Debord, Cybersituations, and the Interactive
Spectacle
By Steve Best and Douglas Kellner
But certainly for the present age, which prefers the sign to the
thing signified, the copy to the original, fancy to reality, the
appearance to the essence, ... illusion only is sacred, truth
profane. Nay, sacredness is held to be enhanced in proportion
as truth decreases and illusion increases, so that the highest
degree of illusion comes to be the highest degree of sacredness.
Ludwig Feuerbach
The afterlife of the ideas of Guy Debord and the Situationist
International is quite striking. Contemporary society and culture
are still permeated with the sort of spectacle described in classical
Situationist works, and the concept of "spectacle" has
almost become normalized, emerging as part and parcel of both
theoretical and popular media discourse. Moreover, Situationist
texts are reaching new and ever-expanding audiences in the proliferation
of 'zines and Web sites, some of which embody Situationist practice.
The past decade has been marked by a profusion of cultural activism
which uses new communications technology to proliferate radical
social critique and alternative culture. Many of these 'zines
pay homage to Debord and the Situationists, as do a profusion
of Web sites that contain their texts and diverse commentary.
Situationist ideas thus remain an important part of contemporary
cultural theory and activism, and may continue to inspire cultural
and political opposition as the "Society of the Spectacle"
enters cyberspace and new realms of culture and experience emerge.
In this article, we will accordingly update Debord's ideas in
formulating what we see as the advent of a new stage of the spectacle,
requiring new technologies and forms of oppositional practice.
We first delineate Debord's now classic theory of the spectacle,
indicate how it is still relevant for analyzing contemporary society,
and then distinguish between new forms of interactive and megaspectacles
which we contrast to a conception of what we call "cybersituations"
that have become possible with the Internet and new technologies,
offering expanded possibilities for resistance and democratization.
At stake is formulating categories adequate for representing the
transformations of contemporary society and devising a radical
democratic politics relevant to its challenges and novelties.
The Situationists: Capitalism, Commodification, and Spectacle
The commodity can only be understood in its undistorted essence
when it becomes the universal category of society as a whole.
Georg Lukacs
The spectacle is the moment when the commodity has attained
the total occupation of social life. The relation to the commodity
is not only visible, but one no longer sees anything but it: the
world one sees is its world. Modern economic production extends
its dictatorship extensively and intensively.
Guy Debord
In the shift from 19th century competitive capitalism, organized
around production, to a later form of capitalism organized around
consumption, media, information, and technology, new forms of
domination appear, greatly complicating social reality. While
Lukacs (1971 [1923]) saw the acceleration of commodification in
contemporary capitalism, Horkheimer, Adorno, Marcuse, Benjamin,
and others associated with the Frankfurt school traced the gradual
bureaucratization, rationalization, and commodification of social
life in the media and consumer society. They described how the
"culture industry" defused critical consciousness, providing
a key means of distraction and stupefaction, and developed the
first neo-Marxist theories of the media and consumer society (see
Kellner 1989a).
We interpret the emergence of Guy Debord and the Situationist
International as an attempt to update Marxian theory and practice
in the French post-World War Two conjuncture--a project that was
also deeply influenced by French modernist avant garde movements.
Debord and his friends were initially part of a French avant-garde
artist milieu that was shaped by Dada, surrealism, lettrism, and
other attempts to merge art and politics (see Marcus 1989; Plant
1992; and Wollen 1993). Unorthodox Marxists like Henri Lefebvre
(himself at one time part of the surrealist movement and producer
of a "critique of everyday life") influenced Debord,
as did groups like "Socialism or Barbarism" and Arguments,
both of which attempted to create an up-to-date and emancipatory
Marxist theory and practice. Rapid modernization in France after
World War Two and the introduction of the consumer society in
the 1950s provoked much debate and contributed to generating a
variety of French discourses on modern society, inspiring Debord
and others to attempt to revitalize the Marxian project in response
to new historical conditions and aesthetic and theoretical impulses.
Yet the Situationist revision constituted significant differences
from classical Marxism and new motifs and emphases. Whereas traditional
Marxism focused on production, the Situationists highlighted the
importance of social reproduction and the emergence of a consumer
and media society that had developed since the death of Marx.
While Marx spotlighted the factory, the Situationists concentrated
on the city and concrete social relations, supplementing the Marxian
emphasis on class struggle by undertaking cultural revolution
and the transformation of everyday life. And whereas Marxian theory
centered on time and history, the Situationists, with Lefebvre,
accentuated the production of space and constitution of society.
Debord and the Situationists can thus be interpreted as an attempt
to renew the Marxian adventure under historically specific conditions.
Their program was to reinvigorate Marxian revolutionary practice
and to supplement Marx's critique of capital and the commodity,
attempting to trace the further development of capitalist society
and culture and the new forms of alienation and oppression. Politically,
Debord and the Situationists were deeply influenced by the council
communism promoted by the early Lukacs, Korsch, Gramsci, and a
tradition taken up in France by both the Socialism or Barbarism
and Arguments groups. This tradition was radically democratic,
emphasizing the need for workers and citizens to democratically
control every realm of their life from the factory to the community
and it influenced Debord and the Situationists. Drawing on Sartre
and his concept that human existence is always lived within a
particular context or situation and that individuals can create
their own situations, as well as by Lefebvre's concept of everyday
life and demand to radically transform it, Debord and his comrades
began devising strategies to construct new "situations"
(see the 1957 Debord text in Knabb 1981: 17ff.). This enterprise
would merge art and everyday life in the spirit of the radical
avant garde movements and would require a revolution of both art
and life.
Interestingly, some of the Situationist aesthetic activities
anticipated postmodern culture -- such as the emphasis on pastiche
and quotation and the collapsing of boundaries between high and
low art, and art and everyday life --, though Situationist practice
was always geared toward a revolutionary transformation of the
existing society, both bureaucratic communist and capitalist ones.
Debord's analysis of contemporary capitalism developed Marx's
analysis of commodification to its latest stage, which he described
as "the becoming-world of the commodity and the becoming-commodity
of the world" (#66). For the Situationists, the current stage
of social organization is a mutation within capitalism, but it
is still fully accessible to a Marxist interpretation. Beneath
the new forms of domination, there is "an undisturbed development
of modern capitalism" (#65). Also influenced by Gramsci (1971),
the Situationists saw the current forms of social control as based
on consensus rather than force, as a cultural hegemony attained
through the metamorphoses of the consumer and media society into
the "society of the spectacle." In this society, individuals
consume a world fabricated by others rather than producing one
of their own.
