the promise of the computer culture
TRANSCRIPT
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The Promise of the Computer Culture
Dr. Dennis M. Weiss
Professor of Philosophy
York College of Pennsylvania
English and Humanities Department
1999
I. The Promise of the Computer Culture
A fairy tale for the information age.
Slide 1
Once upon a time, a new and unusual form of technology appeared. Itpromised to make all fantasies become reality. Some called it the Information
Superhighway. Others called it Cyberspace. It had lots of names.
Slide 2
At first people didn't know what to make of it. And many were even
confused by it. But there was a Wizard who understood this new technology
was not as it appeared. He knew it was here to help people communicate in
ways they never dreamed possible. So he got together with technology and
created magical new products and services that everyone could use. Life in
the kingdom became much easier. And much more enchanting. Herein lies a
true story.
Slide 3
While all the king's horses and all the king's men couldn't put Humpty
Dumpty back together again, the Wizard and technology were able to find a
solution to Mr. Dumpty's predicament.
Slide 4
In the Computer Kingdom, Hansel and Gretel are never lured into the
Witch's house. They use their Personal Intelligent Communicator to send an
urgent message to their dad who in turn sends to Hansel and Gretel's
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communicator an image of a map to guide his children home. No stale
breadcrumbs in this high-tech fantasy.
Slide 5
The Prince was able to use his Network Notes to locate that one piece
of information that led him and the glass slipper back to Cinderella.
Slide 6
The Wizard and all his magical products and services made it easier for
people to embrace technology. So what once seemed unattractive became
beautiful in the eyes of everyone. And they all communicated happily ever
after.
Slide 7
Welcome to Cyberspace. This series of advertisements appeared in a
Time magazine special issue devoted to the issue of cyberspace, specifically
in this case, the promise of cyberspace.
These claims regarding the transformative powers of the computer,
better living through information, are also common place in advertising.
Consider, for instance, the claims made on behalf of America Online
Slide 8
which promises to make us more capable, powerful, connected,
knowledgeable, productive, properous, and happier, if we just insert this disk.
The power of the computer to transform us personally is a regular theme of
computer advertising.
Slide 9
Visio tells us that we dont need chrome underwear to be a superhero.All you need is Visio software which gives you the power to do things you
never dreamed of doing.
Slide 10
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Captain Access endows the mild mannered office worker with powers
and abilities far beyond those of mortal LAN managers.
Beyond transforming us personally, computers also promise to
transform our world. Microsoft has been particularly adept at appropriating
this theme in their ad campaigns. Following the unveiling of Windows 95,
their theme was "Where do you want to go today?"
Slide 11
Just start me up, Windows 95 proclaims, and you will be transported to
a world without fences, a world where we can be kids again, running free
through summer fields.
Slide 12
"In here" Microsoft asserts, "revelations happen"
Slide 13
and "you work miracles." Within the space defined by what appears to
be a computer screen, the miraculous occurs.
Slide 14
While life may be suffering, transient, and an illusion, Unity promises
nirvana.
Slide 15
Super stack promises us choice, freedom, empowerment, and growth.
Slide 16
Slide 17
And Gateway laptops, draped in the colors of the American flag, echoPatrick Henry's call for liberty. The copy reads, "Don't be shackled with a
substandard portable PC! All hailthe Liberty small notebook from Gateway
2000! It's the fastest portable PC from sea to shining sea!Join the portable
revolution and call Gateway 2000 today for the euphoric freedom of the
Liberty.". Politically meaningful symbols are exploited for the purpose of
marketing the computer revolution.
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II. Computers, Community, and Democracy
The theme of freedom and the liberating potential of computers has
become commonplace in computer advertisements, beginning perhaps with
Apple's 1984 Superbowl halftime ad which featured the face of Big Brother
glowering down from a monumental television screen, haranguing a pathetic
mass of uninformed minions. Suddenly from the ranks of Big Brother's
cowering audience, a rebellious spirit emerges. It is a muscular young woman
who rushes forward and flings a Thor-sized hammer at the screen. It shatters.
