Open Source Democracy: How online communication is changing offline politics
Open Source Democracy: How online communication is changing offline politics by Douglas Rushkoff
Open Source Democracy: How online communication is changing offline politics by Douglas Rushkoff
From Moses to modems: demystifying the storytelling and taking control
We are living in a world of stories. We can't help but use narratives to understand the events that occur around us. The unpredictability of nature, emotions, social interactions and power relationships led human beings from prehistoric times to develop narratives that described the patterns underlying the movements of these forces. Although we like to believe that primitive people actually believed the myths they created about everything, from the weather to the afterlife, a growing camp of religious historians are concluding that early religions were understood much more metaphorically than we understand religion today. As Karen Armstrong explains in A History of God1, and countless other religious historians and philosophers from Maimonides to Freud have begged us to understand, the ancients didn't believe that the wind or rain were gods. They invented characters whose personalities reflected the properties of these elements. The characters and their stories served more as ways of remembering that it would be cold for four months before spring returns than as genuinely accepted explanations for nature's changes. The people were actively, and quite self-consciously, anthropomorphizing the forces of nature.
As different people and groups competed for authority, narratives began to be used to gain advantage. Stories were no longer being used simply to predict the patterns of nature, but to describe and influence the courses of politics, economics and power. In such a world, stories compete solely on the basis of their ability to win believers; to be understood as real. When the Pharaoh or King is treated as if he were a god, his subjects are actively participating in the conceit. But he still needed to prove his potency in real ways, and at regular intervals, in order to ensure their continued participation. However, if the ruler could somehow get his followers to accept the story of his divine authority as historical fact, then he need prove nothing. The story justifies itself and is accepted as a reality.
In a sense, early civilisation was really just the process through which older, weaker people used stories to keep younger, stronger people from vying for their power. By the time the young were old enough to know what was going on, they were too invested in the system, or too physically weak themselves, to risk exposing the stories as myths. More positively, these stories provided enough societal continuity for some developments that spanned generations to take root.
The Old Testament, for example, is basically the repeated story of how younger sons attempt to outwit their fathers for an inherited birth right. Of course, this is simply allegory for the Israelites' supplanting of the first-born civilisation, Egypt. But even those who understood the story as metaphor rather than historical fact continued to pass it on for the ethical tradition it contained: one of a people attempting to enact social justice rather than simply receive it.
Storytelling: communication and media
Since Biblical times we have been living in a world where the stories we use to describe and predict our reality have been presented as truth and mistaken for fact. These narratives, and their tellers, compete for believers in two ways: through the content of the stories and through the medium or tools through which the stories are told. The content of a story might be considered the what, where the technology through which the story is transmitted can be considered the how. In moments when new technologies of storytelling develop, the competitive value of the medium can be more influential than the value of the message.
Exclusive access to the how of storytelling lets a storyteller monopolise the what. In ancient times, people were captivated by the epic storyteller as much for his ability to remember thousands of lines of text as for the actual content of the Iliad or Odyssey. Likewise, a television program or commercial holds us in its spell as much through the magic of broadcasting technology as its script. Whoever has power to get inside that magic box has the power to write the story we end up believing.
We don't call the stuff on television 'programming' for nothing. The people making television are not programming our TV sets or their evening schedules; they are programming us. We use the dial to select which program we are going to receive and then we submit to it. This is not so dangerous in itself; but the less understanding and control we have over exactly what is fed to us through the tube, the more vulnerable we are to the whims of our programmers.
For most of us, what goes on in the television set is magic. Before the age of VCRs and camcorders it was even more so. The creation and broadcast of a television program was a magic act. Whoever has his image in that box must be special. Back in the 1960s, Walter Cronkite used to end his newscast with the assertion: "and that's the way it is". It was his ability to appear in the magic box that gave him the tremendous authority necessary to lay claim to the absolute truth.
I have always recoiled when this rhetorical advantage is exploited by those who have the power to monopolise a medium. Consider, for example, a scene in the third Star Wars movie, Return of the Jedi. Luke and Hans Solo have landed on an alien moon and are taken prisoner by a tribe of little furry creatures called Ewoks. In an effort to win their liberation, Luke's two robots tell the Ewoks the story of their heroes' struggle against the dark forces of the Empire. C3PO, the golden android, relates the tale while little R2D2 projects holographic images of battling spaceships. The Ewoks are dazzled by R2's special effects and engrossed in C3PO's tale: the how and the what. They are so moved by the story that they not only release their prisoners but fight a violent war on their behalf! What if the Empire's villainous protector, Darth Vader, had arrived on the alien moon first and told his side of the story, complete with his own special effects?
