Wednesday, May 30, 2012

“So Batman, Guy Fawkes, and Andy Warhol walk into some bar called Echelon…”: Personalised Communication, Media Consumption, and Political Agency



The realization of an authentic self is the principle challenge for the subject within contemporary (post)modernity. According to Habermas, the project which developed and realised the Western human subject, as inaugurated by the Enlightenment, was a process in which an entity’s status as an individual was defined and increasingly fore-grounded. Over the course of the fifteenth through the nineteenth centuries, both the symbolic and the practical conceptions of the individual as a self-sufficiency, as an agency, and as a unique will inhabiting a unique body propelled by its own will-to-power was gradually extended to all citizens from its origins as a uniquely aristocratic privilege. Simultaneous with the development of the individual defined against the fabric of the public sphere was the individuation of nation-states against the fabric of geography and the geo-political, and which has ultimately resulted in the liberation of multinational financial and industrial entities from the legal and geographical limitations posed on citizen-humans.

         As Paul Virilio notes, digital technologies articulate a means of controlling and defining subjects by imposing a globalized sense of time and environment informed by a simultaneity which makes obsolete any local analogues. Unlike the monolithic rigidity of prior systems of control, the proliferation of information production technologies allows subjects to be interpellated as individuals, their differences rationalized as ‘personal profiles’ intended to catalyze modes of consumption. The Western philosophical tradition has prided itself on liberating the individual from hierarchical circumscriptions dictated by social protocol and into a space where the modern subject is expected to realize and satisfy their own needs in society. Such is certainly the myth of foundation by which the ‘American Dream’ can be seen to operate, and to which the Occupy Wall Street protesters gestured in their criticism. And while the spirit of protest and rebellion is currently manifesting with a popular interest and sympathy not evident since the 1960s, this paper will argue that such enthusiasm for revolutionary change has (so far) been entirely co-opted by mechanisms which interpellate subjects as consumers in a manner which limits their potential as citizens who can express political agency.

         In this capacity, mobile telephony is situated at the intersection of personal agency and systemic control. While cell phones can be seen to have recently enabled protests for democratic reform in several Arab countries to flourish, simultaneously, however, mobile telephony as used by police and government agencies allows a degree of surveillance and behaviour modification seemingly at odds with the democratic and philosophical traditions associated with a liberated human subject. Following Frederic Jameson’s reclamation of Adorno’s critique of the capacity for self-agency within mass culture, this paper will conclude that in the 21st century, individualism is the precise means by which rigid social conformity will be achieved.



         In postmodern consumer culture, the freedom to realise a process of wilful self-individuation derives in large part from the social and political transformations which occurred in the 1960s, or more importantly which have been periodised and branded as the 1960s. The 60s counterculture begat the self-awareness of the consumer initially as a process rejecting the vulgarities and corruptions of consumer culture, best manifest in the ubiquitous use of plastics in manufacturing and incessant miniaturization in electronics which brought to market an increasing number of consumer distractions. In fact, the alleged austerity of the hippie who rejected mass culture in favour of the primacy of the natural world does not align with the actual expansion of consumer capitalism in the years leading to the 1970s oil crisis in the West, when consumption was momentarily depressed, and the fallacy of this particular narrative is further evidenced by the subsumption of nature-centric, ostensibly anti-modernist hippie idealism into the full flourishing of contemporary consumer capitalism and the reactionary but consumer-centric environmental movements which emerged over the 80s and 90s and continues to flourish into this century.

         The political agency which enabled the expression of dissent in the 1960s evolved into the free market individualism in which the very same expression of dissent is refocused upon uncovering the market value of the self; in this context both dissent and conformity are acts of self-realisation within the material terms of the economic. We can speak of this process as a Heideggerian uncovering and disclosure of being as resource and potential, and the desire which grounds such potential in materiality in this sense quantifies the self within an order of value. The process of uncovering thus reveals and quantifies subjects as individuals while at the same time aggregating them under the aegis of a collective desire itself rationalised and historicised as abstract transcendent ideas such as patriotism (understood as brand loyalty), “freedom”, and “terror”. In other words, the historic-technological configuration which can be conceived as the “project of Western civilisation” simultaneously liberates the human-subject into individuality at the same time as that individuality is used to further conform individuals to the will, if you like, of the system as a whole. Due to the conflation within the market of high and low culture understood by Fredric Jameson as a condition of what he defines as postmodernity, as variety and difference serve not only to reflect a democratic equality of taste and judgement, but also to energise the market with an ever-increasing pool of consumer satisfactions.



         Of course, one cannot invoke quantisation without its material analogue, as it were, the computer. As depicted in many science fiction and espionage films of the 60s and 70s – here I am thinking of Colossus: The Forbin Project, Westworld, and THX 1138, among others – the computer entered into the public consciousness in the 1960s as a monolithic and autocratic entity which troubled distinctions between inanimate objects and wilful organic sentience, ultimately threatening human independence. The malevolence threatened by the computer is perhaps best realised by the murderous rebelliousness of HAL in the film 2001: A Space Odyssey, whose monstrousness stems from the logical sacrifice of human life in pursuit of what has been reasoned to be a more significant collective purpose and whose all-seeing eye signals the omnipresent surveillance with which this presentation will conclude. An even more prominent aspect of the counter-cultural movement, and one which overtly connects the 60s with the Occupy movement of today, involved democratic political agency as realised by mass protest – civil rights, feminism, the anti-war movement, and gay rights, wherein the agency of the individual is realised and enabled by the strength of the group.



         In his 1984 essay Periodizing the 60s, Frederic Jameson describes rebellion and popular activism as fundamentally tied to the colonial history of the countries in which such forms of protest materialised. He argues that the emergence as subjects of women, homosexuals, minorities, and the disabled – along with other minorities – granted the full extent of political and social standing is fundamentally a process of de-colonisation(498). As I will further discuss momentarily, it is the proposition of this paper that such neo-colonialism does not simply implicate those subjects who have been historically marginalised. Rather, I wish to extend Jameson’s interpretation of neo-colonialism as precisely the project of late capitalism. Instead of ships full of Europeans who encounter a “New World” full of economic potential manifesting as resources and slave labour, colonialism under late capitalism requires a new geography and conception of the socio-economic world, one in which the desires and needs of the body of the individual subject are elevated to the superposition of the desires and needs of the incorporated state, a virtual realm of borderless finance and the self-realised sovereignty of the multinational companies. It is for this reason that we are confronted with the logic of massive corporate subsidies and austerity budgets, in which the middle- and working classes are sacrificed for the abstract and, in world-history terms, unsustainable benefit of economic growth, itself inordinately tailored to continue economic growth for the investment class (see, for example Thomas Piketty’s recent book). In this capacity, the modern subject is granted individuality within the circumscriptions of citizenship, which grounds the subject within the praxis of the legal and economic systems in which political agency most concretely manifests, namely the aristocratic privilege of property.



         Viewed in concert, the major and minor socio-cultural transgressions which occurred in the 1960s in fact really were threatening to the authority and dominion of the established hegemonies in Western civilisation. However, the cultural and political legacy of the 60s does not live up to the popular conception of resistance and rebellion. While the drive to satisfy the will and desires of the individual by extending to rights of the citizen to all individuals regardless of gender, class, or ethnicity is indeed an important and ongoing procedure – most importantly in the sense of the Hegelian recognition of the Other – we should not allow such progressivism to blind us to the consequences of a continued and enthusiastic individualism. The counter-culture idealism of the 60s, made iconic by the young hippie protester, enabled the popularisation and broad (or mainstream) acceptance of free love (sexuality outside of marriage and/or child production, ultimately elevating the commodification of sexuality into daily and habitual practices of consumption – images, bodies, people), “new age” lifestyles of self-exploration and a spirituality governed by the self (constituted not only by the crystals, vibrations, auras, “Eastern” polytheism, and psychic readings popularly referred to as “new age”, but also in the mainstream acceptance of psychiatry and pharmacology as therapeutic practices, the latter deriving from recreational drug use intending to “expand consciousness”), and the foregrounding of personal feelings as foundational to the establishment of new and alternative lifestyles.



