Introduction: The anti principle.
An aesthetics of anti-aesthetics does not imply a negation of
aesthetics. Rather, it is intended to refer to negation itself and an
accompanying aesthetics of negation, or, alternatively, an aesthetics
of opposition, or, alternatively, an aesthetics of the anti.
Bolter and Grusin (2000) have popularized the notion of remediation
as fundamental to the function of digital media, and here the emphasis
is similar. I wish to consider the origin, nature, and pleasures of digital
game representations and the resulting anti-ness of
digital game forms.
Of all those characteristics distinguishing the aesthetic experience
of digital media – and, particularly, the experience of digital
games – the repetitiveness of that experience is most peculiar.
In other, older and (more conventionally) less interactive media, aesthetic
pleasures appear both more immediate and more direct. For instance, the
enjoyment of the visual, aural, and kinesthetic arts is as much in the
moment of their bodily experience as in either their delayed reflection
or persistent repetition. And, to some extent, this is true of digital
games as well, particularly as regards certain types of games (such as
first-person shooters), which employ visual signs appealing directly to
the senses and thus invoking mechanical and, often, involuntary responses.
However, regardless of the quality of images employed, the digital interface
of computer games allows no direct and immediate access to its patterns
and designs. Digital game images are always images in motion, and that
motion is always in reference to something else: the non-visual (or, here,
the anti-visual). The necessities of the digital game interface
delay and subsequently contextualize aesthetic experience within the rules
of the game or, put more broadly, within an interactive and self-reflexive
play.
Thus, in contrast to other, non-digital aesthetic forms, through continuous
repetition and recursion, digital games access and return to a single
and particular moment of formal engagement, which is, during that return,
contextualized and reengaged as a novelty of false experience, or anti-experience.
This peculiar aesthetic experience is then both like and unlike the experience
of more traditional aesthetic forms.
I will argue here that the root of an extended, repetitive, and formal
engagement with the rules and mechanics of aesthetic form, as demonstrated
during digital game play, is the result of a deeply rooted anti
principle accentuated by the malleable and discontinuous nature of digital
media. And, further, I would claim this principle originates within a
natural and largely intractable human semiosis.
To this end, let me briefly introduce a few antecedents to this proposed
construct of anti-ness.
Anti-philosophy.
Doubt occupies a central position in many of the more perplexing
problems of human epistemology. Descartes’ famous aphorism, “Cogito,
ergo sum,” remains tautological until replaced by the more reasonable
“Dubito, ergo sum.” For, among all cognitive functions, doubt
is the single function incapable of being doubted and, thus, the single
function that carries the artifice of human thought, like a turtle, on
its back.
If you would be a real seeker after truth, it is necessary
that at least once in your life you doubt, as far as possible, all things.
Descartes, Principles of Philosophy
Hegelian dialectics emphasized the critical role of antithesis as a catalyst
for subsequent synthesis and historical progression. Later philosophical
inquiry disassociated antithetical forms from a strictly rational Hegelian
context and examined the implications of those forms within the tangled
hierarchies of more socially and psychologically relevant domains. Within
phenomenological and existentialist philosophy, for instance, doubt, denial,
and resulting conflicts between Self and Other are associated with personal
freedoms and independence of will.
A core anti principle might then be found at the base of human
despair (Kierkegaard) and as the cause of human enlightenment (Nietzsche).
And, a similar principle might be located in the radical skepticism of
postmodern aesthetics, marked by, among other things, the nihilist leanings
of dadaism, punk rock, and all those deconstructions.
Indeed, the seeming lack of any embedded order or coherence in the vast
data constructs of digital media (the World Wide Web, for instance), accompanied
by our persistent human desire to drill, Google-like, down to some single
datum of individual Self-interest, regardless of its Otherly origin, well
represents the inclination of the anti to identify and prioritize
the singular, the distinctive, and the selfish.
Spencer-Brown (1972) positioned the fundamental function of all logic
(and, in fact, of all cognition) as exactly this: A generic and primitive
mark of distinction that must precede any subsequent separation of Self
and Other.
At this more primitive level, all acts of distinction and indication
are identical; qualitative differences are smoothed out, and focus is
reduced to the mere act of creating boundaries separating this
from that. All distinctions, indications, and values and thus
treated alike.
