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CHAPTER THREE:
HIGH TECH ORIENTALISM
Space is a practiced place.
--Michel de Certeau (117)
Why cyberspace?
In many ways, this term misleads and misrepresents, for cyberspace is not spatial.
Like telephone conversations and unlike face-to-face ones, electronic communications do
not take place within a confined space: contrary to common belief, you do not meet
someone in cyberspace. Not only are there at least two “originary” places (the sender’s
and recipient’s computer), data travels as discrete packets between locations and can be
cached in a number of places. At most, one could trace the various packet routes and
produce a map of the interchange after the fact. Moreover, the notion of a cybernetic
space—a space of, for, or defined by cybernetics—does not compute. Norbert Wiener
coined “cybernetics” in 1949 to encompass “the entire field of control and
communication theory, whether in the machine or in the animal” (11). . Cybernetics thus
internalizes communications engineering and externalizes the central nervous system.
Rather than restricting information theory to communications devices, it treats an
animal’s internal mechanisms as feedback control systems. And rather than restricting
neurons to animals, it treats electromechanical devices as nervous conduction systems.1
1Wiener writes, “we are beginning to see that such important elements as the neurones--the units of the
nervous complex of our bodies--do their work under much the same conditions as vacuum tubes, their
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Thus, cyberneticians have focussed on producing human-like robots, robotic attachments
to humans, and/or information-based “organisms.”2 Combined with systems theory,
cybernetics has also tried to explain and reclassify natural large-scale phenomenon like
plant communities as eco-systems. Hence a space for cybernetics, especially a space
restricted to interactions on the so-called information superhighway, seems nonsensical.3
However, trying to understand cyberspace as the merging of space and
cybernetics and condemning it for misrepresenting “reality” misses the point, namely that
relatively small power being supplied from outside by the body’s circulation, and that the bookkeeping
which is most essential to describe their function is not one of energy” (15).
2 Although the term cybernetician is still used, cybernetics lost most of its caché after the 1970s, except
within the former Soviet bloc. Although cybernetic work continued, it usually became internalized within
departments, rather than institutionalized as a separate field. For example, biology has moved towards
computer modeling, but under the rubric of “theoretical ecology” rather than cybernetics. However, due to
the popularity of cyberspace, cybernetics is going through a new boom, albeit one that remaps its research
interests onto networks rather than single organisms or machines.
3 David Tomas links cyberspace and cybernetics by arguing that “virtual reality is, in fact, a manifestation
of a cybernetician’s ultimate dream: a pure information space which can be populated by a host of pure
cybernetic automatons or, in Gibson’s more precise and less anthropomorphic term, data constructs” (39).
Cyberspace, however, cannot be reduced to virtual reality, especially since virtual reality is still virtual
whereas cyberspace is now realized in today’s Internet. Further, it is unclear how a pure information space
manifests a cybernetician’s ultimate dream given that cyberneticians—at least those before the advent of
cyberpunk—are/were profoundly concerned with the body and with extending/mimicking the functions of
the body. If cyberspace and cybernetics are linked, it is because cybernetics has been transformed in light
of cyberspace, to the extent that “cyber” now serves as a prefix generally meaning “computer.” For more
on cybernetics and cyberspace, see N. Katherine Hayles’ “Boundary Disputes: Homeostatis, Reflexivity,
and the Foundation of Cybernetics.”
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cyberspace alters space, cybernetics and “reality.” Thus, I argue in this chapter that
cyberspace is a heterotopia, rather than a utopia. It is an identifiable yet un-locatable
space that impacts “real” space, while at the same time challenging and inverting
traditional assumptions about maps and space. I also examine the ways in which the
notion of cyberspace as a frontier of the mind manages the potential danger of the
Internet by recourse to a discourse of “rational” subjectivity. If the Internet threatens to
submerge the subject in representation—if it threatens to turn the subject into a media
spectacle—the disembodied subject construct allows people to turn a blind eye to their
own vulnerability. For these dreams of unrepresentability, of foiling visual referentiality
or indexicality, co-exist with objectification stemming from media’s relentless drive
towards representivity. Indeed, these dreams of disembodiment seek to cover the breach
between public and private caused by fiber optic networks by deflecting representation
back onto others, by focussing and producing the conceit of a solipsistic mind. By
insisting that representivity ends with visuality, the myth of the unrepresented and
unrepresentable mind denies that by producing words we produce representations. It
protects the online speaker by insisting that—as a disembodied mind—s/he cannot be
mediatized in the manner that celebrities and other public figures have been. It offers
public exposure without exposure, publicity without publicity. In other words, if in
public we are under the imperative to both produce and be images, being “a mind” allows
us to disengage receiving an image from being an image. However, imagining ourselves
as exceeding pictures requires a single-minded and continuous deflection, since, as
Heidegger has argued, in order “to get the picture,” we need “to get into the picture.”4
4 Martin Heidegger, in “The Age of the World Picture,” argues that:
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In this chapter, I argue that this bodiless model inscribes a logic of Orientalizing
difference—of exoticizing and eroticizing others. Disembodiment, as commonly
understood as mind minus body, relies on another disembodiment, namely the other as
disembodied representation. Cyberspace as world of disembodiment reduces locations
and people to information, while at the same time creating new information-based
geographies. Through a study of William Gibson’s Neuromancer and Mamoru Oshii’s
Ghost in the Shell, I examine two different versions of cyberspace as information map:
the former portrays cyberspace as something we jack into, and the latter portrays
cyberspace as that which jacks into us. I show how these two texts, often uncritically
read/viewed as celebrations of cyberspace, offer subtle critiques of disembodiment
precisely through their portrayal of cyberspace as Oriental, while also disseminating
visions of emancipation from the flesh. I choose these texts in order to highlight the fact
that literary and animated narratives about the Internet impact, and to a large extent have
have formed, popular opinions about the Internet. It is not simply that the Internet’s
existence has been mainly rhetorical, but also that the Internet functions rhetorically, and
that cyberspace, in many ways, is a literary phenomenon. I also choose these texts to
investigate “global” imaginings of cyberspace: by placing American and Japanese
cyberpunk side by side, I show how visions of cyberspace work both locally and globally,
and engage fears and dreams of global visibility. In addition to revealing how these texts
to represent means to bring what is present at hand . . . before oneself as something standing over against, to relate it to oneself, to the one representing it, and to force it back into this relationship to oneself as the normative realm. Wherever this happens, man “gets into the picture” in precedence over whatever is. But in that man puts himself into the picture in this way, he puts himself into the scene, i.e., into the open sphere of that which is generally and publicly represented. Therewith man sets himself up as the setting in which whatever must henceforth set itself forth, must present itself . . . i.e., be a picture. Man becomes the representative . . . of that which is, in the sense of that which has the character of object. (57-8)
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themselves are ambiguous rather than simply celebratory, I show how Orientalist notions
of cyberspace cannot contain cyberspace. Not only are Oriental myths not always
comforting, cyberspace as space cannot be limited to disembodied transactions because it
opens the self to the other in ways that call into question the self. In short, argue that, in
order to fight Orientalist dreams of cyberspace, we must not simply argue that others are
selves too. Rather, we must displace this disembodied binary by examining the ways in
which the self is always compromised.
ENLIVENING FRONTIER DREAMS
Fundamentally untraceable and unlocatable, cyberspace functions as a space in which to
space-out about space and place, to space-out about the difference between space and
place.5 Based on symbolic addresses that are already translations of hexadecimal
numbers that themselves are translated into binary numbers, it simultaneously imposes,
5 Dave Healy argues in “Cyberspace and Place: The Internet as Middle Landscape on the Electronic
Frontier” that cyberspace is “‘middle landscape’ between space (empty frontier) and place (civilization)
that allows individuals to exercise their impulses for both separation and connectedness” (66). He sees us
as “heirs not only of the primitivist philosopher Daniel Boone, who ‘fled into the wilderness before the
advance of settlement,’ but also the empire-building Boone, the ‘standard bearer of civilization’” (66).
However, placing cyberspace as a middle landscape assumes that the Internet is a landscape to begin with,
overlooking the work needed to construct the Internet as a landscape. Rather than mediating between space
and place, the Internet allows us to space-out about the difference between space and place. For more on
the space and cyberspace, see Kathy Rae Huffman’s “Video, Networks, and Architecture”; Chris Chesher’s
“The Ontology of Digital Domains”; and Mark Nunes’ “What Space is Cyberspace? The Internet and
Virtuality.”
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obfuscates and displaces location, address, area and co-ordination. Based on a method
for mapping computer networks, it disengages name from location while offering the
virtue of location. For instance, Princeton University’s UNIX servers are accessed by
connecting to “arizona.princeton.edu” and each specific machine in this system has a
name that designates a city within Arizona, such as Phoenix. Princeton’s system does not
follow geography: Princeton is not located in Arizona, and yet this state-based naming
system makes Princeton’s UNIX system coherent (i.e. there is no machine called arizona,
but one connects to arizona in order to access a specific “city” within this state). Further,
it is not clear that the original UNIX machine, Phoenix, referred to the city rather than to
the mythic bird. However, once Phoenix was incorporated into a system of UNIX
machines, the state-based system was applied. Within arizona, everyone is allocated a
certain disk-space for one’s files. This naming system reveals the fundamental
arbitrariness of geographical names (there is no inherent reason why Arizona should be
called Arizona—only historical ones that it is) and calls into question notions of place
and space. It is not simply, then, that cyberspace is not a space, but also that cyberspace,
deriving from a telecommunications map, translates space in such a manner that
complicates the map it was once supposed to follow.
Although space and place are often used interchangeably (one definition for place
according to the OED is: a two- or three-dimensional space), place designates a finite
location, whereas space marks an interval. Place derives from the Latin platea (broad
way), space derives from the spatium (interval or a period). Because of this, place has
been tied to notions of civilization, while space has been untied and evokes emptiness.
Thus, Dave Healy, quoting from Yi-Fu Tuan’s analysis of the New World, argues that
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“place is security, space is freedom: we are attached to one and long for the other” (57).
Although agreeing that place designates stability or proper relations whilst space has
“none of the univocity or stability of a ‘proper,’ Michel De Certeau argues that space is a
practiced place. Place is on the level of langue; space is on the level of parole. Space
destabilizes place by catching it “in the ambiguity of an actualization, transformed into a
term dependent upon many different conventions, situated as the act of a present” (117).
Starting from the same premise, De Certeau comes to the opposite conclusion as Tuan:
rather than space being what one longs for while being encumbered in a place, space is
how we negotiate place—it is how we do place. De Certeau argues space is an
“intersection of mobile elements” by pointing to the difference between maps and tours.
Whereas maps once were marked by the itineraries that made them possible, they now
serve as scientific documents that “collate[] on the same plane heterogenous places”
(121). Tours, on the other hand, are a “discursive series of operations” (119). Although
maps and tours are not completely separable, they mark two separate modes of
experiencing space, where the former is totalizing and the latter contingent. If space is a
practiced place, then, cyberspace practices space: it rehearses space. Moreover, it
rehearses it in such a manner that place and space lose their designations.
Consider, for instance, the ways in which one usually “surfs,” or “browses” the
WWW. Both popular browsers, Netscape Navigator and Microsoft’s Internet Explorer
offer a means of navigating the web that rely on directional icons. Netscape features a
lighthouse and a nautical steering wheel, while Explorer features a spinning globe. When
browsing the WWW through Netscape, you are at the helm of the ship, with Netscape
providing your guiding light. Browsing through Internet Explorer, you are spanning the
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globe from space, with Microsoft serving as your Global Positioning System (GPS). In
either case, by typing in an address, or by clicking from location to location, you teleport
rather than travel from one virtual location to another: there is no longer scenery between
sites. In other words, travelling through cyberspace takes out the interval or space
between fixed locations. Cyberspace re-maps the notion of a space: instead of some
spaces being marked as intervals, one moves from decisive location to location, either in
pursuit of a certain site, or in following “related links.” Or, to be more precise,
cyberspace renders that interval between sites into an often unbearable space of time, in
which one anticipates the next page and tries to decipher the page that emerges bit-by-bit
on one’s screen. This movement from location to location marks a new manner of space,
marks a new means by which an itinerary is planned. This teleporting does not mean that
we no longer catch place “in the ambiguity of an actualization, transformed into a term
dependent upon many different conventions, situated as the act of a present” (De Certeau
117). Indeed, through our surfing, through our moves to “stop” pages before they are
completely loaded, we continue to catch places. Lastly, because cyberspace can always
be added to and changed, because there can be no “final” map of cyberspace, cyberspace
also relies on space as empty, as indefinite interval.
Cyberspace’s rehearsal of space is glossed over usually and cyberspace is simply
reduced to a terrestrial version of outer-space. When constructed as an electronic
frontier, cyberspace manages global fiber optic networks by transforming nodes, wires,
cables and computers into an infinite enterprise/discovery zone. Like all explorations,
charting cyberspace entails uncovering what was always already there and declaring it
“new.” It entails obscuring already existing geographies and structures so that space is
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vacuous yet chartable, unknown yet populated and populatable. Like the New World and
the frontier, settlers claim this “new” space and declare themselves its citizens.6
Advocacy groups, such as the Electronic Frontier Foundation, exploit the metaphor of the
frontier in order to argue that cyberspace is both outside and inside the United States,
since the frontier effectively lies outside government regulation yet also lies within
American cultural and historical narratives. Moreover, cyberspace as a terrestrial yet
ephemeral outer-space turns our attention away from national and local fiber optic
networks already in place and towards dreams of global connectivity and post-
citizenship. Those interested in “wiring the world” reproduce narratives of “darkest
Africa” and of civilizing missions. These benevolent missions, aimed at alleviating the
disparity between connected and unconnected areas, covertly—if not overtly—conflate
spreading the light with making a profit.7 At the same time, cyberspace hides
geographical affiliation by reducing locations to symbolic URLs (Universal Resource
Locations) such as http://www.princeton.edu and to domain names such as
arizona.princeton.edu. Through this re-naming, cyberspace both re-maps the world and
makes it ripe for exploration once more.
The Cyber in cyberspace also strengthens cyberspace’s links to exploration and
naturalizes networks. Cybernetics is a based on the Greek term kybernete (steersman,
governor). Wiener chose the term since cybernetics is all about the art of governing, both
6 For settlers’ claims, see John Perry Barlow, “A Declaration of the Independence of Cyberspace,” Cleo
Odzer, Virtual Spaces and Howard Rheingold, The Virtual Community.
