Professional Documents
Culture Documents
i
Table of Contents
Table of Figures
Evans
7. The Kyoto School Philosophy on Place: Nishida and Ueda-John W.M. Krummel
Pathways-Nader El-Bizri
12. The Place of Others: Merleau-Ponty and the Interpersonal Origins of Adult Experience-
Susan Bredlau
13. “The Place was not a Place”: A Critical Phenomenology of Forced Displacement-Neil
Vallelly
ii
Table of Figures
Chapter 2 Reinhard
NOTE TO ROUTLEDGE
Chapter 9 Champion
Chapter 10 Holischka
• Figure 14.1: A Scene from the Game: Town of Light (source: company screenshot)
Permissions
.. With images, the PlayStation 4 limits these to 72ppi when I take captures inside the game. I can look for some CC-
BY pictures that might have higher resolution. Bethesda Game Studios ToS allows for the use of screenshots from its
games as long as they are not for commercial use. Typically academic, short-run monographs do not fall under the
"commercial" rubric.
9.1 photo by Champion (author). I may also use in another book by Routledge I am submitting. On Nordic
architecture.
Regarding copyright, I texted Mojang, but they just forwarded their terms and conditions. As far as I can see, we're
more than save with the remark in the footnote. Anyway, it's just a screenshot and not a republication of a piece of art.
iii
I have been in email conversation with the head of the development studio in the past so I can contact him again
regarding images and copyright. Would you like me to send over some potential screenshots that could be used for the
chapter/cover?...
Thank you, I'm very glad to hear that you like it! I have attached the updated draft with full bibliography. I also went
through the text and tried to tighten it up some more (plus The Town of Light also came out on the Switch just the
Yes, I was thinking screenshots would be helpful and could be included as long as its not a copyright issue-I have
many of my own and could send some examples over. I also checked the official game website and their presskit has a
(http://www.thetownoflight.com/press/sheet.php?p=the_town_of_light).
iv
Foreword:
The Place of Phenomenology and the Phenomenology of Place
Jeff Malpas
Can there be any inquiry into place that is not phenomenological? Can there be any inquiry,
and especially any phenomenological inquiry, that does not involve place? Whatever else
phenomenology may be, it is surely, at the very least, a form of inquiry into appearance and
the apparent – into phenomena and the phenomenal. That inquiry may be descriptive or it
may be analytical, it may concern itself with what appears or with that which enables
appearance, and yet in that very concern with appearance – with the phenomena –
phenomenology is already and unavoidably concerned with place, since every appearance is,
by its very nature, contextual, situated, placed. Phenomenology is thus always concerned,
even if sometimes only implicitly, with place. But if any and every appearance is placed, so
too is every inquiry also itself placed. In the case of phenomenology, which is in part
characterized by a concern with its own conditions of possibility, the concern with place is a
concern both with the place of appearance and with the place of its own appearance. In the
language I have used elsewhere, phenomenology always takes the form, whether explicitly
recognized or not, of a topology or topography.
The close relation of appearance and place, and so of place to phenomenology, is a
particularly important feature of the twentieth century phenomenological tradition that
develops from Husserl, and that encompasses Heidegger, Merleau-Ponty among others.
Husserl may not take place as an explicit theme (though he does address space at some
length), but many of his own key concepts – most notably the concept of horizon – clearly
have connections back to the notion of place. One might even argue that the development of
phenomenology after Husserl, is in part characterized by the gradual uncovering and
explication of the place of phenomenology as well as of the phenomenology of place.
Even outside of the conventional European phenomenological tradition, in the thought, for
instance, of the Japanese Kyoto School, and especially in Nishida, the connection between
appearance and place, and the placed character of thought, is evident once again. As soon as
we turn our attention to the phenomena – to the reality of what appears or comes to presence
– then we are also drawn to attend, even if sometimes indirectly, to the way that appearance
takes place, is held in place (and here we see the way place properly encompasses time as
well as space).
It should not be surprising to discover that phenomenology has played a central role in
the development of place-oriented thinking over the last fifty years or so – a period that has
indeed seen place become an increasing focus for scholarly attention. Even within geography,
a discipline that has its own important tradition of thinking about place in the work of
thinkers such as Ratzel and Vidal de la Blanche, phenomenology nevertheless played a
crucial role in the turn towards place that occurred in the 1970s and 1980s in the work of such
xii
as Tuan, Buttimer, Relph, Samuels, and others. Phenomenology was not alone in its influence
here – psychological and ecological ideas were also at work – but it is hard to envisage the
turn towards place in humanistic geographic circles without phenomenology. The same is
true elsewhere – in architecture, for instance, ideas concerning the importance of place have
been largely driven through the appropriation into architectural thinking of ideas from
phenomenologists such as Merleau-Ponty, Heidegger, and also Bachelard. Even
environmental thinking, which might otherwise be thought to have exercised its own
influence in the turn towards place, has been strongly influenced by the place-oriented
thinking of phenomenologists, notwithstanding its frequent mediation through the work of
others.
Perhaps we become phenomenologists in the very turn towards place, in the move to
take place as a focus for our attention. In that case, to be a thinker of place is necessarily to be
a phenomenologist, just as to be a phenomenologist is to be a thinker of place.
The essays gathered together here provide powerful testament to the closeness of the
connection between place and phenomenology – and they do so in extremely diverse ways
from discussions of video games, cryptocurrencies, and social media to analyses of
architecture, painting, and landscape. Yet these essays also demonstrate the way in which the
phenomenological attentiveness to place not only remains central to reflection on human life
and activity, but also turns out to have a crucial part to play in the investigation of some of
the most important new developments in the contemporary world – especially developments
around technology, media, and communications. It is often assumed that what is most
characteristic about contemporary technologies is that they operate to free us from the
constraints of place.
The mobile phone, the internet, mechanized transportation, virtual reality systems are
all readily understood as enabling us to act in ways that give us control over space and time in
new ways, that break down the barriers between places, that enable the equal accessibility to
us of all places irrespective of our bodily location (rendering even bodily location
ambiguous). Yet although there can be no doubt that technology changes the way places
appear, the fundamental role played by place in the very possibility of appearance, including
the appearance even of technology, remains unchanged. It is this that seems to be very clearly
demonstrated in the essays here – and the point brings us right back to the way place and
phenomenology are themselves so closely related through the way both connect to
appearance.
It is the placed character of appearance, and phenomenology’s own concern with such
appearance, that must underpin any inquiry that aims to bring place and phenomenology
together. It is still a question, however, as to exactly how place and phenomenology are to be
understood in any more developed sense within such an inquiry. The question as to the nature
of phenomenology, and the various forms in which phenomenology may itself appear, recurs
throughout many of the essays contained here. In many respects, this is the primary question
on which almost all of these essays converge. The question can be given more precision by
saying that what is at issue is the following: how is phenomenology to be understood once it
is explicitly situated in relation to place?
This is a not a question that seems to me to have been given sufficient attention in the
literature so far, and even this volume represents only a starting point for a more adequate
xiii
inquiry. The question goes beyond any exploration merely of the methodological usefulness
of phenomenology for certain forms of empirical inquiry or as a framework to enable inquiry
within certain fields or with respect to certain objects – it is the very character of
phenomenology that is at issue.
To some extent this question connects with a deep uncertainty that has arisen within
contemporary phenomenology: on the one hand phenomenology originates as an inquiry that
looks to investigate appearance as it occurs in experience (one might add: in subjective
experience, except that such a characterization immediately raises questions as to what
‘subjective’ really means here) and yet on the other phenomenology is also increasingly
drawn towards a conception of itself as ‘naturalistic’, and even ‘scientific’. This uncertainty
is not itself directly thematized here, at least not in any especially salient way, but it does sit
in the background of those approaches that look to connect phenomenology with cognitive
scientific approaches or to combine phenomenology with certain forms of technical inquiry.
If we do take the phenomenological connection to place seriously, and we also attend
to what place itself might be (the latter question being seldom directly addressed – even in
this volume), then phenomenology will always stand somewhat apart from any purely
‘naturalistic’ inquiry, if by this is indeed meant a form of inquiry that models itself on the
natural sciences and its modes of explanation. The concern with appearance is a concern that
cannot be captured within the frame of any straightforwardly empirical inquiry nor within the
bounds of any particular natural scientific discipline (which does not mean that the inquiry
into appearance does not connect with such inquiries or disciplines, but only that it is not
restricted to them nor exhausted by them).
I would be inclined to say that this reflects the properly ‘transcendental’ character of
phenomenology (there is a further connection here between the transcendental and the
topological or topographic), except that the notion of the transcendental is nowadays so little
understood and so often misused. Moreover, even putting questions of its ‘scientific’
character aside, phenomenology will always remain irreducible to any set of methods or
principles of the sort that can then be ‘applied’ in any straightforward fashion. There is no
‘method’, no set of ‘principles’, that completely determines the proper manner in which place
(or appearance either for that matter) is to be inquired into. Taking place seriously means
taking seriously the placed character of any and every inquiry and recognizing that different
inquiries will look to place in different ways and with different aims and interests.
This will also apply to phenomenology, and it is one of the reasons why
phenomenology has developed in so many different forms (including what Ihde refers to in
his chapter as ‘postphenomenology’) and with so many different ‘applications’ –
phenomenology operates, one might say, in many different places. Still, in saying this, one
must not lose sight of the fact that these different places, and these different modes of
phenomenology, all reside within the more encompassing structure of place as such and with
respect to a conception of phenomenology that can itself be located, even if not
uncontentiously, in relation to that structure. The difficult task is to hold both ends of what is
at issue here together – to keep hold of place and phenomenology as they appear in their
multiplicity and their unity.
If place and appearance are tied together, so that every appearance is placed
(something affirmed by Aristotle no less than Nishida), then the inquiry into place, and so
xiv
also phenomenological inquiry, must be counted as the most fundamental form of any inquiry
– the mode of inquiry that underpins all else (here its genuinely transcendental character does
indeed become evident). This is why the inquiry into place, and so also phenomenology, has
a continuing importance that is all the stronger precisely because of the uncertainties that
seem to surround place in the contemporary world. It is not only the uncertainties of place
created by technology that are relevant here, but the uncertainties that come from the
displacement of individuals and populations, the disruption of environmental systems, the
destabilization of identities and communities, the loss even of any sense of the place that
might belong to human beings in a world that also encompasses what goes beyond the
human. What this suggests, moreover, is that the issues at stake in relation to place, and that
must also be addressed by phenomenology, are not only those concerning the way place is
configured in different domains and with respect to different modes of appearance or
experience, but also those issue that relate to place in the sense of ethos – place as that which
is the basis for ethics.
To invoke this sense of place is not, contrary to some commonly held assumptions, to
invoke a reactionary or conservative sense of ethics, or a reactionary and conservative politics
along with it. It is rather to recognize that ethics too is shaped by the relation of appearance to
place and especially by the relation between appearance, place, and commonality. If ethics
essentially concerns the relation to others, as well as to one-self and the world, then ethics can
only arise in that common place in which relationality is first possible.
Ethics has its origins in place. Although one might say that the issue of the relation
between place and ethics receives little in the way of explicit attention in the pages that
follow, it is never far from the surface of the discussion – questions of value and identity, of
responsiveness and responsibility, of involvement and implication runs throughout these
essays. If one cannot think phenomenology or appearance without place, one also cannot
properly think place without ethics – to be in place is already to be oriented in ways that give
order and significance to what is around us, that set orders of responsibility and obligation,
that shape our sense of who and what we are. Just as this book concerns itself with place, then
so too does it concern itself, whether explicitly or not, with the very ethos, in its many forms,
in which our lives are shaped.
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Preface
“If One Is Truly to Succeed in Leading a Person to a Specific Place, One Must First and
Kierkegaard, Søren. (1998). The point of view. Princeton, New Jersey, USA: Princeton University Press,
p.45.
There is so much one can write about phenomenology, real places and virtual
places, and as the interests of you the reader is an enigma wrapped in a mystery to us
the writers, it can be hard to know where to start. The Finnish architect Alvar Aalto
apparently observed “it is easier to build a grand opera or a city center than to build a
personal house” but it is also no easy task to compile chapters examining the
from a variety of real and virtual place-related disciplines, and the various
configurations with which these points of view could be ordered, I invite the reader to
make their own way through these chapters. My primary editorial aim was to show how
the phenomenology of real places can and cannot be easily modified to also examine
how virtual places can be experienced. The journey is ambitious and only preliminary
xiv
Acknowledgements
Much thanks to the editing team of Routledge, especially to Andrew Weckenmann, and
to Professor Jeffrey Malpas for graciously agreeing to write a foreword despite his busy
schedule.
My gratitude also to my thirteen co-authors for their patience and good humor.
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Susan Bredlau; Erik Champion; Richard Coyne; Nader El-Bizri; Leighton Evans; Tobias Holischka; Don
Ihde; Bruce Janz; John W. M. Krummel; Patricia M. Locke; Florence Smith Nicholls; Andrew Reinhard;
Edward "Ted" Relph; Neil Vallelly.
1. Susan Bredlau is Assistant Professor of Philosophy at Emory University. Her research focuses
on perception, embodiment, and the role that other people play in our perceptual
experience. She is currently working on a book on Merleau-Ponty's conception of objectivity
in the Phenomenology of Perception.
2. Erik Champion is UNESCO Chair of Cultural Heritage and Visualisation and Professor at the
School of Media Creative Arts and Social Inquiry (MCASI), Curtin University, Australia, and
Theme Leader of Visualisation at the Curtin Institute of Computation. His recent books are
Playing with the Past (Springer, 2011), the edited book Game Mods: Design, Theory and
Criticism (ETC Press, 2012), Critical Gaming: Interactive History and Virtual Heritage, in
Routledge’s Digital Humanities Series, and he co-edited Cultural Heritage Infrastructures in
Digital Humanities (2017). Trained in architecture, philosophy and interaction design, he has
also written book chapters and journal articles on virtual places, cultural presence, serious
games and virtual heritage.
3. Richard Coyne BArch MLArch PhD RIBA RIAS FRSA, Professor of Architectural Computing.
Richard researches and teaches in the areas of architectural and design theory, computer-
aided design in architecture, and the philosophy of technology. He is author of 8 books on
design and the impact of digital technologies. His ninth book due out at the end of 2015 is
entitled Mood and Mobility: Navigating the Emotional Spaces of Digital Social Networks with
MIT Press He has researched the implications of Martin Heidegger, Hans-Georg Gadamer
and Jacques Derrida on digital technologies. His management roles include Head of
Department and Head of School. He is currently Dean of Postgraduate Research in the
College of Humanities and Social Science at the University of Edinburgh.
4. Nader El-Bizri is a Professor of Philosophy and Civilization Studies at the American University
of Beirut. He also serves as the Associate Dean of the Faculty of Arts and Sciences, and
directs the General Education Program. He previously taught at the University of Cambridge,
Nottingham, Lincoln, the London Consortium, Harvard, and held research positions at the
Institute of Ismaili Studies in London and the Centre National de la Recherche Scientifique in
Paris. He also served as a consultant to the Science Museum in London, the Aga Khan Trust
for Culture in Geneva, the Solomon Guggenheim Museum in New York/Berlin, and the BBC.
His areas of expertise are in Arabic Sciences and Philosophy, Architectural Humanities, and
Phenomenology. He received awards and honors, including the Kuwait Foundation for the
Advancement of Sciences Prize, and was elected as a Mellon Global Liberal Arts Fellow via
the Claremont consortium of colleges in the US.
5. Leighton Evans is Senior Lecturer in Media Theory at Swansea University. Leighton’s primary
research interests are in locative media, the effects of digital media use on everyday
understanding of the world and the translation of everyday phenomena into data. Leighton
is the author of Locative Social Media: Place in the Digital Age (Palgrave Macmillan, 2015),
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and has published work on locative social media in First Monday, New Media and Society
and The Journal of Location-Based Services.
6. Tobias Holischka, PhD, is a scientific assistant at the Chair of Philosophy at the Catholic
University of Eichstätt-Ingolstadt and an associate member of the interdisciplinary research
group “Philosophy of Place”. His PhD project “CyberPlaces” was on the philosophy of virtual
places.
7. Don Ihde is Distinguished Professor of Philosophy, Emeritus, Stony Brook University. He is
widely known as a principal developer of postphenomenology and several of his recent
books address this development out of classical phenomenology. Postphenomenology and
Technoscience (SUNY Press, 2009); Heidegger’s Technologies (Fordham University Press,
2010) and Husserl’s Missing Technologies (Fordham University Press, 2016).
8. Bruce Janz is Professor in the Department of Philosophy at UCF, graduate faculty in the Texts
& Technology Ph.D. program, and co-director of the CAH Center for Humanities and Digital
Research. He has been at UCF since 2003, and was chair of the Philosophy department from
2008 to 2013. Previously he was at Augustana University College (now the Augustana
Faculty of University of Alberta), in Alberta, Canada. His Ph.D. is from the University of
Waterloo in Canada. He has taught in Canada, the US, Kenya, and South Africa. URL:
http://philosophy.cah.ucf.edu/staff.php?id=19
9. John W. M. Krummel is Associate Professor in Religious Studies at Hobart and William Smith
Colleges; Assistant Editor of The Journal of Japanese Philosophy; Editor of Social Imaginaries.
He is the author of Nishida Kitarō’s Chiasmatic Chorology: Place of Dialectic, Dialectic of
Place (Indiana University Press). His writings on various topics have appeared in a variety of
journals and books. He has translated several works, including Place and Dialectic: Two
Essays by Nishida Kitarō (Oxford). His scholarly interests include phenomenology, Heidegger,
Schürmann, Nietzsche, Buddhist thought, Japanese and Kyoto School philosophy, Nishida,
Nishitani, Ueda, Dostoevsky, Mishima, comparative philosophy/religion, nihilism,
imagination.
10. Patricia M. Locke is a Tutor at St. John’s College, Annapolis MD, where she teaches across
the curriculum. Her research interests are in phenomenology, philosophy of the arts, and
philosophy of science. Most recently, she co-edited with Rachel McCann the collection
Merleau-Ponty: Space, Place, Architecture (Ohio University Press, 2016). Her current project
is a monograph, The Nighttime World of Marcel Proust.
11. Andrew Reinhard is a PhD candidate at the University of York's Department of Archaeology
and Centre for Digital Heritage where he is writing his thesis on applying archaeological tools
and methods to the investigations of digital built environments. He is the Director of
Publications for the American Numismatic Society and runs the archaeogaming.com blog.
12. Edward "Ted" Relph is a Canadian geographer and an emeritus professor at the University
of Toronto. He is best known for Place and Placelessness, published in 1976, reissued in
2010, which was one of the one of the first books relating phenomenology and place. He has
also written several books on urban landscapes, and articles about the phenomenological
foundations of geography, sense of place and urban design. His most recent book is Toronto:
Transformations in a City and its Region, University of Pennsylvania Press, 2014. He is
currently developing a website about the wide range of ideas and interpretations of place at
placeness.com.
13. Florence Smith Nicholls received an undergraduate degree in Classics from the University of
Cambridge and an MA in Mediterranean Archaeology from University College London. She
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currently works as a Planning Archaeologist in London. Her research interests include dark
tourism, archaeogaming and queer theory.
14. Neil Vallelly, University of Otago, is a former Commonwealth PhD Scholar (2012-2015) at
the University of Otago in conjunction with Shakespeare's Globe. He has published across
the fields of phenomenology, critical theory, and literary studies. He currently teaches in the
Dept. of English and Linguistics at the University of Otago.
Foreword: Jeff.Malpas@utas.edu.au;
Table of contents
1) The Inconspicuous Familiarity of Landscapes, Professor Ted Relph, Emeritus Professor University
of Toronto, ted.relph@gmail.com
2) Landscapes in Skyrim VR, Andrew Reinhard, University of York, adr520@york.ac.uk
3) The Efficacy of Phenomenology for Investigating Place with Locative Media, Dr Leighton Evans,
Swansea University, L.Evans@swansea.ac.uk
4) Postphenomenology and ‘Places’, Don Ihde, Stony Brook University, don.ihde@stonybrook.edu
5) Virtual Place and Virtualized Place, Professor Bruce Janz, University of Central Florida, United
States of America, bruce.janz@ucf.edu
6) Transactions in virtual places: Sharing and excess in blockchain worlds, Professor Richard Coyne,
University of Edinburgh, Richard.Coyne@ed.ac.uk
7) The Kyoto School Philosophy on Place: Nishida and Ueda, Associate Professor John W.M.
Krummel, Hobart and William Smith Colleges, KRUMMEL@hws.edu
8) Phenomenology of Place and Space in our Epoch: Thinking along Heideggerian Pathways,
Professor Nader El-Bizri, American University of Beirut, nb44@aub.edu.lb
9) Norberg-Schulz and The Phenomenology of Built and Virtual Places, Professor Erik Champion,
Curtin University, erik.champion@curtin.edu.au
10) Heidegger’s Building Dwelling Thinking in terms of Minecraft, Dr. Tobias Holischka, Katholische
Universität Eichstätt-Ingolstadt, tobias.holischka@ku.de
11) Cézanne, Merleau-Ponty, and Questions for Augmented Reality, Dr. Patricia Locke, St. John’s
College, Patricia.locke@sjc.edu
12) The Place of Others: Merleau-Ponty and the Interpersonal Origins of Adult Experience, Assistant
Professor Susan Bredlau, Emory University, sbredla@emory.edu
13) “The Place was not a Place”: A Critical Phenomenology of Forced Displacement, Dr. Neil Vallelly,
University of Otago, neilvallelly@gmail.com
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14) Virtual Dark Tourism in The Town of Light. Florence Smith Nicholls, independent scholar,
fsmithnicholls@gmail.com
xix
100 word abstracts
When we use the term "phenomenology", we are using a shorthand for a tradition that has
significant variation within it. We know this, and yet often we are inclined to collapse those
provisionality, though, can be useful, it helps us think through just how place is rendered,
in tension, we might be able to see how and why phenomenology has been so engaged with
place over the past century or more. We might also be able to think through the potential for
deconstructed a “Cartesian” space-from-nowhere. Thus, the role of bodily space and related a
notion of place was developed as a counter, a situated space and place. Postphenomenology
pragmatism could better said to deal with “places” or a set of multistable possible places. In
undertaken.
Phenomenological description reveals things in the world of everyday experience that have
the character of “inconspicuous familiarity” (the expression comes from Heidegger) because
we already know their meanings and purposes without having to reflect on them. Landscapes
have precisely this character. Landscapes are for the most part noticed in a diffuse way, there
in the background, familiar except when we travel to other places and countries. This chapter
xxii
aims to unravel the inconspicuous familiarity of landscapes by considering the elusiveness of
landscape experiences, the ways in which they simultaneously hide and reveal social values,
and how specific details can suggest immensity. It will also consider the challenge that
The Kyoto School Philosophy on Place: Nishida and Ueda, John Kummel
Nishida Kitarō, cofounder and central figure of the Kyoto school, once stated that to be is to
representative of the Kyoto School, Ueda Shizuteru, furthered this concept to understand both
place and implacement in terms of a twofold world or twofold horizon. I will explore this
legacy of place as Nishida first formulated it and then as developed by Ueda. I will also
discuss each of their relations to phenomenology and end by looking at the implications these
ideas have for our current situation of globalization in the contemporary world.
Cézanne’s late watercolors offer a comparison point in function and aesthetic qualities to
Augmented Reality interpretations of the natural world. Cézanne’s watercolors, both in their
effect upon a viewer and their mode of production, demonstrate what Merleau-Ponty calls
“wild being.” I contrast the aims and effects of his painting with the potential of Augmented
Reality to transform our felt sense of space and time, particularly with respect to atmosphere.
While these new technologies offer exciting possibilities for creative expression, AR may
devalue lived experience (especially wild being), and limit our capacities to find affinity with
others.
In The Fate of Place, Edward Casey argues that we must recognize the centrality of place
within our experience. We do not live in a homogenous and indifferent space. Rather, our
xxiii
lives are set within places as loci of intimacy and particularity. Moreover, Casey cites the
place; and the lived body itself as place. I focus on the intersubjective character of our
perception of place. Places are not simply ours individually but are also ours collectively as
those of a family, culture or nation. We must identify these structures as traditional and take
responsibility for them - rejecting, sustaining or transforming the way we inhabit the world in
“The Place was not a Place”: A Critical Phenomenology of Forced Displacement, Neil
Vallelly
The contemporary concept of place rests on a paradox: in order to move seamlessly within
and between places (real and virtual), one must possess a secure—primarily, legal and
forced displacement that is at once critical of the phenomenology of place, but also views
Heidegger's essay Building Dwelling Thinking is a key text to understand his conception of
place. 'Building' and 'dwelling' are fundamental ciphers, following Hölderlin, to his central
philosophical problem, the question of being, and beyond that they reveal our relation
towards our own being when making the world inhabitable by ‘building’. The target of my
contribution is to point out parallels between Heidegger's essay and the virtual world of
xxiv
particular, the concept of the fourfold is made concrete within the game and its structures as a
virtual world and several placial qualities not only apply to physical places, but also to virtual
This chapter investigates the being of place from a phenomenological standpoint that is
of the unfolding of modern techno-science, while also addressing the existential analytic of
cybernetic matrices. Such inquiry accounts for the embodied lived experience in the flesh that
being embedded in simulated spaces that generate sense-stimuli parameters via plenoptic
Coyne
comparable to the exchange of goods for cash, but enabled by cryptocurrencies such as bitcoin,
now moving into the tribal world of virtual environments. I adopt a phenomenological posture
towards such emerging practices, investigating how innovations built on the idea of the
“blockchain” are grounded in the gift society. Phenomenological insights and metaphors can
inform our understanding of the apparent costliness and extravagance of platforms supporting
xxv
Norberg-Schulz: Culture, Presence and a Sense of Virtual Place, Erik Champion
Norberg-Schulz was a formative influence on architects but his writings also attracted strong
received scant attention, even if concepts like dwelling and a sense of place (Genius Loci) as
well as embodiment are desirable if elusive goals in computer games, virtual places and
virtual worlds. Are the criticisms of Norberg-Schulz’ theory of genius loci and dwelling
valid? Is this theory of any interest to real-world architecture or to virtual place design?
This chapter explores a phenomenology of virtual space and place and how it could be
applied to dark tourism in video games. The Town of Light is used as a case study with a
focus on the phenomenological experience of the non-fictional asylum recreated in the game.
Drawing from archaeology, queer phenomenology and game studies, the central argument is
that a phenomenology of virtual dark tourism should pursue the theory of an assemblage of
play which considers neither the player, gaming platform nor virtual space in isolation.
Phenomenology meets practice in the synthetic world of Skyrim VR as the author completes
an archaeological survey of a digital valley equipped with a Sony PSVR virtual reality rig
and the classical theory of Heidegger and Husserl paired with more contemporary approaches
of Barad, Bogost, DeLanda, Haraway, and Ingold. The author reports from the field
both nothing and everything changes depending on player presence. Fantasy and reality
xxvi
The efficacy of phenomenology for investigating locative media, Leighton Evans
This chapter outlines and critiques an approach that can be used to provide empirical data to
query and research such phenomena within the field of Media Studies from a
theory as analytic tools. In particular, this approach can be used when assessing and
understanding users’ comportment towards place and space through a detailed, theoretically-
informed reading of their accounts of ‘being-in’ place augmented by data and information
provided by mobile media. I investigate the location-based social network Foursquare, via an
Heidegger’s notions of mood and attunement to the world I also discuss the success,
weakness and efficacy of this conceptual framework and what a phenomenological approach
may provide for media studies as new technologies that affect the understanding of place
xxvii
Introduction
Why produce yet another edited volume on phenomenology, let alone on phenomenology and
virtual place? There are excellent works available on modern phenomenology (Casey Edward
1984, Casey Edward 1998, Casey 1993, 1996); postphenomenology (Ihde 2009, 2010, 2016,
Selinger 2012), philosophers of place (Malpas 2014, 1999, 2008), phenomenology of place
(Coyne 2010, Feld and Basso 1996, Seamon and Mugerauer 1985, Donohoe 2017)
1965, Norberg-Schultz 1980, Seamon 2000, Malpas 1999, Locke and McCann 2016).
However, there are few if any large-scale focused publications on the phenomenology
of virtual place (notable execptions include Seamon 2014, Ritzhaupt et al. 2016, Kinsley
2014). There are still large gaps in the understanding and application of virtual place design
anthropology, and archaeology. The most immediate sign of academic panic is the speed with
which terms are formed, distorted, and thrown around. For example, augmented reality is
used to cover objects appearing in your phone over the camera view without any attempt to
spatially locate them in relation to the real world. Panoramas are labelled virtual reality by
designers and even Microsoft call their augmented reality headset a HoloLens (it does not
And the term “computer game” or “video game” covers many contentious issues, is
there an essence to (digital) game studies that distinguishes it from other activities? Must a
game involve the prospect of winning, or a magic circle (the conceptual space of game play
within which normal reality is suspended for the rules, goals and reality of the game)? When
1
Perhaps we could turn to the philosophers for more precise and useful terms and
concepts. Yet, worryingly, there are still philosophers who talk of virtual reality as being in
essence a capture, simulation, and abstraction of the real-world around us, and some confuse
what they believe is available now in virtual reality with what can and will be available in the
future. Many of the writers in this book may also differ on their interpretations of virtual
reality, augmented reality, mixed reality, and computer games, but I will offer these
First, virtual reality. Historians may debate the first use of the term, the first concept
of virtual reality as being provided by (digital) computers, or the first working virtual reality
device. Naming the first virtual reality device is perhaps the easiest task. Unless one counts
the 1939 patent of the View-master as a form of virtual reality (which was in turn inspired by
the 1838 invention of the stereoscope), one could argue that the first virtual reality device
One could provide either the example of Morton Heilig’s 1957 (1962 patented)
Sensorama Simulator, which allowed people to view mostly passive 3D films (Brockwell
2016); or the 1967/1968 augmented reality invention by Ivan Sutherland nicknamed “Sword
(Lowood 2015; Anon 2018). These machines not only existed and worked, you can buy one
today. You too could be the proud owner of the 1962 version of the Sensorama Machine (see
http://www.mortonheilig.com/).
However, these devices provided an experience that was not, as far as I know, called
virtual reality. Although it was used much earlier in French theatre, as an explicitly
computational term, “virtual reality” has been attributed to computer scientist Jaron Lanier in
1987 (Virtual Reality Services undated) but even today, thirty years later, definitions vary.
2
John Steuer (Steuer 1992) noted that popular media has tended to base virtual reality
around notions of technology rather than experience. Many dictionary definitions are also
based on technology rather than a specific experience, although they often include the unclear
criterion that virtual reality needs to seem “real”. For example, the online Oxford English
Dictionary (English Oxford living Dictionaries undated) defines it virtual reality as:
which send and receive information and are worn as goggles, headsets,
However, The Online Cambridge Dictionary differs from the above (Cambridge Dictonary
undated): “[virtual reality is] … A set of images and sounds, produced by a computer, that
seem to represent a place or a situation that a person can take part in.”
3
If we were to summarize the above definitions, they are vision-based but don’t clearly
state that for a full VR experience, the participant’s head should be fully tracked (and the
digital environment should respond believably to the participant’s moving of their head). For
example, while 360-degree video is often confused with full VR, the field of view does not
change with the head position and orientation of a person, it is not virtual reality (Smith 2015,
presence and which of the two is observed of the participant or believed/understood by the
participant. Many computer scientists would argue that virtual reality requires head-tracking
surrounds the participant, and appears to be, and preferably is, interactive (for more
information and a more demanding definition, see (Jackson 2015). The definition implies two
in where the participant’s location and orientation; and the participant believing or acting that
The provision of precise, quick and stable head-tracking equipment is not always
sufficient for many people. Head-tracking the dynamic (free) viewpoint of a human in a
three-dimensional digitally projected or displayed space does not necessitate that the human
based on both technology and beliefs (or observable actions and reactions), in other words,
the technology and the subjective experience of being immersed in a digital environment.
see-through display showing the real-world or provides non-visual data to the participant
based on their view or position in relation to the real world. Unfortunately, many phone
4
applications say they provide augmented reality when they merely retrieve the user’s latitude
and longitude and let a digital object or text hover very approximately over a spot on the
viewfinder of the phone’s camera. I’d prefer to call that type of rough and ready proto-
implies the digitally generated additional content not only supplements (Azuma 2004) but
also improves the real-world. Further, many earlier uses and descriptions of augmented
Thirdly, augmented reality (AR) implies the main content is real, and the digital is a
smaller if important addition to the underlying reality but the digital content mixed with the
real-world content could actually create an experience of a totally different reality, world, or
place. I personally prefer the term mixed reality (MR) although MR has traditionally been
defined more vaguely as “the merging of real and virtual worlds somewhere along the
Given these working definitions of virtual reality, augmented reality and mixed
reality, can we agree on the usefulness of virtual reality to provide an experience of place? I
am afraid not. Just as I finished revising this introduction, I came across an online article by
Professor of Philosophy Janna Thompson (Thompson 2018). The title of Thompson’s article
is “Why virtual reality cannot match the real thing”. While I agree that a real-world travel
experience is difficult to simulate let alone be equaled by virtual reality technology, the
whole article only considers the point of view of virtual reality as attempting to provide
5
accurate and equivalent realistic interactive simulations of the existing real world, she even
Should virtual reality only attempt to parasitically emulate that which we can already
directly experience (given mobility, money and initiative?) For example, Sir David
Attenborough (Hamilton 2018) sees the potential of the Natural History Museum’s “Hold the
World” VR application to allow people to not be “separated from it [a fragile museum object]
by glass… You want to be able to look at it and see the back of it and turn it around and so
on.”
Virtual reality does not only have to copy what is there, it can allow people to
reconfigure, view underlying hypotheses and processes or mix and match contested views or
clashing interpretations. Virtual reality (and augmented reality) can show you, on site or
remotely, what you would not have seen, contested, inferred, amalgamated or extrapolated,
from a more locally-situated or past point of view. This potential inspired my last twenty
years of research and it has led me to ask thirteen other academics to explore whether
experiences in the world around us to the virtual places (and virtual worlds) that may be
MR, many challenges and opportunities are relevant to all three. Given the wide range of
author backgrounds and it being the early days of consumer-accessible AR and VR, I propose
considering the phenomenology of virtual places to be facing (at least) five major issues:
Firstly: how does or could our experience of landscape and geophysical space carry
over to the exploration of virtual and otherwise digitally mediated places? Places are built,
formed, shaped or just appear. Landscapes are too seldom mentioned in a discussion of
virtual place, they are everywhere and hidden. In Chapter One, well-known geographer
6
Edward Relph borrows from Heidegger to describe landscapes as suffering from
landscape from an archaeological point of view, but his discussion of landscape is the
landscape setting and journey in the computer game (and now VR game) Elder Scrolls:
Skyrim, and Skyrim as surveyed by an archaeologist. Computer games have evolved from
single game levels to sandboxes (providing freedom to roam or in cases to change the game
world) to expanding universes (such as No Man's Sky). Ethnography and phenomenology are
Media scholar Leighton Evans approaches phenomenology from the point of view of
locative media research. How can phenomenological approaches and methods be applied to
locative media studies? Evans’ case study was Foursquare, a location-based service that
builds a database of places by users who create and check in at "spots" and he considers the
vexing conundrum of how to measure individuals’ experiences of place and the use of
qualitative data.
The onwards march of technology encounters a second issue with phenomenology, its
age. Has phenomenology as a discipline (or even as an approach) maintained its relevance in
terms of changes in scientific knowledge and advances in technology? Don Ihde, famous in
philosophical circles for his development of the concept postphenomenology, (for Ihde a
His chapter raises important but difficult questions, such as whether traditional
of virtuality (for example, via The Oxford Handbook of Virtuality (Grimshaw 2014)) which
7
leads him to consider place as more of a spontaneous event than as a static, neutral stage.
Janz proposes “We construct representations of worlds, but we do not construct worlds.”
ways of reorganizing the real-world? Architect and philosopher Richard Coyne raises an
economic and technical issue not foreseen a decade ago, the world of the bitcoin and the
blockchain world and how these new forms of currency exchange can influence or even help
create virtual environments, via commerce in virtual places. His chapter examines key
concepts about commercial transactions in virtual places, and platforms such as Decentraland
would not only be challenged by the passing of time and the whims of intellectual fashion,
understand others we should also study how they view the experience of place. John
Krummel provides us with one such perspective, make that two; Kyoto School philosophies
of place via an investigation of the writings and observations of Nishida Kitarō and his
“grand-student” Ueda Shizuteru. Krummel focuses in particular on their concept of place and
Krummel also notes the interactions and influences between these two important
Heidegger.
architect), approaches the concept of place directly from a close reading of Heidegger and the
8
thoughts to new forms of digital place-making and new forms of embodiment that may soon
in places, and sometimes we speak of genius loci, a spirit of place. Does this carry over to a
appreciation of architecture and place-making in the real-world, and then applied to the
architecture include romantic notions of regional identity and aesthetic unity, architectural
form as essence, and a startling omission of people in place and variations in cultural
disseminated, and how the wear, tear and care of physical places along with an understanding
of human embodiment and mortality may actually help improve the user experience of virtual
Philosopher Tobias Holischka approaches dwelling and a sense of place not from
architectural history but from within Minecraft, and in light of the thoughts of Heidegger, in
particular those found in his essay Bauen, Wohnen, Denken (Building Dwelling Thinking).
Holischka’s primary aim is to point out parallels between Heidegger's essay and Minecraft.
We may question whether one can genuinely build, dwell and think in the low-resolution and
rather clunky if charming graphical user interface of Minecraft. However, looks can be
deceiving. In 2014 Microsoft bought Minecraft for 2.5 billion US dollars (Gilbert 2014). In
2015 Minecraft became the second highest selling game of all time, after Tetris (Peckham
2016).
9
From a philosophical point of view, we may still question whether Minecraft preset
tools are designed to be so user-friendly and immediate that we don’t spend time to think and
therefore dwell through building. Tarrying (or being distracted by “marginal practices”) is
usually resisted by the gameplay of games, survival mode etc., they try to hurry the player
along, and yes Minecraft allows you to dawdle, but dawdle in order to linger over and reflect
on what, exactly? Balancing constant engagement against an aptitude and space (or place) to
learn is a problem for educational games that attempt to create and inspire reflection.
Even apparently simple virtual environments such as Minecraft may lead to insights
into human behaviors and attitudes. Insights by philosophers are now appearing to be
supported by research into how we perceive virtual environments. For example, Martin
Heidegger wrote about a ‘thingly character’ to works of art (including paintings and
buildings), which is not encompassed or created by the perception of mere stimuli; we don’t
typically hear noise, we hear sounds. Heidegger’s argument has been recently bolstered by
‘toolness’ quality to certain objects in virtual environments. We may further extend the
argument to suggest there is an aspect of ‘thingness’ to our perception of our world that
“Objects that we associate with grasping – things such as cups, utensils, cell phones,
Virtual place design has not yet fully explored the distinction between ready-to-hand
(a useful tool) and present-at-hand (such as an object just lying on a table), but it also must
catch up to the mediation of virtuality through tethered and untethered head mounted displays
(HMDs). Or does it really need to? The ubiquity of digital technology has coerced us into
conflating data with digital data (data was not always digital), and digital with virtual (when
10
in fact virtual is from the Latin and in its current usage preceded the digital, unless by digital
technology (Borgmann 2012), and are experienced within the framework of quite different
worldviews, our experience of place is also more intimately social: personal, familial and
communal, yet also sometimes foreign and menacing. Chapters in the fifth theme of this
collection of essays examines these other aspects of place. Patricia Locke, co-editor of
Merleau-Ponty: Space, Place, Architecture (Locke and McCann 2016) explains how painting
can be viewed as a portal to reality, a form of virtual reality interface; and how new
such as A-frame (https://aframe.io/) hold out the promise of individual and collaborative
artistic possibilities (these applications allow you to paint in space, walk around your painting
which were painted at Château Noir outside Aix-en-Provence, France. Can we apply the
Susan Bredlau explains more personal and inter-personal aspects of place from
an approach influenced by Merleau-Ponty, treating the lived body itself as place, and
she then expands on the intersubjective quality of many human places. These
landscapes are “places as loci of intimacy and particularity” and Bredlau notes that the
unpleasant. Neil Vallelly asks, how can phenomenology be “adopted to address the
issue of forced displacement?” He suggests that eventually we will have to address the
11
mental condition of refugees and their traumatic relation to place via their own
“How do we recover the lived bodies of refugees and displaced persons? How
this endeavor?”
Unpleasant encounters can also take place in video games. Archaeologist and media
space and place could be applied to dark tourism. Her case study is a non-fictional
References
Anon. 2018. "Ivan Sutherland and Bob Sproull Create the First Virtual Reality Head
Mounted Display System (1968)." Last Modified 17 May 2018, accessed 1 June.
http://www.historyofinformation.com/expanded.php?id=1087.
Azuma, Ronald. 2004. "Overview of augmented reality." ACM SIGGRAPH 2004 Course
Bachelard, Gaston. 1994. The poetics of space. Translated by M. Jolas. Vol. 330. New York
http://dictionary.cambridge.org/dictionary/english/virtual-reality.
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Casey Edward, S. 1998. The Fate of Place. Berkeley, California, USA.
Casey Edward, S. 1984. "Habitual Body and Memory in Merleau-Ponty." Man and World
Casey, Edward S. 1993. Getting back into place. Toward a renewed understanding of the
Casey, Edward S. 1996. "How to get from space to place in a fairly short stretch of time:
H. Basso, 13-52. Santa Fe, New Mexico, USA: School of American Research Press.
Chan, Stephanie. 2017. "Mobile game revenue finally surpasses PC and consoles." [Online
https://venturebeat.com/2017/07/13/mobile-game-revenue-finally-surpasses-pc-and-
consoles.
Coyne, Richard. 2010. The tuning of place. Cambridge MA: MIT press.
Donohoe, Janet, ed. 2017. Place and phenomenology. London, UK; New York, USA:
English Oxford living Dictionaries. undated. "Virtual Reality." accessed 27 July 2017.
https://en.oxforddictionaries.com/definition/virtual_reality.
Feld, Steven, and Keith H. Basso, eds. 1996. Senses of place. 1st ed. Santa Fe, New Mexico,
Gilbert, Ben. 2014. "Why is Microsoft buying Minecraft?" [Website article]. engadget, Last
https://www.engadget.com/2014/09/19/microsoft-buying-minecraft-explanation.
Goldman, Josh, and John Falcone. 2016. “Virtual reality doesn't mean what you think it
https://www.cnet.com/au/news/virtual-reality-terminology-vr-vs-ar-vs-360-video.
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Grimshaw, Mark, ed. 2014. The Oxford Handbook of Virtuality. Oxford, UK: Oxford
University Press.
Hamilton, Isobel. 2018. "David Attenborough's VR project 'Hold the World' is absolutely
Handy, Todd C., and Christine Tipper, M. 2007. "Attentional orienting to graspable objects:
Ihde, Don. 2009. Postphenomenology and technoscience: the Peking University lectures.
Ihde, Don. 2016. Husserl's Missing Technologies. USA: Fordham University Press.
Jackson, Brian. 2015. "What is Virtual Reality? [Definition and Examples]." AR Blog
Augmented Reality marketing resources, trends, videos and case studies. Accessed 3
examples/.
38 (3):364-384.
Locke, Patricia M., and Rachel McCann, eds. 2016. Merleau-Ponty: Space, Place,
Lowood, Henry E. 2015. "Virtual Reality (VR)." Encyclopædia Britannica Last Modified 14
University Press.
14
Malpas, Jeff. 2008. Heidegger's topology: being, place, world: MIT press.
Malpas, Jeff. 2014. "Rethinking dwelling: Heidegger and the question of place."
Milgram, Paul, and Fumio Kishino. 1994. "A taxonomy of mixed reality visual displays."
Peckham, Matt. 2016. "'Minecraft' Is Now the Second Best-Selling Game of All Time."
[Website article]. Time, Last Modified 2 June 2016 accessed 1 March 2018.
http://time.com/4354135/minecraft-bestelling/.
Relph, Edward. 1976. Place and placelessness. Vol. 1. London, United Kingdom: Pion.
Ritzhaupt, Albert D, Nathaniel Poling, Christopher Frey, Youngju Kang, and Margeaux
Seamon, David. 2014. "Physical and virtual environments: Meaning of place and space."
Seamon, David, and Robert Mugerauer. 1985. Dwelling, place, and environment: towards a
15
phenomenology of person and world. The Netherlands: Dordrecht Netherlands: M.
Nijhoff.
Selinger, Evan, ed. 2012. Postphenomenology: A critical companion to Ihde. New York,
Smith, Will. 2015. Stop Calling Google Cardboard’s 360-Degree Videos ‘VR’. WiIRED.
Thompson, Janna. 2018. "Why virtual reality cannot match the real thing." The Conversation.
https://theconversation.com/why-virtual-reality-cannot-match-the-real-thing-92035.
Virtual Reality Services. undated. "When Was Virtual Reality Invented?" Virtual Reality
i
For more historical background, please consider reading https://www.fi.edu/virtual-reality/history-
16
The Inconspicuous Familiarity of Landscape
Edward Relph
Landscape is an unavoidable, ubiquitous companion whenever we are outside, or, for that
matter, indoors looking out through a window, whether at mountains or a city street. It
consists of assemblages and collages of earth and sky, of trees, buildings, streets, cars and
people, and may be predominantly urban, rural or wild. It is the context of wherever we are,
filled with sights, sounds, memories, possibilities, and movement. Landscape is the
background, context, and visible manifestation of the polysemic phenomenon of place.
Regardless of whether place is understood in terms of geographical location, territories of
meaning, nodes in networks of social and economic relationships, built spaces, somewhere
that can be branded in order to attract business, a container, a gathering and opening in the
world, or an extension of the body, and regardless of whether place is real or a virtual
construction, it is impossible to imagine place without landscape.
Yet landscape is easily taken for granted or even ignored. This is partly because it is
such a familiar aspect of the world, partly because we are immersed in it much the same
way we are unthinkingly immersed in time, and partly because it is elusive and our
attention is usually drawn to particular things in landscapes, such as displays in store
windows, other people, architecture, gardens, or highway signs. Unlike these sorts of things,
landscape is untouchable. Though we may sit to contemplate a view of landscape we can
never walk to its other side because it unfolds as we move through it. Furthermore,
landscapes continually change with the weather, the rhythms of daily life, and the cycle of
the seasons. They evade definition or objective analysis even though they surround us and
we know them simply by looking around. Nevertheless, it is possible to disclose their
elusive character through phenomenological description.
The English word “landscape” is usually defined and commonly understood as an attractive
piece of inland rural scenery. This isn’t altogether surprising because the word, though it
has origins in Old English, came into widespread use in the early seventeenth century as a
corruption of the Dutch landschap, a term that was used to describe paintings of mostly
rural scenery that business travelers were bringing back from Holland as souvenirs. It soon
came to be used to refer to any well-composed rural view that could be seen from a suitable
prospect, and in due course was applied to a genre of poetry and painting that aimed to
convey the aesthetic qualities of attractive scenery, and then to the landscape gardens of
grand country estates. English is not alone in this rural emphasis. The French word paysage,
which is usually translated as “landscape” and is the origin of the Italian paesaggio and
Spanish paisaje, derives from the Latin word pagus, meaning a rural district, and is
conventionally defined as the general appearance of a rural area. These definitions need to
be set aside because they have nothing to contribute to a phenomenological understanding
of landscape as the visible assemblages that surround us everywhere.
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The origins of the words ‘landscape’ and ‘paysage’ do, however, point to deeper and
more complex meanings. The suffix –scape in “landscape” is the equivalent of the suffix –
ship in English words such as friendship or companionship, and means a state or condition
of things being together, so in its Old English context landscape meant something like “being
together with the land.” Similarly, the suffix –age in ‘paysage’ means an ensemble or
grouping together of things, or perhaps an action of perception linking subject and object. In
these meanings there are indications of the wholeness that is implicit in everyday
experiences of landscapes.
In his essay “Thought and Landscape” the geographer Yi-Fu Tuan (1979, 100) made a
distinction between landscape and environment. He began with the phenomenological
observation that to understand the world at all we must start with the evidence of the
senses and our feelings about them. But he then argued that it is “environment” that
surrounds us and to which we respond unthinkingly in automatic and subconscious ways,
while landscape is essentially a cultural phenomenon that involves learning and cognition.
In other words, he gave phenomenological primacy to environment. This interpretation is, I
think, flawed both because it assumes an everyday idea of environment and a contrived,
pictorial definition of landscape, both of which have become increasingly inappropriate.
In the decades since Tuan wrote his essay the idea of environment has been
systematically objectified and detached from immediate experience. Environment has
become the object of research in ecology, environmental science, physical geography,
geophysics and climatology, and variously subjected to policies and practices of
degradation, exploitation, management, assessment, sustainability and conservation. It has
become almost impossible to use the word “environment” without abstract and scientific
associations. There is little about environment that now might be said to involve unthinking
responses.
In contrast, the word “landscape” has begun to shed its former connotations
associated with art and rural scenery. It is widely applied to cities, especially through its
offspring terms “townscape” and “cityscape,” and is frequently used metaphorically (as in
“the political landscape”) to convey the idea of a broad spectrum of backgrounds and
contexts. I believe it is now preferable to regard landscape rather than environment as the
aspect of the world to which we respond unreflectively in automatic and subconscious
ways. Landscape, with its original implications of togetherness, comes closer to capturing
the experiences we have of the world around us as we walk the streets of our city, look out
of the window of the bus on our way to work, or when we travel to other regions, cities and
countries.
Landscape Experience
At the end of the street where I live in Canada is a major inlet of the Pacific Ocean, the Strait
of Juan de Fuca. To get to it I walk past houses with gardens filled with flowers and shrubs. I
meet a few people, some with their dogs on their way to an off-leash park. The street is lined
with magnolia trees that I remember were covered with white blossoms in the spring. A bus
passes. I feel the cool wind that carries the salt smell of the ocean. I hear waves breaking on
18
the beach. Seagulls and occasionally eagles soar in the sky. On the grey-green water of the
Strait a giant container ship is heading out towards the Pacific. In the distance are the blue
outlines of the Olympic Mountains, some of them snow-capped. Some cars are parked on a
rocky promontory overlooking the ocean edged by a pebble beach covered by a jumble of
bleached logs and tree roots that have washed ashore. If I chose I could walk a mile more to
the center of the city with its office towers, crowded sidewalks, bank machines, restaurants
and homeless people begging.
Everything I have described here involves experiences of landscape. This is the best
word available to refer to the way in which all the things I have mentioned – houses,
seagulls, the sky, people, ocean, cars and so on - are always and unavoidably seen in
conjunction with and at the same time as everything else that is in view or being heard and
sensed. We have numerous words for these individual things, and our attention is
repeatedly drawn to them, but they are always experienced in the context of countless other
things. Concepts of nature or city, of environment, of transportation, countryside,
community, society or economy are not part of our initial experiences of landscape. I do not
step out through my front door and see nature, or a city. What I see all together and all at
once is the togetherness of familiar houses, trees, clouds, street lights and wires, people
walking, and parked cars. Concepts and theories about cities and nature all come later and
are the consequence of reflection and generalizations that are derived from diverse
experiences of different places and landscapes and the things within them. These concepts
and theories can, however, become so entrenched in habits of thought and perception that
act as useful but distorting lenses to make sense of the world, that the experiences of
landscapes from which they arose and to which they refer are almost completely
suppressed.
In the preface to his Philosophical Investigations the philosopher Ludwig Wittgenstein, who
spent many years reflecting on the nature of language and how it conveys meaning,
suggested that there exists a family resemblance between language and landscape. “The
philosophical remarks in this book,” he wrote (1958, vii), “are, as it were, a number of
sketches of landscapes which were made in the course of these long and involved
journeyings.” He thought that language is too elusive for systematic logical analysis, and his
analogy suggests that landscape is no less elusive. Later in the book Wittgenstein (1958,
200) made this explicit: “The concept of ‘seeing’ makes a tangled impression,” he wrote., “…I
look at the landscape, my gaze ranges over it, I see all sorts of distinct and indistinct
movement; this impresses itself sharply on me, that is quite hazy. After all, how completely
ragged what we see can appear!”
This raggedness is confirmed by our experiences. Study any scene carefully and
there is always more in it than can be depicted or described. Even the highest resolution
photographs leave out smells and sounds and everything that is above, below and on either
side of them. Even the most skillful writers and artists cannot depict entire landscapes. All
they can do is to select details that imply a complete landscape, and then to encourage our
imagination to grasp and extend those implications so that they correspond with our own
ragged experiences of similar or imagined landscapes.
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Variations in Landscape Experiences
Experiences of landscapes are neither uniform nor constant. They vary both with the
character of scenes experienced and the moods and intentions of those experiencing them.
Some landscapes consist mostly of trees or fields, others of buildings; some are closed in, for
instance the busy streets of Manhattan, while others, such as the view across the Strait of
Juan de Fuca, open to distant horizons. The dispositions of all landscapes are affected by
weather. I was once in Manhattan during a blizzard when the streets, including normally
noisy, crowded Broadway and Times Square, were carpeted with snow, almost deserted,
free of traffic and completely quiet. If I am depressed my feelings are likely to be projected
onto the landscapes I encounter and everything appears despondent. Some individuals are
especially sensitive or attentive to smells, or sounds, or colors, or plants, or buildings, and
this inevitably influences their perceptions of landscapes.
While at any given moment in any given place there may be some who are
contemplating the ragged togetherness of the landscape around them, there are many more
who are engaged in conversation, worrying about work or what to prepare for lunch,
talking on cell phones or driving. Yet even when our attention is distracted or focused on
something else, the inclusiveness and wholeness of landscape is unavoidably present. It is a
constant though usually inconspicuously familiar backdrop to everyday life.
Nevertheless, relatively small changes and events, such as trees coming into bloom, a
repainted house, unusual weather, or a parade, may make us temporarily aware of the
wholeness of landscape. In effect, we then see things in a different light and notice what has
changed in its larger context. When we travel to see other places and countries, even if we
are part of a tour group or spend most of our time going to beaches, the unfamiliarity of
distinctive local landscapes is likely to engage our senses and become a source of interest
and pleasure. In these instances what is usually inconspicuous becomes conspicuous by
virtue of its difference from what we normally experience. This can also happen through a
deliberate effort to grasp the meanings of landscapes and the processes that have made
them look as they do.
