MaandagColumn (8): Brieven uit Anderwereld 3, The Cat in the age of its Digital Reproduction
De MaandagColumn komt deze week opnieuw van Stefano Gualeni. Stefano is als docent verbonden aan de NHTV te Breda. Zijn specialiteiten zijn game design, architectuur en filosofie. Lees hier het vervolg (deel 1 hier, deel 2 hier) op Notes from the Otherground na de klik. (Both Dutch and English versions)
Op 14 september komt Halo: Reach uit in Noord-Amerika. Spelers die op die dag het spel kopen, worden beloond voor hun toewijding aan de Bungie-franchise met een exclusieve in-game Spartan recon helmet. Men verwacht dat dit exclusieve digitale object zeer waardevol zal zijn voor spelers. Niet enkel vanwege zijn uitzonderlijke vorm en zeldzaamheid, maar ook door het feit dat gelijkaardige marketing strategieen in het verleden zeer veel succes hebben gekend voor een groot aantal andere media produkten. Van de Pokémon reeks is al lang geweten dat ze haar fans op release-evenementen en bijeenkomsten de mogelijkheid biedt om exclusieve pocket-monsters te verkrijgen. Zelfs vandaag nog krijgen deelnemers aan de wereldwijde kwalificaties voor het wereldkampioenschap Pokémon van 2010, die hun kopieen van HeartGold en SoulSilver meebrengen, de mogelijkheid een speciale Shiny Eevee Pokémon te vangen, als een onbetwistbaar teken van hun toewijding.
In 1935 publiceerde de Duitse filosoof Walter Benjamin, de invloedrijke verhandeling “Het Kunstwerk in het tijdperk van mechanische reproductie”. In dit werk beschrijf hij, naast het schetsen van de sociaal-politieke toekomst van artistieke reproductie met de opkomst van massa-reproductie (cfr. mijn column van April 2010: De Loterij van Babylon), ook het filosofische concept van een “aura”. Neem bijvoorbeeld een schilderij. De unieke manier waarop de kleuren werden aangemaakt in de periode waarin het werk gecreerd werd, het onderwerp van het schilderij, de specifieke manieren waarop er barsten en ongelijkheden in het canvas zijn ontstaan als gevolg van vocht en ongelukjes die er in de eeuwen mee zijn gebeurd, vormen allemaal tastbaar bewijs dat het op een bepaald “hier en nu” gemaakt werd. Het concept van de “aura” slaat specifiek terug op de unieke identiteit die een bepaald werk krijgt door zijn bestaan in tijd en ruimte.
Benjamin merkte op dat het duidelijk is dat het concept van een “aura” en echtheid van door mensenhanden geschapen creaties zo goed als nutteloos wordt wanneer dit soort creaties mechanisch kunnen greproduceerd worden in tijd en ruimte door massa communicatie media. Wanneer het over digitale media gaat, en we een object zoals een tekstbestand of een digitale foto oneindig kunnen doorsturen en dupliceren zonder informatie te verliezen of in te boeten aan originaliteit, lijkt een “aura” nog minder toepasbaar. Voorwerpen, karakters en verzamelobjecten in video games kunnen als “niet echt” beschouwd worden omdat ze geen identiteit hebben in tijd en ruimte. Als dat zo is, waarom zijn wij dan bereid geld te geven aan digitaal meubilair voor ons in-game huis, alsof het om echte voorwerpen gaat? Waarom investeren we emotioneel en zien we menselijkheid in lege, geanimeerde hoekige omhulsels? Waarom brengen we tijd door in een spel, met als doel een indrukwekkender ros, een grotere rugzak of een dodelijker magisch wapen te bezitten?
Bepaalde eigenschappen van deze video-game voorwerpen hebben waarden die vergelijkbaar zijn met echte objecten, zoals esthetische kwaliteiten (bijvoorbeeld een standbeeld in ons sim-huis), of functionele efficientie (bijvoorbeeld een zwaard dat ook magische energie uit een tegenstander kan trekken). De katten in Habbo Hotel zien er niet alleen erg schattig uit, ze hebben ook een speciale eigenschap: hun identiteitspenning. Deze penning bevat de geboortedatum van deze specifieke pixelpoes. Omdat ze op die manier digitale resten vertonen van een “aura”, kunnen Habbo’s katten een brug slaan tussen de tijdloosheid van het spel, en de echte levens van de spelers. Oude katten, duidelijk bewijs van een lange aanwezigheid in Habbo, zijn al snel een teken van ancienniteit en echte verbondenheid met de franchise geworden. Ze zijn zeer populair als status symbool, en daarmee een van de duurste items in Habbo Hotel geworden.
