Simveillance in Hyperreal Las Vegas
Nathan Radke
(Department of Community and Liberal Studies,
Sheridan
College, Brampton,
Ontario,
Canada)
[Bentham's panopticon] is an
important mechanism, for it automatizes and disindividualizes power.
Power has its principle not so much in a person as in a certain
concerted distribution of bodies, surfaces, lights, gazes; in an
arrangement whose internal mechanisms produce the relation in which
individuals are caught up. The ceremonies, the rituals, the marks by
which the sovereign's surplus power was manifested are useless.
There is a machinery that assures dissymmetry, disequilibrium,
difference...The Panopticon is a marvelous machine which, whatever
use one may wish to put it to, produces homogeneous effects of
power.1
…the fantasy of
Artificial Intelligence: the brain’s becoming a world, the world’s
becoming a brain, so as to function without bodies, unfailing,
automatized, inhuman. Too intelligent, too super-efficient to be
true. There is in fact no room for both natural and artificial
intelligence. There is no room for both the world and its double.2
I.
Introduction
Jeremy Bentham’s panopticon, as filtered through Michel
Foucault, has dominated cultural studies analyses of
surveillance
since the 1970’s. Jean Baudrillard’s theory of
simulation has not
played as major a role. The interplay between the two
has been
largely ignored, except by William Bogard in his 1996 work The
Simulation of Surveillance. In this paper, Bogard’s and
Baudrillard’s ideas are brought to the hypersurveilled,
hypersimulated environment of the Las Vegas “Strip”.
In
the section titled “Simveillance”, I retrace the
fictional nature of the panopticon, as visualized by Jeremy
Bentham.
I briefly compare Foucault’s re-imagining of panoptic theory
with
Bentham’s original idea, and describe how Baudrillard
answers
Foucault’s concepts. Then I examine the articulation
between
simulation and surveillance, and the implications that this
articulation has for conventional ideas of time/space and
the gaze.
While
the hyperreal nature of the Strip makes typical
distinctions such as interior/exterior problematic, the hot
desert
sun is still able to assert its physical reality even in
such a
virtual environment. For this reason, my experiences
in and
observations of Las Vegas are broken down into two sections –
“Under
the Sun” and “Away from the Sun”. These two sections
describe the
nature of the subject/setting interaction that occurs on the
Strip,
and in the casinos.
Finally, in the section titled “Simveillance in Las
Vegas”, I illustrate how the hyperreal world of the Las
Vegas strip
renders the potentially volatile and dangerous subject
immobile,
sterile, predictable, and inert. In the seemingly
chaotic
environment of a modern casino, where possibilities appear
endless
and unpredictable, the subject actually faces fewer
possibilities
and options than he would were he ten miles further south,
in the
barren desert.
II. Simveillance
Considering the panoptic origins of modern surveillance
discourse, it is surprising that simulation has not played a
larger
theoretical role. In his works on the panopticon,
Bentham noted the
importance of appearance and spectacle over the temporal
world. The
panopticon was to be part prison and part theatre; when
visitors
were present, the obscenely visible prisoners were to wear
hideous
masks that would symbolically represent the seriousness of
their
crimes.3
Bentham had an interest in inferential entities – beings whose
existence could only be inferred by observing their effects, rather
than through direct observation of their forms.4
He argued that “fictions” – such as devils, ghosts, imps, or the
power of law – could have measurable effects on living subjects.5
The “dark spot” in the window that would replace the actual presence
of a warden could be considered a third order simulation according
to the hierarchy that Baudrillard created in his 1981 work
Simulacra and Simulation – it would disguise the absence of a
basic reality. The prisoners would not be subjected to daily
violence and physical restraints from a real warden; they would
instead be haunted by a fictional spectre. To Bentham, the warden’s
absence would be a far more effective tool than his presence,
because of the limited nature of the perceivable (actual) entity
versus the unlimited scope of the inferential (virtual) entity.6
Michel Foucault gave the panoptic ideal an academic
revitalization by devoting an entire chapter in Discipline &
Punish: the Birth of the Prison to Bentham’s ideas. Foucault
used the structure of the panopticon to illustrate his own theories
of discipline and power; to Foucault, the panopticon (with its
transparent subjects easy targets for the production of knowledge)
was a conduit for the flow of power, not a haunted theatre. The
ghost story in Foucault’s version is the possession of the inmates
by the internalized disciplinary mechanism; this is not seen as a
fiction, but as a real product of the exercise of power.
In Forget Foucault, Baudrillard dismisses the
notion of the transparent panoptic subject as a site of power
production: “[Foucault’s panopticon is] a magistral but obsolete
theory. Such a theory of control by means of a gaze that
objectifies, even when it is pulverized into micro-devices, is
passé”.7
To Baudrillard, Foucault’s analysis of power was actually a
post-mortem: “…if it is possible at last to talk with such
definitive understanding about power… it is because at some point
all this is here and now over with… what if Foucault spoke so well
to us concerning power… only because power is dead?”8
By not recognizing the fictional nature of the panoptic structure –
and of power itself – Foucault’s theory fails, albeit impressively.
Simulation must be addressed and confronted to fully understand
modern surveillance.
One
of the main functions of surveillance machineries is
to render the subject transparent – in order to see “what is
on the
other side of the surface”.9
Simulation technologies accomplish this by effectively destroying
the surface. Simulated surveillance (or simveillance) devices do
not allow the observer to actually see the subject; instead,
hyperreal worlds are created that correspond to the real
world. At the turn of the 20th century Henri Bergson
argued for a distinction between virtual and actual worlds, claiming
that the virtual could never attain equivalency with the actual:
Were all the photographs of a town, taken from all possible points
of view, to go on indefinitely completing one another, they would
never be equivalent to the solid town in which we walk about …a
representation taken from a certain point of view …will always
remain imperfect in comparison to the object of which a view has
been taken. …But the absolute, which is the object and not its
representation, the original and not its translation, is perfect, by
being perfectly what it is.10
However, at the turn of the 21st century, our technology
produces hyperreal worlds of which Bergson would have been unable to
conceive, and Baudrillard claims that it is no longer possible to
even argue about equivalency:
Everything
starts from impossible exchange. The uncertainty of the world lies
in the fact that it has no equivalent anywhere; it cannot be
exchanged for anything. The uncertainty of thought lies in the fact
that it cannot be exchanged either for truth or for reality. Is it
thought which tips the world over into uncertainty, or the other way
round? This in itself is part of the uncertainty. ...There is not
enough room for both the world and for its double. So there can be
no verifying the world. This is, indeed, why ‘reality’ is an
imposture. . . Everything which sets out to exchange itself for
something, runs up, in the end, against the Impossible Exchange
Barrier. The most concerted, most subtle attempts to make the world
meaningful in value terms, to endow it with meaning, come to grief
on this impossible obstacle... the whole edifice of value is
exchangeable for Nothing.11
It is impossible to get outside of the world, in order to see back
in. From an epistemological perspective, this makes it impossible
to ever confirm the world, or establish any absolute objective
meaning or value. The hyperreal cannot verify the real by reducing
it to and replacing it with a binary system of 0s and 1s.12
However, the effect of this transfer to the virtual is significant –
which is a greater concern to the modern individual at the dawn of
the 21st century, the state of their soul, or of their
credit rating? The soul, as a metaphysical idea, is impossible to
quantify, and its price cannot be established. It is inaccessible
and impervious to interrogation or manipulation. Not only that, but
as we did nothing to earn our souls, we are in debt as soon as we
exist (and it is a debt which we cannot repay). The credit rating,
on the other hand, is easily quantifiable and accessible. Neither
aspect of identity has any form, or reality, but the credit rating
of an individual haunts that individual like a hyperreal spectre.
