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1.
Society as a Simulation Machine
This first page provides a general overview of some of the characteristics of the age of
simulation. Readers looking for more theoretically nuanced material will find it on many
of the other pages.
The first two excerpts describe the role of fakes and illusions in human history
and the emergence of the age of advanced high-tech simulations we live in, today.
From Faking It
Over the past two decades, human ingenuity has made it possible to create all kinds of
fakes and simulations that are so realistic it is getting hard to distinguish many of them
from what they imitate. The process is already so far advanced that, today, a substantial
part of our surroundings is made up of objects and images and people that appear to be
something other than what they are. There are sugar substitutes and Elvis look-alikes; Sy
Sperling hairpieces and replicas of great art; soy burgers and false teeth; female
impersonators and artificially colored food; lip-sync artists who pretend to be vocalists
and television commercials that are disguised to look like talk shows.
In addition to all the things that now simulate the appearance of other things, there
are even a few products of human ingenuity that are intended to simulate the appearance of
nothing at all, such as contact lenses and Stealth bombers. These stealth-like objects are
hidden in their environment, creating the illusion they aren't there.
The sheer number of simulations that now exist and their realism is inevitably changing
not only our surroundings, but our psychology and behavior. One of the most important
changes can be found in the fact that we now routinely experience simulation confusion, in
which we mistake realism for reality and think some of these fakes and simulations really
are what they imitate. We experience simulation confusion when we receive an advertisement
in the mail that is disguised as an official notice, and, at first, fall for it and assume
it is an official notice. And we experience simulation confusion by accident, rather than
by other people's design, when we make a telephone call and speak to a voice on the other
end of the line, only to realize a moment later that we are talking to a recording on an
answering machine that reproduces the qualities of a live voice.
There is no question how so many simulations came to fill our surroundings. They are
made possible by technology as well as by human ingenuity, and they are being brought into
existence to fill a multitude of needs and desires. In many instances, simulation has
become the great substitute: Almost anything we can't get, or cant get conveniently,
from the world as it is, we now seek from fakes and imitations, whether replacing missing
talent or missing hair, and the more realistic technology can make the fakes and
imitations, the more they satisfy our desires.
Simulations provide the military with new and more effective forms of camouflage.
Simulations make it possible for children to collect their own imitation children, in the
form of lifelike dolls that imitate an increasing number of human behaviors. And
simulations provide all kinds of opportunities for consumers to enjoy the taste of sugar
without the calories, to enhance attractiveness through cosmetics, to own replicas of
works of art and to experience the fictional characters and situations provided by the
imitation realities of television and film. In the kind of economic and personal
calculations that go on today, the simulation is often more appealing than the original.
For example, homeowners who would like the benefits of a watchdog without the bother now
have the option of buying Radar Watchdog, a home-security device that plays barking sounds
whenever someone approaches the house. In place of a dog, they get bark masquerading as
bite.
As a result of these ingredients - technology, human ingenuity and our own needs and
desires - we have created a society in which much of the culture and politics, as well as
the economy, is geared toward mass producing, and consuming, simulations. It is a society
in which many simulations are intended to be mistaken for the real thing. But it is also a
society in which simulations that were never meant to be misleading often end up being
mistaken for what they resemble, by accident, thus making simulation confusion, like
pollution and traffic jams, another unintended, and toxic, byproduct of technology.
Fortunately, as simulations extend their reach, we are developing new survival skills
that help us to unmask illusions.
...As culture evolved, we can safely surmise that humanity began to create a new set of
physical simulations and forms of acting, with conscious intention, to trick both animals
and other people. Hunters and soldiers created sophisticated forms of camouflage, so they
would blend in with their surroundings. Farmers put up scarecrows which, while not very
convincing to human eyes, were effective enough to fool less discerning animal audiences.
Shamans and magicians developed sleight of hand tricks to simulate magical powers, as a
way of advancing their positions in their own societies, thus creating early forms of
fakery modeled after fictions of the mind, rather than after actual objects or events in
the world.
Most of the evidence for these creations has been lost with the passage of time, but
enough survives to give us glimpses into the world of early simulations. There are duck
decoys made of reeds, for example, found in Lovelock Cave, Nevada, that were assembled
sometime after 1500 B.C. The creators had already mastered many of the elements of
verisimilitude, imitating the shape, size and posture of the animal they were trying to
portray. One decoy has feathers tucked under the reeds, to enhance the effect.
