Selling Props, Playing Stars: Virtualising the Self in the Japanese Mediascape
Zen Yipu
A thesis submitted for the degree of PhD Centre for Cultural Research, University of Western Sydney
March 2005
For my family
Acknowledgements
The author is deeply indebted to those who generously helped during the past five years.
My discursive thoughts would not have been turned into a cross-disciplinary dissertation without the help of Dr Elaine Lally, who supervised my writing throughout the latter part of my candidacy. Her professionalism was an indispensable element of its completion. Its faults are mine.
Professor Ien Ang helped me making a theoretical transition, as well as an institutional one from the Australian National University (ANU) to the University of Western Sydney (UWS).
This work would not have materialised without those who shared their time and intellect. For many years since my undergraduate days at the ANU, Professor Geremie Barme gave guidance and inspiration. Dr Mandy Thomas offered generously of her time and support. My time at Canberra School of Art was crucial to my growth. Nigel Lendon and Martyn Jolly showed me the doorway to a journey that eventually led from art to sociology.
Many scholars have offered their thoughts. Amongst them Professor Yoshimi Shunya, Professor Tessa Morris-Suzuki and Professor Gavin McCormack gave important clues for this thesis.
This work began at the ANU, continued at the University of Tokyo and concluded at UWS. During this time I was supported by an Australian Commonwealth Postgraduate Award and a Japanese Ministry of Education (Monbusho) scholarship – I am grateful for both.
This work would have not been possible, as an amusing journey would not be possible, without companions. I owe a long overdue apology to those who suffered from my chronically preoccupied company. This work, for all it is worth, is as tangible a ‘thank you’ as it can be to my friends and family. It was never more important – it was only my inability to manage the curiosity.
I certify that this thesis does not incorporate any material previously submitted for a degree or a diploma at any University. It does not contain any material previously published or written by any other person except where due reference is made in the text.
Zen Yipu
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Abstract
In the so-called postmodern era, when networked media are increasingly ubiquitous in everyday life, where the ‘real’ and the ‘simulation’ become ever more indistinguishable; the physical and virtual intertwine; machines and man merge, and audience and stars transpose. To understand consumption in a time when realness and authenticity are no longer relevant, this thesis draws attention to the consumption and production of media content through case studies of consumer participation and social trends in Japan.
The work begins in a themed shopping mall, VenusFort in Tokyo Bay; continues with the reproduction of Audrey Hepburn‘s image; expands to the dramatised ‘realness’ of television; and finally moves to the omnipresent mobile phone and the impact of networked personal media on our idea of the ‘real’.
First, through an analysis of a themed consumption environment, it is suggested that a transition is taking place in consumption from objects to experiences, services and spectacle. Secondly, by showing Audrey Hepburn‘s transition from a Hollywood star to a virtualised idol, technologically-aided illusions are shown to make hierarchical realness irrelevant. Thirdly, via Reality TV dating programs, the focus shifts to the role of audience participation in the consumption of media content. These themes are demonstrated individually, then merged into the last example – the social and cultural evolution induced by the mass consumption of networked media, that promise to revolutionise the way we consume, communicate and connect between people, machines and consumer goods.
The thesis grounds its analysis of contemporary trends in the culture of consumption in Japan in theories of commodity and culture, the real and the simulation, speed and reality, the spectacle and the self in mediated spaces, and probes further into the collapse of demarcations between the virtual and the real, the event and the everyday and media and the self in the network society.
TABLE OF CONTENTS
INTRODUCTION ...... 1 Issues of Consumption...... 3 The ‘Uniqueness’ of Japanese Consumption...... 5 Conspicuous Consumption and Distinction ...... 8 Simulation, Aura and Virtuality ...... 17 Structure of the Thesis ...... 21 Conclusion ...... 33
CHAPTER I Dramatic Stores, Real Simulations...... 35 The Story of VenusFort...... 36 The History of Daiba...... 43 The Reincarnation of Daiba ...... 48 Simulacrum of Southern Italy or replica of Las Vegas? ...... 61 Different Dramas – Tokyo Disneyland and VenusFort...... 72 Conclusion ...... 85
CHAPTER II Idols in Bytes, History Virtualised...... 90 ‘Postmodern’ Japaneseness and its Cultural Production ...... 91 The Enduring Popularity of Audrey Hepburn...... 95 Becoming Hepburn ...... 98 Virtualising the Idol...... 104 The Production and Consumption of Audrey Hepburn...... 112 The True Rebirth of Audrey Hepburn (in a Canned Tea) ...... 121 Conclusion ...... 128
CHAPTER III Watching Stars, Playing the Mundane...... 134 The ‘Ainori あい ’ Story...... 135 The ‘Future Diary’ Story...... 137 Television, the Mall and Transportation for the Mind...... 140 Melodramatic Reality? – The Question of Genre ...... 146 Scripting ’Reality’...... 151 The Social Context of ‘Ainori’ and ‘Future Diary’...... 170 Conclusion ...... 176
CHAPTER IV From Consumers to Cyborgs...... 181 A Brief History of Consumer Mobile Phones in Japan...... 186 Third Generation Mobile Phone, or First Generation Teleportation of the Self...... 195 Merging Media ...... 199 From Wearable Gadgets to Added Limbs...... 207 Mingu and other Inventiveness via the Mobile Phone...... 213 Virtualising Consumption...... 222 The Node You Can See (or what does Virtuality Look Like?) ...... 225 Conclusion ...... 228
CONCLUSION Mediating Consumption: from Object to Content ...... 236 The Changing Media Landscape...... 236 ‘Post-Real’ Realities ...... 239 The Merge, the Network and the Evolutionary Self ...... 244 Mediating the Body in the Network Society...... 246
BIBLIOGRAPHY ...... 249 Japanese Sources ...... 258
LIST OF FIGURES
Chapter 1 figures Figure 1: HyperDrop from 58 metres in the air...... 41 Figure 2: Daiba map...... 42 Figure 3: Perry's Black Ships...... 44 Figure 4: The original batteries number 3 and 6...... 45 Figure 5: Statue of Liberty, Daiba, Tokyo ...... 46 Figure 6: VenusFort exterior and the once-biggest Ferris Wheel in Japan...... 62 Figure 7: ‘Mouth of Truth’, when ‘truth’ is matter of indifference...... 63 Figure 8: The computerised 'sky' in VenusFort...... 65 Figure 9: Copies of sculptures and simulated sky in VenusFort...... 65 Figure 10: Postmodern wedding at VenusFort...... 66 Figure 11: The façade of an imaginary church under an electronic screen...... 66 Figure 12 & 13: Daiba’s Hong Kong ...... 68 Figure 14 & 15: Forum Shops, Las Vegas...... 71 Figure 16: Dining with God in a restaurant themed like a church...... 80 Figure 17: The Prime Minister, Koizumi draws crowds in Shibuya...... 87
Chapter 2 figures Figure 18: The face of Audrey Hepburn ...... 90 Figure 19: Hepburn Vs. Monroe Test ...... 100 Figure 20: Hepburn Vs. Roberts Test...... 100 Figure 21: How to look like Audrey by make-up and hairdo...... 102 Figure 22, 23, 24: Kirin Afternoon Tea Commercials ...... 106 Figure 25: The Virtual idol - Fei Fei ...... 108 Figure 26: Fei Fei, a Virtual Idol presenting Samsung ...... 108 Figure 27: Dr. Aki, both the role and the performer...... 110 Figure 28: Still from Final Fantasy...... 110 Figure 29: Suntory Whisky with Yo-Yo Ma...... 113 Figure 30: Berlitz’s Audrey ...... 116 Figure 31: Asashi’s production of nostalgia...... 120 Figure 32: The model ‘girly’ girl: Takahashi Mariko...... 122 Figure 33: Hepburn presenting a series of cameras with retro designs...... 123 Figure 34: The face of Audrey Hepburn, as the face of working women ...... 124
Figure 35: A Japanese narrative for the Japanese Audrey...... 126 Figure 36: The face of Ōdorii ...... 133
Chapter 3 figures Figure 37: ‘Future Diary’, the scripted reality on TV ...... 134 Figure 38: The global trotting love-seekers on TV...... 137 Figure 39: Poster for ‘The Future Diary in Luna Park’...... 139 Figure 40: ‘Ainori,’ the ‘unscripted’ reality on TV...... 149 Figure 41: One of the ever-expanding Ainori’s publications...... 156 Figure 42: Ainori meets Cybertrance...... 156 Figure 43: Heroes of trends...... 157 Figure 44: The poster for ‘101th proposal’...... 157 Figure 45: Tokyo Disneyland...... 158 Figure 46: Universal studios Osaka...... 159 Figure 47: The mobile phone version of ‘Mirrainikki’...... 163 Figure 48: Televisual reality goes cinematic...... 164 Figure 49: When DoCoMo meets TBS...... 180
Chapter 4 figures Figure 50: Samsung’s ‘Rotating Realities’...... 181 Figure 51: A scene from Ghost in the Shell...... 182 Figure 52: The billboard for Ayu model...... 191 Figure 53: NTTDoCoMo’s M-stage...... 196 Figure 54: Video phone on mobiles...... 196 Figure 55: Vodafone’s TV phone...... 204 Figure 56: Vodafone’s mobile phone that plays music...... 204 Figure 57: NHJ’s TV that is worn like a wrist watch...... 205 Figure 58: Fossil’s watch that ‘plays’ Microsoft MSN Direct...... 208 Figure 59: NTTDoCoMo’s Wristomo...... 209 Figure 60: An example of picturish...... 215 Figure 61: Pioneer’s Happy Aqua...... 217 Figure 62: NTTDoCoMo’s multimedia player...... 222 Figure 63: The famous Tsutaya screen at Shibuya Crossing...... 226 Figure 64: Nokia’s Airtexting technology...... 226 Figure 65: Aerial image of the Shibuya Crossing...... 227 Figure 66: Aerial image of the Shibuya Crossing...... 227
Figure 67: Prototypes of wearable mobile phones...... 234 Figure 68: Tu-ka’s bone phone...... 235
Conclusion Figure: Figure 69: The cybernetic body visualised in Innocence ...... 248
INTRODUCTION
In 1997, I was living in Kyoto, the 1200 year old former capital of Japan. Seen by many as the symbol of the remaining soul of Japan, Kyoto still attracts visitors from around the world. The picturesque mixture of temples, Pachinko parlours and Kimono-clad Geishas holding mobile phones seemed to represent the clash of the old and new. Here I first saw Audrey Hepburn, the 1950s Hollywood star whose physical existence had terminated in 1993, but whose image had reappeared on television, posters and billboards selling a canned tea.
