Tuesday, February 18, 2014

Post-Modern Secrets


It's been a while since I've posted anything here at Peasant Muse, so why not break the silence by discussing the new kid on the social media block- Secret.

I discovered Secret via Dan Frommer's 'SplatF' and decided that if it was worth his time to mention it, it was worth my time to at least check it out. What's funny is that I tried to download the app myself by searching for 'Secret' on the App Store. That gave me returns like this:



Turns out you have to search for 'Secret - Speak Freely' in order to find the app, making efforts to download this new attempt at freeing yourself from the constraints of traditional social media an ironic proposition from the start- you have to know the secret of how to download Secret.

The premise of Secret is this: you reach into your soul and uncover a hidden truth or pithy pearl of wisdom and reveal it, anonymously, to your other friends who also use Secret. If enough of these other Secret friends (more like Secret Contacts, since that list is what the app asks to consult on your first use) 'love' your shared secret (expressed by tapping a heart icon), then that secret will begin to permeate the screens of your friend's friends (contact's contacts) who also use the app. There is also some sort of 'magic sauce' involved (algorithms stewed in 21 secret herbs and spices) for determining the exposure of any given secret revealed.



I want to share a few thoughts about Secret, and what I think it means in the larger trend that is social media evolution.

- Anonymity, that 'warm blanket' as Max would say, is nothing new for social media, but finding a way to make anonymity stable enough- or, more properly, finding a stable way to channel the latent forces behind anonymity- is something Secret is trying to do. Social media is fast moving out of what I will call its 'Classicist' era, best characterized by static pages broken up into discrete identity fields (my timeline, my photos, my messages). Twitter was an early force that signaled the waining influence of Classicist thinking, despite the borrowings from Classical elements of form and design, and its new conception of asynchronous following and correlating firehose-like delivery of content suggested a new way for social media to grow.

Instagram became the exemplar of what I will call the 'Modern' era of social media that Twitter presaged, a definable shift from the previous period made possible due to mass adoption of smartphone technology. It demonstrated that a narrow focus- in this case, photography- could generate a level of engagement on par with more traditional, 'Classical' social media platforms.

Snapchat, in my opinion, heralded another shift in social media. To keep the metaphor going, I would call the ephemerality Snapchat offers a clear indicator signaling the emergence of a 'Post-Modern' era. We know what a big network (Facebook) looks like and we know what a niche network (Instagram) looks like; the pressing question, at least to me, now lies in exploring the aesthetics of our social media use. Ephemerality is one such aesthetic turn. Anonymity, or at least the sort of channeled anonymity offered by Secret, is another.

(I should mention that my use of the 'classical/modern/post-modern' metaphor is intentional. There is no doubt, in my mind, that the crisis of identity encountered at both the emergence of the modern in Western society, roughly 18th-20th centuries, and the emergence of the post-modern, roughly the late to early 20th-21st centuries, bears a striking resemblance to the crisis of identity associated with social media use in the past decade. These labels might not be appropriate given the short and dynamic timescale involved, but their loose meaning here more than suits my rhetorical need.)

- That being said, the anonymity of the sort pedaled by Secret seems to me to be nothing more than a veil. When you see a secret that originated from someone in your contacts list, you can't help but engage in a modern day version of 'Guess Who?'. Remember the search term I had to use to find 'Secret' in the App Store? 'Secret- Speak Freely'? The directed aesthetics of the app suggest you can 'speak freely' through use of anonymity, yet if the only people who see your 'secrets' are your contacts there are questions of just how warm a blanket Secret's anonymity provides.


Photo via Stian Eikland

Again, it is an issue of the aesthetic design. You could post something truly secret, something no one could possibly know, but unless it is something that can generate 'love' (clicks) that 'secret' is going nowhere. I suppose part of the 'magic sauce' mentioned above helps pluck announced secrets from obscurity and promotes them to the mainstream, but then that brings up essential questions related to the sort of 'secrets' the 'magic sauce' favors.  In fancy terms, knowledge of how the 'magic sauce' works would constitute an evaluation on the epistemic hierarchy Secret uses to categorize a 'secret'. It would be an insight into the aesthetic judgement 'Secret' renders on secrets.

But I digress- my main point here is that there is, to a point, an imbedded game involved with Secret's anonymity. You want to post revealing things, or maybe just something fun, but you want to do so in a manner that clues your immediate readers in on your true identity. It is an identity puzzle you place before others. The fun of solving the puzzle- or trying to solve it- can then be expressed by clicking the 'love' heart. 

You could avoid this game and post something truly cryptic, something no knows about you. Yet, again, the aesthetic design of 'Secret' will render its judgment. If it doesn't generate reaction among your contacts via clicking of hearts, the shared secret goes nowhere and it is almost as if it were never uttered at all. I could definitely see some cathartic use for Secret, but something tells me the designers of the app don't want this to become a *heavy* atmosphere. They want it to be light and fun and the aesthetic expression of anonymity Secret allows reinforces this ideal.


An actual secret from one of my contacts.

Keep in mind what I said above- the real challenge Secret faces is making the anonymous experience engaging and, above all, stable.