At some point in the evolution of culture, these simulations were also created for
purposes other than deception. Cosmetics were used not only to create a deceptive
appearance, but to provide aesthetic pleasure. And humanity began to create forms of
representational art and stories, perhaps originally tied to rituals, (such as those
described in the next essay), involving animal paintings, carved statues, and costumes.
With the evolution of drama, humanity began to simulate not merely discrete things or
actions, but situations, people and chains of events, creating the imitation
"realities" of the theater, a trend that found its first flowering, so far as we
know, in ancient Greece. In effect, humanity evolved its own, symbolically rich, forms of
play, creating representations based on both the world and imagination, and creating
misrepresentations that appeared to be what they imitated, but only to heighten the
aesthetic experience.
Looking back across history, we can trace humanity's growing ability to simulate
appearances, in the discovery of perspective, for example, that allowed painters and
drawers to create the illusion of three-dimensional space; or the creations of wigs and
make-up. We can also surmise that the creation of simulations and of the invented scenes
and situations found in fiction is inborn. We do it spontaneously, in day and night
dreams, and in the play of conversation and interaction, as well as in the arts.
But, until relatively recently, our ability to create these simulations was limited by
shortcomings in both technique and technology, despite the magnificent creations of art
and culture. Somewhere along the way, however, we began to emerge from this period of more
limited simulations. Perhaps, we should mark the beginnings of this phase around the turn
of the century, when clever inventors and entrepreneurs began to discover that it was
possible to use electronic images to simulate the physical environment, creating a
dynamic, two-dimensional, rendering of the three-dimensional space in movies.
Whenever it happened, today, we have entered a period in history that can truly be
referred to as an age of simulation, in which advanced forms of fakery and illusion are
now dominant elements of culture and society.
Indeed, it is no exaggeration to say that we now have an economy in which millions of
people owe their livelihood to designing, manufacturing and selling fakes, imitations,
counterfeits, replicas, faux products and cons. Much of our culture is made up of
imitations and illusions, used for fantasy and entertainment, and our politics consist
mostly of candidates who use the techniques of theater and cinema - of acting, staging,
scripting, and image manipulation - to produce false identities for public consumption. We
live in a world of Sy Sperling hairpieces that look like hair; lip-syncers who pretend
they are vocalists; home security devices that bark like overexcited watchdogs; Elvis
impersonators; fake ATM machines, created by con artists; and television infomercials,
selling everything from psychic readings to electric juicers, that pretend they are
television talk shows. We consume food, re-created with imitation flavors, sugars and
fats; we live in homes, stocked with art replicas, fake fireplaces and faux marble
bathroom fixtures; and we ourselves are gradually being turned into imitations of a more
idealized version of ourselves, as we are reduced, expanded, reshaped and reconditioned
with cosmetic surgery.
This new age of simulations has a number of essential characteristics. Among them, the
number of simulations is increasing rapidly, giving us surroundings made up of manipulated
appearances; the kinds of simulation are increasing, and the simulations are becoming so
lifelike that it is getting more difficult to distinguish them from what they imitate,
inducing a state of mind that can be referred to as simulation confusion, in which fakes
are confused for something authentic. In addition, we are witnessing the emergence of a
global culture based on simulation. As rapid forms of transportation and mass
communications have carried American culture into the rest of the world, they have carried
our world of illusion with it, such that, today, children in China and America may play
with the same lifelike dolls, and audiences in Buenos Aires and Amsterdam may be
simultaneously fooled by the same lip-sync con artists.
* * * * * *
These excerpts provide an initial overview of the growing importance of story-based
simulations, which offer us characters, settings and plots that appear to be genuine
people, places and situations. Some story-based simulations, such as movies or fabricated
theme park environments, are avowedly forms of fiction. Others, such as politicians who
play scripted roles for the camera, or exaggerated television news stories, pretend to
either be something authentic or to faithfully depict something authentic.
Like more traditional stories that are told with written or spoken
words, these simulations offer us opportunities to vicariously or directly act out our
fantasies, and our fears and desires. They manipulate our psychodynamics and emotions,
whether it is movies that manipulate us to entertain us or advertising that manipulates us
to sell us something. As a result of this quality, story-based simulations are used by
those in power to influence us in our role as audiences, consumers and voters with false
ideas and false appearances, in order to entertain us and sell us candidates, products and
ideas.
