(Note: this is a fairly comprehensively edited and expanded version of a paper I wrote in grad school. I’ve decided to more-or-less retain the MLA flair.)
When considering the range of available interpretations of our cultural moment and the role played by digital technology, a certain degree of unsureness seems inevitable. Contemporary anxieties about how technology is molding our subjectivity are often reflected in cultural products like novels and films. The theme of the evolution of consciousness has been central to many creative works, and the embodied phenomenon of technogenesis has sparked an especially fruitful run of stories in the science fiction genre. The 1995 animated Japanese film Ghost in the Shell directed by Mamoru Oshii interrogates the role digital technology plays in modern life and the possible directions it may take into the future. The plot involves the merging of a sentient computer program with a human whose body had previously been modified with cybernetic implants. As a creative vision, it is imbued with ambivalence. The social order it depicts is dreary and dystopian, with human affairs ironically perverted by the very technology that was designed to enable better communication and human interconnectedness; this could be taken as a sly critique of capitalist society, of course, as most of the technology developed under such socioeconomic conditions is meant to facilitate transactive relationships rather than deeply communal ones. The pervasive alienation experienced by the characters in this near-future makes the promise of transcendence, or at the least meaningful and productive change, a particularly attractive proposition, and the imperatives of a starkly physicalist world all but guarantee that that proposition is encountered in the intimate space of the human body itself. Hence, we have the cyborg. The figure of the cyborg, the merging of human flesh with machine components, is central to the film’s plot and themes, and suggests the ways and means information technology may be embodied. The critic Carl Silvio understood the ambivalence governing the mood of Ghost in the Shell– “Though the cyborg… may represent the final imposition of information technology as a means of social control, it may also be potentially recoded and appropriated… as a means of dismantling the binarisms and categorical ways of thinking that have characterized the history of Western culture” (54). Silvio’s project is explicitly political, and oriented towards disrupting the dynamics of dominance and oppression, which makes it a more fundamentally instrumental critique than the work of Hayles and other digital humanists who- while not ideologically neutral- are more interested in tracking the development of our cultural-technological moment than challenging its real or imagined shortcomings. For such DH scholars, the form, function, and technical constitution of the new digital subject (to coin a term) is of greater interest than the ideological content that new subject may have. Ghost in the Shell certainly has a narrative with a political valence, but itembraces an ambiguity- one closely tied to its depictions of troubled subjectivities in transitive flux- that resists an overly polemical reading.
Taking this into account, the subject of my present inquiry with regard to Ghost in the Shell will be the ambiguous nature of the process of technogenesis and the “new” human subject it generates. I will argue, contra Silvio, that breaking down (or seeming to break down) dominant power structures is not the primary narrative function of the cyborg protagonist’s character arc, and that its re-conceptualization of digitized consciousness is principally formal, not ideological; this means a plurality of subjectivities can be generated from it, and not necessarily just ones reflecting the imperatives of a contingent and instrumental political purpose. This is not to suggest, of course, that ideology is absent or irrelevant. Ultimately, Mamoru Oshii’s film isolates the nature of contemporary, information technology-induced technogenesis in the process of remediation, in which the latest metaphor for the human mind is the rapidly changing forms of new media. The speed, pace, and nature of this transformative information landscape does indeed dispel the possibility of glib epistemic binaries (Western or otherwise), but also prevents the narrative from serving the purpose of mere polemical repudiation; its ideological subversions are too pluralistic in their implications for that.
