Tuesday, April 27, 2010

Review: Fantasy Freaks and Gaming Geeks


Over the past couple of years, a rising trend: ethnographic explorations of gaming and RPG's. The anthropological ones have been interesting: Tom Boellstorff's Coming of Age in Second Life: An anthropologist explores the Virtually Human and the forthcoming ethnography, My Life as a Night Elf Priest: An anthropologists account of World of Warcraft, by Bonnie Nardi. But it's the para-anthropologies that concern me here--Mark Barrowcliffe's blistering (and ultimately depressing) The Elfish Gene and, most recently, Fantasy Freaks and Gaming Geeks: an Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms

All of them (anthropological and para-anthropological) share certain characteristics: they all approach role-playing games from the perspective of the middle-aged outsider, socially distant from the world of the gamer. This is at least methodologically familiar in the academic anthropology. Stereotypically, the anthropologist is always supposed to straddle ironic configurations of engagement and detachment. But for the nonce anthropologists, it is an invitation to indulge in psychologisms about "those" people. What makes those gamers tick? Why are they spending so much time in WoW, anyway?

This is at least partly attributable to the writers themselves. Ethan Gilsdorf begins with the psychodrama of his mother's aneurysm, the trauma of which intensifies his adolescent fascinations with role-playing. In fact, it's Various Issues originating in this that send him into metonymic encounters with other forms role-playing far removed from his childhood D&D campaigns: Live-Action Role--Playing (LARPs), the Society for Creative Anachronism, World of Warcraft, Lord of the Rings tourism in New Zealand. Amidst interviews with men and women who game, his own adulthood is never far behind: What does he really believe? Can he let the past go? And can he commit to his girlfriend (or, perhaps, find a new one)?

Of course, it's all about him in the end. At the end of his journey, Gilsdorf finds himself clutching some Lord of the Rings action figures in the shadow of Mount Victoria (site of the "Outer Shire" where Frodo and co. first encounter the Nazgul). Here, he finds both deep embarrassment and, of course, self-revelation:
Goofing around with the figurines had been fun, until it began to feel pathetic. What was I doing, a forty-two-year-old, single, and childless man, traveling on his own, sleeping in youth hostels, and playing with toys?
[ . . .]
I gathered my strength. It was time to leave Mount Victoria and Middle-earth behind. I packed up and headed down the path. Then, I heard a voice.

This is what you're going to do, Ethan. You're going to leave them here.

[ . . .]

You are digging a hole in a hillside in New Zealand, the voice continued. It was hard to turn it off. You are doing something symbolic. This is what it feels like to have an epiphany. (266-67)
But do gamers indulge in the same introspection? I suspect that the vast majority are no more troubled than, say, the modal American (and perhaps considerably less so). But this really isn't a critique of Gilsdorf's otherwise engaging essays. Gilsdorf's relentless pop-psychology and narcissistic navel-gazing seems to be an inextricable part of this genre. In fact, I consider this a kind of popular ethnography, full of interesting interviews and observations--all to the good, I think.

But I wonder if Gilsdorf's book, in the final analysis, is constrained by the same assumptions that enable it in the first place. That is, what animates the book project is the sense that gamers have broken with everyday mores, that they, in other words, are different, odd, noteworthy, iconoclastic: that they require investigation and explanation. Once we've understood their gaming lives, of course, they no longer seem quite so strange after all, do they? What Gilsdorf's book does is to fall into the old anthropological gambit: a) describing the strangeness of gamers; and b) rationalizing that strangeness.

But what if gaming isn't a particularly strange activity? What if, in fact, "gaming" describes a very commonplace experience? Gilsdorf begins to develop this idea towards the end of his book (181):

I noticed gamers playing everywhere, even in my corner cafe. Being online with WoW and other MMOs has become an acceptable use of public space. However, penetrating the MMO subculture proved more difficult than showing up for a weekend event in a purple shirt. Online gaming runs silent. Online gaming runs deep. And it takes place both everywhere and nowhere, and the spaces in between. As I learned more about online gaming, and spoke to players and game developers, nothing seemed black and white. I kept reading stories that linked gaming to either escapism or hedonism, antisocial behavior or community. Both warm fuzzies and red flags kept popping up.