7 For Wired’s version of the civilizing mission, see Jeff Greenwald’s “Wiring Africa,” John Perry Barlow’s
“Africa Rising,” Nicolas Negroponte’s “The Third Shall be First,” and Neal Stephenson’s “Mother Earth
Mother Board.”
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in terms of its object of study (control systems that govern actions) and in terms of its
objective (to control control systems).8 Netscape Navigator and Internet Explorer take
advantage of this combination of space, steering and control in their names and
trademarks. As I noted earlier, Netscape features a lighthouse and a nautical steering
wheel, while Explorer features a spinning globe. In addition, the merging of the
mechanical and biological effected by cybernetics vitalizes networks: all information, as
the hacker cliché goes, should be free; or, as Marshall McLuhan puts it, networks extend
man, stretching his senses along networks to encompass the globe.9
Such an animation of the network, dependent or not on the human, transforms the
telecommunications network into an eco-system in which information flow takes the
place of the carbon cycle, or into a giant organism, in which digital bits, like DNA,
replicate and mutate. This biologizing extends to online transactions and interactions.
According to Wired media pundit, Jon Katz, a columnist participates in a “hive,” in
which s/he disseminates digital ideas that then “sail[] out from the center like digital bees
across the Net” (5). Such a “Net media ecology,” means that all ideas undergo a process
of survival of the fittest in which they evolve in synch with their environment. Moreover,
this dynamic relationship enables a more perfect dialogue by diminishing the distance
8 Norbert Wiener writes, “In choosing this term, we wish to recognize that the first significant paper on
feed-back mechanisms is an article on governors, which was published by Clerk Maxwell in 1868, and that
governor is derived from a Latin corruption of kybernete. We also wish to refer to the fact that the steering
engines of a ship are indeed one of the earliest and best developed forms of feed-back mechanisms” (19).
9 See Steven Levy’s description of the “Hacker Ethic” in Hackers: Heroes of the Computer Revolution and
Marshall McLuhan’s description of media networks in Understanding Media.
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between writer and audience.10 The network as giant organism simile similarly places
cyberspace as a sphere of more perfect communications: whereas much DNA still defies
decipherment, digital ones and zeroes are normally decodable.
Cyberspace as frontier and cyberspace as a practicing space structures it as an
“other space,” as a heterotopia.11 According to Foucault, in “Of Other Spaces,”
heterotopias are “like counter-sites, a kind of effectively enacted utopia in which the real
sites, all the other real sites that can be found within the culture, are simultaneously
represented, contested, and inverted. Places of this kind are outside of all places, even
though it may be possible to indicate their location in reality” (24). Cyberspace lies
outside of all places and its location cannot be indicated definitively, yet it does exist.
One can point to documents and conversations that take place in cyberspace, even if
cyberspace makes phrases such as “taking place” catachrestic. Moreover, cyberspace as
a heterotopia simultaneously represents, contests and inverts public spaces and the notion
of site itself. Cyberspace as heterotopia also represents, contests and inverts the notion of
community. On the one hand, cyberspace enables “virtual communities.” According to
10 As I have argued in Chapter Two, this idea of competition as democracy also underlies the narrative of
cyberspace as an effectively enacted public sphere. As the second coming of the bourgeois public sphere, it
promises to dissolve the economic and physical contingencies—the “accidents” of age, race, gender and
infirmities—that “create” inequalities in real spaces.
11 In defining cyberspace as a heterotopia instead of an utopia, I am responding to critics of the Internet,
such as Brook, Boal and Robins who insist that the Internet is not an utopia, and that the mythology of the
Internet must be de-bunked/de-mystified. Whereas they seek to put “sociology before mythology” and
look at its relation to the “real world,” I argue that its mythology is precisely what links it to the real world,
not as a regression or fantasy, but rather as a public space. This is not to say that sociology is not
important. This is to say that it must not be an either/or, but both at once.
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Howard Rheingold, “virtual communities are social aggregations that emerge from the
Net when enough people carry on those public discussions long enough, with sufficient
human feeling, to form webs of personal relationships in cyberspace” (Community 5).
These communities enable one to “feel[] passionately about e-mail and computer
conferences,” and enable one to “care deeply about these people [one meets] through
[one’s] computer” (Community 1). On the other hand, virtual communities facilitate an
escape from the problems of “real” communities by sequestering “human feeling” and
political concerns to online relationships. According to James Brook and Iain A. Boal,
“the flight into cyberspace is motivated by some of the same fears and longings as the
flight to the suburbs: it is another ‘white flight’” (ix ). Whether or not virtual
communities represent flight or haven, they provoke the questions “to what extent are
virtual communities communities?” and “what constitutes community?”12
Thus, even as an “other space,” cyberspace still influences normal spaces; it still
influences our notions of space and place and cannot be safely cordoned off. Foucault
uses mirrors to explain the relation between utopias and heterotopias:
I believe that between utopias and these quite other sites, these heterotopias, there might be a sort of mixed, joint experience, which would be the mirror. The mirror is, after all, a utopia, since it is a placeless place. In the mirror, I see myself there where I am not, in an unreal, virtual space that opens up behind the surface; I am over there, there where I am not, a sort of shadow that gives my own visibility to
12 Rheingold’s definition of a virtual community has provoked much debate. See Internet Culture; Virtual
Politics: Identity and Community in Cyberspaces; Cultures of the Internet: Virtual Spaces, Real
Histories, Living Bodies; Sherry Turkle’s Life on the Screen: Identity in the Age of the Internet; Allucquere
Rosanne Stone’s The War of Desire and Technology at the Close of the Mechanical Age; Mazyar
Lotfalian’s “A Tale of Electronic Community”; and Kevin Robins’ “Cyberspace and the World We Live
In.”
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myself, that enables me to see myself there where I am absent: such is the utopia of the mirror. But it is also a heterotopia in so far as the mirror does exist in reality, where it exerts a sort of counteraction on the position that I occupy. From the standpoint of the mirror I discover my absence from the place where I am since I see myself over there. Starting from this gaze that is, as it were, directed toward me, from the ground of this virtual space that is on the other side of the glass, I come back toward myself; I begin again to direct my eyes toward myself and to reconstitute myself there where I am. The mirror functions as a heterotopia in this respect: it makes this place that I occupy at the moment when I look at myself in the glass at once absolutely real, connected to all the space that surrounds it, and absolutely unreal, since in order to be perceived it has to pass through this virtual point which is over there. (“Other” 24)
The jacked-in computer screen enables one to see oneself—or at the very least one’s
words or representations—where one is not. In terms of “live chat,” one participates in a
conversation that takes place in the virtual space chat room. In terms of “homepages,”
one makes a home in a place where one physically is not, often inhabiting the home with
imaginary or representative images of oneself or one’s possessions. At the same time,
being in “cyberspace” marks one’s absence from one’s actual physical location: when
one is on a MOO such as LambdaMoo, one is supposedly in a living room, hot tub, sex
room, night club. Howard Rheingold, explaining virtual community, declares that “we
do everything people do when people get together, but we do it with words on computer
screens, leaving our bodies behind” (“Slice” n.p.). This disappearing body enables
infinite self-recreation and/or disengagement. This disappearing body also begs the
question “where am I really?”13 If I am single-mindedly participating in an online
13 For more on the question of “where am I really?” see Sherry Turkle’s Life on the Screen and Allucquere
Rosanne Stone, The War of Desire and Technology at the Close of the Mechanical Age. Many critics have
also critiqued the notion of the disappearing or virtual body. For instance, Vivian Sobchack concentrates on
the ways in which pain reminds us that we are not simply virtual bodies (See “Beating the Meat/Surviving
the Text”). For more on the virtual/non-virtual body, see Anne Balsamo’s “Forms of Technological
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conversation, am I not absent from my physical location? Do I shuttle between various
“windows”—RL (real life) and VR (virtual reality)? Cyberspace reflects reality yet also
compromises it. Like Jacques Lacan’s mirror stage, heterotopias mark a founding by
functioning as points of identification and alienation, totality and lack.14 Unlike Lacan’s
mirror stage, however, heterotopias are spatial and societal rather than individual. Rather
than alienating and establishing the ego, they alienate and establish community.
Most importantly, cyberspace has been marked as a heterotopia of
compensation—as a space for economic, social or sexual redress.15 According to Sherry
Turkle, young adults who inhabit cyberspace often build virtual representations of
economic rewards that have been denied to them in real life. If in real life their college
education has not enabled their entry into well paying jobs, “MUDs get [them] back to
the middle class” (240). As I have argued in Chapter Two, rather than signaling the end
of “difference,” cyberspace enables virtual passing.16 It allows us to compensate for our
Embodiment: Reading the Body in Contemporary Culture”; Michelle Kendrick’s “Cyberspace and the
Technological Real”; Katie Argyle and Rob Shields’ “Is There a Body on the Net?”; Theresa M. Senft’s
“Introduction: Performing the Digital Body—A Ghost Story”; and the articles collected in Part I: Self,
Identity and Body in the Age of the Virtual in Virtual Politics.
14 See Jacques Lacan’s analysis of the mirror stage in The Four Fundamentals of Psychoanalysis.
15 Foucault categorizes heterotopias into crisis heterotopias (the boarding school and honeymoon),
heterotopias of deviance (rest homes and prisons), heterotopias of illusion (nineteenth century brothels)
and, most important for our purposes, heterotopias of compensation (colonies).
16 There is a rich body of work on non-virtual passing; see in particular Adrian Piper, “Passing for White,
Passing for Black”; Amy Robinson, “It Takes One to Know One: Passing and Communities of Common
Interest”; Judith Butler’s “Passing, Queering: Nella Larsen’s Psychoanalytic Challenge” in Bodies That
126
own body by passing as others online. This virtual passing promises to protect our “real”
bodies and selves from the consequences of such public participation, from the glare of
publicity. If those “in the public eye” have had to trade their privacy for public exposure,
if they have spread their images at the risk of reducing their entire existence to
proliferating images, cyberspace, by denying imagery, seems to enable unscathed
participation. Such passing enables a flight to a simpler, less encumbered and arbitrary
space in which one’s representation need not mirror one’s actual image or circumstance.
Passing enables an imitation indistinguishable from the “real thing,” yet completely
separate from the real thing—one passes when one’s inner and outer identities cannot or
do not coincide, or when one does not want them to coincide. Through passing in
cyberspace, then, one supposedly escapes from representation and representivity, one
escapes indexicality.
Cyberspace as a heterotopia of compensation follows in the tradition of other
compensatory spaces such as the colonies. Drawing on Puritan societies in New England
and on Jesuits of Paraguay, Foucault argues that compensatory heterotopias represent a
space of pure order. They are “as perfect, as meticulous, as well arranged as ours is
messy, ill constructed, and jumbled.” They are “absolutely perfect other spaces.”
Foucault describes the Jesuit colonies in South America as “marvelous, absolutely
regulated colonies in which human perfection was effectively achieved…in which
existence was regulated at every turn” (“Other” 27). Foucault, however, glosses over the
fact that this placing of pure order simultaneously obfuscates—if not annihilates—other
Matter; Samira Kawash’s “The Epistemology of Race: Knowledge, Visibility, and Passing,” in
Dislocating the Color Line; and the essays collected in“Passing” and the Fictions of Identity.
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and mediation. However, cyberspace, like all heterotopias of compensation, also gains
place by dissolving place. Heterotopias disseminate what they would eradicate; they
reflect back what they would deny. In the case of cyberspace, cyberspace perpetuates the
differences and contingencies it seeks to render accidental.
Specifically, this single-minded deflection produces high tech Orientalism. By
this, I mean that cyberspace as a frontier of the mind produces a way to orient the self; it
produces a reflexive orientation that depends on the Orientalizing—the exoticizing and
eroticizing—of differences. This orientalizing founds the dream of disembodiment, of
unrepresentability: others must be orientalized in order for the disembodied self to
emerge. The narrative of disembodiment protects the self against the pressing demand to
produce self-representations. It seeks to re-orient—to steer the self—by making it
unrepresentable and by reducing everything else to images. It seeks to re-orient the self
by turning sexual threat into sexual opportunity. Cyberspace rehearses orientalism in all
the meanings of the word orient.
If cyberspace functions as a heterotopia, it draws on the Orient for its own
orientation. Like the Orient, cyberspace serves as a heterotopia for the West, is
constructed as a virtual space, and is a “man-made” geography. To be clear, I am not
arguing that these similarities determine cyberspace’s use of the Orient. Rather, I am
arguing that these similarities enable such linkages so that, combined with the late
eighties-early nineties boom of Japanese and East Asian economies, they explain why the
Orient has been privileged as a means for explaining cyberspace.
First, the Orient serves as an “other space” for the West. According to Edward
Said, “European culture gained in strength and identity by setting itself off against the
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Orient as a sort of surrogate and even underground self” (3). The Orient—as defined by
and for the West—is “the place of Europe’s greatest and richest and oldest colonies, the
source of its civilizations and languages, its cultural contestant, and one of its deepest and
most recurring images of the Other” (1). Even those, such as James Clifford and Lisa
Lowe, who find Said’s analysis of Orientalism at times totalizing and repetitive, agree
that the Orient does serve as an other space.18 Revising both Foucault’s notion of a
heterotopia and Said’s singular history of Orientalism as a history of domination, Lowe
writes:
As much as I wish to underscore the insistence of these power relations, my intervention resists totalizing orientalism as a monolithic, developmental discourse that uniformly constructs the Orient as the Other of the Occident. Therefore I do not construct a master narrative or a singular history of orientalism, whether of influence or of comparison. Rather, I argue for a conception of orientalism as heterogeneous and contradictory; to this end I observe, on the one hand, that orientalism consists of an uneven matrix of orientalist situations across different cultural and historical sites, and on the other, that each of these orientalisms is internally complex and unstable. (5)
Thus, in Critical Terrains, Lowe shows the dynamic nature of British and French
Orientalism. Rather than the Orient always being “a western style for dominating,
restructuring, and having authority over the Orient” (Said 2), she argues that authors
sometimes use Orientalism—construct a fantasmatic Orient—in order to critique internal
(i.e. British and French) situations. With respect to Foucault’s notion of a heterotopia, she
argues that heterotropical spaces—these “other” spaces—are multiple and interpenetrable
rather than singularly defined against normal or utopian spaces (15). In other words, the
Orient does serve as an other space (as a space that can be located but does not quite
exist) but, at the same time, the mappings of the Orient are heterogeneous. The Orient,
18 James Clifford, “On Orientalism,” and Lisa Lowe, Critical Terrains: British and French Orientalisms.
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then, like cyberspace, cannot be reduced to a single type of space, yet it nonetheless
functions as an “other space” onto which the limitations and promises of Occidental
societies are displaced, although not in a manner which hermeneutically seals this space.
