
Introduction
Urban space is characteristically seen as a means to an end in a capitalistic system.
Lefebvre’s writing and analysis of ‘urban space and urban life as a social fact’ describes that the city has become ‘the material device apt to organize production, control the daily life of producers and the consumption of products. ’
Just one foot into an urban space, reaffirms this statement. One cannot help but notice a massive amount of billboards, posters, shop windows, leaflets, brochures, neon signs, maps, and advertisings everywhere, bombarding dwellers and visitors alike with images of perfection, words of wonder. Each is an attempt to feed dreams, fantasies, stories, and fiction into one’s head about this urban space one live in. An image will try to persuade us to buy that dream house to have our perfect urban life, while another will tempt us to purchase the perfect clothes, the perfect car, the perfect book, the perfect gadget to complete an idealized image of the perfect urbanite. These never ending lullabies lulls one into states of unconsciousness, until sometimes one forgets to reflect on one’s idea of perfection, until one forgets one’s own idea of the city. Living in our own bubble of the perfect urban live prevents us from making new connections and to engage with the city. Travelling between cities, sometimes we trust our friend Mr. Google or Mrs. Wiki more than recommendations from friends about places to visit.
In this kind of thinking urban space is seen as something that is very rigid and full of constraints with its daily activities seen as something very mundane and predictable.
However, this mode of thinking about the city does not account for the fact that cities are made up of people from different backgrounds with various interests and many come to the city for a variety of different reasons. One usually moves to the city for ‘love, esteem and self-actualization, and to experience the diversity of the world around them and to learn to understand it,’ and as soon as one have settled in and become the perfect urbanite by the capitalist standard, one stops to engage with one’s surrounding and other urbanites.
Therefore, in order to be able to create a new possibility for urban space it is crucial to reconnect these urbanites with their surroundings and other members of urban society, to prevent them from falling into the trap of alienation, which separates them from their own experiences. The important question here is: how do we find the best way of reconnecting them with the city? How does one avoid falling into the trap of alienation? Where everything has been turned into a spectacle, including one’s own experience? Is there no more opportunity for urban society to experience ‘real’ experience?
Looking at the heterogeneity of urban societies and how this will make possible new and unique attempts at resisting control in urban space, I will argue that the only way for people to get back to experiencing ‘real’ experiences is through the concept of play. And this is where new media technology can play a big role. This essay will be an attempt to answer the questions above through an exploration of functions of new media, which can help create this new space of ‘play’ in capitalized urban spaces. The exploration will begin and be shaped with what new media technology has made possible in the context of enabling play in urban space which include possibilities of new connections, the notion of anonymity, and a new overlaying of a virtual urban space onto the already existing physical urban. This exploration will try to bring together thoughts and writings of authors such as of Gilles Deleuze, Edward Soja, Henri Lefebvre, and The Situationist International while analyzing urban new media art projects by the artist collective The Blast Theory, which were built around the concept of play and how this attempt can be seen as a way of trying to push the boundaries of urban space in order to help create a new possibility for urban space.
Making New Connections
To understand how new media technologies have helped to create new communities, one needs to look at how developments of information and communication technology have helped aided human communication. Without the aid of new technologies, the possibility of communication with another person is limited by the constraint of space and time. One needs to be in the presence of the other person to be able to communicate with them in real time. Drums, flags, and smoke are all ways for people to communicate in real time before the invention of the telegraph. Now with the invention of the mail, telegraph, telephone, radio, television, and the internet, distance is no longer a problem in the process of message and information transmission and reception in real time. One can now communicate and create connections with people from many parts of the world.
However, the problem of the real urban city inhabitants remains. In this capitalized world, all forms of activity are considered as work or acts of producing. When one is engaged in an activity that is not productive, that cannot be valued by money, the activity is deemed useless, a waste of time. Furthermore, non productive activities such as leisure and the pursuit of aesthetics in the city have also been reconfigured to serve the functions of a capitalized world . If making new connections with new people will not earn money as the end result, why bother? Why waste one’s time to meet new people? Lefebvre analyses Marx’s concept of capitalism and commodity to elucidate this implication of the commodification of everyday life for urban connections. He explains this by using the term alienation, which is also used by The Situationists to explain how people have become alienated from every aspect of their life. Borrowing the concept from Marxism, which is based on his observation that as a result of capitalism, workers are separated from and inevitably lose control of the product of their work, which eventually result in the loss of control over their lives and selves, The Situationists argued that alienation has saturated ‘all aspects of social life, knowledge, and culture’. They strongly argue that people are kept away not only from the products they produce and consume, but also from their ‘experiences, emotions, creativity, and desires’. Hence, in today’s modern and highly capitalized urban space, people walk around and conduct their daily activities without really experiencing life, without really being in touch with their own desires, creativity, and dreams.