- Last observation: since I'm talking about aesthetics, I think it is interesting to contrast Secret's anonymity experience with that provided by Snapchat's ephemerality. Snapchat gives you an image, a moment, and then you have fading, unreliable memories of that image. Secret gives you an ongoing unreliable fragment, a clue, and asks you to reconstruct the image of the original sender. With Snapchat, images lead to words as you try to describe the moment. With Secret, words lead to images as you try to uncover the blanket of anonymity.

Tuesday, October 8, 2013

Arrival of the Russian Sorcerer

'Arrival of the Sorcerer at a Peasant Wedding' - Vasily Maximov, 1875

For the 19th century Russian peasant family, few elements could portend the future success or failure of a wedding more so than the presence of a local witch or sorcerer.  Vasily Maximov addressed such an event in his 1875 painting, ‘Arrival of the Sorcerer at a Peasant Wedding’, with a mix of astonishment and fear depicted on the various guest’s faces.  The bride, standing with her groom at the left edge of the painting, stares with wide eyes as a confidant- perhaps her mother- whispers in her ear, providing sage advice on how to deal with the unexpected- or perhaps invited- guest.  Other wedding participants give the imposing sorcerer, himself covered in snow and sporting a penetrating gaze, clear berth, while the local village priest (seated to the right of the wedding couple and bathed in an obscured source of light) casts a defiant scowl towards the newly arrived personage.  While the feeling of tension is palpable to the viewer of Maximov’s painting, his subject matter succinctly touches upon many themes associated with the role of the witch/sorcerer in Russian peasant life beyond those of fear or brooding sense of comeuppance.

For starters, the witch/sorcerer is a figure placed on the threshold of the sacred and the profane, their powers a curious mix of both benevolence and malevolence that, surprisingly, helped maintain established norms of communal behavior.  They were primarily fixtures of the locality they inhabited, a fact borne out by the relative diminution of power they experienced the further they traveled from their established residence.  As figures who utilized largely unknown arcane procedures, their presence paradoxically engendered a vast matrix of power and knowledge manifested by peasants who either sought their help or feared their involvement in daily life.  Compared to the mystifying power of Christianity, embodied in the village priest, local witches/sorcerers instead promoted an understanding that reified peasant power in contrast to the relative reduction of power peasants encountered when dealing with anointed church representatives.  Finally, the Russian tradition of witchcraft favored male practitioners over female ones, although both sexes were equally capable of manifesting magical power, a fact that puts the oft repeated wisdom of predominantly female involvement in witchcraft, derived from the Western European experience, in a comparative light.

Of all these characteristics, the ‘threshold’ aspect of witchcraft is perhaps the most important.  Russian folk belief is full of thresholds, whether it is the bathhouse (a place where one gets clean and where divination and other practices involving potentially unclean spirits can occur- it’s also where most traditional births happened), the hearth (a place where bread- a sustaining, transformative substance- is made and where the house spirit, the domovoi, also lives), and even the fence surrounding a church (the inside being the realm, predominantly, of Christianity and the outside the realm of unclean or shamanistic forces).

Witches and sorcerers occupy a similar threshold position.  They partake in both this world and the more mysterious world where spirits and other unknown forces govern.  As such, they act as a sort of regulator or control mechanism for unexplained phenomena that plagued traditional societies.  Emmanuel Le Roy Ladurie, in his book Jasmin’s Witch, states that, “Witchcraft…has always existed as an instrument, either benign or maleficent, for the purpose of manipulating the world of the peasantry- or by which that world imagined it was being manipulated.” (5)  The presence of the witch or sorcerer, while sometimes unpleasant, nonetheless offered a way to cope with events that would otherwise have no reasonable explanation.

And because many malevolent issues could be explained by the intervention of witches or sorcerers, their presence in a village facilitated a sort of perverse attitude of mutual respect.  Since anyone could avail themselves of the witches or sorcerers trade, members of a community were more likely to uphold established rules of conduct lest they anger someone and become the target of spells or other unpleasant effects.  This produced a foucauldian effect of disciplinary behavior, yet the means to enforce this discourse was available not to the few but to the many.  Much like the M.A.D. doctrine governing nuclear weapons use throughout most of the 20th century, the local witch or sorcerer maintained order by the very promise of mutual destruction.  Le Roy Ladurie again: “The fear of being bewitched is the beginning of wisdom.” (13)

There is also the issue of how the witch or sorcerer straddles the threshold of being good or evil.  Several terms in Russian exist to designate the various categories of those imbued with supernatural abilities; ved’ma (witch), koldun (sorcerer), vorozheia (fortuneteller), otgadchik (diviner), znakhar’/znakharka (magic healers), just to name a few.  While some labels were clearly skewed towards malevolent practices, such as the ved’ma or koldun, it was not always so cut-and-dry as to what separated the practices of the local witch or the local healer.  Both used the same materials for their craft- either various herbs and grasses, or perhaps tomes of knowledge that covered topics arcane or medicinal.  Charms (zagavori) or amulets (nauzy) could be obtained by both the witch and the healer, and it seems possession of these effects could cast one in a light of maleficence or beneficence depending on the opinion held by the local community.  If both the witch and the healer could make a love potion, who is to say that one is bad and the other is good?