These hyperreal beings and realms become the focus of examination:
“at its highest level, simulation is not about the problem of
reality versus appearances anymore, but about the coincidence of
actual and virtual worlds”.13
A straightforward example of this is the typical CCTV environment,
in which the gaze of the observer is no longer trained upon the
subject. Instead, the camera lens is aimed at the subject, while
the observer watches the television screen:
The mirror-stage has given way to the
video-stage. Nothing escapes this kind of image-recording,
sound-recording, this immediate, simultaneous
consciousness-recording, any more. Living identity, the identity of
the subject, implied the mirror, the element of reflection. . . We
no longer have such good fortune. What we get now isn’t really our
own image, but an instantaneous recording in real time. In real
time, there isn’t even the distance of an image. . . The abolition
of that distance condemns us to indefinite reproduction, to a kind
of derisory immortality…14
A virtual world is created on the monitors that corresponds to the
actual world. However, because it is a simulated environment, the
images in the monitors are far more malleable than their actual
equivalents. The virtual image may be frozen in place, zoomed in
upon, fast-forwarded, rewound, or played in slow motion.15
In addition, the image is trapped in the medium (either analog or,
more commonly, digital) until it is allowed to cease existing.
Conversely, the observer does not exist at all to the subject: “This
makes it very difficult to ask for help through the agency of the
camera – the camera leaves its object entirely as an object:
passive, without any ability to influence the situation”.16
The
rise of computer simulation profiling and modelling
technology has resulted in the implosion of surveillance
space/time. It is no longer accurate to say that the
distance
between the observer and the observed, or between the event
and its
scrutiny has been lessened, or even reduced to zero.
Profiling
refers to the construction of simulated identities that can
then be
compared to actual identities, in order to predict the
potential
actions of the real subjects. These simulations are
used to replace
actual knowledge and observed behaviour of the
subject. It is a
sorting device, as it categorizes the individual according
to race,
class, age, sex, living situation, location, spending
habits,
etcetera.17
This tool is used to predict the physical manifestation of disease
and disorders, as well as habits, routines, and criminal
tendencies. Profiling can be understood “not just as a technology
of surveillance, but as a kind of surveillance in advance of
surveillance, a technology of ‘observation before the fact’”.18
These simulated identities are not simply accurate or inaccurate
when they are applied to individuals:
The
profile neither fails nor succeeds… rather, however it’s drawn, it
guarantees or serves up an offender for surveillance. Such
high-order surveillance technologies speed the sorting and analysis
of information. …They are, in effect, a form of identification prior
to identification…19
The offence committed by the subject is his or her similarity to the
simulated profile; since the profile will have been guilty of
the offence. Like Gandy’s panoptic sort,20
the profile is a predictive technology. However, the panoptic sort
categorizes people by their actions, while profiling categorizes
people according to their resemblance to a simulation. Once certain
coincidental attributes have been observed, the simulation is
superimposed on the subject, and the missing pieces of information
are filled in. In some cases, computers are used to automatically
compare subjects to virtual profiles, bypassing the need for visual
observation.21
Computer modelling takes the same concept of predictive
simulation, and applies it to events, rather than
individuals. By
using models, generals may fight entire virtual battles
ahead of
time, in order to ascertain the outcome. It is no
longer necessary
to wait until a battle is over to weigh one’s losses and
gains;
instead, the post-battle surveillance will have been done
hundreds
of times before the first shot has been fired:
By
virtue of having been anticipated in all its details and exhausted
by all the scenarios, this war ends up resembling the hero of
Italien des Roses… who hesitates to dive from the top of a
building for an hour and a half, before a crowd at first hanging on
his movements, then disappointed and overcome by the suspense… It is
as though it has taken place ten times already: why would we want it
to take place again. …Is there still a chance that something which
has been meticulously programmed will occur? Does a truth which has
been meticulously demonstrated still have a chance of being true?22
The success of the model does not depend on its resemblance to the
event; the success of the event depends on its resemblance to the
model.
Modelling, like profiling, is a predictive technology whereby a
virtual, hyperreal world is created, and this hyperreal world then
becomes the focus of surveillance. However, unlike the virtual
worlds created by the lens of the camera, the profile and the model
are coincidental to the real but in an anticipatory fashion. An
ideal model will describe not the way in which an event is
happening, or will happen, but the way in which an event will have
happened. After the model is developed and perfected, all that is
needed is to wait for the real event to imitate what has already
taken place in the virtual world; the outcome is no longer in
doubt. With profiling and modelling, surveillance is not
instantaneous – instead, it precedes the actual event.
Simveillance technologies also serve to sterilize the
subject and the subject’s environment. There is no
danger of
infection or contamination of any kind, nor is there the
possibility
of odour, or physical contact. The digital apparition
will only age
if programmed to do so: “sterility can mean the simulation of
decay…because simulation, after all, like surveillance, aims for the
real, and that can be anything, even what corrupts it”.23
Even when this is done, it can just as easily be undone; there is
only simulated deterioration and atrophy in hyperreality.
While many authors have commented on the role of
human/machine interaction in surveillance, Bogard takes this a step
further by examining the figure of the cyborg. In 1988, Shoshanna
Zuboff wrote about the surveillance difference that was apparent
between computerized workplaces and non-computerized workplaces.
