(ConÂtinÂued from Part II)
The most recent major forÂay into the world of culÂtureÂboxÂes comes in an entireÂly difÂferÂent size and marÂket niche: the Apple iPhone. It may look difÂferÂent, but it has all the hallÂmarks of a culÂtureÂbox. The iPhone wants to delivÂer video, audio and the best of the Web; it hopes to revÂoÂluÂtionÂize its marÂket; it requires monthÂly serÂvice fees and a hefty price-tag to use fulÂly.
Just like Microsoft and Tivo, Apple has had some strugÂgles in getÂting their new device to live up to its promisÂes. The batÂterÂies on many of the iPhones are not livÂing up to expecÂtaÂtions and some stanÂdard phone feaÂtures seem to be missÂing. The new phone purÂports to comÂbine the roles of iPod and cell phone more eleÂgantÂly than any othÂer device.
Music. Video. ConÂnecÂtion. The Tivo, Xbox and iPhone all want to sell us culÂturÂal serÂvices through an inteÂgratÂed sysÂtem of digÂiÂtal conÂtrol. Record or purÂchase conÂtent from the authoÂrized digÂiÂtal store and watch it on the authoÂrized device. All three comÂpaÂnies know that the sucÂcess of their prodÂuct depends on mainÂtainÂing a delÂiÂcate balÂance between defendÂing the walls of their digÂiÂtal kingÂdoms and allowÂing in enough outÂside conÂtent to remain flexÂiÂble in uncerÂtain marÂkets. All three boxÂes can be hacked and manipÂuÂlatÂed, of course, but their manÂuÂfacÂturÂers are countÂing on the vast majorÂiÂty of cusÂtomers to play along and pay along.
Just as the box-makÂers strugÂgle to cut deals with conÂtent proÂducÂers to make their digÂiÂtal offerÂings appealÂing to conÂsumers, the “traÂdiÂtionÂal” culÂture indusÂtries are desÂperÂateÂly strugÂgling to embrace new forms. The New York Times reviews videogames as well as plays, and just about every major media instiÂtuÂtion has launched some kind of blog, web video serÂvice or podÂcast so you can conÂnect with the critÂics on whatÂevÂer culÂtureÂbox you preÂfer.
CulÂture served up on boxÂes is very difÂferÂent from pubÂlic perÂforÂmance or ephemerÂal newsprint. We can save up hours and hours of it; we can carÂry it around or dupliÂcate it. When we build up a library of music and videos, we own culÂturÂal objects in a way that was nevÂer realÂly posÂsiÂble before, when the best we could do was own perÂishÂable physÂiÂcal media. We can replay, reforÂmat, share and colÂlate favorites, and we can use our rankÂings and ratÂings to find new works. A lot of the most excitÂing techÂniÂcal advances have had to do with conÂnectÂing culÂtureÂboxÂes, but that so far that conÂnecÂtivÂiÂty mostÂly goes to proÂvidÂing betÂter culÂture for solo viewÂing. The three devices disÂcussed here all hope to change that.
The reign of culÂtureÂboxÂes is in many ways the perÂsonÂal, digÂiÂtal verÂsion of someÂthing that hapÂpened in the late 18th cenÂtuÂry: The birth of the modÂern museÂum. The idea was to gathÂer art, knowlÂedge and hisÂtoÂry togethÂer and frame them appropriately—saving up culÂture for you in vast marÂble boxÂes. Today’s perÂsonÂal culÂtureÂboxÂes will nevÂer replace theÂater or museÂum-going, but they extend the same promise of culÂturÂal litÂerÂaÂcy (have you finÂished The SopraÂnos yet?). These days the promise is affilÂiÂatÂed with brand name digÂiÂtal empoÂria.
Like the Xbox, Tivo, and iPhone, many of the first museÂums wantÂed to be everyÂthing for everyÂbody, offerÂing visÂiÂtors hisÂtorÂiÂcal relics, bioÂlogÂiÂcal specÂiÂmens and strange devices in a mishÂmash of art, sciÂence and hokum. No wonÂder the XboxÂes are on the fritz: they’re tryÂing to capÂture all our totalÂly conÂflictÂed interÂests in just one device. EvenÂtuÂalÂly we’ll figÂure out what digÂiÂtal conÂtent realÂly belongs in our pockÂet on a two-inch screen, what needs to stay in the livÂing room, and what to keep out of the box entireÂly. I should have some time to think about it while my Xbox gets repaired.
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