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Digitopians Transculturalism, Computers and The Politics of Hope
Digitopians Transculturalism, Computers and The Politics of Hope
373
Digitopians
Transculturalism, computers and the politics
of hope
Jeff Lewis
RMIT University, Melbourne, Australia
1. Doom
In the arcade game Doom the player must transpose his/her own identity
and ’lifeworld’ into the actions and sensations of the principal agent. Unlike
other computer games where the principal remains two-dimensional and
externally observed, the arcade player in Doom experiences the world
through the eyes and conduct of the character whom s/he manipulates. In
Doom this ’semblation’ process takes the player into encounters with mon-
2. Digitopians
The new media is proving an immensely fertile field for those postmodern-
ists and ’advanced’ liberal thinkers who regard the computer as an excep-
tional, perhaps unique, communicative mode (e.g. Poster, 1991, 1995). Of
course modernism has had its own utopian politics - socialism constructed
through revolution or the Fabian transition; and liberal humanism con-
structed through its pillars of representative democracy, public education,
utilitarianism, and technological-capitalist progressivism. At its simplest and
most direct level, the new computer utopianism merely advances some of
the discursive trajectories of modernism, most particularly through an inten-
sification of individuals, their pleasures and their needs. Certainly the
machinery itself has been transformed discursively and functionally from a
macro corporate, military and scientific calculating machine to a more per-
sonalized communicative compendium; the Altair and Apple designs, in
fact, opened the apparatus to new markets and operations, as well as new
discursive and ideological possibilities (see Sinha and Stone, 1995). Even so,
it has been the more recent developments in ’virtuality’ and international
networking facilities (especially the Internet) which appear to have revived
the cultural and economic fortunes of the computer.
Indeed, the extravagance of these language games has characterized not
only the prescience of advertisers and technologists, but it has penetrated
with equal vigour into the discourses and operations of social, cultural and
aesthetic commentary. The imperative to ’be digital’ (Negroponte, 1995) is
affecting the whole range of academic disciplines, ’forcing a radical realign-
ment of the alphabetic and graphic components of ordinary textual com-
munication’ (Lanham, 1993: 3). Thus the hypertext (see Delaney and
Landow, 1993; Landow, 1992; Snyder, 1996) or ’hypermedia’, in
McLuhan’s terms, is seen to revolutionize writing, extend the human beyond
the ossification of author-centred, lineal and fixed text: ’lA]n electronic text
only exists in the act of reading - in the interaction between the reader and
textual structure ... the writing space’ (Boller, 1992: 20). The writing space,
that is, becomes the new field for the new player of these new language
games.
This concept of ’writing space’ is a significant metaphor in computer-
based cultural commentary. In fact, the coinage of innovative metaphors to
describe the abstract dimensions of information and its conduits has been
propitious, since it is this ’space’ that most dramatically distinguishes digi-
tized media from mechanical and material modes of communication. It is
largely through the application of these lingual tropes that cultural
commentators are able to locate a ’space’ for the play of ideas and the con-
struction of new ideological ’scapes’, as Arjun Appadurai (1990) might call
them. Nicholas Negroponte (1995, see also Fox, 1996), for example, dis-
tinguishes between ’atoms’ and ‘bits’1 to indicate an evolutionary shift in
the mode of commercial, communicative and cultural transfer. To this
extent, global product exchange (matter composed of atoms) will inevitably
be replaced by the movement of ’weightless bits at the speed of light’ (Negro-
ponte, 1995: 12). Digitized information will thus supersede the cumbersome
and wasteful forms of atomic information delivery, including the most
outmoded media of all: newspapers, magazines and books. With its great
advantages of flexibility, error correction and data compression, digitized
information delivery offers enormous possibilities for social and economic
reformation: ’Wholly new content will emerge from being digital, as well as
new players, new economic models, and a likely cottage industry of infor-
mation and entertainment’ (Negroponte, 1995: 18). Being digital, then, will
most certainly release the everyday citizen from the clutches of large media
corporations; in an age of optimism, Negroponte assures us, the negative
consequences of computerization will be subsumed by its potential for the
liberation of social harmony and individual expression:
The harmonizing effect of being digital is already apparent as previously par-
titioned disciplines and enterprises find themselves collaborating, not com-
peting. A previously missing common language emerges, allowing people to
understand across boundaries... But more than anything, my optimism
comes from the empowering nature of being digital. The access, the mobility
and the ability to effect change are what will make the future so different from
the present. (Negroponte, 1995: 230)
That optimism, it would seem, finally fulfils Descartes’s enduring wish for
a common language, a certitude that would rise from the ashes of ’present’
doubt. Negroponte’s vision is formed through a more heightened and com-
plete modernism, one that has freed itself from the domineering tendencies
of mass-ness, but which has not surrendered the ideal of universal contact.