Of course, the real reason why witches or sorcerers could have such a normalizing effect on traditional society and be cast among one of several roles was precisely because they were an integral part of the society in which they lived.  Their power stemmed from the fact that everyone knew they were a witch or sorcerer, their reputation predicated on a devotion to locality.  Think of the Good Witch of the North, or the Wicked Witch of the West as found in the Wizard of Oz.  These are broad geographical regions, but the deliberate choice to center these characters in an approximation of locality clearly aligns with the actual situation many exposed to witchcraft experienced.  Witches or Sorcerers that traveled away from their homes experienced a diminution of their power commensurate with distance.  To put it another way, it’s difficult to be afraid of a distant witch if their powers are not known first hand.

Compare this to a similar Christian counterpart of witchcraft- the hermit or aesthetic.  These personages gain power through their distancing and exclusion from the locale of society.  Even the pilgrimage, one of the more devout acts of piety a believer can undertake, relies on the concept of the distant to convey power and understanding associated with the faith.  This is meant to demonstrate a sense of the far reaching effects of Christianity, the fact that its wide base of power can be viewed in locales far from ones own.  Witchcraft is the inverse of this relationship.  While the witch or sorcerer draws upon a similar wide base of power through access to supernatural means, it can only manifest these powers in an acute fashion by remaining tied to a specific locale.  This, again, ties back to the variety of roles played in Russian society by those marked as being capable of wielding supernatural power; if one person’s witch is another person’s healer, then only reputation and first-hand experience could be the determinant factor in classification.

This unique property of locality meant that the witch or sorcerer embodied the traditional version of branding par excellence.  The interesting thing about brands is that they exist within a matrix of understanding and power.  Brands exude a meaning, but that meaning is mediated through the outside observer who places on that brand their own hopes, desires, and expectations through a bonding process.  Marcus Boon, in his book In Praise of Copying, demonstrates that bonding-via-branding is a form of ‘contagious’ magic that channels mimetic desire.  When we see a celebrity lovingly touch a Louis Vuitton bag (the example Boon uses to describe his concept), the ‘contagious’ power of that celebrity is transferred to that bag and thus enhances our desire to own a copy of that bag.  In the case of witchcraft, the peasant knows the power of the witch or sorcerer and seeks to procure or identify a potion, amulet, or charm that mimetically copies that power for the peasant’s own use or avoidance.

Yet if we prod the underlying reasons why the witch or sorcerer conveys such bonding-via-branding power, then we come to the conclusion that it is the understanding manifested by the peasant- not the witch- that gives the potion, amulet, or charm ‘contagious’ mimetic presence.  The abundance of peasant maxims or folklore regarding detection of witches or the explanations of their magical effects attest to this matrix of understanding and power.  The following examples are drawn from Linda Ivantis’ work, Russian Folk Belief:  Traditional Russian belief held that witches or sorcerers possessed a tail, marking their alleged pact with unclean forces that imbued them with magical power.  In the Penza Province, a sorcerer or witch could be revealed by making a fire using aspen wood on Holy Thursday; once the fire burnt out, the sorcerer or witch would come begging for the ashes.  Sorcerers or witches could also be identified by their clothing, their smell, or use of riddles in speech.

Identification of witchcraft and those who practiced it was a primary concern for many in traditional Russian peasant societies.  Such was the pervasive fear of ‘spoiling’ (a common term that peasants used to describe the effects of witches or sorcerers) brought about through witchcraft that no arena of life was safe from its pervasive influence.  Of paramount concern was the potential ruinous spoiling of a new couple at their wedding.  Jealousy or spite held by a member of the community over the nuptials of a soon to be married couple could easily lead one to enlist the services of the local witch or sorcerer in creating a potion or amulet, often made from something personal with regards to the couple in question (like hair, or clothing), that would cause death, infertility, or any number of ill effects.  As a precaution, the often safest course for potential newlyweds was to simply invite the witch or sorcerer to the wedding as an honored guest.  There were many tales in which a place of honor would be accorded to both the village priest and village witch- Maximov’s painting is a testament to the awkward presence of both.  Failure to do so could either open a couple to the malevolent intent of others, or risk drawing the wrath of the local witch or sorcerer whose invite was spurned.  The latter is most likely the occurrence depicted in Maximov’s painting.  The sorcerer, arriving late to the scene as evidenced by his snow covered boots and shoulders, no doubt is making his presence known so as to affirm his potential to inflict harm.

This leads us to one of the more interesting aspects of Russian witchcraft.  Unlike the experience in Western Europe or America, most documented cases of witchcraft in Russia involved men and not women.  Whereas up to 80% of witchcraft documentation in Western Europe involved women as the primary suspect, this ratio was reversed in Russia.   There is some speculation that this was due to the fact that marginalization of position for females, a factor that led many to embrace  or be forced into the identity of a witch, was less prevalent in Russian traditional society.  Many women, up to the end of the 19th century, lived in extended households that ensured a means of subsistence.  Due to the enforcement of serfdom, and the relative lack of mobility this produced, a women's role in the family and traditional kinship-based networks was more secure than that held by women in the more highly mobile world of Western Europe.  Also, the presence of a codified demonology, which was crucial for those in Western Europe seeking to identify the hallmarks of potential witches, simply did not exist to the same extent in popular Russian thought.