Television programming communicates through stories and it influences us through its seemingly magical capabilities. The programmer creates a character we like and with whom we can identify. As a series of plot developments bring that character into some kind of danger, we follow him and within us a sense of tension arises.
This is what Aristotle called the rising arc of dramatic action. The storyteller brings the character, and his audience, into as much danger as we can tolerate before inventing a solution, the rescue, allowing us all to breathe a big sigh of relief. Back in Aristotle's day, this solution was called Deus ex machina (God from the machine). One of the Greek gods would literally descend on a mechanism from the rafters and save the day. In an Arnold Schwarzenegger movie, the miraculous solution might take the form of a new, super-powered laser gun. In a commercial, the solution is, of course, the product being advertised.
TV commercials have honed this storytelling technique into the perfect 30-second package. A man is at work when his wife calls to tell him she's crashed the car. The boss comes in to tell him he just lost a big account, his bank statement shows he's in the red and his secretary quits. Now his head hurts. We've followed the poor guy all the way up Aristotle's arc of rising tension. We can feel the character's pain. What can he do? He opens the top desk drawer and finds his bottle of Brand A Pain Reliever and swallows the pills He swallows the pills while an awe-inspiring hi-tech animation demonstrates the way the pill passes through his body. He, and us, are released from our torture.
In this passive and mysterious medium, when we are brought into a state of vicarious tension, we are more likely to swallow whichever pill and accept whatever solution that the storyteller offers.
Interactivity: the birth of resistance
Interactive media changed this equation. Imagine if your father were watching that aspirin commercial back in 1955 on his old console television. Even if he suspected that he was watching a commercial designed to put him in a state of anxiety, in order to change the channel and remove himself from the externally imposed tension, he would have to move the popcorn off his lap, pull up the lever on his recliner, walk up to the television set and manually turn the dial. All that amounts to a somewhat rebellious action for a bleary-eyed television viewer. To sit through the rest of the commercial, however harrowing, might cost him only a tiny quantity of human energy until the pills come out of the drawer. The brain, being lazy, chooses the path of least resistance and Dad sits through the whole commercial.
Flash forward to 1990. A kid with a remote control in his hand makes the same mental calculation: an ounce of stress, or an infinitesimally small quantity of human effort to move his finger an eighth of an inch and he's free! The remote control gives viewers the power to remove themselves from the storyteller's spell with almost no effort. Watch a kid (or observe yourself) next time he channel surfs from program to program. He's not changing the channel because he's bored, but he surfs away when he senses that he's being put into an imposed state of tension.
The remote control breaks down the what. It allows a viewer to deconstruct the content of television media, and avoid falling under the programmer's spell. If a viewer does get back around the dial to watch the end of a program, he no longer has the same captivated orientation. Kids with remotes aren't watching television, they are watching the television (the physical machine) playing 'television', putting it through its paces.
Just as the remote control allowed a generation to deconstruct the content of television, the video game joystick demystified its technology. Think back to the first time you ever saw a video game. It was probably Pong, that primitive black and white depiction of a ping-pong table, with a square on either side of the screen representing the bat and a tiny white dot representing the ball. Now, remember the exhilaration you felt at playing that game for the very first time. Was it because you had always wanted an effective simulation of ping-pong? Did you celebrate because you could practice without purchasing an entire table and installing it in the basement? Of course not. You were celebrating the simple ability to move the pixels on the screen for the first time. It was a moment of revolution! The screen was no longer the exclusive turf of the television broadcasters.
Thanks to the joystick, as well as the subsequent introduction of the VCR and camcorder, we were empowered to move the pixels ourselves. The TV was no longer magical. Its functioning had become transparent. Just as the remote control allowed viewers to deconstruct the content of storytelling, the joystick allowed the audience to demystify the technology through which these stories were being told.
Finally, the computer mouse and keyboard transformed a receive-only monitor into a portal. Packaged programming was no longer any more valuable, or valid, than the words we could type ourselves. The addition of a modem turned the computer into a broadcast facility. We were no longer dependent on the content of Rupert Murdoch or corporate TV stations, but could create and disseminate our own content. The internet revolution was a do-it-yourself revolution. We had deconstructed the content of media's stories, demystified its modes of transmission and learned to do it all for ourselves.