This problem of sustaining community interaction in the city has also been the topic of importance for many scholars and urbanists. In fact, the formation of urban areas also came from this urge to maintain community interaction. Ancient cities were designed so that every place of significance is within walking distance to one another . With less travel time, it was hoped that people would have more time to congregate and interact. The main difference now is how modes of transportation are being put into consideration. But the main goal remains, which is still to maximize interaction with minimal travel time. Hence, a physical form of a city can be thought of as a structure of public and private places with transportation links. Similarly, one could argue that the Internet as one form of new media technology has a similar structure to traditional cities. Instead of physical buildings and spaces, the World Wide Web has web sites, which can be thought of as virtual places, which is very similar to what exists in a traditional city . Especially now that more and more ‘physical’ institutions have a virtual form on the Internet in the form of a website (from the government institutions, schools and even religious institutions). And instead of roads and transportation links, the Internet is linked together electronically by hyperlinks between sites . The question one can ask regarding this matter is how does this virtual structure of a city influence interaction and constitution of communities as opposed to how communities are formed in a traditional physical structure of a city?
One can argue that the difference is not so great. In the traditional sense of cities, communities are formed through shared interests and activities, also with a consideration of spatial locations. Like wise, virtual communities are also formed because of the same reasons. Online groups generally share an interest or activity that forms the topic of discussion. One can argue that the main difference can be attributed to the inexistence of real spatial location in cyberspace, where one can form a community of neighbours, for example, in cyberspace there is no such thing as neighbours. Every site can be linked to one another, forming a giant network of ‘neighbours’. This idea of a giant network of ‘neighbour’ brings about the formation of communities that might not be have been possible before the Internet. One person living in London can now be a part of a virtual community with people from places as far away as Bangkok, Bogor, and Bogota for example. These virtual communities have influenced how people view social networks and the making and meaning of community. Virtual communities as network of individuals are transforming patterns of sociability in the new metropolitan life.’ However, studies about how virtual communities are affecting social networks often focus on the notion of transcending distance and eventually virtual communities are often criticized of creating ‘capsulised’ communities that withdraw themselves from their local neighbourhood . Instead of opening up urban space for new interactions and connections, virtual communities are accused of creating their own personal space, which can not be penretrated from the physical world.
With this issue in mind, one can quickly judge that games which employ new media technology would only work to further enclose people in their own personal space and discourages any chance of real interaction with a physical world. This what attracted me to the works of Blast Theory, a group of seven artists based in London. Even though they employ the use of new media technology and especially the internet, an important focus of their project is involving a real physical city and real people (either as players, actors in the game, or strangers) where participants can ‘physically’ reconnect with a real urban space and its inhabitant. Noticing the importance of creating new connections between people in the city, Blast Theory played with this notion of community making in cities and uses an intersection of the virtual reality and real urban space as literally a ‘playground’ for their projects. One can read Blast Theory’s project as a simple way to dismantle this alienation that people have from each other and everything that surrounds them. Works like Can You See Me Now, Uncle Roy All Around You and I Like Frank can be analyzed as a way of reconnecting urban society with their experiences, emotions, creativity, and desires about urban space and also to reconnect them with other inhabitants of the city. In Uncle Roy All Around You, for example, street players were given clues that involve strangers in the city (instructions to ‘pay no attention to the street cleaner with long gray hair’ or to turn around and follow a stranger wearing a white t-shirt are the type of clues the players get). In paling this game, participants are forced to not only pay attention to strangers but also to try to connect to them. They are forced to think about other inhabitants of the city. By setting up rules that forces engagements between strangers (online players have to help street players to get ahead in the game and street players need clues from online players to find Uncle Roy), Blast Theory confronts the idea of alienation in urban space and force people to make new connections.