Paraphrasing Marx's opening to Capital, Debord said: "In
the modern conditions of production, life announces itself as
an immense accumulation of spectacles" (#1). The society
of the spectacle is still a commodity-producing society, rooted
in the capitalist mode of production, but reorganized as a consumer
and entertainment society. "Spectacle" for Debord is
a complex term which "unifies and explains a great diversity
of apparent phenomena" (#10). In one sense, it refers to
a media and consumer society, organized around the consumption
of images, commodities, and staged events, but the concept also
refers to the vast institutional and technical apparatus of contemporary
capitalism, to all the means and methods power employs, outside
of direct force, which relegate subjects passive and obscure the
nature and effects of capitalism's power and deprivations.
Under this broader definition, the education system and the institutions
of representative democracy, as well as the endless inventions
of consumer gadgets, sports, media culture, and urban and suburban
architecture and design, are all integral components of the spectacular
society. Schooling, for example, deploys sports, fraternity and
sorority rituals, bands and parades, and various public assemblies
that indoctrinate individuals into dominant ideologies and submissive
behavior. The standard techniques of education which comprise
rote learning and mechanical memorization of facts presented by
droning teachers, to be regurgitated through multiple choice exams,
is very effective for killing creativity and choking the spirit
and joy of learning. Currently, the use of video technologies
in the classroom can reinforce this passivity and creates a spectacularization
and commodification of education, with TV "news" punctuated
with ads by corporate sponsors, such as the Whittle Corporation's
Channel One which is made available in thousands of schools across
the U.S. Computer technologies are potentially more empowering
as they can require interactive and creative research and communication
activity, though they too can be put in the service of the spectacularization
of education with multimedia toys and play with images and texts
replacing the often difficult activity of learning.
Contemporary politics is also saturated with spectacles, ranging
from daily "photo opportunities," to highly orchestrated
special events which dramatize state power, to TV ads and image
management for competing candidates. Elections from Israel to
Russia reduce politics to a battle of image and a media spectacle
with Hollywood-style campaigns for candidates intent on selling
personalities more than political platforms. The media promote
political spectacle to attract audiences and to enhance revenues
and so in recent years the public has been subjected to endless
rehashes of the Clinton sex scandals, the tribulations and death
of Princess Diana, the drama of high-tech war, ranging from the
most extensive TV spectacle in history, the Persian Gulf TV War
(Kellner 1992), to enactments of terrorist attacks on Western
targets and/or U.S.-led attempts at military retaliation and,
most recently, the bombing campaign against Serbia and odysseys
of Kosovo refugees.
For Debord, the spectacle is a tool of pacification and depoliticization;
it is a "permanent opium war" (#44) which stupefies
social subjects and distracts them from the most urgent task of
real life--recovering the full range of human powers through revolutionary
change. In Debord's formulation, the concept of the spectacle
is integrally connected to the concept of separation, for in passively
consuming spectacles, one is disengaged from actively producing
one's life. Capitalist society disconnects workers from the product
of their labor, art from life, and spheres of production from
consumption, which involve spectators passively observing the
products of social life (#25 and #26). The Situationist project
in turn demanded an overcoming of all forms of separation, so
that individuals could directly produce their own life, culture,
and forms of social interaction.
The spectacular society spreads its narcotics mainly through
the mechanisms of leisure and consumption, services and entertainment,
all ruled by the dictates of advertising and a commercialized
media culture. This structural shift to a society of the spectacle
involves a commodification of previously non-colonized sectors
of social life and the extension of bureaucratic control to the
realms of leisure, consumption, desire, and everyday life. Parallel
to the Frankfurt School conception of a "totally administered"
or "one dimensional" society (Adorno and Horkheimer
1972; Marcuse 1964), Debord states that the "spectacle is
the moment when the commodity has attained the total occupation
of social life" (#42).
The spectacle not only expands the profits and power of the capitalist
class, but also helps to resolve a legitimation crisis of capitalism.
Rather then vent anger against exploitation and injustice, oppressed
social groups are distracted and mollified by new cultural productions,
social services, and wage increases. In consumer capitalism, the
working classes abandon the union hall for the shopping mall and
celebrate the system that fuels the desires it ultimately cannot
satisfy. But the advanced abstraction of the spectacle brings
in its wake a new stage of deprivation. Marx spoke of the degradation
of being into having, where creative praxis is reduced to the
mere possession of an object, rather than its imaginative transformation,
and where need for the other is reduced to acquisitive individualism.
Debord invokes a further reduction, the transformation of having
into appearing, where the material object gives way to its semiotic
representation and draws "its immediate prestige and ultimate
function" (#17) as image--in which look, style, and display
function as signs of social prestige. The production of objects
simpliciter gives way to "a growing multitude of image-objects"
(#15) whose immediate reality is their symbolic function as image.
Within this abstract system, it is the appearance of the commodity
that is more decisive than its actual "use value" and
the symbolic packaging of commodities--be they cars or presidents--generates
an image industry and new commodity aesthetics (see Haug 1986).
While spectacles like Roman bread and circuses have long distracted
the masses and celebrated state power, the society of the spectacle
has more immediate origins in 19th century capitalist society
organized around commodity spectacles and consumption. As Walter
Benjamin argued (1973, discussed in Buck-Morss 1989), the commodity-phantasmagoria
of the spectacle began in the Paris Arcades in the 19th century
which put on display all the radiant commodities of the day. Department
stores soon appeared in Paris and elsewhere which exhibited commodities
as a spectacle and emerged as coveted temples of consumption.
Sears catalogues offered customers entrance to commodity paradise
and companies began using display and advertising to market their
wares, creating a society where images offered fantasies of happiness,
luxury, and transcendence (see Ewen and Ewen 1983).
By the 1920s, advertising had become a major social force and
films were celebrating affluence and consumer lifestyles, but
the depression of the 1930s and World War Two prevented the consumer
society from developing. After the war, however, the "affluent
society" emerged in the United States as returning soldiers
came back with money in pocket to start families and to buy the
all the new products offered and promoted on radio and television.
Life in the suburbs was centered on consumption, and new shopping
malls gathered together a diversity of department stores and specialty
shops in an environment scientifically designed -- right down
to subliminal messages in the Muzak--to promote a spontaneous
orgy of purchasing. The 1950s was thus the epoch of the consumer
society in the United States and by the 1960s the same dynamics
began to appear in France with new "drugstores," shopping
malls, and a proliferation of consumer goods and services. It
is this era that is theorized in Debord's and the Situationist
International's classic analysis of the society of the spectacle.