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constructed landscapes cannot be experienced without some recognition, however fleeting,
of the hopes and intentions that have gone into making them.
However, the space of air and sky, Dardel suggests (1952, 32), is an omnipresent
aspect of landscape that has no surface. It is atmospheric and diffuse, “invisible and always
present, permanent yet changing,” a medium for smells and sounds, subject to changes in
temperature and humidity, to night and day. It is simultaneously close to us yet reaches to a
horizon that is not a limit but a permeable boundary that travels with us. More than
anything else, the space of air, sky and horizon reveals the elusiveness of the landscape as
something that is always here, always around us, yet cannot be pinned down, delimited,
divided into parts, measured or analyzed.
The distinctive characteristics of the everyday landscapes we encounter, whether telluric or
constructed, everyday or exceptional, provide the basis for our dreams, thoughts and
feelings. They enter into our memories and contribute to a greater or lesser extent to our
character and identity. The phenomenological philosopher Jeff Malpas (1999, 189) has
expressed this concisely: “The landscape in which we find ourselves is…as much a part of
what we are, of our minds, our actions and ourselves, as the food we eat and the air we
breathe.”
Reverberations
Gaston Bachelard’s book The Poetics of Space (1964) is a phenomenology of the intimate
interior spaces of the house as they are revealed in poetic images. He referred to his study
as a topo-analysis of felicitous and intimate spaces and he devoted his attention to drawers,
attics, nooks, and corners. He also noted that experiences of these small spaces have a
quality of what he called “intimate immensity” because the reverberations they induce
bring about an awakening of feelings that transcend the moment and the intimate space,
and open into an appreciation of the entire world (Bachelard, 1964, xviii-xix and 183-210).
Landscapes also have this capacity to generate reverberations of immensity and an
appreciation of human existence. The English landscape poet William Wordsworth wrote in
the last decade of the 18th century of his recollections of the bucolic rural scenery of the
Wye Valley on the border of England and Wales (where I lived as a child): “It has not been to
me as is a landscape to a blind man’s eye” but instead offers “…a gift in which the heavy and
weary weight of all this unintelligible world is lightened...For I have learned to look on
nature not as in the hour of thoughtless youth, but hearing oftentimes the still, sad music of
humanity, nor harsh, nor grating, but with ample power to chasten and subdue”
(Wordsworth, 1798, lines 25, 39-40, 89-91). Eric Dardel offered a similar but more prosaic
version of this. “Landscape is not, in its essence, made to be looked at,” he wrote (1952, 44),
“but rather is an insertion of man into the world, a place of life’s struggles, a manifestation
of being.”
Such reverberations sometimes have spiritual force. In The Varieties of Religious
Experience the philosopher William James (1961, 71) quotes an account of someone’s
experience on the summit of a high mountain: “I looked over a gashed and corrugated
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landscape extending to a long convex of ocean that ascended to the horizon…What I felt was
a temporary loss of my identity that was accompanied by an illumination of deeper
significance than I had previously attached to life. It is in this that I can say that I have
enjoyed communion with God.”
Experiences such as this, in which an encounter with the totality of a particular landscape
expands into a sense of the meaning of the world or spiritual revelation, are both deeply
personal and yet intersubjective. Their depth and strength of meaning can be recognized
and appreciated by others, even those who pay little attention to the world around them
and may never have had anything more than hints of such revelations. Or perhaps it is the
case that it is only when a poet or philosopher provides appropriate words that we are able
to recognize that something similar has happened to us in our own experiences of
landscape.
22
and value, rather than what politicians, academic theorists, business people or anyone else
may claim. Our everyday experiences of landscape are filled with intimations of wealth,
well-being, poverty, carelessness and power that offer possibilities of making sense for
ourselves of what has actually gone on and is going on in the world.
Landscape is the context of places. Landscapes are expansive and diffuse, while places are
focused, particular concentrations of meaning and experience within those landscapes. A
place, in effect, gathers the landscape around it. This is sometimes very apparent. For
instance, a walled town such as Carcassonne in southern France stands at the heart of the
territory around it and simultaneously appears to dominate that territory. Skyscrapers at
the center of a modern city such as Toronto appear to draw the surrounding city inwards
even though the city spreads outwards.
In his essay “Building Dwelling Thinking” Martin Heidegger (1971, 154) wrote that
spaces receive their being from places. In other words, he regarded places as
phenomenologically prior to lived-spaces and landscapes, and used the example of an old
bridges to argue this. “The bridge does not just connect banks that are already there,” he
explained. “With the banks, the bridge brings to the stream the one and the other expanse of
the landscape lying behind them. The bridge gathers the earth as landscape around the
stream…The bridge gathers to itself in its own way earth and sky, divinities and mortals.”
(Heidegger, 1971,152-3, italics in the original).
This is, however, not always the case. For example, landscapes that consist mainly of
oceans and mountains, such as the view of the Strait of Juan de Fuca that is so familiar to
me, have no apparent places that gather earth and sky in the way a bridge might. It consists
of ambient smells of the ocean, sounds of waves and seagulls, and bands of sky and
mountain and sea in various shades of blue and grey reaching to a misty horizon. If
anything, this particular landscape experience excludes place.
Existentially place may be more fundamental than landscape, yet the relationship
between the two is neither unequivocal nor entirely one directional. Landscape is always
the context and setting of place. Place gathers landscape to itself, while landscape extends
place to the horizon and beyond that to the world.
I have suggested that landscapes can, through their reverberations and by the exercise of
clear thinking, act as windows to the world. This raises the question of what is meant by
“the world,” a question that Martin Heidegger addressed in Being and Time (1962, 91-93).
He wrote: “What can be meant by describing ‘the world’ as a phenomenon? The first step is
to enumerate the things that are in the world, the houses, trees, people, mountains,
stars…We can depict the way such entities look…however, this is obviously a pre-
phenomenological business – not a revelation of Being.” A phenomenological description of
the world, he suggested (1962, 137, italics in the original), exhibits the being of things that
are “ready-to-hand” and have “the character of inconspicuous familiarity” because we know
their meanings and purpose without having to reflect on them. We recognize them,
23
understand them, and know how to use them without thinking about their purpose. I have
argued here that landscape understood as an assemblage has this quality of inconspicuous
familiarity.
The German word for the realm of what is inconspicuously familiar is Umwelt –
literally the surrounding or lived-world, the world in which we conduct our daily existence.
The Spanish medio ambiente has similar connotations. Both terms are frequently translated
as “environment” but I think they both imply a phenomenological understanding and
engagement with our surroundings that the word environment does not, especially in its
current scientific usages. Landscape in its inconspicuous familiarity is the constant context
of where we are, and also the remembered settings of our childhood and the imagined
scenes of places we hope to visit. Landscape is present wherever we are, always elusive yet
always reverberating with meanings.
Phenomenology is the philosophical equivalent of the slow food and slow city movements.
All three emphasize the importance of the quality of experience inherent in a return to the
things themselves, are contemplative, and are disenchanted with the haste of modern life.
While this phenomenological account of the inconspicuous familiarity of landscape is, I
think, accurate as far as it goes, like many phenomenological accounts it pays little attention
to present-day experiences of landscapes that are mediated by cars, air travel, the internet
and other technological paraphernalia that facilitate speed. Landscape experience is not
immune from technological change.
For most of human history people walked everywhere, nobody moved faster than a
horse or camel could carry them, and messages traveled no faster than the messenger. In
the mid-nineteenth century this slow experience of the world changed dramatically with the
almost simultaneous inventions of rail travel and the telegraph. These were not to
everyone’s delight. “There was always more in the world than men could see, walked they
ever so slowly. They will see it no better for going fast,” exclaimed John Ruskin (1856,
5.369) in his discussion of “The Moral of Landscape” written in the 1850s. And he
continued: “A fool wants to shorten space and time: a wise man, first to gain them, then to
animate them. Your railroad…is only a device for making the world smaller; and as for being
able to talk from place to place…suppose you have, originally, nothing to say.” Powerful
opinions well expressed, but there was no going back. Technological innovation does not
get reversed. A century later, which is to say after a host of additional technological
innovations that included telephones, automobiles, radio, television, popular air travel, and
the first computers, Heidegger (1966, 45) echoed Ruskin’s concerns: “Nowadays we take in
everything in the quickest and cheapest way,” he suggested, “only to forget it just as
quickly.”
There is no doubt that the faster we go the less we see, but it is also the case that
faster makes it possible to experience more of the world. In effect, speed allows us to
substitute breadth of experience for depth of experience. Traveling to many different places
and their landscapes, even if they are crowded world heritage sites or all-inclusive resorts,
has the considerable merit of exposing us to unfamiliar scenes and lifting us out of the
24
habits of seeing that make familiar landscapes inconspicuous. In the process it may promote
appreciation of and tolerance for different cultures and ways of doing things.
On the other hand, technological changes have reinforced aspects of the
inconspicuousness of landscape because this seems to have been deliberately built into
many landscapes that support mobility. Marc Augé (1995) uses the term “non-places” to
refer to the interstitial mobility zones of airports, expressways, service stations,
supermarkets, chain hotels, and hospitals, most of which are characterized by self-effacing
impersonality. Non-places demand no commitment from us because in them we are little
more than temporary clients or customers. Almost everything about them seems to have
been designed to be inconspicuously functional and familiar in order to facilitate our
passage to somewhere else. In addition, new communications technologies, whether
automobiles, cell phones, or passenger aircraft flying at 35,000 feet, distance us from our
surroundings. The technologies of virtual reality are the most recent manifestation of this
detachment. While they provide opportunities for remarkable experiences of simulated
situations and settings, virtual reality goggles literally make their wearers blind to what is
actually around them.
Augmented reality, in contrast, seems to have some potential for reversing
technological detachment from landscapes and facilitating what might be considered an
updated version of the farther vision practiced by John Ruskin in an altogether slower
world. There is little question that for many people who use hand-held devices in public
spaces their immediate surroundings are often incidental to the paramount connection with
someone who is somewhere else. And even though wearable devices such as glasses may
reduce this distraction, it would be naïve to assume that augmented reality when applied to
landscapes is not without problems. Just as the Internet and social media have not turned
out to be the models of civic integrity, cooperation and freely shared information that their
inventors apparently expected, so augmented reality could well be used as means to overlay
advertising, half-truths and propaganda onto landscapes. Nevertheless, those same devices
can be used in other ways to overlay valuable positive digital information onto actual,
immediate experiences of specific places and landscapes. This might take many different
forms: the introduction of virtual characters into actual settings; maps of nearby amenities;
environmental information about geology or watercourses that have been buried; archival
footage of events that happened right in this location; demographic and social information
about the lives of those who occupy buildings.
Much like the walls of houses, landscapes are surfaces that hide as well as reveal.
Augmented reality offers immediate ways to probe behind those surfaces to reveal the
pollution, accomplishments, poverty, wealth and injustices that would otherwise be largely
invisible or discernible only by research in some remote library. In short, by providing
digital information about landscapes as we are experiencing them, augmented reality can
make familiar landscapes conspicuous and perhaps enhance critical understanding of our
relationships to the everyday world.
25
References
26
Landscape Archaeology in Skyrim VR
Andrew Reinhard
Introduction
I could conduct landscape archaeology in the game Elder Scrolls V: Skyrim, but do it in
the immersive world of the virtual reality (VR) edition of the game (Bethesda Game
and explore, offering potentially thousands of hours of play, which includes a great deal
planned walks from the countryside into a small village. Next comes a description and
Daum (2017) to engage with their definitions of landscape, using them to define my
experiences within a very small geographical space within the game. I conclude with a
post-script on conducting archaeology in synthetic worlds and what this case study means
35
Phenomenology, Virtual Reality, and Synthetic Landscapes
As seen in earlier articles in this volume, landscape phenomenology is nothing new. One
need only reference the works of Merleau-Ponty (Carman and Hansen, 2004), Heidegger
(Heidegger 1996), Husserl (Husserl, 1990, Books 1-3), Tilley (Tilley, 1994) and Ingold
(Ingold 2000) to see that landscape is to be observed and perceived, that it affects action
in both human and non-human agents, and that these agents in turn impact the landscape
to affect both conscious and unconscious change. Their thinking is advanced by Barad
(Barad, 2003, 801-31) and Haraway (Haraway 2016) who no longer place people at the
center of the landscape and its formation processes, but move them off-center as one of
many agents of activity that intersect with space, focusing instead on materials and the
The focus on the interaction of materials and agents, where landscape itself is an
agent allows us to consider alternative landscapes, what they are, how they work, and
how they can be observed as phenomena. These elements are present in the digital as they
code-based agents and even other, digitally realized human beings. Archaeologists can
engage with the phenomenon of a landscape through direct, bodily observation, throwing
themselves into the environment in an attempt to experience the world from a potentially
This bodily approach to the phenomenology of landscape only goes so far, and
does not utilize modern technology to support those observations. Stuart Eve’s PhD
thesis for University College London, Dead Men’s Eyes: Embodied GIS, Mixed Reality,
36
and Landscape Archaeology, (Eve, 2012a) and his 2012 article for the Journal of
on something he calls “embodied GIS.” i By first mapping and adding data in GIS and
while constantly being fed location-based data on everything from history to deposits of
natural resources, and, in an ideal system, one could update that data in real-time with
observations made on the ground, coordinating those findings with other surveyors in
different locations.
explorations, this time in Virtual Reality. I wanted to follow his methodology of using
one’s senses and the landscape to navigate towards a small village. I was curious to see if
I could hear things going on in the town before I could see the town, and if my proximity
to the town would trigger events that I could observe and perhaps reproduce. This marked
the beginning of an intensely rich investigation of the landscape, and it was my hope to
see if his methods would transfer to a synthetic open world, “open world” being the video
game term for a landscape that a player can explore freely without following set paths or
narratives.
Going one step further, I wanted to see what it felt like to experience a synthetic
landscape through virtual reality, and if I could both extract and share data with others so
that they could share my perception of that synthetic VR space via digital output of
photos and VR video, as well as GIS maps and even 3D meshes of artifacts found in-
world. Would I conduct a survey of the synthetic landscape the same way I would in the
37
natural world? The results obtained within Skyrim VR were quite similar to those I might
The village of Rorikstead (Figure 13.1) is situated at the western end of a valley near the
center of Skyrim. It backs up against foothills and commands a view of the valley and the
ring of mountains beyond. There is one cobblestone thoroughfare passing just to the east
of the village, winding its way into the mountains to the west and into the valley to the
north and east, the eastern part of the road featuring crumbling stone walls to either side
Rorikstead itself consists of two farms, a manor house, and an inn, all built of
river stone with thatched, peaked roofs. A fire burns constantly outside the inn warming a
pot of mountain flower tea. Two shaggy cows stand nearby. The farms grow the Skyrim
equivalent of wheat, potatoes, leeks, and cabbages, tended by three farmers. A stone
gristmill stands in each of the yards of the farms. The town is quiet, the only sounds
coming from the farm tools working the earth, from occasional conversation between
residents, and from two young sisters who play at tag during daylight hours. Visiting the
farms, inn, and manor house allowed me to create an inventory of plants and animals
found in the landscape, and also at the market in the capital city. There was evidence of
38
An approximately two-minute walk from town to the northeast brings one to a
small river (Figure 13.2). To the north at about the same distance is a camp for a giant
and his mammoth. To the southeast are foothills leading up to a Forsworn bandit camp
and a dramatic overlook towards a ruined fort, and to the south is Lund’s house, a hermit
who lives just outside of the village proper. In Skyrim, at least one feature or element of
built heritage is within the viewshed (the environment visible from one or more viewing
points) at any given time from any given place, and these include small shrines and
abandoned monuments that do not appear on the player map or on the compass display
during travel. Note that the presence of augmented reality (AR) data (annotated compass
and other data windows) in a virtual reality (VR) space creates something I call
hardware receive various notifications through their head-up displays (HUDs), much like
Eve describes when fieldwalkers in the natural world access data through technology in
Compare walks between villages as shown on the game’s map, and how the
landscape encourages certain routes of travel, affecting time and distance as well as
facilitating encounters to advance the action of the game, to give players something to do,
to learn, something else to engage with. Skyrim’s landscape is one of play, purpose-built
to funnel the adventurer from place to place, opening up the world. In the natural world,
the landscape merely is. It is amoral and agnostic, posing no intentional hazards or
rewards to humans, but rather existing as a space that happens to be occupied and
exploited by people, animals, plants, weather. The landscape changes over time thanks to
formation processes caused by the above forces. Landscapes in games such as Skyrim,
39
however, never (or at least not yet) erode, flood, erupt, crack, or catch fire unless
My repeated trips to my personal Skyrim house wear no trail. The infinite game
of tag by the sisters in Rorikstead makes no circular track. The land would appear to be
the same without the presence of NPCs (Non-Playing Characters). Their rapture would
leave no trace, just like my own adventures do not impact the space. I advance the plot
but do not change the world. Although these digital environments are classed as “open”
restricted to movement within a bound space, but by ghosts who leave no trace of their
having being somewhere. This behavior is, however, native to digital landscapes, which
The archaeologist can learn a few things from engaging with Skyrim’s landscape.
First, the environment can be used for training and discussion, answering questions about
why things appear where they do, and how the landscape influences movement and
migration of NPCs and animals. Judging from the observation of the residents of
Rorikstead, however, it is clear that they have programmed behavior, a force field
trapping them in town. It is the player then that has full freedom of movement, albeit
constricted by deadly drops and sheer cliffs, much like the natural world. We cannot go
everywhere. But one final break-in-presence brings the VR player back to reality: one can
walk to the edge of the world on a road at which point the game informs you: “You
40
All of this exploration of the landscape was enabled through design. When
reviewing Eve’s thesis case study, his team was able to determine a reason for why their
selected village was situated the way it was, and why the dwellings were placed just so: a
commanding view of the plain below, and proximity to natural resources to be used for
commerce. The residents settled in an area where they could both sustain and protect
themselves, exploiting their environment to their benefit. The landscape existed long
before the arrival of the villagers, and human ingenuity and common sense led to the
Similar forces might be at work within Skyrim, but one must ask if Rorikstead
was placed as the landscape was designed, or if the landscape existed and the developers
decided that the eastern end of the valley would be a perfect place to put a small town.
The designers must have followed other rules in placing villages, cities, and other points
of interest, making sure that towns were spread evenly throughout the landscape, and that
one could see something else to explore no matter where one is on the map. Skyrim’s map
designer, Noah Berry, gave an interview about his design process, which indicated the
stated that the map design must serve the goals of the game and its narrative arc(s). When
one examines the world map with all of its locations revealed, one sees how faithful its
design is to the underlying mandate. There is flexibility in the map, but that flexibility
So what can the archaeologist learn from such in-game explorations in VR? It
should be possible to conduct similar exercises in the VR version of Google Earth, which
features topography and 3D crenelated landscapes accessible via Oculus Rift, Vive, and
41
Google Cardboard. Even if we cannot physically visit a space, using VR hardware would
enable archaeologists to walk through landscapes they would otherwise be unable to visit.
One can import Google Earth KML files into a GIS program (such as the open source
QGIS) in order to add data, which one could then reference as one walked, the data
changing depending on the walker’s location. This would realize the dream of Eve’s
embodied GIS, but instead of bringing VR/AR to the field, one brings the field to the
researcher’s own home or office for study. When dealing with synthetic worlds, it is
possible to import a scanned image of a map into QGIS at which point it can be tagged
with either GPS or Cartesian coordinates. It might be possible to then add elevations
based on the VR world map to create a 3D GIS map that can then be tagged with data.
This will become quite useful when creating GIS maps of procedurally generated
environments that have never before been seen, much less mapped. These 3D VR maps
can then be used to answer any number of research questions once the investigators are
back from the field, querying, editing, and adding data on-the-fly. With VR, one need not
archaeology.
Like other open world games, distances in Skyrim are compressed and do not reflect
actual distance in the natural world, and affects the player’s experience of that space.
Time in the game is also accelerated when compared to the real-time experienced by the
player. Based on data from the Creation Kit wiki for creating mods for Bethesda games, iii
Skyrim, Oblivion, and the Fallout games use the same exterior cell size, which is a square
192 feet on a side. Skyrim's game world is a rectangle composed of 119 cells across by 94
42
cells high, which translates to 4.32 miles (6.95 km) across by 3.42 miles (5.5 km) high, or
14.8 square miles (23.82 km). The game-size translates to a scale of 1:10, which makes
more sense when players activate NPCs through their presence. What appeared for me in
30 game-meters would have actually been triggered in the natural world by a more
Time also factors in to travel across Skyrim. The game’s internal clock is set so
that one minute of actual time translates to 20 minutes of game-time, which means that
24 hours in the game pass for the player over the course of one hour and twelve actual
minutes. A walk that might take a player two minutes—my walk down from a hilltop tree
into Rorikstead—would take 40 in the natural world. Assuming a rate of 3 mph (5 kph)
walking downhill, this becomes a distance of two miles, again something reasonable
when considering how things appear from that distance. This condensation assists in
advancing player access to the game’s many narratives, which occur for the player in
real-time.
Landscape: Places, Paths, and Monuments, Christopher Tilley returned with co-author
region of Cornwall (Tilley and Cameron-Daum, 2017), In their 2017 book Anthropology
understanding a landscape and all of its relationships, which include biography, place,
motility, mediation, agency / aesthetics / well-being, conflict and contestation, nature and
43
culture, and scene. What follows are Tilley and Cameron-Daum’s definitions followed by
which the landscape becomes part of whom they are, what they do and
There are only nine permanent NPC residents in western Whiterun Hold, all
living in the village of Rorikstead, and some have been programmed to talk about where
they live. Their speech reflects what one might hear from human settlers on a similar
frontier, and the player experiences the phenomena of automatons imbued with a sense of
memory, even though that memory is fabricated. Taking as an example the town’s
namesake, the Nord Rorik, he has the following to say about his feelings for where he
lives:
“Look around you. Most of the lands you see are mine. Most of this I
Empire against the Aldmeri Dominion. Back then, nothing would grow
here and so the land was worthless. Now, thanks to hard work and the
not places on any Ordnance Survey topographic map, the places they like
44
consciousness, event, history and association.
For Rorikstead, we return to a conversation the player has with Rorik as to how
“Most of the lands you see are mine. Most of this I purchased while my
comrades were fighting in the south, helping the Empire against the
Aldmeri Dominion.”
The history of the village of Rorikstead, the construction of its buildings, and the
arrival of the other residents is unknown, but the current hamlet likely occupies the space
of a much older settlement. In the lorebook Holdings of Jarl Gjalund (which can be
found and read in the game), it mentions a town called Rorik’s Steading, which might
pre-date the First Era (1E 0–1E 2920). The current town of Rorikstead was founded in the
Fourth Era (4E 0–4E 201), some 4,000 years after the initial settlement. There are no
signs of continuous, permanent settlement here, however, and it is puzzling how the name
Rorik would be shared across millennia in a seemingly accidental way. The other
residents are new and have little or no ties to western Whiterun prior to moving to
Rorikstead.
Motility: We discuss the manner in which persons and groups move across
the heathland landscape: the paths that they follow and the manner in
45
One of Skyrim’s main roads passes through the center of the village, winding its
way through Whiterun Hold into the Reach and Hammerfell beyond. Well-worn
footpaths lead up the hill to the east of the village, up to a camp, and also to a hut. The
footpaths are clear desire lines, and follow the landscape’s natural switchbacks all leading
down to the main road. This highway indicates a major desire/need to travel between
cantons and regions, yet rarely features travelers. When it does, the road is traveled by
foot with no evidence of horses or wagons. The road runs from Rorikstead to the
southeast to Fort Sungard, then northeast to Fort Greymoor, and then east to Whiterun
If anything, the road was created to connect the capital with Whiterun’s
troops and materiel. The region then benefited from the roads built for that need. In
viewing the main road on a topographic map and ground-truthing it in the game, the
highway follows the path of least resistance through the landscape, making for easy, fast
travel, and presumably cutting down on its initial cost of construction. From a
in the game.
across it (and the manner in which they walk) or whether their encounter
46
rifle; by riding across it on a horse; or by being accompanied by a dog.
In exploring Rorikstead and the valley it occupies, I traveled mostly on foot, but
also tried transecting it by horse. My horseback travels set me about four “feet” higher
than I normally am when I walk, and gave me a better vantage point from which to
survey my surroundings. I found myself more willing to just plunge down a hill over
rocks and trees while riding my horse, and was more perceptive of the rolling topography
as I continuously went up and down hills at speed. As flat as the valley appears on the
map and to the eye from an elevated overlook, the actual ground undulates and is
populated by divots, depressions, cairns, small tors, rises and ridges. The road mediates
faster travel over more level surfaces, but the landscape encourages wild exploration, the
explorer drawn to non-natural features in the landscape such as towers, shrines, ruins, and
bonfires.
Walking across the Rorikstead valley is relatively easy, but one must pick one’s
way around boulders and fallen trees, hopping over creeks and rivulets, and negotiating
past potentially hostile wildlife. Being in the landscape makes one forget about the
overviews seen from the foothills above as travel is relatively slow and requires attention
to present motion through the material landscape that is actually there with each stride.
Rorikstead’s NPC inhabitants venture on the road in town, but largely keep to their farms
and houses. They have what they need and have little reason to venture out. Occasional
travelers pass through and use the main road, but do not stop in town to use the inn.
47
relationship what it does for them.
short of spectacular, with views to the east of craggy mountains. Sunrises and sunsets as
seen from the village are warm and beautiful (when it is not raining). Pre-dawn mist hugs
the valley floor giving it a mysterious, primordial quality. The valley encourages
movement from the village to structures or farther on to the Hjaal River for fresh water
and fish, and the mountains draw one in, ultimately leading to footpaths up and in to their
snowy bastions. One travels the landscape logically, or at least as one would if traveling
In VR, the materiality of the landscape is always experienced, and I forgot that I
was wearing a headset while I was focused on getting around in the valley. The landscape
enticed me with opportunities for exploration, these things never being more than 30
seconds away in real-time. The weather changed frequently from sun to rain, from blues
None of the villagers spoke about the beauty of the place, but only of its practical
use for farming, or the near-universal lament that small, backwater towns are good places
At first glance, politics and conflict do not appear to weigh on Rorikstead. The
village is peaceful, has two full-time Nord guards who patrol the streets (although they
have no official residence and perhaps sleep at the inn), and serves as a retirement home
48
for two war veterans of the Great War. That being said, the village occupies a strategic
location at a pass between Whiterun Hold and the Reach and the region of Hammerfell.
Potential enemies could enter the valley on their way to Whiterun with a relatively clear
and easy route to the objective keeping south of the Hjall River and mountains, taking the
capital and by proxy the whole of Skyrim. That would be true were it not for Fort
Sungard to the southeast and Fort Greymoor to the east with clear views to Rorikstead,
the main road, and the pass between Whiterun Hold and the Reach.
quick muster of reinforcements from Whiterun itself. The river and mountains to the
north provide natural fortifications, forcing invaders into the valley. Without any natural
cover, opposing forces remain exposed all the way from Rorikstead to Whiterun. Perhaps
Rorikstead remains uncontested because of its protections further up the valley, although
foreign intelligence has not yet discovered this hole in Whiterun’s defenses.
Nature and culture: What do these terms mean to people in the context of
environmental ethics and politics and their encounters with the world. To
through the sensual and sensing body, through his or her corporeal body.
49
The body becomes a primary research tool. Such an emphasis on being
The culture of Rorikstead is presumably a shared one based on the racial mix of
its nine residents, but there are no apparent artifacts or art that is specifically Redguard,
Altmer, or Breton. The foodstuffs found in houses, in the fields, and in the valley are all
Nord, as is the architecture, furniture, and home decoration. Up the hill behind Rorik’s
Manor lies a modest set of ruins, which are no more than a collection of incised boulders.
Beside these rocks is a shrine to Akatosh, one of the three major gods of Tamriel, the
continent of which Skyrim is a region. Natural resources in the valley are unremarkable
when viewed at commercially, yet provide for the “human” and “non-human” actors
Digital landscapes can be experienced bodily and encourage not only movement
but also stationary contemplation. Through movement I was able to find an overlook, and
by remaining still, I could watch the living valley below change as day turned to night,
and as deer and moose emerged to forage in the twilight. The town of Rorikstead grows
quiet as the villagers retire, warm light escaping from the windows of the cottages,
manor, and inn. The emotions I feel at twilight in the natural world are the same as those
so on. Why the people might describe it in these very different ways
relates to their point of view and their interests and values, so inevitably
the landscape seen from the ‘beholding eye’ means something radically
50
different for a property developer, a local historian, an earth scientist, an
artist and so on. Ten versions of the same thing is obviously an arbitrary
number: there could be many more or less. The general point though is
that political, economic, moral and aesthetic interests and values colour
what people see and may inevitably lead to radically different attitudes.
Source of Wealth There is enough to survive on, but nothing to advance wealth
Ideology Local shrine to Akatosh and valley shrines to Talos and Zenithar
Tilley and Cameron-Daum wrote, “people are materially entangled and entwined
with landscape and precisely because of that they are emotionally bound up with its past,
present and future.” When the authors use the term “people”, they do not write
exclusively about a landscape’s permanent residents, but rather anyone who comes in
direct contact with a place. This includes the visiting archaeologists who also become
materially entangled and entwined, bound to the landscape’s past, present, and future.
51
Digital Post-Script
Everything noted above transpired within a 100% designed open world video game
PlayStation stereo camera, which translated the signals of my body into real-time motion
and direction within that synthetic space. My in-game archaeological and emotional
experiences were mediated by this hardware that granted me both access and agency
vest, Carharts, eye protection, and steel-toed boots in order to conduct archaeological
fieldwork safely. I outfit myself for my work. If I do not have climbing hardware, I
cannot gain access to the mountain. If I do not have my safety gear, I will not gain access
synthetic space. My questions and methods are similar to my colleagues in the natural
world. My tools are a little different, but my intent and actions in that archaeological
I realize that the region of Skyrim is a designed play-space with the express intent
The map feels naturally organic and behaves like the natural world in everything from
terrain to flora and fauna to how the landscape and these “human” and “non-human”
agents co-exist in that space. Non-natural features in the landscape draw players ever
onward and in to the world on purpose, the underlying logic in giving players places to
52
Performing as an actual archaeologist in this kind of space still yielded results and
information about the designed space, a critique of its construction, but also creating an
visitor in it. All of the agents in the game regard me in a reactionary way based on my
proxemics. Actions happen the closer I get to something. Yet, the game being as complex
as it is, will continue to operate even if I am standing still. The world turns when I am in
I record my observations with screen- and video-capture, and can translate those
photogrammetry of objects found in the game, exporting them as a 3D mesh for future
printing, making real something that was once synthetic. I can create a 2D map of a
region, tag its features, and then convert it for use in GIS software.
The tools and methods I learned how to use within Skyrim can be applied to other
synthetic spaces, but can also be used for sites and landscapes in the natural world. Maps
are maps, and landscapes are landscapes, digital or otherwise. Photography and
videography work the same way no matter what; it’s up to the archaeologist to determine
when, where, how, and why to deploy them. The landscape has a say in those decisions
Skyrim lends itself to adapting this way of doing things to future investigations of other
synthetic worlds, especially those future worlds that will be procedurally generated,
prepared to explore and document these new spaces, which will be inhabited by both
53
new, digital entities, as well as human visitors who will interact with each other and with
these new digital built environments. Skyrim archaeology is therefore a case study, a
References
Eve, S. 2012a. Dead Men’s Eyes: Embodied GIS, Mixed Reality, and Landscape
Haraway, D. 2016. Staying with the Trouble: Making Kin in the Chthulucene. Duke
University Press
Heidegger, M. 1996. Being and Time (trans. by Joan Stambaugh). SUNY Press.
54
i
Eve (2012a) defines embodied GIS as merging GIS analysis with phenomenological approaches
55
The Efficacy of Phenomenology for Investigating Place with Locative
Media
Leighton Evans
That our human senses, of which all media are extensions are also fixed charges on our
personal energies, and that they also configure the awareness and experience of each one of
us… (McLuhan, 1964, 10)
The notion that media makes our world is a fundamental notion of the discipline of media studies.
From that start point, it is a surprising yet plausible argument that much of what the discipline has to
say about the world (and particularly place) is characterized by a distance from the human in the
world and a retreat to the view from above that characterizes a scientific worldview of the world.
Maybe this should be of no surprise; the need for rigor and an empirical certainty about the effects
of the media on people demands a quasi-scientific method of studying the media that reinforces a
subject-object view of the relationship between people and media. Such a position is informed by
critical theory that reinforces the subject-object distinction such as political economy, behaviorism
and social learning in the case of media effects or semiotic theory in the analysis of representation
through the media.
Given the ‘spatial turn’ in the social theory as exemplified by Gaston Bachelard (1964),
Michel de Certeau (1984), Henri Lefebvre (1991), Edward Soja (1996), David Harvey (2001) and of
course Michel Foucault (1986) to name a few, one might expect the increased attention to the
spatial aspects of media. However, closer attention to the nature of the research in locative media
(as an indicative example of spatial media) indicates that attention paid to place, as opposed to
space, is limited.
56
Locative media
Locative media can be understood as media that are bound to or related to a particular location, but
which are not physically bound to the location that the content of the media refers to in use. That
may sound confusing, but as an example take Google Maps. By unlocking my phone and activating
the application I can explore the layout of streets, town or cities anywhere in the world from the
place I am in at this time. Locative media is therefore concerned with location and requires
information about location. In most devices today, Global Positioning Technology (GPS) will allow
the device to be located and for location-specific data and information to be provided for the user of
that device. Locative media therefore has a dual articulation: locative media can provide information
about locations anywhere in the world (providing there is data available about that location) and can
provide context- and locale-specific information about the place the device is being used in too.
The specific example of locative media that was investigated using a phenomenological
approach was the Location-based Social Network (LBSN) Foursquare. Foursquare is an example of a
location-based service that builds a database of places by users creating "spots" and "checking-in" at
those spots. Foursquare launched on March 13th 2009, and had 50 million registered users by May
2014. On Foursquare, users were (prior to an application redesign in August 2014 that saw the check
in function delegated to a new application called Swarm) rewarded in points-based systems for the
creation of and checking-in to spots, and from this a game environment is created where users are
encouraged to compete with friends for high scores over periods of time.
Users were also rewarded with badges and titles for check-ins and creating spots:
Foursquare did convey the status of "mayor" on users who had the most check-ins at a spot. Users
can still leave comments about spots they check-in at (and as many of these spots are services like
restaurants or shops, this can be seen as a form of free advertising or user-review of the service) and
photographs of the place. Links with other social networks, with Facebook and Twitter being
ubiquitous options, helps to find ‘friends’ and to post real-time updates to potentially larger
audiences - all while promoting the application itself across other platforms. (Evans, 2015, 37-38).
When checking-in to a place, a list of nearby venues and places is automatically generated, providing
the user with further information on their location and their relative position to other places and
services. This is the basis for the locational search function that was central to the mission and use of
Foursquare since the initial excitement of its use in the early 2010s.
While the use of Foursquare has curtailed in recent years, the application’s key features can
now be found in all the major social networks, such as with Facebook’s places feature or the
location-specific features on Twitter. Foursquare has been described as an example of ‘zombie
media’ (Evans and Saker, 2017, 69). These ‘zombie’ media ‘haunt’ new and developing media
platforms and forms, informing and helping to shape new technologies.
The impetus to study this form of media, and the reason it is still of interest, is in how the
locational search facility allowed users to go beyond a representational understanding of space into
a meaningful understanding of place. My initial thoughts as a user (and I was part of the research in
an auto-ethnographic manner) was that I could find out much more about places I was visiting – and
indeed, places I was already familiar with or so I thought – through the social gazetteers left by other
users. These went beyond just recommendations on where to eat or not to eat; social history,
personal preferences and detailed thoughts on venues were encoded into many user-generated
gazetteers that gave me an understanding of the nuances of venues that went beyond locating that
venue. The feeling of understanding and affinity through the use of other people’s opinions was
57
bringing forth a feeling of place in the phenomenological sense outlined earlier. At other times
though, I would just open the application and check-in to get some points especially if I saw the
location as high status. The project undertaken, and critiqued here, looked to use phenomenological
theory to understand this feeling of place as a mood on the part of the person using the application,
to assess whether phenomenological theory could provide an understanding of this feeling where
other explanations of locative-media use that could explain these different usages and intentions of
use, placing the person using locative media and their experience at the centre of the theoretical
explanation.
Given the ubiquity of smartphone hardware and location-able software that can achieve
these effects, a large body of research has emerged in Media Studies that is concerned with how
usage of locative media affects understandings of place and space which foregrounded, informed
and developed during the project in question. Wilken (2012, 243) identifies the major themes as
research directed towards analyzing how locative technologies mediate the relationship between
technology use and physical or digital spaces (see de Souza e Silva and Frith, 2010; de Souza e Silva
and Sutko, 2011; Wilken, 2008; Wilken and Goggin, 2012), discussions of power and politics in
location-based services (see Elmer, 2010), and assessments and discussions on the nature of the
representation of space that emerge through locative media (Gazzard, 2011).
In addition, the area of privacy has been a major area of interest (See Michael and Michael,
2009). A substantial body of research has developed on location-based applications (see Crawford
and Goggin, 2009; de Souza e Silva and Gordon, 2011; Evans, 2015a; Humphreys and Liao, 2013;
Wilken and Goggin, 2012) that has explored how locative media are used to communicate and
coordinate social interactions in public space (Campbell and Kwak, 2011), leading to a persistent
sense of co-presence (Licoppe, 2004; Ling and Horst, 2011; Rainie and Wellman, 2012), affecting
how people approach physical space (Martin, 2014), turning ordinary life ‘into a game’ (Frith, 2013;
Hjorth and Richardson, 2009; Licoppe and Inada, 2008), and pointedly altering how mobile media is
understood (Farman, 2012). Research has also investigated the idea that the use of mobile media
alters the way that users relate to physical space in a convergence of location, digital networks and
location-specific information that mediates geographic places (Martin, 2014, 180; Campbell and
Ling, 2008).
This body of work is concerned with space as something approached by media users, rather
than lived-in place – concerns of how software mediate spaces lived in by users have do not have a
phenomenologically-influenced stance generally. The dominant mode of explanation in this work is
from a critical geography perspective where the making and remaking of space (following Thrift and
French, 2002, and Dodge and Kitchin, 2011) that creates new spatialities is the dominant paradigm.
While this approach is valuable, the lack of attention to the feeling of place as a mood meant that
this project at hand on Foursquare had to look to phenomenology to explain this potential feature.
There is some indication that a phenomenologically-informed appreciation of place is apparent in
some of the work in this area though.
For example, in de Souza e Silva e Silva and Gordon's (2011) Net Locality that assesses
location-based services as technologies that open up hybrid realities between location and
technology. A hybrid situation in this view is one where the local and the remote cannot be clearly
defined as the mobile technology pulls in remote information to inform the situated actor in the
local context. The presence, and more importantly use, of this information in local contexts has a
transformative effect on the experience of space for the user. In short, the presence of the software
58
transforms the experience of place in terms of performance, experience and conceptualization –
foundational ideas for the approach undertaken in this project.
Furthering the phenomenological theme, Frith (2012) states that location based services
give the possibility of a ‘personal database city’ where the subjective experience of places is both
coded into databases and fed back to users, making the device and location based service a central
aspect of the subjective experience of place. Embodiment plays a role in this, as a means of
accessing information in the taken-for-granted processes and behaviors of using mobile devices. If
embodiment can be understood as not limited by the body itself (Richardson, 2005; Ihde, 1993;
Merleau-Ponty, 1962, 1968) but rather open to alteration by the various technologies we employ as
prosthesis then the use of smartphones to discover information on spaces and places may be
considered an embodied activity.
As the project aimed to understand experiences of place as constructed through use of objects and
things such as locative media, rather than being predetermined (Soja 1996; Lefebvre, 1991), then a
phenomenological approach to the experiencing of feeling of place was arguably ideal.
Phenomenology, particularly in the work of Heidegger and post-phenomenologists such as Ihde
(1993), offered a theoretical basis for the use of objects in everyday understanding of the world and
an explanatory framework for modes of understanding that can be achieved through the use of
particular objects or things in places in order to understand place as place.
The project took the form of an ethnographic study – conducted in 2011 and 2012 using
mixed methods including online surveys, face-to-face interviews, Skype interviews and email
interviews – of 65 users of the LBSN Foursquare. There was a dual purpose for this ethnography:
firstly, to investigate what Foursquare was being used for, that is what were the practices of use that
users were actually engaging in; secondly, what effect on the understanding of place did the
practices of use of Foursquare have for the users, and how could this be conceptually related to and
analysed through a phenomenological framework.
The project aimed to avoid ahistorical criticisms through acknowledging the importance in
computational code in the poetic revealing of place as well as its role as an ordering in a
technological revealing. In doing this, the project was clearly aligned to a software studies/digital
media agenda. This approach also tried to avoid Feenberg’s (2003) critique of Heideggerian
philosophy of technology as one-dimensional.
The interpretation of evidence from users of Foursquare in the project indicated that there is
the possibility of a revealing of place as a meaningful existential locale if there is an appropriate
orientation to the world that is rooted in a taking of computational devices into everyday activity
and a mood or desire to understand place as a locale with deeper meaning than mere co-ordinate to
be used in the execution of goals.
It was found that from the responses by people that used that application that usage does
not neatly fall into poetic/computational or technological understandings of place; people move
between these understandings, and the ethnographic analysis concentrated upon what factors
affected this movement in understanding. The two world disclosures – the computational/poetic
and the technological – were linked to different practices in usage of Foursquare and it is these focal
practices of use that are indicative of the different world disclosures and understandings of place
when using LBSN (Evans, 2015b, 854).
These world disclosures are explicitly linked to the taking into care of the computational
device in using the LBSN; the use of the device as a tool or thing can lead to a computational or
poetic/computational revealing of place, while the use of the device as an object in the world leads
to a technological understanding of place as a resource. A mood of use of LBSN that is concerned
with the accrual of social capital (from checking-in to high status places or modifying use to present
a particular image of self, a la Lefebvre, 1964) is indicative of a technological revealing of place.
Places were revealed as resources and the practices of usage that emerge from these
orientations to the device lead to this technological understanding without an understanding of
place positioning of location as something to be used as resource. The revealing of place as place is
indicative of a being-towards the world that brings the computational device into care, rather than
60
just being influenced by information mediated computationally. The practices of trying to
understand novel places through the social gazetteers of others found via locative media and sharing
location with others in a manner that allows for further interaction are the practices (from the
towards-which of Dasein in engaging with locative media) that can facilitate the phenomenological
effect of dwelling-with locative media, or revealing place.
In the framework used to assess the use of Foursquare then, the orientation of the person
(or Dasein) to that location and the locative media being used in that location are crucial to how a
phenomenal, lived-in place is differentiated from pure physical space. The orientation to place is
two-fold, in that it is not only a doing-with tools that allows place to be understood, but also the pre-
interaction towards-which (or mood) that is important for an understanding of place. This stood in
contrast to the orientation towards accruing social capital (the ‘I am here! Look at me!’ element of
sharing location across social media) and the game elements of locative media that were identified
as part of the technological revealing of space when using locative media.
The user experiences an attunement to place is the product of the gathering of the ‘thing’
that depends on the orientation to the device and practice of use. Place is the local world or
existential locale that comes from the engagement with things; this is not a product of man’s (or
Dasein’s) projection of meaning onto regions of space, but is explicitly a phenomenon that arises
from the towards-which of Dasein (the mood), the taking of a thing into care, the “thinging” of the
thing (the gathering of the person, practices and mood of the user) (Heidegger, 2008, 243) and the
event of world disclosure that reveals place as place to the user of the thing.
The “thinging” of the thing makes the local world possible, but this is contingent upon mood
and orientation of Dasein and the manner of engagement of Dasein with the thing. Here, the
(locative) media is thing that ‘things’, drawing in orientation and functioning to allow for the
revealing of place and understanding of world as world (in these specific circumstances). Locative
media does not always ‘thing’ though – the possibility of ‘thinging’ is contingent on the mood of the
person (or Dasein).
Without sounding redundant, the ‘thing’ only ‘things’ if the person is comported towards
understanding location as place. In essence, this was the key contribution to Media Theory in the
project. When a person uses Foursquare to understand the place around them, they encounter both
the application and the location itself in a mood that is open to the possibility of an understanding of
place. At other times, they may just use the application to score points or mark territory –
understanding location as space.
The project described here realized a certain amount of utility in a brutal, instrumental sense: a PhD
dissertation, monograph (Evans, 2015a), a major contribution to a co-written book (Evans and Saker,
61
2017), and several papers (Evans 2011, 2015b; Saker and Evans 2016a, 2016b, 2016c). Given all this
material passed through peer review, one can argue that the validity of the project has been
established – although that instrumentalist view would be at odds itself with the position on mood
and phenomenology as being important in understanding meaning (in location), and so a deeper
evaluation is called for in this case.
As such, the project adds a new dimension with the focus on the mood of the user (albeit
this has been considered without the explicit phenomenology in Hjorth’s (2011) ethnography of
mobile media users in Seoul). However, Vollrath (2016) in reviewing the monograph Locative Social
Media: Place in the Digital Age that derived from this project, makes two pertinent critical points
that indicate some of the issues that such a project has in relating to the wider discipline and
questions both the validity and efficacy of that addition. The first is that “judgments about how place
is revealed for Foursquare users are ultimately [the authors] own” (Vollrath, 2016, 1049).
That criticism is rooted in the highly subjective nature of the hermeneutic phenomenological
analysis (although this may be applied to any number of discourse analyses, even those with co-
researcher internal validity of analysis), and the lack of apparent empirical rigor of the approach.
Secondly, the highly interpretive approach and reading of evidence lacks empirical rigor – the
subjectivity means another theorist would treat the findings completely differently as they are only
interpretive.
There is some validity to this criticism, but the solution to this is also problematic. The
problem can be read as one of translation, where the content of participant reported experiences is
translated or mapped onto existing categories of analysis. Indeed, the operationalization of concepts
derived from Heidegger into variables in an empirical project may strike some as a form of scientism
that Heidegger was explicitly critical of in his work. An alternative to this would be to conduct a non-
phenomenologically (or any other theory) informed empirical stage of research, and ‘let the research
62
speak for itself’ which would be open to a lack of theoretical relevance or applicability. Any number
of approaches from critical geography could be applied to this work, but such work may not engage
with the mood of the user directly, which would necessitate another approach to mood and
orientation that does not necessarily have the affordances of the phenomenological approach.
Addressing this was both the aim of the project and stands as the most salient contribution to the
discipline from the project, and as such to weaken that focus would be counter-intuitive in some
ways. The phenomenological approach is, of course, neither the optimal nor only way of
approaching this topic, but should be considered an addition to other research approaches and
methods.
The second criticism is that “[the author’s] book fixates too strictly on the phenomenological
(to the detriment of an investigation of the background within which experience takes place)”
(Vollrath, 2016, 1052). Again, this critique refers to the other approaches already available, being
used or being developed that do not focus on the ‘feeling’ of place or the context of experience. The
investigation of the background within which experience takes place may refer to any number of
other factors that could form part of the agenda of urban studies, critical geography or a number of
other disciplines.
The call in this criticism is to broaden; however, part of the relationship that the project has
with other work is to add contours and new reflections to that research. While a wider focus was
one of the reasons why a phenomenological approach was taken in the first instance, one of the
limitations of the approach is that (necessarily one might argue) other approaches are not focused
upon.
The criticism may be read as a call to integrate phenomenology with these approaches and
methods to consolidate the phenomenological approach within a more recognizable media studies
milieu. Jason Farman’s (2012) work arguably achieves this in having an approach to embodiment
heavily informed by phenomenology but refined towards the use of smartphones. Given the critique
of this project, a phenomenologically-influenced or -informed analysis of place in Media Studies may
be better received than explicitly phenomenological analyses with narrow focus and subjective
interpretation. This is not an unreasonable position; it indeed describes much of the work
mentioned in the early part of this chapter. The difficulty in operationalizing phenomenological
concepts in the project described and the reasonable criticism of subjectivity in interpretation make
phenomenological analyses both challenging and outside the received ‘way of doing’ in the
discipline.
63
in digitally-created place will be a key objective of programmers, developers and producers. How,
why and with what digital objects users feel at home with in VR will be key questions in
understanding user experience in such media. The criticisms of subjectivity and empirical validity
may always be levelled when research is attempting to understand phenomenological orientation
and mood towards media. These criticisms do not mean that attempts to understand these
important aspects of the experience of using media are not important to answer, and that the
answers derived are not of value to the development of theory and understanding around media.
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Thrift, Nigel. and Shaun French, 2002. “The Automatic Production of Space”, Transactions of the
Institute of British Geographers, 27 (3), 309–335.
Van Manen, Max, 1997. Researching Lived Experience: Human Science for an action sensitive
pedagogy (2nd ed.), London, Ontario: Althouse Press.
Vollrath, George C, 2016. “Digital Phenomenology and locative infrastructures in location-based
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Wilken, Rowan and Gerard Goggin, 2012. Mobile Technology and Place, New York: Routledge.
Wilken, Rowan, 2012. “Locative Media: From Specialized Preoccupation to Mainstream Fascination”,
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Postphenomenology and “Places’
Don Ihde
Historically there have been variations on “phenomenology.’ G.W. F. Hegel had early
coined the “Phenomenology of Spirit” which was a focal discussion juncture for the 19th
century. Then Edmund Husserl’s phenomenology launched what was to be the primary
necessarily to be transcendental and called for an army of investigators to carry out its
programs, his wish did not hold sway. In his own times, he, colleagues and students did
investigations and there was a sort of “school”, in Göttingen but it remained for a
generation of readers later in the century to vary from transcendentality: Early were the
Sartre, Maurice Merleau-Ponty and for some early interpretations to, Martin Heidegger.
But closely related were the hermeneutic phenomenologists, more generally Heidegger,
Then there is, particularly now, postphenomenology. I did not invent this term,
although the deliberate modifications upon “classical’ phenomenologies are most often
suspect the first uses of postphenomenology were simply applications to anything past
Adams and sometimes loosely affiliated with critical theory and the Frankfort School.
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My own use of the term, which actually harks back to “non-foundational
via Richard Rorty’s non-foundationalism of the times, and my own felt needs for doing
analyses of technology and science, or technoscience. I repeatedly made the case that
all the most important thinkers: Husserl, Merleau-Ponty, and Heidegger, as well as
references to be found in Sartre, Marcel, Jaspers and others. And its current revival owes
much to my colleague, Edward Casey. Briefly put, classical phenomenology rejects the
primacy of a Cartesian spatial analysis. Cartesian spatiality is abstract, empty, and one
could say absolute—it is also Newtonian, and this strand is picked up by Immanuel Kant.
I shall call this early modern spatiality. This is largely Husserl’s assumed framework of
the early 20th century, which he attacked. Classical phenomenology counters that this is
not the way we humans experience spatiality. Our experience of spatiality is, to use late
self-organize into different shapes and arrangements. And this points to another
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difference which I see from classical phenomenology—the embodied multistability of
places. To show this, I shall take a digression into part of the pathway to
postphenomenology.
experiential. Husserl’s version was the most complex. His methodology entailed a
complex set of reductions. Epoche, which sets aside what he calls the “natural attitude’ is
thereness’, etcetera.) Other reductions refine further to what eventually is the realm of
transcendental subjectivity, where the phenomena themselves are purely described. And,
particularly for the early Husserl, this could be said to remove what I shall call
In part, I think Husserl assumes that materiality is part of the natural attitude—
But if so, it is a mistake which does not show up until the kinds of problems
which emerge from contemporary technoscience begin to take place. Distinct anti-
situating all intelligent human behavior in bodily motility has turned out to be
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contrasted with the Cartesian body throughout Being and Time; and Sartre’s description
of the voyeur discovered as himself “being seen” are all classical examples. Note that in
implicitly took as my historical fulcrum the standard chronology of early modern science,
i.e., the 17th century. My focal examples were often scientific instruments, which for
early modern science were frequently optical. Galileo, retrospectively, became the
founding figure and his own move from Ptolemaic to Copernican systems revolved
around the new optics. As a craftsman, Galileo was a skilled lens grinder and the builder
technologies and they are material items. I argued then that all science is technologically
embodied.
of instrument use.’ In my later Technology and the Lifeworld (1990) I revisited the
instrument use as performed in practices. It was from this analysis that both materiality
Listening and Voice: A Phenomenology of Sound (Ohio, 1976) and its expanded 2nd
edition, Listening and Voice: Phenomenologies of Sound (SUNY, 2007) and an update
move sonification into animal studies, science, and even medical diagnosis. All of this,
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although I interpret it postphenomenologically, follows phenomenology’s bodily-
science remains “Newtonian” whereas most sciences today are thoroughly evolutionary
and relativistic-quantum oriented. Part of what I want to emphasize here are the ways in
which science itself has increasingly abandoned the Newtonian spatial abstraction.
Postphenomenology has an affinity for this latter stance. And while here I shall direct my
comments towards the implication of places, I want to include indirect evidence that the
(that is, relativity and quantum physics) Albert Borgmann was the first to provide the
to Ihde (SUNY, 2006), “Mediating Between Science and Technology”, pp. 247-255.
“One way of bringing Ihde’s mediations into relief is to set them in between two of the
trained as a physicist. He later points out that “Ihde uses multiperspectivalism and
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multistability as roughly subjective and objective correlates, both coming into relief
Husserl’s use of variational method. And while I quarrel with Borgman’s use of
If Borgmann was the first to grasp this role for postphenomenology, there have
over the years. These have included mostly mathematicians and astro-physicists. Most
in 1977 (as noted by Borgmann, (3)). Now, however, it is time to return to Places.
(17th century) through the Newtonian Revolution –raises space and time, made highly
arrives later in his analysis and is more concrete, but this inverts what we now see as the
experientially and are “homey’ as experienced by the young. We need to begin with the
postmodern recognition that humans are not exceptional. It is almost a given that early
modern authors simply assume human exceptionality and the notion that whatever is
human is vastly different than any animal counterpart. Dewey, following Darwin,
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animal studies in recent decades, I have become increasingly skeptical of human
exceptionalism—and this pertains to places as well. I will begin here with biological
places, lower on the biological scale than usual: eggs. Of all the animals with which we
share a world: fish, reptiles, a few mammal-like beings (platypus for example) produce
eggs within which the fetuses, the young develop. Eggs are biological “places...” and I
presume are experienced as such by their inhabitants. Pre-modern notions of eggs largely
regarded these simply as fixed shells protecting the young. They are biological “places”,
Post-modern science is beginning to realize that shells are also not merely
passive, but actually often serve to mediate phenomena from the wider world to the fetus.