         As should be evident by the list I just provided, such gestures to counter-cultural resistance have been entirely co-opted by forms of consumerism. Over the decades that followed, the image of the hippie and of 60s protest has been sanitised as itself a commodity, to the point where the rebellious and revolutionary potential inherent to 60s counterculture now signals the precise manner in which market forces interpellate individual subjects as individual consumers.

The popular conception of the 60s radical ignores the realities of life for many of those who truly did “drop out” – perhaps best exemplified by the model and junkie Joe Dallesandro, the star of Paul Morrissey’s trilogy of films Flesh, Trash, and Heat, whose bohemian and transient life critiques both bourgeois complacency and working class (masculine) hedonism. Of course, under Warhol’s tutelage, Dallesandro was himself commodified, although not at all to the degree of his heirs.

The contemporary rebel, commodified in the wake of James Dean, is safe enough for mall fashion and daytime television.

         In this sense, we can understand the revolutionary discourse of cultural history as a means by which the past is rationalised, enclosed, and invoked as a series of walled gardens of commercial potentiality. The hippie commune is now the corporate retreat, while the expansion of consciousness in realisation of a “true” self has become personal fitness training and the self-help industry. The deviant, do-it-yourself fashions of hippie youth became not only the heavily-accessorised fashion trends of latter decades, as well as the continued proliferation of youthful rebellion as “sexiness” for the beauty industry presently, but also served to ensconce the perpetual novelty of youth culture as the principle driver of consumer capitalism.



          In this sense, we should perhaps be a little weary of the symbolism behind the appropriation of the Guy Fawkes mask from the film version of V For Vendetta, as the history of political rebellion invoked by the mask is inaccurately glossed by the film in that the Gunpowder Plot was not a rebellion against aristocratic or authoritarian control of the body politic, but rather it was a conservative and Catholic reaction to Protestantism.


This historic-political gloss is mirrored in the use of the mask by the middle-class left, for such consumer-enabled activist symbolism was acquired at dollar stores and manufactured in China. As Zizek has recently warned, protesters must beware of taking pleasure in themselves and the good time they are having.

         And so with the middle-class privilege of citizenship, finally we come to the mobile phone itself. The common narrative describes the manner in which, like a techno-centric inversion of the Horatio Alger myth, what was a luxury item in the 1980s and early 90s has by 2012 become available to nearly everyone in the “developed” world and a substantial portion of people in countries collectively known as the “developing” world. In ways that are both obvious and subtle, the mobile phone brings together the worlds of the private and the public, which includes the intimacies not only of social and interpersonal relationships, perhaps best (and incidentally most humorously) realised in the “sexting” phenomenon which troubles teenager and politician alike, but also the intimacies of the virtual and quantified self, and such intimacies are both financial and geographical in nature. That mobile phones are viewed by financial analysts as having the potential to replace both physical currency and bank access cards further enshrines the mobile phone as the principal new mark of citizenship.


The authoritarian potential of an individual’s subject-identity to be quantified in such an individuating and technocratic manner for commercial purposes is evidenced by the famously apocalyptic rants of the character Johnny in the 1993 British film Naked, wherein the barcode prefigures the cell phone in dividing the self into material agent and virtual consumer.

         On the other hand, the democratic potential of mobile telephony extends from phone acquisition to its actual use, or so we are told.  The freedom to communicate at our will and at our leisure is perhaps a necessary by-product of a democratic capitalism which allows and often demands freedom of travel.

And so we read in the popular press (Guardian, Globe and Mail) that the glut of inexpensive cell phones enabled the flourishing of popular protests in the Middle Eastern countries, an event collectively narrated under the sign of the Arab Spring. Spontaneous crowd organisation and mobilisation (flash mobs), as well as a high degree of tactical co-ordination are enabled by mobile telephony, and the resultant activities are themselves rendered into a self-reflexive catalyst for protest as the still and moving image making capabilities of mobile phones are exploited and photographs and video circulate through social media.


The 2008 film The Dark Knight depicts one possible implementation of the surveillance possibilities of the mobile network which, while rendered in the thoroughly sensationalist and fantastic manner typical of Hollywood “realism”, is grounded in contemporary research into information analytics. Batman himself can be seen to represent the conservative fantasy of individual agency enabled by the corporate nation state. Batman is himself an individual whose privilege is under threat from a morally corrupt and politically rebellious underclass of criminal elements. In one sequence, he uses the powerful computer systems in his Batcave to access an elaborate spy network which uses the cell phones of every citizen in the city. Not only does Batman have access to the location information of every citizen in real time, thus allowing him to locate and monitor their behaviour and communicate with them. More fantastically, the Batcave computer can access the microphone and camera of each individual cell phone, and that data, when interpreted and analysed, allows the Batputer to render a real-time audio-visual map, thus reifying what Paul Virilio describes in The Information Bomb as the “audiovisual continuity of nations”, in which “political frontiers ... shift from the real space of geopolitics to the ‘real time’ of the chronopolitics of the transmission of images and sounds” (13).



         Virilio further describes the results of such, as he calls it, “amplification of the optical density of the appearances of the real world” (39). As an aside, it should be noted that the computational power necessary to interpret the data sets produced millions of simultaneous mobile phone users is already available in the supercomputer-class of machines already in use by large corporations and national governments. As is often noted, US Intelligence agencies currently use a system called Echelon, which in the wake of the attack on the World Trade center in 2001 has expanded its Cold War era role of media and electro-magnetic signal transmission analysis to include the acquisition and analysis of every email message and most if not all cell phone traffic (voice, sms) and internet searches, as well as possibly Amazon purchase histories as well. The National Security Agency is currently building a very large data centre in Utah, which will be used, according to former NSA official William Binney, as a permanent archive for this ever-growing intelligence database, which Binney describes as currently containing roughly 20 trillion sources of data. Furthermore, computer science predicts that by 2030 the same computational power will have “trickled down” to the individual consumer by means of the same mechanism of capital and industrial investment by which the computational capabilities of a computer which cost $10,000 in 1995 has been matched or exceeded by an inexpensive mobile phone in 2012.

          More practically in the short term, however, and more specifically relative to the protest activity occurring with the Occupy and Arab Spring movements, among others, is the ability for cell phone users to be located geographically in real time. Governmental and military authorities are presently using this capability to locate and monitor individuals of interest, and indeed by analysing the mobile traffic which occurs at locations of protest or conflict, criminal guilt may be assigned with the assumption that proximity equates with participation.



The internet-enabled cell phone permits a further capacity for control, and here we can turn to the commercial model championed by Apple and its iPod and iPhone technologies. First of all, we need to remind ourselves that there is relatively little that is unique about Apple’s products other than a unified design aesthetic. The iPod, which like every other digital media player and flash drive in existence is in fact a software media player laid on top of generic flash memory, exists solely within the postmodern virtual geography inhabited by marketing and branding. Similarly, the iPhone is neither the first portable digital device with a touch screen nor the first internet-enabled phone. The revolutionary and individuating potential of their devices is quite simply a fabrication of Apple’s marketing strategy. Much more important than the individual devices, however, is the infrastructure on which such devices operate. Apple’s mobile infrastructure involves a closed-hardware/software platform in which all user interaction with the device is controlled, regulated, and profited upon by a home electronics company now worth as much as an oil company. In a market strategy which involves rendering traditional optical media obsolete and all content delivered to the end user will be downloaded to the iTunes store, the capacity for the Apple customer for cultural awareness will be limited to what has been approved by Apple. Indeed, that the socio-technological configuration known as (iDevice) + iTunes is presently the most optimal means by which corporate capitalism and the individual subject can be seen to cohabitate within the virtual geography of the self (which, as this paper has elaborated, is the corporate body of the citizen) is reflected in the fact that the financial markets have christened Apple as the most valuable corporate entity on the planet. The desire for communication is the fuel for this dependency. In this capacity, mobile telephony will be seen as the dominant means to control and conform the individual subject, much like oil was the means by which individuality came to flourish over the course of the 20th century.


