Lister discusses the relationship between cyberspace and everyday life, how nowadays, they are constantly informing each other.
Smart house – future where computers are hidden, and things within the house are all maintained and controlled via computer. From a critic of the technological deterministic view, it is reflection of “a commercial technological imaginary of domestic control, comfort and security” (223), which are not intended for social change.
Popular new media is primarily sold as commodities (DVD’s, videogames, etc). Lister mentions “black boxes” which package various technologies in a single product, that is never entirely a “coherent, discrete device, but always a more or less arbitrary (and temporary) closure on a diverse field o uses, technologies, and meanings” (226).
Lister than distinguishes different modes of consuming media:
1) Cyberculture – a celebration/embracement of new technologies. Cyberspace as a realm where social divisions can be transcended.
2) “Business as (or even worse than) usual” – Technology serving primarily to preserve the existing economic and social order. Exemplified by video games being a model for keeping consumers under control.
3) Populists and Post-modernists – Consumption and leisure determine texture and experiences of life. Consumers play a more active role in shaping their identities through their choices in media. Like cyberculture, but media/consumer society as a whole is the realm where creativity can flourish.
4) Cultural and Media Studies – Academic discipline involved in theorizing everyday cultural consumption. New media are not fundamentally distinct from old media. And consumption and production are both important, the relationships between the two create meaning.
Lister also blurs the distinction between the consumption of technologies as instrumental use and play, using the cellular phone as an example. The PC is also mentioned, particularly highlighted is its chameleon-like nature, and how its design and function reflects the user’s personality.
Also of note is how relationships are defined or revealed by the placement of the computer within a household. Lister also discusses how the computer was thought of as a haven from the dangers of playing outside, but with the introduction of the internet, the threat of pedophiles/pornography/etc has infiltrated the domestic space. Thus, access is “constrained by socio-economic factors, established household politics and relationships of gender and age, by material constraints of space and time and by anxieties about the relationships between everyday space and cyberspace” (239).
Lister spends time discussing “edutainment”, the phenomenon of using entertainment, toys, and games as learning utilities. Despite its early criticisms, it has been adopted by many organizations, hinting at the dissolution of boundaries between consumption of commercial media and education. Also being changed is the increasing bond between knowledge and capital. This blurring has many inherent contradictions not easily resolvable.
The act of constructing an identity is strongly tied to media construction and consumption. The Webpage functions as an avenue to the outside world, and how you construct your designs on the web heavily reflects the identity you wish to reveal. Lister reveals a study of girls and their web pages and how those sites were texts that revealed what girls wanted to become and how they wished to be viewed. It also functions as a “safe” space where they can put up personal insights and experiences.
The notion of identity is blurred on the web, because users can’t see other users. Bodies are essentially not involved. Lister mentions how this aspect of the internet can create the feeling of “disembodiment”. Thus, in the future, there lies the potential to experience different levels of reality, if not already.
Identity and Technology + postmodern theories:
1) Postmodernist cyberculture – assumes overthrow of passive consumption by interactive communication and creativity. New technologies are free from ‘master narratives’ and hierarchies of modern era.
2) Postmodernist politics of identity – identity is constructed and also contested. Media constitutes only one of many historical/cultural forces influencing changes in subjectivity.
3) Reading of postmodernity as crisis – postmodern world is hyperreal – place where information and images circulate such that real world is not tenable. Another reading is that real world exists, but we don’t have access to it.
4) Theories of postmodern media subject – identity is shaped through dominance of consumer and media culture.
5) Post-structuralist theories of self or subject as constructed through discourse – Self is viewed as a product of symbolic systems, thus new media has potential for challenging subject positions.
6) Cyberpunk – the emergence of individuals’ disembodied interaction/fusion with digital technology and networks.
History of the “subject” – emerged during Renaissance, beginning of modern world, away from God-centric fixed hierarchy of individuals and social classes to one that is attached to the self at birth. As time went by, social relationships change, thus this new model of defining the self helped make sense of it all. In modern era, post-modern notion of self = identity is not fixed; it is movable, changeable, etc.
Cyborg – blurring between machine and organism and other binaries. Thus, gender is also ambiguous. Difference is eradicated. (think of Neo from The Matrix being an androgynous hero in contrast to the hyper-masculine Arnold in The Terminator) From a cyber-feminist stance (Plant), women and machines are in a binary opposition to men, being that woman has been linked to being in service to men. Thus this new wave of technology marks a revolution that sweeps the male modern subject into the female world.
Videogames – Using Doom as an example, this dark visceral anti-social experience is painted in contrast to spontaneous play world of outside interaction in a natural environment. Thus, in critical studies, videogames have often been sidelined and criticized as being a conduit for violent, soul-less behavior.
Lister reveals the integral part computer games played in the development of personal computer, as finding innovative uses and testing the functionalities of computers was strongly linked to play. Programming and hacking have roots in gaming. This is exemplified by the game Doom, which allowed its users to go into its design and change things according to their own uses, promoting its own kind of creativity.
The phenomenon of Pokémon blurs the distinction between play and consumerism due to the franchise’s exploitation of children’s culture of collecting by creating its own distinct economy. This aspect of the game, however, also makes it a sociable game, perhaps promoting other aspects of human interactivity that could be considered productive.
Lister goes deeper into the significance of play in society by highlighting “play” as creating an arena separate from real life. A distinction is made between the types of play ludus (games that adhere to strict rules ie. videogames, chess) and paidia (games that are active, tumultuous, spontaneous ie. children’s make believe). Drawing from Caillois, Lister mentions how both are important, specifically the value of ludus in developing our ability to function or act creatively within society that has its own rules and confines.
Lister discusses the role of identification in gaming and notes the difference between playing a game and watching a film or TV. There is the possibility to intervene which changes the spectator’s expectations. Also, who we identify with is different. In a film, one usually associates with a protagonist. In games like SimCity or Civilization, one associates oneself with a multitude of roles, thus identifying with a network, perhaps the computer itself.
Comments: Lister goes really in depth into the complexities of relations between computers and their users. Of interest to me is the genre of cyberpunk, its implications of the blurring of distinction between humans and computers. Of note is the idea of the cyborg being androgynous. In contemporary cinema, depictions of the hero have moved towards the way of the cyborg, androgynous features being the norm. Examples including Neo from The Matrix, Jude Law's character in A.I. The popularity of the hyper-masculine hero has declined dramatically since the 1980's, giving way to the non-descript cyborg. Compare Superman of days past to the Superman of today. Of course, changing representations may not be so easily attributed to our relationship to technology, but it is a trend that is interesting to point out and perhaps function as a springboard for further discussion.