Some of these excerpts describe a number of the early social critics
of simulation who foresaw all this -- Daniel Boorstin, Umberto Eco and Stanislaw Lem.
Along with Jean Baudrillard, Guy Debord, and Gene Roddenberry, among others, they saw that
simulations are drawing us into something that is much like an invented world.
The first essay describes Daniel Boorstin, who is important because he
recognized early on that the culture of fabrications was becoming a pervasive presence.
Like others, he feared that the more there was of this culture, the less there would be of
what is authentic. *
From Theorists of Simulation:
Even as society has been developing new and more elaborate simulations, there have been a
growing number of efforts by social critics to understand what has been taking place. Most
have the same message: society, they say, is in danger, from the growing role of illusion
in our material and cultural environment.
It was the historian Daniel Boorstin who may have been the first to
suggest this idea in a book, published in 1961, titled The Image: A Guide to
Pseudo-Events in America. In it, Boorstin recognized that simulation is a distinct
social category, linking together many apparently disparate phenomena.
He claimed that America was living in an "age of contrivance,"
in which illusions and fabrications had become a dominant force in society. Public life,
he said, was filled with "pseudo-events" -- staged and scripted events that were
a kind of counterfeit version of actual happenings. Just as there were now counterfeit
events, so, he said, there were also counterfeit people - celebrities - whose identities
were being staged and scripted, to create illusions that often had no relationship to any
underlying reality. Even the tourism industry, which had once offered adventure seekers a
passport to reality, now insulated travelers from the places they were visiting, and,
instead, provided "artificial products," in which "picturesque natives
fashion(ed) papier-mache images of themselves," for tourists who expected to see
scenes out of the movies.
Boorstin's criticism came from the political right. It is in a long
tradition of works that warn against the vulgarization of high culture by mass society. In
addition, his metaphor was blatantly McCarthyite in inspiration. America, according to
Boorstin, was threatened by "the menace of unreality," which was infiltrating
society, and replacing the authentic with the contrived.
As a result, he believed, America was losing contact, not merely with
reality, but with the ideals that had given the nation strength throughout its history. In
the age of contrivance, American ideals were being replaced by superficial images.
When Boorstin published The Image in 1961, it was early in the
emergence of these trends. Nevertheless, he saw what was taking place with a remarkable
clarity. His criticism of the packaging of politicians, politics and celebrities, is by
now one of the most significant truths of American society.
From The New Culture War:
There is a culture war brewing in America. It pits two groups of people with very
different ideas about the future shape of this society. On one side, are cultural elites
who are defending their own power and position. On the other is a smaller, less powerful,
group of people who believe they have morality on their side, and who accuse the first
group of undermining America's values.
But this culture war isn't the deadening conflict between the left and
right that has been going on for the last two decades. The people who claim to have
morality on their side aren't the Robert Borks and Pat Robertsons. Nor do they want to
return America to the kind of family-centered society we had in the 1950s.
This is another political conflict, one that could end up occupying
center stage in the next few years. On one side are many of those who control television,
politics, news and the most of the rest of public culture. It includes not merely
Hollywood producers and other favorite targets of the right, but also many leaders of both
the major political parties, the corporations and the burgeoning computer industry.
On the other side, pointing the accusing finger, are critics who say
that those who control America have sold us out. Although they may phrase it in different
ways, all complain that America's power elites have given us a new kind of culture that
turns much of what it touches into a form of fiction. It specializes in converting reality
into "unreality" and producing simplified and exaggerated images that it can
sell to us or use as marketing ploys to sell virtually everything else.
The critics who are making this complaint have been around for some
time, as has the culture of unreality they oppose. But this fight is only now beginning to
break out into the larger society as this culture becomes so pervasive, it is eclipsing
virtually every other element of public life.
Lets look at some of its products to understand why it is provoking so
much opposition:
* In the realm of "nonfiction" television, this culture is now
giving us a new kind of virtual news program that has many of the qualities of science
fiction, with computer-generated images and newsrooms that have become futuristic stage
sets. A growing number of the news stories that are part of these programs are designed to
keep us from reaching for our remote controls, with absorbing plots and characterizations
that look suspiciously like what one might see in television's dramatic series.