While gender difference was one divergent factor of Russian witchcraft when compared to the Western European experience, many of the other qualities highlighted above- the reliance upon locality, the branding-as-bonding mimetic power, the witch as product of a highly specialized peasant matrix of knowledge- demonstrate that witchcraft shared many similarities across geographic boundaries as well.  One last similarity should be added to this list; the growth of witchcraft trials in both Russia and Western Europe signaled the rise of an increasingly powerful and centralized bureaucratic state.  As authorities sought to bolster their networks of power, the witch became a convenient scapegoat upon which defining aspects of the modern state- surveillance, normativity, and control of population- could be built.  Local, popular knowledge became supplanted by textual decrees and investigations, meaning that articulation and definition of the witch by those removed from the local ultimately displaced both the witch and the locale they inhabited from positions of power.

Of course, Maximov’s painting features no presence of Tsarist officials, only that of the local peasantry.  In seeking to get at the truth of the experience, Maximov has ironically depicted a romanticized version of that experience.  This same romanticizing trend regarding witchcraft continues today, but it is important to realize that all stories about witches harken back to a time when dichotomies between good and evil were more fluid and the witch, far from being a convenient foil for fairy tales, represented a complex and necessary function in traditional society.

Friday, July 26, 2013

Ladders, Builders, and the AHA

'Ladder to Somewhere' by Corey Templeton
If you've ever watched Chappelle Show, then you probably know the series of skits titled, 'When Keeping it Real Goes Wrong'. If you're an academic historian, or a graduate student in history, then you've probably read the recent AHA recommendation to have institutions embargo completed dissertations from digital release for up to six years. There's been a lot of responses, both pro and con, about the issue, but for me all I can think is that the AHA might be the most recent candidate for another episode of 'When Keeping it Real Goes Wrong'.

Why do I feel this way? A few reasons below:

  1. I have no doubt that the AHA, in its own mind, has the best interest of junior scholars in focus when they grapple with and think about policies to pursue in protecting nascent scholar's interests. Junior scholars represent the future of the profession, and it makes absolute sense for the AHA to deal with professional issues in a way that makes life for junior scholars better, not worse.
  2. That being said, I also have no doubt that the committee behind the 'Embargo' policy tried to 'Keep it Real' by framing their appeal as a means to protect future junior scholars' access to monograph publishing. But in many ways, trying to equate protection of junior scholars through tacit support of a notion that accessibility is detrimental to their career is where 'Keeping it Real Goes Wrong'. 
  3. One word never mentioned in either the AHA proposal, or William Cronon's recent support of this proposal, is prestige- and if you are talking about monograph publishing being related to tenure or advancement in the profession without also acknowledging the linkage this process has to prestige, then you're missing a very crucial part of the entire process. 
I've seen the responses, on Twitter and in the comments field for both the AHA announcement and Cronon's support piece, and they essentially fall into two camps. The first camp, what I would term the 'Ladder' group, may feel that the entire publishing system is misguided or essentially enforcing a protectionist scheme on academic work, but they are on the ladder of either a tenure track job or current book deal. (Or they are of a group that hopes to one day be on the ladder) A lot of them sympathize with issues in the system, but for them to get ahead they have to follow the current system's rules- they have to climb the ladder. Why? Because in order to get promotion at a Division I school or seek recognition by their older, tenured peers who often sit on Tenure and Promotion Committees, they feel they have to publish a book.

The second camp, what I would term the 'Builder' group, feel that new digital paradigms are providing increased opportunities for scholars to share their works with wider audiences and this means that several cherished notions of 'scholarly work' need to be rebuilt, or remodeled, in order to accommodate the profession to changing standards. Some of the 'builders' have tenure, while others do not. Some of them are in the academy, others are not. Many of them have personal academic blogs, or perform work that is very public in its outreach and scope. Why? Because for them, the idea that one's work should be hidden behind paywalls, or made to be consumed by only a small subset of the academy, is anathema to their desire to build new structures. For the builders, publishing a book is okay- but so is sharing your work online. They see OA ideals as a blueprint for what their building should look like, what the future of a digital profession could look like.

But- and this alters what I said above- there is also an amorphous third camp, those who are feeling out whether they should be on the ladder or helping the builders. Some of them want to be in the academy, and that means they need to start climbing the ladder. Some of them want to build a new academy, and that means eschewing the ladder not because it is bad but because it takes energy away from building. There's even a fourth camp, those with tenure- but they are largely immune to the direct implications of this debate, even though their voices carry weight for how those implications play out.

What every camp is concerned about, except for those who already have it, is prestige. The ladder folks want to climb towards it. The builder folks want to build new conceptions of it. The rest of us are wondering if we can ever have it at all.

