Kathryn Tucker
Dr. Lucas
Tech and the creative artist
6/25/09
Final Project
Janet Murray’s book, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, made me think that a lot of aspects of art and being an artist in the digital age seem to follow some patterns from previous shifts in technologies (orality to written works to print, etc). One key aspect for art and creative artists seems to be the shift from being separate from the audience to having an inclusive, interactive partnership with the audience. Art, and creative artists, allow us to explore aspects of our world. Some of these explorations are influenced by the advancements in technology and aspects of our inner selves. I really liked the areas that Murray wrote about avatars and other masks that people wear in the electronic age. Murray writes, “The holodeck provides a safe space in which to confront disturbing feelings we would otherwise suppress; it allows us to recognize our most threatening fantasies without becoming paralyzed by them … the holodeck is an optimistic technology for exploring inner life” (25). Avatars and masks in cyberspace, like the holodeck, allow us more freedom to express ourselves since we are doing it through another being/ an other.
The characters in Neal Stephenson’s Snow Crash use the “metaverse” (22) like we presently use the internet and World Wide Web. The metaverse mixes immersion, sharing and commercial cultures, RW and RO cultures, and it fits the ideal model for what Lessig called for in a culture where the future generations were not merely “pirates” (109). People open up more when they feel like they are not being judged and they might be more experimental and creative in a safe environment. We feel bolder and safe through our masks since we can rationalize that it is not us in a way: the in game or fantasy self/avatar and the real life self. The characters in Snow Crash experiment with the appearance they want to have in the metaverse if they have the skills or they buy a look to hide behind while they are in this fantasy world. Most MMORPG’s (massive multi-player on-line role playing games) are already using techniques to work this idea into their systems like on WOW (World of Warcraft) you can talk to everyone by typing something that everyone will see or whisper. Hiro Protagonist has his visible avatar that everyone can see in the metaverse but he also possesses an invisible avatar that allows him to be more secretive so he can examine artifacts in privacy.
Different systems and technologies allow different kinds of art and creative artists will probably continue playing with and experimenting on the new programs and systems to their capacities to see what they can create. This is similar to how Stephenson has the different individuals involved with “The Black Sun” (37) work on different aspects of the club and avatars in this virtual world. They all follow their creativity within the possible realm of the metaverse. I feel that Murray was trying to show that the audience will be immersed more into a story that appears “more real than reality” (21). The metaverse provides the absent culture that the real world no longer provides the individuals that are in the novel. Murray breaks down “the four essential properties of digital environments as procedural, participatory, spatial, and encyclopedic and the first two are interactive and the second two are immersive” (71). Snow Crash provides all of these key aspects since the world that Stephenson creates has set rules that the characters cannot break away from, the audience feels like they are a part of the story since it starts off in the middle of action, the story sets up its own set world space, and has an encyclopedic break drown of the terminology key to its universe.
The story is interactive and immersive to degrees for the readers. By shifting the characters that the reader follows along with the main point of view of the story, the readers have to remain actively engaged with the story to understand what is going on in the plot lines and development of the story. People get drawn in to communities when they play WOW and other MMORPG’s, and even meet up for LARP’s like Vampire the Masquerade. The same is true for the characters in Snow Crash since they actively play different roles in the communities in the story and the communities on the metaverse. They all provide worlds that we can easily get caught up in and that allows for active, creative participation.
There is the World Digital Library which is allowing people better access to information and materials from around the world. The advancements in computer networking and the web are leading us further to becoming what Marshall McLuhan called “the global village” (Morton lecture) so it will be easier for creative artists and art to only try to connect to people through similarities to the world around them and not just individual societies and areas of the world. In Stephenson’s story, Hiro is working on adding information to the “Library” that is being formed to regain a massive collection of knowledge since physical libraries cease to exist.