In late 1998, I visited for the first time a shopping mall themed after what can best be termed ‘Neoclassical Italy’. It was in Daiba, a vast piece of reclaimed land in Tokyo Bay, made predominantly from building rubble and urban refuse. The mall, which sold mainly women’s fashion and accessories, was aptly named VenusFort. It was built no less elaborately than a movie set – filled with fountains and small squares dotted with authentic-looking sculptures. Even the ‘sky’, projected onto the ceiling inside the massive rectangular container-like building, changed every hour to simulate the passing of the day in a compressed realism, courtesy of state-of-the-art computer technology. It was the first time I had ever been to ‘Italy’, albeit a simulated one.
In 1999, Tokyo Broadcasting Systems (TBS) and Fuji Television started to broadcast ‘The Future Diary’ and ‘Ainori’. Both are love or dating shows of a particular genre known as Audience Participation Shows in Japan, or ‘Reality TV’ as it is commonly known in North America and European countries. ‘The Future Diary’ and ‘Ainori’ gained immense popularity in Japan. Unlike ‘Big Brother’ and ‘Survivor’,’The Future Diary’ and ‘Ainori’ centred on dramatised romance between the participants, for whom the most important precondition
1 of participation was to be ‘genuinely seeking love’. Both shows became so popular amongst young people in Japan that an entire industry spun off from them. There were books and magazines about the shows, variant forms and formats, and even public events simulating one of the shows, which enabled viewers to participate in person or via mobile phones.
Between 2000 and 2001, NTT DoCoMo’s i-mode, the largest of the three mobile internet networks in Japan, experienced a more than sixfold growth, from less than 4.5 million to close to 29 million subscribers. In 2003, the ownership of mobile phones reached 80 million in Japan. Thanks to the portability and technological functionality of the new internet-enabled mobile phones, more than 40,000 mobile Internet sites provide services from online shopping to dating, from news to porn, from miniature melodramas to ‘mobile literature’, from video conferencing to Global Positioning System (GPS) to network games. In 2004, the mobile phone is a 100g attachment to the human body – enabling its owner to communicate, access media services, to shop and play. The consumer, the communicator, the audience or the player can now be on the Net anywhere, anytime, becoming part of it.
Themed shopping malls, virtual idols, Reality TV and networked mobile phones are the newly arrived everyday realities of today. With the help of technology and media, we can carry on the routines of daily life, including shopping, hero worshipping, consuming media and communicating in revolutionary forms. But are these just old features of daily life in new forms, continuations of previous variations: arcade retail, pop heroes, serialised melodramas and analogue telephones? What is intrinsically different about shopping in a simulated environment, worshipping idols who do not have a biophysical form, watching dramatised ‘real’ everyday life and being constantly connected to the network with the help of new generations of mobile phones?
2
Theming the physical (the mall), worshiping the virtual (the idol), performing the self (Reality TV) and the networking of being, although seemingly new packaging of old content, may be signs of new social narratives, and by extension new worlds of consumption. Do the uses and social functions that come with these new ways of mediating consumption signal a qualitative transformation in ‘media’?
In this thesis the term media, as the plural form of ‘medium’, is used in referring to the various social and cultural forms that mediate consumption in the contemporary world, rather than the more specific but common usage to refer to the media industries, such as television, radio and newspapers. These senses are, however, related, in that the central product of the media industries is ‘content’. Because of the rapid development of the media landscape under the continuous impact of fast evolving consumer technology, the term ‘media content’ today must include not only the traditional media, but also the Internet, the connected gadgets (the terminals) and the ‘codes’ embedded in consumer products. This thesis explores examples from this evolving media landscape, which will not only influence, but also eventually change how we consume, what we consume and perhaps ultimately even why we consume.
Issues of Consumption
This work sets out to investigate a series of recent Japanese phenomena in themed retail, advertising, television programming and consumer communication technology. It attempts to establish links that may form a profound association between these new developments. The linkage between the four case studies examined forms the core of this thesis, which is first of all
3 an attempt to investigate, not so much the consumption of tangible goods, but the intangible consumption of social narratives, spectacle and everyday performances. The research on the consumption of media content inevitably leads to the media that disseminate them – namely the mall, advertising, the television and lastly networked personal gadgets. They are seen firstly as media of consumption, either for goods or for the services and content they provide. The initial analyses of the themed mall, the virtualised idol and Reality TV eventually lead to an analysis of the relatively recent mass adoption of the most prominent consumer communication technology – the mobile phone, which enables us not only to shop on-line for goods, services and media content, but also to produce media content and network with other consumers.
This work, therefore, is first of all a study of social narratives – themes and images of popular cultures created in the media – and trends in media of consumption (i.e. the themed mall, advertising and television), as well as an investigation of the new developments in these media and their connections with each other.
To achieve a structured study of production and consumption of content, and to understand the impact of the phenomena in retail, media and consumer technology, it is necessary to put these case studies in theoretical perspective. The most obvious issues are those of consumer cultures and the culture of simulation, idol worship and advertising, and television dramaturgy. These are investigated in the context of the case studies, and in conjunction with the more specific focuses of this work, namely: the performance of consumption with a themed simulation as the stage, examined in the chapter on VenusFort; the reproduction and virtualisation of the idol, in the case of Audrey Hepburn in Japan; the distinction between the ‘everyday’ and the dramatic, ‘real’ and ‘virtual’, investigated in the chapter on Japanese Reality TV; and finally, the
4 study of the new generations of mobile phones, which includes all the above-mentioned issues. This raises a question for the future: how do we continue to distinguish the ‘real’ and the ‘virtual’ in simulacra on many fronts – in digitised nostalgia and revitalised dead idols, in dislocation and simulation of cultural icons, and in the consumption of media content produced by consumers themselves – all while constantly connected with each other in the virtual world?