Of course, humans have long realized that eggs come in an amazing variety of shapes—
very round, to elliptical to even more elongated. And only recently has it come to light
that egg shapes with birds correlate with flying ability, roughly, the more elongated the
egg, the better the flyer. Albatross eggs are very elongated (a 12-foot wingspan for
But even more astonishing is the discovery that mother Zebra Finches actually
information about rising ambient temperatures which in turn allow fetus development to
be better prepared for hotter hatching times. In short, climate change information is
communicated to the fetus. (5) I suspect hard core human exceptionalists will object to
taking eggs as “places” because eggs are neither designed nor “technological.” But if the
egg is a biological “place” for development, nests, “buildings”, and other structures are
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found among an even more profuse spectrum of animal architecture. Again, as with eggs,
fish, reptiles, social insects, and birds produce a profusion of such constructed places.
Fish nests or predator protection places are often minimal, although at least one
species of male fish hide baby fish in their mouths in time of danger. (6). Bird nests take
many shapes with weaver birds reaching elaborate hanging basket shapes. Social insects,
from bees with their hexagon shaped cells for nurseries to termite’s elaborate
constructions which have air-conditioning passages, neither of which species has any
executive designer insects remain mysterious and complex. Primates, oddly, usually have
very simple branch nests in trees, but sometimes these are attacked after use by rivals.
(7).
By the time we get to humans, the variety of homes becomes staggering but also
clearly related to climate and weather phenomena. As Mircea Eliade and the structural
anthropologists (Levi Strauss) have pointed out (8.), village shapes have long and often
been designed around an “omphalos” or “belly button” of the world design. The village
center is defined by a hole with a post, and all buildings are located in a pre-determined
position around this omphalos. We once visited a reconstructed Zulu village in Africa,
the chief’s round house was surrounded by a circle of round houses for his many wives,
all round with hard, shiny black floors looking like plastic, very shiny and hard. When
asked about the composition, the answer was, “anthill and cow dung.” Many cultures
prefer round houses; others square or rectangle, as in Europe, and those in wetlands or
sea areas, houses on raised poles, boats tied below. Many nomads have portable tent or
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Southwest, with 3-4 stories, and in industrial modernity, high-rises seem to know no clear
limits [I live on the 14th floor of a high-rise in Manhattan. Those in “millionaire’s mile on
57th St. occupy up to 59 floors. I can see this often cloud shrouded building from my
study.]
I hold that dwellings, from our animal relations, through human cultures and
histories, are wildly multistable, although most offer environmental shelter whether
underground tunnels as with mole-rats or Simeon Stylites (4th c. AD) perched on his
monk’s pole. Many are designed or constructed (without designers) to protect against
enemies (in many human dwellings doorways are designed to make entrants enter only
by bowing.) I have visited cave dwellings in Turkey which have large rolling stone doors
which can be closed if under attack; and recently dug-out houses in Alaska which have
get from space to place in a fairly short stretch of time: phenomenological prolegomena.”
(9) He rightfully reminds us that it is in the birth of an early, modern scientific point of
space effectively replaces the pre-modern experientiality of place. His analysis in this
in phenomenology.
with this rejection of modernity’s primacy of space. Or, as I shall put it here, the
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“foundationalism” of precisely the Galileo, Descartes, Kant spectrum. What Casey, to my
mind, does not realize is that this could be interpreted as a rejection of a “Newtonian”
which does not elevate space over place. I am implying that contemporary science
Peter Galison’s, Einstein’s Clocks and Poincare’s Maps (W.W. Norton, Co.,
2003) is a brilliant inversion of the usual mythology about Einstein and his job at the
Swiss Patent Office which happens to open the way to a postphenomenological relativity
regarding places. (10) The standard narrative is fully Cartesian and Newtonian: Einstein,
the brilliant brain in a body, sits in the Patent Office purely thinking theory, while with
his left hand, as it were, working on patents which happen to deal with time schedules,
trains, synchronization—and above all the speed of light as a message time. Galison,
taking the actual patents into account, realizes that Einstein’s conception of time includes
To talk about time, about simultaneity at a distance, you have to synchronize you
clocks and if you want to synchronize two clocks, you have to start with one,
flash a signal to the other, and adjust for the time that the flash takes to arrive.
What could be simpler? Yet with this procedural definition of time, the last piece
of the relativity puzzle fell into place, changing physics forever. (10).
Galison, by bringing together theory, implicitly holds that bodies [all Einstein’s
imagined riding a light beam trying to catch it at light speed, and technologies shows how
Einstein contra Newton has a very concrete, place, perspective on time, and unlike
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Newton has a time which is “platonic’ pure and uniform. In short, in this context, place as
it were takes priority over space. Or, if we accept the revolutionary character of relativity,
science now has a totally different perspective upon what now is space-time, concrete and
relativistic. But if this is so, then science should no longer remain captive to its pre-
From 1958-1964, while an M.Div and then a Ph.D. student, I was at MIT where I met
“Doc Egerton” the always friendly inventor of stroboscopic photography, which could
capture bullets as they tore through an apple. Back then, this was the fastest photography
extant, able to take images at fractions of a second. But today Femto Photography, also
perfected at MIT’s Media Lab, can image a single photon of light at 0.2 trillionths of a
second, (we approach here Einstein’s catching of a light ray thought experiment), billions
of times faster than stroboscopic photography. Here is truly relativistic or even quantum
The process is obviously very fast, but also very narrow and entails laser light
technologies often associated with virtuality. I have chosen this technology, in part,
because it, too echoes Einstein’s childhood thought experiment and is part of a growing
quantum sized frontier of developing technologies. Quantum dot computation, not yet
perfected, has over two hundred US and over three hundred Chinese patent applications.
Indeed, nano-sized phenomena play a role in most of today’s frontier technologies. I have
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chosen Femto Photography only because it is extant from among many other projected
Femto Photography makes round-the-corner images. If light, in the form of photons, can
spread out, around corners and bouncing off all sorts of objects, then a certain number of
photons “bounce back’ toward the source and these can “image’ an object off which the
bounce comes. I am implying, here of course, that this is a relativistic and (nano-scaled)
effect, an ante-jumping extension from Einstein. It is also an affect which is new and I
transformed. If I am right, then once again we are at the innovative edge of technoscience
Endnotes
2003), p. 274.
2. Ibid,. p. 251.
3. Ibid., p. 247.
https://www.theverge.com/2016/8/18/12490292/zebra-finch-climate-change-
call-heat-warning
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6. Seahorses and goby fish males retain eggs in their mouths until hatching.
7. Frans De Waal, Are We Smart Enough to know how smart animals are?
9. Edward. S. Casey, “How to get from Space to Place in a fairly short stretch of
10. Peter Galison, Einstein’s Clocks, Poincare’s Maps; Empires of Time (W.W.
References
Casey, Edward S. 1996. "How to get from space to place in a fairly short stretch of time:
Keith H. Basso, 13-52. Santa Fe, New Mexico, USA: School of American Research
Press.
Chen, Angela. 2016. "Zebra finches sing to eggs to prepare babies for global warming."
https://www.theverge.com/2016/8/18/12490292/zebra-finch-climate-change-call-
heat-warning.
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De Waal, Frans. 2016. Are we smart enough to know how smart animals are? New York,
Galison, Peter. 2003. Einstein’s Clocks, Poincaré’s Maps: Empires of Time. New York,
Ihde, Don. 1990. Technology and the lifeworld: From garden to earth. Bloomington,
Ihde, Don. 2012. Technics and praxis: A philosophy of technology. Vol. 24. Dordrecht,
Morell, Virginia 2016. "Video: Zebra finch call prepares their eggs for climate change ".
http://www.sciencemag.org/news/2016/08/video-zebra-finch-call-prepares-their-
eggs-climate-change.
Selinger, Evan, ed. 2012. Postphenomenology: A critical companion to Ihde. New York,
Spottiswoode, Claire N. 2017. "The most perfect thing, explained." Science, 356
88
Virtual Place and Virtualized Place
Bruce B. Janz
One of the most common ways of understanding virtual reality is as a reflection of “real” reality,
or material existence. The most common images we have of virtual place are immersive digital
experiences in which material places are simulated and imagined places are modelled. These
models might be wholly separate from their material originals, or in augmented reality they
might be layered on the originals. They might be imaginative extrapolations which do not have
any relationship to material originals, but still use elements of sensation to model other (utopian,
dystopian, alternate) spaces. We encounter them using the cognitive skills we have learned in our
embodied existence.
This is of course a simplified caricature of virtual digital place. And yet, even in the 44
chapters of The Oxford Handbook of Virtuality ii, the overwhelming understanding of most
(although not all) of the contributors is that virtuality, especially in relation to place, is a kind of
representation of reality, what I will call “virtualization” rather than virtuality. Many, such as
Bruce Damer and Randy Hinrichs, use Michael Heim’s definition: “Virtual reality is a
technology that convinces the participant that he or she is actually in another place by
substituting the primary sensory input with data received produced by a computer . . . when the
virtual world becomes a workspace and the user identifies with the virtual body and feels a sense
of belonging to a virtual community.” iii They go on to agree with László Ropolyi and add a
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component of “worldliness” to virtual reality: “Worldliness would require, for instance, that in
representations must also be present and engaged in explicit shared activities. Virtuality seeks to
create a synthetic view of reality but also to imbue it with this concept of worldliness.” iv Even if,
as Tom Boellstorff says in his Afterword, this representation does not map onto the distinction
between the real and the unreal, there is still an ongoing assumption that virtuality will have
something to do with a representation of the real, or a construction of a new space which depends
Virtuality itself, on the other hand, without specifying virtual place, has a much wider
provenance. Representation does not play a central part, for instance, in N. Katherine Hayles’
definition: “Virtuality is the cultural perception that material objects are interpenetrated by
information patterns.” v Her definition is a strategic one, “because it seeks to connect virtual
technologies with the sense, pervasive in the late twentieth century, that all material objects are
interpenetrated by flows of information, from DNA code to the global reach of the World Wide
Web.” vi She is more interested in the relationships between pattern and randomness, the nature of
As Hayles points out elsewhere, many artists are “critical of the tendency in military and
corporate VR to move toward greater realism.” viii (Hayles 2002: 317). In other words, the
assumption that the greatest virtue of virtuality is resemblance to external reality might, in fact,
only be linked to some of those with particular goals within virtual reality. The alternative that
these artists envision entails a break with realistic representation of place or of the body/avatar
that moves through place, and a move toward a more abstracted, geometric imagery.
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The skepticism toward resemblance as a virtue in virtuality, and seeing it as tied to an agenda of
domination, conquest, or persuasion, is significant, in that it suggests that this specific form of
representation comes with a particular set of narratives. Does “military and corporate VR”
suggest these narratives, and more specifically, is it the verisimilitude of representation that
carries the narrative of domination or persuasion? Perhaps – but to address that, we would need
to follow Hayles’ concept of the posthuman further than this space will allow. I raise it here
because I want to point to a range of senses of virtuality. And, despite the sense that Hayles’
moving to a more abstract, less literal set of images does not in itself move us away from the
dependence on representation. Hayles knows this – her later work, particularly her most recent ix
does not explicitly address virtuality, but it does delve into forms of cognition which are relevant
relates to place. First, I will distinguish virtual place from virtualized place. Second, I will
consider a range of philosophers who have worked on play, and argue that both place and
virtuality (but not virtualization) are made possible by play. Third and finally, I will turn back to
digital place, and consider the ways in which this understanding of play as virtuality might help
The distinction between the virtualized and the virtual starts with the distinction between
representation of place and creation of place. We could make some contrasts between the
virtualized and the virtual. A virtualization encodes all possibilities, while virtuality remains
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open to unanticipated potentiality. A virtualization is the digital - discrete, disconnected,
codeable, iterable, while a virtuality is the analog - continuous, connected, unique. Virtualization
tends to be accomplished all at once, if it is accomplished at all, whereas the virtual unfolds
potentialities which themselves have stability and their own potentials. A virtualization is
ultimately an abstraction, whereas the virtual always remains tied to the concrete. x
Brian Massumi illustrates the nature of the virtual with the example of optical illusions. xi
The illusions he discusses are simple and well-known ones, such as the Kanizsa triangle, in
which three circles with angular bites out of them are placed in relation in such a way that the
bites look like they define a triangle, without the lines of the triangle ever existing. What is
important here is not that we see the triangle, but that we cannot not see it. It is compelling,
although it does not “exist”. It is not “subjective” in the sense that it springs from each
The optical illusion is not a representation of reality, but rather the creation of a reality
out of the relationships between elements. Those elements must include the viewer, and the
cognitive system which the viewer brings to the cut-out circles. Our cognitive systems, with their
histories, their extended nature, their evolutionary pasts, are a part of the activation of this
experience and what we know must be true. There can’t be lines there, yet we see a triangle. If,
though, we introduce the idea that it is our cognitive system that is essential to optical illusions,
we quickly realize that much of the rest of our experience may well have a similar character. A
recent popular internet meme suggested that magenta does not exist as a color, since it combines
wavelengths on the opposite ends of the spectrum. Yet we perceive it - of course it exists.
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Magenta, along with every other color, exists only because of the engagement of our cognitive
At this level, every virtualization is a virtuality, for every digitized experience depends on the
cognitive systems brought to bear on them. We view pixels and frame rates as if they have
motion, color, and form - each of these experiences occur because of the intersection of elements
of the world with cognitive systems able to process them to reliably activate a virtuality.
But when we think about virtual place, we are usually not thinking at this level. We are often
thinking of place at the meso level, the places between the very small and the very large, the very
fast and the very slow, the very short and the very long. These are the places attuned to specific
kinds of human action. These places, we tend to think, are populated by stable and unambiguous
entities, for the most part, and we like to think that this stability can be modelled. This is the
“Virtual reality” is for most people a representation of reality usually generated by digital
technology which strives to be convincing, that is, which strives to present a computer-generated
space in which we believe that we could exist and that meaningful (inter-)action could happen.
And so, what is relevant is not necessarily the photorealistic nature of the virtual space, but
simply the fact that it accomplishes the task of convincing the participant that meaningful action
of some sort could happen. That action might be a first-person shooter game, it might be the
“Virtual” in philosophy is more than this. In part, it resembles the use of the term in particle
physics – virtuality refers to the ephemeral existence of particles after a collision. A virtual
particle is transient, and its existence according to quantum theory is in contrast to “real”
particles, which have permanence or which are not as easily susceptible to quantum uncertainty.
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But the term in philosophy suggests more than just ephemerality. For writers such as Deleuze
and Guattari, virtuality brings about the real. It is not potentiality, but the existence of a structure
that supports becoming. Todd May uses the example of the genetic code:
Think of genetic information. Our genes store information about us. They contribute that
information in the process of our growth. But the information itself is not in the genes in any
actual way. One cannot look at someone’s genes under a microscope and find it lying there on
the slide, available to vision. As the genes unfold, the information becomes apparent in the actual
world; the person becomes what the information formatted that person to become. But the
information itself, even though it exists, does not exist in actuality. It exists virtually in the
Why is this important? It is important because “virtual reality” may or may not be virtual in a
philosophical sense. Furthermore, to the extent that it is virtual, there might be challenges for
phenomenology to actually understand what is going on. Deleuze was well known for being
skeptical, and indeed dismissive, of phenomenology’s ability to address what he thought was
crucial, which was becoming. And, at least for some versions of phenomenology, he is probably
correct. But it is too easy to simply create a contrast between Deleuze and phenomenology on the
question of virtual reality and virtual experience in the digital sense. One strategy for thinking
A great deal of philosophical attention has been given to play over the past hundred or so years,
much of it in phenomenology but not solely there. Understanding play will help clarify the
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creative moment in the virtual, and help to understand the possible lines of flight that virtual
We will briefly look at several philosophical approaches to play to help distinguish between
virtualization and virtuality: Thomas Pfau on Kant’s connection between play and cognition,
and dreaming in Gadamer, Françoise Dastur’s discussion of surprise, and Brett Buchanan’s
into a version of play that leads us to a non-representational version of the virtuality of place.
Thomas Pfau xiv argues that play is a kind of virtual rationality. He unpacks the history of the
concept of Stimmung, particularly in Kant, to account for how the knowing subject can be
attuned to the world. But it is not just a subjective experience or the world; it rather “establishes
a virtual zone wherein the “attunement” of mind and world can, literally, “play itself out.”” xv It is
not, therefore, an inner state, but a mood, an affect that establishes a manner of engagement in
the world. Pfau summarizes play in eight observations xvi: 1. “Play constitutes an event (Ereignis)
rather than a type of experience (Erfahrung)”; 2. “Play belongs not to the sphere of thought and
representation but to that of “action” and “practice””; 3. “Play is recursive in that it amounts to a
Pfau’s outline of play prefigures some of what we see in the phenomenological tradition’s
treatment of play. His point, though is that “all the criteria just elaborated point to a deep-
structural affinity between play and cognition, between the ludic and the rational.” xvii There is a
sense of the virtual here, specifically the provisional, experimental, and transitory. While we
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might suspect a teleology of reason here, a set of playful experiments which hone rationality into
something like an Enlightenment ideal, this need not be taken that way, and later thinkers such as
Fink do not take play that way. Play is not just skill practice, nor is it education in the sense of
giving someone the tools that adults have to cope with a complex world. It is much more than
that. Pfau sees this version of play as the discovery rather than the invention of meaning (thus
keeping play firmly within a hermeneutical space), but for the purposes of our questions about
virtual place, we might think of play as more related to creativity than discovery. Kant does not
yet have the language of embedded, extended and enactive cognition (and would have himself
been skeptical of framing cognition in these terms), but this is the direction Pfau points us to.
Eugen Fink is the phenomenologist best known for his work on play. Of his extensive writing,
our interest here will be in the way he connects play to world-building. The pleasure of play, for
Fink, takes place “in an imaginary dimension”, one in which there is pleasure in play, not just at
play. xviii There is, in other words, an affective dimension to play which is represented by him as a
space, a sphere. It is a sense-creating space. That sense is not created individually – it can only
happen in a social existence. The community of play need not consist of a number of real
persons. However, there must be at least one real, actual player, when it is a matter of actual and
Most versions of Fink present him as a transcendental thinker. Dermot Moran points out
that he may be “the most thoroughgoing transcendentalist of all.” xx He brings Kant close to
Heidegger at times. If we take this version of Fink (and it is, it should be said, accurate to much
of his work), we can easily end up with a version of play which is inevitably representational.
Play might simply serve to show forth a potentiality of a transcendent ontology which already
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However, elements of Fink can be taken in a manner more conducive to a Deleuzean idea of
creativity. Deleuze himself engaged with Fink’s notion of “planetary thought”, as mediated by
Kostas Axelos. This is a version of the world which emphasizes the rhythms and the unlimited
creativity of play. “Axelos declares that there is a ‘game of thought’ proper to our ‘planetary
era’”. xxi It is a game that evolves with Deleuze to be a place of consistency. Fink’s transcendental
world becomes for Deleuze an actual and material planet, and Fink’s play can then explore
For Fink, play is “creative bringing-forth, it is a production. The product is the playworld
… We move about in it while we play, we live in it – certainly sometimes lightly and airily as in
a dream world, but at other times also full of ardent devotion and immersion.” xxii The world that
is built is not just an imaginary castle in the sky. Since play is fundamental to human existence
for Fink, and not just a pastime for children, we are always playing, and in so doing always
creating reality.
We can think of play as creating a world in a limited sense – a set of rules in a game or
sport creates the kinds of action possible within the game. So, in basketball the goal is not simply
to put the ball through the hoop more than the opposition, but to do so in observance of both the
written rules and the tacit patterns of action. Dunks and layups count; baskets achieved by
players wearing body armor and carrying weapons do not. But this simply defines the world of
the game in terms of a set of limits that differentiate it from life outside the game.
Fink wants to go well beyond an account like this. He wants a world-building that is very
much rooted in the particulars in the world, and which respects the unpredictability of the world.
Humans are embedded in the world, not exactly like other things, but implicated by them. Play,
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We are in the midst of things, are moved in diverse ways like they are, have been taken
along for our planet’s ride, taken along by the vegetative life processes—and yet do not
exist like the plant and animal do. We act from freedom, work, and are political: we
produce things that are not given by nature; we fabricate in a finite and fragile manner;
we bring about and effect artificial things, in alien matter and in ourselves; we
manufacture technical constructs and states. Human labor overruns the globe with its
traces, and the struggle for rule rages through cities and empires. xxiii
Thorsten Botz-Bornstein locates a hermeneutics of place in Gadamer’s comments about play. xxiv
Gadamer, Botz-Bornstein argues, has a less generalized theory of play than either Heidegger or
Fink. In other words, it is not simply the “play of the world” that Heidegger and Fink are
interested in, but a specific kind of Spielraum that enables the interpretation of experience. Botz-
Bornstein is certainly correct in drawing this distinction, but for our purposes in thinking through
the virtual, the play of the world remains of interest. In other words, the virtual is not just a space
of interpretation, but of world creation. And yet, while Heidegger and Fink remain of use,
Gadamer also contributes something to our analysis of the virtual. Botz-Bornstein introduces
dreams to the discussion, via Gadamer, Italo Calvino, and Walter Benjamin. Play is, in fact,
dreamlike, with its disconnectedness, allegorical nature, and potentially absurd rules. Botz-
The overlap of space and dream depends on the parallels between play (that is, the
flâneur’s random way of walking through the city) and dream. When this parallel is
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The importance of this to the concept of the virtual lies not in the tie to hermeneutics, but the tie
to creativity and the unexpected. What emerges in play is not just a well-worn, long-practiced set
of behaviours, despite the fact that we can identify patterns after the fact, and use patterns as
strategy in play. Play as dream calls us to abandon the normal subjectivizing-objectivizing way
Françoise Dastur xxvi adds another element to this to virtuality, and in doing so suggests another
element of play. In virtual place, there is the possibility of surprise. This is not simply narrative
surprise, the twist of the plot or the change in a character’s real motivations. That kind of
surprise is, after all, an established trope of fiction, and in some cases can be expected by the
conventions of a genre. It is, rather, the kind of surprise that unseats the ego’s engagement in the
virtualized space, in which something new is made available which questions both the
construction of the space itself, and the ego’s sense of purpose in engaging in it. This surprise is
Surprise, in this sense, parallels awe, in the sense that there is more than what we usually think
when we think of awe. Many virtualized places, like the movie dinosaurs in Jurassic Park, elicit
a kind of awe on first viewing. This is the awe of verisimilitude – the place, like the dinosaurs
“looks just like” the real thing. And yet, like the dinosaurs, the place is not so much authentic as
convincing. The awe comes in the faithfulness that the experience has with our preconceptions,
even those which are not consciously accessible but which are nevertheless determinative. No
one had ever seen dinosaurs, and so any claim to faithfulness was a claim to familiarity, with the
movements and affects of existing animals. Likewise, the virtualized places accord with what we
expect of place, what we hope for or fear. They make real our expectations of place – they real-
ize place.
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Finally, there is a kind of immediacy that Brett Buchanan points out xxvii when Deleuze and
concreteness about becoming-animal which they identify here, a point in place and time but also
a trajectory, a set of potentials activated not just by the animal itself, but by the animal doing
this, at this time and place, in these circumstances, with all the interventions of biology,
geography, climate, and a host of other things. In that moment, and at each moment, that animal
creates what it is, not just as an expression of its original genetic code or socialization, but as an
encounter between a range of learned practices and improvisational skills. It thinks and acts
many others. Sometimes, those encounters might lead to something momentous (and, it should
be said, the animal stands in for any individual, and we might include flocks, weather systems,
economies, and other things as individuals, not just biological entities); more often than not, they
When we think of virtual place, we tend to think of those places as individuals in the classic
sense. They are things that have a name and identity, that are produced by someone. In the case
of virtual places, there is even coding, and so therefore an author. We judge them as individuals
against each other, and limit the questions of interaction to things like “user experience”, “server
uptime”, “scholarly impact”, “sales” and so forth. But these measures do not get at the virtual
qua virtual, in the sense I have been sketching it here. It deals in virtualized places, which can be
measured by these external factors. What we do not see is the possible life that might be
In all five of these components of the assembly of play, then, we have a picture of play that leads
us to a more robust version of the virtual. The places that we have learned to move through
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simultaneously function as objects and “platforms” of action. As objects, we name them and
compare them to each other. New York is better than Tokyo; I like this house more than that one.
But not far below the surface of that object-status is the platform, the space that allows action,
but more than that which affords stalking-at-five-o’clock. And, which not only affords this, but is
in fact created by it. These places are events, they are virtualities even as they become ossified,
labelled, and treated as objects. That which breaks through the ossification is surprise. Play, at
least the kind of play that is not just rote and practiced action, always shows forth a new way,
and in so doing makes a new set of possibilities available. Play has a dream-like quality, which is
seen in the cognitive position of highly skilled engagement in an activity, the kind that Nietzsche
alluded to when he gave his well-known definition of the maturity of humans – to have the
seriousness of a child at play. Through this form of cognition, these moments of surprise, and
this dream, worlds are built, not as imaginative structures, but as new vectors that become
Virtual place as play means opening a space for thinking. “Thinking” does not mean “problem-
solving”, or “learning”, or “being exposed to new ideas.” In mass-market games, serious games,
or digital humanities virtual environments, thinking is understood through one of these lenses. It
is what is funded by federal agencies and foundations – a new way of interesting students in
material or a new way of teaching skills, something which can be measured with metrics.
Thinking actually is, though, what is implied by Spielraum, the space or room for place, which is
the room for invention and creation. Thinking happens in that space, and that space is itself
virtual, that is, the event of invention. It is in schole, or leisure-space, that the connection
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If virtual place is play, we are faced with a different criterion for the nature of virtual place. To
the extent that a virtual place is a conduit for education, or a new tool to accomplish the transfer
of knowledge, we have virtualized place, not virtual place. This is not to say that learning is not
The play of virtual place exists in a world that is real but virtual. In other words, it is not the
virtualized, set against the real as a mirror image, but a potential that can be actualized, but is not
yet. It is what sits on our peripheral vision, organized by what we focus on but not itself
organizing anything. It could organize – it exists virtually, and therefore could be a vector of
The play of virtual place is similar to any other virtuality. We can look at other examples of
complex systems and the ways in which virtuality plays a part. In evolution, for instance, the
longstanding scientific account has focused on the inheritance of genetic structures from parent
to child within a species, the mutations that are passed down, and the speciation that results from
different modes of adaptation to environments. This kind of account gives an excellent view of
the past – we can see in past examples how causes led to effects. But we cannot extend this into
our future, that is, we cannot predict the course of the development of new species with any
degree of reliability. Why not? Because there are far too many possible intervening variables.
We do not know all the environmental conditions. Our predictive foresight decays rapidly. But
more than that, in this kind of account we only focus on one level of cause-effect relationship.
There are others. In recent years, what was once seen as “junk DNA” has become seen as part of
the structures within DNA that trigger the expression of proteins. In other words, the dream of a
single gene causing a single expression is rarely realized. But more than that, we have come to
realize the importance of the bacterial and viral ecosystem with which we interact. It is not that
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an organism interacts with an environment, and succeeds in that interaction because of specific
genetic traits – the environment is always with us, inside of us, and the life of an organism is the
actualization of the virtuality produced by the interaction between all these different
We could sketch out a similar structure at the level of consciousness and cognition. We could do
the same at the level of societies, and economies, and political structures. Every one of these
structures is the actualization of virtualities, that is, decisions and reactions made in the moment
to ecological systems, which at each point produce a new way of being. In each of these there are
many non-linear feedback relations, which open up the space for the expression of new
phenomena.
Virtual Place
It seems in one sense that so much of virtual place is tied up with play. We construct worlds in
which battles can happen, or which can be explored. If we say the word “game” to most
university students today, what will likely come to mind first will be online role-play or shooter
games.
We should, though, be careful about using “play” and “game” as synonyms. Games might not
involve much play in the sense that has been sketched out to this point, and play might happen
when there are no games to be found. More importantly, I want to look beyond the idea that the
exemplar of virtual place is the online or platform-based digital game. These are, in fact,
virtualized places, and they may or may not involve play in the sense described here. But virtual
Virtual place might refer to the coming-into-presence of place as mediated by visual and other
stimuli. This might not depend on verisimilitude, as we often assume in the virtualization of
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place. It might, rather, depend on the ability of the stimulus to evoke the “unconscious” of
place. xxix What does this mean? Place itself stands not as an external thing, but is a virtuality, a
potentiality that comes into actuality by the presence of one or more people. These people
engage the materiality around them in a range of ways, from biological to cognitive to social to
cultural. All this comes together in what we think of as “sense of place”. This is often understood
as a somewhat vague or subjective category, lacking analytic ability, but we might also see it as
indicating a sense of a virtuality which is difficult to analyze or bring into focus or universalize.
xxx
Phenomenologically, sense of place is not an opinion about place, but a shared sensibility or
apprehension of the relationship between place and specific kinds of human existence. It is
“specific kinds” because senses of place can vary, even in the same material location, or they can
have a remarkable amount of commonality across different people and groups. So, in this sense,
place itself is a virtuality. It is a coming into being based on the encounter between material
Which places are we interested in thinking virtually? It would be the kinds of places that take us
to the edge of phenomenology’s capacity. I have written recently about the awe and wonder
experienced by astronauts while in space. xxxi We can, of course, virtualize space – everything
from Star Wars and Star Trek to Interstellar has done this. We are invited to perceive through a
protagonist’s senses, what a filmmaker imagines space to be like. But as we saw in the
discussion of play earlier, none of this imagination necessarily brings us closer to virtual place.
We might call this creative, but it might just be imaginative. Being creative would require a
relation, or rather, what is made possible by a relation. Creating something digitally does not in
itself guarantee that there is virtuality, just that there is virtualization. The virtuality happens
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when there is a sustained relation that creates something new, and this could happen in material
space just as it could in digitally represented space. The digital, though, affords options for
We can see this easily in media culture. Popular series, such as Harry Potter or Star Trek or the
Marvel Cinematic Universe, have been virtualized in a range of ways, including in text, film,
game space, and so forth. But that virtualization has led to a new life, a set of possibilities that
became available when many people took on that virtualization and made it into a virtuality, that
is, made it into a sustained space for the creation of new life. This is why we have fan culture –
not simply so people can follow whatever is dealt out by official creators of content, but so that
they themselves can create content. And not only that, but so that they can adjudicate content.
This is why canon is important in this virtuality – it is an expression of the sustained equilibrium
of content which has been achieved. And that equilibrium is never static – it only remains as
And so, in fan fiction, we see a great deal of experimentation. Much of this experimentation is
simply part of the jouissance of the virtuality. Who would win in a battle between the Hulk and
Superman? Would Star Trek’s Borg beat Star Wars’ Empire? These speculations are far from
canon, and could never be canon (despite a history of Marvel and DC Comics having crossover
issues), since they are transgressions – and yet, there is some excitement from this kind of
engagement. The virtuality is sustained, because the imagination exhibited is not simply about
developing canonical structures within the canon (what Deleuze might call a “despotic system”,
Virtual place must have these things. It must have jouissance, it must have experimentation
within an equilibrium. It must be able to write a minoritarian literature which makes the virtual
105
place alive. As it stands at present, few places that have been rendered digitally can accomplish
this. Few allow Dastur’s surprise, Deleuze’s “animal-stalks-at-five-o’clock”, or any real form of
jouissance, that is, any sense of surprising joy with an element of transgression of the sort just
outlined. This might be a feature of the neoliberal production models in which many of these
virtualized places are produced, but even those created in digital humanities settings rarely
achieve this vision of virtual place (and, of course, that too may be because of production models
within universities).
We might go a step further, and say that virtuality is itself a property of place. As Jeff Malpas
argues, Heidegger’s Geviert, the four-fold of earth and sky, gods and mortals, defines place, and
is the Ereignis, or event of place. xxxii Place itself is event. It is not a static backdrop to action, it is
not simply an inert node activated by threads of connection between nodes. It would be a mistake
to read later (e.g., Deleuzian) versions of virtuality onto a Heideggerian version of event in a
straightforward manner, but we can at least point to the creative moment embodied by each.
Heidegger’s version of creation (showing forth the possibilities of Dasein) is not the same as
Deleuze’s (the lines of flight resulting from intensities within and between assemblages).
Nevertheless, both strive to capture the potentiality of place. Deleuze rarely uses the concept of
place directly, but the deterritorialization and reterritorialization that happens as the animal-
What does this mean for what we usually think of as virtual place, that is, digital creations and
platforms? Just because it is actually virtualized place, does not in itself mean that it could not be
virtual place. It becomes a problem when we stop with virtualized place, when we think that all
we have to do is simulate the physical parameters and the patterns of action or behavior in a
place, and we have achieved the placeness of place. We have only the first step.
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Digital Virtual Places
All this is relevant to what we often think of as virtual places, that is, the digital places we
generate through coding. Those places are less interesting if they are only virtualized, because
then the only question we are asking is whether they measure up to some external model of the
place. They are mirrors of place, even when they are utopian or dystopian. They can be mirrors
of our desires and fears. Most roleplay games end up having these limitations (even if the spaces
they model are fantasy spaces), and even digital historical recreations can be limited in this
manner if they do not have a way of modeling how creativity and evolution of place happened
It is clear that digital place cannot be modelled, if that means coding in all the possible variations
of emergence that might happen. It is not only not possible (as with chess or go, the permutations
quickly become unfeasible), it is probably also not desirable, as most digital places are produced
for a specific purpose. A digital immersive game that presented the player with real-world
environments in all their variability (even if we allow that a game designer could predict that
variability, which is not possible) would be all but unplayable. A virtual space that is intended as
a cultural heritage space will inevitably capture that culture in something analogous to a
snapshot, a slice of the culture’s experience which we will be asked to extend to the culture as a
whole.
In other words, virtualization of place will always have its limits and will always be related to the
desired goal in producing the virtualization in the first place. This is the root of the criticism that
verisimilitude is closely tied to commercial or military interests – possible lines of action will be
limited by the imaginations and agendas of those who fund the production of the virtualization.
There is little point in pretending that these virtualization will be more than this.
107
So, where might the virtual be relevant in these places? Fink’s notion of play suggests a different
possibility for digital virtual place. It is not the suggestion that digital virtual place is just
Digital virtual places are material. They are vectors of experience, which exist in the material
space of other vectors we engage in. They are not apart from that materiality, they do not simply
represent it, although they do produce images. Their materiality means that the images are linked
to and change the material forms they imagine. They draw upon the affordances of bodily
existence in material space, or (in the case of fantasy spaces) change those affordances usually
based on specific rules (e.g., a flying or teleporting avatar in virtual space still obeys other rules
of physics).
Digital virtual places are not single representations of external reality. They participate in the
history of other digital spaces, and contribute to new ones. They train users in haptic and
cognitive skills. They build a vocabulary and semantics of engagement that transports across
seemingly unrelated digital places. Like the bacterial biome that links organisms horizontally,
forms of engagement with digital virtual space draws on habits and forms of play developed in
Digital virtual places furthermore engage in the political, social, racial, and gendered world, and
do so in a manner that blurs the boundaries of the digital and the physical space. The promise at
the beginning of the internet, as we are all well aware, was that it would be a liberatory space for
all those who engaged in it. Geographical location, gender, race, and level of ability or disability
was not supposed to be an issue in digital places. Of course, it did not turn out that way – all of
these things still matter, and they matter beyond questions about the “digital divide”. They matter
108
precisely because we bring our affordances with us, and bring our cognitive habits, and we add
Conclusion
The argument in this chapter has been that we need to distinguish between virtualized and virtual
place and thinking of the digital, but it is not sufficient in itself. We also need virtuality.
Virtuality is best understood through play, as long as we see play in a rich manner. Once we do,
we can see that virtualized place is limited without its relations, without surprise and
worlds.
It should be clear by now that the contrast between “real” and “virtual” place does not take us
very far, and is in fact misleading. As Deleuze said, the virtual is fully real in so far as it is
virtual. They are places of play. People sometimes decry the way that the virtual takes people
away from the real world. What they bemoan is not that people prefer to spend time in the
virtual, but that their “real” world has lost its virtuality. The forces are beyond their control.
There is no more play, not that they can see. There are no lines of flight, to use Deleuze’s terms.
At least in gamespace or social media or some other digital construct, people feel like they have
some control over the world they build, and play is still possible.
Our digitally constructed worlds have a task before them. The task is not to harness the play that
already exists there – that simply destroys it. The value of the digital has largely been created
through play. The key is to understand how true play works, and make possible the surprising
109
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Smith, Shawn Michelle, and Sharon Sliwinski, eds. 2017. Photography and the Optical
i
Deleuze, Difference and Repetition, 208.
ii
Grimshaw, The Oxford Handbook of Virtuality.
iii
Damer & Hinrichs, “The Virtuality and Reality of Avatar Cyberspace”.
iv
Damer & Hinrichs, “The Virtuality and Reality of Avatar Cyberspace,” 17-18.
v
Hayles, “The Condition of Virtuality,” 69; Hayles, How We Became Posthuman, 13-14.
vi
Hayles, How We Became Posthuman, 14.
112
vii
Hayles, “The Condition of Virtuality,” 79-80.
viii
Hayles, “Flesh and Metal,” 317.
ix
Hayles, Unthought: The Power of the Cognitive Nonconscious.
x
Massumi, “Envisioning the Virtual,” 56.
xi
Massumi, “Envisioning the Virtual,” 57.
xii
For a more complete history of the use of the concept of the virtual, see Heim, “The Paradox of
Virtuality,” 111-125.
xiii
May, Gilles Deleuze: An Introduction, 48.
xiv
Pfau, “The Appearance of Stimmung,” 95-111.
xv
Pfau, “The Appearance of Stimmung,” 103.
xvi
Pfau, “The Appearance of Stimmung,” 106-109.
xvii
Pfau, “The Appearance of Stimmung,” 110.
xviii
Fink. “Oasis of Happiness,” 22.
xix
Fink. “Oasis of Happiness,” 23.
xx
Moran, “Fink’s Speculative Phenomenology,” 22.
xxi
Kerslake, Immanence and the Vertigo of Philosophy,” 250.
xxii
Fink, “Oasis of Happiness,” 28.
xxiii
Fink, “Play as Symbol of the World,” 143.
xxiv
Botz-Bornstein, “Hermeneutics of Play – Hermeneutics of Place,” 108ff.
xxv
Botz-Bornstein, “Hermeneutics of Play – Hermeneutics of Place,” 110.
xxvi
Dastur, “Phenomenology of the Event,” 116-126.
xxvii
Buchanan, Onto-Ethologies, 182-183.
xxviii
Deleuze & Guattari. A Thousand Plateaus, 321.
xxix
For ways to think about this in relation to photography, see Smith & Sliwinski, Photography and the
Optical Unconscious.
113
xxx
See, for instance, this interview with Will Wright about “possibility spaces” for a sense of how the
virtualized might look virtual in game design. Baker, “Will Wright Wants To Make A Game Out Of
Life Itself”
xxxi
Janz, “Unprecedented Experience and Levinas’s Heideggerian Idolatry of Place,” 281-295; Gallagher
114
Transactions in virtual places: Sharing and excess in blockchain
worlds
Richard Coyne
Phenomenology investigates space and time as lived, according to Merleau-Ponty, rather than the
world abstracted and codified (Merleau-Ponty 1962). Certain scholars who associate with
phenomenology distance themselves from computing, digital networks and consumer culture. They
think digital technology associates too readily with rule bound, reductive and mass-produced
simulations and substitutes for authentic lived experience. As advocate for a phenomenology of
place, Alberto Perez-Gomez supports an architecture that encourages us to be in tune with the
lifeworld: embodied, engaged and of the moment (Perez-Gomez 2016). Smartphones, social media
channels, phone calls, video games and email seem to take people out of the moment. He adopts
Martin Heidegger’s concept of attunement (Heidegger 1962, 172) that challenges “the present-day
ubiquity of telecommunications and its supposedly public spaces” (Perez-Gomez 2016, 18). For
Perez-Gomez, well-tuned places are “always intertwined with temporality; they are never ‘outside’
time” (Perez-Gomez 2016, 18). For him, authentic, connected, architectural places can act as
palliatives against a world “increasingly consumed by its obsessions for iPhones and computer
screens” (p.18). He does not here reference virtual reality (VR), but from a phenomenological
position what could be more alienating than digitally constructed virtual spaces designed to
engender something of the character of place? Phenomenology pits itself against VR’s instrumental
conceits.
“Perhaps most diametrically opposed to our vision is the notion of virtual reality, which
attempts to make a world inside the computer. Users don special goggles that project an
artificial scene onto their eyes; they wear gloves or even bodysuits that sense their motions
and gestures so that they can move about and manipulate virtual objects” (Weiser 1991,
94).
He conceded that VR might have its uses in exploring exotic and inaccessible information
spaces, e.g. the surfaces of planets, cell structures, and databases, but VR inevitably
“excludes desks, offices, other people not wearing goggles and bodysuits, weather, trees,
walks, chance encounters and, in general, the richness of the universe. Virtual reality focuses
an enormous apparatus on simulating the world rather than on invisibly enhancing the
world that already exists” (Weiser 1991, 94).
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The concept of virtual places now includes many modes of interaction that do not rely on
the cumbersome VR apparatus Weiser describes. Virtual places might include a range of hybrid, data
rich, digitally augmented, sensor-filled and responsive devices and environments, i.e. ubiquitous
computing. Virtual spaces might include any digitally-managed and mediated environment, as
delivered via social media, and platforms that support online shopping and systems for managing
financial transactions, including those that support the so-called “sharing economy” (Sundararajan
2016) to be explored further in what follows. But VR, in presenting immersive technologically
constructed worlds, brings many of the challenges of virtual places into sharp relief. In any case, in
spite of Weiser’s caution against VR, the ensuing years have seen a growth in immersive 3D
computer gaming, the development of MMORPGs (massively multiplayer online role-playing games)
such as World of Warcraft and the more socially oriented Second Life, as well as Google Street View,
360 video cameras and playback apparatus, and the introduction of inexpensive consumer-level
head-mounted displays (HMDs), augmented reality (AR) systems on smartphones, mainstream 3D
cinema, and 3D viewers. As I will explore below, there is clearly a commercial aspect to these media,
tools and platforms, not least in the way they incorporate advertising, product placement, and
opportunities of in-game purchases and transactions amongst players and participants. In what
follows I adopt a phenomenological position that acknowledges the role of digital technologies in
contemporary configurations of place.
Tactics in phenomenology
In this chapter I assume that any technology can be studied and analyzed from a phenomenological
stance, especially when positioned within the context of embodied human practices. I devoted two
books to Heidegger’s concept of attunement as a theme relevant to the digital realm (Coyne 2010,
2016). In the case of VR, a phenomenological approach might consider the practicalities of the VR
experience, what it does to the human body, how VR frames our view of the world, the differences it
brings to light, and the narratives that it engenders and that sustain it, as well as the commercial and
political motivations for such developments. In Weiser’s terms, such study needs to take account of
the desks, offices, bedrooms, and other environments in which people use VR. As VR users know,
they are rarely transported seamlessly into another world and rendered oblivious to the physical
environment of HMD, controllers, and whether they are seated, reclining or standing.
Drawing insights from phenomenology, Hubert Dreyfus offers a critical account of VR,
though he assumes that the experience is always, or will soon be, entirely convincing, as if the VR
user really does enter into alternative worlds, like the fictional “holodeck” in Star Trek (Dreyfus
2009). In my experience, much of VR registers as inconvenient and cumbersome, and most people
can endure such putatively immersive experiences for only limited periods. A phenomenology of VR
would recognize the embodied aspect of such experiences, rather than assume or seek a complete
and effective simulation of embodied experience.
I take the ambit of phenomenological study to include sensitive, embodied and life-
enhancing systems and interactions, with a view perhaps to improved virtual environments and
interaction design. But I also subsume within the orbit of phenomenological study any technological
intervention, no matter how alien, alienating or controversial. This includes platforms for financial
transactions, as well as commercialized, consumer-oriented, even questionable systems, procedures
and platforms, such as cryptocurrencies and blockchain technologies. In this I echo the sentiment of
philosopher of technology Gilbert Simondon, who states, “in technical reality there is a human
reality, and that, if it is fully to play its role, culture must come to terms with technical entities as
part of its body of knowledge and values” (Simondon 1980, 1, Teal 2018). My strong claim is that a
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phenomenological critique, imbued as it is with questions of quality and value, can be applied to any
phenomena in the world. After all, ethos, a way of living, is central to the phenomenological project.
On the topic of ethics, Hans-Georg Gadamer affirms that “man [sic] becomes what he is through
what he does and how he behaves” (Gadamer 1975, 279). Ethics is a practical matter, and our
practices include systems, technologies and devices of whatever merit.
A primary (first) phenomenological tactic is to examine how the phenomenon under study
supports, encourages or resists embodied interaction. The world in which exchange of goods for
money takes place involves human bodies interacting with one another and machines in places: in
front of a computer terminal, clutching smartphones, scanning bar codes in the supermarket,
talking, collecting, waiting in line, and looking out for the arrival of the post. In so far as VR platforms
support monetary transactions, there are bodies sitting at computers manipulating avatars,
browsing, communicating, and clicking buttons.
A second tactic in phenomenology is to alert the reader to how the technology under study
enframes and exerts influence on the world outside of the technology. Weiser hinted at this when
he suggested that VR “excludes desks, offices, other people not wearing goggles and bodysuits”
(Weiser 1991, 94). We need to bring those ordinary environments in which the digital encounter
takes place back into the discussion. The world outside of the VR experience may be excluded from
the experience, but it is subject to its influences. As an extreme example, think of the influence of VR
and its representation in science fiction novels and film in how people think about the world, what
we might or could achieve through technology, the future, conspiracy stories and reality.
The concept of metaphor provides another way to think of this technological enframing
from a phenomenological point of view. Technologies suggest metaphors, which are powerful in the
way we see the world (Lakoff and Johnson 1980, Lakoff 2008). It is well known that Heidegger the
phenomenologist claimed he did not speak metaphorically, but I think metaphor has more traction
in the realms of design and creativity, and carries fewer negative entailments, than enframing.
Metaphors can also be recognized, identified and marshalled in moves by designers to bring about
transformations of some kind. To embrace the power of metaphor is to adopt a designerly view of
the world (Coyne 1995). We can ask of any technology, such as VR, or the contentious world of e-
finance and digital currency, what impacts these have on thinking, outside of their immediate
domains of influence. In combination, such technologies, platforms and ideas indeed present
powerful metaphors that seep into the collective human psyche (Coyne and Onabolu 2018).
A third tactic in a phenomenological approach is to look behind the technology and its claims
to some basic understanding that pre-dates, is “prior to” or “primordial” (Heidegger 1962, 379) with
respect to the highly technologized and instrumentalized phenomenon under discussion. The
phenomenological scholar has to persuade the reader that there is really something ordinary and
every-day to be recovered behind complex, theory-laden and technology-driven encounters. For
example, Henri Bergson and Martin Heidegger (Heidegger 1962) both asserted that before the
abstract notion of time there is the everyday perception of temporality, our experience of
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expectation, duration, sequence, memory and history. For Heidegger, before the abstract
understanding of physical objects in the world -- their geometrical and other properties as separate
from the human subject -- resides the everyday activity of unselfconscious engagement with a
practical task (Heidegger 1962).
For the carpenter constructing an item of furniture, the hammer comes into being as an
object in the event of some kind of deviation from concernful practice, as when the hammer is not
up to the task. For Heidegger, practical engagement comes first. Things reveal themselves
secondarily in the event of breakdown, pointing out, or formal analysis. As another example, behind
the instrumental concerns about the housing shortage, Heidegger drew attention to the more
primordial question of dwelling (Heidegger 1971). What is it to really dwell? Again, for Heidegger,
before we can understand technology, we must come to terms with the technological kind of
thinking that pervades our being and from which we cannot now escape (Heidegger 1977).
In the discussion below I will follow the lead of certain social economists in taking the idea of
the society of the gift as a precursor to understanding online commercial exchange (Mauss 1990,
Godbout 1998, Coyne 2005). The society of the gift is prior to e-commerce. That is not to say that
the gift is a solid or benign foundation to commerce. For critical writers such as Georges Batailles the
phenomenon of the gift is fraught, particularly as expressed in the self-destructive operations of the
potlatch, the generation of waste and surplus, and giving until it hurts (Bataille 1985).
I will investigate VR and digital finance, before offering a phenomenological addendum through the
primordial notion of the gift. First, I will review two MMORPG platforms, one that has been around
since 2003; the second is at an early stage of development.
Second Life (secondlife.com) was launched in 2003, and was taken up with some enthusiasm by
universities, amongst others, as providing a virtual world suitable for social interaction and distance
learning. Second Life is not a game environment, but users assume the role of players, as
“residents,” and create avatars of themselves adapted from standard templates. You see your avatar
in front of you when you log on to the platform (as in a third person game). As a resident, you can
move around the 3D world, create objects, clothing, buildings and spaces. The world persists when
you log out. Other residents can visit the places you have created and can meet and interact with
one another and objects in this virtual environment.
Already, I have assumed the language of VR in describing the Second Life platform. It is more
the case that the operations of Second Life exist as transformations on 3D coordinates of points,
lines and planes in a shared database and are delivered as a perspective projection of colored pixels
in close-to-real-time onto the display screen of your computer, mobile device, or HMD. The language
we use as if talking about the everyday lifeworld (place, space, location, movement) is such an
example of enframing following the basic “as” structure of metaphor (Ricoeur 1977): database and
display screen as viewport into a virtual world.
Along with many others, I was an enthusiastic user of Second Life in its early days (Coyne et
al. 2009). We treated it as a platform for observing and creating strange and unlikely environments.
We had our own promontory on the fringes of the University of Edinburgh’s own island in Second
Life. One of our experiments involved altering the appearance of objects by transmitting mobile
phone messages from the world outside Second Life into our own virtual enclosures, loosely
modelled on our physical work environment in the university. You could change texture maps and
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even transmit photographs from your mobile phone into Second Life (Wright et al. 2008). So, there
was an attempt to link the everyday world to the world inside Second Life.
As with many such forays into virtual worlds, the research reinforced the view that the world
we inhabit is richer than can ever be described on such VR platforms. As with many play
environments, its persuasive capability and sense of engagement derives as much from the power of
the human imagination as the quasi-realism of the modelled worlds. You put yourself into such
worlds as you might enter the settings of an engaging film or novel. Of course, Second Life
developed from the outset as a site for interaction and socializing, with academic research taking at
best a distant second place. Second Life is now regarded largely as an “adult site” (Dreyfus 2009).
As researchers, our experience with the virtual platform of Second Life adjusted our
understanding not only of the digital platform, its strengths and limits, but of the world outside.
What is it that people want from their fantasies? What is it that the world of lived experience does
not supply? How rich is a world unmediated by the digital? Notions of the “post-digital” (Cramer
2015) have emerged arguably as a by-product of such reflections in a world saturated with digital
devices, networks and virtual objects.
One of the most interesting aspects of the Second Life platform was its support for
commerce and exchange. It has its own currency (Linden dollars); you can import, make and sell
assets, such as parcels of virtual land, buildings, accessories, sound files, images, and dance moves.
You can then exchange the currency for real (fiat) money. There were stories of entrepreneurial
residents becoming Second Life millionaires (Olson 2006). The commerce operated under the
control of the platform’s inventors and managers, Linden Labs. In so far as it bears any resemblance
to social or political life off line, Second Life presents as a benign dictatorship with the consent of the
people who use the platform. Hopefully it is at worst a limited and consensual autocracy. Like a
private club or casino, members (residents) submit to being monitored, they can be evicted for
breaking the rules, and any monetary transactions pass through the house cashier.
Second Life is still active, though abandoned as a virtual learning environment by most
academies, and other 3D platforms have entered the virtual arena, such as Sansar
(atlas.sansar.com), Edorble (www.edorble.com) and Minecraft (minecraft.net). Decentraland
(decentraland.org) is a VR platform that purports to represent a new generation of MMORPGs.
Unlike Second Life’s corporate management ethos, Decentraland claims to offer something more
like a cooperative than a corporation. The developers claim: “This is the very first virtual platform
that is decentralized, built on the blockchain and owned by its users, making it stand out from the
crowd” (Dale 2017). At the time of writing, I cannot yet enter the modelled world of Decentraland,
but the developer’s financing and marketing strategy based on ideas about the sharing economy and
digital currency (“blockchain”) are already active. Whether or not, and how, the platform impacts on
the world of VR, the idea and the claims are worth pursuing in so far as they extend and test the
world’s trajectory into virtual places, and analysis from a phenomenological perspective.
In order to raise funds for projects such as the Decentraland platform, developers can raise
investment capital, ask for donations as in a crowd sourced project, and sell “speculative stocks” to
risk-taking investors. But they can also sell non-existent digital assets. Decentraland sells plots of
virtual land, i.e. portions of its gridded 3D land model. This approach borrows from the practice in
the real-estate business of raising funds by selling apartments “off plan” before they are built.
Raising funds from the sale of intangible assets is also popular in the case of
cryptocurrencies and blockchain platforms (to be discussed further below). In buying a digital
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commodity, backers are effectively investing in a product that may increase in value once the project
is completed and demand is higher. The practice is also open to speculation, where stakes in the
enterprise are sold and resold even before there is any product. This online economy invites
speculation in virtual space. It is also arguably egalitarian, or perhaps lawless like the “Wild West,”
perpetuating the ideal of person-to-person transactions independent of external monitoring and
control: “Users can purchase land using the Ethereum blockchain, which proves their ownership in a
way that no one can argue with. … The biggest difference between Decentraland and existing VR
platforms is ownership; instead of a single corporation, users own Decentraland,” supported by
“open standards, so no central organization imposes their agenda” (Dale 2017).