Sunday, February 19, 2012

a letter to Vic Toews about Bill C-30

Hello Mr. Toews,

I just listened to your interview with Evan Solomon of the CBC, in which you stated that you have neither read nor do you understand the content of Bill C-30. Putting aside for a moment the question of why you slandered critics of the bill by stating that they "support child pornographers" when you yourself have not read the bill and cannot demonstrate an understanding of its contents, I am presently writing to you in search of an answer to the question below. In seeking an answer to this question, I will also put aside for a moment my doubts as to the wisdom of conjoining a large variety of important legislation into one Omnibus Crime Bill, thus limiting the possibilities for debate or scrutiny over the individual parts of tabled as "Omnibus". I will also ignore the recent events surrounding Vikileaks's illumination of the public records related to your personal life, Mr. Toews, except to state that now you may better understand why Canadians will not tolerate the governmental unconstitutionally spying into their affairs (although Vikileaks itself does not represent criminal or unconstitutional activity).

My question to you is the following: is it not normal parliamentary procedure for a minister (and indeed other MPs) to read and understand the legislation that is under the mandate and jurisdiction of their department, which they will be championing in public forums (in this regard, you rather childishly and boorishly denigrated critics as "supporters of child pornography"), and upon which they will be voting in the House of Commons?

Surely, such activity is in fact at the heart of the function of an MP, and most especially one who is also a senior minister, for otherwise Canadians would have elected to Parliament an incompetent and irresponsible Member. Given that in this case you, Mr. Toews, are ostensibly the Minster responsible for Public Safety, it is paramount that you competently perform this charge lest the public be endangered due to irresponsible governance.

It is now clear to all Canadians who look into the matter, in either a systemic or a cursory way, that Bill C-30 is either ill-considered and poorly-formulated, or it represents a wilful disregard for the constitutional rights granted to all Canadians. It is here that I will return to your insulting comments about child pornography. I know several victims of childhood sexual abuse, and furthermore my mother The Reverend Dorothy Hewlett (Anglican) has spent a great deal of her professional life counselling victims of childhood sexual abuse. Your casual and irresponsible invocation (use) of the horrors which abused children suffered and continue to suffer is a callous and opportunistic ploy to silence critics of what is an unconstitutional or ill-considered legislative mistake. How dare you, Mr. Toewes? You are in effect condoning the suffering of individuals as the rhetorical justification for the ignorance which Bill C-30 represents. If you are a religious person, Mr. Toews, you need to look at yourself in a mirror and then speak with your god. If you aren't religious, then please just look at yourself in a mirror for a while.

Mr. Toews, due to the fact that you do not appear to be properly performing your duties as minister, due to the fact that in the process of performing your responsibilities you insulted not those Canadians who are critical of Bill C-30 but also the victims of childhood sexual abuse whom you purport to be defending, I cannot in good conscious allow the epithet "Right Honourable" in the same sentence as your name.  

VIC TOEWS'S OFFICE RESPONDS IN FORM STYLE:

Thank you for contacting my office regarding Bill C-30, the Protecting Children from Internet Predators Act.

Canada's laws currently do not adequately protect Canadians from online exploitation and we think there is widespread agreement that this is a problem. 

We want to update our laws while striking the right balance between combating crime and protecting privacy. 

Let me be very clear: the police will not be able to read emails or view web activity unless they obtain a warrant issued by a judge and we have constructed safeguards to protect the privacy of Canadians, including audits by privacy commissioners.

What's needed most is an open discussion about how to better protect Canadians from online crime. We will therefore send this legislation directly to Parliamentary Committee for a full examination of the best ways to protect Canadians while respecting their privacy.

For your information, I have included some myths and facts below regarding Bill C-30 in its current state.

Sincerely,

Vic Toews
Member of Parliament for Provencher


Myth: Lawful Access legislation infringes on the privacy of Canadians.

Fact: Our Government puts a high priority on protecting the privacy of law-abiding Canadians. Current practices of accessing the actual content of communications with a legal authorization will not change. 

Myth: Having access to basic subscriber information means that authorities can monitor personal communications and activities.

Fact: This has nothing to do with monitoring emails or web browsing.  Basic subscriber information would be limited to a customer’s name, address, telephone number, email address, Internet Protocol (IP) address, and the name of the telecommunications service provider. It absolutely does not include the content of emails, phones calls or online activities.

Myth: This legislation does not benefit average Canadians and only gives authorities more power.

Fact:  As a result of technological innovations, criminals and terrorists have found ways to hide their illegal activities. This legislation will keep Canadians safer by putting police on the same footing as those who seek to harm us.

Myth: Basic subscriber information is way beyond “phone book information”.

Fact: The basic subscriber information described in the proposed legislation is the modern day equivalent of information that is in the phone book. Individuals frequently freely share this information online and in many cases it is searchable and quite public.

Myth: Police and telecommunications service providers will now be required to maintain databases with information collected on Canadians.

Fact: This proposed legislation will not require either police or telecommunications service providers to create databases with information collected on Canadians.

Myth: “Warrantless access” to customer information will give police and government unregulated access to our personal information.

Fact: Federal legislation already allows telecommunications service providers to voluntarily release basic subscriber information to authorities without a warrant. This Bill acts as a counterbalance by adding a number of checks and balances which do not exist today, and clearly lists which basic subscriber identifiers authorities can access.

BOB RAE'S OFFICE RESPONDS IN SLIGHTLY LESS FORM
-LETTER STYLE

Dear Quintin Hewlett:

On behalf of Liberal Leader Bob Rae, I would like thank you for your email regarding Bill C-30, the Conservative legislation that will allow Vic Toews and Stephen Harper to creep your Facebook and read your emails.

It’s unacceptable for the Conservatives to paint this as strictly an issue of pedophilia and child pornography; Canadians deserve an honest debate on something this serious.  This is a complex bill that contains numerous provisions requiring scrutiny and careful examination at Committee.  A proper balance must be struck between the privacy rights of Canadians and public safety.

Privacy is a fundamental freedom enshrined in our Charter and Canadians have every right to be worried about heightened surveillance of their online activities.  Liberals are seriously concerned about the lack of judicial oversight in this bill relating to subscriber data, and that forcing ISP and telecomm providers to have the capacity to trace all communications in their system could create a very slippery slope.  After all, this is a governing party that has proven itself willing to violate online privacy before – like with its Facebook creeping activities during the last election.

The Liberal Party will be proposing several amendments to Bill C-30, including adding the requirement that there is judicial oversight before law enforcement can access personal subscriber information.  In addition, we are calling for open and transparent hearings on this legislation.  If you would like to support these proposals you can sign our petition.

Thank you for taking the time to write to the Leader of the Liberal Party.

Yours sincerely,

Colin McKoneOffice of the Liberal Leader 

RESPONSE TO TOEWS

Mr. Toews,


Since you did not address my complaints about your invocation of child abuse, I will address your interpretation of Bill C-30. I have taken into consideration the "myth/fact" sheet forwarded to me by your office. 


VIC TOEWS OFFICIAL RESPONSE MYTH: "Our Government puts a high priority on protecting the privacy of law-abiding Canadians. Current practices of accessing the actual content of communications with a legal authorization will not change."


FACT: Several Provincial Privacy Commissioners have outlined the precise manner in which Bill C-30 will undermine the privacy of law-abiding Canadians. Furthermore, since Canadian law protects the privacy of non-law-abiding persons in an equal manner as it law-abiding persons (the key word upon which the law rests being "person", not "law-abiding"), the government has no right to breach this privacy during the course of an investigation **without judicial oversight**. In other words, law enforcement agencies are required to obtain a search warrant in order to breach the privacy of *any* person. 