The enslaved millions are free. Apple, the force of defiance, liberation, and
revolution, frees the masses, saves us from Big Brother
Computers are cast in a similar drama today, though now it is
cyberspace and the networked computers of the Internet that hold out thepromise of democracy and community. The democratizing power of the
Internet is a common theme in works by Howard Rheingold, John Perry
Barlow, George Gilder, Alvin Toffler and others. In a piece appearing in the
Chronicle of Higher Education, Richard Detweiler argues that the Internet
re-creates the street corner of 1776, with almost everybody having the
opportunity to express ideas, provide information and services, or discuss
crucial issues of the day. The Internet, he argues, is the ultimate tool of
democracy, making speech and ideas freely available.
As Gingrich reminds us, in defense of his proposal to give the poor a
tax credit for laptops, "There has to be a missionary spirit that says to the
poorest child in America, 'Internet's for you'" (Newsweek, 55). From the other
end of Pennsylvania Avenue comes equally fervent missionary zeal. Speaking
before the International Telecommunications Union in Buenos Aires in 1994,
Vice-President Gore extolled the changes that a Global Information
Infrastructure would bring to "all members of the human family": early
warning of natural catastrophes, improved health care, better education,
resolution of environmental problems, economic competitiveness, the spread
of democracy. Indeed, Gore suggests that the Global InformationInfrastructure will be a metaphor for democracy itself, with each citizen of the
world acting as a self-contained processor of information and having the
power to control his or her own life. Said Gore, "I see a new Athenian Age of
democracy forged in the fora the Global Information Infrastructure will
create."
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Similar promises are made on behalf on community and the Internet.
Today it is very common to hear of virtual or computer communities.
Cyberspace is often portrayed as the last place you can find small town
America. Essays such as John Coates Innkeeping in Cyberspace: Building
Online Community, Cliff Figallos The WELL: Small Town on the Internet
Highway System, and Rheingolds bookThe Virtual Community make the
case for seeing cyberspace as a small town community.
All draw on the work of Ray Oldenburg. In The Great Good Place
Oldenburg argues for the significance of cafes, coffee shops, community
centers, bars, and other hangouts. These are third places, informal places
where people can gather, putting aside the concerns of work and home, and
hang out simply for the pleasures of good company and lively conversation.
These third places, Oldenburg argues, are the heart of a communitys social
vitality, the grassroots of democracy. Unfortunately, the rise of the typicalsuburban neighborhood has led to the loss of many of these traditional third
places. Rheingold argues that the communities one finds on the Internet are
just such third places.
Rheingold argues that one of the explanations for the phenomenon of
virtual communities is "the hunger for community that grows in the breasts of
people around the world as more and more informal public spaces disappear
from our real lives" (6). He repeatedly describes electronic bulletin boards,
computer conferences, muds and moos, and other computer mediated
communities as small towns, coffee shops, pubs, and cafes, suggesting their
essential identity to Oldenburg's third places. Writing about one of the earliest
computer communities, the WELL, or Whole Earth Lectronic Link,
Rheingold notes, "It might not be the same kind of place Oldenburg had in
mind, but so many of his descriptions of third places could also describe the
WELL. Perhaps cyberspace is one of the informal public places where people
can rebuild the aspects of community that were lost when the malt shop
became a mall" (26).
Barlow concurs, suggesting that the WELL is an example of thelastest thing in frontier villages, the computer bulletin board. In this kind of
small town, Main Street is a central minicomputer to whichmicrocomputers
may be connected
The idea of the third place is explicitly evoked in the design of many
muds and moos. Perhaps the most popular moo, Lambdamoo, is set up as a
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large sprawling home where virtual residents sit around virtual living rooms,
kitchens, and hot tubs chatting and socializing.
The parallel that Rheingold sees between real life and virtual third
places is clearly exploited in the construction and advertising of online and
Internet services whose ads promise to provide the connection to the world
and to others that many people are sorely missing. Internet providers and
computer networks focus on the nostalgia for small towns and villages and
the yearning for community that Oldenburg and others remind us is
disappearing in the real world.
