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(Cambridge Companions to Music) Cook, Nicholas (Editor)_ Ingalls, Monique M. (Editor)_ Trippett, David (Editor) - The Cambridge Companion to Music in Digital Culture-Cambridge University Press (2019)

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T H E C A M B R I D G E C O M PA N I O N T O M U S I C I N

D I G I TA L C U LT U R E

The impact of digital technologies on music has been overwhelming: since


the commercialisation of these technologies in the early 1980s, both the
practice of music and thinking about it have changed almost out of all
recognition. From the rise of digital music-making to digital dissemination,
these changes have attracted considerable academic attention across
disciplines, within but also beyond established areas of academic musical
research. Through chapters by scholars at the forefront of research and
shorter ‘personal takes’ from knowledgeable practitioners in the field, this
Companion brings the relationship between digital technology and musical
culture alive by considering both theory and practice. It provides a
comprehensive and balanced introduction to the place of music within
digital culture as a whole, with recurring themes and topics that include
music and the Internet, social networking and participatory culture, music
recommendation systems, virtuality, posthumanism, surveillance, copyright,
and new business models for music production.

NICHOLAS COOK is Emeritus Professor at the University of Cambridge.


He is the author of Music: A Very Short Introduction (1998) and Music as
Creative Practice (2018), and won the SMT's Wallace Berry Award for The
Schenker Project (2007).

MONIQUE M. INGALLS is Assistant Professor of Music at Baylor


University, Texas. Author of Singing the Congregation (2018), she is series
editor for Routledge's Congregational Music Studies series and co-organiser
of the biennial international conference ‘Christian Congregational Music:
Local and Global Perspectives’.

D AV I D T R I P P E T T is Senior Lecturer in the Faculty of Music, University


of Cambridge. Author of Wagner's Melodies (Cambridge, 2013), his wide-
ranging research has received the Einstein and Lockwood Prizes (American
Musicological Society), the Nettl Prize (Society for Ethnomusicology), and
an American Society of Composers, Authors, and Publishers (ASCAP)
Deems Taylor award.
C A M B R I D G E C O M PA N I O N S T O M U S I C

Topics

The Cambridge Companion to Ballet Edited by Marion Kant

The Cambridge Companion to Blues and Gospel Music Edited by Allan


Moore

The Cambridge Companion to Choral Music Edited by André de Quadros

The Cambridge Companion to the Concerto Edited by Simon P. Keefe

The Cambridge Companion to Conducting Edited by José Antonio Bowen

The Cambridge Companion to Eighteenth-Century Music Edited by


Anthony R. DelDonna and Pierpaolo Polzonetti

The Cambridge Companion to Electronic Music Edited by Nick Collins and


Julio D’Escriván

The Cambridge Companion to Film Music Edited by Mervyn Cooke and


Fiona Ford

The Cambridge Companion to French Music Edited by Simon Trezise


The Cambridge Companion to Grand Opera Edited by David Charlton

The Cambridge Companion to Hip-Hop Edited by Justin A. Williams

The Cambridge Companion to Jazz Edited by Mervyn Cooke and David


Horn

The Cambridge Companion to Jewish Music Edited by Joshua S. Walden

The Cambridge Companion to the Lied Edited by James Parsons

The Cambridge Companion to Medieval Music Edited by Mark Everist

The Cambridge Companion to Music in Digital Culture Edited by Nicholas


Cook, Monique M. Ingalls and David Trippett

The Cambridge Companion to the Musical, third edition Edited by William


Everett and Paul Laird

The Cambridge Companion to Opera Studies Edited by Nicholas Till

The Cambridge Companion to the Orchestra Edited by Colin Lawson

The Cambridge Companion to Pop and Rock Edited by Simon Frith, Will
Straw and John Street

The Cambridge Companion to Recorded Music Edited by Eric Clarke,


Nicholas Cook, Daniel Leech-Wilkinson and John Rink

The Cambridge Companion to the Singer-Songwriter Edited by Katherine


Williams and Justin A. Williams
The Cambridge Companion to the String Quartet Edited by Robin Stowell

The Cambridge Companion to Twentieth-Century Opera Edited by Mervyn


Cooke

Composers

The Cambridge Companion to Bach Edited by John Butt

The Cambridge Companion to Bartók Edited by Amanda Bayley

The Cambridge Companion to the Beatles Edited by Kenneth Womack

The Cambridge Companion to Beethoven Edited by Glenn Stanley

The Cambridge Companion to Berg Edited by Anthony Pople

The Cambridge Companion to Berlioz Edited by Peter Bloom

The Cambridge Companion to Brahms Edited by Michael Musgrave

The Cambridge Companion to Benjamin Britten Edited by Mervyn Cooke

The Cambridge Companion to Bruckner Edited by John Williamson

The Cambridge Companion to John Cage Edited by David Nicholls

The Cambridge Companion to Chopin Edited by Jim Samson

The Cambridge Companion to Debussy Edited by Simon Trezise


The Cambridge Companion to Elgar Edited by Daniel M. Grimley and
Julian Rushton

The Cambridge Companion to Duke Ellington Edited by Edward Green

The Cambridge Companion to Gilbert and Sullivan Edited by David Eden


and Meinhard Saremba

The Cambridge Companion to Handel Edited by Donald Burrows

The Cambridge Companion to Haydn Edited by Caryl Clark

The Cambridge Companion to Liszt Edited by Kenneth Hamilton

The Cambridge Companion to Mahler Edited by Jeremy Barham

The Cambridge Companion to Mendelssohn Edited by Peter Mercer-Taylor

The Cambridge Companion to Monteverdi Edited by John Whenham and


Richard Wistreich

The Cambridge Companion to Mozart Edited by Simon P. Keefe

The Cambridge Companion to Arvo Pärt Edited by Andrew Shenton

The Cambridge Companion to Ravel Edited by Deborah Mawer

The Cambridge Companion to Rossini Edited by Emanuele Senici

The Cambridge Companion to Schoenberg Edited by Jennifer Shaw and


Joseph Auner
The Cambridge Companion to Schubert Edited by Christopher Gibbs

The Cambridge Companion to Schumann Edited by Beate Perrey

The Cambridge Companion to Shostakovich Edited by Pauline Fairclough


and David Fanning

The Cambridge Companion to Sibelius Edited by Daniel M. Grimley

The Cambridge Companion to Richard Strauss Edited by Charles Youmans

The Cambridge Companion to Michael Tippett Edited by Kenneth Gloag


and Nicholas Jones

The Cambridge Companion to Vaughan Williams Edited by Alain Frogley


and Aidan J. Thomson

The Cambridge Companion to Verdi Edited by Scott L. Balthazar

Instruments

The Cambridge Companion to Brass Instruments Edited by Trevor Herbert


and John Wallace

The Cambridge Companion to the Cello Edited by Robin Stowell

The Cambridge Companion to the Clarinet Edited by Colin Lawson

The Cambridge Companion to the Guitar Edited by Victor Coelho


The Cambridge Companion to the Harpsichord Edited by Mark Kroll

The Cambridge Companion to the Organ Edited by Nicholas Thistlethwaite


and Geoffrey Webber

The Cambridge Companion to Percussion Edited by Russell Hartenberger

The Cambridge Companion to the Piano Edited by David Rowland

The Cambridge Companion to the Recorder Edited by John Mansfield


Thomson

The Cambridge Companion to the Saxophone Edited by Richard Ingham

The Cambridge Companion to Singing Edited by John Potter

The Cambridge Companion to the Violin Edited by Robin Stowell


T HE C A MB R ID GE
C OMPA N ION TO MU S IC IN
D IGITA L C U LT U R E
Edited by

Nicholas Cook
University of Cambridge

Monique M. Ingalls
Baylor University, Texas

David Trippett
University of Cambridge
University Printing House, Cambridge CB2 8BS, United Kingdom

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It furthers the University’s mission by disseminating knowledge in the pursuit of education,


learning, and research at the highest international levels of excellence.

www.cambridge.org

Information on this title: www.cambridge.org/9781107161788

DOI: 10.1017/9781316676639

© Cambridge University Press 2019

This publication is in copyright. Subject to statutory exception and to the provisions of relevant
collective licensing agreements, no reproduction of any part may take place without the written
permission of Cambridge University Press.

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A catalogue record for this publication is available from the British Library.

Library of Congress Cataloging-in-Publication Data

Names: Cook, Nicholas, 1950- | Ingalls, Monique Marie. | Trippett, David, 1980-

Title: The Cambridge companion to music in digital culture / edited by Nicholas Cook,
Monique Ingalls, David Trippett.

Description: Cambridge, United Kingdom ; New York, NY : Cambridge University Press,


2019. | Series: Cambridge companions to music | Includes bibliographical references and
index.

Identifiers: LCCN 2019003348 | ISBN 9781107161788 (hardback : alk. paper) | ISBN


9781316614075 (pbk. : alk. paper)

Subjects: LCSH: Music–Social aspects. | Digital media–Social aspects. | Music and the
Internet. | Music and technology.

Classification: LCC ML3916 .C33 2019 | DDC 780.9/05–dc23

LC record available at https://lccn.loc.gov/2019003348

ISBN 978-1-107-16178-8 Hardback

ISBN 978-1-316-61407-5 Paperback

Cambridge University Press has no responsibility for the persistence or accuracy of URLs for
external or third-party internet websites referred to in this publication and does not guarantee
that any content on such websites is, or will remain, accurate or appropriate.
Contents
List of Figures
List of Contributors
Acknowledgements

Introduction
Nicholas Cook, Monique M. Ingalls and David Trippett

1 Digital Technology and Cultural Practice


Nicholas Cook

Personal Take: Whatever Happened to Tape-Trading?


Lee Marshall

2 Toward a History of Digital Music: New Technologies, Business


Practices and Intellectual Property Regimes
Martin Scherzinger

Personal Take: On Serving as an Expert Witness in the ‘Blurred


Lines’ Case
Ingrid Monson

3 Shaping the Stream: Techniques and Troubles of Algorithmic


Recommendation
K. E. Goldschmitt and Nick Seaver

Personal Takes: Being a Curator


Ben Sinclair

Can Machines Have Taste?


Stéphan-Eloïse Gras

4 Technologies of the Musical Selfie


Sumanth Gopinath and Jason Stanyek

Personal Take: Vaporwave is Dead, Long Live Vaporwave!


Adam Harper

5 Witnessing Race in the New Digital Cinema


Peter McMurray

Personal Take: Giving History a Voice


Mariana Lopez

6 Digital Devotion: Musical Multimedia in Online Ritual and


Religious Practice
Monique M. Ingalls

Personal Takes: Technicians of Ecstasy


Graham St John

Live Coded Mashup with the Humming Wires


Alan F. Blackwell and Sam Aaron

Algorave: Dancing to Algorithms


Alex McLean

7 Rethinking Liveness in the Digital Age


Paul Sanden

Personal Takes: Augmenting Musical Performance


Andrew McPherson

Digital Demons, Real and Imagined


Steve Savage

Composing with Sounds as Images


Julio d’Escriván

Compositional Approaches to Film, TV and Video Games


Stephen Baysted

8 Virtual Worlds from Recording to Video Games


Isabella van Elferen

9 Digital Voices: Posthumanism and the Generation of Empathy


David Trippett

Personal Take: In the Wake of the Virtual


Frances Dyson

10 Digital Inequalities and Global Sounds


Shzr Ee Tan

11 The Political Economy of Streaming


Martin Scherzinger

Bibliography
Index
Figures
4.1 Peekabeat: ‘Your face will pick your next playlist’. Screenshot
used courtesy of AQuest.

4.2 Mike Tompkins × 26 (Coldplay ‘Paradise’ A Capella Cover).


Screenshot used courtesy of Mike Tompkins.

8.1 The ALI model: affect, literacy, and interaction.

14.1 Gary Warner, 3-pendulum harmonograph (2015). Image used


courtesy of Gary Warner.

14.2 Gary Warner, The social lamellaphone (2014). Image used


courtesy of Gary Warner.
Contributors
Sam Aaron’s research focuses on the design of novel domain-specific
programming languages to explore liveness, conceptual efficiency, and
performance. He is the creator of Sonic Pi which has been successfully
used by teachers for computing and music lessons and also by artists to
live code music for people to dance to in nightclubs.

Stephen Baysted is Professor of Film, TV and Games Composition at


the University of Chichester. He has scored many AAA games, films
and TV series, and has been nominated for three Jerry Goldsmith
Awards, two Motion Picture Sound Editors Golden Reel Awards, a
Golden Joystick Award and two Game Audio Network Guild Awards.

Alan F. Blackwell is Professor of Interdisciplinary Design in the


University of Cambridge Department of Computer Science and
Technology. He has been designing novel programming languages
since 1983, and has a particular research interest in bringing user
experience, art and craft perspectives to programming language
design.

Nicholas Cook is Emeritus Professor at the University of Cambridge,


and author of Music: A Very Short Introduction (1998), which is
published or forthcoming in sixteen languages. His book The Schenker
Project: Culture, Race, and Music Theory in Fin-de-siècle Vienna
(2007) won the SMT’s Wallace Berry Award, while his Music as
Creative Practice appeared in 2018. He is currently finalising a project
on relational and intercultural musicology, which was supported by a
British Academy Wolfson Professorship. He is a Doctor of Humane
Letters of the University of Chicago and was elected Fellow of the
British Academy in 2001.

Frances Dyson is Visiting Professorial Fellow at the National Institute


for Experimental Arts, University of New South Wales. She is the
author of The Tone of Our Times: Sound, Sense, Economy and Ecology
(2014) and Sounding New Media: Immersion and Embodiment in the
Arts and Culture (2009).

Julio d’Escriván is a composer of music for visual media with a


showreel that includes film, documentaries, commercials and film-
trailer cues. He is also an electroacoustic composer and occasional live
coder and audio-visual performer who lectures in film music
composition at the University of Huddersfield.

K. E. Goldschmitt is Assistant Professor of Music at Wellesley


College. Prior to Wellesley, Goldschmitt held research and teaching
positions at University of Cambridge, New College of Florida and
Colby College. Specialising in Brazilian and Luso-African music, the
global media industries, circulation and music technology,
Goldschmitt’s first monograph, Bossa Mundo: Brazilian Music in
Transnational Media Industries, is under contract. Recent publications
include essays in The Routledge Companion to Screen Music and
Sound and Sounds and the City 2, and a forthcoming essay in Music in
Contemporary Action Film.
Sumanth Gopinath is Associate Professor of Music Theory at the
University of Minnesota. He is the author of The Ringtone Dialectic:
Economy and Cultural Form (2013), and, with Jason Stanyek, co-
edited The Oxford Handbook of Mobile Music Studies (2014).
Contributions to scholarly journals and edited collections address
subjects ranging from Benjamin Britten, Steve Reich and Bob Dylan to
musical minimalism, Marxism and music scholarship, the Nike+ Sport
Kit, and the ringtone industry. Current projects revolve around sound
in new and formerly new media, the aesthetics of smoothness, and the
music of the Scottish composer James Dillon. Together with Anna
Schultz, he received the American Musicological Society’s H. Colin
Slim Award in 2017.

Stéphan-Eloïse Gras is an affiliate researcher at MCC-NYU where


she studies the ethical values embedded in technological design and
their effects in the ‘attention economy’. Her forthcoming book
Machines du goût: l'algorithme au coeur de nos sensibilités traces the
emergence of early AI patterns for emotional tracking in music
recommendation engines.

Adam Harper is an Associate Lecturer in Music at City, University of


London, interested in the history of popular music aesthetics and
technology. As a music critic, he has written for The Wire, The Fader,
Resident Advisor and Dummy, and he is the author of Infinite Music
(2011).

Monique M. Ingalls is Assistant Professor of Music at Baylor


University. Her work on music in Christian communities has been
published in the fields of ethnomusicology, media studies, hymnology
and religious studies. She is the author of Singing the Congregation:
How Contemporary Worship Music Forms Evangelical Community
(2018) as well as lead editor of three books on Christian music-making
in global perspective. She is series editor for Routledge’s
Congregational Music Studies book series and is co-founder and
programme chair of a biennial academic conference on Christian
congregational music.

Mariana Lopez is an academic and sound designer. In 2013 she


completed her PhD at the University of York on the importance of
acoustics in medieval drama. She is a lecturer at York and has worked
on a number of film and theatre productions as well as installations.

Lee Marshall is a Reader in Sociology at the University of Bristol,


specialising in the music industry, popular music consumption,
collecting, intellectual property and stardom.

Alex McLean is an artist-programmer and interdisciplinary researcher


based in Sheffield, UK. He co-founded the Algorave and TOPLAP live
coding movements, several international conferences/festivals, and the
TidalCycles live coding environment. He is a post-doctoral researcher
on the PENELOPE project at Deutsches Museum, Munich,
investigating the structures of ancient weaves.

Peter McMurray is a Lecturer in Ethnomusicology at University of


Cambridge. His work focuses principally on technologies of sonic
difference, including cities, audio recording, musical instruments,
music videos and architecture. He is currently completing a book and
film project, Pathways to God: The Islamic Acoustics of Turkish
Berlin, and has also written on the history of tape recording, orality
and oral poetry, music videos, and materiality and religion. He
completed a PhD from Harvard University in Ethnomusicology with a
secondary field in Critical Media Practice, and he has held
postdoctoral fellowships at MIT and the Harvard Society of Fellows.

Andrew McPherson is a Reader (Associate Professor) in the Centre


for Digital Music at Queen Mary University of London. A composer
and electronic engineer by training, his work focuses on creating new
digital musical instruments, especially augmented instruments which
extend the capabilities of familiar designs.

Ingrid Monson is Quincy Jones Professor of African-American Music


at Harvard University. Her books include Freedom Sounds: Civil
Rights Call Out to Jazz and Africa (2007) and Saying Something: Jazz
Improvisation and Interaction (1996).

Paul Sanden is Assistant Professor in Music at the University of


Lethbridge, where he teaches music history courses in Western art
music and popular music traditions, with an emphasis on music of the
twentieth and twenty-first centuries. His research regularly crosses
disciplinary and musical-generic boundaries, drawing from
musicology, performance studies, media theory and other disciplines to
investigate meaning formation in music from Western popular and art
music traditions, with a particular focus on the impact of electronic
technologies on music’s performance. He is the author of Liveness in
Modern Music: Musicians, Technology, and the Perception of
Performance (2013).

Steve Savage is an active record producer and recording engineer. He


has been the primary engineer on seven records that received Grammy
nominations. Savage is also the Executive Director of Blue Bear
School of Music in San Francisco. Having received his PhD in
musicology, Savage now balances a career as a producer, educator and
entrepreneur.

Martin Scherzinger is Associate Professor in the Department of


Media, Culture and Communication at New York University. He has
been a Postdoctoral Fellow at the Princeton University Society of
Fellows (2004–7), and received various fellowships (ranging from
AMS 50 to ACLS). Martin’s research is on sound, music, media, and
politics, with a particular focus on global biographies of sound and
other ephemera circulating in geographically remote regions. His
research examines the poetics of intellectual property in diverse
sociotechnical environments, relations between aesthetics and
censorship, mathematical geometries of musical time, and histories of
sound in philosophy.