* In politics, this culture is giving us candidates who falsify their
identities with scripted performances and television commercials designed to evoke a quick
emotional response. Last year, it gave us the politics of special effects, with
conventions that were turned into a fictional realm of bright colors and luminescent
lighting that had no discernible relationship to anything in the actual world. No longer
satisfied merely falsifying reality, the politicians took the next logical step and
invented their own.
* In zoos and museums, it now offers us a growing number of
"educational" displays modeled after theme parks. One of its specialties is
walk-through rain forest exhibits that look like something out of an Indiana Jones movie.
* In advertising, it has long since given us an endless number of
20-second mini-comedies full of instant happy endings, in which people seem to be
perpetually emerging from swimming pools with perfect bodies and perfect lives. These ads
play shamelessly on whatever will sell, going so far as to offer us faux religious
epiphanies with heavenly choirs that suggest some products can lift us into a more
spiritual plane of existence.
* In our cities, this culture threatens to turn some urban and suburban
areas into immersive forms of fiction. It has already done so in Las Vegas where many of
the hotels are giant material images that look like they were lifted out of the movies.
If we examine the roots of this culture, we find that they go back to
the beginning of the modern age, with mass communications, marketing and advertising, and
theme parks. Perhaps the first social critic who understood the implications of what was
taking place was the historian Daniel Boorstin, who described it in a book appropriately
titled The Image: A Guide to Pseudo-Events in America. In the book, Boorstin hit on
many of the central dynamics of this culture. One of his many insights is that as images
become more important, they replace values. What we see, today, is just that -- a culture
of contrivance that specializes in creating the appearance of values in place of their
substance.
In particular, this culture offers us one value over and over: it
promises to give us an escape route from the limits of life. From the consumer utopias
depicted in advertising to the false promises of the politicians, we are forever being
told that we can lift off into another realm if we buy or watch or vote the way others
want us to.
In effect, what this culture offers us is phony transcendence -- the
hope of a better, more interesting, world, shrink-wrapped in plastic. Like your typical
con artist, it promises us everything for nothing, while it picks our pockets.
But its excesses are now inspiring a growing number of people to speak
out. Their ranks can be seen in the emerging industry of media critics such as James
Fallows; in intellectuals on the left who have begun to see something oddly sinister in
Disney's realm of manufactured joy; in the criticism of junk entertainment that has come
from Ralph Nader and William Bennett, and in the widespread resentment over the rhetorical
manipulations of politicians.
Although not all these critics would agree with this assessment, they
certainly look like they are part of a single movement that spans many of the traditional
differences between the left and right. Most subscribe to the same set of ideas, based on
the belief that we need to create a system that relies less on deception and manipulation,
and more on full disclosure and responsibility to the public. Whether they are critiquing
fiction or nonfiction, they seek fewer exaggerated and simplified images, and a greater
willingness to challenge audiences with detail and nuance.
Beyond that, there is also another, more profound, complaint behind this
movement. It is based in the belief that this culture doesn't merely convey a false
impression of people and situations. It also tries to give us a false image of life,
encouraging us to adopt a set of standards based on entertainment values and a vision that
is shaped by television. Ultimately, it tries to draw us into a virtual world in which
stories and political theater and spectacular images replace spontaneous and authentic
experiences.
Unfortunately, those who control the levers of communication in this
country have a great deal to lose if opposition to this culture begins to catch on. That
means this culture war, like the other one, will involve a struggle for power. Like every
political issue, today, it will end up as a battle of images and ideas that will be played
out on television.
However things evolve, those of us who oppose the excesses of this
culture will have an additional burden placed on us. We will have to be civil in the way
we make our case, of course. But we will also have to find ways to influence public
opinion that don't rely on the forms of manipulation we are trying to stop. We owe it to
ourselves and to those growing up with these influences to make our voices heard.
From Power
and Appearances:
In the past few decades, we have begun to perfect the art and science of creating what are
often referred to as virtual worlds. Most notably, we have enhanced the special effects in
movies and television, invented realistic computer games, and created new kinds of
immersive media with movie-rides, virtual realities and elaborate theme parks. As a
result, we can now take the realm of imagination and make it seem to come to life.