The headline for a recent advertisment for CyberTimes, the electronic
version of The New York Times, reads If the Web is a community, think of
this as its town square. The copy suggests that CyberTimes is part
newspaper, part gathering place. Its like a town square for the globallyconnected to share information, and for anyone else interested in discovering
intelligent life on-line.In a world as complex as the Web, its reassuring to
know there is, in fact, a town square.
When logging into most community freenets you are presented with a
menu-equivalent of the town square, with choices ranging from the library,
medical center, community center, and the city hall.
Slide 18
Compuserve's information highway includes visitor centers, shopping
malls, town squares, and world travelers.
Slide 19
Visually, these ads treat us to a world full of people, all out, walking
among the town's squares, seeing and being seen. While our suburban
communities may be virtual ghost towns, our virtual communities and streets
are well populated.
Slide 20
Similar images were used to sell Apple Computer's now defunct on-line
communication and information service, e-world, described as an engaging
electronic community. The copy reads, "From your first bird's-eye view of
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this inviting communication and information village, you discover a distinctly
different kind of on-line service." Its desk top icons are explicitly designed to
invoke the village-life for which we all seemingly long.
Slide 21
NetCity directs us to their exit off the information superhighway, where
we can find a convention center, a shopping mall, a transportation corridor,
and presumably avoid the urban hassles of crime, congestion, and parking.
Slide 22
ImagiNation's desktop, The ImagiNation map, evokes a rather rustic,
perhaps western scene, a town square with a shop, post office, inn, and
casino. It is the kind of town we would all like to visit, a third place for theimagination, an imaginary nation to replace the one we've lost in real life.
These virtual analogues of real life are becoming increasingly popular
on the World Wide Web with a number of towns and cities setting up
electronic villages and towns that mirror their real life town or city. Perhaps
the most wired city in America is Blacksburg, Virginia which, through its
close ties with Virginia Tech has set up the Blacksburg Electronic Village on
the Web. Roughly 40% of the residents of Blacksburg has access to the
Electronic Village and 62% have electronic mail. Says Andrew Cohill, the
head of the BEV project, "We're giving people a new way to communicate
with friends, family, neighbors and local businesses. It's making a stronger
community." Cohill adds, Were providing an analogue of the old general
store front porch. BEV has attracted world wide attention, including the
attention of a number of television producers. I would like to play for you a
short clip on the Blacksburg experience that demonstrates the potential of
virtual communities.
Video Clip 1
As Cortney Vargo, the information manager of BEV, noted, "People
want a home on the Internet. They want a place they can sort of call their
own."
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Why does the promise of the computer culture resonate so much with
us? They respond to a need that is also being addressed by other phenomena
in our culture:
the absence of third places in our real lives
Martha Stewart and similar home shows (recreating your personal
space),
the proliferation of sitcoms defined by a strong sense of place and
their use of third places
Nickelodeons success with TV-Land and their 1960s rebroadcasts.
the growth of coffee bars and malls designed to look like living rooms
(BUT: the problems of being all alone together)
III. Interrogating the Promise: Questions for the Computer Culture
1. Is it the same old song, just a different chorus?
The rhetoric identifying computers with renewed community and
strong democracy is reminiscent of a similar rhetoric surrounding previous
technological innovations. There is an almost eerie pattern to the promises
that accompanied the introduction of electricity, radio, television, cable
television, and computers and computer networks. In 1922, for instance, the
magazine Radio Broadcastwas predicting that the new technology of radio
would make Government more responsive to citizens and improve our
schools. The Government will be a living thing to its citizens instead of an
abstract and unseen force.Elected representatives will not be able to evade
their responsibility to those who them in office. James Carey has shown how
the electrification of the country was accompanied by promises of freedom,
decentralization, ecological harmony, and democratic community. Similar
promises have been made on behalf of these other forms of technology as
well. The failures of the past technologies to live up to their promises does
not bode well for the present technology.