However, there was still a separation of human and machine – the
workers were merely using the technology. The concept of the cyborg
– “The melding of the organic and the mechanic, or the engineering
of a union between separate organic systems”24
– allows a greater understanding of the unique way in which
simulation enhances surveillance.
Focussing on the workplace, Bogard examines how the
proliferation of cyborg labour intensifies the capabilities
of
surveillance. Firstly, cyborg labour destroys the idea
of the
particular workspace:
. .
.cyborg work spans all levels and sectors of the post-industrial
economy and obeys no class distinctions or hierarchical divisions
between manual and mental labour; blue-collar or white-collar
occupations; staff or line… Any kind of labour, i.e., potentially
can be simulated, can be mediated by some form of biotelematic,
simulation apparatus… this is also… what increasingly causes
contemporary work to shade off into areas that formerly were
considered to be exterior or separate from work. …as computerization
and communication technologies transform the office or factory into
an any-space-or any-time-whatever…25
The modern business person – complete with cellular phone, pager,
portable computer, etcetera – is never truly away from the office,
as their physical office has been replaced and superseded by a
virtual telecommunications system; the cyborg is its own office.
Formally unproductive times, such as travel, are made productive
when the cyborg worker remains “plugged in.” At the same time,
actual travel becomes less necessary as it is replaced by virtual
meetings, teleconferencing, and instant images. Virtual movement
replaces actual movement, and the cyborg worker becomes a stationary
figure, moving through simulated spaces and interacting with other
cyborg entities.
It is not that the subject is prevented from
moving. The virtual does not place physical restrictions on
movement. Instead, movement is annihilated by being robbed of its
necessity, and therefore, its meaning. Baudrillard argues
that this extermination is a perfect crime, with no motive or
perpetrator: “. . .to exterminate means to deprive something
of its own end, to deprive it of its term. . . This is the crime: we
attain a perfection in the sense of a total accomplishment, and that
totalization is an end. There is no longer any destination
anywhere…”26
Movement is not inhibited, but it is rendered absurd:
So it is both a crime against the real world,
which becomes a useless function, but, more deeply, more radically,
it is a crime against the illusion of the world, that is to say,
against its radical uncertainty, its dualism, its antagonism –
everything which underlies the existence of destiny, conflict, and
death. …we might be said to end up with a world that is unified,
homogenized, totally verified, as it were, and hence, as I
see it, exterminated.27
Nothing is so absurd as that which has no reason to exist. And in
this way, movement (and all the danger, uncertainty, possibilities,
and ambiguity that comes with movement) is murdered.
The
cyborg creates its own surveillance by virtue of its
dependence on information technology. It is no longer
necessary to
record the actions of workers; the cyborg worker creates its
own
real-time documentation through its very operation:
Filing an order, confirming a reservation, programming a task: any
work accomplished via data entry leaves a trail, automatically.
More, any work whose tasks can themselves be broken down and
transformed into functions of coded instructions is surveilled even
before it begins.28
Production and observation are no longer separate forces in the
cyborgian world; often, producing the observable information is the
sole function of the cyborg worker. The data is what is produced by
the cyborg, and what is monitored by the cyborg’s supervisors. The
simulated labour of the cyborg is surveillance.
While simulation has become a powerful ally of
surveillance, it has a longer history as the adversary of
surveillance. Surveillance serves to unmask appearances, while
simulation can mask, pervert, disguise, hide, and distract. This
can be done on a vast scale – building a simulated town over a World
War II fighter plane factory – or on an insignificant scale – a
student feigns interest in a lecture, even going to the lengths of
scribbling in a notebook to simulate note-taking. In particular,
Bogard writes of simulation countering workplace surveillance:
Working people, in fact, have always known how to reverse the poles
of the control of labour using simulation. In France, they call
this la perruque, “the wig”, all those ingenious ways workers
have devised to trick their employers or supervisors into thinking
they are working, or that make their work less burdensome.29
Modern day examples of la perruque include reading personal
email, viewing internet pornography or browsing online book stores,
making phone calls, or in the case of the student, simply removing
one’s brain from performing the required task while allowing one’s
body to pantomime the correct behaviour. While the simulated cyborg
worker has temporality stolen from it, the simulator of la
perruque steals time back for his or her own use. However,
there is an important difference between the wig and simple
slacking. Slacking involves an attempt to hide oneself from
surveillance, so that one may cease work completely, or go at a slow
pace. La perruque is performed in full view of
supervisors, and does not represent a less strenuous alternative to
work: “The wig demands an equivalent, and perhaps even greater,
investment of energy on the part of the worker (as a kind of
supplement to his or her labour, that `accompanies’ production)”.30
Rather than hiding from surveillance, wig performers hide
within surveillance, by simulating the image of the productive
worker.
The final relationship between surveillance and
simulation is the replacement of the first by the second. Bogard
does not go into this at length, but does provide an example:
Driving… toward Laramie, Wyoming, you pass through the little town
of Centennial. …you are oblivious to how fast you’re driving. Just
at the end of town, you spot a patrol car at the side of the road by
the café. …You’ve certainly been spotted, probably scanned with a
radar gun. You start to pull over. But as you get closer, you
notice that no one is sitting in the car, that in fact it’s not a
patrol car at all, just an old junker painted black and white,
topped with some fake flashers…31
Here, there is no surveillance, only the simulation. However,
Bogard’s example is not completely satisfactory. The painted junker
represents a cheap forgery, or a trick, rather than the replacement
of an actual process by a virtual one. The appearance is shattered
before the driver has even completely pulled over.
In
order to observe simveillance in action, one must
travel to an area overtly rich in both simulation and
surveillance.
The Strip casinos in the city of Las Vegas, Nevada meet
these
criteria more than adequately. The intense level of
simveillance
that takes place these easily accessible environments
transforms
subtle interactions into a palpable force.
III. The Las Vegas Strip: Under the Sun
Nowhere else
does there exist such a stunning fusion of a radical lack of culture
and natural beauty, of the wonder of nature and the absolute
simulacrum... You have only to see Las Vegas, sublime Las Vegas,
rise from the desert in its entirety at nightfall bathed in
phosphorescent lights, and return to the desert when the sun rises,
after exhausting its intense, superficial energy all night long,
still more intense in the light of dawn, to understand the secret of
the desert and the signs to be found there: a spellbinding
discontinuity, an all-enveloping, intermittent radiation.32
The
exteriors of the Strip hotels display a dizzying
pastiche of varying architectural styles. Some of the
casinos, such
as Caesars Palace and the Excalibur, are designed to emulate
a
particular era in human history, although historical
accuracy
is dubious at best, and it would be more charitable to argue that
the architecture is based on the Hollywood films based on
historical
eras. Walking around the moats and drawbridges of
Excalibur, for
example, one is reminded of B-grade Robin Hood
serials. The
faux-marble exterior of Caesars Palace does indeed make one
feel as
if he or she has been transported back in time, not to
ancient Rome,
but to the set of Ben Hur or one of the countless other
toga-and-sword films that populate late-night television
cable
channels.
