Open Source Democracy | Page 6

Douglas Rushkoff
mid-1990s showed that families with internet-capable computers were watching an average of nine hours less television per week. Even more frightening to those who depended on the mindless passivity of consumer culture, internet enthusiasts were sharing information, ideas and whole computer programs for free! Software known as 'freeware' and 'shareware' gave rise to a gift economy based on community and mutual self-interest. People were turning to alternative news and entertainment sources, which they didn't have to pay for. Worse, they were watching fewer commercials. Something had to be done. And it was.
It is difficult to determine exactly how intentional each of the mainstream media's attacks were on the development of the internet and the culture it spawned. Certainly, the many executives of media conglomerates who contacted my colleagues and I for advice throughout the 1990s were both threatened by the unchecked growth of interactive culture and anxious to cash in on these new developments. They were chagrined by the flow of viewers away from television programming, but they hoped this shift could be managed and ultimately exploited. While many existing content industries, such as the music recording industry, sought to put both individual companies and entire new categories out of business (such as Napster and other peer-to-peer networks), the great majority of executives did not want to see the internet entirely shut down. It was, in fact, the US government, concerned about the spread of pornography to minors and encryption technology to rogue nations, that took more direct actions against the early internet's new model of open collaboration.
Although many of the leaders and top shareholders of global media conglomerates felt quite threatened by the rise of new media, their conscious efforts to quell the unchecked spread of interactive technology were not the primary obstacles to the internet's natural development. A review of articles quoting the chiefs at TimeWarner, Newscorp, and Bertelsman reveals an industry either underestimating or simply misunderstanding the true promise of interactive media.
The real attacks on the emerging new media culture were not orchestrated by old men from high up in glass office towers but arose almost as systemic responses from an old media culture responding to the birth of its successor. It was both through the specific, if misguided, actions of some media executives, as well as the much more unilateral response of an entire media culture responding to a threat to the status quo, that mainstream media began to reverse the effects of the remote, the joystick and the mouse.
Borrowing a term from 1970s social science, media business advocates declared that we were now living in an 'attention economy'. True enough, the mediaspace might be infinite but there are only so many hours in a day during which potential audience members might be viewing a program. These units of human time became known as eyeball-hours, and pains were taken to create TV shows and web sites 'sticky' enough to engage those eyeballs long enough to show them an advertisement.
Perhaps coincidentally, the growth of the attention economy was accompanied by an increase of concern over the attention spans of young people. Channel surfing and similar behaviour became equated with a very real but variously diagnosed childhood illness called Attention Deficit Disorder. Children who refused to pay attention were (much too quickly) drugged with addictive amphetamines before the real reasons for their adaptation to the onslaught of commercial messages were even considered.
The demystification of media, enabled by the joystick and other early interactive technologies, was quickly reversed through the development of increasingly opaque computer interfaces. While early DOS computer users tended to understand a lot about how their computers stored information and launched programs, later operating systems such as Windows 95 put more barriers in place. Although these operating systems make computers easier to use in some ways, they prevent users from gaining access or command over its more intricate processes. Now, to install a new program, users must consult the 'wizard'. What better metaphor do we need for the remystification of the computer? Computer literacy no longer means being able to program a computer, but merely knowing how to use software such as Microsoft Office.
Finally, the do-it-yourself ethic of the internet community was replaced by the new value of commerce. The communications age was rebranded as the information age, even though the internet had never really been about downloading files or data, but about communicating with other people. The difference was that information, or content, unlike real human interaction, could be bought and sold. It was a commodity. People would pay, it was thought, for horoscopes, stock prices and magazine articles. When selling information online didn't work, businesspeople instead turned to selling real products online. Horoscope.com and online literary journals gave way to Pets.com and online bookstores. The e-commerce boom was ignited. Soon the internet became the
Continue reading on your phone by scaning this QR Code

 / 26
Tip: The current page has been bookmarked automatically. If you wish to continue reading later, just open the Dertz Homepage, and click on the 'continue reading' link at the bottom of the page.