But I knew that alternative electronic identities were a part of life. I'd already participated in online dating, MySpace, Facebook, and e-mail: In my profiles and flirtatious texts, I'd put forth my best, most seductive versions of myself. Safe behind the barrier of a computer screen, I was tempted to rewrite my personal history, or claim to be passionate about something--say, ending world hunger--just to snare a date. Wasn't I already role-playing, even if not in a heroic fantasy realm? But at what expense to me, not to mention the millions of MMO players whose interest in gaming seems to fill a psychic hole in our culture?

And:

I didn't find my Lady Geek. My Rings fanboy was only partly sated. To end with the Dark Lord of the Sith felt like poetic justice. But, as Ethnor-An3 might say, observing the scene in a partial state of inebriation, I was as welcome here as anyone. The great bat wings of Dragon*Con embraced all types. This was the lesson of the con. Even if I personally did not end up embracing anyone.

I trudged back to my hotel, passing through the real Planet Earth, that brash zone of Hooters and Hard Rock Cafes and warring football fans who had descended on Atlanta, or Atlantis, or wherever I was. Folks lingered at tailgator parties in parking lots, each side dressed in matching uniforms--one fandom (Clemson) in orange T-shirts, polos, and baseball caps, the other (Alabama fans) in scarlet. They stumbled about, smashing bottles, trying to find their hotels, clinging to their gods and heroes, no more or less freakish than the rest of us. (239)
I think Gilsdorf is right--gamers are similar to people who spend their time posting on Facebook, or sports fans who tail-gate. They're all investing--lavishing--time and money on their hobby/ avocation. They're all working at their play.

It has become commonplace to look at consumption in the age of Web 2.0 as (after the work of Michel de Certeau) a form of "secondary production," where meanings, social relations and affect shift in the act of appropriation by the consumer. But little, here, on the "relations of secondary production".

As Marx wrote in Contributions to the Critique of Political Economy,

In the social production of their life men enter into definite relations that are indispensable and independent of their will, relations of production which correspond to a definite stage of development of their material productive forces. The sum total of these relations of production constitutes the economic structure, the real basis on which rises and legal and political superstructure . . .

Couldn't this also be the case with secondary production? Much of the work on consumer studies implies a separation of the work of producers from that of consumers. Somehow, "leisure" and "consumption" haven't implied the level of alienation and reification that we associate with "real" work. In fact, the opposite has generally been true, with critics in cultural studies characterizing work practices utilizing language and theory cribbed from leisure. That is, work practices get coded as social and cultural expression, rather than the opposite.

But if we consider leisure a form of work, or, rather, if the two have become so interpenetrated in an age of networked capitalism that it is no longer particularly helpful to analytically separate them, then we can see games as work.  As Vandenberghe (2008: 884) notes, “With the privitization of the commons, the boundaries between production and communication, production and consumption, labour and leisure, paid and unpaid work disappear. [ . . .] When free time becomes productive, everything becomes work"

This is particularly the case in the more socially networked games that Gilsdorf explores. Without the "free labor" of 11 million WoW adherents, there would be no record-breaking profits for Blizzard Entertainment. Moreover, despite the absence of wages, it seems obvious to me that this is a form of work, similar to other forms of non-remunerated labor.

So what was most interesting to me in Fantasy Freaks and Gaming Geeks were the tales from the trenches, the narratives of labor: how many hours people lavish on costumes, the tales surrounding the acquisition of various artifacts, the hours they drove to LARPing, the time they'd put into DragonCon. A "relations of secondary production" would focus our attention on the conditions of (secondary) work: the relations of (re) production, the alienation of the (re) worker: the proletarianization of the world in the frisson of Deleuzian capitalism.


References

Vandenberghe, Frederic (2008). "Deleuzian Capitalism." Philosophy & Social Criticism 34(8): 877-903.

