Tuesday, May 1, 2012

Coming to Terms with Networked Anthropology

Samuel Gerald Collins
Matthew Slover Durington

It’s happening on your campus now—students in your classes are uploading media about their varied ethnographic projects. Sometimes these photos, films, audio and text end up on blogs, YouTube and Flickr accounts. Some of it ends up on Facebook. Search YouTube for “ethnographic interview,” and marvel (and shudder) at the vast array of student interviews that have been uploaded. But why take student projects seriously? Because it’s not just our students who tweet and update their Facebook pages; the communities with whom we work are networked as never before. Like so many, numerous student goals for the future are tied to their investment in social media.

To us, this looks more and more like the emergence of a different kind of anthropology. It’s where the academy meets the community, not in the style of the well-choreographed, collaborative anthropology that is one of the triumphs of applied anthropology, but something altogether messier: a networked anthropology. What is a networked anthropology? An anthropology undertaken in the age of multimedia social networks, one in which all of the stakeholders—ethnographers, interlocutors, community, audience—are all networked together in various (albeit powerful and unequal) ways.

Networked anthropology generates ethnographic data in multiple media. Here it overlaps with similar advances in different subdisciplines, including visual anthropology, public anthropology and action research. The difference is that a networked anthropology produces data that is simultaneously media to be appropriated and utilized by the communities with whom anthropologists work in order to connect to others (other communities, potential grantors, friends and family). And the opposite is also true—anthropologists are only generating data for their research in the space of their engaged commitments to communities to assist in their efforts to network to different audiences. We firmly believe that a networked anthropology is not appropriate for many fieldsites anthropologists might encounter. But whether or not we engage it as a distinct methodology, networked anthropology is lurching forward with or without us—with students and para-ethnographers stepping in to represent communities, and people in communities stepping in to represent themselves.

Piloting Networked Anthropology in South Baltimore

Several years ago, we became interested in the possibilities and problems of a networked anthropology, largely through the interests of the communities in which we work. Since the fall of 2006 we have worked collaboratively with members of the South Baltimore community of Sharp Leadenhall on a variety of projects. This historic African American community has undergone a series of urban renewal processes that have decreased its population and socioeconomic standing in a fashion unfortunately reminiscent of many urban centers throughout the United States since World War II and continuing in the 21st century. Throughout, we have tried to have student researchers participate alongside us throughout the fieldwork process, with the ultimate goal of producing tangible outcomes for community members in the form of archive creations, volunteer opportunities, entrepreneurial endeavors and multi -media creation.

While there have been inevitable hiccups along the way, the effect on both community members and students has been positive following a principle of debt incurred. One fieldwork moment and eventual ethnographic epiphany came during the fall of 2009 while university students interviewed and worked alongside community members at a concession stand operation mutually created in partnership to benefit different youth programs in Sharp Leadenhall. While all consent and IRB processes were followed by students in their interviews, we were taken aback when students and community members began “friending” each other and field research spilled over into shared media on Facebook and YouTube. Although not part of our initial research design, we nevertheless decided that these unintended networks were entirely appropriate as they were generated by the excitement of collaborative fieldwork and civic engagement. But we needed to re-frame our methodological and ethical considerations to include these networks.

Certain communities and fieldsites such as our collaborative work with the Sharp Leadenhall community are amenable to a networked anthropology such as this. For others, the networked sharing implied in this method may be entirely inappropriate. It works best when reciprocal sharing is at the heart of the relationship: anthropologists would like to generate ethnographic data using a variety of multimedia tools, while interlocutors would like to appropriate multimedia for their own purposes.

Next Steps for Networked Anthropology

Anthropology by the Wire

A screenshot of the Tumblr blog for our networked anthropology project, “Anthropology by the Wire” (anthropologybythewire.com). Image courtesy Samuel Gerald Collins

As we undertake other collaborations, we have been guided by our previous efforts, and we have worked to cultivate relationships with groups who hold similar interests in networked content. One of the current collaborations we are pursuing originates in our National Science Foundation Research Experience for Undergraduates grant entitled “Anthropology by the Wire.”

Anthropology by the Wire places students in a number of collaborative research possibilities with residents of Baltimore. One of these has been to document the impact of a program entitled “City Uprising” sponsored by the JACQUES Initiative to expand free HIV testing at multiple sites throughout the city. The role of student researchers and videographers is to work alongside clinicians, counselors and other volunteers to document the life histories of staff, volunteers and individuals facing or dealing with a possible change in status due to testing. These testimonies are compelling and are key to JACQUES’s mission in the community; producing multimedia around them is an important step in their efforts to attract volunteers and support. As our relationship with JACQUES continues to evolve, we hope to provide regular support for their outreach efforts and to eventually sign an MOU cementing that relationship.