Ghost in the Shell fits comfortably within the science fiction subgenre known as cyberpunk, a literary as well as cinematic set of story conventions that combine counter-cultural or ‘punk’ attitudes with interest in the prominent social and psychological influence of information technology. The story concerns a young Japanese woman named Major Motoko Kusanagi, who works for a specialized branch of the Tokyo police department concerned with cyber terrorism and espionage called Section Nine. The year is 2029, and Tokyo has degenerated into a bleak post-industrial landscape where cabals of corrupt government officials run the show and technology has literally re-configured the human body to the point where cybernetic implants are the norm. The most troubling aspect of this near-future world is the ubiquitous practice of implanting computer chips into the human brain as a means of accessing the ‘data net,’ a system of computer networks roughly analogous to the modern-day internet. The key difference between the present and future network is the future’s lack of a mediating computer interface. In 2029, users tap their conscious thoughts to directly access and retrieve information on the net, a practice which becomes dangerous when skilled hackers learn how to electronically enter and alter the computer components installed in human brains to erase memories and implant false ones. This grim practice summons many of the anxieties surrounding the externalizing properties of communication technologies. Advanced computer networks enable the widespread dissemination of information, but the accuracy of information and how it may influence users remains uncertain, and data placed on the internet remains notoriously vulnerable to erasure, alteration, and manipulation, and inserting these features of contemporary information technology directly into the human brain offers a vision of the consciousness-shaping effect of pliable information brought to a dystopian extreme. The mind is now a database, with data sets that can be manipulated to a strictly functional end. Here technology erases subjectivity and agency, reducing human subjects to mere puppets.
The ersatz nature of memory in this future world corresponds agreeably to the artificial features introduced to the human body. Major Kusanagi herself is almost entirely a machine, having traded in the majority of her organic components for a robotic body years prior to the beginning of the narrative. Near the start of the film, this too is represented as something that inhibits human agency and well-being, and so Silvio must be given his due. He writes, “Kusanagi undergoes a profound humanist crisis concerning her cybernetic construction and what it suggests about her identity… Major is acutely aware that her entire sense of self and consciousness are inseparable from the organization to which she belongs” (59). Section Nine reserves the right to take back all the cybernetic implants it installs into its operatives in the event they should choose to quit, an act that itself would be self-negating as it would involve the erasure of their memories; the technology is designed to permanently bind its human hosts to the service of national institutions. Here again technology inhibits and imprisons, and constricts the range of human potential. However, this condition is fraught with contradiction and prompts a serious question: Why would anyone willingly surrender their sovereignty in such an intimate, embodied fashion? There is no evidence that the Major or any of her co-operatives have been coerced by Section Nine to do what they do. This would seem to suggest that change, especially embodied change, is something the Major, and possibly the other similarly enhanced characters, deliberately seek out, whatever the cost. This approach to physical and psychological change is accomplished through technology, and mirrors the logic of technological progress as described by the Major in an early scene: “If a technological feat is possible, man will do it. Almost as if it’s wired into the core of our being.” Technology is here conceptualized as a reflection and externalization of human extinct, with no free will attached. Technological change proceeds with the seemingly inevitable logic of a natural phenomenon, so humans change along with it because they must. They could just as easily resist eating and reproducing. The implications for this are startling- the transhistorical instincts of human beings are potentially more powerful than the historically contingent imperatives of human political systems. Inasmuch as technology is an extension of the human, the efforts of institutions to circumscribe its use may very well be doomed.
The nature of the changes undergone by the characters of Ghost in the Shell is complex and multifaceted, but best understood in light of the data network they all have access to through their cybernetic brain implants. The change they experience in their new technocratic environment is essentially relational. As Silvio remarks, “The world has… become coded; its elements are defined, not by an inner/outer dichotomy, but by their relational positions within larger systems of information… Kusanagi’s sense of self thus does not derive from a supposedly interior source… but rather from her relation to the organization to which she belongs” (59). Technology is understood to operate on the principal of social functionality, and it takes this command to the level of the most intimately experienced subjectivity. By definition, technology is the application of scientific knowledge to perform functions. Information technology, and communication technology generally, operates by extending the contents of the human mind outward into a larger network, which may have a structure and influence inimical to the humanist self. The anxiety is that human subjectivity may very well be reduced to mere functionality in service of an inhuman, bureaucratic network. In Ghost in the Shell, this subjectivity-diminishing project begins with the physical body and extends inward and outward from there. In the case of its cyborg protagonist, the Major, this process is acutely felt and understood- “Because Section Nine actually owns the material underpinnings of her subjectivity, her sense of personhood cannot be thought of apart from its bureaucratic organizational structure… In short, the body… behaves much like a signifier within a postmodern information system, its meaning determined… by its position in the overall pattern” (Silvio 59-60). Despite the intrinsically anxious nature of this dynamic, the Major remains remarkably cool, collected, and lucid about her condition throughout the film. She is possessed of a self-awareness and an understanding of her state that prevents her from succumbing to total dehumanization.