The Orient as “surrogate or underground self,” also implies that the Orient serves as one
of Europe’s first points of identification, and, as a point of identification also serves to
destabilize the notion of Europe it also grounds. Thus, it is not simply that the Europe
stands as subject and the Orient as object, but also that the Orient haunts Europe and
fissures European identity.19
Secondly, the Orient is one of the oldest virtual and textual spaces. It is virtual in
sense that these texts create a simulacrum that they call the Orient. Rather than simply
describing the Orient, Orientalists have projected an Orient that does not easily map onto
geographies and cultures deemed Oriental. As Said argues, “Orientalism is—and does
not simply represent—a considerable dimension of modern political-intellectual culture,
and as such has less to do with the Orient than it does with ‘our’ world” (12). More
specifically, he traces the construction of an internally coherent Orient, which may or
may not correspond to the Near or Far East, to Orientalism’s status as a discourse:
“orientalism was a library or archive of information commonly and, in some of its
aspects, unanimously held” (41). Standing as an archive of information—as an archivable
and neatly categorizable phenomenon, the Orient became a “textual universe” in which
“even the rapport between an Orientalist and the Orient was textual, so much so that it is
reported of some of the early-nineteenth-century German Orientalists that their first view
of an eight-armed Indian statue cured them completely of their Orientalist taste” (52).
19 For more on disruptive identifications, see Diana Fuss’ Identification Papers.
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According to Said, the Orient could survive as a virtual space because of the paucity of
interaction between Orientalists and those deemed Oriental. Orientalists “prefer[red] the
schematic authority of a text to the disorientations of direct encounters with the human”
(93). In so doing, they assumed “that people, places and experiences can always be
described by a book, so much so that the book (or text) acquires a greater authority, and
use, even than the actuality it describes” (93). Thus, like cyberspace, the Orient stands as
an archive of information. And, like the Orient, narratives of cyberspace—as this chapter
will argue—acquire an authority whether or not its authors have spent a substantial time
in cyberspace.
Lastly, the “Orient” is a man-made geography. As Said argues, “the Orient was
Orientalized not only because it was discovered to be “Oriental” in all those ways
considered common-place by an average nineteenth century European, but also because it
could be—that is, submitted to being—made Oriental” (5-6). Although the name
“Orient” may be catachrestic, it is also performative, creating what it claims to describe,
so that Near and Far Eastern cultures and geographies become Oriental. This
construction of the Orient puts Europe in the position of creator: “it is Europe that
articulates the Orient; this articulation is the prerogative, not of a puppet master, but of a
genuine creator, whose life-giving power represents, animates and constitutes the
otherwise silent and dangerous space beyond familiar boundaries” (57). This position of
creator is intimately linked to the need to contain the foreign, to render comprehensible a
“new space:”
In essence such a category is not so much a way of receiving new information as it is a method of controlling what seems to be a threat to some established view of things. If the mind must suddenly deal with what it takes to be a radically new form of life—as Islam appeared to Europe in the early Middle Ages—the
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response on the whole is conservative and defensive. Islam is judged to be a fraudulent new version of some previous experience, in this case Christianity. The threat is muted, familiar values impose themselves, and in the end the mind reduces the pressure upon it by accommodating things to itself as either “original” or “repetitious.” Islam thereafter is “handled”: its novelty and its suggestiveness are brought under control so that relatively nuanced discriminations are now made that would have been impossible had the raw novelty of Islam been left unattended. The Orient at large, therefore, vacillates between the West’s contempt for what is familiar and its shivers of delight at—or fear of—novelty. (59)
Orientalism, like cyberspace, emerges from contact with something new and reduces the
new to previous experiences. This conservative response constructs what it seeks to
explain and control. As a defensive response, Orientalism offers critics of cyberspace a
means to contain cyberspace.
Since the literary founding of cyberspace, then, the Orient has grounded the
narrative of cyberspace as a bodiless and heterotopical space. By this, I am not implying
that cyberspace can only be understood as an Orientalist space. Rather, I am arguing that
cyberspace has been constructed as an Orientalist space. Just as the ground of the Orient
is unstable, so is the ground of cyberspace as Orientalist space. Orientalism does not seal
fiber optic networks. Furthermore, Orientalism as textual interchange, or textual
exchange does not necessarily mean that textual interchanges are “poor cousins” to face-
to-face encounters. Texts always exceed readings precisely because language exceeds
the individual, and precisely because texts consume us as we read them. Moreover, face-
to-face interactions, as the history of colonialism and slavery attest, are not necessarily
more fair or nuanced. The “solution” to Orientalism lies not in making everyone
subjects, since objectification grounds the subject. The key lies in examining the ways in
which subjects and objects cannot be separated and the ways in which the face-to-face
encounter and the human are already compromised. For instance, according to Lacan’s
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theory of the mirror stage, the human is inaugurated not through a meaningful encounter
with other humans, but rather through an identification with its own projected and
inverted image. Thus, the first face-to-face encounter that grounds the human is a self-
alienating identification that separates the infant from its mother and others. The moment
of humanity then relies on a virtual reality and a virtual identification. As I discuss in my
next chapter, this virtual identification opens the door to symbolic communications—to
textual intercourse between humans. Thus, the virtual, rather than closing off meaningful
contact, can inaugurate it. Moreover, the desire to merge with the other, which by no
means is entirely replaced by the symbolic, offers us a means by which to theorize real-
time communications, so that neither subject nor object emerge.
LITERARY INCEPTIONS
Cyberspace, like the Orient, is a literary invention. William Gibson coined the term in
Neuromancer, a cyberpunk novel published in 1984. Preceding the WWW by six years,
Neuromancer has shaped popular conceptions and terminology of today’s Internet, as
well as inspired forays into virtual reality and mind “uploading.” Gibson’s description of
cyberspace as a consensual hallucination, as a means by which one escapes one’s body,
has popularized the conception of the Internet as a frontier of the mind. In Neuromancer,
Case—the console cowboy protagonist—“live[s] for the bodiless exultation of
cyberspace,” and his “elite stance involve[s] a certain relaxed contempt for the flesh. The
body was meat” (6). Indeed, the two words that Neuromancer has disseminated widely
are “cyberspace” and “meat” (for body), and Case’s elite stance has been mimicked in
cyberpunk fiction and by the so-called cyber-elite who publish in and are publicized by
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magazines such as Wired and Mondo2000. More often than not, these popularizations
reduce Gibson’s cyberspace to a utopian disembodied space. However, Neuromancer
cannot be so reduced. Rather than offering us a utopian disembodied space, Gibson
outlines a solipsistic map-based cyberspace that troubles the notion of cyberspace as a
consensual hallucination, that troubles assumptions about the inadequacies of meat. In
this reading of Neuromancer, I explore the ways in which Japan and Japanese words
disorient and orient the reader, and the ways in which Japan sets the stage for cyberspace
and the American console cowboy. I argue that Gibson’s version of cyberspace—one in
which he criticizes and as well explores computer-based communications and worlds—
rehearses Orientalism.
The basic plot line of Neuromancer is this: after having stolen from one of his
employers, Case is injected by the Yakuza (the mythic Japanese Mafia) with a myotoxin
that makes it impossible for him to jack into cyberspace, which is also called the Matrix.
He then travels to Night City (a subsidiary of Chiba City, Japan) in order to find a cure in
their infamous nerve shops. Unable to repair the damage and out of money, Case
becomes “just another hustler” on a suicidal arc. Before he manages to get himself
killed, he’s picked up by Molly (a female “street samurai” razorgirl/cyborg) who collects
him for a mission directed by Armitage, Gibson’s version of a masked man (his standard,
handsome, plastic features serve as his mask). Armitage fixes Case’s nerve damage in
exchange for his cooperation, and, to ensure his loyalty, Armitage lines Case’s main
arteries with toxin sacs. In order to prevent his nerve damage from returning, Case must
be injected with an enzyme possessed by Armitage. The team first break into Sense/Net
to steal a ROM construct (a program that mimics the mind) of Dixie (Case’s now dead
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mentor) who will help Case break into a T-A (Tessier-Ashpool) AI (Artificial
Intelligence) called Rio but whose “real” name is Neuromancer. Molly physically steals
the construct while Case, jacked into her sense sensorium via simstim, mans the virtual
operation and keeps time. The real boss turns out to be Wintermute, another T-A AI who
wishes to merge with Neuromancer in order to form a sentient being: Wintermute is
improvisation, Neuromancer is personality. To merge, Molly must enter Villa
Straylight—the T-A’s mansion in Freeside (outer space)—and extract the “word” from
3Jane (Tessier’s and Ashpool’s daughter), while Case hacks into Neuromancer in
cyberspace, with the help of a Chinese virus program. Things get complicated, but the
ending is somewhat happy: Wintermute and Neuromancer merge to become the Matrix;
Case gets his blood changed; Molly leaves Case to pursue further adventures.
Throughout, Case flips between “reality,” “cyberspace,” and “simstim.”
Cyberpunk provides a somewhat dystopian view of the future in which
communications technologies have remapped the socio-economic and global political
terrain. As opposed to science fiction and fantasy novels that are set in “other worlds” or
universes, cyberpunk plays with the world as we know it, often offering different
contexts for recognizable places. Orientation and disorientation mark cyberpunk worlds.
For instance, in Neuromancer Boston becomes the endpoint of BAMA—the Boston
Atlanta Metropolitan Axis. As Pam Rosenthal notes, “the future in the cyberpunk world,
no matter how astonishing its technological detailing, is always shockingly
recognizable—it is our world, gotten worse, gotten more uncomfortable, inhospitable,
dangerous, and thrilling” (85). Gibson writes that cyberpunk is “all about the present.
It’s not really about an imagined future. It’s a way of trying to come to terms with the
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awe and terror inspired in me by the world in which we live” (Gibson as quoted by
Rosenthal 85).
Japan plays a key role in marking the near future as dystopian. The future world
“gotten worse, gotten more uncomfortable, inhospitable, dangerous, and thrilling”
invariably translates into the world gotten more Japanese.20 Gibson magnifies the 1980s
burgeoning economic power of Japan so that Japanese trademarks, mafias and
terminology dominate the world as American ones do now.21 As Yoshimoto Mitsuhiro
notes, according to Neuromancer, “the future world does not seem to be able to function
without things Japanese” (18). Whereas Golden Age science fiction incorporated Greek
togas into their sunny futures, Neuromancer incorporates parts of the Japanese past, such
as ninjas, in order to mark the dystopian future. As Lisa Nakamura argues,
“anachronistic signs of Japaneseness are made, in the conventions of cyberpunk, to
signify the future rather than the past” (n.p.). These anachronistic signs of Japaneseness
are not randomly chosen. Rather, samurais, ninjas and shonen draw from Japan’s Edo
period and they confine the Japanese past to the period of first contact between the West
and Japan. Cyberpunk thus mixes images of the mysterious yet-to-be-opened Japan
(which eventually did submit to the West) with the conquering corporate Japan of the
future. In addition, the “near” Japanese past (i.e. the present) is represented by
technological badlands produced through contact with the West. Describing Night City,
Case says that “the Yakuza might be preserving the place [Night City] as a kind of
20 For other “Japanicized” futures, see Ridley Scott’s Blade Runner, Gibson’s Count Zero, Mona Lisa
Overdrive and Idoru, and Neal Stephenson’s Snow Crash.
21 For more on eighties hysteria about Japan see David Morley’s and Kevin Robins’ “Techno-Orientalism:
Futures, Foreigners and Phobias.”
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historical park, a reminder of humble origins” (11). But Night City, as the opening page
of Neuromancer makes clear, is filled with gaijin paradises, places where “you could
drink…for a week and never hear two words in Japanese” (3). Night City, the
“deliberately unsupervised playground for technology itself,” is not entirely Japanese.
Rather, the past that Night City marks is the moment of fusion between East and West,
the moment of the Japanese adopting and surpassing Western technology.
Within this grim Japanified landscape in which technology has fused with the
Japanese, the culture and software industries mark the last vestiges of American
superiority. Cyberspace appears to mark a space in which American ingenuity wins over
Japanese corporate assimilation. In “reality,” those who efface their own individuality
and become part of the corporate machinery are rewarded: the Japanese workers who
“work all [their] life for one zaibatsu. Company housing, company hymn, company
funeral” (37), or those like Wage who make it as “one of the few gaijin dealers” because
“somehow [he] managed to trace something back, once” (11). Power means
incorporation into a larger organism:
The zaibatsus, the multinationals that shaped the course of human history, had transcended old barriers. Viewed as organisms, they had attained a kind of immortality. You couldn’t kill a zaibatsu by assassinating a dozen key executives; there were others waiting to step up the ladder, assume the vacated position, access the vast banks of corporate memory. (203)
Corporate power—power somehow tied to real bodies rather than virtual ones—seems
immortal because power is decentralized, though still hierarchical. Instead of relying on
individual talent or rewarding the individual, power breeds endless replacement parts,
forcing people to accommodate its machine-like rhythm:
Case had always taken it for granted that the real bosses, the kingpins in a given industry, would be both more and less than people. He’d seen it in the men who’d crippled him in Memphis, he’d seen Wage affect the semblance of it in Night
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City, and it had allowed him to accept Armitage’s flatness and lack of feeling. He’d always imagined it as a gradual and willing accommodation of the machine, the system, the parent organism. It was the root of street cool, too, the knowing posture that implied connection, invisible lines up to the hidden levels of influence. (203)
More or less than people, the real bosses are cyborgs who meld together to form a super-
organism not unlike Star Trek’s master enemy, the Borg. Gibson relies on eighties
mythology of Japan as “‘the greatest ‘machine-loving nation of the world,’ a culture in
which ‘machines are priceless friends,’” by portraying the zaibatsus as master-cyborgs
(Morley and Robins, 153). Because of their unnatural love of machines, the Japanese
have fused into a mass organization dominated by machine rhythm and this mass
organism incorporates regardless of race: Wage, aided by his serendipitous discovery,
solidifies his power by mimicking corporate power.22
Cyberspace is usually understood as a Western Frontier that stands against this
world of accommodation and assimilation. The meat-less console cowboy stands as an
individual talent: he paradoxically escapes this machine-organism fusion by escaping his
body—by becoming a disembodied mind—when he merges with technology. Navigating
the digital world and manipulating its code take bravado and skill, and cowboys steal data
for their employers by manipulating ICEbreakers (intrusion countermeasures electronics).