The Decentraland developers call their currency MANA (evoking “manna from heaven”) with
which you initially buy plots of virtual land 10 square meters. You purchase MANA from a
cryptocurrency exchange, and store the currency in a cryptocurrency “wallet” (e.g.
blockchain.info/wallet) accessed through a web browser or app on a smartphone. The developers
claim, “Its ability to combine VR with cryptography allows for a decentralized virtual reality, without
any limits put in place by a controlling organization.” The platform will allow landowners to charge
people who enter their virtual premises “without a middleman taking a cut” (Dale 2017).
I hope that by now I have established the link between virtual environments and commercial
transactions, exemplified not least via the Second Life and Decentraland platforms. In the case of the
latter we have the prospect of individuals (residents) acting as if they can move through virtual
environments and trade with one another in ways that are secure but unregulated, as if exchanging
virtual goods (models, virtual land, procedures, files) for cash.
It would not be too extreme to suggest that such an environment draws on the myth of
tribal society, where people trust one another, trade and barter without institutional oversight, and
transact according to kinship ties and norms. But the trust relationships are enabled by the
ubiquitous blockchain platform. Such platforms add methods by which producers of virtual assets
can encode how assets get passed on, i.e. assert and restrict copying rights, and track what happens
to virtual assets as they get copied, sold, resold and gifted to others. As I will show subsequently, to
the extent that commercial transactions are underpinned by the phenomenology of the gift, so are
exchanges in virtual worlds.
Cryptocurrency
The idea of sharing and transacting virtual assets on a 3D immersive platform is relatively new in the
realm of cryptocurrencies (Ehrsam 2017), which deal in peer to peer exchange in the so-called
sharing economy (Sundararajan 2016, Slee 2015). The blockchain is a set of algorithms within digital
platforms that underlie bitcoin (Nakamoto 2008), Ethereum (github.com/ethereum) and other
cryptocurrencies. According to the developers of Decentraland the blockchain provides a means of
managing peer-to-peer, centralized and hybrid market ecologies in virtual environments: “All of this
is possible via Decentraland’s use of the blockchain technology, which proves ownership and cannot
be forged” (Dale 2017). Blockchain platforms facilitate virtual and augmented reality users and
designers to sell virtual assets and media content to one another directly without going through a
mediating asset manager such as a virtual bank or the corporation that owns the VR platform (e.g.
Linden Labs in the case of Second Life).
The blockchain idea is technically fascinating, mysterious and in some respects counter-
intuitive. It depends on cryptography to function, and inherits the fascination many of us have with
cyphers and codes. A blockchain platform such as that used by bitcoin operates by recording
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transactions between individuals onto a digital ledger. Think of a spreadsheet of credit card
transactions, or a printout of the thousands of transactions from all customers your bank might see
in a given day. The difference between a blockchain and a bank is that the ledger is distributed to
and retained by everyone who participates in the blockchain network, or at least the key nodes that
provide access to the network for regular users with bitcoin “wallets” (e.g. bitcoin.info/wallet).
The algorithms of the blockchain keep that data up to date. Every time a transaction, or at
least a block of transactions, has been processed by users on the network, updates are delivered to
all the ledger copies. The fact that the ledger is shared provides one of the means by which data is
secured, and ensures that no single agent is in control of the ledger. If anyone wants to hack or alter
the data then they would have to change all the copies of the distributed ledger.
The data is encrypted to keep it confidential. The content of the transactions in the ledger
are unreadable to the people and computers in the network that have access to it, though the
individuals who made the transaction have their own encryption key and can see the details of their
own transactions. But the main challenge for the platform is to verify blocks of transactions as they
occur, and add them to the shared ledger in a manner that is secure.
This is accomplished by inviting key nodes in the network to use their CPU power to solve a
cryptographic puzzle incorporating the encryption strings of the block being processed (Nakamoto
2008, Lewis 2015). Any node on the network, usually a self-appointed subset of nodes with
adequate computing power, can use the results of this challenge to bed down a set of transactions.
The challenge has the character of a puzzle, and appears trivial, but requires several minutes or
hours-worth of CPU time to iterate through a set of permutations to solve. Lots of independent
nodes will be doing this as the same time, incentivized by a potential financial reward. So, it is a
contest, and a hugely expensive one in terms of escalating demands on power consumption.
As soon as one of these nodes generates a solution (another character string) it broadcasts
the result to all the other nodes that stop trying to solve the puzzle, and quickly verify that the
solution is correct. The solution string of the winning node then gets added to the set of all approved
ledger pages, called a block chain, which is in turn distributed around the network as the approved
set of transactions making up the correct and current state of the ledger. The winning node is
rewarded by being allowed to include a credit of some bitcoin on the ledger. The nodes that
undertake this competitive challenge are called “miners,” as they also over a period of time
gradually add value, i.e. bitcoins, to the bitcoin economy. The bitcoin economy grows to support
growth in its user population and volume of transactions.
These operations are of course automated and invisible to most users of the currency,
though one can inspect the flow of transactions on websites such as blockchain.info/unconfirmed-
transactions. The process is entirely algorithmic, with no human intervention, other than the design
and refinement of the platform, choices about hardware, and access to nodes and bitcoin wallets.
The average user manages their interaction through websites and apps. I have heard of enterprising
students in the early days of bitcoin configuring their desktop computers to act as bitcoin miners and
garnering sufficient transaction fees to pay their tuition fees. Whether true or not, I mention this as
the blockchain circulates narratives as well as digital cash. It feeds myths about the entrepreneurial
spirit and grass roots enterprise.
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its blockchain ledger can also contain a piece of computer code that links to more elaborate asset
data, such as a parametric VR asset (e.g. a virtual building component) or a set of instructions, rules
or conditions. The code can also indicate how agents deploy, exchange and dispose of such digital
assets, including details about use and reproduction rights. The way blockchain platforms function
sometimes mystify with their abstruse methods and terminology: proof of work, nonce, mining,
cryptographic puzzles, hash strings. It is interesting that something so arcane in the realm of
economics (already mysterious to many) intersects with the practical world of everyday dealings.
I return to the three tactics of phenomenological inquiry introduced above. The first is to
look at embodiment. I will leave it to others to review the kinds of embodied practices that virtual
environments encourage and deny, expecting such analysis to include the experience of the user as
an active embodied agent encountering the apparatus of VR, laptops, bitcoin wallets, and
transacting with others.
The second tactic is to review how any technology enframes our view of the world. One
factor is that it brings the idea of transgression to centre stage. Like a lot of commerce, blockchain
tech also supports and even glamorizes transgressive transactions. Enthusiasm for the technology
emerged from a desire to replicate cash transactions that are beyond the control, scrutiny and
auditing of banks and the Inland Revenue (tax office). Other transgressive aspects of the technology
reside in the strange fact that peer-to-peer blockchain transactions are extravagant to store and to
run -- the race to solve cryptographic puzzles and create more currency.
Competing processors pour yet more CPU power into the network, requiring electricity as
input, generating heat as output and with exorbitant cost to the environment. On the other hand, as
long as it is out of the mainstream, such profligacy at the margins has a certain allure. Blockchain
technology is transgressive in several respects. People speculate on these currencies, and at the time
of writing there are few high street merchants who will accept them, in part as the currencies are
unstable. It can also take half an hour to a day for a transaction to be verified, due to the blockchain
process, and according to the transaction fee you are prepared to pay. Many of the CPU-intensive
mining farms are currently in China, which in 2017 announced a “crackdown on cryptocurrencies”
(Liao 2017). That statement alone seemed to cause a sharp decline in the value of bitcoin.
Computing already brings metaphors, as part of the phenomenological toolkit, to bear on how we
think of community and urban living in terms of flows of data, networks, circuits, grids and an
“Internet of things,” as if cities are made up of bits, memories (RAM), sensors, actuators, and with
communication systems, inputs, outputs and operating systems.
The idea of 3D virtual worlds fuels speculation about a merging of the virtual and the “real,”
or at least commerce between the two. The idea of the blockchain adds further dimensions to such
metaphors. It provides analogues with city living, not least as we think of the data intensive “smart
city,” the overlay of integrated and responsive digital infrastructures that draw on big data streams
from mobile apps, sensor networks, social media feeds and transport information, to make buildings
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and transport systems responsive to changing conditions. Blockchain technology supports the ideal
of localized, grassroots, and consumer-oriented dimensions to the smart city.
I turn to the third phenomenological tactic I described above of appealing to a very human and
everyday phenomenon that underlies the highly instrumentalized understanding of commerce and
VR suggested by the blockchain, namely the gift, and communal sharing. The so-called sharing
economy continues the ideal of grass roots cooperatives. Architecture has a long tradition
supporting cooperative and community-based building projects, along with activism in various guises
(Kaminer 2017).
The technical apparatus of the blockchain makes similar claims to support peer-to-peer
transactions, as if a return to everyday and trusted non-monetary transactions between family
members. The blockchain idea continues a trajectory of practices evident from the early days of the
Internet in the 1980s. Many people were and are still prepared to give away information, expertise,
advice and online content with little or no expectation of immediate monetary return. You can enter
Second Life for free, but if you pay the registration fee then you can acquire virtual land, build, set
up a business and trade. The payoff for suppliers of free goods includes the high value commodity of
consumer profiles and information about individuals for targeted marketing, to influence and to
persuade. In such cases the putative generosity of the agent, mediator, or the information broker
conforms to utilitarian understandings of the market economy. There is something in it for
everyone.
But there is also a strong culture of giving on the net outside of the commercial aspects of
on-line enterprise. Individuals produce and publish personal information on social media in an
exchange of intimate and unsolicited disclosures. But the culture of the gift extends to areas
otherwise the preserve of commerce, particularly amongst computer programmers and enthusiasts,
the Free Software Foundation and the Open-Source community, which some have described as a
contemporary realization of the “gift economy.”
I rehearsed some of the apparent rationale for people’s willingness to gift information for
free online in a previous publication (Coyne 2005). I revisit some of the rationale here.
One can argue that digital information operates differently to other commodities. It is possible to
both give it away and yet still retain it, to be used for commercial gain. On-line altruism could be a
further manifestation of McLuhan’s return to tribal society, in which commerce depends on kinship
ties (McLuhan and Powers 1989).
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communal sharing and gift giving. Some argue that play predates work practices and the serious
business of commerce (Huizinga 1955), of which VR and MMORPG play spaces are a conspicuous
example. The exchange of gifts is a form of play, involving a to-and-fro movement, the non-serious
business of chance, and a flirtation with risk (Caillois 1961). Gift exchange is the primordial root of
contemporary economics. Economics is subservient to the gift.
The idea of the gift can also present a profound disturbance to the economic order, a point
that resonates with the claims of the Internet, social media, virtual environments and digital
commerce. Cryptocurrencies and platforms that support the sharing economy can be described as
disruptive technologies (Christensen and Bower 1995). The limits inherent in a society based on
commercial transaction are well known, but giving is also a fraught enterprise, on the Internet as
elsewhere. The gift can be a means of coercion, graft, and deception. As well as play, the symptoms
of the gift are perilously close to those of crime, terror and the worst of mercantile excess. From this
point of view the gift amplifies the role of transgression in social relations, on the Internet and
elsewhere. The gift is not innocent; neither is commerce that is conducted on the blockchain.
Cultural theorists and philosophers have subjected the gift to substantial scrutiny, the
terminology and definition of which was established through the seminal book of the 1920s by the
anthropologist Marcel Mauss, The Gift (Mauss 1990). For Mauss the principles underlying the
exchange of gifts predate and underlie modern commerce. According to Mauss the gift has its seeds
in concepts of the festival, and extraordinary events. As neighboring communities would negotiate
the fine line between conflict and alliance, isolation and trade, they move to excesses either of
spectacular generosity or irrational destruction.
For Mauss, in tribal societies the gift seems to be the norm and expected. Gifts are often
useless trinkets, in archaic societies as in our own. They represent a surplus, something not really
needed. The festive occasion of their giving is also characterized by exuberance, demonstration,
squandering and other trappings of excess. The giving of gifts also promotes unequal relations
between members of the group.
Potlatch societies
As for other commercial mechanisms, a strong case can be made that blockchain platforms and their
controversies are grounded in the society of the gift. An investigation into gift societies
demonstrates that transactions between individuals are already fraught. Transactions are agonistic.
There is no innocent substrate to our transactions. We do not need to blame all consumer culture’s
faults on abstract, instrumental capitalism. I think this insight helps as we account for how societies
are prepared to accept the profligacy and competitive waste that is the basis by which blocks of
transactions are verified, though this is invisible to the parties engaged in a transaction.
Mauss draws attention to the phenomenon of the potlatch (Mauss 1990), that archaic
custom whereby different groups, villages or communities would attempt to outdo one another in
generosity, often to the point of squandering their own resources, and impoverishing their own
community. Writer Jacques Godbout picks up this aspect of gift societies, “often a bit of squandering
goes along with the gift, a bit of excess, of folly, a superfluity that keeps the object’s utility or
exchange value at arm’s length” (Godbout 1998, 47).
The remarkable feature of the potlatch is that it is a form of giving and self-sacrifice that
might be carried through to self-destruction, where the community’s own “slaves are put to death,
precious oils burnt, copper objects cast into the sea, and even the houses of princes set on fire”
(Mauss 1990, 20). By this account the gift is explicable not only in terms of altruism and generosity,
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fellow feeling, public spirit, and wanting to see the lot of the other improved by one’s generosity,
but by competition. The giving is to be excessive and bring one to the verge of one’s own demise,
which in turn indicates one’s strength: If I can withstand all this giving then I am indeed stronger
than you. In utilitarian terms the contest may even bring down the opposition. One gives in excess in
order that the opponent may reach the limit of his or her giving, and be incapacitated or shamed.
Twentieth century cultural commentators have seized on the idea of the potlatch as
accounting for conspicuous consumption, explicable as a diminished form of ritual profligacy by
which one participates in a contest of the squandering of wealth, keeping up with the Joneses. For
economist Kenneth Galbraith it is never enough that one has wealth, but it must be displayed, hence
the advertising of one’s wealth in some quarters through “obtrusively expensive goods” (Galbraith
1998, 74) an unsatisfied craving for the latest model car, fashionable clothing, accessories, and
entertainment, “for the entire modern range of sensuous, edifying and lethal desires” (Galbraith
1998, 115).
Georges Bataille, the twentieth century neo-Marxist essayist emphasizes the potlatch with
this darker aspect of the gift (Botting and Wilson 2001) and hence commerce. For Bataille, the gift
has its origins in this destruction and loss. That someone receives something of benefit through this
process is incidental, and constitutes a later embellishment to the notion of the gift. He associates
pessimistically the potlatch with excretion, death and sadism (Bataille, Botting, and Wilson (eds)
1997, 173).
In so far as such accounts apply to the world of commerce, they assuredly apply to
commercial activity in virtual environments. In the blockchain the propensity for excess and waste is
embedded within the structure of its code. The idea of the potlatch persists in the process by which
nodes in the blockchain network contribute CPU time and effort to solve extremely difficult and
arbitrary cryptographic puzzles, the solution to which gets printed into the blockchain to confirm the
legitimacy of a block of transactions. A hacker would need to expend at least as much energy to
access and change the data, and the task becomes even more difficult as more data gets added to
this chain. The dark contest of the blockchain operates at many levels.
By this reading, waste, inefficiency and redundancy are amongst the tools by which the
struggle to maintain value escalates, demonstrated not least in the profligacy of the blockchain.
Virtual environments of the kind discussed above, Second Life and Decentraland, provide similar
demonstrations if we need it, of sharing and waste in blockchain worlds.
Conclusion
In this chapter I presented a justification for an approach to virtual environments and digital
commerce that I think is consistent with the tenets of phenomenology. I focused on three tactics for
understanding the combination of two audacious platforms: virtual reality platforms and blockchain
platforms for transacting digital currencies. The latter purports to enable people to make financial
transactions peer-to-peer in the everyday lifeworld, but also in virtual environments. It is too early
to say if such facility is needed and how users would engage with it, but there is growing interest in
such platforms. I paid brief attention to the first phenomenological tactic of scrutinizing the place of
the body in relation to VR apparatus.
At the time of writing there is insufficient evidence to assess how people might respond to
the putative freedoms afforded by the blockchain in platforms such as Decentraland. At the very
least, such innovations provoke new thinking about what it is to transact virtual goods, and how
people interact both on and off line. As a second tactic I reviewed some of the ways that such
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technologies enframe our view of the world, particularly through the metaphors they evoke. My
third and main tactic was to focus on underlying phenomena grounded in community and the
everyday, namely the society of the gift. In turn, I adopted the insights of several scholars into the
notion of the potlatch, a peculiar and disruptive aspect of the gift society as difficult, ambiguous and
profligate. This in turn sheds light on the workings of cryptocurrencies and the blockchain. In the
process I hope I have shown that commercial and peer-to-peer transactions are an important, varied
and fraught aspect of current and future ubiquitous digital systems requiring critical attention if we
are to understand the phenomenology of virtual places.
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The Kyoto School Philosophy on Place: Nishida and Ueda
One of the important concepts that the Japanese Kyoto School (Kyōtogakuha 京都学派) of
philosophy is noted for is that of place or basho (場所). Nishida Kitarō (西田幾多郎) (1870-
1945), the cofounder and central figure of the Kyoto School, once stated that to be is to be
the Kyoto School, Ueda Shizuteru (上田閑照) (1926-), further developed this concept to
understand place and implacement in terms of a twofold world or twofold horizon. 1 Nishida
during the late 1920s, in initiating his philosophy of place, understood the self in its
unobjectifiability as a kind of place wherein subject and object correlate. But he eventually came
to see this placial self as itself implaced within a contextualizing place wherein it interacts with
things and with other subjects within the world, a contextual place further implaced ultimately in
an abyssal place of nothing. He develops this understanding of place during the 1930s in terms of
the socio-historical world and ultimately in the 1940s in terms of a creative divinity that negates
Roughly speaking and in a variety of versions, Nishida takes the system of places to
involve the place of beings or objects, the place that is consciousness, the place that is the world
of human interactivity, and, finally, the place of absolute nothing. Taking Nishida’s theory of
place as a foundation, Ueda on the other hand, focuses on the structure of place as involving the
twofold structure of the horizon of experience. We are implaced in the world that in turn is
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implaced in a boundless openness. Our place is twofold in that there is the world of significances
on this side of the horizon and the a-meaning of a nothing beyond the horizon. While Nishida
formulates the system of places in terms of the place of being, the place of relative nothing, and
the place of absolute nothing, Ueda uses the fraction symbol as “world/open expanse” to convey
his idea of “world amidst the open expanse.” In this chapter I will thus explore the Kyoto School
theory of place as Nishida first formulated it and then as developed more recently by Ueda,
before closing with a brief look into its relevance for us today.
The Kyoto School’s understanding of place, as developed from Nishida to Ueda, also
comes into proximity with phenomenological insights. I will thus also discuss Nishida’s and
to the careers of Husserl and Heidegger. But he was aware of their work only to a limited degree;
and he was critical of the little that he knew of the phenomenology of both thinkers. On the other
movement, having studied under Nishida’s student, Nishitani Keiji (西谷 啓治), who in turn had
studied under Heidegger. And Ueda himself had studied in Germany. He incorporates the
Eliade, and others, in developing his own understanding of place. What both Nishida and Ueda
offer vis-à-vis a phenomenology of place is a sophisticated analysis of the other to being that
place as defined and delimited must assume: what Nishida calls the absolute nothing (zettai mu)
The philosophy of place as developed by both thinkers, moreover, has relevance for us
today with implications for current issues. What I have in mind are several urgent issues we must
face today in our understanding of place: the world in its rapid “globalization,” humanity’s
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relationship to the natural environment, and the virtualization of our place in terms of
cyberspace. I will thus close the chapter with a brief look into these contemporary issues on the
Kyoto School of philosophy begins with Nishida Kitarō’s struggle with subject-object dualism
and its concomitant substantialism belonging to the Western tradition and culminating in Neo-
turning away from the object of focus, starting with his maiden work, An Inquiry into the Good
(Zen no kenkyū 『善の研究』) of 1911. 2 Nishida’s question was how dichotomized terms that are
ontologically of distinct kinds can relate. The breakthrough came in the mid-1920s with the
formulation of his theory of place in the essay “Place” (Basho 「場所」), first published as a
journal article in 1926 3 and then inserted in his two-volume book From the Acting to the Seeing
presented here is primarily epistemological but that is not to say that it had no ontological or
Nishida proposes place as a solution to the issue of the oppositions between terms of
ontologically distinct kinds—subject and object, ideal and real, mind and matter, ought and is,
validity and existence, and so on—that problematize their relationships. Simply put he saw place
as the lived and living concrete and dynamic immediacy from out of which such dichotomized
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terms are abstracted. He took the wholeness of that immediacy, logically preceding the terms, as
implacing them and permitting their relationship. The subject-object duality itself then is but an
intellectual abstraction, after-the-fact, of that lived holistic immediacy that earlier in Inquiry into
the Good he had called “pure experience” (junsui keiken 純粋経験). But in 1926 he comes to
understand this in terms of “place” (basho) as what envelops subject and object finding their
Although Nishida does not use this term, phenomenologically one may regard it as the horizon
encompassing mental acts and their objects, perspectives of intentionality that would constitute
the world of objects. Not only was this meant to solve the issue of bridging the epistemological
gap, but as he explains in another essay of the same period (1927), “The Issue of Consciousness
answer to his dissatisfaction with Platonist metaphysics that subordinates “place” or chōra as the
unformed substratum to the ideas providing it with forms. 5 The Neo-Kantians developed this
hylo-morphic 6 dualism in terms of the distinction between ideal and real, validity and existence,
As opposed to values like “truth” that serve as standards for judgment-making, being or
existence belongs to the reality of the sensible matter of judgment. Nishida inherits this
dichotomy from the Neo-Kantians whereby a being “is” (Seiendes ist) and values “are valid”
(Werte gelten) 7 and understands it as one of determined content and determining act. But at the
same time, he reverses the Platonist hierarchy by raising place to a central position that in fact is
active in its formation. In other words, in opposition to Plato’s metaphysical hierarchy whereby
the ideas provide form to the formless chōra as their place of formation, he felt that “place”
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should be ascribed a “logical independence” (Z7 223) and, by implication, ontological
independence whereby it forms itself from out of its formlessness. He thus identifies the
primitive unity that supports the dichotomy, guaranteeing the possibility of cognition, with place
as a self-forming formlessness that forms itself into the terms of subject and object. And in
distinction from the beings that serve as its content, he identifies that place at its most basic level
as a nothing. Nishida thus designates that most basic and foundational place, the most concrete
level of reality-cum-experience prior to their bifurcation, the “place of absolute nothing” (zettai
Nishida’s insight here is that place at its most concrete immediacy preceding every and any
nondifferentiated; it is an unsayable, unthought, abyssal (un)ground from out of which forms are
stated above, had to do with his attempt to surmount “object-logic” (taishō ronri), that is, object-
centered thinking that necessarily objectifies (or “noematizes”) whatever it thematizes. In the
case of modern epistemology, the very issue of the relationship of the two terms arises because
both—not only the object but the subject as well—are treated like distinct “objects,” that is,
determined things. Nishida traces this object-logic to Aristotelian substantialism whereby the
subject specified by predicating properties designates an underlying substance (ousia) that can
never be predicated of something else. It is that which serves as the subject (hypokeimenon) but
attributed to it and preclude relations in general as something unknowable—what Kant called the
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thing-in-itself. If the substance is transcendent to our knowing and judging acts, how does it
come to be the object of knowledge and the subject of judgment? How does the knowing subject
relate to its object if they are ontologically distinct? What bridges the gap between the for-itself
and the in-itself? Now the same issue of object-centered thinking arises in connection with the
other pole of epistemological duality, namely the subject. In thinking of the cognitive process
involving two determinate terms, we have already objectified not only its content but
consciousness itself as some thing standing in opposition to its object. We thus come to speak of
cognition as a relationship involving objectified beings (Z7 218). What then is the pre-
dichotomization? Nishida looks for the key to unlock its mystery in the direction away from,
other than, the object that nevertheless is concrete and immediate, preceding thematization. He
looks away from the determinate product of objectification that is the grammatical subject
(shugo 主語), in the opposite direction to what he calls, somewhat misleadingly, the determining
beings—the intentional object that becomes the grammatical subject—and while this means
turning in the direction of the determining (objectifying) act, identified with the predicate-pole,
he attempts to do so thoroughly, i.e., without objectifying that act, towards its assumed
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be objectified as this or that to be treated as the subject in a judgment, Nishida calls it the
words, he is using the grammatical predicate as a heuristic device to turn our attention away from
the object that is the grammatical subject to its pre-objective context or situation that implaces it
together with its cognitive subject. The point is to turn our focus away from the being qua object
that normally lies in the foreground of our attention and towards its contextual background.
Thus, rather than starting with apparently independent and substantialized terms, Nishida takes
as the starting point the concrete immediacy of that holistic situation relating and encompassing
subject and object. And this is precisely what Nishida means by “place” (basho). The predicate
in this Nishidian sense as place transcends objectification—it cannot be stated as what it is—and
so Nishida characterizes it as “that which becomes the predicate but never the subject,” in
opposition to Aristotle’s formula. In its unsayable indetermination, it is thus a nothing (mu), and
as a place given the logical independence Nishida deemed it worthy of, it is the place of nothing
Now in-between the object (grammatical subject) and that ultimate context that is the
place of nothing there are several layers or levels, sinking from the surface of objectified beings
towards the abyssal depth of nothing. Consciousness, serving as the field of determining or
predicating acts that Nishida calls the field or site of consciousness (ishiki no ba 意識の場), for
example, in relation to its objects, is a nothing but a relative nothing (sōtai mu 相対無). In terms
of place, it is the place of relative nothing (sōtai mu no bahso 相対無の場所) or the place of
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The point is that consciousness is a “nothing” that, as place, makes room for those
“beings” it determines as objects (see Z7 222). Judgments that determine grammatical subjects
are moments within that field. Nishida views them to be explications or amplifications,
Instead of the Cartesian substantial cogito, “I think X,” consciousness is thus better
discerned by me”). And as such a place, Nishida views consciousness as a “circle” rather than a
“point,” another way of saying that it is a field rather than a substance, a nothing rather than a
being (Z3 469, 504, 545). If we focus upon and thematize that field as the epistemological
subject, however, we can still objectify it to make it into the grammatical subject of “I think X.”
Even so, the ground sustaining its relationship to the object and assumed by that relationship
cannot be objectified. The relationship of the field to its terms, or in epistemic terms, between
subject and object, here still requires a mediation, a further medium, namely a prior place,
contextualizing their relation. That is to say that in its relatedness to its object (noema),
consciousness with its determining act (noesis) is in turn contextualized by—determined upon—
a further, deeper, broader receding background, wherein consciousness itself and the very duality
That ultimate context or place as the ever-implicit horizonal “beyond,” assumed by every
objectifying act or utterance concerning a subject but precluding any further objectification of
itself, as the most undifferentiated and concrete place, is what is “truly nothing” (shin no mu 真の
無), the “absolute nothing” (zettai mu 絶対無) (Z3 424, 432, 467). It is the place of true nothing
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(shin no mu no basho) (Z3 482) that, as the ultimate horizon sinking into an undifferentiated
nothing, serves as the un/ground for all beings and their negations, being and non-being in
general, including the opposition of objects and subject, as its abstract moments (Z3 424).
Prejudicatively and precognitively lived values and meanings that give guidance and
meaning to—and contextualize—our cognitive and other intentional acts arise ultimately from
here. It is “truly nothing” in the sense that it cannot be objectified, cannot be stated as a
grammatical subject, cannot be determined as a being and as such transcends the very dichotomy
of being and its negation, non-being. As the ultimate contextual wherein that itself cannot be
contextualized even as it contextualizes and that must be presupposed by every utterance, it slips
away from any attempt to make it into a subject of judgment; it perpetually recedes to make
And yet this negativity of the nothing is simultaneously the positivity of its self-
articulation, self-determination, giving rise to beings within it through its own self-negation (jiko
hitei 自己否定). In The Determination of the Nothing in Self-Awareness (Mu no jikakuteki gentei
『無の自覚的限定』) half a decade after the “Place” essay, Nishida underscores the creativity of
the place of nothing as a consequence of its self-negation. Place is self-determining in that the
implications inherent within its non-duality become articulated within its sphere via self-
negation, the negation of its nothingness (see Z5 72-73, 80-82, 122). Nishida also characterizes
nothing,”
Nishida does not mean that there ultimately is literally nothing existing. Rather he has in
mind a unobjectifiable formlessness that permits and gives rise to forms—a self-forming
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formlessness—encompassing and contextualizing every opposition such as subject/object,
“absolute” (zettai 絶対) to convey the sense that it is free of, in the sense of being cut-off from
(zetsu- 絶-), opposition (tai 対). Thus, undelimited by anything opposing it, it is no-thing.
All oppositions are embraced within it as their place. Nishida’s place of absolute or true nothing
is this environing contextual whole that becomes articulated in the act of objectification to
determine the subject of assertion while remaining irreducible to it. Nishida characterizes this
the above Nishida came to generally identify three major levels of place in the works
immediately following the 1926 “Place” essay: 1) The place of beings (yū no basho 有の場所)
identified with the material field constituting the natural world of beings; 2) The place of
oppositional or relative nothing identified with the field of consciousness that objectifies those
beings into objects of cognition in relation to itself; and 3) The place of true or absolute nothing
identified with the pre-theoretically and pre-cognitively lived dimension contextualizing the first
two places that in phenomenological terms might be seen as their ultimate horizon. This
ontological thesis that “to be” is “to be implaced” (Z3 415). And if to be is to be implaced, the
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Nishida’s Turn Towards the Concrete World:
Nishida subsequently works out the implications of this epistemology of place as an
undifferentiated holistic situation wherein the implicit becomes explicit and the enfolded unfolds,
Nishida then continues his broadening and externalization of the significance of “place” to the
“world” (sekai 世界) in the two volume Fundamental Problems of Philosophy (Tetsugaku no
Essays (Tetsugaku ronbunshū 『哲学論文集』) through the 1930s to the 40s. But it is also the
all-encompassing universal at the expense of individual beings in quasi-Hegelian fashion that led
Nishida—for example in his 1936 “Logic and Life” (Ronri to seimei 「論理と生命」—to open his
notion of place more explicitly towards the world of concrete human life that he called the
rekishiteki sekai 社会的歴史的世界) as the place wherein we interact and work with one
That is, from the late 1920s to the late 1930s his view to place shifts from an interior look
that plumbs into, and below, the depths of consciousness to an outward view to the happenings
of the socio-historical world. The world as such is still an extension of the dynamic of the self-
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determination of place. It is the place wherein we are born, dwell, and die; but more explicitly
than previously it is also that wherein we partake in its self-formations through our inter-
activities. It provides the concrete context for our interactions with one another and with the
environment, involving the creation of the collectively significant world through thought,
language, and the use of tools and technology that alter our environment, our embodiment, and
And while the world for Nishida is the place wherein we find ourselves always already, it
also permits our autonomy as individual beings despite our interdependence. We are not only
affected by the environment but we work and act upon it, re-creating it. Human beings thus take
part in reshaping their environment to assert their independence and autonomy: “Environment
makes man and man makes environment” (Kankyō ga ningen o tsukuri, ningen ga kankyō o
tsukuru 環境が人間を作り、人間が環境を作る) (Z8 162, 314, 329). For example, the land
nourishes us with food, but in turn we alter the land to increase or decrease its productivity,
which again conversely affects our well-being. “Life” (seimei 生命) for Nishida involves the full
dialectic of this intercreativity. And only through such human individuals acting creatively as its
operative elements does the world itself become truly creative (Z8 17-18). The world continues
creating itself not only with the environment’s determination of individuals but also through the
individuals’ determinations of the environment (Z6 83, 107, 178). We, the made, take part in the
This relationship constitutes a holistic dynamism of whole and part, environment and
dialectical world (benshōhōteki sekai 弁証法的世界) and the historical world as such in its
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logical structure is a dialectical universal (benshōhōteki ippansha 弁証法的一般者) (Z6 159; Z7
136). With this idea Nishida thus underscores the world’s ongoing dialectical unfolding in the
self-negation of the nothing that gives rise to and shapes the manifold of beings, and whereby the
self-determination of the dialectical universal, the self-determination of place, and the self-
Such dynamism, according to Nishida, is only possible through a dialectic of mutual self-
negation, whereby each element and the environment attempting to negate its other for the sake
determination among individuals requires mediation via mutual self-negation (Z8 19). Otherwise
the elements would be but utterly independent, having nothing to do with each other. Mutual
self-negation inverts independence into interdependence and correlativity (Z8 13), allowing in
The same goes for the relationship between the life of an organism and its environment,
whereby the environment conditions the individual and the individual conversely acts upon the
environment to alter those conditions. Yet such reciprocal determinations cannot occur without
self-negation. Co-relative determination thus involves mutual self-negation (see Z8 19). Nishida
also calls this movement, “absolute negation” (zettai hitei 絶対否定), a negation of negation that
inverts negation itself into something positive. At the same time this mutual self-negation among
the many on the horizontal plane is the self-negation of the world qua dialectical universal on the
vertical plane.
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determination of individual/s; 3) the individual’s self-determination; 4) the individuals’
reciprocal co-determinations; and 5) the individuals’ reverse determination (gyaku gentei 逆限定
) of the universal. The self-determination of the universal qua world is at the same time the self-
and mutual determination of individuals within the world, each via self-negation. The universal’s
individuals on the horizontal plane also proves to be the reverse determination (gyaku gentei) of
Individual selves, determined by the world, interact with one another and their interaction
conversely determines the very world (Z6 239ff). Each person (“individual”), despite his/her
implacement within the whole (“universal”) is irreplaceably unique in the context of the whole;
while made by society and history, the self has the creative significance of being a maker who
remodels society and shapes history (Z5 278) through self- and co-determinations with other
individual selves. The world as such is not simply a concrete universal—in Hegel’s sense—that
determines itself in individuals but a dialectical universal embracing both the concrete
universal’s determination of individuals and the individuals’ autonomous self- and co-
This inter-activity and mutual working of human persons coincides with the world’s own
(see Z6 124; Z7 149; Z8 19, 20). For example, while living under the influence of society, an
individual person also has the capacity to determine herself and conversely remodel her social
surroundings to move history (see Z5 233-34, 277, 278). The vertical dialectic between universal
and individual is thus collapsed into the horizontal plane of diachronic and synchronic
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By this same move the world with the dialectical universal as its structure also serves as
the “placial” medium (bashoteki baikaisha 場所的媒介者), forming a continuum, for the
interactivity of discontinuous individuals (Z6 247; Z7 19, 109). But since the world’s dialectic is
or indeterminate, hence abyssal. As such the world’s place—its un/ground—is still the place of
(genteisurumononaki gentei) (see Z6 15, 20-21, 116, 149, 162; Z7 12, 205). The self-
determination of the nothing as the dialectical universal’s un/ground thus parallels its manifold
dialectical determinations. They are its expressions. Thereby the dialectical universal is hence a
The concrete immediacy prior to the subject-object split then is not simply reducible to
the individual psyche’s inner world of consciousness but instead that world of manifold inter-
determining and interacting individuals. The world as such is neither of mere matter or objects
nor of mere consciousness or spirit, but a world of activity (kōi 行為) (Z5 209). What is
In this way Nishida wanted to counter the charge of idealism or subjectivism made by
critics of his earlier theory of place. He wanted to show that the concrete reality of the absolute
nothing is manifest in the very reality of our interactions with one another and with the world as
embodied beings. So, in the 1930s he deemphasizes the predicate’s primacy vis-à-vis the
grammatical subject to emphasize instead their mediation in the world (sekai) as their medium
(baikaisha 媒介者). Thereby the place of absolute nothing that in 1926 was the place of (the)
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predicate/s (jutsugoteki basho 述語的場所) discovered in the depths of self-awareness now
interactions within and with the world. This shift is not really a rejection of his earlier theory of
place but rather a retrieval of the roots of such implacement whereby one’s self is not merely a
If we look further into the 1940s, Nishida’s final decade, we find the terminology of place
(basho) again prevalent in his final essays, especially his 1945 essay, “The Logic of Place and
観」) but in connection to the world in its cosmo-religious significance and to the religious motifs
of God or the absolute (zettaisha 絶対者). Nishida here translates the dialectical matrix of
interdetermination he developed in the 1930s into the explicitly religious terms of the
interrelationship between God and man. The vertical plane in the dialectic between universal and
individual now becomes reworked in terms of the inverse correspondence (gyakutaiō 逆対応)
between the absolute negating itself to give birth to the world of the many and the finite self that
must die to its own ego to meet the absolute. That self-negation of the absolute is thus
understood in theological terms as the kenōsis, agape, and grace of God that embraces and
redeems the world. Nishida understands these Christian theological themes and similar Pure
Land Buddhist motifs in his own terms of the self-negating nothing that qua place makes room
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for the world of many. He takes these religious doctrines to be sectarian expressions
Inverse correspondence is thus predicated a-symmetrically—in the mutual fit between place and
Nishida is the very realization of this implacement. To intuit this in one’s own depths—at the
as the self-realization of the absolute qua nothing from out of which one’s self is constituted. The
mutual fit between place and implaced is also explicated in terms of self-expression. The self is
the microcosmic-monadic focal point through which the macrocosmic whole mirrors and
expresses itself (see Z10 300-01). Each self-expressive point (jiko hyōgenten 自己表現点) of the
cosmic whole is also its point of self-awareness and self-realization (jikakuten 自覚点) (Z10
180). As such the self is also the world’s creative point (sōzōten 創造点) (Z10 107).
though Nishida himself never acknowledges any direct influence of phenomenology on his
theory of place. Nonetheless we might at least mention one thinker closest to phenomenology
whom Nishida had read early on before developing his own theory of pure experience in his
maiden work, Inquiry into the Good of 1911, William James who had also influenced Husserl.
As for Edmund Husserl himself, the founder of the phenomenological movement, it is between
1911 and 1917 that Nishida begins to respond to his philosophy. 10 But Nishida never called
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regarded his task to construct a metaphysical “logic” (ronri 論理) or Logik in the vein of German
Neo-Kantian and Hegelian philosophy, which eventually became a “logic of place” (basho no
ronri 場所の論理). And yet as may be clear from above, although Nishida himself never used
predicate as what must be presupposed by the object qua grammatical subject, indeed, can be
How then did Nishida himself view the phenomenologies of Edmund Husserl and Martin
theory of place during the mid-1920s was developed in response to Neo-Kantian epistemology.
In his place-theory of 1926, Nishida discusses the activity of the transcendental predicate that
the noetic determination of the noema. But despite this terminological borrowing, Nishida felt
the need to surmount, along with Neo-Kantian dualism and Aristotelian substantialism, Husserl’s
phenomenology of consciousness.
Nishida. He certainly recognized how Husserl looks into the issue of consciousness more directly
1926 “Place” essay, he only briefly discusses Husserl but makes the point that even what Husserl
means by horizon of perception fails to transcend mere conceptual determination to grasp life
that is irreducible to concepts. And in his “Issue of Consciousness that Remains,” dealing more
directly with consciousness per se, he states that the consciousness Husserlian phenomenology
focuses on is still consciousness thematized as object, consciousness that one is conscious of.
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Even while illuminating the structure of consciousness that one is conscious of, it does not take
up as an issue the essence of the consciousness that is conscious of consciousness (Z7 219). The
consciousness it discusses is not yet the consciousness that is conscious, i.e., as act. 11
Thus, while positing the opposition between consciousness and its object, not only is the known
Nishida’s eyes is attempting to reduce the irreducible, objectify the unobjectifiable, without
looking deeper into the contextual underpinnings operative behind consciousness and its
objectifying acts. Presumably that is the sense of what he means by “life” mentioned above.
Even Husserl’s notion of Region in Nishida’s view is an objectified, noematized noesis (see Z4
191). 12 Nishida’s response to Husserl is to take consciousness explicitly as a “predicate,” that is,
as that which cannot be reduced to a grammatical subject to shed light upon its nature that
escapes objectification.
Consciousness as such is the “place” for the objectification of things. And that field of
consciousness as the place of relative nothing vis-à-vis its objects in turn must presuppose a
further place of absolute nothing. Further escaping that consciousness that might be reductively
objectified as the epistemological subject or the grammatical subject of “I think…X,” there lies
the very place allowing for that knower-known, subject-object, relationship. That place of all
nothing, enveloping both subjectivity and objectivity. It is clear, however, that Nishida, even as
he himself begins to talk of the “I-thou” relationship and begins to look into the socio-historical
world, was never familiar with Husserl’s later theories on inter-subjectivity or the life-world.
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Nishida’s response to Heidegger is somewhat similar to his response to Husserl. In his
1932 Determination of the Nothing in Self-Awareness Nishida initially states that both the
intuition of the pure ego in Husserl and the standpoint of understanding (Verstehen) in Heidegger
can be seen as examples of what he calls the determination of the absolute nothing in self-
established on the basis of the latter (Z5 129, 134). But he also suggests that Heidegger’s notion
of the Verstehen of being nonetheless retains a remnant of subjectivist consciousness and thus
fails to get to the point of “seeing one’s own self-determination by becoming nothing” (Z5 132,
134). Heidegger objectifies Sein (being) vis-à-vis the understanding and fails to present it as bare
“fact” (jijitsu 事実) (Z5 133). Heidegger’s approach therefore is still abstract, not concrete (Z5
134).
Nishida’s critique appears to be based on his reading of Sein und Zeit (Being and Time),
one of the three works of Heidegger found in Nishida’s personal library, 13 and it appears that at
most he only glanced through the work. 14 Following Nishida’s critique of Heidegger, other
important Kyoto School philosophers, including those who had studied with Heidegger like
Tanabe Hajime and Nishitani Keiji, have also criticized Heidegger in a similar vein, charging
him for being stuck in the Western metaphysical standpoint of being. Many Kyoto School
thinkers after Nishida, while intrigued and fascinated with Heidegger’s thought, were,
nonetheless, not satisfied with Heidegger’s philosophy of being. But those Kyoto School critics,
at least of the earlier generations, confined their Heidegger readings to the period of Heidegger’s
fundamental ontology of Sein und Zeit and his pre-1930 years. Those of the later generation, who
do refer to Heidegger’s later works, such as Ueda Shizuteru, are more sympathetic to Heidegger.
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Another phenomenologist that one might juxtapose Nishida’s mature philosophy with is
Maurice Merleau-Ponty although Nishida himself could not have been aware of Merleau-Ponty
as the latter’s philosophical works begin only in the last years of Nishida’s life. What I have in
mind is the world-dialectic in Nishida’s philosophy of the 1930s that in its radical reciprocity
surpasses in content the confines of its Hegelian language so that it becomes comparable to
Merleau-Ponty’s notion of the chiasm in his later years (i.e., The Visible and the Invisible).
inversions, albeit with certain irreversible disjunctions that become evident in the 1940s. One
notices this, for example, in Nishida’s notions of the dialectical inter-determination between
individual and environment, of the universal’s determination of the individual and its reverse
determination (gyaku gentei) by this individual, and of the inverse correspondence (gyakutaiō)
between absolute and finite—all as relationships of place and implaced. And I think this
underscores both the strengths and weaknesses in Nishida’s thought vis-à-vis Hegel and
phenomenology.
concepts and terms in general and Hegelian motifs and terminology in particular, such as his
Allgemeinheit; gutaiteki ippansha 具体的一般者) that differentiates itself in judgment (Z3 331,
347-48, 391, 400, 402, 405, 409, 431, 465, 517, 523), his general use of the motif of the
between place and implaced and between predicate and subject, and his use of the German
idealist dialectical schema of thesis, antithesis, and synthesis, or position, negation, and the
negation of negation. All of this from the perspective of post-Hegelian Continental and
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phenomenological developments seem antiquated. In fact, the Hegelian dialectical vocabulary
Taking into consideration that place for Nishida is precisely what recedes to make-room
for its terms as opposed to Hegel’s concept (Begriff) that subsumes its terms into its totalizing
whole, the Hegelian terminology here is not helpful. Thus while Nishida regarded Heidegger as
not yet concrete and still abstract, Heidegger for his part, when questioned what he thought of
pejorative sense that Nishida’s thinking falls under the domain of Western metaphysics that
One might also recall how Heidegger viewed dialectics as veiling. 16 Nishida, as an
intellectual among the early generations of modern Japan that enthusiastically embraced
philosophy when it was being aggressively imported from the West, especially in its German
incarnations, sought to describe what he may have experienced in his Zen practice with the
his German forebears who sought to erect a logic (Logik) for metaphysics, Nishida looked for a
logic (ronri) that could expound it. Despite his critique of object-logic, Nishida never explicitly
raises the issue of metaphysical language—the kind of language he himself employed—and its
reductive tendency toward object-logic. And so one wonders whether Nishida’s attempt to
construct a “logic of place” harbors what Karatani Kōjin has identified as the “will to
But it is precisely in that interrelational complexity that exceeds any mere dialectic and
for which Hegelian dialectics is inadequate that we find one possible contribution Nishida’s
philosophy of place might offer vis-à-vis for example Heidegger’s notion of being-in-the-world.
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The radical reversibility in Nishida’s dialectic of the 1930s, such as with the notion of reverse
determination, allows for individual autonomy despite the individual’s implacement in the
universal. The nothing underlying the dialectical universal in Nishida not only allows for
novelty, contingency, and indeterminacy, but also conversely a creativity on the part of the
individual element of the self-forming world. This sense of individual autonomy and creativity
may be lacking, or at least easily missed, in Heidegger even if it does not necessarily contradict
has multiple significances, including being’s releasement of us into our own, letting us be, and
not simply our letting be or letting beings be. What Nishida does is to explicitly underscore the
autonomous creativity of the human individual even while it takes part in the self-formation of
the universal.
There is a further strength, concomitant to that reciprocity that allows for autonomy and
exceeds Hegelian dialectics, in Nishida’s place-philosophy and that can contribute to more recent
sense of nothingness belonging to the utmost place in its unsayability, penetrating to the
unthought margins—and neither side—of what in phenomenological terms would be the horizon
this “true nothing” from the merely relative nothing that is but a negation—logical or
(me)ontological—of being.
The final place contextualizes and environs even what logically and ontologically would
be the ultimate opposition or contradiction between being and non-being. As such its nothingness
would have to transcend both being and its opposite. As it slips from any attempt to make it into
a subject of judgment, one cannot state that it is or is not; it cannot be predicated as being or not
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being (Z3 424, 503). Instead it is that which must be presupposed by any such utterance, giving
opposites their place of opposition (see Z3 415). From the Western philosophical perspective,
this is a novel take on nothingness and radical in the sense of reaching deep into the roots, radix,
of any opposition. Even if Nishida’s description of this sense of nothing as “absolute nothing”
(zettai mu) sounds metaphysical or archaic in English from a contemporary perspective, we need
to remember what it refers to, and that “absolute” (zettai 絶対) signifies being “cut-off” (zetsu-
絶-) from opposition (-tai –対) in general, even that of being and non-being, instead to embrace
or envelop them, on the basis of which Nishida characterizes this fundamental level of place as a
place of contradictory unity, itself “neither identity nor difference, neither being nor non-being”
(Z3 419).
Place as such is truly not an object (Z3 503), whether positively or negatively. In several
of my works I have called this sense of nothing, anontological to distinguish it from both the
ontological and the meontological. 18 It is this aspect of place that Nishida in his “Place” essay
) (Z3 423), that is, as the concrete immediacy of existence wherein life must face its negation,
Furthermore, as the most concrete place that makes possible the various opposing
metaphysical standpoints that have been contended throughout the histories of philosophy, East
and West, the place of nothing embraces without being reduced to those dichotomized positions
of materialism or realism on the one hand and of subjectivism or idealism on the other hand. This
notion of a logical space that must be assumed by such oppositional and contradictory
relationships can add a new perspective to a phenomenology of place. A later Kyoto School
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philosopher who develops these positive elements of Nishida’s philosophy of place further and
brings them into the company of phenomenological concepts and terms is Ueda Shizuteru to
upon those strengths of Nishida’s philosophy of place, developing it while avoiding Nishida’s
phenomenology has to offer to a philosophy of place. Ueda provides a thorough and deep
analysis of Nishida’s work primarily through two books, Reading Nishida Kitarō (Nishida
fundamental event (jijitsu 事実; also fact) that is pre-intellectual and pre-linguistic, preceding the
thought process that would dichotomize experience into subject and object, ideal and real (KJ
10). But as an act itself (katsudō sonomono 活動其物) it is also the source of language, thought,
and reality “dividing and developing from pre-thought to thought” (KJ 129; also see NY 107-
108). That initial event that evokes a pre-intellectual exclamation, “this what!” (kore nanzo! 是れ
何ぞ!), sounding the event, is the tremor opening what in the later Nishida’s terms is the place
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The exclamation is the primal emotive enunciation that speaks without articulation while,
in the process, engendering words (see NY 104-105). Even the possibility of uttering “I”
(watashi 私), according to Ueda, occurs only on the basis of that primeval happening (KJ 6-7).
This leads to a sense of the I that is twofold: the I opposing the object as subject and the I opened
up in the disclosure of a place enveloping subject and object (KJ 114-116). In Ueda’s view this is
what led Nishida in 1926 to reconceive the I as a place or “placial self” (bashoteki jiko 場所的自
己)—a move that Ueda regards as initiating Nishida’s “placial turn” (bashoteki tenkai 場所的展
開) from the late 1920s to the 1930s, whereby Nishida, first reconceiving the self as a place,
turns his focus further upon the self’s own implacement within the broader place that is the
world (sekai 世界) (KJ 28). Ueda explains this broader and deeper sense of place in terms of the
twofoldness of place. The self qua placial self is not-self (ware narazaru われならざる, jiko
reduced to the ego (KJ 114-116). But at the same time the self that is placial is itself opened to
the place wherein it is implaced (NY 319). One’s self-awareness that “I am a teacher,” for
example, implies, refers to, the place—context—wherein teacher and students are co-implaced
determining the grammatical subject, it is the self-enveloping the objects it thinks and knows, it
is the context enveloping the self in interaction with other selves, and it is the world
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encompassing the multiplicity of such contexts providing a comprehensive semantic space. Each
semantic place as concrete is juxtaposed with other places and is multi-layered upon one another
(NY 314-315). On this basis, the multi-layeredness of places within places and the co-being of
multiple places, converge in the world (sekai) as the final comprehensive place (NY 373).
delimited (NY 322) through further implacement. If we are to think of place in the
phenomenological terms of horizon (chihei 地平), as Ueda himself suggests, we see that each
horizon is itself limited and always implies a “beyond” on its other side, constituting the very
condition for its possibility (PSB 38). Thus, in explicating Nishida, Ueda makes explicit use of
the phenomenological notion of the structure of the horizon of experience (die Horizont-Struktur
der Erfahrung, keiken no chihei kōzō 経験の地平構造) as guide (NY 374). He takes what he
calls semantic space (imi kūkan 意味空間) as the world of the horizon of experience, a space
delimited on its hither side by the line of a horizon. And he notes that what is implied in this
metaphor of horizon is the other side beyond that line, constituting the limit of the possibility of
the world. There is thus another side of the horizon (chihei no kanata 地平の彼方) that overlaps
with the world horizon (BN 98). And each “beyond” on that other side of the horizon, as we
attempt to overstep the horizon, implies a further horizon as the limit of its place, and on and on.
There is an endlessness of implacement extending beyond each and every horizon with
no final horizon. All horizons in that sense recede into the dark as their horizonless “place” that
of the place of absolute nothing (zettai mu no basho). In that sense, the world is implaced in the
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nothing. Here Ueda appropriates the Heideggerian terminology of the open (Offen, hirake 開け)
but describes this as an unlimited, undetermined, or indeterminate open (mugen no hirake 無限の
開け, kagirinai hirake 限りない開け) (KJ 28; NY 322) wherein the world as a comprehensive
semantic space is implaced. It is the marginless and bottomless space (yohaku oyobi sokonaki
gyōkan 余白および底なき行間) (KJ 30) that he also characterizes as an “open expanse” (kokū 虚
空) 21 (BN 106, 139), reminiscent of Heidegger’s notion of the “open expanse” or “free expanse”
(freie Weite) or “open that surrounds us” (das uns umgebende Offene). 22
What then was Ueda’s relationship to phenomenology and phenomenologists like Husserl
and Heidegger? Nishida, despite the obvious resonances between his notion of place and the
phenomenological concept of the horizon, was not necessarily enthusiastic or approving of the
findings of his phenomenological contemporaries, Husserl and Heidegger. Ueda, coming from a
later—the third—generation of the Kyoto School, seems to have a slightly more positive take on
phenomenology. While Nishida himself never had the opportunity to study abroad in Europe,
Nishida’s younger contemporary and co-founder of the Kyoto School Tanabe Hajime had
studied in Germany with both Husserl and Heidegger. And Nishida’s student Nishitani Keiji also
had studied in Germany with Heidegger. Thus, under the tutelage of Tanabe and Nishitani, the
later generations of the Kyoto School seem to have had a greater opportunity to learn of these
phenomenological philosophers. Nishitani was Ueda’s mentor and Ueda himself studied abroad
in Germany. As a third-generation member of the Kyoto School, Ueda certainly shows greater
appreciation for the insights and style of the phenomenological philosophers of Europe, as he
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appropriates and incorporates their thinking together with his development of Nishida’s theory of
The most obvious example is his appropriation of Heideggerian terms and concepts as
seen above, such as the “open” (Offen) and also “disclosedness” (Erschlossenheit) (both as
hirake 開け, the latter also as kaijisei 開示性, kaisei 開性), especially in his explanation that
(hirakareteiru 開かれている) the openness that is the place wherein one is and to see oneself
within the opening of that place (NY 322-323). Ueda claims that how Nishida grasps
consciousness qua place or field indeed is akin to what Heidegger means by “the (t)here” (das
Da, gen 現) (KJ 125-126) and that we can explain Nishida’s notion of “place” with Heidegger’s
notion of “(t)here” (Da). He suggests that the two nuances of the German da in Heidegger—
“being present here” (gen ni koko ni 現にここに) and “being opened” (hirakarete 開かれて)—are
On this basis Ueda thinks Nishida’s duplicity of place as self and world approaches
Nishida’s position that the self—as a placial self (bashoteki jiko)—is opened to the place wherein
it is implaced, the place that is the “world,” to approach Heidegger’s recognition in Sein und Zeit
that being-(t)here (Dasein) is related to its “world” as being-in-the-world (NY 346). In turn Ueda
Nishida’s terms would mean “being implaced” (oitearu 於いてある) (NY 347). Ueda takes both
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Heideggerian being-in and Nishidian implacement to be equivalent ontological structures (sonzai
seikaku 存在性格) essential to being human (see NY 312) while likewise finding
correspondence in their notions of “world” as that wherein the human being exists.