My sympathies lie with the builder group, because I come from a niche area of history that the ladder does not often reach. I study Russian history, and my dissertation focuses on Old Believers. In my department, many, many students enter to study American history. A smaller subset come to study Western European history. An even smaller subset, far smaller than the other groups, come to study East Europe/Russian/African/Asian history. Although I have not made efforts to shop it, I'm under no illusions that publishers are clamoring to take my dissertation manuscript and shepherd it through to monograph form. I'm not Robert Crummey, or Roy Robson. I'm just Jeremy Antley, a guy who is tackling a small portion of the work those two, comparative giants also discuss. (If you don't know who I'm talking about, then I've sort of made my point already) What publisher wants to invest 20k or more in a book that, literally, a few dozen will find serious interest, with the added possibility that a few hundred more might have casual interest, in reading?

I don't have a track record. I don't have enough prestige to get noticed by large publishers right off the bat. I'm not attending Yale, or Columbia, or Harvard, or Princeton. I'm a product of a less prestigious state school, which I think is a fine institutions with good quality professors in a variety of fields. While I have no doubt that I can climb the tenure ladder of academia if given the chance, I also know that those kind of opportunities, especially in my chosen field of Russian history, are few and far between- especially if I'm competing against other candidates from top flight institutions. If I don't have sufficient personal prestige when applying for jobs, those jobs will default to looking at the prestige of my institution or the prestige of those under which I've studied. There's a little joke I tell folks who ask me what I study- I tell them it's 'Russia+', as in 'Russia + American History' or 'Russia + Women's Studies' or 'Russia + Insert Field Here'. For me to have a realistic chance of getting a tenure track job, I can't just be a Russia guy. I have to build a broader base. As Kurtis Blow once said, 'these are the breaks.'

Here's another rub; I also tackle the subject of games in an academic way. While some have given me praise for the work I do, I've also had some measure of scorn applied as well. Trust me, I would love to write a paper concerned with the intersection of history and games like Twilight Struggle, 1989, and Andean Abyss. But the momentum isn't there yet- the ladder just does not extend that far.

So, for me, any policy that endorses a view of hiding my work just so it will be more attractive to publishers feels a bit absurd. If I had a firm grasp on the ladder, perhaps I would feel differently. But I don't, and I don't see many willing to extend that ladder for someone they don't know who researches in fields not widely accessible or even considered legitimate at all. That's why I sympathize with the builders, because I've achieved a modicum of success in following their path. My two published articles, one on History embracing games and the other on Textual Dualism in Russian history, both came about because I was willing to publish early versions of my thoughts in blog form. I received feedback from these public outings that, in turn, helped shape my larger, revised arguments that were peer reviewed and published in journals embracing an open access ethic. I've been able to attend conferences outside the strict purview of History because others read my publicly shared work and thought it worth supporting. I've been given the opportunity to write for Play the Past and have essays published on The New Inquiry website because my work was open and accessible.

I built my reputation in public view, because to do so in private would have given me none of the opportunities above. I'm a builder because that's the only way someone like me can gain an audience and, subsequently, gain prestige.

I could have hidden my work, could have silently chipped away at it until it was fully baked and ready to be consumed. I could have done all of this in the hopes that the final unveiling would grant me the prestige I rightfully believe should be awarded. I could have outstretched my hands in the hopes that when I opened my eyes the ladder would be there for the climbing. Maybe that's the best way to keep it real. But my gut tells me that if I did those things, my keeping it real would go wrong.

As a final note, in what has been an already rambling post, I want to say that just because I'm for the builders doesn't mean I'm against those who climb the ladder. I don't want to force my ideas on anybody. To be fair, this is an extremely tough time for academics and it's hard to tell someone to suffer for principles I believe in that may cost them a job, especially if that person has a family or other obligations they need to support. Everything I've said above is, in the words of Royal Tenenbaum, 'just one man's opinion'.

I think Dan Cohen is right in that what people are reacting to is the fact that the AHA made their policy with little discussion involved. Now we are discussing it, and that's definitely when keeping it real can't go wrong.

Tuesday, June 25, 2013

These Games are a Riot


"When does a crowd become a riot?" asks Ronald Paulson in his essay-lecture The Art of Riot in England and America, to which the answer is "When it gets out of control." What appears, on face, to be a cheeky answer to what many would assume is a rhetorical question actually brings about a complex field of interactions and expectations on behalf of those who would analyze riots and their articulations in life and art. Paulson's essay focuses on depictions of riot as found on engravings and in literature from the 18th century onward in both English and American culture. Over the course of his 121 page analysis he outlines a 'taxonomy of riot', an attempt to balance what we know about real riots against various artists' representations of those riots, that takes at its core three elements: actual riots, fictive riots, and the aesthetics of riot.