Cyberspace, as a consensual hallucination, as “a graphic representation of data abstracted
from the banks of every computer in the human system,” allows for freelancing (51). As
22 Importantly, Gibson uses the term zaibatsu rather than multi-national corporation. This use of the
Japanese for what seems to be a particularly American phenomenon does not simply imply that only
Japanese corporations assimilate their workers. Rather, Gibson projects this process onto the Japanese
partly in order to defamiliarize his readers: to disorient their assumptions that multi-nationals mean
American superiority.
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a consensual hallucination, as a space in which the body disappears, it rewards anonymity
rather than assimilation. As Pam Rosenthal argues:
The hacker mystique posits power through anonymity. One does not log on to the system through authorized paths of entry; one sneaks in, dropping through trap doors in the security program, hiding one’s tracks, immune to the audit trails that were put there to make the perceiver part of the data perceived. It is a dream of recovering power and wholeness by seeing wonders by not being seen. (99)
In effect, cyberspace allows the hacker to assume the privilege of the Imperial subject—
“to see without being seen” (Fuss 149). This recovery of wholeness and imperialism also
recovers American ideals. As Frederick Buell argues, through the console cowboy, “a
cowboy on the new frontier of cyberspace, he [Gibson] brings a pre-Frederick Jackson
Turner excitement into a postmodern, hyperdeveloped world; if the old frontier has been
built out thoroughly and its excitements become guilty ones in the wake of contemporary
multi-cultural/postcolonial rewritings of western history, try, then, cyberspace in an
apparently polycultural, globalized era” (503, 566). More succinctly, Buell argues that
“cyberspace becomes the new U.S. Frontier, accessible to the privileged insider who
happens to be a reconfigured version of the American pulp hero.”
Perhaps, but not because cyberspace is outside the Japanification of the world;
cyberspace in Neuromancer is not a U.S. frontier and good old American cowboys
cannot survive without things Japanese. Cyberspace, in Neuromancer, does not
unproblematically stand as a separate place of the mind in which real world
circumstances disappear into an unending hallucination of endless opportunity. First,
cowboys cannot access cyberspace without Japanese equipment (Case needs his Ono-
Sendai in order to jack in). Second, cyberspace is still marked with Asian trademarks and
corporations. However, cyberspace—unlike the physical landscape—can be conquered
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and made to submit: entering cyberspace is analogous to opening up the Orient.
Neuromancer counters American anxieties about “exposure to, and penetration by,
Japanese culture,” through cyberspace, through a medium that enables American
penetration (Morley and Robins 139). Cyberspace as disembodied representation
rehearses themes of Oriental exoticism and Western penetration. Consider, for instance,
the moment that Case is reunited with cyberspace:
A gray disk, the color of Chiba sky. Now—
Disk beginning to rotate, faster, becoming a sphere of paler gray. Expanding— And it flowed, flowered for him, fluid neon origami trick, the unfolding of his distanceless home, his country, transparent 3D chessboard extending to infinity. Inner eye opening to the stepped scarlet pyramid of the Eastern Seaboard Fission Authority burning beyond the green cubes of the Mitsubishi Bank of America, and high and very far away he saw the spiral arms of military systems, forever beyond his reach. And somewhere he was laughing, in a white-painted loft, distant fingers caressing the deck, tears of release streaking his face. (52)
Cyberspace opens up for him, flowers for him—a fluid neon origami trick. Reuniting
with cyberspace is a sexual experience: he has tears of release as he enters once more his
distanceless home. As Molly (the all black-clad “street samurai” razorgirl who collects
Case for his mission) notes, “I saw you stroking that Sendai; man, it was pornographic”
(47). This flowering cyberspace draws on pornographic Orientalist fantasies of opening
Asian beauties. As one pornographic website puts it:
You are welcome to our dojo! Look no further, traveler. You have found the Clan of Asian Nudes, filled with gorgeous Asian women in complete submission. Take them by becoming a samurai. Our dojo houses the most incredible supermodels from Japan, Vietnam, China, Laos, and San Francisco's Chinatown! Their authentic, divine beauty will have you entranced nightly. New girls are added almost every day, their gifts blossoming before you on the screen. (http://www.asiannudes.com/tour1.html)
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Further, not only does cyberspace blossom for the console cowboy, so do Oriental
ICEbreakers as well. When Case breaks into the T-A AI, he uses a Chinese Kuang Grade
Eleven ICEbreaker and this “big mother” “unfold[s] around them. Polychrome shadow,
countless translucent layers shifting and recombining. Protean, enormous, it tower[s]
above them, blotting out the void” (168). The translucent shifting layers surround them
and evoke images of Oriental mystery and penetrability.23 This Oriental big mother blots
out the void, filling it with its shadow and revealing its secret to the Occidental male who
maneuvers it to perform his will. This link between cyberspace and blossoming Oriental
female positions the Western viewer as samurai and contains the “modern” threat of
Japan by remapping Japan as feudal and pre-modern. If, as Morley and Robins argue,
Japan “has destabilized the neat correlation between West/East and modern/pre-modern,”
this feudal portrayal re-orients the Western viewer (here cowboy) by re-Orientalizing
Japan (146). Hence the allusions to Edo and Meiji Japan, which undermine the future
global power of Japan.
Entering cyberspace allows one to conquer a vaguely threatening Oriental
landscape. If the Yakuza—the “sons of the neon chrysanthemum”—have altered his
system so that Case could no longer jack in to cyberspace, by re-entering it, he takes over
their territory—he unites with their flowering mother (35). As Stephen Beard in his
reading of Blade Runner argues, “through the projection of exotic (and erotic) fantasies
onto this high-tech delirium, anxieties about the ‘impotence’ of western culture can be,
momentarily, screened out. High-tech Orientalism makes possible ‘cultural amnesia,
ecstatic alienation, serial self-erasure’” (as quoted by Morley and Robins 154). In
23 For more on layers, Orientalism, and translucent layers see David Henry Hwang’s M. Butterfly.
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Neuromancer, high-tech Orientalism allows Case to erase his body in orgasmic ecstasy.
Or, to be more precise, high-tech Orientalism allows one to enjoy anxieties about western
impotence. It allows one, as Gibson puts it, “to try[] to come to terms with the awe and
terror inspired in me by the world in which we live” (emphasis mine). That is, ecstasy
may not obliterate the impotence of the cowboy, but rather allows one to make do with it.
It may also point out the limitations of such sexual fantasies and conquest, for this
orgasmic ecstasy constructs cyberspace—the supposed consensual hallucination—as a
solipsistic space.
In cyberspace, Case runs into no other people—or perhaps more precisely no
other disembodied minds: Case’s mind is the only one out there. On the Matrix, Case
communicates with Artificial Intelligences, computer viruses and computer constructs.
This projection, this American superiority, depends on American disembodied brains
combating representations, virtual shapes and programs rather than people. In order to
preserve the cowboy, cyberspace is “a drastic simplification” that not only limits sensual
bandwidth; it also reduces others to code (55). In effect, these others—these codes—that
Case encounters are mimics. The Chinese ICEbreaker does the methodical hacking
work, going “siamese” on the computer defense systems. Glowing and colorful cubes in
cyberspace represent Japanese corporations such as the Mitsubishi Bank of America.
The closest things to sentient beings Case encounters online are Dixie, the ROM
construct of his deceased hacker mentor, Linda Lee, whose ROM construct he encounters
when Neuromancer attempts to trap him, and the T-A AIs Wintermute and Neuromancer.
This empty high-tech Orientalist space parallels the textual construction of the
Orient in early scholarly studies that focussed on ancient civilizations. These studies, as
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Said has argued, treated the Orient as empty; the “real” Egyptians Orientalist scholars
encountered—if these scholars traveled to the Egypt at all—were treated as background,
as relics or as proof of the degeneration of the Oriental race (52). In cyberspace, then, as
in all Orientalist spaces, there are disembodied minds on the one hand, and disembodied
representations on the other. There are those who can reason online and those who are
reduced to information. In cyberspace, there is disembodiment, and then there is
disembodiment. Via high tech Orientalism, the window of cyberspace becomes a mirror
that reflects Case’s mind and reduces others to background, or reflects his mind via the
others it constructs as mimics. High tech Orientalism, like its non-tech version, “defines
the Orient as that which can never be a subject” (Naoki Sakai as quoted by Morley and
Robins 146.). In order to preserve the American cowboy, it reinforces stereotypes of the
Japanese as mechanical mimics (imitators of technology). This is not to say that in order
to portray a more “fair” version of cyberspace, Gibson should have included Japanese
cowboys within Neuromancer (or even more Japanese characters), nor is it to say that
Gibson celebrates cyberspace as Orientalist. It is to say that this influential version of
cyberspace mixes together frontier dreams with sexual conquest: it reveals the
objectification of others to be key to the construction of any “cowboy” and any James
Mitchener-esque American samurai. This is, perhaps, a brilliant critique of Orientalism
in general. Perhaps.
Significantly, though, this reduction of others and other locations is not limited to
cyberspace. Case navigates both cyberspace and Night City through a relentless
paranoia- and drug-induced datafication. When he and Molly play a cat and mouse game
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through Night City, he describes his adventure in terms of his previous experiences in
cyberspace:
In some weird and very approximate way, it was like a run in the matrix. Get just wasted enough, find yourself in some desperate but strangely arbitrary kind of trouble, and it was possible to see Ninsei as a field of data, the way the matrix had once reminded him of proteins linking to distinguish cell specialties. Then you could throw yourself into a highspeed drift and skid, totally engaged but set apart from it all, and all around you the dance of biz, information interacting, data made flesh, in the mazes of the black market. (16).
When one finds oneself in some desperate but strangely arbitrary trouble—when the
world no longer makes sense—the virtual and physical landscapes converge. More
specifically, Ninsei becomes the Matrix, a world in which others are reduced to
information or data. Like in cyberspace, these reductions to code enable a certain self-
direction; they enable you to throw yourself into a highspeed drift and skid. Parallels
between cyberspace and Ninsei sprinkle Neuromancer: the gray disk that marks Case’s
entry into cyberspace is the color of the Chiba sky (the color of television tuned to a dead
channel). When Case remembers Ninsei, he remembers “faces and Ninsei neon,” a neon
that is replicated in the bright red and green online representations of corporations.
Ninsei people are similarly reduced to light and code. Case always remembers his former
lover Linda Lee as “bathed in restless laser light, features reduced to a code” (8).24 The
easy codification of things and people breaks down when Case confronts his other
“home,” BAMA; hence, when he is thrown into the metropolis again, when everything no
longer mimics him, Case notes that “Ninsei had been a lot simpler” (69).
24 In his 1996 novel Idoru, Gibson takes this datafication of Asians to the extreme: Rei Teio is a virtual
construct. She “grows”—i.e. becomes more complicated—by absorbing information and mimicking
others. People “see” her as a hologram.
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Ninsei had been a lot simpler because this Oriental space always existed as
information, as code for Case. Case’s experiences of navigating cyberspace inspire his
navigation of Ninsei. Just as the Japanese language becomes reduced to Sony and Kirin,
Ninsei as a whole—not only Chiba City—reduces to code. Ninsei had been a lot simpler
because Ninsei had been just like the Matrix, had been amenable to datafication. In terms
of the genesis of cyberspace, cyberspace has always been Oriental, always been an other
space that is more ordered and orderable. Importantly, Case reveals himself to be a bad
navigator as well. In the high-speed chase I cited earlier, he correctly assesses that Molly
is following him, but incorrectly assumes that she is out to kill him on Wage’s behalf (a
misconception based on faulty information given to him by Linda Lee). Linda Lee, also,
moves from being an easily codified character, to a woman who embodies the complex
patterns of the human body. As well, although Case eventually wins in cyberspace, he
flatlines several times and is almost seduced by Neuromancer into dying there. Lastly,
the neat separation between cyberspace and the physical world collapse at the end, when
Wintermute’s plans go astray and Case must enter the T-A villa to help Molly. In other
words, the cowboy and the datafication of others does not always work; Case’s
rehearsing of orientalism as a means of navigation and understanding does not always
work. If anything, this rehearsal is—to repeat once more—an attempt to come to terms
with awe and terror, not to eradicate awe and terror.
Thus, cyberpunk’s twin obsessions with cyberspace and the Orient are not
accidental and cannot be reduced to an endless citation of Ridley Scott’s Blade Runner,
or to the rise of Japanese corporations. Rather, the Orient serves as a privileged example
of the virtual. The Orient serves to orient the reader/viewer, enabling him or her to
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envision the world as data. This twinning sustains—barely—the dream of self-erasure
and pure subjectivity. The reduction of the Japanese to mimic sustains the image of the
Imperial subject. Most simply, others must be reduced to information in order for the
console cowboy to emerge and penetrate. The dream of bodiless subjectivity must be
accompanied by bodiless representivity. Since its very inception, then, cyberspace—as
Orientalist heterotopia—has perpetuated and relied on differences that it claims to
erase.25
LOOKING BACK
Cyberpunk, however, appeals to an audience outside America. Most
significantly, cyberpunk has influenced a genre of anime, or Japanimation, by the name
of mecha (a Japanese transliteration and transformation of the word mechanical); through
mecha cyberpunk has gained cult status in nations such as the United States and France.26
Although popular Japanese mecha series such as Robotech and Astroboy predate
cyberpunk, mecha is now most often translated as cyberpunk, with posters for such
popular series such as The Bubblegum Crisis prominently featuring the English word
“cyberpunk.” In this section, then, I turn to Mamoru Oshii’s animated rendering of
25 Although Gibson consistently uses Japanese as mimics, other cyberpunk authors, such as Neal
Stephenson do not, even as they employ Japanese and East Asian geographies. Stephenson’s Snow Crash
is especially interesting since his cyberspace is not empty and characters become avatars online. In effect,
his characters pass as others, rather than as disembodied minds. In Snow Crash, racial stereotypes serve as
prototypes for online avatars such as Brandy.
26 For the “global” popularity of mecha, see http://www.anipike.com and Laurence Lerman, “Anime vids
get Euro-friendly.”
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Masamune Shirow’s comic Ghost in the Shell in order to see what happens to cyberpunk
when it travels home, so to speak.
