Showing posts with label post-capitalism. Show all posts
Showing posts with label post-capitalism. Show all posts

Monday, January 30, 2012

Apocalypse Now


 Maureen McHugh's 2011 collection of short stories, After the Apocalypse, is a devastating window onto the conditions of bare life--the reduction of self to homo sacer, humans evacuated of any rights until only their bare corporeality remains to be regulated by the State (Agamben 1998).   Each of the stories takes up the question of the apocalyptic, but not from the Hollywood perspective--there are no bombs, tsunami, alien invasions.  Instead, McHugh explores everyday life in the wake of disaster.  And, little by little, we're led from this novum to the realization that we are, in fact, living after the apocalypse: in the wake of successive catastrophes of capitalism, greed and environmental degradation.

This is certainly the case with the second story in the collection, "Special Economics".  In a post-bird flu pandemic China, workers are in short supply, and Jieling makes her way from the provinces to Shenzhen to find her fortune in a factory.  The foreign bio-tech factory where she eventually finds work, though, isn't just interested in exploiting microorganisms--it also wants to exercise total control over workers.

Jieling said, "I though the government was supposed to help workers.  If we get caught, we'll be fined, and we'll be deeper in debt."  [ . . .]

 "Debt?" Mr. Wei said.
"To the company," she said.  "We are all in debt.  The company hires us and says they are going to pay us, but then they charge us for our food and out cloths and our dorm, and it always costs more than we earn." (58)

References to bird flu pandemics aside, there is little here that isn't simply based in today's news.  Recent scandals involving workers in factories contracting with Apple have underscored the exploitation and coercion of capitalism in the age of globalization.
 
What's makes McHugh's work a fine piece of anthropological science fiction is this attitude towards apocalypse.  "After the Apocalypse" is not about endings, nor even closure.  Instead, it directs us back in time to the apocalypses we're living right now.  That is, the apocalyptic thinking McHugh develops here is a way of interpreting the present and reflecting on the powerful inequalities, structural violence and exploitation in such a way as to unearth the apocalypse of bare life today.  Here, apocalypse is not so much an event as a temporality that moves according to its own progressive calculus of exploitation.

In the final story in the collection, "After the Apocalypse," Jane and her daughter Franny are refugees in an economically broken United States, gradually losing pieces of their middle-class life as they trudge towards Canada.  But, as McHugh reminds us, "Things didn't exactly all go at once" (171).  The "apocalypse" here is a gradual process of loss and displacement that (formally) starts with a dirty bomb explosion and gradually deepens through power outages and an exodus of refugees.  But, with Jane, the apocalypse starts much earlier, in her own experiences with family and boyfriends: the ways she's used people and the ways she's been used.  Her eventual abandonment of her daughter is thee culmination of that apocalypse:

She stays out of sight in the morning, crouched among the equipment in the back of the pickup truck.  The soldiers hand out MREs.  Ted, one of the contractors, smuggles her one.

She things of Franny.  Nate will keep an eye on her.  Jane was only a year older than Franny when she lit out for California the first time.  For a second she pictures Franny's face as the convoy pulls out.

Then she doesn't think of Franny.

She doesn't know where she is going.  She is in motion.  (188)
That is, the "dirty bomb" apocalypse directs us back along a thread to the apocalypse of middle-class desire, the engine that set in motion growth of the suburban sprawl, with all of its pathological alienations. 

In other words, McHugh's collection conjures an apocalypse that leads us back into social critique, but also forward to social alternatives.  It's the consciousness of living the apocalypse that leads many of McHugh's protagonists to critique the status quo, as in the story "Honeymoon".  Having survived a drug trial gone horribly awry and collected her money as a human guinea pig, Kayla goes with her friends to Cancun on vacation.  But it's not enough to soothe her disgust with an economic system that keeps her in a perpetual condition of bare life.

I overheard two girls talking.  They were thin and blond, and it was clear that they had never worked in McDonald's in their lives.  The one was saying to the other, "I don't know if I want to come back here anymore."

The other one asked where she wanted to go instead, and they talked about Hawaii or Miami or something.

I hated them.  I don't know why; they were probably nice enough.  But I just hated them.  I thought, I almost died to get here.  (145-46)
 That visceral disgust is a first step in social change; these are the conditions for the organic intellectual.    