2. Are computers creating the technological panopticon?
The narrative that is featured in many accounts of the history of
hackers, computers, and cyberspace is one that focuses on the capacity of the
technology to revitalize community and democracy. But this is not the only
story that can be told. Equally relevant to a discussion of the role of
computers in democracy and community is a narrative that focuses on the
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connection between computers and computer networks to power, control, and
surveillance by both government and industry. This alternative narrative is
persuasively told in works such as:
Soshana ZuboffsIn the Age of the Smart Machine,
Mark PostersMode of Information, and
Paul Edwards The Closed World.
A dominant metaphor in these accounts is not the computer as
democratic system but the computer as panopticon. These narratives
challenge the almost a priori connection to freedom, democracy, and
community thought to be found in computers.
Typical of these works is Theodore Roszaks The Cult of
Information. Roszak warns, for instance, that computers lendthemselves to the subversion of democratic values. As he points out,
The ongoing military-industrial drive toward rationalizing,
disciplining, and ultimately dehumanizing the workplace is among the
foundation stones of information technology.
3. What happens with the information have-nots?
The New York Times news service reported that a recently released
study by the Census Bureau has confirmed what black people in the computer
industry long suspected: that many blacks, even those who can afford to buy
personal computers, are not embracing them as necessary tools.
This finding has many worried in the information industry that African-
Americans may be left out of the electronic loop.
Based on a survey of 55,000 households in 1993, the Census Bureau
estimated that 37.5% of whites were using computers at home, at work or in
places like public librariescompared with 25% of blacks, and 22% of
Hispanic people.
Moreover, it estimated that 26.9% of white adults had personal
computers at home, compared with 13.8% of black adults and 12.9% ofHispanic adults.
The Panos Institute, a non-governmental organization funded largely
by Scandanavian countries, warns that information poverty threatens the
developing world. The report notes that about 70% of computers linked to the
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Internet are in the U.S. and only 10% in Africa. (Reported in the Toronto
Globe and Mail, 10/17/95)
According to an Advertising Age survey, only about 9.6% of
Hispanic households own a personal computer while the figure for all homes
and small businesses is over 30% (2/93). The Tomas Rivera Center asks in its
policy brief on Hispanics and the Internet: How many Hispanics29.3
percent of whom are below the poverty levelwill be able to afford
computers, modems, software, and the online connections to information
without some sort of subsidy?
A 1994 U.S. Department of Commerce survey of computer
ownership reveals the following:
Asian or Pacific Islander: 39.1%White: 28.6%
American Indian: 20.7%
Hispanic: 13.1%
Black: 11.1%
4. Is cyberspace English-only?
It is often claimed that the Internet will produce the Global Village,
bringing together peoples from diverse cultures. The Internet is multicultural
because anyone can get on the information superhighway and form a
community. And indeed, this has been the case. The Internet does allow a
people scattered around the world to form virtual groups to share their
common cultural and ethnic experience. On the other hand, a number of
commentators have begun to notice the hegemony of English and the United
States on this supposed global network. Writing in the New York Times,
Michael Specter has argued that the Internet and World Wide Web really
only work as great unifiers if you speak English. for now if you want to
take advantage of the Internet there is only one real way to do it: learn
English, which has more than ever become Americas greatest and mosteffective export (carrying with it immense cultural power).
5. Will the Internet change everything?
Together with the claim that computers will foster community and
democracy is the equally common claim that computers will change
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everything. This is illustrated in a photospread from a recent Newsweek
special edition on technology. The photos as well as the message are
provocative.
Slide 23
Slide 24
This changes everything, Newsweek seems to warn us.
As Newt Gingrich puts it, youre talking about transformations on
such a scale that everything changes.
From the other side of the political spectrum, Gore remarks, There is
no longer any doubt that [computers] will reshape human civilization
even more quickly and more thoroughly than did the printing press.