Anime neither enables a simple Japanization of its audience, nor a simple rejection
of techno-Orientalism. Rather, anime’s cyberpunk engages the image of Japan as the site
of the future and future technology and propagates images that Toshiya Ueno calls
“Japanoid,” since they are “not actually Japanese…[and exist] neither inside nor outside
Japan” (n.p.). According to Ueno, the stereotyped Japanoid image:
functions as the surface or rather the interface controlling the relation between Japan and the other. Techno-Orientalism is a kind of mirror stage or an image machine whose effect influences Japanese as well as other people. This mirror in fact is a semi-transparent or two-way mirror. It is through this mirror stage and its cultural apparatus that Western or other people misunderstand and fail to recognize an always illusory Japanese culture, but it also is the mechanism through which Japanese misunderstand themselves. (n.p.)
In other words, the Japanoid images that circulate in the West (Japanese as machines or
ant-like workers, Japanese as triumphing via high technology) re-circulates to Japan and
affects Japanese self-image. Thus, not only does the West misunderstand the Japanese
through techno-Oriental images it projects, but the Japanese misunderstand themselves
through these images as well. It is not only that the West—in order to come to terms
with the awe and terror of post-Fordist life—projects an image of Japanese multi-national
superiority and the Japanese as mimics par excellence, but also that the Japanese circulate
these images as well (mainly as reasons for Japanese superiority).27 This works with both
positive and negative stereotypes of the Japanese: stereotypes of the Japanese as lacking
indviduality and of them as producing ideal family units; stereotypes of them as
27 For more on this see Ishihara Shintaro’s The Japan That Can Say No: Why Japan Will be First Among
Equals.
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perversely enjoying work, and of them as ideal workers. If, in order to preserve the
American cowboy as all-seeing yet unseen—as disembodied—techno-Orientalist fictions
such as Neuromancer identify/misrecognize/reduce the Japanese to mimics, the Japanese
identify with and misrecognize themselves through the Japanoid image in order to
preserve Japan as the site of the future. This misrecognition provokes an imitation of the
Japanese future that exceeds the West’s identification/misrecognition. If Neuromancer
portrays a Japanese future in order register a “future gotten worse, gotten more
uncomfortable, inhospitable, dangerous, and thrilling,” anime displaces the future sources
of danger and discomfort onto Western technology: the corporations that dominate the
future and destroy humanity are American rather than Japanese. As I argue in this
section, this imitation re-appropriates techno-Orientalist images in ways that maps
technology back onto the West and humanity onto the Japanese. However, since anime is
also consumed in the United States, the success of this re-appropriation is never
guaranteed.
To delve into the ways in which anime re-appropriates and displaces techno-
Orientalism, I analyze arguably the most “westernized” anime, Ghost in the Shell,
directed by Mamoru Oshii and based on a manga by Shirow Masamune that ran from
1989-90. According to Shirow, Ghost in the Shell is a relatively international work that
transcends national boundaries and includes multiple references to both English and
Japanese culture and literature (Ledoux 39). This anime, released in 1995 simultaneously
in Europe, America and Japan, marks anime’s American debut in major movie theatres,
although it is still mainly aired on television through broadcast, cable and video in the
United States. It reached No. 1 on Billboard magazine’s video sales chart and earned the
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rather limited title of New York’s highest-grossing film shown exclusively on a single
screen in one theater (Lazarowitz 1). Ghost in the Shell was a hallmark in anime
production for both aesthetic and corporate reasons: it was “the most expensive and
technically advanced Japanese animated feature yet made,” although it still only cost $10
million—a tenth of that for “The Hunchback of Notre Dame” (Lazarowitz n.p.). It was
also co-financed and produced by Japan’s Bandai and Kodansha and Chicago-based
Manga Entertainment.
The plot of Ghost in the Shell parallels Neuromancer—except that, rather than an
artificial intelligence seeking to be free by merging with its better half, an artificial life
form (the Puppet Master) seeks to free itself by merging with the cyborg Major Motoko
Kusanagi. Set in Hong Kong in 2029, Ghost in the Shell follows the adventures of the
Major, who leads Section 9—a secret intelligence agency filled with cyborgs of “a
strange corporate conglomeration called Japan”—as she pursues the Puppet Master. The
Major’s entire body, or “shell” has been replaced by a titanium “Megatech Body.” The
human essence is encapsulated in one’s “ghost” that holds one’s memories. The “Puppet
Master” is so dangerous a criminal because he ghost-hacks people, inserting false
memories, controlling their actions, and reducing them to puppets.
The anime begins in cyberspace and then quickly morphs into real life (see
Figures 3.1, 3.2, and 3.3). The anime immerses viewers immediately into the action and
in cyberspace so that the viewer does not know exactly what is going on. The Major,
perched in a building, is jacked into cyberspace and eavesdropping on a conversation
between a “kidnapped” or asylum-seeking programmer, Mizuho Daita, and a foreign
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Figure 3.1: cyberspace view of two planes
Figure 3.2: cyberspace view of two planes
Figure 3.3: the two planes morphed into normal view
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government official. Section 9 has been brought into this diplomatic dispute in order to
“rescue” the programmer and the Major saves the day by killing the foreign diplomat.
Throughout the anime, Major Motoko anxiously contemplates her humanity and
hears voices, presumably her own ghost’s, but as we find out later, the Puppet Master’s as
well. The Puppet Master and Major Motoko finally meet when the Puppet Master, lured
into a buxom blonde Megatech Body, is hit by a truck and brought to Section 9. That the
Puppet Master has no organic brain yet contains traces of a burgeoning synthetic brain
disturbs the Section 9 cyborgs. When Nakamura, the head of Section 6 (the diplomatic
unit) and an unknown American come to claim the body, they identify it as the Puppet
Master whom they claim is a human programmer whose ghost has been lured into a
Megatech body. In the middle of their explanation, the Puppet Master, who by this time
is a badly mutilated blonde torso, speaks the truth: the diplomatic corps hired an
American AI company to develop the Puppet Master—an Artificial Life program—in
order to assist diplomacy via espionage and other illegal activities. In the course of his
explanation, the Puppet Master appeals for asylum, claiming he is a life-form: moving
through the net, he has become sentient. Since Japan has no death penalty, he cannot be
terminated. In the meantime, Togusa (a Japanese and almost fully human member of
Section 9) has deduced that the diplomatic corps has illegally brought with them attack
personnel hidden by thermoneutic camouflage. The Shell Unit monitors the scene and,
just as the Puppet Master pleas for diplomatic immunity, Section 6 attacks in order to
reclaim him. Section 9 pursues. When Major Motoko—alone—finally catches up with
the men who have taken the Puppet Master, she ends up becoming a badly mutilated
torso as well. Her close comrade/inferior officer, Batou, saves her from complete
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annihilation and, at her request, he connects her and the Puppet Master so that the Major
can discover what s/he really is. During this “dive,” the Puppet Master takes over her
body and proposes that they merge. By merging, the Puppet Master can achieve death
and diversify his program so he may live on through his offspring. Major Motoko can
break through the boundaries that limit her as a person and access the vast expanse of the
net, which their offspring will populate. They merge just before Section 6 planes destroy
the Puppet Master. Major Motoko survives and Batou transplants her newly merged
brain into a little girl’s body. The anime ends with her leaving Batou’s “safe house” to
explore the expanse of the net before her. Although she asks herself, “where shall I go
now?/ The net is vast and limitless,” the “camera” pans through the landscape of Hong
Kong (see Figures 3.4, 3.5, 3.6).
Like Neuromancer, Ghost in the Shell is set in a foreign country—this time Hong
Kong instead of Japan. Ueno argues that “the choice of Hong Kong represents an
unconscious criticism of Japan’s role as sub-empire: by choosing Hong Kong as the
setting of this film, and trying to visualize the information net and capitalism, the director
of this film, Oshii Mamoru, unconsciously tried to criticize the sub-imperialism of Japan
(and other Asian nations)” (n.p.). However, rather than signaling an unconscious critique
of Japan, the choice of Hong Kong orientalizes. Faced with the task of representing
basically invisible networks of information, director Mamoru Oshii chose a location that
could easily be conflated with information. He explains that he chose Hong Kong
because:
In “Ghost in the Shell,” I wanted to create a present flooded with information, and it [Japan’s multilayered world] wouldn’t have lent itself to that. For this reason, I thought of using exoticism as an approach to a city of the future. In other words, I believe that a basic feeling people get perhaps when imagining a city of the near
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Figure 3.4: the “new Major” leaving Batou’s safe house.
Figure 3.5: The Major overlooking the city
Figure 3.6: The last frame; Hong Kong as vast net.
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future is that while there is an element of the unknown, standing there they’ll get used to this feeling of being an alien. Therefore, when I went to look for locations in Hong Kong, I felt that this was it. A city without past or future. Just a flood of information. (“Interview with Oshii” n.p.)28
But, as the last sequence shows, rather than inherently having no past or no future, Hong
Kong's landscape is made into a flood of information in order to represent the vast
expanse of the net. In order to “explain” cyberspace, the city becomes data.
To function as data, the city must also be readable. The “basic feeling” portrayed by
Hong Kong, then, must be an oriented disorientation. The basic feeling that Oshii strives
for, is that of a tourist, rather than a resident: tourists, not residents, stand in a public
space, in order to get used to the feeling of being alien. In other words, it is not simply
that Tokyo is more multi-layered than Hong Kong, but rather that his audience is too
familiar with Tokyo to be adequately disoriented.29 After all, what city—to the tourist—
is not a flood of information? By this, I do not mean to imply that all cities are alike;
indeed, some are more “disorienting” than others. However, when in an unknown city,
one is confronted with the task of navigating it and confronted with both the necessity
and inadequacy of maps. The city both inundates one, and leaves one looking for more
information, for a way to decipher the landscape in front of oneself.
28 The portrayal of Hong Kong as a city with no past or future is problematic for many reasons: first, it
denies the colonial history of Hong Kong; secondly it perpetuates an image of a time-less Hong Kong at a
time when Hong Kong’s identity is at stake. As Ackbar Abbaz argues in Hong Kong: Culture and Politics
of Disappearance, in the period before the 1997 hand-over there was a fast and furious attempt to delineate
a Hong Kong culture—a problematic attempt, focussed on Hong Kong culture as disappearing.
29 Abbaz divides Hong Kong’s architecture into three forms: Merely Local, Anonymous, and Place-less
(79-90).
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In order to effect this paradox of familiar alienation, Oshii relies on street signs: “I
thought that I could express networks which are invisible to all through drawing not
electronic images but a most primitive low-tech group of signboards piled like a
mountain, that this would work well in drawing a world being submerged under
information, in which people live like insects” (“Interview” n.p.).30 Ghost in the Shell
thus relentlessly focuses on street signs that function as literal sign posts for the foreign
audience (see Figures 3.7, 3.8, and 3.9). Oshii glosses over the fact that the street signs’
ability to invoke information networks depends on literacy: a Japanese audience can read
these signs, which are written in Chinese characters and in English. Just as “getting used
to the feeling of being alien” in American cyberpunk depends on Japanese trademarks—
words that have become recognizable and readable in other languages—unalienating
alienation in Ghost in the Shell depends on literacy enabled by historic connections
between East Asian countries via Confucian study and by modernization.31
30 Ridley Scott previously used this technique in Blade Runner. Although Oshii does not comment directly
on his citations of Blade Runner, they are numerous and mostly relate to questions of representing
technology. For instance, the long musical scene in which the Major tours Hong Kong ends with manikins
similar to those that appear in Blade Runner when Deckard tracks down the snake-stripping replicant
Zhora.(see Figure 3.31)
31 Abbaz argues that signs have the opposite effect on Hong Kong city dwellers. If tourists gaze at these
signs and in some way try to read them, “Bilingual, neon-lit advertisement signs are not only almost
everywhere; their often ingenious construction for maximum visibility deserves an architectural monograph
in itself. The result of all this insistence is a turning off of the visual. As people in metropolitan centers
tend to avoid eye contact with one another, so they now tend also to avoid eye contact with the city” (76).
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Figure 3.7: street scene in the first chase scene.
Figure 3.8: Hong Kong signs in the extended musical interlude.
Figure 3.9: signs in English as well as Chinese characters.
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Oshii also juxtaposes past and primitive artifacts with modern architecture in order to
make Hong Kong legible, yet not completely undecipherable. That is, in order to
construct Hong Kong as a city without history, without the complexity associated with
one’s home environment, he also deploys historical images. As in Blade Runner, scenes
of Oriental “teeming markets” punctuate Ghost in the Shell. Just as American
cyberpunk’s vision of Japan mixes together Edo images and ideas with high-tech
equipment, Japanese cyberpunk visions of Hong Kong mix together traditional Chinese
hats and teeming markets with high-tech office towers (see Figures 3.10 and 3.11).32
The Chinese “present” marks a low tech future that enables the viewer to make sense of
this high tech future.
This exoticism of the city of the near future enables the reader to navigate
cyberspace and to view it as a guiding, yet visually poor map. Cyberspace makes
unfamiliar space mappable and understandable. If at first the viewer is confused by the
views of cyberspace that begin the anime, the viewer soon relies on it to understand the
32 Further, to link this to the mixing of high- and low-tech in cyberpunk, Japanese anime often feature a trip
into “Chinatown” or Chinese tea rooms that are marked as inferior or perpetrating bad employment
practices. In the popular “Bubble Gum Crisis” series, for example, the two women bond over a trip to
Chinatown. In the “pre-quel” to the BGC, the AD Police, bad labor practices at a Chinese tea room marks
as the onset of a crisis with boomers. Ranma 1/2—turns into a girl when splashed with cold water—female
Ranma has red hair, and the male Ranma has black hair. As Analee Newitz argues in “Magical Girls and
Atomic Bomb Sperm: Japanese Animation in America,” “Ranma is not only feminized, but also associated
with China, a country invaded and occupied by Japanese imperialist forces several times during the 20th
century. Ranma’s ‘curse’ is in fact a Chinese curse, which he got during martial arts training with Genma
in China. Moreover, Ranma wears his hair in a queue and his clothing is Chinese: at school, the students
often refer to him as ‘the one in Chinese clothing’” (11).