Ueda, unlike many earlier Kyoto School critics of Heidegger beginning with Nishida, is
also well acquainted with the works of Heidegger after Sein und Zeit and on this basis expresses
greater appreciation for Heidegger’s thinking in general, including the latter’s later works. Just as
the world is founded upon the place of nothing for Nishida, Ueda finds that for Heidegger in his
1929 Was ist Metaphysik? (“What is Metaphysics?”), the world as world (Welt als Welt), the
coherence of beings as a whole, can be such only by being determined, delimited, by the nothing
(mu 無) (BN 50) whereby in being in the world, our “(t)here” is “held-out-into-the-nothing.”
Thus, he notices that the nothing (Nichts) is a decisive issue in Heidegger as well. But
what primordially and directly opens the world qua world, delimited by the nothing, for
Heidegger is anxiety (Angst) (BN 43-44, 53). 23 While understanding (Verstehen) discloses the
mood, discloses the world’s wholeness by exposing the nothingness delimiting it (BN 55-56).
The fundamental mood of anxiety (Angst) simultaneously discloses the nothing in our
thrownness of being-in-the-world and as the background of the foregrounded world into which
the latter’s meaningfulness slips away (BN 44). 24 Man, accustomed to and intimate with the
world as the comprehensive space of relations of significance, in anxiety faces the world as
disclosed by the nothing (NY 349). Ueda’s mentor Nishitani had charged Heidegger for thus
dichotomizing being and nothing in Was ist Metaphysik?, a dichotomization allegedly manifest
in this discussion of Angst in the face of the nothing as the other to being.
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Ueda, however, points to a passage at the end of Was ist Metaphysik? where Heidegger
suggests that the proper response to anxiety’s disclosure to the nothing would be to release
oneself into the nothing (Sichloslassen in das Nichts) 25 (BN 58-59). Ueda sees this as
anticipating Heidegger’s eventual and “leaping” turn from his earlier to later thinking that
involves a deepening from anxiety (Angst) exposed to the nothing and to releasement
(Gelassenheit) setting one free into the nothing (BN 64). On this basis being and nothing are
seen as really non-distinct. Anxiety’s disclosure of the nothing thus demands a further
conversion to its more originary disclosure as one’s very “(t)here” (BN 54), whereby one enters
without reserve into the nothing, breaking through the mood of anxiety.
This requires a qualitative leap from the understanding (Verstehen) of the inter-worldly
semantic interconnections on this side of the horizon to the other that embraces and exceeds that
interconnectivity. And as the later Heidegger retrospectively comprehends his earlier notion of
being-(t)here as not confined to man’s mode of being but rather more primordially as the
“(t)here” of being itself (das Sein selbst), Ueda notices an analogous further turn in Nishida
whereby the field of consciousness (ishiki no ba) is ultimately opened in the direction of that
which exceeds it as the contextual scene transcending the subject-object relation (KJ 125-126),
and now reconceived and broadened in terms of the place enveloping I and thou (watashi to
nanji 私と汝) and eventually the place enveloping the individual vis-à-vis other individuals, that
is the world as it determines itself through these co-relating individuals—the world as the place
Ueda also refers to, and appropriates, the ideas of a number of other phenomenologists
and existentialist philosophers. For example, in discussing how every horizon points to a further
horizon, Ueda refers to Karl Jaspers’ notion of the “encompassing” (or “embracing”) (das
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Umgreifende) 26 that appears in both Jaspers’ 1935 Reason and Existenz and 1937 Philosophy of
Existence. According to Ueda Jaspers proposed this as what transcends and comprehensively
envelops every possible horizon, while always seeming to recede from us, making each relative
Ueda also appropriates Jaspers’ words when he states that while we can never attain total
knowledge (Totalwissen, zentai chi 全体知) of the whole of what lies not only within but beyond
the horizon, in realizing the limits of knowledge a certain unlimitedness of knowledge is opened
up—a non-knowing that is a knowing of this fact, which Jaspers called “fundamental
knowledge” (Grundwissen, konpon chi 根本知) (BN 98-99). In addition to Karl Jaspers, Ueda
makes much use of German phenomenologist Otto Bollnow’s analysis of space in Mensch und
Raum and the loneliness experienced by modern man within its disclosed vastness (BN 94-95)
and the place of dwelling man builds within the open free space (freie Raum) (BN 110ff). Other
concepts of phenomenologists relevant to his analysis of place that Ueda appropriates are the
later Husserl’s notion of the life-world (Lebenswelt), the later Heidegger’s notion of the fourfold
(Geviert), Max Scheler’s notion of the environment (Umwelt), and Mircae Eliade’s notion of the
Husserl, as well as Scheler, Eliade, Merleau-Ponty, and others together with Nishida’s
philosophy of place Ueda develops his own unique understanding of human existence in its
worldly implacement. He expresses his creative standpoint, for example, in Place: Being-in-the-
recognizes a certain duplicity or twofoldness (nijūsei 二重性) in the wherein and implacement,
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constitutive of our world and of our being, and underscores this aspect of our existence. The
world on the one hand is a relational whole of meaningful connections stretched out over
semantic space, and on the other hand is disclosed upon an underlying and delimiting
nothingness. On the one hand the world is the comprehensive space of meanings or
significances, but on the other hand it is exposed to, and penetrated by, a meaningless excess
beyond the bounds of significance, and in that respect is itself a “nothing.” The wherein of the
world’s implacement is the boundless open (hirake), a hollow space beyond meaning that both
Heidegger and Nishida called the nothing (Nichts, mu 無), transcending and enveloping the
world.
an exterior, an excess, an outside, beyond its horizon, that is something like an unbounded
openness (die unendliche Offenheit, mugen no hirake) (NY 313-314). The horizon of the world
as the comprehensive semantic space or frame of meanings, wherein we are implaced and
implicated, implies and is overlapped by, its other side that in terms of something is a nothing
beyond being, a boundless open or open expanse that exceeds the bounds of sense/meaning, a
Ueda names this fundamental state of affairs, the twofold horizon (nijū chihei 二重地平)
(BN 98). While appropriating the phenomenological concept of horizon, Ueda stresses that the
horizon itself is twofold or two-sided, whereby its exterior or beyond is discontinuous with what
is on this side of it, its interior. And this precisely signifies the twofoldness of the world itself
(BN 101). And yet that other from which every horizon emerges and into which it disappears is
forgotten as we turn our gaze inward toward what emerges within the horizon of the world. But
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in fact the open expanse, in enveloping both sides of the horizon, permeates the world whereby
we stand upon an abyss right at our feet (BN 106, 139). To convey this idea of the “world amidst
the open expanse,” Ueda uses the fraction symbol, “world/open expanse (sekai/kokū 世界/虚空
),” but then reverses it with “open expanse/world” to signify that the open expanse is also amidst
the world.
The twofoldness of the world in turn implies for Ueda the twofoldness of human
existence. For Heidegger, our being-(t)here (Dasein) is a “being-in-the-world” that at the same
time, in its “(t)here,” is “held out into the nothing” (BN 50-51). For Nishida, our implacement in
place is at the same time ultimately to be implaced in an indeterminate open implacing that very
place—what Nishida called the place of absolute nothing (NY 313-314). While the self always
finds itself within a specific “world”—the contextual whole of meanings—the world in turn is
According to Ueda, both self and world are thus enveloped by, implaced within, but also
permeated with the nothing. On this basis Ueda provides the formulae: “Being-(t)here is
implaced in the world implaced in the nothing” and “Being-(t)here that is implaced in the world,
by being implaced in the world, is at the same time implaced in the nothing in which the world is
implaced” (BN 51). And elsewhere, he states that, as being-in-the-world, man is implaced in the
world that is in turn implaced in the boundless open or open expanse (NY 374; BN 283). Our
Human existence is twofold in that it stands simultaneously within the horizon of the
world while also resting upon that empty expanse of the nothing. As place by definition is finite,
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delimited, we are delimited in our being-in-the-world by the horizon, whereby our implacement
is ultimately within the place demarcated by a non-place. Our being as such is twofold, facing-in
and facing-out of the world—inwards to the semantic space constituting the meaningful world
and outwards to the other irreducible to being or meaning, the unknown “other side of the
horizon” (chihei no kanata) constituting and restricting the possibility of the horizon itself (BN
epistemology that dichotomizes subject and object, Nishida posits place as the ultimate
situational context always already lived from out of which the judicative elements of
grammatical subject and predicate or the epistemological terms of subject and object are
abstracted out. And to overcome the concomitant metaphysical dualism of form and matter
While his placial approach in many ways resonated with phenomenological methods and
discoveries, and even appropriating certain phenomenological terms like Husserl’s noesis and
noema, he distanced himself from the two major thinkers of phenomenology, Husserl and
Hegel and Neo-Kantianism into his own style of writing. On the other hand, Nishida’s grand-
student—his student’s student—Ueda Shizuteru was very much aware of the resonances between
the thinking of certain phenomenologists of Germany and France and Nishida’s philosophy of
incorporating the latter’s insights concerning the horizon, the world, the open, alterity or the
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other, and so on, without losing or smothering Nishida’s own fundamental contributions to
understanding place, and on that basis constructs his own philosophy of being-in-the-twofold-
world.
What then does the Kyoto School philosophy of place as represented by the founder of
the school, Nishida, and its latest representative, Ueda, have to offer world philosophy today?
The unique contribution the Kyoto School offers in this regard is its recognition and deep
investigation of the underlying alterity to the meaningful world or world of meanings, the
nothing lying beyond the horizon that Nishida called the place of absolute nothing and Ueda
Why is this significant for us to today in the age of globalization? Globalization may
take, for example, the route of self-assertion on the part of a specific “social imaginary,” a
its own set of values and meanings to make sense of the world, at the expense of others in the
universalization of its singular lifeworld. Some may argue that we see this today in the
globalizing spread of the consumer market or have seen it in the violent attempts to import
Another route may be one of mutual humility amongst cultural spheres via an openness
allowing for differences. Nishida spoke of the global world or what he called the “world of
worlds” or “multi-world” (sekaiteki sekai 世界的世界) as a place wherein many distinct cultural
lifeworlds or socio-historical worlds themselves are implaced. What allows us to view the world
in such terms as a place of many is to see the openness beyond the horizon of each place,
imaginary, or world, that is, to recognize the contingency and finitude of each particular horizon,
world, or place. The foundation for the coexisting many can be no universalizing essence that
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would impose its own claim to universality upon the many at the exclusion of those that do not
fit that vision. The foundation would rather have to be a nothing that gives space for co-
existence, a ground that would unground any particular claim to universal essence.
Thus, Nishida took the place of nothing to be the primal spacing for the world of worlds.
Nishida expressed this vision as the world was plunging into World War Two. His thinking is
not entirely irrelevant today as globalization continues its advance. For Nishida, it is the very
non-substantiality of the world as the manifestation of the absolute nothing in its self-
formation—the place of nothing as the place of places—that through its dialectic of self-negation
permits and clears room for the reciprocal and autonomous determination of individuals,
permitting them in turn to act upon the world. The nothing of the world clears room for
autonomy, coexistence, and plurality. With no privileged or dominating center, the globe is thus
spatialized as a place for the co-implacement of regions (Z23 386), a place wherein various
cultures interact and coexist, a nothing wherein various mutual differences are realized (see Z13
19-20).
Within this space of a primal nothing, cultures can interact, each creating its own identity
vis-à-vis others, allowing for both deep-rooted commonality and irreducible diversity. In
recognition of the finitude of each of our being-in-the-world, this also calls for a posture of
reciprocal humility vis-à-vis one’s other/s. In the absence of an absolute ground of universality to
impose upon others, space is thus permitted for un-imposing interactivity between mutual others.
The acknowledgement of that un/grounding alterity that reminds us of our finitude and
contingency, the fragility of our modes of being and epistemic claims, encouraging humility vis-
à-vis one’s other, expands the space of our being-in-the-world as one for co-being and inter-
being. It calls us to bear in mind the indefinite and irreducible expanse wherein we all are in co-
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implacement amidst mutual difference—a space we must share and can co-define. In its call for
Ueda’s contribution here is to work upon Nishida’s thinking in explicit conjunction with
phenomenologies of the world and place. For example, Ueda shows how Nishida’s contribution
implies not simply our ecstatic ex-sistence (Existenz, Ek-sistenz) in Heidegger’s sense but our
self-less-ness (jiko-nashi 自己なし), our being without a self in the substantial sense (NY 347).
On this basis Nishida looks into the I-thou relation—which Ueda compares and contrasts with
Martin Buber’s I-thou relationship—and then the mutual relationship between individuals within
the world as sustained upon the broader expanse of the nothing (see NY 358).
Here Ueda finds Nishida’s distinctness from both Heidegger and Buber. For Ueda that
open expanse is where there can be a genuine encounter among mutual others, having escaped
out of their egos—that is, ex-sisting 28 in this new sense (datsuji 脱自, literally “escaping the
ego”) (see NY 194). And on the global scale this also becomes Ueda’s suggested solution to the
issue of what would allow for genuine dialogue and coexistence between distinct cultural-
linguistic worlds that Heidegger called “houses of being,” 29 a space holding the promise of
For one encounters the other in authentic dialogue only by relinquishing the ego. And in
turn Ueda’s own contribution here to is to develop Nishida’s philosophy of place qua world by
eliminating the baggage of metaphysical language that is no longer convincing and incorporating
instead the terms and linguistic style of phenomenological thought that can better satisfy
Nishida’s own desire to overcome object-logic. In addition to his own conceptual contributions
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concerning the twofoldness of the horizon and the world, Ueda makes the insights Nishida tried
to express in his somewhat rough and awkward metaphysically infused style much more
phenomenological thought. At the same time Ueda, however, corrects the lack of an explicit
Nishida’s notion of self-negation but minus the Hegelian dialectics—to clear the space for co-
being among others. In such ways Ueda makes apparent the merits of bringing together Kyoto
To the above points, one might also bring their insights to bear upon further
contemporary issues that are relevant today aside from globalism. For example, in regard to the
issue of our relationship to the natural environment, in the face of ecological crises, the
recognition that we are implaced in a contingent world, the horizon of which is indeterminately
bounded by the other to human constructs, may help counter humanity’s plundering of nature
through the reduction or dissipation of man’s presumption of privilege vis-à-vis that other. In the
face of our world’s embeddedness within an ecological network that does not preclude the
Another pertinent issue today is virtual space. When speaking of co-being we need to call
attention to the variety of modes in which our sociality—across national, geographical, and
traditional cultural borders—is being realized today through social media and other virtual
domains. The formation of cyberspace as such (a) meeting place/s is another kind of formation or
realization of place in Nishida’s sense. The Kyoto School notion of place then does not have to
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places, but can encompass the virtual sense of place as well, bringing into question the whole
dichotomy between real and unreal or authentic and inauthentic senses of place. And in turn if
one takes Mark Taylor’s definition of the “virtual” as “the elusive matrix through which all
possibility and actuality emerge,” a domain marked and remarked by the uncanny ganz andere,
then Nishida’s place of nothing that implaces places of being within and Ueda’s twofold place or
horizon of the world—the world as horizoned and permeated by the “other side of the horizon,”
the empty expanse—can also be virtual places that as Taylor states have theoretical, practical,
Certainly, the general Kyoto School recognition of the other to being that nevertheless
underscoring the general finitude, indeterminacy, and contingency of our being and of our world
is an aspect of phenomena that phenomenology had previously not focused upon to the same
degree of thoroughness as the Kyoto School. It shows an aspect that allows for novelty and
alteration, thus loosening any congealed formations or fixed determinations of the world that
would claim eternity through the semblance of an absolute. The nothing (mu) as the
unpredictable and the irreducible is what allows for alterity but also alteration, thus untold
possibilities for the on-going recreation of the world to counter its self-enclosure vis-à-vis its
other/s, including other “worlds.” On the basis of the above, the Kyoto School philosophy of
including both real and virtual, objective and lived—in the contemporary context.
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1
In this chapter I give all Japanese names in its traditional order of family name first followed by the
personal or given name. Hence Nishida and Ueda are both their family names, Kitarō and Shizuteru
(Nishida Kitarō zenshū 『西田幾多郎全集』) (Tokyo: Iwanami shoten, 2003). There are also two
published English translations: An Inquiry into the Good, trans. Masao Abe & Christopher Ives (New
Haven, CN: Yale University Press, 1990) and Study of the Good, trans. V.H. Viglielmo (Tokyo:
Japanese Government, 1960). In text references to primary works by Nishida will be given
parenthetically and identified with Z standing for Nishida Kitarō zenshū (Collected Works of Nishida)
followed by the volume number and pagination. The zenshū volumes are of the most recent edition
that started publication in 2000 except for Z18 and Z19 which are both of the 1966 edition. For a
discussion of what exactly is wrong with the subject-object dualism, see chapter 1 of my book,
Nishida Kitarō’s Chiasmati Chorology: Place of Dialectic, Dialectic of Place (Bloomington, IN:
3
In Philosophical Investigations (Tetsugaku kenkyū 『哲学研究』), no. 123 (June 1926).
4
The latter book has been republished as Collected Works of Nishida Kitarō vol. 3 (Tokyo: Iwanami,
2003). The English translation of “Place” is published as “Basho” in Nishida Kitarō, Place and
Dialectic: Two Essays by Nishida Kitarō, trans. John W.M. Krummel & Shigenori Nagatomo (NYC:
Commemoration of the Sixtieth Birthday of Dr. Tokuno (Tokuno hakushi kanrekikinen tetsugaku
ronbunshū) (Tokyo: Iwanami shoten: 1927), and then was later inserted into Nishida’s own Thinking
and Experience Continued (Zoku shisaku to taiken 『続思索と体験』) (Tokyo: Iwanami shoten) in
181
1937. My English translation is published as “The Remaining Issue of Consciousness,” trans. John
W.M. Krummel, Philosophy East and West, vol. 62, Nr. 1 (January 2012), pp. 44-59. Since the
publication of that translation I have to come to believe that “the issue of consciousness that remains”
6
Hylo-morphic refers to the form-matter schema that has been dominant throughout much of the
history of Western philosophy, traceable to Plato and Aristotle. Hylē (ὕλη) refers to matter and
morphē (μορφή) refers to form. The juxtaposition of the two in explaining the structure of reality
begins with Aristotle and his interpretation and development of Plato’s juxtaposition of eidos and
chōra.
7
A distinction that the Neo-Kantians inherited from Hermann Lotze, e.g., in his Logik: Drei Bücher. Vom
Denken, Vom Untersuchen, und Vom Erkennen (Leipzig: S. Hirzel, 1874); English: Logic in Three
Clarendon Press, 1888); and Metaphysik: Drei Bücher der Ontologie, Kosmologie und Psychologie
(Leibpzig: S. Hirzel, 1879); English: Metaphysics in Three Books: Ontology, Cosmology, and
Psychology, 2 vols., trans. Bernard Bosanquet (Oxford: Clarendon Press, 1887). For Heinrich Rickert
on this, see his Der Gegenstand der Erkenntnis: Einführung in die Transzendentalphilosophie
has an ontological and epistemological, and one might say also a phenomenological, significance.
Nishida also emphasizes how the place wherein something is “implaced” also “envelops” that thing.
10
On this see Mitsuhara Takeshi, “Nishida and Husserl Between 1911 and 1917,” Journal of Japanese
182
11
Unfortunately, in English there is no verbal form for “consciousness” (ishiki 意識) as there is in
Japanese, ishikisuru (意識する). Nishida uses both the noun form (ishiki) and the verbal form
(ishikisuru) in explaining this distinction between consciousness thematized and consciousness as the
compiled by Yamashita Masao (Kyoto: Kyōto Daigaku Jinbunkeigaku kenkyūjo, 1983) referenced in
Ōhashi Ryōsuke, Nishida tetsugaku to haideggā (“Nishidian Philosophy and Heidegger”) in Nishida
50th anniversary of Nishida’s Death), ed. Ueda Shizuteru, (Tokyo: Sōbunsha, 1994), pp. 239-264, p.
263.n.2.
14
Nishida received the copy of Sein und Zeit from his student Mutai Risaku in 1927, the same year as its
publication in Germany (see Z18 327; also Z19 600). Z18 and Z19 here both refer to the 1966 edition
Heidegger: Gedenkschrift der Stadt Meßkirch zum hundertsten Geburtstag Martin Heideggers
(Sigmaringen: Jan Thorbecke Verlag, 1989), pp. 169-172, 170. This was Heidegger’s response to
Suzuki Daisetsu (鈴木大拙) in a conversation they had in 1953 when Suzuki asked him what he
thought of Nishida’s philosophy. It is doubtful that Heidegger was too familiar with Nishida’s
philosophy and this judgment was probably based on what he heard about Nishida from his Japanese
visitors.
183
16
See Martin Heidegger, Seminare (Gesamtausgabe Bund 15) (Frankfurt: Vittorio Klostermann, 2005), p.
400; Four Seminars, trans. Andrew Mitchell & François Raffoul (Bloomington, IN: Indiana University
in that attempt to erect a foundation, Nishida’s very own place of nothing, would ultimately
also to its negation denoted by the Greek prefix me- (i.e., the meontological as non-being). Hence the
an-ontological encompasses both being and its opposite, non-being, both the ontological and the
meontological.
19
Ueda’s works will be identified as follows: BN = Basho: nijū sekainaisonzai (Place: Being-in-Two-
(Tokyo: Iwanami, 1994); NY = Nishida Kitarō o yomu (Reading Nishida Kitarō) (Tokyo: Iwanami,
1991); and PSB = “Pure Experience, Self-Awareness, Basho,” Etudes phénoménologiques, vol. 18,
phenomenological sense.
21
literally meaning “hollow void” or “vacant sky.”
22
Heidegger, Aus der Erfahrung des Denkens 1910-1976 (Gesamtausgabe Bund 13) (Frankfurt: Vittorio
Discourse on Thinking (NYC: Harper & Row, 1966), pp. 58-90, p. 66.
23
Martin Heidegger, Sein und Zeit (Tübingen: Max Niemeyer Verlag, 1993), p. 187.
24
Heidegger, Sein und Zeit, pp. 186, 343.
184
25
Martin Heidegger, Wegmarken (Gesamtausgabe Bund 9) (Frankfurt: Vittorio Klostermann, 2004, p.
122; Heidegger, Pathmarks, trans. ed. William McNeill (Cambridge: Cambridge University Press,
1998, p. 96.
26
Karl Jaspers, Reason and Existenz: Five Lectures, trans. William Earle (NYC: Noonday Press, 1955), p.
52.
27
All in BN.
28
The implicit reference here is to Heidegger’s understanding of Existieren (to exist) based on its Latin
source word, existere, literally meaning “to step forth” or “to step out.” The point is that human beings
are not ontologically solipsistic beings. We exist by “stepping forth” into the world wherein we
interact with other beings. And as we do so our mode of being is shaped accordingly.
29
In Heidegger, “Aus einem Gespräch von der Sprache” in Unterwegs zur Sprache (Tübingen: Günther
Neske, 1959); and “Dialogue on Language” in On the Way to Language (NYC: Harper & Row, 1982).
30
Here I am developing what had been suggested by Bret Davis in “Conversing in Emptiness: Rethinking
Cross-Cultural Dialogue with the Kyoto School,” Philosophical Traditions, ed. Anthony O’Hear
185
Phenomenology of Place and Space in our Epoch:
Nader El-Bizri
Preamble
This chapter aims at investigating the question of the being of place and space from a
and as these are specifically set against the background of the unfolding of the essence of modern
technology, while also taking into account the existential analytic of Dasein’s being-in-the-world
Heidegger’s handling of the question of the being of place and space. I rather aim at
extending the phenomenological analysis of place and space beyond the immediate particulars of
reflection on advancements in technology as they unfolded after his era and within our current
21st century epoch. Such endeavor connects the phenomenology of place and space with
architectural thinking about the built and natural environments, including the simulated
conditions under which lived experiences can take place within sensory-enhanced virtual spaces
or through engaged ocular-motor and various perceptual interactions with them. This inquiry
accounts for some of the situated determinants of the embodied lived experience of being-in-the-
flesh, which characterizes the architectonic and topological attributes of dwelling in physical
concretized places, while also extending their application to thinking about immersed
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embodiments within mathematically determined artificial spaces that generate sense-stimuli
turns towards Heidegger’s own meditations on dwelling as set in his Bauen Wohnen Denken:
Building Dwelling Thinking (Heidegger 1954a, 145-162; Heidegger 1975, 145-161; Heidegger
1993, 347-363), and on what he also elucidated in his Das Ding: The Thing, and in his Der
Ursprung des Kunstwerkes: The Origin of the Work of Art (Heidegger 1993, 143-212).
Thinking about the essential nature of place and space is mediated in this context by way
of considering the unfolding of the essence of modern technology (das Wesen der modernen
Technik). This engages in a Heideggerian line of reflection over the phenomenon of en-framing
as Ge-Stell (Heidegger 1954a, 13-44; Heidegger 1993, 311-341), which constricts dwelling as
the event (Ereignis) that poetically gathers the fourfold (Das Geviert) of earth-sky-divinities-
mortals (Erde und Himmel, die Göttlichen und die Sterblichen) into their essential oneness. Four
regions of our being come together in the situated mode of poetic dwelling, and as sine qua non
for being freed in our relationship with modern technology. We are enabled with quietude rather
than harassment to use technological devices at certain times, or opt to be released from them at
other times, or not be hindered by the accidental malfunction or awkwardness in operating them
attending to the question of being (Seinsfrage), which transcends the bounds of architectural
design and construction, while at the same time recognizing the merits of architecture per se in
sheltering the possibilities for poetic dwelling on earth. Thinking would therefore aim at tracing
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back the phenomenon of dwelling into that domain to which everything that is belongs; namely
by reflecting on the question of being in a manner that is unlike the quotidian ways of dealing
with everyday existent entities qua beings. To grasp the essence of dwelling amongst things we
ought to think about how they are admitted into the coalescence of the fourfold (Das Geviert) as
The gathering of the fourfold shines through things as a clearing (Lichtung) in the un-
concealment of the meaning, truth, and place of being. Such unveiling is worldly in its unfolding
in the midst of things, even though it is not literal in the sense of evoking the physicality of their
concrete thinghood per se; it rather happens in the manner they are thinging things that get
fetched back into their essence by thinking about one’s own being-in-the-world. Joyful,
beautiful, mysterious, and gracious things give us food for thought (Heidegger 1968, 31), and
thanks are owed for such gifts that are sent our way in earthly being. Thanking becomes thusly a
mode of thinking that evokes the νόστος (nostos) of homecoming, of feeling at home on earth.
This requires that we do not frustrate our earthiness with obsessions about what is alien to our
the Moon and Mars, etc. Such contemplations need not compromise our earthly homeliness as
mortals under the heavenly sky-vault, and in how we have been historically attending to the
A certain poetic feeling can arise in a given place when we encounter a thing that gathers
meanings rather than being a mere object in the background; like when a family heirloom is
moments evoke the memory of those who have passed and are gone, and that make us ponder
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over our own being, or on what it is to be a mortal, and how we may leave a posthumous trace, a
legacy of sorts to posterity. The poetics of such moments are not simply echoes of the past, nor
are they evocative of escapist modes of daydreaming; they are rather openings within the
presencing of what glows through things as a meaning that is not en-framed by instrumentality or
utility in the age of the Ge-Stell. However, the same given thing, or an architectural locale, or an
immediate landscape, which usually inspire in us a certain feel of poetics can still be faced by us
with a sense of indifference in other quotidian occasions within our hurried, busied, hassled
everydayness. Under other circumstances, they instill in us again certain attuned moods that
solicit a meditative poetic gazing upon them, which shines through as an abundance in their
meaningfulness to us.
The particulars of such phenomena were analyzed with intimate and poetizing
that: “L’image poétique n’est pas soumise à une poussée. Elle n’est pas l’écho d’un passé. C’est
plutôt l’inverse : par l’éclat d’une image, le passé lointain résonne d’échos” (The poetic image
is not subjected to a certain thrust). It is not the echo of a past. Rather inversely: it is through the
glow of an image that the distant past resonates with echoes [English translation is mine]). This
evokes images of what is encountered in our corner in the world, as the home, in its drawers,
chests, cupboards, corners, shelves, attics, garden-sheds, etc. In the concrete everydayness
(concrète journalière) some simple observations can take on a sublime sense via a worldly
reverie. “Dès que nous sommes immobiles, nous sommes ailleurs ; nous rêvons dans un monde
immense. L’immensité est le mouvement de l’homme immobile” [As soon as we are immobile, we
are elsewhere; we dream in an immense world. Immensity is the movement of the immobile man
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When taking the case of immediate perception and of vision in particular, a thing is never
given with immediacy in its wholeness all at once and in each of its perceivable sides. It is rather
disclosed perceptually through a sequence of ocular-motor perspectives that open up as that thing
moves or as an observer turns around it. Its sense of unity as a thing is all along the reference for
the angles and edges under which it is perceived, despite the manifoldness of its unfolding
and the inherent unity of a perceived thing structurally underpins all the perceptual instances of
its appearing. In looking at things in the world, we imagine them, remember them, recognize and
discern them as unified entities out of the multiple perspectives we gather of their angles, edges,
and faces in spatial-temporal displacements within the continuum of the manifoldness of their
appearances. This mode of perception is experienced as well within the virtual environment in
terms of how synthetic perceptual fragments are gathered in virtually constituting a synthetically
simulated thing. However, such seeming thinghood is not underpinned by a unified thing per se,
but is an ordered manifoldness of sense-data that sequentially gives the semblance of there being
a thing, while a physical thing does not need a synthesizing process for it to be, rather it is simply
a material hyletic existent that is perceived in the continuum of the unfolding of its perceivable
sides under healthy psycho-physiological conditions of the observer. This is the case given that
forming of the whole synthesis of a percept via sight. There are also situations of misperception
as they unfold via hallucinatory experiences. In these various distinct cases of spatial and
oculomotor disorientation, appearances are experienced as being real even if they do not
correlate with present actual things in the world; including blindness to configuration and
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ordering of distinct entities in space, layout of edges, faces, colors (such as achromatopsia,
agraphia)
meditating on the noetic-noematic correlation in the intentional act via a transcendental turn
towards reflecting on the structure of our own conscious experience, while still calling to be
directed “to the things themselves!” This is non-Heideggerian in orientation, since Heidegger
takes Husserl’s call literally to mean “to the phenomena themselves!” by way of defining
phenomenology in Sein und Zeit as “letting that which shows itself be seen from itself in the very
way in which it shows itself from itself” (Heidegger 1953, §7c). However, in Husserlian terms,
the noetic act is correlatively directed towards a noematic intentionally-held object, whereby the
noetic content is the directional act-process as orientated towards the idealized sense (Sinn) of
directed experiencing of things in the world that is mediated via consciousness. The noseis
(νόησις), as understanding and intellection, designates a concept cum idea that is perceived in the
mind (nous; νοῦς), while the noema (νόημα) is what is thought about, be it an object or the
content of the thought, judgement, or perception. The noetic is a mental judgement while the
noematic is what is intentionally judged, and is as such what fills the judging act with its
intended sense. The act of noetic apprehending has a specific noematic object that is
apprehended, whereby the noema (qua the object-as-intended) has the potential of correlating to
While phenomenology thinks about such phenomena in connection with worldliness and
situated emplacement in the world, its analytics can also inform the investigation of virtual
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spaces as synthetic artificial domains that extend the experiencing of things by way of
oculomotor simulations via somatosensory systems that enhance the experience of cyber-
immersion. This state of affairs can hold potentials for disclosing the synthetic plasticity of
soliciting a reflective self-thinking about what it is to be in the world. This also calls for thinking
about what underpins the simulated realm physically qua corporeally as an actual situated
worldliness in presencing in the flesh, which grounds the mere simulated appearing of things
within an experiential virtual space, while at the same time assisting us in investigating the
structure of perception.
chair comme prototype de l’être). Thinking about the flesh (la chair) in phenomenological terms
our inquiry concerning embodiment and presencing that characterize my inherence in the world
as a realm of nutrition and food (le monde est un ensemble de nourritures) that sustains the life-
mode of existing (Levinas, 1991, 45-46). This turn towards a focus on nutrition and food is an
being-in-the-flesh that moreover evokes sexuality (être sexué) libido and eros as its attributes.
Such embodied existence carries an ontological priority over the ontic grasping of the world
technically as a system of tools and utilities. However, the topological character of ontology in
thinking about place, situated-being, embodiment, presencing, can potentially extend the worldly
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existential analytics of Dasein into what is existentially experienced within the realm of the
(Anwesende), whereby presencing is a situated emplacement in which us and things are gathered
in coming to presence (Malpas, 2007, 2-3, 11, 14-15). Presencing in the virtual realm, through
than how our imagination constitutes and inhabits literary spaces-times as evoked through
worldly realms as inspired by the exegesis of religious scriptures with their narrations and
suggested images of inferno, purgatorio, paradiso. Such circumstances call for thinking about
the embodied experience that can take place beyond the realm of being here/there in the flesh.
We can distinguish in this context between the somatic state (σῶμά; sōmá) of animated
flesh (and I am coining this long hyphenated designation by way of combining Heidegger’s and
Merleau-Ponty’s modes of parlance in thinking about the body and presencing). The notion of
physical body can have interrelated kinesthetic parts that generate an experiencing of
experience at the interfaces between the physical space-time and the virtual one, which gives a
the physical realm that is mimetically isomorphic with it or not. A movement of a technological
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device with the hands in being-in-the-flesh in the physical space can generate complex simulated
fuller virtual-body motions in the cyber realm (a push with the hand on a game control-device
can generate the simulation of a fuller bodily motion in the virtual environment). A more
advanced form of immersion that uses goggles, gloves, and auditory devices can generate a
closer form of correlation between the actual motions of the body-in-the-flesh and the symmetric
corresponding simulated kinesthetic of the virtual embodiment. This can be experienced with
auto-morphism through avatars or via telepresence when being paired-up with a robot at a
distance, which responds to the bodily gestures in the flesh in terms of robotic motions. Bodily
limbs can potentially find kinesthetic extensions in equipment, even if as simple as driving a
increases with dexterity, or the motor bodily engagements in biking, skate-boarding, let alone
spaces.
A psychosomatic awareness can help in the feeling of being a detached and unharmed
observer or actor within the simulated realm, and grasping this as a broadening of perspectives or
physically in being-in-the-flesh. This also allows for controlling impulses via situation-
appropriate responses as mediated through make-belief virtual actions. These give some
distancing from everydayness in virtual zones of proximal reach, which may also stretch our
worldly capabilities without us being harmed (such as simulating the piloting of a plane,
realism in the applications of cyber technology aim at closing the embodiment gap between flesh
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and silicon, whether with Artificial Intelligence, robotics, holographic appearances, or enhanced
virtual space-time interactive immersions via sensorial, kinesthetic, and proprioceptive devices.
manifold experiences within a virtual space passes by way of lived sensorial, kinesthetic, and
proprioceptive attributes of embodiment; and yet this is so insofar that they are simulations that
give sensations without confusing our awareness that we are actually in the physical world of
into an artificial domain of sentience, which can also assume a synthetic mode of oculomotor and
proprioceptive virtual embodiment with cognitive enhancements. This can resonate with futurist
of reinforcement-learning through the algorithms of judging via trial and error in acquiring skills
as possibly supported by quantum computing etc. It can also be a form of substitution within the
virtual realm, whereby the experience of presencing becomes immersed in the simulated
environment via a fixation on what is witnessed and handled with proximity within it. What is
experientially substituted by virtual embodiment in the situated presencing in the concrete mode
of being-in-the-flesh, even if the vital/biological state is ever present without always being
mindful of it. It is from the domain of its concretized being that embodiment in the flesh is
194
exposed to swings in mood (Stimmung) such as anguish, boredom, guilt, unease, or joy, elation
etc. It is also from the state of being-in-the-flesh that health is the reality of the living body,
which needs to be attended to with care, and through nourishment, physical shelter, etc. An
otherness is assumed as an acting role in the virtual realm without being necessarily who we are
in the world, and yet, despite its occurrence within a cyber-realm, it is still correlative with
intentions that belong to our actual Dasein in being-in-the-world. Whether in the concrete
embodiment, we become attuned to not be ourselves when we let our presencing turn into that
which attends to the mood of what is other than ourselves, as a neuter they-self (Das Man) of the
experienced as enhancing-extensions of our bodily senses (haptic, visual, and auditory). These
accompany our daily dealings for most of the waking hours, and engage us in mediated
interactions that do not involve face-to-face encounters in the flesh with others, as well as
altering the etiquette and ease in the flow of our communications and conversations. This state of
affairs involves a sharper separation between the interactive flux of saying (as an actual lived
activity that is accompanied with facial expression and actual bodily gestures that are refracted in
the speech acts) and the sequence of what is said (as a series of set entities that are typed,
recorded, or mediated via the symbolic use of smiley-icons in cyber tele-communication). The
face-to-face is the basis of ethical relations with the other. It affects relationships at work, in the
family, friendship, romance, and involves presencing in a concrete place and real time, as well as
preparedness in attires, attitudes, and bodily dispositions, while genuinely facing the other person
with minimal mediations. This state of affairs is being reconfigured through tele-communication,
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which entails a hiddenness of the face, a disappearance of the voice with its tonalities, the
assuming of quasi-identities that do not authentically emanate from the concreteness of our
being-in-the-world-in-the-flesh.
Dasein
The being which we ourselves are in each case, and that meditates over its possibilities of being
situated manner that is grasped as “être-là” qua “being-here” or “être-le-là” qua “being-the-
here” (Beaufret, 1973, 51; Beaufret, 1985, 113-115). Addressing the question concerning our
fundamental ontology via an existential analytic of Dasein (existenziale Analytik des Daseins).
This is the situational predicament of the mortal who is concerned about its being-
toward-death: Sein-zum-Tode (Heidegger 1953, 12, 61; Heidegger 1996a, 10, 57) with angst
from what annihilates all its existential possibilities from within its own existence (Sartre 1943,
594-595). This evokes being towards a futural (zukünftig) past that is most certain, and yet that is
indeterminate in the circumstances of its occurrence with unfinished quality, whereby one’s
The elucidation of the question of being (Seinsfrage) against the horizon of the
when not busied by our hurried and hassled everyday dealings through our responses to the
distracting demands of the public neuter they-self (Das Man). Dasein is my mode of being-in-
the-world in such a way that I am also situated and engaged with immediacy in my worldly lived
affairs, while being also aware of the contingency of such engagement that always depends on
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my being there/here (Da) in the world. This state of affairs points to the in-authenticity in the fall
of Dasein as prey to the being-with (Mitsein) of the impersonal and neuter they-self (Das Man)
of quotidian and escapist public anonymity. In such circumstances, Dasein is oblivious of its
own authenticity (Eigentlichkeit) as a mortal destined toward death. A concern for disclosing the
primal sense of being takes up the question of its meaning, truth, and place as lived issues that
call for care (Sorge). Dasein is always worldly and ever entangled with its worldliness. This state
of affairs points to an ontic-ontological priority that designates what is mine in its ownmost
existential and situated lived essence. Heidegger uses the expression “Dasein” (as an
appropriated German appellation that can generally refer to “existence”) in view of assisting him
in overcoming the language of the substance-subject of classical metaphysics that used terms and
Dasein is always accompanied by an attuned mood, like concern, care, angst, dread,
nausea, ecstasy in its thrownness (Geworfenheit) and projection (Entwurf) unto its possibilities
that are perceivable before it or that are hidden. It is through such possibilities that Dasein
understands itself with foresight in its temporal finite being. Thinking about thought as Dasein’s
self-talk resonates with the oldest of thoughts in the Platonic Θεαίτητος (189e) dialogue,
wherein, Socrates responds to the queries of Theaetetus by defining thought “as the talk which
the soul has with itself about any subjects that it considers”; λόγον ὃν αὐτὴ πρὸς αὑτὴν ἡ ψυχὴ
not simply understanding mortality as a fact of bodily perishing; rather seizing every possibility
existential angst. Dasein has resoluteness (Entschlossenheit) in its authentic mode of being by
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taking upon itself its own releasement (Gelassenheit) towards assuming its ultimate possibility as
being a nullity (Nichtigkeit). Dasein is existenziell in grasping all that relates to its own existence
and ontic (ontisch) facts, by taking the world as a totality of things, while being Existenzial is the
mortals, without this darkening the place of our earthly abode in the flesh, despite being
anguished about our own ending (Heidegger 1993, 352-353) and that of loved ones; since a
mortal is already dying in being-toward-the-end (Heidegger 1953, 254; Heidegger 1996a, 235).
Dwelling is consequently a manner of timing as well as being a mode of spacing in the mortal’s
being-ahead-of-itself towards its bodily perishing. If death “is” you are “not”, and vice versa …
there is an abyss separating the present from death; si tu es, elle n’est pas…si elle est, tu n’es pas
… il y a un abîme entre le présent et la mort (Levinas, 1991, 59, 73). The mortal is prevented
from dying by death itself (empêché de mourir par la mort même), whereby, in embodied living
in the flesh, an external bodily death clashes with an inner mortality (comme si la mort hors de
lui pouvait désormais que se heurter à la mort en lui), and the affirmation of being alive is
opposed by another self-assertion about one’s own death: Je suis vivant … Non, tu es mort!
in an authentic mode of being that does not shrink back in fear from the nothing (Heidegger
1953, 185; Heidegger 1996a, 174). A courage to be transcends soldiery fortitude in wondering
about the meaning, truth and place of one’s own being even in the “loneliness of an anchorite”
(Tillich 1954, 30-31; El-Bizri 2015, 109-114). Authenticity becomes manifest in not falling prey
(Verfallen) to the public domain of the neuter Das Man (they-self) that comforts Dasein about its
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death and let it become lost in everyday preoccupations (Heidegger 1953, 191; Heidegger 1996a,
178). However, the non-worldly character of the nothing in the Heideggerian sense of
worldliness lets an ontological difference emerge between the being of beings (Sein des
Seienden) and beings. This calls for thinking ontologically about what is different from all there
is (Heidegger 1998, 362-363), and specifically as disclosed from the thought that reflects on the
belonging of the nothing to being (Heidegger 1993, 108-110). Such disclosure (Erschlossenheit)
recollects what has been ceded to an abandonment by being (Seinsverlassenheit), and as marked
by our deepened oblivion of being (Seinsvergessenheit) in the age of the Ge-Stell (en-framing) of
modern technology.
quasi-environments take place with greater realism, and that they touch upon the poetics of the
spheres of art (pictorial, plastic, performative), what remains essentially mine is my being-in-the-
world-in-the-flesh as a temporal mortal who is destined in finitude to death. This being the case
due to my own Dasein and its care, angst, and resolve in taking it upon itself to seize its
existential possibilities, whereby “the time that passes” becomes a euphemism for saying
“death”.
Dasein is time (Zeit), in being temporal in its destining towards its most certain and yet
indeterminate existential end (Heidegger 1996, 10-14), and temporality (Zeitlichkeit) is the
horizon of its existential analytic. The dread from the nothing in which we are held as mortals
makes us restless about the time that passes away despite the newness it promises as a future. In
the dreadfulness of experiencing the nihil, a gaping hole opens up in being that swallows the
world and hammers meaning through which language hooks into worldly phenomena. The angst
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that the dread from the workings of the nihil brings about is subsumed in Heidegger’s allusion to
the interpretation of Sein (being) via Nietzsche’s der Wille zur Macht (will to power) and die
Ewige Wiederkunft des Gleichen (eternal recurrence of the same). These projected thoughts
attempt to picture what has independence from the time that passes away and is annihilated. This
state of affairs solicits a sense of revengefulness and repulsion from the passing away of time, by
willing everything to be akin to an eternity of sameness that marks all becoming and allows rest
to happen in motion (and thinking of rest herein in terms of immutability and as such of what is
of the order of universality). Such phenomena are at work within the unfolding of the essence of
industrial technicity as the advent of the age of the rotating mechanical power in the reproduced
recurrence of the same, and in modelling reality via mathematical matrices (Heidegger 1968,
105-108).
modalities of time: of past ancestors that have been, of present contemporaries we live with, and
of future descendants who are yet to come as posterity. Such state of affairs can take an
architectonic sense in terms of the manner traces of mortals are left in stone, in wood, in codices,
and ultimately in the emergence of what we collect in archives of their belongings, and of
edifices they leave behind for us to dwell in as heritage, or that we possibly cede to ruin.
Archiving becomes in itself an art that has its own science, which makes its way into shaping
certain modes of thinking in connection with scholarship in approaching the handed down over
manuscripts and artefacts with a penchant for documentation. Moreover, a commentary becomes
narrowly set in its contextual determinants to the point that it cannot be interpreted
hermeneutically in connection with posterity. The archives become anchors that resist the time
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that passes away, and make room for a depository as a place that receives the traces of ancestors
the ontic factuality of things and concepts, and refers to disinterestedness in observation, and the
to accomplish a task in the very act of doing. The aspect of equipmentaility evokes the
(as the handy thing on/at hand; à-portée-de-la-main), and the know-what as the objectively
present-at-hand Vorhandensein (Heidegger 1953, 42, 69). There might indeed be a technical,
utilitarian, functional, as well as epistemic priority of the Zuhanden over the Vorhanden, wherein
the mastery of handling tools and equipment gives practical knowledge that allows a better grasp
technicity turn what is set in Vorhandenheit into the handiness of Zuhandenheit, like in handling
a tool (Werkzeug) in the technical sense. The phenomena of Vorhandenheit and Zuhandenheit
cannot characterize Dasein that is always mine in its being (Jemeinigkeit). This is the case even
if the Ge-Stell (en-framing) of the unfolding of the essence of modern technology (das Wesen
about as a form of functional or utilitarian resources like the das Zeug/equipment (Heidegger
1954a, 23-28).
Being immersed in the cybernetic virtual realm is a form of being framed within what is
technically determined, and this further enhances the potentials of fusing one’s being-in-the-
world with what is operative as an equipment that affects our sense of space-time when we are
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embedded within its workings. Equipment frames worldliness with a ready-at-hand
instrumentality, and yet the world is not a mere assemblage of things under an instrumental
ordering (Malpas 2012, 28). Heidegger sensed a peril (Gefahr) in the planetary dominance of
Ge-Stell; however, he also signalled that from such danger a saving power might still arise, since
Dasein is not a thing that is objectively present for it to be readied to become merely a resource
per se.
Angst from the time that passes away, from what annihilates from within being, also calls
through its essence for safeguarding the time of others in not hindering, obstructing, or
neglecting their existential possibilities. This call of conscience is set against the horizon of the
being of others towards death, to be at peace with each other in our stay amidst things, in
compassion, mercy, dignity, empathy, which unfurl as charity, hospitality, or parenting. This
contrasts with the claims made by Levinas in his critique of Heidegger existential analytic of
Dasein, which he sees as being conducted from the standpoint of the impersonal lonely character
of Dasein (Dasein esseulé) that stands in a relation of side-to-side (côte à côte) with others,
around a common project, theme, or goal, instead of being in a face-to-face relationship with the
Miteinandersein, as being reciprocally with one another: être réciproquement l’un avec l’autre
(Levinas 1991, 18-19, 69, 88-89; El-Bizri, 2006, 293-315). The Heideggerian outlook does
nonetheless call for safeguarding one’s own possibilities, and those of others, while aiming to
shelter and spare them from the finitude of time in not being harassed and ordered about.
challenging, and ordering manners that are not simply of our own mere doing, and precisely as a
destining that is brought our way via the unfolding of the essence of modern technology in our
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era that is not technological per se: das Wesen der Technick ist nichts Technisches (Heidegger
1993, 311).
This state of affairs holds mastery over the revealing of truth (das Entbergen) by framing
beings through calculative commands that are allotted for them as energies or power reservoirs;
namely as Bestand qua standing-reserve (Heidegger 1993, 322). The en-framing (Ge-Stell) event
overwhelms and subjugates all other possible ways of revealing truth (Wahrheit), whilst
challenging forth, commanding, ordering, and harassing all beings with demands to supply
answers, energies, powers, stockpiles, and in being ever-readied and on-call. It is thusly posited
in itself as a danger (die Gefahr) that potentially effaces the possibilities of dwelling via sheer
that is marked by an oblivion of the question of being (Seinsfrage): “The essence of technology
comes to the light of day only slowly” … “this day is the world’s night rearranged into merely
technological day” (Heidegger 1975, 117). We are not only forgetful of the being of beings in
our distracted handling of beings, but more fundamentally, we are oblivious historically of
Un-concealments via tekhnē and poiēsis correspond with the calling of the artwork upon
us to dwell poetically on earth, and by fetching the artistic phenomenon back home into its
essence. “Where danger is, there grows the saving power too!” (Hölderlin 1943, 190; Heidegger
1975, 118; Heidegger 1993, 333); and saving sets what is to be spared freely into its essence
within the unfolding of its destiny by releasing beings (Gelassenheit) from what holds sway over
A space of freedom from the hold of the Ge-Stell of modern technicity can be opened-up
as a rift that turns into a leeway or cleared region, which makes-room for potential existential
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possibilities within our en-framed finitude. Dwelling happens in the cleavage (Die Zerklüftung)
as the liminal gap in-between the opposing regions that are held together despite their separation.
Such cleft is not a mere tearing, but rather an intimacy in which opponents belong to each
other in unison, through outline, figure and Gestalt (El-Bizri 2014, 27-38), and outside the hold
may have reached such a degree that it can experience its own destruction as an aesthetic
pleasure of the first order (Benjamin 1976, 612-634; Benjamin 1977); and what came after his
epoch revealed horrific manifestations of such power of destructibility and production of death.
Reflecting on the ontological perils of such penchant towards annihilation is also the
calling of meditations on the work of art, which are not to be determined by sheer aesthetic
mindedness, or by conceptual criticism, or by mere design, craft, or curating. Thinking that lets
what presences comes forth, rather than letting it be appropriated by the manipulability of Ge-
Stell, is a call to bring art into its essence as a setting-upon-itself-into-work of the advent of truth.
This opens a region of dwelling that makes-room for beings to come into appearance by way of
oneness.
A thing (Ding) may release earth-sky-divinities-mortals into the freedom of being spared
and coalesced in their primal and simple essential oneness. The “thingly” character of a thing
(l’être-chose d’une chose… sa choséité) manifests its monadic singularity even when it figures
within a series (hors série dans la série), and precisely in spite of a perfected technical
reproducibility (Derrida 1978, 229). What is unique is situated in the place/time wherein it
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happens to be, and as determined by its history of being. This is the aura of authenticity and
originality that is external to the fabric of reproducibility by technicity. This is for instance what
is witnessed with the case of the artwork that is unique despite the aim of framing it by technical
figures through reflections on the painting of a peasant’s shoes by Van Gogh as argued in
(Heidegger 1993, 159-160). Heidegger’s claim was interrogated by Derrida in the context of
contrasting it with the views of Meyer Shapiro in terms of interpreting Van Gogh’s painting.
This controversy, which took a political/economic tone, contested the restitution of the
shoes to the painter, to a peasant, or to a proletarian laborer (Derrida 1978, 289). Hinting at an
authenticity that resonates with the experiencing of such aura can be witnessed with the coming
to presence of things that gather the fourfold by way of nature (a water spring), artworks
(painting the shoes by Van Gogh?), architecture (an antique temple), albeit that surpasses in its
ontological sense the ontic corporeality of things through which we dwell. What is thought
provoking about our epoch of the orderings of the Ge-Stell of modern technicity is that we are
not thinking in the most thought-worthy way, since we are only reasoning in a calculative and
instrumental manner. What is thought-worthy calls for thinking about dwelling whereby thoughts
Earthiness is the situational happening of dwelling in the gathering of the fourfold. Earthy
experiences in the flesh amidst worldly things, wherein it is rooted in a soil, under the sky, in the
life of mortals, and as an earth-bound openness to a sense of transcendence from within our
worldliness. Earth gives life to me and shelters my flesh as a mortal, and retains my trace and
that of ancestors as a legacy and heritage for posterity. The sky is entwined with earthy life
through the comings and goings of the days and nights, of seasons, which also signal the arrival
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of bounties and providence with spring and harvest, or their retreat with draughts and floods, or
in the bareness and coldness of winter, or the drying heat of summer. Earthy life is opened up to
the heavenly vault, to the sunlight that radiates filtered enlivening energies, to the rain and
richness in the soil, to what brings forth the lifeforms with abundance or takes them away. All as
also admitted in the dedicated patient labor and toil of mortals to bring the joy of bread-earning
and of conquering the wants, with intimations of the arrival or flight of divinities in such earthly
living.
If beings in the age of Ge-Stell belong to the unfolding of the essence of technicity, the
nothing of the annihilation of mortals from within being is not a being, and such state of affairs
escapes therefore from technical en-framing. The being that reflects on its own being as Dasein
is held out into the nothing in being itself a being unlike beings (Heidegger 1993, 101-103).
Dasein thinks with angst about the empty otherness of the nothing of its future as an inevitable
coming absence. Nothingness is not pure privation; rather it presences as a negation within our
existence, and through which what is most worthy of thought about being gets concealed
(Heidegger 1998, 362). Such nihil in being-toward-death spares the meaning, truth, and place of
being by holding them as what remains thought-provoking (Heidegger 1975, 178-180), and
precisely by way of thinking about what gives being and withdraws it (Heidegger 1993, 261).
The concealment in the withdrawn flight of the “no-longer-present” and in the self-
awaiting the yet-to-come (Heidegger1975, 177-178, 183-184). This holds the promise of coming
into presence into the clearing (Lichtung) of being as unveiling (Heidegger 1993, 234, 242),
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safeguarding the essence of Dasein in letting it reside with quietude and stillness in the gathered
dwelling and the gathering of the fourfold, one also ponders over the evocation of divinities and
where it comes from. Is it merely an appeal to what is named as such as a ground for the onto-
theological tradition? Namely, the inherited legacy of the Latinate realm in thought as it received
Greek thought and with it the leitmotifs of the Arabic cum Islamic commentators of the
mediaeval epoch. On the other hand, should it be thought from the standpoint of classical
ontology and the incapacity to grasp the no-thing, the nihil, without which there is no sense in
which we can talk about being-toward-death? What calls for thinking about otherness in an
ontological sense invites thoughts about what annihilates within being as witnessed with the
demise of mortals in such a way that their being-in-the-world is that of being-toward-death. The
otherness of non-being within being is most thought provoking and ever calls for thinking.