Uncle Roy All Around You is a game played online in a virtual city and on the streets of an actual city. A map of the virtual city is presented online which corresponds to every aspect of the real city. Online Players and Street Players collaborate to find Uncle Roy's office before being invited to make a year-long commitment to a total stranger. Online players play the game by engaging with street players and helping them find Uncle Roy. One can analyze the trajectory of this game as a way of addressing the issue of forming new and random communities and relations in urban space, both virtually (online players with other online players) and physically (online players and street players). In their website Blast Theory writes that the games serve as an attempt for them to explore the issue of intimacy and trust in the virtual and urban world. Through rules that force people to engage with strangers, this work can also be seen as a way to dismantle the myth, that have been enforced to anyone living in the city, about not talking to strangers.
Regarding the use of a real city, Blast Theory also sees the city as increasingly becoming a space where ‘the unfamiliar flourishes’ where individuals become ‘disjointed’ and ‘disrupted’ from the whole of urban society. This project confronts those issues of unfamiliarity and individuality head on. Standing in the midst of the human traffic on Oxford Street in London, one can feel this sense of individuality straight away. Every single person passing by is enclosed in his or her own bubble of existence. Gazes are directed at shop windows rather than at other people. Occasional collisions with others will probably cause a momentary glance of acknowledgement that another being exists and is present in the same space. Unfortunately not for long, after mumbles of apologies, gazes are once again directed at inanimate, uniform things. Lefebvre argues that this fixation on the visual and visualization as having the function of concealing repetitiveness of space, objects and behaviour that is produced in a capitalist society . In modern urban society ‘Sight and seeing, . . ., turned into a trap’ diverting people from engaging with their surrounding, with other people, preventing people to experience life as it happens.
Through Uncle Roy All Around You Blast Theory tries to subvert this fixation with sight and seeing by creating an urban game which require players to re-engage with the urban space and urban community around them. Clues in the game tell them to follow strangers, to look for pointers in passing strangers, or to look for trivial objects and places, which would most probably escape their attention on a regular day in the city. Thorugh new media technology of mobile, navigational devices and the Internet (virtual reality), in this game creates another possibility of community formation, and while doing that invents anther possibility of urban space, a space between real life and virtual reality where you are invited to interact with and trust strangers, while engaging with the notion of trust and intimacy in the intersection between the virtual and the real in urban space.
Anonimity and Identity
One important issue that is raised with the mediation of communication through new media technology is the issue of anonymity and identity. The proliferation of chat rooms, public discussion forums, and social networking sites on the internet is the perfect example of how people actually look for the chance to create new connection with other people, and how the opportunity to do it ‘anonymously’ in cyber space is encouraging the creation of these connections. The question is: why are people more reluctant to meet new people in real space? I would argue that this has a lot to do with the idea of the image and how people are being guided and forced, at times, to be self conscious about their own image. Urban space is littered with advertising all telling us about what to do, how to look, how to act, and so on. Each tries to bombard one with ideas about how one’s image should be. Even though each billboard and poster looks different, at the end the image that you are meant to have as the perfect urbanite is the same. Looking at pictures of beautiful, happy, and slim people in all the advertisings create a sense of how one should look like if one wants to be accepted in the ideal urban society. New media technology gives one a chance to modify one’s image or to create an entirely different one. With no chance of real encounter, where the frauds can be found out, one is free to explore all the possibilities of identities that exists out there. Through social networking sites, blogs, and so on people are being given a chance to create a new identity and therefore to rid them selves off the commodified image that they are forced to succumb too in the real urban space.
This chance of anonymity and the paranoia about identity brings us to the issue of control and surveillance. Another impact that is felt with the development of new media technology is the emergence of a new mode of control and surveillance. With regards to mass digitalization, Gilles Deleuze in his essay Postscripts on The Society of Control states that now individuals have become “dividuals” and masses have become “samples, data, markets, or “banks”. Following Deleuze’s thinking, urban space can be considered a site for data collection. One’s daily activities everyday can be considered as acts of producing data, valuable data which can be tracked, controlled, monitored, marketed, sold and purchased. Every space in the city has become an enclosed spaces, with designated doors and entry points. Each door, each object and each inhabitant of the city is in possession of a ‘code’. As Deleuze states, ‘the code is a password. ’ The password is necessary to gain access to the city’s various offerings. However, the fact that the password can also be rejected is also discussed by Deleuze: ‘What counts is not the barrier but the computer that tracks each person’s position – licit or illicit’ which in turn will make possible ‘a universal modulation’ . Deleuze’s idea of control society is echoed in Lefebvre’s writing and analysis of ‘urban space and urban life as a social fact’ . He argues that the city becomes ‘the material device apt to organize production, control the daily life of producers and the consumption of products.’ Thus, in today’s modern urban space, the idea of not having an identity, of not being tracked is an elusive idea. Every where we go we are watched and tracked If not by the hundreds of the CCTVs that is strategically placed in every public space, it is through all the cards we swipe in order to get access to places or to buy products. Trying to escape is futile. As Matthew Fuller mentions in his book Media Ecologies, ‘being able to access, deploy, or simulate the correct informational qualities guarantees all ports access’. Otherwise one will only be greeted with blaring signs of “access denied”. The act of swiping a piece of plastic has replaced verbal information exchange.