Nick Seaver is an Assistant Professor in the Department of


Anthropology and the Program in Science, Technology and Society at
Tufts University. He researches and teaches on the ways that
technologists make sense of cultural materials in the design and
maintenance of software systems. He has conducted ethnographic
research with the developers of algorithmic music recommender
systems in the United States, and is currently studying the relationship
between machine learning and attention.

Ben Sinclair has a professional background in digital music,


streaming curation, music supervision and independent film
production. He lives in Los Angeles with his wife, Mia, their pets
Pickles and Marshall, and a record collection that has long outgrown
its space. His talk-free podcast Sound Contours offers mixes of terrific,
obscure music.

Graham St John, PhD, is a cultural anthropologist. Among his eight


books are Mystery School in Hyperspace: A Cultural History of DMT
(2015) and Global Tribe: Technology, Spirituality and Psytrance
(2012). He is Research Fellow, Social Science, University of Fribourg,
Switzerland, and Executive Editor of Dancecult: Journal of Electronic
Dance Music Culture.

Jason Stanyek teaches at the University of Oxford, where he is


Associate Professor of Ethnomusicology and Tutorial Fellow at St
John’s College; before that he was Assistant Professor at New York
University. He pursued doctoral studies with George E. Lewis and his
research on improvisation, music technology, hip-hop, and Brazilian
music and dance has appeared in a range of publications. His essay
‘Deadness: Technologies of the Intermundane’ (co-written with
Benjamin Piekut) received the 2011 ‘Outstanding Essay Award’ from
the Association for Theater in Higher Education, while a monograph
on Brazilian diasporic performance is forthcoming. He is general
editor for Bloomsbury’s new series 33⅓ Brazil, and co-editor of
Twentieth-Century Music.

Shzr Ee Tan is a Senior Lecturer and ethnomusicologist at Royal


Holloway, University of London. While she has a regional specialism
in Sinophone worlds, she is interested in how inequalities intersect
with music scenes globally. To this end her research is widely focused,
ranging from musical indigeneity on the Internet to Latin genres in
Singapore, soundscapes of political protests in London and the sonic
regimes of Southeast Asian migrant workers. Shzr Ee is current co-
editor of Ethnomusicology Forum, and has published a monograph
plus various edited volumes.

David Trippett is Senior Lecturer in the Faculty of Music, University


of Cambridge. His research interests focus on nineteenth-century
cultural and intellectual history, opera, posthumanism, and the scene of
digital culture. His monograph Wagner’s Melodies examines the
cultural and scientific history of melodic theory in relation to Wagner’s
writings on music, and in 2018 he edited and orchestrated Liszt’s only
mature opera Sardanapalo (for the Neue Liszt Ausgabe) to critical
acclaim. He currently runs a research group in Cambridge, funded by
an ERC starting grant, that examines the dialogue between natural
science and music during the nineteenth century.

Isabella van Elferen is Professor of Music, Head of the Department of


Performing Arts and Director of the Visconti Studio at Kingston
University London. She has published extensively on music
philosophy, music and moving image, Gothic and horror music, and
baroque sacred music. Isabella is First Vice-President of the
International Association of the Fantastic in the Arts. She is member of
the editorial boards of The Soundtrack, Horror Studies, and Aeternum,
and guest editor for Journal for the Fantastic in the Arts (2013),
Horror Studies (2016) and Contemporary Music Review (2017).
Acknowledgements
This book has its origins in the conference ‘Creativity, Circulation,
Copyright: Music in the Digital Age’, held at the University of Cambridge
in March 2014 and hosted by CRASSH (The Centre for Research in the
Arts, Social Sciences and Humanities); we are grateful for CRASSH’s
support. The conference was organised by the three co-editors, who are all
current or former members of the Cambridge Faculty of Music, and by
Peter Webb (now at the University of the West of England), who also made
a major contribution to the planning of this volume. Additional support was
provided under the auspices of the ERC (European Research Council)
Starting Grant ‘Sound and Materialism in the 19th Century’, held by David
Trippett. Most of all we are indebted to Dr Ariana Phillips-Hutton, who as
editorial assistant played the key role in transforming a sprawling mass of
(virtual) typescripts into a deliverable book.
Introduction

Nicholas Cook, Monique M. Ingalls and David Trippett

It is hard to think of another field of cultural practice that has been as


comprehensively turned upside down by the digital revolution as music.
Digital instruments, recording technologies and signal processing
techniques have transformed the making of music, while digital
dissemination of music – through the Internet and earbuds – has
transformed the way people consume it. Live music thrives and mostly
relies on digital technology, but alongside it music has become integrated
into the patterns of social networking and urban mobility that increasingly
structure people’s lives. The digital revolution has destabilised the
traditional music business, with successive technologies reconstructing it in
different forms, and at present even its short-term future is unclear. (Just as
this book is going to press, Apple has announced the discontinuation of
iTunes, the most commercially successful response to Napster.) Meanwhile
digitalisation has changed what sort of thing music is, creating a
multiplicity of genres, some of which exist only online – indeed, downloads
and streaming have problematised the extent to which music can reasonably
be thought of as a ‘thing’ at all. Technology that is rapidly pervading the
globe is re-engineering relationships between geographically removed
traditions (including by removing geography from the equation). Some see
this near meltdown of so many aspects of traditional musical culture as a
harbinger of fundamental social change to come.
In short, music in digital culture is a bewildering world, most of all for
those in the middle of it. This Companion attempts to make sense of a
constantly changing field through a series of complementary perspectives:
eleven chapters address topics that range from the economics of music in
the digital age to relationships between technology and culture, music
recommendation technologies, constructions of selfhood, the politics of
protest, religion on the web, liveness, virtuality, the posthuman, and global
perspectives. It also includes what we call ‘personal takes’ (PTs), short
essays – often by digital practitioners – that focus on specific issues, genres,
professional practices, and experiences, so aiming to communicate
something of the specificity of life and work in the digital cultures of music.
PTs are interspersed throughout the volume, not according to a regular plan
but so as to throw light on the preceding or following chapters or strike
sparks with adjacent PTs. Each chapter and each personal take is a self-
sufficient entity when read the digital way, as a series of separate tracks, but
the book is designed to offer added value when its various constituents are
read together. The following is a description of the pathway embodied in
the printed version of the book.
Chapter 1, Nicholas Cook’s ‘Digital Technology and Cultural
Practice’, offers a broad overview of music in digital culture, focusing in
particular on the social dimensions that the technology has opened up: the
aim is to set out the field that subsequent chapters populate in detail. This is
followed by a PT in which Lee Marshall discusses an immediately pre-
digital musical community and how it was impacted by the advent of digital
technology. The main part of the book is bookended by two chapters from
Martin Scherzinger that focus on the intersection of technology and
economics: Chapter 2 (‘Toward a History of Digital Music: New
Technologies, Business Practices and Intellectual Property Regimes’)
provides a historical account of how the world of digital music as we know
it came about, while a PT by Ingrid Monson illustrates the role played by
copyright through an insider’s account of the high-profile lawsuit over
‘Blurred Lines’. In ‘Shaping the Stream: Techniques and Troubles of
Algorithmic Recommendation’ (Chapter 3), K. E. Goldschmitt and Nick
Seaver offer a critical overview of playlisting technologies: these represent
a key interface between the streaming technologies that dominate today’s
music business and the practices of digital consumption and aesthetics. Two
PTs offer close-up views of this world, one (by Ben Sinclair) conveying the
flavour of life as a curator within a music recommendation start-up, the
other (by Stéphan-Eloïse Gras) asking searching questions about the nature
of taste.
Chapter 4 (‘Technologies of the Musical Selfie’), by Sumanth
Gopinath and Jason Stanyek, is structured around what might seem a
marginal phenomenon within digital culture, in which automated facial
recognition generates a personalised musical artefact, what the authors call
the musical selfie – but it turns out to be a high road into a world of music
as medium of self-definition and interpersonal relationships that is
anticipated by but goes far beyond anything in pre-digital culture. This is
followed by a PT from Adam Harper that explores the equally esoteric
world of vaporwave, a digital audio-visual genre that might be described as
not just on the web but about it. Peter McMurray’s ‘Witnessing Race in the
New Digital Cinema’ (Chapter 5) documents an emerging film practice
whereby smartphone videos bear witness to social injustice, focusing in
particular on the politics and ethics of racial violence: here digital media
play a role in society that builds on pre-digital cinematic resistance but puts
it in everyone’s hands. A PT by Mariana Lopez explores the same issue of
giving voice to the voiceless in the quite different domain of digital
heritage.
Religious devotion and spirituality, the topic of Monique M. Ingalls’s
‘Digital Devotion: Musical Multimedia in Online Ritual and Religious
Practice’ (Chapter 6), represent another area transformed by digital culture,
and Ingalls documents the role of music in contexts ranging from digital
resources for offline devotion to online performances of personal
spirituality that elide the virtual and the divine: the Internet simultaneously
complements, reinforces and undermines established religions. A PT by
Graham St John on EDM as a performance of the sublime is followed by
two on algorave, a recent performance genre based on real-time
programming, authored respectively by members of the live coding duo The
Humming Wires and by Alex McLean. Like ‘live’ coding, ‘live’
performance is defined by its other – live music is what recorded music is
not – and in Chapter 7 (‘Rethinking Liveness in the Digital Age’) Paul
Sanden takes up the topic of how technology can re-create, even in a virtual
environment, the sense of human presence that defines live performance.
The emphasis on performance continues with the first of a group of PTs that
sample the roles of digital technology across key creative practices of
music: Andrew McPherson addresses performance from the perspective of
instrument design, and Steve Savage reflects on the pros and cons of digital
versus analogue recording, while Julio d’Escriván and Stephen Baysted
focus on composition. D’Escriván reflects on how the practices of digital
multimedia have led him to think about musical sound in a new way, while
Baysted compares the very different natures of composition for concert
listening and for the specifically digital genre of video games.
A further two chapters explore the dimension of the virtual opened up
by Sanden. Isabella van Elferen’s ‘Virtual Worlds from Recording to Video
Games’ (Chapter 8) claims that music is not just an important dimension of
virtual worlds, but can lead to an enhanced understanding of what virtuality
is: she argues that the virtual existed in the pre-digital age (both literary
narrative and recorded music create their own virtual worlds), but that
virtual reality technologies are extending it in fundamentally new ways. In
creating experiences located outside what we have thought of as the real
world of embodied individuals and material objects, the virtual worlds of
digital multimedia open up issues of how far machines and algorithms can
extend human capacities, or lead to a more fundamental rethinking of the
‘human’. David Trippett’s ‘Digital Voices: Posthumanism and the
Generation of Empathy’ (Chapter 9) assesses the impact of digital
technology on human agency, the significance of machines that speak to us
in beguiling female voices, and an opera that explores the ethical
dimensions of immortality achieved through the downloading of human
minds to computers. A PT by Frances Dyson traces the arc of posthuman
thought from the celebratory futurism of the age before the dot-com bubble
burst to the ethical and environmental potential of a human culture purged
of anthropocentrism.
The book concludes with two chapters that critique contemporary
thinking about music in digital culture from different directions. Shzr Ee
Tan’s ‘Digital Inequalities and Global Sounds’ (Chapter 10) emphasises the
first-world, even anglophone bias of the supposedly global culture of the
World Wide Web, counterposing it with perspectives drawn from
elsewhere, particularly China: here, as often in digital culture, utopian and
dystopian visions of technology are set in opposition, coexist, or on
occasion become indistinguishable from one another. Finally, in Chapter 11
(‘The Political Economy of Streaming’) Martin Scherzinger complements
his earlier chapter by scrutinising the current state of the digital music
industry and the larger economy within which it is situated: in doing so he
picks up on the concerns expressed by Tan and other contributors about the
way in which, through streaming, music has become entangled in a growing
culture of digital data collection and surveillance. Nothing could more
clearly illustrate how music, too often thought of as just a form of
entertainment, has become a key dimension of social, economic and even
political life in the digital age.
1
Digital Technology and Cultural
Practice

Nicholas Cook

There is no race, there are no genders, there is no age, there are no


infirmities … Utopia? No, the Internet.

1997 advertisement quoted in Baym 2015, 39

In the last year, even as surveillance and privacy concerns peaked,


music consumers migrated to streaming music services that live in the
cloud in accelerating numbers.

Andrew Leonard1

3,155,403,941

YouTube views of ‘Gangnam Style’ as of 30 May 2018

7,600,000,000

current estimate of world population


According to author and educationalist Sir Ken Robinson, ‘it wasn’t until
2007 that the iPhone came out and has pretty much changed the way the
planet works’.2 Of course it wasn’t just the iPhone: digital technology has
pretty much changed how music works, and the planet remains in a state of
not only technological but also social, aesthetic and commercial transition –
though quite what it is a transition to is not so clear. Commentators speak
freely of paradigm change, though they usually qualify this by emphasising
the ways in which the new paradigm (whatever that may be) represents a
continuation of pre-digital business by other means.
At one level it is quite easy to say what digital technology has meant
for music. Sound – including musical sound – consists of patterns of
vibrating air molecules that strike our eardrums and resonate within the ear:
mathematicians represent them as continuous wave forms, and as such
sound is analogue. In contrast, digital signals consist of a series of discrete
numerical values, ultimately made up of 0s and 1s. Despite the difference,
digital signals can replicate analogue ones in the same way that the dots of a
newsprint photograph replicate the original: with photographs it is a matter
of the dots being small enough, and with sound it is one of a sufficiently
high sample rate. Digital recording involves measuring sound waves 44,100
times a second, and digital playback outputs numerical values at the same
rate. In terms of human perception, the replication is good enough to have
been the basis of the international recording industry for the last thirty-five
years. And because replicating digital sounds means replicating numbers,
there is no loss of quality in digital copies – unlike analogue technology,
where the quality degrades every time you make a copy.
The 44,100 samples a second produce a lot of data, and in the early
days of digital music this represented a challenge to processing power and
storage space. Much of the early history of digital music is conditioned by
various workarounds. In universities and research institutes music was
generated in the digital domain – that is, through purely numerical
operations – but it involved the use of mainframes and rarely worked in real
time. MIDI (which goes back to 1983, the year after the introduction of the
CD) was a standard for computer control of hardware devices such as
synthesisers and drum machines: this offloaded the most computationally
intensive part of the process onto dedicated hardware devices, so enabling
real-time operation. Other approaches included techniques for compressing
digital sound files, the most important being the MP3 format, which dates
from the 1990s and was key to the development of download culture – the
distribution of sound files through the Internet rather through physical
carriers such as CDs.
It was rapid advances in both processing power and storage that made
this possible, but analogue technologies continued to exert a ghostly
influence. Recording media illustrate this. The analogue formats of shellac
discs (78s, named after the speed at which the disc spun), LPs (vinyl discs
allowing over twenty minutes of continuous playback on each side) and
magnetic tape lie behind early digital media. DAT (Digital Audio Tape)
recorders, introduced in the late 1980s, used the same magnetic tape as
analogue tape recorders, but the sounds were coded in digital form. CDs
retained the principle of the spinning disc, as indeed did the hard disc drives
built into computers for generic data storage. These vestiges of analogue
technology disappeared with the solid-state drive, which became standard
in computers during the second decade of the present century, and by this
time there had ceased to be any distinction between musical and generic
data storage. A more radical development, around the same period, was the
take-up of cloud computing, in which – just as with the earlier download
culture – the physical storage medium disappeared. Of course the data are
still held on physical devices, but these are relegated to server farms: out of
sight, out of mind, rather like the mass export of European and American
waste to India and China.
Analogue practices also retain a ghostly presence in the terminology of
tracks and albums – terms derived from the physical media of the analogue
era but still current today. The same applies to software. Early MIDI
sequencers such as Cubase were based on the metaphor of the multi-track
tape recorder, and the same remains the case with present-day applications
based on digital sound: to use Ableton Live, Logic Pro or Sound Tools you
lay down music in separate tracks and manipulate them on the model of the
analogue mixing desk. Each also uses plug-ins that often replicate the
appearance as well as the functionality of analogue sound-effect units. But
running alongside these commercial products there has been, and continues
to be, a variety of more abstract, experimental and flexible software for
digital music creation – software that owes less to earlier analogue
practices. The mainframe-based systems I referred to include the MUSIC-N
series (where N stands for I, II, III etc.), which go back to the late 1950s,
with Csound (1985) being a particularly influential member of the family:
in essence these were specialised music programming languages with
extensive libraries of functions and, as I said, not primarily designed for
real-time use. At the other end of the spectrum are such programmes as
Max/MSP, a visual programming language also dating from the 1980s and
still in widespread use, or SuperCollider (1996), a programming
environment specifically oriented to real-time synthesis.
I have sketched these basic elements of music hardware and software
because they both embody basic principles of digital music and underlie
many digital musicians’ working environment. But I said that at one level it
is quite easy to say what digital technology has meant for music, and that is
not the level on which this book focuses. As its title proclaims, it is a
companion to music in digital culture. Its focus is not on technology but on
the social, economic and aesthetic correlates of technology, and here too we
can see both new paradigms and the continuation of existing business by
other means. One important point to make at the outset is that technology
does not simply determine what happens in culture: as Nancy Baym (2015)
emphasises, it is the belief that technological changes inevitably result in
particular social consequences that lies behind both the prophecies of doom
and the equally unrealistic visions of utopia (such as the 1997 advertisement
quoted in the epigraph) that new technologies – not just digital technology –
have always prompted. At the same time, technologies may facilitate
certain cultural developments while standing in the way of others. The best
way to think about this is in terms of the cultural developments that
particular technologies afford: this puts the emphasis on the choices that
societies make in their use of technology. Rather than asking what a new
technology does to society, Baym says, one should ask how people use it,
what they use it for, and why.