Taking a cue from E.P. Thompson, Paulson seeks to "outline the myths of the insurgents' (the 'radicals') imagination- the formal structures that shaped 'riots', in particular traditional forms of 'crowd ritual'." As an event, riots are both festive and seditious. They are defined in relation to the in-place social order, symbolized in our modern era by the presence of police. Yet the most important aspect of the riot is its affective/effective impact, a subjective measurement that depends wholly on the presence of aesthetics in relation to spectators- both those depicted in the artist's rendition and the outside viewer gazing upon the artist's rendition. The presence of the spectator is crucial for Paulson, who defines aesthetics as the philosophy of spectatorship. After all, a riot would have little impact were it not for the affective power (as opposed to its often diminished effective impact) it holds over those who are witness to its events.

Paulson's work raises interesting questions when extended beyond the engravings and novels covered by his essay. What happens to his analysis when the taxonomy of riot shifts to the medium of games?

That's a question I would like to address now, using three examples that span analog and digital mediums: Brian Train's Battle for Seattle board game, as well as Rockstar's State of Emergency and 2K Games' Spec Ops: The Line video games. What makes these artistic depictions of riot intriguing is how they take the spectator of the player and transform that player into a participant of the riot with a viewpoint that is, nonetheless, wholly defined by the aesthetically influenced spectator experience. The player literally controls an event that is the antithesis of a controlled state.

These ludic depictions also shift the interpretation of riot beyond Paulson's investigation on how festive and seditious acts depicted representation, or the relation of the individual to society as a whole. With the emergence of ludic riots, the interpretation now centers on concerns of a post-Cold War society in which new questions are raised regarding the re-articulation of liberalism and the relation of society to the individual. This seeming reversal (because ludic models are hardly reactionary in their approach) of riotous depiction in our current era still, nonetheless, draws upon the rich history and legacy of riot as encountered in the Western tradition.

On the left, a scene from the upcoming game RIOT. On the right, 'The Zenith of French Glory' by James Gillray

Paulson notes that whereas pre-18th century depictions of riot generally used scenes from the Passion narrative of the Bible, the rise of Humanism/Enlightenment ideals transformed depictions of riot into "a form of burlesque that repeated the Passion as farce." After the French Revolution, when the potential transformation of riot into revolution was fully realized, depictions of riot carried with them this psychic weight of revolutionary memory. It became harder to depict popular violence in a positive light after the events of late 18th century France (a sentiment Paulson attributes to Ian Haywood's Bloody Romanticism) because "the pleasure and festive air of riot is evacuated in revolution, which is without ambivalence."

Ludic riots continue this tradition, utilizing forms that vacillate between actual and fictive depictions placed on the border of what we might call burlesque interpretations. Their representations are often filled with 'revolutionary memory', meaning that the player frequently engages in action that goes beyond limited expressions of pleasure and festive sedition found in riots, moving, instead, towards a more forceful expression of violence that is 'without ambivalence.' All the games examined here begin in riot but either progress towards or allow the player to engage in something much more deadly.

Let's begin with Brian Train's 2000 release of Battle for Seattle. Dedicated to 'the violins in the streets', Train's ludic riot is actually a representation of a real riot that occurred in Seattle during the 1999 World Trade Organization meeting held there. Two players take on either the role of the 'Authority' (representing the Seattle Police Department, Washington State Troopers, or the National Guard) or the 'Protester Factions' (representing a loose coalition of Anarchists, Environmentalists, Radicals, Liberals, Organized Labor, and Yahoos). The goal of the game is to for each side to gain enough points on the 'Exposure Index', representing favorable publicity and image leverage, to qualify for a win.

There is a limited combat system, in which the Authority player can attempt to disperse or arrest protesting groups or crowds. The protester faction can counter-attack, potentially forcing Authority units to be returned to the 'force pool'. Only the Authority player can 'escalate' the conflict, which allows the Protester player the option of building 'barricades' and the Authority player the option to call in additional police units and utilize 'special munitions', like tear gas or rubber bullets.

From an aesthetic viewpoint, Battle of Seattle gives both players a clear sense of order and the breakdown of that order through the unified blue of the Authority pieces versus the multi-hued and diverse Protester factions. The map, which utilizes a point-to-point system, emphasizes some spaces over others. For example, the Protester gains more 'exposure' by having units occupy the Convention Center rather than the adjacent Seattle University space. This designation that some spaces are more valuable than others also reinforces the notion of spectatorship; one's exposure is increased if actions take place in noted areas, as opposed to nearby, but less important, areas considered distant from the real center of action- the WTO talks being held downtown.



Conversely, the Authority player must battle to keep its exposure from decreasing by losing 'control' of the situation either through Protestor 'victories' or through excessive use of force via 'special munitions' use/calling in state troopers and national guard units. The ability of the Authority player to engage in 'escalation' hints towards an acknowledgement of 'revolutionary memory'- after all, the Authority player will only escalate the conflict in an attempt to forestall a complete breakdown of control which could allow for far more dangerous situation to develop. (One of the higher levels of victory for the Protester details a situation in which WTO delegates run scared in the streets) Regardless of which side the player is on, their ability to win is directly indexed to the opinion of 'spectatorship' represented by the 'Exposure Index'.

