SO! Amplifies. . .a highly-curated, rolling mini-post series by which we editors hip you to cultural makers and organizations doing work we really really dig. You’re welcome!
I founded the Detroit Sound Conservancy in 2012 in order to preserve what music producer Don Was has called “the indigenous music of Detroit.” I also did it to preserve my own archive of Detroit sound related artifacts – oral history interviews, recordings, vinyl records, cassette tapes, 8-tracks, posters, t-shirts, buttons, articles, clippings, books, magazines, zines, photos, digital photos, notes, jottings, and other miscellaneous ephemera — knowing that if I could not help preserve the materials of an older generation of musicians, producers, DJs, writers, collectors, and fans, my personal archive and passions would not weather the storms (literal and figural) of the early 21st century – PhD or not. After a year or so of organizing virtually from Boston where I had found academic work teaching media & rhetoric, the DSC had its first major success with an oral history project for Detroit music, funded through Kickstarter. Donations allowed us to throw a great party in Boston, form the non-profit, and push me home to work on the DSC full time.
The results of the move have already manifested themselves. This summer we had a successful conference at the Detroit Public Library — the first of its kind — dedicated to Detroit sound.We will hold another next year on May 22 dedicated to the key role of Michigan in general, and Detroit in particular, in the emergence of the modern soundscape. We plan to have the call for papers out this fall.
In addition, we currently have an organizing/promotional night called #RecordDET at a downtown coffee shop called Urban Bean so that we can continue to both record interviews and playback the sounds / stories we are learning from. So far we’ve interviewed a retired disco / house DJ, a record retail and radio veteran, and two blues historians and musicians.
The long-term goal is to use the stories and sounds to propel us into a more sustainable future for Detroit’s sonic heritage. Recent local floods have reminded Metro Detroiters just how vulnerable we are and continue to be. We must preserve or our sonic dreams will perish.
I imagine the DSC as the sonic dream weaver. As one of our inspirations, the Black Madonna in Chicago, says: We still believe.
Carleton Gholz (PhD, Communication Studies, University of Pittsburgh, 2011) is the Founder and Executive Director of the Detroit Sound Conservancy, a lecturer in Communication at Oakland University in Rochester, Michigan, and President of the Friends of the E. Azalia Hackley Collection at the Detroit Public Library.
It’s an all too familiar movie trope. A bug hidden in a flower jar. A figure in shadows crouched listening at a door. The tape recording that no one knew existed, revealed at the most decisive of moments. Even the abrupt disconnection of a phone call manages to arouse the suspicion that we are never as alone as we may think. And although surveillance derives its meaning the latin “vigilare” (to watch) and French “sur-“ (over), its deep connotations of listening have all but obliterated that distinction.
This month, SO! Multimedia Editor Aaron Trammell curates a forum on Sound and Surveillance, featuring the work of Robin James and Kathleen Battles. And so it begins, with Aaron asking. . .”Want to Play a Game?” –JS
It’s eleven o’clock on a Sunday night and I’m in the back room of a comic book store in Scotch Plains, NJ. Game night is wrapping up. Just as I’m about to leave, someone suggests that we play Pit, a classic game about trading stocks in the early 20th century. Because the game is short, I decide to give it a go and pull a chair up to the table. In Pit, players are given a hand of nine cards of various farm-related suits and frantically trade cards with other players until their entire hand matches the same suit. As play proceeds, players hold up a set of similar cards they are willing to trade and shout, “one, one, one!,” “two, two, two!,” “three, three, three!,” until another player is willing to trade them an equivalent amount of cards in a different suit. The game only gets louder as the shouting escalates and builds to a cacophony.
As I drove home that night, I came to the uncomfortable realization that maybe the game was playing me. I and the rest of the players had adopted similar dispositions over the course of the play. As we fervently shouted to one another trying to trade between sets of indistinguishable commodities, we took on similar, intense, and excited mannerisms. Players who would not scream, who would not participate in the reproduction of the game’s sonic environment, simply lost the game, faded out. As for the rest of us, we became like one another, cookie-cutter reproductions of enthusiastic, stressed, and aggravated stock traders, getting louder as we cornered the market on various goods.
We were caught in a cybernetic-loop, one that encouraged us to take on the characteristics of stock traders. And, for that brief period of time, we succumbed to systems of control with far reaching implications. As I’ve argued before, games are cybernetic mechanisms that facilitate particular modes of feedback between players and the game state. Sound is one of the channels through which this feedback is processed. In a game like Pit, players both listen to other players for cues regarding their best move and shout numbers to the table representing potential trades. In other games, such as Monopoly, players must announce when they wish to buy properties. Although it is no secret that understanding sound is essential to good game design, it is less clear how sound defines the contours of power relationships in these games. This essay offers two games, Mafia, and Escape: The Curse of the Temple as case studies for the ways in which sound is used in the most basic of games, board games. By fostering environments that encourage both mimetic control and affective conditioning game sound draws players into the devious logic of cybernetic systems.
