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Fabian Schfer
Abstract
Digital and virtual forms of culture are intensely choice-based. In the absence of
meta-narrative, one is constantly being solicited (as an agent of choice between alternatives) to follow links. This paper would like to distinguish Japanese cultural critic
Azuma Hirokis concept of human and animal action, and Martin Heideggers authentic and fallen selves in terms of the notions of choice and reversibility, and pose the
question of whether the subject of virtual choice is best understood through the former or the latter. In particular, it tries to shed light on two aspects of new digital media from a philosophical point of view, namely the relationship between human beings
and the virtual/digital world of knowledge databases and online video games.
Materiality of the media:
the annihilation of the traditional space-time continuum
It is a generally accepted assumption that our imagination of reality, in particular our experience of time and space, is strongly influenced by the media by
means of which we perceive this reality. As Benedict Anderson and Wolfgang
Schivelbusch have persuasively argued, new technologies such as the modern
mass press and railroads already contributed to an alteration of the traditional
space-time continuum at the time of their introduction. The newspaper, based
on its daily appearance in the remotest regions of a nation-state and its simultaneous consumption (Anderson, 1983: 35) created the idea of contemporaneity among an imagined community. The railway journey, according to Schivelbusch, brought about an obliteration of the traditional space-time continuum
which characterized the old transport technology, being experienced as an
annihilation of space and time itself by the people (Schivelbusch, 1977: 35-36).
According to German media theorist Sybille Krmer, the idea of the constant
flow and linearity of time was particularly challenged by the gramophone, the
first medium to allow for the recording of music. Krmer argues that the
gramophone did not only preserve a certain tone sequence, but annihilated the
irreversible order of a particular event, since it became possible to repeat,
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plished, is determined not only by nature but by historical circumstances as well (Benjamin, 1977 [1936]: 14).
This seems to be particularly true for the Internet. Surfing the Internet can be described as what Benjamin termed reception in a state of distraction (Rezeption in der Zerstreuung). (Benjamin, 1977 [1936]: 41) This
mode of perception, according to Benjamin, is based on
the tactile quality (taktile Qualitt) of the object of perceptionwhich were, in Benjamins case, movies and
photographs (Benjamin, 1977 [1936]: 38). The tactility of
the new media is even emphasized by the interactivity of
the Internet or databases. As Nicholas Carrs editorial in
the aforementioned issue of The Atlantic rightly asserted,
hyperlinks, unlike footnotes, don't merely point to related works; they propel you toward them (Carr, 2008).
The perception of the Internet is, to use the words of
Benjamin, one of tactile appropriation (taktile Rezeption)
that is based on habitualization rather than on attention1 (Benjamin, 1977 [1936]: 41). To Heidegger, who
used the term distraction (Zerstreuung) in a comparable
way, distraction is based on curiosity (Neugier), a mode
of fallenness.2 Other than Verstehen (understanding) as
the self-projection of the being on its ownmost possibilities, curiosity is merely based on seeing (Sehen). In this
mode of being, Dasein seeks what is far away simply in
order to bring it close to itself in the way it looks.
Dasein lets itself be taken along [mitnehmen] solely by
the looks of the world (Heidegger, 1993 [1927]: 216).
The dangers of fallen or distracted ways of
Internet use can be substantialized by the findings of a
recently published study of online research habits, conducted by scholars from University College London
(Rowlands & Nicholas, 2008). As part of a five-year research program, the researchers analyzed the behavior of
visitors to two popular research sites, one operated by
the British Library and one by a U.K. educational consortium, which provide access to journal articles, e-books,
and other sources of written information. The results of
their research showed that people using the sites exhibited a form of skimming activity, hopping from one
source to another and rarely returning to any source
they had already visited. They typically read merely one
or two pages of an article or book before they would
jump to another site. Sometimes they saved a long article, but theres no evidence that they ever went back and
actually read it. Obviously, the aforementioned annihilation of the linear and non-contemporaneous time-space
continuum that was established by the non-determined
structure of the Internet is counteracted by the restricted cognitive abilities of human beings. Despite users
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of otaku and Google-users who possess a highly developed digital literacy but who may be beginning to lack
basic reading and writing skills.