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action; it helps the viewer orient him or herself. The frequent segues between cyberspace
and real space emphasize the ways in which jacking-in serves as a means for navigation,
and the ways in which cyberspace erases local particularities by translating locations into
a universal video player screen (see Figure 3.12). Featured prominently in the chase
scenes—and in fact only in chase scenes—cyberspace reduces the pursuit to game and
hunter, and the game into a green arrow. For instance, when tracking down a garbage
truck driven by one of the Puppet Master’s puppets, the anime morphs from street view to
cyberspace view, in which the foreign street appears as a benign green line. In
cyberspace, one moves from being inundated with information, to being presented with
the bare necessities of direction. Thus, cyberspace and the city of the near future
combine differing versions of Orientalism: they play with both exotic dislocation,
navigational desire, the desire to reduce other locations to navigatable maps. At the same
time, Oshii’s version of cyberspace points to the paucity of orienting oneself: the visual
simplicity of the cyberspace scenes alerts the viewer to the fact that manageable
information is often poor information.
Oshii also uses the Major and the city to represent cyberspace. As he notes,
“networks are things that can’t be seen with the eyes, and using computers, showing a
gigantic computer, would definitely not do the trick. Showing something like a
humongous mother computer would be scary.”33 In order to represent the network in a
less “scary” way, Oshii uses instead a humongous mother figure (see Figure 3.13). In
this image (taken from the Ghost in the Shell movie poster), the Major’s enormous
33 http://www.express.co.jp/ALLES/6/oshii1.html
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Figure 3.10: overhead view of the market.
Figure 3.11: the Hong Kong market, replete with stereotypical Chinese figures and technology.
Figure 3.12: cyberspace view of a car chase.
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mutilated form blots out the void in the same manner the big mother virus program does
in Neuromancer. The wires attached to her body highlight her network connections and
her broken form reveals her cyborg nature. Her form represents power: she dominates
the scene and the cityscape shrinks in light of her connected body. Her jacked-in bare
body makes cyberspace sexy, rather than completely scary and impersonal. Thus Oshii’s
rendering of cyberspace is both erotic and simplistic, or perhaps erotic in its simplicity.
Thus, like Neuromancer, Ghost in the Shell represents cyberspace by relying on
maps and by reducing others and other locations to information. Both American and
Japanese versions of cyberpunk, that is, rely on other locations that are fictional yet
recognizable in order to render comprehensible their vision of cyberspace. At the same
time, both Oshii and Gibson point out the limitations of such an orientation by also
presenting the ways in which foreign exotic—Oriental—locations exceed such a
reduction. Whereas cyberspace, to use de Certeau’s definitions, reduces these locales to
places (ordered), the disorienting yet orienting near city invokes ambiguity.
TURNING JAPANESE
Although both Neuromancer and Ghost in the Shell mark an “East,” crucial to
understanding cyberspace, Ghost in the Shell does not mark Japan as West. Or, if it does
bring Japan and the West together, it does so by making the West Japanese. In this
section, I outline the ways in which Ghost in the Shell engages Japanoid images. I show
how the Japanoid anime characters, which seem race-less, are marked as Japanese in
order to emphasize Japan’s separation from “Asia.” Next, I show how Ghost in the Shell
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protagonists and the seeming fluidity of racial features fascinate and confuse most
Western viewers of anime.35 Because of this, many consider anime as “multicultural,” as
imagining a future in which race does not matter, or as marking a Westernization of
Japanese beauty standards and self-conception.36 In order to view anime as
“multicultural,” though, one must reduce multiculturalism to minorities acting like the
majority, for all these variously raced characters speak and act Japanese. Anime does not
portray a future utopia in which all races and nationalities have melded; it portrays a
future world in which everyone has turned Japanese. As Annalee Newitz argues:
What these anime act out is a fantasy in which people of all races and Japanese people are interchangeable. …. While this kind of ideology might seem satisfying and “right” to Americans raised in a multiculture, we must also remember that the Japanese are not multicultural. The ideological implications of these representations are more complex than something like “racial harmony.” This multicultural fantasy takes place largely in Japan and all the races are speaking and being Japanese. … In a way, the anime want to imply that Americans are Japanese. If Americans are already Japanese, then it should be no surprise to any American that Japan, economically speaking, already owns a large portion of the United States. (13)
According to Newitz, the use of a multicultural “cast” appropriates American notions of
multiculturalism in order to assert the sameness, and eventual economic superiority of the
Japanese. Indeed, what is interesting about “multicultural” anime is that the Japanese
characters are in places of power. Although not recognizable as Japanese except by their
35 See Mark Binelli, “Large eyes blazing, anime offers exotic views” and Jonathan Romney, “Manga for all
seasons: A festival at the NFT shows there is more to Japan’s cult anime movies than misogyny and
apocalyptic animation.”
36 In this manner, arguments made about the cyberspace and anime coincide: cyberspace is often viewed as
a space in which race does not matter, or as a space that America—and the English language—dominate.
Moreover, cyberspace and anime are both mediums in which reference or referentiality are suspended or
can be easily made up. Unlike cinema or television, there are no ties between physical appearance and role.
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names, these Japanese characters are Majors, Chiefs and Section heads. Rather than
offering a vision of multiculturalism, anime would seem to offer a vision of totalitarian
same-ness or harmony that nonetheless seems to challenge “Western” standards of
animation.
Newitz, however, glosses over the fact that the interchangeability of racial
features does not signify an interchangeability of races. More often than not, only the
Japanese characters display racial “ambiguity” evidenced by enormous eyes. Although
the characters in Ghost in the Shell have relatively small eyes in comparison with other
anime characters, they still do not look stereotypically Japanese (see Figures 3.14, 3.15,
3.16 and 3.17). More experienced anime viewers herald Ghost in the Shell as “a
watershed in anime character design. The figures are drawn with truer anatomy: the
heroine no longer has a 12-year-old’s face and a pair of double D’s and long legs. Her
body (naked, of course, because, uh, her camouflage can’t work with clothing) is
rendered proportionally accurate with realistic body movement, as evidenced in a scene
where she maneuvers a perfect roundhouse kick—crack—into the face of her opponent”
(Lee 15). First time anime viewers’ impressions of Ghost in the Shell, however, reveal
the comparative nature of “truer anatomy.” Laura Evanson, for instance, describes Major
Motoko as sporting “the body of a Baywatch babe, the face of a beauty queen and the
soul of a machine” (D3). The female figures in particular retain the large eyes prevalent
in portrayals of both genders in other anime. Regardless, these “Japanese” members of
Section 9 do not look Japanese, with the exception of the Chief, whose wisdom is marked
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Figure 3.14: Japanese console operator and Chief Aramaki, head of Section 6
Figure 3.15: Major Motoko Kasangi
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Figure 3.16: Officer Togusa, the only non-cyborg member of Section 9
Figure 3.17: Ishikawa, member of Section 9
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by an almost Confucian countenance.37 Ishikawa’s hair is brown, and placed next to the
French figure Batou, they are indistinguishable in terms of race.
That Japanese anime and manga characters do not look Japanese is not surprising.
All animations produce images that are not indexical. Non-realist drawings serve as the
basis for most animation and America’s most famous animated big-eyed character—
Mickey Mouse—certainly does not “represent” Americans even though he does so as a
trademark. However, the manner of distortion matters and the enormous eyes stem from
post-WWII Japan. According to Mary Grigsby, “before the Japanese came into contact
with westerners, they drew themselves with Asian features. After contact with the west,
particularly after World War II and the subsequent reconstruction of Japan under the
domination of the United States, they began to depict characters that are supposed to be
Japanese with western idealized physical characteristics: round eyes, blond, red or brown
hair, long legs and thin bodies” (n.p.). However, this adaptation of Western features does
not signal a simple imitation of Western beauty standards, since these new bodies may
not be “Japanese,” but, at the same time, they certainly are not Western: Westerners no
more resemble these characters than do the Japanese. The enormous eye size in fact
parodies the difference between Westerners and Japanese and produces new images that
would defy racial categorization, if they did not simultaneously represent Japanese
characters.
Even though Japanese characters may have Western features or look less visibly
Asian, Chinese characters are portrayed as Hong Kong gangsters reminiscent of
37 His appearance in the anime is a marked improvement over his appearance in the manga. In the manga,
he is given ape-like facial features and referred to as “ape face.”
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American portrayals of the “yellow peril” (see Figures 3.18 and 3.19). Thus, once more,
the East is marked off from Japan in stereotypical form. Moreover, American males are
given a more “realistic” portrayal when they are marked as “Americans” as opposed to
Japanified Americans. The American programmer in Ghost in the Shell, for instance, has
smaller eyes than Togusa and a large protruding nose (see Figure 3.20). The visual
distinctiveness of the Japanese occurs in manga as well as anime:
In the topsy-turvy world of Japanese manga, although Japanese characters are frequently drawn with Caucasian features, when real Caucasians appear in manga they are sometimes shown as big hairy brutes. Chinese and Korean characters are frequently drawn with slant eyes and buckteeth, in much the same stereotyped fashion Japanese were depicted by American propagandists in World War II. (Schodt 66)
Thus, these exaggerations, which seem to mark the erasure or fluidity of race, come to
mark its reinscription. This visual difference between those marked as Japanese versus
Chinese—in a manner that we would recognize as Asian—separates Japan from both
West and East. It is a visual marking that reminds us that: “in this cultural climate, a
Japan imaginarily separated from both West and East is reproduced again and again in
the political unconscious of Japanimation (subculture).”38 As in Neuromancer,
38 Toshiyo Ueno, “Japanimation and Techno-Orientalism.” However, the only putatively American female,
the Puppet Master in a female body, is similarly given enormous eyes and breasts, unlike other anime such
as A.D. Police that give American women such as Caroline Evers smaller eyes and a taller physique. The
similarities between the Major and the Puppet Master may stem from the fact that they both inhabit
Megatech Bodies, which seem to come in two versions: blonde and black haired. The gender bias within
Ghost in the Shell could also reflect the general trend within East Asia for women to exceed the constraints
of their “natural appearance.” Many Japanese, Korean and Hong Kong women, and increasingly women
from mainland China, undergo plastic surgery to produce bigger eyes and more pronounced noses.
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Figure 3.18: Kwan, puppet manipulated by the Puppet Master.
Figure 3.19: The “bad guys” who steal the Puppet Master’s body.
Figure 3.20: American AI expert, Dr. Willis.
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“others” must be conspicously marked in order for the self to emerge as unmarked, or
beyond one’s “natural” body. The popularity of Walt Disney is linked to Mickey Mouse
and its cast of animal characters that can travel across cultures without being necessarily
identified as American, while, at the same time, being heavily identified as American.
What animation generally allows for is cross-cultural exchange that seems to exceed the
logic of same-based identification. The popular characters are toys, animals, or even
representations of cross cultural events and alliances, from Pocohantas to Mulan. When
watching anime, one is free to identify with characters one would normally not: with
mice and men, with women and toys. In fact, what are the large Japanese eyes if not a
citation of Mickey Mouse? Or at the very least an attempt at racial obscuring that gives
the Japanese named characters a universalism?
Further, in Ghost in the Shell, Japaneseness becomes conflated with humanness.
The only human characters are Togusa, Chief Aramaki and the director of Section 6
Nakamura (the American, Dr. Willis, has cybernetically enhanced fingers at the very
least). The importance of humanness/Japaneseness becomes apparent in an interchange
between Togusa and Major Motoko. After the Major reprimands Togusa for favoring a
simple revolver over a more powerful weapon, Togusa asks her: “Why’d you ask for a
guy like me to be transferred from the police?” Major Motoko responds that she recruited
him precisely he was a guy like himself:
An honest cop with a clean record. And you’ve got a regular family. With the exception of your cyber-net implants, your brain is real. No matter how powerful we may be fighting-wise, a system where all the parts react the same way is a system with a fatal flaw. Like individual, like organization. Overspecialization leads to death. That’s all.
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Togusa’s difference is his human-ness, his regularity and banality and, in the end,
Togusa’s human-ness or difference saves the day: he figures out that Section 6 is
planning a secret attack against Section 9 and, with his revolver, he plants a tracking
device into the license plate of the escape car, allowing Section 9 to chase after those who
have stolen the “body” of the Puppet Master. Diversity, then, moves from racial diversity
to diversity between cyborgs and humans, where humans who are recruited or needed for
“good” diversity are Japanese. This valuation of diversity, in combination with the
seeming racial diversity in this society, preserves Japan and the Japanese in positions of
power, while at the same time allowing them to propagate the official lines of American
corporate diversity.
If humanness is mapped onto the Japanese, technology and global multinational
corporations are mapped back onto the West. As opposed to Neuromancer, which maps
computer technology onto the Japanese through trademarks, Ghost in the Shell marks
technology—specifically computer technology—as American through loan words. If
Sony comes in to stand for monitors in general in Neuromancer, transliterated words such
as “hacking,” “programmer,” “debug,” “kill,” and “virus” mark computer technology as
American. Moreover, anime itself is a transliteration of animation and heavily influenced
by Disney.39 Corporations such as Megatech and Genotech similarly re-map the source
of threatening multinationals back to America as opposed to zaibatsus. The Puppet
39 As Newitz writes:
Frederik Schodt, in his book Manga! Manga! The World of Japanese Comics, writes that Japanese styles of animation are heavily influenced both by Western political cartoons and Disney animation. Famous anime director/illustrator Hayao Miyazaki (Nausicaa of the Valley of the Wind, My Neighbor Totoro, Kiki’s Delivery Service) is open about his admiration for Disney’s animation style. In other words, anime is itself a product of the American influence on Japanese everyday life, especially after World War II. (10)
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Master is also initially believed to be American and was developed by the American
company, Neutron Corp. Given Japan’s relation to technology as a product of the
West—from the initial Westernization of Japan initiated during the Meiji period to the
atomic bomb (a history made clear by “Neutron Corp”)—this insistence on technology as
Western rather than Japanese makes sense and reverses an aspect of techno-Orientalism.
In fact, many manga, especially those which are mecha or hentai (literally perverted)
have English names, so that anime marked as “perverse” by the West (as well as by the
Japanese) gets marketted as Western. The other name for hentai or perverted anime is
etchi—which is a transliteration of the letter “h.”
However, Ghost in the Shell cannot be reduced to “West equals technology” and
“Japanese equals human,” for the word “ghost” exposes the ways in which technology—
and indeed the West—is assimilated and reworked by the Japanese. This word, which
supposedly encapsulates the essence of a human being (like a soul but not quite) is a
loan word. Since there are many Japanese words to describe one’s soul or spirit whereas
there are not for words such as programmer, ghost would seem to belie the usual use of
loan words to mark technology. In one sense, ghost most certainly refers to ghost in the
machine, given Shirow’s knowledge of Western technology and literature. However
rather than simply alluding to Western theories of ghosts and machines, “ghost”
encapsulates the forms of identification, appropriation and transference involved in
anime’s re-working of techno-Orientalism. The rest of this section argues that the ghost
contained within the shell is an identification with the West. As Diana Fuss argues,
“identification… invokes phantoms. By incorporating the spectral remains of the dearly
departed love-object, the subject vampiristically comes to life” (1). Ghost marks the
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vampiristic creation of the Japanoid subject, a subject that exceeds identification with its
object and also exceeds the object itself. Ghosts result from an incorporation of and
desire for technology. Further, after one has imbibed technology, one’s former self
becomes an “original body,” again marking the fact that Western technology alters in
ways that make impossible a retreat to a pure “Japanese” self.