VIC TOEWS OFFICIAL RESPONSE MYTH: 1: "This has nothing to do with monitoring emails or web browsing.  Basic subscriber information would be limited to a customer’s name, address, telephone number, email address, Internet Protocol (IP) address, and the name of the telecommunications service provider. It absolutely does not include the content of emails, phones calls or online activities."2: "The basic subscriber information described in the proposed legislation is the modern day equivalent of information that is in the phone book. Individuals frequently freely share this information online and in many cases it is searchable and quite public."


FACT: Not only does the "modern phone book" allow real-time monitoring of the location data associated with ISP and wireless connections, but the Vic Toewes Myth is being entirely disingenuous to its own intentions. Law enforcement agencies would seek subscriber information in order to read the contents of that person's communications in order to determine evidence supporting the guilt of that person relative to the criminal intentions presumed by the law enforcement officials who initiated the investigation. Otherwise why would law enforcement bother to engage in breaching a person's privacy?


VIC TOEWS OFFICIAL RESPONSE MYTH: "Fact: Federal legislation already allows telecommunications service providers to voluntarily release basic subscriber information to authorities without a warrant. This Bill acts as a counterbalance by adding a number of checks and balances which do not exist today, and clearly lists which basic subscriber identifiers authorities can access."


FACT: The checks and balances you indicate are entirely at the discretion of the investigating officer(s). Under the proposed bill, investigators would have to log and report the activities of their online investigation. However, there is no mechanism in the bill by which a party exterior to the investigating officer(s) has supervisory jurisdiction over the investigation except in the retrospective manner. Thus, the bill assumes an element of "faith" and "due diligence" on the part of investigating officer(s) as to the intentions behind their capacity to breach the a citizen's privacy. A hypothetical example: an officer pulls over a female driver for speeding. A few days later, that officer accesses the woman's personal information without a warrant. Under Bill C-30, there is no mechanism by which the officer will be impeded in his illegal activities; the woman's privacy will be breached. 


Mr. Toews, at this point I wish to address the fact that the Bill itself, as well as your childishly irresponsible description of opponents of the bill as "supporting child pornography", casually and wilfully invokes the suffering of children for political gain. There are absolutely no provision in the bill which will specifically address the needs of victims of childhood sexual assault (as a minor example, there exists a great number of sex abuse victims who cannot afford to pay for the counselling or psychological treatment; they are left to fend for themselves), so naming the bill itself "Protecting Children from Internet Predators Act" is a unconscionable travesty, and you and your government should be absolutely ashamed for your disgusting rhetoric in relation to this issue. 


Mr. Toews, It is clear to me that your government operates with a myopic and opportunistic arrogance which demonstrates the morally-bankrupt nature of your politics. 

Wednesday, February 08, 2012

greenspan / sealey / lanza -- j.s. bach two part inventions, for modular synthesizers




recorded march 11, 2011, as part of New Harbours Music Series at christ's church cathedral in hamilton, canada

performed by jeremy greenspan, christie sealey, and jessica lanza

 the interview was a little darker than expected as alcohol caused me to be far too trusting of the low light capabilities of a borrowed camera

ambient sound + lighting, beer. p + c jeremy greenspan, christie sealey, jessica lanza, quintin zachary hewlett, throwaway digital 2011

https://www.facebook.com/NewHarbours
https://twitter.com/new_harbours

Friday, January 06, 2012

creative work is never valued



I just received the following offer to apply for an "internship" with a Toronto restauranteur. Basically, he wants some film students to produce free content to promote his commercial venture. As always, creative labour is devalued to the point where those entering into the "industry" must undergo a period of indentured service, receiving no pay for the content they produce. No one asks pipe fitters, welders, doctors, or lawyers to work for free, and yet writers, artists, musicians, and performers are routinely expected to donate their labour for no pay.

This reality leads to the situation where content producers employed by established "content creators" often emerge from the moneyed class, as only financially-independent creative types can participate in their system of unpaid apprenticeships. As a spitefully personal example, in 2004 I was offered a fantastic but unpaid internship at an influential media production company in NYC. They were even going to pay the expenses to move there, but when I asked how an unpaid internship would cover $1,800 per month NYC rent and maybe $700 in food and other monthly expenses, I was told "Our people don't usually have those problems."

Of course, any decent Marxist will indicate the nature of exploitation in any economic relationship. But something special happens with artists...

Here's the original email:

"Dear Film Students:
  
The Project Manager below is in the preliminary stages of starting a Mini-Chain Restaurant with a Focus on Local Food, Cooked Slow, Served Fast... with immediate expansion.
  
In order to execute this properly he will need to utilize social networking channels effectively. One of the goal is to set a a You Tube Channel where each segment is approx 3 minutes in length Content will vary as time goes on.
  
- could be me visiting local producers ie farmers, wineries, breweries etc and discussing how these companies impact our community and my business 
- other research methods ie recipe testing, wine pairings, the "ins and outs" of starting a restaurant etc
  
He is looking for:

        a) a keen student who is capable of basic film and production 
        b) someone who is knowledgeable in regards to Social Networking Platforms esp You Tube 
        c) must have a drivers license

 I have an HD camera with HD video capacity if needed, no need for crazy equipment unless student thinks they require

Time Requirement... a few hours a week depending on how many segments are shot a month.  i think the first few months will be more involved as I do not have a location for the restaurant yet and will be on the road talking to suppliers etc.

Please have students email me Cover Letter, Resume and References to chef@mattbinkley.com

This could lead into a paid position is chemistry is right as I would like to continue the program once restaurant is set up."

Naturally, this email elicited from me the following response:

"Hi Chef Matt Binkley,

As the internship which you offered is in regards to a commercial venture, what is your justification for not remunerating film makers for their labour? Let me put it in other terms...


ATTENTION CHEFS

The Project Manager is looking for some help with a long-term project. Our goal is to set the table at least two (2) and possibly three (3) times per day.

-- could be me eating food, could be me hosting others at my house to eat food
-- research into new types of food to consume

He is looking for:
  a) a keen chef who is capable of basic food production
  b) someone who is knowledgeable in regards to vegetarian culture
  c) must have access to public transportation, a bicycle, a car, or live next door

I have a KITCHEN and POTS and PANS and will supply INGREDIENTS

Time Requirement... a few hours a week depending on how many meals are eaten each day and the intricacy of each meal. I think the first few months will be more involved as you may need to learn your way around my small kitchen and acclimate yourself to my cat.
  
Please email me Cover Letter, Resume and References to:  artists_arent_slaves@your_restaurant.org

This could lead into a paid position if the chemistry is right as I would like to continue to eat once the kitchen is set up and I begin to like your food."

Monday, December 12, 2011

christmas cheer

"This Christmas, remember one thing: there is a mass of plastic floating in the Pacific Ocean. It's twice the size of Hawaii. A gigantic churning mass of chemical death. These broken down plastics end up in the stomachs of marine wildlife. Marine wildlife ends up in our stomachs. The damage to the food chain is irrefutable, and irreversible. This chemical slurry grows everyday, shows no signs of stopping, and can't be cleaned up. Happy Holidays!" -- David Dunham

"unless you are profoundly christian, christmas is a consumer holiday celebrating the alienation and post-ecological triumph of modern capitalism. in reality the party's been over since the 70s, so christmas feels like we're at the wake of our own funeral. happy holidays, everyone" -- qzh

"With Christmas fast approaching, try to keep this in mind: the death toll of the Mexican drug war is almost 60,000 people. That's over a five year period. The Mexican government claims that 90% of the dead are members of the cartels, but evidence is mounting that a large percentage of those killed are innocent men, women, and children. Discoveries of mass graves of up to 70 decapitated bodies are routine. And all of this is happening within a 25 minute drive of sunny San Diego CA. The apocalypse is here...it's in Mexico. And all there is to stop it from spilling into the southern US is the longest, least defended and most porous border on the planet. Tidings of comfort and joy!" -- David Dunham