So far it may seem that the vision of Ghost in the Shell is decidedly pessimistic about the relationship between human beings and information technology. One might even say it is technophobic. It is important to note, however, that no matter how grimly functional human affairs seem to be in this future world there is always a hopeful thread that manifests itself in the form of faith in constructive change. The biomechanical alterations underwent by the citizens of future Tokyo grant them superhuman physical and cognitive powers that come at the price of greater interdependence in a criminally antihuman, technocratic social order. This hyper-modern social order treats humans in strictly instrumental terms, even though the ultimate “purpose” of modernity has long since been obscured. The digital future is plagued by a paradoxical condition of increased interconnectedness growing alongside an increased alienation from self and (legible, autonomous) other. Only the capacity to renegotiate the social order can grant the characters hope, and this capacity hinges on a mastery of pattern-recognition that may enable the rediscovery of an adaptable but coherent self. Interestingly, this pattern-recognition seems to lead inexorably to the very human capacity towards story-telling, a form that is a marked contrast to the massive, fluid dynamics of the data network.
The main thrust of the story of Ghost in the Shell is Section Nine’s pursuit of a mysterious super-hacker known as the Puppet Master, a computer genius responsible for many acts of cybercrime and cyber-terrorism. Near the opening of the film, the Puppet Master ‘ghost hacks’ (the term for illegally accessing someone’s brain through the installed computer implants) a hapless garbage man and a petty thief and manipulates their actions to serve his ends by implanting false memories. Major Kusanagi and her partners Batou and Togusa manage to apprehend them both and interrogate them at police headquarters. Togusa’s interrogation of the garbage man, whose false memories included a wife and daughter he never had in reality, is one of the most harrowing moments in the story. Slowly and painfully, the garbage man is forced to understand that the subjective experience of his life is false. He is not a married man with a daughter, but a poor, friendless bachelor. The Puppet Master, by hacking his brain, had crafted a social network for him that was not authentically human, but an illusion designed to serve a practical end. The rise of digital media has made information itself a commodity, with its truth value or human interest of secondary concern to its monetary potential. When this principal is brought to bear on the information-processing properties of the human mind itself, the result is the obliteration of human subjectivity and human agency. The manner in which Togusa manages to convince the garbage man to recognize the reality of his situation is especially interesting. He forces him to try to reconstruct the circumstances under which he met his wife and eventually started his family. When the garbage man is unable to build a linear narrative of his family’s past, just an inchoate amalgamation of imprecise recollections, he comes to realize that his memories are false. The key to this recognition is the failure of narrative. N. Katherine Hayles, referencing the work of Lev Manovich, has described the cultural forms of database and narrative. Manovich understood these two information-oriented forms as ‘natural enemies,’ and the critic Ed Folsom enthusiastically agreed with him in his essay “Database as Genre” (175). “The attack of database on narrative… threatens to displace narrative, to infect and deconstruct narrative endlessly, to make it retreat behind the database or dissolve back into it” (qtd. in Hayles 175). The key to understanding the difference between narrative and database and their reputed antagonism is to understand the way each organizes information for human subjects. The database is usually relational, and oriented towards the large-scale collection of data and its categorization. They are almost always self-contained and deal in information that is ‘closed,’ or precisely quantified and delineated. Narratives, on the other hand, are never self-describing (A basic account [summary] of the information provided by a narrative generally doesn’t do justice to the experience of the story itself) and deal in indeterminacy (Hayles 176-179). Though databases can be useful for narratives, the differences create tensions- “Whereas database allows large amounts of information to be sorted, catalogued, and queried, narrative models how minds think and how the world works, projects in which temporality and inference play rich and complex roles” (Hayles 179). In short, the narrative is the “natural” human brain, and the database is the computer. It stands to reason that the integration of human and computer components would have the potential to produce a human being that thought more like a database, or a computer that thought more like a story-telling human being. That is the anxiety reflected in the scene in Ghost in the Shell involving the interrogation of the garbage man. When the Puppet Master hacked his brain he corrupted his narrative-oriented thought patterns, dumping context-free information into his mind like one would a database so that the garbage man could perform a function like a good little machine. When Togusa reveals to the man that his memories of his wife and child do not fit into any narrative structure or have the externalizing properties of narrative, the garbage man recognizes them as false. He is in the unnerving position of being more database than story, more machine than man, at least on the level of conscious perception.
