philosophies are taken to their extremes for their absurdities when they are put into practice. It also features an "island of technology" which anticipates mobile telephones, nuclear energy, a concentrated brief-language that saves discussion time and a thorough mechanization of life.
Gorman is President of the Inter-Tribal Indian Ceremonial Governor's Board. The Ceremonial is an annual event held in New Mexico featuring Native music, dance, arts and culture. She is President of Extol Charitable Foundation, an organization dedicated to prevention education on fetal alcohol syndrome. She is also Vice Chair of the Gallup Economic Development and Tourism Commission, as well as a board member of Think First Navajo, a chapter of the national organization Think First, a head and spinal injury prevention program. She is also an advisory board member for College Horizons, a pre-college workshop for Native American students preparing for undergraduate and graduate school.
Education is regarded as important and is continued to age 21 for all citizens. During their years of schooling, the pupils are introduced to many trades, professions, and arts in order to discover where their talents and interests lie, to enable them to choose the vocation that will bring them the greatest satisfaction in their adult years. At age 21, everyone enters the work force, "the industrial army," where he or she will serve up to the age of 45. Women and men are treated equally with respect to education, career in the work force, compensation. There is some distinction made regarding the occupations of men and women, and there are provisions for pregnancy.
Utopians do not fight their own wars if they can avoid it. Killing, although morally necessary, is morally degrading, so they hire mercenaries to defend Utopia. They do, however, train for war - men and women both - "so that they will not be incapable of fighting when circumstances require it". (105) They go to war reluctantly, and "do so only to defend their own territory, or to drive an invading enemy from the territory of their friends, or else, out of compassion and humanity, they use their forces to liberate a[n] oppressed people from tyranny and servitude." (105) Upon declaring war, they immediately offer enormous rewards for the assassination or capture of the enemy prince and others "responsible for plotting against the Utopians." (108)
The history of utopian literature from the mid-seventeenth century to the present cannot be treated in detail here, since there are more than 50 works that ought to be included in such a study. A brief survey will have to suffice for present purposes. A few of the better known and more influential works will be analyzed briefly and classified according to the main directions of development of the theme.
A new form of language called "newspeak" is being developed to facilitate the process of thought control, and there is a movement called "doublethink" whereby the most absurd ambiguities are propounded in all seriousness. The mottoes of the Party are: "War is Peace," "Freedom is Slavery," and "Ignorance is Strength." The Ministry of Truth deals mainly with propaganda, the Ministry of Peace manages military operations, the Ministry of Love is concerned with matters of law and order, and the Ministry of Plenty regulates the economy.

The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition.[13] It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them.[11] The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them".[13] The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player.[13] They also felt having text or voice communication between players or showing usernames would allow players' biases and preconceptions to come between them and the other player.[17]

×