Downloading the Game Is Dedicated to the Various Initiatives Embarked Upon by the Organization

Total Page:16

File Type:pdf, Size:1020Kb

Downloading the Game Is Dedicated to the Various Initiatives Embarked Upon by the Organization INVESTIGATING EMERGING DELEUZOGUATTARIAN CONNECTIONS TO THE ENVIRONMENT VIA INFORMATION TECHNOLOGY J. SIWAK 2016 INVESTIGATING EMERGING DELEUZOGUATTARIAN CONNECTIONS TO THE ENVIRONMENT VIA INFORMATION TECHNOLOGY By Jakub Siwak Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy: Media Studies (Research) in the Faculty of Arts at the Nelson Mandela Metropolitan University 2016 Supervisor: Prof A Konik Declaration I, Jakub Siwak, hereby declare that Investigating Emerging Deleuzoguattarian Connections to the Environment via Information Technology is my own work, and has not previously been submitted for assessment to another University or for another qualification. Further, all the sources that I have used and/or quoted within this work have been clearly indicated and acknowledged by complete references. 29 June 2016 Jakub Siwak _________________________ Table of contents Summary i Acknowledgments iii Introduction 1 Chapter One: The environmental crisis through the lens of legacy mass media within the context of economic globalization 12 The mass media and growing popular awareness of the environmental crisis 13 Institutional responses to the environmental crisis 19 The parameters of environmental degradation today 28 The Dominant Social Paradigm 35 Conclusion 41 Chapter Two: Rethinking the technological dimension of the DSP: Information technology and the environment 43 Information technology and neoliberalism: Connectivity and commerce 44 The material infrastructure underpinning our digital world 51 Questioning the relationship between technology and nature 59 Conclusion 68 Chapter Three: Deleuze and Guattari, becoming-animal, and the digital wall 70 Deleuze’s historical context: The 1960s as a decade of change 71 Deleuze’s academic context: Nietzsche, Hegelianism and micro-narratives 78 Deleuze, difference, and desire 81 Deleuze and Guattari on desubjectivation through becoming-animal 93 The digital challenge to difference: Deleuze’s “Postscript on Control Societies” 100 Conclusion 104 Chapter Four: Contemporary reflections on Deleuze’s concern over digitality, and resonances between Deleuze’s ‘counter-information’ and Guattari’s ‘post-media’ 105 Reflections of Deleuze’s pessimism over digitality in contemporary theory 106 Deleuze and counter-information 117 Deleuze’s counter-information in contemporary digital theorization 118 Guattari and post-media 123 Guattari’s post-media in contemporary digital theorization 130 Conclusion 137 Chapter Five: Deleuze, durationality, difference, and digitality 139 Nietzsche, duration and Deleuze 140 Proust, duration and Deleuze 150 Bergson, duration and Deleuze 156 Deleuze and duration in Cinema 1 and Cinema 2 164 Analog duration versus digital information 177 Digitality and difference 181 Conclusion 186 Chapter Six: Emerging connections to the environment: Hybrid digital durationalities 188 First-order hybrid durationality: The Tamagotchi 189 Second-order hybrid durationality: Botanicula 198 Third-order hybrid durationality: Shark Net and Ocearch 206 Conclusion 224 Conclusion 229 Bibliography 238 i Summary This thesis explores whether or not it is possible to positively inflect – via digital means – people’s orientations toward nature through connecting their duration to the time of animals. The thesis opens with an overview of the contemporary environmental crisis, mapping related significant discourses, events and responses from the early 1960s onward. In this regard, after thematizing the relatively ineffective global institutional response to the environmental crisis to date – in spite of both consistent criticisms proffered by a range of stakeholders and widely available information on the scope of current environmental degradation – the lack of any concerted effort to deal with this issue is accounted for in terms of the dimensions of what Kilbourne, Beckmann and Thelen refer to as the ‘Dominant Social Paradigm’ (DSP). However, it is argued that of these dimensions, the technological dimension is most amenable to pro-environmental inflection, particularly through recent developments within information technology. That is, despite the latter being the privileged technology of neoliberalism, and despite the environmental cost of its current material infrastructure, it is also highly unlikely that societies will abandon their dependence on information technology in the near future. Given this, the importance of considering how such technology can be harnessed to positively re-orientate users’ perceptions of the natural world, in a way that also avoids the pitfall of technophilia, is advanced. In terms of this, both positive and negative appraisals of information technology by prominent new media theorists are discussed, and information technology is put forward as a tool that remains indeterminate in terms of its use. After this, and with a view to exploring how the technological dimension of the DSP might possibly be inflected in a pro-environmental manner, the thesis draws on the works of Gilles Deleuze and Félix Guattari who promote desire and difference outside the ambit of capitalism, particularly through desubjectivation in relation to their concept of ‘becoming-animal.’ Finally, after dealing in addition with some potential theoretical challenges to the application of Deleuze’s ideas within the digital realm, focus shifts to three contemporary digital artefacts which have the capacity, albeit to varying degrees, to facilitate a becoming-animal. In this regard, a distinction is made between those artefacts that precipitate first-, second- and third-order hybrid durationality, and it is argued that the latter category presents the greatest promise of interfacing the time of humans with the time of animals. ii Key words: environmental crisis, neoliberalism, paradigm, information technology, counter- information, post-media, duration, hybridity iii Acknowledgments I am very grateful to my supervisor Prof. Adrian Konik for his excellent supervision, and his many insights into the work of Deleuze, whom I found a very challenging theorist to contend with. It was wonderful to work with such a dedicated supervisor, who pushed me hard, but was always very fair and incredibly supportive. I would also like to thank my fellow doctoral student, Corne du Plessis, for the many helpful discussions we had on our respective topics, as well as my family, colleagues, and friends who supported me over the last three and a half years. Mostly, I would like to thank my wife, Katerina Siwak, because it is no exaggeration that I simply would not have been able to make it to the point of submission without her. Thank you. In addition, I would like to acknowledge the financial support provided for this doctoral study by the Department of Research Capacity Development of the Nelson Mandela Metropolitan University. The financial assistance of the National Research Foundation (NRF) towards this research is hereby acknowledged. Opinions expressed and conclusions arrived at, are those of the author and are not necessarily to be attributed to the NRF. 1 Introduction Just over four years ago, my wife showed me a curious application on her smartphone. I was admittedly only vaguely interested at the time, and watched somewhat impatiently as the phone struggled to load the new app. What appeared once it had loaded was a confusing set of points mapped out along the southern coastline of South Africa. We zoomed in toward the digitally-represented shores of the Eastern Cape, and zeroed in on the waters of Port Elizabeth. And as we did so, the points – or rather, dots – appeared less frequently along the map. This did not trouble me at first, and I remained only marginally focused on the visuals in front of us, and asked the question I should perhaps have asked up front: “So, what are these dots?” My wife grinned in anticipation of delivering a surprising revelation, and then replied: “Sharks active, right now, right here in PE.” We zoomed in as close as we could, and sure enough, there was one coasting along in Algoa Bay, but none lurking around Pollock Beach and Sardinia Bay. Another, though, seemed to be getting really close to the shore at Jeffrey’s Bay. The tagged sharks had names, and you could track them exclusively – if an individual shark passed a receptor beacon, a signal would be sent to the user’s phone. We picked one whose name I don’t remember, and waited for a ping from the netherworld; it did not come, and after a few minutes it struck me as incredibly strange that we had been sitting at a phone, waiting for a message from a shark. But late that night, as I was reading, her phone pinged, and I experienced a strange sense of wonder at the thought that out there in the cold darkness of the ocean, slowly and silently, a great white leviathan was moving forward through space and time – and into my time and space through the message it had just sent to us. Probably on account of the many uncomplimentary images of sharks spread through popular culture and the mass media, I had up until that point regarded them as rather loathsome creatures, who chiefly comprised a threat to the health and wellbeing of humans. But in that moment I encountered one differently, as a creature in its own world, quietly pursuing its own ends, without compassion, without remorse, without hatred; a perfect predator who beneath the bioluminescent surface of the water appeared to me for the first time beautiful. At the time I was preparing for doctoral study, and reading up on environmentalism and
Recommended publications
  • Dc5m United States IT in English Created at 2016-12-07 12:01
    Announcement DC5m United States IT in english 44 articles, created at 2016-12-07 12:01 articles set mostly positive rate 2.5 1 2.1 Twitter CEO feelings on Trump tweets: "Complicated" Jack Dorsey says president-elect's maverick use of Twitter is unprecedented. 2016-12-07 00:23 2KB rssfeeds.usatoday.com (2.06/3) 2 3.4 Donald Trump to meet with Silicon Valley tech leaders – Silicon Valley (1.03/3) President-elect Donald Trump has invited tech-industry leaders, including from Cisco and Oracle, to meet at a “technology roundtable” in New York on Dec. 14. 2016-12-07 01:26 3KB www.siliconvalley.com 3 0.4 CEOs of AT&T, Time Warner to Sell Merger to Skeptical Senate (1.02/3) The CEOs of AT&T and Time Warner are heading to Capitol Hill in a bid to convince senators that a merger of their two companies will mean innovative new experiences for consumers. They can expect a skeptical audience. The CEOs, Randall Stephenson of AT&T and... 2016-12-07 12:01 4KB abcnews.go.com 4 6.2 Best iPad apps 2016: Download these essential apps now (1.02/3) Spend cash on these apps for your iPad 2016-12-07 05:08 34KB www.techradar.com 5 0.0 Google's upcoming drone delivery service derailed by an unlikely foe (1.02/3) Alphabet, Google’s parent company, has an ambitious plan for a marketplace where customers could order anything from coffee to toilet paper and have it within minutes. The drone-delivery service was slated for a 2017 launch after getting the go-ahead from the FAA to begin testing..