Another remarkable scene in Ghost in the Shell that reflects many contemporary anxieties (and perhaps some hopes) surrounding the cognitive and social effects of information technology occurs around the midpoint, some time after the scene with the garbage man. A humanoid robot designed to look like a beautiful young woman is hacked by the Puppet Master and controlled remotely so that it breaks out of the factory where it was stored and wanders onto a nearby road and is hit by a truck. The damaged machine is brought to Section Nine headquarters where scans reveal that a ‘ghost’ (a consciousness-trace usually left by a human brain) is present despite the absence of any organic materials in the unit. The Major, ever curious, wishes to interface with the robot in order to ascertain the nature of the consciousness within it, but before this can happen, the machine speaks and announces itself as the Puppet Master- “I am not AI. My codename is project two-five-zero-one. I am a living, thinking entity that was created in the sea of information.” As it turns out, the Puppet Master is not human but rather a computer program that was created by corrupt officials from Section Six (Foreign Affairs) to conduct espionage missions. It managed to achieve sentience and now wishes to be recognized as a living being with rights. Upon revealing his true nature, the Puppet Master gets into a fierce debate on the nature of living organisms with a Section Six official:
It can also be argued that DNA is nothing more than a program designed to preserve itself. Life has become more complex in the overwhelming sea of information. And life, when organized into species, relies upon genes to be its memory system. So, man is an individual only because of his intangible memory... and memory cannot be defined, but it defines mankind. The advent of computers, and the subsequent accumulation of incalculable data has given rise to a new system of memory and thought parallel to your own. Humanity has underestimated the consequences of computerization. (Ghost in the Shell)
This utterance, more than any other line in the film, best elucidates the story’s central themes. To shed light on its significance, the work of Wendy Chu is useful. The Puppet Master’s words utilize computers and related technologies as a metaphor for life, and positions memory as central to understanding both life and human thought. He also orients his conceptions toward the future when he articulates a plan to merge his consciousness with Major Kusanagi’s. Chu described new media and information technology’s future-oriented nature as follows- “New media empowers individuals by informing them of the future… This future- as something that can be bought and sold- is linked intimately to the past… Computers as future depend on computers as memory machines… This future depends on programmable visions that extrapolate the future… based on the past” (8-9). By linking the ‘past’ biological functions of organisms with the ‘new’ electronic processes of computers the Puppet Master stakes a claim to the sense of temporality associated with narrative-making machines, or the thought processes of human beings. He argues that it is memory that makes humanity what it is. It would seem that the computer, as a memory tool, has come the closest of any technology to developing the cognitive attributes of the human, but the structure of the database had heretofore limited its ability to develop along the lines of narrative-determined humans, despite in many ways being an extension of them. The facility to sense an unfolding in time and an orientation toward the future would be a significant game-changer for the machine.
If we understand technology in the McLuhanite sense (that it is essentially a prosthesis that extends or enhances some human capacity) than information technology extends, enhances and empowers human thought. Does it have the capacity to become human thought? Just as the scene with the garbage man revealed anxieties about humans becoming too much like machines, the scene where the Puppet Master first speaks reveals fears about machines becoming too much like humans. Intriguingly, the articulation of this fear includes much speculation about the nature of human thought, and by extension, human nature. The basic mood still remains dystopian and pessimistic however, and it is only with the film’s climax that a hopeful reconciliation between the competing paradigms of man and machine cognition takes place.
The climax of Ghost in the Shell involves a confrontation between the criminal operatives of Section Six and Major Kusanagi and Batou. Section Six has kidnapped the damaged robot shell that contains the ‘ghost’ of the Puppet Master, and the Major makes every effort to retrieve it so that she can interface with the new organism ‘bred in the sea of information.’ The effort is predictably violent and hinges on the spectacle of shoot-outs and explosions, but the Major and Batou ultimately prevail. After acquiring the Puppet Master, the Major interfaces with him. This prompts the following exchange between the two:
- Puppet Master: We have been subordinate to our limitations until now. The time has come to cast aside these bonds and to elevate our consciousness to a higher plane. It is time to become a part of all things.
