Is the internet killing gossip?

Social media lull us into thinking we’re whispering to a friend at a party, when in reality we’re shouting through a megaphone. But every time we hold back from dishing the dirt, we become a little bit less human.

Earlier this week the editor of Newsnight inadvertently reminded us that the internet can’t keep a secret.

In what he thought was a Twitter message only he and his friend could read, Ian Katz referred to the MP Rachel Reeves, a guest on his show, as “snoring boring”.

It was hardly inaccurate. But that he actually tweeted this to the world, including Reeves herself, was embarrassing for him, and for her (although I tend to think there’s an association between the capacity to drone on like that and the kind of skin that will keep a person warm through the bitterest winter).

What with Twitter’s tricksiness and Facebook’s deliberately confusing privacy policies, not to mention those twin traps “Reply To All” and “Forward”, the internet is an engine for social embarrassment. Social media lull us into thinking we’re whispering to a friend at a party, when in reality we’re shouting through a megaphone.

But every time something like this happens, we become a little harder to lull. Katz won’t be sending any loose talk via Twitter again. Like everyone else, he is learning that there is no such thing as an off-the-record electronic communication.

The lessons have been unavoidable. First, we know we’re prone to screwing up our messaging protocols, like Katz did. Second, various corporate and political scandals have revealed to us that “delete” actually means “save until it’s time to publish”; that even our text messages – is nothing holy, LOL – can be retrieved by others long after we have forgotten about them. Third, we now know that not only can our bosses read every email we send, but so can our governments. The message is sinking in: don’t write anything you wouldn’t be happy to see on the front page of the New York Times.

I will leave it to others to discuss what the internet means for freedom of speech. I’m worried about something else: freedom to gossip.

Gossip depends on a transaction best captured by the phrase “between me and you”. Rumours spread like wildfire through entire populations, which is why the internet disseminates them so efficiently. But gossip is inherently personal. It is passed on one person at a time, or circulated in small groups.

In the online world, there is no such thing as “between me and you”. There is only “between me and anyone who is reading this or who might do so at some point in the future…” The more we wake up to this, the more we resist the temptation to dish.

I’ve noticed that friends at work exchange less of the kind of salty backchat about their managers that used to form the mainstay of the day’s entertainment. Even hinting at an informal confidence about a third party, in a one-to-one email, is these days more likely to be ignored, or to summon a stiffly formal reply.

Gossip continues, of course, in the so-called offline world. Rather than saying what they think in email, colleagues are more likely to sidle up to each other and quietly suggest a walk outside, like they’re in a very low-stakes spy movie.

But even out in the street, they’ll be nervously checking their phone because, well, we’ve all heard the stories of accidental dials and overheard conversations. As the offline world shrinks, gossip is becoming laced with paranoia.

You might say that if gossip is in decline, that’s a good thing. Perhaps you are one of those people who quietly but ostentatiously withdraws from a group the moment that gossip begins. Gossip is certainly disreputable, ungenerous and frequently unpleasant. We all learn at an early age that it’s not nice to talk behind someone’s back; that it’s irresponsible to spread stories.

But here’s the (paradoxical) thing: if you don’t gossip, I don’t trust you. The moment I establish that a new acquaintance is alert to the pleasures of gossip is the moment I start to trust them.

I don’t mean, trust them not to speak ill of me (how could I?). I mean, trust that they see the world as I do: as a place where playfulness matters as much as rules, protocols exist partly to be subverted, and pleasures taken where they can.

We use gossip to monitor about the dynamics of our social circles: the quickest way to establish the politics of your office is to go for a drink after work. Gossip has a high compression ratio: it fits a lot of information into short conversations; they don’t call it “the good stuff” for nothing.

Gossip is great a leveller, too: that the people who would be happiest if you never gossiped at work are your bosses tells you something about its egalitatarian nature.

If we stop gossiping, we will become a little less human. Professor Robin Dunbar, an evolutionary psychologist, has argued that gossip was central to the development of early human communication. Apes and monkeys, our closest kin, spend a lot of time grooming each other, not for the purposes of hygeine so much as to cement bonds of trust and affection. Humans, says Dunbar, do the same, except we have always lived in larger groups, and it’s hard to stroke all of the people all of the time.

So at some point our ancestors worked out that social chatter was a more efficient method of bonding, as well as a great way to get the inside track on who was up, who was down, and who was screwing who behind the big rock. The conventional view of the origins of language is that it enabled males to coordinate hunts. Dunbar thinks that it evolved to allow us to gossip.

Let’s not allow the internet to turn us into poker-faced, strait-laced, inhuman dullards. Let’s stand up for gossip. And meanwhile, if you want to know what I heard about how the deputy editor of the New Statesman got her job, DM me.

Kirsten Dunst and Michelle Williams get involved in some serious gossip in the film 1999 film "Dick".

Ian Leslie is a writer, author of CURIOUS: The Desire to Know and Why Your Future Depends On It, and writer/presenter of BBC R4's Before They Were Famous.

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.