Merrill 1995, 141
However, while such a broadly conceived anti principle is clearly
associated with the negation or the opposition of some Other, this principle
is not as often or as willingly associated with a blanket negativity.
Among other things I wished to translate and adapt to my own ends the
Heideggerian word Destruktion or Abbau. Each signified
in this context an operation bearing on the structure or traditional
architecture of the fundamental concepts of ontology or of Western metaphysics.
But in French "destruction" too obviously implied an annihilation
or a negative reduction much closer perhaps to Nietzschean "demolition"
than to the Heideggerian interpretation or to the type of reading that
I proposed.
Derrida 1985
Thus, the anti principle I would conjure is willful, primitive,
self-serving, and universal in form. It may function destructively or
constructively (or, in linguistic terms, with compositionality)
in social and psychological domains. More readily distinguished by its
form than by its function, the anti is always indicative of human
agency. And, therein, the dark and the negative and the antithesis
are not simple intermediaries existing prior to some yet-to-evolve, more
rational context; rather, the anti principle drives and defines
human rationality and all subsequent representational processes (or semiosis)
that we use to access, measure, and interpret human experience.
Further, as a recursive function, this anti principle is self-similar
and must exist both outside and in opposition to the boundaries of its
own determination. That is, the anti function may operate with
or without any formal argument other than itself.
These two basic characteristics – self-similarity and formal independence
– make the anti principle paradoxical, and, for good or
ill, incapable of conventional normative evaluation. Indeed, when looked
at from within some normative context (i. e., from within some pre-existing
structure yet to be ravaged), the anti appears little more than
dysfunctional: random, chaotic, and incorrigible.
Yet so does play appear.
Anti-play.
The anti principle is perhaps best conceptualized as
a form of human play. There is some support for this association.
Huizinga (1955), for instance, assigns importance to opposition, conflict,
and the concept of the agon in the continuously contested nature
of play and games. This theme of agonistic play is then extended
by Turner (1990) and, later, Spariosu (1997), who finds diaspora and the
“ludic-liminal” exile of Self necessarily set apart from the
logocentric rules and regulations of more rational and rationalized games.
I sometimes talk about the liminal phase being dominantly in the “subjunctive
mood” of culture, the mood of maybe, might-be, as-if, hypothesis,
fantasy, conjecture, desire, depending on which of the trinity, cognition,
affect, and conation (thought, feeling, or intention) is situationally
dominant …liminality can perhaps be described as a fructile chaos.
A fertile nothingness, a storehouse of possibilities, not by any means
a random assemblage but a striving after new forms and structure, a
gestation process, a fetation of modes appropriate to anticipating postliminal
existence.
Turner 1990, 11-12
…liminality is more than a passive, negative condition or the
intermediary-mediating phase between two positive conditions…Liminality
contains both positive and active qualities.
Spariosu 1997, 38
The liminal is a particularly resonant anti-concept within play
theory’s so-called magic circle. Conventional accounts of a magic
circle (see Salen and Zimmerman 2003) emphasize a distinction between
play and non-play. However, perhaps more in line with the original use
of the term (see Copier 2005), the boundary condition itself – i.
e., the circling or the separating function (cf. Nieuwdorp
2005) is more fundamental and telling than any content therein encircled.
It is precisely play as a purely formal activity --serving only to distinguish
itself from some Other – that Caillois (2001) described as “pure
waste.” Very early play theory (Karl Groos, The Play of Man, 1901)
likewise found little reason to account advantageously for the random,
chaotic, and destructive functions of play as anti-work. And,
current play theory devoted to explaining the educational benefits of
play (Gee 2003; Papert 1993) likewise does little to explain, justify,
or even acknowledge the purely formal and/or actively negative consequences
of an anti-educational play in animals and humans.
Most theories of play, in fact, neatly divide between, on one hand, rational
and developmental theories concerned with the normative functions and
benefits of so-called good play; and, on the other hand, accounts
of a more irrational and agonistic bad play involving Bacchanalia
and other Dionysian, seemingly irrational behaviors. It is this latter
group of theories that is most likely to consider play as a formal mechanism
(Caillois: paidiea) that functions, if at all, to question, doubt,
and reconstruct the rules of conventional society.