From the Social to the Posthuman


You cannot understand how or why people have used technology to make
and consume music without setting this into the context of widespread
social changes linked to the development of the Internet (perhaps an even
better candidate than the iPhone for the invention that pretty much changed
the way the planet works). Originally the preserve of academia and the
military, the origins of the Internet can be pushed back as far as the 1950s,
but until the early 1990s it was purely a medium of textual communication.
That includes email, invented in the 1960s but increasingly widely adopted
from the 1980s, bulletin boards (where users could read and post messages),
and also a rather arcane world of text-based role-playing games that
developed out of the tabletop game Dungeons & Dragons and are the
remote ancestors of today’s video games. However, Baym makes the
important observation that these were less important as games than as
‘simply creative environments in which fictional rooms and landscapes
served as spaces for social interaction’ (2015, 16), and that too prefigured
things to come.
The Internet took on a more recognisable form in the early 1990s with
the development of the World Wide Web: the first web browser appeared in
1991, bringing with it the familiar architecture of linked websites, blogs,
wikis, and video or photo-sharing sites. As this implies, the World Wide
Web was from the start a multimedia environment, and it was at this time
that major computer manufacturers agreed a standard specification for the
‘Multimedia PC’ (including a dedicated sound card with audio mixing and
synthesis capabilities): role-playing games were rapidly transformed into
the graphically rich, explorable environments that we think of as virtual
worlds. Web 2.0 (a term coined in 1999 by Darcy DiNucci) followed in the
early 2000s. This was not a technical specification but rather a loosely
defined design idea that revolved around interactivity and user content.
Some see it as little more than marketing hype consequent upon the opening
up of the Internet to commercial users in the second half of the 1990s, and –
as we shall see – the idea of user-generated content lay at the heart of the
commercial opportunities that a generation of entrepreneurs, most of them
based in California’s Silicon Valley, saw in the Internet.
So what exactly were the social changes I referred to? Even before the
World Wide Web there was a great deal of talk about the Internet’s capacity
to afford the development of virtual communities. The classic text on this is
Howard Rheingold’s The Virtual Community: Homesteading on the
Electronic Frontier, published in 1993 but largely based on his experiences
from the mid-1980s as a member of the WELL (Whole Earth ’Lectronic
Link), technically speaking a computer conferencing system that was based
in the San Francisco Bay area but included members from much further
afield. People used their real names – they were not role-playing – and the
WELL accommodated a wide spread of activities: members pursued
common interests (there were standing ‘public conferences’ dedicated to
different topics from chess or desktop publishing to the Grateful Dead),
discussed current issues, and in a spirit of altruism offered many kinds of
mutual support, including financial. California was home to many real-
world communes, as well as groups that saw themselves as communities
but lacked a physical base, and among the latter were the Deadheads (the
Grateful Dead fan community). Many joined the WELL, and in
Rheinhold’s words they ‘seemed to know instinctively how to use the
system to create a community around themselves’ (1993, 43). The entire
enterprise was pervaded by a technological version of the utopian ethos
characteristic of West Coast counterculture. The Internet was seen as
offering the model of a better life.
During this period sociologists and anthropologists researching the
Internet largely focused on the idea of virtual community and questions of
the relationship between the virtual and the real. Such communities persist
to this day, partly in the form of virtual worlds such as Second Life, where –
in accordance with the principle of role-play – participants choose their own
names and rarely divulge their real-world identity. That also applies to sites
like reddit, in essence online discussion groups devoted to particular topics
(the reddit equivalent to the WELL’s ‘public conferences’ are ‘subreddits’):
here there is no element of role-playing, but anonymity creates a freedom to
express views that may be flippant or outrageous in a way that would not
happen if people were interacting under their real-world names. However,
the World Wide Web and in particular Web 2.0 saw the Internet taking on a
quite different sort of social role, in the form of the social networking sites
(SNSs) that experienced massive growth in the years after the millennium.
MySpace was the largest SNS from around 2004 to 2010, when it was
overtaken by the now ubiquitous Facebook.
On Facebook you are yourself (though you may be dead: Facebook
sites are not necessarily deleted when you are). The basis of Facebook’s
architecture is the individual user, and the key action is friending. As well
as your profile and photos, your personal pages include messages to or from
your friends, and other friends’ comments on them. Anyone can see who
your friends are and how many friends you (and your friends) have: an
unstated principle behind Facebook is that you are defined by the people
you know and the discussions you are part of. Internet diehards with roots
in the old communality may see this as symptomatic of the egocentricity
and narcissism of the millennial ‘Me generation’, other symptoms of which
include celebrity culture and ‘possessive individualism’ – the idea so
central to neoliberalism that, in Crawford Macpherson’s (2010, 3) words,
the individual is ‘essentially the proprietor of his own person or capacities,
owing nothing to society for them’. Yet it is a widely acknowledged
condition of contemporary life that none of us have fixed, stable selves, but
negotiate who we are through our interactions with others. This is
sometimes described as ‘networked individualism’, described by Manuel
Castells as ‘a social pattern’ through which ‘individuals build their
networks, on-line and off-line, on the basis of their interests, values,
affinities, and projects’ (2001, 131). We define ourselves through the
networks we belong to.
The impact of this can be seen in how people use the Internet and
reflects computer use more generally. In the days when office software
companies created ‘turnkey solutions’ – integrated software suites that did
everything – you might expect to organise your working life largely around
one package. That is like what members of virtual communities like the
WELL used to do. In some contexts people still do it. As a resident of
Second Life you construct your online identity – that is what role-playing
means – within the context of a single platform. If your musical interests
focus strongly on mashup or remixing, then you may use sites like
Mashstix.com or Indaba Music in much the same way: as explained by
Maarten Michielse (2016, 2013), Mashstix.com is a community dedicated
to the development of technical knowhow through mutual commentary,
while Indaba Music serves similar ends through its regular remixing
competitions. The social networking features built into YouTube, such as
user channels, comments and messaging, mean that communities linked by
a common interest can exist under its umbrella too.
But networked individualism gives rise to a very different way of
living on the web. Facebook or Twitter (where users interact through 280-
character ‘tweets’ and your worth is measured by the number of your
followers) are the gateways to many people’s online presence, from which
they navigate fluently across a wide range of different platforms. You might
follow links to Instagram or YouTube, send and receive messages via
WhatsApp, keep an eye on what’s trending on reddit, and possibly the other
eye on the office clock. You multitask between these and other
communication channels (texting, email, skyping, face-to-face contact), so
integrating them into what Baym calls ‘one complex lifeworld’ (2015, 156).
And both musicians and fans do the same, using a combination of general-
purpose SNSs and music-specific sites. In a study of how bands use digital
communication, Danijela Bogdanovic (2016, 442) speaks of ‘cross-platform
interaction, whereby one’s Facebook profile features links to videos on
YouTube or sound files on SoundCloud and Bandcamp, where Twitter
updates are synced with Facebook status updates and so forth’; Justin
Williams and Ross Wilson (2016, 594) detail the complex chain of inter-
platform responses that may be set off by a fan clicking the ‘like’ button on
a musician’s Facebook page. Other than video repositories such as YouTube
and Vimeo, and audio repositories such as Soundcloud (which would
logically have been the audio equivalent of YouTube but arrived too late),
sites of particular importance to musicians and their fans include
Reverbnation (aimed at musicians developing their career), Bandcamp
(which enables musicians to sell their work directly to fans) and music
streaming services such as Pandora and Spotify – of which more later. Each
of these has at least some social networking features.
All this has many implications for music’s role in society. A century
ago the consumption of music was strongly tied to place. You went to
concerts, or heard (and perhaps participated in) music in pubs or clubs. That
changed when radio, 78s and LPs turned living rooms into major sites of
musical consumption. Portable record players, battery-powered radios and
ghetto blasters took it out of doors, but music on the move remained the
exception until the introduction in 1979 of the Sony Walkman – the
miniaturised cassette player that inaugurated the concept of personal stereo.
With its digital successors such as the iPod (2001) and iPhone (2007),
music became ubiquitous, as closely integrated into everyday urban (or
rural) life as a soundtrack is into a film, and this further weakened its
already tenuous link to place. Concerts still happen, of course – it is an
irony that in the digital age live music is almost the only sector of the music
business where many musicians can make money – but fans attending an
event may use Twitter or phone apps such as iGroups to exchange
information or live stream content to fans across the world (Bennett 2012).
Or they may use their phones to record and upload videos to YouTube,
creating a permanent archive that fans can access in the future; that may
detract from the concert experience, but in interviews fans invoke the same
kind of altruism I mentioned in relation to the WELL, explaining that they
are doing it for the benefit of the larger fan community (Lingel and Naaman
2011).
With the enhanced bandwidth of high-speed data networks and
superfast broadband, the making of music has also become increasingly
independent of place. Building on the largely standardised design of
international recording studios, the so-called ‘Rocket Network’ was
introduced in the mid-1990s to enable multi-sited real-time collaboration
between musicians across the globe; this was driven in part by a utopian
vision of world musicking, and it is telling that, when the business folded,
Digidesign (the company behind Pro Tools) launched its own version, now
targeted firmly at the professional market and priced accordingly (Théberge
2004, 776–9). Telematic performance, where musicians across the world
play together in real time, is increasingly common: as early as 1998, Seiji
Osawa conducted a performance of Beethoven’s ‘Ode to Joy’ from Nagano,
Japan, in which the Tokyo Opera Singers were joined by choruses in Berlin,
Cape Town, Beijing, New York and Sydney, all electronically linked. And
when laptop ensembles do the same (as in the 2012 performance of a
composition by Roger Dannenberg that was hosted at Louisiana State
University but involved seven other ensembles across two continents), the
same kind of networking is happening at two levels: in the local
coordination of the individual laptop players, and in the remote
collaboration of the different ensembles (O’Brien 2016). These examples of
telematic musicking all involved specific audience locations. But even that
disappears when Avatar Orchestra Metaverse (www.avatarorchestra.org/) –
a group of collaborating musicians scattered across Europe and North
America – perform on Second Life before an audience of avatars, digital
stand-ins for real-life individuals who may be anywhere in the world. Here
it is not so much that the connection between music and place has
disappeared as that place has been re-created in the digital domain – as is
also the case in the virtual bars, clubs and other hangouts where ‘me-and-
my-guitar’ singers give live performances. Quite what ‘live’ might mean in
Second Life has been a topic of lively discussion among its virtual residents,
and in Chapter 7 of this book Paul Sanden asks the same about digital
performance more generally.
Pushing still harder at the boundaries of the real is Hatsune Miku,
perhaps the definitive icon of music in digital culture. The eternally 16-
year-old schoolgirl began as an advertising image for Yamaha’s Vocaloid
voice synthesis software but developed into a virtual diva known through
anime-style videos and holographic performances throughout Asia, North
America and Europe. With her computer-generated voice and appearance –
Louise Jackson and Mike Dines (2016, 107) speak of ‘a wardrobe that
could easily be used as a postnuclear school uniform’ – she has been
interpreted by Western commentators as a harbinger of posthuman culture,
but is arguably better understood in terms of two specifically Japanese
contexts. One, discussed by Jackson and Dines, is performance traditions
such as the puppet theatre genre Bunraku, where issues of reality and
illusion have long been thematised; the other is the system of ‘idols’ (real-
world teenage performers whose lives and images are strictly controlled)
and the corporate ‘offices’ that do the controlling. This creates a situation
within which human performers are seen as hardly more human than Miku,
and Rafal Zaborowski (2016, 123) quotes a fan saying that it is in Miku,
rather than the flesh-and-blood products of the entertainment industry, that
authenticity is to be found: ‘This is real. This is the real freedom of
expression. Look at the idols, look at the girl groups. All fake.’
There are subcultural genres that have no existence in the offline
world, found mainly on Bandcamp and sustained by online cultures of
discourse on platforms such as reddit and Tumblr. The outstanding example
of this is vaporwave, a retrofuturist, ironical, and sometimes downright
whimsical audio-visual genre often seen as the first to exist purely online (a
view complicated by Adam Harper in his contribution to this book). Its
musical lexicon is a collage of sometimes pastiched or reconstructed jazz,
muzak, ringtones and video game soundtracks, while its visual iconography
combines classical statuary (perhaps via de Chirico), obsolete computer
graphics and Japanese characters. As much an aesthetic as a style,
vaporwave draws on the anonymity of reddit and Tumblr (often the music is
not attributed to real-world individuals), and its online presence extends as
far as the darknet, the region of the Internet that is inaccessible to standard
browsers; traditionally associated with organised crime, the darknet is
increasingly inhabited by everyday users worried about the inexorable
spread of internet surveillance (Watson 2017). It is worth adding that its
online-only nature makes vaporwave the first musical genre in history
whose very existence is dependent on the server farms and other physical
infrastructure of a communication system whose vulnerability to terrorism
or cyber warfare is increasingly a source of public concern.
All this adds up to a radically changed environment for both the
production and the consumption of music. It affects different traditions in
different ways. Lawrence Kramer has complained how download sites such
as iTunes and streaming services such as Spotify fragment the works of the
Western classical tradition into individual sound files: called ‘songs’ (a
jarring term when applied to sonatas, symphonies and other classical
genres), these are divorced from the context of the multi-movement
compositions of which they were intended as part – and indeed from any
other kind of context, given that the lavish paratexts of LP covers and CD
booklets were lost without trace in the transition from offline to online
culture. Kramer argues that this represents a loss of the aesthetic distance
definitive of classical music as a culture of canonical works. He also argues
that it represents a loss of classical music’s audience, in the sense that ‘the
figure of the human, the fiction of “man”, to which the music is addressed
has become vestigial. Classical music, it turns out, is human, all too human’
(2013, 45).
At first blush this might sound simply reactionary. But Kramer’s
purpose is less to deplore digital culture than to address an issue that
confronts many traditions under conditions of technological or social
change: the repurposing of cultural heritage within new circumstances. It
might be said that Kramer is just being realistic when he acknowledges that
the era of ‘the fully-fledged work, the supposedly timeless masterwork, was
relatively brief and is now essentially over’ (2013, 43). Instead of the digital
download, he suggests, classical music’s best hope may lie in turning itself
back into the culture of performance as which it began, so recapturing some
of its ritualistic value as something experienced socially, occasionally, no
sooner heard than gone – something that lies at a remove from everyday life
and so constitutes ‘an exceptional event’ (51).3 And he adds, ‘There could
be worse fates’. As the opening chapter of a handbook to new audio-visual
aesthetics, Kramer’s essay has a valedictory quality, its starting point the
passing of a tradition overtaken by the force of history.
Kramer remarks of his reinvented classical concert culture that the
music ‘would not only be “live”; it would re-mark its aliveness in a
complex dialogue with the life of posthuman being’ (50). This links to his
characterisation of classical music as ‘all too human’ and opens up an issue
that extends far beyond the classical tradition. The integration of music into
everyday life is gathering pace through streaming, algorithmic playlisting,
and – perhaps the next big thing, if it hasn’t already arrived –
recommendation systems based not on title, artist, or genre, but on affect. In
Chapter 4 Sumanth Gopinath and Jason Stanyek describe facial recognition
systems that diagnose your mood. Imagine an app that does this and streams
music to reinforce positive and counteract negative mental states,
amounting to a kind of personalised sonic therapy. (You can almost hear
Alexa’s voice: ‘You’re sad! Just listen.’) Actually this would really be just
an automated extension of what people do for themselves: Zaborowski
(2016, 120) speaks of a Hatsune Miku fan who organises her MP3s into
folders such as ‘cheerful’, ‘nostalgic’ or ‘calm’, deliberately using these
categories ‘in accordance with the time of day, the day’s events, or her
personal mood’. There are also existing apps like Brain.fm (‘an innovative
non-invasive digital therapy application’ that styles itself ‘the future of
music’4), which generates music specifically designed for mood regulation.
Here a historian might note a precedent in mid-eighteenth-century and
earlier ideas of music’s capacity to both represent and affect emotions, the
humours, and aspects of bodily function. The tradition with which Kramer
is concerned goes back to the later eighteenth century and is the product of
a new aesthetic system within which music took on the attributes of a fine
art and was conceived as the creative expression of a unique artistic
personality. That is a historically and geographically delimited conception
of what music is that until quite recently dominated what might be called
the ‘official’ musical culture of the historical West, but in reality coexisted
with any number of different conceptions of music. By making music of all
kinds accessible at the touch of a trackpad, the Internet has undermined that
dominance and so reshaped the dynamics of musical culture. And in that
way digital technology can be seen as a force for musical pluralism, not the
vehicle of some inexorable, technologically determined advance towards
Kramer’s ‘posthuman condition’ (as I said, technology does not simply
determine what happens in culture).
There is also an issue of how far what Kramer describes is properly
speaking posthuman at all. He speaks of earbuds – perhaps the signature
human–machine interface of digital culture – as ‘prosthetic eardrums’ that
take music into the body cavity and so ‘abolish the contemplative distance
between the music and the listener’ (2013, 46). He is drawing on
posthuman tropes of implantation and augmentation of the human condition
through mechanical extension, but whether the use of earbuds amounts to a
project to exceed or fundamentally transform the category of the human is
debatable. (It’s like calling Hatsune Miku posthuman just because she is a
hologram.) By contrast, the rapidly developing field of algorithmic
composition – where creative agency is displaced to what is often the
software equivalent of a black box – really does thrust music into a frontier
zone where distinctions of human and machine become blurred or
undecidable. Whose (or what’s) music is an algorithmic composition
created through unsupervised machine learning? Does the question even
make sense? As discussed by David Trippett in Chapter 9, posthumanism
has become an established dimension of music in digital culture, taken up,
explored or simply made fun of by an expanding cadre of musicians from
Tod Machover to Daft Punk.