Mark Poster suggests: The solid institutional routines that have
characterized modern society for some two hundred years are being
shaken by the earthquake of electronically mediated communication
and recomposed into new routines whose outlines are as yet by no
means clear.
Marshall McLuhan has argued that the introduction of new media
reshapes and restructures every aspect of our personal lives. All
media work us over completely, he writes. They are so pervasive in
their personal, political, economic, aesthetic, psychological, moral.
ethical, and social consequences that they leave no part of us
untouched, unaffected, unaltered.
A number of commentators on the computer culture from Kenneth
Gergen to Sherry Turkle and Rosanne Stone have argued that
computers and computer mediated communication are causally
implicated in the shift from a modernist society of stable identities to a
postmodern world of flexible, shifting identities.
If it is true that the introduction of electronic media and the so-called
computer revolution is responsible for such massive shifts in social patterns, it
seems unlikely that computers will also be responsible for producing
communities and democracies in any form like we have known them.
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And if we take seriously the claims of the digital pundits that we are
living through a computer revolution that will ulitmately change everything,
then it is clear that the desire for small town that cyberspace purportedly
represents must remain unfulfilled. In the digital era, you cant go home
again.
Kenneth Gergen, in The Saturated Self, argues that electronic media
has fundamentally altered our sense of self and community.
Technological drift, he suggests, does not favor strong and enduring
communities of the traditional variety. The technology of social
saturation, he writes, works toward the dissolution of homogeneous,
face-to-face communities, and toward the creation of a polymorphous
perversity in social pattern. Both the character and the potentials of the
community are transformed in substantial ways.
Given these substantial transformations, the representation of
cyberspace as small town seems to suggest first a kind of escape from where
we are today and secondly a model that is increasingly out of touch for
polymorphously perverse social patterns. Cyberspace as small town does not
represent the saving grace of community and democracy. Rather, it fosters a
way of thinking about community and a hope for community that is no longer
appropriate. The digital third place is not appropriate to our placeless, digital,
nonhierarchical culture.
6. What happens when the self becomes completely malleable?
The computer culture is premised on a belief in the inherent
malleability of human nature and the human self. This message is presented in
a striking photo spread from Wired magazine.
Slide 25
It reads, No ambition, however extravagant, no fantasy, however
outlandish, can any longer be dismissed as crazy or impossible. This is theage when you can finally do it all.
Slide 26
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Suddenly technology has given us powers with which we can
manipulate not only external realitythe physical worldbut also, and much
more portentously, ourselves. You can become whatever you want to be.
Within the computer culture, the human being becomes a plug and play
entity, composed of various parts that can be updated with the simple flip of a
switch or the insertion of a new line of code. Indeed, a common feature of
many virtual communities is the ability of participants to remain anonymous
and create new identities if desired. As one commentator notes, "almost every
aspect of an individual's charactereverything from description to gender to
messages to possessionscan be controlled, altered, and customized to the
personal needs, interests, or whims of the player."
The malleability of the self and the ease with which we might change
our nature is nowhere more evident than in discussions of the phenomenon of
mudding. Muds are networked, multiparticipant, text-based virtual reality
systems found on the Internet. Howard Rheingold characterizes muds asplaces where identity is fluid. The grammar of CMC media, he writes,
involves a syntax of identity play: new identities, false identities, multiple
identities, exploratory identities, are available in different manifestations of
the medium.
Freed from the control and strictures that govern identity in this life,
our playing with identity on computer networks gives rise to a new image of
the self in terms of multiplicity, hetereogeneity, flexibility, and fragmention.
Our identities become a reflection of the windows on our computer desktop.
We are split, our attention divided into multiple tasks. We are a multitasking
self. Sherry Turkle, in an analysis of online identity, argues that people will
come to experience identity as a set of roles that can be mixed and matched
and through which we can rapidly cycle depending on interest.
