n both the physical and the virtual.
The word hybrid indicates that the reality is a product of
the two environments which are complementary to each other. When we look at a
person’s media-saturated life, we cannot simply investigate their actions in
physical world because that does not account for all their everyday activities.
Similarly, one’s virtual life cannot be separated as an independent whole as
well. Profiling based solely on one’s digital footprints and virtual body can
only establish an incomplete fragment of the whole. The first generation who
experienced the new frontier or virtual communities have already discussed the
relationship between the real and the virtual. Howard Rheingold in his
Virtual
Communities believes that the virtual space possesses a liberating power to
produce new models of subjectivities and thus challenge and extend the idea of
identity.
[3]‘Extend’ is the operative word in this sense; these new identities in virtual
space are extensions to one’s physical, or organic, identity in the material
world. Hence, these virtual identities, though being transmutable and
intangible, is still grounded by one’s flesh body.
In visual culture, especially the fashion world, ‘identity’
is an important aspect. Fred Davis in his book
Fashion, Culture, and
Identity raises a question of nature in regard to the statements people
make with their all kinds of visual and olfactory accessories.
[4]They serve as clarifications and enhancements to whom one really is in a sense
of one’s own definition. Virtual environments, arguably, offer a similar
opportunity to clarify and amplify. Take the action of registering for example,
a new online identity is generated when one joins a virtual community, names
one’s avatar and fills in all kinds of information; this avatar works as the
extension of and is operated by one’s flesh self in this particular virtual
space.
The distribution of home-owned virtual reality equipment
such as Oculus further enhanced the phenomenon. VRChat was created by Gaham
Gaylor and Jesse oudrey and launched on 1 February 2017; it is an online
virtual space where users create avatars and interact with each other. Polish
developer and publisher CD Projekt RED released an action role-playing video
game
Cyberpunk 2077 depicting a future where the almost every social function
relies on the support of technology and the virtual and the reality becomes
one. It cannot be denied that the conjunction between the sphere of the virtual
and the world of the real is inevitable. Meanwhile, with the popularisation of
the phenomenon as a result of the success of related-themed movies such as
The
Matrix seriesor
Ready Player One (2018), the discussion of
the state of reality we are living in has been pushed to a new high.
Hybridising the Performance
The more mediatised our society is, the more integrated
virtual and reality becomes. As a result, it bleeds into every aspect of
people’s lives: real-life conversations can easily be about online
interventions and vice versa. On top of it all, the mode of thinking changes, because
the society has been ‘familiarised and embedded in electronic communications
and virtual representations,’ as Matthew Causey put in his definition of a postdigital
culture.
[5]This familiarisation and embeddedness not only shows in our functional acts
such as making payments or posting pictures online but also, and more
thoroughly, our behavioural conditions. Taking pictures has been connected to
posting and sharing online. The way of gaining popularity is equated with views
and likes online. Human networking is often done with internet powered tools.
Moreover, this bleeding is bilateral. Online chatting moving to real-person
meetup is considered a normal way of social engagement. Online shopping
platform such as eBay and Amazon will have marketing boards set up in all
corners of the city. Such prevalence of media technology presence in everyday
life cannot and will not be ignored by contemporary artists. Many pairs of keen
eyes have spotted this phenomenon and started to address it, especially since
the turn of the century. English artist and writer Tim Etchells in his
Certain
Fragments (1999) describes technology as something that cannot be ignored, ‘you
have to think about technology, you have to use it, because in the end it is in
your blood. Technology will move in and speak through you, like it or not. Best
not to ignore.’ More and more theatre companies and performance makers share a
similar opinion and are starting to address this phenomenon and its subsequent
problems., Builders’ Association
[6]has made performance pieces that discuss people’s online privacy. Interactive
experience makers Blast Theory
[7]employed technological devices such as smartphones in their performance.
Netflix’s
Black Mirror: Bandersnatch[8]incorporated user choice and techno-texts writing into filmmaking. Emerging
artists start to question and challenge the changing modalities of social
interaction.
Postdigital Performance and Thinking Digitally
David Berry and his colleagues observed this rising
philosophy of approaching arts and life and published their report in 2012,
New
Aesthetic, New Anxieties.