But many people are beginning to recognize that, along
with these developments, another change is taking place, as many of the nonfiction
elements of our media and culture also begin to look like invented worlds. In place of the
routine and mundane events of everyday life, they are drawing us into a simplified realm
of exaggeration and spectacle, full of characters and situations that bear more than a
passing resemblance to what we find in fiction.
We can see this change in the fabrications of TV news,
which now mass produces extreme stories about danger, conflict, power, and suffering that
have very little in common with the events they are supposed to depict. We can see it in
the scripted publicity events of the politician-performers and the efforts by advertisers
to create 20-second fake paradises in which life seems to be an endless celebration. And
we can see it in the global theatricalization of suffering, in which cameras in the
courtroom have turned personal tragedies into made-for-TV specials.
In essence, these changes are giving us a culture in which
fiction can now be made to look like fact, and facts are converted into believable
fictions. It is a culture that tries to immerse us in a world of imagination that
masquerades as something objective. As the historian Daniel Boorstin described it at the
beginning of the 1960s, using a word that has since become a clich�, it is surrounding us
with a realm of "unreality" that is replacing the more traditional culture that
was here before.
Where does this culture of "unreality" come
from. Part of the answer is that it is created and controlled by a governing class made up
of the media, corporations and political groups. The members of this class exercise much
of their power by inventing news, advertising, and entertainment that is sold to us and
used to sell us other things, from products and candidates to ideas. All compete with each
other to determine who will craft the stories and images that shape our perceptions.
From Stanislaw Lem and the Future of Illusion:
In 1971, the science fiction writer Stanlislaw Lem published a short novel titled The
Futurological Congress in which he offered an intriguing diagnosis for what has gone
wrong with contemporary society. In the novel, the main character, Ijon Tichy, wakes up
from suspended animation in the future and finds that people now routinely partake of
"psycho-chemical" drugs that can induce realistic hallucinations or waking
dreams. Instead of merely watching television, they live out the fantasies of television
as if it is happening to them.
Not surprisingly, Tichy discovers that this world of artificial experience has
generated more than its share of problems. Many people, for example, have become
permanently lost to reality, preferring to spend their lives in a realm of alluring
fictions. And it seems that everyone indulges fantasies of profound and unmitigated evil,
popping pills so they can hallucinate the act of torture, sexual assault and murder.
The novel follows Tichy's experiences as he slowly acclimates himself to this strange
new existence. We see his bewilderment, his doubts, and his growing panic as he comes to
the realization that he is trapped in a world in which the worst in humanity has been
brought out by the power to simulate the look and feel of reality.
At the end, in a vision worthy of Swift, Tichy learns that nothing in this society is
what it appears to be. It turns out that a pharmacological dictatorship has been secretly
subjecting the population to another set of psycho-chemical drugs to induce a collective
hallucination. As a result, everyone sees a utopia of luxury, well-tended nature and
advanced technology when the economy, the environment and the physical integrity of the
people themselves are actually in a state of collapse.*
Here, in a passage toward the end of the novel, a character named Symington, who turns
out to be the dictator behind this faux paradise, rationalizes the greatest cover-up in
history: the immersion of humanity in an illusion to conceal the end of the world.
"'We keep this civilization narcotized, for otherwise it could not endure itself.
That is why its sleep must not be disturbed...' " Symington tells Tichy.
" 'The year is 2098...with 69 billion inhabitants legally registered and
approximately another 26 billion in hiding. The average annual temperature has fallen four
degrees. In fifteen or twenty years there will be glaciers here. We have no way of
averting or halting their advance -- we can only keep them secret.' "
"'I always thought there would be ice in hell,'..." Tichy responds.
"'And so you paint the gates with pretty pictures?'"**
Anyone over the age of 40, give or take a few years, will recognize that Lem based his
novel on what was already taking place in the world's more affluent society's in the
decade of the 1960s. As noted, his "psycho-chemical" drugs are a futuristic
version of television, which has escaped its confinement on the screen and is portrayed as
being able to simulate the experience of life itself.