Monday, April 19, 2010

Notes from the Ethnographic Archive

Web 2.0 has stimulated ethnographic desire--the archiving of vast records of everyday life in the form of videos and podcasts. The Gamer's Haven is one, hours and hours of role-playing game sessions . . .

Friday, March 19, 2010

Robert Fletcher on Cory Doctorow

There's a nice piece on Cory Doctorow by Robert Fletcher in the current issue of Science Fiction Studies (SFS).  It surprised me a little to find it there, since Doctorow is not exactly the sf canon, yet, as I have blogged about here, there is really no better example of the current "structure of feeling" than Doctorow--he's right there, blogging constantly, writing for any magazine that will have him, putting a creative commons license on everything but insisting on the profitability of the whole enterprise.  In short, it would be hard to find a literary figure who does a better job exploring the tensions and contradictions of the neo-liberal, especially when it comes down to the fluidity of information, the role of the state, the constitution of the individual and, in general, the contradictions of a monolithic yet simultaneously superannuated capitalist system.  It's that aspect of his fiction that I find interesting, even when it doesn't quite hold together: the accelerated heteroglossia of a networked era. As Fletcher (81) writes, "Like Dickens's competing roles as artist, advocate, and entrepreneur tell us something about his novels' relations to changing modes of cultural production and to the social organization they entail."  And as Doctorow continues to write past the dot.com crash into the depths of our information-saturated, Orwellian state, we'll see more in his work that chronicles the contradictions of our times.  One of the best parts about what Fletcher identifies as Doctorow's "networked" identity is the perspective it gives us onto the messiness of figuring things out in the global present.  Drawing on the diverse discourses around him to form occasionally refractory assemblages of ideas, and then working those ideas back and forth over the course of several essays, novels and short stories is not only symptom but also synecdoche of the neoliberal present.

Thursday, February 11, 2010

Imagining a Unified Korea, Part I--파란 달 아래와 국가의 사생활




A nation like Korea that has been artificially partitioned (분단) necessarily spends considerable resources planning for unification. Indeed, the governments of both north and south Korea have historically drawn legitimation from their promise of eventual unification. But the scholarship here falls mostly along economic, security and administrative policy lines: the logistics of the unified nation. What's missing from much of this is a sense of the everyday life of a unified Korea, i.e., one that, whatever the course of unification (sudden v. gradual) or the ultimate shape its will take (e.g., one nation, two systems), addresses the way people will live and interact with each other. How do people imagine interacting with the Other on a quotidian level? Indeed, the imagination of everyday life may be the most important factor in the successful unification of the two Koreas.

There are some interesting sites from which one might extrapolate. One is the growing population of North Koreans residing in the South (탈북자, or the more official, '새터민'). As they interact with their southern counterparts, seek employment (a big problem for this small group of people) and render their opinions of life in the South (helped by a fairly relentless crowd of network television and Korean social scientists), we can begin to see at least one shape for a unified Korea.

But, science fiction may give another. There have been a handful of sf novels and stories extrapolating on Korean unification through the eyes of the south, although I expect to see more as the imagination of unfification moves from an emphasis on redressing past injustices (i.e., correcting the distortions of Korea's artificial partitioning and restoring the nation/ethnos (민족) to its rightful patrimony) to the plotting the ascendancy of a Korean future (Korean unification merged into the developmental discourse of the neoliberal state).

Probably the best known of unification sf is Bok Geo-il's (복거일) 1992 novel, 파란 달 아래 (Under a Blue Moon). Originally published serially on a discussion board, Bok's novel traces the unficiation of two lunar bases in the year 2039--the north's Kim Il-sung base, and the south's Jang Yeong-sil base. There is considerable resistance from their respective Earth-bound governments, but, in the context of a strong, lunar independence movement (the Selenites, after H.G. Wells), the possibility for a truly unified ethnos (한민족) gradually becomes possible,

Indeed, we can see Bok's vision as an extrapolation of 1980's minjung (민중) discourse that sought to transcend political and social divisions through transcendental evocations of "folk" Korea, i.e., a critical, oppositional discourse on Korean identity arising "from below" and drawing selectively from agrarian tradition (Bok would return to minjung themes in some of his more recent writings). In this novel, the message is simple: without the interference of government (both domestic and international), Korean unification is a natural tendency. Through Bok's North Korean protagonist, we get both a critique of government brinkmanship, but also a circumspect critique of Western imperialism.

