LITR 4368
Literature of the Future
        

Model Assignments

Final Exam Essays 2019

 assignment

 Sample answers for Part 2:
research report

 

Brandon Burrow

Whose Future is it Anyway?

Technology surrounds us. It is difficult to find a room in the modern world that lacks a screen designed to grab our attention in it, ready to swallow passerby in a portal to the version of reality present in the programming on display. Electronic devices are so convenient that we often do not consider how our screen time affects our brains; the subliminal messaging and inception of ideas not our own is covered by the hints of dopamine our brains feed us to reward us for “interacting” with the world. The perception of time and events can be confused and drastically changed by media, as evidenced in Jorge Luis Borges’s “The Garden of Forking Paths,” where there exists an idea of a book which doubles as a labyrinth prompting the question, “What does a book (which was once a technology itself enabled by the printing press) that contains all pasts, presents, and futures look like?” My answer is the internet/virtual reality, and in this research report I will examine how technology and social media influence our perceptions of the world in fiction and beyond, creating of its own volition or allowing users to create for themselves their own pasts, presents, and futures and why we should be cautious of the information we consume.

In Ready Player One, the main character, Wade Watts, lives in a world that is identifiably post-apocalyptic, as it is stricken by climate change and a lack of resources that drives the masses into an alternate reality video game simulator known as the O.A.S.I.S as a form of escapism. The plot of the novel centers on an Easter egg hunt for clues to solve a puzzle left by Halliday, the reclusive inventor of the O.A.S.I.S, after his death. Halliday was a lifelong gamer and thus, all the necessary keys to winning the challenge can be found in the media that he considered to be part of his own “canon” as the egg-hunter or “gunters” refer to it. Kids like Wade, as well as adults and entire corporations, take part in the hunt, as the winner is to be given control of the simulation’s future—which influences untold millions of people—and riches beyond imagining.

This is an idea also seen in Thomas Fox Averill’s “The Onion and I.” In Averill’s story, a virtual reality is offered to citizens that is advertised as replacing true reality as the narrator notes: “once the government, together with all the huge telecommunications companies, realized they could make and enforce laws on the computer, they also realized they could make and control people” (Onion 11). In a 2018 article by David Robson for the BBC, he cites a recent study in Science journal” that “confirmed that false news spreads much more rapidly than verified information from respectable sources. ‘It’s very possible that most people are not at risk of being stuck in an echo chamber, but they are still being targeted with specific ads based on their behaviour, or they are still being targeted with misinformation’” (Robson). The threat of alternate realities is no longer native only to speculative fiction but exists wrapped within the information sources we consult every day on the internet. An illusion of choice can be carefully constructed by distant corporations unbeknownst to the end user who may still believe themselves to be in an unbiased reality.

Inside Ready Player One’s O.A.S.I.S, players can choose an avatar of any race, gender, or species (if they prefer fantasy or sci-fi characters from popular culture), that causes the “lines of distinction between a person’s real identity and that of their avatar…to blur” just as the narrator in “The Onion and I” thinks that “maybe, I wasn’t real at all but a cyberperson” (RP1 60, Onion 20). Identity and reality itself is confused through a layering of truth that obfuscates perception and the senses. The onion metaphor that Averill’s story uses is an apt one as people must learn to negotiate layers of reality within their many selves and ideas that may or not be their own. For the narrator in the “The Onion and I,” even his own mother’s emotions are hard to verify as he feels her “enthusiasm was so strong it might have been programmed into the computer, or flashed as an image into the helmet I wore to replace the sensory data of the ‘real’ world with the sensory data projected by the computer” (Onion 19). If emotions and senses cannot be trusted, what can be?

In a world like the one we live in, with many hard to conceptualize events taking place across the globe, forming informed and strong personal opinions can be difficult and people often flock to established opinions and agendas. In a 2018 news article on “How Social Media Echo Chambers Drown out the Voices in the Middle,” Tonya Mosley cites a study by Laura Jakli that found “’when there is a hot-button issue in the news, moderate positions seem to disappear’” (Mosley). While people might “naturally have a pretty diverse opinion,” after monumental events their opinions tend to “’merge or mold with the people [they] follow’” on social media (Mosley). In the modern age people often have difficulty retaining their identity due to the deluge of ideas and opinions that course around them, causing many people to simply latch on to ideals that are popular, and possibly replicated through rhetoric.

The identity that Ready Player One’s Easter egg hunt seeks to replicate according to Megan Amber Condis is that of a white male (16). Condis notes that, while “at first glance, the founding of an alternative, popular cultural canon seems like a great equalizer” since Halliday’s research content is widely available for free or cheap, it quickly becomes apparent that Halliday’s “pop culture ‘syllabus’ embedded within Ready Player One imagines the gaming subculture as almost exclusively white and male” (7, 9). Halliday’s canon is based on the media that he enjoyed throughout his life, and is meant to “essentially ask his fans to re-live his youth via his favorite fiction, movies, television shows, comics, and video games in the hopes that these experiences will shape their perspectives on gamer culture into something that more or less resembles his own” (6). One of the challenges that Halliday tasks gunters with is to play the role of a character in an interactive film called a “flicksync” (RP1 108-12). The player must get every line of dialogue correct, with bonus points for using accurate inflection and veracious taking on of the role, to progress in the hunt. The role chosen for the player is David Lightman (Matthew Broderick’s character in the film WarGames) (108). Condis notes that “a successful playthrough…requires more than mere knowledge of plot or even the scripted lines. [It] directly reward[s] identification with the young, straight, white male [protagonist]” of the film (12). Essentially, what on the surface seems like a heroic fight to keep an online virtual reality technology free for people of all nationalities and creeds requires the talents of only one identity that is shaped through Halliday’s challenges.