But for this kind of network anthropology to work, IRBs had to be filed at different institutions, and multiple consent protocols followed. But, what if similar kinds of life story testimony had spontaneously emerged between students and residents in Sharp Leadenhall at a football concession stand? Our collaboration with the JACQUES initiative presents a host of methodological and ethical concerns that we need to continuously interrogate.

Lessons for the Future

Network graph of Anthropology by the Wire City Uprising video (in red) showing its modest connectedness (by degree and by centrality) to other video content documenting City Uprising. Image courtesy Samuel Gerald Collins

Anthropologists have always known that people agree to ethnographic research for a variety of reasons, and that these reasons might shift over time. Multimedia anthropologies enjoin projects made up of an assemblage of different interests: community self-identity, communication to different constituencies, building up a profile in order to secure grants and donations. In addition, all kinds of audiences may be consuming these media on social media sites for their own purposes, and these become an oftentimes highly visible form of secondary production.

Networked anthropology engages groups of people and communities that are already savvy producers of media, and that already have structures in place for self-representation. As in any ethnographic research, networked anthropology demands an ongoing process of informed consent, but the communities involved in multimedia anthropology may already have robust (though perhaps misinformed) ideas about how their goals might be advanced through social media.

Unlike traditional, text-based production, networked multimedia continues to multiply and mutate even after the anthropologists have packed up their iPads and gone home. Once materials go online, the networked life of those materials cannot be predicted, although it can be channeled. Careful metadata descriptors, narrative descriptions and creative-commons licensing at least work to constrain future appropriations.

Despite its pretensions to large-scale universality, most web 2.0 applications are not viewed by millions; the vast majority of web 2.0 content circulates among small-scale networks of users, and that’s fine with us. In fact, this is one of the characteristics that separates networked anthropology from the work of marketers and publicists; the point is to make useful connections and build a network of interested parties around a specific project or a series of local issues. And this is an ongoing process. Multimedia anthropologists are really building institutional commitments with communities: networked commitments with multiplying nodes and edges.

Samuel Collins is professor of anthropology at Towson University. He researches information society and information and communication technologies in the US and South Korea. His present work examines the urban as the confluence of people and social media.

Matthew Durington is an associate professor of anthropology and director of international studies at Towson University. He specializes in visual and urban anthropology with research on indigenous land rights, race, housing and other issues in both Southern Africa and the United States. 

Copyright 2012 American Anthropological Association, originally published on Anthrosource.

Tuesday, April 17, 2012

David Graeber, Debt and SF

A fascinating post by Jo Watson about why David Graeber's Debt: The First 5000 Years is popular among sf readers on the Tor.com wesbite. 

Saturday, April 14, 2012

Networked Futures in Busan

From Wikimedia Commons, courtesy Michiel1972





















In a sociological tradition stretching back to Durkheim, the city represents the apogee of alienated life, with residents adopting a variety of strategies to cope with their anonymity and to preserve their privacy amidst multitudes of other residents. Especially important are techniques for managing contact in public transportation—trains, buses and subways—where interactions are simultaneously intimate and anonymous. Those strategies include ways of looking, but also a variety of technologies that urban-dwellers adopt to avoid contact with others: newspapers, books, and, in more recent decades, a variety of technological devices, including MP3 players and smartphones.

But while analysis of these techniques and technologies has revolved around avoiding contact, it may be more useful to think of them as techniques for relating to the anonymous city—for initiating contact through differentiated interactions. All of these technologies, including subways, books, buses and smartphones, can be said to enable a certain construction of place: a networked knowledge of the city that connects to people and space in particular ways. As we become more urban, these technologies are quite likely to increase.  The future, then, may bring new excesses of anomie, but it will also result in new ways of networking to place and people.

This is certainly the case with Korea’s largest city (Seoul) and its second-largest (Busan), both with highly-developed subway systems and ubiquitous computing infrastructures that ensure that residents will never spend an instant unplugged from various social networks, even as they navigate complex, transportation networks above and below ground. Living in the city means initiating and managing relationships in time and space while in constant motion. Some analysis has suggested a “bang” (room) culture that constructs a variety of “third spaces” between home, work and school, but the ubiquity of online social networks means that these liminal spaces can also be mobile--appended to the cityscape during the course of everyday perambulation. 
 