But the self which is characteristic of the computer culture has been
freed from any commitments or connections to this world. It is defined as
pure autonomy, completely unencumbered because it is not embedded in any
social, cultural, or institutional contexts except those defined by the self's own
choices, choices which are the product of ever shifting desires, feelings, and
whims. Such a self is not rooted in any world other than the shifting,
ephemeral world of cyberspace. Robert Bellah argues that this empty self is acharacteristic of a radical individualism that lacks any moderating influence
from social and communal ties. This unencumbered and improvisational self
obscures personal reality, social reality, and particularly the moral reality that
links person and society (80). Rather than holding out the promise of
community, the computer culture fosters a radical individualism that tells us
we can be whoever or whatever we want. We can free ourselves from our
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past, our family, our community and define ourselves in this new space of
multiple, shifting, virtual identities.
7. Can communities be based on like-mindedness?
There are several issues that are interconnected within this point:
(i) virtual communities as self-selected
Virtual communities, it is often suggested, offer you a substantial
amount of control over where you go and who you associate with.
J. C. R. Licklider predicted in 1968 that in the future, life would be
happier for the on-line individual because the people with whom one
interacts most strongly will be selected more by commonality ofinterests and goals than by accidents of proximity.
Amy Bruckman and Mitchel Resnick comment that virtual
communities are made up of a self-selected population; everyone who
is there wants to be there. "The population of third places are self-
selectedpeople go to a cafe because they want to and not because
they must. From this self-selection process emerges a group of people
with some degree of common interests and values. Traditional third
places draw people from the local geographic area. On the Internet
[virtual communities] draw people with common interests from all
around the world.It is a strength of the medium that the community is
self-selectedeveryone who is there wants to be there."
Coates argues that an online community is one of the easiest and
lowest risk ways to meet new people. Rheingold points out, in a
virtual community we can go directly to the place where our favorite
subjects are being discussed, then get acquainted with people who
share our passions.
A virtue of cyberspace, Esther Dyson suggests, is that you can bypass
a place on the net much easier than avoiding walking past an unsavory
block of stores on your way to the local 7-11. Whats likely to happen
in cyberspace, Dyson writes, is the formation of new communities,
free of the constraints that cause conflict on earth.Well have
invented another world of self contained communities that cater to their
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own members inclinations without interfering with anyone elses.
And of course we can do all this from the safety of our own rooms,
while masking our identity, and logging out whenever we desire.
In respect to its security, control, and homogeneity, cyberspace as
small town isnt about forming community in this world. Its about fleeing the
problems of a diverse society making too many demands on limited
resources, freeing us from the constraints that cause conflict on earth, not
dealing with those constraints and conflicts. In Habits of the Heart, Robert
Bellah and his colleagues argue that what passes for community in
contemporary America are actually enclaves defined by ones individual
lifestyle choices. Bellah writes, Whereas a community attempts to be an
inclusive whole, celebrating the interdependence of public and private life and
of the different callings of all, lifestyle is fundamentally segmental and
celebrates the narcissism of similarity. It usually explicitly involves a contrastwith others who do not share one's lifestyle. For this reason, we speak not of
lifestyle communities, though they are often called such in contemporary
usage, but of lifestyle enclaves"(72).The substitution of suburbs and
subdivisions for neighborhoods are emblematic of Bellah's lifestyle enclaves,
communities that include only those with a common lifestyle. Bellah points
out, "The different, those with other lifestyles, are not necessarily despised.
they may be willingly tolerated. But they are irrelevant or even invisible in
terms of one's own lifestyle enclave" (72). We want to be surrounded by
people who share our lifestyles, and often this translates into being
surrounded by people like us. Our communities become enclaves in which we
surround ourselves with people just like us. And this is what computer
networks promise: the capacity to surround ourselves with people just like us.
We want to be surrounded by people who share our lifestyles and so we
transform our communities into enclaves of like-minded individuals.