But what is particularly interesting about Lem's novel is how far we have moved in the
direction he described since the book was written. Today, we have the ability to interact
with -- and place ourselves inside -- our own simulations of reality. We live in a culture
of video and computer games; virtual realities and simulator rides; 3D movies and themed
attractions, which can make it seem as if the world of imagination has come to life. In
addition, television and movies have advanced considerably in their ability to invent
believable scenes and situations, with the aid of new techniques and technologies,
especially computers.
The result is a society with pathologies that bear more than a passing resemblance to
those portrayed by Lem. We too now have a great many people who are addicted to
simulation-based forms of entertainment, including simulations of violence and evil. And
we have a growing sense that television is something more than a form of entertainment; it
also has the capacity to trick us into believing that some of its fictions are real,
allowing those who control the images to falsify our view of the world.
The collection of essays that follows takes readers through this new realm of high-tech
illusions and fabrications in which manipulated appearances are both an invitation to
fantasy and a tool of deception.
The next essay describes Umberto Eco whose early description of re-creations and
themed environments is applicable to other forms of simulation. Eco saw that we create
realistic fabrications in an effort to come up with something that is better than real --
a description that is true of virtually all fiction and culture, which gives us things
that are more exciting, more beautiful, more inspiring, more terrifying, and generally
more interesting than what we encounter in everyday life. In his description of Disney, he
also saw that behind the facades lurks a sales pitch. Put these two ideas together and you
have a succinct characterization of the age, which, as noted earlier, is forever offering
us something that seems better than real in order to sell us something.
From Theorists of Simulation:
(One) of the early theorists of simulation was the Italian writer and literary critic
Umberto Eco, who went on a tour of America, to get a firsthand look at the imitations and
replicas that were on display in the nation's museums and tourist attractions. The essay
that he subsequently wrote describing his trip, bore the odd title "Travels in
Hyperreality," which made it sound more like science fiction than the brilliant work
of culture criticism it turned out to be. The essay, which is dated 1975, also had an
anomalous quality to it. Looking at it, today, it reads like a strange combination of
Postmodern philosophy and something out of the Sunday travel section, full of sardonic
descriptions and exaggerated denunciations that focus on the cultural shortcomings of
America.
In the essay, Eco plays the role of both social critic and tour guide, taking the
reader across an American landscape that he says is being re-created in the image of fake
history, fake art, fake nature and fake cities. Along the way, he examines a reproduction
of former President Lyndon Johnson's Oval Office, and goes through a reconstruction of a
Medieval witch's laboratory, in which the recorded screams of what sound like witches at
the stake can be heard in the background. He travels to wax museums, where artistic
masterpieces are re-created and, often, reinvented in unexpected ways, resulting in such
cultural mutations as a wax statue of the Mona Lisa and a "restored" copy of the
Venus de Milo, with arms. He also enters what he refers to as "toy cities,"
including Western theme towns, where the buildings are stage sets, and actors in costume,
engage in mock gunfights, for the benefit of visitors.
As Eco explains it, his trip is a pilgrimage in search of "hyperreality," or
the world of "the Absolute Fake," in which imitations don't merely reproduce
reality, but try improve on it.
Not unexpectedly, it leads him to the "absolutely fake cities," Disneyland
and Disney World, with their re-created main streets, imitation castles and lifelike,
animatronic robots. Here, he takes a boat ride through artificial caves, where he sees
scenes of pirates sacking a city, in the attraction, Pirates of the Caribbean, and he
travels through a ghost story that appears to have come to life, with transparent, dancing
spirits, and skeletal hands lifting gravestones, in the attraction, the Haunted Mansion.
It is in the two Disneys, where he finds the ultimate expression of hyperreality, in
which everything is brighter, larger and more entertaining than in everyday life. In
comparison to Disney, he implies, reality can be disappointing. When he travels the
artificial river in Disneyland, for example, he sees animatronic imitations of animals.
But, on a trip down the real Mississippi, the river fails to reveal its alligators.
"...You risk feeling homesick for Disneyland," he concludes, "where the
wild animals don't have to be coaxed. Disneyland tells us that technology can give us more
reality than nature can."
He also discovers something else in Disney: a place that no longer even pretends it is
imitating reality, but is straightforward about the fact that "within its magic
enclosure it is fantasy that is absolutely reproduced."
