| CONTRADICTORY SPACES:
 PLEASURE AND THE SEDUCTION OF THE CYBORG DISCOURSE
 by Decoder
 
 
The Arachnet Electronic Journal on Virtual Culture ISSN 1068-5723 - February 28, 1994 Volume 2 Issue 1 - JAMISON V2N1
 P. K. Jamison
 Indiana University
 jamisonp@ucs.indiana.edu
 
ABSTRACT 
 
I provide a brief exploration of the seduction 
of the cyborg discourse and the expanding integration 
of living organism and machine found in a variety of 
settings. The question I ask about cyborgs is, "What 
tension lies in a discourse that envisions machines as 
facilitators of pleasure?"  The cyborg discourse, seen 
in relation to the concept of pleasure, is one example 
of a contradiction that is constructed during inquiry 
into the "meaning" of social reality. 
 
  
1  Cyborg-Pleasure-Seduction 
  
[1]  CYBORG. I have discussed the cyborg in previous work 
(Jamison, 1992-1993). One dictionary definition of 
cyborg reads "a person whose physiological functioning 
is aided by, or dependent on, a mechanical or 
electronic device" (Webster's New Unabridged 
Dictionary).  But, such definitions only hint at the 
actual experience of symbiosis of machine and human, 
and misses the depth of the cyborg image as it has been 
imagined in films, videos, books, popular magazines, 
and computer games.  What is missing is a 
conceptualization that goes beyond the human-machine 
dyad as a technical relation, and imagines the cyborg 
"person" as a multiplicity of social experiences, 
desires, and complexities as hinted by Toffler (1970), 
Haraway (1990), Gibson and Sterling (1991), among 
others.  Therefore, it is more appropriate to envision 
the cyborg, much like Haraway (1990), as a "discourse 
about the integration of organism and machine.  The 
organism could be plant, animal, or other living thing 
(a virus, for example).  The machine can be artifact, 
technique or a construction (instructional systems, for 
example).  Curriculum, then, is a cyborg" (Jamison, 
1992-1993). 
  
[2]  PLEASURE. I envision cyborg pleasure as an experience 
that has both social (group and individual) and 
technological implications.  In fact, cyborg pleasure 
is one of the primary outcomes promoted in depictions 
of the integration of technological systems with social 
systems.  A social system "consists of individuals with 
their specific interests, capabilities, and values" 
and, as in any technological society, the behavior of 
individuals "depends upon their particular 
characteristics and upon the context set by the 
technological system" (Scholz, 1990, p. 235). 
The representation of the possibility of cyborg 
pleasure assists the promotion of an aesthetic 
dimension to human-machine relations.  This aesthetic 
dimension, though, tends to "trivialize" the 
relationship.  In a discussion on modern organizations, 
Witkin (1990) explores the emergence of the "machine 
aesthetic" and its impact on organizational life.  This 
type of aesthetic exploits the "rational and technical 
features of mechanisation," that are "appropriate to 
the demands of modern organizations" (p. 325).  As 
Witkin illustrates, the aesthetic dimension in 
organizational life is "closely identified with 
sensuous gratification, with the experience of 
pleasure, and of pleasing the senses" (p. 327). 
However, the aesthetic experience is much more, and 
pleasure alone does not fully describe the aesthetic 
dimension; "while these are certainly important in 
aesthetic experience, this aspect has to be seen in the 
context of the importance of the aesthetic as a mode of 
understanding, as a mode of knowing, and as 
intelligence" (p. 327).  Thus, pleasure, as it is often 
promoted in relation to the cyborg discourse, assigns 
the "aesthetic to the sphere of consumption and 
conspicuous leisure" and the "separation of the 
sensuous aspect of aesthetic experience from knowing 
and understanding" (p. 327) has resulted in a lack of 
exploration of the substance of the social impact of 
the cyborg (not just its presentation), and a lack of 
concern for the integral role that cyborg pleasure 
plays in social relations and social development. 
  