[9]They started from the world of design and spotted an increasing trend or design
concept that was closely tied up with the internet culture; Berry and his team furthered
their research in media art, performances, and arts in general. According to
their observation, there is an emerging episteme of digital hegemony, meaning computation
has become the major methodology for any kind of operation and, concurrently,
media technology takes the crown of the primary way for contemporary humans to
engage the world. They named it the ‘new aesthetics’ and its subsequent
problems ‘new anxieties.’
Essentially, the new aesthetics is born out of the necessity
of portraying the world the way we experience it: virtual and physical bleeding
into each other. The society we live in is embedded with media and technology
usage, and the internet culture is deeply embedded in our day-to-day life. The
distinction between the real, the virtual, the organic, the simulated seems to
be dissolving, and hence, postdigital, as a term, entered the scholarship.
As with other newly born terminologies, there are many
versions of definition, each slightly varied with others. Matthew Causey is an
American film and theatre maker as well as an academic on relative matters. He
views these types of performances that challenge and address the changing mode
of living ‘postdigital,’ whose words are quoted in the section above. In
conversant with other scholar’s takes on this matter, he contributed his own version
of a postdigital model which does not denote the meaning that the so-called
digital era has ended but a recognition that we are precisely living in a
highly digitalised world. He compares the prefix ‘post’ in postdigital with the
one in posthumanism and defines it as ‘a recognition of the overdetermined
relations, circulations, and exchanges of those phenomena within the current
condition.’
[10]In this sense, a postdigital world is not only a world entangled with media,
machine, and the internet but also a world where people are revaluating the
concepts of humans and society through their negotiation with the daily usage
of digital technologies.
German theatre scholar Hans-Thies Lehmann published his
ground-breaking work
Postdramatic Theatre in 1999, offering the result
of his decades of observation of the evolution of contemporary theatre. He
considers the shift from text-based drama, especially seen in experimental
theatre, partially enabled by the development of technology, a product of
artists’ attempt to reflect the world in a more authentic sense.
[11]In this sense, postdigital theatre or postdigital performance is of a similar
nature; artists are responding to the changing modalities. These modality
changes are products of the hybrid our society has become. As argued above, our
real life and virtual life are interwoven and entangled, therefore, performance
aiming to reflect modern life will inevitably address the phenomenon, either by
actively adopting multi-modalities in the work itself or by portraying people
shifting between various modes of interaction. Matthew understands these works
as ‘thinking digitally.’
Two Methodologies and Two Approaches towards Postdigital
Performance
Artists or performance makers think digitally in their
postdigital work to better understand the nature of our current society and
reflect on the problems thus made. There are many ways to think digitally, and
this essay will examine two methodologies, through technological interfaces and
through contextual references, and two concomitant approaches, centrifugal and
centripetal.
The first methodology of using various technological
interfaces, specifically multi-media, is the most obvious way of making
postdigital performances. It focuses more on the design, direct, and
presentation aspects of a performance, often seen employing the use of screens,
projections, and other types of media interfaces. Some of the aforementioned
companies and performance groups such as Builders’ Association are famous for
this type of method. For example,
Elements of Oz (2016) cleverly
incorporates the augmented reality technology
[12]in
their live performance where the audience can experience two dimensions
simultaneously, one through flesh eyes and one through the camera on their
technological devices.
[13]
The second methodology is contextual references; it refers
to a subtler way of dealing with the hybrid nature of our world. For instance,
by having a character interacting with another character via phone/vid-call,
making references of internet culture in the dialogue, or even including
technological devices in the staging, performance makers are enhancing the
embeddedness of technology our life is. These contextual references are often
so subtle that contemporary scholarships sometimes overlook this type of
performances or simply deem them ‘conventional.’ However, one may argue that it
is precisely because these contextual references are not made salient that they
in actuality accredit the fact that these modes of interaction have been
normalised in our social life.
Based on these two methodologies of thinking digitally, this
essay will also propose two approaches when adopting these methods of
performance making, namely centrifugal and centripetal.
Centrifugal force is an inertial or pseudo force, occurs
apparently in a circling or rotating frame, described as an outward going force.
[14]Conversely, centripetal force is one whose direction is always inward and
towards the centre point of the rotating frame. To put it another way,
centrifugal force describes the process of a three-hundred-and-sixty-degree
dissemination from a fixated point whilst centripetal force pulls, collects and
gathers. One offers the same point of departure, and the other the same
destination.