Understanding the various ways that sound is implemented in games is essential to understanding the ways that game sound operates as both a form of mimetic control and affective conditioning. Mimetic control is, at its most simple, the power of imitation. It is the degree to which we become alike when we play games. Mostly, it happens because the rules invoke a variety of protocols which encourage players to interact according to a particular standard of communication. The mood set by game sound is the power of affective conditioning. Because we decide what we interact with on account of our moods, moments of affective conditioning prime players to feel things (such as pleasure), which can encourage players to interact in compulsive, excited, subdued, or frenetic ways with game systems.
A game where sound plays a central and important role is Mafia (which has a number of other variants like Werewolf and The Resistance). In Mafia, some players take the secret role of mafia members who choose players to “kill” at night, while the eyes of the others are closed. Because mafia-team players shuffle around during the game and point to others in order to indicate which players to eliminate while the eyes of the other players are closed, the rules of the game suggest that players tap on things, whistle, chirp, and make other ambient noises while everyone’s eyes are closed. This allows for the mafia-team players to conduct their business secretly, as their motions are well below the din created by the other players. Once players open their eyes, they must work together to deduce which players are part of the mafia, and then vote on who to eliminate from the game. Here players are, in a sense, controlled by the game to provide a soundtrack. What’s more, the eeriness of the sounds produced by the players only accentuate the paranoia players feel when taking part in what’s essentially a lynch-mob.
The ambient sounds produced by players of Mafia have overtones of mimetic control. Protocols governing the use of game audio as a form of communication between bodies and other bodies, or bodies and machines, require that we communicate in particular ways at set intervals. Different than the brutal and martial forms of discipline that drove disciplinary apparatuses like Bentham’s panopticon, the form of control exerted through interactive game audio relies on precisely the opposite premise. What is often termed “The Magic Circle of Play” is suspect here as it promises players a space that is safe and fundamentally separate from events in the outside world. Within this space somewhat hypnotic behavior-patterns take place under the auspices of being just fun, or mere play. Players who refuse to play by the rules are often exiled from this space, as they refuse to enter into this contract of soft social norms with others.
Escape: The Curse of the Temple relies on sound to set a game mood that governs the ways that players interact with each other. In Escape, players have ten minutes (of real time) where they must work together to navigate a maze of cardboard tiles. Over the course of the game there are two moments when players must return to the tile that they started the game on, and these are announced by a CD playing in the background of the room. When this occurs, a gong rings on the CD and rhythms of percussion mount in intensity until players hear a door slam. At this point, if players haven’t returned to their starting tile, they are limited in the actions they can take for the rest of the game. In the moments of calm before players make a mad dash for the entrance, the soundtrack waxes ambient. It offers the sounds of howling-winds, rattling chimes, and yawning corridors.
The game is spooky, overall. The combination of haunting ambient sounds and moments where gameplay is rushed and timed, makes for an adrenaline-fueled experience contained and produced by the game’s ambient soundtrack. The game’s most interesting moments come from points where one player is trapped and players must decide whether they should help their friend or help themselves. The tense, haunting, soundtrack evokes feelings of high-stakes immersion. The game is fun because it produces a tight, stressful, and highly interactive experience. It conditions its players through the clever use of its soundtrack to feel the game in an embodied and visceral way. Like the ways that horror movies have used ambient sounds to a great effect in producing tension in audiences (pp.26-27), Escape: The Curse of the Temple encourages players to immerse themselves in the game world by playing upon the tried and true affective techniques that films have used for years. Immersed players feel an increased sense of engagement with the game and because of this they are willingly primed to engage in the mimetic interactive behaviors that engage them within the game’s cybernetic logic.
These two forms of power, mimetic control and affective conditioning, often overlap and coalesce in games. Sometimes, they meet in the middle during games that offer a more or less adaptive form of sound, like Mafia. Players work together and mimic each other when reproducing the ambient forms of quiet that constitute the atmosphere of terror that permeates the game space. Even the roar of bids which occurs in Pit constitutes a form of affective conditioning that encourages players to buy, buy, buy as fast as possible. Effectively simulating the pressure of The Stock Exchange.
Although there is now a growing discipline around the production of game audio, there is relatively little discourse that attempts to understand how the implementation of sound in games functions as a mode of social control. By looking at the ways that sound is implemented in board and card games, we can gain insight of the ways in which it is implemented in larger technical systems (such as computer games), larger aesthetic systems (such as performance art), economic systems (like casinos and the stock market), and even social systems (like parties). Furthermore, it is easy to describe more clearly the ways in which game audio functions as a form of soft power through techniques of mimetic control and affective conditioning. It is only by understanding how these techniques affect our bodies that we can begin to recognize our interactions with large-scale cybernetic systems that have effects reaching beyond the game itself.
Aaron Trammell is co-founder and Multimedia Editor of Sounding Out! He is also a Media Studies PhD candidate at Rutgers University. His dissertation explores the fanzines and politics of underground wargame communities in Cold War America. You can learn more about his work at aarontrammell.com.
Featured image “Psychedelic Icon,” by Gwendal Uguen CC BY-NC-SA.
Papa Sangre and the Construction of Immersion in Audio Games- Enongo Lumumba-Kasongo
SO! Amplifies. . .a highly-curated, rolling mini-post series by which we editors hip you to cultural makers and organizations doing work we really really dig. You’re welcome!