This is a compelling vision for anthropological science fiction.  Developing a hermeneutics of the apocalypse means drawing genealogies of exploitation, markov chains of power, that extend back into history and forward into a murky, dystopian future.  In the tradition of anthropology, McHugh develops a way of seeing that is grounded both in critique and in an understanding of everyday life. 

Tuesday, November 15, 2011

#Occupy World of Warcraft





Ernest Cline's Ready Player One is a satisfying recapitulation of a favorite SF trope--the underdogs pitted against the evil establishment.  In this case, Wade (aka Parzival), and his friends eek out a meagre existence in a dystopian near-future while spending most of their time in a vast, online world--the Ontologically Anthropocentric Sensory Immersive Simulation (OASIS).  OASIS was the brainchild of an eccentric computer genius (and 1980's nostalgic geek), James Halliday; when he dies without heirs, his will remits his entire online empire to someone who can complete  a series of puzzles and quests, find three keys, and win Halliday's "easter egg" (a nod to Warren Robinett and "Adventure").  Of course, finding Halliday's egg becomes an obsession for a generation of children raised on OASIS, but, of course, not just them.  The world's largest Internet service provider (Innovative Online Industries) has developed an entire "Oology Division" devoted to researching Halliday and finding the egg.  And they're Microsoft-ruthless.  The resulting corporate monopoly over both Internet and Internet content would turn "OASIS" into a mirror-image of the corporate oligarchy Wade and his friends inhabit in the real world.

The resulting, fast-paced shenanigans (without giving out any spoilers) will be familiar to SF readers--and to people who watched Cline's "Fanboy" (2009).  The novel is drenched--suffocated--by a miasma of popular culture references to the 1980's.  For people of a certain age (in other words, people like me), it may bring moments of welcome nostalgia, but I felt agonizing embarrassment as I went through this novel--and yet I read it anyway.  Wade and his friends are nothing if not dedicated students of the 1980's: researchers and fans.  Much of this tracks the obsessions of the characters in "Fanboy".  Wade's success owes much to his exhaustive "research": arcane references to D&D, perfect games of Pac-Man, knowing the entire script of Mont Python's The Holy Grail.  Ready Player One is a nerd primer, a gateway drug to cos-play. 

But there's another reason to focus on the 1980's: media and commodification.  During the 1980s, Ronald Reagan gutted FCC oversight of media, paving the way for the obnoxious, media monopolies that plague us today.  In this, the equally desultory 1996 Telecommunications Act was entirely consistent with this pandering to corporate interests (McChesney 2004).   The desolate landscape of mass media in the United States today is testament to the self-destructive path of American late-capitalism, and to the government-corporate collusion which fuels its agonizing paroxysms.

In the midst of the corporate plundering of the public sphere, the growth of the Internet seemed like anarchic panacea.  Never mind that the Department of Defense bankrolled it with ARPANET--the hagiography of the Internet is premised on its anarchic beginnings, and the valiant efforts of a select group of digerati to defend those freedoms from corporate takeover (Lessig 2006).

Ready Player One unfolds against these assumptions.  OASIS is the ultimate, anarchic space--the biggest MMORPG ever, with "haptic" gear to make the virtual reality co-extensive with our physical selves.  The corporations that seek to control it by finding Halliday's egg embody all the characteristics we've come to know and loathe: homogeneity, lack of creativity, outright criminality.  It is entirely natural that we would root for Wade and his friends against the faceless, corporate stormtroopers from Innovative Online Industries.

But who are we really rooting for?  Wade's hero--the eccentric, gaming tycoon, Michael Halliday, is the archetypal Silicon Valley entrepreneur--the Steve Jobs, Bill Gates, Mark Zuckerberg.  Those brilliant Ivy-league drop-outs who are the poster children for would-be entrepreneurs, the creative class, critics of higher education, liberals, conservatives: an empty, commodified sign waiting to be filled with our own capitalist desires for success.  But, to point out the obvious--aren't these also uber-capitalists with a monopoly death-grip over their respective corners of our information society?  Apple is not exactly synonymous with personal freedoms, is it?  Unless I'm mis-reading all of those EULA's.  Is the question here the "right" kind of capitalist?  Do we find some monopolies more palatable than others?    