Further Adventures of the Spectacle
When the real world changes into simple images, simple images
become real beings and effective motivations of a hypnotic behavior.
The spectacle as a tendency to make one see the world by means
of various specialized mediations (it can no longer be grasped
directly), naturally finds vision to be the privileged human sense
which the sense of touch was for other epochs; the most abstract,
the most mystifiable sense corresponds to the generalized abstraction
of present day society.
Debord (#18).
Reflections on the current globalized capitalist system suggest
that contemporary overdeveloped societies continue to be marked
by Debordian spectacle in every realm of social life, creating
ever more elaborate megaspectacles. In the economy, more money
is spent each year on advertising and packaging which in the U.S.
constitutes 4% of the gross national product (see Kellner 1996).
New malls feature ever more spectacular shopping centers, and
"the malling of America" and the Global Consumer Village
exhibit not only a sparkling array of goods and services but also
high-tech entertainment, postmodern architecture, and, increasingly,
simulations of famous sites past and present (Gottdiener 1997).
The Edmonton mall in Canada, for example, combines an amusement
park, a replica of Columbus' ship Santa Maria, recreations of
New Orleans' Bourbon Street, a casino, and theme hotel, along
with hundreds of shops, so that there is currently a 60 percent/40
percent split between retail sales and entertainment (Ritzer 1998).
Not to be outdone, Las Vegas now has on display an elaborate simulation
of New York City, complete with 42nd Street and the Statue of
Liberty.
Entire environments are ever more permeated with advertising
and spectacle. Buses are now wrapped with giant and glowing graphics,
thus becoming rolling billboards. Whole urban areas, like Las
Vegas or Sunset Strip in Los Angeles, are illuminated by lasers
that flash promotions upon buildings and environmental advertising,
in which urban sites are lit up by ads on buildings, on high-tech
billboards, and in the sky, taking the megaspectacle to new heights
(or depths, depending on how you view it). With cable and satellite
television, the spectacle is now so ubiquitous and accessible
that one need not even rise from the lounge chair to shop, requiring
only a telephone and credit card to purchase a vast array of products
from TV home shopping networks. Indeed, many people buy impulsively
from such shows and "shopping addiction" and "shopoholics"
are widespread forms of psychological malaise. To expand the domain
of shopping and profit still further, advertisers are already
creating new malls in cyberspace that will provide virtual shopping
environments of the most exotic kind to parade an unbelievable
surfeit of products. Currently, corporations are establishing
Web sites on the Internet which offer all sorts of visual spectacles
in order to entice customers to buy their goods and provide consumer
profile information for future advertising and commercial ventures.
Like the industrial commodity markets that preceded it, the spectacle
has gone global with the proliferation of satellite dishes beaming
Western consumer goods, sex and violence, and spectacles to all
corners of the globe, subverting the cultural traditions of many
countries and producing a globalized mass culture.
Such media spectacles are financed by advertisers who in turn
pass along costs to the consumers, who are doubly exploited in
work and consumption. Consumers pay for the spectacles of entertainment,
subsidized by advertising, in the form of higher costs for products.
Moreover, what the entertainment and information industries offer
is a function of what they think will sell and that on the whole
advances their own interests. Hence, the spectacles of the culture
industry produce ever more desires for its goods and way of life
and proliferates into new arenas and realms, as we explore in
the next section.
Entertainment is a dominant mode of the society of the spectacle
with its codes permeating business, news and information, politics,
education, and everyday life. Newspapers like USA Today parcelize
news into small stories, illustrated by graphs, charts, and color
pictures, while both local and national TV news is saturated by
happy talk and human interest stories. Cable TV promises to offer
over 500 channels in the near future, and Internet Web sites and
new media sites may offer even more infotainment spectacles, as
multimedia technologies develop. Such a scenario frightens cybercritic
Paul Virilio to imagine an increasing inertia setting in, as individuals
enter virtual worlds through the click of a mouse (1998: 117ff).
Today, entertainment is big business and business has to be entertaining
to prosper. In the "entertainmentization" of the economy,
television, film, theme parks, video games, casinos, and so forth
become an increasingly important part of the national economy
and personal spending. In the U.S., the entertainment industry
is now a $480 billion industry, and consumers spend more for fun
than clothes or health care (Wolf 1999: 4). In Texas, once known
as the wheat state, the estimated market value of the Dallas Cowboys
and the Houston Oilers was greater ($735 million) than the total
value of the wheat that the state harvested ($600 million) (Environmental
News Network, May 12 1999). Further, a corporate entertainment
complex is rapidly advancing in Bangkok, Australia, China, India,
Islam, Japan and elsewhere, forming a crucial aspect of the global
restructuring of capitalism and disseminating modernization and
postmodernization processes simultaneously.
Moreover, in competitive business environments, it is the fun
factor that can give one business the edge over another, and so
corporations seek to be more entertaining in their commercials,
their business environment, and their web sites. Hence, Budweiser
commercials feature talking frogs which tells us nothing about
the product, but catch the viewers' attention, while Taco Bell
deploys a talking dog and Pepsi uses Star Wars characters. Buying,
shopping, and dining out are coded as an "experience"
as businesses adopt a theme park style. Places like the Hard Rock
Cafe are not renown for their food, after all, people go there
for the ambience, to buy clothing, and to see music and media
memorabilia. It is no longer good enough just to have a web site,
it has to be an interactive spectacle, featuring not only products
to buy, but music and videos to download, games to play, prizes
to win, travel information, and "links to other cool sites."
The infotainment society reduces everything to the logic of the
commodity spectacle. Always a major site of the spectacle and
a source of capital, religion itself has become packaged as a
spectacle commodity with TV religion, religion Web sites, and
dramatic increase in religious artifacts ranging from bibles on
CD- ROM to Christian rock music videos and CDs. Since the rise
of televangelism in the 1980s, religion has been relentlessly
commodified with TV evangelists promoting the spectacle of religion
to rake in millions of dollars from gullible contributors. Jesus2000.com
advertizes itself as "The Holy Land's Largest Shopping Mall
on the Internet," claiming over one million Virtual Pilgrim
visits since its December 98 launch. Feed reports that Jesus2000.com
faces stiff competition, though--and not just from Crosswalk.com,
the Internet's No. 1 Christian portal. The Chosen People have
developed a number of innovative Web applications including VirtualJerusalem.com,
a site that lets users send e-mail directly to God. VJ Webmaster
Avi Moskowitz prints and carries a batch of e-mail prayers to
the Western Wall daily. Meanwhile, Taliban Online has been providing
a small but faithful Muslum audience with "news and articles
on Islam and Jihad" for more than a year now. The site is
selling cars, stereos and other earthly delights as part of a
Web banner "ad network" (http://feedmag.com/daily/dyo20499.html).