- Major Motoko Kusanagi: You talk about redefining my identity. I want a guarantee that I can still be myself.
- Puppet Master: There isn’t one. Why would you wish to? All things change in a dynamic environment. Your effort to remain what you are is what limits you. (Ghost in the Shell)
It is tempting to understand the Major’s reticence as a desire to preserve her sense of self in the context of an environment that constantly seeks to appropriate it for instrumental ends. Her ongoing, subtle resistance to such efforts ironically creates the conditions by which she can assuredly relinquish her sense of an autonomous (some might say humanist) self for something potentially greater. The Puppet Master wishes to merge his consciousness with the Major’s in order to achieve a new state of being which, he feels, will enable him to at last become a ‘complete’ organism, one that has effectively reproduced (as opposed to merely copied) itself and one that will eventually die. This merging provides the one optimistic note in the film’s overall bleak portrayal of digital technogenesis. While combining the consciousness of the Puppet Master and the Major does not offer any guarantee of achieving a transcendent state, it stands as a confident feat of epigenetic evolution; that is, an example of a change in the organism that does not involve a change of DNA. The new being that emerges at the end of Ghost in the Shell can engage with his/her environment with confidence, knowing the useful attributes of both man and machine are at his/her disposal. This manifestation of the new in many respects fulfills the promise of remediation as described by Bolter and Grusin. Remediation is the incorporation of the forms and functions of older media into newer media, with the purpose of “multiplying media and erasing all traces of mediation” (Bolter and Grusin 5). To understand this process is to appreciate first and foremost that media mediates the experience of representations. The trajectory of media development is to eliminate the awareness of the mediating device(s) so that the experience of consuming media feels immediate. Considering how technology can function as a potent metaphor for human concepts and faculties, the process of remediation can serve nicely as a representation of technogenesis, the co-evolution of the human and the technical to the end of an unmediated engagement with the environment. In Ghost in the Shell, the ‘old media’ is the human mind itself, metaphorized as a form of media since the new information technology it has created is its prosthesis and (incomplete) mirror. The ‘new media’ is the emerging intelligence of advanced computer programs and networks, and the remediation is the incorporation of biological functions and narrative cognition (human qualities) into the new media form. This vision is teleological to a point, but ambiguous since more future obviously lies beyond its effectuation. At the film’s end, Major Kusanagi/The Puppet Master is empowered with greater knowledge- an unmediated (or at any rate, less mediated) experience of the world- but the moral significance of this state or the logical course of action it should prompt remains uncertain. However, the Major’s fate should still be regarded with optimism for the simple reason that it staves off the chief anxiety that characterized the earlier events in the story- the loss of a coherent subjectivity in service to the old database-driven requirements of the machine. Evans and Rees remarked that “digital technology… may be challenging even further a fundamental acceptance of the boundaries of physical human identity” (22). The strength of Ghost in the Shell is that it interrogates the fears that inevitably accompany such changes but offers constructive and creative pathways through them.
Works Cited
Bolter, Jay David, and Richard Grusin. Remediation: Understanding New Media. Cambridge,
MA: The MIT Press, 1999. Print.
Chun, Wendy Hui Kyong. Programmed Visions: Software and Memory. Cambridge, MA:
The MIT Press, 2011. Print.
Evans, Leighton, and Sian Rees. “An Interpretation of Digital Humanities.” Understanding
Digital Humanities. Ed. David M. Berry. London: Palgrave Macmillan, 2012. Print.
Ghost in the Shell. Dir. Mamoru Oshii. Perf. Atsuko Tanaka, Akio Ôtsuka, Kôichi Yamadera,
Bandai Visual Company, 1995. DVD.
Hayles, N. Katherine. How We Think: Digital Media and Contemporary Technogenesis.
Chicago: The University of Chicago Press, 2012. Print.
Silvio, Carl. “Refiguring the Radical Cyborg in Mamoru Oshii’s Ghost in the Shell.” Science
Fiction Studies. 26.1 (1999): 54-72. Print.