[3]  SEDUCTION. Seduction, in this essay, refers to a wide 
array of experiences, relations, and kinds of knowing 
about the world altered through the cyborg discourse. 
The goal of the cyborg discourse is seen as more than 
the creation of an underlying feeling of one being 
willingly lead astray and persuaded to commit sin.  The 
cyborg discourse induces particular social relations; 
its image and discourse is both alluring, as it "leads 
us away,"  entices, and fascinates societies in order 
to win over, attract, entrap, charm, infatuate, and 
captivate.  But, in the wake of reckless abandonment, 
something must also be relinquished, resigned, 
surrendered.  The seduction of the cyborg discourse 
impacts humans, organisms, and social relations in a 
variety of ways.  For example, it is seductive to 
imagine the replacement of points of human frailty with 
machines.  The potential for replacement also signifies 
other kinds of loss. 
  
[4]  In the cyborg discourse, the human body is no longer a 
place, but a collection of "parts."  In particular, 
women's bodies become extremely fragmented.  Hoyt 
(1993) in a discussion of the female body describes the 
womb as a "place" and suggests that modern women do not 
have wombs, "I think the reason that modern women don't 
have them is because a womb is a place and a uterus is 
a part.  It is more agreeable to remove parts from 
women than places.  I am troubled over women having 
their wombs removed.  I have read that our bodies 
contain stories.  If their wombs are removed, does that 
mean they can't remember certain things, or does the 
ghost of memory live like the ghost of a arm or leg 
which has been amputated" (p.2).  Indeed, the body is 
often symbolized as replaceable and secondary to the 
mind in cyborg discourse.  The continued separation of 
the body and mind dismisses the idea that the body 
"knows."  It is important to explore how the cyborg 
discourse seduces women, and fails to embrace woman's 
body as a "body of knowledge" that is a "vessel and 
discourse about physical contents and social realities. 
the female body is still the site of power for others. 
a woman's agency is not valued.  for woman, her body is 
her social reality.  fragments of women's knowledge and 
experience are expressed through type and graphic.  the 
body, a living typeface, reflects the social landscape" 
(Jamison, 1992-1993). 
  
[5]  It is highly likely, then, that the cyborg discourse 
reconceptualizes social motifs that have long been in 
place into new seductive ideologies.  True knowledge 
and experience are represented in the possibility of 
heightened sensual awareness, the bodily cavorting of 
living organisms playfully situated in a cognitive 
trance through the result of relations with machines 
(again, machine as artifact, technique, or 
construction) inducing feelings of desire, experience, 
"knowing" that even for a fleeting moment might result 
in overwhelming transcendence.  Such images are highly 
seductive at a time when many feel sublimated to the 
"hard" reality of late industrial society. 
 
[ Top ]  
2 Images of Pleasure and Seduction:  Angels and Dragons 
  
[6]  There are angels and dragons in the cyborg discourse, 
and both are necessary to understanding its importance 
in the development of social relations. 
  
[7]  The angels of cyborg discourse "provide an image that 
works across multiple layers of meaning" (Lather, 1993, 
p. 10).  While, as Lather suggests, "angelizing is 
dangerous practice:  sentimentalizing, romanticizing, 
otherwizing, resonant with images of vacuous cherubs 
and/or simpering Christianity"  the angels of the 
cyborg discourse are placed into action whenever 
societies are "faced with the unbearable" (p. 11). 
Information culture, the environment of the cyborg, is 
alien to most humans but is made to feel safe and 
secure.  Tempered with heavenly transcendence, cyborgs 
are viewed by humans seemingly frozen in the earthen 
base of material culture.  The unbearable visible is 
made opaque through the less visible, less tangible 
reality of angels.  And, such images are not new to 
human-machine discourse.  The dials and faces of the 
ornate diapasons (organ clocks) of Handel and Clay 
created during the 1700s were decorated with figures of 
angels floating above humans (Dirksen, 1987).  Earth 
and heaven, together, were embedded within the 
mechanics, devices, and scales of organs and clocks.  A 
strange juxtaposition between human and machine, 
technics and art; i.e., time, change, aesthetics, 
pleasure, and social reality has surrounded and 
embraced humans for centuries. 
  
