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The Major and the Minor On Political Aesthetics in the Control Society
Seb Franklin Dphil University of Sussex August 2009
I hereby declare that this thesis has not been and will not be submitted, in whole or in part, to any other university for the award of any other degree.
Seb Franklin
Abstract
This thesis examines the crucial diagnostic and productive roles that the concepts of
minor and major practice, two interrelated modes of cultural production set out by
Gilles Deleuze and Félix Guattari in Kafka: toward a Minor Literature (1975), have
to play in the present era of ubiquitous digital technology and informatics that
Deleuze himself has influentially described as the control society. In first establishing
the conditions of majority and majority, Deleuze and Guattari’s historical focus in
Kafka is the early twentieth century period of Franz Kafka’s writing, a period which,
for Deleuze, marks the start of a transition between two types of society – the
disciplinary society described by Michel Foucault in Discipline and Punish and the
control society that is set apart by its distribution, indifferent technical processes and
the replacement of the individual with the dividual in social and political thought.
Because of their unique conceptual location, at the transition between societies, the
concepts of majority and minority present an essential framework for understanding
the impact of ubiquitous digital technology and informatics on cultural production in
the twentieth century and beyond.
In order to determine the conditions of contemporary major and minor practice
across the transition from disciplinary to control societies, the thesis is comprised of
two interconnecting threads corresponding to majority and minority respectively.
Drawing on the theoretical work of Deleuze and Guattari, Friedrich Kittler and
Fredric Jameson alongside pioneering figures in the historical development of
computation and informatics (Alan Turing, Claude Shannon and others), material
observation on the technical function of digital machines, and the close examination
of emblematic cultural forms, I determine the specific conditions of majority that
emerge through the development of the contemporary control era. Alongside this
delineation of the conditions of majority I examine the prospective tactics,
corresponding to the characteristics of minority set out by Deleuze and Guattari in
Kafka , which emerge as a contemporary counter practice within the control era. This is carried out through the close observation of key examples of cultural production in the fields of literature, film, video, television and the videogame that manifest prospective tactics for a control era minor practice within the overarching technical characteristics of the control era major. Through an examination of these interrelated threads the thesis presents a framework for both addressing the significant political and cultural changes that ubiquitous computation effects in constituting the contemporary control society and determining the ways in which these changes can be addressed and countered through cultural production.
Table of Contents Page
Introduction On the Ubiquity of the Digital ...... 1
Part One: Major and Minor in the Control Society
Chapter 1: The Contemporary Major ...... 27
Chapter 2: The Contemporary Minor ...... 57
Note on Hacking Theory ...... 89
Part Two: Samuel Beckett: Towards a Control Era Minor Practice
Chapter 3: Beckett and Computation ...... 93
Chapter 4: Beckett, Silence and Minor Practice ...... 111
Note on Beckett and Critical Hypertrophy ...... 124
Chapter 5: Beckett and Informatic Horror ...... 130
Part Three: Commerce
Chapter 6: Commerce and Control Era Major Practice ...... 150
Chapter 7: Halloween and Commercial Informatics ...... 169
Chapter 8: Commerce and Noise in Twin Peaks ...... 189
Chapter 9: Indifferent Informatics in the Film, Television and Video of Takashi Miike ...... 207
Chapter 10: Videogames and Minor Practice ...... 229
Conclusion ...... 265
Appendix ...... 275
Works Cited ...... 291
1
Introduction: On the Ubiquity of the Digital
In one of the final notes to his 2007 book Gamer Theory McKenzie Wark makes the
claim, referring to his modification of a quote from the blogger K Punk, that
“gamespace replace[s] the now archaic term cyberspace.” 1 This claim is fascinating primarily because of the way it dismisses so easily as “archaic” a cultural theoretical