The ‘Uniqueness’ of Japanese Consumption
I have chosen metropolitan Japan for these case studies because of its importance in consumer culture as a whole. Japan is not unique at the level of everyday consumption. It is, however, a useful example of an advanced capitalist economy where the citizens have comparatively high disposable income and, in particular, where sophisticated marketing strategies and widespread take-up of consumer technologies (such as internet-enabled mobile phones) in turn facilitate consumption of media content. Like many developed Western economies, Japan is often branded a ‘consumer society’ because its everyday consumption plays a crucial role in the health of its economy as a whole. As a result, so-called consumerism is a highly visible part of everyday life in Japanese metropolises.
In choosing to study consumer activities in Japan, I am in no way preaching the already numbing notion that Japan is ‘somehow’ different from the rest of the world, or that its economy has alleged peculiarities, which might constitute reasons for a unique consumption appetite. I chose the phenomena of consumption in Japan because its large middle class population and highly urbanised social space mean that phenomena of consumption can be clearly
5 seen and analysed, and furthermore, the development of consumer technologies have penetrated almost the entire market, as can be seen in the case of advanced mobile phone technologies. Yoshio Sugimoto points out that ‘an alien would come closer to the “centre” of the Japanese population by choosing a female, non-unionized and non-permanent employee in a small business’, and that public opinion polls taken by the Prime Minister’s Office have indicated that ‘eight to nine out of ten Japanese classify themselves as middle class’ (Sugimoto 1997: 2). According to Iwao, another survey conducted by the Prime Minister’s Office in 1989, on reasons for working, found that ‘the primary reason (57%) for women in their twenties to work is “to make money to use freely, without commitment”’ (Iwao 1993: 166). Because of these general characteristics of the Japanese marketplace, non-necessary, trend-based phenomena in consumption with a strong involvement of female consumers are clearly visible and exert great social influence.
Department stores and marketers of themed shopping centres like VenusFort have long known that most of their target customers are middle class, female, and aged between 20 and mid-30s. This proved to be true in the examples studied in this work of commercials, themed shopping malls and Reality TV dating programs – in each area, young women play an active role in consumption.
While this dissertation therefore has an emphasis on young single women and their consumption patterns, this study does not intend to be limited to an analysis of the relationship between shopping and women. Many scholars have tried to engender consumption as feminine (Kowaleski-Wallace 1997; Oakes 1994; Rappaport 2000) to the extent that that even psychological illnesses related to consumption are portrayed as somewhat female mental disorders (Baker 2000; Corbett 2000). Although many scholars have also pointed out that
6 television consumption too is largely a feminine act, especially with regard to soap operas (Modleski 1984; Ang 1985; Geraghty 1991; Mumford 1995; Brunsdon 2000), the target audience of trendy dramas and reality TV in Japan, is only incidentally feminine for the purposes of this study. The focus here is not specifically on gender, but on how Reality TV provides its audience with imagined opportunities and abilities to perform.
There are, however, undoubtedly some unique characteristics of Japanese consumption, as might be observed anywhere, precisely because consumption is a cultural practice of everyday life rather than a simple means to material possessions. Economic conditions and cultural specifics govern the character of consumption. Yet this dissertation analyses localised phenomena taking shape in an increasingly globalised media landscape.
Today, the media and the consumption of its content are no longer restricted to traditional forms, namely the television, radio and print. Our consumption spaces can be themed after places existing only in imagination, recreated in narratives played in the media. We can worship and imitate idols that either are dead, or have never been biologically born. We watch and are entertained on television by people with no particular entertainment skills, a lot like ourselves in living room parties. Will television and high street shops gradually be replaced by networked digital media with functions that include everything from communication to shopping, from display to recording, via a personal networked electronic gadget that is a ubiquitous multi-faceted, multifunctional, multimedia companion that is intimately incorporated with or altogether embedded in the body?
7 Conspicuous Consumption and Distinction
In the early stages of communist nation-building in China, Chinese consumers were allocated rations with coupons corresponding to the number of people in the family. These coupons were used in conjunction with money to purchase daily needs, which included everything from clothing materials to rice and flour. Some had more coupons because of their rank in the Communist Party hierarchy. These families were ostensibly higher on the social ladder, and were able to acquire better clothing or the ‘Phoenix’ (Feng Huang 鳳凰) bicycles1. In a later era of socialist consumption, the so called da sanjian 大 件, the Big Three (acquisitions) – the bicycle, the sewing machine and the radio – were aspired to by millions. These became the ultimate symbols of affluence at the time. In the early 1980s, the much desired ‘big three acquisitions’ became the television, the refrigerator, and the washing machine. At around the same time, the ‘three highs 高’ – high annual income, (body) height and educational qualification, were required of men by young women to be considered as potential spouses.
The symbolic order of specific commodities was not limited to things with monetary value. As a young boy growing up in the 1970s in a small town across the Huangpu river from Shanghai, I remember playing a game with my friends which required triangular shaped cards made by folding cigarette packaging paper we found on the streets. Those triangle-shaped cards had their own hierarchy represented by the cigarette brands. The most powerful ones were usually the foreign brands, followed by domestic brands that could only be
1 Phoenix was a prestigious brand of bicycle. The prestige has now become nostalgic as imported technologies and other brands with more impressive marketing and higher price tags have taken over the market.
8 bought with coupons (allegedly consumed by high ranking cadres). The rest were ranked in the order of their street prices.
Just like the ‘big acquisitions’ in China, there were similar consumer aspirations in Japan. Simon Partner has argued that ‘electrical goods companies worked to create demand in the face of considerable public scepticism’ (Partner 1999: 139, italics in original) early in the 1950s, at a time when the common perspective was that ‘consumption in Japan had more to do with putting rice on the table than with the pursuit of pleasure’ (1999: 135). The marketers of the 1950s invented a well-known slogan, ‘bright life 明い生活’, implying an affluent lifestyle transcending the basic need for survival (see also Vogel 1963). According to Partner, the term ‘bright life’ not only conveyed the idea of a modern home with a middle-class standard of living, it also ‘implied ownership of certain talismanic possessions, notably electrical goods such as a television, washing machine and refrigerator’ (Partner 1999: 137). These electrical appliances came to be termed the ‘three sacred treasures’, which quickly evolved into the three ‘Cs‘ (car, room cooler, and colour television) in the 1960s, and three ‘Js’ (jewellery, jet travel, and jūtaku home) in the 1980s (Partner 1999:138).
Recalling his early life in Bombay, the Indian-born cultural critic Arjun Appadurai vividly describes watching B-grade Hollywood films and the aspiration of owning blue jeans as a ‘notably synaesthetic and largely pretheoretical’ experience of modernity (Appadurai 1996: 1). Today, the aspirations of ‘modernity’, as well as the commodification of aspirations, have been passed on to poorer regions. Japan may be to many an example of overachievement in modernity, at least in terms of its borrowing of (Euramerican) cultures – including everything from art (Clark 1998) to the art of
9 consumption (Clammer 1995, 1997) – but it has also become one of the most important consumer markets for goods, services and media content today.
Whether it is the bicycle, the sewing machine, or the ‘talismanic processions’ – the television, washing machine and the refrigerator – these objects are ‘big’ and ‘sacred’ because they are seen as the embodiment of social prestige. Even the hierarchy of discarded cigarette wrappings on the street could reflect or acquire mini hierarchies of its own. This prestige, as part of wider social narrative, is first of all disseminated by various forms of media – be that television or cigarette packaging. In other words, consumerism was first and foremost the consumption of social narratives and media content.
While consumer aspirations may no longer have clearly set terminologies such as the ‘Big Three’ or ‘Three Sacred Treasures’, as they did in the early days of the consumer society, the disproportionately high consumption of Louis Vuitton bags and Gucci watches in Japanese metropolises seems to suggest that a universally aspired-to iconic consumption is still alive and well today. Yet consumption choices now seem limitless and constantly proliferating, and the idea that aspirations might be limited to three seems increasingly incongruous.
The Cultures of Things
Long before intangible media were bought and sold in the form of television content, cultures were maintained and passed on via the symbolism of goods. Insightful scholars such as McCracken (1988) have pointed out that consumption has become a principal means of cultural production and communication. Douglas and Isherwood argue that goods ‘are needed for making visible and stable categories of culture’ (1996: 38). Indeed, ‘consumption
10 is an active mode of relations … on which our whole cultural system is founded’ (Baudrillard and Poster 1988: 21). Without goods and systems for their distribution, it is difficult to imagine the cultures we have today, which are deeply ‘encoded’ in objects and the acts of their acquisition.