Here, as Grinker points out in Korea and Its Futures, Bok anticipates more official sentiments in exonerating the North's people of any wrongdoing: the tragedy of division lies with the government that has prospered on the back on bundan (분단). The lunar bases literally allow the realization of a minjung utopia from the ground up.

Saturday, December 26, 2009

A Little Korean Science Fiction: 카이와판돔의 번역에 과하여 (Concerning the Translation of Kaiwapandom)




Lee Young-do's "Concerning the Translation of Kaiwapandom" appeared in an anthology of Korean science fiction, Alternative Dream, in 2007. Like many of his sf contemporaries, Lee's work was first available online--with all the advantages and disadvantages that it implies. That medium may be ideal for the world's most wired nation, but it has also served to limit the foreign, scholarly audience for this work. Translators, after all, are less likely to invest their energies in a medium that is, by definition, shifting and protean. So it's nice when presses like 황금가지 (Hwanggeumgaji) publish these collections of stories. As for translators--well, as you see below, I'm not much of one. But I have tried to give you a sense of this interesting story. You can find another translation of the story at Crossroads, an online journal of science and culture published by the Asia Pacific Center for Theoretical Physics. And, in that vein, if you're interested in an English introduction to Korean Science Fiction, you can visit Gord Sellar's blog for a taste of his Korean sf visionquest.

Ultimately, "Kaiwanpandom" is a story steeped in anthropology--a tale about linguistics, language survival and Korean unification--and an ultimately optimistic vision of Korean cultural futures.

The obvious target of Lee's story is the blatant linguistic imperialism in mainstream US- and English sf. How many sf stories hinge on some kind of standard language spoken across a galaxy? How many stories project a future where the people of Earth speak only English? One of the many ironies of golden-age sf is that, in the act of discovering a diversity of intelligent life in the universe, people lose their linguistic and cultural diversity.

Of course, this is a common sense understanding of linguistic hegemony that writers in the US and other English-speaking countries are steeped in and rarely question, a kind of linguistic social Darwinism that not only naturalizes the present dominance of English but also projects it into a future where a monolingual world is an inevitable product of the progress into space.

It is here that "Kaiwapandom" begins. Aliens have made contact with Earth through a kind of receiver system called an "ansible". A dictionary of Galactic Standard has been compiled. But now, the work of cultural translation has begun--starting with mythology (the basics, as it were). After a disastrous attempt to translate one myth (destroying much of California), the alien governing body has initiated an exchange of mythology with the Witanians.

They have sent a kind of alien Cinderella--"Kaiwanpandom". Interpreters around the world are striving to translate cultural texts from the the alien tongue. But, here, there is already the politics of language at stake--it is the "Galactic Standard-English" dictionary that is produced first, after all. Will other Earth languages be swept aside for a single language to communicate with Galactic Standard? Especially since the stakes are so high--the transfer of unimaginable technologies.

But not everyone may view this as a spectacular crisis. As Teacher Lee--the interpreter engaged by some government body to work on the Korean translation in some undisclosed location in the mountains north of Seoul--explains to her bodyguard, Captain Bak (formerly of the North Korean People's Army), you have to take the long view:

We don't know how many viewpoints have disappeared. In reality, other language users take over; in the last century, capitalism was like that, and now it's aliens. Both don't use the languages of other people. [ . . .] When barbarians appear speaking other languages, as a rule they are assimilated or killed off. After this present resistance ends, the Earth will quickly unify under a common language. It's highly possible that will be English. (80)


But there are those that would oppose this change. There's a guerrilla resistance movement to the incursion of alien culture--the "Earthers" (지구주의자). Their goal is to advance a kind of xenophobic agenda--and they have actively tried to stop the translation of the alien myth into Earth languages.

