Chapter 1

Copyright (C) 2003 by Douglas Rushkoff. This Project Gutenberg

is also available online at:

http://www.demos.co.uk/catalogue/opensourcedemocracy_page292.aspx

This eBook is available under the Demos Open Access License, which

appears at the end of this text and online at:

http://www.demos.co.uk/aboutus/licence_page295.aspx

Title page:

Open Source Democracy

How online communication is changing offline politics

by Douglas Rushkoff

Acknowledgements

Thanks to Tom Bentley and everyone at Demos for the opportunity to

extend this inquiry to a new community of thinkers. Thanks also to my

editorial assistant, Brooke Belisle, and to colleagues including

Andrew Shapiro, Steven Johnson, Ted Byfield, Richard Barbrook, David

Bennahum, Red Burns, Eugenie Furniss and Lance Strate.

Introduction

The emergence of the interactive mediaspace may offer a new model for

cooperation. Although it may have disappointed many in the technology

industry, the rise of interactive media, the birth of a new medium,

the battle to control it and the downfall of the first victorious

camp, taught us a lot about the relationship of ideas to the media

through which they are disseminated. Those who witnessed, or better,

have participated in the development of the interactive mediaspace

have a very new understanding of the way that cultural narratives are

developed, monopolised and challenged. And this knowledge extends, by

allegory and experience, to areas far beyond digital culture, to the

broader challenges of our time.

As the world confronts the impact of globalism, newly revitalised

threats of fundamentalism, and the emergence of seemingly

irreconcilable value systems, it is incumbent upon us to generate a

new reason to believe that living interdependently is not only

possible, but preferable to the competitive individualism,

ethnocentrism, nationalism and particularism that have characterised

so much of late 20th century thinking and culture.

The values engendered by our fledgling networked culture may, in fact,

help a world struggling with the impact of globalism, the lure of

fundamentalism and the clash of conflicting value systems. Thanks to

the actual and allegorical role of interactive technologies in our

work and lives, we may now have the ability to understand many social

and political constructs in very new contexts. We may now be able to

launch the kinds of conversations that change the relationship of

individuals, parties, creeds and nations to one another and to the

world at large. These interactive communication technologies could

even help us to understand autonomy as a collective phenomenon, a

shared state that emerges spontaneously and quite naturally when

people are allowed to participate actively in their mutual

self-interest.

The emergence of the internet as a self-organising community, its

subsequent co-option by business interests, the resulting collapse of

the dot.com pyramid and the more recent self-conscious revival of

interactive media's most participatory forums, serve as a case study

in the politics of renaissance. The battle for control over new and

little understood communication technologies has rendered transparent

many of the agendas implicit in our political and cultural narratives.

Meanwhile, the technologies themselves empower individuals to take

part in the creation of new narratives. Thus, in an era when crass

perversions of populism, and exaggerated calls for national security,

threaten the very premises of representational democracy and free

discourse, interactive technologies offer us a ray of hope for a

renewed spirit of genuine civic engagement.

The very survival of democracy as a functional reality may be

dependent upon our acceptance, as individuals, of adult roles in

conceiving and stewarding the shape and direction of society. And we

may get our best rehearsal for these roles online.

In short, the interactive mediaspace offers a new way of understanding

civilisation itself, and a new set of good reasons for engaging with

civic reality more fully in the face of what are often perceived (or

taught) to be the many risks and compromises associated with

cooperative behaviour. Sadly, thanks to the proliferation of

traditional top-down media and propaganda, both marketers and

politicians have succeeded in their efforts to turn neighbour against

neighbour, city against city, and nation against nation. While such

strategies sell more products, earn more votes and inspire a sense of

exclusive salvation (we can't share, participate, or heaven forbid

collaborate with people whom we've been taught not to trust) they

imperil what is left of civil society. They threaten the last small

hope for averting millions of deaths in the next set of

faith-justified oil wars.

As the mainstream mediaspace, particularly in the United States,

becomes increasingly centralised and profit-driven, its ability to

offer a multiplicity of perspectives on affairs of global importance

is diminished. In America, broadcasting the Iraq war meant selling the

Iraq war. Each of the media conglomerates broadcast the American

regime's carefully concocted narrative, so much so that by the time

the war actually began a Knight Ridder poll found half of Americans

believed that Iraqis had participated directly as hijackers on 9

September 2001. The further embedded among coalition troops that

mainstream reporters were, the further embedded in the language and

priorities of the Pentagon they became. Dispatches regularly referred

to the deaths of Iraqi soldiers as the 'softening of enemy positions',

bombing strikes as 'targets of opportunity', and civilian deaths as

the now-laughable 'collateral damage'. This was the propagandist

motive for embedding reporters in the first place: when journalists'

lives are dependent on the success of the troops with whom they are

travelling, their coverage becomes skewed.

But this did not stop many of the journalists from creating their own

weblogs, or blogs: internet diaries through which they could share

their more candid responses to the bigger questions of the war.

Journalists' personal entries provided a much broader range of

opinions on both the strategies and motivations of all sides in the

conflict than were available, particularly to Americans, on broadcast

and cable television.

For an even wider assortment of perspectives, internet users were free

to engage directly with the so-called enemy, as in the case of a blog

called Dear Raed, written by what most internet experts came to regard

as a real person living in Baghdad, voicing his opposition to the war.

This daily journal of high aspirations for peace and a better life in

Baghdad became one of the most read sources of information and opinion

about the war on the web.

Clearly, the success of sites like Dear Raed stem from our

increasingly complex society's need for a multiplicity of points of

view on our most pressing issues, particularly when confronted by a

mainstream mediaspace that appears to be converging on single,

corporate and government approved agenda. These alternative

information sources are being given more attention and credence than

they might actually deserve, but this is only because they are the

only ready source of oppositional, or even independent thinking

available. Those who choose to compose and disseminate alternative

value systems may be working against the current and increasingly

concretised mythologies of market, church and state, but they

ultimately hold the keys to the rebirth of all three institutions in

an entirely new context.

The communications revolution may not have brought with it either

salvation for the world's stock exchanges or the technological

infrastructure for a new global resource distribution system. Though

one possible direction for the implementation of new media technology

may be exhausted, its other myriad potentials beckon us once again.

While it may not provide us with a template for sure-fire business and

marketing solutions, the rise of interactive media does provide us

with the beginnings of new metaphors for cooperation, new faith in the

power of networked activity and new evidence of our ability to

participate actively in the authorship of our collective destiny.

Chapter 1

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.

Open Source Democracy: How online communication is changing offline politics · 第 1 / 5 章