The classic maxim of ‘supply and demand’ dominated the calculus of commodity values when rarity and production cost determined exchange value. Rarity and desirability make goods less accessible – and hence raise the prestige associated with their acquisition. Yet rarity and luxury follow prevailing social and economic forces. For highly symbolic goods, as in the fashion industry for example, demand, price and cultural value form a forever shifting equilibrium, independently of the logic of supply and demand (McCracken 1988).
In societies visibly divided by the distinction of class, Veblen’s theory of the leisure class (Veblen 1998; Veblen 1964) has provided the ground work for theories of consumption. Consumption, particularly of luxury goods, is based on the expression and demarcation of class. However, as Colin Campbell (1994) points out, the theory of the leisure class neglects the dynamism of modern consumption. It becomes problematic to regard goods as demarcations of class in situations where class differences do not play a central role. Consumption differences within social groups can only be the expression of ‘taste’ rather than class distinction. When over 90% (Yoshio 1997: 2) of Japanese people consider themselves ‘middle-class’, consumption patterns are likely not to be aspirationally middle class, but confirmatively so. If so, what motivates consumption of non-necessities in metropolitan Japan where most consumers are relatively affluent and where class distinction is irrelevant?
11 For Bourdieu (1984) class distinction is expressed by ‘cultural capital’ and ‘habitus’, and is not based on the acquisition of tangible materials alone, but also of knowledge, language and taste. In the case of fashion consumption among the young, mostly affluent and well-informed consumers of metropolitan Tokyo, for example, rather than obvious hierarchical classes there are –kei 系, or styles — Shibuya-kei, Harajuku-kei, Gyaru and ga-ri, and so on — where the hierarchy is temporary and transient. Here ‘habitus’ is more uniform than distinctive, and the acquisition of taste and knowledge expressed via consumption more fluid, transient and ephemeral than is consistent with the more stable symbolism of class. The purpose in shopping is both to conform to the conventions of a social group and at the same time to distinguish oneself.
The social function and mechanisms of gifting, to take another example, shows how monetary value may be deliberately erased during the exchange of gifts, but social value remains significant and visible. The customary removal of the price tag in the exchange of gifts in our society is ‘to refuse the logic of price, a way to refuse the calculation and calculability’ (Bourdieu 1998: 96-7). Yet the shared silence is in fact a shared common knowledge, an aspect of what many social scientists consider the ‘culture of consumption’ (McCracken 1988; Featherstone 1991; Lee 1993). Price indicates merely the economics in the exchange of gifts: the real value created in the exchange of gifts is mostly rhetorical and social.
More generally, the cultural significance of a commodity emerges predominantly from its social relevance (Appadurai 1986). McCracken demonstrates that ‘we use goods to keep alive some of our ideals and hopes’, and that ‘they serve as bridges to displaced meaning without compromising its displaced status’ (McCracken 1988: xv). For Bourdieu, a ‘symbolic good’ is not so much an object as an object containing meanings. Baudrillard goes so far as
12 to assert that ‘consumption, in so far as it is meaningful, is a systematic act of the manipulation of signs’ (Baudrillard and Poster 1988: 22; original italics).
Consumer goods can thus be seen as media which, in Hall’s words, ‘articulate meaning and messages in the circuit of encoding and decoding’ (Hall 1980: 128-38). If consumer goods are in effect part of the social code, then there must be times when goods are ‘decoded’, through various social interaction, or through the extraction of narratives from them. Further, if most consumer goods communicate, can the social narrative – from the transient symbolism of style to mini social trends encoded in consumer goods – be manufactured for consumption? Can ‘participation’ in this process of ‘encoding and decoding’ be produced and sold? Do consumers communicate with goods and their symbolism via social spectacles and participatory media events? Finally, with increased consumer participation in media content production, which forms an important part of the encoding process of consumer goods, will participation eventually become a necessary part of consumption?
My purpose in this dissertation is to find a link between these attributes of commodities: not only goods and services, but also purchased consumer participation in commodified social events and spectacles. Today these ‘commodities’ go hand in hand, exerting profound influence on one another, to the extent that they can no longer be seen as separate. These investigations of the reproduction of nostalgia via a dead and digitised Hollywood actress, the simulation of Neoclassical Italy via Las Vegas, and the mass participation in Reality TV programs offer contemporary examples of the relationship between commodity, spectacle and performance in the context of an increasingly integrated media landscape. It is hoped that these case studies of the structural interrelationship between commodified media products, situated as they are within the contemporary specificity of the Japanese mediascape, can contribute
13 to broader debates on social spectacle, performance and consumption, as well as on the fast evolving media landscape which enables it all.
Mediating consumption
While most marketing strategies are developed on the presumption that ‘all people have a vision of the good life’ (O'Shaughnessy 1987: 4, 22, 2; Marchand 1985), the defining elements of the ‘good life’ change as society adopts new cultures, trends and symbolisms while abandoning old ones. When the defining elements of a vision of the good life become cheaper and more accessible, the vision changes according to the current social milieu. The constant turnover of popular culture production also has a direct relationship with technological development. Television, the personal computer and the mobile phone were once prestige consumer goods that have lost their lustre over time. Today it takes far less time for expensive commodities to reach a vast majority of consumers (Satterthwaite 2001: 8-26). In the case of mobile phones in Japan, it now takes only a few months for a new model to experience an entire cycle from ‘prestigious’ to virtually ‘free’2.
Thus the term ‘commodity’ explicates a condition in which not only tangible things intended for exchange are commodities, but also intangible ‘things’ can be produced, capitalised and consumed – most commonly ‘information’, but also consumer ‘participation’, ‘nostalgia’ and ‘trendiness’ too. The commodity ‘candidacy’ of these intangible objects requires a sophisticated value system calibrated to the social milieu. As these intangible commodities are produced,
2 Some months-old models of mobile phone handset can be bought for ¥1 in Japan, where both the cost of calls and the cost of handsets have come down considerably since 1994. More detail is given in Chapter 4.
14 sold and, like other commodities, ‘wear’ and ‘tear’, their value fluctuates according to social trends. Not only are such things as knowledge and information increasingly being commodified, but the value of cultural products, including some highly commercialised popular products and media content, is becoming more and more symbolic, and at the same time extremely transient. Such is the case for many ‘brands’ marketed on the basis of constant newness or ‘armchair nostalgia’ — Swatch, for example, sells its constant newness, while its cousin, Blancpain sells expensive ‘traditions’ and ‘prestige’ — or on participation in media and social spectacles, such as dance parties, sports and theatre. These commodities are temporal and have at best exceedingly shifting value.
Rather than a way of gaining material objects, Campbell (1987) points out that everyday consumption in modern society in fact plays an important symbolic role. The basic motivation of the consumer is ‘the desire to experience in reality the pleasurable dramas which they have already enjoyed in imagination and each “new” product is seen as offering a possibility of realising this ambition’ (:90). Campbell suggests a resemblance between consumption and daydreaming, or even perhaps consumption as an extension of daydreaming, a ‘regular and daily activity for both sexes and all ages’ (1994: xx). Thus the ‘dynamic interplay between illusion and reality is the key to an understanding of modern consumerism’ (ibid) – for consumption is the means to attempt to ‘close’ an un-closable gap ‘between imagined and experienced pleasures’ – hence the perpetuation of wants and desires for novel products. The merit of this theory is that it provides a clue for the understanding of the popularity of novel products and shopping environments and, to some degree, theme parks. Whether or not consumers truly believe that by buying new products and services they are indeed ‘closing the gap’ between fantasies and reality, the decline of conventional department stores and the boom of theme parks and
15 malls do indicate that there is an increased preference to merge the consumption of goods and media content.
The ‘dreams’ of consumption are reflected in the marketing techniques employed by marketers when they ‘window-dress’ their stage-like stores. VenusFort, for example, is a shopping mall built in a manner often employed for theme parks. This ‘theme mall’ is a vivid example of how retailers are trying to provide shoppers with at least the appearance of the possibility to experience drama. The developers of VenusFort frequently promote it as a stage, a dream and an extraordinary place for people to shop – an otherwise mundane activity. This is not to suggest that all consumption is motivated by the consumer’s striving to realise dreams. In this dissertation I try to show how the consumer is drawn not only into a process of ‘dreaming’, but is increasingly involved in the making of these ‘dreams’, in the form of content consumption and production. This involvement blurs the traditional boundaries between the media and the consumer. The accessibility and ubiquity of media in everyday life may indeed be turning consumers themselves into another form of medium, producing and broadcasting as way of life.