Digital Participation and Audio-Visual Style


I said that some see Web 2.0 as marketing hype linked to the idea of user-
generated content, which is business-speak for what may otherwise be
called digital participation. Second Life illustrates this: its developers,
Linden Labs, created the platform, including the tools required to create
digital objects, but everything that exists within the virtual world – trees,
buildings, furniture, clothes, pianos with built-in music tracks, guitars with
pyrotechnical facilities – has been created by its residents. Linden Labs give
their users free access (you don’t have to pay to play), and in return users
add value by transforming Second Life from a platform to a world – on the
basis of which Linden Labs make money from premium subscriptions and
sales of virtual land. For users this is participatory play (for a few, such as
virtual land owner Ailin Graef, it is also a source of significant real-world
income), while for Linden Labs it is user-generated content. Academic
lawyer and public intellectual Lawrence Lessig (2008, 214–20) cites
Second Life as an example of what he calls the hybrid economy, his new
business model for the cultural industries. At the same time, such
participation is key to the blurring between production and consumption
that has prompted the term ‘prosumer’, and it is equally illustrated by
people who create content on Second Life and by those who upload their
photographs to Instagram, their audio tracks to Soundcloud, or their videos
to YouTube. All of these are user-generated content.
It is above all YouTube that epitomises digital participatory culture – a
culture of audio-visual creation and commentary where videos are shared
within what Henry Jenkins, the pioneer theorist of internet-based
participatory culture, calls ‘a gift economy where goods are circulated
freely for shared benefit rather than sold for profit’ (2009, 119). Many
internet communities have been characterised in such terms – the trail-
blazing but illegal peer-to-peer downloading site Napster provides an
obvious example (Giesler and Pohlmann 2003) – and in this way embody
the spirit of altruism of which I have already spoken; it is only a tiny
minority of YouTubers whose videos attract millions of views and who
share some of the profits generated by the advertisements on the site. So
why exactly do people post all this content to YouTube? Michael
Strangelove (2010, 122) evades the question: ‘The answer to the question
“why do you’Tube?” is as broad as the answer to the question “why do
humans communicate?”’. Then who are these people? In Jenkins’s words,
‘YouTube has become the home port for lip-syncers, karaoke singers,
trainspotters, birdwatchers, skateboarders, hip hoppers, small time wrestling
federations, educators, third wave feminists, churches, proud parents, poetry
slammers, gamers, fans, Ron Paul supporters, human rights activists,
collectors, hobbyists’ (2009, 110). In short, anyone and everyone, provided
of course that they have internet access (and the starting point for Shzr Ee
Tan’s contribution to this book is that a sizeable proportion of the world’s
population do not).
And what do the digital haves post? The question is unanswerable, but
in the specific area of music it might encompass anything and everything
from performance videos – whether for paying audiences in formal concert
halls or the cameraphone in a teenager’s bedroom – to the innumerable
parodied or reimagined versions of canonic music videos. Versions of
‘Bohemian Rhapsody’ encompass the entire lexicon of digital participation
(Cook 2013). There are whole websites of anime versions, including
versions drawing on specific anime series such as Neon Genesis
Evangalion; there are versions drawing on the iconographies of Star Trek,
Star Wars and Lost; versions based on games such as Nintendo’s Megaman,
Final Fantasy and Lord of the Rings Online; versions featuring My Little
Pony and Mount Rushmore. There are versions created using Mario Paint
Composer, made out of Lego (there is a whole channel of Lego versions of
Queen videos), or from obsolete digital equipment; versions by the Filipino
comedy duo Moymoy Palaboy and the ‘manualist’ Gerry Philips; versions
using puppets (not just the professionally made Muppets version); versions
by the crew of HMS Campbeltown and by a team of BBC newscasters, with
Fiona Bruce revealing an unsuspected side to her personality. Different
versions are based on different performances by Queen, or on parodistic
covers such as Kevin Barbare’s ‘Star Trek Fantasy’ or ‘Weird Al’
Jankovic’s ‘Bohemian Polka’, or on the ‘Bohemian Rhapsody’ episode
from Wayne’s World. Different versions imitate, parody or simply air their
knowledge of other different versions. The list goes on and on, though this
paragraph cannot.
A key to this participatory culture lies in the ease with which digital
media lend themselves to visual collage, sonic remixing, video mashup, and
other expressions of what is sometimes called ‘redactive’ creativity – what
John Hartley (2008, 112) defines as the production of ‘new material by a
process of editing existing content’. This concept has to be understood
against the traditional idea that creativity – or at any rate real creativity –
subsists in absolute originality, creation ex nihilo. In reality such creativity
is, if not a logical impossibility, then rare to the point of non-existence in
cultural practices such as music (Boden 2004, 11; Cook 2018). Put simply,
everything riffs off something else. And so the forms of redactive creation
ubiquitous on YouTube follow in the traditions of quotation, direct or
oblique reference, elaboration, variation, reinterpretation, paraphrase and
parody that constitute the long history of music, as well as the shorter
history of audio-visual media. Jenkins is at pains to stress that digital
participation is a continuation by other means of the timeless practices of
folk culture: ‘my grandmother was a remix artist’, he announces to his
puzzled readers, before going on to explain that ‘she was a quilter. She
would take bits of remaindered cloth from the local textile mills and use
them to create something new. She was able to express herself meaningfully
through the appropriation and recombination of borrowed materials’
(Jenkins et al. 2016, 7–8). That, Jenkins is saying, is what mashup artists,
remixers and digital participants of all stripes do. And just as in the case of
the old folk culture – including such mainly religious practices as shape-
note singing – so the participatory practices of digital culture contribute to
the maintenance of community and social relationships (including in
religious and devotional contexts, as documented in Monique Ingalls’s
chapter). As Strangelove writes, ‘We do not merely watch online video. We
engage each other in relationships through amateur online video practices’
(2010, 133).
As compared to its analogue equivalents, digital technology has
democratised audio-visual redaction in terms of both the necessary skills
and financial outlay. Readily available and free (or illegally downloaded)
software enables not only copying, editing and the layering of diverse
elements – the basic elements of mashup and remix – but also audio
filtering, stereo positioning, visual reframing, multiple windows, and a host
of other manipulations. But as usual it is not just a matter of the technology.
I can make the point in terms of internet memes, which may take the form
of jokes, images or videos. (For a musical example think of Nyan Cat,
which pairs the image of a cat in the form of a poptart by American
illustrator Chris Torres with the digitally manipulated version of a song
originally written for Hatsune Miku, and at the time of writing has had 160
million views.) Limor Shifman sees the key attribute of an internet meme as
its ‘sparking of user-created derivatives articulated as parodies, remixes, or
mashups’ (2014, 2). And, based on an analysis of outstandingly popular
memes, she sets out a number of the qualities that are responsible for this.
Those that are relevant to music include simplicity (shooting a video in a
single take or against a plain white background makes it much easier to
imitate); repetitiveness, which enhances memorability and encourages
‘active user involvement in remaking video memes’ (83); whimsicality,
where an ambiguous, incomplete or simply weird video ‘invites people to
fill in the gaps’ (88); and humour, particularly in such forms as playfulness
(which may ‘lure user creativity by summoning viewers to take part in a
game’) and incongruity, ‘an unexpected cognitive encounter between two
incongruous elements’ (79). In Jenkins’s word, these qualities enhance the
‘spreadability’ of content (Jenkins et al. 2013).
Along with Tumblr and 4chan, reddit is the principal route through
which internet memes spread on their way to Facebook and YouTube;
‘many popular subreddits’, Adrienne Massanari writes, ‘consist entirely of
conversations inspired by user-created memes’ (2015, 96). So it is not
surprising that the qualities Shifman sees as characteristic of memes are
found more broadly in reddit. Massanari devotes a whole chapter of her
book to reddit’s playfulness, describing it as ‘simultaneously inventive and
repetitive’, and often involving ‘lateral leaps between seemingly unrelated
topics’ (in other words, incongruity). ‘Puns’, she writes, ‘are near
ubiquitous’ (97), and closely related to them is what she calls ‘the pile-on
thread’: based around a digital artefact such as an image, the thread
develops through successive individuals ‘remixing and playing off someone
else’s posting by modifying the original object in some way’ (98). This is
just the kind of redactive creativity we saw on YouTube, and it is at this
point that Massanari makes a revealing observation: ‘these pile-on threads’,
she says, ‘are reminiscent of the Surrealist game Exquisite Corpse’. She is
referring to the high art version of the traditional parlour game
Consequences, where each player writes or draws on a sheet of paper and
folds it over, leaving visible just the end of what they have done, before
passing it on to the next player, who in turn does the same. (Rules stipulate
a fixed grammatical structure, or the drawing of a head, body and legs.) At
the end you unfold the paper and see what you have got. It is in essence a
method of producing incongruous, unforeseen juxtapositions – as illustrated
by the name the Surrealists gave it, based on what supposedly emerged the
first time they played it: ‘the exquisite corpse shall drink the new wine’.
The psychologist and creativity theorist David Feldman has spoken of
Wolfgang Amadeus Mozart’s ‘inordinately strong tendency towards certain
forms of wordplay, particularly the juxtaposition of words and meanings, a
ready flow of verbal doggerel, the transposition of syntactic and semantic
rules, and a playful and mischievous orientation towards written language’
(1994, 53). He could have been talking about reddit, and indeed it is easy to
imagine that if Mozart were alive today he would be an avid redditer. And
Feldman goes on to suggest that all of these things have equivalents in
Mozart’s music: he played with notes in the same way that he played with
words. That is the connection I now want to make. Massanari’s invocation
of Exquisite Corpse resonates with musicologist John Richardson’s (2012)
invocation of the surreal as a key quality of contemporary audio-visual
culture. As in Exquisite Corpse, techniques emblematic of historical
Surrealism, such as collage and montage, work through the juxtaposition of
incongruous elements releasing unpredictable, emergent meaning. This is
the basic mechanism behind the puns so characteristic of reddit. It is also
the basic mechanism behind mashup, where the musical or semantic
incongruity between two beat-matched songs or videos opens up a
sometimes bewildering connotational gulf, as objects or emotions that we
normally keep in separate compartments of our life world are forced into
intimate conjunction with one another; Richardson speaks of the
‘complicated and troubling ways’ in which mashups of death-metal and
Britney Spears songs reveal ‘the artifice that has always existed in
constructions of heavy metal rock and the brutal truths that lie under the
sheen of girly pop’ (171). You see and hear each through the other, giving
rise to new perceptions and revealing the familiar in an unfamiliar light.
There is a widespread perception that the qualities encoded in such
terms as collage, montage, juxtaposition and emergence are central to what
Richardson (2012, 289) refers to as ‘a digital sensibility’. Jean Burgess and
Joshua Green speak of a ‘logic of cultural value’ embodied in YouTube
videos, whose ‘edits are often jarring, and the audio is manipulated through
quick cuts, changing speeds, and the introduction of alternative
soundtracks’ (2009, 53). On the first page of her book Unruly Media Carol
Vernallis speaks of ‘the media swirl’, with its ‘accelerating aesthetics,
mingled media, and memes that cross to and fro’ as well as its ‘ever-present
buzzing, switching, and staccato thinking’ – and she adds that across the
range of contemporary audio-visual media it is generally YouTube that
‘feels like the driver’ (2013, 3, 15). And in this volume, composer Julio
d’Escriván speaks of ‘the remix mentality that pervades our culture’,
explaining it as a response to contemporary video editing expressed through
what he calls the compositing together of blocks of sound into semantic
networks that owe more to emotional topography than to traditional musical
syntax. In these ways the practices of Hartley’s redaction give rise to a
distinctive digital aesthetic that is shared across different platforms, media
types and genres.
This aesthetic – you might almost call it a style – emerges from the
triangulation of technological affordances, the conditions of spreadability,
and the social practices of participation. Burgess speaks of ‘vernacular
creativity’ (Burgess and Green 2009, 25), emphasising that it has always
existed but that digital culture has increased its pervasiveness and visibility
to the extent that it has become something essentially new. It is perhaps this
dimension of digital culture that has done more than any amount of
academic or ideological critique to undermine the aesthetic exceptionalism
at the heart of the hierarchical, institutionalised traditions of Western artistic
practice, and it is an illustration of how the combination of multiple, local
acts of continuation by other means can amount in sum to paradigm change.

New Technology, New Business


Jenkins, who uses the word ‘paradigm’ with considerable freedom, has
distinguished between the old ‘digital revolution paradigm’ and the new
‘convergence paradigm’ (2006, 6). The first assumed that new media would
displace the old, he explains, the second that the new and the old would
work together in complex ways; by ‘convergence’ Jenkins means that
formerly autonomous media are increasingly coming together as
information flows freely across them. (It’s like the networked way of living
on the web I associated with SNSs.) But there is another major dimension
to what Jenkins calls ‘convergence culture’ (the title of his 2006 book),
which concerns the relationship between digital participants and what he
calls Web 2.0 companies. Spreadable Media (2013), the book he co-
authored with Sam Ford and Joshua Green, sets out ideas largely drawn
from Convergence Culture, but now targeted at the business community. At
the beginning of the book, the authors explain that it is motivated by
‘disappointment with the way some companies have reacted to the
“convergence culture” our research has examined. Some companies
continue to ignore the potentials of this participatory environment, using
their legal authority to constrain rather than to enable grassroots
participation or cutting themselves off from listening to the very audiences
they wish to communicate with’ (Jenkins et al. 2013, xi). A key dimension,
they explain, is the way such companies reduce the personal and social
values and loyalties of their customers – such as the altruism inherent in gift
economies – to the commodified concept of user-generated content, while
at the same time using the courts to enforce the intellectual property rights
that the law gives them.
In Convergence Culture Jenkins illustrates this through the examples
of Star Wars and Harry Potter. In each case corporate rights holders
(respectively LucasArts and Warner Bros) were suspicious of the activities
of fanfiction writers and other digital participants to the extent of seeking to
control or even close down their activities, and Jenkins comments that in
these and other ways ‘the media companies have shown a remarkable
willingness to antagonize their customers by taking legal actions against
them in the face of all economic rationality’ (2006, 63–4). But the most
extreme example must be the way in which the music industry responded to
Napster and the demonstrable demand for online access to music by
wholesale litigation against its customers: Mark Katz cites actions filed in
September 2003 against a twelve-year old girl and a 66-year grandmother
whose computer turned out to be incapable of downloading music files as
particularly spectacular own goals (2004, 176).5 Underlying the industry’s
panicked response to digital technology is something I mentioned near the
beginning of this chapter: unlike analogue copies, digital copies are perfect.
At a few points in his 2006 book Jenkins contrasts American business
practices with those of Japan, where media franchises ‘encourage various
forms of participation and social interactions between consumers’; again,
‘Japanese anime has won worldwide success in part because Japanese
media companies were tolerant of the kinds of grassroots activities that
American media companies seem so determined to shut down’ (2006, 112,
160). But perhaps the best example came the year after his book was
published, when Hatsune Miku went on sale. Yes, that’s right. You don’t
simply buy Vocaloid software. You buy Miku, ‘your own personal musical
idol … not just a picture on the software package but … a sixteen-year-old
girl, 158 cm tall, weighing 42 kg, and with a passion for idol style and
dance music’ (Zaborowski 2016, 115). And Miku comes with a Creative
Commons-style licence that allows you to ‘noncommercially transform and
recreate Hatsune Miku’s image, and create derivative works from it at no
cost’ (116).
In short, as long you don’t sell it, you can freely upload your version
of Miku to the manufacturer’s web space or to other video-sharing services
such as YouTube or its Japanese equivalents. The business model is based
on user-generated content – that’s what motivates people to buy the
software – but in a form that acknowledges the motives and values
underlying its users’ participation, and the importance of their retaining
control over the fruits of their labour. In this way it illustrates Jenkins’s new
business model for the cultural industries. Conversely, companies that do
not understand their customers’ motives and values – that do not listen to
their customers – risk alienating them and undermining their businesses.
Again music provides a prime example. It is not that people stopped making
money out of music, but that the established industry lost control over it.
Through sticking inflexibly to the old business models and suing their
customers, the major record companies lost out twice: first to Apple (whose
iTunes download store appeared in 2003), and then again, with the advent
of streaming, to Spotify (like Apple, a computer firm rather than a music
firm: its two Swedish founders, now billionaires, came from information
technology). To be sure, the record companies still make money from
music: they work in partnership with Spotify. But they no longer call the
shots.6
While digital fan culture lies at the heart of Jenkins’s work, his larger
approach resonates with writers in other areas. Lessig is one: I have
described both his ‘hybrid economy’ and Jenkins’s ‘convergence culture’ as
embodying new business models for the cultural industries, and indeed they
are closely related. Lessig also uses the term ‘remix’ culture to mean what
Jenkins calls participatory culture, and his use of the term capitalises on
long-running controversies – particularly in America – over the legality of
sampling, the basic technology that underlies hip-hop and other forms of
remix culture. A core claim of Lessig’s book Remix: Making Art and
Commerce Thrive in the Hybrid Economy (2008) is that there is a glaring
contradiction between the law’s attitude to practices of quotation and
adaptation in literature and academia on the one hand – which simply could
not operate without the principles of fair use that allow these practices – and
in audio-visual media on the other, where judges have repeatedly insisted
that there is no de minimis and that any unauthorised sampling is a crime.
Other core claims are that the copying processes inherent in how computers
work have had the result of extending copyright protection beyond anything
pre-digital law-makers could ever have envisaged (99), and that the
combined effect of the law and music industry litigation has been to
‘criminalize a generation of our kids’ (114). Lessig also speaks in very
much the same way as Jenkins about the old folk culture in which redactive
creativity was the norm, and in the American legal context this takes on a
particular significance: the law’s draconian treatment of sampling is based
on the US constitution and its early amendments, which date from the late
eighteenth century, a time when redactive creativity was taken for granted.
To invoke such provisions to criminalise redactive creativity in the digital
domain betrays a simple lack of historical awareness.
The other obvious parallel to Jenkins’s convergence culture is what
Aram Sinnreich, working in the specific context of music, calls
‘configurable culture’. For Sinnreich, the production and consumption of
music has for the last two centuries been subject to the ‘modern framework’
that has governed Western music, from Kramer’s canon to the structure of
its institutions. But in the digital age new technologies have opened up
music to social negotiation and change, so undermining the old certainties
and prompting ‘a fundamental crisis’ (2010, 88). Many aspects of
Sinnreich’s configurable culture are shared with Lessig and Jenkins, and
Sinnreich acknowledges this. But he sees them as underestimating the
drastic disruption of previous models that configurable culture represents:
even though certain aspects of it have existed for generations, he says, ‘the
configurable media experiences of the present day clearly outnumber,
overpower, and outpace any of these examples by orders of magnitude’, and
so ‘I must disagree with any claims of continuity between past and present
cultural practices’ (71, 74).
The new paradigm that Sinnreich is proclaiming extends way beyond
expressive culture. There is a parallel with Vernallis, for whom today’s
audio-visual media are conditioned by the conditions of life in a digital
world where we are swamped by data streams, and where we constantly
‘retool and reconfigure our personalities and roles’ (2013, 286). More than
that, ‘contemporary digital media present forms of space, time, and rhythm
we haven’t seen before’, mirroring ‘work speedup, multitasking, and just-
in-time labor’ (26). And a few lines later she puts these thoughts together: ‘I
wonder if becoming more aware of the patterns of space, time, and rhythm
in media and in work speedup might help us to adapt to social change’. But
Sinnreich takes this thought to another level. Understanding configurable
culture may give us ‘a roadmap for the emergence of new social forms and
institutions in the networked age’, he says; it will ‘both prefigure and
influence the decisions we will make about how to rebuild and reshape our
social institutions’ (2010, 10–11, 8). The stakes could hardly be higher, for
in the end ‘resolution of this crisis will help to determine the organizing
principles of postindustrial society for years or perhaps for centuries to
come’ (89).
Evidently the jury will be out on that claim for years or perhaps for
centuries to come. Meanwhile musicians and the music business face more
immediate problems. From an industry perspective, as Martin Scherzinger
explains in Chapter 2, the golden age of the 1980s–90s – when people were
replacing their LPs by CDs and digital remastering enabled record
companies to monetise their back collections – was succeeded by a period
of turmoil: critical factors include the exponential growth of Napster and
other peer-to-peer download services, the explosion of what the industry
called ‘piracy’, its litigation against customers, and the launching in 2003 of
Apple’s iTunes Store. In the following year, as dreams of an online musical
utopia were fading, Katz’s book Capturing Sound offered a balanced
overview of the then current situation and a guardedly optimistic evaluation
of future prospects. It is revealing to compare the future he envisaged with
what actually happened. After excoriating the music industry’s strategy of
litigation, he suggests that ‘file-sharing should actually be opened up’, and
that ‘the industry could flourish were that to happen’ (2004, 177).
Copyright, which began as a strictly limited period intended to enable
entrepreneurs to recoup their investment but increasingly encroaches upon
eternity, should be rolled back. The application of fair use should be
extended. Instead of suing their customers, the industry should do what you
are meant to do with customers – sell your products to them – and this
could be done through download services charged per song, through
subscription, or even a licensing system administered by internet service
providers in return for a flat fee: that way, Katz observes, teenagers without
credit cards – a key segment of the market – could actually pay for their
music. And why would the music industry ever go along with this? Because
they would make money.
As a vision of the future this was at best blurred. What arrived was not
enhanced and industry-supported download services but rather streaming
services. These offer subscriptions, as Katz suggested, and what is more,
they provide access to huge music libraries for free if you are prepared to sit
through the advertisements (and for a reasonable charge if you aren’t). On
top of that, as described in K. E. Goldschmitt and Nick Seaver’s chapter,
they have opened up a new world of both humanly curated and algorithmic
recommendation. The Jeremiahs may warn of creeping posthumanism and
algocracy – the spread of algorithmic decision making, from personalised
insurance quotations to self-driving cars and now the music you listen to –
but for the rest of us, what’s not to like? For many of the contributors to this
volume (Scherzinger, Gopinath and Stanyek, Goldschmitt and Seaver, and
Tan), the answer is something else that streaming services have brought to
music: perhaps the most extreme version of the new business model that in
recent years has become the norm for SNSs – a model that is nothing like
what Lessig and Jenkins were talking about.
Spotify was floated on the stock market in 2018 (that is why its
founders are billionaires), at which time it had yet to turn a profit. That was
also true of Twitter when it floated in 2013; even Facebook had generated
only small profits at the time of its flotation the year before that. And the
parallels do not stop there. Through its recommendation technology, Spotify
is built on big data: in the words of Brian Whitman (founder of The Echo
Nest, a firm specialising in recommendation algorithms that Spotify
acquired in 2014), ‘every word anyone utters on the Internet about music
goes through our systems that look for descriptive terms, noun phrases and
other text and those terms bucket up into what we call “cultural vectors” or
“top terms”’.7 But those are not the only data Spotify collects. Like
Facebook, Google (including YouTube) and other SNSs, its business is
increasingly the collection of a wide range of personal data: Spotify’s
Privacy Policy mentions not only name, age, gender, mobile number and
credit card details, but also what you listen to, when you do so, where you
are when you do it, playlists you create, and your interactions with other
Spotify users – and this data may be shared ‘in a pseudonymised format’
with Spotify’s unnamed music industry and marketing partners.8 Looking
into the near future, and allowing for the rapid development of affective
computing, it is easy to imagine streaming services offering exceptional
opportunities for the surgically targeted, just-in-time marketing that is the
advertiser’s holy grail (not to mention a variety of uses by other agents of
manipulation or control). After all, if Google knows you’re pregnant before
you do, then Spotify knows what music people play when having sex – and
when they are playing it.9
This is the context for the Faustian bargain – Gopinath and Stanyek’s
term – that has become definitive of today’s Web 2.0 businesses. By signing
up (probably without reading the lengthy privacy policy), users gain
obvious, immediate benefits. At the same time, you are agreeing to real-
time collection of information that may bear upon issues as personal as your
emotional state. You are contributing to a long-term but vaguely defined
loss of freedom, in the form of the apparently inexorable advance towards a
dystopian culture of surveillance that was troubling some far-sighted
commentators a quarter of a century ago: in The Virtual Community
Howard Rheingold was already warning that ‘ultimately, advertisers will be
able to use the new technologies to customize television advertising for
each individual household’ (it was just the television he got wrong), and a
few pages later he suggests that the ‘illusion of democracy’ offered by the
Internet ‘is just another distraction from the real power play behind the
scenes of the new technologies – the replacement of democracy with a
global mercantile state that exerts control through the media-assisted
manipulation of desire’ (1993, 293, 297).10
Yet that is only half the story. Google Spotify and you will find any
number of musicians protesting about the derisory payments they receive,
or threatening to pull their catalogues from the service (as Taylor Swift and
Radiohead’s Thom Yorke did). Working out what artists make from Spotify
is not straightforward, partly because of the complexities of the firm’s
revenue model, and partly because Spotify’s figures are for what goes to the
rights holder – generally the record company – whereas the proportion that
goes to the artist is a matter of individual contract. But after allowing for all
this, the data journalist David McCandless calculated in 2010 that, in order
to earn the US government’s then monthly minimum wage of $1,160 from
Spotify, you would need to have 4,053,110 plays per month. The Spotify
site lists total historical plays of artists’ ten top tracks, and the examples of
three female singers with very different profiles set these figures in context.
Adele’s lifetime count currently stands at just under 3.5 billion, which on
McCandless’s calculation corresponds to 72 years on the minimum wage –
and then there are other streaming services, physical sales, live
performance, and licensing income. She is making good money. But for
Imogen Heap, who at the age of 40 maintains a significant presence on the
British scene, the corresponding figure is two years (mainly because of a
single song, ‘Hide and Seek’, released as long ago as 2005). And in the case
of Áine Cahill – at 23 one of The Independent’s names to watch for 2018 –
the figure reduces to about two weeks.11 Rough and ready as they may be,
such figures suggest that Spotify’s ostensively successful monetisation of
digital music – which resulted in a market value following flotation of some
$30 billion – was achieved on the basis of a revenue model that puts even
moderately successful up-and-coming artists (The Independent spoke of
Cahill’s ‘breakthrough success’ in 2017) practically on a par with people
who upload cat videos to YouTube. Once again it’s the story of monetising
user-generated content. We have ended up with a situation in which most
artists get practically nothing, while the corporate middlemen are
bankrolled by the collection and sale of listeners’ personal data. Such a
possibility never crossed Katz’s mind.
The Jeremiahs don’t have it all. If digital technology has created the
conditions for surveillance and social oppression, it has also created means
for resisting them: some are documented in Peter McMurray’s chapter on
audio-visual witnessing and racial violence, while a timely reminder of the
power of digital sound is the video of crying children at US Customs and
Border Protection facilities that ended the policy of separating children
from their parents.12 And in straightforwardly musical terms the benefits of
digital technology for both producers and consumers are self-evident and
celebrated by our contributors. The same applies to the opening up of new
stylistic and generic possibilities, especially in terms of multimedia. The
world’s music has never been so accessible, and classical music – in
whatever form – is heard by more people around the world than ever
before. The music generation apps developed within Google’s Magenta
project are placing sophisticated machine learning algorithms into the hands
of not only professional musicians like Andrew Huang but also – in the
tradition of Laurie Spiegel’s ‘Music Mouse’ (1986) and David Zicarelli’s
‘OvalTune’ (1989) – the kind of people who under the classical music
regime would never have thought themselves capable of creating music.13
Digital technologies also bring the pleasures (and pitfalls) of social
participation to those who would otherwise be cut off from it, such as the
housebound and bed-bound.
And who knows, they could even bring equity to the musical
marketplace. The blogosphere is full of the potential of blockchain, the
distributed database model that underlies bitcoin (discussed by Scherzinger
in Chapter 11). In its most radical and much hyped form, blockchain
promises a mode of revenue distribution that cuts out the middlemen and,
together with smart (automated) contracts, could cost-effectively
accommodate the modest but vital earnings of rank-and-file artists as well
as the select company of the superstars. For all too understandable reasons
Imogen Heap is actively campaigning in favour of it, and – as Jeremy Silver
(2016) documents in a recent report – there are several such initiatives. But
it’s the old story. The issue is not whether or not blockchain has the
technological potential to provide a more equitable mechanism for paying
musicians than the current system. Once again, technology is not the crunch
issue. It is whether there is sufficient short-term economic incentive to
mobilise those who are in a position to do something about it. Scherzinger
is clearly not putting his money on that one – he frames his discussion
firmly in the past tense – and no more am I.