There's a similar string of debate in gaming studies.  World of Warcraft (and other MMORPG's) are most certainly capitalist enterprises, with Blizzard Entertainment and Linden Labs profiting off both players and the content they produce.  That said, there's still a strong feeling that this is more "free" than, say, if Second Life got bought out by Time Warner.

In a recent article in European Journal of Cultural Studies, Harambam, Aupers and Houtman take on the question of capitalism and gaming, framing the debate as one over successive levels of capitalist penetration, what they term "orders of commercialization".   "First-order commercialization" here is the most benign--the "game as a commodity".   Here, players find their autonomy most assured, since they are allowed to pursue their play within the game without overt reminders that they are, in fact, consuming a commodity.  But with "second-order" and subsequent levels of commercialization, the heavy hand of neo-liberalism is more visible--in the real world markets that allow one to profit from selling avatars, and in the creation of a virtual space as a commericial space (as in Second Life).  But it's what Harambam et al term "fourth-order commercialization" that evokes the strongest, negative reactions from informants: "the plain, open and legitimate colonization of virtual game worlds by 'real' economic powers" (313).

It's this level of capital penetration that Wade and his friends oppose, but it's unclear that they represent a real alternative.  Does it ultimately matter if one group controls the monopoly over another?  To put it another way: if Wade wins the egg and becomes an instant trillionaire, is the world substantially different?  Ultimately, the debate is one over two levels of capitalism--a "lower" level capitalism allowing players the illusion of freedoms, or a "higher" level that reveals the commodification at the heart of the entire gaming enterprise.

But is one really more moral than another?  The difference between them comes down to the level of mystification: with higher levels of corporate penetration, the veil between the virtual and the real is lifted.  When we can take a break from epic battles to take our avatar shopping at Walmart, then the corporations have won.  But wasn't it corporate all along?  The only difference is one of strategy, with the overt commodification of the virtual piercing the illusion of corporate-controlled fantasy, but also, perhaps, setting the grounds for its own destruction in the disillusionment of players who realize they've been played.

As Second Life and other virtual worlds witness demonstrations and direct action that parallel that of the occupy movement in our physical world, it's worth asking what alternatives these occupiers are advocating.  Outside of rose-colored evocations of LamdaMOO, can we really imagine a MMORPG outside of capitalism?  What would that look like?


References

Harambam, Jaron, Stef Aupers and Dick Houtman (2011).  "Game Over? Negotiating modern capitalism in virtual game worlds."  European Journal of Cultural Studies 14(3): 299-319.

Lessig, Lawrence (2006).  Code: And Other Laws of Cyberspace, Version 2.0.  NY: Basic Books.

McChesney, Robert (2004).  The Problem of the Media.  NY: Monthly Review Press.

Tuesday, January 27, 2009

Previewing Post-Capitalism


How many books are there (in anthropology and elsewhere) describing/advocating/conjuring up "post-socialism"? I'm looking at one right now entitled, appropriately enough, "Post-Socialism" by Maruska Svasek (Berghahn Books, 2006). But, as lay-offs continue and plans to nationalize industries multiply, where are the texts on "post-capitalism"? I don't know about you, but it's sent me scurrying to my bookshelf to re-read my Kim Stanley Robinson! For most, "post-capitalism" refers to a miscellaneous theories for either "next" stages (a la Drucker), or alternatives to corporate capitalism (like various tracts on "participatory" economies). But perhaps the more anthropological take on this would be an economy of "shreds and patches" (to commit unspeakable violence to Robert Lowie) made up of the residue of dominant capitalism together with a thousand heterogeneous practices that make up the barely sublimated unconscious of economic life--in short, just the sort of bricolage that anthroplogists explicate every day in the lives of actual people who find themselves on the receiving end of IMF structural adjustments and other forms of economic violence.

This is the kind of post-capitalism I'd like to see elaborated, and, despite Robinson's own penchant for utopian system-building, not far off from what he does in the Mars triology, which--in a kind of Baconian way--takes the kinds of reciprocities and exchanges common to scientific communities as a starting point for a Martian economy.

Cybernetics and Anthropology - Past and Present

 I continue to wrestle with the legacy of cybernetics in anthropology - and a future premised on an anthropological bases for the digital.  ...