[8]  In an attempt to promote greater interaction between 
humans and computers, companies that develop cybernetic 
technologies participate in a variety of seductive 
strategies that embody the cyborg discourse.  Some of 
these strategies persuade individuals to concede to 
particular philosophies, such as the argument that 
technical artifacts and instrumental reasoning are 
necessary for effective social development.  For 
example, companies such as IBM publish their own 
magazines (like "Multimedia") that act as "informed 
advertising."  In recent popular magazines, such as 
"Wired" and "Kids and Computers," articles suggest the 
potential for realms of cyborg possibility, amidst 
calls for social responsibility, management, and 
balance (Donovan, 1993; Leslie, 1993; and Schwartz, 
1993).  Such magazines reveal new technologies and 
their use among the "public" in well written and 
illustrated articles.  The magazines are attractive and 
educational, but more importantly, they sell the cyborg 
discourse.  Such seductive acts employ pleasure in 
visual, textual, and experiential ways in both media 
products (books, magazines, computer and video) and 
social/educational frameworks (Papert's "Logo", 
cognitive "constructivism," and "educational 
technology").  These utopic visions of human-machine 
relations are the angels of cyborg discourse. 
  
[9]  Conversely, in an attempt to criticize the 
technologizing of social reality, other representations 
of the cyborg that depict unpleasant and misanthropic 
qualities (a lack of pleasure, a displacement of the 
individual and of social relationships) have been 
developed that negatively frame the cyborg discourse. 
These are the dragons of the cyborg discourse, and 
unlike humans "dragons are creatures of chaos" 
(Sievers, 1990, p. 211).  Dragons, like cyborgs, 
intimate uncertainty.  In dystopic discourse, the 
cyborg is a symbol of coming to terms with postmodern 
life:  chaos and uncertainty mark the end of reason, 
and what is left of human reason (often confused with 
life itself) can only be continued through the 
unfortunate symbiosis of a necessary human and machine 
relationship, the cyborg.  Films such as Lang's (1926) 
"Metropolis" (1926), Scott's "Blade Runner" (1982), and 
Crichton's "Westworld" (1974) are examples of the 
dystopic vision.  Others, such as Chaplin's "Modern 
Times" (1936), express the tragedy of the human- 
technology relationship in seemingly comic mishaps.  In 
texts, such as Lem's "Futurological Congress" (1974), 
Gibson and Sterling's "Difference Engine" (1991), 
Gibson's "Mona Lisa Overdrive" (1988), Piercy's "He, 
She and It" (1991), Crichton's "Jurassic Park" (1990), 
and Vonnegut's "Cat's Cradle" (1963), the absence of 
pleasure acts to signify dysfunctional social 
relationships and the contradictory moment in which 
humans and machines are embedded. 
  
[10]  While the dystopic view might be criticized for 
creating a "dark vision of the future" that generates a 
society of "future-haters" and "technophobes" (Toffler, 
1970, p. 263), the utopic view promotes an "ironclad 
consensus about the future of freedom" (p. 263) that 
accentuates "maximum individual choice" (p. 263) as the 
democratic ideal and a "refusal to imagine the future " 
(p. 215) in any other way. 
  
[11]  In most traditional utopic views of human-machine 
symbiosis, the cyborg impacts societies, individuals, 
artifacts, and living in separate and clearly 
identifiable ways, such as changes in time, work, and 
sexual relations.  However, in the dystopic postmodern 
analysis, the human-machine dyad is situated in 
integrated, dynamic, open, social relations that are 
constantly changing.  The social reality of the cyborg 
is not "fixed."  Furthermore, this implies that the 
seduction of the cyborg is embedded in social 
relations, and that each influences changes in the 
other.  There is, then, necessarily a utopic-dystopic 
polarization embedded in the human-machine discourse 
that situates the cyborg within a contradictory space. 
  