So far, Battle of Seattle demonstrates several degrees of continuity with the sort of riots examined in Paulson's essay. However, one clear difference is that the players of this ludic riot go beyond mere spectators- they become active participants in this fictive depiction of an actual riot. The presence of the WTO as the catalyst for the riot depicted also shifts the question of what the riot represents. Unlike the previous two centuries, this riot is not a question of an individual's place in relation to the state, rather it's about an individual's place in relation to supra-national forces, represented by the WTO, which have called into question the role of liberalism in the post-Cold War world order. All of the various Protester factions see in the WTO personification of agendas that seek to reshape their oft marginalized role in the larger liberal conception of society. This theme of the riot as a means to question and re-evaluate the terms of liberalism continually resurfaces in the other games examined here.

Yet it should also be noted that Battle of Seattle maintains the festive and seditious air particular to the composition of riot. In the designer notes, Brian Train states that, "although this game attempts to model some of what happened in Seattle, it is also partially a SATIRE on the events, perhaps best displayed by the irreverence of the Random Events Table." This irreverence can be seen clearly through use of the Goofy holding an M-16 graphic used to denote National Guard Units, or the 'Coffee Break'/'Hey Beavis…' events found on the aforementioned Random Events Table. Even though the design carries strong connotations of rising violent potential, the entire game is cloaked in burlesque swatches that continually remind the players that this is a construct primarily centered on abstracted spectatorship. Violent outbreaks are always on the horizon, yet never amount to an actual spilling of blood.


Things change decidedly once you start playing State of Emergency. Released in 2002, State of Emergency contains the relatively simple plot whereby the player represents a member of an underground organization bent on the destruction of the 'American Trade Organization' (a rather thinly veiled reference to the World Trade Organization), another supra-national group that ostensibly controls America and that sets off the action of the game by declaring a 'state of emergency' in response to escalating riots against ATO authority. Constructed as an 'arcade'-type game, the player is given a set amount of time to run around various levels and inflict the most amount of damage via destruction of property and elimination of police forces sent out by the ATO. Different weapons, ranging from baseball bats to rocket launchers, are scattered throughout the level, the acquisition of which greatly increases the player capacity to deal out destructive damage. There is no goal other than to rack up points for a high score, and the entire game is depicted in rather cartoony elements with the figures and weapons used taking on exaggerated appearances.

There is a clear attempt by the creators of State of Emergency to have their game also play off of the WTO riots in Seattle. As such, several elements found in Battle for Seattle carry over here. There is the question of an individual's relation to the ATO, and the use of cartoonish animations and over-the-top voice overs (throughout the game, an announcer spouts out phrases like 'Smash the Corporation!' or declares opportunities like 'Smash windows for bonus score!') give the game a festive and seditious burlesque air. (Consider that the first level puts the player in a shopping mall, full of 'innocent' people running around, which could be seen as a farcical take on the bizarre scenes of when shoppers race through a store during Christmas sales) Yet the deadly seriousness ATO police forces utilize in their hunting down of the player place this game almost beyond burlesque and into the territory of true revolution. Were it not for the fact that the core design elements of State of Emergency center on the arcade aesthetic, which emphasizes action over narrative, the earnestness of the situation could be seen as a tete-a-tete in which the player explores the potential ramification of the ATO's influence on the reshaping of liberal ideals.



Spectatorship takes on new meaning when one combines the riot atmosphere with arcade gameplay found in State of Emergency. Beyond the numerous 'spectators' that constantly run around the game universe, the one-upmanship and competitive aspect involved in attaining high scores means that State of Emergency could potentially have several player-spectators waiting in line for their turn to participate in the rioting. The inherent nature of the arcade style means that part of the enjoyment comes from playing against others, and in this way one can say that State of Emergency actually emphasizes the role of the spectator in its fictive display of riot. Unlike Battle for Seattle, the bulk of spectator influence is sourced in real life and not abstracted, giving State of Emergency greater access to the affective impact the real Seattle riots brought about.

But what about the issue of revolutionary memory and the stain popular violence carries in our modern milieu? Paulson, again taking a cue from Ian Haywood, states that after the French Revolution, artistic depictions of riot dealt with this stain by allegorically shifting the context of riot to that of natural catastrophes. The fear of riot was displaced by aesthetizing it into an earthquake, or flood, or fire. By evoking a deliberate cartoonish style, State of Emergency finds a way to aesthetize its depiction of riot in a way that neutralizes the violent impulses made manifest. This cartoonish aesthetic can also be tied to what Paulson identifies as a "schematic version of (Edmund) Burke's sublime" found in many articulations of the aesthetized 'nature' riot (often containing a spectator within the scene who is safe from the tremendous event),
"…which leaves the viewer outside the picture as secure as the observer within, a mere mediator of the human effects of the natural catastrophe. Burke's 'delight' and 'terror' refer not to the terrified victim, but to the safe spectator who can identify with the source of danger, sublimating terror into delight." (74)
While State of Emergency uses arcade aesthetics to facilitate this sublimation of terror into delight, Spec Ops: The Line (from 2012) utilizes different allegorical techniques to twist this delight back into terror. While the previous two games discussed above featured already developed riots containing large numbers of participants, Spec Ops: The Line is unique in that it features a developing riot of just three people. In a remarkable analysis, titled Killing is Harmless, Brendan Keogh (@BRKeogh) explores how this game situated in the shooter genre actually pushes the genre forward by bringing the central actor into greater focus- the player:
There’s no shortage of shooters that want to be about something. But very few shooters are brave enough to look in the mirror—or to force the player that enjoys shooters to look in the mirror—and question what they see. Not to pass judgment. Not to ask them to change their ways. Just to understand what is going on here. (4)
Spec Ops: The Line is a game that centers on three member of Delta Squad: Captain Martin Walker, Lieutenant Adams, and Sergeant Lugo. The player controls Walker, but the other two members accompany him through much of the story, acting as sources of additional firepower in conjunction with their role as a type of Greek chorus in questioning and reflecting on the transformations Walker undergoes as the drama progresses. Their mission- and by extension, the mission the player undertakes- is to enter the city of Dubai, wrecked by sandstorms of unimaginable intensity, and look for traces of the 33rd Battalion who entered Dubai six months ago and has not been heard from since. Yet, as Walker and his squad mates progress further into Dubai they concurrently move further away from their original mission. What begins as a search for survivors turns into a merciless quest to hunt down the commander of the 33rd- Colonel John Konrad.