This dissertation examines a series of cultural products that are closely intertwined with the production of media content and popular culture. Today, the processes of media production and consumption arguably influence our cultural environment more directly than consumer goods, as they often inform the consumers of the latest trends in ready-to-use visual narratives. The examples explored here are consumer products themselves, but more importantly, they are also media of consumption, in that they provide physical space (the mall), knowledge (the advertisement) and the means (the mobile phone and mobile internet) for consumption. These products are important points of departure for consumption, and they therefore need to be seen both as
16 consumer products and also as a means to produce culture. As McCracken puts it, ‘material culture makes culture material’ (1988: 132). Rather than a passive activity, consumption is indeed an activity which brings into existence and maintains the idea of culture in its many different forms (Miller 1987).
Media of consumption have been anatomised here into four areas exemplified by the case studies presented: the themed mall as ‘stage’; advertising deploying Audrey Hepburn as idol; the Reality TV show as ‘script and performance’ in television; and finally the mobile phone as a mediator of the production and dissemination of consumption. Together they map out a system in the ever-evolving media landscape, in which consumers are no longer the passive targets of market strategies but are collaborative players in the making of narratives behind so-called retail dramas.
Simulation, Aura and Virtuality
Like many people around the world, I grew up with Disney movies on TV and Disney toys at home, and have grown accustomed to the many forms of Disney imagery to the point that the ears alone are enough to recognise the mouse. Just before the much feared but ultimately irrelevant Y2K strike, I went to a Disneyland for the first time, in Tokyo. As an everyday consumer, I was amazed at the moment of the romance of my childhood imagination being realised in reality, and at my nostalgia being as tangible as the hand Mickey Mouse extended to me.
The works written by many scholars on the ‘mouse business’ around the world show that Walt Disney and his company have made and continue to make a handsome profit in the process of realising the dreams inculcated by Disney
17 movies. Yoshimoto’s (1989) and Yoshimi’s (1993) works on Disneyland made me question whether the Disney experience I had in Tokyo was real or just a simulation of a dream with its origins in a highly mediated everyday life in which the consumption of American cultural content played an important part. When he filmed Tokyo Ga (1985), Wim Wenders turned back just before entering Tokyo Disneyland, perhaps to avoid allowing an inauthentic Disney experience to disturb the order of his Japanese one (Yoshimoto 1989: 10); I went to Las Vegas instead of the ‘original’ Disneyland in California in my immediately subsequent trip to the US. The experience of Disneyland and the postmodern architectural style and visual pastiche of Las Vegas (Venturi 1977), spreading around the world, tell a story of the growing consumption of virtuality, fuelled by the production of meaning and desire, as well as the consumer’s imagination and participation.
The case studies in this work try to go beyond the simulated environment and venture further into other elements of virtuality – the digitised idol with upgradeable aura, the consumer participating in everyday spectacle, and the mediated virtual self in the network. The main contribution of this thesis lies, first, in its context, that puts Japanese consumption in relation to media and its content; second, with its case studies, which provide tangible examples of the changes in the cultures of consumption, merging of its media and the absorption of the consumer into its network; and third, in its conceptual framework, which links more traditional consumption theories with postmodern critiques and analyses of the social impact of technology.
18 Simulation
If for some the image of God is the ultimate embodiment of ‘truth’, then the only possible proof of this is the assumption of His ‘real’ existence – the rest, according to Baudrillard, is in the ‘epiphany of his representations’, behind which there is nothing (1983: 9). In his epic work on the phenomenon of ‘simulation’, Baudrillard problematises it by questioning the ‘truth’ of the iconic imagination – God. And the truth is, like the idea of simulacrum (a copy without original), a copy of God simulates nothing more than an imagined embodiment – there is no original. In the words of Baudrillard: ultimately there has never been any God, … only the simulacrum exists, indeed … God himself has only ever been his own simulacrum. (1983: 9)
In the case of Disneyland, VenusFort in Tokyo Bay and, to some extent, the Japanese Audrey Hepburn, the simulation is indeed real – for their order of authenticity has never been rooted in the existence of an ‘original’, but precisely in the meaning of and the desire for the imaginary. Aided by the power of technology and our ability to inject meaning into iconic images, what is consumed in them is much more than a simple object of desire, but is also the virtual ‘aura’ induced by attendance to these images.
Aura
In his ‘Work of Art in the Age of Mechanical Reproduction’, Benjamin points out that it is ‘aura’ that defines the authenticity of the art work. Benjamin’s aura comes not from the simple replication of the object or imagery, which modern technologies do so well, but from the essence ‘embedded in the fabric of tradition’ (Benjamin 2001: 52). Aura, in short, represents the distinction between
19 the real and the simulation; the original and the reproduction – even if technology has lent us the power to make indistinguishable reproductions.
Technology today has clearly succeeded in democratising art and, in many ways, the art of consumption—now, can it reproduce aura for the masses?
One of the American icons that represents so-called American values in the popular media, and attracts millions of tourists in reality, is the Statue of Liberty. While the idea of America, and perhaps American values, change and shift, the Statue of Liberty has stood firm as an iconic image of the ‘American dream’. Yet as many know, it is in fact France who gave the physical embodiment of this dream.
However, the French did not stop giving. Today, there is another Statue of Liberty, which stands in Daiba, Tokyo, which was also a gift of France. It is not clear whether it represents more than a generic foreignness on the man-made land reclaimed from the sea. The Daiba Statue of Liberty certainly does not have the history and aura its New York counterpart has accumulated since 1886. However, the double, together with its surrounding pastiche of themes explored in chapter one, gives a different kind of meaning and aura, making the simulation authentic. The mirror-image statues, one in New York and one in Tokyo, embody very different auras. It is no longer possible, however, to argue which more is more ‘real’ than the other.
Things become even more complicated when the original was virtual to begin with. Baudrillard’s God is by definition virtual. It existed in no form other than the mythic one. The Japanese Audrey Hepburn, referred to by the Japanese popular press as a ‘fairy’, as I will argue in chapter two, is a virtual reconstruction of a non-existent original.
20
Virtuality
Virtuality is nothing new. Slavoj Žižek points out that ‘the self has always been virtual. Even the most physical self-experience has a symbolic, virtual element in it’ (Žižek 2002: 42). Castells (1996, 2000) concludes after lengthy studies on the social and economic impact of networked multimedia that: ‘in this digital universe that links up in a giant, non-historical hypertext, past, present, and future … they construct a new symbolic environment. They make virtuality our reality’ (Castells 2000: 403).
In the new forms of consumption, virtuality plays a crucial role in the everyday life of the consumer. Reality TV, for example, is performed not by actors but by ‘participants’, who are supposedly a selection of the audience or the consumers. Their televised ‘performance’ is the media product sold back to consumers. What is bought is not the refined skills of a performing artist, but the spectacle of the virtual self. When Reality TV is coupled with the power of the networked participation of consumers, then virtuality becomes reality.
Structure of the Thesis
This thesis explores the conceptual themes of simulation, performance and consumption as essential elements of everyday consumption, through a detailed analysis of four case studies drawn from the contemporary culture of consumption in Japan.
21 Chapter 1 tracks the transitions of a physical location along with the narratives of its cultural, economic background over the last 150 years. In its current incarnation it is a themed retail environment-turned-iconic-destination for locals and tourists. The chapter analyses the role of ‘theme’ and ‘performance’ in the shopping environment and takes the thesis into areas of simulation and performance. Chapter 2 continues by examining the desire to identify and to be identified. The role of the idol Audrey Hepburn, whose fandom has expanded into three generations, has undergone a rather sophisticated process of adaptation to the Japanese market, culturally, physically and chronologically, transitioning from traditional to new media. After analyses of simulation and the reproduction of aura and consumer identification, in Chapter 3 Reality TV gives a perfect example of the role of the self in the process of content consumption. Lastly, while trying to integrate the earlier elements of simulation, instant aura production, and everyday identification in the mediascape, Chapter 4 contemplates the future of consumption. Through a study of the mobile phone in Japan, its history, its everyday usage aided by its network and image process functionalities, and its impact on the way we communicate and consume, this chapter reflects on the future of content production, virtuality and especially the role of the self in the evolution of the media of consumption.