But, perhaps his most interesting perception occurs when he discovers, behind all the
spectacle in Disneyland, the same old tricks of capitalism, with a new twist: "The
Main Street facades are presented to us as toy houses and invite us to enter them, but
their interior is always a disguised supermarket, where you buy obsessively, believing
that you are still playing," he writes. He similarly finds in Disney, "An
allegory of the consumer society, a place of absolute iconism, Disneyland is also as place
of total passivity. Its visitors must agree to behave like robots."
* * * * * *
But what is most remarkable about Eco's essay is that, in the two decades since it was
published, many of its more extreme observations, if not all its attacks on America, have
been confirmed, and, in some instances, surpassed. America, today, is in the midst of a
building boom in fantasy environments far more elaborate than anything Eco described,
which are giving us a fictionalized landscape and a culture, that has many of the
qualities of theme parks.
It seems that wherever one looks in this new landscape, one sees exaggerated variations
on Eco's fake nature, fake art, fake history and fake cities. There are now replicas of
rain forests, for example, which have been re-created on a massive scale, throughout the
nation, along with future cities, and Jurassic parks, with animatronic dinosaurs. Los
Angeles, the city, now includes Los Angeles, the themed mall, with facades that re-create
the city's famous neighborhoods. Even the movies, where America's love affair with
illusion started, are beginning to surround audiences with electronic images and stage
sets, in a new generation of special effects theaters, creating another kind of fantasy
environment that is starting to look a lot like fake reality.
The two capitals of this new culture of illusion are Las Vegas and a vastly enlarged
Disney World. In just the last few years, Las Vegas, with its Egyptian pyramid-hotel,
reproduction of the Empire State building, and fantasy version of the Grand Canyon, has
become the city of imitations, that is turning itself into the world's first urban theme
park. Meanwhile, Disney World has expanded, in typically orderly fashion, one module of
imaginary worlds, at a time, becoming not a city that is a theme park, but a theme park
that has become a city. Disney World has even developed its own suburbs of fantasy, that
are filling central Florida with theme park sprawl, as miniature and not-so-miniature
attractions, featuring Medieval knights, re-created Chinese buildings, and an animatronic
King Kong, spring up around its outskirts.
From The Electric Horseman: Escape From the
Desert of Images
In the last few decades, we have seen the emergence of a new kind of culture in America
based on manipulated images, marketing, themed entertainments and hyped up television news
stories. In effect, we have seen the rise of the image and, as the historian Daniel
Boorstin predicted at the beginning of the 1960s, as image has come to dominate, values
have fallen away.
But in this same period of time we have also witnessed another development -- novels,
movies, television programs and social critiques now routinely portray this new culture
and try to understand it. As we will see throughout this site, these works convey the same
set of messages over and over, making clear that they are expressions of a deep and, very
likely, universal response we have to a world full of image and simulation. Whether it is
the 1970s science fiction story The Futurological Congress...or a host of other
works that will be examined, we are forever being shown characters who are trapped in
worlds of falsehood and illusion. We follow their travails as they escape from their
tinsel paradises and find a more authentic life.
A good example of these works is the 1979 movie The Electric Horseman, directed
by Sydney Pollack and starring Robert Redford and Jane Fonda. Unlike many similar works,
it doesn't warn us about the danger of this new culture of images by portraying the
future as it might evolve from our present-day excesses. Instead, it depicts the role of
the image in contemporary America and manages to capture many of the trends that now
dominate our very real world of illusion.
The movie takes place in the West, where the new image-based culture, epitomized by Las
Vegas, coexists with an older economy of ranches and towns that still maintains some sense
of connection to the still older economy of the Old West. Inside this setting, it shows us
four kinds of players that now characterize this culture, as they interact and play out
roles that represent trends in contemporary society.
One player it shows is a multi-billion dollar conglomerate known as Ampco, epitomized
by an amoral corporate executive, Hunt Sears. Ampco is very much a part of the new West
and the new world of manipulated appearances that characterizes the late twentieth
century. Its modus operandi is to convert reality into fantasy, turning whatever it
touches into a form of entertainment, to lure consumers into buying its products. For
Ampco, the world is the raw material for the creation of images that are, themselves,
either commodities or sales pitches that can be used to sell commodities.