Even more important than teaching the differences between different ways of handling knowledge in
the digital age, however, is how we can relate Azumas
positive appraisal of the double structure of deconstructive and reconstructive elements of otaku culture or
machinima to teaching and pedagogies. Lets take for instance the case of Japan Studies. I think that it has already become a global phenomenon that an increasing
number of students enrolling in Japan Studies do so because of an interest in Japanese popular culture and
anime or manga in particular. To some of them, calling
themselves otaku is part of their lifestyle and offers them
a subject position and, thus, a self-identity. Many of them,
similar to the otaku in Japan, spend much of their time on
homepages such as fanfiction.net, animexx.de or
quizilla.com, reading, commenting and writing stories or
uploading pictures that are based on existing anime or
manga. In other words, one has to pose the question of
whether it is possible to integrate the existing competences of the new type of students of Japan Studies (that
are comparable to those attributed to the otaku, ie. digital literacy, electronic reading skills, active participation in
the reconstruction or bricolage of media contents published at the Internet or of manga and anime) into the
deconstructivist project in the humanities in general.
References
Agamben, G. (2004). The Open: Man and Animal. Stanford,
CA: Stanford University Press.
Anderson, B. (1983). Imagined Communities: Reflections on
the Origin and Spread of Nationalism. London:
Verso.
Azuma, H. (2001). Dbutsuka suru posutomodan: Otaku
kara mita Nihon shakai (Animalizing Postmodern:
Japanese Society as Seen from the Perspective
of Otaku, Tokyo: Kdansha). An English translation appeared recently under the rather inappropriate title Otaku: Japan's Database Animals,
University of Minnesota Press.
Benjamin, W. (1977 [1936]). Das Kunstwerk im Zeitalter
seiner technischen Reproduzierbarkeit, Frankfurt:
Suhrkamp. An English translation appeared in
The Work of Art in the Age of its Technological Re-
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Rowlands, I., & Nicholas, D. (2008). Information Behaviour of the Researcher of the Future. Available
from
http://www.ucl.ac.uk/slais/research/ciber/downlo
ads/
Sait, T. (2000). Sent bishjo no seishin bunseki (Psychoanalysis of Fighting Girls). Tokyo: Chikuma bunk.
Schivelbusch, W. (1977). Geschichte der Eisenbahnreise. Zur
Industrialisierung von Raum und Zeit im 19. Jahrhundert. Mnchen: Hanser. (Published in English
as The Railway Journey:The Industrialization of Time
and Space in the 19th Century, University of California Press).
Welsch, W. (2000). Virtual to Begin With? Retrieved
from
http://www2.uni-jena.de/welsch/Papers/VirtualT
BW.html
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It was aforementioned Jay D. Bolter (1991: 163) who emphasized the relationship between Derridarian poststructuralism
and hypertext as well. According to Bolter, based on the rhizomatic structure of the internet or databases, electronic texts
dont have centres or margins because of their deconstructive
reading: the reader can follow paths through the space in any
direction, limited only by constraints established by the author.
No path through the space need be stigmatized as marginal.
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2009, Asiascape.net
ABOUT THE
AUTHOR:
Fabian Schfer is a postdoc
at the Modern East Asia Research Centre (MEARC) at Leiden University and a research
associate at the East Asian Institute (Japanese Studies), Leipzig
University.
INTERNATIONAL ADVISORY BOARD:
Prof Wendy Hui Kyong Chun
(Brown University)
Prof Chris Goto-Jones (Leiden
University)
Dr Mark Harrison (Westminster
University, UK)
Dr Sharon Kinsella (Oxford
University, UK)
Prof Tom Lamarre (McGill University, Canada)
Prof Stefan Landsberger (Amsterdam University)
Dr Angus Lockyer (SOAS, UK)
Prof Susan Napier (Tufts University, USA)
Prof Ivo Smits (Leiden University, Netherlands)
Prof Takayuki Tatsumi (Keio University, Japan)
Prof Mark Williams (Leeds University, UK)
Submissions
Please send submissions to the
editors at: ops@asiascape.net
POSTAL ADDRESS
Asiascape.net,
Modern East Asia Research
Centre, Leiden University,
PO Box 9515,
2300RA, Leiden.
The Netherlands
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