CHAPTER I — Dramatic Stores and Everyday Simulacra Venus at Bay – Tokyo’s 18th Century Italy – VenusFort and Daiba 台場
Veblen and Simmel developed their sociology of consumption in Western societies at a time when department stores had first opened in metropolitan centres. These department stores offered shoppers a variety of goods such as groceries, furniture, clothing, crockery and kitchen utensils, all under one roof.
22 The department stores developed as tram tracks, trolley buses and railways were built to take people into the city centres from the outlying suburban areas. Modern patterns of consumption, therefore, resulted in part from urbanisation. Simmel pointed out that urbanisation in turn gave rise to a kind of individual who was anxious to preserve autonomy and individuality in the face of overwhelming social forces (Simmel 1957 [1904]: 541-8). The need to preserve autonomy and individuality has remained as the ‘overwhelming social forces’ have continued to evolve.
This descriptive analysis of the primitive versions of department stores seems to have much in common with the themed shopping malls of the late 1990s in Japan, with some variations – today the malls bring people out from the metropolis and give, in addition to a venue to shop, a place to ‘perform’ a ‘retail drama’. Like the very first department stores, VenusFort, built on reclaimed land in Tokyo Bay, continues to offer a large selection of goods and services. The Daiba area as a whole makes available a synergy of shopping, entertainment, amusement and leisure facilities, with a specifically built, unmanned state-of-the-art monorail linked to the mainframe of the Japanese rail system and thus capable of bringing customers in from every corner of the country. In addition, it provides a stage for the individual consumer, in Simmel’s terms, to preserve autonomy and individuality, and as the creators of the mall claim, provides an ‘urban theme park’ to consume. At VenusFort, consumption goes beyond just objects to a specifically designed experience, aided by technology and imaginative simulation. The anti-auratic (Urry 1990) simulation of the imagined ‘Italy’ gains its very own aura while gradually becoming a local icon rather than a simulacrum of the imagined exotic.
VenusFort is a shopping mall, as the developer claims, themed after 17th-18th century Italy. From the exterior of the mall, the Italian-themed ‘paradise for
23 women’ is no more glamorous than a massive shipping container – in terms both of its unimaginative cubic shape and its construction material, apparently the cheapest Japan had ever seen. From the inside, VenusFort is no less grandiose than a dedicated museum, decorated by paintings, sculptures and fountains. Its ‘sky’, projected on the ceiling, is controlled by state-of-the-art computerised technology, which changes hourly. In this theme mall, even ‘time’ is part of its simulated expression.
VenusFort, the first of its kind in the increasingly complex Japanese retailing industry, seems to have revolutionised the retail market dominated by department stores. A reproduced environment with visual references to history (17th –18th century) and location (Southern Italy), symbolising trends in fashion and good taste, the themed shopping mall gained serious momentum after millions of visits by shoppers and tourists from as far away as Tokyo’s surrounding prefectures and even neighbouring Asian countries. It became a new ‘must-go’ tourist destination on a par with famous historical sites and Tokyo Disneyland. Along with other entertainment, amusement and resort facilities, the Daiba area provides a one-stop shop, a fulfilling all-in-one experience, combining adventure, amusement, culture and fashion via consumption of goods and services within an endless staged event with ahistorical references answering only to the consumer’s imagination.
Beyond the easy accessibility offered by VenusFort and other such locations, how different are they from traditional department stores at a fundamental level? The first department stores in fact did present their shoppers with an unprecedented number of choices; and indeed the grandeur of the halls of department stores with their palace-like interiors impressed early department store customers, making them feel like kings and queens, or millionaires.
24 Debord has argued that ‘the spectacle, as the present social organization of the paralysis of history and memory, of the abandonment of history built on the foundation of historical time, is the false consciousness of time’ (1994: 158). In this chapter, the short history of the themed mall VenusFort is analysed, along with the history since 1853 of the site, Daiba. By studying the socio-political and economic background of its real estate developments at different stages, VenusFort is shown not as an isolated case in the construction of new iconic imageries, but as a phenomenon that may signal an important shift in the consumption of both goods and media content.
As such, VenusFort is a point of departure for analysing the roles of simulation, aura and virtuality in consumption. If aura, as Benjamin illuminates, is the vital criterion for the authentic, and if, as Baudrillard has argued, simulation indeed needs no original, then VenusFort is an example of the simulacrum becoming authentic.
CHAPTER II — Idols in Bytes, History Virtualised Remade in Japan: the case of Audrey Hepburn
Jean Baudrillard conveyed his lasting discomfort with the ‘hyperreal’ in the very beginning of his book Simulations: ‘The simulacrum is never that which conceals the truth – it is the truth which conceals that there is none. The simulacrum is true’ (Baudrillard 1983: 1).
The Japanese Audrey Hepburn is the embodiment, or rather the imagery, of the fall and resurrection of an icon by way of simulation and digitisation. This chapter is an investigation of the popularity of the Belgian-born Hollywood star in Japan from its postwar history to the present day. Rising to stardom in her
25 role in Roman Holiday (1953), Audrey Hepburn has been an enduring fixture of Japanese women’s popular press from that time on. After Roman Holiday first arrived in Japan in 1954, there was an immediate trend in Tokyo to imitate her style or, more precisely, the style of her screen character. Since 1971, when Japanese advertising companies could first afford her presence in their commercials, she starred in a number of television commercials for Japanese products. However, her television commercial presence became even more frequent and successful after her death in 1993. Using state-of-the-art digital technology, and aided by look-alikes (both Japanese and Westerner), ‘Audrey Hepburn’ gained another significant lease of life. Her continued stardom in Japan more than a decade after her death raises important questions regarding charisma, audience identification, the reproduction of culture, and nostalgia in the digital age.
Through analyses of materials published in the Japanese popular press since 1954, most in weekly magazines, it is argued that even though obvious discrepancies between the image of Hepburn and Japanese womanhood existed (and were written about as early as 1954), the Japanese press and its readers found ways to identify with her image, culturally and physically, often by emphasising ‘similarities’. Further, like many modern nostalgias, her image has evolved through time to suit different generations of Japanese women, signifying a continuing reproduction and revision of her image, especially after her death. Today, the image of Audrey Hepburn is a modified, digitised and infinitely reproducible one. Apart from being a long-lasting idol for several generations of Japanese young women, her popularity is prolonged and at the same time exploited for its commercial value. The analysis of the role of Audrey Hepburn in Japan ultimately reveals more generally the modalities through which Japanese everyday consumption intersects with new media technologies,
26 at the same time as it is a balancing act between novelty and familiarity, innovation and belonging, the ‘real’ and the ‘simulacrum’.
CHAPTER III — Performing Virtualities in Everyday Spectacles Selling Props, Playing Stars: the Logic of Japanese Reality TV
After the analysis of the simulated retail environment and the virtualisation of the star, this chapter on the ‘realness’ of Reality Television offers an example of changes occurring in one of the lastingly influential traditional mass media – television.
Commenting on the 25-year-old American June Houston, who installed 14 cameras in her house for webcasting, inviting all to see the ‘ghost’ allegedly present in her house, Virilio wrote in his now famously grim observation on the globally networked virtual spaces in The Information Bomb: With this voyeurism, tele-surveillance takes on a new meaning. It is no longer a question of forearming oneself against an interloper with criminal intent, but of sharing one’s anxieties, one’s obsessive fears with a whole network, through over-exposure of a living space. (Virilio 2001: 59)
Virilio calls this capitalisation of privacy and the self, ‘the visual market’ (Virilio 2001: 60). Reality TV is precisely a product made for this visual market. For Debord, the commodification of the private self ‘gives rise not only to private life as a distinct reality, but also to that reality’s subsequent conquest by the social consumption of images’ (Debord 1994: 140). ‘Image’ for Debord is the ultimate medium of consumption, and the commodity is a spectacle – therefore the ‘real consumer’ is the ‘consumer of illusion’ (Debord 1994: 25-34).
27
Television dramas of everyday life have evolved from the melodramatic soaps of the 1970s such as ‘Dallas’ (see Ang 1985) to the made-for-television ‘reality’ of today, such as ‘Big Brother’ and ‘Survivor’. The pleasure of televisual consumption and the social meanings produced and projected through television are a vital part of today’s cultural make-up. ‘Culture’ for Fiske is the ‘generation and circulation of the meanings and pleasures within society’ for which television is the ‘provoker and agent’ (Fiske 1987: 1). Thus, in the media phenomenon called Reality TV, Debord’s ‘consumer of illusion’ not only consumes, but also participates in the making of this ‘illusion’, which today is commonly known as ‘reality’ on television. A misnomer it is not. Rather, it is an increasingly fitting term to describe an ever more mediated world where the self becomes the involved participant and the consumer of the media event.