Through the wonders of marketing and advertising, Ampco has created a false public
image of itself in which it is identified with one of its many properties -- the $12
million thoroughbred, Rising Star. To sell its cereal, "Ranch Breakfast," it has
similarly turned a rodeo champion, "Sonny" Steele, into a comic book version of
a cowboy, pasting his face (or a version of his face altered by the art department) on
cereal boxes. Steele often appears in public in garish, multi-colored cowboy costumes that
seem to have purple as their default mode, usually atop a horse, as both he and the horse
are bedecked by flashing lights.
Second, it shows us Steele, a five-time rodeo champion who, like many other people, has
found a niche for himself in the new economy as a human image. Once, he performed in
rodeos, which offered audiences a theatrical and ritual reenactment of the substance of
the Old West that still had some connection to the social reality it depicted. Like
gladiator games, they weren't merely "shows" but life-and-death contests in
which the subduing of nature that was once the essence of the West, was depicted by a
genuine struggle. But now, like much else around him, Steele has become a themed (which is
to say, falsified) version of himself, a character in Ampco's universe of reinvented
reality.
Unfortunately, it seems that he also suffers from a kind of alienation that is common
in a culture of simulation -- everything in him resists being turned into the walking
embodiment of hype. He has no idea how to project an image of himself or the product or
the company, nor does he have any interest in doing so, preferring to escape his sense of
disquiet over what he has become by losing himself in a different kind of illusion,
dispensed from a bottle. At one of many events in which he rides before the public in
flashing lights, he shows up intoxicated and falls off, a cardboard cutout of a cowboy who
keeps falling down on the job.
Third, the movie shows us a celebrity television reporter, played by Jane Fonda, who
has made a name for herself acting as a simulation-buster or exposer of just the kind of
manipulations Ampco specializes in. But (like the actual TV reporters we are all familiar
with), she has, herself, made a fortune packaging reality into hyped-up stories, as a form
of entertainment, and distorting it in the process.
* * * * * *
This is from an essay on the way the news media preys on reputations, a subject that is
explored in more detail later.
From the Polemical Introduction to Image and
Action
...The information savagery of the news media is itself only a part of the larger
corruption of media that is now a pervasive characteristic of many nations. This larger
realm of corruption is based on the fact that we now live in an age, not merely of
information, but of manipulated information, in which images, and words and stories play a
growing role as tools of power. It is an age in which the media takes the perception of
events and converts it into narratives that are much like fiction, narratives that focus
on many of the themes of all storytelling -- danger, evil, suffering, conflict, power,
adversity, and victory in order to evoke strong emotions in audiences. Instead of
showing us the unruly world, it gives us a view of things transformed by the techniques of
theater, advertising, cinematography, public relations, rhetoric, and fiction, in which
staging and packaging profoundly change both events and our view of events.
This contriving of information is now an essential characteristic of our time. Behind
it, we find the great manipulators of the age -- the corporations, news and entertainment
companies, politicians and publicists -- constructing appearances in an effort to
influence what people think. Their manipulations serve a number of essential purposes:
they are a form of marketing used to attract audiences and buyers; they are used to create
propaganda and used by television journalists and others to achieve personal goals, such
as self-aggrandizement.
The savaging of public figures plays an essential role in this larger culture of
contrivance because it offers the public hypocrites, villains, and fools who can play a
role in exciting stories that will attract an audience. In addition, it
is a way to destroy those who are perceived as political and economic opponents. And
it makes it possible for many journalists and other public figures to look good on
television, since it allows them to be in the dominant position as they go on the
offensive against their targets, while they justify their actions by claiming to defend
the moral order of society.
Thus, we see tabloid news shows that exaggerate wrongdoing and personal problems to
make those they cover look like villains and pathetic characters, in order to give
audiences someone to ridicule and hate. We see politicians doing the same thing to their
opponents, once again mobilizing public hatred and ridicule, and directing it at specific
targets, as a way of winning elections. In so doing, they seek to manipulate the
psychodynamics of their audiences, evoking identification and admiration for those
depicted as heroes and saints; empathy for those depicted as victims; and anger at
wrongdoers. It seems that values, and love and hate have themselves become highly
rationalized marketing tools in our new, media-saturated societies.
* * * * * *
* Footnote - To my knowledge, Boorstin first published his ideas in an
article in 1960. That was the same year as the Kennedy-Nixon debate in which images of the
debate on television affected people's perceptions of who won.
Return to Simulation and Postmodernism
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