"Dear North America.. Happy Christ Mass / Mithras Mass / Dionysus Mass / Attis Mass / Osiris Mass / Saturnalia / Victory of the Sun God Festival… & every other form of December 25th Sun worship ritual used to control the unthinking masses for the last 3,000-4,000 some odd years… celebrated in recent times by a New(er) Testament of consumerism and unfettered opulence, as best symbolized by the Coca Cola commissioned Santa Claus painting by Norman Rockwell. And uhhh.. stockings, pine trees, eggnog, virgin births, and a little baby manger god. Tender. & mild." -- Lee Reed

"IT'S THE HOLIDAY SEASON, and there ain't nothin' more fun than a new iPhone under the tree on Christmas morn, right? Well, as you transfer your contacts and start taking pictures of your food, keep this in mind: electronic components for Apple products are made in China, at factories run by a company called Foxconn. Since 2009 nearly 20 workers have committed suicide, 14 in 2010 alone. They walk up to the roofs of their worker dormitories and jump off. Foxconn has dealt with the problem by installing netting around several of the dormitories and forcing all employees to sign a "I will not kill myself, boss" pledge. Why are they killing themselves? Maybe because they're not allowed to talk as they stand for their entire 12-hour shift, or because they're routinely forced to work almost 100 hours of overtime in a month. Or perhaps it's because they live at the factories, 24 to a room, some only leaving to see family once a year. It might be because "badly" performing workers are systemically humiliated in front of their peers. And all for about $8 a day. So, as you hurdle over your fourth homeless person in your race to grab that new iPad, take comfort in the knowledge that Steve Jobs is currently in Hell, getting phone-dumped by his 10th grade girlfriend whom he loved with all his heart, on a Motorola Rokr E1 with a shitty connection, for ALL ETERNITY. Season's Greetings!" -- David Dunham

Wednesday, October 12, 2011

Gaming/Deleuze/Badiou

                As the medium of digital videogames comes into focus as an object of study for a nascent critical discipline (game studies), it is important to establish an evaluative apparatus which can accommodate a means of human expression which seems to subvert traditional notions of coherency relative to the production of meaning. In comparative terms, it is rather straightforward to understand and interpret a literary or film text as being a (more-or-less) unified field of knowledge production. The body of the text, as it were, is authored and exists as a film or literary work. As argued below, videogames, as interactive and participatory media, exist as texts in a manner that is entirely dependent on the process of their consumption. In other words, the site of production of meaning for such texts involves and incorporates the end-user, the player who by means of their desire to play a game individually realises the game as a text with the capacity to produce meaning. Fundamentally, digital game texts involve the process of interpretation and performance of the text into what Gilles Deleuze would describe as the fold in the surface of its Being. The body of the videogame text invokes the properties of a circuit which mobilises multiple sites for the production of meaning, then, rather than the univocal quality of traditional art media which can be defined by the qualities which constitute them as objects of study. In this context, for example, in evaluating Picasso’s Guernica as an object of study for the visual arts, a critic would focus on the qualities of the image as the principle field in which this particular art object produces meaning. A critical evaluation of, for example, the various groups of people who have themselves found meaning from Guernica would be a study about aspects of the human condition related to those people; it would not, except perhaps in only an exceptionally abstract and generous analogical definition, be about Guernica itself. Surely, if videogames are to be understood as cultural texts worthy of the mobilisation of critical endeavour relative to them as videogames, then their definition as an object of study is fundamental to the establishment of game studies.

                We should perhaps be rather tenuous when invoking Deleuze as an entry into understanding the ontology of videogames. We should remain rather precise in the use of Deleuzian terms, as when dealing with digital mediation it is easy to superficially read and apply Deleuze in what can best be described in the manner of a visual analogy. Some critics have already realized this theoretical fallacy, seeing Deleuzian plateaus in the various gameboards which constituted arcade and computer games in the 1980s (Wolf 2003), in the polyvalent identities exhibited by players of massively-multiplayer online role-playing games (Filiciak 2003), or in the development of three-dimensionally-rendered game spaces over the 1990s and 2000s (Wiemer, 2010; Chiel & Joost, 2003), and Deleuzian automata in every instance of artificial intelligence programmed into video game simulations (Giddings, 2009). In a sense, it is perhaps rather too facile to adapt Deleuzian terminology to the study of video games. And yet the use of such terms does not really allow a detailed account of what video games are as texts or objects of study. It is possible to agree on a few principles, however. Fundamentally, as will be demonstrated over the course of this essay, video games exist as numerical representations of machine behaviour which facilitate and provoke specific processes of user interaction.

In addition to the obvious fact that digital games exist fundamentally as numerical software objects, quantification in games occurs at numerous levels within gameplay. Many games produced from the 1970s until the early 2000s kept track of a player’s score. Points are awarded to the player in response to their production of certain game effects – the destruction of an enemy target, progression through a game screen, the acquisition of particular items which may or may not directly assist the player in performing other game effects, etc. The accumulation of points of course allows competitive play among players, but more importantly is often a means by which a player improves their own play. The motivation behind this self-improvement is obvious in competitive play, but it is less so when gameplay occurs in solitude, or more accurately a solitude described by Sherry Turkle as “a unique mixture of being alone and yet not feeling alone” (1984, 139). This article will argue that the productive output of gameplay depends on the love shared between a player and the numerically constituted self which serves to interface the player’s body with the field of numerical operation on which the game itself is played and as represented to the player by means of their avatar in the game, and furthermore that such a conception of a videogame text as both an actual and a virtual entity subverts traditional notions of which reify a cultural object or practice as an “object of study”.

If the digital game is a text, of what is this text constituted? Most game studies scholars are in agreement that videogames constitute an entity analogical with ‘text’, consistent with the broad conception of the term first suggested by Roland Barthes (1968). Certain games do indeed exhibit narrative characteristics which are readily open to critical examination using theories adapted from the study of film or literature. However, the majority of videogames do not function by means of traditional narrative representation. These games must also be accounted for, lest digital game studies bifurcate its object of study into games which demonstrate overt narrative qualities and therefore function akin to a film or a novel and involving a similar field in which knowledge and meaning are produced, and games which operate more like puzzles or intellectual diversions and whose production of meaning operates within the field already within the jurisdiction of anthropology or sociology. Narrative then, as will be further elaborated below, is a rather complicated entity for video games.

We must remain cognizant of the entire history of digital gaming when trying to formulate a sense of the ontology of the medium. As such, attempts to produce an “aesthetic theory” of gaming which derives from the cinematic tradition (Brooker 2009; Wills 2008; Martin 2007; Galloway 2006; Buse 1996) or from literary and cultural studies (Golumbia 2009; Nitsche 2008; Andrews 2007; Kücklich 2006; Atkins 2003; Rockwell 2002) must be seen to, as it were, maintain their place and not come to unjustly dominate our definitions. While it is certain that critical approaches and models borrowed from cinema studies have a place within game studies and allow insights into aspects of visual representation in digital games, they cannot be understood to have encompassed all of digital gaming within one critical framework. The most significant weakness with such theories is that they cannot account for digital games which employ very limited or no graphical representation – for example, many of the first extant digital games were played on mainframe computers which lacked visual displays and which provided user interfaces by means of printout or repurposed electronics engineering equipment – or which were designed entirely to accept language-based input from the user and provide language-based representational output, such as evidenced by the genre of games typically referred to as text adventures.