These three stages of development: deconstruction of content, demystification of technology and finally do-it-yourself or participatory authorship are the three steps through which a programmed populace returns to autonomous thinking, action and collective self-determination.
In their previous lives, Gracie married Theo. Outwardly, they were the perfect academic couple, but privately, she became nothing more than a stepping stone for his ambition, and met a tragic end. Her younger sister Ellie wed Brayden, only to be abandoned for his true love, left alone and disgraced. This time, both sisters were reborn. Ellie rushed to marry Theo, chasing the success Gracie once had-unaware she was repeating the same heartbreak. Gracie instead entered a contract marriage with Brayden. But when danger struck, he defended her fiercely. Could fate finally rewrite their tragic endings?
After the divorce, she became the dream woman everyone longed for. James Ferguson saved Zelda Liamson and always did whatever she asked, making sure she had everything she could ever want. Zelda thought it was true love. After five years of marriage, she realized she was nothing more than his favourite pet, while he was her whole world. Then, the woman James truly loved came back, and Zelda demanded a divorce. James mocked her, saying, " You can't survive without me. What will you do without the Ferguson's name? " But Zelda did run away and never looked back, receiving marriage proposals every day. James lost his mind and returned, begging Zelda, "Please, come back to me. Give me another chance." His eyes were full of love and desperation.
Yelena discovered that she wasn't her parents' biological child. After seeing through their ploy to trade her as a pawn in a business deal, she was sent away to her barren birthplace. There, she stumbled upon her true origins-a lineage of historic opulence. Her real family showered her with love and adoration. In the face of her so-called sister's envy, Yelena conquered every adversity and took her revenge, all while showcasing her talents. She soon caught the attention of the city's most eligible bachelor. He cornered Yelena and pinned her against the wall. "It's time to reveal your true identity, darling."
I was the spare daughter of the Vitiello crime family, born solely to provide organs for my golden sister, Isabella. Four years ago, under the codename "Seven," I nursed Dante Moretti, the Don of Chicago, back to health in a safe house. I was the one who held him in the dark. But Isabella stole my name, my credit, and the man I loved. Now, Dante looked at me with nothing but cold disgust, believing her lies. When a neon sign crashed down on the street, Dante used his body to shield Isabella, leaving me to be crushed under twisted steel. While Isabella sat in a VIP suite crying over a scratch, I lay broken, listening to my parents discuss if my kidneys were still viable for harvest. The final straw came at their engagement gala. When Dante saw me wearing the lava stone bracelet I had worn in the safe house, he accused me of stealing it from Isabella. He ordered my father to punish me. I took fifty lashes to my back while Dante covered Isabella's eyes, protecting her from the ugly truth. That night, the love in my heart finally died. On the morning of their wedding, I handed Dante a gift box containing a cassette tape—the only proof that I was Seven. Then, I signed the papers disowning my family, threw my phone out the car window, and boarded a one-way flight to Sydney. By the time Dante listens to that tape and realizes he married a monster, I will be thousands of miles away, never to return.
Clara had to die once to see who truly surrounded her-traitors and opportunists everywhere. After her rebirth, she swore to make her enemies pay. Her fiancé mocked, "You think you deserve me?" She punched him and ended the engagement. Her stepsister played innocent, but Clara shut her down with a cold retort. "Stop pretending! I'm tired of your little act!" They called her a loser, but Clara didn't bother defending herself. Instead, she revealed her real power: superstar, racing champion, and secret mogul. When her masks fell, chaos erupted. Her ex begged, and the crime lord claimed her, but Clara had already conquered them all.
For ten years, Daniela showered her ex-husband with unwavering devotion, only to discover she was just his biggest joke. Feeling humiliated yet determined, she finally divorced him. Three months later, Daniela returned in grand style. She was now the hidden CEO of a leading brand, a sought-after designer, and a wealthy mining mogul-her success unveiled at her triumphant comeback. Her ex-husband's entire family rushed over, desperate to beg for forgiveness and plead for another chance. Yet Daniela, now cherished by the famed Mr. Phillips, regarded them with icy disdain. "I'm out of your league."
© 2018-now ManoBook
TOP
GOOGLE PLAY