This week’s readings are somewhat different, as we move from computer games to analyse a Japanese anime series, Dennou Coil – coil a circle of children. The word “Dennou” in the title literally means “electronic brain, and “coil” refers to how is surrounds and encompasses the children in a cyber reality. A brief overview of the anime, Dennou Coil, as derived from the first two episodes, depict it as a science-fiction story set in a futuristic Japanese city called Daikoku City. In this city, daily lives are enhanced by virtual reality, layered on the real world through augmented reality glasses, whose users can browse the internet, track down people and pets, and view virtual elements such as computer viruses and obsolete space that are not visible in the real world. Similarly, as mentioned in my previous blog entry, the city seems to be chosen as a playground for military battles again, this time as an augmented reality layered onto the real world, where playful hackers (the children) and the government of the city (the Megamass corporation) pit their technologies (the augmented reality glasses and various other appliances) against each other.
It is interesting to see that although these glasses are used by adults, they are used as a technological tool to assist their daily working lives. However, the children take it a step further and use these glasses as part of their social lives, using it to hack into the limitless virtual reality system surrounding the city to play their own make-believe games that are given visual form through the glasses. For example, an imaginary pet becomes a virtual pet that could be seen and touched through the use of these glasses. Padia is seen in the sense that these children seem to be having fun with the available technological tools at hand, creating their make-believe games as and when they feel like it, or coming up with conspiracies surrounding the glasses and the city police, the “Searchamotrons” also know as “Satchii”. The reason why these games seem so natural to their play is because the glasses allow virtual reality to be super-imposed onto their everyday lives, where they can interact with virtual objects in the setting of the city they live in.
While watching the first two episodes, I was struck by the similarities in our two societies. The children in the anime seem to be heavily involved in their virtual playground, going to the extent of property destruction and evading threats on their lives, even forming groups that compete against each other to gather “metabugs” (a material available only in the cyber world), that is not real. In our current society, we also see children being so addicted by computer games that they could spend days, weeks even, playing the same game over and over again. Some are so engrossed in the game that they forget that they live in the real world, sometimes bringing about elements of gaming into their real lives, believing that it was true. For example, school shootings such as the Virginia Tech campus incident a few years ago.
I wonder why these children go to so much trouble just for something that exists virtually? (The first episode where Densuke, the protagonist’s virtual pet went missing). Is it because of the sense of attachment to the pet that seems real because of the virtual pet’s ability to respond to her cues? Why were they so frightened of virtual threats (the computer viruses also known as illegals) even though they knew that it could not harm them physically and that they could end it by taking off their augmented reality glasses at any time? Sometime later, I realised that it was because their lives were so integrated into virtual reality that perhaps they could no longer differentiate what was real and what was not. The virtual world becomes as “real” as the real world and not being able to access it seems just as horrifying.
The Dennou Coil anime series might be aimed towards children, but it covers several adult themes addressing the more mature audiences, one example being the notion of social control by an oppressive corporation in the city. Gilles Deleuze, a philosopher, suggests in one of his works, the idea of disciplinary societies (where individuals are disciplined within closed environments of family, school, barracks, factory, hospital and the prison) transiting into societies of control, where the large corporation encompasses all power, pitting individuals against each other, dividing each within.
As evident in Dennou Coil, the Megamass corporation, an overall large corporation controls information and limits access to it for the “good” of the people. Satchiis’ are deployed to police the city, carelessly destroying any illegal goods and repairing hacker disruptions, with no distinction between what is good and bad. (Saatchi tried to destroy Densuke even though it was a harmless pet). Although there is some remaining freedom where Satchiis’ cannot enter shrines, schools and houses, majority of the city is still controlled and regulated by the corporation with no exceptions. Due to this sense of control and being stifled, the children in the city attempt to rebel though engaging in hacker play and avoiding the police as a form of a game.
Having only seen the first two episodes, I might not be fully aware of the subtle underlying themes and concepts of this anime series, but I thought that the initial introduction into this world of augmented reality could be a mirror of what might occur in our society many decades from now. Perhaps technology might advance to the extent of being able to develop augmented reality glasses for use in real life as seen in the anime, or that might be a large corporation that imposes some form of control over society through the use of tracking technology, I do not know. However, I believe that in the case of such circumstances, we would need to be able to understand where the boundaries of reality lie, and not immerse ourselves in a virtual reality that might seem real, but in actual fact is not.
Discussion Question: With the advancement of technology, augmented reality games might become part of our future. How then, can we control the extent to which we incorporate such games as part of our lives in such a way that we remain conscious of reality as we know it?