For Further Study

Baym, Nancy. 2015. Personal Connections in the Digital Age, 2nd edn.
Cambridge: Polity.

Jenkins, Henry. 2006. Convergence Culture: Where Old and New Media
Collide. New York: New York University Press.

Lessig, Lawrence. 2008. Remix: Making Art and Commerce Thrive in the
Hybrid Economy. London: Bloomsbury.

Miller, Kiri. 2012. Playing Along: Digital Games, YouTube, and Virtual
Performance. New York: Oxford University Press.

Vernallis, Carol. 2013. Unruly Media: YouTube, Music Video, and the New
Digital Cinema. New York: Oxford University Press.
Whiteley, Sheila and Shara Rambarran, eds. 2016. The Oxford Handbook of
Music and Virtuality. New York: Oxford University Press.

Notes

1 ‘Big Brother is in your Spotify: How music became the surveillance


state’s Trojan horse,’ Salon, 28 March 2014.
https://www.alternet.org/2014/03/how-music-became-surveillance-states-
trojan-horse/. All websites accessed 28 June 2018.

2 Interviewed on the BBC’s Today programme, 3 April 2018.

3 Ironically, Thomas Connor (2016, 142) has suggested something


similar in the context of Hatsune Miku and her holographic progeny:
‘Concerts could become a boutique specialty service for those wishing to
be present, and a pay-per-view living-room bonus for those wishing to be
telepresent’.

4 www1.brain.fm/science; www1.brain.fm/.

5 Martin Scherzinger cites other examples of the industry’s ‘lashing out


at the wrong targets in exaggerated fashion’ in Chapter 2, this volume (p.
47).

6 The tensions between content providers and streaming services are a


principal theme of Scherzinger’s second chapter in this volume (Chapter
11, p. 287).

7 Quoted in Leonard, ‘Big Brother is in your Spotify’.


8 www.spotify.com/uk/legal/privacy-policy-update/?
_ga=2.13627249.790691075.1528042793-203562537.1524838649#s5.

9 http://news.bbc.co.uk/1/hi/technology/7733368.stm;
www.theguardian.com/technology/2015/feb/13/spotify-knows-what-
music-youre-having-sex-to. On the more general point it is worth quoting
from a speech given in April 2018 by Andrew Haldane, Chief Economist
at the Bank of England: ‘data on music downloads from Spotify has been
used, in tandem with semantic search techniques applied to the words of
songs, to provide an indicator of people’s sentiment. Intriguingly, the
resulting index of sentiment does at least as well in tracking consumer
spending as the Michigan survey of consumer confidence’
(www.bankofengland.co.uk/-/media/boe/files/speech/2018/will-big-data-
keep-its-promise-speech-by-andy-haldane.pdf?
la=en&hash=00A4AB2F080BDCDB1781D11DF6EC9BDA560F3D98).

10 The issue of surveillance, touched on by several contributors to this


volume, is comprehensively addressed in Drott 2018.

11 For McCandless’s calculation see


https://informationisbeautiful.net/2010/how-much-do-music-artists-earn-
online/ (the underlying figures are at http://bit.ly/DigitalRoyalty). The
figures for Adele, Heap and Cahill were obtained from Spotify on 4 June
2018, while Roisin O’Connor’s ‘Ones to watch 2018: Our favourite new
artists to listen out for next year’ appeared in The Independent on 15
December 2017 (www.independent.co.uk/arts-
entertainment/music/news/ones-to-watch-2018-new-artists-best-music-
jessie-reyez-lewis-capaldi-alma-ms-banks-hardy-caprio-a8070371.html).

12 The video ‘Listen to children who’ve been separated from their


parents at the border’ (www.youtube.com/watch?v=PoncXfYBAVI) was
posted to YouTube on 18 June 2018 and rapidly reposted to many other
sites. By 20 June it had garnered 1.8 million views. At that point Trump
reversed the policy.

13 For Magenta see https://magenta.tensorflow.org/; for Huang’s use of


NSynth Sound Maker see www.youtube.com/watch?v=AaALLWQmCdI.
Music Mouse is documented at http://musicmouse.com/ and
https://en.wikipedia.org/wiki/Music_Mouse; OvalTune seems to exist
only in memories and in brief references scattered across the web.
Personal Take:
Whatever Happened to Tape-
Trading?

Lee Marshall

Back in the day, if you were a big enough fan of a certain kind of artist, it
wouldn’t take too long before you found out that there was music available
other than that officially sanctioned by them or their record label. ‘Sure’,
someone might say to you, ‘that’s a good album, but what about the tracks
that he left off? If he’d left those on, the album would have been really
good. I’ll give you a tape.’ And then a door had opened that could never be
closed, a door into a room full of weird and wonderful recordings: from
those killer out-takes that should never have been left off, to recordings of
every concert the artist performed, to recordings of artists drunkenly
messing around in a studio, fighting with other band members or recording
things that no one in their right mind would want to hear again.
These recordings were all available to you, but only if you knew how
to find them. You could only rely on your acquaintance’s generosity so far.
If you wanted to fully immerse yourself in everything that was available
you had to enter into the subculture of tape-trading, in which fans would
trade tapes (and later CD-Rs) through the mail, swapping copies of
recordings they owned for ones that they didn’t. Traders would compile
lists of their recordings, often including individual sound quality ratings,
and circulate to other traders via fanzines or personal networks. To help
newbies get started, many traders would offer ‘blanks and postage’ trades,
copying a number of recordings for the new collector in return for the
equivalent number of blank tapes, plus a few extra to cover the costs of
postage. Once you had a number of tapes that you could trade, you were
away.
The other way to get hold of these recordings was to pay for them.
Commercial bootlegging was the evil twin of tape-trading, disdained by
many in the taping community for tainting the purity of their noble hobby.
But commercial bootlegging was never more than a cottage industry run by
fans and it served a key function in the unauthorised recordings ecosystem:
it enabled access to recordings often unavailable to ordinary collectors.
Those special studio out-takes, or early concert soundboards, had to come
from somewhere; there had to be a leak in the official channel and
sometimes that leak could only be sprung by financial incentive. Knowing
they could sell several hundred copies of a particularly desirable recording,
bootleggers were able to offer a few hundred, maybe even a few thousand
dollars to someone at a studio, say, to ‘liberate’ a tape. In spite of the moral
indignation of the purist collectors, many of the most significant
unauthorised recordings would not have seen the light of day were it not for
the commercial bootleggers.
The tape-trading and bootlegging subcultures existed for many years
on the fringes of the music industry, part valued and part vilified by the
official industry. But for many of those involved in tape-trading it was a
source of immense personal value, not merely in terms of the accumulation
of recordings but also in the way that tape-trading formed the basis of social
bonds. The implicit trust that existed between fans willing to send tapes to
strangers in the knowledge that their actions would be reciprocated, the
little letters from fellow traders that accompanied the packets of tapes
dropping through the letterbox, and the ability to connect with people in
different parts of the world who put the same love and care into their hobby
as you did, all contributed to the sense of being part of a community,
participating in something more than the simple exchange of commodities.
And then the Internet changed everything.
Admittedly, it didn’t change everything on its own, but the emergence
of online music technologies and cultures transformed tape-trading in a
number of ways. First, the boundaries between the authorised and
unauthorised began to blur. Out-takes began to appear on Napster alongside
normal releases with little to tell them apart, resulting in a blurring that was
exacerbated by the official industry increasingly releasing ‘bootlegs’ of
their own once sales of new releases began to decline (Bob Dylan’s official
Bootleg Series released by his Columbia/Legacy label now runs to fifty-
three CDs’ worth of material). Secondly, the ‘trading’ began to move
online, with collectors quick to see the opportunities of BitTorrent to share
recordings more quickly and conveniently than was possible with snail mail
alternatives. Partly as a result of this, the bottom fell out of commercial
bootlegging. New bootleg releases were shared freely online as quickly and
widely as all other kinds of new releases. The fact that the bootleggers
could no longer ensure a market of even a few hundred copies meant that
they were unable to risk spending money on even the most desirable tapes.
There are positive elements to these changes, of course. It might be
said that access to these recordings has become more democratic; the
existence of these recordings is more widely known and it is now far easier
for new fans to access them. They don’t have to rely on someone in the
know to open the door. Even experienced traders have access to recordings
that they probably would have not been able to access before. Secondly,
concert recordings circulate much more quickly now. In the past, even if a
show was in your own country it would take at least two or three weeks for
a recording to circulate, with recordings from other countries taking much
longer. Today recordings can be circulating around the globe just a few
hours after a show has ended, no matter where it happened. And, despite the
expansion, some of the old collectivist ethos still remains, with most
torrent-sharing sites maintaining strict sharing ratio requirements to ensure
that users upload as much as they download.
At the same time, however, much has been lost. The social practices
involved in trading have been transformed. Ironically, the shift from
(offline) trading to (online) sharing has undermined some of the social
bonds that were integral to the subculture, changing a one-to-one
relationship into a one-to-many. There are no longer little notes
accompanying a new batch of recordings in the mail; recordings can no
longer be associated with a particular place they came from or were sent to,
or with a particular individual who sent them. Today, often the most
personal connection one receives is a plain ‘thanks’, written by someone
using a pseudonym, listed in the comments underneath the uploaded torrent.
The shift to online sharing has also had an impact on the material that
is traded/shared. For one thing, there is now just so much stuff. Seemingly
everything is available: an online database of circulating Bob Dylan audio
recordings has 13,319 different entries, while another lists 2,249 DVDs.
One can download every circulating recording of the Rolling Stones
(studio, concerts, interviews, obscurities) in a number of torrent files split
by year. Even if one were to download the half a terabyte of data, how does
one begin to make sense of it, let alone listen to it? However, while multiple
recordings of concerts may be more bounteous than ever before, there is a
relative lack of what many regard as the most interesting and valuable
material, such as studio out-takes. The decline of commercial bootlegging
has contributed to a drying up of the well. For sure, remarkable and
noteworthy recordings do occasionally emerge outside official channels, but
these instances are far rarer than in the 1980s and 1990s. Finally, the shift
online may have made everything more convenient but it has also arguably
made everything feel a bit too easy; the effort that was needed in tracking
down a recording, of finding someone who had it (or who knew someone
who had it), of trading for something they needed just so you could get
what you needed, is no longer required. Everything is available, pretty
much on tap. Crucially this means that there is no waiting involved. The
gap between learning that an exciting new recording exists and being able
to hear it is almost zero; there is no time to imagine, to fantasise, to generate
desire. Delayed gratification has been replaced by instantaneous glut, and
the end result is that everything just seems a bit more mundane.
In many ways, then, what has happened to tape-trading mirrors what is
happening to popular music more generally. The over-abundance of
recordings, the speed with which they become available, the way in which
they are becoming divorced from their social origins, all contribute to a
situation in which music is becoming more fragmented, harder to make
sense of in a coherent way and – perhaps – more mundane. What was once
understood (perhaps rather quaintly) as a subversive alternative to
mainstream music consumption actually turns out to have been riding an
identical wave.
2
Toward a History of Digital Music:
New Technologies, Business
Practices and Intellectual Property
Regimes

Martin Scherzinger

There is no document of civilization which is not at the same time


a document of barbarism.

