Sunday, August 14, 2011

Joanna Russ, "SF and Technology as Mystification," in To Write Like a Woman: Essays in Feminism and Science Fiction pages 28-30

An addiction is a situation in of constantly escalating need--in short, of insatiability. Not only that, but the cause of the escalation is the satisfier of the need. Addiction is what people call a vicious circle--really an increasing spiral. The more you need, the more you get; the more you get, the more you have; the more you have, the more you need, and so on.

This model of addiction may be over-simple...but applied (by analogy) to certain economic and social phenomena, two things become strikingly apparent.

First, the addict is the ideal customer.

Second, addiction is a beautiful and effective method of social control. It is especially good at obfuscating and confusing--in political terms, mystifying--what it is that the addict really needs.

From the point of view of profits, the perfect stimulus is one which satisfies a human need only briefly or partially, and at the same time exacerbates the need. If the stimulus didn't satisfy the need at all, the customer would quit buying it out of frustration and disgust. If the stimulus fully satisfied the need, the customer would buy no more. (Certainly not beyond the recurrent biological demands of hunger, for example.)

That such stimuli abound in modern industrial society is an open secret. So is the fact that large numbers of people are paid large sums of money for inventing them and spreading them about...

Consider, for example, Star Wars. I was dragged to see this film past a bookstore displaying the sword-and-sorcery novel a friend of mine has rather unkindly nicknamed The Sword of Sha Na Na. What is important about coupling these two in one sentence (and one event) is not that the film is as bad as the book, but that both are bad in exactly the same way. This is not to say that either is without some interesting or seductive elements. For no addictive stimulus is simply bad or dull; if it were, nobody would want it at all. What such artifacts do is follow the formula for physiological addiction in the psychic, cultural realm: they satisfy a need partially, and at the same time they exacerbate it. Publishers' and movie-makers' formulas for a "real hit" are obviously those of an addiction: not just enjoyment or desire but intense craving (lines stretching around the block), not just intense craving but sudden intense craving that must be satisfied at once (opening in sixteen million theatres tomorrow, at a theatre near you!), not just sudden intense craving but insatiable craving; thus people see the film many times and--this is a dead giveaway--a minor industry grows up about the film: Buttons, sweatshirts, TV programs about how the film was made, TV programs about how the first TV programs about the film were made, and so on. These are what the trade calls "spin-offs."

Please note that addictive culture is not identical with what we like to call "escapist culture." Perhaps there is no way of escaping in art from one's society, as any social product will of necessity embody the society's values and pressures, and the less these values or pressures are confronted and examined in the work, the more in force they will be. Thus Star Wars--which is being sold to the public as "fun"--is, in fact, racist, grossly sexist, not apolitical in the least but authoritarian and morally imbecile, all of this both denied and enforced by the opportunism of camp (which the youngsters in the audience cannot spot, by the way) and spiced up by technical wonders and marvels, some of which are interesting, many of which are old hat to those used to science fiction. Addictive culture, to succeed, can't be all bad.

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