Increasingly, though, it is more difficult to maintain the homogeneous
communities of the past. Our workplaces and neighborhoods are becoming
more ethnically diverse. The tensions that this growing diversity gives rise to
in our society are indicated by the anger and invective surrounding such
issues as immigration, welfare, and affirmative action. It is also indicated, Ithink, by the nostalgia for the now mythic small town. Cyberspace represents
the virtual fulfillment of that desire. We are fleeing from the world of
difference into well constructed worlds where we only have to hang out with
people similar to ourselves. These online enclaves do not represent the saving
of community and democracy. They simply represent the fulfillment of the
same trends that are producing the walled community and the stratified
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society. The New York times reports that the fastest-growing residential
communities in the nation are private and usually gated. As they report: A
big portion of middle-class families, in non-retirement, largely white areas of
the country, have chosen to wall themselves off, opting for private
government, shools, and police. Our virtual communities are in reality the
virtual analogue of self-contained, self-selected communities where we need
only encounter like-minded people. Our society is increasingly characterized
as fragmented and polarized, both threats to strong community and
democracy. In its emphasis on small towns of like-minded individuals,
though, cyberspace does not run counter to that development.
(ii) narrowcasting information
We can relate these comments to the issue of using software agents to
narrowcast information to us, thereby serving to further fragment our alreadyfragmented nation. This is one of the major themes of Nicholas Negropontes
recent bookBeing Digital. Negroponte looks forward to the day in which we
will all have software agents that will be able to filter, sort, prioritize, and
manage multimedia on our behalf computers that read newspapers and
look at television for us, and act as editors when we ask them to do so (20).
Negropontes vision is a necessary one given the supposed flood of
information that will deluge us in the future. We might wonder, though, to
what extent this narrowcasting of information, tailored to each individual, will
produce a fragmented society in which there is no longer a common
experience of national events and taken-for-granted experience.
(iii) virtual communities as communities of mind
This aspect of virtual communities is further underscored by the fact
that virtual communities are often described as "communities of the mind" in
which looks, gender, race, and ethnicity don't matter.
As John Coates, one of the founders of the WELL, writes "The great
equalizing factor is that nobody can see each other online so ideas arewhat really matter. You can't discern age, race, complexion, hair color,
body shape, vocal tone, or any of the other attributes that we all
incorporate into our impressions of people."
But Wes Cooper, in an essay on virtual communities, unwittingly
points to a subtle subtext present in this feature of computer communities. He
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writes, "The complete or partial masking of identity in many [virtual
communities] is one reason why members of visible minorities are well-
represented in cyberspace: they aren't visible. The tolerance and
understanding this teaches is a welcome counterpoint to the increasing
splintering of North American society into socio-economic, racial, sexual, and
religious enclaves." The ideology driving people to virtual communities is
suggested in this contradictory passage on visible minorities that are invisible.
Visible minorities are well represented in cyberspace, Cooper suggests,
precisely because they remain invisible. One wonders how you could even
know that minorities are present in cyberspace given the masking of their
identity, their invisibility. Indeed, some estimates have suggested that more
than 80% of those online are young, white males. The State of Disunion, a
Gallup survey commissioned by the Postmodernity Project and conducted
from January to April of 1996, found that the most disaffected group in the
country is the white middle class, precisely that group which has most takento living life online.
Bellah points out that in our lifestyle enclaves, "the different, those
with other lifestyles, are not necessarily despised. They may be willingly
tolerated. But they are irrelevant or even invisible in terms of one's own
lifestyle enclave" (72). Virtual communities have carried this invisibility to its
logical extreme, finding a way to make minorities truely invisible. If issues of
diversity, multiculturalism, and affirmative action trouble us in this world and
threaten to disrupt our carefully self-constructed communities, our virtual
world at least holds out the promise of a carefully crafted community of like-
minded citizens. Our virtual worlds are worlds of sameness where we have
excised any disruptive influences. These points I think ultimately undermine
the claim that cyberspace will lead to renewed communities and revitalized
democracies. By reducing the other to a thing of words alone we effectively
neutralize and void the difficult conflicts that make a community and a
democracy hard to maintain. The same forces that drove people to the
suburbs is now driving them into cyberspace. And if we failed to find
community in the suburbs, that failure seems even more likely in virtual
suburbia.