Jean Baudrillard. Las
Vegas, “Returning to the desert at sunrise”, 1996.33
Several newer casinos – notably Paris and the Venetian –
are designed to emulate historical European cities, while
still
allowing American tourists to enjoy a European-free
environment.
The Paris casino, which also features the Arc de Triomphe
and the
Champs Elysees, is straddled by a scaled-down version of the
Eiffel
tower. The Venetian goes even further; it is designed
to emulate
almost on a 1:1 scale the Courtyard in Venice.
Painstaking measures
have been taken to ensure accuracy, although there is no raw
sewage
floating down the canals of the Venetian in the
desert. Despite
this, the Las Vegas Venetian’s canal water is no more
suitable to
drink; while Europe’s Venice canal water contains harmful
bacteria
and other organisms, the Venetian’s water is chlorinated to a
sparkling sterility.
The Venetian is not alone in its use
of exterior water. The Strip is littered with fountains, pools,
artificial lakes, lagoons, waterfalls, springs, and geysers; the
Strip air is noticeably more humid than the air four or five blocks
away. The Bellagio resort uses a water show as its main attraction;
at night, millions of gallons are fired into the air via pressurised
jets to the sounds of easy listening or classical music. In the
middle of a desert – an environment where water should be at a
premium – water is everywhere, albeit undrinkable – a perfect crime
against water.
Just
as the water is sterilized of undesirable organic
contaminants, so too the Strip itself is free of undesirable
organisms. While penguins, flamingos, tigers, lions,
sharks,
dolphins and peacocks are plentiful, no desert wildlife
intrudes
onto the strip. If one wishes to see indigenous flora
and fauna,
one must travel to the University of Nevada’s reptile zoo,
or the
Hershey chocolate factory’s cactus park, where desert life
is
separated, contained, and easily viewed in a comfortable
environment
reminiscent of Baudrillard’s encounter with the Biosphere
project:
Nature – the natural world – is becoming
residual, insignificant, an encumbrance, and we do not know how to
dispose of it. . . The example of Biosphere 2 is an eloquent one: in
the image of ideal synthesis it wishes to provide of our planet, in
its character as experimental artefact, it is a way of transforming
our environment into an archaic residue, to be tipped into the
dustbins of natural history.34
Most Strip casinos sport tall palm trees, but they are not
indigenous to Nevada. The palm trees, while expensive, are
important to reinforce Las Vegas’ image as a natural oasis. The
classic movie depiction of a natural oasis involves extensive palm
tree coverage.
The
Las Vegas police also ensure that no undesirable
organisms inhabit the Strip. There are very few
panhandlers or
homeless people in the area, and those that do enter the
area are
quickly removed. Even desirable organisms – such as
tourists – are
not allowed to freely wander the area haphazardly. Las
Vegas
authorities are suspected to have a surprisingly lenient
attitude
toward drivers who run over pedestrians who are on the road,
and
tour guides ensure that visitors remain on the sidewalks for
the
most part. However, even after he or she has been
safely confined
to the sidewalks, the tourist is still not allowed complete
locational autonomy. A series of outdoor escalators
and moving
walkways control the movements of the pedestrian. Any
one who steps
onto a walkway in front of Caesars Palace, for example, will
soon
find herself inexorably drawn over a hundred feet through an
archway
and into the casino.
There
are also extensive measures taken to prevent the
naturalization of the architecture via the process of urban
decay.
The Venetian, for example, features aged chipped
columns. However,
these recently-built columns were artificially chipped to
seem old,
and then frozen in time. Any additional weathering is
immediately
corrected. Things may look old, but they are not
allowed to
actually age. Simulation helps the resorts accomplish
this
temporary victory over temporality.
One
of the classic Las Vegas images is of the waving
cowboy billboard, beckoning gamers to enter the
casinos. When one
walks down the strip, there appears to be constant movement
coming
from the casino architecture. However, there have been
steps taken
to eradicate actual movement. Actual movement requires
the physical
interaction of components; this interaction produces wear
and decay,
as the components move against each other. The
movement that comes
from the architecture on the Strip is virtualized on
enormous video
screen hyper surfaces: This allows the designers to
display scenes
in realistic detail that have nothing to do with the
immediate
surroundings, such as running a clip from a show that
happened weeks
before (or will happen days from now) or featuring a
celebrity who
is nowhere near the city (or is dead). This
virtualization also
makes it far easier to drastically change the appearances of
the
outside of the casinos, since no construction is
necessary. The
video screen allows for far more immediate control than the
physical
sign, and like the compact disc versus the vinyl record, the
video
screen provides a vivid simulation of an actual process
without the
requirement of physical interaction:
Machines produce
only machines. This is increasingly true as the virtual technologies
develop. At a certain level of machination, of immersion in virtual
machinery, there is no longer any man-machine distinction: the
machine is on both sides of the interface. Perhaps you are indeed
merely in the machine’s space now – the human being having become
the virtual reality of the machine, its mirror operator. This has to
do with the very essence of the screen. There is no “through” the
screen the way there is a “through” the looking-glass or mirror. The
dimensions of time itself merge there in “real time”. And, the
characteristic of any virtual surface being first of all to be
there, to be empty and thus capable of being filled with anything,
it is left to you to enter in real time into interactivity with the
void.35
The perfect crime against movement (and death, and therefore life)
continues.
There
is no sense of physical deterioration on the
strip; the accelerated pace of construction and destruction
ensures
this. Wrecking balls and construction cranes populate
the area in
roughly equal numbers. Each building is pristine, and
there is
surprisingly little garbage in the streets beside the
prostitution
advertisement brochures that are given away at every major
intersection.
Las
Vegas gives off the impression of a vivid, wanton,
untamed oasis surrounded by the barren South West
desert. This is
an illusion. While the desert actually flourishes with
life, the
Las Vegas Strip is sanitized, sterilized, and
controlled.
Undesirable organisms are removed, and desirable ones are
contained. Even the physical laws of entropy are
temporarily held
in check through the eradication of actual movement.