Spatiality
Gathering earth-sky-mortals-divinities into a oneness brings them from the remoteness of their
regions into the intimacy of nearness in the locale in which we dwell, which is itself opened up
as a leeway qua Spielraum, and a clearing qua Lichtung (Heidegger 1993, 355-358), without
these always having a concretized architectural sense per se as specific buildings or landscapes,
since what happens by way of mood varies from within the same place and locale, even if it is
one’s own living room. Dwelling is entwined with the play of the energies of life that transcend
mere localization within manufactured enclosures that are established through calculative
methods of the technical production of spatiality in concreto or via the aid of virtual simulations.
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thinking in the search anew for dwelling as the ontological plight of mortals (Heidegger 1993,
358-363).
The concrete quotidian reality of lived and situated embodied everyday comportments is
positioned at the isthmuses of interfaces with machines that challenge, command, and
overwhelm us in the multifaceted aspects of our worldly being. Yearnings for the non-ordinary
(the extraordinary) surpass the concrete situational quotidian places in which the rootedness of
our lived experiences (le vécu) finds its place in life on earth, and by way of our existence in the
flesh, here and now, through our physiology and sensorial kinesthetic earthbound lifeworld and
passions (El-Bizri 2004b). This is the case despite the transformative conceptions of embodiment
that are yet to unfold with the advent of Artificial Intelligence, robotic humanoids, and
Meditations on the essence of dwelling are intimately connected with ponderings over the
being of place and space as mediated via Dasein’s existential analytic as care, which makes-
room (Einräumen) as leeway (Spielraum) and clearing (Lichtung) for dwelling (El–Bizri 2004a,
95-97). The being of place and space is not the same as that of the res extensa or res cogitans; it
is rather best grasped from the standpoint of reflecting on the spatiality (Räumlichkeit) of being-
in-the-world, which is spatial (räumlich) insofar that it manifests care (Sorge) in the way Dasein
comes across things and handles them. Dasein’s handiness (Zuhandenheit) in making-room
(Einräumen) is not readily reducible to a quantifiable positioning, but rather grants a leeway
(Spielraum) or clearing (Lichtung) in the opened up region of useful and present worldly things,
things lets space itself presence by way of making-room (Heidegger 1953, §4), and with an
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(Arisaka 1996, 36-46; Arisaka 1995, 455-467). This is best grasped in terms of reflections on the
notion of the Platonic Khôra (ΧΩΡΑ; space/receptacle/matrix) as a third genus besides being and
becoming that is neither intelligible nor sensible (Plato 1999, 48e, 52a-b); namely, a boundless
receptacle qua recipient that receives all becoming entities without taking on the character of
1999, 50b-51a), and like the form (εἶδος; eidos), it is everlasting and admits not of destruction
Reflecting on the being of Khôra calls for thinking about the ontological question of
place and space in view of elucidating the question of being (Derrida 1972, 1993, 1996, 1997;
Kristeva 1974, 1980; Sallis 1987, 1997, 1999; Irigaray 1985, 1993; Casey 1997; Benjamin 1990;
Theodorou 1997; Khan 1960; Seligman 1962; El-Bizri 2001, 2002, 2004a, 2004b). As
Heidegger, himself realized, the derivation of spatiality from temporality is untenable (Heidegger
1969, 23); and the fact that space shows itself in the world does not tell us anything about its
kind of being, albeit this is not due to an inadequate knowledge of the factual constitution of
space, but more due to the undifferentiated character of their ontological interpretation
(Heidegger 1953, §24). As a mode of giving-space (Raumgeben), room-making frees things from
their entrapping positional locality and lets them be encountered as inner-worldly (innerweltlich)
ontological (ontologisch) reflection on being over and against the ontic (ontisch) description of
beings (Heidegger 2018, §63). This reveals an ontological difference between being and beings,
whereby being is a pre-given presence (Anwesenheit) that is already from the outset along with
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beings (Heidegger 1998, 179), and wherein place constitutes the possibility of their presencing
(Heidegger 2018, §15; Aristotle 1936, IV.1 208a27-209a30). The ontological difference between
being and beings remains un-thought unless it passes by way of thinking about what allows for
such cleft as difference (Heidegger 1954b, 135; Heidegger 1968, 227), which affirms the spatial
The “pain has turned the threshold to stone” (Trakl 1946; Heidegger 1959; Heidegger
1975). The threshold as Limen is the middle in-between (as suggestive of what can be thought
about Khôra) in which outside and inside co-penetrate each other without yielding either way.
What persists as such is a rift (Riss) that separates yet at the same time that gathers back into
itself what it rends as difference (Heidegger 1975, 196, 203-205). This is a primal call to think
the differing that is at work in difference (Heidegger 1975, 205-207), wherein phenomenology as
being apart from beings in an ontical-ontological difference (Heidegger 1982; Heidegger 1997).
Unity is drawn in design as a common outline that is brought forth in the generation of a
work as a Gestalt, and its shape is composed as a rift in terms of being a particular Stellen
(placing) qua thesis that sets itself forth. This reflects the fixing in place of truth in a spatial
figure that is put to use (Heidegger 1993, 188-189). Dasein is the Stätte (site) of the strife
(Streitraum) that Sein requires in order to disclose itself (Heidegger 1973; Heidegger 1983),
since Dasein is the middle (die sich öffnende Mitte) and the in-between (Zwischen) for the
occurrence of the Zeit-Raum relation by what stands here/there in presence as it comes forth into
the unhidden (Heidegger 2003, §190-191). Such topology/chorology of being points to the
manifold regions of entities ready for handling, others given as objects, or being-here/there (Da-
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sein) while being epochal in coming-to-presence as an event (Ereignis) in the world (Schürmann
Elucidating the question of the being of place and space anticipates the future unfolding
of an ontological clarification of being (Sein, Seyn), and such question finds itself renewed by
what calls for questioning as the piety of thought. This is precisely the case in our epoch of
enhanced potentialities of embeddedness within simulated virtual places that have the attributes
of augmented-realities, along with the possibilities of operating within distant spaces that are
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Norberg-Schulz: Culture, Presence and a Sense of Virtual Place
Erik Champion
Introduction
In this chapter I will put forward five important questions arising from the major writings of
discussion of place as dwelling. These key aspects are: his conflation of dwelling with place;
simplifying to a poetical but confusing extreme the concept of region; his avoidance of the
role of culture in the making and perception of place; the lack of discussion of the body and
architectural form and typology at the expense of care, change, and erosion.
The second half of the chapter will discuss how virtual places (particularly those that
wish to display and communicate aspects of culture such as history and heritage) need to
consider issues of people, not just as social avatars but also in terms of their “thrown”
embodiment and how they influence and are influenced by material culture as a messy,
accumulative force; social worlds as place-distinguished realms of power and influence, not
simply as topographical or climatic regions; and the enrichment and forgetting of virtual
places through care and neglect. I will argue that these elements (as components of dwelling)
1985, 1988) partly because he was a formative influence on architects (Wilken 2013) but I
should note here that his writings also attracted strong criticism. Alberto Pérez-Gómez
(Malpas 2013, 2015) and others (Jiven and Larkham 2003) voiced concerns regards Norberg-
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Schulz’s emphasis on architectural dwelling and reading of Heidegger. Cacciari denounced
Norberg-Schulz’s writings for “nostalgia” (Cacciari 1993) and Wilken (Wilken 2013) added
Despite these criticisms, various writers and architects have drawn on Norberg-Schulz
formalist architectural theory (Thiis-Evensen 1987), or applied both thinkers to ancient and
scant attention (Saunders et al. 2011), even if concepts like dwelling and a sense of place
(Genius Loci) as well as embodiment (Coyne 1999, Crick 2010) are desirable if elusive goals
in computer games, virtual places and virtual worlds. Are the criticisms of Norberg-Schulz’
theory of genius loci, sense of place, and dwelling valid? And, despite these criticisms, is this
I don’t know exactly where this term appears in Heidegger, Norberg-Schulz has definitely
made the term ring forth in architectural theory books (Sharr 2007). What is clear though, is
that dwelling is more than shelter, (Norberg-Schulz 1980, 5), allowing one to orient and
“identify with an environment, or, in short, when he [or she] experiences the environment as
meaningful.” Dwelling also seem to be, for Norberg-Schulz, synonymous with place, but
surely there can be meaningful spaces where one does not dwell, or does dwell purely mean
the attitude when one finds a place meaningful? Can we not find places meaningful for others
conflation between the design expert and the intended recipient. Must an architect be able to
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enter the dwelling stage of the plan to design for the client? If the client does not dwell in the
same way as the architect, who is at fault? And this extends to Norberg-Schulz’s concept of
… the concrete reality man has to face and come to terms with in his daily
life. Architecture means to visualize the genius loci, and the task of the
Here I am challenged by the conflation of the particular with the universal, how can
we all be aware of the spirit of place? What is this concrete reality, is it universal? Does this
theory presuppose or lead to a theory of universal forms (or designs) in architecture that
would indubitably lead us all to experience meaningful places, dwelling, and genius loci, in
other words, successful architecture? And must we always experience all these terms (they
I don’t find the apparent conflation of all these terms very helpful for understanding
places. And I don’t know how to determine if architecture succeeds or fails based on these
terms. If I don’t experience a sense of even longing for dwelling but someone else does, can
overly rigid and unforgiving. One may defend Norberg-Schulz by arguing that dwelling is
not residing, it is not the same as inhabiting, as feeling a place must belong to me or I to it.
But this does seem to be what he is saying, and as I mentioned earlier, he doesn’t tackle the
issue of cultural relativism, or the issue of f local versus visitor. I have often entered a space
that I did not identify with or that helped me orient myself to it, but I have encountered places
where I could see how it helped the self-orientation and identification of others. Nor am I
convinced that an environment is always a place, don’t animals have environments while
only mortals can experience the Heidegger fourfold and have a sense of mortality (according
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to Norberg-Schulz)? Indeed, Norberg-Schulz’s later work (Norberg-Schulz 1997) seems to
equate the most meaningful form of place with the most Nordic of place.
Norberg-Schulz’s concept of intentions is directly and explicitly derived from Hans Sedlmayr
(Møystad 2012, Norberg-Schulz 1979). Sedlmayr was an Austrian art history professor who
decried modern art as degeneration (Sedlmayr 2007) in “The Chaos of Total Decay”, and
Sedlmayr’s theories did not seem to change from when he enrolled in the Nazi party in 1932
to after the war when he was forbidden from teaching further at his university.
affiliation with the Nazi party, and one may well decide that the historical associations of a
certain philosopher should not preclude discussion and consideration of their theories, there
are still important philosophical questions to ask here regarding how judgement and authority
hold sway in the phenomenological description of place. For who determines what is a place,
and what it might mean to dwell? The question of authority in who determines place and
placeness could be of even more concern in the design of virtual places. It is a problem both
Møystad (2012) and I have some concern over regards the built place theory of Norberg-
Schulz.i
One may also propose that Norberg-Schulz has a particular but not especially well-
the built form but not on social or cultural implications of design, on who judges. Jeffrey
Malpas appears to have countered this view, Malpas wrote (Malpas 2014, 21-22 ):
and others, Heidegger’s focus on dwelling and place does not return us to
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exclusionary politics. Instead, Heidegger leads us toward a critical
rethinking of the key concepts that are at issue here— a rethinking in which
(Sharr and Unwin 2001) but here our focus is on Norberg-Schulz, and one of his last books,
Nightlands-Nordic Building, does seem to be edging towards a mythos of the Nordic region
and meaningful place, it even complains there is no “true” Nordic urban space (Norberg-
Schulz 1997).
Regionalism
Where does a region start and end, what is its boundary? I will make the case that Norberg-
Schulz’s own examples (Norberg-Schulz 1997) appear fixed to his regional Nordic
Germany? Where does Iceland (a Nordic country), fit in here? Is western Russia not similar
to the Finnish climate? Indeed, was not forty per cent of Finland annexed by Russia at the
end of World War II? Did its Nordic winter suddenly become a non-Nordic Russian winter?
Nightlands, but what is “Nordic”? Online dictionaries have defined Nordic as a Germanic
people who are tall, blond, blue-eyed with an elongated head, and Scandinavian
language or culture (Oxford Undated). Originally, the word Nordic was a French word for the
north. This is still not straightforward, in culture history and language even Estonia could lay
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Nordic is typically used to imply a shared language, culture, physique, but originally
was geographical: regional (Northern Europe). Here I would like to make a distinction:
Scandinavian means languages (Germanic, which precludes Finland, the majority are
Finnish-speaking), but Nordic implies a region: Denmark (even though it is joined to the
mainland via Germany), Sweden, Norway, Finland) and sometimes a shared culture or politic
allegiance (Greenland, the Faroe Islands and the Åland Islands, but also Iceland).
on its Archaeon granite and gneiss. Here one could raise a difficult question and ask if
Norberg-Schulz would include offshore islands as part of the Nordic family? Possibly he
meant the four mainland Scandinavian countries and Finland (and possibly but probably not
Estonia). Of course, there are non-Scandinavian people in the Nordic countries, who don’t
speak Scandinavian languages (for example the Sami) but my point is already made: the
concept done away with since the criticism of Heinrich Wölfflin’s theory of aesthetics based
he does refer to Wölfflin in Nightlands, but there Norberg-Schulz tries to avoid the ethnic
connotations of the theory that art is determined by landscape, culture and people.
Kenneth Frampton’s theory of Critical Regionalism has been well cited in the
architectural literature, (Frampton 2014, Eggener 2002, Powell 2012) but it still seems
worthwhile to ask, how big is a region? Perhaps it is defined and demarcated by character?
have one character) yet it is plural, it is how things are, it is how they are made... are places
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really always made? And places are not always created by architectural detail but by the
There is also an apparent conflict between the particular and the universal. For
example, Norberg-Schulz talks of the sky as being timeless and vast, and yet the Nordic
region apparently has its own (Nordic) quality. Where do these timeless and vast spaces and
zones begin and end? Are they timeless and vast in different ways in different countries? Or
are they only timeless and vast in Norway, Sweden, Finland and Denmark? A clearer
understanding of how regions are identified and how we define boundaries is important to
phenomenology and to real places, but also to virtual places (for far too often they neglect to
Just as places are informed by other places, the evolution of Nordic architecture was itself not
wholly Nordic. A friend and architectural colleague of Norberg-Schulz, Sverre Fehn, was a
central figure in Nordic architecture (Figure 11.1), but he himself (like Utzon, Aalto and
Asplund before him), openly referred to the importance of non-Nordic architecture on his
INSERT HERE Figure 11.1 Hamar Museum, Norway, by Sverre Fehn (source: author)
particularly Finnish (Pérez-Gómez 2009) when they repaired part of the external walls they
forgot to create a battered appearance on the materials. The workers ignored or were unaware
of the deliberately weathered textures intended and executed by Alvar Aalto’s office in the
original building complex. How can there be a particularly national character if it requires a
single architect?
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Historically, Finland and many coastal Nordic towns were also collections of various
architectural styles imported from overseas empires and foreign rulers who over the years and
sometimes even centuries traded with or even controlled the ports, regions or even entire
Nordic countries, while many architects, up to the twentieth century studied or interned at
Ole Møystad (Møystad 2012), criticizes Norberg-Schulz, for exactly these reasons. Today’s
world is multicultural, multi-layered and highly mobile, equating the North with a particular
type of place, and the South with something markedly different, is not going to hold up under
examination.
The word culture does not appear with any regularity in Norberg-Schulz’s three key
from the social, the former is “ideas, works of art, etc.”. I have suggested that cultural is
wider, vaguer and more entwined. Cultural geography views culture as a focused integration
with the immediate world around us through the sharing of language, customs, behaviors and
thoughts. However, definitions of culture vary markedly between writers and disciplines.
another. …”
physical presence, on the co-presence of others. We can develop a sensation of being in the
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presence of a culturally modified environment, without having to encounter other people
directly. Social behavior is behavior between two or more people, but cultural behavior is a
cultural setting, not necessarily directly through social interaction. A place can still have a
For place can be not only a clearing in nature but also a cultural setting, providing
cultural interaction a time and a location. An Italian stockbroker working in Japan once told
me of his respect for architecture, as it records the encounters of people and culture. In the
words of Crang (Crang 1998, 103), “spaces become places as they become "time-
thickened.’” Places do not just organize space, they orient, identify, and animate the bodies,
minds, and feelings of both inhabitants and visitors. However, unlike the theory of Norberg-
Schulz, while place can be designed to evoke certain memories or behaviors, this is an
inexact art, and there is no necessary metanarrative of place that conditions everyone to think
Culture is also in some way socially created, defined and managed; it is expressed via
language and artifacts, but it is vaguely bounded, and it is open to (mis)interpretation. Culture
connects but also ignores threads, patterns and associations over space and time. How
cultures are spread over space and how cultures make sense of space is thus interdependent.
A visitor perceives space as place, place “perpetuates culture” (frames it, embeds it, erodes it)
and thus influences the inhabitant. In this account, if architecture makes place, architecture is
So why is there a need for cultural presence and why does it relate to
phenomenology? There are strong reasons to explore not only my own or your own
experience of the world (be it real or virtual) but also how other people experience the world,
and sometimes we can do this even if they are not or no longer physically present.
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Experiencing a sense of cultural presence in a virtual environment may necessitate
experiencing a sensation that people with a potentially different cultural perspective occupy
or have occupied that virtual environment as a “place”. This is highly challenging. We may
attempt to evaluate a sense of presence in virtual worlds with universal and quantifiable
metrics, but presence in the real-world may be overly pervasive, intimidating, visceral,
Embodiment
I may agree with Norberg-Schulz’s statement that spaces are attached to prepositions, but
such relationships are often in relation to the body, not to topology alone. His concept of
embodiment is crude, consider his praise of Otto Friedrich Bollnow’s notion that the central
point of perceived space happens from between the eyes (Shirazi 2014, Møystad 2012). This
is highly ocularcentric, what of proprioception, kinesthesia? Did he know that dancers (Ravn
2010) and martial artists (Perrin et al. 2002) often don’t perceive their centre of balance as
Our experience of place is affected by our physical embodiment, and how we use and
have trained our bodies, but place is also affected in turn by our embodiment. If we don not
understand the different ways people perceive place we may omit this capacity from our
design of virtual places. For example, seated people navigating through 3D virtual worlds on
desktop computers have less reason to swivel their head. Unless the are distracted, they will
typically look and virtually move straight ahead, and miss out on opportunties not directly
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Craft, Care, Wear and Tear
Before the rise of machines, because of our very bodies, we were well aware of the sacrifice
made in the making, in the crafting, of place. Our places were maintained because of toil and
care but place also reflected our care, wear and toil. This has changed dramatically.
“Our present culture is taking us further and further away from for instance
perceiving the horse as an animal that pulls the plough or works as a war
around a race track, and it’s so beautiful you think you’ll faint. But it’s no
longer anything more. Even though the horse is a fantastic thing that has
shaped a lot of our technology. So, in our culture we are moving further
and further away from nature, and from nature as something that we use.”
Being removed from the activities of the world due to the increasing convenience and
control of technology has advantages, but it may also restrict our potential to form new
experiences and master interactions without the use of technology. And while this passage
parallels similar sentiments in the writings of both Heidegger and Norberg-Schulz, in the
works of Sverre Fehn and other Nordic architects of the twentieth century, we see concrete
attempts to bring back a sense of craft, provide a sense of process and continuity via texture
and patina, and the revealing not concealing of the human hand behind thematic details.
One of the early modern architects in the Scandinavian countries to celebrate the
human hand, so-called natural, unfinished materials and rough detail was Knut Knutsen, a
However, Knutsen, Sonck, Aalto, Utzon, Lewerentz, Asplund, Kampmann and Fehn would
all explore texture and detail as expressions of human scale and human building, or illusive
erosion through the illusion of well-worn care, or through the metaphorical passing of time.
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To create allegorical relationships between built form and function, their buildings were
planned and built over many years and decades, a luxury almost unheard of today. Yet the
luxury of time helped them create a sense of social accumulation through material form.
The ancient Greeks are rightly lauded for their architectonic genius (Hadingham
2008), but they were apparently stunned when they encountered the Persian temples for the
first time, precisely because they could fully appreciate the sacrifice and effort and sheer time
required. When people invest in making, they more fully appreciate the care and effort of
others in craft and art. And the expression of care through manual labor and obvious personal
dedication and honing of skill is less and less evident in buildings erected by efficient and
digital places. This long-winded, layered process of human endeavor is one of the paradoxes
environments (especially for experientially enriched virtual worlds and virtual heritage or
virtual history environments). How is cultural significance conveyed to different people (and
talks of aesthetic points of interest and gestalt-psychology forms as if they are perceived
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Unfortunately, virtual environments (and virtual worlds) typically lack a sense of
place, especially in the form of cultural dwelling, cultural significance and cultural value.
This leads me to propose that creating a virtual environment with culturally specific notions
When we dwell, tarry, linger or abide in a place there are also issues of ownership,
identity (or alienation), acceptance of change, accumulation (or loss) of belief and practice
(habit). Sometimes that place is a place that is specifically resonant, modulated, or otherwise
reserved for others, in that case we may need to create a virtual environment which evokes
This virtual place could suggest ideas of thematically related events, evidence of
social autonomy, notions of territorial possession and shelter, and focal points of artefactual
past or culturally specific place, the virtual environment could provide a perspective of a past
culture or highly contextual culture to someone who visits from the present, or from a
different worldview.
Heidegger scholars may be interested to learn that for the last two or three decades,
the success of virtual environments has typically been predicated on the participants’ sense of
virtual presence. And many short-hand definitions have included the experience of place as a
central feature of the experience of virtual presence. For example, Mel Slater once wrote
(Slater 2003): “Presence is about form, the extent to which the unification of simulated
sensory data and perceptual processing produces a coherent 'place' that you are 'in' and in
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More recently, as collaborative interaction becomes more possible and prevalent, the
presence research community has increasingly written about social and cultural presence and
the notion of presence as “being there”. In particular they have often defined virtual presence
as being in another place, or even “in the virtual world” (Sanchez-Vives and Slater 2005), but
presence and immersion are used interchangeably or in conflict with each other.
Virtual environments are often academic test cases, evaluation is still laboring to
answer the question of fidelity when it should be evaluating usefulness, engagement and
appropriateness. Of most import to this chapter is how a sense of presence and cultural
presence could help the interactive, reconfigurable and atmospheric potential of virtual
environments may allow others to gain an understanding of the cultural significance of a site.
Cultural presence is not feeling one is in the company of others (social presence), but that
suggests cultural presence is not just a feeling of ‘being there’ but of being
in a ‘there and then’, not the cultural rules of the ‘here and now’.”
I would agree that digital media has not (so far) proved effective or experientially rich
in its attempt to convey or afford culture as a dynamic and creative, self-identifying process,
but I don’t believe this is a permanent problem (Champion 2015). One particularly promising
avenue is to explore how a sense of the past, particularly of past inhabitation can be
meaningfully and appropriately conveyed by digital media. I also suggest that cultural
presence is NOT social presence and this distinction is of key importance to the design of
virtual places that have cultural features or components. In biology, an important distinction
between culture and society is the cumulative nature of human culture, which separates us
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from animals (Vale, Flynn, and Kendal 2012). According to biologists (Claidière et al. 2014,
1) “A wide range of other animals have culture too, but often in a limited form that does not
to stress that humans accumulate culture, they modify cultural knowledge (culture managed
In Mayan architecture, the spiritual value of buildings (life), is increased by the layers
accumulative: it cannot easily spring from the creative loins of a single designer, it has to be
adopted, and seeks modification through use and reuse by others. It is not (and here I risk the
ire, perhaps, of architects) usually a singular creative act, even if it has been taught that way
in architectural history classes. Cultural creativity is not normally the hallmark of solitary
Culture is also an assortment of objects and rituals that frame and express a
communally shared idealized future. In these dual functions culture extends beyond society: a
social environment can exist where shared understandings are never preserved beyond the
life-experiences of the group. Yet the cultural heritage of a real-world society outlives
specific individuals.
For example, I mentioned that in archaeology we can draw interpretations about past
societies in terms of their cultural heritage. This does not mean that developing a social
Imagine meeting people in an airport lounge and socializing with them, one is not likely to be
partaking in a shared culture as the social exchanges will not become part of a cultural
framework. Likewise, meeting people in a social online world does not require that the social
online world is a cultural online world. Culture is not only materialized and transferred
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knowledge, it is specific ways of knowing about knowledge and how to carry that knowledge
further.
possible through individual creation and playing down the importance of modulated
inhabitation, use, re-use, and accumulation. But I am also concerned with how a virtual
environment could become a world, I doubt we could create a rich virtual world based on the
What do I mean by a world? Could it be merely a virtual online environment with metaphors
of place, visited by virtual participants where both the virtual online environment and the
I would say no, a virtual world must afford different ways of doing a multitude of
things, it is interactively rich and layered. For example, Johnson (2005) and Steinkuehler
(2006) have argued that current massive multiplayer game environments are often a mixture
of vague and clear objectives. In these environments people immerse themselves, not just
spatially navigating from point A to point B, but also by exploring the environment as a
shifting world of interactive possibilities. In more Heideggeran terms one could imagine a
environment affords different ways of learning. It may involve learning how to translate and
disseminate, the simulation may also modify or create the language or material value systems
of real or digitally simulated inhabitants. In this situation, the virtual world or virtual game
play affords varying accuracy of transmission: appropriate information can be learnt and
developed by the player or passed on to others or that accuracy may be modified by what
happens in situ, on site, and en route. Cultural transmission in the real world is not linear,
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symmetrical, easily decoded. It is helped, hindered or even corrupted by people, events,
accidents and place. The virtual environment or game can store, display and retrieve
But it is not only the potential of a virtual world that is required for rich shareable
experiences. A virtual world affords in terms of how it defines, separates and identifies
aspects of social roles, social identities and related status. A world is composed not merely of
physical laws or regional decrees, but also by perceived realms of social influence. Where do
you perceive the home or status of rights of someone to reside, inside their house, on their
grass verge, by their letterbox? Where does the emperor or the politician or the innkeeper
have most or little power? These are not explicit in their physical demarcation but we have
some sense of them, akin to Heidegger’s notion of boundaryii. Worlds are not just bound,
they are intra-bound. Worlds are also interesting combinations and disjunctions of
remembering, encountering and forgetting. In this regard, Ables has written an interesting,
Heidegger-inspired account of the peculiar success of the computer game Myst. Ables (Ables
2016) comments:
“The artist’s true calling isn’t to portray objects the way everyone already
sees them, but it isn’t to show us something new either; it is, paradoxically,
to present what was already present as though we were seeing it for the first
time.”
In the oeuvre of the Nordic architects I have mentioned, there is sustained evidence that they
were continually challenged to construct a building that had symbolic centers but also
dynamic paths, to provide continual interest to people confined for months to the inside of
civic buildings due to the long Nordic winters. As mentioned above, their buildings required
a great deal of time to design and build, and would be difficult to complete in today’s money
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and deadline oriented way, but they revealed to me key elements of successful places which
They would employ diaphanous curtains and indirect side light, so that the light was
dynamic and inviting but never glaring, and light would be invited further into the room.
Furnishings that one holds onto, such as doors or rails, would gradually twist or textures
would change according to the thematic design of the rooms. Sometimes they would
deliberately attempt to make the building appear older and eroded than it physically was, or
bury older typology inside the newer building. For example, E. G. Asplund had the marble
columns of the Woodland Crematorium at Stockholm sawn into so that they would age faster.
If we apply some of these techniques to the design of virtual places inside digital
environments, the importance of revealing process and not only product, cause and effect,
mutability, mortality and the passing of time become key. And here, in the design and use of
human-inhabited places we see also that the expression of care is an important feature of
valued places.
experiential aspect, personalization and erosion-by-use. This aspect is very hard to find, if at
all present, in most virtual environments. According to Ranald Lawrence (Lawrence 2007),
Sverre Fehn favored the following story about walking in the Norwegian landscape:
only by stepping on grass. The traces of your footsteps lead the next man to
follow the same route. The footsteps are a kind of architecture, because
they mediate the walker's feeling for the landscape, telling the follower
But in virtual reality, where are the footprints? A place is a material history of use,
care, love and neglect. Such a level of personalization and inscription is not typically
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available to us in the design and use of virtual environments; they lack responsive, granular
and agglutinative interaction. Perhaps we have just forgotten key elements of real world
places.
interpreted is of immense value. Even if cultural aspects of virtual environments are still not
well known or profusely exemplified, how culture is conveyed, experienced, understood and
retold is essential for both virtual and real places. So here I will discuss the more specific
example of virtual heritage environments (where tangible and intangible traditions of cultural
heritage meet the vast but quick-changing complicated possibilities of virtual reality and
related technologies). These environments are, or should be, designed to convey a sense of
heritage and history. Historical thrownness (Wang 2015), cultural significance and how
places share cultural experiences. These concepts are, I suggest, not well explored in the
writings of Norberg-Schulz yet important to the design and enjoyment of many places either
real or virtual.
to communicate the significance of cultural heritage sites, objects, and intangible heritage)?
The ethnographic techniques used by researchers may be effective in recording activity, but
they do not directly indicate the potential mental transformations of perspective that result
How can users learn via interaction the meanings and values of others, do we need to
interact as the original inhabitants did? How can we find out how they interacted, and
through the limited and constraining nature of current technology help interaction be
234
immersion in a virtual world, where a participant begins to use and develop the codes of other
cultures and societies in order to orient and solve tasks, and to communicate the value and
significance of those tasks and goals to others. However, we may also need a
Phenomenology appears to have had some form of practical use and success in
medical and therapeutic circles and also in performance (Renaud et al. 2013, Ladly 2007) but
when it is mentioned in the design and evaluation of virtual environments (let alone in the
superficially. Here is an example of how phenomenology can be simplified past the point of
2009, 43):
Brentano and Heidegger, who believe that all that matters is that humans
This statement limits and distorts phenomenology. Firstly, a virtual environment lends
experiences in virtual worlds is surely useful, perhaps there is even scope to see how close we
where other forms of evaluation (such as questionnaires) are not reliable (Slater 2004).
Conclusion
to both is challenging. However, because of this, we need to be extra vigilant in such work,
235
for both architects and philosophers may be unduly influenced by work in the other field that
And this unwieldiness is to my mind one of the problems with much of Norberg-
Schulz’s writing. The three key Norberg-Schulz books mentioned plus the much later book
Nightlands: Nordic Building are problematic. Yet while the exercise of applying Norberg-
seem limited, there are two useful possibilities. One is that the current limitations or missing
but valuable potential of virtual worlds and virtual environments may be helped by
considering the design and theory of built places, and the second is that gaps or issues in
architectural design may themselves be brought under the spotlight when their related
Wang and Wagner (Wang and Wagner 2007) suggest Norberg-Schulz distorted
places. Norberg-Schulz could claim precedence for this in Heidegger’s own later writings,
Heidegger himself said when he discussed art he only considered great art, but it does raise
related) places. What of places of horror and terror, places that actually exclude rather than
How are regions as discrete entities perceived? How could we simulate the
phenomena or its outcome in virtual reality or augmented reality? For AR, how can we
appropriately evaluate it? Can we use a “sense of place” test? Or are there graduations or
levels of place or dwelling that are even more difficult to evoke in digital environments?
There are many boundaries, physical or social in real places, that deserve more elaboration
236
when we design virtual environments, for the boundaries to a place can be complex,
There are other features typically missing from many virtual places, that Norberg-
Schulz had also earlier ignored or downplayed in his writings of real world places. They are:
process, effect and cause (mutability), embodiment, mortality and maintenance, (virtual)
worlds as social realms, the feeling of care, and the use of evaluation and meaningful
feedback to help improve the design of these (virtual) places. Fortunately, Norberg-Schulz’s
publications actually help highlight the importance of these concepts for virtual places,
Apart from dwelling, boundary and embodiment, the social and cultural associations
with architecture and place are downplayed in Norberg-Schulz’s writings. And not only do
many virtual environments lack a strong sense of dwelling compared to our own real-world
home, there are also different concepts of home that are worth trying to express and
understand, even if, (particularly if), they evade full familiarity compared to our own. For
place gets some of its power from not being other places. Therefore, it would be a serious
omission to exclude the role of alterity and assortment of differences in discussing how place
development of cultural presence and the provision of past place-visitation through virtual
environments is not a “being there” but “being not quite here but somewhere else”.
Real places are haunted by a sense of inhabitation (and more general forms of
thematically bounded cultural agency), as well as by wear (and care); why not also virtual
places? I provided the concept of cultural presence as an example of how place can convey a
sense of past agency, and while not all places are human-designed or historical, many do
provide a sense of the past, a sense they were once cared for, provided a social framework, or
237
reflected the values, identities and goals of their inhabitants. From my reading of Norberg-
Schulz, we will need to look elsewhere for a theory of place that affords cultural presence,
evokes a specific sense of the past and marries them with imminent embodied experience into
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i
An interesting connection between Sedlmayr, Heidegger, and Norberg-Schulz that I won’t
have space to explore further in this chapter was their apparent training in or returning to
in the writings of Heidegger, and also in Norberg-Schulz, but the latter conflates it with
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Heidegger’s Building Dwelling Thinking in terms of Minecraft
Introduction
Technology and philosophy seem to share an interesting relation. While science is relentlessly
inventing new technology, philosophy is constantly asked to explain the new phenomena and
their impact on our everyday world. This affects its various branches from ethics to metaphys-
ics, but what is called virtual reality questions reality itself: If man can create a construct that
appears to be a distinct world “next” or “outside” of ours, how can we tell which one is real?
Can we get lost in a virtual world or are we even, in fact, living in a simulation? 1 While the
simulation hypothesis (Moravec 1998), although regularly restated in new forms, fundamen-
tally refers to the discussion on Descartes’ dream argument, the non-autonomy (Malpas 2009)
of computer-generated virtual worlds ensures the primacy of the everyday world. This does
not end the debate, rather it requires an analysis of this new virtuality and especially its onto-
logical status.
Phenomenology offers an interesting approach towards this subject. Its appeal to re-
turn to the things themselves opens a way to engage phenomena of the virtual on the basis of
the fact that they are, without questioning what they are or if (or how) they even exist. The
1
One of the first authors to deal with these questions was Stanisław Lem. In his science fiction stories
from the 1950s, he describes situations where reality and “phantomatics” (virtual reality) already
precariously mix. But this results from the fact that he most often literarily combines phantomatics
with some kind of ruse or deception, which leads to an inauthentic connotation. I suppose that this
244
phenomenological epoché, taken as an explicit bracketing-off of theoretical presuppositions
of the world, suspends any questions about the ontological status of phenomena originating
from computer technology. This way of facing the matter may, at first blush, look like a cheap
trick, like a taking things for granted that should not be. But the subliminal understanding of
virtuality as something unreal – an illusion or deception – renders any serious attempt of anal-
ysis impossible.
And this concept isn’t so far-fetched: Since the invention of optics, virtual images, like
reflections in a mirror, are connoted by visual tricks and optical illusions. This comprehension
was transferred to computer-generated virtual content. In the minds of the public, it was con-
solidated by the first video games that were obviously distinguished from what is called real-
ity, and is something still visible, for example, in the phenomenon of “flaming” within inter-
net debates, and indeed in multiplayer video games whose participants are partially not aware
about the real character of this social situation. By putting all these fascinating aspects into
abeyance, we have the opportunity to perceive and describe the new phenomena as they are.
phors referring to space and place. We open files, exit programs, enter windows, surf web-
sites, log in and out, access chat-rooms, up- and download files (saving them on flash drives).
We post on walls and blogs, escape prompts and store data. Working at a screen is like look-
ing through a window into another world, and, after a few minutes, it feels like being there in
a way. We perceive various types of content as different places. Some are private, others, es-
pecially on the internet, can be public, restricted, transitional or forbidden. From this perspec-
tive, it stands to reason to try to apply the traditional phenomenological concept of place to
these new phenomena. Edward Casey, a pioneer in the field of the phenomenon of place,
may not matter greatly to the extent that I am drawn into the drama I am
245
watching or into the words I am typing or reading. But a new sense of place
emerges from this very circumstance: the ‘virtual place’, as it can be called,
tual place, I have the distinct impression that the persons with whom I am
They are accessible to me and I to them […]: I seem to share the ‘same
place’ with others who are in fact stationed elsewhere on the planet. This
boundaries if not definite limits – makes it a genuine, if still not fully under-
In this quote, Casey puts emphasis on the fundamental social aspect of place. Its qual-
ity of bringing people together, “though not physically present”, describes a way to under-
stand virtual places as places. From this point, we can explore virtual “sites” that do not share
the social aspect and see if we still deal with virtual places. This essay is one approach to do-
ing so.
Before we start: one remark on these general thoughts. The familiar expression Cyber-
Space 2 underlines the alleged aspiration to colonize a new, digital land that has been opened
own law, on the frontier to the future. The “space” in CyberSpace symbolizes infinite territory
and technical opportunities. This is not just the capstone of the list of topological metaphors
2
This spelling is intended to point out its underlying focus on space.
246
used to describe computer-generated content, but is also a certain sign of a deep misunder-
standing.
In his remarkable essay “How to get from Space to Place in a Fairly Short Stretch of Time”,
Casey (1996) pointed out the difference between space and place in detail. While space is de-
scribed by Newton, Galileo, Gassendi, and others as “homogeneous, isotropic, isometric, and
infinitely (or, at least, indefinitely) extended”, which results in Descartes’ explicit notion “that
space had no qualities not present in matter, whose own primary property was metrically de-
terminable pure extension” (19-20), place by contrast integrates the bodily, sensual perception
Places exceed mere physical description, but they integrate a comprehensive sensing
of an extended phenomenon that is culturally predefined and they are more an event than a
thing. (Casey 1996, 24-28) If we expand this distinction into the virtual, CyberSpace is to be
taken as the perspective of developers. By using blank two- or three-dimensional axes to ar-
range constructed content, they implicitly follow the concept of space. But this differs pro-
foundly from the user’s experience: Virtual places are not homogeneous, isotropic, isometric,
and infinitely, but rather inhomogeneous, anisotropic, anisometric, and of finite extension.
Using the example of the World Wide Web, it matters if a webpage is private or public, how
And even if the Web was infinitely extended regarding the quantity of potential pages,
we settle for the ones that are of relevance for humans. 3 Place gains even more relevance
screen, or rather to let immersion happen, we necessarily grasp it as a place. Therefore, I sug-
gest to speak of CyberPlace instead of CyberSpace. (Holischka 2016) By doing so, we join
3
The Web is not infinite, due to the fact that an infinite number of pages would require infinite re-
sources to generate them. Apart from that, most of them would be cryptic gibberish.
247
the user’s perception of virtual environments properly, which means as a phenomenon, not
To describe the phenomenon of the virtual place appropriately, we need to find an appropriate
example. In my opinion, the game Minecraft 4 is well-suited to this attempt. The main reason
for that is its appearance: As we will later see, its “block-design” constantly exposes it artifici-
ality. Unlike most other three-dimensional games, it doesn’t make desperate efforts to look
like the everyday world. This is of importance insofar as we can thereby analyze the user’s
experience of a virtual place that forcefully discloses itself as a construction, instead of pre-
tending to be a “realistic” depiction. Though being fully aware of this aspect, the virtual envi-
ronment is perceived and treated as a place. To point this out in more detail, we need to take a
closer look at the dynamics of the game and the user’s actions, especially right after the start.
The uniqueness of Minecraft lies in the segmentation of its “physical” world into
blocks that have the extent of a virtual cubic meter. The blocks are made of various material,
such as stone, wood, water etc. (209 different types in total), which form landscapes similar to
that of nature, such as jungle, desert, arctic zones and so on. The world is subjected to day and
night cycles that change every 20 minutes. Movement is exclusive to player avatars, animals,
and to the monsters that may appear at nigh: each too has the extent of a block.
4
Mojang AB, 2009. Bought by Microsoft in 2014 for 2,5 billion U.S. dollar. This paper is not an offi-
248
The player explores the world from the first-person perspective and interacts with it,
especially in terms of mining and crafting: activities which sum up Minecraft’s game mechan-
ics pretty well. Mining blocks brings them into the avatar’s inventory where they can be used
to craft other blocks, like brick, glass and iron or various tools, basically for the purposes of
Natural and manufactured blocks can be transferred from the inventory into the world
to construct structures like houses and animal farms. Minecraft is fundamentally a sandbox
game with only a few optional goals to achieve, which leaves considerable space for creativ-
ity. On the subject of space, we can notice that the orthogonally arranged blocks constitute a
dynamically generated array of 60 million blocks in length and depth in total, which results in
a theoretical maximum expansion of 3.6 billion square kilometers, roughly sevenfold of that
of the earth. On a side note: Although the block world appears to be principally atomistic, its
finite extent and the fact that blocks can be completely destroyed, oppose this traditional un-
derstanding.
This short description for the purposes of general survey provides a first impression of
Minecraft as a game, but not as a phenomenal virtual place. We can get closer to this if we
follow the first steps of a new player. After creating a realm initially, the player is thrown into
the virtual world. At first, he realizes that he can control his or her avatar like in other first-
person games by walking back and forth and using the mouse to look around. What seems
natural and insignificant to the indifferent gamer is exactly the point where his or her body ex-
tends into the virtual and synchronizes with the avatar as a new part. 5 After this brief episode
5
The extension of the body into the virtual world recalls Merleau-Ponty’s example of the organist who
gets used to playing an organ with which he is hitherto unfamiliar in short time: “He sits on the
seat, works the pedals, pulls out the stops, gets the measure of the instrument with his body, incor-
porates within himself the relevant directions and dimensions, settles into the organ as one settles
249
of self-identification, the focus changes towards the world. Although being made out of
along with fantastical elements to be expected in a game. The world turns out not to be just
observable, but also alterable: By clicking on a block, a short process begins that removes the
From the acknowledgement of this situation arises the question: What should I do
here? The metaphorical thrownness, e.g. the player’s sudden appearance in the virtual world,
carries forward in an existentialistic analogy to his very being, which is in turn a general exis-
tentialist element in most sandbox games: “existence precedes essence” (Sartre 1967, 34). If
these expressions are to be taken literally in this context, although demanding further investi-
gation, they nevertheless point at the fact that sandbox games do hardly determine players ac-
In this sense, Minecraft does not prescribe the next steps, but leads to the archetypal
existential experience of anguish – admittedly not in the sense of existential despair, but ra-
ther regarding the tangible confrontation with monsters that appear and attack already on the
first night while the player is still astounded by rapidly varying daytimes within the game.
Fighting the monsters turns out to be futile, which leaves, at least according to the first few
experiences of this kind, only the option to run, dig a hole in the ground and hide until day-
break. It may sound absurd that a virtual setting forces its players into a dark, self-made cave,
but that’s what many players actually report and take as an incitement: to survive in a hostile
into a house.” From this point of view, we can even suppose that the avatar becomes a part of the
body, like a blind person’s cane: “Once the stick has become a familiar instrument, the world of
feelable things recedes and now begins, not at the outer skin of the hand, but at the end of the
250
The night in the cave gives the player the time to get used the fundamental mechanics
of mining and crafting. He or she learns to produce torches that bring light and keep monsters
away, and to produce tools that grant access to more complex materials. But hiding in tunnels
turns out not be a permanent solution, as the avatar loses heath points if it does not eat. The
search for food brings the player back to the surface, which entails the necessity of a door at
the entrance to the growing tunnel system. As nocturnal wanderings are dangerous, a bed in a
safe spot is useful to simply skip nights instead of waiting until dawn.
And it has another feature. Generally speaking, if the avatar dies, it naturally gets re-
vived at the spot where it entered the world the first time, which is not necessarily close to its
tunnels. However, the construction and placement of a bed resets the spawn point to its loca-
tion and thereby gives the player control over it. On the other hand, using a bed also means to
create a safe spot to return to in the evening. Soon, the player learns that farming food and
processing it further is more efficient than collecting it, but the farms (e.g. crops, vegetables,
cattle) also need protection from monsters by lighting and defensive walls.
After a while, a complex of buildings emerges, guarded by safety devices and security
doors, with farms, tunnels, lots of chests containing various blocks, and a bed at its very core.
At this point, the struggle for survival is not over, but much more controllable, and thereby
the player comes ultimately to refer back to the initial question: What should I do here? Typi-
cally, the first buildings are functional, but not very presentable 6, which is why the player
starts to pretty them up in this stage of the game: replacing cobblestone by brick, installing
automatic doors, electric illumination, glass roofs and automatic harvesters for farms, carpets
and pictures for the bedroom and flowers in the front garden.
6
Not to neglect the fact that another player can be invited anytime to start a multiplayer session and
251
All of this is not necessary to win the game (it has no final goal anyway), but players
do it and even proudly share their architectonic achievements in online videos and multiplayer
sessions that give rise to spectacular cities. To sum up: In a game that openly shows its artifi-
ciality as a trademark, which leaves the players the freedom to do whatever they want to do,
they start to build houses and furnish them. This example of dwelling in a virtual world sets
the stage for a phenomenological investigation of virtual places. Martin Heidegger’s essay
Building Dwelling Thinking (1971a) is a great point of reference to examine this correlation.
Heidegger’s essay deals with architectonic questions only at first sight. He uses the cyphers
“building” and “dwelling” to engage his fundamental philosophical problem, the question of
being. By doing this, he follows Friedrich Hölderlin’s example of using cyphers in his poems
to get philosophical problems across, and thereby entrenched an indirect form of philosophi-
cal exposition. (Kreuzer 2004, 2012; Holischka 2016, 98) “It is language that tells us about
the nature of a thing, provided that we respect language’s own nature.” (Heidegger 1971a,
144) In this respect, his essay “traces building back into that domain to which everything that
Reciprocally, “building” and “dwelling” are not just cyphers, but show the relation of
man to his being at the place where he builds and thereby makes the world inhabitable: “[…]
to build is in itself already to dwell” (Heidegger 1971a, 144). This mode of being differenti-
ates into two perspectives: “Building as dwelling unfolds into the building that cultivates
growing things and the building that erects buildings.” (Heidegger 1971a, 146)
For Heidegger, building and dwelling are not just architectonic achievements among
others, but he denotes dwelling as locating oneself in the world as a fundamental determina-
tion: “We do not dwell because we have built, but we build and have built because we dwell,
252
He explains dwelling with recourse to the gothic word “wunian” which puts emphasis
on the fact that the dwelling man has located himself, behaves stably to the world that sur-
rounds, feeds and protects him: “To dwell, to be set at peace, means to remain at peace within
the free, the preserve, the free sphere that safeguards each thing in its nature. The fundamental
character of dwelling is this sparing and preserving.” (Heidegger 1971a, 146) Preserving
means to be surrounded by the world and being concerned about it. He expresses this dual re-
lation in four aspects of a dynamic border which makes world and man what they are: the
fourfold. Its border is not dynamic in terms of shifting, but in giving man and world:
“Earth is the serving bearer, blossoming and fruiting, spreading out in rock
and water, rising up into plant and animal. […] The sky is the vaulting path
of the sun, the course of the changing moon, the wandering glitter of the
stars, the year’s seasons and their changes […].” (Heidegger 1971a, 147)
This relation of the world as the first “borders” of the fourfold is “crossed” by the rela-
tion of the mortals and the divinities: “Out of the holy sway of the godhead, the god appears
in his presence or withdraws into his concealment.” (Heidegger 1971a, 148) The stable rela-
tion, even as to the “borders”, from where man can understand himself and the world he lives
in, is not just given, but happens as the process of building: “Dwelling, insofar as it keeps or
secures the fourfold in things, is, as this keeping, a building.” (Heidegger 1971a, 149)
According to Heidegger, dwelling is the activity of producing the world, not in the
sense of creating new, previously unknown elements, but in locating the world by rearranging
the existing. What one builds by dwelling “gathers to itself in its own way earth and sky, di-
vinities and mortals” (Heidegger 1971a, 151). He uses the example of a bridge that joins in
two ways: it brings mortals together walking on it, and it connects earth over a separating
river. It also metaphorically gathers the last transition of the mortal into the divine. He empha-
sizes that a location emerges from the bridge – it is not built at a location that is already there.
253
“To be sure, the bridge is a thing of its own kind; for it gathers the fourfold
in such a way that it allows a site for it. But only something that is itself lo-
cation can make space for a site. The location is not already there before the
bridge is. Before the bridge stands, there are of course many spots along the
tion, and does so because of the bridge. Thus the bridge does not first come
Edward Casey draws the final connection from location to place in Heidegger’s paper:
“When it does arise, place shows itself to be locatory in two ways: locatory
of the bridge-thing and locatory for the fourfold. In the first action, it is ‘it-
self a location,’ an Ort; in the second, it makes room for a ‘seat,’ a Stätte,
for the fourfold, admitting and installing it. The first operation transforms
seat by way of opening up sufficient room for the fourfold to reside in the
bridge. When both operations are effected, place results.” (1997, 274)
Thus, dwelling can only happen if building is not just an addition to something that
has already been there, but “[b]uilding accomplishes its nature in the raising of locations by
The aspect of building as letting dwell (Heidegger 1971a, 57), without any precon-
ceived purpose, just for its own sake, can be found in virtual environments. They are typically
254
Building Dwelling Thinking in Minecraft
In our everyday world, the aspect of dwelling is widespread, but building to dwell is, due to
our specialized economy, rather seldom. We tend to rearrange, furnish and improve our
homes, but, although paying due regard to the dynamicity of modern cities, its inhabitable
structures remain largely static, especially compared in a simplistic manner with nomadic or
settling societies. In Minecraft, we come upon a completely different setting. The player is
thrown into uncultivated nature and has to make a virtual living from scratch. The player’s
building is meant to dwell from the beginning, and from this perspective, we can apply Build-
ing Dwelling Thinking to get a better and deeper understanding of the player’s actions that
Heidegger differentiates human building into constructing (lat. aedificare) and culti-
vating (lat. colere, cultura) in the sense of cherishing and protecting. (Heidegger 1971a, 145)
We can track this already in the game: The player’s basic needs, security and food, corre-
spond with both aspects of the virtual world. Just to make this clear again, the game does not
constrain the player to build complex buildings. He or she can always choose a nomadic
Dasein, roaming with their bed and belongings and discover the virtual world. But the re-
markable thing is that players decide to build to dwell of their own accord. This brings us
back to Heidegger: “To be a human being means to be on the earth as a mortal. It means to
Soon, the player will start to improve his or her new home. They cultivate fields and
use the harvest to breed cattle in enclosures to obtain food and valuable resources. Leather is
used to make books and armor. Agriculture and stock farming are activities that can be quali-
fied as cherishing and protecting. Both demand constant maintenance. Pure food production
does not require this amount of effort. The player accepts this for its own sake, they get them-
selves into it, namely to cherish and protect, because it’s a part of their dwelling. The aspect
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agricultural structures. Even the first house serves to protect the avatar, and installations for
food productions become integrated into that complex to guarantee their integrity. But this is
also useful from the perspective of constructing to facilitate a reliable and nearby food supply.
As quoted above, Heidegger reconstructs the term “dwelling” from the gothic origin
“[…] preserved from harm and danger, preserved from something, safe-
guarded. To free really means to spare. The sparing itself consists not only
in the fact that we do not harm the one whom we spare. Real sparing is
its own nature, when we return it specifically to its being, when we ‘free’ it
in the real sense of the word into a preserve of peace. To dwell, to be set at
peace, means to remain at peace within the free, the preserve, the free
sphere that safeguards each thing in its nature. The fundamental character of
reveals dwelling as actual sparing, as the enclosure (Einfriedung, lit. “bringing to peace”) sep-
arates the area of dwelling from a hostile and uncultivated environment. In our highly inte-
grated society, enclosures have a mainly juridical meaning, as they separate property and
thereby facilitate householder’s rights. But within our game, these legal aspects are meaning-
less: Enclosure marks the border between culture and wilderness. And this border is ulti-
mately to be overcome by new buildings, outposts and secured paths. The player will start ex-
peditions to find new land and resources. But the existential experience repeats itself: without
building, the player’s being is in danger. The player brings himself or herself to peace, within
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Heidegger calls the whole world which man inhabits the fourfold (das Geviert).
(1971a, 148) By that, he means the antitheses earth and sky, mortals and divinities. The first
refers to our physical world as we come upon it, as split into two. One is a bearing foundation,
something to come out of. The other is a superstruction, subjecting earth under its cycles and
granting fertility. Heidegger contrasts this to the opposition of divinities and mortals. “The di-
vinities are the beckoning messengers of the godhead. Out of the holy sway of the godhead,
the god appears in his presence or withdraws into his concealment.” (Heidegger 1971a, 147-
148) The mortals are identified as humans, as they, according to Heidegger, are the only ones
“This simple oneness of the four we call the fourfold. Mortals are in the
serve. Mortals dwell in the way they preserve the fourfold in its essential
(1971a, 148)
Dwelling on earth is solely possible within the constellation of the fourfold. This con-
cept against the rootlessness of modern humans sets them, as mortals, in a global context and,
together with the other three, into the center of the world. Dwelling as sparing removes hu-
mans from their acquiring and exploiting position regarding earth and locates them in its
unity.
We can now transfer the constellation of the fourfold into the virtual world of Minecraft.