Walter Benjamin, 1969

From Servility to Precarity: Music’s


Heterologous Cycles of Boom and Bust
This chapter outlines a brief history of the economics of music in an age of
technological change. Instead of isolating the present as somehow
exceptional, the chapter demonstrates both ruptures and continuities with
the past. Drawing on methods from science and technology studies, legal
theory, political economy, and musicology, it passes through a series of
schematic reflections on the economics of musical production in the last
two hundred and fifty years. The chapter attempts to historicise musical
labour practices in the current age of technological automation, up to the
implementation of lock-down technologies at the turn of the twenty-first
century.
Music has long had a vexed relationship with modern economics. The
industrial and agricultural revolutions of the late eighteenth and early
nineteenth centuries, which had gradually created the conditions for higher
material standards of living for a greater percentage of Europeans, for
example, did not actually coincide with an uptick in support for
professional musical composition and performance. In fact, due to the
expense of music before the age of mechanical reproducibility, the changing
political landscape – in particular the feudal reforms at the turn of the
eighteenth century – led to a generalised de-escalation of paid cultural
activity. Not only was music regarded as a luxury good (defined in
economics as one whose consumption rises exponentially with increases in
income), but it was expensive – tethered to what economists call a derived
demand for additional goods, including instruments, teachers, sheet music,
and therefore also academies of learning, publishing houses, and so on. The
European courts – politically linked to various feudal principalities, local
kingdoms and dukedoms after the Treaty of Westphalia (1648) – had
provided significant economic support for composers and performers in the
seventeenth and early eighteenth centuries. One of the consequences of
feudal tenure reforms of the mid-eighteenth century was that wealthy feudal
landlords and court nobility – once a significant support for musical talent –
began to cut back on musical consumption. In the late eighteenth century, a
host of court orchestras were shut down, for example, and a generalised
ethos of frugality ensued (see Blum 1978, Moore 1987 and Baumol and
Baumol 1994). According to the economist F. M. Scherer, it would take a
century before the emergent capitalist class – solicitors, barristers,
entrepreneurs, bankers, industrialists, government functionaries, financiers,
and the like – had consolidated into a coherent enough bloc of private
wealth to match the noble patronage of the previous century (Scherer 2004,
138, 141). Scherer demonstrates the way composers in the early freelance
economy were enjoined to cultivate various precarious strategies for self-
promotion, financial backing, press coverage and additional labours in
excess of composing and performing. Remuneration varied wildly – a
function of unpredictable access to commissions, performance opportunities
and dedicated patrons. Piracy – including the illicit copying and theft of
scores – placed an additional burden on composers in the period following
the reign of the noble courts (who had hitherto owned the rights to all
commissions extended to composers in their service). Wolfgang Amadeus
Mozart, for example, eluded the theft of his works by giving only partial
scores to copyists, forcing them to work in his apartment, and even defacing
certain revisions – a kind of pre-modern reverse-hack in the context of
rampant piracy. As a result, the livelihood of composers could be short-
lived. Mozart, like many others – Franz Schubert, for example – was a well-
known composer, but he was sick and debt-ridden, and he died in poverty in
his early thirties. By the mid-nineteenth century, musical performance and
composition had largely relocated from the noble courts to concert venues
in a handful of free cities. It had also become a less servile and more
precarious market-oriented economic activity – a kind of individual
freelancing enclosed within large-scale cycles of boom and bust.
The various economic periods of expansion and contraction did not
affect all sectors of music’s economy equally. While modern boom
economies are ordinarily associated with high employment and good
investment returns, the reality is often considerably more complex,
especially in the context of musical production and performance.
Technological developments too – from innovations in instrument design
and lithographic methods for music printing to infrastructure revolutions in
transportation and large-scale networked communications – did not
uniformly drive profitability or well-being for all stakeholders. The
meteoric rise of upright piano production in the second half of the
nineteenth century, for example, reorganised the way music was consumed
in the context of European and American family life. New mass production
methods introduced in the 1850s resulted in both improvements in the
quality of pianos and a decrease in their sale prices. By economically
scaling piano production (first in the United States and then elsewhere),
musical performance had spread from churches, noble courts and opera
houses to civic buildings, concert halls, and finally ordinary homes. By the
turn of the nineteenth century, the player piano, an automatic music
inscription device, had also made its mark on both European and American
middle-class markets. The demand for piano music soared; arias, cavatinas,
even choruses, overtures and other popular forms were arranged for piano
and received widespread distribution from networked publishing houses.
The distribution records for Europe’s then-leading music publisher,
Breitkopf & Härtel in 1823, for example, indicated that works designed to
be played at home by amateurs (sonatas, theme with variations, simple
piano reductions, duets, songs, etc.) dominated the publishers’ inventory
holdings (Scherer 2004, 190; see also Clapham 1979). On the one hand, this
demand for easier music was a financial boon for composers; on the other
hand, these easy pieces, the least remunerative form of composition, also
proffered diminishing returns. Publishers, who often bundled these smaller
works into collections, largely held the upper hand over composers in
matters of compensation (Scherer 2004, 189–90; see also Moore 1987,
331–3). An impressive roster of disaffected composers – from Johannes
Brahms, who complained that his publisher Fritz Simrock was overcharging
for his works (hence preventing them from wide circulation) to Richard
Wagner, who was constantly wrangling with both Breitkopf & Härtel and
Schott – testified to the asymmetric relations between (even the most
famous) composers and their publishers in the economic heyday of the
modern industrial piano. To be sure, in times of evident economic growth,
stakeholders in the business of music did not fare equally.
The dramatic expansion of piano production during the second half of
the nineteenth century would itself enter a period of sharp decline in the
early twentieth century. This was a market fluctuation that could be
correlated, on the one hand, to technological change – in particular, the
emergence of radio as a broadcast medium and a shift from mechanical to
electric phonography – and, on the other hand, to the stark economic fallout
of the Great Depression. By the end of the 1920s, the piano market had all
but dried up, arguably in response to diminished consumer demand. This
decline cannot be attributed to automation alone. In sync with the declining
demand for pianos, for example, the delivery of player pianos had halted
completely in 1932, reportedly destroyed for fuel. (It is no small irony that
the last company to produce player pianos shut down in 2011, the era of
algorithmically automated digital music services.) On the other hand, new
habits of musical listening associated with the spread of domestic pianos
had laid the foundation for the next generation of technologically enhanced
passive music consumption in the domestic home, namely the (electric)
phonograph and the radio. When the Marconi company first experimented
with transmitting opera in June 1920, the commercial value of broadcasting
was not yet widely understood. In fact, the shift from wireless telegraphy to
radio seemed to mark a reduction in technical functionality – from an
interactive (sender/receiver) communication technology to a non-interactive
(broadcast) technology – which initially dissuaded investors. In the United
States, the Westinghouse Electric Corporation first offered (free) broadcasts
on KDKA in Pittsburgh as a marketing tool for delivering consumers to
hardware – the purchase of their radio sets. ‘Toll broadcasting’ was only
considered profitable in itself when AT&T established WEAF in New York
City two years later. This was an era in which radio reception also became
dependable – the result of various technological improvements, including
high-power transmitters, vacuum tubes, and in-built loudspeakers (instead
of headphones). By 1927, radio sets had reached one-quarter of American
households; three years later, nearly half the population owned one. A
period of passive, or relaxed, musical listening had become normative and
widespread (Starr 2004).
Although the structural arrangements and legal principles regulating
radio differed from nation to nation, music transmission played a large role
in the early days of broadcasting. The dissemination of radio had brought
with it new political and legal regimes for the social management of
sensory engagements with sound. In the United States, for example, radio
was regarded as a scarce resource, grounded in a licensing system for
private broadcasters, while, in Europe, radio was a largely government-run
broadcasting system, financed by tax regulation. The legal construal of
radio as a public service (on both sides of the Atlantic) placed certain
restrictions on broadcasting content. In the Radio Act of 1927 in the United
States, for example, the Federal Radio Commission (FRC) spelled out that
licences could be granted to broadcasters only if the ‘public convenience,
interest or necessity will be served thereby’, a position that oversaw the
removal of purportedly controversial content – including anti-Semitic
preaching, fortune-telling and fake science as well as birth control
advocacy, opposition to lynching, and defence of civil rights (by, for
example, the American Civil Liberties Union). One organic outcome of
these legal regulations was a shift in content toward inoffensive,
conventional and standardised broadcasts. The ethnic nationality hours,
labour news and church services that characterised programming in the
early 1920s were replaced by variety shows, soap operas, and above all
musical performances directed toward a broad consumer market in the
1930s. Large networks removed anything potentially controversial or
offensive for fear of alienating either their southern station affiliates or their
advertisers (who refused to sponsor shows that did not align with their
market brand). Aside from their ability to balance diverse political and
cultural allegiances, the promotion of standardised songs (by lucrative stars)
was also linked to new modes of financing culture within the legal contours
of a new technological medium. This shift concerned the underwriting of
radio broadcasts by sponsorship and advertising. Initially, advertising on the
radio came under the same moral censorship as certain kinds of
programming, but by the 1930s, radio became even more reliant than
newspapers on advertising. By this time, advertising on radio had become
direct and insistent – a kind of pervasive parallel auditory exposure to
commercial products that interrupted (at regular intervals) both the
‘sustaining’ content (paid for by the network) and ‘sponsored’ content (paid
for by advertisers) (Marchand 1985). Listeners came to experience radio
music as a free service, underwritten by aural billboards that were linked
either to corporate sponsors of the programme or advertising agencies
(hired by corporations).
As a vehicle for financial returns, music was an ideal medium for early
radio transmission. First, as a largely non-informational medium (and
therefore uncontroversial practically by definition), music readily eluded
the censorious dimensions of the Radio Act of 1927 (and its various
revisions throughout the twentieth century). It should be noted, however,
that music by black Americans, construed as ‘obscene’ and ‘indecent’ in the
early days of radio, was the notable exception to this basic principle.
Second, music was an ideal vehicle for product placement in the context of
early prohibitions on radio advertising. Brand names were frequently
inserted into dialogue, while songs and performers were often named after
their sponsors. Examples of branded performers in the early Tin Pan Alley
era included the Palmolivers (Frank Munn and Virginia Rea, known as Paul
Oliver and Olive Palmer) and the Vicks Vaporub Quartet, whose music
included light jazz, show tunes and easy opera. Third, music doubled as
both the content of the programme and an advertisement promoting itself as
a commodity. The dissemination of music on the radio thereby delivered
listeners to a second-order (albeit more traditional) distribution network for
both sheet music and (eventually also) gramophone record sales.
Importantly, the sales figures for records actually decreased in the first two
decades of the radio era. This dip reflected the perceptual elision of
promotional material with owned content during straitened economic
circumstances. As a result, the early struggle between the American Society
of Composers, Authors and Publishers (ASCAP) and the National
Association of Broadcasters (NAB) involved selective references to the
meaning of radio music – understood, on the one hand, as commercially
purchased content, and, on the other, as a promotional vehicle for content.
In other words, ASCAP sought a fee for licensed music that was
programmed for radio, while the NAB argued that radio provided free
exposure for music, thereby bolstering (sheet) music sales. By the mid-
century, however, the tables had turned: far from soliciting a fee, record
labels were actively soliciting (and even illegally paying for) airtime from
radio executives and DJs. Phonograph production had burgeoned into a
large-scale industry, underwritten by a business model that basically
remained intact until the end of the twentieth century. Each technological
shift – from the long-playing record (LP) to the compact disc (CD), by way
of the cassette tape and a host of additional (often failed) formats –
disrupted some aspect of the industry as much as it amplified another
aspect. The wholesale shift to digital formats in the late 1980s, for example,
produced an artificial boom in music sales, whereby consumers were
enjoined to expand – and often duplicate – their existing vinyl collections
on CD. But not all technological changes heralded sales increases. After the
Second World War, it was sheet music sales that dipped, for example,
emerging by the end of the century as a minor (if robust) sector of the music
industry.
The meteoric rise of radio broadcasting in the 1920s would not have
been possible without the advances made in recording technology some
twenty years earlier. Emile Berliner’s refinement of Thomas Edison’s
phonograph (talking machine) in the late nineteenth century – substituting
Edison’s tinfoil/wax cylinder with a flat metal disc, for instance, and
etching the recording on both sides of the disc – greatly improved the
recording quality of music, and furthermore cast the music in a more robust
and reliable material form. The modern gramophone was now fixed,
durable, affordable, mobile, and above all readily reproducible. Recorded
music and sound became raw material for a host of additional industries,
quickly migrating into cinemas, cafés, dance halls, and department stores,
and, of course, onto radio. The traditional coordinates of musical culture
had radically shifted. If the late nineteenth century marked a traditional
period characterised, on the one hand, by amateur music-making in a
domestic setting, and, on the other, by the rarefied ritual attendance of
specialised musical concerts, professional operas, operettas, vaudeville, and
so on, then the early twentieth century marked a musical culture that had
transformed into a ubiquitous, commercially amplified soundscape of
recorded music.
Over time, the de-skilling of a music-performing class of musical
amateurs simultaneously produced a new class of skilled recordists,
songwriters, publishers, lyricists, arrangers, promoters, cover illustrators,
brokers, broadcasters and businessmen. Commercial songwriting, for
example, once a semi-skilled hobby involving meagre financial returns,
became a lucrative business in the era of recorded sound (Suisman 2009).
Stephen Foster, a well-known songwriter in the era before recorded sound,
earned a meagre sum for his well-known songs, while Irving Berlin was
heralded as a kind of superstar in the context of Tin Pan Alley a few
decades later. This is because publishers, still the centre of economic power
in the industry, strategically stimulated demand for recorded music by
promoting a select group of branded songwriters (such as Berlin, Jerome
Kern and George Gershwin) and performers (such as James Aldrich Libby
and Virginia Rea), using novel techniques of distribution, repetition and
promotion (or ‘plugging’) at baseball games, train stations, parks, dances,
nickelodeons, restaurants, department stores and cafés. The standardised
verse-chorus structure of popular songs was itself a calculated
transformation of (largely chorus-free) vernacular song forms, designed to
enhance sales (Suisman 2009). The mechanism was simple: Aided by
‘boosters’ (paid claques integrated into groups, crowds and gatherings) that
burst ‘spontaneously’ into the chorus of the song in public, commercial
music could be promoted in the seemingly de-commercialised context of
communal singing. By the late 1920s, boosters were largely replaced by
radio transmission, which became a natural conduit for analogously
promoting and amplifying a targeted set of songs by intermittent repetition.
In sum, in the early twentieth century, music – seemingly
dematerialised by recording technologies – was actually radically
rematerialised as a durable commodity, a fixed entity for private
consumption. The legal insistence on a tangible medium to secure the
benefit of copyright protection (about which more below) was extended
from musical scores to phonograph recordings. Music’s modern materially
documented form thereby dramatically expanded the archival scope and
economic authority of its circulation. A once-ephemeral experience was
transformed into a widely disseminated repeatable one, captured in a
tangible medium that was legally vested in a host of property rights. The
convergence of sound recording and radio broadcasting, which played a
considerable role in disseminating commercial music into both domestic
and commercial spaces, completely altered the contours of musical
consumption and distribution. In America, the various Radio Acts of the
1920s, followed by the Communications Acts of the 1930s, became
foundational pillars for media policy. Broadly speaking, though they were
nationally owned, the radio airwaves were ultimately privatised on a model
of trusteeship, which meant that networks could largely control the new
electronic portals to the American public. In Europe, broadly speaking,
radio was a government-run broadcasting system, while in Britain, a quasi-
independent public broadcast model was developed. In general, therefore,
radio in America (and elsewhere) was primarily characterised, first, by a
model of federal licensing and regulation; second, by monopolised network
domination such as the National Broadcasting Corporation (NBC) and, by
the late 1920s, also by the Columbia Phonograph Broadcasting System
(CPBS, forerunner of CBS) in America; and, third, by the integration of
programming with the interests of advertisers, sponsors and advertising
agencies. Of course, the details were often more complex than this brief
sketch permits. For instance, though they were largely private independent
entities, American radio networks occasionally overlapped with music
content providers as well – CBS, for example, was financed by the
Columbia Record Company – thereby streamlining the dual economic
imperatives of music recording and distribution.
To remain within the American context, the Federal Communications
Commission (FCC – successor to the FRC) in the era of the New Deal
adopted two important policies that reshaped the structure and content of
radio for decades to come. First, the commission renounced the ban on
editorials, adopting instead the Fairness Doctrine (which required
broadcasters to offer reply-time for disagreement about controversial news
or public affairs programming); and, second, the commission placed
restrictions on radio ownership, effectively limiting each network to a
single station in any geographical area. In 1943, for example, the Supreme
Court upheld the FCC ruling, and NBC was forced to sell its ‘blue’ network
to the American Broadcasting Company (ABC). It was in the context of
radio regulations that emphasised localism, public interest and competition
that rock ’n’ roll came to flourish. But the pressure toward radio