This is particularly evident in the profusion of social networking software and social apps available for smartphones, including ones available for setting up bling dates  (소개팅)and managing appointments, locative mobile social networking (LMSN) utilizing GPS in order to pinpoint friends and potential contacts amidst an urban scape, as well as locational games that overlay the Korean city with digital game networks. These can mean novel ways of associating, and even new forms of politics. For example, the candlelight vigils following the liberalization of beef imports in 2008 have been seen as a watershed in Korean politics because they involved a preponderance of school-aged girls, and because they were organized through online social networking.

Ultimately, this may say something about the development of urban living as not only a contemporary phenomenon, but as a bellwether for urban futures around the world. However, the profusion of applications and the near-universality of the hand-set in Korean life don’t necessarily signal a “break” with the past and the emergence of a new way of urban living. Rather, the focus on the network discloses the networked character of the city, as shifting assemblages of connected urban systems rather than as a static tableau of spaces. Life networked to the city through the smartphone doesn’t so much initiate new forms of living as re-invent the urban as the elaboration of networked technologies—as the creation of new lines of flight focused on transportation and communication technologies. 
 
This has important consequences for the study of the future. First, the profusion of smartphone applications and social networking suggests an immanent social critique—the projection of a utopian ideal over the grit of the real city. That is, the popularity of these forms of networked socialites suggests the production of multiple “invisible cities” over the existing one, the analysis of which may suggest the direction of urban futures. Second, although the Korean city construed as an assemblage of transportation and communication suggests ways of living and interacting that may be particularly Korean, it also signals urban futures for other parts of the world where these systems are not yet as developed, including urban spaces in the United States where IT infrastructures have not yet reached the level of integration of Korean cities.

Thursday, March 22, 2012

Baltimore Syndrome

wikimedia commons: Iracaz (talk). Original uploader was Iracaz at en.wikipedia


In the March 2012 Wired, an article on the Jerusalem syndrome, the religion-related psychosis associated with visits to Jerusalem ("The God Complex").  The article doesn't really develop any new angles on this culture-bound syndrome, but its appearance in Wired is important.  My thought: while we may never travel to Jerusalem, our future will be the Jerusalem Syndrome.  Now that we have crossed the tipping point of urbanization (over 50% of the world's population as of 2007), all of us have an opportunity to be overwhelmed and enraptured by our urban lives: the Baltimore syndrome.

Generally speaking, discussions of the Jerusalem syndrome devolve into a discussion of religion, psychology and (more recently) neuroscience.  That's certainly the case with the Wired essay (it's the limbic system!), but there are several interesting asides here, especially those moments that move beyond psychologism to the power of the city:

The Old City is a mosaic of sacred spaces, from the al-Aqsa Mosque to the Western Wall of the Temple Mount to the well-trodden stones on which Jesus supposedly walked.  Like every city, it's the combination of architecture and storytelling that makes Jerusalem more than just a crossroads.  Great cities, the places that feel significant and important when you walk their streets, always rely on stagecraft--a deftly curving road, finally wrought facades, or a high concentration of light-up signage can all impart a sense of place, of significance.  (Nashawaty 2012: 117)
That is, psychology aside, there's a lot coming together in a city like Jerusalem: discourse, place, architecture, history.  Something, in other words, more akin to genius loci, the spirit of place, then to the overactivity of the limbic system.

But does this "complex" only exist in Jerusalem? Many point to the "Paris syndrome,"  where it's the art and architecture of the city that overwhelms.  And, indeed, the psychological anthropologist Yoram Bilu seems to locate the power of the city in the depths of its history: "The city is seductive, and people who are highly susceptible can succumb to this seduction.  I'm always envious of people who live in San Diego, where history barely exists" (117).  But this seems unfair.  People in San Diego (or Baltimore, or Busan) live suffocated under the overdetermined weight of the city--its spaces, its discourses, its histories.  Of course, if this triggers some "syndrome," then it is a syndrome of humanity, with a majority of us living in urban areas.

What this "Baltimore syndrome" needs is not a neuroscience of religious psychosis, but something more along the lines of Benjamin's ruins, a way of apprehending the city that bring together the assemblage of discourse, time, self and space--a cultural analysis of the spirit of place.  We will all be "overwhelmed" by the spirit of place; that is, the city will continue to bring us up against assemblages that overwhelm the self.  We will variously sink under the waters of the city's deep significations. Of course, very few of us will exhibit symptoms deviant enough to warrant professional help, bit all of us will need to understand the genius loci around us.