Even the Pope himself has become a commodity-machine, a global
superstar whose image the Roman Catholic Church recently licensed
to sell official Papal souvenirs, ranging from books and posters
to watches, sweatshirts, CDs and videos featuring the Pope, and
bottled (holy?) water--with a Papal Web-page to promote the Vatican's
image and to sell their merchandise. A Papal visit takes on the
form of megaspectacle, as when the Pope's trip to St. Louis was
awarded the headline "Pope gets rock-star greeting in US"
(as reported in http://www.suck.com/fish/99/02/02).
Megaspectacles also include sports events like the World Series,
Superbowl, and NBA championships which attract massive audiences,
are hyped to the maximum, and generate always accelerating record
advertising rates. These cultural rituals celebrate society's
deepest values (i.e. competition, winning, success, and money)
and corporations are willing to pay top dollars to get their products
associated with such events.
Indeed, it appears that the logic of the commodity spectacle
is increasingly permeating professional sports which can no longer
be played without the accompaniment of cheer leaders, giant mascots
who clown with players and spectators, and raffles, promotions,
and contests which hawk the products of various sponsors. Instant
replays turn the action into high-tech spectacles; after Mark
McGwire broke Roger Maris' home run record in September 1998,
the historical shot was replayed endlessly and Fox Sports presented
a montage of McGwire's most spectacular home runs, accompanied
by patriotic music and images of commodity advertisements in the
stands as his home runs bounced into the bleachers. Sports stadiums
themselves contain electronic reproduction of the action, as well
as giant advertisements for various products which rotate for
maximum saturation--previewing environmental advertising in which
entire urban sites are becoming scenes to promote commodity spectacles.
Sports stadiums, like the new United Center in Chicago, or America
West Arena in Phoenix, are named after corporate sponsors. The
Texas Rangers stadium in Arlington, supplements its sports arena
with a shopping mall and commercial area, office buildings, stores,
and a restaurant in which for a hefty price one gets a view of
the athletic events, while quaffing food and drink. Tropicana
Field in Tampa Bay "has a three-level mall that includes
places where 'fans can get a trim at the barber shop, do their
banking and then grab a cold one at the Budweiser brew pub, whose
copper kettles rise three stories. There is even a climbing wall
for kids and showroom space for car dealerships'" (Ritzer
1998: 229).
It probably will not be too long before the uniforms of professional
sports players are as littered with advertisements as racing cars.
In the globally popular sport of soccer, companies such as Canon,
Sharp, and Carlsberg sponsor teams and have their names emblazoned
on their shirts, making the players epiphenomena of transnational
capital. In auto racing events like the Tour de France or Indianapolis
500, or professional bicycling events, entire teams are sponsored
by major corporations whose logos adorn their clothes and cars.
And throughout the world, but especially in the United States,
the capital of the commodity spectacle, superstars like Michael
Jordan commodify themselves from head to foot, selling their various
body parts and images to the highest corporate bidders, imploding
their sports images into the spectacles of advertising. In this
manner, the top athletes augment their salaries, sometimes spectacularly,
by endorsing products, thus imploding sports, commerce, and advertising
into dazzling spectacles which celebrate the products and values
of corporate America.
In fashion, already a consumerist spectacle, laser-light shows,
top rock and pop music performers, superstar models, and endless
hype promote each new season's offerings, generating ever more
spectacular clothing displays:
In the same way that movies are being judged by the size of
their grosses, not whether they make any sense, couture shows
are now judged by the size of the spectacle.... Keep your eye
on the three-story waterfall at Givenchy [fashion show], and wait
for the train at Christian Dior... At huge expense, a spice-filled
Souk was recreated, and the lost luggage room had trunks tagged
with names like Bing Crosby, Cleopatra and Brad Pitt ("In
Paris Couture, the Spectacle's the Thing," New York Times,
July 21, 1998: C24).
Here the logics of spectacle and simulation combine in a megaorgy
of lights, music, dazzling image, and constructed environments
that celebrate the commodity and celebrity culture, fetishizing
its idols. Indeed, one of the world's most fashionable and glamorous
women, Princess Diana, has become a commodified spectacle in her
death, as in her life, with an intense global marketing of her
image on postage stamps, coins, portrait plates, porcelain dolls,
and other wares of "Dianabilia" (New York Times, August
26, 1998: C1, 3). These celebrity icons provide deities to worship
from afar and inspire individuals to themselves enter the world
of image and spectacle, becoming part of the action.
Indeed, it appears in the society of the spectacle that a life
of luxury and happiness is open to all, that anyone can buy the
sparkling objects on display and consume the spectacles of entertainment
and information. But in reality only those with sufficient wealth
can fully enjoy the benefits of this society, whose opulence is
extracted out of the lives and dreams of the exploited. The poor
souls who can't afford to live out their commodity fantasies in
full are motivated to work harder and harder, until they are trapped
in the squirrel cage of working and spending, spending and working--and
increasingly borrowing money at high interest rates. Indeed, consumer
credit card debt has sky- rocketed over 47% in recent years, as
credit cards are easier to get and interest payment rises. By
the mid-1990s, the average debt per household was over $3,000,
up from barely over $1,000 per household in 1985 (New York Times,
December 28, 1995: C1). Near the end of the deacde credit indebtedness
reached $1.2 trillion, growing at a 9% annual rate and generating
negative saving rates two months in a row for the first time on
record (Los Angeles Times, December 8, 1998: C3).
New forms of megaspectacle are emerging through the tourism and
leisure industries. Theme parks like the Disney Worlds recreate
entire spectacular simulated environments for family consumption.
IMAX movies feature gigantic footage of erupting volcanoes, avalanches,
climbs to Mount Everest, voyages to the moon, undersea exploration,
and the like which allow simulation of the wonders of nature.
In the Universal Studios Islands of Adventure theme park, built
for $3 billion, you can island hop around five different sites,
including recreations of Seuss Landing, which features a "Cat
in the Hat" ride and a Green Eggs and Ham Cafe; Jurassic
Park, The Lost Continent, Toon Lagoon, and Marvel Super Hero Island.
This homage to the megaspectacle features high-tech rides, with
twelve story high roller coasters, sophisticated animatronics,
and 3-D special effects. Designed as pure escapism for the entire
family, their advertisement bids, "Give us Three Days and
Nights. We'll give You a Whole New Universe."