Baudrillard
argues: “In a hyper protected space the body loses all its
defences;”36
the hyperprotected exterior space of the Las Vegas Strip renders the
subject vulnerable to the frenzy of seductive simveillance that
occupies the interiors of the Las Vegas casinos.
IV. The Las Vegas Strip: Away from the Sun
There
are significant differences in surveillance
properties between the older Strip casinos and the newer
ones, and
these differences help illustrate the impact that simulation
has had
on surveillance. When one is inside the few older
Strip casinos, it
is apparent that sight lines dictated the
architecture. The newer
casinos have freed themselves from the shackles of
unsimulated
observation, and as a result have a radically different
look.
Even
before one enters the Riviera casino, it is obvious
that it is an older building. From the outside, it
resembles a
casino, rather than a castle or pyramid. The movement
on the walls
is an illusion created by sequential lights, rather than by a
hyper
surface video screen. Once inside, it is even more
obvious. The
ceilings are very low – less than 14 feet from the
floor. It is
easy to tell where the overhead catwalks are; they are the
areas
surrounded by mirrors. Refraction is employed to
compensate for any
poor sight lines, since it is difficult to identify a face
from
directly overhead. The Riviera has been updated over
the years with
newer surveillance technologies in the forms of cameras and
infocard-capable
slot machines, but these devices have been added on to,
rather than
designed into, the building. Judging by the relatively
small
numbers of camera pods in the casino, the surveillance at
the
Riviera is still very much reliant on the catwalk, and on
the pit
bosses who continuously prowl the floor beside the gaming
tables.
There
is a dramatic difference when one steps into a
later model casino such as Bally’s. The floor which is
much larger
still resembles a casino, but the ceilings are higher, and
there are
fewer mirrors. The most obvious change is the increase in
the camera
pod population; they cover the ceiling above the gaming
tables and
slot machines. They are not spread out in a uniform
pattern, there
are some areas with four or five within a few feet of each
other,
while other areas will only have one pod covering the same
footage.
This uneven placement makes the bulbous black camera pods
look like
a pox infecting the casino ceiling. While there are
fewer eyes
watching the Bally’s casino floor than there are watching
the Casino
Royale, there are hundreds more lenses automatically
scanning and
recording a coincidental virtual world. Surveillance
officers in
the control room each have dozens of video camera
prostheses; while
the binocular-eyed Casino Royale officer loses his or her
peripheral
vision by focussing on one small area, the Bally’s officer
has the
advantage of the insect-like compound eye of the video
screen wall.
While the Casino Royale observers retain physical imminence
with
their subjects, the Bally’s observation room may be
positioned
anywhere in the casino, and in some cases, an officer may be
watching a direct feed on a laptop computer while not even
being
inside the casino walls. Because of the virtualization
of
surveillance, a larger area may be watched by fewer people
in the
modern casino, which is one of the key aims of the
panopticon.
Despite this, Bally’s shares no physical characteristics
with the
classic panopticon model.
It
could be argued that the casino floor is divided into
individual cells in which subjects are contained and
rendered
incapable of free movement. These cells are actually
smaller than
the ones in Bentham’s plans, as they only comprise the
subject’s
chair, and a slot machine or section of card table. No
physical
barrier exists to prevent someone from leaving their casino
cell,
although many people attach their frequent player ID cards
to
themselves with a cord, making it seem as if they are
running an IV
from their slot machine when they plug themselves in.
But while
there are no cell walls, there is still a powerful
attraction that
keeps people in their seats for long periods of time.
According to
Las Vegas lore, when the MGM Grand Hotel burned down on
November 21,
1980, charred corpses were found still sitting at their slot
machines.37
However, this is not the obvious and involuntary confinement of the
panopticon, but is instead the seduction of the illusion of
possibilities the spinning reels create and the siren call of
hopeful noises that the slot machines produce twenty-four hours a
day. It is not the surveillance mechanism that is internalized by
the casino gamer, but the shackles, chains, and walls.
The
panoptic model is an even less apt description of
the new class of city simulacra casinos. Baudrillard’s
argument
that the simulation device has rendered Foucault’s theories
of
transparency and power obsolete seems prophetic as soon as
one
enters the hypersimulated environment; Baudrillard’s
theories of
simulation cast illumination on the cacophonous scenario
that
unfolds before the visitor. Indeed, it is impossible
to come to
terms with these locations without a firm grounding in
simulation
theory.
While Bally’s still resembles a casino, the interior of the nearby
Paris casino has been made to resemble an outdoor French market.
The ceiling is more than 40 feet high, and is painted and textured
to feign a beautiful sunny day, complete with fluffy white clouds
that appear to move when one walks underneath. There are no long
banks of mirrors anywhere; they would obviously shatter the
illusion. Nor is there a pox of cameras dotting the afternoon sky.
At first, it appears that the casino-wide outdoor simulation has
hampered the surveillance of the area. However, upon closer
inspection, the familiar camera pods may be detected. There are
many lampposts in the slot machine areas, and each lamppost contains
a little black pod, rather than a lantern. The card tables sit
underneath an elongated trellis, designed to feign outdoor garden
architecture. Hidden away in the trellis are dozens of pods, each
concealing a vigilant camera.
While
in Bally’s casino no steps have been taken to make
the camera pods obvious, in Paris they are virtually
concealed.
This is in direct opposition to the panoptic model of
visible but
unverifiable surveillance. In the Paris casino, all
subjects are
continuously being watched, scanned, recorded, and compared,
but
surreptitiously so. The reason that the panopticon
uses the
illusion of constant vigilance is because of the physical
problems
such vigilance would have posed; Bentham argues that the
fiction of
observation is as potent as actual observation. When
simveillance
makes constant vigilance possible, it is no longer necessary
to
reinforce the illusion of the fiction.
The
viewfinders and camera lenses are not all pointed at
the tourists in Las Vegas; many of them are pointed
away. The
modern tourist experiences the city through his or her
personal
technological filters. The tour buses that pick people
up at the
airport feature closed camera monitors above the seats that
broadcast in real time the same view that is visible by
looking out
the window. For those passengers who are sitting a few
rows away
from the monitors, the windows suffice; for the passenger
sitting
directly behind a monitor, it is very difficult not to spend
the
trip staring at the small flickering television. Even
on foot, it
is common to see a tourist walking through one of Las Vegas’
simulated landmarks while keeping his or her eyes fastened
to the
two-inch screen on a camcorder. Presumably, once the
tourist has
returned home, he or she will be able to experience Las
Vegas on his
or her big screen television. This relationship
between the tourist
and the tourist’s technology illustrates how difficult it
becomes to
separate the two:
The new
technologies, with their new machines, new images and interactive
screens, do not alienate me. Rather they form an integrated
circuit with me. …All our relationships with networks and screens,
whether willed or not, are of this order. Their structure is one of
subordination, not of alienation – the structure of the integrated
circuit. Man or machine? Impossible to tell. …Alienation of man by
man is a thing of the past: now man is plunged into homeostasis by
machines.38
Does the tourist bring his video camera on vacation? Or does the
camera bring its tourist?