References

Nashawaty, Chris (2012).  "The God Complex."  Wired (March):112-117.

Wednesday, February 29, 2012

Future Day and Songdo (송도국제업무단지 )

Songdo Under Construction, Courtesy Wikipedia Commons.



March 1 is the inaugural celebration of Future Day, and it's got me thinking about urban futures again.  On my futurist bookshself at the moment: Aerotropolis, by John Kasarda and Greg Lindsay.  It's a business book, really: breathless descriptions of fabulous capitalists and the globetrotting edge cities they build.  I'm reading it because South Korea's Songdo is a poster child for this vision of the future.  At 7 miles from Incheon International Airport, this massive development on land reclaimed from tidal flats is supposed to represent the city of the future--a networked hub with near-immediate access to most of Asia, hard-wired for ubiquitous computing, and constructed for minimal levels of car pollution (although building a new city from scratch surely caused some pollution!).  Songdo will join other poster-cities for globalization, including Dubai and Shanghai.

As Kasarda and Lindsay point out, Songdo, and the many aerotropolis-like encampments in China and Southeast Asia, takes globalization as a mode of production as its organizing principle--both in its design and in its function.  It's all about circulating capital; and it's built to circulate capital and the humans that serve it in the most efficient way possible, from high-rise apartment to subway to airport and back.  They wonder "whether we will consciously choose to live in cities built in globalization's image--machines for living linked in great chains and tasked with specific functions: factories, farms, headquarters, hospitals, and hubs" (p. 13).  Living in Songdo means defining oneself according to flows of capital--living at the the vertiginous heights of advanced capitalism.  

Is this "the future"?  It's certainly one version of urban futures.  But I wonder if Songdo and Dubai are the only places "built in globalization's image".  An alternative possibility on the other end of the globalization scale: temporary housing fashioned from discarded cargo pallets.  The idea here is to utilize pallets discarded from

Pallet House, OpenArchitectureNetwork.org
cargo shipments (including international aid shipments) in order to build temporary (yet sturdy) housing for the enormous mass of refugees and urban poor.  This is another future certainly, but not one reflected in Songdo's design.

Similar to the "appropriate technology" debate in anthropology and development in the 1960's and 1970's, we see here a division: graceful, gated, LEED certified aerotropolises rising out of ground in Asia, squatter- and refugee settlements for the poor in the Global South.  Similar to solar ovens and composting toilets--clever technological hacks, but hacks for those on the other end of capital flows.

As David Harvey, Mike Davis and many others have predicted, the tendency for globalization is to develop according to a power-law distribution of wealth.  Both rich and poor are embedded in global movements of capital, but at opposite ends.  But living in Songdo means that this "other" globalization (what Gordon Mathews suggestively terms "low-end" globalization) is never visible, even though the "high end" spires and parks of Songdo very much depends on the contributions of the "low-end". Songdo--as a city of the future--suggests another future for the city: the ideological division of the world by social class, the networked hubs for the wealthy developing apart from globalized spaces for the poor.  If this seems like the inevitable future, then it is only because we have already (although perhaps tacitly) accepted the logic of these spaces of exception. 

But if we're choosing to live in globalization's image (or, indeed, if we have no choice in the matter), then we might choose a built environment that embraces (at least symbolically) more of the global supply chain.  Devoting a city of flows of financiers and computer programmers represents one end of that, but what about the massive cement industry that supports the spires of Songdo (Korea is the world's fifth largest producer of cement)?  And what about the host of other goods and services that move through, borne not on airplanes, but on trains and cargo ships? 

Globalization layers on inequalities after inequalities.  In terms of urban life, one of the most glaring: enormous amalgams of surplus capital to those states that can afford it (or, in South Korea's case, merely underwrite it), and make-shift re-use and re-purposing for an enormous cross-section of global poor.

Contrast this to Keetwonen, a massive student dormitory complex in Amsterdam fashioned entirely out of re-purposed shipping containers.  While denizens of Amsterdam's Keetwonen are hardly helping the world's poor, they are--at least in a symbolic way--engaging both ends of the supply chain.

If we're to build in globalization's image, then I am advocating a Jane Jacobs approach.  A future city that consciously connects with global flows at multiple ends--that includes multiple reminders of globalization's inequalities and builds accordingly. 


Keetwonen: the largest container city in the world

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.

Multimodal Interrogations of Anthropologically Unintended Media - Video link

Matt Durington and I had a wonderful time giving a talk at UBC Okanagan. Thanks to Dr. Fiona McDonald and the Collaborative and Experimental...