Digitale katten, in-game helmen en exclusieve Pokémons zijn eigenlijk waardeloos. Hun aantrekking zit hem in een soort nostalgie naar de echte wereld en de unieke eigenschappen van de voorwerpen die zich daarin bevinden. Het feit dat zo’n gevoel bestaat is weer een ander aspect van de culturele verschuiving die ertoe leidt dat de mensheid meer tijd en middelen stopt in het ervaren en bouwen van gemeneeschappelijk kunstmatige werelden, dan degene waar we voor bestemd zijn. Een verschuiving die, vooral in het noordelijk halfrond, reeds een grondig effect heeft gehad op wat wij als ‘realiteit’ definieren.
THE CAT IN THE AGE OF ITS DIGITAL REPRODUCTION
The North American players purchasing Halo: Reach on its September the 14th release date will be rewarded for their commitment to the Bungie franchise with a limited-edition in-game Spartan recon helmet. It is expectable that this limited-edition digital object will be deeply valued among players not solely due to its recognizably peculiar shape and its rarity, but also to the fact that similar marketing strategies have proven successful for the release of a vast number of other media products in the past. In the video-game industry, the Pokémon series is well-known for having given their fans the possibility to obtain exclusive pocket-monsters at release-events or conventions. Even today, attendees bringing their copies of HeartGold and SoulSilver to the world-wide qualifiers for the Pokémon World Championship 2010 will be able to catch a special Shiny Eevee Pokémon, an indisputable mark of devotion.
In 1935, German philosopher and essayist Walter Benjamin first published the influential essay The Work of Art in the Age of Mechanical Reproduction. In that work, besides delineating the socio-political destine of artistic production with the advent of media of mass reproduction (cfr. my April 2010 column: The Lottery of Babylon), Benjamin first introduced the philosophical concept of ‘aura’. Take a painting, for example: the unique way the colours were produced in the period of its realization, the subject it represents, the peculiar way it developed cracks and bends in its canvas due to the humidity and the accidents it endured in the centuries are the tangible proofs of its having been produced in a specific “here and now”. The concept of the ‘aura’ specifically indicates the unique identity that a certain work derives from its existence in space and time.
Clearly, thinking of human creations in terms of ‘aura’ and genuineness becomes almost inconsequential, Benjamin noted, when such creations can be mechanically reproduced in time and space by media of mass communication. The concept of ‘aura’ appears even more obsolete in the case of digital-media, through which we can infinitely transfer and multiply an object – a text file or a digital photograph for example – without losing information or its sense of originality. Objects, characters and collectibles in video-games can be considered ‘not real’ in the sense that they do not have an identity in time and space. So why are we willing to spend money on digital furniture to beautify our in-game abode as if they were real objects? Why are we willing to invest emotionally and see humanity in empty, animated, polygonal shells? Why are we spending time in a game only to obtain a more respectable steed, a larger backpack, a more deadly magical weapon?
Certain qualities of those video-game objects have similar values as real objects, such as their being aesthetically pleasing (for example a sculpture in out sim-house) or desirable due to their functional efficiency (a sword capable of also draining magical points from an opponent). Besides looking adorable, the cats in Habbo Hotel have a peculiar quality: their identity tag declares the date of birth of that specific pixelated feline. Due to their possessing digital remains of an ‘aura’, Habbo’s cats are capable of bridging between the game’s timelessness and the players’ real lives. Old cats, veritable signs of having been in Habbo for a long time, soon became a sign of seniorship and true attachment to the franchise. As a status symbol, they are very popular items and among the most expensive in Habbo Hotel.
Digital cats, in-game helmets and exclusive Pokémons are essentially useless. Their appeal consists in a sort of nostalgia for the real world and the unique qualities of the objects it contains. The very existence of such a feeling is yet another aspect of the cultural shift that leads humanity to spend more time and resources experiencing and building shared artificial worlds rather than the one we were destined to. A shift that, at least in the northern hemisphere, has already had a profound impact of what we define as ‘reality’.

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The concept of aura in videogames, especially it’s more physical manifestations, has been on designers’ minds for quite a while.
Twenty years ago Origin was shipping Wing Commander with a very interesting set of extras.
Inside the box a player would find beautiful blueprints of spacecrafts that tickled imagination and motivated him to delve right into the game to find out how he could actually get to pilot those cool things.
The in-game storyline was also extended into the real world with a nice piece of printed design: the Claw Marks shipboard magazine.
This was intended as an instructions manual for the pilot with contributions in the form of articles by in-game characters. The printed publication put the player in the position of merging his real identity with that of the game’s protagonist by splitting the storyline between the digital and the real world and bridging it with the properties (aura) of a physical element (the magazine).