Heidegger describes earth as “the serving bearer, blossoming and fruiting, spreading out in
rock and water, rising up into plant and animal” (1971a, 147). What we find as nature in the
Minecraft world fits into this description. Its blocks of rock, ore and soil are the virtual ground
that bears everything and from which everything seems to come out. But no nature is at work
257
here which could spawn plants and animals. The virtual world is not designed in the way for
growth to take place. Instead, flora and fauna are produced and spread within the algorithmic
process of dynamic generation of the world, matching with the respective landscape. This
simulation of nature does not form an evolutionary system of competition and selection. It
confines itself to predefined growth of plants without any kind of individual variation and to
the apathetic wandering of animals within the landscape. If Heidegger’s definition of earth is
taken metaphorically, and if his pictorial language is using the natural phenomena of our eve-
ryday world just as an explication, then, after its reduction, we can find even here what he
might have meant to be valid for all kinds of worlds: earth as a serving bearer, spreading out
in rock and water, along with the principle of renewal out of itself. This universal description
Heidegger defines the sky as the vaulting path of the sun and other luminaries, the
changes of seasons, daytimes and weather, and the blue depth of the ether. (1971a, 147) The
world of Minecraft is exposed to some effects of weather, albeit not severe weather. The
known movements of the luminaries are displayed, but they have no effect on the world, ex-
cept for the alternation of day and night, which is important for the safety of the avatar. The
difference between the serving bearer and its celestial fundament that Heidegger works out
cannot be revealed within the world of Minecraft, but this is down to the fact that no living
nature is referring to it. However, if we abstract what he means when he speaks about sky, we
reach a global coherence that lies beyond the serving bearer. It’s the game’s invisible algo-
rithms that determine its processes and enclose the player’s actions. Changing daytimes, the
specific types of spawned creatures and their behavior, and the whole process of the dynamic
generation of the world rank among them. They are the counterpart to the virtual earth and
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The mortals within the fourfold are human beings. This aspect of the concept appears to be
distinct at first sight, but it gives rise to the question: Do “mortals” just comprise human be-
ings? Can’t animals or plants die, too? Heidegger defines this more precisely on another occa-
sion:
“The mortals are human beings. They are called mortals because they can
die. To die means to be capable of death as death. Only man dies. The ani-
mal perishes. It has death neither ahead of itself nor behind it. […] As the
shrine of Nothing, death is the shelter of Being. […] Mortals are who they
are, as mortals, present in the shelter of Being. They are the presencing rela-
According to this, the mortal in the world of Minecraft is the avatar and its death de-
mands further inquiry. Its health is symbolized with hearts that are lost for example by attack,
drowning or hunger. If they fall to zero, the avatar “dies” – not as an existential nihilation, but
only to be respawned again, along with some game-relevant penalties. This has little to do
with death as Heidegger takes it: as a personal relation to Nothing. Only mortals are capable
of death as death. But that does not apply to the avatar in Minecraft, as it is not even com-
It has no direct relation to Nothing because it is just a tool or extension of the player’s
body. On the other hand, by this the player obtains access to the virtual world, which is itself
an extension of the everyday world into the virtual, and becomes a part of it in a certain way.
If we follow this understanding, the player himself or herself turns out to be the mortal in
Minecraft. While we need to operate with substitutes to explain the other parts of the virtual
The divinities however are tricky to grasp and Heidegger’s definition is vague. If we
reduce them to world-relative supernatural entities that create and control the world, we can
identify the programmers and designers of the game to be the divinities, as they are the causa
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efficiens of Minecraft. The game’s artificiality in terms of τέχνη is founded on their existence.
But it is unclear if human beings symbolize divinities here, or just their messengers.
“Mortals dwell in that they await the divinities as divinities. In hope they
hold up to the divinities what is unhoped for. They wait for intimations of
their coming and do not mistake the signs of their absence. They do not
make their gods for themselves and do not worship idols. In the very depth
of misfortune they wait for the weal that has been withdrawn.” (1971a, 148)
Mortals await the divinities in hope, especially in situations of calamity. But does the
player or their avatar await the help and intervention of a programmer? Not really. She or he
considers the programmer to be the creator that provides updates for technical (τέχνη-related)
problems, but does not expect programmers to intervene in emergency situations. Their hope
is not directed towards these programmers, as they have to get along with the mechanics of
the game all by themselves. This is not the relation that Heidegger conceptualized to be the
one between mortals and the divinities. Therefore, I suggest that the player’s divinities remain
This way, the fourfold stretches across the worlds: while player and divinities remain
in the everyday world, earth and sky have representations within the virtual world of Mine-
craft. When we speak of the player, we are already thinking of the other three alongside:
blockworld, algorithms, lifeworld divinities. The dwelling of the mortals within the virtual
This can be seen as an extension of Heidegger’s concept by taking the nature of the
virtual into account. Of course, it is not what he originally had in mind. But, from a phenome-
nological point of view, the player reaches out into a new world while he still remains rooted
in the everyday world. And within this process, he or she experiences a second stage of exist-
ence: being thrown in a new world, without any guidance or defined identity. What he or she
260
does then, namely building and dwelling by choice, are most basic human acts that reveal
Bibliography
Casey, Edward S. 1996. “How to get from Space to Place in a Fairly Short Stretch of Time:
Casey, Edward S. 1997. The Fate of Place. A Philosophical History. Berkeley, Los Angeles,
Heidegger, Martin. 1971b. “The Thing.” In Poetry, Language, Thought, translated by Albert
Bielefeld: transcript.
Kreuzer, Johann. 2004. “Adornos und Heideggers Hölderlin.” In Adorno im Widerstreit. Zur
Präsenz seines Denkens, edited by Wolfram Ette, Richard Klein, Günter Figal, Günter
Kreuzer, Johann. 2012. “Wozu Dichter? Das Gespräch mit Rilke und Hölderlin.” In
Heidegger und die Literatur, edited by Günther Figal and Ulrich Raulff, 73-92. Frankfurt
am Main: Klostermann.
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Malpas, Jeff. 2008. Heidegger's topology: Being, Place, World. Cambridge, MA: MIT Press.
Malpas, Jeff. 2009. “On the Non-Autonomy of the Virtual.” Convergence 2009, Vol. 15 (2),
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Malpas, Jeff. 2012. Heidegger and the thinking of place. Explorations in the topology of be-
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http://www.frc.ri.cmu.edu/~hpm/project.archive/general.articles/1998/SimConEx.98.html
ited, with a foreword by Wade Baskin, 31-62. Secaucus, NJ: Citadel Press.
262
Cézanne, Merleau-Ponty, and Questions for Augmented
Reality
Patricia M. Locke
Cézanne’s luminous late watercolors offer a comparison point both in function and
aesthetic qualities to Augmented Reality interpretations of the natural world. I will look
at Cézanne’s watercolors, both in their effect upon a viewer and their mode of
production, with an eye to how they demonstrate what Merleau-Ponty calls “wild being.”
I will then contrast the aims and effects of his painting with the potential of AR
projections that could transform our felt sense of space and time, particularly with respect
to atmosphere. I conclude with questions for AR, specifically about the effects on those
physical (real) world and electronic information, where CGI overlays enhance human
think about the ways in which digital information can appear as screens or 3-D layers
within a distinguishable physical context, but that share the real-time interactivity of
Virtual Reality. While these new technologies are exciting and offer possibilities for
creative expression, there are competing considerations that AR may devalue lived
experience and shut down our capacities to find affinity with others.
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Cézanne
One of the most transcendent experiences of my life occurred at the Chateau Noir, a
relatively wild property near Aix-en-Provence, FR, where Cézanne painted many oils and
was able to spend an August painting in the same locale, seeking out the motifs that had
inspired me. One hot, bright afternoon, I walked right into one of the watercolors. I was
surrounded by the light, color, and expressive dimensionality of his painting, right down
to the scent of sage and pine, and the loud clamor of cicadas. I could still see what was
“really” there, but an imagined veil or scrim of a watercolor heightened and organized the
terrain into a coherent aesthetic experience. This rare event took my breath away, as I
was at last seeing “according to” Cézanne, and the natural world was presenting itself to
me in a full and unique way. This led me to consider the question: what if Augmented
Reality technology could recollect this experience for me and offer it to many others who
are unable to be at that precise location at the exact time of day and month captured by
Let’s examine the significance of this experience and the means by which it
affected me. In The Visible and the Invisible, Maurice Merleau-Ponty makes much of the
pre-reflective basis for the self as interdependent and interwoven with the surrounding
field. This relation reveals itself in perception. He states: “What there is then are not
things first identical with themselves, which would then offer themselves to the seer, nor
is there a seer who is first empty and who, afterward, would open himself to them—but
something to which we could not be closer than by palpating it with our look, …the gaze
itself envelops them, clothes them with its own flesh.” (1968, 131) This kind of
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ways in which the perceivers are folded back upon themselves in the very activity of
approaching contact with others. There is a reciprocity between us that manifests itself in
sensory apprehension, in the space of wild being (l’ être sauvage). On the other hand,
cultural sedimentation and self-restriction often occludes our perception and leads us to
“know” ourselves as not only distinct, but also separate, from a kaleidoscopic world.
Things and their aspects disappear from view as we learn how our culture defines,
organizes, and erases certain things to privilege others. Wild perception is a return from,
an undoing of, cultural organizing frames, such as Euclidean 3-D space. We discover that
215).
Art is a key player in slowing down the absorption of impressions and the
“crisis of assimilation” wrought by the resistant subject, increasing speed, and the
The tempo of this influx prestissimo; the impressions erase each other; one
weakening of the power to digest results from this. A kind of adaptation to the flood of
impressions takes place: men unlearn spontaneous action, they merely react to stimuli
perception, whether by sight, hearing, or closer proximity in scent or taste. Yet, an object
within the field is not set out as simply distinct. The perceptible field is structured in
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terms of the “difference between things and colors, a momentary crystallization of
Thus, the enveloping by the look acts as a kind of question and response, which
accumulation of facts, but as a whole. Merleau-Ponty takes sight as the premier example
of perceptual experience, though he intends us to take into account that perception draws
both AR and in painting is to gesture towards sound, texture, etc. 2 Cézanne’s brush
strokes clearly suggest the proprioceptive gesture, and his whole-body attentiveness to
the surrounding field. AR is still in its infancy in this regard, though I assume that these
challenges can be met if designers want to enhance the sense of lived experience.
the world not as a projection of our minds, but as the ground for any figure to emerge.
The coherent self, inherent in the world, co-constitutes that world and the figures in it. On
a simple level, AR games utilizing smartphones (Pokémon Go, for example) show this
gesturing intention towards a world that is really there. In painting, we can see the event
of perception, and the alignment of conscious perception with that which is beheld.
Painting in general displays the emergence into perceptibility of the world that then
inhabits the paper or canvas as expressed by the painter. Merleau-Ponty notices a certain
atmosphere is generated through color, defined as a “certain node in the woof of the
simultaneous and the successive,” or a “concretion of visibility” (1968, 132). Color is not
a quality applied to an object, or even that by which a shape is able to be seen. Merleau-
Ponty is more focused on this sense of pre-reflective atmosphere within which painter,
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future appreciator, and the world dwell. What begins in perception evokes a thorough
intercorporeity within a common field, which can extend not only spatially but over time.
perception. Impressionist painters are known for dissolving the object and merging its
outlines with the milieu, while suggesting that the perceiver “mix” colors in
apprehending the painting. One thinks of Monet’s haystack series, which gets at the
back. Unlike most watercolorists who blend wet colors, he laid on colors one by one,
letting the layers dry in between. This gives a clear quality to each color and preserves
Cézanne tightens up his compositions with light pencil marks over some of the
color washes. Color has priority over the line, especially color applied as shadows, yet he
means to show us the structuring function of the pencil. Unlike oils, watercolor paintings
show every mistake, every gesture of the hand, and thus point to the object’s status as a
made thing. Given Cézanne’s unwavering, precise facture, we are able to variously
interpret these paintings as veils of responsive listening to the natural world, as art, and as
made things of paper and paint. We see double: a place emerges while we notice
present, since fullness emerges as the perceived aspects cohere, rather than an additively
generatively contribute to this fullness, bringing the past to bear on the present moment.
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Over time, Cézanne came to know the terrain, his materials, and the act of
perceiving sensations of color, and that is what he shows us. He achieves a kind of
reciprocal visibility in which the act of painting itself is implicated. His overlapping
wedges of transparent color, interacting with evocative lines and precisely “placed” white
spaces, demonstrate how he sees and how his body enters into the milieu. Therefore, a
painting is a way of knowing both the world and the self more deeply.
Seeing with Cézanne intensifies and suspends my felt sense of time, and splits
open space to offer structurally coherent virtual places that are beyond the three-
dimensionality of my ordinary perceived world. I adapt myself to his sight, and to what
he saw. The order of my noticing aspects of the original painting governs my noticing of
the overlaid milieu in a cinematic way. Aware of places of movement and rest, I am able
aesthetic appreciation of the world around me. I begin to return to pre-reflective wild
perception, as I overcome the sedimented cultural templates that obscure the world and
wear out the fresh eye. My apprehension of space and time shift, activating both my
imagination and memory in coherent ways. Cézanne lent his body to the world, aligned
his own body and gestures, and made it possible for me to do the same. The spontaneous
intertwining with the world on a pre-reflective level is, for adults, an effort that comes
With the work of imagination and memory, there can be gaps (as in dreams) in
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genuinely new. Anecdotal evidence supports the claim that ordinary viewers cannot cope
initially with the new, then gradually they adapt themselves to it. It took some time for
the art world to be able to see according to Cézanne, and to re-experience previous art
works in light of his ways of seeing. Thus, Cézanne acts as a mediator, sensitive to the
world as it presents itself, and represents it to and for us. He does this through layers of
transparent color in the small abstract watercolors, as well as with oil paint on larger
canvases. We alter our own felt bodily dimensions, becoming small or larger in
The work of art structures and frames a portion of the world in a particular way,
calling us to adapt to the world as perceptible. Within this cultural overlay, there is still
Cézanne’s work. He reveals the flesh of the world, and his paintings act as a pivot
Augmented Reality
While I have emphasized the work of color in manifesting atmosphere in Cézanne’s
painting, Bachelard notes that “objects create their own atmosphere.” (1971, 27).
envelopment, and primordial intertwining as seen above. These are values distinct from
providing organized data or images—how will AR meet this challenge? Or will we resist
a full meshing with evolving technologies? The ubiquity of smartphones and tablets
suggest that we will not resist, but will embrace the interesting, the colorful, the novel. I
would distinguish the “novel” from the “new” by the transitory superficiality of the
former and the profound effects (for good or ill) of the latter. The aforementioned hand-
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held devices are likely to give way to other AR technologies that permit us to alter space
and time, pivot between levels, and supply information, while restoring our hands to us. 4
So despite the glamorous aura of the latest phone, I want to think about whether AR’s
Even if AR does not intend to return us to wild perception in its drive towards
overlay in uniform Cartesian space. Another spatial order includes nested levels and
windows that open onto continuous or discontinuous fields, as we can see both in
medieval European painting and in 21st century video games. MS Hololens can display
both panel-like screens (or windows to another virtual sphere), and 3-D holograms in the
same apparent space, but as places unconnected to one another. One must learn to
interpret each of these arrangements of space, as in toggling between two football games
one’s physical sofa, these variations of spatial expression become easy to read rather than
physically nauseating. With the accumulation of ways of perceiving space around us, we
can become forgetful of our childhood’s raw impressions of a scale-less moon on the
horizon, in favor of what Husserl calls a “high altitude” POV, or an instrumental one,
where we take in information, without attentiveness to nuance. Yet we may still turn
perception.
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Like Cézanne’s motifs that both are and are not on the paper, leading to an
CGI inherence in the visual field. AR can sensitively integrate bodily perceptual
capacities, especially the intentional gesture. David Morris notes that place and
movement (within/toward) establish the reality of things. He highlights “zones” not only
in the field, but as “movements distributed over regions of the body and its prostheses.”
Morris claims “‘zone’ and ‘envelopment’ are complementary concepts: a zone (a finger,
say) already is the envelopment of moving regions in one another, and is the basis for
further zones that envelop one another and create new zones.” (2004, 115). Thus, the
functions of one zone can be wrapped or enveloped by another, and in the case of human
beings, one intention can support or thwart another. Merleau-Ponty is headed in this
an example the finger of a glove that is turned inside out: it suffices to see the “wrong”
side to touch through its now exposed interior surface to the “right” side. (Merleau-Ponty,
1968, 263). Spatial envelopment and reversibility suit the kind of double vision I referred
applications, shifts from one level to another may display this openness to two sides. My
argument here surveys a variety of virtual interventions into real space, rather than
focusing in depth on one kind of Augmented Reality application. I am not yet convinced
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Gestalt psychology. My body has a “situational spatiality,” among things and other living
beings who have “positional spatiality,” within my horizon. (2014, 102). This makes
sense with AR’s intentions to allow the viewer to be the null point of perception and to
navigate the physical and virtual terrain successfully. The embodied viewer has a certain
manner or style of movement that takes into account both the felt sense of being an
integrated whole and its anchoring in objects of desire. The orientation of the perceived
phenomenal ‘place’ is defined by its task and by its situation. My body is wherever it has
being as relational and open to the other, both defining and being defined by this relation.
transcending my resting position, as an active agent. Yet an avatar is by its creation ready
to explore worlds, to do deeds. Holographic humans appear before us not simply to sit as
response, and in so doing I establish a spatial level. In situations in which the milieu is at
“My body is geared into the world when my perception provides me with the most varied
and the most clearly articulated spectacle possible, and when my motor intentions, as
they unfold, receive the responses they anticipate from the world. This maximum of
clarity in perception and action specifies a perceptual ground, a background for my life, a
general milieu for the coexistence of my body and the world” (2014, 261).
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AR enhancements can provide information and ornamentation to highlight certain aspects
of the ground. The embodied being aligns both the virtual dimensions of perception and
its physical/gestural motor activity within the context it is confident of. However,
Merleau-Ponty’s mature The Visible and the Invisible puts less emphasis on clarity and
myself in objects, I may move from place to place, but my felt sense of them is
affectively colored.
this apply to AR? What we have seen so far from AR apps suits Merleau-Ponty’s earlier
even if the objects are virtual ones. Later, Merleau-Ponty strenuously argues against this
clear distinction, and invokes the rough texture of the real and the way it gathers us in.
Even as we notice or fail to notice its nuances, the world supports our felt sense of
embodied being, unable to close a circuit through the perceptual reversibility of touching
aware of our inherence as objects within the horizon, able to be experienced by others
with a different POV, we co-constitute spatial levels with the world. Here is where there
is room for development in AR. This place and time, woven through my body as a pivot,
turns in multiple directions given the latent content of “behind” or “ahead” of this
moment. Novels and the theatre have the scope to make manifest the reversibility of self
within a narrative arc. AR does not yet factor in this notion of the embodied being, like a
glacier mostly hidden within an indecisive milieu, which has a certain style given in part
by the world.
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One might argue that we always already do experience the world through
presuppositions into our perception, limiting our projects and expectations accordingly.
Yet, excellent works of art like Cézanne’s enable us to experience different, more
productions, we must keep in mind the aesthetic potential of the medium, in addition to
AR blurs the line between what is physically present and CGI—transcending time
and space to give “you are there” experiences of events distant from us in history. Rare
experiences become shareable, and proponents claim that despite the short-term gain for
shopping and gaming, in the long run applications could increase empathy. People could
learn, feel and process experiences in a deeper way, according to Zenka, a contemporary
in another person’s shoes, she claims, one can develop compassion. Given the AR
technology, it is possible to develop less rigid, more fluid solutions to social and political
problems.
Cézanne watercolor, must adapt their responses to that which is external. I want to
emphasize the seeing “according to” the artist, a kind of practice or training to return to
real life with the ability to see more clearly. AR features organizational structures that
different sensory systems can be met, we are still left with the issue of adjustment to the
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POV of the perceiver. It may be possible to have the freedom to switch on/off or adjust
AR, it is in contrast to the textured resistance of the physical world that the painters feel
especially when dealing with the ever-changing landscape. Even for abstract artists, this
material resistance is a factor each time they mix colors or use a brush. Like the artist, the
viewer has to confront the push-back of the world that does not accommodate the
viewer’s preferences. The viewer has to conform to the real world, rather than the other
way around. The very materiality of instrument and visual results confound the
expectations of the viewer, calling for widened or changed perspectives. This is the most
AR’s organizational structure adapts to the self; the unframed natural world poses
questions by its very resistance to that POV. I would extend “natural” here to the
culturally elaborated environments in which people find themselves, insofar as the reality
of a place shares this anti-illusionistic, resistant feature. Thus, the world is not simply
background fabric for my perception and action, but the field within which these take
place. I acknowledge that we often are not sensitive to the intercorporeity of our situation,
and treat the world as if a tourist postcard backdrop for photographs of ourselves. But
even then, our bodies resist smooth transitions over time and terrain. General atmosphere
in the surround likewise affects those who enter its arena, resisting my mood or
surprising me, rather than radiating simply from myself towards it. 5
point, given that it takes account of our embodiment. He remarks, “depth is the means the
things have to remain distinct, to remain things, while not being what I look at at present.
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It is pre-eminently the dimension of the simultaneous.” (1968, 219).The point, the line,
and the plane are not presupposed in depth as the first dimension. All real and virtual
aspects of this particular place coexist “in degrees of proximity, they slip into one another
inspection obstacles, a resistance which is precisely their reality, their ‘openness,’” and
my “look does not overcome depth, it goes around it.” (Merleau-Ponty, 1968, 219). Are
holograms and virtual screens floating in this room things? With depth? Insofar as they
integrate with the real components of the milieu, and coordinate changes with them, I
would give qualified assent. Like light, ambient sound, or dust in air, virtual projections
can offer a fullness to my experience of place. But insofar as they only appear and
not.
have a latent content and a comportment that doesn’t depend upon being perceived.
When perceived, much remains hidden (e.g., their history, the back side of 3-D objects),
and the object offers itself as something that could show its other angles. Cézanne notes
that “it is color that expresses all changes in depth,” and offers sensations of the palpable
distance between objects and viewer. 6 Cézanne’s watercolors have been described that is
compatible with Merleau-Ponty’s notion of depth: his “patches do not represent materials
tone to tone in a color scale, and the modulations from scale to scale—that parallel the
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and the like knit together a coherent milieu that finds response in the viewer/painter’s
sensations. AR models that can be perceived by a room full of people sitting at a table
must have multiple faces as well, adapted to each viewer. A perceiver of a real table
might only see three legs, but can confirm the fourth one by walking around the object.
Meanwhile, sight of another leg is occluded. AR projections of a table might also display
only three legs, but they don’t need these legs to stand on. Stability and change of the
customized visual AR arrays adapted to my POV, highlight the realm of ethical life. On
the level of the individual body schema, AR offers possibilities of sensory overload, but
also creative ones. On the level of community, the challenge is to foster healthy contact
between humans who open onto a continuous visual/tangible field, who can share
technical, and educational applications are often touted, but porn and 3-D shooter
animations integrated into physical reality are likely to be more lucrative. They may also
tablets, 3-D projections, etc.), shows the moral degeneration not only of the players, but
of the game’s organizers and maintenance staff, who become fascinated and numbed by
the many naked androids they clean up after violent sprees. 7 Gail Weiss reminds us that
there is an “ongoing construction and reconstruction of our bodies and body images,
which in turn “alter the very nature of … intercorporeal exchanges,” with humans and
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non-human others. (1999, 3). These physical and emotional responses develop as
relationships with them and internally with our very selves. Thus, indiscriminate use of
AR and other new modalities along the continuum of the real and virtual can change not
only our perception but our lived experience of self. It may be argued that we are
traditional media. Yet the blurring of reality/virtuality and the deeply affective
engagement with these modalities intensifies the risks both on individual and communal
levels.
Another question that must be asked of AR is how to manage the addictive effects
we have seen in social media use, gaming, and porn: the masking of the possibility of
genuine contact with others under the illusion of heightened interactions. This kind of
closing off from others can lead to habitual inability to do otherwise; finally, reduced
situational awareness can shrink the world to the size of a solitary soul’s desires. The
solipsistic end game is a far cry from Merleau-Ponty’s offer of a fully reversible
another human, or the growing of one’s own unpredictable garden, disappointing? Or, at
its best, will AR foster interactions that help us live more flourishing lives? Isolation and
the devaluation of life with others can distort even the criteria we use for judging what
counts as a vivid life, with preferences for excitement that can lead to neglect of the body
and memory have a wide field with the incorporation of embodied actors and aural/visual
278
vibrant experiences. Rather than simple illustration or functioning as theatrical
backdrops, some of the video work showing up in contemporary opera may meet
Moby Dick (2010), which visually suspended the audience in the crows’ nest high above
atmospheres are evoked by lighting and set design, and practices in these domains, as
well as cinema, could be put to good use by AR designers. AR’s as yet unexplored field
by humans “on stage” and off. With narratives and techniques for making worlds come
alive as intercorporeal fields, within which the participants find themselves attentive to
people, places and things, Augmented Reality applications could offer new and exciting
ways of resonating with and understanding places and times beyond the solipsistic self.
By different means, then, the painter and the AR designer may allow us to experience our
lives freshly, as intertwined with others and embedded within a dynamic context. They
may alter our perceptions of space and time, bringing past and imaginable future close to
us. In so doing, they may alter our habits and sensitivity to atmosphere, the zone-like
ambiguity of our intentional gestures towards each other. With real-time interactivity,
Augmented Reality has the potential to develop genuine contact between humans and
non-human others. But because of the difference in adaptation to/from the world by the
painter and AR, there is a heightened risk with even the most artful AR that participants
will be dazzled by illusions without a spontaneous felt affinity with others. Whether
Augmented Reality applications could enable our meeting in the pre-reflective field of
279
wild perception, and imagine a healthy future together based on our lived experience
References
Bachelard, Gaston. 1971. “The Painter Solicited by the Elements,” in The Right to
Dream. Translated by J. A. Underwood. New York: Grossman.
Böhme, Gernot. 2013. “The stage set as a paradigm for an aesthetic of atmospheres,”
Ambiances [Online]. Rediscovering, 2013-02-10. Retrieved 2016-10-02. URL:
http://ambiances.revues.org/315.
Conisbee, Philip and Denis Coutagne. 2006. Cézanne in Provence. Exhibition Catalogue.
Washington DC: National Museum of Art.
Merleau-Ponty, Maurice. 2014. The Phenomenology of Perception. Translated by Donald
Landes. New York: Routledge.
__________________. The Visible and the Invisible. 1968. Edited by Claude Lefort and
translated by Alphonso Lingis. Evanston: Northwestern University Press.
Morris, David. 2004. The Sense of Space. Albany: State University of New York Press.
Nietzsche, Friedrich.1967. The Will to Power. Translated by Walter Kaufmann and R. J.
Hollingsdale. New York: Vintage.
Peddie, Jon. 2017. Augmented Reality, Where We Will All Live. Springer International
Publishing.
Schmalstieg, Dieter and Tobias Höllerer. 2016. Augmented Reality: Principles and
Practice. Boston: Adison-Wesley.
Smith, Steve. 2010. "A Role for the Roiling Sea as Ahab Hunts His Whale," New York
Times, 2010-05-02. Retrieved 2017-09-03.
Weiss, Gail. 2013. Body Images: Embodiment as Intercorporeality. New York:
Routledge.
280
1
Philip Conisbee and Denis Coutagne, 2006, 210-211. Image 91, 1985-1900, watercolor
and graphite on paper, 47.5 x 30 cm. Private collection. Also, Image 93, 1895-1900,
watercolor and graphite on paper, 31.4 x 47.6 cm. The Museum of Modern Art, New
displays and non-visual sensory modalities are helpful here. They also specify the
presenting information and images in ways that combine real and virtual components, are
_Ch%C3%A2teau_Noir_and_Mont_Sainte-Victoire,_c._1890-1895_-
https://goo.gl/images/DUkWWo
4
Pattie Maes and Pranav Mistry at the MIT Media Labs Fluid Interfaces group have
projector, smartphone and a mirror on a lanyard around the viewer’s neck to turn surfaces
into screens, augmenting what the viewer points to as he or she moves through physical
space. Other groups are developing glasses or contact lenses to free up the hands, but
while I find the changes in technology fascinating, here I want to focus on the
consequences of AR’s potential spatial and temporal alterations in the world around us.
See also: Georgia Tech’s Augmented Environments Lab; the Tracking Project at UNC,
281
Chapel Hill; Columbia University’s Computer Graphics and User Interfaces Lab, as well
as projects underway in the private sector, notably at Google and Microsoft. See a history
intelligence hold one’s interest, but the androids discover that selfhood is achieved
through interactions with one another. Meanwhile, the viewer becomes complicit with
the park’s engineers, inured to the sex scenes in the background of violent shoot-outs.
https://www.theatlantic.com/magazine/archive/2016/10/sympathy-for-the-
robot/497531/ .
8
Steve Smith, (2010-05-02), Retrieved 2017-09-03.
282
The Place of Others: Merleau-Ponty and the Interpersonal Origins
of Adult Experience
Susan Bredlau
When we perceive, what we perceive always takes the form of a figure against a ground. 1 What
we perceive could, therefore, always be perceived differently. What we now perceive as figure
could come to be perceived as ground and vice versa. Furthermore, this configuration of figure
and ground has a specific meaning. While walking on the campus at which I teach, for example,
I am focused on the people streaming past me and rather than on the buildings, and, expecting
that I will run into someone I am happy to see, I experience the campus as pleasant and
Perception, in other words, is not a process of representing a situation that has already
been established independently of us. Rather, it is the very establishment of a situation in its
significance for us. We must recognize, therefore, the significance of the situations we perceive;
we must, to use the language of Edward Casey, whose work I will discuss further in the next
section, recognize the phenomenon of place. Rather than overlooking the phenomenon of place
1
See Phenomenology of Perception, 4: “When Gestalt theory tells us that a figure against a background is
the most basic sensible given we have, this is not a contingent characteristic of factual perception that
would, in an ideal analysis, leave us free to introduce the notion of impression. Rather, this is the very
definition of the perceptual phenomenon, or that without which a phenomenon cannot be called
perception.”
and failing, therefore, to recognize the situations we perceive in their significance for us, we
must, instead, become attentive to the phenomenon of place and describe the situations we
the Phenomenology of Perception, but also on Casey’s account of place in Getting Back Into
Place and The Fate of Place, Russon’s account of family life in Human Experience, and
contemporary research in child psychology, I will argue that such attentiveness to the
phenomenon of place reveals that our adult perception of place is a fundamentally interpersonal,
rather than an individual, achievement. Our adult perception of place is grounded in our bodies’
habits, and we begin to developing these habits not as isolated individuals but as members of a
family.
Furthermore, I will argue that recognizing our bodies' habits as having their origin in the
family helps make sense of Merleau-Ponty's claim in the Phenomenology of Perception that truly
understanding our experience other people requires that we “rediscover the social world” 2 and
reveals that our adult experience of place can have a virtual aspect that is implicit and ongoing
rather than explicit and intermittent. Rather than taking our perception of place for granted, and,
in doing so, assuming that it is shared with others, we must, instead, recognize the familial aspect
of our perception of place and begin taking responsibility for it - rejecting, sustaining or
transforming our perception of place in light of our present relations with others.
2
Phenomenology of Perception, 379.
284
Section One: Place and the Lived Body
In Getting Back Into Place and The Fate of Place, Casey argues that philosophers, particularly
since the early modern period, have generally neglected the phenomenon of place and focused,
instead, on the phenomena of space and time. Yet these philosophers’ conceptions of time and
space, Casey writes, have tacitly relied on an experience of place in which place is not, as has
usually been assumed, a “mere sector” of space. 3 The phenomenon of place deserves, therefore,
to be considered in its own right; such consideration not only reveals that place is irreducible to
space but also is, in relation to time, “if anything, a first among equals.” 4
phenomenological account of place. 5 By carefully describing our lived experience, Casey reveals
the centrality of the phenomenon of place within our lives: “place as it forms part of daily (and
nightly) life.” 6 Our lives are not set within a homogenous and indifferent space. Rather, our lives
are set, for example, on the coast of Maine, at the university where we teach, or in the city of
Tehran. These settings are irreducible to certain quantities of land or locations on a map; as
Casey writes, “I do not take place to be something simply physical. A place is not a mere patch
of ground, a bare stretch of earth, a sedentary set of stones.” 7 These settings have a rich,
existential significance; the phenomenon of place, Casey writes, has the power “to direct and
stabilize us, to memorialize and identify us, to tell us who and what we are in terms of where we
3
Getting Back Into Place, xxii.
4
Getting Back Into Place, xxii.
5
Getting Back Into Place, xxii.
6
Getting Back Into Place, xxii, 320.
7
Getting Back Into Place, 329.
285
are (as well as where we are not).” 8 Place cannot, therefore, be understood as “the mere
Casey writes, “A place is more an event than a thing to be assimilated to known categories. As
an event, it is unique, idiolocal” 10; places are “loci of intimacy and particularity, endowed with
In Casey’s account of place, our lived bodies, he writes, offer us a “guiding thread.” 12 If
this attention to the lived body is surprising, Casey writes, this is because philosophers have
neglected the phenomenon of the lived body as much as the phenomenon of place; there is,
“rarely any serious discussion of the role of the body in the determination of place.” 13 This
neglect of the lived relation between place and body reflects, Casey argues, modern philosophy’s
conception of the body as a mere thing in space; “At first glance, the convergence of diminished
attention to the lived body and to experienced place might seem to be merely coincidental. But in
fact the respective destinies of body and place are closely connected in philosophical thinking; as
body came to designate the hard physical body of res extensa, so place came to mean a mere
8
Getting Back Into Place, xv, italics his.
9
The Fate of Place, 233.
10
Getting Back Into Place, 329.
11
Getting Back Into Place, 233.
12
The Fate of Place, 203.
13
Getting Back Into Place, 45.
14
Getting Back Into Place, 46, italics his.
286
Drawing on Husserl and Merleau-Ponty, however, Casey argues, that the body is no more
reducible to a physical thing than place is. The body’s movements, rather than simply occurring
within the places we experience are, instead, the enactment of our experience of place. Merleau-
Ponty, Casey writes, “teaches us not just that the human body is never without a place or that
place is never without (its own actual or virtual) body; he also shows that the lived body is itself
a place. Its very movement, instead of effecting a mere change of position, constitutes place,
brings it into being.” 15 The body’s enactment of our experience place is not, however, the
unilateral imposition of meaning onto utterly passive physical surroundings. The constitution of
place “requires a place that is amenable to this body-subject and that extends its own influence
back onto this subject. A place, we might even say, has its own ‘operative intentionality’ that
elicits and responds to the corporeal intentionality of the perceiving subject” (325); 16 “Just as
there are no places without the bodies that sustain and vivify them, so there are no lived bodies
without the places they inhabit and traverse.... Bodies and places are connatural terms. They
generally does not require our explicit attention. These habits, Casey argues, fundamentally
inform our experience of place. Habit is not the merely mechanical repetition of specific
15
The Fate of Place, 236, italics his.
16
Getting Back Into Place, 325. See also Casey’s discussion of orientation: “as an actively orienting
force, indeed, as the very center of orientation, the lived body escapes self enclosure. To orient, after
all, is to orient to--to something other than that which does the orienting itself” (Getting Back into
287
movements. Habit is, more fundamentally, a form of bodily understanding: “...knowledge by
acquaintance in the form of familiarity.” 18 Habits enact our experience of a specific building, for
example, as our home and our experience of the area immediately surrounding this building as
our neighborhood. As a form of knowledge that resides, so to speak, in our arms and legs, we can
know our way between our home and the grocery store, for example, without knowing that the
route consists of three right turns followed by two left turns. Habit is, to use the language of
We often think of habits as individual achievements. I have the habit, for example, of
getting up early, smoking, or eating healthy food. Yet many of our habits do not reflect us as
unique individuals. Instead, as Casey notes, many of our habits reflect us as members of larger
communities; the body incorporates “cultural patterns into its basic actions.” 20 Thus not only is
“Culture carried into places by bodies...[the] body inhabits places that are themselves culturally
informed.” 21 In walking, for example, we wear paths in the ground and in building houses for
ourselves, we establish towns. Yet we also follow paths that others have worn in the ground and
move to towns that others have established. Any place, Casey writes, is pervaded by culture even
18
The Fate of Place, 232, italics his. See also Casey’s discussion of habit as a form of memory, “Habitual
288
Casey’s work has drawn our attention to the phenomena of place, to the inextricability of
the lived body from our experience of place, and to the critical contribution of the lived body’s
habits to our experience of place. I will now turn to Merleau-Ponty to offer a fuller account of
the lived body’s existence as habitual and the role of other people in the lived body’s formation
of habits.
the behavior of living beings because it fails to recognize the very phenomenon of behavior. Behavior
is activity of a subject and not an object; the movements of living beings are the enactment of their
experience, and we perceive it as such. We do not, in other words, perceive other people's body
movements as utterly insensitive to their surroundings. Rather we perceive other people’s body
movements as perceptive; “But if the other's body is not an object for me, nor my body an object for
him, if they are rather behaviors, then the other's positing of me does not reduce me to the status of an
object in his field, and my perception of the other does not reduce him to the status of an object in my
Furthermore, if we take seriously the insight that our perception of our surroundings is
always significant, then perceiving others as perceptive entails more than simply perceiving them
as - like us - perceptive. It also entails perceiving their perception of their surroundings as - like
perceive others as oriented toward certain things rather than others and as oriented toward these
things in one way rather than others; “The other body is...the place of a certain elaboration and
somehow a certain “view” of the world.” 23 When we perceive a person sitting beside us in the
23
Phenomenology of Perception, 369.
289
coffee shop moving her arms and making contact with the computer keyboard in front of her, for
example, we perceive her as at work, attentive to the words and images on her computer screen.
Likewise, we perceive someone who suddenly crouches down in front of a tree branch as
ducking to avoid the branch and someone who is moving quickly toward the bus as trying to
Another person’s perceptual experience is, of course, never reducible to our own, and I
will return to this point in Section 5. We can be wrong about what we perceive others perceiving,
and we can even be wrong about whether a particular person is perceptive. Yet, Merleau-Ponty
argues, we can only be wrong if we first perceive others as perceptive and if this initial
perception as mistaken - either about whether this specific person is perceptive or about the
correct; “Each perception, although always potentially “crossed out” and pushed over to the
realm of illusions, only disappears in order to leave a place for another perception that corrects
it.” 24 We realize we are mistaken about what one person is perceiving, for example, when we
perceive them as perceiving something else. Thus a mistake does not throw into question every
perception of others as perceptive but, instead, confirms some of these other perceptions.
24
Phenomenology of Perception, 360.
290
Section Three: Infant Perception
Many psychologists, Merleau-Ponty writes, argue that infants experience others as perceptive
only through analogy. 25 The analogy runs as follows. Having experienced ourselves as
perceptive and having perceived our own bodies, we come to correlate our perceived body with
our perceptivity. Then, in perceiving others' bodies, we draw an analogy between our perceived
body and our perceptivity and others’ perceived bodies and their perceptivity. In other words, if
we see others’ eyes as seeing and ears as hearing, this is because, having seen our own eyes and
ears and having correlated our hearing with our ears and our seeing with our eyes, we then
correlate others' eyes and ears and with our own eyes and ears and, finally, with seeing and
hearing. One would expect, therefore, that infants would not be able to imitate others' facial
expressions. Having only experienced their own faces as perceptive and never as perceived, they
should have no way of drawing an analogy between the facial movements they perceive others
making and the facial movements that enact their own perception.
Yet, Merleau-Ponty observes, infants are, in fact, able to imitate others' facial
expressions, and his observations are supported by more recent research on infants. 26 Andrew
Meltzoff and Keith Moore, for example, have argued that infants who are only a few hours old
are able to imitate an adult’s tongue protrusions. Infants’ behavior, Merleau-Ponty argues,
implies that infants do not experience others as perceptive only through analogy; rather, infants
25
Merleau-Ponty's argues against an experience of others by analogy in both the Phenomenology of
Perception, particularly 367-368, and “The Child's Relations with Others,” particularly 113-120.
26
See, for example, Meltzoff and Moore, “Newborn Infants Imitate Adult Facial Gestures.” For a
discussion of this research in light of Merleau-Ponty’s discussions of infant behavior, see Gallagher,
How the Body Shapes the Mind, 65-85 and Welsh, The Child as Natural Phenomenologist, 72-105.
291
immediately perceive others' body movements as having the same powers of perception that their
bodies do. Though we do not, for the most part, observe our bodies as we perceive - and though
we are unable - even as adults - to describe many of the specific bodily movements that enact our
perception - we see others' bodies as the visible manifestation of our own powers of perception.
When we think about infant imitation, therefore, we should conceive of this imitation as a
matter of perception rather than simply movement. That is, infants' imitation of others' bodies
does not consist merely in moving in a way that is similar to the way that they perceive others as
moving; infant imitation of others' bodies consists of perceiving in a way that is similar to the
way they perceive others as perceiving. Some recent research on infant perception supports this
implication. Andrew Meltzoff, for example, has documented 18-month old children, after
watching adults unsuccessfully perform a novel activity like pulling apart a dumbbell shaped toy,
performing the activity successfully; the infants appear to imitate the adults' aim rather than just
their movements. 27 Interestingly, after watching a machine perform this same task
unsuccessfully, infants were far less likely to perform the activity successfully.
Similarly, Maria Legerstee (1991) has documented 10-month old infants who watched an
adult stick her tongue out also sticking their tongues out. Infants who watched a red stick
protrude from a white tube, however, did not stick their tongues out. If we think of both the
person and the red stick in the white tube as being perceived by the infant as objects, and we
might be surprised that the infants did not respond to both by sticking their tongues out. If we
think of the person as being perceived by the infant as perceptive, however, the red stick as being
perceived by the infant as an object, however, we need not be surprised by the difference in the
27
Meltzoff, “Understanding the Intentions of Others.” For a broader discussion of infant imitation of
292
infants’ response to the person and the red stick. As adults, if we see someone in a non-
laboratory setting sticking their tongue out, we will likely perceive them as tasting something or
making a face at someone. If we see a stick moving out of a tube, however, we will not perceive
the tube as tasting something funny or making a face at someone. Meltzoff and Legerstee's
research suggests that infants – like adults – perceive other peoples’ bodies as perceptive and not
merely as moving. The phenomenon of infant imitation is, I think, worthwhile reflecting on a bit
more. We should notice that - as infants as well as adults - we do not simply remain aloof when
we perceive others as perceptive. That is, we do not merely observe that others are perceptive
and then return to perceiving the world as we had before. Instead, we often take up what we have
perceived as their perception for ourselves, and we do so without having explicitly decided to do
perspective.” 28 When we see someone staring intently at something, for example, we are usually
curious about what, exactly, they are perceiving and try to perceive it for ourselves. There is
something appealing to us about other peoples’ perception; we are drawn out of our ways of
We ought, in other words, notice that even as an infant’s surroundings could have could
have a wide variety of significances for her, she often perceives these surroundings as having the
same significance that she perceives them as having for others. In rooms filled with things that
they could pay attention to, infants not only often pay attention to what they perceive others
paying attention to - and overlook what they perceive others as overlooking - but they also often
pay attention to these things in the same way as they perceive others as paying attention to
28
Phenomenology of Perception, 369.
293
them. 29 If we are not surprised that infants pay attention to what we pay attention to and pay
attention to it in a similar way to the way we do, this is because we are taking the significance of
the place we perceive for granted. Yet we should not take these significance for granted; it is,
after all, just one of many possible significances that our surroundings could have for us.
others we depend upon as children as our “family.” While our family may consist of two parents
and one sibling, it may, instead, consist of several orphanage workers and fifty other orphans;
likewise, while our family may be attentive and caring, our family may also be terribly
neglectful. 30
These others who raise us have particular ways of perceiving the world. Thus, rather than
beginning our lives by perceiving in solitude and only subsequently discover that others are also
perceptive, we begin our lives by perceiving others as perceptive, and we are often drawn into
the meanings that we perceive them enacting. We grow up in families in which, for example,
shoes are taken off before entering the house, plates are cleaned at mealtime, children are
generally seen but not heard, or anger is suppressed rather than expressed.
29
See, for example, Meltzoff, “Infant imitation after a 1-week delay” and Sorce, “Maternal Emotional
Signaling.”
30
For a discussion of the impact of severe neglect on infant development, see Simms, “Intimacy and the
294
In Human Experience, John Russon offers a powerful phenomenological account of
family life and its significance for children. 31 As children, Russon argues, we are not born with a
distinct sense of the world or ourselves. Instead, we develop this sense of the world and of
ourselves by participating in family life; “It is our family--our group of familiars--that first
defines for us where we fit into intersubjective relations and, consequently, what will count as
the values by which “we” must approach the world, by which we must contact reality. Our
family defines for us our proper place, and, indeed, the place of propriety--of value--itself.” 32
The family, Russon writes, is the most familiar form of cooperative self-definition; as a
existence as this particular role player among others in a shared situation” rather than as resting
“in one’s isolated singularity--one’s existence as this singular self.” 33 The self-definition of a
family is generally a practical matter rather than a cognitive matter; it is embodied in “particular
that are not ours as individuals but, instead, are ours as a member of a family; from birth our
perception is not entirely our own. Insofar as these familial ways of perceiving are embodied in
our habits, we do not need to explicitly think about the significance of our surroundings or of our
own behavior; rather, we immediately experience our surroundings and our behavior in their
31
Russon defines the family very broadly; insofar, then, as all infants depend on others to raise them, all
infants
32
Human Experience, 65.
33
Human Experience, 62.
34
Human Experience, 61.
295
significance for our family. We experience the places, and our place within these places, that our
family does.
As infants, however, most of us experience few - if any - alternatives to our family's ways
of perceiving and few - if any - alternatives to our culture's or nation's ways of perceiving. Thus,
as Simone de Beauvoir argues in The Ethics of Ambiguity, we begin our lives with no way of
recognizing our particular ways of perceiving the world as particular; she writes, “The child's
situation is characterized by finding himself cast into a universe which he has not helped
establish, which has been fashioned without him, and which appears to him as an absolute to
which he can only submit. In his eyes, human inventions, words, customs, and values are given
As children, we often mistake the ways things are for us for the way things simply are;
that is, we mistake what is habitual for what is natural. That we make this mistake is attested to, I
think, in our first experiences of visiting other families. We often find these other families' ways
of perceiving quite surprising. We had no sense, for example, that home could be a place where
one could wear shoes inside or could express anger. Until visiting other families, it simply had
not occurred to us that the places we perceive could be perceived differently; we experienced
what was really a particular and conventional way of perceiving as, instead, a universal and
“anonymity” of our embodied existence; he writes, for example, that “...my organism - as a pre-
35
The Ethics of Ambiguity, 35.
296
personal adhesion to the general form of the world, as an anonymous and general existence -
plays the whole of an innate complex beneath the level of my personal life.” 36 Insofar as our
bodies are human bodies, gifted with powers of perception that - though they are unique to us
insofar as we have human bodies - rather than dog bodies or dolphin bodies - that are not unique
Yet this anonymity that is enacted by our bodies as organisms is not the only form of anonymity
that Merleau-Ponty notes; in Part Two, Chapter Four of the Phenomenology of Perception,
“Others and the Human World,” Merleau-Ponty writes, for example, “In the cultural object, I
experience the near presence of others under a veil of anonymity. One uses the pipe for smoking,
Merleau-Ponty begins “Others and the Human World” by establishing that insofar as
bodily behavior enacts perception and is not distinct from it, we perceive others as perceptive.
Rather than relating to other people first as objects and then having to forge a relation to them as
subjects, we begin by relating to other people as subjects; as Merleau-Ponty writes, “...the other
person is not enclosed in my perspective on the world because this perspective itself has no
36
Phenomenology of Perception, 86.
37
For a discussion of this form of anonymity in Merleau-Ponty’s work, see Toadvine, “The Time of
Animal Voices.”
38
Phenomenology of Perception, 363. For discussions of this form of anonymity, see Weiss, “The
Weiss argues that anonymity “...can be viewed as a positive social phenomenon that enables society,
297
definite limits, because it spontaneously slips into the other's perspective, and because they are
perception.” 39
Toward the middle of this chapter, however, Merleau-Ponty's focus shifts. While we must
recognize that our perception does not begin as absolutely distinct from that of others, he argues
that this recognition alone does not sufficiently account for our experience of others; “The
difficulties of perceiving others are not all the result of objective thought, and they do not all
cease with the discovery of behavior...” 40 Even as we perceive others as perceptive - and thus are
not utterly cut off from other people - what we perceive others as perceiving is not identical to
what they perceive; “But ultimately, the other's behavior and even the other's words are not the
other himself. The other's grief or anger never has precisely the same sense for him and for
me.” 41
Merleau-Ponty concludes the chapter by writing that, “...we must rediscover the social
world, after the natural world, not as an object or sum of objects, but as the permanent field or
dimension of existence: I can certainly turn away from the social world, but I cannot cease to be
situated in relation to it.” 42 This conclusion might seem puzzling. Having argued that our
impersonal or anonymous coexistence with others did not address all the difficulties of our
experience of others, Merleau-Ponty might now appear to merely be reaffirming this anonymous
coexistence and thus be leaving all the difficulties he raised in the middle of the chapter
39
Phenomenology of Perception, 369.
40
Phenomenology of Perception, 373.
41
Phenomenology of Perception, 372.
42
Phenomenology of Perception, 379.
298
unresolved. Yet if we understand Merleau-Ponty's idea of the rediscovery of the social world in
light of the previous discussion of family, I think we can see how this idea is actually a solution
to the difficulties he raised earlier. To rediscover the social world is not, I think, simply to
recognize that our ways of perceiving are, at least in part, ours rather than simply mine or yours.
It is also to recognize our ways of perceiving as originally shared with our family.
The familial origin of our habits means that even as adults living apart from our family,
we nonetheless often continue to experience place as our family did when we were children. In
other words, the exploration of the interpersonal dimensions of place reveals a virtual aspect to
our experience of place. Unlike the virtual aspect of experiences involving technologies like
FaceTime or Skype, however, which consists of an explicit experience other people as in the
same place as us even though they are actually in a different place, the virtual aspect that I am
describing consists of an implicit experience of other people as in the same place as us even
though they are actually in a different place. This implicit experience of other people as in the
same place as us, in contrast to the explicit experience of other people as in the same place, is a
virtual aspect of experience that can be continuously, rather than just intermittently, operative in
our experience.
Even when our family is not actually present with us, and even when we are not
explicitly thinking of our family, our habits can mean that, even as adults, we continue to
experience places as if we were still encountering them with our family; as Russon writes, “our
interpersonal identity [will] always carry the traces of our family members as our founding
points of human references.” 43 Well into adulthood, for example, I may, experience New York
City as the chaotic place in which I am constantly at risk that my family experienced it as when I
43
Russon, Human Experience, 67.
299
was a child. Though it has been many years since I was in New York City with my family, and
though I have been in the city on my own many times since, my persistent experience of the city
trips into New York. Furthermore, the way in which my adult experience continues to be shared
with my family may be problematic for my relationship with the people who are actually present
with me. My partner, for example, in contrast to me, may experience the city as an inviting place
from which he draws creative inspiration, and he may experience the defensive attitude I take up
Thus, just as we cannot assume that our ways of perceiving are strictly individual, we
also cannot assume that our ways of perceiving are, in fact, shared with all others. Our ways of
perceiving place, though not entirely private, are not shared universally; they reflect the specific
family that we person grows up within. As habitual, however, our ways of perceiving not fixed
givens to which we can only submit. We could develop very different ways of perceiving than
those we presently enact. Though our habits are compelling, they are not absolutely compelling.
Indeed, whether or not these ways of perceiving continue to exist depends on whether we
continue to sustain and support them. In rediscovering the social world, then, we not only emerge
out of the anonymous coexistence with others in which we were previously immersed. We also
begin to take responsibility for the habits that we developed within our family and that
constituted this coexistence. Even when we are with those who share our habits, each of us, as
adults, remains individually responsible for the continuation - or transformation - of these habits.
44
For an excellent discussion of how the continuation of familial habits into adulthood may hinder our
300
Others continuation of certain ways of perceiving does not necessitate our continuation of
these same ways. Moreover, when we have relationships with those who do not share our habits,
relationships.
Understood, then, as the activity of recognizing and taking responsibility for our habitual
ways of perceiving, rediscovering the social world does provide a solution to the difficulties
Merleau-Ponty raised earlier in the chapter. By recognizing that our ways of perceiving are, in
part shared, we acknowledge the experience of others and escape solipsism. By recognizing that
our ways of perceiving are shared only with certain others and by taking individual responsibility
for these ways, however, we also acknowledge that our experience is irreducible to that of others.
Though our bodies are always, in part, habit bodies, and while these habits always begin within a
specific family, we remain free to invent new ways of perceiving and to inaugurate new ways of
inhabiting place.
References
1. Casey Edward, S. 1984. "Habitual Body and Memory in Merleau-Ponty." Man and
World 17: 279-297, 1984 17:279-297.
2. Casey Edward, S. 1998. The Fate of Place. Berkeley, California, USA.
3. Casey, Edward S. 1993. Getting back into place. Toward a renewed understanding of the
place-world. Indianapolis, USA: Indiana University Press.
4. de Beauvoir, Simone. 1994. The ethics of ambiguity. Translated by Bernard Frechtman.
New York, USA: Citadel Press.
5. Gallagher, Shaun. 2006. How the body shapes the mind. Oxford, UK: Clarendon Press.
6. Legerstee, Maria. 1991. "The role of person and object in eliciting early imitation."
Journal of Experimental Child Psychology 51 (3):423-433.
7. Meltzoff, Andrew N. 1988. "Infant imitation after a 1-week delay: long-term memory for
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8. Meltzoff, Andrew N. 1995. "Understanding the intentions of others: re-enactment of
intended acts by 18-month-old children." Developmental Psychology 31 (5):838-850.
9. Meltzoff, Andrew N. 1999. "Born to Learn: What Infants Learn From Watching Us." In
The Role of Early Experience in Infant Development, edited by Nathan A. Fox, Lewis
Leavitt and John G. Warhol, 145-164. Pediatric Institute Publications.
10. Meltzoff, Andrew N., and Keith M. Moore. 1983. "Newborn infants imitate adult facial
gestures." Child development 54:702-709.
11. Merleau-Ponty, Maurice. 1963. The Structure of Behavior. Translated by Alden L.
Fisher. Boston, USA: Beacon Press.
12. Merleau-Ponty, Maurice. 2012. Phenomenology of Perception. Translated by D. A.
Landes. Oxford UK: Routledge.
13. Merleau-Ponty, Maurice. 2012. "The Child's Relations with Others." In The Primacy of
Perception. Evanston, Illinois, USA: Northwestern University Press.
14. Russon, John. 2003. "Human Experience: Philosophy." Neurosis and the Elements of
Everyday Life (State University of New York Press, Albany, NY).
15. Ryle, Gilbert. 2009. The concept of mind. New York, USA: Routledge.
16. Simms, Eva-Maria. 2014. “Intimacy and the Face of the Other.” Emotion, Space and
Society 13: 80-86.