In any case, theories derived from cinema studies prove most useful and illuminating when used to interpret games which render their visuals within a three-dimensional game space, as games of such design embody their virtual cameras in much the same way as the shots which compose traditional cinema and television demonstrate the real and embodied nature of their actual cameras (Nitsche 2008). On the other hand, theoretical approaches grounded in literary studies, which were first applied to digital games precisely to accommodate and understand language-based digital games such as text adventures, are increasingly strained by forms of digital play which allow the users to generate their own narrative scripts from within the field of the game itself. In other words, games such as Grand Theft Auto IV or The Elder Scrolls: Oblivion, which present fictional worlds in which a majority of the narrative emerges contingent with gameplay, are well-served by critical approaches derived from cinema theory, while games such as A Mind Forever Voyaging or Ultima IV: Quest of the Avatar can be readily parsed using literary theory (although more often than not the actual narrative of many games, especially from the early period of gaming, are often interpreted to be of relatively poor literary quality based on the simplicity of the actual prose found within the game).

Furthermore, if digital games are to be included along with texts from other media which produce meaning in terms accepted as art by the critical establishment which is already engaged with them, then it is likely that a conception of auteurship will have to find a place within gaming studies. Games from the early period of the medium (chronologically, roughly from the 1950s until the late 1980s) were likely to have been authored by one individual or a small group of people who retain control over what may be considered as a unified text. However, many games have followed production processes and hierarchies evident in the production of other large-scale industrial arts such as film, and as a result involve hundreds and in some instances thousands of individuals who contribute an element of the whole. Theories adopted from the study of established media such as literature and film can accommodate texts which have multiple authors, but may prove inflexible relative to their capacity to qualify a videogame text as art. This latter aspect is due in part to the fact that except in the case of games designed around linear, “cinematic” narrative events, such as Dragon’s Lair or Fahrenheit (also known as Indigo Prophecy in North America), the production of meaning in videogames is not to be found in narrative elements alone.

As two brief examples, Castronova (2005) and others (Golub 2010; Steinkuehler 2008, 2006) have demonstrated the capacity of massively-multiplayer online games to foster productive educational, social, and economic activity within the cultural communities which develop around them, while Leopard (2010) and others (Nieborg 2010; Orvis et al 2010) suggest consequences both inside and exterior to player communities from the pedagogical use of game software for military purposes. We should add that videogames are themselves often elements in the production of new modes of cultural production (Chien 2007; Lowood 2007); indeed, Banks and Humphreys (2008) go so far as to suggest the possibility that user co-creators threaten the market viability of professional creative workers. However, it remains a fact that the agency granted to the player over narrative is of greater significance to the limitations of adapting theory from literary and film studies to the videogame as text. However, players are never granted sufficient freedom and agency to entirely author their own text. Indeed, digital gaming involves a bit of a ruse. While the promise offered to the player is one of freedom and agency, it is the player’s actions as circumscribed by the rules governing the world which will determine and ground the field of meaning produced by the videogame as text and which can be understood by the word ‘narrative’. What then can literary or film theory make of the value of meanings produced by a text which has no discernible author, or whose rules governing play (the closest thing to digital games) are modified by player activities? 

In respect to such a chaotic agglomeration of interpretive traditions, it is tempting to revert to a simplistic equating of critical polyvalency with what can be read as the virtue of the polyvocal in Deleuzian thought. Digital gaming involves the simultaneous production and consumption of meaning, as a player “authors” a path within a space of play whose physical and logical constraints have themselves been authored, both directly (game mechanics and rules of play, scripted events) and procedurally (game physics, artificial intelligence). As such, we can see that narrative involves transformation of one property or value into another, all within the field of numerical operations. Furthermore, it is possible for players to engage in game activities which are either not intended or explicitly outlawed by the game designers and yet which are of productive value to the player (Schott & Yeatman 2005).

It is therefore possible to render as virtualities the planes on which videogames, and indeed computer interaction more broadly, operate and situate them within the Deleuzian “virtual discourse [as] précis” (Sussman 2000, 977). The body of the gamer can be understood as a polyvocal and osmotic surface, a site where meaning is both produced and consumed simultaneously (in the sense of production and consumption existing as mutual contingencies) and specifically (in the sense of the production and consumption being limited by the constraints imposed by the set of rules governing play as well as the player’s own capacity to interface with the game software). It is upon the surface of the body of the gamer that the multiple meanings inherent to videogames-as-texts are instantiated as the individualised production of meaning. In turn, the meaning produced by a player may be taken up by other players, within a new context which may or may not reference the meaning instantiated by the original player. No individual instantiation of these fields of possibility governing the production of meaning invalidates the authenticity of the software program or its capacity to represent authorial intention.

In this context, for example, Sanford, Merkel, and Madill (2011) conclude that videogame play can produce meaning through a polyvalent distribution of power structures within play, as the adolescents involved in their study were able to simulate leadership roles and situations representing power relations. Indeed, the play of power is often thematically central to both the critical perspective on digital gaming as well as to the actual narratives which are produced through video game play and which can be understood to be the “text” as interpreted through critical traditions modelled after literary and film studies. Michele D. Dickey (2007) suggests that the capacity to produce meaning derives from an induction of motivation from game narrative to player. Players want to perform functions otherwise understood as work, as the motivation to perform such labour is contingent with their desire to realise agency within the narrative. Dickey’s conception of an induced-motivational narrative produced by a game text can therefore be understood as narration produced over the course of gameplay itself.

As Atkins (2003) points out, game spaces are more readily understood as fields of possible activities which produce narratives which emerge in a more-or-less individual manner contingent with the flexibility of the rule sets which govern gameplay as well as the creative ingenuity of the player, rather than as a linear performance of what can be termed “plot” in other narrative media. As such, Atkins’s theory of narrative as a process which emerges contingent with the possibilities of play allows for the inclusion of game texts such as strategy or puzzle games, which do not function by means of the discovery or elaboration of a story.

More importantly, however, Atkins hints at a larger narrative phenomenon which is elaborated in this present essay. When game players perform diegetic and non-diegetic activities in the service of play, they are trying to achieve an idealised and somewhat utopic state for their avatar. Atkins describes “perfect readings” (47) of games in which the player works to maximize one or more of the attributes which determine “virtuous” gameplay: completing the game as quickly as possible or “without error” (understood as the lives or health of the avatar representing one session of play); completing as many of the scripted narrative instances as possible within a game (in the case of games with discernible “story points” which may or may not be actuated by the player in the routine course of gameplay); or collecting all of the items or performing all of the activities which improve the avatar’s capabilities within the game space. I wish to presently elaborate upon Atkins’s conception of “perfect readings” in gameplay, as they provide a great deal of illumination into the virtual entity which stands at the heart of digital mediation. Atkins describes perfect readings as precise narrative conceptions of gameplay which acts as a script to be run by the player; indeed, for this purpose they are often published within “strategy guides” and on gaming websites. In effect, a perfect reading is the agglomeration of diegetic and non-diegetic activities which will ensure the production of a specific structure of meaning which has been granted social status by others who play the same game: achieving the most points in Pac-Man, for example, or efficiently navigating one’s way through a dungeon level in Wizardry: Proving Grounds of the Mad Overlord.

This essay presently seeks to expand such a definition to include the “reading” of a game as the interior game state which the player anticipates for their avatar and for which all their diegetic and non-diegetic activity intends. While players actively engage in realising the narrative of the game through play, their actions are responses not only to the state of the game temporally contingent with their actions, but also with an anticipated game state to which they are directing their activities. The player conceives of an ideal game state to which their actions within the game world attempt to confirm. In other words, players engage with a narrative not only at the level of its contemporary temporality (narrative and play being mutually contingent, and in a sense cohabitating the present), but simultaneously in terms of a past and a future. As Simons (2007) suggests (in another context, and thus without developing the idea in depth), play also involves the production of a narrative of anticipation and expectation, a space of possibility into which meaningful activity can realise possibility as actuality. Fundamentally, these activities are at the heart of simulation, as players endeavour to realize in the present a state of game play beneficial to their avatar, which we can understand as an achievable possible outcome for the production of meaning.