term that is amongst the most widely used of the computer age. The implications of both Wark’s dismissal and his suggested alternative, elaborated throughout Gamer
Theory , are central to the work that follows in this thesis. If cyberspace is the distinct
‘space’ in which electrically mediated interactions take place, defined by Bruce
Sterling as “the place between the phones” in a telephone conversation, then Wark’s
gamespace is the next historical ‘space’, the ‘space’ in which material objects and
information become inseparable. 2 When mediation becomes expanded, through
digital technology, to the point where machines are able to both record and compute
input from all sources of information, from lines and distances to trajectories, from
images to sound to video and from the genetic makeup of the human body to the
affective, formal constituents of narrative, then a distinct conceptual ‘space’ in which
such mediation takes place becomes unnecessary. Gamespace is, in effect, cyberspace
and ‘real’ space combined. The political, cultural and theoretical implications of this
transition are complex and problematic, underpinning a number of critical approaches
to new media that follow the work of Friedrich Kittler in stressing the material
aspects of media technologies, the immutability and transformability of digital data
1 McKenzie Wark, Gamer Theory (Cambridge, London: Harvard University Press, 2007), note to paragraph 223. This book eschews pagination in favour of sequentially numbered paragraphs, and as such any reference to it hereafter will be to these numbers. K Punk’s original comment reads “[w]hat do we look like from cyberspace? What do we look like to cyberspace?” K Punk. ‘Cartesianism, Continuum, Catatonia: Beckett’, http://k punk.abstractdynamics.org/archives/2006_03.html. Last accessed 21/07/09. 2 Bruce Sterling, The Hacker Crackdown (London: Viking, 1993), p.11.
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and the purely formal character of code over or alongside aesthetics, deconstruction
or other modes of textual ‘reading.’ 3
The digital, as a technique for information storage, processing and transfer, is
radically distinct from the analogue techniques that precede it. As Wark remarks:
[w]here once analogue and digital maintained an ambiguous and continuous…relation to each other and the world, the digital now distinguishes itself sharply from the analogue, subsuming the analogue difference under the digital distinction. This is a transformation not merely in forms of communication or entertainment, not even in forms of power or of topos, but a change in being itself. 4
Where analogue mediation converts variations of, for example, air pressure directed
into a telephone mouthpiece into corresponding variations of electricity for
transmission, digital mediation converts any input into series of discrete states,
eliminating continuous variation in order to greatly decrease the probability of errors.
Where analogue systems represent actions as lines, unbroken flows of, for example,
electricity over components, digital systems code all input as discrete alternations.
Analogue Signal
3 Besides Kittler see, for just a few examples of this technically rigorous move in media theory, the work of Espen Aarseth, Alexander R. Galloway, N. Katherine Hayles, Wendy Hui Kyong Chun, Geert Lovink, Lev Manovich, Eugene Thacker and Hartmut Winkler. 4 Wark, Gamer Theory paragraph 081. ‘Analog’ changed to ‘analogue’ by me throughout.
3
5 Digital Signal
The comprehensive replacement of the analogue with the digital as depicted by Wark underpins a significant movement in culture and politics today, the movement from the possibility of interpretation to the ubiquity of execution. Where the analogue produces a form that can be viewed as art even when data is its subject, the digital produces data even when art is its subject.
Mandelbrot fractal: digits into analogue representation
5 ‘Analog vs. Digital’, http://www.tricojvs.k12.oh.us/eng/resources/webdesign/andig/andig.html, last accessed 08/09/08.
4
Video still represented as binary and hexadecimal numbers: analogue representation into digits
The following thesis is concerned with the social, political and economic implications
of the digital, and its associated technical standards, for the forms of cultural production that are emblematic of the contemporary era.