Cyberdigerati proclaim that virtual reality will be the next
stage in theme park-like experiences, so that spectators can stay
home, just don a helmet or visor, and have all the experiences--sights,
sounds, and smells--that you would in a "real" experience
in a "real" park. In this virtual world, entrepreneurs
claim that such experiences will be designed as an interactive
spectacle where the "visitor" will have some imput on
what she or he will experience--e.g. what dinosaurs will appear,
whether you'll be washed over a waterfall, or parachute out of
a crashing airplane, and so on. Perhaps such spectacles will become
as addictive as the VR drug in the 1995 film Strange Days in which
spectators become hooked on video of extreme sex and violence,
or the simulated worlds of The 13th Floor (1999) where players
are transported to recreations of other times and places, experiencing
full bodily enjoyment.
Megaspectacles also involve another form of mass-mediated experience
in which megapolitical occurrences like the Gulf War, the OJ Simpson
trial, the Clinton sex scandal, teen shootings, and other media
events come to colonize everyday life, distracting individuals
from their own and their society's serious problems, as spectators
of the megaspectacle get lost in the trivia of tabloid infotainment
and mass distraction. In the summer of 1999, the Star Wars film
The Phantom Menace became the megaspectacle of the moment with
saturation media coverage of spectators camped out waiting for
the film to open, often with costumes of the films characters.
The phenomenon was featured on the covers of many magazines, was
heavily covered by TV and other media, and was the subject of
high density internet coverage and discussion. Where the kingdom
of the image and realm of appearance determine and overtake reality,
life is no longer lived directly and actively. The spectacle contains
a form of social relations in which individuals passively consume
commodity spectacles and services, without active and creative
involvement in life. The popular MTV animated series Beavis and
Butt-Head provides emblematic examples of such passivity, as the
two characters sit in front of television watching music videos
and are usually only incited to action by something they watch
on television. Representing the recline of Western civilization,
their entire vocabulary and mapping of the world derives from
TV, and they describe media bites as "cool" or "sucks"
according to whether or not the images conform to their preferred
forms of sex and violence (see Kellner 1995a and Best and Kellner
1998). For scopophiles like Beavis and Butt-Head, life is played
out video by video, an endless rerun of hype and banality.
For Debord, the correlative to the Spectacle is the Spectator,
the passive viewer and consumer of a social system predicated
on submission and conformity. In contrast to the stupor of consumption,
Debord and the Situationists champion active, creative, and imaginative
practice, in which individuals create their own "situations,"
their own passionate existential events, fully participating in
the production of everyday life, their own individuality, and,
ultimately, a new society. Thus, to the passivity of the spectator,
the Situationists contrast the active and oppositional subject
which constructs its own everyday life against the demands of
the spectacle (to buy, consume, conform, etc.). The concept of
the spectacle therefore generates a distinction between passivity
and activity and consumption and production, condemning passive
consumption of spectacle as an alienation from human potentiality
for creativity and imagination.
The concept also entails distinctions between the artificial
and the real, and the abstract and the concrete. Unlike real human
needs for creativity and community, commodity wants and spectacles
are artificial, with capitalism endlessly multiplying desires
for the latest gadget or product line, while creating a fantasy
world of imagined self-realization and happiness. In place of
concrete events and relations with others, the spectacle substitutes
abstract images, commodity fantasies, and relations with technology.
The spectacle escalates abstraction to the point where one no
longer lives in the world per se--"inhaling and exhaling
all the powers of nature" (Marx)--but in an abstract image
of the world. "Everything that was directly lived has moved
away into a representation" (Debord #1), producing the "philosophization
of reality" (#19). By this Debord means that spectacle and
image constitute an ersatz reality, an ideal world of meanings
and values to be consumed by the commodity self. The realization
of philosophy, as conceived by Marx, entailed the abolition of
"philosophy"--i.e. of an abstract ideology constituted
above and against the concrete conditions of social existence--and
the synthesis of theory and practice in revolutionary praxis in
which individuals transform their conditions of life. For Marx,
revolutionary praxis seeks to realize the ideals of the Enlightenment,
creating equality, freedom, individuality, and democracy as the
form of social life, thus actualizing Western culture's highest
philosophical ideals.
The philosophization of reality, on the other hand, separates
thought from action as it idealizes and hypostatizes the world
of the spectacle. It converts direct experience into a specular
and glittering universe of images and signs, where instead of
constituting their own lives, individuals contemplate the glossy
surfaces of the commodity world and adopt the psychology of a
commodity self that defines itself through consumption and image,
look, fashion, and style, as derived from the world of the spectacle.
Spectators of the spectacle project themselves into a phantasmagoric
fantasy world of stars, celebrities, and stories, in which individuals
compensate for unlived lives by identifying with sports heros
and events, movie and television celebrities, and the lifestyles
and scandals of the rich and infamous.
Hence, many individuals in the society of spectacle constitute
themselves in terms of celebrity image, look, and style. Media
celebrities are the icons and role models, the stuff of dreams
who the dreamers of the spectacle emulate and adulate. But these
are precisely the ideals of a consumer society whose models promote
the accumulation of capital by defining personality in terms of
image, forcing one into the clutches and cliches of the fashion,
cosmetic, and style industries. Mesmerized by the spectacle, subjects
move farther from their immediate emotional reality and desires,
and closer to the domination of corporately controlled consumption:
"the more [one] contemplates the less he lives; the more
he accepts recognizing himself in the dominant images of need,
the less he understands his own existence and his own desires
... his own gestures are no longer his but those of another who
represents them to him" (Debord #30). The world of the spectacle
thus becomes the "real" world of excitement, pleasure,
and meaning, whereas everyday life is devalued and insignificant
by contrast. Within the abstract society of the spectacle, the
image thus becomes the highest form of commodity reification:
"The spectacle is capital to such a degree of accumulation
that it becomes an image" (#34).
Debord emphasizes the super-reification of image-objects as a
massive unreality, an inversion of reality and illusion. The spectacle
is "the autonomous movement of the non-living" (#2).
The actual class divisions of society, for example, are abolished
in the spectacle and replaced with signs of unified consumption
which address everyone equally as consumers. But, like Feuerbach
and Marx, Debord saw not simply the blurring of illusion and reality,
but the authentication of illusion as more real than the real
itself. "Considered in its own terms, the spectacle is affirmation
of appearance and affirmation of all human life, namely social
life, as mere appearance" (#10).
Thus, we believe that Debord's analysis of the spectacle continues
to be relevant, even more so than during the period in which he
formulated the term. Yet we claim that we are in a more advanced
stage of the spectacle, which we call the interactive spectacle,
that involves the creation of cultural spaces and forms which
present exciting possibilities for creativity and empowerment
of individuals, as well as novel forms of seduction and domination.