If the modern tourist is strapped for
time, he would be well served by simply sending his camera along
without him. Or perhaps it is possible that we can no longer talk
of the distinction between the two; perhaps the tourist is
the camera – certainly his organic memories will be destroyed and
replaced by the virtual memory captured by the videocassette or
digital memory card.
At the Forum Shops mall, the
simulated video experience reaches a new level of obscenity. There
is a large circular saltwater fish aquarium in the centre of a
court, which features dozens of brightly coloured ocean fish.
Benches surround the tank, so that people may observe the fish, but
the benches face away from the tank. Along the outside wall, giant
video screens broadcast live feeds from cameras positioned inside
the tank. People sit with their backs resting on the tank, watching
the digitalized fish swim across the hyper surfaces. Some people
stare into their own viewfinders at the televised fish, often as the
actual fish is mere inches from the back of their heads. While this
may seem extreme, it is not unusual. The increase in availability
and the decrease in price of video cameras has meant that the
panoptic gaze does not flow unidirectionally through the lenses of a
few controlling elites, but instead is directed both at and from the
masses. People are observing each other, and people are observing
themselves by turning their lenses around to capture their own
actions for later scrutiny. The modern subject is beset by
surveillance from all sides, and is immersed in an ocean of
observation. The gaze that is so important to Foucauldian
surveillance theories is refracted and dispersed like a beam of
light through a shattered prism of Baudrillardean transparency and
obscenity:
The
transpolitical is the transparency and obscenity of all structures
in a destructured universe, the transparency and obscenity of change
in a de-historicized universe, the transparency and obscenity of
information in a universe emptied of event, the transparency and
obscenity of space in a promiscuity of networks, transparency and
obscenity of the social in the masses, of the political in terror of
the body in obesity and genetic cloning... The end of the scene of
the historical, the end of the scene of the political, the end of
the scene of fantasy, the end of the scene of the body – the
irruption of the obscene. The end of the secret – the irruption of
transparency.39
Foucault’s concepts of transparency appear woefully inadequate to
describe the trans-obscenity of the Forum aquarium. There is no
cohesive narrative here, no unidirectional focus, and no hierarchy
of knowledge-based power. There is only the transparency – and
there is nothing beyond it to see.
In a
similar way, classic panoptic theory seems unable
to contain the explosion of simulation that has effaced the
Las
Vegas casinos in the last twenty years. It is a theory
very much
based in the actual movement of physical bodies through
existing
structures, and as such it limits understanding of the
increasingly
virtualized environment in which the average North American
finds
him or herself. Attention must be paid to the
particular ways that
simulation and surveillance are united.
V. Simveillance in Las Vegas
A
mobile and unpredictable subject is a dangerous
subject, and a subject that will be the focus of
surveillance. In
Las Vegas, simulation helps ensure that potentially
dangerous
subjects are rendered immobile and predictable.
In an
attempt to transform the city from a gambling area
to a total entertainment area, Las Vegas features a number
of
rides. One such ride is the “Race for Atlantis” ride,
located in
the Forum Shops mall. The ride features an exciting
and perilous
underwater chase through ruins and buildings at breakneck
speed.
However, the spectator moves very little. Instead, he
or she is
relatively stationary while the very latest simulation
technology
fools his or her brain into believing movement is taking
place. The
majority of the motion takes place on the 3D dome screen,
not in the
real world, but the impression of movement remains.
As
noted earlier, structural movement is virtualized to
a great degree on the Las Vegas Strip. The movement of
the
individual has similarly been virtualized. Video game
arcades are
common, in part because children are not allowed on the
casino floor
and parents need a place to leave them for extended periods
of
time. Many games featured in the arcade replace actual
movement
with virtual, resulting in a stationary subject. As an
example,
consider downhill skiing. There are many things that
can go wrong
when a person is downhill skiing. They may get lost
take the wrong
trail, they may run into a tree or another skier, they may
be on to
the hill without paying, they may take their ski pole and
stick it
into the eye of another person; the list is almost
endless. It is
also very difficult to observe someone who is skiing,
because of the
speed and the distances one travels. Consider the
downhill skiing
simulation game that is popular in many Strip arcades (as an
aside,
the presence of simulacrum is so endemic to the Strip that
the idea
that someone would come to middle of the desert to
experience Alpine
skiing is not surprising). The simulation skier straps
into a set
of immobile skis surrounded by video screens. The
equipment and the
screens are hooked up to a computer that calculates the
feedback the
skier will receive. It is no longer possible for the
skier to lose
his or her way; there are no ways other than those provided
by the
simulation. Crashing into obstacles or other skiers is
also no
longer an issue, since there are no obstacles or other
skiers
actually present. Anyone wishing to observe the
simulation skier
would find the task very easy, since the subject would
simply be
standing still, while the video screens and artificial
paraphernalia
provided the sensations of movement. There could be no
easier
target for surveillance. Again, we see the perfect
crime against
movement. There is nothing preventing the user from
moving in an
organic way; however, any such original movements would have
no
effect on the simulation, and would therefore provide no
feedback
from the device. There is no reason for the skier to
attempt such
movement, as it has no correspondence with the matrix; it is
meaningless and futile, and is eliminated. And so, in
the quest for
adventure and excitement, the user immobilizes himself into a
state
of sterile safety. The very value of the experience
(the thrill of
possibilities, including the possibility of personal danger)
is
annihilated and replaced by an empty virtual interaction.
While
virtual motion rides and computerized arcade games
are a significant part of the Strip, the single most
important
machine in Las Vegas is the slot machine. The Las
Vegas airport
lobby is full of them, most grocery stores have a few by the
front
door, and the modern casino uses most of its floor space to
feature
them. Part of the attraction is the simplicity; there
are few rules
to remember, and no human dealer or fellow players to
concern
oneself with. Instead, one is able to simply sit, and
watch the
virtual reels spin.
The
original slot machines were mechanical devices.