Even though it seems like a long shot that the Earthers would be after the Korean translation, Teacher Lee explains that, since she is the only real authority on Galactic Standard in Korea, knocking her out would eliminate the whole process of Korean translation altogether. So, in the midst of her work on the translation, the Earthers attack. That's where Captain Bak comes in--jumping in defense of both Teacher Lee and of the Korean language in general.

That is, not only is Captain Bak (as her bodyguard) key to her physical survival, he also articulates the importance of Korea's linguistic survival. His first point concerns the widely held opinion (in Korea, anyway) that Korean is the most logical and scientific of the world's languages, one that Teacher Lee pessimistically dismisses.

"Suppose that it comes to light that the easiest language with which to understand Witan is Korean? What then?"

"Manx may be the closest language to Witan. Yahi or Katavaka may be as well. But in the last century capitalism did away with these languages. And there was no problem with the suitability of these languages.

"This is natural law. It doesn't matter how beautiful or how special the languages that have disappeared are, Only power is important. Because this is natural law I don't get angry or try to resist." (84)


But, despite Teacher Lee's defeatist rendition of linguistic history, Captain Bak doesn't give up. As the two escape from the clutches of the terrorists, Bak pieces together a politics of Korean language survival in the age of Galactic standard.

That politics is premised on his own experiences of what appears to have been a one-sided reunification of North and South Korea--i.e., one where South Korea assimilates the North.

"Teacher Lee, what can you understand if you lose the Fatherland (조국) and the language of the fatherland?
[ . . .]
Now I'm Captain Bak. But at one time I was Bak Weon-jin, an officer of the North Korean People's Army (조선인민군). But it's an even more strange evil to remember that when's there's no longer any position from which to use that name.
[ . . .]
I'm sure you're right when you assert that the weak disappear and the strong proliferate. I've suffered this first hand. I'm talking about cultural language. Korean too will disappear. And some day the world and Witan too."
[ . . .]
"Captain Bak, you're talking about an even larger extinction than I was. Given that, doesn't that make it even more useless?"

"It's not so much extinction as giving up. For adults to arrive at that place you have to give up on your children." (88)


In the end, it's Captain Bak who saves them both from the terrorists. And Korean proves important, after all, in conceptualizing gender terms in Witan (92). One of the translation problems dogging them is the existence of three genders--Woman, Man(1) and Man(2)--each of which can be placed together in any combination to produce different, gendered offspring.

Then there are occasions in Witan when different [gender] combinations are possible. Two women coupled together produce a daughter and a woman coupled with a man(1) produced Man(2) sons. If a combination of three people--two women and a man(1)--is achieved, then you can have a daughter and a man(2) son; three people consisting of one woman, one man(1) and one man(2) give birth to boys of each type. Then if Witanians want to reproduce all of the genders, how do they have to combine?"

"You would need a combination of two women, one man(1) and one man(2)." (92)



This ideal combination of four people as a basic unit for reproducing all genders in Witanian society is known as a Kaiwanpandom. Translated, Teacher Lee decides on "온가시버시" (Ongasibeosi) which we might translate into English as "whole couple."

It's important here that they use "온가시버시"--i.e., combining the pure Korean "온" (on) with the pure Korean "가시버시" (gasibeosi) rather than the Sino-Korean 부부 (bubu). Somehow, this is a better translation of Kaiwapandom than one in Sino-Korean (or in English).

The obvious meanings here include both the survival of Korean in a future dominated by powerful and imperialistic hegemons (i.e., the US). But also the sense of a reunified Korea being one that brings together a combination of different peoples and different customs in order to found a whole. In other words, both Teacher Lee (the embodiment of South Korea's knowledge society) and Captain Bak (the representative of the perpetually militarized North) need to come together to found a stronger, lasting Korean peninsula. The last scene finds Captain Bak giving Teacher Lee cigarettes in the hospital--dreams of unified future, after all.