The stage of the spectacle described by Debord, congruent with
Sartre's analysis of the fate of subjectivity in the present age,
was that of the consumption of spectacles in which individual
subjects were positioned to be compliant spectators and consumers
of commodities and mass media. In this earlier conjuncture, the
subject sat more or less passively in front of a movie or television
screen, or was a slightly more active spectator of sporting events
or commodity spectacles in stores or malls. This phase elicited
analyses of the domination of the subject by the object, and categories
of passivity, seriality, separation, and alienation described
the decline of agency and transformative praxis.
In the previous stage of the spectacle, the media and technology
were seen as powerful control mechanisms keeping individuals numb,
fragmented, and docile, watching and consuming, rather than acting
and doing. Yet the spectacle was not always as monolithic, determining,
and powerful as some believed, nor were spectators mere dupes
or conduits of manipulation. For the last several decades, work
in media theory and cultural studies has challenged simplistic
"hypodermic needle" models that assume individuals are
merely injected with ideology, and has analyzed the ways viewers
read texts critically and against the grain, and subvert or challenge
power relations in their everyday life (see Kellner 1990 and 1995).
However, the subject was arguably not as self-constituting as
later advocates of the "active audience" within British
cultural studies and elsewhere would maintain in the 1980s (see
the critique of the latter in Kellner 1995a and of the Situationist
concepts in Best and Kellner 1997, Chapter Three).
Thus, our challenge is to theorize forms of domination and manipulation
and agency and resistance in the previous and current phases of
the spectacle. We must do so with the realization that the spectacle
itself has today evolved into a new stage of the interactive spectacle,
which comprises new technologies (unforeseen by Debord) that allow
a more active participation of the subject in (what remains) the
spectacle. The subject of the new stage of spectacle is more active
and new interactive technologies like the computer, multimedia,
and virtual reality devices make possible more participation,
albeit of limited and ambivalent types. Accordingly, we contrast
a more dynamic and creative construction of cybersituations with
manipulative and pacifying modes of the interactive spectacle.
Cybersituations against the Spectacle
Today the revolutionary project stands accused before the tribunal
of history--accused of having failed, of having engendered a new
alienation. This amounts to recognizing that the ruling society
has proved capable of defending itself, on all levels of reality,
much better than revolutionaries expected. Not that it has become
more tolerable. Revolution has to be reinvented, that's all.
Internationale Situationniste #6 (August 1991)
The trajectories and effects of the interactive spectacle are
far from clear and we can offer here but a few speculative thoughts
on a condition still unfolding. To begin, we believe that the
interaction between subject and object, between individuals and
technology, celebrated by cybertheorists like Sherry Turkle (1996)
and others, exaggerates the interactivity and the break with previous
forms of culture and subjectivity. On one hand, as we suggested
above, the previous stage was not as passive as Debord claimed.
On the other hand, contemporary forms of the interactive spectacle
are not as emancipatory and creative as many cyberdigerati claim.
Whereas we are ready to concede a more interactive dimension to
the current stage of the spectacle and a more energetic role for
the subject, we also see something of a collapse of the distinction
between subject and object occurring that has disturbing implications,
as individuals implode into an ever denser technological network.
While we would not go as far as Baudrillard in postulating the
triumph of the object in contemporary postmodern culture (see
the discussion in Kellner 1989b: 153ff), we recognize that the
cyberspectacle, like its predecessors in media culture, is highly
seductive and may constitute new forms of alienation and domination.
For example, many of the forms of cyberculture being promoted
do not advance genuine interaction and instead wrap subjects more
insidiously within the tentacles of the consumer society. Thus,
instead of merely watching television, beer in hand, today someone
can voice an opinion by phone, fax, or email to participate in
polls, or to respond or argue with the hosts of talks shows and
their guests. Rather than the customary beta-wave stupor induced
by TV, the cybersubject can voice an opinion. Yet one should not
exaggerate the significance of such activity. A Pepsi commercial
on MTV promoting the 1998 MTV music video awards emphasized the
fact that the video of the year award would be selected by the
viewers through Internet and phone calls live during the show;
the commercial dramatized "the power of choice" and
reminded us that "you are in charge of your destiny,"
equating the ability to vote for an MTV music video award with
personal and social power. In such fashion, the interactive spectacle
attempts to seduce viewers into playing its game and equates virtual
participation with empowerment and destiny.
Furthermore, there is typically a structuring of the protocols
of interaction on computer networks and a monitoring and manipulation
of communication in mainstream media shows, like talk radio and
television, or in websites and television programs that solicit
viewer opinions through fax, telephone, or email. That is, often
"wizards" or list-serve administrators can take people
off of lists, censor postings, and limit the type and extent of
interaction. And interactive mainstream media such as CNN call-in
programs or discussion programs that solicit viewers to email
or fax comments for instant dissemination are monitored and controlled,
as are MS-NBC television and websites that incorporate live viewer
input and most websites of media corporations that allow interaction
and discussion. While these are interesting developments in the
history of the media, they do not constitute a democratizing,
empowering, or genuinely interactive culture and are continuous
in some ways with the media spectacles of the previous stage,
although they integrate the consumer and audience in more engaging
ways into the spectacle.
Hence, "interactive TV" is not only an oxymoron, it
is also an ideological concealment of the fact that the stage
and props of discussion are already in place and tightly controlled
(a producer screens calls, the host can instantly cut off a radical
perspective that may seep through), and that individuals are still
serialized in private homes. "Interactive TV" is therefore
an alibi that functions in the same way that the "open hallways"
of Congress (now threatened by the summer 1998 shootings of two
Capitol police officers) masks the fact that, open or blocked,
the citizens still do not get behind the closed doors of establishment
power politics.
In an attempt to further ensnare the benighted couch potatoes
of consumer capitalism, the entertainment industry has on the
horizon a new form of "interactive TV" which allows
the viewer to be their own director, to call their own shots,
to edit their own videos, or even to project their own image onto
the screen (especially enticing with porn videos) to "interact"
with the programmed scenario and plot. Thus, we can now go into
the TV, becoming a part of it as it has become a part of us. With
every passing day, people become more and more like Max Renn in
David Cronenberg's film Videodrome, who has video cassettes inserted
into his body and video fantasies implanted into his mind, a new
technobody satirized in "Television Man" by the Talking
Heads:
I'm looking and I'm dreaming for the first time
I'm inside and I'm outside at the same time
And everything is real
Do I like the way I feel? ...
