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was, in fact, the US government, concerned about the spread of pornography to minors and encryption technology to rogue nations, that took more direct actions against the early internet's new model of open collaboration.

Although many of the leaders and top shareholders of global media conglomerates felt quite threatened by the rise of new media, their conscious efforts to quell the unchecked spread of interactive technology were not the primary obstacles to the internet's natural development. A review of articles quoting the chiefs at TimeWarner, Newscorp, and Bertelsman reveals an industry either underestimating or simply misunderstanding the true promise of interactive media.

The real attacks on the emerging new media culture were not orchestrated by old men from high up in glass office towers but arose almost as systemic responses from an old media culture responding to the birth of its successor. It was both through the specific, if misguided, actions of some media executives, as well as the much more unilateral response of an entire media culture responding to a threat to the status quo, that mainstream media began to reverse the effects of the remote, the joystick and the mouse.

Borrowing a term from 1970s social science, media business advocates declared that we were now living in an 'attention economy'. True enough, the mediaspace might be infinite but there are only so many hours in a day during which potential audience members might be viewing a program. These units of human time became known as eyeball-hours, and pains were taken to create TV shows and web sites 'sticky' enough to engage those eyeballs long enough to show them an advertisement.

Perhaps coincidentally, the growth of the attention economy was accompanied by an increase of concern over the attention spans of young people. Channel surfing and similar behaviour became equated with a very real but variously diagnosed childhood illness called Attention Deficit Disorder. Children who refused to pay attention were (much too quickly) drugged with addictive amphetamines before the real reasons for their adaptation to the onslaught of commercial messages were even considered.

The demystification of media, enabled by the joystick and other early interactive technologies, was quickly reversed through the development of increasingly opaque computer interfaces. While early DOS computer users tended to understand a lot about how their computers stored information and launched programs, later operating systems such as Windows 95 put more barriers in place. Although these operating systems make computers easier to use in some ways, they prevent users from gaining access or command over its more intricate processes. Now, to install a new program, users must consult the 'wizard'. What better metaphor do we need for the remystification of the computer? Computer literacy no longer means being able to program a computer, but merely knowing how to use software such as Microsoft Office.

Finally, the do-it-yourself ethic of the internet community was replaced by the new value of commerce. The communications age was rebranded as the information age, even though the internet had never really been about downloading files or data, but about communicating with other people. The difference was that information, or content, unlike real human interaction, could be bought and sold. It was a commodity. People would pay, it was thought, for horoscopes, stock prices and magazine articles. When selling information online didn't work, businesspeople instead turned to selling real products online. Horoscope.com and online literary journals gave way to Pets.com and online bookstores. The e-commerce boom was ignited. Soon the internet became the World Wide Web. Its opaque and image-heavy interfaces made it increasingly one-way and read-only, more conducive to commerce than communication. The internet was reduced to a direct marketing platform.

The burst of the bubble and the re-emergence of community

Few e-commerce companies made any money selling goods, but the idea that they could was all that mattered. When actual e-commerce didn't work, the internet was rebranded yet again as an investment platform. The Web was to be the new portal through which the middle class could invest in the stock market. And which stocks were they to invest in? Internet stocks, of course! Like any good pyramid scheme, everyone was in on it. Or at least they thought they were.

News stories about online communities such as The Well, or even discussion groups for breast cancer survivors were soon overshadowed by those about daring young entrepreneurs launching multi-million-dollar IPOs (Initial Price Offerings of formerly private stock on public exchanges such as the NYSE or NASDAQ.) Internet journalism, written by option-holding employees of media conglomerates, moved from the culture section to the business pages and the dot.com pyramid scheme became the dominant new media story.

A medium born out of the ability to break through packaged stories was now being used to promote a new, equally dangerous one: the great pyramid. A smart kid writes a business plan. He finds a few 'angel' investors to back him up long enough to land some first-level investors. Below them on the pyramid are several more rounds of investors, until the investment bank gets involved. Another few levels of investors buy in until the decision is made to go public. Of course, by this point, the angels and other early investors are executing their exit strategy. It used be known as a carpet bag. In any case they're gone and the investing public is left holding the soon-to-be-worthless shares.

Tragically, but perhaps luckily, the dot.com bubble burst along with the story being used to keep it inflated. The entire cycle, the birth of a new medium, the battle to control it and the downfall of the first victorious camp, taught us a lot about the relationship of stories to the technologies through which they are disseminated. And the whole ordeal may have given us an opportunity for renaissance.

Back here in the real world, the internet is doing just fine. Better than ever. The World Wide Web, whose rather opaque platform ascended primarily for its ability to serve as an online catalogue, has been adapted to serve many of the internet's original, more technologically primitive functions. USENET discussions have been reborn as web-based bulletin boards such as Slashdot, and Metafilter. Personal daily diaries known as weblogs have multiplied by the thousands. Blogger.com provides a set of publishing tools that allows even a novice to create a weblog, automatically add content to a Web site or organise links, commentary and open discussions. In the short time Blogger has been available, it has fostered an interconnected community of tens of thousands of users. These people don't simply surf the Web. They are now empowered to create it.