As discussed in the second section of this essay, hybrid as
it is our society, in the relationship between the virtual and the real, the
organic and the inorganic, there are still status of primary and secondary; the
virtual is the extension of the real. Admittedly, the status quo is constantly
challenged by the development of technology, and, in response, by various
products and arts alike. Artists like Stefan Kaegi
[15]have produced works that questioned the difference between simulation and
reality; Technological companies such as Meta
[16]are strenuously pushing the boundary of the virtual, exploring the possibility
of it being an alternative reality. However, it cannot be disputed that, in the
current state, the virtual cannot exist outside the physical. The virtual or
the digital is built on data which are stored in physical servers made up with
tangible materials. As long as this remains unchanged, the reality will
continue to be the primary role whereas the virtual the secondary, however
hybridised the society may be. Therefore, the reality or the physical world
will always be the destination.
The following two sections are two case studies,
respectively of Blast Theory’s
Karen and Al Smith’ s
Rare Earth Mettle.
The former is technologically mediated, and the latter is text-based theatre.
The case studies will analyse how these two works represent the aforementioned
two methodologies of postdigital performance and how the centrifugal and
centripetal approaches are reflected in the dramaturgical process.
Case Study: Blast Theory’s Karen
Blast Theory was founded in 1991; since their establishment,
they have been releasing award-winning innovative works, both live and
media-based, addressing various social and political issues raised by the
advancement of technology. In the past decade, they grew to have their eyes on
technological devices, especially portable ones like smartphones and tablets
whose pervasion has forever changed our social dynamic. Lead by artists, Nick
Tandavanitj, Matt dams, and Ju Row Farr, Blast Theory has been studying the
influence on performance portable technological devices have and exploring the
potential of a ‘socially and politically transformative’ communicative
framework.
[17]As per their mythos, their works exemplify the hybrid nature of postdigital
society, oftentimes blurring the boundaries between the performing space and
the real-life space, between the virtual and the physical.
In 2015, they launched their genre-bending mobile app,
Karen,
a life-coaching app that presents itself with episodes of recordings simulating
one-on-one video-call sessions with the fictional character, Karen, whom the
user gradually discovers to be unstable, volatile, and unprofessional. The
story, or rather, the non-story of
Karen is gamified and comprises of
psychological evaluating questions disguised as a life-coaching questionnaire.
As the story progresses, the users are confronted with issues such as the
invasion of privacy and will eventually received a profiling report based on
the choices and actions of the user during the gameplay.
Blast Theory combined the three technological interfaces and
successfully created,
Karen, as an intuitive game-ish app that fits
perfectly in user’s smart devices. For smart OS users, vid-call or game apps
are no strange concepts at all. It is tailored to blend into our media-saturated
life.
The content of
Karen is closely tied up with its
form. Its point of departure is both enabled and limited by its app form. Its
vid-call interface allows the creator to deliver the story in episodic short
videos where the actress Claire Cage or the actor Chris Jared acting out the
simulated sessions. These video clips are delivered separately in nine days;
during each session, the user is asked to answer questions or make choices;
this approach is what this essay will call a centrifugal approach. The form or
the media of
Karen is fixated but the choices and questionnaire enabled
by the UI are led by the centrifugal force, go to various directions, and
eventually land in the realm of people’s daily life. From the unharmful outfit
choices to those private sexual life prying, they do not go beyond the scope of
a person’s social actions, and these actions often do not involve the usage of
any technology. This approach reflects one side of thinking digitally that is
to think about humans while using technology, and it goes well with
performances made with technological interfaces. Stripped to its core,
Karenis a questionnaire simulator, yet its mechanical nature allows the users to
think about how they behave in their interactions with other human beings.
However,
Karen’s ‘ulterior motive’ hinders its
centrifugal force. All the questions and choices were written based on the
framework of the ‘Big Five’ psychological profiling test
[19]and the Myers-Briggs type indicator personality inventory.
[20]After the story of
Karen, users will receive their personal report on
their personality which raises flag for some very current issues like data
mining. The report will appear to some very flawed and superficial, as shown in
one section, when choosing a gift for Karen, the users who chose bangles were
profiled as materialistic, which is generalised and over-simplified
measurement. As a result, the users were taken on a journey that started from a
technological interface, passing through the realm of social life, yet ended up
back to a mechanical point, a profiling test. It does not go through with the
centrifugal approach; in attempts to address the socio-political issue of
dataveillance, it loses part of its potential to connect with people. It uses
digital technology to convey a narrative, which, structurally, reflects the
nature of our hybridised living, but its story and its characters remain imitations
or simulacra.