monopolies would persist until the end of the century. With the passing of
the 1996 Telecommunications Act, restrictions on radio ownership were
lifted once more. Within a few years, deregulated radio became vertically
concentrated and horizontally integrated to an unprecedented degree. By
2002, Clear Channel Communications and Viacom alone controlled over 40
per cent of the US radio market. Clear Channel was also the world’s largest
broadcaster, concert promoter and billboard advertising firm.1 The record
industry, too, had become one of the most concentrated global media
markets: six leading firms – PolyGram, EMI, Warner Music Group (a unit
of AOL Time Warner), Sony Music Entertainment, BMG (a unit of
Bertelsmann) and Universal Music Group (a unit of Vivendi) – controlled
between 80 and 90 per cent of the global market (Herman and McChesney
1997, 43). Corporate consolidation between these firms had continued
unabated in the years following, and by the end of the first decade of the
twenty-first century, the six major labels had dwindled to three. But by then,
the Internet had ushered in an entirely different music delivery system,
which would challenge the authority of music’s centralised corporate blocs
in an unanticipated new way – not by way of regulative measures passed by
Congress or the FCC, but instead through social networks that took hold on
the borderline between the legal and extra-legal.
Tragedy of the Commons: From Torrent to
Stream
As with the radio spectrum in the 1920s, the early Internet was also
regarded as a public resource, initially developed in the context of
American military strategy and thus funded by tax revenues. Unlike radio,
however, the Internet was not considered as a medium marked by spectrum
scarcity. Although it had the capacity to broadcast and disseminate
information, the Internet was therefore legislated less by principles
regulating radio and more by those regulating the telephone. The legal
classification of the Internet actually intersected two technologies –
telephony (characterised by bi-directional one-to-one communication), on
the one hand, and radio (characterised, at least by century’s end, as
unidirectional one-to-many communication), on the other. As a result,
online expression was protected by the First Amendment (and hence less
censoriously handled than it was on radio or television) and broadband
Internet access was classified on the model of ‘common carriage’ – a
bedrock historical principle attendant to telephone signals. Due to the sheer
volume of information and data aggregated online, it was impossible for
any internet service operator to offer direct and complete end-to-end
transmission between content providers and consumers, adopters, and end
users. As a result, most content requested by users traversed several
different networks, which potentially became a chokepoint for the flow of
data. However, since the Internet was initially grounded in the telephone
infrastructure, there was a prohibition on any form of broadband
discrimination between either network operators, who offered hosting
services to content providers, or internet service providers (ISPs), who
offered internet connections. The common carriage principle – rooted in
legal understandings of telephony, and later dubbed ‘net neutrality’ by Tim
Wu (2003) – persisted until 2018, when the FCC, and then the US
Congress, eventually voted to dismantle it.
The combination of open access and free speech protections brought
with it the promise of a decentralised and disintermediated digital
architecture (i.e. an economy in which middlemen are removed) grounded
in new efficiencies of peer-to-peer (P2P) connectivity and search
functionality. The record industry boom of the 1990s, aided by monopolist
collusion in the context of the aforementioned shift from analogue (LPs) to
digital (CDs) – no less than the re-monopolised radio airwaves – reached a
tipping point in 2000, after which it slid into a seemingly terminal economic
decline. Within a single decade, an entire generation of young listeners was
ripping, burning, downloading and sharing music files outside traditional
circuits of exchange. Widespread downloading – dubbed ‘musical piracy’
by detractors – became associated with an entirely new cultural logic of
music-making. The established music industry was being undermined on
various fronts. For example, the legally indiscriminate use of samples in the
form of remixes and mashups became a distinctive compositional practice
in the early 2000s. At the same time, official industry releases were often
pre-empted by leaks, excavated by insiders associated with digitally
networked underground internet ‘scenes’ (sometimes known as the
‘darknet’). By 2002, for example, albums by Metallica, Tupac Shakur, Lil
Wayne, Dr Dre, Jay-Z, Queens of the Stone Age, 3 Doors Down, Björk,
Ashanti, Ja Rule, 50 Cent, Kanye West and many others had been leaked by
Rabid Neurosis (RNS), an internet chat group associated with music piracy
(Witt 2015, 73, 140, 220).
Artists and labels took various approaches to this new reality, often
paradoxically benefiting from giving away music free, and paying the price
for withholding it. One approach was a kind of reverse-hack, recalling some
of the peculiar antics for undercutting piracy in the age before copyright
protection – Mozart’s defacement of his own scores, for example, or his
release of only partial scores to copyists. Likewise, in 2003 Madonna would
upload a decoy MP3 onto some file-sharing networks, carrying a recording
of her voice asking, ‘What the f*** do you think you’re doing?’ When
users attempted (illegally) to download the song, they heard the scorning
voiceover instead. In response, enraged music fans mounted an anti-
Madonna campaign featuring an online contest for the best techno, trance or
house remix of Madonna’s voiceover. One hacker even managed to post
tracks from American Life for free download from Madonna’s own website
(Scherzinger and Smith 2007). In stark contrast, Lil Wayne simply
capitulated to the new reality of illegal downloads, and made his entire
output available online for free download. In addition to legitimate album
releases, Wayne then also released several free ‘mixtapes’ as ends in
themselves. The mixtape had historically been a kind of demo tape crafted
to secure a contract with a label; Wayne was using it to secure his freedom
from a label. His strategy paid off, and by 2006, Wayne was earning
accolades from established critics, less for his albums than for his mixtapes
(Witt 2015, 201). While the informal trading of files initially produced a
spike in record sales (indicating the promotional value of early online
piracy in the absence of widespread portable MP3 players), the traditional
music industry lost half of its mass within seven years. The devaluation of
recorded music in the first decade of the twenty-first century thereby
recapitulated the decline in sales figures for phonograph records in the early
era of radio a hundred years earlier; and, as it was for the radio era, the
economic decline would turn out to be temporary.
The common narrative describing the emergence of online music
circulation generally emphasises a period of crowdsourced mass piracy in
the context of independent and open networks. The actual reasons for the
decline of the traditional music industry, however, are complex and
overdetermined – the result of contradictory actions and reactions from a
range of technical and social actors, on the one hand, and political and
economic stakeholders, on the other. Networks of regulatory agencies, legal
personnel and standards bureaus confronted innovations by computer
programmers, audio researchers and signal-processing specialists; while a
new generation of online hackers, netizens and ordinary internet adopters
confronted restrictions imposed by music industry executives, security
officers and legal personnel. For example, one of the most forward-looking
technological breakthroughs for transmitting high-fidelity music files using
minimal data was initially deemed a commercial failure. In the early 1990s,
the Fraunhofer Institute for Integrated Circuits developed a rule-governed
system for compression-decompression that could transmit digital
recordings using less than one-tenth of the bandwidth associated with the
compact disc. Fraunhofer deployed a combination of psychoacoustic
masking techniques (computational protocols for evacuating inessential
frequencies of a sound signal) and a Huffman coding technique (an
algorithmic routine for reducing pattern redundancy). This kind of low-
bandwidth transmission was designed for the Internet-enabled personal
computer market, which had grown considerably in the 1990s – a decade
not unlike the 1920s, marked by the meteoric rise of household radio sets.
The new technical format, known as the Moving Picture Experts Group,
Audio Layer 3 (or MP3), was met with some limited success – MP3-
bearing ‘Zephyr’ boxes, for example, broadcast the National Hockey
League, and then about 70 per cent of all sports by the late 1990s – but,
throughout the decade, the MP3 remained locked out of its target PC
market. Large players in the record industry (such as BMG) rejected
Fraunhofer’s vision of an online ‘digital jukebox’, and a rival format (the
Philips-designed MP2) was favoured by the standards committees in the
early 1990s. As a result, Fraunhofer designed a floppy disc encoder in 1995,
known as L3Enc, which they promoted by giving it away free online, with
the option of leaving a donation (Witt 2015, 21, 55; see also Sterne 2012).
As with MIDI-enabled keyboards in the 1980s, Fraunhofer’s was a
‘free’ product aimed at creating technological path-dependency for users
and adopters. The first MP3 player for Windows, known as WinPlay3, was
released in 1995, also free, but disabled after a limited number of plays. By
1996, L3Enc software had been hacked and was being used to share
(illegal) music files online; WinPlay3 was also hacked to enable full
functionality; and serial numbers for L3Enc and WinPlay3 had been
intercepted from links to the Fraunhofer FTP server (Witt 2015, 50). Newly
networked online communities were deploying Internet Relay Chat (IRC)
channels – privately operated servers using hashtags to indicate different
interest groups – to disseminate pirated software (known as ‘warez’) and
musical files (including pre-releases) online. RNS, mentioned above, was
one such community involved in the dissemination of pirated music and
software as well as various album leaks. In 1997, WinPlay, a derivative of
the official Fraunhofer MP3 player, had been downloaded several million
times, and by 1999 a single website, Napster, had connected twenty million
users to a centralised library of songs. Downloading music online and file-
sharing had moved from IRC channels into the mainstream. This presented
a dramatic challenge to the classical economic model for the music industry
and unleashed a series of lawsuits against all manner of potential
lawbreakers – including individual users, P2P operators and hardware
suppliers. For example, the Record Industry Association of America
(RIAA) sued Diamond Multimedia Systems, the MP3 device makers; and a
conglomeration of record companies sued Napster for copyright
infringement across its P2P network. Napster lost their case, but – because
of Section 512 of Title 17 of the US code, known as the ‘safe harbour’
provision of the 1998 Digital Millennium Copyright Act (DMCA) –
Diamond won their case, and portable MP3 players could still be sold.
Fraunhofer might have failed to secure official international recognition for
the MP3 as a technical standard, but the sale of portable MP3 devices in the
wake of RIAA v. Diamond brought the company considerable success.
In 2002, Apple’s online iTunes Store also took advantage of the
court’s ruling, and began to offer legal downloads of songs (sold on a per-
unit basis) for their portable devices. Napster, still operating in a kind of
networked gift economy, had effectively laid the groundwork for Apple’s
rise to market dominance, forging the way toward an efficient and
interactive new model for musical listening. As it was for Westinghouse in
the 1920s, Apple was as vested in delivering consumers to hardware as it
was in promoting and selling music. Two key points illustrate this
additional economic prerogative. First, Apple tailored the launch of iTunes
with a business plan aimed at creating a ‘balance between the industry and
music listeners’, tethered to a marketing campaign deploying the cool
rhetoric of interactivity and freedom (Cosentino 2006, 196). The first Apple
advertising campaign, revealingly titled ‘Rip, Mix, Burn’, was thus able to
gain traction on the tactile, mostly illegal, behaviour of a generation of
online users (already habituated to P2P sharing, free downloading, and self-
curated playlisting). Apple thereby channelled an informal, but widespread,
millennial habitus of (illegal) online music stockpiling toward the
purchasing of licensed music. As a result, they also cornered the early
market on a generation of mobile music devices that operated on the basis
of downloads instead of CDs. Second, Apple initially disabled the MP3
format, locking users into the AAC format instead, and even deploying a
DRM system called ‘FairPlay’ to block MP3s from playing on their
devices. However, they eventually capitulated to the widespread demand for
MP3 functionality – no less than repeated attempts to disable their DRM
system, including the infamous ‘PlayFair’ hack – in the context of vast
online reservoirs of MP3s.
The second major entity to take advantage of the safe harbour ruling
was Google, a ‘web crawler’ that had by then become the world’s leading
search engine. Between 2002 and 2007 Google had grown by a factor of
forty with annual revenues reaching into tens of billions of dollars. Indeed,
the word ‘google’ had transformed into a verb, synonymous with online
search itself. In 2006, the company purchased YouTube, an online video
community platform launched as a small start-up in 2005. The purchase
marked a turning point for Google, who were expanding their operations
from a search-based delivery system to curated online content provision.
This evolving structure recalled alliances such as that between CBS and the
Columbia Record Company, one of only two great monopolies effectively
controlling music distribution in the late 1920s and the 1930s. Just as radio
ownership had consolidated in a few years into a monopolised structure, so
too was the Internet of the early 2000s coalescing around a handful of
powerful companies. A few years later, industry commentators increasingly
recognised the rising value of gigantic, easily searchable databases for
music: ‘Eventually, the most successful music companies may not be the
ones that create, play, or sell music. Rather, they may be the ones to collect
the most music data.’2 But back in 2006, YouTube – a kind of Napster for
video – was still a small start-up, fast growing a reputation for the non-
commercial hosting of user-generated content (UGC). Within a year, the
site was delivering over 100 million video views per day, and hosting tens
of thousands of daily uploads (Wasko and Erickson 2009, 374). YouTube
was perhaps the locus classicus of online services that characterised what
came to be known as Web 2.0. Web 2.0 described a set of internet
applications – enabled by new technologies, such as RSS, Wiki and Flash –
that facilitated interaction, sharing and exchange among users. Internet
users during this period increasingly shared files, uploaded videos, edited
encyclopaedias, forwarded information and socialised online. This kind of
UGC upended the traditional distributor model for content provision –
largely controlled by intellectual property rights – to a network model that
operated in a kind of parallel gift economy. Again, as with early radio in the
1920s, YouTube was, at first, an advertisement-free and community-driven
content provider. With the purchase by Google, however, advertising soon
became the central model for financing the platform. Furthermore, YouTube
soon began to integrate its operations with music labels and other media
industries. By 2008 YouTube had signed licensing deals with many major
players in the content industries – including Universal, Sony BMG, EMI,
Warner, CBS, NBC and others – but its business model was primarily
tethered to a rapidly expanding internet audience that provided vast swaths
of self-generated, free content.
Individual users whose videos went viral – early examples included
Lonelygirl15 and Happyslip – were signed by YouTube directly, and paid a
percentage of the advertising revenue associated with their views. For
musicians, the platform held the advantage of bypassing the traditional
contractual dependence on the music industry. Artists ranging from Ingrid
Michaelson, White Stripes, OK Go, Jonathan Coulton, Arcade Fire, Cactus
Cuties and Samantha Morton in the first decade of the twenty-first century
to Macklemore, Ryan Lewis, Gotye, Justin Bieber, Carly Rae Jepsen, Milly
Rock and The Weeknd in the second decade testified to the success of self-
launched musicians in the twenty-first century (Espejo 2009, 7; LaPlante
2009, 28). Not surprisingly, musicians like David Byrne (lead singer of
Talking Heads) offered an upbeat assessment of the changing circumstances
for creative musicians in the context of Web 2.0 applications such as
YouTube. Musicians, Byrne argued, were no longer beholden to producers,
promoters, marketers and managers (such as the ‘360’, or equity, deal), but
could function entirely independently – their music could be ‘self-produced,
self-written, self-played, and self-marketed’. Byrne concluded: ‘For
existing and emerging artists – who read about the music business going
down the drain – this is actually a great time, full of options and
possibilities.’3 The sentiment was echoed by Michael Bracy of the Future of
Music Coalition, a nonprofit organisation dedicated to the livelihood of
musicians: ‘Who needs major labels, and Rolling Stone, and MTV? …
Hundreds of bands, not a single superstar among them, all have significant
followings and fanbases thanks to technology’ (quoted in LaPlante 2009,
29).
In the early years of Web 2.0, an ethos of decentralised,
disintermediated and democratic cultural production came to be understood
as a genuine technical possibility. Yochai Benkler, for example, argued that
the decrease in computational costs, enhancements in digital signal
processing, and network architecture would issue a new model of
production sustained by sharing and collaborative volunteerism (2006, 87,
59). Benkler labelled this model ‘commons-based peer production’,
characterised by a digitally networked environment that ‘makes possible a
new modality of organizing production: radically decentralized,
collaborative, and nonproprietary; based on sharing resources and outputs
among widely distributed, loosely connected individuals who cooperate
with each other without relying on either market signals or managerial
demands’ (60). In 2006, the jury was still out as to whether platforms like
YouTube were a democratising force for culture or a massive reservoir of
economic exploitation.
Following the shutdown of Napster, a series of additional P2P
networks emerged, including Grokster, KaZaa, eDonkey, BearShare,
Gnutella, Limewire and Oink. Aside from services like Oink – a
sophisticated and exclusive index of pirated material run by audiophiles –
most of these services failed to match the scope and quality of Napster.
However, the lawsuits against both networks and individuals intensified. In
2003, over 200 individuals were targeted (and fined $150,000 per song);
and by 2005, the RIAA had bought lawsuits against tens of thousands of
individual file sharers. Mostly, the heavy-handed nature of the punishment
was self-defeating and the RIAA was condemned for its arbitrary and
vindictive approach to litigation. In one infamous case – Capitol Records v.
Jammie Thomas (2007) – the defendant (a single mother) was fined
$222,000 in damages for sharing twenty-four songs via KaZaa. These
individual lawsuits mostly targeted relatively innocent and naïve offenders,
thereby evoking sympathy for the accused and antipathy for the record
label. A download on Napster, for example, also involved a simultaneous
upload (linked to an IP address) by default – a preset that could easily be
disabled by tech-savvy users. In the manner of pre-modern punishments,
following Michel Foucault’s analysis, the music industry was lashing out at
the wrong targets in exaggerated fashion. Nonetheless, file-sharing and
downloading persisted throughout the first decade of the twenty-first
century. Indeed, the introduction of an open-source technology known as
BitTorrent – which broke up and distributed files into hundreds of small
‘bits’ – alleviated some of the bottleneck problems associated with
traditional P2P traffic. New sites emerged (such as Mininova, Pirate Bay
and BTJunkie) hosting torrents linked to thousands of computers across the
globe; Oink too shifted its protocols for file production to BitTorrent. These
sites were also eventually taken down or raided. But by then the CD had
become obsolete and online music distribution had become the norm.
Record labels, which had long resisted new models for generating revenue,
finally began to cut licensing deals for streaming media, a form of musical
consumption that, from the perspective of the user, resonated with the
decade-long practice of building personalised playlists from file-sharing
and downloading.