Perhaps because it is so difficult to reconcile the wanton nature of
free play with its supposed educational and adaptive benefits, recent
summaries of play theory (Salen and Zimmerman 2005; Raessens and Goldstein
2005) tend more often to compromise than distinguish these separate conceptualizations.
My goal here is to attribute all functions of play – positive and
negative – to a single set of formal properties. Thus, I would offer
an anti-aesthetic as an aesthetic of form alone. Or, in short,
like play, the anti-aesthetic is and is only about itself.
Anti-form.
Poetry is language in its aesthetic function.
Roman Jakobson, Modern Russian Poetry, 1921
At the core of both [early] Russian and American formalism is the
notion that literature serves a particular aesthetic function apart
from that of everyday or conventional or common language. In Art
as Technique, Sjklovsky describes the purpose of art (including
“artistic” or poetic language) as reestablishing the “process
of perception.” In this function, art “defamiliarizes”
those objects to which it refers, creating a sense of strangeness (ostranenie).
Ostranenie then re-engages the process of perception, as that process
exists prior to its mediation by language. During this re-engagement,
literature functions in a manner somewhat akin to phenomenological “bracketing”;
literature defamiliarizes language through a self-referential process
with consistent and measurable formal properties.
Myers 2004
Early Russian formalism, unburdened by those cultural contexts which
were later to prove its demise, offered an inclusive theory of human symbolic
experience that bridged linguistics, aesthetics, and (if such a thing
had been developed more fully at the time) cognitive science. Russian
formalism assumed that natural language intervenes between human perception
and human self-awareness through the mechanics of human representationalism
or semiosis.
Figure 1. The formalist principle: The function of natural language.
Within this formalist model, the mechanics of natural language are embedded
within the representational properties of the mind (cf. Brentano’s
intentionality) and, over time, habitualize the senses. During
this habitualization process, natural language increasingly mediates and
therein transforms and distorts human perception and, as a result of this
distortion, human experience. That is, though language ever remains a
representational medium, we come to experience and interpret language
in a manner that substitutes interpretation and representationalism for
those original, raw and primal sensory experiences that preceded natural
language and first distinguished Self and Other.
Given this context, poetic language functions to call attention to or
re-reference the transformations and distortions of natural and
conventional language. This reference cannot be straightforward, however,
since poetic language, as a subset of natural language, must necessarily
function within the common context (or domain) of representationalism.
Since poetic language cannot transcend the representational system to
which it refers, poetic language is necessarily self-referential: Poetic
language both calls attention to itself (i. e., is reflexive);
and calls attention to the representational process that allows it to
call attention to itself (i. e., is recursive). These two qualities
--self-reflection and recursion --qualify poetic language as form of anti-language.
Figure 2. The formalist principle: The function of poetic language.
There are some interesting implications here.
One is that poetic language cannot function without the pre-existing
structure of a natural and habitualized language. Another is that the
“outcomes” of poetic language (emotion, awe, and the like)
are not constructed but revealed. That is, the anti-linguistic
Self in Figure 2 refers to a primal and experiential Self, which
existed prior to the mediation of natural language and, in fact, still
exists beneath the veneer of that language. If so, then aesthetics becomes
rightfully the study of the manner in which human experiences are clouded
and guised --and, subsequently, evoked and recalled --by the formal properties
of representationalism.
There is something quite humanistic in this claim: That all humans possess,
within their most basic perceptual mechanisms, the awe, the wonder, and
the enlightenment associated with the most engaging forms of art. The
function of art is then to unravel mysteries of the mind and body, which
are already, in the most basic sense, possessed.
The argument I am offering here is, in parallel to that of early formalism,
a rather simple one. I would assert that digital games and interactive
play occupy the same position relative to a natural human semiosis that,
for the Russian formalists, literature and poetic language occupy relative
to a natural human language. Just as literariness is derivative of and
functions in opposition to the habituations of natural language, the interactivity
of digital media can be understood as derivative of and functioning in
opposition to the representations of natural semiosis.
Figure 3a. The relationship of poetic language to natural language.
