CCR 633: Multimodality, Part 2

Chapter three begins with the “prosumer,” an idea that Alexander and Rhodes borrow from Daniel Anderson. The “prosumer,” they describe, is “a convergence of the consumer and the professional in terms of new media tools” (106). Many new media tools allow consumers, formerly just receivers, to produce products, thereby acting as professionals. This, in turn, allows a more critical focus on production, as it is no longer black-boxed behind the usual channels, but in the hands of the consumer.

This similar idea–that of consumer as professional or producer–also connects with the Situationalist notion of “détournement,” a form of “pillaging or appropriation,” as Frances Stracey describes (qtd. in Alexander and Rhodes 112).  The Situationalists argued that capitalism had the constant need to project a “spectacle” of needs that inspire consumers to thirst after products, so people should critically produce to counter this.

Alexander and Rhodes connect these ideas to current DIY movements, but emphasize the “critical” dimension of this production. In other words, it’s not simply enough to be critical, in a humanities sense, or to produce; one must use production in a critical way, engaging in multimodal production through new media tools. They provide the example of images that grew in “excess” from their work that argue their work or ethos as “queer rhetoric” scholars in different ways.

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Civilization, Ideology, and Informatic Control

One of the elements I find most interesting is the distinction between ideological critique and the algorithm, which Galloway, in particular, describes, but also seems to inform Friedman.

When describing playing Civilization, Galloway notes the “soft racism” and questionable God view that informs the game, like the problematic “attributes” given to civilizations–like how the Aztecs aren’t “industrial–or the absence and simplification of many civilizations. To Civilization‘s defense, subsequent additions have addressed some of these issues, like the inclusion of more civilizations, like Polynesia, and dropping essentialist attributes for more civilization-specific qualities.  But, things like the progress narrative, the valuing of military dominance, the potential simplification of ethnicities, and the role of commerce and territory still pose potential problems, ripe for ideological critiques.

Galloway moves from this into what he calls the “third level” of critique, “informatic critique,” which he describes as a “formal critique rooted in the core principles of informatics that serve as the foundation of the gaming format” (99). He asks, “whether it [Civilization] embodies the logic of informatic control itself” (101). Though I still had some trouble ultimately figuring out what Galloway meant by this, I think it reflects the way a phenomenon gets enacted by a computational system.

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