This chapter analyses two popular Reality TV dating programs in Japan, which first aired in 1999. By comparing the Reality TV genre with previous genres such as soap opera and melodrama, this chapter draws comparisons and connections between the fundamentals of Reality TV and previous incarnations. The development from the melodrama genre to today’s participatory ‘reality’ genre is seen as a key to understanding the workings of Reality TV and the consumption of media.
Also important are the roles of, and the relationship between, the ‘participant’ and the ‘viewer’ in Reality TV. For they not only provide the clues to understand audience transference (the basis for consumption of narrative and drama) but also serve as a point of departure for understanding the function of the medium – in this case, television, as the dramatised mirror-image of the simulated and mediated everyday life.
28 By looking at various by-products such as the variants of the analysed ‘Reality’ TV shows and events spun off from them, the thesis explores these events (and performances in these events by consumers) as extensions of television and its content.
In his famous book The Society of the Spectacle, Debord (1994) makes an explicit connection between the effects of ‘spectacle’ on the self and its relationship with the ‘world’, which is now increasingly saturated with more and more media: ‘the spectacle erases the dividing line between self and world, in that the self, under siege by the presence/absence of the world, is eventually overwhelmed; it likewise erases the dividing line between true and false, repressing all directly lived truth beneath the real presence of the falsehood maintained by the organization of appearances’ (Debord 1994: 153)
Thus this chapter also attempts to present some examples of this ‘dividing line’ or rather the disappearance of it. The chapter concludes with an analysis of the links between the dramatic and the everyday, the event and the medium, the consumer and the performer, and lastly on the increasing void of comparison with the ‘real’ in Reality TV.
CHAPTER IV — From Consumers to Cyborgs Ghost in the Shell – (Broad)casting the Self via the Cellular Phone
Thus: the theme mall simulates the simulacra with a digitally controlled sky indicating compressed time and history; the dead icon comes alive in bytes, rendering her reassigned eternality and re-imagined youth an unrelenting trendiness; while the media absorbs the viewer and the ‘everyday’ life –
29 drawing an unending circle of the consumer and the performer, the everyday to the event. This circle is completed finally by the amalgamation of traditional media to the vast internet, in which the self becomes its own content. The epitome and media manifestation of this self is the mobile phone.
In the first of the three volumes of his study of the information age, The Rise of the Network Society, Castells (1996, 2000) concludes after a analysis of global media from television to the internet that: the most important feature of multimedia is that they capture within their domain most cultural expressions, in all their diversity. Their advent is tantamount to ending the separation, and even the distinction, between audiovisual media and printed media, popular culture and learned culture, entertainment and information, education and persuasion. Every cultural expression … come[s] together in this digital universe that links up in a giant, non-historical hypertext, past, present, and future manifestations of the communicative mind. By so doing, they construct a new symbolic environment. They make virtuality our reality (Castells 2000: 403, italics in original).
At the turn of the twenty-first century, the mobile phone was already on its way to reach market saturation in most advanced economies. Japan is no exception: as of February 2003, there were more than 80 million mobile phones in Japan (Ministry of Public Management, Home Affairs, Post and Telecommunications 2003). As mobile technology has been developing rapidly in recent years, more and more handsets are now equipped with functions far beyond the traditional voice-centric communications. Today nearly every handset sold in Japan can handle much more than just voice communication: email, Personal Digital Assistant (PDA), mobile internet, video and still camera and networked media content consumption (video, audio and network games and so on). In late 2003,
30 Vodafone started selling handsets that can receive free-to-air television. As in the early days of the Internet for the personal computer, to satisfy this vast appetite for mobile Internet content and services, websites designed for the mobile phone are growing at an exponential rate.
Today the mobile phone is part of everyday life and has absorbed the functions of all previously known forms of media from print to television, from the still to the moving image, from voice to email to video phone, and lastly from communication tool to a memory device – dragging the user into the vast World Wide Web, unwired. It has fused Virilio’s ‘speed’, Baudrillard’s ‘hyperreal’, Debord’s ‘spectacle’ and Castells’ ‘network’, presenting us with the doorway to the Matrix, first envisaged by William Gibson in Neuromancer two decades ago in 1984.
Mobile phones are indeed becoming a bodily attachment to consumers. They do not merely allow us to communicate by voice, but also help consumers, the individual bodies, to form a multimedia network. The mobile phone combines more traditional forms of media with still latent media such as the Internet and digital television. It, and its variant forms, is the embryonic form of future media. It is the point of access to a vast network, combining and absorbing the body into the mediascape. Display and increasingly sophisticated image production capabilities are coalescing with network functionalities to the point where what we now know as merely a mobile phone will act almost as an added limb with vastly enhanced senses; enabling the user to consume, perform and to live in the virtual spaces. As such it will be the beginning of the fusion between the human and so-called virtual reality, of which the current demarcation will (perhaps soon) be nothing but a blurred boundary between the physical and the digital.
31 Consumption of and via the mobile is an example that encompasses all the previously discussed issues such as simulation, virtuality and the performance of the self as media content. It also demonstrates the ability of this networked multimedia tool to combine all traditional media. Further, it explores the implication of the networked, media-bearing human body and the future direction of consumption in the increasingly media-saturated environment, ‘virtual’ or otherwise.
Conclusion
By examining the phenomena of themed shopping malls, the reproduction of a dead Hollywood star in Japanese advertisements, audience participation television programs (or reality TV), and third generation multimedia mobile phones, this study suggests profound links between the different media of consumption. This is not only in terms of their penetration in everyday life, but also in their interconnectedness in the construct of cultural production and consumption in the mega-polis today. These connections are explored in the Conclusion of the thesis.
The links not only signal changes in media, but also shape the production of ‘meaning’ attached to goods (McCracken), the ‘code’ embedded (Hall) and the ‘symbolism’ conveyed (Bourdieu) via consumption. By scrutinising the role of the self in these media of consumption, a different framework for looking at consumption today is suggested – that of looking at its media, the participation of the self, and the production of content and meaning.
The examples used in this thesis are usually considered to belong to different fields of study – the mall, the media idol, television and networked portable
32 personal gadgets. This work recognises them as pillars of transformation in the culture of consumption in Japan. As such, they are indications of a larger trend in a series of fundamental social and cultural changes, critical to understanding what, how and why we consume. The trajectory of these case studies shows the consumer of tomorrow becoming a networked ‘cyborg’, constantly consuming and producing media content. It is a journey from the mall to the network society, from the consumer to the virtualised self and from simulation to a state that I suggest we might think of as ‘post-reality’.
The use of the term post-reality is intended to call attention to an emerging state in which the more traditional perceptions of the ‘real’ are becoming less relevant. History is recorded and recalled in real time; an event can be known, sometimes even experienced, before it takes place; even the symbolism of authenticity is simulated after simulacra; and the aura, the intangible emotional patina, is the product of instant media content (cf. Baudrillard 2000). In post-reality, we don’t just consume things, we also consume the aura produced for them; in post-reality, we don’t just experience, we tailor-make; in post-reality we are not only the consumers of media content, we produce, perform and put to air our very own recorded, digitised, networked and real-time history.
Conclusion
This work is first of all a study of some Japanese media of consumption – the mall, the idol, the television and the networked consumer technology, the mobile phone. By closely investigating the market development and consumer acceptance of these media of consumption, links are made which lead to the core of the thesis – that there is a qualitative shift towards participation,
33 performance and amalgamation of media in both consumption and the production of media content. The case studies described in this work, it is suggested, represent not just a localised and temporary trend involving a particular demographic consumer segment, but indicate rather an evolution in media and consumption, driven by global social, economic and technological trends. Thus the analyses presented here aim to deepen understanding of the current relationship between consumption and media, as well as shedding some light on the shape of consumption in the networked world to come.
Consequently, this thesis describes a transition in how consumption is mediated in the contemporary globalised world. It follows the transition from the consumption of goods in the mall, to the consumption of the self in a mediated everyday life, illustrating this change by demonstrating an increasingly intimate relationship between the self and the network.