The question of a “ghost” and its relation to humanity forms a focal point of the
anime. Major Motoko spends a good portion of the movie questioning her humanity, a
humanity unanchored from the human form. After the beginning attack sequence, the
credits begin and are punctuated by images that trace the Major’s bodily creation from
exoskeleton, to womb-like fleshification, to cyberspatial mapping (see Figures 3.21, 3.22,
3.23, 3.24, 3.25 and 3.26). These images focus on her naked form, especially her breasts.
However, in contrast with the initial naked image we receive of the Major as she dives
from the building, this series of pictures emphasizes her difference from “normal” naked
women. Although these images are racy, they also deconstruct her sex appeal by
showing how carefully she is constructed, beginning with an unattractive exoskeleton.
Her breasts are exposed, but they are exposed as the scales fall off her flesh. This
extended sequence, interspersed with credits that appear first as a series of 1’s and 0’s
before emerging into words, visualizes digital creation and provides a narrative for
understanding the Major as a cyborg.
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Figure 3.21: the beginning exoskeleton
Figure 3.22: the adding of flesh under water
Figure 3.23: the breaking of the water and the emergence of flesh
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Figure 3.24: the full human in the fetal position mapped in cyberspace.
Figure 3.25: the finished product.
Figure 3.26: looking at her hand.
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translator’s head are similar to the lines protruding from the Major’s. Making the
Major’s and the viewer’s looks coincide also effectively puts the gaze on display. Rather
than necessarily putting the viewer in the Major’s eyes, this move makes the viewer
aware of the gaze, which in fact moves from character to character like a frisbee
throughout the anime.40 This mirror-effect between the Major and cyborg others is
repeated in the prolonged sequence in which the Major travels through Hong Kong.
Although her gaze is first arrested by an “office girl” who resembles herself, it ends on
manikins in an office tower (see Figures 3.29, 3.30, and 3.31). Major Motoko seems to
be going through a second mirror stage—a mirror stage that will inaugurate a new subject
that is neither human nor machine. Estranged from her body and faced by its lack of
physical uniqueness, she searches for a way to emerge as a unique cyborg subject. The
Major makes her anxieties explicit after she and the Puppet Master’s mutilated form
exchange looks for the first time. In the elevator with Batou, she asks him:
Major: Doesn’t that cyborg body look like me? Batou: No, it doesn’t. Major: Not in the face or the figure. Batou: What then? Major: Maybe all full replacement cyborgs like me start wondering this. That perhaps the real me died a long time ago…and I’m a replicant made with a cyborg body and a computer brain. Or maybe there never was a real “me” to begin with.
40 For more on the gaze on display, see Kaja Silverman’s Male Subjectivity at the Margins.
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Figure 3.27: looking back at the translator
Figure 3.28: the translator who is being “ghost hacked”
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Figure 3.29: The office lady.
Figure 3.30: the Major looking up at the office lady.
Figure 3.31: manikins on display.
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Except for the physical mirroring between herself and the office lady, the resemblances
she sees are invisible to the naked eye. Rather, she bases similarity on general
technological enhancement, precisely because, as a cyborg whose body had been
provided by Megatech, she—unlike most humans—invariably faces identical bodies.
The importance of technology on this “mirror stage” is shown most forcefully in the
scene in which the Major monitors the exchange between sections 6, 9 and the Puppet
Master (see Figure 3.32). In this shot, the camera mediates and indeed produces the
mirroring effect between the Major and the Puppet Master. If the Major is to make sense
of her body as a whole, she will have to do so through the very technology that has
provoked her crisis. Again, this scene places the viewer’s and the Major’s look on the
same line. This time, however, the viewer is looking over her shoulder, which also
provokes the possibility that the Puppet Master mirrors the viewer, rather than the Major.
At the very least, it places the viewer in the Major’s shoes.
Not unexpectedly, then, the Major resolves her crisis—she moves from childhood
towards adulthood—by merging with the Puppet Master. When the Major dives into the
Puppet Master’s body, the Puppet Master takes over the Major’s body. Before they
finally merge, the Major (now seen as the Puppet Master) asks the Puppet Master
(visually herself)—in a question that mirrors Tagusa’s earlier question to her—“why did
you choose me?” S/he replies: “Because in you I see myself” (see Figures 3.33 and
3.34). At this point, these statements are literally true, and the Puppet Master’s response
places the Major’s crisis in a different light: rather than her seeking out images, or
ghosts, for self-identification, ghosts have been pursuing her. The Puppet Master tells her
that “at last I’m able to channel into you./I’ve invested a lot of time into you.” The voice
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Figure 3.33: the Major (as the Puppet Master) asking “Why did you choose me?”
Figure 3.34: the Puppet Master as the Major responding.
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that the Major has been listening to, and assuming was her own, was the Puppet Master’s.
The ghost in the shell, then, is not her own soul, but rather the Puppet Master’s. Their
merging incorporates within the Major the voice that she has been unable to hold without.
When they merge, they are transplanted into a child’s form, which paradoxially
represents maturity, for the new being replies to Batou’s question (basically who are you)
by finishing a Biblical quotation that the Puppet Master whispered to her earlier: “When
I was a child, I spake as a child/ I understood as a child, I thought as a child./But when I
became a man, I put away childish things./For now we see through a mirror darkly.”
This passage, taken from 1 Corinthians 13, aptly represents Paul’s ruminations about love
and incorporation with God. Through this merging, s/he has become a man—or rather a
cyborg. Joining the vast net, she has finally been able to move from a part to a whole.
One can read this merging as a merging between America and Japan that results
in Japanese superiority. Through technology, Japanese and American societies have
become similar to the extent that they can recognize similarities within each other.
Having literally incorporated technology—perhaps the object of desire for both East and
West—into herself, the Major identifies with it wherever she sees manikins and others
who have similarly done so. As they fuse, the Puppet Master—the American Artificial
Life—dies, and the Major survives, but as something very different than before. Through
this merging, the Major takes on the vast expanse of the West, and all this seems to be an
allegory for the Japanese adaptation and surpassing of the West via technology. The
Major in a child’s body—a very recognizably Japanese body—represents the future, and
the future, which is markedly Asian. Since the Puppet Master and the Major are
represented as “love interests,” the incorporation of the other seems to follow the
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male homosexual relationships.43 In addition, popular anime such as Ranma 1/2 and
Birdy feature boys whose bodies become female under certain circumstances. Both
Boshen and Ranma 1/2, however, are not meant to represent actual gay relationships or
men who desire to become transsexuals. They are not written by gay males, but rather by
women; their main market is young girls.44 Ranma 1/2 and Birdy, however, are far more
popular amongst boys in the United States than they are in Japan, probably because
anime in general tends to be a “boy thing” in America.
So why women and transgendering? Annalee Newitz explains the predominance
of female cyborgs in anime through the rubric of reproduction. According to her, “bodies
manipulated by mecha science are merged with pieces of technology in order to ‘give
birth’ to new creatures….Female bodies and sexuality are therefore ‘best suited’ to
mecha—and male bodies and sexuality are disfigured by it—precisely because it is
related to reproduction and giving birth” (9). Cyborgs do, in a sense, give birth to new
bodies: in Ghost in the Shell, the Major gives birth to offspring that populate the net and,
in Bubble Gum Crisis and other mecha anime, women bond with mechanical outer shells
to become new creatures with extraordinary fighting powers. However, linking
everything back to the issue of reproduction and the birth of new machines overlooks the
connection between feminism, or perhaps more precisely postfeminism, and
technological empowerment. Further, such a narrative cannot account for the fact that, in
43 See Sandra Buckley, “‘Penguin in Bondage’: A Graphic Tale of Japanese Comic Books.” Homoerotic
relationships have been a staple of girls’ comics for years, starting with stories that featured cross-dressing
women, then beautiful boys in boarding schools falling in love with each other, and so forth….nowadays
girls’ comics with a gay theme sell, and those without one don’t” (Schodt 185).
44 See “Interview with Rumiko Takahashi.”
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Ghost in the Shell, the sex scene—the reproductive act that produces the offspring—takes
place between two female shells, even if one is putatively “male” (although exactly how
an Artificial Life form gains a gender is unclear; according to Section 6, they decided
arbitrarily to call the Puppet Master a man and his voice is recognizably male).
Technological empowerment draws from and maps itself onto narratives of
feminist empowerment. At about the same time that Donna Haraway called for feminists
to embrace technology in “Cyborg Manifesto,” technology companies have been calling
for and embracing feminism. From Apple Computer’s female runner in the 1984
commercial to MCI’s marked spokespeople, technology corporations have embraced the
figure of the woman as representing the underdog, who, with proper technological
enhancements, overcomes her differences in order to become a fully functioning “equal.”
The belief that women need technological “extras” because they are inherently, or
perhaps naturally weaker, underlies this narrative of technology as great equalizer. This
enhancement, however, comes at a price: rather than the reproductive organs
representing the importance of women in anime, they usually are the price paid for
empowerment. These women, as “equals,” become men with breasts. The Major, after
she has been technologically enhanced, cannot reproduce and her lack of sex organs
becomes a joke: when Batou tells the Major that there is a lot of static in her brain, the
Major replies that it is that time of the month.45 The similarity in situation between
45 The loss of reproductive organs via technological replacement and then their ghostly reappearance is in
fact the theme of the first two files of AD Police. The first concentrates on how replicants or Boomers with
mechanical female sex organs go crazy—how passion and emotions are fused onto these entirely
mechanical beings via ovaries. In the second file, an American woman Caroline Evers has her reproductive
organs cybernetically replaced in order to get a promotion (she is denied her first one because her male
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“geeky” boys and anime females does not mean that the audience identifies
unproblematically with these women. The narrative of technological enhancement makes
these women understandable and enables a sympathetic connection, but does not
adequately explain the relation between otaku and cyborgs. Analyzing the “camera
work” that enables such a connection, though, opens up the specificity of this connection.
Oshii, in trying to represent a networked society, links every scene and camera
angle through a look or a sound, so that, like a game of tag, someone is always “it.” At
the same time, the “camera” often highlights the viewers’ presence. When asked why he
uses the “fish-eye” effects in anime, Oshii replied: “If you pressed me, you could say that
these are the ‘eyes’ that look at the world of the film from the outside—that these are the
eyes, in fact, of the audience” (“Interview” 139). The eyes of the audience, though,
often coincide with the Major—enabling the viewer to see through her eyes—but, even
more often, this coincidence enables the viewer to see more, enables the viewer to see
over her shoulder. This effectively puts the gaze on the screen, so that, more often than
not, the viewers are identifying with the gaze, rather than with specific characters. As
Kaja Silverman argues, “fantasy is less about the visualization and imaginary
appropriation of the other than about the articulation of a subjective locus—that is ‘not an
object that the subject imagines and aims at but rather a sequence in which the subject has
competitor produces a graph which shows that her productivity falls with her period). After she has her
reproductive organs replaced her work becomes flawless and she becomes president of the company. She
eventually marries her competitor who then cheats on her with prostitutes and tells her that “real women are
better.” She kills him and then starts killing prostitutes whenever she gets menstrual cramps from her
phantom period. Her cramps take her over, and she wakes up with a knife in her hands and an irrepressible
urge to disembowel prostitutes.
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his own part to play” (6). The viewer’s role is made explicit in the last scene, when the
camera comes online again after fading out with the Major going “offline.” When it does
come online, instead of offering us a view through the Major’s eyes, we come online as
an audience with an entirely new line of vision that does not coincide with anyone else’s.
In the over the shoulder shots, as I have discussed earlier, the gaze sometimes skips over
the Major to rest on the viewer. In Figures 3.33 and 3.34 for instance (the dialogue
between the Major and the Puppet Master), the Puppet Master could be addressing the
audience when says, “For in you I see myself.” In this manner, the viewer’s role can be
portrayed as another cyborg, as a ghost who haunts the screen.
At the same time, the viewer’s role as voyeur has a precedent within cyberpunk
fiction itself, namely in Case’s relationship with Molly. Case literally “jacks into” Molly,
seeing what she sees and feeling what she feels. Similarly, the viewer “jacks into” the
Major and the portrayal of the Major’s connections to cyberspace makes this explicit: in
Ghost in the Shell, jacking-into cyberspace is not portrayed as ejaculating into the system
or penetrating the net. Rather, the trodes emerge from the other and penetrate the Major
(see Figures 3.35, 3.36, and 3.37). Unlike Gibson’s version of merging with the net,
Ghost in the Shell portrays a feminine connection where the cyborg is the female
connector and the computer is the male connector. And indeed the camera becomes the
network connection—when we look over the Major’s shoulder we are literally in the
position of the net/console cowboy logging into her and seeing what she sees. This
“jacking in” functionally parallels “passing” on the Internet. Rather than offering people
an opportunity for others to lose their body or to understand others to “be” whoever or
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Figure 3.36: The “female connectors” at the back of the Major’s head.
figure 3.37: Cyberspace “jacked-into” the Major.
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whatever they want to be,” cyberspace offers simstim—the illusion of jacking into
another being, seeing what they see and pretending to be who they are. There is always
an option of jacking out, of leaving whenever things get too uncomfortable or difficult,
yet also the illusion of being the person you take on. Again, as in Neuromancer, there is
the ability to see what they see, to be treated as they are treated, but not access their
minds and their emotions.