17. Sorce, James F., Robert N. Emde, Joseph J. Campos, and Mary D. Klinnert. 1985.
"Maternal emotional signaling: Its effect on the visual cliff behavior of 1-year-olds."
Developmental Psychology 21 (1):195-200.
18. Toadvine, Ted. 2014. "The Time of Animal Voices." Environmental Philosophy 11
(1):109-124.
19. Weiss, Gail. 2002. "The Anonymous Intentions of Transactional Bodies." Hypatia 174
(4):187-200.
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Northwestern University Press.
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7. Legerstee, Maria. “The Role of Person and Object in Eliciting Early Imitation.” Journal of
8. Meltzoff, Andrew N. “Born to Learn: What Infants Learn from Watching Us.” The Role of
Early Experience in Infant Development. Eds. N. Fox and J. G. Worhol. Skillman, NJ:
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16. Russon, John. Human Experience. Albany: SUNY Press, 2003.
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124, 2014.
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2002.
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Press, 2013.
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“The Place was not a Place”: A Critical Phenomenology of Forced
Displacement
Neil Vallelly
“What was life in Kakuma? Was it life? There was debate about this. On the one
hand, we were alive, which meant that we were living a life, that we were eating and
could enjoy friendships and learning and could love. But we were nowhere. Kakuma
was nowhere. Kakuma was, we were first told, the Kenyan word for nowhere. No
matter the meaning of the word, the place was not a place.”
Dave Eggers, What is the What: The Autobiography of Valentino Achak Deng (2007,
373)
In 2003, Sudanese refugee Valentino Achak Deng collaborated with American author Dave
Eggers to tell the story of his forced displacement during the second Sudanese civil war
(1983–2005). 1 The result was published as What is the What in 2007. Deng and the other
“Lost Boys of Sudan” walked for months—losing several members along the way to
malnutrition, dehydration and lion attacks—to the border of Ethiopia, where the Pinyudo
refugee camp was eventually established. But within a few years, the Lost Boys and other
refugees were chased from this camp by Ethiopian government forces, and after further
nomadic wanderings, they ended up in the Kakuma refugee camp in Kenya. Deng spent his
adolescence in Kakuma; he was educated, fell in love, and even became part of theatre troupe
there. And yet, throughout this time, he was plagued by an existential dilemma—was life in
Kakuma really lived? After all, it was “nowhere”: “the place was not a place.”
Deng reflects on his forced displacement from the US, where he was eventually
granted asylum. 2 But the effects of his original displacement from Sudan are not resolved by
his new citizenship status, because he experiences a new form of displacement as that of the
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immigrant. In the opening chapter of the book, Deng is robbed by an American couple who
force their way into his apartment. As they keep him captive, he ponders: “if this is
punishment for the hubris of wanting to leave Africa, of harboring dreams of college and
solvency in America, I am now chastened and I apologize. I will return with a bowed head.
[…] I have been humbled so many times since arriving that I am beginning to think someone
is trying desperately to send me a message, and that message is ‘Leave this place’” (4).
What is the What is a powerful reminder that the effects of displacement remain long
displacement is a primary and on-going experience for so many. On the one hand, the world
has never been more accessible: frequent flyers, commuters, and tourists traverse the globe
for the purposes of business and leisure. Likewise, the Internet and the evolution of
physical environments. On the other hand, the defense of place as a national boundary is on
the rise worldwide, and tightly controlled borders mean that millions of people are
“uprooted,” to borrow Hannah Arendt’s term, with “no place in the world, recognized and
In her work on refugees and forced displacement, Serena Parekh notes that “living
contemporary political life; it has in many ways become a standard way of living for millions
of people, and will increasingly be so in the future” (2017, 5). Not only are people displaced
by national and international conflict, but climate change has ushered in a new form of
displaced person, who seeks refuge from rising sea levels, soaring temperatures, and natural
disasters (Collectif Argos 2010; Wennersten and Robbins 2017). Giorgio Agamben’s
assessment that “in the context of the inexorable decline of the nation-state and the general
corrosion of traditional legal-political categories, the refugee is perhaps the only imaginable
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figure of the people in our day” seems more prescient now than ever (1995, 114). In other
experience. At a time when places emerge at the interstices of increased mobility and
immobility, both real and virtual, it is imperative that a phenomenology of place considers the
displace the ontological foundations of place, so to speak. I then turn to the ambivalent
ontological and human status of refugees and displaced persons, which is illustrated in the
reduction of their bodies from lived to merely existing. This reduction prohibits a meaningful
camps and detention centers by humanitarian organizations and national governments. In the
final section I consider the relationship between the body and temporality in the experience of
displacement, in which refugees and displaced persons encounter, to quote the anthropologist
Michel Agier, “a present that never ends” (2011, 78). Drawing on the work of Maurice
Merleau-Ponty, I propose that this seemingly endless present contributes to the physical and
***
307
—Kakuma? I said.
—Yes, Kakuma. There’s nothing here but us. Don’t you find that weird? That
it’s only people and dust? We’ve already cut down all the trees and grass for
our homes and firewood. And now what?
—What do you mean?
—We just stay here? Do we stay here always, till we die?
Until that moment I hadn’t thought of dying in Kakuma. (380)
***
Displacing Place
Displacement perpetually haunts the concept of place, because the ontological, social, and
political realities of place matter so dearly to those who have been denied access, for one
reason or another, to the experience of belonging to a place (real or virtual). Bruce Janz
suggests that “part of the impetus to research place comes from the recognition that many are
displaced, either due to their forcible removal from a place (e.g., a refugee situation), or from
the demise of the place itself. One cannot easily research the nature of place without
historiography of place, Edward S. Casey concedes that the forced migration of entire
that the contemporary world “is nothing but a scene of endless displacement” (1997, xiii).
But while there might be agreement that place matters precisely because of displacement (or
unplacement), what constitutes “place” and “displacement” is a lot harder to pinpoint across
disciplinary boundaries. Janz helpfully splits the range of approaches to place into four
points out, these various approaches to place often exist in a “productive tension” with one
another:
A phenomenologist may well assume that the meaning of place lies in what our places
bring out of us, while a symbolic thinker may assume that the meaning is coded in the
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intersubjectively available aspects of place. A social constructivist may (though not
necessarily) be inclined to regard place as a potentially obfuscating concept and thus
in need of deconstruction, while others may see it as giving light to something
fundamentally true or meaningful about human experience. (91)
There is a sense, then, that the concept of place is itself displaced between disciplines and
approaches. But what these studies share is a commitment to place as meaningful, whether
desire to transcend the association of place with location. In his Heideggerian analysis of
place, Jeff Malpas suggests that we shift away from “the simplistic notion of place as mere
‘location’ (the notion of place that is at work in the use of a map or in the giving of an
address)” and instead consider “place as that wherein things appear or come to presence.”
Consequently, “place has the character of both openness and opening—the latter being,
respectively, the most fundamental modes of the spatial and the temporal” (2016, 6). 3 Earlier
studies of place tended to stem this spatial and temporal openness. Yi-Fu Tuan argued, for
instance, “if we think of space as that which allows movement, then place is pause; each
pause in movement makes it possible for location to be transformed into place” (1977, 6). In
a similar vein, Michel de Certeau asserted that “place (lieu) is the order (of whatever kind) in
accord with which elements are distributed in relationships of coexistence. It thus excludes
the possibility of two things being in the same location (place). […] A place is thus an
There are obvious issues with this spatially and temporally static notion of place—not least,
because it contradicts the durational reality of the lived body—as it reduces the socio-spatial
significant political and social implications. “The more clearly the world is ordered into
discrete places,” writes geographer Tim Cresswell, “the more people and things that exist
outside of these places are likely to be labeled as disorder—as out of place. The production of
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order is simultaneously the production of disorder and deviance” (2009, 8). Consequently,
rigid notions of places as locations have the potential to align with exclusionary and
discriminatory biopolitical modes of social control. Agier observes this phenomenon in his
work at refugee camps, as does Lisa Guenther in her work on prisons (2013)—both are places
that “turn their occupants into permanent deviants, abnormals who are kept at a distance”
While the idea of place as “openness and opening” allows for a more fluent and
accessible notion of place, it is a conditional openness that depends on a stable notion of what
constitutes subjectivity and a human body. That is, it requires an embodied subject that
initially belongs to a recognizable place. In his book The Memory of Place (2012), Dylan
Trigg suggests that “being-in-the-world means being placed. At all times, we find ourselves
located in a particular place, specific to the bodily subject experiencing that place. We are
forever in the here, and it is from that here that our experiences take place” (2012, 4;
emphasis in original). But we might ask, who is this “we”? 4 Does this include refugees and
seamlessly within and between places, one must possess a secure—primarily, legal and
being displaced. There lies a potential problem, therefore, at the heart of the phenomenology
understanding of the relationship between place and subjectivity. 5 While Heidegger asserted
that “‘place’ places man in such a way that it reveals the external bonds of his existence and
at the same time the depths of his freedom and reality,” place (or lack of) can also be the very
mechanism that denies freedom and reality (1958, 19). Thus, there is a wider issue at stake
with place as a philosophical concept—that is, the bifurcation of the world into two different
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places: “on the one hand, a clean, healthy and visible world; on the other, the world’s residual
‘remnants,’ dark, diseased and invisible” (Agier 2011, 4). And as Merleau-Ponty showed us,
the invisible is deeply enmeshed in the visible, and vice versa (1968).
Refugees and displaced persons exist in the invisible world. Parekh suggests that
“once a person becomes stateless and is rejected from the common world,
“characterized by wandering and lasting destitution,” which constitutes the experience of “no
longer being in the world” (2008, 14–15; emphasis in original). Thus, when Trigg suggests
that “over time … places define and structure our sense of self, such that being dis-placed can
have a dramatic consequence on our experience of who we are, and even leave us with a
feeling of being homeless in the world,” he presupposes that one is anchored in the world in
the first place (2012, 1). Yet it would seem from testimonies that the displaced do not feel
“homeless in the world”; rather, they exist outside the world, “condemn[ed] … to a position
outside, as it were, of mankind as a whole” (Arendt 2003, 150). Parekh concludes, therefore,
that “having been excluded from this realm of shared meaning, experience, and fabrication,
stateless people have a kind of worldlessness, and are uprooted and rendered superfluous”
(2017, 91).
lived experience of place (Casey 1998, 24), and thus the identities of displaced persons are
they would be right. To be entirely displaced is an existential and spatial impossibility, and
thus, displacement is not in a strict sense a phenomenological reality. Rather, it is a term used
to denote an embodied experience of place that diverges from social and political norms. But
this conclusion would not be of much comfort to those for those who experience
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displacement as a daily reality, a reality that is both created by the primordiality of place and
place itself is a construct—what Judith Butler might call a “frame” (2009, 6–12)—that works
to define the socially-accepted phenomenal sphere, both to augment and limit what can be
cognizant of its own limitations—that is, a phenomenology that is aware that place by no
displacement.
phenomenology, more than any other philosophical tradition, also provides the theoretical
tools to examine what it means to be displaced. I agree with both Parekh and Agier that
displacement pushes the refugee or displaced person into a liminal phenomenal sphere. But as
Deng’s experience in What is the What exemplifies, this liminal sphere is still punctuated by
embodied and perceptual phenomena that can tell us something about the limitations of place
to think about how we incorporate the displaced into contemporary understandings of place
(which is the dominant logic of current refugee policies). Rather, it is to consider how we
might adjust the notion of place to account for displacement—we must, that is, displace
place. This seems to me like the most productive philosophical avenue in a world where less
than one percent of displaced persons are granted refuge annually (UN Figures).
of the body in experiences of place and displacement. Like citizens who are constituted by
their embodied experience of places, refugees and displaced persons are constituted by their
exclusion. Where citizens live in places, refugees merely exist outside places— “they no
longer have a social or political existence apart from their biological one” (Agier 2008, 49).
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Being reduced to pure biological existence transforms what it means to be a lived body,
which has significant implications for phenomenological considerations of place. For Casey,
“lived bodies belong to places and help to constitute them” (1998, 24; emphasis in original).
Likewise, Trigg posits that “to have a body means being in place; likewise, to be in place
means having a body” (2017a, 125). But what about those bodies that are living but do not
necessarily belong to places? Can we even say that they are “lived” bodies in the
phenomenological sense?
***
I don’t live anywhere, and you should learn from this. Why do you think I’m alive
boy? I’m alive because no one knows I’m here. I live because I do not exist. (204)
***
In his book Humanitarian Reason (2012), Didier Fassin notes that for asylum seekers
attempting to enter France, their bodies, rather than their voices, have become the primary
source of evidence for their experience of displacement. However, it is not the lived body, as
Casey imagines it, but the objectified body, which is examined by a medical practitioner for
traces of hardship, persecution, and even torture (110–11). For Fassin, “the body, no longer
the principal site at which the strength of power is manifested, has become the site where the
truth of individuals is tested. For both the poor who must exhibit the stigmata of poverty in
order to receive public aid or private charity, and the immigrants who must demonstrate their
sickness or suffering in order to obtain a residence permit … the body has become that which
bears witness to the truth” (113). In this sense, the asylum seeker is separated from his or her
body as a lived entity, and is held accountable to judgments of others upon his or her physical
being (Parekh 2017, 89). While for Casey the “body continually takes me into place … at
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once agent and vehicle, articulator and witness of being in place” (1993, 48), for the asylum
seekers in Fassin’s example, the body can be what denies them entry into place. Furthermore,
while their bodies bear “witness of being in place,” the original temporal and embodied act of
witnessing is irrelevant to their present plight. Their bodies are not lived in any meaningful
sense of the world. Their bodies are, rather, prescribed to them, handed over to others and
framework for understanding the ontological status of this prescribed body. A human body
can be apprehended as living, she suggests, but this does not necessarily mean it will be
recognized as a life (2009, 4–5). Rather, to be recognized as a life, this lived body “has to
conform to certain conceptions of what life is, in order to become recognizable” (7). These
“conceptions” are determined by a variety of political, social, and cultural norms, “which, in
their reiteration, produce a shift in the terms through which subjects are recognized. These
normative conditions for the production of the subject produce an historically contingent
ontology, such that our very capacity to discern and name the ‘being’ of the subject is
dependent on norms that facilitate that recognition” (4). We could suggest, for instance, that
if being always emerges from or returns to place, then place is a norm through which we
recognize certain subjects. Thus, those who exist outside places in a political and social sense
are bound to suffer an existential crisis (like the one Deng recounts)—they are deemed
unrecognizable through the normative frameworks that constitute subjectivity and humanity.
In the case of refugees and displaced peoples, it is primarily the loss of citizenship that
determines their ontological (and legal) status. As Parekh suggests, “once a person is stripped
of her political persona and citizenship, she appears as an abstract human being who,
precisely because of this abstraction, does not appear to be fully human” (2017, 86).
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The things that once denoted citizenship, which once underpinned and sustained one’s
entering into Bangladesh from Myanmar, Hannah Beech notes that “their licences, diplomas
and other paperwork mean nothing to officialdom. Besides, you cannot eat documents. Live
chickens and bags of rice are more sustaining” (New York Times, 17 Sept. 2017). Documents
only make sense in places (primarily nation-states) and thus lose all meaning outside of these
contexts. This is a point that both Arendt and Agamben make with reference to human rights,
which are intimately tied to nation-states. “Without a politically guaranteed public realm,”
Arendt proposes, “freedom lacks the worldly space to make its appearance” (1993, 149).
Likewise, Agamben points out that in “the so-called sacred and inalienable rights of man
them as rights of the citizens of a state” (1995, 116). In other words, the “rights of man” are
The loss of citizenship also annihilates the capacity of refugees and displaced persons
to act or speak in politically or socially meaningful ways— “the vulnerable, the wretched,
and all other kinds of absolute victim, are not subjects of speech,” Agier writes (2008, 103).
Frantz Fanon makes a similar point when referring to the colonized: “living does not mean
embodying a set of values, does not mean integrating oneself into the coherent, constructive
development of a world. To live simply means not to die. To exist means staying alive”
(2004, 232). 7 Those in refugee camps equally lose the capacity to contribute to the
“constructive development of a world,” and instead, staying alive is the only imaginable
aspiration. As a spokeswoman for the International Red Cross recently remarked with
reference to the refugee camps in northern Syria, “people don’t care anymore about politics.
What they wish for and what they hope for is—actually, the ones that we met recently, they
want just to stay alive. Their only hope is to stay alive” (Sedky, 17 Aug. 2017). The
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witnessing of death in these camps continually shadows this hope, and therefore staying alive
can manifest also as a radical fear of death. If “death,” as Heidegger suggested, “is the
possibility of the absolute impossibility of Dasein” (2010, 251), then perhaps living in a
The rights of refugees might have been firmly established under the United Nations
convention in 1951, but this has not necessarily led to more generosity on the part of nation-
states. Matthew J. Gibney charts the shifting status of the refugee over the course of the
twentieth century and concludes that “to be a refugee, it seems, may be to have access to
important rights, but woe betide those who arrive in Western states claiming to be a refugee”
(2006, 141). In fact, the UN convention has led to “a situation where refugees are the
responsibility of all states in general, but no state in particular” (ibid., 155). Refugees and
displaced persons are not only forced from their homes, but also seemingly ostracized due to
this fact. “Each displaced person, each refugee,” Agier observes, “carries with them the
experience of being undesirable and placeless. A lived experience of the original act of
violent persecution, then the trials and complications of exodus, [and] resented by
governments that refuse to register or assist populations displaced within their own country.
Other governments … refuse to give them a national status as refugees, and try to negotiate
their departure with international organizations” (2008, 28). Superfluity is thus the
ontological consequence of refugee policies. This is most evident with the case of Said
Imasi—a stateless asylum seeker who has been held without charge or trial in Australia since
2010 (Doherty, The Guardian, 14 Jan. 2018). Imasi cannot prove where he was born—thus
him go back to Europe, they told him he had “no choices” because he “was not a citizen of
any country” (ibid.) With no legal connection to place, Imasi has no rights—he is locked up
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and continually surveilled. “Every day I am crushed, every day is another life sentence,” he
displaced peoples alive in camps or detention centers, they also operate as complex systems
of biopolitical control that can reinforce the superfluousness and non-being of their
inhabitants (Verdirame and Harell-Bond 2005). Agier argues that living in a camp “is an
experience of living in the world while being maintained on the margins of the states, in a
spatial, legal, and political in-between zone” (2016, 464). For him, a refugee camp is “no
more than a euphemistic justification for controlling the undesirables,” and humanitarian
organizations have the “power over life (and to let live or survive) and death (to let die) over
the individual that [they] view as absolute victim” (2011, 211; 196). The camp, or detention
center, not only operates to control but also to exclude the “undesirables” from the
meaningful places of the Western world (Agier 2016, 463–64). And in this exclusion, lies the
shoring up national and territorial boundaries that enable citizens to live with an existential
Not only are refugees and displaced peoples forcibly removed from the places that
once enabled them to lead politically- and socially-engaged lives, they are often required to
inhabit a subjectivity that disqualifies them from engaging productively in the political and
social sphere. Namely, the role of the victim. Philip Marfleet points out that in camps,
“refugees are allocated a subordinate role in which it is anticipated that they will accept the
authority of the external forces and the ‘charity script’ in which they have been given non-
speaking parts” (2006, 207). 8 This is not to say that refugees are literally voiceless and
without the power to act—in fact, there are numerous examples to suggest otherwise, as
Deng’s experience in Kakuma illustrates. 9 Rather, it is to suggest that their speech or actions
have no consequence on their living or ontological status. “The loss of the ability to act is
317
such a fundamental loss not because it means that a person can no longer speak or act,”
Parekh notes, “but rather, they are no longer judged according to this but instead according to
what is ‘merely given’ about their existence—the fact they are human beings in general”
(2017, 94; emphasis in original). Like the asylum seekers in Fassin’s example, refugees and
the displaced are prescribed subjects, and as a result, “rather than being political subjects,
they become objects of humanitarian aid, bodies to be cared for and protected” (ibid., 88;
emphasis in original).
The reduction of the body from lived to merely existing presents problems for the
phenomenology of place. If “lived bodies belong to places” then what do merely existing
bodies belong to? And if a phenomenology of place depends on the lived body as the vehicle
displacement? Merleau-Ponty offers one way to answer these questions. The lived body is of
course the cornerstone of his phenomenology—it is, after all, our “general medium for
having a world” (2010, 169). But he is also aware that the body can be the very vehicle that
“Our body does not always have meaning, and our thoughts, on the other hand—in
timidity for example—do not always find a plenitude of their vital expression. In
these cases of disintegration, the soul and the body are apparently distinct: and this is
the truth of dualism. But the soul, if it possesses no means of expression—one should
in particular cases ceases to be the soul, as the thought of the aphasic weakens and
becomes dissolved; the body which loses its meanings soon ceases to be a living body
and falls back into a state of a physico-chemical mass; it arrives at non-meaning only
318
We can see that for Merleau-Ponty, the collapse of meaningful existence occurs through the
“disintegration” of the body, where the body appears to turn against itself and precipitate a
radical dualism at the heart of being-in-the-world. This disintegration has been applied to the
experiences of solitary confinement (Guenther 2013), illness (Carel 2016), and anxiety (Trigg
2017a), but could as easily be attributed to the situation of refugees and displaced persons. In
being denied a “means of expression” through the reduction of their bodies to mere biological
whatsoever.”
***
The walk to Ethiopia, Julian, was only the beginning. Yes we had walked for months
across deserts and wetlands, our ranks thinned daily. There was war all over southern
Sudan but in Ethiopia, we were told, we would be safe and there would be food, dry
beds, school. I admit that on the way, I allowed my imagination to flower. As we
drew closer to the border, my expectations had come to include homes for each of us,
new families, tall buildings, glass, waterfalls, bowls of bright oranges set upon clear
tables.
But when we reached Ethiopia, it was not that place.
—We are here, Dut said.
—This is not that place, I said.
—This is Ethiopia, Dut said.
It looked the same. There were no buildings, no glass. There were no bowls of
oranges set upon clear glass tables. There was nothing. There was a river and little
else.
—This is not that place, I said again, and I said it many times over the coming
days. The other boys tired of me. Some thought I had lost my mind. (256)
***
What is it like to arrive in a place that is not a place? What is it like to be forced from one’s
home, from one’s placement in the world, and to travel alone or in a group for weeks,
months, or even years, and arrive at an unknown location, one that can only have existed in
319
the imagination until it is actually inhabited, and somewhere that, to all intents and purposes,
is nowhere? Drawing on his experiences of various refugee camps, Agier depicts the
“The typical displaced person arrives in the camp (a generic term that also includes
complete or partial loss of place, belongings, and links. Even if at a given time that
economic, or social), these losses are the main mark of his/her dis-identification (a
term that refers to the complaint relating to the “loss of identity”). Furthermore, all
displaced people end up in one way or another separated from, abandoned, or even
rejected by the state that was supposed to protect and represent them. The camp is the
which it stands, or to which it is adjacent. In camps that act as a border, the displaced
only exceptionally come in groups; they are individuals who find themselves in a
camp and try to recognize each other, get closer to one another and form at most a
Deng’s description of his arrival in Ethiopia rings true with Agier’s observations. Ethiopia is
not the utopia he imagined, but rather an aporetic repetition of the same. What emerges,
eventually, is a makeshift community, one that is precarious, ever changing, and dependent
on external resources. For other displaced persons, their arrival in a camp or detention center
does not transform or even mildly placate their displacement, even if they are fleeing from
violent persecution. A Rohingya refugee who arrived in a Bangladeshi refugee camp told
320
Beech: “Now we are supposed to be safe in Bangladesh, but I do not feel safe” (New York
other locations in which displaced persons end up, it is important to distinguish between “out-
places” and “non-places” (Relph 1976; Trigg 2012, 2017b). The latter are “those areas which
have no personal or cultural meaning, but that we frequent, pass through, or spend long
periods of time in as part of modern existence” (Aucoin 2017, 397). These include airports,
supermarkets, hotel lobbies, and as is increasingly the case now, virtual places. Some
scholars have referred to refugee camps and detention centers as “non-places” (Augé 1995;
Sharma 2009; Dörfler and Rothfuß 2017), but there is a fundamental problem with this
association. While airports, supermarkets, or hotels might be transient places, they are still in
the world. In fact, they are extremely important to the functionality of the globalized world.
This also means that a non-place is aimed towards some kind of future place, one in which
the transiency of the non-place eventually abates. But an “out-place,” as Agier calls it, is an
extra-territorial space that is outside of place, and therefore outside of the productive
functionality of the world. In What is the What, for instance, Deng describes Kakuma as “a
kind of vacuum created in the absence of any nation” (446). As vacuums, refugee camps and
detention centers are, in many ways, external to linear or lived time. The phenomenological
not aimed at anything or anywhere in particular—it is, to quote Agier, “a brutal entry into a
state of liminal floating” (2008, 30). 10 As one Nepalese refugee reflects on his time in a
camp, “I had no hopes for the future, no dreams for the destiny and I was aimless” (Tamang
phenomenological sense. 11
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The body plays a central role in orientating the subject towards a future. For Merleau-
Ponty, the body “unites present, past and future, it secretes time, or rather it becomes that
location in nature where, for the first time, events, instead of pushing each other into the
realm of being, project round the present a double horizon of past and future and acquire a
historical orientation” (2010, 278–79). In doing so, the body “takes possession of time; it
brings into existence a past and a future for a present; it is not a thing, but creates time instead
of submitting to it” (ibid., 279). In order to create time, the body generates what he calls an
“intentional arc,” which “projects round about us our past, our future, our human setting, our
physical, ideological and moral situation, or rather which results in our being situated in all
these respects. It is this intentional arc which brings about the unity of the senses, of
intelligence, of sensibility and motility” (ibid., 157). By anchoring us in space and time, the
body, in its physicality, carries our immediate affective and historical behavioral past, which
enables us to move towards the temporal horizon of the future. The present, therefore, must
be conceived as a perpetual liminality, which “is supported by a future larger than any future.
To consider the organism in a given minute, we observe that there is the future in every
present, because its present is in a state of imbalance” (Merleau-Ponty 2003, 15). Yet as
refugee testimonies illustrate, the present is not in a state of imbalance, nor is there an
intentional arc directed towards the future. The daily struggle to survive grounds the body of
the refugee or displaced person in an interminable present and the future ceases to exist as an
imagined or even embodied possibility, but rather only as the repetition of the present.
Merleau-Ponty observes a similar phenomenon with psychic illnesses, where “the move
towards the future, towards the living present or towards the past, the power of learning, of
maturing, of entering into communication with others, have become, as it were, arrested in a
bodily symptom, existence is tied up and the body has become ‘the place where life hides
away’” (2010, 190). We might also say that refugee camps or detention centers are places
322
“where life hides away,” because the intentional arcs of their inhabitants have been “arrested
Phenomenology of Perception. He writes that “if the world is atomized or dislocated, this is
because one’s own body has ceased to be a knowing body, and has ceased to draw together
all objects in its one grip; and this debasement of the body into an organism must itself be
attributed to the collapse of time, which no longer rises towards a future but falls back on
itself” (2010, 329). For him, displacement is as much a temporal phenomenon as it is spatial.
As time “falls back on itself” and manifests in an endless present, space is flattened out and
place becomes indistinguishable from smooth space. In this sense, time is what gives space
its depth, but only if this temporality is inhabited by a lived body. In paraphrasing Merleau-
Ponty’s notion of depth, Fiona Utley writes that “depth is the dimension through which
of duration” (2016, 196; emphasis in original). It is the lack of spatial depth, brought about by
the collapse of time, which denies refugees and displaced persons from truly “inhabiting”
place in any meaningful way. This is precisely why Deng can say of Kakuma “the place was
not a place.”
***
One hour south would be Kakuma, sparsely populated by Kenyan herders known as
the Turkana, but within a year there would be forty thousand Sudanese refugees there,
too, and that would become our home for one year, for two, then five and ten. Ten
years in a place in which no one, simply no one but the most desperate, would ever
consider spending a day. (363)
***
323
Conclusion: Recovering the Lived Body
In her study of solitary confinement, Guenther suggests that “the body is the hinge of our
being, the place where we are open to the world, and for that very reason it can be exploited
and turned against us; but for the same reason, it is also a place where we can return to
ourselves and rearticulate our bodily intimacy, recovering to whatever extent possible the
we recover the lived bodies of refugees and displaced persons? How do we return them to
themselves? And how might phenomenology be useful in this endeavor? To answer the last
question requires us to think critically about the phenomenology of place. We must admit that
the notion of place conceals within itself an exclusionary dimension—that is, it depends as
much upon what it excludes as it does upon what it includes. Also, we must acknowledge that
the ontological and human status of refugees and displaced persons is ambivalent, and
operates somewhere below the level of those who belong to place. We could say, presently,
that the philosophical notion of place is not doing its job. Or rather, more precisely, it ought
to do its job better. Rather than trying to adapt the identity of the refugee to established
notions of political, social, and even national subjectivity (which are dependent on belonging
to place), the ambiguous ontological status of the refugee represents an opportunity to bring
into the question the very normative reproductions of subjectivity that alienate the refugee or
If we think of displacement simply as a lack of being placed, then we might think that
the only solution to this predicament is the incorporation of the displaced into established
places. The focus of contemporary refugee policies, for instance, is primarily on quotas,
which are controlled largely by nation-states. 12 But as I noted earlier, the pitiful number of
refugees who are granted asylum in nation-states illustrates that placing the entirety of the
324
displaced is not a realistic possibility. Furthermore, housing displaced persons in new places
does not so much solve the trauma of displacement, but merely relocate this trauma to a new
environment. “Refugee policy,” Parekh proposes, “ought to be concerned with addressing the
ontological deprivation of statelessness, and not merely the political harm of a loss of
“ontological deprivation.” That is, we need to acknowledge that displacement does not only
situate refugees or displaced persons outside of place, but outside of themselves, humanity,
and the world itself—they lose “the ground from which one can engage meaningfully with
others and with the world that is shared in common” (ibid., 91; emphasis in original).
Phenomenology offers us one means to explore this “ontological deprivation.” Like being-in-
place, being displaced is an embodied experience that occurs in the here and now, despite the
uncertainty of this here and now. And while the living status of the displaced body might also
1
For details of the collaboration process, see Guardian article by Eggers (May 26, 2007) and
VAD Foundation interview with Deng and Eggers (accessed Sept. 9, 2017).
2
Deng has since returned to the newly established Republic of South Sudan to take up the
from his reading of Heideggerian phenomenology, particularly Heidegger’s later works that
325
overview of Malpas’s work on place, see Paloma Puente-Lozano, “Jeff Malpas: From
exclusionary politics presupposes the idea of that from which ‘others’ are excluded, but
this does not establish that place is an intrinsically reactionary or exclusionary idea, only
true of just about any important concept one may care to name” (20). He writes later in the
same book, “simply to reject place because of its use by reactionary politics is actually to
run the risk of failing to understand why and how place is important, and so of failing to
understand how the notion can, and does, serve a range of political ends” (27). See
considers some practical solutions to this dilemma, which revolve around “breaking the
link between claim and place.” Doing so, he proposes, would mean that the incentive to
claim asylum would not simply be motivated by economic reasons, as there would be no
guarantee that one’s economic situation would be better off in the place where one is
US: “On the one hand, their bodies still live, eat and defecate, wake and sleep (often with
difficulty). On the other hand, a meaningful sense of living embodiment has for the most part
326
8
In a similar vein, Agier observes that in Somalian refugee camps in the east of Kenya the
humanitarian status of the refugees as victims “implies the social and political non-
when regulations are being enforced most insistently, as during food distribution or when
a camp census is under way,” which can lead to skirmishes and riots (2006, 207–08). See
also, Clara Lecadet, “Refugee Politics: Self-Organised ‘Government’ and Protests in the
Agamé Refugee Camp (2005 – 13).” Journal of Refugee Studies (2016) 29 (2): 187–207.
10
Guenther suggests that “waiting to do nothing … is an overwhelming feature of prison
temporality, even beyond the most obvious occasion for waiting: for eventual release from
defended by its inhabitants, as Michael Kimmelman has noted with Palestinian refugees
on the west bank. As these camps become more urbanized and architecturally developed,
the Palestinian inhabitants fear losing their status as refugees or stateless people, which is
marker of their political subjectivities. “Refugees Reshape Their Camp, at the Risk of
https://www.nytimes.com/2014/09/07/world/middleeast/refugees-reshape-their-camp-at-
the-risk-of-feeling-at-home.html?mcubz=0
12
For a detailed introduction to the different “measures of exclusion” used by Western states,
see Gibney (2006), or for more on the rights of refugees see James Hathaway’s The Rights of
Refugees Under International Law (Cambridge University Press, 2006) and Katarzyna
Grabska and Lyla Mehta (eds.), Forced Displacement: Why Rights Matter (Palgrave
327
and Harrell-Bond also suggest that “UNHCR continued to support the encampment policy
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Virtual Dark Tourism in The Town of Light
Introduction
The aim of this paper is to explore a phenomenology of virtual space and place and how it
could be applied to dark tourism in video games. It begins by introducing the concepts of
phenomenology and dark tourism, and then traces a methodology for applying these to the
case study The Town of Light. Drawing from archaeology, queer phenomenology and game
studies, the central argument is that a phenomenology of virtual dark tourism should pursue
the idea of an assemblage of play which considers neither the player, gaming platform nor
phenomenological studies of virtual space engage with what Brendan Keogh describes as
explore how the dark heritage of the non-fictional asylum in Town is presented through an
understanding of a virtual sense of place, the recreation as digital doppelgänger and queer
potential virtual dark tourist sites will be recommended. It is hoped that although this is only
a precursory venture into the potential of virtual dark tourism, that the path will be clear
enough that the reader can easily follow my journey, even if they don’t agree with the route
332
Phenomenology
Phenomenology can be broadly defined as the study of the appearance of things, how we
experience them, and the meaning that we draw from that experience. The history of
phenomenology as an existential philosophy will not be retold here, rather the frictions and
heritage, whilst the player experience of the game will be argued to constitute a form of
virtual dark tourism. For this reason, the application of phenomenology to archaeology
phenomenology’s role in dark tourism research. Game studies’ engagement with the
The concept of dark tourism was first introduced by Lennon and Foley (1996). Whilst they
and disasters (2000, 6), Seaton (1996) contends that the deliberate visitation of sites
associated with death and disaster has occurred for centuries prior to this, with Stone and
Sharpley (2008, 574) considering the attendance of Roman gladiatorial games or pilgrimages
The ambiguous definition of dark tourism is one source of criticism for the field in
general (Light 2017). One solution to this has been to typologize dark tourist sites. Sharpley
(2005) has attempted to do this through creating a spectrum of ‘paler’ to ‘darker’ tourist sites.
Stone (2010) has also categorized along a continuum, from ‘Dark Fun Factories’ to ‘Dark
Camps of Genocide.’ Though these typologies are based on how particular sites are marketed
333
and consumed, they are inevitably from a prescriptive, Western perspective (Bowman and
Pezzulo 2010), which is symptomatic of a field which has been dominated by British
scholarship (Korstanje 2017). Particularly pertinent to this piece is the fact that a digital dark
tourist site such as the Ospedale Psichiatrico di Volterra in The Town of Light would occupy
an uneasy position within such a spectrum. As a virtual reconstruction, should the digital
Ospedale be considered as ‘paler’ site since it does not constitute the analogue original, and is
accessed as part of the commodified experience of a video game? The nature of digital
Research into tourist motivations for visiting dark tourist sites and their experiences is
another way to come at the problem of trying to pin down the phenomenon of dark tourism.
methodological approach in tourism studies, with interviews being the most prominent
method of data collection (2015, 100). This was also the case with Baidwan’s thesis (2015)
on dark tourism and Marilyn Monroe’s grave. Interviews of video game players’ experiences
in The Town of Light were not conducted for this piece due to time constraints but it is
important to note that such research would provide a more robust examination of the
phenomenological experience of the game and would be recommended for further research.
educational and social justice potential of dark tourism in relation to his own virtual
(2013, 69), and to this end they visit several different memorials in the online world of
Second Life. Though phenomenology is not an explicit focus of their work, the audio-visual
experience of visiting these virtual places is included in their analysis (2013, 74).
334
Archaeology and phenomenology
However, Tilley’s approach has been subject to considerable critique within the discipline.
Hamilton and Whitehouse (2006) have discussed the highly subjective nature of
the archaeological practitioner. In particular, Eve has picked out the fact that archaeologists
have not, in general, followed a Husserlian phenomenology which is more concerned with
experience in terms of an “analysis of its constituent parts and its ‘essence’” (2012, 525) than
approach seeks to ‘bracket’ away individual beliefs so as not to contaminate the research,
whilst Merleau-Ponty and Heidegger advocated for the researcher acknowledging their own
presence in their work (Robinson, 2015). However, both approaches could be considered
limited, especially if an essential body is assumed to exist, or if they do not engage with
considers neither an individual human body nor digital places as discrete entities will be
Methodology
reconstructions of archaeological sites (Eve 2012), game studies scholars have been
phenomenology of digital space. In the last section, the subjective nature of phenomenology
335
was mentioned as a key problem for practitioners. In their thesis, A Play of Bodies A
games and the ‘assemblage’ of play, a “cybernetic assemblage of human and non-human
bodies” (2015,43), a concept which Taylor (2009) applies to user-created mods in World of
Warcraft. Their work takes inspiration from Donna Haraway’s Manifesto for Cyborgs (1985)
and Situated Knowledges (1988). Keogh draws out a particularly important point from the
latter work:
“That knowledge is always embodied and partial is not a problem to resolve (a move
that only ever confers impartial status to one partial perspective) but a reality to
Rather than trying to avoid or gloss over the inherent bias involved in any
phenomenological perspective, this study seeks to embrace and actively engage with its own
partial nature. This approach becomes even more salient when the full implications of the
phenomenology of play in which the human player, the gaming platform and the virtual space
of the game are distinct entities, the assemblage of play considers all these elements to be part
of a circuit in which no one element is essential or isolated, rather it is through the practice of
play that each is constituted (Keogh 2015, 52). It is interesting to note that the term
This piece takes a case study approach, focusing on the game The Town of Light. Care
will be taken to put the game in its historical context, both in terms of its subject matter and
games with similar themes. This singular case study approach, based on my own research,
has some obvious shortcomings in its inevitable descriptive and subjective nature. Following
Sobchack, I will focus on crafting a ‘thick description’ of The Town of Light which takes into
336
account its own subjectivity, whilst also being “sufficiently comprehensible to a reader who
might “possibly” inhabit it” (2004, 5). My priority is to attempt to untangle the thorny issue
Thus, if a reader disagrees with my method and conclusions, they will be able to clearly see
the process I undertook to get there and use this as a springboard for further discussion.
Insert here Figure 14.1: A Scene from the Game: Town of Light (source: company
screenshot)
The Town of Light (Figure 14.1) was released in 2016 and created by the Italian development
Italy. It can be classed as a walking simulator, a game which involves exploration and
discovery rather than combat or point-scoring. The central premise of the game is that the
player unravels the experiences of fictional protagonist Renée who was a patient there from
six separate stages of development and in total included a vast array of buildings to
accommodate patients but also workshops and other facilities. The building which the game
is predominately set in was known as the ‘Padiglione Charcot,’ the Charcot Pavilion. This
was built in the third phase of development, between 1926 and 1929, and was a women’s
ward (Castiglia, n.d). The Italian Mental Health Act of 1978 led to a reform of the Italian
psychiatric system, the closure of asylums and replacement with community-based services
(Cosetti and Conca 2016). This led to the dereliction of the Ospedale.
The Town of Light was chosen as a case study for several reasons. Firstly, it contains a
virtual recreation of a real heritage site, which allows for a discussion of virtual authenticity
337
dark tourism, the game specifically focuses on the suffering of the protagonist at a time which
was historically particularly difficult for the institution. Renée was an asylum patient in the
late 1930s to early 1940s, which was a period when Italy was ruled by the National Fascist
Party under Benito Mussolini. From 1942–43, mortality rates reached 21% at Volterra
asylum, which was 60 times as high as the mortality rate in the general population (Casetti
and Conca, 2016:108). During this period patients suffered particularly terrible conditions
due to scarcity of resources during the Second World War. The temporal, as well as the
spatial setting of the game as a place of dark heritage is the main reason that it was chosen as
a case study.
other games which depict mental health institutions, fictional or otherwise. Historically, video
game representations of mental health have tended to lean on harmful stereotypes (Yarwood
2015). One example of this is BioShock Infinite (Irrational Games 2013) in which at one stage
the player encounters ‘Lunatics’ who will engage them in combat. The mentally ill are
commonly depicted as violent props in video games, especially horror titles such as Outlast
(Red Barrels Studio 2013) in which you play as a freelance investigative reporter trying to
There are some notable exceptions to this trend. Depression Quest by Zoë Quinn, is
an interactive fiction game which attempts to replicate the debilitating effects of mental
illness through game mechanics and decreasing player agency. Against the backdrop of
harmful representation, The Town of Light also sets itself apart, depicting the experiences of a
Firstly, the nature of potential assemblages of play, and what constituted my own experience
with the game, will be elaborated upon. Following this, aspects of the phenomenological
338
experience of The Town of Light which contribute to a reading of it as a dark tourist site will
be reviewed.
Assemblages of play
The Town of Light is available across multiple gaming platforms; at the time of writing it has
been released on PC, on the PS4, Xbox One and Nintendo Switch. The game can also be
experienced in virtual reality using the Oculus Rift headset. Though an analysis of the
phenomenological experience of playing a specific game across different platforms was not
possible for this piece, this would be one avenue of future research. My own assemblage of
play involved myself seated at my desk and accessing the game through my laptop computer.
The game has the default standard keyboard/mouse configuration, with mouse
movement corresponding to the ability to look around, and the WASD keys mapped on to
movement forwards, backwards, left and right. Describing the standard ways I interact with
the game as a baseline has a purpose, as it demonstrates Keogh’s point that the assemblage of
play involves engagement both ways-I become a player through interacting with the game,
and the game world is manipulated by my bodily interaction with keyboard keys and a mouse
(2015, 41).
In the spirit of acknowledging that all phenomenological views are partial, I also want
to elaborate a bit more about my own personal experience that I bring to the assemblage of
play. Keogh highlights how many factors influence how a video game is incorporated into a
player’s embodied experience (2015, 50), included the player’s previous experience of
playing The Town of Light was informed by my own focus on material culture and built
heritage.
Furthermore, I played particular scenes of the game several times in order to confirm
the results of previous playthroughs, and would frequently stop to take screenshots for future
339
reference. This illustrates how the very practice of attempting to study a game influences the
phenomenological experience of it. Other factors that could affect the assemblage of play
include disability, age, gender, race, past experience with a gaming platform, time of day at
which the game is played, and many others. Queer phenomenology and the assemblage of
play will be explored later, but first the scene must be set.
A sense of place
phenomenological study of The Town of Light. Below, a description of this will be provided
so that a reader unfamiliar with the game has context for how I’ve analyzed this experience
The game opens with a cracked pathway, an outbuilding and a gate immediately in
front of me. The caption “Inspired by real events” appears in white text across the screen,
followed by “Volterra, Tuscany, Italy,” a feature which borrows from the cinematic practice
of temporally and spatially situating the viewer through text. Birdsong can be heard and it is a
clear, sunny day. Beams of sunlight fall behind the gate, directing my attention to it. It is only
once I open the gate that piano music starts playing and the name of the game developer and
the title The Town of Light appears on screen. I must then round a corner and follow the path.
It is at this point that the main location of the Ospedale, the Padiglione Charcot is seen for the
first time, and it is at a distance with the view partly obscured by trees.
Walking along the pathway, with fencing to the left and an embankment with rocks to
the right, I have no choice but to take this route to the building, where swallows can be seen
circling near the roof. Once I get close to the building, part of the fence which would prevent
access falls down, though there is clearly a sign in Italian warning against unauthorized
access. Having entered through the gap in the gate, what appears to be a women’s voice (in
the English translation) can be heard saying “This place. Time. Memory.” The building itself
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appears derelict with broken windows, chipped plaster and overgrown foliage. Entering the
Padiglione Charcot through the front entrance, there is a distinct contrast between the exterior
sunlit world and the interior, darker and more enclosed space.
The concept of ‘place’ is a contested one. There is a tension between the idea that
‘place’ should be considered as objective fact, and the opposing idea that it is always a
human construct. Place in the context of a video game can in most cases be considered as
more restrictive in that most games have obvious artificial boundaries as video game space is
not indefinite (an example would be the embankment I mentioned in the passage above-a
player cannot climb this and reach a space beyond it). In this way, games could be considered
play informs us, a game is never an essential experience in isolation. Massey’s’ assertion of
place as process (1991, 29) is highly compatible with the assemblage of play, in that as my
understanding of the Ospedale is informed not only by my interaction with a keyboard and
mouse to explore the building, but the phenomenological experience is also informed by my
prior knowledge of the place that the game has reconstructed and my previous playthroughs.
Another point to consider is the subtle but significant semantic difference between the
concept of “place” versus “site” (Trigg 2012, 259). A site, at least in archaeological terms,
investigation. Similarly, dark tourist destinations are commonly referred to as sites and not
places. This perhaps suggests that The Town of Light becomes a dark tourist site partly
through its investigation as such, however such a circular argument would not take into
account the presentation of the Ospedale as a place inhabited by its own history and the
memories of the game’s protagonist. This leads to a discussion of the digital Ospedale as a
virtual reconstruction.
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Authenticity and the doppelgänger
The detailed nature of the reconstructed Ospedale is marketed as a key unique selling point of
the game on its official website: “The story is set in Italy in the first half of the 20th Century
in a place which really existed and has been meticulously reconstructed” (LKA 2016). In
archaeology, virtual reconstructions have been subject to scrutiny. Gillings (1997, 11) has
commented on this subject that “the issue of authenticity is concerned not with direct
comparison and evaluation of form, but with engagement and process.” Authenticity based on
the idea of visual approximation is limited in scope, and by its very definition ocularcentric.
In a study of their virtual reconstruction of the Peel Gap Turret on Hadrian’s Wall,
Eve focuses on the concept of presence and how, for example, in order for this to be
maintained our embodied experience in a virtual world should match up with that in the
analogue world (2012, 588). I aim to challenge this viewpoint in the following section.
The Ospedale can be conceived as a digital double doppelgänger to the analogue asylum that
already existed before it was created. However, a simple process of replication has not
The developers of The Town of Light have interpreted the asylum and made choices
regarding how it is presented in the game. Certain aspects of the history of the asylum have
inevitably been privileged. An example of this is that one of the first documents that the
player can interact with they enter the asylum is a certificate on the wall immediately beyond
the entrance, awarded to the Volterra Charity Congregation in 1933 for being compliant with
the fascist regime and agriculturally cultivating their land. As mentioned previously, the
game specifically focuses on the early 20th century history of the asylum, and this is an
example of that.
At the centre of the screen is a pale dot. If this passes over an object or document that
the player can interact with a black dot appears within it. In my case, this interaction involved
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pressing the left mouse button to take a closer look at the document. In a room immediately
to the left of the entrance, there is a table with various objects on it, including photographs.
My interest in the history of the asylum quickly drew me to these objects-I left-clicked and
was able to see these in more detail. With the left mouse button I could pan across the object,
as well as move the mouse to partially rotate it and use the mouse wheel to zoom in. These
photographs, showing various views from the interior and exterior of the asylum are just
some of many archive documents that are included in the game. Their main function is to be
scrutinized in a disembodied way (the player character’s body does not visibly interact with
them), which arguably adds to the impression that these are artefacts in a carefully curated
and controlled experience. The original, derelict asylum is empty. A ‘behind-the scenes’
interview with the developers details that they deliberately chose to populate their version
with objects taken from archives and museums pertaining to the history of the institution
(Wired Productions Ltd 2017). Does this add to the ‘authenticity’ of the virtual asylum?
In her book Carnal Thoughts Sobchack reflects on how documentary footage has
been used in cinema to add authenticity to fictional narratives, including the practice of using
earlier footage of an actor (2004, 262). The digital doppelgänger of the Volterra asylum is not
a copy but a partial view. Just as the archive photographs it contains present a specific view
of the asylum at one moment in time, the digital reconstruction itself was made possible
through photographic and film footage which were taken by the developers (Wired
Constructing a digital ruin draws attention to the heritage of a specific place as “the
ruin’s history is also its presence” (Trigg 2012, 269). The process of that creation involves
making interpretations of that place and its history, a collage of what will inevitably be partial
views. For the developers, the inclusion of documentary sources was important to their
process, thus important to their own authenticity. The heritage of the asylum, and specifically
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its early 20th century heritage, is an important theme in the narrative they wanted to tell. To
further strengthen my argument that The Town of Light is a dark tourist site, I will examine
Queer phenomenology
Whilst a singular digital doppelgänger was discussed in the previous section, there is
technically more than one asylum represented in The Town of Light-the present day derelict
asylum, and the early 20th century asylum which is experienced through flashbacks. These
flashbacks commonly take the form of animated sequences with no interactivity. Other
flashbacks are scenes which are embodied by the player, always in black and white and with
a warped perception of space. The latter will be focused on in this section in a discussion of
proprioception in video games, queer phenomenology and the suffering of the protagonist.
their piece ‘The Phenomenology of Angry Birds’ (2017) Giddings discusses the embodied
proprioception (or ‘feeling’) of virtual physics. This is particularly relevant to the assemblage
of play as they considered that this should be understood as “distributed across and through
human and non-human sensoria” (2017, 3). In particular, Giddings notes how virtual gravity
in Angry Birds is the interplay between algorithmic generation and tactile player input, which
General gameplay in The Town of Light obeys virtual physics which mimic those
which my body is subject to. I do not expect the chair I am sitting on to float in the air, nor do
I expect objects in the game to float either. However, in the flashbacks perception of space
and the ‘feeling’ of movement in the game are dramatically altered. For example, in a scene
which takes place in the refectory, I perceive the world in black and white. I am surrounded
by other people at tables, lying on the floor or walking around aimlessly. Some have their
face in their hands, and there are sounds of distress. As I press down on the ‘W’ key to walk
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forward, my progress is slower than usual, and I find myself holding the key down harder
though this makes no difference. My perception of space is also altered-the room appears to
warp from side to side the more I walk forwards. There are several different flashbacks of
expectations of the in-game physics. The first time that the player visits the Observation
Ward there is a flash of white across the screen. In front is a long, narrow corridor lined with
open doors. As I move forward, the nearest doors automatically close. I stop, and the space
around me begins to fade into darkness with the end of the corridor still visible. If I move the
mouse I find that I can no longer look behind me, which is unsettling as I find I have less
autonomy over my movement that usual. There is no choice but to move forward and
continue to be confronted with more doors closing. As I reach the end of the corridor I
discover there is a space in the floor-I move forward and suddenly I am walking into it,
though according to the virtual game physics this should be impossible. As I continue to walk
forward I reach a ‘wall’ which then becomes a ‘floor’ as I walk along it and this process
continues. At one point I even approach a wall with beds on it which then becomes a floor as
I come into contact with it. At the end of this sequence Renée narrates how she first came to
the asylum.
With these portions of the game in mind, I can now turn to Sara Ahmed’s Queer
Phenomenology (2006). One way of defining queer theory is “its commitment to difference
as pragmatics” (Burrill 2017, 997), challenging binary and normative notions of sexuality and
identity. This ties into how Ahmed imagines a queer phenomenology as not just a matter of
identifying queer, deviant objects, but of queering phenomenology and its established norms
as a discipline (2006, 79). Of particular relevance to the flashbacks and corridor scene is this
passage:
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“It is by understanding how we become orientated in moments of disorientation that we
might learn what it means to be oriented in the first place” (2006, 125).
It was when my proprioception of gravity and movement was disrupted in The Town
of Light that I came to reflect on its existence in the first place. It is incredibly significant that
this occurs during flashbacks of Renée’s past experience in the asylum. As a mentally ill
woman, it is arguable that these flashbacks also render her as the ‘Other’ through embodied
disorientation. It should also be noted that it is only in flashbacks that other human bodies are
encountered in the game, and these are also usually other patients who are presented as
confused or in distress.
phenomenological experience of the past and present asylum. Renée is a fictional character
but her narrative is based on research into the experience of patients at the Ospedale (Cross
2017). In this way, an embodied experience of the difficult heritage of the asylum is
presented as one of disorientation in relation to other disoriented bodies. This leads back into
a discussion of The Town of Light as dark tourism. To play the game is to become part of an
assemblage of play which is reconfigured in the flashbacks. The ‘endless corridor’ is perhaps
one example of when the embodied opposition between past and present asylum is more
obviously disrupted. As a scene it is difficult to place both temporally and spatially within the
internal logic of the game except in relation to Renée’s arrival at the asylum. One of Ahmed’s
“The social depends in part on agreement on how we measure space and time, which
is why social conflict can be experienced as being “out of time” as well as “out of
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A deliberate disruption of virtual place through manipulation of game physics is a
communicating difficult heritage and the unstable, multivalent nature of ‘place.’ The
Recommendations
One of my main recommendations for future work which I hope to pursue is a survey of
players’ phenomenological experience of The Town of Light and other video games which
could be considered as virtual dark tourism. There were many other aspects of the game
which I would have liked to have discussed, not least the presentation of Renée’s queer
lighting in the game, playing the game in its original Italian and how the passage of time
phenomenology, would also be recommended for further application to virtual place. Indeed,
the assemblage of play has great queer potential as an approach which favors hybridity rather
than essentialism. There is a danger that phenomenologies of virtual space could adopt an
apparently neutral, universal body (Burill 2017, 1065) which is actually just the reaffirming
Conclusion
research into the experience of deliberately consuming death and disaster sites. If the
embodied experience of dark tourists is integral to dark tourism research, then the assemblage
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should not be decontextualized from the full circuit of actors which are involved in its
experience. The assemblage of play as a theory directs our attention to the distributed, partial
and personal nature of embodiment which should be embraced rather than held at arms’
length.
To this end, I have explored The Town of Light as a case study, employing thick
description of my own assemblages of play to demonstrate how the game has created an
experience of the Ospedale Psichiatrico di Volterra which specifically engages with difficult
heritage. There are some shortcomings with this approach in its scope, however it is hoped
that this chapter will serve as a primer on the phenomenological potential of virtual dark
tourism. The path of this subject is not well-trodden-perhaps the reader will follow it further,
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Ludography
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