[12]  The greater meaning of either the utopic or dystopic 
perspective relies on the existence of this contradictory 
space. Therefore, the dystopic is itself utopic, and the 
utopic is dystopic. While I draw attention to the angel 
in relation to the utopic discourse and the dragon in 
relation to the dystopic discourse, paradoxically angels 
and dragons signify possibility and limitation across both 
perspectives. For example, one might think of Rutger Hauer's 
role in "Blade Runner" and imagine a dark angel, one who is 
situated perilously between dark and light. In "Metropolis," 
the character Maria, her arms draped with loose cloth and 
reaching towards the heavens, is obviously a traditional 
female angel figure. Both films rely primarily on the dystopic 
view as central to their stories, but they employ angel figures 
throughout their discourse as signs of possibility and hope. 
  
[13]  In the utopic discourse, pleasure is utilized as a 
seductive element to draw attention to the benefits of 
the human-machine relationship.  In the dystopic 
discourse, cyborg social reality has possibilities, but 
also severe limitations.  Therefore, to inquire into 
the human-machine relationship in more meaningful ways, 
these examples suggest that the "cyborg" is best 
examined as a social discourse rather than as a 
strategy or artifact, and that it might be better to 
explore, as some would argue, the notion of "social 
technologies."  In this way, I am not merely 
questioning the mechanical or structural qualities of 
particular social (educational) frameworks and media 
(computers), but I am gaining insight into the meaning- 
making of the cyborg discourse and its implications for 
societies. 
[ Top ]  
3  Cyborgs, History and Chaos 
  
[14]  Like the angel and dragon, the cyborg has a history, 
despite the lack of evidence of its actual existence, 
"Today we may be convinced that there is no such thing 
as a dragon and that dragons never really existed, but 
nevertheless we are surrounded by countless symbolic 
representations which prove that there were times in 
which our predecessors considered dragons to be as real 
as either the particular hero who attempted to kill it 
or the horse he rode upon" (Sievers, 1990a, p. 208). 
  
[15]  An exploration of pleasure in relation to the cyborg 
discourse deconstructs the meaning of cyborg history 
present in many social frameworks.  Rather than focus 
on outcomes, goals, or behaviors of the human-machine 
dyad, the examination of the cyborg as a discourse of 
pleasure provides an opportunity to pursue questions of 
meaning, relationship, and freedom in education and 
society.  For example, I believe the cyborg discourse 
perpetuates the historical illusion of democratic 
culture (preceded by the notion that technology 
promotes social progress) in which the embodiment of 
pleasure acts to signify democracy. 
  
[16]  Still, several studies on work, organizational culture, 
computerized information systems (CIS), networks, and 
human-machine dyads (such as the "symbolic value of the 
CIS" or the "organizational symbolism" of computer 
culture) indicate the desire to explore, interpret, and 
reveal more than the efficiency of cyborgs and their 
supposed capability to undo the "problems" of late 
industrial society (Pihlajamaki, 1990; Scholz, 1990; 
Sievers, 1990b; Tatum, 1994; Witkin, 1990).  There is a 
desire to understand and to make meaning of the 
developing history of cyborgs, the development of their 
behavior and culture; the two interconnected through 
hands, wires and electronic mechanisms that bend the 
technological discourse towards cultural as well as 
digital ears. 
  