Pulling on the handle physically activated clockwork-style
gears
within the machinery, which spun the reels. These
early machines
were susceptible to manipulation. Users could squeeze
the handle of
some machines a certain way when a cherry symbol hit the top
left
corner, and the machine would pay off more coins than it was
designed to. Or, on other machines, when a player won,
they could
lower the handle slightly, then pop it back to get the same
payout
without spinning the reels again. Finally, a skilled
user could
work the handle in such a way that winning combinations
would line
up across the payline.40
The
modern slot machine is a computerized device with a
random number generator controlling which combination the
reels will
hit with any given roll. While walking around a casino
floor, there
are plenty of opportunities to look inside slot machines
while they
are being repaired or refilled, and they more resemble the
interior
of a personal computer than an analog clock.
Microchips and
processor boards have replaced the gears; these microchips
have no
memory, so the idea of a “hot” machine is a gambler’s
fallacy. The
movement of the handle has no direct relation with the
spinning of
the reels; in fact, it is rare to see someone pulling on the
handle
while they are using a modern slot machine. Instead,
the machines
are furnished with a large push-button marked “SPIN”.
Gamers
minimize their own movements by simply resting one hand on
the
button and pressing down with their fingertips, rather than
having
to move their entire arm to pull down on the handle.
By
virtualizing the slot machines, the casino ensures that
elderly
players are able and willing to spend longer periods of time
sitting
at the slots. This is a totally controlled virtual
environment.
By
placing a virtual filter between the movements of the
gamer and the movements of the reels, the slot machine
designer
reduces the influence the gamer has, and reduces his or her
possibilities. While the mechanical machines could
have their
handles popped, squeezed, or walked in order to give the
gamer an
advantage, no such manipulation will have any effect on the
random
number generator inside the virtual machine. Gamers
may still
attempt to influence the machines through physical
interaction, but
these attempts are futile. As a result, casino
surveillance
personnel no longer need to look for such behaviour.
However, the modern slot machine is still vulnerable,
because it must still dispense physical coins to the
player.
Therefore, physical means may still be used to ensure the
machine
pays out more money than it was designed to do.
Devices called
“monkeypaws” or “kickstands” can be inserted into the hole
in the
machine where the coins are dispensed to physically lift the
coin
counting mechanism in the slot machine, or a small flashing
light
may be inserted to blind the optical counter in a more
advanced
machine. In either case, the device blinds the machine
to the
number of coins it is paying out, by attacking its
vulnerable,
physical component.41
While
slot machines are the most popular game in the
casino, table games remain an attraction. Every table
game – be it
cards, roulette, or craps – remains firmly in the physical
realm.
In card games, the key variable is in the order and
distribution of
paper cards. In roulette, it is the interaction of a
metal ball
with a moving container. In craps, the player actually
gets to
touch and control the variable to an extent, as he or she
throws the
dice. In each of these processes, there are many ways
for the gamer
to cheat.
As an
example, look at a game of blackjack. A gamer may
gain advantage by either counting cards in her head, or by
employing
a hidden computer to play a simultaneous virtual game.
There are
other, less advanced ways for the gamer to cheat. She
may be able
to switch cards with another gamer at the table, in order to
build
one strong hand out of two weak ones. She may be able
to distract
the dealer into making a mistake while handing out
winnings. She
may be in cahoots with the dealer, with a side plan worked
out in
advance. Finally, she may simply grab someone else’s
winnings off
the table and run.
A
relatively new fixture in the casino is the virtual
card game; these games take simulation to a further extent
than do
the computerized slot machine. While the slot machines
maintain the
physical reels (to retain an aura of history and to allow
the gamer
the illusion of physicality) the virtual card game does away
with
all actual movement, in favour of the video screen.
The game sits
in a computer terminal in front of a stool. After the
player
chooses his game from the onscreen menu, a ghostly
disembodied pair
of hands deals out card images onto a virtual table.
The player
touches the screen to draw or discard, and to set the amount
he
would like to bet. The game unfolds in the same manner
an actual
game would, and seemingly by the same rules.
However, while the game rules are the same, the
virtualization allows the game to eradicate the rules of
physicality. Obviously, since the machine holds all monies inside
itself until winnings are paid out, it is impossible for the gamer
to snatch the winnings of others off the table and run. For that
matter, there are no others. There is simply the cyborg gamer,
interacting with the screen and the microchip. It is similarly
impossible for the gamer to cheat by sneaking a peak at the dealer’s
cards; they do not even have a value until the end of the game when
they are “turned over”. While the backs of his/her cards appear on
the screen, they are mere placeholders. There is no other side. In
an actual game, once the cards are shuffled (albeit by a random
number generating automatic shuffler) there is a sense of
inevitability. All cards must eventually show, and once a card has
been played, it has been exhausted until the next deck is shuffled.
In the virtual game, the random number generator remains, but the
cards are gone. The difficulty in identifying card counters is
therefore eliminated, not by removing the counter from the casino,
but by removing the object of his count. The virtual device reduces
the gamer’s options, while maintaining the illusion of freedom and
randomness.
There
is still a way for the cheating gamer to beat the
simulated world of the modern casino. It is not the
way of the
compact mirror, or the two-way radio, or the mental
system.
Instead, it is the way of the virus:
. .
. we face new illnesses, those illnesses which beset bodies
overprotected by their artificial, medical, or computer-generated
shield. . . desymbolized machine languages offer no more resistance
to viral infection than do desymbolized bodies.42
The reality-deficient computer world is susceptible to attack from
within by the virtual virus; while the roulette cheater must attempt
to physically alter the game in some way, the virtual roulette
cheater may, if he or she finds an entrance, alter the matrix of the
machine while physically changing nothing.
VI. Conclusion – The Fourth Wall
Las
Vegas is a place of extremes, but as we know from
Baudrillard43
it is from the extreme that we may learn about tendencies underlying
our everyday world. So what can be learned from the Strip? The
articulation between surveillance and simulation is complex and
contrary. Simulation is an enemy of surveillance, as camouflage is
the enemy of reconnaissance. Simulation technologies can enhance
surveillance considerably, by dismantling the physical problems of
line-of-sight and temporality. Finally, simulation can replace
surveillance, by immobilizing the subject in a virtual world of
limited options and imagined freedoms.
Conventional panoptic theories are unable to account for
the simveilled object; physical structures and temporality
are close
to irrelevant in the virtualized hyperreal realm.
Foucault’s
notions of power suffocate his theories, relegating them to
historical notions rather than vital ones. The
simveilled object
does not resemble the oppressed characters in the classical
panoptic
world of George Orwell’s 1984, who are forced against their
will to expose themselves to the unblinking eye of the camera.