So, what happens when one jacks into an anime, especially when one is
American?46 Newitz argues that American boys are feminized by watching anime and
46 The socio-economic, age and gender of mecha are similar on either side of the Pacific. As the director
Mamuro Oshii rather facetiously noted at an anime conference, there seemed to be very little difference
between his Japanese and American audiences: “both groups show a notable lack of females, and both
seem to be the ‘logic-oriented’ type” (Horn 139). Specifically, both groups identify/are identified as otaku,
which in Japan has become a derogatory term.46 Akio Nakamura first used the term otaku to describe
attendees at a Komiketto (comic) convention. He writes that “they: all seemed so odd…the sort in every
school class; the ones hopeless at sports, who hole up in the classroom during break…either so scrawny
they look like they’re malnourished or like giggling fat white pigs with silver framed glasses with sides
jammed into their heads…the friendless type” (Akio Nakamura as quoted by Frederik Schodt, 44). In the
United States, however, otaku has come to signify insider nerd-cool: Wired magazine’s first cover featured
the word otaku written in Japanese with no English translation. In fact, American marketing strategies
conflate anime with edgy cool. Eleftheria Parpis, in Ad Week, declares that “Japanimation is edgy and
cool—and shops love it” (18). Analyzing Blockbuster’s use of anime in its 1998 Christmas advertising
campaign, she argues that “the ad targets the video game-playing-cartoon-watching 18-34-year old set; for
them, Japanese animation is shorthand for insider cool” (20). Indeed, although anime in Japan stretch from
historical drama feature films to children’s television series, anime popular in the American market
“generally fall into two broad categories: children’s films and science-fiction adventures” (Soloman 10).
According to Matt Nigro of Manga Entertainment, “most of our movies take place in the 21st century,
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placed in a capitulatory position to Japanese culture. They submit to that which they view
and are overtaken by another’s culture. Such a view assumes a completely identical
position between viewer and audience, and ignores the fact that the viewer jacks in, rather
than gets jacked into. Newitz, however, also suggests that translating and viewing anime
may be a means by which viewers “convert a Japanese product into a uniquely American
one. What might be satisfying for Americans about this is that it essentially allows them
to ‘steal’ Japanese culture away from Japan” (3). This conversion supports the notion of
anime producing a “Peeping Tom” or spying effect. Indeed Antonia Levi, who argues
earlier that anime enables a great cultural exchange,47 later argues that anime enables a
penetrating view into Japanese society:
anime can show you a side of Japan few outsiders ever even know exists. Unlike much of Japanese literature and movies, anime is assumed to be for local consumption only. That’s important, because most Japanese are highly sensitive to outside pressure…They write for and about Japanese. As a result, their work offers a unique perspective, a peeping Tom glimpse into the Japanese psyche…. But be warned. What you learn about Japan through anime can be deceptive. This is not the way Japanese really live. This is the way they fantasize about living. These are their modern folk tales, their myths, their fables. This is not a peep into the conscious Japanese mind, but into the unconscious. (16)
The viewer, looking over the Major’s shoulder, peeps into the Japanese unconscious,
penetrating to the very ghost in the shell. Similarly, Schodt, who earlier argues for anime
follow futuristic sci-fi story lines and are geared towards 17- to 28-year-old males and females whose
interests include music, comics, virtual reality, Internet surfing and computer games” (Allstetter J1).
47 According to Levi:
The new generations of both Japan and America are sharing their youth, and in the long run, their future. However much their governments may argue about trade and security in the Pacific, American’s Generation X and Japan’s shin jinurui will never again be complete strangers to one another. The connection is not only with Japan. Anime has already spread across most of Asia. Future social historians may well conclude that the creation of the American otaku was the most significant event of the post-Cold War period. (1-2)
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as a rosetta stone for mutual understanding,48 argues that anime allows one to see beyond
“the surface or tatemae level of Japanese culture” (31). The great mirror, or illusion, of
anime gives the impression of looking beyond surfaces, to what really is.
Thus, as Susan Pointon notes, unlike other forms of Japanese entertainment, such
as Power Rangers, that are aimed at American audiences, “what is perhaps most striking
about anime, compared to other imported media that have been modified for the
American market, is the lack of compromise in making these narratives palatable” (35).
Although, in revamping the ever-popular television series Sailor Moon for an English
audience, the main character’s name Usagi (bunny) was changed to Serena so that it
would not offend female viewers, these anime do not go through an intensive
Americanization before they hit the market. Indeed, amongst hard-core fans, the less
mediated the better and subtitled versions are valued over dubbed ones. This fetishizing
of the other and the emphasis on imcomprehensibility has not been lost on anime and
manga creators. Takahashi, the creator of Ranma 1/2, speculates that the popularity of
anime in America may stem from exoticism:
Because I consciously feature Japanese life such as festivals and the traditional New Year’s holiday, rather often in my manga, I sometimes wonder if American readers understand what they’re reading. Maybe they just like the comics because they’re exotic. (Horibuchi 18)
Exoticism and authenticity do appeal to viewers, but again, these are benign forms of
otherness.49 Translation, however frugal, also appropriates another culture even as it
48 Frederik Schodt argues that:
Ultimately, the popularity of both anime and manga [Japanese comic books] outside of Japan is emblematic of something much larger—perhaps a postwar “mind-meld” among the peoples of industrialized nations, who all inhabit a similar (but steadily shrinking) physical world of cars, computers, buildings, and other manmade objects and systems. Patterns of thinking are still different among cultures, and different enough for people to be fascinated by each other, but the
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establishes a bridge between them. In a translation, materials are domesticated—at the
very least they must be rendered in one’s domestic language. Through domestication, a
domestic subject gets inserted into the translation.
In order to effect such an insertion, anime viewers turn to cyberpunk fantasies
about the Orient already in place, invariably a pre-requisite to anime fandom. If,
“through fantasy, ‘we learn how to desire,’” through cyberpunk fantasies such as Blade
Runner and Neuromancer, the viewer learns to desire and enjoy anime. The viewer
identifies with protagonists such as Case and Deckard, who are faced by a world
dominated by technology and all things Asian. The uncompromising nature of anime, the
sense of being thrown into another culture and not being able to completely understand
the situation, again reiterates Case’s position in Neuromancer. The arbitrariness of the
trouble one finds oneself in, combined with the green cyberspace view that makes things
comprehensible in terms of a cat and mouse chase (again an American theme), is exactly
what anime offers its American viewers. The inability to comprehend Japanese and to
read all the signs afforded him, rather than alienating the viewer, places him a position
structurally mimicking cyberpunk heroes. The viewer in anime puts into place lessons
learned from Western cyberpunk. Moreover, the position of the viewer—who sees
without being seen—strengthens this parallel.
Thus, cyberspace—or more properly narratives of cyberspace—rely on the
incomprehensibility of the Orient for their comprehensibility. Faced with making
areas of commonality have increased to the point where it is easier than ever before to reach out and understand each other on the deepest levels of human experience and emotion. (339)
49 More often than not authenticity is proven by incomprehensibility. The true Japanese anime, unlike
Power Rangers, do not try to address a non-Japanese audience.
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computer networks readable to others, influential writers, such as William Gibson, draw
on Asia (where in Japan, Asia does not equal Japan) as a land easily reduced to
information, yet also exotic enough to overload the viewer with information. To be clear,
I am not arguing that cyberspace is limited to Gibson’s, Oshii’s, or Shirow’s conception
of it, nor am I arguing that Orientalism is the only “other space” relied on to make
cyberspace comprehensible. I am arguing that the conjunction of narratives about
cyberspace and Orientalism domesticates fiber optics narratives. Narratives of
cyberspace that make reference to Orientalism seek to contain what they also create, even
if they show cyberspace as exceeding information. That is, these narratives view the
Orient as challenging one’s assumptions and usual navigational assumptions, but still rely
on the logic of the navigatable, of the symbolic as readable. The confusion the viewers
feel stems from their position as tourists viewing the exotic. The unreadability of these
locations serves to enhance their exoticism, rather than challenge the viewers’
assumptions about the symbolic and about orientation and orientalism. Barthes, in
Empire of Signs, speaks of the ways in which he seeks “the very fissure of the symbolic”
in his constructed Japan: “Japan has starred him with any number of ‘flashes’; or better
still, Japan has afforded him a situation of writing….writing is, after all, a … seism which
causes knowledge, or the subject, to vacillate: it causes an emptiness of language” (4).
Barthes’ formulation of a mythic Japan has its own problems, but what Barthes offers and
Gibson and Oshii do not, are an admission of construction, and the possibility of
emptiness and fissure. The point, then, is to see the ways in which this challenge of
disorientation in the face of the foreign can disrupt everyday locations and
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understandings, rather than being reserved for those other spaces. The point is to see the
ways in which heterotopias disrupt “normal” spaces, rather than lie neatly outside them.
GOING NATIVE
This orientalizing of the digital landscape, this entry into cyberspace as entry into
world of Oriental sexuality, is not limited to literary and animated conceptions of the
Internet. Marty Rimm, whose senior thesis became the notorious Carnegie Mellon report
on the consumption of pornography on the information superhighway, argues that
cyberspace introduces nine new categories of pornography, two of which are “Asian” and
“inter-racial.” What is interesting in this supposedly identity-free public sphere is not
simply that Asian pornography has emerged as a popular genre, but rather that, referring
back to the search on Oriental that concluded chapter two, Asian has itself effectively
become a pornographic category.
The Internet also revises our understandings of Orientalism, disengaging
Orientalism from the Orient. Through high technology, Orientalism is made to travel: it
is cited and disseminated in ways that untether the relationship between Orientalism and
the Orient. Oriental mail order bride sites such as Asian Rose Tours offer women from
the former Soviet Union as well as the Philippines. Oriental pornography sites also offer
pictures of white women, albeit women who are either bound or mutilated. The conceit
behind these Oriental pornography sites is that Oriental women are submissive and in
some way lacking the independence and status of their female contemporaries
(importantly, the visitors to these sites are American and Japanese men). The inclusion
of Russian women exposes the economic base behind this assumption, but also reveals
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the flexibility of the category “Oriental” to include all economically disadvantaged
women. It relies on Mitchener’s Oriental dreams: fantasies of white men and Asian
women brought together by WWII. The inclusion of mutilated white women disturbingly
points out the image of Oriental women as submissive and lacking. The fantasy here is
that mutilating white women makes them more “Asian,” re-creates lack and dependence.
The point is that these women in some way lack the ability to stand as “wholes.” High-
tech Orientalism, then, disperses Orientalism, in all the meanings of the word disperse.
High-tech Orientalism seems to be all about dispersal, specifically the dispersal of global
capitalism.
These attempts to contain the Internet, to restrict it via techno-Orientalism, do not
guarantee safety. Orientalist narratives are not always comforting: they do not always
orient. Rather, they carry with them fear of the yellow peril or uncontrollable and
contagious intercourse; they carry fears of overwhelming contact, of being taken over by
the very thing they seek to control. They carry with them the fear of going native.
According to Senator Exon amongst others arguing for Internet regulation, cyberspace
has spread obscene pornography, pornography that goes beyond naked women.
Importantly, Exon, when arguing on the Senate floor for Internet regulation, had never
surfed the World Wide Web. Rather, he had an intern or friend collect the most vile
online pornography and then print them off. He carefully compiled these print-outs into a
little blue binder and brought then to the Senate chamber. Before the vote on the
Communications Decency Act, his peers came over to his desk, looked at the pictures and
then overwhelmingly supported the CDA. His notebook, in many ways, served as a
perverse version of “look at my pictures from my friend’s last vacation.” Exon’s horror
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at “hard-core” pornography and his desire to censor such materials is analogous to
European reactions to excessive Oriental intercourse. As Said argues:
Every European traveler or resident in the Orient has had to protect himself from its unsettling influences. . . . In most cases, the Orient seemed to have offended sexual propriety; everything about the Orient—or at least Lane’s Orient-in-Egypt—exuded dangerous sex, threatened hygiene and domestic seemliness with an excessive “freedom of intercourse,” as Lane put it more irrepressibly than usual. (166-7)
Again what ruffles legistors’ feathers about the Internet is freedom of intercourse in all
senses of the word intercourse. Faced with the Information superhighway and the
massive deregulation of the telecommunications industry in 1996, the reason seized upon
for government regulation was pornography—excessive sexuality.
So, what happens when we take freedom of intercourse seriously, even if it is
within the rubric of high tech Orientalism? Take, for instance, the case of virtual sex. In
many ways virtual sex epitomizes the Orientalist dreams of the Internet. As Cleo Odzer
argues in Virtual Spaces: Sex and the Virtual Citizen, “western men play with Thai
prostitutes with the same non-chalance we play with our cyber-lovers” (239). The
guiding metaphor of the WWW, namely virtual travel, feeds into the notion of the
Internet as a vacation space, a space in which responsibility is temporarily suspended in
favor of self-indulgence, a space in which our formal identities are left behind in favor of
our secret ones. Significantly, the Orient is also, first and foremost, a virtual space. As
many critics of Orientalism from Said on have argued, the Orient is not a “real” space but
rather a textual space. According to Said, Orientalism is a textual universe—it is created
by texts supposedly on the Orient that in fact create what they purport to describe.
Virtual sex seems always to verge on the risque: bondage, domination, sadism and
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masochism dominate virtual sex, which furthers the theme of submissive and deviant
Oriental sexuality.
Virtual sex and all so-called real time communications cannot be safely cordoned
off because they are not limited to the self and because cyberspace cannot be limited to
narratives of it perpetuated by works in other media that try to tell the truth about
cyberspace. Instead, these real-time communications enable a form of contact that
disable the notion of disembodied communication. The mirror starts breaking down. By
now, we’ve all heard stories of people addicted to chat rooms and virtual sex—people
whose lives and marriages have been destroyed by virtual infidelities or obsessions, or
people whose definition of community has been redefined by their online participation.
Further, rather than marking a disembodied space, moos and muds create spaces in which
people pass, rather than imagine themselves as everywhere yet nowhere. Although I
elaborate on real time in the next chapter, I would like to flag it here as a place where
dreams of exploration and domination are put to the test—as a space that is
fundamentally public, in the sense that it belongs to no one, but is also constantly
contested. The fact that real-time communications are never really real time, that there is
a considerable time lag between question and response, also serves to make this space
dis-orienting, and it is this dis-orientation, I argue, that enables the Internet to verge
toward the disruptive, to verge toward the truly public. In real time communications,
narratives do not prevent contact with the “new.”
To conclude, the Internet is not inherently Oriental, but has been made Oriental.
The narrative of the Internet as Orientalist space accompanies narratives of the Internet as
disembodied space. In other words, the Internet can only be portrayed as a space of the
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mind if there is an accompanying Orientalizing of difference, if there is an accompanying
display of Orientalized bodies. However, this binary of disembodied mind, on the one
hand, and embodied and Orientalized other, on the other hand, breaks down with so-
called real time communication. And this binary breaks down not because the
Orientalized other is suddenly afforded the status as subject, but rather because the
boundary between self and other, self and self begins to break down.