These conditions of control create an image of urban space as a rigid space full of constraints, however this is also the point where one can expect a new form of resistance and subversion to arise. And this new form of subversion is something that every one of us is familiar with and capable of doing which is to play. Lefebvre argues that play functions as an important tactic in the struggle over capitalized space. But, how is one expected to play in an urban space full of watchful eyes? This is where new media technology can play a big role. With new media technology, the idea of anonymity and the chance to create new, multiple identities is something that can be practiced by anyone. With multiple identities one does not have to be afraid of being watched, of making mistakes. Even though there is always the possibility of being tracked, there is less risk with anonymity and new identities in cyberspace.
In their projects, Blast Theory takes advantage of this notion of anonymity that the Internet offers by conducting games, which invite online players from around the world to participate. The chance to be involved in a playful activity which is actually connected to a real and physical space of the city with the option to do it ‘virtually’ and therefore ‘anonymously’ helps people who are afraid of all the risks that physical space posses to participate and to engage with cities that they love.
The Virtual, Physical, and The ‘Thirdspace’
One thing that cannot be ignored with the advancements of new media technology in it relations to urban space is the ability to create a ‘new’ type of space which can be superimposed on real urban space through the use of virtual reality technology. Virtual reality is a technology, which allows a user to interact with a computer-simulated environment, be it a real or imagined one. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special displays. Users can interact with a virtual environment either through the use of standard input devices such as a keyboard and mouse, or through other devices that is connected with sensors (for light, movement, sound, etc). The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in Virtual Reality games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, largely due to technical limitations on processing power, image resolution and communication bandwidth. However, those limitations are expected to eventually overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time.
Can You See Me Now, Uncle Roy All Around You, and I Like Frank takes advantage of this Virtual Reality technology to build a virtual version of a city which is then juxtaposed on the real city as important part of the game. All three games happen simultaneously online and on the streets of real cities. Players have a chance to either engage in the physical part of the game in real cities (such as Uncle Roy All Around which was staged in Sheffield and Can You See Me Now in Adelaide) or choose to participate from the virtual version of the city by being an online player (This is possible to do in Can You See Me Now which was staged in Sheffield).
In Can You See Me Now, which was first played on the real physical streets of Sheffield and online in a virtual version of Sheffield players anywhere can play online in a virtual city against members of Blast Theory. The game was developed from the simple notion of ‘chase’. Blast Theory ‘runners’ chases online players on the real streets of Sheffield. Rigged with handheld computers that let them be tracked by satellites, Blast Theory's runners appear ‘virtually’ next to the online player on a map of the city. The devices held by the runners show positions of online players, which guide them in tracking online players down.
Like Can You See Me Now, I Like Frank was also developed around the idea of a search. The game took place online at www.ilikefrank.com and on the streets using 3G phones . Players in the real city chatted with players in the virtual city as they searched for the elusive Frank through the streets of Adelaide. As in the two previous games, online players moved through a virtual model of the city, opening location-specific photos of the city. One photo revealed the location of a hidden object. Online Players then had to enlist a Street Player to go to that location and retrieve it. In this game players are invited to build relationships with other players (virtual and street) to swap information to reach a certain goal.
By using virtual reality in combination with a real urban space, Blast Theory is creating a ‘new space’, which is overlaid and superimposed on the real and physical urban space. In my perspective, one can also read these works as a way to create a ‘third space’, a terminology that was familiarized by Edward Soja. In this analysis of the use of new media technology to create a possibility of urban space, Edward Soja’s writing dedicated to exploring the third space gives one the chance to step beyond plain and predictable binarisms between physical and mental space or between physical and social space. Soja conceptualizes his notion of a third space through a reading and ‘reappropriation’ of Henri Lefebvre’s The Production of Space. In this book Lefebvre argues that the conventional dichotomy of physical space and mental space actually has a link which connects the two. The link is the process of the production of space which is enacted through ‘spatial practice’, which is based on the material experience of social relations in ‘everyday life’ . Lefebvre’s explorations also deal a lot with paradoxical concepts such as concrete abstraction, materialist idealism, and the simultaneous worlds of the real-and-imagined .