I was interested in what Henry Jenkins’ book, Convergence Culture: Where Old And New Media Collide, covered as far as the relationship between media convergence, participatory culture, and collective intelligence and how they seemed to constantly crisscross throughout its content. Jenkins states, “By convergence, I mean the flow of content across multiple media platforms, the cooperation between multiple media industries, and the migratory behavior of media audiences who will go almost anywhere in search of the kinds of entertainment experiences they want” (2). Audiences to not want to be left as observers but want to have more active roles in what they are watching, reading, etc. This is similar to the characters in Snow Crash, Hiro strives to get access from all kinds of mediums to add with his “Intel” job and so that he can earn money and this allows access to others to gain access to this sources of information. The culture is made up of consumers and corporations but there are even more subgroups and levels to this hierarchy. Some people are more computer literate, some people have inside sources, and corporations have different information than people who are on the other side of the economic tightrope. So, the corporation is happy by having new ways to try to stay in business and the consumers are happy by finding engaging materials to occupy their time.
The advancements in computer networking and the web are leading us further to becoming what McLuhan called “the global village” so it will be easier for creative artists and art to only try to connect to people through similarities to the world around them and not just individual societies and areas of the world. In Snow Crash, in world is a global village on the metaverse is looks like the real world might look like and has redefined groups who cling together as villages a part of a larger group of people. Jenkins keeps saying “convergence culture” and maybe this is not just that the old and new media are converging but more to the idea of what McLuhan said “we are a global village.” In the digital age, we are beginning to become a global village because the different cultures of the world are converging together into something new on the internet and through the electronic technologies during this shift of culture (digital age). So, maybe that is what Jenkins meant or something about the new cultures that we are forming now through and on these technological advancements: the internet, handheld electronic devices, etc. For example, the knowledge cultures and the other examples Jenkins provides in the book. Human nature is still to try to group in communities of common interest like in Stephenson’s book – people group by local/racial groups in the club on the metaverse.
Lessig explains RO culture to be the group of people that only intends on consuming the productions made by other artist. He writes “There’s a part of culture that we simply consume. We listen to music. We watch a movie. We read a book. With each we’re not expected to do much more than simply consume”(36). This is similar to practices on the metaverse and how characters in Stephenson’s book similar consume “products” like the “hypercards” (67) that contain drugs, etc. So, the books presents the readers with areas that RO culture survives into the future but it also shows examples of RW culture since there is a lot of interaction by the consumers and businesses in the story. I think the future in Stephenson’s book appears to be more RW culture. All the previous books we have read kept bringing up points about how viewers/consumers are all wanting to be more in the producing or creating position. People do not want to be simply spectators in the digital age or the direction our culture is heading towards in the future. RO culture is mainly incorporated in some form into the RW culture). The two cultures that constantly pop up in the book are the commercial culture and sharing culture. They seem to coexist in different aspects of the world in Snow Crash. When sharing cultures pop up in the book, they appear to be more “thee regarding” than “me regarding” (Lessig 151) since they do benefit the culture and others (though they have benefits to the person sharing the materials, service, or knowledge too). Sometimes the commercial and sharing cultures seem to blend to work together in the different aspects of society in the characters’ real lives and lives on the metaverse.
Throughout Snow Crash, the world that we are drawn into appears to be a model of a “hybrid culture” (Lessig 231) between the commercial and sharing culture which many of the previous books examined in this class have pointed out as a solution to further the advances of the internet and our culture’s success. Therefore, Stephenson’s book is the perfect accumulation of the possible properties for the future of our culture. The culture pulls together an immersive, participatory, hybrid that wraps around loose ends that theorists agree are something that our culture must address to reach a future better than our present. The story does not shun the need for improvement. The characterization of Hiro and others as hackers is similar to the discussion of our youth being pirates. They still need to find ways to appear as more functional members of society and not as “criminals” by finding their key play in a society that fits towards their benefit to the digital age. Hiro’s knack for destroying the virus and saving everyone creates a new position for him in the community on the metaverse, and the same is true for the benefits of today’s youth with the vast advancements on the internet that adults cannot master.
Works Cited:
Jenkins, Henry. Convergence Culture: Where Old And New Media Collide. New York: New York University Press, 2006.
Lessig, Lawrence. Remix: Making Art And Commerce Thrive In The Hybrid Economy. New York: The Penguin Press, 2008.
Morton, Clay. Class Lecture. 1/7/09.
Murray, Janet. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Massachusetts: The MIT Press, 1997.
Stephenson, Neal. Snow Crash. New York: Bantam Books, 1992.