Figure 3b. The relationship of digital games to natural semiosis.
Further, in both cases, it is most useful to think of the function of
literary form and digital game form as founded on a common anti
(or agonistic play) principle which repeats, recants, and therein reveals
the otherwise hidden properties and mechanisms of representationalism.
Of course, language, representationalism, and semiosis overlap, creating
some complications.
Figure 4. The relationship of poetic language to digital games.
The function of poetic language is in reference to the habitualized conventions
of natural language, while the function of digital games is in reference
to the natural representation of Self (or semiotic Self). In
both cases, the reference refers to and expands the domain of its referent.
Poetic language expands the domain of natural language to include the
broader (supra-linguistic) representational process. And digital games
expand the domain of natural semiosis to include the supra-representational
components of direct and immediate experience. These components evoke
an anti- experience that we recognize in digital play as “immersion.”
Thus, in parallel with the earlier Jakobson quote – “Poetry
is language in its aesthetic function” --we might say that the digital
game is semiosis in its (anti-)aesthetic function.
Anti-experience.
Digital games depend upon a set of core mechanics similar to
those of human perception. These mechanics are habitualized, unconscious
(that is, beneath surface awareness), and, like the fundamental characteristics
of both language and perception, required prior to any subsequent aesthetic
experience. Unlike the mechanics of language and perception, however,
these mechanics are not embedded in the human body; they are embedded
in the game interface.
Just as poetic language requires reference to a pre-existing language,
the digital game requires reference to a pre-existing set of rules and
mechanics. The critical difference, however, is that game play actively
constructs those rules and mechanics. Thus, digital games do
not reference some physical or biological imperative of natural history;
rather, digital games reference the interactive process of constructing
human experience and, paradoxically, during this referencing process,
digital games reference themselves.
Schema of experience. The digital game interface consists
of both game rules (software) and game hardware, which can itself be considered
an embedded rules system. It is then useful to consider the interface
of digital games as analogous to the “interface” of the human
body through which we gather, represent, and interpret our surroundings.
Figure 5a. The physical interface.
Digital games originate within a specific anti-representational
portion of the semiotic Self, and, during interactive play, reproduce
the semiotic process distinguishing Self and Other. This is necessarily
a self-reflexive and recursive semiotic process.
Figure 5b. The psychophysical interface.
Utilizing and referencing this process, the game interface – hardware
and software, i. e., the game rules --intervenes and mediates
between the (real-world) Other and the domain of experience within which
Other and Self are distinguished. In this way, digital games function
simultaneously as experience simulators and as the experience
being simulated. Game rules overlay and, upon occasion, substitute for
the embedded mechanics of sensation.
Interactive games cannot entirely reconstitute the body, but they can
and do reconfigure our interpretation of experience in order to prioritize
– and de-prioritize – various aspects of that experience.
During this process, the domain of real-world experience becomes a (relatively
narrower) domain of so-called virtual-world experience. This virtual-world
experience then reflects the real world only indirectly though the semiotic
process of its own construction --that is, only through its formal
properties. Meanwhile, real-world content and the function of that content
to test and validate constructions of the Self are lost.
Applied within the semiotic Self, an anti-conventional language
(e. g., poetic language) references and evokes the sensation of experience;
applied within the experiential Self, an anti-conventional experience
can neither reference nor evoke any broader domain. Experience is, put
plainly, all we have. Therefore, the anti-principle can only
turn upon itself and reproduce formal facsimiles of real-world experiences
– anti-icons and anti-experiences – governed, selected,
and enjoyed by a corresponding anti-aesthetic.
Anti-aesthetic.
The anti-aesthetic is an aesthetic of the psychophysical
and, as such, borrows assumptions and claims from evolutionary psychology.
For instance, the aesthetic of the anti would claim that the
pleasures of sensation and semiosis are biologically determined and, for
that reason, inextricably linked. These mechanics of sensation and semiosis,
no doubt, have evolved to further the survival of the human organism,
yet these mechanics, for all their value, show gaps and flaws.