What starts off as a controlled experience quickly descends into uncontrolled chaos. Delta Squad, and the player controlling them, slowly transform into a riotous presence in Dubai. Seemingly a force of counter-riot, or the restoration of order represented by their military/police function, Delta Squad begins by killing masked Arabic men in the opening chapters of the game, but then moves on in later parts to killing members of the 33rd, effectively making them not preservers of order but, rather, instigators of a riot that quickly becomes an uprising. Keogh observes this progression, and the impact it has on the narrative:
Of course, it is worth noting that while the enemies I face become less othered as the game proceeds, the Arabic people are never less othered themselves but merely replaced with more relatable Western enemies (more relatable to a Western audience, at least). On one hand, this is certainly problematic. Nothing that The Line does works to de-otherise Arabic people so dramatically othered in other shooters and media more broadly. But, on the other hand, by replacing them with US soldiers halfway through the game, The Line forces the player to realise they are—have always been— shooting humans. How many players draw that connection back to consider the ‘insurgents’ of the early levels as human, however, is questionable. (23)
As Walker becomes increasingly obsessed with finding Konrad, engaging in more atrocious acts along the way, his own body is transformed through injury, first with cuts and bruises and later with half his face becoming black and burned. The further Delta Squad travels into Dubai, the more their speech and reactions to events become strained and disjointed from their earlier, sanitized military speak. 'Fire on my target' and 'Moving to clear' become 'Got one' and, later, 'Got the fucker', the changes in audible speech and personal appearance an aesthetic effect meant to impress upon the player, the spectator, that Delta Squad is moving from the seditious and festive air inhabited by many shooters towards a more violent uprising that riotous behavior induces. Dubai might have been consumed by calamitous sandstorms, a clear parallel with the allegorical shifting of riot discussed earlier, but instead of sublimating terror into delight, the journey through Dubai reveals that this allegorical shift was only a cover for the real riot occurring through player action. The delight that Spec Ops: The Line is just another shooter transforms into terror as the game continually reminds the player that they are complicit in the plot unfolding, even if they have little choice in how that plot develops.



The setting of Dubai, and the use of American soldiers as primary actants, again demonstrates that the central issue of this particular riot relates to questioning the role of liberalism in a post-Cold War order. Being a location that symbolizes the intrusion and extension of Western capitalist ideals, having Spec Ops: The Line depict Dubai as laid low by both natural catastrophe and Western-sourced sociopathic motives calls into question the goals and expectations of liberalistic influence. To make matters worse, had the player and Walker, working in tandem, not entered Dubai and engaged in riotous behavior, some semblance of liberalistic good might have been salvaged. Yet once the player and Walker begin on their narrative path, the inevitable progression from order to riot to revolution must occur, moving the festivity of the shooter towards a situation that is without ambivalence.

Clearly, the depiction of riot has well-defined articulations in the medium of games. Many of the elements analyzed by Paulson- the aesthetics of riot and the presence of the spectator- are also utilized in ludic riots, although their ultimate goals and techniques used to achieve an aesthetic effect on the spectator differ from the engravings and even novels examined in The Art of Riot. While the games examined here are done so in a somewhat cursory fashion, there is a clear path here for others to pursue. The art of riot is alive an well in games, both analog and digital, and examination of how these riots are created and ludically depicted reveals something deeper about ourselves and our society.

Thursday, June 13, 2013

Drones on the Brain


A short update to highlight work of mine published elsewhere:
  1. Morally Guided Drone Strikes - Over at re/Action Zine, I've written a post about playing the card game DRONE, recording my games using Vine, and what sort of moral questions this combination of play/record summons regarding our understanding, or lack of understanding, on the sort of impact drone warfare presents.
  2. Dronefire - A short story (gasp, fiction!) I wrote for The State's 'Murmuration: A Festival of Drone Culture'.  It was heavily influenced by a recent reading of Nabokov's Pale Fire, so I hope the reader can forgive my blatant mimicry.