Instead, he more closely resembles Mildred Montag from Ray
Bradbury’s Fahrenheit 451. Montag willingly embraced the
screen; she wanted nothing more than to be surrounded by four
hypersurface walls, so that she herself could become a kind of
simulation and complete the perfect crime against the real:
…a play comes on the wall-to-wall circuit in ten
minutes. They mailed me my part this morning. …They write the
script with one part missing. It’s a new idea. The homemaker,
that’s me, is the missing part. When it comes time for the missing
lines, they all look at me out of the three walls and I say the
lines. …It’s really fun. It’ll be even more fun when we can afford
to have the fourth wall installed.44
Mildred’s life has been replaced by a virtual one. There’s no need
for actual social interaction, there’s no need for movement. She
knows her role in the pageant, and the virtual people are staring at
her from the hypersurfaces, waiting for her to fulfil her part in
the program. But no one has taken her life from her; she willingly
offered it up as a sacrifice. And it seemed a very insignificant
sacrifice, as well.
Is
this the fate of the modern subject? To willingly
sacrifice his life to the fourth wall of simulation, to take
his own
life while leaving a virtual remnant in its place? To
become a
docile and stationary observer, rather than an active mobile
participant? The massive popularity of entertainment
locations such
as Las Vegas and Disneyland seems to indicate that this is a
possibility. People are fleeing the uncertain world
for its
simulated non-equivalent.
There
are obviously more aspects of this area which need
to be investigated. While this paper focussed on the
surveilled
subject in a simulated environment, the rapid rise of
Internet use
has resulted in the virtualization of the individual, as
subjects create virtual identities to interact with other
cyber-phantoms in non-existent locations. Lawmakers have been
experiencing great difficulty trying to legislate these non-areas,
and the effect that the increasing use of cyberspace will have on
theories of surveillance remains virtually boundless.
Nathan Radke
teaches Philosophy at Sheridan College near Toronto, Canada and is
the author of “Sartre
& Peanuts” (an assessment of the comic strip as a serious
existentialist text) in
Philosophy Now
2004:
http://www.philosophynow.org/issue44/44radke.htm
Endnotes
1
Michel
Foucault. Discipline and Punish: The Birth of
the Prison.
New York: Random House, 1995:202.
2
Jean
Baudrillard. The Perfect Crime. New York:
Verso, 1996:34.
3
Miran
Bozovic. “Introduction” in Jeremy Bentham: The
Panopticon Writings. New York: Verso, 1995:5-6.
4
C. K. Ogden. Bentham’s Theory of
Fictions.
London: K. Paul, Trench, Trubner, and Company, 1932:7-8.
6
Miran
Bozovic. “Introduction” in Jeremy Bentham: The
Panopticon Writings. New York: Verso, 1995:9-12.
7
Jean
Baudrillard. Forget Foucault (c 1977). New
York: Semiotext(e), 1987:16.
9
William Bogard. The Simulation of
Surveillance: Hypercontrol in Telematic Societies.
Cambridge: Cambridge University Press, 1996:34.
10
Henri
Bergson. An Introduction to
Metaphysics.
New
York: The Liberal Arts Press, 1955:
22-23.
11
Jean
Baudrillard. Impossible Exchange. London:
SAGE, 2001:3-7.
12
Jean
Baudrillard. Passwords. New York: Verso, 2003:76.
13
William
Bogard. The Simulation of Surveillance: Hypercontrol in
Telematic Societies. Cambridge: Cambridge University Press,
1996:35.
14
Jean
Baudrillard. Paroxysm. New York: Verso, 1998:50.
15
William
Bogard. The Simulation of Surveillance: Hypercontrol in
Telematic Societies. Cambridge: Cambridge University Press,
1996:84.
16
H. Koskela. “’The Gaze without
Eyes’. Video surveillance and the changing nature of urban
space”. Progress in Human Geography, Volume 24, Number
2, 2000:249.
17
William
Bogard. The Simulation of Surveillance: Hypercontrol in
Telematic Societies. Cambridge: Cambridge University Press,
1996:27.
20
Oscar Gandy. The Panoptic Sort: A Political Economy of
Personal Information. Boulder, Colorado: Westview Press,
1993.
21 William
Bogard. The Simulation of Surveillance: Hypercontrol in
Telematic Societies. Cambridge: Cambridge University Press,
1996:54-55.
See also David Lyon. Surveillance After September 11.
Cambridge: Polity, 2003.
22
Jean
Baudrillard. The Gulf War did not Take Place.
Bloomington, Indiana: University of Indiana Press, 1995:35.
23
William
Bogard. The Simulation of Surveillance: Hypercontrol in
Telematic Societies. Cambridge: Cambridge University Press,
1996:41.
24
C.
Gray, H.Figueroa-Sarriera,
and S. Mentor. The Cyborg Handbook. New York:
Routledge, 1995:2.
25
William
Bogard. The Simulation of Surveillance: Hypercontrol in
Telematic Societies. Cambridge: Cambridge University Press,
1996:105-106.
26
Jean
Baudrillard. Passwords. New York: Verso, 2003: 62.
28
William
Bogard. The Simulation of Surveillance: Hypercontrol in
Telematic Societies. Cambridge: Cambridge University Press,
1996:114.
32
Jean
Baudrillard. America.
New York: Verso, 1988:126-127.
33
Jean Baudrillard. Photographies 1985-98. Ostfildern-Ruit,
Germany: Hatje Cantz Publishers, 1999. In this image of a desert
within a desert does the common octagonal object at lower left
arest us with a plea? (Ed).
34
Jean Baudrillard. The Illusion of the End. Stanford,
California: Stanford University Press, 1994:78.
35
Jean Baudrillard. Screened Out. New York:
Verso, 2002: 178.
36
Jean Baudrillard. The Transparency of Evil. New York:
Verso, 1993:62.
37
Peter
Earley. Super Casino: Inside the “new”
Las
Vegas.
New York: Bantam, 2001:140.
38
Jean Baudrillard. The Transparency Of Evil. New York:
Verso, 1993:58.
39
Jean Baudrillard. Fatal Strategies. New York: Semiotext(e),
1990:25.
40
G. Lewis. Casino Surveillance: the
Eye that Never Blinks. Las Vegas: George L. Lewis Jr.,
1996:50.
42
Jean
Baudrillard. The Transparency of Evil. New York: Verso,
1993:62-64.
43
See especially Ibid. Baudrillard opens the book with the
remark: “Since the world is on a delusional course, we must
adopt a delusional standpoint towards the world”.
44
Ray
Bradbury. Fahrenheit 451. Bristol, England: Western
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