The motor vehicle and the passenger plane did not just change the way we travel from A to B, but its wide market acceptance made it possible for us to take foreign holidays. The radio and the television did not just change the way we receive information from a much wider world outside of the living room, but perhaps inspired us to want to take exotic foreign holidays at home, in local theme parks. A connected world, between people, and their gadgets, will not just change how we operate the machines, receive information and consume the content streamed down by someone who may be just like us – it has the potential to change what and why we consume too.
34 CHAPTER I
DRAMATIC STORES, REAL SIMULATIONS
Venus at Bay: Tokyo’s 18th Century Italy – VenusFort and Daiba
The mall is a ‘TV’ you walk around in. — William Severini Kowinski (Kowinski 1985)
35 People are looking for illusions; they don’t want the world’s realities. And, I asked, where do I find this world of illusion? Where are their tastes formulated? Do they study it in school? Do they go to museums? Do they travel in Europe? Only one place — the movies. They go to the movies. The hell with everything else. —Morris Lapidus (Lapidus 1970: 122; quoted in Venturi et al. 1977: 80)
The Story of VenusFort
After its opening on 25 August 1999, VenusFort quickly became one of the most visited destinations in Tokyo. Indeed, thanks to massive publicity campaigns,
VenusFort was made famous even before its opening. In its first twenty days,
1.6 million visitors came, 60,000 people on the first day alone (Takemura 1999); and 490,000 people visited over the first weekend. In that first twenty days, there were 50–60,000 visitors on weekdays, and 100,000 per day on weekends
(AMBusiness, 1999a). If calculated on the basis of these numbers, VenusFort would achieve more than 29 million visitors a year (Ōmae & Miyamoto 1999: 24,
49).
Judging only from the phenomenal social interest, one might think VenusFort is a newly discovered historical site, turned into a must-see tourist attraction. This view is almost right, though entirely by accident. VenusFort does have a symbolically important historical background, intertwined with that of Tokyo’s economic history and its city planning. Its interior resembles what a classic art museum would have been, and at the same time it offers similar pleasures to
36 those found in a theme park, and more.
VenusFort is a mall in Tokyo. To be more precise, it is a ‘theme mall’ with a general Neoclassical motif complete with indoor arcades which look as if from an Italian town, with paintings adorning its walls and sculptures filling its small indoor squares. It combines the ideas of a conventional department store and suburban mall, only without the dated frumpishness. It offers a great variety of shops selling fashionable women’s clothing and accessories, as well as an array of carefully decorated exotic dining spaces. In short, it offers everything
‘glamorous’, without the mundane living essentials. Its self-advocacy as the
‘theme park for women’ says much about its business target and clientele, clearly defined from the day the idea of VenusFort was conceived:
宮曓さ ういう手頃 場 都心型 創 う う いう提案 あ い 宮曓さ 構想 あ 従来型 若い女性 的 絞 “ ” いう全 新 い
Miyamoto came up with the idea that building an ‘urban theme park’ in such an easily accessible location could work well. The type of place he had in mind was not the conventional attraction-and-game-centre. Rather, his idea for a theme was the completely novel concept of ‘beauty’ – fashion, aesthetics, cosmetics and the like – aimed at attracting young women. (Ōmae & Miyamoto 1999: 25-26)
Considering the historical and political background of the site, a ‘theme park for women’ in Daiba 台場 (also known as Odaiba) was indeed hard to imagine
37 before its actual creation. Daiba is a piece of artificial land that came into existence around 1853. Initially built towards the end of the Tokugawa shogunate to resist Commodore Perry, the construction continued, albeit erratically, well into the postwar period, mostly by filling Tokyo Bay with urban wastes (Minato-ku Kyōiku Iinkai 2001). Far from the fashionable image it enjoys today, the area was previously considered ‘unclean’ because of the waste beneath the surface – much of which had been accumulated through Tokyo’s reconstructions after the 1923 Great Kanto Earthquake and the rapid urbanisation after World War II. Also, despite its close proximity to Ginza, one of the city’s most prestigious altars of fashion and style, the lack of public transport meant Daiba was difficult to access from the Tokyo city centre.
There were many other plans to develop the Daiba site besides those for creating the current amusement centre and new must-see tourist destination in
Tokyo. As recently as three years prior to its current incarnation, a plan for developing a second business centre for Tokyo on the same site failed miserably.
It was considered to be a such a misjudgement that it was nicknamed the ‘Plan for Bankruptcy 破産計 ’ (Hiramoto 2000: 263). Earlier, the well publicised proposal for a World City Expo 世界都市博覧会 had been officially aborted in
May 1995 after much debate and political wrangling in the Tokyo Municipal
Government (Hiramoto 2000: 296) (Gekkan Leisure Sangyō Bessatu, 1999a: 47).
However, the idea of making a ‘theme park for women’ on a previously
‘unclean’ and unfashionable site was not as illogical as it might seem. Miyamoto
38 and Mori, the owners of VenusFort, had an established reputation for developing businesses targeted at the young and fashionable. Miyamoto is the founder of both Square, a company which gave birth to Final Fantasy, one of most popular role-playing computer games, and DigiCube, a software company whose main business is to distribute such games. He also owns Final Stage, a chain of women’s apparel retailers. Mori Minoru is the owner of Mori Biru, a heavy-weight real estate development company which owns much of Tokyo’s most up-market real estate, such as the shopping centre Laforet in Harajuku, and Roppongi Hills, a massive vertical village opened in 2003, which itself contains everything from offices, galleries, stores and restaurants to cinemas, a square and a park filled with artworks. VenusFort came from a good deal of experience in real estate, retail and fashion.
In their book, Ōmae and Miyamoto (1999) detail the research behind the
VenusFort idea. They took into consideration everything from an analysis of the buying habits of the 20 to 35 year old female population in Tokyo and its surrounding prefectures (:29) with their hobbies and interests (:33), to the population flow towards the Daiba area and the transport occupancy hour by hour throughout the day (:41). They also analysed young women’s international and domestic travel habits (:35), and took into consideration the recurring business downturns experienced by traditional department stores (:31). With some ‘popular psychology’ also thrown in3, the idea for ‘a theme park for
3 The authors argued that ‘women are beings who cannot live without the stimulation of feelings’, unlike men who (they suggested) use the left side of the brain and are therefore
39 women’ seemed to be a logical outcome.
Still, the success of VenusFort came as a surprise to the business world, including the developers themselves. The original expectation was around 12 million4 visitors a year to the entire area known as Palette Town. As noted earlier, VenusFort alone had 1.6 million visits in the first twenty days, well over ten per cent of what was expected in the entire year (Gekkan Leisure Sangyō
Bessatu, 1999a: 49, Tamura 2000: 109).
The whole 72,830 m² area of Palette Town includes a range of leisure and shopping facilities. These include VenusFort and SunWalk5, as well as a set of themed resorts and amusement facilities, such as Toyota’s MegaWeb (a massive automobile show room) and a ‘Standing Live Hall’ called Zepp Tokyo. Built by
Hall Network ㈱ ワ , a joint venture of Sony Music
Entertainment, AVEX and Tokyo Hōsō 東京 送, Zepp Tokyo provides live performances by the latest pop musicians. There is also a general entertainment park, NeoGeo World, Tokyo Bayside, built by amusement facility maker, NSK, featuring forty-four bowling lanes, karaoke boxes and a pool hall. Palette Town also includes outdoor entertainment facilities such as the biggest Ferris wheel in the world at the time of completion (1999) and a ‘Hypershot and Hyperdrop’
more logical (:37) 4 There have been different statistics reported on the number of visits originally expected. 5 SunWalk is another brainchild of Miyamoto and Mori, a shopping mall filled mostly with sports shops, toys and pet shops, situated underneath VenusFort, and designed as a separate entity.
40 (figure 1), a kind of vertical roller coaster with only up-down movements, at extreme speed (Shopping Centre 1999: 48, AMBusiness, 1999(3)). The ‘palette’ indeed is a massive themed city dotted with shopping, entertainment and countless themed cafés and restaurants.
Figure 1: HyperDrop from 58 metres in the air.
Apart from Palette Town, there are also many other newly opened facilities in
Daiba – Hotel Nikko Tokyo opened in March 1996 and Tokyo Big Site and Fuji
Television Headquarters are just a block away (Gekkan Leisure Sangyō Bessatu,
1999a). Across the street from Hotel Nikko, there is Aqua City Shopping Mall