Television made me what I am ...
(I'm a) television man.
Web-TV already is providing an interactive spectacle combining
the television industry and the Internet, allowing the accessing
of data bases, web sites, and chat rooms, as one watches television.
Further, Internet technology enables ordinary individuals to make
their everyday life a spectacle, with live sex on the Internet
(usually for a fee) and even a live birth on June 16, 1998 (by
a woman who, it turns out, had a felony record for various scams).
Moreover, camcorders, or "Webcams," record and send
live over the Internet the daily activities of new webstars like
JenniCam who receives over 60,000 hits a day to watch her go through
mundane activities. Or AnaCam can been seen "on her couch
(she has no bed), looking bored, eating a pizza, having kinky
sex with her boyfriend--sometimes all at the same time" (Newsweek,
June 1, 1998: 64). All over the world, individuals are setting
up Webcam sites, often charging individuals fees for access. The
latter are often run by sex professionals who offer nude women,
frequent sex, and other titilating material on their sites, producing
round-the-clock full penetration SpyCams. WebCam sites are also
contemplating posting advertising (Salon, April 27, 1999) and
an enterprising Gay Frat House Voyeur Cam offers 12 hidden camera
angles including "butt cam," "dick cam," and
"tan-line cam," not to forget the "toilet cam"
(see the description in Suck, http://www.suck.com/fish/99/01/21).
Hence, whereas Truman Burbank, in the summer 1998 hit film The
Truman Show, discovered to his horror that his life was being
televised and sought to escape the video panopticon, many individuals
in cyberworld choose to make televisual spectacles of their everyday
life, such as the Webcam "stars" or the participants
in the MTV "reality" series Real World and Road Rules.
These sites seem to be highly addictive, pointing to deep-seated
voyereurism and narcissism in the society of the interactive spectacle,
in which individuals have a seemingly insatiable lust to become
part of the spectacle and to involve oneself in it more intimately.
As the recent Columbine High School shooting demonstrated, there
is also a dark and potentially dangerous side to the interactive
spectacle in the form of violent video games. While we by no means
intend to reduce the complex array of causes underlying the epidemic
of teen killings in the last few years to the leisure activities
of youth, it cannot be denied that a steady feast of media and
interactive violence will have an impact on many impressionable
minds that at the very least desensitizes them to violence in
society. Interactive video games like "Doom" are particularly
alarming in that they implicate young people in the violent images
and actions in a far deeper way than passively viewing violence
on TV, and that they blur the boundaries between reality and unreality.
The "reality-effect" of some games is such that it even
includes a weapon that gives a strong "kick" like a
real gun. There are even examples of teenkillers going on a shooting
rampage, even though they have never fired a real gun. In December
1997, "Michael Carneal, a 14 year old computer geek and war
game freak who had never used a real gun, walked into the lobby
of Heath High School in Paducah, Kentucky, and opened fire into
a prayer circle, killing three of his classmates" (http://www.nytimes.com/library/magazine/home/19990523mag-keegan.html).
As noted, virtual reality devices promise to take individuals
into an even higher and more powerful realm of spectacle interaction
in which individuals may think that they are interacting with
a real environment, rather than a projected simulation, be it
a war game or pornographic fantasy. There is something now called
"the intensor chair" that provides various sensations
and stimulations, as the viewer sits within the midst of a virtual
environment, playing war and action games. So far VR devices have
been limited to games like "Dactyl Nightmare," where
one dons a head-mounted display to fight other characters and
avoid destruction by large winged creatures in a Darwinian battle
for survival, or one enters a high-tech virtual "movie ride,"
often based on film characters like RoboCop. Some of these experiences
make possible a new level of multi-sensorium spectacles that deploy
giant movie screens, 3-D images, and vibrating chairs, something
like the "feelies" envisioned by Huxley in Brave New
World.
Of course, while more interesting and engaging than plain-old
TV, such "virtual" and "interactive" technology
merely seduces the viewer into an even deeper tie to the spectacle
and there is no substitute for getting off one's ass and becoming
involved in genuinely interactive citizenship and democracy. Indeed,
advocates of the superiority of cyberworlds denigrate the body
as mere "meat" and "real life" ("RL")
as a boring intrusion into the pleasures of the media and computer
worlds of cyberspace. We would avoid, however, both demonizing
cyberspace as a fallen realm of alienation and dehumanization
as many of its technophobic philosophical critics (i.e. Virilio
1998 or Borgmann 1992), just as we would refrain from celebrating
it as a new realm of emancipation, democracy, and creative activity.
We distinguish therefore between a more inventive and self- valorizing
construction of cybersituations and the pseudo- interaction of
the corporate-produced interactive spectacle. Extending Debord's
conception of the construction of situations into the spheres
of new technologies, we suggest that producing cybersituations
involves individuals engaging in activities that fulfill their
own potential, further their interests, and promote oppositional
activity aiming at progressive change and alternative cultural
and social forms. This could involve using cyberspace to advance
struggles in the real world, such as a political demonstration,
action, or organization. It might include the construction of
a website, computer-mediated space such as chat rooms, or discussion
groups that provide alternative information and culture. Such
cybersituations could engage individuals who are usually excluded
from public discussions and enlarge the sphere of democratic participation.
In these self or group-constructed environments, individuals can
develop both form and content, using new technologies to further
their own projects, to express their own views, and to interact
in ways that they themselves decide.
Contructing cybersituations involves the appropriation, use,
and reconstruction of technologies against the spectacle and other
forms of domination, alienation, and oppression. The aesthetic
strategies of the Situationists included detournement, a means
of deconstructing the images of bourgeois society by exposing
the hidden manipulation or repressive logic (e.g., by changing
the wording of a billboard); the drive, an imaginative, hallucinatory
"drift" through the urban environment (an urban variation
on the surrealist stroll through the countryside); and the constructed
situation, designed to unfetter, create, and experiment with desires
(see the texts in Knabb 1981: 5-13, 43-47, and 50-59). There are
obvious cyberequivalents of these categories, in which hacking
involves a detournement within cyberspace, whereby computer activists
hack into government or corporate websites, using the tools of
the interactive spectacle against forms or institutions deemed
to be pernicious. After the bombing of the Chinese Embassy in
Belgrade by NATO forces in May 1999, for instance, hackers broke
into the NATO website protesting the action and there are several
examples of hackers breaking into Pentagon and Defense Department
cites to post critical messages. Hacker campaigns have also been
organized against the governments of Mexico, Indonesia and others,
protesting against unpopular policies by defacing official websites
or bombarding government sites and servers with spamm or bombs,
attempting to shut them down.