Rising from the graveyard of failed business plans, these collaborative communities of authors and creators are the true harbingers of cultural and perhaps political renaissance.

Chapter 3

The opportunity for renaissance

The birth of the internet was interpreted by many as a revolution. Those of us in the counterculture saw in the internet an opportunity to topple the storytellers who had dominated our politics, economics, society and religion - in short our very reality - and to replace their stories with those of our own. It was a beautiful and exciting sentiment, but one as based in a particular narrative as any other. Revolutions simply replace one story with another. The capitalist narrative is replaced by that of the communist; the religious fundamentalist's replaced by the gnostic's. The means may be different, but the rewards are the same. So is the exclusivity of their distribution. That's why they're called revolutions - we're just going in a circle.

This is why it might be more useful to understand the proliferation of interactive media as an opportunity for renaissance: a moment when we have the ability to step out of the story altogether. Renaissances are historical instances of widespread recontextualisation. People in a variety of different arts, philosophies and sciences have the ability to reframe their reality. Renaissance literally means 'rebirth'. It is the rebirth of old ideas in a new context. A renaissance is a dimensional leap, when our perspective shifts so dramatically that our understanding of the oldest, most fundamental elements of existence changes. The stories we have been using no longer work.

Take a look back at what we think of as the original Renaissance; the one we were taught in school. What were the main leaps in perspective? One example is the use of perspective in painting. Artists developed the technique of the vanishing point and with it the ability to paint three-dimensional representations on two-dimensional surfaces. The character of this innovation is subtle but distinct. It is not a technique for working in three dimensions; it is not that artists moved from working on canvas to working with clay. Rather, perspective painting allows an artist to relate between dimensions: representing three-dimensional objects on a two-dimensional plane.

Another example is calculus, another key renaissance invention. Calculus is a mathematical system that allows us to derive one dimension from another. It is a way of describing curves with the language of lines, and spheres with the language of curves. The leap from arithmetic to calculus was not just a leap in our ability to work with higher dimensional objects, but a leap in our ability to relate the objects of one dimension to the objects of another. It was a shift in perspective that allowed us to orient ourselves to mathematical objects from beyond the context of their own dimensionality.

The other main features of the Renaissance permitted similar shifts in perspective. Circumnavigation of the globe changed our relationship between the planet we live on and the maps we used to describe it. The maps still worked, they just described a globe instead of a plane. Anyone hoping to navigate a course had to be able to relate a two-dimensional map to the new reality of a three-dimensional planet.

Similarly, the invention of moveable type and the printing press changed the relationship of author and audience to text. The creation of a manuscript was no longer a one-pointed affair. The creation of the first manuscript still was, but now it could be replicated and distributed to everyone. It was still one story, but now was subject to a multiplicity of individual perspectives. This innovation alone changed the landscape of religion in the Western World. Individual interpretation of the Bible led to the collapse of Church authority and the unilateral nature of its decrees. Everyone demanded his or her own relationship to the story.

Our electronic renaissance

In all these cases, people experienced a very particular shift in their relationship to, and understanding of, dimensions. Understood this way, a renaissance is a moment of reframing. We step out of the frame as it is currently defined and see the whole picture in a new context. We can then play by new rules.

It is akin to the experience of a computer game player. At first, a gamer will play a video or computer game by the rules. He'll read the manual, if necessary, then move through the various levels of the game. Mastery of the game, at this stage, means getting to the end: making it to the last level, surviving, becoming the most powerful character or, in the case of a simulation game, designing and maintaining a thriving family, city or civilisation. For many gamers, this is as far as it goes.

Some gamers, though - usually after they've mastered this level of play - will venture out onto the internet in search of other fans or user groups. There, they will gather the cheat codes that can be used to acquire special abilities within the game, such as invisibility or an infinite supply of ammunition. When the gamer returns to the game with his secret codes, is he still playing the game or is he cheating? From a renaissance perspective he is still playing the game, albeit a different one. His playing field has grown from the CD on which the game was shipped to the entire universe of computers where these secret codes and abilities can be discussed and shared. He is no longer playing the game, but a meta-game. The inner game world is still fun, but it is distanced by the gamer's new perspective, much in the way we are distanced from the play-within-a-play in one of Shakespeare's comedies or dramas. And the meta-theatrical convention gives us new perspective on the greater story as well. Gaming, as a metaphor but also as a lived experience, invites a renaissance perspective on the world in which we live. Perhaps gamers and their game culture have been as responsible as anyone for the rise in expressly self-similar forms of television like Beavis and Butt-head, The Simpsons and Southpark. The joy of such programs is not the relief of reaching the climax of the linear narrative, but rather the momentary thrill of making connections. The satisfaction is in recognising which

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