8. Does cyberspace represent our flight from the material world?
Cyberspace is not about solving the problems of this, the material
world, but is about another space, another realm. William Gibson, who first
coined the term cyberspace, refered to it as a consensual hallucination. "A
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graphic representation of data abstracted from the banks of every computer in
the human system. Unthinkable complexity. Lines of light ranged in the
nonspace of the mind, clusters and constellations of data." In this space of
hallucination, this nonspace of the mind, the problems of this world are easily
forgotten. Consider two founding political documents of cyberspace.
In Cyberspace and the American Dream: A Magna Carta for the
Knowledge Age, Esther Dyson, Alvin Toffler, George Keyworth and
George Gilder argue that the central event of the 20th century is the
overthrow of matter. As they put it, In technology, economics, and the
politics of nations, wealthin the form of physical resourceshas
been losing value and significance. The powers of mind are everywhere
ascendant over the brute force of things. We are witnessing, they
argue, a shift from a mass-production, mass-media, mass-culture
civilization to a demassified civilization. Matter no longer matters.Were moving from the world of atoms to the world of bits. The
knowledge age is about mind and consciousness and information.
In his "Declaration of Independence for Cyberspace" John Perry
Barlow, one of the founders of the influential Electronic Frontier
Foundation, declares: "Governments of the Industrial World, you
weary giants of flesh and steel, I come from Cyberspace, the new home
of Mind. On behalf of the future, I ask you of the past to leave us
alone. You are not welcome among us." Barlow's Declaration and the
Magna Carta set up an opposition between the weary world of flesh
and matter, the world of the past and the future world of cyberspace
and mind.
Cyberspace is the place where we can escape from the problems of this
world, becoming pure mind not hindered by the failings of the body or the
material lack of the real world. Rather than a response to the real world, the
flight to cyberspace represents a fleeing from the real world and the problems
of living and forging community in a material world. The community of
cyberspace is a community in an imaginary if not mythic realm whereproblems need not be faced because they can be programmed right out of
existence.
Video Clip 2
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In a recent advertisement for Packard Bell computers, the city is
portrayed as paradise lost, a gritty, dirty, crowded, completely dystopian
urban nightmare. As the camera pans through these dark and dirty vistas, it
suddenly swings upward and away from the city to a suburban dreamland
with emerald green hills, sunny skies with fluffy clouds, and a gingerbread
house. In the sunny, open spaces of the house sits a Packard Bell computer.
The narrator intones: Wouldnt you rather be at home? The message seems
clear: the computer and cyberspace save the middle-class suburbanite from
having to enter the dystopian city. Cyberspace guarantees that we will never
have to leave our suburban dreamlands and risk encounter with the other.
IV. Conclusion
Ultimately, I think that virtual communities and the computer culture
are completely consistent with the forces that have led to the decline ofcommunity and the disruption of our sense of place. They represent a fleeing
from the embedded and encumbered lives that are characteristic of
community. We turn to the computer and the computer culture in response to
the problems of place and community in our lives. We seek to try to
reinvigorate and reestablish the communities and the sense of home that we
can no longer find in this world. And, in truth, computers do offer us some
respite from the problems of this world. We are able to reach out and forge
new connections. The computer holds out the promise of liberation from the
problems of this life. But it also holds out the promise of liberation from this
material world. It promises to free us from the having to face the Other. It
promises to free us from the limits and controls that are placed on us in this
world. We can voluntarily associate with whoever we want. We can be
whoever we want. Our very identities are freed from the limitations of this
world. But this form of liberation has the potential to obscure that it is in this
world that we must live and negotiate our lives and forge our communities.
To be part of a community is to be embedded in a world that is not entirely of
my making, to risk myself in the presence of others, to define myself in terms
of a communities commitments, traditions, and ideals. As we approach the
next millenium we have the opportunity to benefit greatly from whatcomputers and virtual communities make possible. We also face the potential
of perhaps cutting ourselves off from what defines our humanity and
community. We must be vigilant in how we appropriate technology and how
it appropriates us.