[17]  The connection between the cyborg with an(other) cyborg 
is important too, not just the connection between the 
human and the machine.  This is a history, under 
construction, too.  Cyborgs suggest desire, and as such 
become "desiring-machines" (Ronell, 1989, p. 454) that 
once again conjure up images of seduction and 
aesthetics, albeit through "the psychological breakdown 
of social reality.  the prosthetic extension of human 
discourse through communication.  machines. 
psychology.  mental illness.  psyche" (Jamison, 1992- 
1993).  The cyborg age is witnessing the ongoing 
juxtaposition of art and technics (Mumford, 1952), 
pleasure and purpose, but as much for the cyborg, as 
the human.  Oddly enough, there is the strong 
likelihood that the only witness to cyborg history and 
of the desire for humans to obtain pleasure through the 
cyborg discourse, will in the end, be the cyborg. 
[ Top ]  
4  Contradictory Spaces 
  
[18]  An examination of the cyborg discourse unveils the 
contradictions of the illusion; when faced with the 
possibility of pleasure and fantasy in utopic cyborg 
worlds, societies in turn choose to acquire, learn 
about, and explore such pleasure through technical 
paths.  The cyborg appears to provide greater levels of 
pleasure that humans cannot attain without cybernetic 
machines:  a seductively wired existence tied to a 
particular kind of knowing not previously experienced 
through technologies such as television and radio.  In 
the recent film "Demolition Man" (1993), even sexual 
relations are experienced through a virtual reality 
system which has been promoted as better than human 
sexual relations due to its efficiency, safety, and 
cleanliness.  The brain (the mind), not the body, 
continues to be constructed as the site for experience. 
  
[19]  It is important to acknowledge that the 
conceptualization of the pleasure of the cyborg 
discourse is often dictated by two technocratic 
premises:  technological determinism and technological 
instrumentalism.  In order to achieve pleasure, the 
cyborg discourse maintains the utility and necessity of 
inherited past knowledge and experience of pleasure 
(determinism), and the application of knowledge and 
technology as means to an end, i.e., the attainment of 
pleasure:  instrumentalism.  Pleasure is no longer a 
subjective ongoing experience, but an object to be 
captured, marketed, sold, and experienced immediately. 
The commodification of the knowledge and experience of 
pleasure raises some disturbing questions (Jamison, 
1992).  For example, there is the possibility that only 
particular conceptualizations of pleasure might be 
manifested throughout the cyborg discourse.  While 
there is not room to fully discuss this problem here, 
it is important to consider the other forms of pleasure 
in social relations, such as intimidation and terror, 
that manifest themselves through domination.  The 
cyborg discourse, then, is not only a discourse about 
the domination of societies through machines and 
electronics, but is also about the promotion of 
particular social realities through the domination of 
social relations and representations (as in Lem's 
(1967) "Futurological Congress").  The cyborg discourse 
becomes a psychological, social, and political 
deviation, not merely a hardware development.  If one 
thinks about pleasure and seduction as being not only 
confined to individual human-machine interactions, but 
also influencing the construction of psychological, 
social, and political interactions, cyborgs are seen as 
highly constructive and value laden social systems, 
that are certainly not neutral.  Cyborgs, like all 
technology, embody social discourses (Jamison, 1992). 
  
[20]  The utopic and dystopic views of humans and cyborgs 
present extreme visions of human-machine lifeworlds 
that cannot provide any final understanding of the 
cyborg discourse.  But, the existence of their 
opposition and the contradictory space created between 
their polarization, provides a break, juncture, or 
space in which to explore greater meanings about the 
cyborg discourse.  Pleasure, while only one aspect of 
the cyborg discourse, is contradictory, and as such is 
a particularly powerful human emotion that shapes 
human-machine relationships and social frameworks in 
paradoxically seductive ways. 
 
[ Top ]  
WORKS CITED 
  
Crichton, M. (1990).  Jurassic park.  New York:  Knopf. [ Top ]
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FILMS CITED 
 Chaplin, C. (1936, 1985).  Modern Times.  Farmington 
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 Crichton, M. (1974).  West World.
 
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Home Entertainment.
 
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