I’ve been talking about what rhetoric means to me and about what digital rhetoric means to me. The subtext those posts has concerned the material effects of language use, with certain instances of language use itself very loosely defined as digital rhetoric. That too-loose definition begs the obvious question: if language use itself is digital rhetoric, then what’s the difference between rhetoric and digital rhetoric? In the introduction to My Mother Was a Computer, N. Katherine Hayles characterizes “materiality” as “an emergent property created through dynamic interactions between physical characteristics and human intention” which therefore “marks a junction between physical reality and human intention” (3). That’s the distinction between our analog material lifeworld and our contingent immaterial persuasion-world I’ve been trying to draw. But rhetoric, aside from its distinctions and confusions with truth and coercion, can be analog as well as digital, embodied and experienced as well as symbolically and discontinuously represented. In fact, Hayles describes a perhaps reductive “binary opposition between embodiment and information” (3) that she’s grappled with in the past, and that’s the line I’m perhaps reductively following her in trying to draw. Digital rhetoric, in the useful ways that Richard Lanham points out — even as I disagree with him about the quantification of attention — abstracts. It calls our attention to the differences between the ways that, as Lanham points out, we look at things versus when we look through things.
Looking through the artifice of any text in order to become absorbed in the content or substance with which it concerns itself — in other words, being captivated or engrossed or carried away by how much a movie or book draws us into its world — is analog attentional experience. It’s a form of felt sense. We can’t untangle the emotions and thoughts and ideas from the experience. But as soon as we start splitting hairs, asking question, looking at how such books or movies or arguments are constructed, we’re using language and symbols to set up categories and sort things so we can subdivide and anatomize them into their individual bits and bytes and taggable sortable atomies of meaning. We’re abstracting away from embodiment and into information.
In 1987, I was a freshman at Carnegie Mellon University. My mother was a librarian. Years earlier, in primary school, she’d brought me home Choose-Your-Own-Adventure books from the library, and I’d been fascinated and engrossed by how I could make choices in a book that would change the outcome — and of course, as soon as the novelty wore off and I ran into an unhappy ending, I started reverse-engineering the books, looking to the back of the book to see which choices led where. Cheating. Looking at rather than through.
My favorite moment in Gide is from The Immoralist, when the narrator Michel says, “Nothing can be told of happiness save what leads up to it and what follows it. And now I have told you everything that led up to it.” He’s yanking us out of the story, saying, “Watch what happens next: this is where it all changes,” while at the same time plunging us right back into it.
On a trip to San Francisco, my mother and father visited with a family friend who let me play some version (I don’t recall well enough, except for the “get Lamp” and “maze of twisty little passages” bits) of Adventure on his computer. Then my family bought our first computer, an Atari 800, and I found Infocom text-adventure games like Suspended. They were absorptive in the sense that Charles Bernstein draws our attention to, through rather than at, until I stumbled across the bits of syntax that would throw the engine and then found out about the verbosity commands, and played with those for a bit. Fast-forward to 1987 again, and somebody in the yearbook office let me borrow the 3.25″ floppy with a sticker on it that said afternoon: a story. I slot it in, it ka-chunks like those old floppies did in those old Mac Pluses, and the title screen comes up with its reference to “a long the riverrun” and I knew that was something about Joyce. And then it says, “I try to recall winter,” and continues evocatively to the end of the first screen, which asks: “Do you want to hear about it?”
Of course I want to hear about it. I’m hooked, immediately. I’m absorbed. Looking through to the emotional experience of Peter and his son, of fractal trees, octopi, poetry, the skated surfaces of ice. And yet as soon as I click a term, or click yes, I’m thrown out again, looking at rather than through, asking myself — in that dorm room 25 years ago — what am I doing here? What comes next? Is this a game or a story or something else entirely? And most importantly: how does this new thing work?
I was hooked on the experience and on the analysis at once. I emailed Michael Joyce a couple times. He was gracious, encouraging, generous. I emailed Mark Bernstein at Eastgate Systems, who was publishing hypertext and also gracious and encouraging and generous, all these years ago, not really knowing what I was doing but knowing that I was paying attention to how to read at and through and that there was some sort of important distinction between the two, even if I couldn’t put it into words or express it adequately. The at of afternoon wasn’t explicitly concerned with truth, I know, but it was showing me how it did something new via the through, and that was true. The structure of afternoon in the way it called attention to itself — the through — was the opposite of coercive except in the way that it forced you to make choices and thereby abstract yourself from the analog embodied experience of literary reading unconcerned with truth except as represented in the at of the text.
My mother was a librarian who tried to bring me all the books she thought might add to or broaden my experience. There is my experience, before and after her death. The digital concerns itself with making use of the gaps in our analog experience.