In this sense, the player interfaces with their avatar by means of an imagined future instantiation of their avatar, realized as always-already capable of realising its own future, or in the terms so often mobilised to describe game narratives, of conquering an enemy or “completing” the narrative which structures a particular game. Simulation involves a memory for prior states of the dataset and a means of anticipating future data which are as yet unrepresented (or, as Alain Badiou might say, which exists in Number, but not yet in number; see below). This internal narrative of anticipation finds meaning in a present which realizes it as a virtuous and beneficial leveraging of the future-as-present. If the player anticipates incorrectly, then this “perfect” present is realised corruptly as a failed attempt at this possible future.[1] Some games exist through rule sets which allow the player to repeat their attempt until they succeed (often manifesting as a player having lost one of a number of “lives”), while games which employ rule sets which impose a linear chronology approximating and simulating “normal” human experience of time force players to continually recreate and adapt their narratives of anticipation without diegetic recourse to repetition.[2] Failure and success are equally remembered as narrative events. In a sense, this multiply-voiced narrative reflects the conception of the present as provided by Deleuze in Cinema 2 as being “split ... in two heterogeneous directions, one of which is launched towards the future while the other falls into the past” (1989 81). As a consequence, we can again be seen to be dealing with a virtuality, and indeed one which for Deleuze constitutes the actuality of the (our) present. Is it here, then, that we find the true ground upon which knowledge and meaning is produced by the videogame as text: an actuality which disguises itself as a virtuality?

Indeed, when considered from the point of view of the virtual game text, an assumed virtual entity makes practical sense. Software designers have to translate the bodily actions of a user into specific numerical inputs which then translate into software actions representing the intentionality of a hypothetical (generalised) user. In this regard, software engineers are always working with a virtual user in mind. It stands to reason then, in a manner typical of a Deleuzian paradox, that the text of the videogame involves an actual game text and an actual player who can only interact with each other by appealing to the virtual versions of each other.  

The scholar of digital gaming media is mildly at odds then to ascribe coherence and the mantle and distinction of “art” to a virtual entity which it constitutes as an object of study. If meaning within a text is dependent on its coherence as an object to produce meaning, then our argument is tautological: all gaming will inevitably produce data which can be seen as meaningful when understood within the frame of reference (game state) which produced it. As such, since the functional output of games is precisely the amount of pleasure sustained and experienced by the user, then within the tautology created by game theory pleasure responses alone constitute the “value” of the game as text. In terms of our contemporary notions of meaning as produced by the objects of studies of the humanities, we are not looking at art but rather the mechanistic production of meaning functioning in a manner contingent with Deleuze’s desiring-machines. To this extent then, we can forgive those vocal critics of videogame play who suggest that digital games are simply software machines whose output is addiction to the game itself; to such thinking, game studies should be contingent with the study of addiction and mental health.[3] Perhaps we could understand digital games as being good or bad – within whichever context we may have given the flexibility of these terms relative to “art” as a field of possible definitions and understandings – for properties other than simply their capacity to produce pleasure in a player-subject. Were an apparatus to exist which contained all of the individual productions of meaning, and by means of comparison produced a matrix for evaluation, we might then have been given the appropriate context for the evaluation of meaning. More importantly, only with such an interpretive apparatus will the object of study intended by critical methodology adopted by game studies from established critical disciplines extant around other art mediums be properly understood to have avoided a condemned status as a non-entity in relation to the video game. Fundamentally, the ontology of videogames as texts currently remains rather problematically understood.

In this context, critical traditions which examine the numerical consequence of gaming should be understood as being located tangential to the “truth” of the object of study for videogame theory, or at least as representing truths of greater significance than critical applications of literary or film theory to game studies. As stated above, the “truth” of the videogame text is not merely that which is represented on a video screen, and therefore not merely that which is available as an object of study for critical traditions inherited from literary and film studies. Nor is this “truth” to be located solely within theories of play or function exterior to the field in which such play occurs. This “truth” is therefore not merely that which is available as an object of study for sociology, anthropology, economics, etc.

To further complicate our understanding of the object of study for video game theory, it is possible to locate the player simultaneously and at all times inside and outside of the text. In this capacity, Galloway (2006), expanding on a commonly-used element of film theory, describes actions as occurring both within and without of the diegetic space of the game. Actions which occur in the diegetic space of a game is what we can recognize for our purposes as the game’s narrative. As such, diegetic activity can be understood as constituting the object of study for game studies theories derived from literary or film studies; for such critical approaches, it is this agglomerate activity which constitutes the “text” of the game proper. However, as Galloway, Nitsche (2008) and others (Bogost 2007, 2006; Mackey 2007; Wolf 2001) have demonstrated, diegetic activity does not account for all instances of meaning production in videogames.

Indeed, Nitsche suggests that the space of three-dimensional games, which “is a hybrid between architectural navigable and cinematically represented space” (2008, 85), necessitates control of an embodied camera which may or may not be separate from the avatar represented within a game’s diegetic space. In this context, a player controls both the avatar and the means of framing and representing that avatar within a visual space (and thus within images which as an agglomeration may constitute an object-of-study). Non-diegetic activity involves player interactions with the interface of the game: the specific gestures used by players and enacted upon game controllers (joysticks, keyboards, mice, etc)[4]  and which affect diegetic activity, accessing menus to save or load a game, or hacking or altering the game to cheat or produce game-states not intended by the game design, and conversations with other players which do not involve game conversation (or, in other words, role-playing). It is of course through a player’s gestures and performance of the game interface that an avatar is manipulated in the course of gaining points for beneficial game actions. The player understands that they are “outside of the text” when they perform such actions, and they are acutely aware of the importance of non-diegetic activity in relation to the diegetic activity that they wish to perform. Although it is outside the scope of this present essay to render the subject in its proper depth, it is interesting to note that presently (2011) many companies are expanding their intellectual property rights into this non-diegetic space; for example, Apple, HP, and other companies have been awarded numerous patents governing the particular motions that a user may make when interfacing their hand with a computerised surface. This legal constitution of the user, as “not really being themselves,” at the point of interface between actuality and virtuality is simply the recognition of the fact that in relation to digital mediation there is always a third member at play.

                In a very Deleuzian sense then, we can understand a body, or perhaps a fold of the body, as being reconstituted in numbers in order for those numbers to perform actions upon the software with which the user is interacting. Turkle’s expressed feeling of not being alone when using a computer is then true: one is joined by a virtual self (same/other). A human interacting with a software entity is therefore in Deleuzian terms a bifurcated entity: a body (actual) which controls a virtual self in software. This virtual self manifests most often as an avatar in a game or virtual environment, but it can also be seen to exist abstracted as agency within a menu or other digital interface (one does not turn up the volume on their portable digital audio player in a function similar to raising one’s voice; one navigates the interface of the mp3 player in such a manner as to change the volume). It is perhaps here that we can locate what Badiou describes as the importance of intuition for Deleuze: “The power of the One qua thought is ... precisely this: there is only one intuition. Such is the profound ontological meaning that Deleuze gives to a well-known remark of Bergson, namely, that every great philosophy is nothing other than the insistence, the return, of a unique intuition” (2000, 69). The virtual self is understood, perhaps, in this regard as an entity which is mutually intuited by the software and by the player. Any sense of meaning or knowledge produced by the game text is merely a simulacrum of meaning otherwise discernible as truth produced by an inaccessible and original (true) text.

However, this essay wishes to side with Alain Badiou’s critique of Deleuze and of the virtual, for the rather simple reason that if either the game software or the player were in any sense virtual, then the video game as text would not have the capacity to materially affect the actual body of the software user. Pleasures and labours experienced by the player would therefore be simulacra of “real” experiences of the same. As a consequence, studies which interpreted the actuality of elements of human existence and behaviour from a critical examination of video game play (the impact of representations of violence in videogames on the development of aggression in children, for example) would not be able to properly validate themselves except as studies of simulacra. Badiou’s critique is grounded in his conception of truth, which emerges as precisely the framework which actualises and instantiates Being as the possibility for the production of knowledge (being). He criticizes Deleuze for relying on a fundamental indiscernibility which stands at the heart of the virtual. Indeed, it is chance which governs the particular instantiation of Being as being: “To maintain univocity, it is therefore necessary to maintain chance, divergence, and the improbable, even under the conditions of the infinite” (2000 73). Fundamentally, Badiou finds fault in such a “radical contingency of Being” (75), principally because it is mathematically illogical within set theory: chance does not logically figure as a property of a void set, but seems, rather, to be a function of what he describes as recurrence.