In the light of the crucial analogue/digital distinction, from variation to the on/off
state that underpins all actions, it is notable that the formal model relating to the
‘space’ of gamespace in Wark – the world that is mapped over, classified and defined by digital information – is topology, the mathematical study of qualitative formal properties that are retained through deformations, but not breakages. The most
common example is that of the coffee cup and the doughnut, both made of BluTack,
which are topologically but not geometrically identical because one can be reformed
into the other through twisting, squashing and bending. Both are registered in terms
of their homogeneity rather than their difference. In a topological apprehension of
space the quantitative registering of formal variations is ignored in favour of the
number of holes. Topology, as both a formal model of distribution (the network) and
a spatial analogue for the cultural impact of the digital, is crucial for Wark
specifically because of this rendering homogenous. In mathematics topology is used
5
to “abstract the inherent connectivity of objects while ignoring their detailed form.” 6
It provides a way in which multiple distinct objects can be recorded and analysed on a single model, as indicated by the following diagram:
7
In these topological squares parallel solid lines join each other in the direction shown by the arrows, corners sharing the same letter represent a single point in physical space and broken lines represent edges that remain free. The analogue between these squares, which record multiple, qualitatively different shapes onto a single quantitative model, and the process of ubiquitous digitisation which enacts a similar process on cultural objects is emblematic of the way in which, in gamespace, the establishment of a single unambiguous language that can serve to record all information is a foundational process.
6 See http://mathworld.wolfram.com/Topology.html. Last accessed 09/08/08. 7 Martin Gardner, Martin Gardner’s Sixth Book of Mathematical Games from Scientific American , reproduced at http://mathworld.wolfram.com/Topology.html, last accessed 09/08/08.
6
The requirement for this single, unambiguous language for information can be
traced back to Claude Shannon’s A Mathematical Theory of Communication of 1948,
which outlines a meaning indifferent approach to the technical handling of
information that is a definitive feature of Wark’s topological gamespace:
Frequently the messages have meaning ; that is, they refer to or are correlated according to some system with certain physical or conceptual entities. These semantic aspects of communication are irrelevant to the engineering problem. The significant aspect is that the actual message is one selected from a set of possible messages. The system must be designed to operate for each possible selection, not just the one that will actually be chosen since this is unknown at the time of design. 8
In Wark’s application of topology all digitally mappable objects, both physical and cultural, are indifferently coded as identical information, the extension of Shannon’s communication theory into everyday life. Following Shannon, technical definitions of information or data are meaning ambivalent. In the production of meaning, or output, it is the relation of data and algorithms alone that is important for the mode of communication derived from Shannon. As an extension of this process, a single fundamental technology can be used to carry out multiple, highly distinct tasks from playing the stock market to the waging of war. The same user action of pressing keys on a keyboard, or employing another input device such as a mouse, makes things happen. This is why cyberspace, as defined by William Gibson and Bruce Sterling in the 1980s as the ‘space’ between sender and receiver in a communication chain, becomes an archaic term. When it becomes possible to mediate, map and store as data all space and all bodies it is no longer possible to define a distinct space for the
‘cyber’. It is only necessary to look at the depictions of computer and internet use in
William Gibson’s 1984 novel euromancer , in which the term becomes formalised, compared to those in his more recent Pattern Recognition (2003) for a manifestation
8 Claude Shannon and Warren Weaver, The Mathematical Theory of Communication (Urbana: University of Illinois Press, 1949), p.3.
7
of the difference between cyberspace and gamespace.9 Where the earlier novel both
defines and reflects cyberspace as a cultural entity, the later one presents a gamespace
in which the networked digital computer begins to make digital information,
experience and material reality inseparable.
In euromancer cyberspace is famously portrayed as a 3 D graphical representation of data, a virtual space into which the user must ‘jack’ using temple mounted dermatrodes. 10 Whilst jacked in, the user has no perception of the ‘real’ space in which they are present while interfacing with the machine. Within the
‘matrix’ of cyberspace the user navigates in a what seems to be a first person perspective, interfacing with the colourful blocks that represent data banks if they have the right level of ‘ice’ to crack their security. All digitised information is clearly visible and physically approachable in this virtual environment. Interface is a question of immersion, sensory coupling rather than the looking at a screen, hearing through speakers and manipulation of controls at a remove that characterises contemporary computer use.
The protagonist Case’s first connection to cyberspace within the diegesis of