Several years ago—after working on media art, myths, songs about invisible networks and imaginary places—we started a series of sound art projects about America. In making these public sound artworks about our country we ask ourselves questions about funk, austerity, debt and responsibility, aesthetics, and inheritance. We also attempt to reckon with data, that which orders so much of our lives with its presence or absence.
We are interested in how data might be understood differently once sonified or made musical. We want to explore what kinds of codes are embedded in the architecture of American culture.
The first sound art project in this vein that we completed in 2007 was entitled Big House / Disclosure. Northwestern University commissioned Big House / Disclosure to commemorate the 200th anniversary of the abolition of the British slave trade. We began researching Chicago’s recently (2002) issued Slavery Era Disclosure Ordinance, which states that any business seeking a city contract must publicly disclose (without penalty) its historical relationship, if any, to the slave trade. In that project we interviewed 200 citizens in the Chicago area about that city ordinance, how they (or their ancestors) arrived in this country, the origins of house music, and imaginary plantations, as well as their opinions about the legacy of slavery in their lives. Their answers were woven into a 200 hour house song & public sound installation on the Northwestern campus.
We used custom built software to trigger changes in the sound (drums, bass lines, chords, etc.) of that installation as the stock prices of companies like Lehman Brothers and Wachovia Bank (listed by this city ordinance as having profited from slave trade) rose and fell in 2007. In addition to the sound installation there were a number of performance scores and graphic scores to be performed in the project. The graphic scores were performed at the Stone (John Zorn’s music venue) by bassist Melvin Gibbs, turntablist Val Inc, percussionist Satoshi Takeshi, and pianist Shoko Nagai in New York. The book and album for this project (recorded with percussionist Guillermo Brown, cornetist Taylor Ho Bynum, cellist Okkyung Lee and percussionist Tim Feeney) were released by 1913 Press.
In 2012-13 we created American Cypher. This project looked at American stories about race and DNA. The stories included narratives about Barack Obama, geneticist James Watson, Oprah Winfrey, and two men in the criminal justice system. At the center of the project was a multi-channel sound installation made from a small 18th century bell that belonged to Sally Hemings (a woman enslaved by Thomas Jefferson and, as indicated by DNA testing, mother to his children). The bell was recorded and altered. It was tuned using DNA information (microsatellite STR analysis) from the Jefferson and Hemings families. That analysis gave us a pitch set that was used to compose the piece. The project was commissioned by Bucknell University’s Samek Gallery and Griot Institute. The exhibition was mounted at the Studio Museum in Harlem and later traveled to the Institute of Visual Art at the University of Milwaukee Wisconsin.<p><a href=”http://vimeo.com/81574324″>Mendi + Keith Obadike: American Cypher – Samek Gallery and The Studio Museum in Harlem</a> from <a href=”http://vimeo.com/user12307441″>Keith Obadike</a> on <a href=”https://vimeo.com”>Vimeo</a>.</p>
Free/Phase is our latest project for 2014-15. This work uses the archives of Columbia College’s Center for Black Music Research (Chicago, Illinois) as its foundation. With this work we are doing conceptual remixes of African-American freedom songs found in the archives. We are thinking about how this music has been used over the past couple of centuries and all that is encoded in these songs musically, politically, and spiritually. There are three nodes to this project. These nodes will be presented and produced in several venues throughout the city of Chicago and will include audience participation.
“Beacon” is made up of a distributed site-specific sound installation that “rings” morning, noon, and evening, playing a short melodic phrase from specific spirituals found in the CBMR archives. Each spiritual chosen contains musical & lyrical messages that could have been used for pre-emancipation navigation on the underground railroad or inspiration.
“Overcome” is a video work that is inspired by ways that music was used during the American Civil Rights Movement.
“Dialogue” is comprised of “listening posts” throughout Chicago. A number of DJs engage audiences in a discussion about the canon of African-American freedom songs.
Across this series, we hope to invite new ways of thinking about the archives that hold information about our existence—the records of profit during the era of American slavery, the relationships marked in our genetic information, and the strategies for survival encoded in our music. Our work in this area reflects on the information that sometimes vanishes from view, whether because it is ephemeral or because it has been buried. We hope our sounding the archives invite new ways of listening to the past and the future at the same time.
Mendi + Keith Obadike make music, art and literature. Their works include The Sour Thunder, an Internet opera (Bridge Records), Crosstalk: American Speech Music (Bridge Records), Black.Net.Art Actions, a suite of new media artworks (published in re:skin on M.I.T Press), Big House / Disclosure, a 200 hour public sound installation (Northwestern University), Phonotype, a book & CD of media artworks, and a poetry collection, Armor and Flesh (Lotus Press). They have contributed sounds/music to projects by wide range of artists including loops for soul singer D’Angelo’s first album and a score for playwright Anna Deavere Smith at the Lincoln Center Institute. You can find out more about them at http://obadike.com.
Featured image from authors’ website.
SO! Amplifies: Regina Bradley’s Outkasted Conversations-Regina Bradley