Piattelli-Palmarini (1994), for instance, has documented the degree to
which human perception and judgment are consistently inaccurate in evaluating
real-world events. Our perception – again, including perception
and semiosis as linked activities – invites a particular interpretation
of the world due to its evolutionary design within a particular natural
history. Real-world objects and events outside the physical and conceptual
domain of our species remain alien to our senses and, correspondingly,
alien to our minds. These invisible and mysterious domains may be as mundane
as those portions of the electromagnetic spectrum beyond our natural vision
or as exotic as quantum-level physics. We access such domains, if at all,
through some anti-intuitional means --e. g., through some mechanical
device substituting for natural perception (a radio telescope, for instance)
--or, alternatively, through the formal abstractions of mathematics or
some other, similarly non-linguistic representational form. Thus, we might
understand the form of alien domains through their analogous representation
within our own, but the experience of these Otherly domains remains apart
from us, despite any ability we might posses to measure, manipulate, or
otherwise control their presence and effects.
The psychophysical differs from the physical to the extent that it is
a limited - and, because of its limitations, a distorted --subset of the
physical. And those formal processes – sensation and semiosis --that
construct the psychophysical laws governing our interpretive experiences
are those same processes guiding interactive digital game play. Thus,
digital game design is locked inside a particular and specific form of
human experience, just as poetic language is locked inside a particular
and specific form of natural language.
Similar but anti. The anti-aesthetic
posits a formal and cognitive aesthetic, which, strictly
speaking, reveals rather than constructs emotional response. This aesthetic
is located in the interpretation and manipulation of symbolic form rather
than in the assignation of any particular content, value, or meaning to
that form. It is useful then to distinguish this position from others
similar, which may recognize the same fundamental components of digital
media play – i. e., repetition --yet assign quite different (non-anti)
functions to them.
Example 1. Grodal (2000; 2003), for instance, has drawn a detailed
comparison of the aesthetics of film and video games similar to that offered
here.
…video games provide an aesthetic of repetition, similar
to that of everyday life….The video game experience is very much
similar to …an everyday experience of learning and controlling
by repetitive rehearsal….the end result of the learning process
is what the Russian Formalists called automation, and what
psychologists might call desensitization by habituation.
[italics in original]
Grodal 2003, 148
Grodal’s position, worth considering further, then goes something
like this: The play of digital games is arousing. This arousal is cognitively
labeled as specific emotional content according to the feedback players
get from the game. And players are, to some important degree, in control
of the feedback they get from the game.
Therefore, Grodal claims that digital games as aesthetic experiences
reproduce embedded, prelinguistic arousal patterns (including some narratives
– or “metanarratives” – importantly among these)
and that, during play, players undergo “curiosity, surprise, suspense,
and explorative coping” in response to these patterns. Repetitive
play enables mastery of the game, but, more significantly, repetitive
play allows players to learn and achieve emotional control. Thus, Grodal
values the repetition of play primarily as a learning process accomplishing
a specific function: emotional self-control.
This position is distinct from an anti-aesthetic insofar as
it emphasizes the functional mastery of an emotional state. According
to the model presented here, digital games and play evoke a distancing
function (an anti-experiential function), which “controls”
emotions only insofar as it separates emotions (and all other things)
from their common referents within conventional human experience.
The distinction of the anti-aesthetic is that, through self-reference
and recursion, a formal process recreates the form of real-world experience
within the domain of Self. If and when emotions (i. e., “content”)
become involved in this process, these emotions may be just as “real”
as those accorded real-world experiences, yet the referents of those emotions
will necessarily be something other than their intended (by evolution
and the natural history of the species) real-world referents.
For this reason, the digital game experience is both experience in the
raw and, simultaneously, the active reinforcement of false experience.
Grodal seems to acknowledge the first portion of this claim, but finds
little reason to acknowledge or (perhaps) to assign any special relevance
to the latter. In this, Grodal’s position is similar to that of
much current digital game theory, which locates and analyzes the message
or meaning or theme of digital games in the same manner and according
to the same aesthetic that those concepts are located and analyzed in
film and other, non-digital media.