Other commentators more deliberately and directly engage the conceits
of postmodernism against the hierarchical and stifling centredness of
modernism. McKenzie Wark (1994), for example, borrows from Howard
Rheingold’s (1993) notion of ’virtual community’ and Fredric Jameson’s
notion of culture as ’second nature’ to produce a postmodern version of digi-
tized global space. This ’virtual space’ suggests for the postmodern enthusi-
ast a notion of simulation without origin, a space in which all the peoples
and cultures of the world might mingle, liberated from the tyrannies of terri-
torial divide, imperialism and Euro-rationalist hierarchies - the disgraced
dominion of modernity. The cyberville, in this sense, extends the still cloying
global village concept of McLuhan by removing mass corporations and
mass messages; the networked terminal thus becomes a postmodern totem
of ’meeting places, work areas, and electronic cafes in which this vast trans-
mission of images and words become places of communicative relation’
(Poster, 1995: 26).
Thus, while some writers (e.g. Boller, 1992, 1993; Lanham, 1993;
Negroponte, 1995) remain somewhat fixed in notions of regulated and
essentialized community, observing that electronic networking should
enhance traditional modes of democracy and public participation, the
postmodernists appear to be seeking an even more ideal and diffuse
cultural formation. Andrew Ross (1991), in particular, has outlined the
Haraway insists that hermetaphor is not mere futurism (see also Willis’s
examples, 1996), but genuine eschewal of theoretical incompleteness, a
a
lingual figure which fuses complex social critique - socialist, feminist, post-
structural - with imaginative conceit: the new lingual ’body’ of the cyborg
synthesizes an ’informatics’ of liberation, including the reconciliation of the
Enlightenment division of culture and nature.4 This informatics would seek
to advance semblation beyond the entertainment perimeters of arcade games
and capitalist processes generally. Haraway’s utopianism imagines a desig-
nation well exceeding the pleasure/knowledge of Doom, though, she would
insist, the knowledge of the cyborg is no less improbable nor painful in its
accomplishment.
3. Dis-orientation
4. Doom-2
Jean Baudrillard (1994, 1995) has produced an alternative and far less
utopian vision of the contemporary electronic culture. For Baudrillard the
simulacra that proliferate through electronic and digital communication
have ultimately transformed history as material. The metaphor of material
history is achieved not through the temporal records of archaeology or
genealogy, but through its compression with human ecology and consequent
dissolution as waste. In The Illusion o f the End Baudrillard claims that the
human too is becoming residual:
By producing highly centralized structures, highly developed urban, industrial
and technical systems, by remorselessly condensing down programmes, func-
tions and models, we are transforming all the rest into waste, residues, useless
relics. By putting the higher functions into orbit, we are transforming the
planet itself into a waste-product, a marginal territory, a peripheral space ...
Creating ultra-rapid communication networks immediately means trans-
forming human exchanges into a residue. (Baudrillard, 1994: 78)
And history’s dustbins, Baudrillard repeats for us, contain the hypermedia
of their own perpetual presence, that newness of news which deprives all
events and images of meaning and which casts itself in obsolescence at the
very moment of its genesis. For Baudrillard the new media appears to be
little more than an extension of the old. Even the much vaunted specialized
news promised by the Internet is fashioned residue, part of the onward tra-
Notes
2 I have elsewhere made some comment on Ross and also Mackenzie Wark’s
work in this area (Lewis, 1997). In passing I would note that both Ross and
Wark seem, in fact, to have struggled to liberate themselves from the pro-
gressivism of modernity. Indeed, I would argue further that the utopianism of
their work owes more to romantic principles than they seem prepared to
concede.
3 For a broader discussion of Luc Nancy’s ideas see Poster (1995) and Maurice
Blanchot (1988). The tension between community and democracy on the one
side, and fragmented subjectivity and dissent, on the other, has also been a
recurring theme in the work of Laclau and Mouffe. Laclau and Mouffe have
argued that democracy and hence community is both desirable and possible
in a context of perpetual dissent or agonism. See Laclau and Mouffe (1985)
and Mouffe (1996).
4 Futurist writing has often conscripted themes of cyborg or hybridized mol-
ecular machinery into its commentary. In particular, the notion of nanotech-
nology - molecular tools - suggests that a fusion of digital and genetic
engineering will produce a social and personal utopia that would see the
eradication of disease and all forms of social calumny. See also Charles
Jencks’s (1995) adaptation of complexity theory for a postmodernist polemic.
Jencks claims that biological and cosmological evolution engage human con-
sciousness in the advance of complex forms. Human technology, including
architecture and digital machinery, are clearly embedded in this process of
’leaping’ complexity at the edge of chaos. Jencks’s own utopianism is based
on a belief that the universe would be enhanced if ’we understand, love and
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