The idea of reality being shaped by the vision of a specific group is also explored in William Gibson’s “The Gernsback Continuum.” The narrator begins seeing “semiotic ghosts. Fragments of the mass dream” of a subset of Americans raised on pop culture (37). Architectural styles and inventions from sci-fi movies and impractical airplanes that the narrator recognizes as incapable of flight pass by in front of him as he questions whether his reality is his own. Travelling late at night he sees a vision of “a dream Tucson thrown up out of the collective yearning of an era,” populated by “children of Dialta Downes's `80- that-wasn't; they were Heirs to the Dream (49-50). The future he sees is homogenous, representative of a “white, blond” and likely blue-eyed peoples’ reality, and it is disorienting to him (50). The story depicts competing versions of reality based on what people want it to be, just as Mosley finds when interviewing a social media user who says that “on social media, [she] found a tribe” that she now identifies with (Mosley). When the narrator in Gibson’s story calls his friend to relay his experience, the prescription his friend offers is just to go watch more TV, or in other words, to replace one fiction with another (57). Like the characters in “The Onion and I,” Gibson’s narrator is subjected “to live in both worlds: to dream and to wake, to learn and to imagine, to live between two lives” (Onion 21). The narrator perceives different visions of what the world is based on what ideology is winning out in the mass conscious, and thus what reality influences his own sight.

Visions of a homogenous future is an ideal confronted in Ursula K. Leguin’s short story “Newton’s Sleep.” In the story it is established that the population is largely white, high-IQ academic individuals with little variation. The rational to a fault patriarchal character, Ike, wishes to relinquish ties to mother earth. He considers the monitors that the Spes station keeps in contact with earth through an “umbilicus” that should be cut so that the Spes people can “start fresh” (Newton’s 315). Ike is denouncing a balanced feed of information in lieu of a controlled message. During the course of the story illusions of the world the Spes people left behind such as images of beautiful people from primitive cultures, landscapes, and animals are seen in the hallways of the space station. Le Guin uses the term “‘shared experience’” to describe the sights the Spes people are seeing, indicating that the homeland cannot be entirely erased and that it is collective perception that brings these images to life, into being. Ike, however, has chosen to affect a viewpoint that is so entirely unidirectional and pointed to a “desired end” that he is unable to see what everyone else sees (Newton’s Sleep 338). This tunnel-visioned viewpoint is also possible in the “virtual Wild West” of social media that “might allow us to overcome some of the social and geographical barriers between people, so that we establish a more balanced view of the world around us. But it [is] equally possible that we would simply erect new fences [as Ike tries], as like-minded people siphon themselves into homogenous groups who all share the same viewpoints and gather their information from the same sources” (Robson).

The fickle nature of reality is thoroughly present in Jorge Luis Borges’s “The Garden of Forking Paths,” wherein the narrator is searching for a book written by his ancestor that deals with the “abysmal problem of time,” namely that for every moment and choice, an endlessly branching future and past exist where each choice was chosen (49, 53). It is revealed that the book itself is a labyrinth, a common model for how alternative futures can work. Its forking paths symbolize “an infinite series of times, in a growing, dizzying net of divergent, convergent and parallel” as it seeks to embrace “all possibilities of time” (53). Reality then becomes subjective, the choice an actor makes at an exact moment colors his perceptions of reality. The narrator discovers this himself: “Then I reflected that everything happens to a man precisely, precisely now. Centuries of centuries and only in the present do things happen; countless men in the air, on the face of the earth and the sea, and all that really is happening is happening to me” (6). Those last words, “all the really is happening is happening to me” can be chilling in the context of the digital age where people can choose their information stream.

The modern user of technology, given the almighty power to shape their own information diet and thus their own reality, can convince themselves that they live in a branch of reality unique to them, where only what they perceive matters. And while there “appears to be no easy solution to this online disharmony” as Robson notes, “experts such as Dubois hope that media literacy education at schools and university may help, teaching basic critical thinking skills and the ways to identify bias in an argument, allowing us to appraise news sources more thoughtfully” (Robson). One way that we can resist the influence of our high-tech present is in the study of speculative fiction that depicts the folly of being controlled by a rigid discourse. Classes like Literature of the Future and education in critical thinking and analysis are then the solution to understanding the rhetoric of the messages around us.

Works Cited

Cline, Ernest. Ready Player One.

Condis, Megan Amber. “Playing the Game of Literature: Ready Player One, the Ludic Novel, and the Geeky “Canon” of White Masculinity.” Journal of Modern Literature, vol. 39, no. 2, Winter 2016, pp. 1-19, 10.2979/jmodelite.39.2.01.

Mosley, Tonya. “How Social Media Echo Chambers Drown Out the Voices in the Middle.” KQED, 5 Nov. 2018, https://www.kqed.org/news/11703717/how-social-media-echo-chambers-drown-out-the-voices-in-the-middle.

Robson, David. “The Myth of the Online Echo Chamber.” BBC, 17 Apr. 2018, http://www.bbc.com/future/story/20180416-the-myth-of-the-online-echo-chamber.