    [Show full text]
  • Puzzle Spill Liste : Stem P㥠Dine Favoritter
    Puzzle Spill Liste InkBall https://no.listvote.com/lists/games/inkball-1340777 gbrainy https://no.listvote.com/lists/games/gbrainy-307397 KAtomic https://no.listvote.com/lists/games/katomic-6325571 Bit Generations https://no.listvote.com/lists/games/bit-generations-3266978 Ribbon Hero 2 https://no.listvote.com/lists/games/ribbon-hero-2-7322259 Ribbon Hero https://no.listvote.com/lists/games/ribbon-hero-7322258 KidÅ ​ Gekidan Haro Ichiza: Haro no Puyo https://no.listvote.com/lists/games/kid%C5%8D-gekidan-haro-ichiza%3A-haro- Puyo no-puyo-puyo-3196415 Rocky and Bullwinkle https://no.listvote.com/lists/games/rocky-and-bullwinkle-7356048 Perestroika https://no.listvote.com/lists/games/perestroika-1989723 Mr. Driller https://no.listvote.com/lists/games/mr.-driller-3276305 Clubhouse Games https://no.listvote.com/lists/games/clubhouse-games-233753 Action Force https://no.listvote.com/lists/games/action-force-4677096 Tower of Babel https://no.listvote.com/lists/games/tower-of-babel-2877818 Picross 2 https://no.listvote.com/lists/games/picross-2-3382548 Lights, Camera, Curses https://no.listvote.com/lists/games/lights%2C-camera%2C-curses-4042889 Hitori https://no.listvote.com/lists/games/hitori-971467 https://no.listvote.com/lists/games/dr.-seuss%27-fix-up-the-mix-up-puzzler- Dr. Seuss' Fix-Up the Mix-Up Puzzler 5304376 Dr. Mario: Miracle Cure https://no.listvote.com/lists/games/dr.-mario%3A-miracle-cure-20031702 Magical Tetris Challenge https://no.listvote.com/lists/games/magical-tetris-challenge-3043129 Puzzle Bobble 3 https://no.listvote.com/lists/games/puzzle-bobble-3-784447
    [Show full text]
  • Downloaded from the Apple App Store at a Cost Ranging from Free To
    TENETS OF SELECTED PICTUREBOOK SCHOLARSHIP APPLIED TO THE PRACTICE OF THE ADAPTATION OF THE PICTUREBOOK, THE KING HAS GOAT EARS, TO A PICTUREBOOK APP by Cynthia Nugent A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF Master of Arts in The Faculty of Graduate and Postdoctoral Studies (Children’s Literature) The University of British Columbia (Vancouver) April, 2016 © Cynthia Nugent, 2016 Abstract This hybrid creative study distills concepts from picturebook scholarship, and writings on audiobooks, sound semiotics, multimodality, and reading as a form of play to create a set of guiding questions for the creation of a story app called The King’s Ears. Three important concepts foreground the inquiry. Firstly, picturebook stories are played multimodally through the combined contributions of words and pictures. Shaping the app’s modes of sound, interaction, and animation to interrelate with the words and pictures, and with each other to tell the story was the central challenge of the app design. The second significant idea that governs this design-based approach is that children read picturebooks differently than adults do. The third principle is that the interactions, sounds, animations, and navigation of the picturebook app should be child-controlled and replayable. From a process of iterative cycles of design, enactment, analysis, and redesign to develop an original media artifact, a framework emerged that can be used to guide the development and assessment of picturebook apps, as well as sharable theories that can inform the work of other designers. ii Preface This dissertation is original, unpublished, independent work by the author, Cynthia Nugent.
    [Show full text]
  • Third-Generation Electronic Literature." Electronic Literature As Digital Humanities: Contexts, Forms, & Practices
    Flores, Leonardo. "Third-Generation Electronic Literature." Electronic Literature as Digital Humanities: Contexts, Forms, & Practices. By James O’Sullivan. New York,: Bloomsbury Academic, 2021. 26–43. Bloomsbury Collections. Web. 29 Sep. 2021. <http:// dx.doi.org/10.5040/9781501363474.ch-002>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 29 September 2021, 18:59 UTC. Copyright © Volume Editor’s Part of the Work © Dene Grigar and James O’Sullivan and Each chapter © of Contributors 2021. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 2 Third-Generation Electronic Literature Leonardo Flores The history of electronic literature is inextricably tied to the history of computing, networking, and their social adoption. As computers become increasingly powerful, miniaturized, versatile, user friendly, affordable, and ubiquitous, so does their user base. As digital networks have grown from local networks to private dial-up networks to the open World Wide Web to corporate social media networks, the scale of digital communication and audiences has grown exponentially. Assuming that a fixed percentage of computer and network users will seek to creatively explore the possibilities for writing offered by computers, one would expect to see an level of growth in the production and publication of electronic literature. But is electronic literature keeping up with this explosive growth of digital media users? What if it is, but in a way that is unrecognizable by the field as currently defined? What is electronic literature’s place in a world of ubiquitous computing, massive user bases, and even larger audiences? What is electronic literature’s cultural reach? How might it achieve mainstream recognition? To begin to answer these questions, this chapter describes a paradigm shift that opens the door to a third generation of electronic literature.