I have those blueprints and hold them dearly both as a form of nostalgia and as a bookmark of excellence in design.
A search on the web reveals that these souvenirs are still remembered and valued after twenty years.
Human males are instinctively attracted to “trophies”. We are hardwired to seek them.
If I am not mistaken, trophies are defined in psychology, anthropology and biology as objects which are
1) Durable
2) (relatively) Unique
digital furniture, cats with a particularly old birth date, and the other examples you mention seem to have the two characteristics above.
It is maybe interesting, but not really surprising that these instincts carry over to videogames. It is very interesting to me, that there is a perception of durable within a videogame.
Precisely, Guido. It’s anchoring something in space and time which does not have a space and a time… Which is something we do out of being trained and destined to a human form of subjectivity. We could escape it using games as tools of deliverance, yet we still appreciate, tend and enjoy the connection. Funny.
Stefano wrote:
“We could escape it using games as tools of deliverance, yet we still appreciate, tend and enjoy the connection. Funny.”
Haha, you would think that players demanded their MMOs to be communist utopia right? Sadly, they do not and this hints at some well ingrained cynicism I think…
Michiel, i loved your comment and yes, I fully see the irony… Maybe not just the socio-economical one (the possibilty to deconstruct and rearrange culture and economy and yet being anchored to slfishness and ingrained behaviours such as competition and collection), but also on a most basic level.
I have the impression we have the possibility to escape being humans altogether (which I understand as a limitation on any levels) and yet we cling on to who we biologically are, to whom we are trained (or destined) to be in this world.
This topic (interactive digital media as tool of deliverance from human subjectivity) is the topic of my Ph.D. dissertation currently in development.
Please comment more, I am very interested.
Stefano wrote:
“I have the impression we have the possibility to escape being humans altogether (which I understand as a limitation on any levels) and yet we cling on to who we biologically are, to whom we are trained (or destined) to be in this world.”
From a holistic viewpoint, couldn’t we be building something atop of the other? I mean, if we stay biologically present, there remains the necessity to retain whatever we need (mentally) to survive.
Or, what I tend to believe, is that this ‘thing’ we are talking about merely is a existing
effect expressed in a new way. It might not be so different from what we allready know. How tangable is a religion for instance? Compare a chruch to a server-room for that matter
Anyway, it might help to make up some scenarios to pin down what we are talking about…
Stefano wrote:
“This topic (interactive digital media as tool of deliverance from human subjectivity) is the topic of my Ph.D. dissertation currently in development.”
I look forward to it. What comes after (or ontop) of (intra-)human subjectivity? Inter-human subjectivity (and doesn’t it allready exist)?
This is a lovely subject for sure
“The very existence of such a feeling is yet another aspect of the cultural shift that leads humanity to spend more time and resources experiencing and building shared artificial worlds rather than the one we were destined to.”
This is in the core of human nature, it’s the same drive that pushes the evolution of civilization and that shapes the world around us, technology, science, opening the space frontier… it’s us building on and working towards imagined worlds. The world just at it is, it’s not a destiny we accept as a specie.
Neurology and evolutionary biology might shed some light on the question over our attachment to “non-real” elements. Human minds evolved two distinct mental processes that allow us to make inferences concerning events of the world. One to deal with the physical reality that lead us to developed an inherent sense of “physics,”. We construct general expectations about how physical objects move and behave. But physical objects it’s not all there is for us to deal with in the world, which is also populated by ideas, intentions, desires, motivations and beliefs. So we need the mental process that allow us to “predict” and “read” that intangible reality. This is described as “intuitive dualism”. So we have an innate feeling of how the physical reality works and also to confer the “virtual reality” with an existence of its own, e.g. Platonism and the world of ideas. And if it “feels” real then it can be valuable if not tangible. Why, otherwise, would be people out there willing to do all kinds of things for their imaginary friends (a.k.a. gods)? In a way I think digital cats and religious feelings are somewhat connected on a neurological level.
Michiel wrote:
“What comes after (or ontop) of (intra-)human subjectivity? Inter-human subjectivity (and doesn’t it allready exist)?”
Maybe trans-human subjectivity
derkonai wrote:
”
“Maybe trans-human subjectivity
That would be its default name
but what could it really be? Objectivity? I don’t believe it exists. Any system is either subjective or objective but uninformed (making it subjective in the reality of things). Makes me wonder if subjectivity exists…
I’m getting out of hand, I should watch some commercial breaks to reset my trust in reality
The thank you really a great deal , I well tray to maintain rember it .
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