Example 2. Aarseth (1999) has, in his analysis of the play of
the first-person shooter Doom, identified two major tropes as
“prenarrative master-figures of experience” (1999, 39): aporia
and epiphany. These arise from, respectively, an awareness of
some obstacle or problem within the digital game and, subsequently, the
revelation of its solution. Aarseth further locates these tropes within
digital media in general or, in his terms, within “hypertext discourse”
wherein aporia and epiphany together constitute a “fundamental layer
of human experience” (1997, 91-2).
If we assign aporia the function of semiotic opposition, and if we assign
epiphany the function of semiotic contextualization, then aporia and epiphany
are closely analogous to similar concepts within the proffered anti-aesthetic.
Yet, while Aarseth carefully distinguishes the aporia of hypertext from
that associated with other, “anamorphic” forms, he also clearly
couches his aporia-epiphany pair within a literary context.
…we then derive three categories: novels (in which we include
Afternoon-type hyperfictions), anamorphic literature (solving
enigmas), and metamorphic literature (the texts of change and unpredictability).
The tigers that can be observed in the latter are unplanned, unbound,
and untamed. But strangely, in these [latter] labyrinths, our influence
as literary agents is much more real than in the two previous ones.
Aarseth 1997, 181-2
According to the anti-aesthetic, of course, this latter claim
simply cannot be true, since our influence as literary agents
must depend upon our natural language proclivities, and these proclivities
are trumped, subsumed, and made inconsequential by the anti-
experiential interface of repetitive and recursive digital game play.
By associating the mechanisms of aesthetic response with the mechanisms
of language and literature (rather than with the mechanisms of semiosis
and experience), digital game aesthetics becomes a variant of media determinism
in which the formal mechanisms of digital media (e. g., “hypertext
discourse”) substitute for those of natural language.
In contrast, an anti-aesthetic claims that the mechanisms of
aesthetic response are evoked through self-referral within the
mechanisms of digital media, which, in this function, succeed and transcend
the more conventional domain of natural and poetic language. Thus, aporia
and epiphany are not constructed during digital game design but revealed
during digital game play – and can only be masked and distorted
during any subsequent analysis of digital games as language-based aesthetic
forms.
Anti-conclusions.
An anti-aesthetic is similar to conventional digital game aesthetics
in its emphasis of the repetitive (and even, upon occasion, literary)
references of digital game content. However, an anti-aesthetic
differs from conventional aesthetics in its emphasis of formal (i. e.,
without content) recursion and the bounded, psychophysical domain of digital
game play. The digital game play experience transcends poetic language
and literature in its reference to semiotic mechanisms associated with
(and most likely derivative of) supra- representational interpretive processes.
The most fundamental of these semiotic processes are those distinguishing
Self and Other.
Perhaps the greatest advantage of an anti-aesthetic in this
regard is that it readily includes and explains those experiences associated
with digital game play that are risky, harmful, against the rules, or,
in some other way, bad. Indeed, within the anti-aesthetic,
“bad” digital game play is exemplary digital game play.
This exemplary yet bad play includes all emotions and efforts expended
prior to Grodal’s sense of mastery and/or prior to Aarseth’s
state of epiphany: frustration, isolation, obsession, self-immersion,
defeat. These common, universal, and agonistic elements of digital game
play embody a false Other constructed, maintained, enjoyed, and ultimately
and repetitively destroyed during the active reinforcement of false experience.
Poetic language, as Russian formalist Sjklovsky famously observed, serves
"to recover the sense of life, in order to feel objects, to make
the stone stony" (Art as technique/design, 1917). But, of
course, no figurative stone, however poetically realized, has ever broken
any literal bone.
In fact, poetic language can only serve to reveal the representations
– the mental constructions --of natural language that, over time,
hide and distort the feral sensation of stoniness. And, similarly, digital
play, over time, reveals the representations – the mental constructions
– of interactive experience.
But to what does those latter representations refer? The poetically realized
stone reveals a stoniness of embodied experience. But digital play can
reveal only those self- similar mechanisms guiding the repetitive construction
of its own experience: play. This play experience is necessarily false
due to the absence of any embodied referent --and necessarily real for
the same reason. For, as an interpretive mechanism, embodiment most fundamentally
distinguishes Self and Other. And it is this distinction alone, isolated
within the domain of Self, without regard to any Other, that during play
evokes and sustains the hollowed pleasures of the anti-aesthetic.
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