And there's an argument here for linguistic diversity in general. Implicit in "Kaiwapandom" is the idea that the world is better for the different perspectives different languages bring. And even more than this, that linguistic diversity may be one of the best resources we have for adapting to perpetually changing (and perpetually surprising) cultural futures. The other side to this argument is the acknowledgment that a monolingual future is an ultimately impoverished one.

Monday, December 14, 2009

Book review: Cory Doctorow's Makers



Cory Doctorow should have been an anthropologist; or, rather, he is--a nonce anthropologist of his corner of information society. Doctorow is a veteran activist, best known for his work in electronic media and civil liberties. His technical background, together with his considerable experience in policy and political activism, makes him the ultimate anthropological insider--few writers are as dead-on in their descriptions of geek-dom in general, and his policy writings give his work a level of accessibility that would otherwise be missing.

Makers is in many ways the synthesis of his work in science fiction, activism and what might best be described as self-entrepreneurship. As such it is a profoundly reflexive work: Doctorow blogs on boingboing.net about people who re-combine the dross of consumer society into new forms, clever hacks, ironic parodies. Makers extrapolates on these smaller-scale inventions into a description of a new economic system (the 'new work'), as seen through the eyes of the blogger who loves it (the journalist-cum-blogger Suzanne Church). At the same time, Doctorow is re-cycling and re-using his own materials in Makers, returning to Disney once again (pace Down and Out in the Magic Kingdom), and to 3-D volumetric printing (which appears in at least one of his stories, "After the Siege"). And finally, he's opening his work to re-use and re-mixing through his creative commons licensing, itself an intellectual property hack on par with the inventions of his two protagonists, Lester and Perry.

The "New Work" that Makers introduces expounds on the ethics of re-using and re-mixing, combining technologies, trash, abandoned buildings, polluted factories and everything else in a post-industrial "future" America (that exists in many places right now in the present) and using that to create something else.

It starts with Lester and Perry in their junk-yard laboratory on the borders of an abandoned Wal-Mart in Florida, but then blossoms into rapidly brachiating micro-enterprising fuelling the creative urges of an underemployed and de-skilled lumpenproletariat.

As Lester and Perry later eulogize in a "new work" theme park,

THERE WAS A TIME WHEN AMERICA HELD OUT THE PROMISE OF A NEW WAY OF LIVING AND WORKING. THE NEW WORK BOOM OF THE TEENS WAS A PERIOD OF UNPARALLELED INVENTION, A CAMBRIAN EXPLOSION OF CREATIVITY NOT SEEN SINCE THE TIME OF EDISON—AND UNLIKE EDISON, THE PEOPLE WHO INVENTED THE NEW WORK REVOLUTION WEREN’T RIP-OFF ARTISTS AND FRAUDS.

THEIR MARVELOUS INVENTIONS EMERGED AT THE RATE OF FIVE OR SIX PER WEEK. SOME DANCED, SOME SANG, SOME WERE HELPMEETS AND SOME WERE MERE JESTERS.

TODAY, NEARLY ALL OF THESE WONDERFUL THINGS HAVE VANISHED WITH THE COLLAPSE OF NEW WORK. THEY’VE ENDED UP BACK IN THE TRASH HEAPS THAT INSPIRED THEM



In the end, the company that was bankrolling most of the new work start-ups ("Kodacell") goes bankrupt, throwing everyone out of work again in another paroxysm of “creative destruction,” but the boys trudge on, re-using the wrack of new work in their project. The "new work" may have been beaten by specters of shareholder value, but the entrepreneurial spirit lives on!

Some of the early reviews of this work have applauded the way the entrepreneurial spirit remains unconquered--indeed, the final paragraphs of Makers find Lester and Perry, now at the end of their lives, toiling over their next mash-up invention:
The scene inside the workshop was eerie. Perry and Lester stood next to each other, cheek by jowl, hunched over something on the workbench. Perry had a computer open in front of him, and he was typing, Lester holding something out of sight.