Recurrence is a process suggestive of computational order, or meaning (events of being within Being) emerging from non-meaning by means of procedural rules: “the return of the same can be considered to be a hidden algorithm that would govern chance, a sort of statistical regularity, as in probability theory. Short series might give the appearance of arbitrariness and divergence. ... But we can observe that it simply requires a sufficiently long series for these divergences to become muted, and for the law of the Same to tend to prevail between events of identical probability” (71-2). An interesting connection between enumerative quantification and ontology emerges in Badiou’s philosophy by means of set theory, and this connection proves illuminating for game studies. Indeed, Ian Bogost has already applied Badiou’s philosophy to game studies by means of what he describes as unit operations which he understands to “serve as a ligature between computational and traditional representation” (2006, 13).  In Number and Numbers (2008; first published in 1990), Badiou concludes that mathematical logic is the foundational logic behind all instantiated existence, and indeed that “all thought necessarily deploys itself today in a retreat with regard to the reign of number” (213).

Fundamentally, existence is the schism which lies between the assurance of absolute knowledge (the infinity of Being) and the impossibility of that knowledge being understood and represented by a finite system (a particular instantiation of being).[5] “Mathematics establishes ontology as the historical situation of being” (212). In other words, the rendering of meaning is a precise consequence of processes and systems of thought which have quantification as the ontological foundation for thought itself as “that which designates, beyond numbers, the inconsistent multiple – eternity of Numbers”. For Badiou, the virtual “implies an essential indetermination of that for which it serves as a ground. ... The more Deleuze attempts to wrest the virtual from irreality, indetermination, and nonobjectivity, the more irreal, indetermined, and finally nonobjective the actual (or beings) becomes, because it phantasmically splits into two. In this circuit of thought, it is the Two and not the One that is instated. ... just like finality, the virtual is ignorantiae asylum.” (2000, 53). Actuality produces truth (meaning) as a consequence of a relationship of immanence to an actuality, and not, as Deleuze suggests, as a relation of intensity with virtuality.

The particular instantiation of a possibility Badiou describes as an event, and “it is always from an event that a truth-process originates” (2008, 27). Indeed, the agglomeration of these truth-processes can be read as a game’s narrative: a linear and hieratic ordering of Badiou’s philosophy thus allows for textual objects (unities, One) which instantiate multiple sites and configurations for the production of meaning, each of which can be seen to signify and produce significance for the unity of the textual object. Badiou thus allows existence to be understood in the manner of a Deleuzian multiplicity without the problematic dependence on virtuality in Deleuze’s philosophy. Instead of the virtual at the heart of digital game media, Badiou’s philosophy would position the creation of meaning as contingent with the apparatus by which videogames are situated in a process of relation to the player (within Players) and to other forms of text as mediation (videogame as text in relation to Texts). He reads into Deleuze that “beings are local degrees of intensity or inflections of power that are in constant movement and entirely singular. And as power is but a name of Being, beings are only expressive modalities of the One.  ...What is fundamental is that Being is the same for all, that it is univocal and that it thus said of all beings in a single and same sense, such that the multiplicity of senses, the equivocal status of beings, has no real status. ...Univocity requires that the sense be ontologically identical for all the different beings” (2000, 25). This univocity can be seen precisely to be Number itself.

We can therefore accept the actual videogame text and the actual player as sets contingent with the virtual representations of the other required by each, and thus accept Agency-over-Number as the object of study which defines game studies. In Badiou’s terms, any critical tradition which severs play from the production of narrative is a tradition which is dealing with an incomplete set; such a situation is artificially and thus misleadingly narrow. Seen in this light, for example, ethnographic (Penny 2010; Golub 2010; Taylor 2008; Turkle 1984) and economic (Castronova 2005) studies of player communities would present interpretations of the production of meaning by videogame texts which is of greater significance to the Heideggerian “essence” of videogames as texts than do close readings of game narratives as texts akin to novels or films (Lastowka 2009; Wills 2008; Buse 1996). In Badiou’s terms, such critical methodologies are better at framing (situating) their object of study within a field which he can logically acknowledge as “truth”. Again, we seem left with a polyvalent critical discourse with no agreed-upon subject upon which the discipline of study is grounded. Perhaps it is more accurate to invoke in this context the playful misreading Slavoj Žižek gives to the Deleuzian notion of “the expansion of a concept” (2004, 293) and suggest that the fundamental narrative “unit” of digital gaming involves an action which modifies a number. With this rather simple conception, we have located one minor ground upon which we can construct the assurance of a comprehensive body of critical theory: narrative, then, as an idea which in its ontological context involves agency over number.

However hard it may be to avoid invoking conceptions of the virtual when discussing digital mediation, should one side with Badiou’s demonstration of the ontological illogicality of Deleuze’s philosophy, Deleuze’s ideation of a field of multiple sites of contact, where occur simultaneous feedback process of consumption and production, remains a compelling one for the field of video game studies. We are left with a small tool with which to tackle a rather complex problem. The answer to what extent a videogame can be interpreted as a text is the extent to which we can understand meaning to have been created by means of an extended process of change over numbers. Broadly speaking, studies of this nature are engaged with an object of study which is interpreted as a means by which knowledge is produced. Should the knowledge itself be of sufficient signification, then the textual object which served to create it will be elevated to the status of “art”. As occurs with many objects thusly labelled, their value has often been abstracted or wholly distanced from their commercial function. Perhaps here we can find some hope for videogames as an artistic medium, and in just one sense agree with Badiou’s critical of any possible interpretive value of the purity of number: “We must say ... nothing made into number is of value. Or that everything that traces, in a situation, the passage of a truth shall be signalled by its indifference to numericality. ... this indifference is a necessary subjectivity” (2008, 213-14). Thus it is possible to see in Badiou not a thinker who ultimately and logically rejects scientific and remunerative quantification, but rather who one remains grounded in scepticism surrounding the subjective expressions of number as Number. Hopefully the discipline of video game studies will learn the same, and prove itself able to find poetry in its object of study and save itself from the burden its dependence on Number. Only in such a manner will the study of videogames find a true champion for the discipline.






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[1]  It is interesting in this context to think of how computers themselves predict the future, namely at the level of the logical processor itself. A mathematical field of possible future user states is stored by the processor in memory called a cache. A successful realisation of one or more such future states is called a ‘cache hit’, while a future state which does not actually come to pass as a result of user activity is called a ‘cache miss’.

[2]  Of course, in games of this nature a player may “cheat” the imposition of this simulated subjectivity by manipulating the game state non-diegetically, the most obvious example being the loading of a game state saved previous to the “failed” game event.

[3]  In this context, it is interesting to note the official response to video games enacted by the South Korean and Chinese governments in response to the perceived social consequences of excessive videogame play. In both countries, governmental controls of varying severity were put in place to monitor and regulate the time citizens spend playing games online. Gaming is an issue of public and personal safety.  

[4]  We should note that as demonstrated by three-dimensional motion-sensing devices such as the Nintendo Wii and Microsoft Corporation’s Kinect product that such gestures are not limited to being enacted upon actual material devices. Indeed, in September of 2011 Apple was awarded a patent for the rights to specific gestural control of virtual objects; the patent, in other words, grants private property rights over specific gestures which interact with what Galloway would describe as software diegetic space.

[5]  Please note that the convention of using an uppercase letter to signify the infinite (transfinite) set, which Badiou represents as the void or empty set (Ø) standing for infinity and thus containing every instance (finitude) or possibility.