Constructing cybersituations includes the creation of an anti-
McDonald's cite against the junk food corporation. This site was
developed by supporters of two British activists, Helen Steel
and Dave Morris, who were sued by McDonald's for distributing
leaflets denouncing the corporation's low wages, advertising practices,
involvement in deforestization, harvesting of animals, and promotion
of junk food and an unhealthy diet. The activists counterattacked
and with help from supporters, organized a McLibel campaign, assembled
a McSpotlight website with a tremendous amount of information
criticizing the corporation, and assembled experts to testify
and confirm their criticisms. The three-year civil trial, Britain's
longest ever, ended ambiguously on June 19, 1997, with the Judge
defending some of McDonald's claims against the activists, while
substantiating other of their criticisms (Vidal 1997: 299-315).
The case created unprecedented bad publicity for McDonald's which
was circulated throughout the world via Internet websites, mailing
lists, and discussion groups. The McLibel/McSpotlight group claims
that their website was accessed over 15 million times and was
visited over two million times in the month of the verdict alone
(Vidal 1997: 326); the Guardian reported that the site "claimed
to be the most comprehensive source of information on a multinational
corporation ever assembled" and was part of one of the more
successful anticorporate campaigns (February 22, 1996; the website
is at http://www.mcspotlight.org/).
There are by now copious examples of how the Internet and cyberdemocracy
have been used in oppositional political movements. A large number
of insurgent intellectuals are already making use of these new
technologies and public spheres in their political projects. The
peasants and guerrilla armies struggling in Chiapas, Mexico from
the beginning used computer databases, pirate radio, and other
forms of media to circulate their struggles and ideas. Every manifesto,
text, and bulletin produced by the Zapatista Army of National
Liberation who occupied land in the southern Mexican state of
Chiapas in 1994 was immediately circulated through the world via
computer networks. In January 1995, when the Mexican government
moved against the Zapatistas, computer networks were used to inform
and mobilize individuals and groups throughout the world to support
their struggles against repressive state action. There were many
demonstrations in support of the rebels throughout the world,
prominent journalists, human rights observers, and delegations
travelled to Chiapas in solidarity and to report on the uprising,
and the Mexican and U.S. governments were bombarded with messages
arguing for negotiations rather than repression. The Mexican government
accordingly did not pursue their usual policy of harsh repression
of dissident groups, and as of this writing in Fall 1998, they
have continued to negotiate with the insurgents, although there
was an assassination of perceived Zapatista forces by local death
squads in early 1998--which once again triggered significant Internet-generated
pressures of the Mexican government to prosecute the perpetrators
(for more examples of technopolitics see Kellner 1995b and 1997).
Obviously, surfing the web can be an example of the Debordian
derive, in which one abstracts oneself from the cares of everyday
life and seeks adventure, novelty, and the unexpected on the Internet.
Such "cruising" is equivalent to the activity of the
urban flaneur, celebrated by Walter Benjamin, in which one drifts
though the hypertexts of cyberworld, clicking from one destination
and spectacle to another, sometimes merely observing and sometimes
participating in more interactive endeavor.
Of course, one can get sucked into the tenacles of interactive
Internet spectacle, trapped in the interstices of the web, unable
to connect or articulate with the outside world. The distinction
between creative and empowering cybersituations vs. (pseudo)interactive
and disempowering spectacle is thus often difficult to make, but
we believe that some such distinction is necessary in order to
provide critical perspectives on and alternatives to the forms
of interactive spectacle now evolving. While pseudo-interaction
provides escape into an ersatz (virtual) reality, constructing
cybersituations enable individuals to create and interact more
productively with others in their everyday lives and to struggle
to transform culture and society, generating new spaces of connection,
freedom, and creativity. Constructing cybersituations thus provides
potential articulations between cyberworld and the real world,
while pseudo-interaction merely entangles one ever deeper in the
matrices of escapism and corporate entertainment.
Hence, "constructing a situation" in cyberspace involves
producing an interactive realm that allows individuals to articulate
their needs and interests, and to connect with people of similar
outlets and desires. It can also involve a refunctioning of technology,
as when members of the French public reconstructed the Minitel
from a centralized source of official government information to
an interactive space of connection and discourse from below (see
Feenberg 1995). In the case of new MP3 technologies, both known
and unknown artists can directly release their music to a listening
audience without the mediation of the record industries that exploit
artists, control artistic expression, and often enforce a bland
homogeneity of available music. MP3 also allows any person with
a computer, the right software, and a little technical savvy to
be their own DJ and radio station (even if sometimes distributing
music illegally), thereby promoting more diversity of production
and consumption of music.
Of course, such distinctions are ideal types, since each individual
is constructed in some way or another by the social environment
in which one lives and even in the most controlled and structured
interactive cyberspace there is more participation and involvement
than in passively consuming television or film images in the solitude
of one's own subjectivity. One is never totally free of social
influence and in cyberspace all technologically- mediated communication
is structured to some extent by computer protocols, codes, and
programs. Moreover, we are not against the amusement itself offered
by the interactive and media spectacles which we have been describing.
Rather, we are criticizing the organization of an entire society
organized around amusement, commodification, and consumption,
in which commercial interests dominate the forms of culture and
individuals are trained as passive consumers of the spectacle
who are isolated in solipsistic activity and cut off from social
practice and the ability to help create one's social world and
everyday life.
In any case, the new forms of interactive spectacle are highly
ambiguous. On one hand, they can provide a more creative and active
working with media and culture than viewing television or film
and can promote social transformation rather than passivity. On
the other hand, they implicate individuals into technological
systems that abstract individuals from their everyday life in
favor of new virtual worlds, the modes and effects of which we
are still struggling to grasp. Yet while the form of technologically-mediated
interaction is always structured, limited, and coded, new technologies
allow for the creation of alternative cultural spaces that can
attack and subvert the established culture. In this new cultural
space, one can express views and promote alternatives previously
excluded from mainstream media, and engage in new forms of democratic
communication and political debate. Consequently, the new cultural
forums have many more voices and individuals participating than
during the era of Big Mainstream Media in which giant corporations
controlled both the form and content of what could be spoken and
shown. Cyberdemocracy and technopolitics are too recent to adequately
appraise their possibilities, limitations, and effects, but they
provide the possibility of the sort of subversive politics and
the use of the tools of the spectacle against the capitalist spectacle
that Debord promoted. Hence, in the Age of the Internet and new
technologies, the ideas of the Situationist International continue
to be of use in comprehending capitalist society and culture and
challenge us to invent ways to subvert and transform it.
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