    [Show full text]
  • Os Videojogos Indie Como Forma De Expressão Autoral: Criatividade, Estilo E Significado
    UNIVERSIDADE CATÓLICA PORTUGUESA OS VIDEOJOGOS INDIE COMO FORMA DE EXPRESSÃO AUTORAL: CRIATIVIDADE, ESTILO E SIGNIFICADO Tese apresentada à Universidade Católica Portuguesa para obtenção do grau de Doutor em Ciência e Tecnologia das Artes - especialidade em Arte Interativa Por João Domingos Pinho Alves de Sousa Sob orientação de Carlos Sena Caires ESCOLA DAS ARTES (março, 2016) Agradecimentos Concluir com sucesso um programa de Doutoramento que toma forma física através da redação desta tese não foi uma tarefa fácil e, por isso, quero deixar a minha palavra de apreço a algumas das pessoas que me auxiliaram neste percurso: Aos autores de videojogos que me marcaram e influenciaram a seguir por esta área de trabalho e de investigação. Poderia referir diversos nomes que, de certa forma, me acompanharam da infância à vida adulta mas destaco dois: Shigeru Miyamoto pela sua importância na indústria e por se manter fiel às suas origens com videojogos que nos fazem sorrir; Jonathan Blow, por despertar o desejo por videojogos que não nos deixem indiferentes. Agradeço ao Pedro Mendes pela amizade, companhia e trabalho conjunto desenvolvido na Imaginary Labs assim como ao Gustavo Areias, Simão Carvalho, João Rui Braga, Leslie Martins e restantes parceiros no desenvolvimento de novos projetos. Ao Professor Doutor Carlos Sena Caires pela sua orientação eficaz e ponderada. Aos meus pais por me incentivarem e apoiarem a seguir o percurso de investigação e uma carreira académica. À minha esposa Ana Luísa que esteve sempre comigo nas horas de maior e menor motivação e sem a qual não seria possível a conclusão deste percurso. Dedico este trabalho a eles e também aos meus filhos pois tudo que fiz não foi só por mim mas também por eles.
    [Show full text]
  • Top Apps of 2015
    Helping Teachers, Parents and Librarians Find Interactive Media Since 1993 Top 10 Tech Trends for ECE Educators, p. 5 Top100 Apps & Video Games of 2015 A look back at the work that is setting the standard. p. 6 LittleClickers: NAEYC update: What might Montessori, Piaget, High Tech Vygotsky & Skinner say about an iPad? p. 4 Holidays p. 3 Children’s Technology Review DecemberOn the cover: Goldilocks 2015 and Little Bear by Nosy Crow, reviews on page 20 iPad Pro*, p. 21 Samsung Gear VR (for select Kalley's Machine Plus Cats*, p. 21 Samsung devices), p. 27 Volume 23, No. 12, Issue 189 Kid Lid Protect Board, p. 22 Scribble - Creative Book Maker*, p. Kids Preschool Puzzles, p. 22 28 A Pickle In The Sky?, p 17 LBX: Little Battlers eXperience, p. 22 Sesame Street Alphabet Kitchen, p. Animal Crossing: amiibo Festival, p. Leonardo's Cat*, p. 23 28 17 Little Fox Animal Doctor, p. 23 Thomas & Friends: Express Delivery Animal Crossing: Happy Home Magic Moves RainbowJam, p. 24 Train, p. 28 Designer, p. 17 Mario's Alphabet*, p. 24 Zooper ABC Carmen Sandiego Returns, p. 18 Mega Man Legacy Collection, p. 24 Animals, p. 29 Chibi-Robo! Zip Lash, p. 18 Minecraft: Story Mode*, p. 25 Disney Infinity 3.0: Star Wars Rise National Geographic Puzzle Explorer, * Denotes Against The Empire Play Set, p. 18 “Editor’s Dr. Panda's Firemen*, p. 19 NYT VR*, p. 26 DragonBox Numbers*, p. 19 Ocean Forests*, p. 26 Choice.” Goldilocks and Little Bear*, p. 20 Runbow, p. 26 Sago Mini Superhero*, p.
    [Show full text]