How many times had she seen this tableau? How many afternoons had she spent in the workshop in Florida, watching them hack a robot, build a sculpture, turn out the latest toy for Tjan’s amusement, Kettlewell’s enrichment? The postures were identical—though their bodies had changed, the hair thinner and grayer. Like someone had frozen one of those innocent moments in time for a decade, then retouched it with wizening makeup and hair-dye.


Is this a celebration? Sure, there's something to the idea that human creativity perseveres despite age and economic collapse. But I don't believe Doctorow is so optimistic. The novel, after all, is not just about the "entrepreneurial spirit"--it's about the imagination trammeled under the profit imperatives of a ravenous corporate capitalism that ruins everything it touches, turning the revolutionary hack into the bland recapitulations of the same.

After all, it's the vagaries of the market that sinks the "New Work," Disney lawsuits that ravage the participatory, recombinant "cabinet of wonders", and, finally, the dictees of the market that turn 3D volumetric printing from a tool for hackers and reuse into the catalyst for a renewed era of Disney dominance. It is even the market that turns the "fatkins" treatment--a biological hack applying genetic therapy and pharmaceuticals to speed the metabolism of fat Americans--into a death sentence of organ failure and osteoporosis. At every turn, what begins as potentially liberating--or at least cheeky--techno-tinkering turns into a source of corporate profit, after which Lester and Perry move on.

This is, finally, what drives Perry out of the whole game altogether. Washing his hands of his partnerships, he becomes a bricoleur-drifter, unwilling to stay put long enough to build more tech for the commodity machine.

Lester is less of a cynic, and ends up at what appears to be a kind of Disney think tank. But there, his experiences are little better, and he ends up with the same kind of sad realizations.

“They said that they wanted me to come in and help them turn the place around, help them reinvent themselves. Be nimble. Shake things up. But it’s like wrestling a tar-baby. You push, you get stuck. You argue for something better and they tell you to write a report, then no one reads the report. You try to get an experimental service running and no one will reconfigure the firewall. Turn the place around?” He snorted. “It’s like turning around a battleship by tapping it on the nose with a toothpick.”


That is, rather than the "entrepreneurial spirit," there another spirit altogether haunting this novel: the spirit of money.

As Christopher Bracken writes (only partly in irony) of this omnipotent spirit,

It is the pure potential for appropriation. Hence it is the most powerful kind of spirit there is [ . . .] Although money is a "mere thing," still in some ways it is more human than I am. I possess only some human potentialities. Money possesses them "all." How did it come to have more "human abilities" than humans do? And how did we trade places with a thing?


More than the straw man villains who harry our protagonists (a vengeful journalist and a Disney executive), it is this money spirit that swallows up everything the inventors produce. It is the "third man" in Doctorow's novel--the genius loci that hastens the entropy of ideas. Kettlewell, the venture capitalist, opines in the opening paragraphs of the novel,

“Capitalism is eating itself. The market works, and when it works, it commodifies or obsoletes everything. That’s not to say that there’s no money out there to be had, but the money won’t come from a single, monolithic product line. The days of companies with names like ’General Electric’ and ’General Mills’ and ’General Motors’ are over. The money on the table is like krill: a billion little entrepreneurial opportunities that can be discovered and exploited by smart, creative people.


But, in the end, capitalism is still eating itself. And Lester and Perry manage to hold out longer than most (416 pages in the printed edition!), but they succumb to death and the bottom-line in the end, just like everyone else.

So, in a way, this is Doctorow's most bleak novel yet (and he has drawn on the dystopian muse before)--not the triumph of ideas, but the triumph of capitalism and commodification over ideas. And while we’re meant to feel empathy for the two inventors, there’s some finger-pointing here as well. Why can’t Lester and Perry see that their nerdy coke-can computer ultimately strengthens the system it was supposed to poke fun at? Why don’t they ever come up with a really new work, one that doesn’t end up on a balance sheet? And what would that mean? Can we even conceive of intellectual creativity outside of the market?

References
Bracken, Christopher (2007). Magical Criticism. Chicago: University of Chicago 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...