In a further development of his concept of the ‘Thirdspace, Soja talks about the concept of space and spatiality. Scholars usually approach the subject from either one of two perspectives. Spatiality is either seen as physical and material forms to be mapped, analyzed, and explained or seen as mental constructs, which are ideas about and representations of space and its social significance. However, with The Aleph, a short story by Jorge Louis Borges where The Aleph is described as ‘limitless space’ and as ‘one of the points in space that contains all other points’ , Soja found trouble in trying to ‘translate into words the limitless Aleph’ through either the idea of space as physical form or the idea of space as a mental construct. In his reading of The Aleph, he sees it as ‘an invitation to exuberant adventure’ and ‘an allegory on the infinite complexities of time space and time’ . By employing Lefebvre’s The Production of Space as guide lines and by exploring this fictional concept of The Aleph as a place where everything can be seen from every angle, Soja argues that there exists ‘Thirdspace’ which he defines as:
‘the space where all places are, capable of being seen from every angle, each standing clear; but also a secret and conjectured object, filled with illusions and allusions, a space that is common to all of us yet never able to completely seen and understood.
… Everything comes together in Thirdspace: subjectivity and objectivity, the abstract and the concrete, the real and the imagined, the knowable and the unimaginable, the repetitive and the differential, structure and agency, mind and body, consciousness and the unconscious, the disciplined and the transdisciplinary, everyday life and unending history.’
Blast Theory’s projects can be analyzed as an exploration of this notion of the ‘Thirdspace’. By combining a physical urban space and a virtual form of that particular city and involving real players and online players, The Blast Theory has managed to combine ‘the real and the imagined’ and ‘the abstract and the concrete’. The Thirdspace of Blast Theory is a ‘hybrid space’, which merges the physical urban space with a virtual urban space through the simple notion of play in a game that joins the two space.
Conclusion
In today’s capitalized and highly commodified urban space, where people live in their own little bubble, it is important to create new possibilities of urban space where people can reengage with their surroundings and also establish new connections with other inhabitants of the same space. What is also important is to find a way to build new connections between all the alienated people of this modern urban space. According to The Situationists the process of commodification includes all aspects of experience including events, goods, roles and issue . As a result, these commodified experiences are how people experience cities.
However, today, despite capitalist efforts to homogenize and commodify urban space cities around the world are becoming increasingly dense as they are filled with more and more heterogenous societies. In this type of space, where there are limitless possibilities of encounters, interaction, mixing, exploration and even risk, the perfect ‘weapon’ for subversion is play. In this essay I have explored the ways that new media technology is helping to create this new and exciting form of subversion. The possibility to create new connections between people, the possibility of reclaiming one’s identity and image which has been commodified in a capitalized urban space through new media technology’s possibility for anonymity, and the creation of a form of space (virtual space) can all be seen as ways to help develop this form of subversion in the city.
The three projects of Blast theory, which are Uncle Roy All Around You, Can You See Me Now, and I Like Frank are all explorations of this concept of play as a form of subversion and a reclaiming of the city. Through the use of new media technology, Blast Theory helps to reconnect real people with real cities and help them to engage with their surroundings and the same time create the possibility of a new hybrid space of the city, where imagination and reality merges and becomes intertwined to help bring back a sense of belonging in the city. Even if the projects does not account for the fact that not everyone in the city can participate in the game and can also be seen as a form of fixation with technology, one can view them as starting points. Hopefully these projects can be the starting points for and inspire other attempts to confront the commodified urban space and experience one is so used to. By looking at these projects one is once again reminded of the potentiality of the city for our own fictionalization and also of the possibility of how, at least for a moment, one can create one’s own ‘Thirdspace’ of the city.
“The City” is a slippery notion. It slides back and forth between an abstract idea and concrete material.
-Rob Shields, ’A guide to urban Representation and what to do about it: alternative traditions of urban theory
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Online Resource
www.blasttheory.co.uk