Case Study: Al Smith’s Rare Earth Mettle
Al Smith is an award-winning British screenwriter and
playwright whose theatre works all deals with intricate human relationship.
Rare
Earth Mettle is his fourth and latest theatre project that made its debut
at Royal Court Jerwood Theatre Downstairs on 10 November 2021.
Its story follows the snowballing rivalry over the ownership
of lithium resources in Bolivia between three concerned parties, a leading NHS
doctor specialising in mental health issues, a billionaire and CEO of a tech-conglomerate
who is going to launch its new series of electronic cars, and local indigenous
community who resides upon the salt flat land.
At first glance, it appears to be a play with a traditional,
or conventional structure. It has two acts, and the story develops in
chronological order. Yet, under scrutiny, one may notice the many contextual
references to the postdigital world that we live in. For the convenience of a
textual and contextual analysis, this case study categorises the references
into two aspects.
The first aspect is its world building. Henry Finn is the
CEO of Edison Motor, a multinational technology company. It launches its
campaign via technologically enabled presentation like Keynote, markets its
brand image via social media platforms like Twitter, and its employees are
inseparable with their productivity tools like laptops and tablets. Anna and
Aisling work for the NHS and their professional communication comprises mostly
of email correspondences. Nayra is the upcoming young Bolivian politician
representing the indigenous people; a large part of her campaign involves her
delivering speeches broadcasted via television and radio. Kimsa is the local businessman;
his many communications with outside worlds are made available via telephone.
And the daily entertainment of his daughter, Alejandra, is to watch cartoons on
their television. Such is the world the events of
Rare Earth Mettle take
place in, and it bears striking assemblance to the real world we are living in.
Technology is everywhere; it is integrated in every part of human life. From
working to commuting to communicating, the characters’ actions are all
facilitated by some kind of technological device. The need to highlight or
specify the usage of these devices is unnecessary as it is intrinsic part of
their daily life. As discussed in the previous sections,
Rare Earth Mettleadopts the second methodology using contextual references of the digital. The
subtlety of this method creates a sense of rightly cohesion where the
technology-facilitated daily actions are to be taken for granted, because
postdigital aesthetics has acknowledged and accepted media and technology as
part of standard social life.
The second aspect is its media or digital culture references
in the dialogues, and it reflects the second approach mentioned above, the
centripetal approach. These references to media culture are there to assist
real-life actions and it results in character or relationship development.
Calista A lot of people on
Twitter are very hurt.
Henry People from Twitter
don’t buy cars.
Calista, the Head of Sales and Marketing, criticises Henry’s
behaviour on Twitter as she implies that it will hurt the sales, while Henry
makes his come back saying the demographic of Twitter Users are teenagers who
don’t have the ability to own vehicles. These implications are not written out
and need no further explanation. Twitter, a social media platform, is used here
in a social semiotic sense; it is treated as an established common knowledge,
which, in return, reflects how digitally hybridised our social life has become.
The virtual interactions can seamlessly bleed into real-life conversations
where in the virtual platforms, people air their real-life problems.
Conclusion
This essay reviewed scholarships on the topic of postdigital
aesthetics and its impact on performance making and argues that the current
society is a hybridised society where the virtual and the physical, the
simulated and the real bleed into each other and connects with one another. Performance
makers who aim to reflect this status of being therefore need to think
digitally.
Then, this essay discusses two main methodologies of making
performance with digital thinking, i.e., through either form or content. To
further investigate the two methods, two approaches, namely centrifugal and
centripetal, are proposed to help with the analyses. As is established in the
first sections, there is a primary and secondary distinction between the
virtual and the physical, and the physical world takes precedence and serves as
the material base for the virtual. Hence, postdigital performances when
alluding to digital culture, be it from a formal or content-wise perspective,
need to ground it in reality, or rather, in people. Centrifugal approach starts
from a single technological point and explores the multiple relations towards
human sociality; centripetal approach gathers many digital or media culture
references and lead them into the destination of what it means to the people.
Postdigital aesthetics will continue to exist in our social
framework for the foreseeable future, and performance makers need to bear in mind
that such is the world that we are living in. Be it boundary-pushing technology
or traditional text-based theatre, performance art has its means of portraying and
challenging the status quo.