Dialectics of Rights Management: An


Allomorphism of the Law
For all the appearance of anarchic circulation of free culture, however, this
period also witnessed the unprecedented arrogation of cultural practice by
major multinational corporate entities in two – mostly contradictory –
senses. On the one hand, the rapacious capacities of search engines, social
networks, retail outlets and other online platforms for the surveillance and
collection of free data supplied by the public reflected a novel way of
instrumentalising capacities that were historically considered non-
instrumental. In other words, the very act of musical listening, associated in
the twentieth century with affective enjoyment and leisure time, was
transformed, in the twenty-first century, into a revenue-generating resource
for large corporations – a new form of digital labour, extracted by technical
interfaces designed for the capture of data. Far from simply enhancing
efficiencies in search functionality, social networking, recommendation
algorithms, and so on, the gathering and mining of big data (ravaged from
an unprotected public domain) cast light on the paradoxical financial
investment corporations had in the free flow of culture. Curiously, the
progressive embrace of distributed free content (no less than the resistance
to the enclosure of the commons) marched in uncanny step with the
demands of these economic stakeholders. Designed to externalise every
desire, maximise access, proliferate consumption and hasten click-rates,
platforms controlled by this corporate sector reflected a vested interest in a
friction-free flow of information, grounded in affect. Datasets, in short,
were enriched by unbounded subjectivity. One might call this the era of free
culture for schizophrenic capital.
On the other hand, the increased institutionalisation of permission-
based distribution and access controls undercut the cornucopian image of
free content, shared by freely interacting and contributing users, however
deftly the apparently unimpeded cornucopia was actually monetised in the
age of big data. Once again, the paradox of the Internet – its potential for
the surveillance of seemingly friction-free digital traces – had
simultaneously intensified the scope and reach of digital rights management
(DRM) of copyright-protected culture. Just as the Internet enabled high-
speed copying with little quality loss, it also enabled enhanced detection of
copying and new opportunities for control and enforcement.
Here, too, music lent itself especially well to this kind of legal
encroachment on its public circulation. Most obviously, music – generally
consumed by way of repeated listening – opened lucrative opportunities for
companies offering pay-as-you-go listening services tethered to access-
control protection systems. This rental model offered an opportunity to
monetise affective investments – effectively commodifying intangible
experience and sentiment in real time. In fact, with the passing of the
DMCA, the use of technological protections facilitated a system of pay-per-
use (view/listen/install), thereby linking access itself to an automatic debit
mechanism. In their representations to Congress, the copyright lobby
argued that, barring a set of precise circumstantial exceptions, any
reproduction of a work was the exclusive right of the copyright holder.
Since exceptions had not been enumerated for internet-based copies in the
1976 Act, copyright owners were entitled to monetise all digital copies
online. Remarkably, copyright owners argued that this right should be
extended to reproductions found anywhere on a computer, including the
volatile Random Access Memory (RAM) (Litman 2006, 22–32). The policy
manoeuvre was a transformation of traditional copyright law, which
distinguished between fixed reproductions (such as phonograph records and
books) and unfixed ones (such as broadcasts and exhibitions). Ephemeral
copies, such as those found on radio or television broadcasts, reduced what
economists call the ‘option value’ of the reproduction, and were not
protected by copyright law. Since a reproduction of a work found in RAM
could technically be saved to a hard drive, stakeholders in copyright
protections argued that the copy was essentially fixed in a tangible medium.
Concomitantly, its option value had become blurred. The fundamental right
associated with the copyright owner was the right to authorise the
reproduction of protected work that had been fixed in a sufficiently stable
tangible medium. In the open network, therefore, ephemeral uses of a work
were concretely transformed into traceable fixed ones. Consumption could
now be regulated in accordance with the fundamental operation of
computers. In a context of metered usage (or pay-per-use), music was now
potentially becoming an enticing financial prospect for the industry.
It is important to note that the forms of enclosure upon cultural work
outlined above were in fact in a contradictory relation with one another. If
content industries were invested in cementing access-control protection
systems and copy-control protection systems into technological devices and
communicative platforms, service providers were invested in the opposite –
the friction-free flow of unfettered data points. It is possible to describe the
legal outcomes of this inter-industry struggle as a series of detailed
negotiations between lobbyists for content industries, on the one hand, and
ISPs, on the other. Indeed, with the passing of the DMCA in 1998, service
providers were granted an exemption from liability for their users’ uploads
and posts on condition that they agreed to remove or block access to
copyright-protected material when alerted to infringing files by content
providers. The safe harbour was the direct result of a negotiated agreement
during the 105th Congress on the question of liability for copyright
infringement online. But it reflected a pattern of copyright-law-making in
the United States that had long taken the form of negotiated settlements
between powerful private parties, with sometimes competing vested
interests. In the first decade of the twentieth century, for example, the
interests of copyright holders (musicians, composers, publishers, and so on)
conflicted with those of the then-new ‘talking machine’ (phonograph),
motion picture and piano roll industries. Since the latter were absent from
the negotiations in 1906, the bill that emerged did not favour them. As a
result, in ensuing conferences, the proposals were modified to better reflect
the operations of these industries: compulsory licences were granted for
mechanical reproductions of musical compositions, on the one hand, and all
jukebox operators were granted a complete exemption, on the other (Litman
2006, 70–7).
For all the appearance of balancing the conflicting demands of
copyright law by way of negotiated concessions, these conferences
historically facilitated interactions between copyright-intensive businesses
and institutions increasingly at the expense of publicly oriented institutions
of learning, public domain advocates, and the like. One may speak here of
the inertial tendencies of copyright laws passed in the previous century,
which generally bore the marks of a relatively narrow set of interests. The
occasional benefits to the public (such as the broadcasting provision in the
1909 Act, or, arguably, the safe harbour provision in the 1998 Act) accrued
as if by accident; they often represented the symptomatic fallout of an inter-
corporate struggle more than a genuine confrontation within a public
sphere. In this scenario, public interest was only served in the gaps opened
by conflict between powerful industry players. In fact, the tendency to
exclude direct discussion of public interests in the lead up to statutory
action intensified in the age of the Internet. The decade leading up to the
DMCA, for example, witnessed a marked increase in copyright-related
campaign contributions to politicians, with the aim of gaining leverage over
IP policy in Congress. Perhaps it was not surprising that the provisions of
the DMCA witnessed the de facto erosion of a host of exemptions that had
been historically granted to under-represented interest groups, public and
private alike – jukebox operators, record companies, cable television
systems, radio and satellite broadcasters, music stores, restaurants, libraries,
educational institutions (such as schools and universities), and so on. The
exemptions came under threat because the DMCA included language
prohibiting the manufacture and use of any device or service that could
circumvent copyright protection. The underlying logic of this legal
manoeuvre was ensnared in a non sequitur known as the fallacy of the
undistributed middle. Simply put, just because all infringements involve
copies does not mean that all copies involve infringements.
But the seemingly accidental legal benefits carried traces of the
contradictory forces that brought them into being. It would not be difficult
to list an array of logical problems with the provisions of the DMCA,
insofar as it renovated the meaning, scope and authority of copyright
protection with frequently contradictory effects in actual practice. Take, for
example, the case of Napster discussed above. Recall that Napster’s
technology facilitated access to music collections of geographically remote
users. Napster had a central search function, but, since collections were not
posted online directly, the model for sharing was effectively decentralised.
Napster’s model thereby posed a direct challenge to the basic economic
principles underlying the legal distribution of commercially valuable
information, which had hitherto been controlled by corporate intermediaries
(record labels, film companies, etc.). After the largest record labels brought
suit against it in 1999 (A&M v. Napster), Napster was ordered to shut down
its then-current operations and reconfigure itself as a commercial platform.
The kind of defence that characterised the 1984 ‘Betamax’ case (Sony v.
Universal) failed in this new context primarily because it was argued that
Napster had the technical capacity to circumvent infringing uses whereas
Sony, in the 1980s, did not. In the case of the videocassette magnetic tape
recording format, deployed in relatively closed social networks, infringing
uses could not be as readily detected, which led the court to protect the
substantial potential for non-infringing uses. Although the question
concerning the illegality of non-commercial file-sharing was itself hotly
contested and in doubt, A&M v. Napster effectively opened the door to the
pre-emptive circumvention of any sharing. One logical consequence of this
decision is that, de facto, all non-commercial exchange was judged illegal
until proven legal. One can detect here not only a case of the fallacy of the
undistributed middle, but also the logical impossibility for Napster, in
practice, to divert users from infringing/non-commercial behaviour. This
was a particularly surprising interpretation given the reluctance of the music
industry in the late 1990s to move their retail operations to the Internet.
As Napster rose to prominence, the music industry, under the auspices
of the Secure Digital Music Initiative (SDMI) coalition, was formulating
technical rights management systems that could be incorporated into
devices (MP3 players, CD or DVD drives, flash memory devices) and
networks (internet or wireless networks, set-top boxes or modems). The
approach was multipronged, including both watermark and encryption
technologies. Digital watermarks are sequences of binary digits (bits)
associated with a work that enable its identification and tracking. A digital
watermark could trigger a technological device to behave in certain ways.
For example, it could prompt a device to offer a software upgrade. The
upgraded version of the software could, in turn, technically distinguish
between SDMI-protected content and non-compliant (unmarked) content,
and disable playback for the latter. Even if an artist had released unmarked
content, the SDMI upgrade could potentially restrict its playback. By using
technological artefacts as themselves a site for legal intervention, DRM of
this sort both perpetuated a syllogistic fallacy and automated its
enforcement. Unable to register the situational domains that distinguish
what was legally permissible to do with a copyrighted work from what was
not legal, this kind of automated enforcement asymmetrically expanded the
rights of some stakeholders and diminished, if not obliterated, the rights of
others. It pre-emptively placed constraints on reproduction and distribution
of digital information by embedding copy-protecting technical watermarks,
digital locks, licence agreements and encryption technologies, effectively
circumventing access controls or authorisation on specified devices, as well
as preventing the copying, distribution, viewing, pausing, transferring, or
syncing of copyright-protected material.
By shifting the focus from the adoption or use of content to the design
of technical conduits for content, traditional copyright protection was
thereby extended from the present into the future, speculatively
circumventing possible infringement. Such auto-policing undermined uses
formerly enabled by the copyright framework, which traditionally balanced
the rights of authors and their publics. For example, DRM prevented uses
that were in accordance with the ‘first sale’ doctrine (which permits the re-
sale and sharing of works), the religious services exemption (which waives
the public performance right in religious contexts), and the ‘fair use’
doctrine (which exempts a range of educational, domestic and other types
of expressive uses of works). This kind of enclosure on sanctioned cultural
uses of music paradoxically undermined the proper functioning of other
aspects of the law. It had become a kind of law-disabling law. The
fundamental character of copyright was thereby altered; its operational
meanings metamorphosed into different forms even as it retained its
justifications under the auspices of the same basic law. Like a chemical
compound whose composition remains while its crystalline form alters,
some of its guiding principles were quietly amplified, others were
diminished, and still others abolished entirely. In short, DRM produced an
allomorphism of the law.
As the details of the law mutated, it became less clear which
institutions could appropriately be called upon to ensure its proper
functioning. For example, the idea of a ‘broadcast flag’ – a copy protection
system designed for digital televisions and receivers – was considered and
assessed by the FCC in 2003 (Gillespie 2007). The traditional role of the
FCC was to monitor content for broadcast media (such as radio and
television) and to oversee the granting of licences for slices of the spectrum.
The broadcast flag, however, was designed to be a government-mandated
form of encryption that could detect and monitor the redistribution of
television content in a networked environment. At stake in assessing the
flag was not the type or quality of content that could be broadcast, but
rather the technical character of a technical conduit for content. The
commission was becoming caught up in issues that were historically
beyond its remit. In the past, the FCC had never been tasked to arbitrate
either the legality of technological functionality or the logic of algorithmic
computation, such as that associated with the broadcast flag. Indeed, in
2005 the American Library Association (ALA), in conjunction with a
collection of consumer and digital technology advocate groups, challenged
the FCC’s ruling on the flag (American Library Association et al. v.
Federal Communications Commission and United States of America). The
ALA argued that the ruling, which pertained to copyright, was beyond the
FCC’s jurisdiction, and, after some debate, the regulation was officially
eliminated in 2011. Nonetheless, as computing and broadcasting converged
(and thereby distribution increasingly coincided with consumption), DRM
technologies continued to be assembled directly into networks and devices.
Scaled to the level of society as a whole, if technical barriers could be
built directly into the communication platforms, devices and networks that
were central to contemporary social life – participation in community,
commerce, conversation, etc. – then social life itself could be pre-emptively
regulated to prohibit circumvention of the law. For example, if
manufacturers of DVD players were legally mandated to omit a recording
function on their playback devices, or if DVDs encoded a ‘regional’
restriction on the playback of DVDs, circumvention of copyright protection
could not, as a technical matter, take place on those devices. Basing the
compensable unit of copyright protection on the copy itself – however
ephemeral its actual distribution, or however volatile its term in a memory
chip – entailed disabling (what many considered to be) a fundamental
operation of networked computers: reproduction of files in stable digital
form. Under this reading, a new construal of a law undermined a basic
technical principle of a new technology.
This is not the only view. Some theorists argued that, far from
proliferating copies by operational definition, the digital network in fact
rendered copies redundant. In this view, the fundamental principle of the
global Internet necessitated the existence of only one file. Online streaming
services for music and films operated on the basis of this idea: companies
like Netflix and Spotify began to deliver content by granting access to a
kind of master file in real time over a network (Lanier 2010). In the context
of the open network, the need for multiple copies became technically
redundant. Of course, this principle was fundamental only to the extent that
the system was fast, fluid, widespread and openly accessible. DRM
undermined the fundamental aspects of such a system. For all their
conceptual differences, then, these interpretations of the digital architecture
coincided on the question of DRM. Whether the Internet was construed as a
‘giant copy machine’, or its inverse, a zero-copy machine, DRM disabled
its fundamental method of operation (Kelly in Lanier 2010, 221; Nimmer
2003, 157).
The disabling of technical functionality concomitantly disabled legal
defences (such as fair use) which were recognised by a lengthy copyright
tradition and a history of case law. Programming the machine to perform
below capacity, copyright owners were thereby able to wall off legitimate
uses of cultural information and also to remove from the public the very
public domain material that was inevitably incorporated into protected
works. Lodging the power to disable technical functionality in the hands of
a subset of commercial actors, therefore, had significant implications for the
future of cultural freedom, legal transparency and social equity. For
example, encoding law pre-emptively in devices and platforms
illegitimately expanded the legal scope of copyright, and even contradicted
a fundamental principle of the law itself – the presumption of innocence.
Under these conditions, it became quasi-mandatory for all cultural
expression and exchange to be structured on the commodity form; music’s
overtly experiential and social values necessarily shoehorned into
commercial terms. With automatic technical controls effectively
substituting for legal controls, social life became increasingly
operationalised to conform to market values.
Despite the evident encroachment of DRM in the early decades of the
twenty-first century, the track record for its successful implementation was,
in fact, strikingly mixed. As the ALA et al. v. FCC & USA case in 2011
indicates, the industry faced considerable setbacks when it came to the
direct encoding of law in devices and networks. In the case of the broadcast
flag, the pushback emerged from consumer and technology advocacy
groups in an alliance with librarians. But the overall countervailing figures
of agency actually cast a much wider net. From self-conscious activism and
critical academic commentary to the deployment of circumvention
technologies supplied by software engineers, wiki contributors, free
software advocates, and hackers, the attempt to impose technical
restrictions on open networks frequently met its match in the general
practice of the unruly everyday. It would not be an exaggeration to say that
collaborative P2P networking and sharing, demonstrably indifferent to its
legality, had become a dominant sociocultural technique in the first decade
of the twenty-first century. The actions of a critical mass of listeners seemed
to indicate an interest in music’s affective, sentimental and experiential
values over and above its monetary ones. As if locked in a constitutive
dialectic with the encroachment of DRM itself, the efficiencies in
distribution systems, search functionality, P2P connectivity, and so on – the
conditions for the possibility of DRM – produced its antithesis, the
encroachment of a free zone of decentralised everyday cultural practice. In
short, the very attempt technologically to lock down an open network
produced a host of unanticipated social effects that paradoxically
undermined it.
The decrease in computational costs, enhancements in digital signal
processing and networked architectures arguably ushered in a period of
cultural production sustained more by collaborative volunteerism than by
commodity exchange, market signals, or managerial strategies. Some of this
activity operated by way of a strategic incorporation of the law. Examples
included the institution of free, or open-source, software, which deployed
copyright and licensing law (the GNU General Public License) to
undermine its deleterious effects and to foster collaboration, as well as
open, peer-produced online reference tools, such as Wikipedia, whose
content was likewise released under a GNU Free Documentation License.
But the vast majority of P2P production and sharing was simply set adrift
from the institutionalised economic structures that were conceived to guide
it. While this widespread anthropological reality challenged the economic
interests of various content industries, new commercial interests actually
capitalised on it. Indeed, the decentralised and nonproprietary practice of
sharing and downloading information objects became ubiquitous,
practically defining the fundamental features of major corporate sites like
YouTube, MySpace, Facebook and Google+. Music played a prominent part
in this transformation. In the first decade of the twenty-first century,
MySpace integrated their platform with major music labels, Facebook built
a partnership with the Spotify streaming service, Google built an online
music store linked to Google+, and YouTube became the largest platform
for music uploads. The new models for music consumption were built on
the success of music in the context of early forms of online networking in
the 1990s. Of all the informal exchange that characterised the early days of
the Internet, music was perhaps the most successful example of commercial
culture that began to circulate outside its market imperatives.
It is instructive to compare the attempts to impose DRM by the music
industry with those of the film industry. When DVDs came to the market,
the mainstream motion picture studios introduced a content scrambling
system (CSS) to restrict their play on licensed DVD players. Manufacturers
of DVD players were forced to license the key to unlock CSS descrambling
software in their players. The licence specifications included restrictions on
the geographical regions in which DVDs could be played and disabled the
skipping function for commercials, trailers and copyright messaging that
appeared before the movie. While it restricted access, digital encryption like
CSS did not actually prevent copying. Manufacturers of hardware were thus
additionally compelled to exclude a ‘record’ function on their players. In
short, the DMCA successfully ensured that CSS was implemented as a
matter of law. In contrast, recall that the RIAA responded to the rise in
amateur file-trading in the late 1990s by introducing the Secure Digital
Music Initiative (SDMI). SDMI sought to embed rights management
information in musical works via digital watermarks, which could be
detected by playback devices to make it impossible to play copies of an
illicit file that was once SDMI protected. To ensure that devices were
SDMI-compliant, the music industry argued that playback hardware needed
to be standardised to trigger the disabling upgrade. The consumer
electronics industry had no direct financial interest in imposing proprietary
security solutions on their portable digital devices. And yet, despite the
inter-industry conflict, an agreement was in fact reached in 1999, which
outlined rights management specifications for mobile devices.
Nonetheless, SDMI did not succeed the way CSS did. The failure can
be attributed to the unexpected rise of the MP3 as a dominant format for
music, as well as the increasing importance of internet-enabled computers
doubling as playback devices. The computer and software industries were
faced with a different set of business opportunities from those of both the
content industries and the consumer electronics manufacturers, and they
emphasised the importance of open networks, efficient formats for content
delivery, and optimal functionality. The agency of the music-listening
public was another important factor contributing to the failure of SDMI. As
mentioned, even advertising campaigns by computer manufacturers
indicated an allegiance to a new kind of musical culture, characterised by
P2P sharing, downloading and collaboration. It is noteworthy in this regard
that Apple’s relatively low-level digital rights restrictions played an
important role in the initial success of iTunes in the early 2000s. Recall that
Apple’s FairPlay DRM system was eventually abandoned in favour of
increased functionality (enabling the conversion of files to MP3 formats,
and so on). In sum, music escaped the restrictions of DRM for a variety of
intersecting reasons: unstable business models for different industrial
sectors; widespread adoption of new digital technology that allowed the
public to communicate with a vast audience; the repeated hacking of
encryption technologies; and a netizen worldview that emphasised the
importance of equal citizens, free information and resource sharing in an
open network. For a brief moment in the contemporary history of musical
listening, public interest arguably trumped a narrowly proprietary one. The
triumph of this kind of public interest, however, was short-lived. By the end
of the first decade of the twenty-first century, a moment marked by the
onset of streaming media – where online habitus was characterised less by
interaction between users and more by interaction between algorithms and
adopters – the era of Web 2.0 itself reached a turning point. Music’s labour
relations had mutated into new relations of power: the political economy of
musical streaming.

For Further Study

Gillespie, Tarlton. 2007. Wired Shut: Copyright and the Shape of Digital
Culture. Cambridge, MA: Harvard University Press.

Meinrath, Sascha D., James W. Losey and Victor W. Picard. 2011. ‘Digital
Feudalism: Enclosures and Erasures from Digital Rights Management to the
Digital Divide’. Advances in Computers 81: 237–87.

Scherer, F. M. 2004. Quarter Notes and Bank Notes: The Economics of


Music Composition in the Eighteenth and Nineteenth Centuries. Princeton:
Princeton University Press.

Snickars, Pelle and Patrick Vonderau, eds. 2009. The YouTube Reader.
Stockholm: Mediehistoriskt.

Sterne, Jonathan. 2012. MP3: The Meaning of a Format. Durham, NC:


Duke University Press.

Witt, Stephen. 2015. How Music Got Free: A Story of Obsession and
Invention. New York: Penguin Books.

Notes

I would like to thank Monique M. Ingalls, Ariana Phillips-Hutton and,


above all, Nicholas Cook and David Trippett for their encouragement and
generous engagement with this work. Sections of this chapter draw on,
and update, aspects of previous publications, including ‘Du
téléchargement à l’écoute en ligne: les économies de la musique
numérique’, Transpositions: Musique et Sciences Sociale 6 (2017), and
‘Alchemies of sanctioned value: Music, networks, law’, in The
Handbook of Artistic Citizenship, edited by David J. Elliott, Marissa
Silverman and Wayne D. Bowman, 359–80, Oxford University Press,
2016.

1 Stephen Marshall, ‘Prime time payola’, In These Times, 5 May 2003,


http://inthesetimes.com/article/575/prime_time_payola. All websites
accessed 18 September 2018.

2 Chris Faraone, ‘How The Echo Nest is powering the Internet’s musical
brain’, Fastcompany Magazine, 14 September 2011,
www.fastcompany.com/magazine/159/music-database.

3 David Byrne, ‘David Byrne’s Survival Strategies for Emerging Artists


and Megastars’, Wired, 18 December 2007,
www.wired.com/entertainment/music/magazine/16-01/ff_byrne?
currentPage=all.
Personal Take:
On Serving as an Expert Witness in
the ‘Blurred Lines’ Case

Ingrid Monson

In the summer of 2014, I was engaged by the Marvin Gaye family to serve
as an expert witness in Williams et al. v. Bridgeport Music, Inc., et al. (LA
CV13–06004 JAK (AGRx)), a copyright infringement lawsuit more
popularly referred to as the ‘Blurred Lines’ case. I collaborated with Judith
Finell, a forensic musicologist with decades of experience as an expert
witness in music cases, and the legal team representing the Marvin Gaye
family – Richard Busch and Mark Levinsohn. After a highly publicised
trial, the jury found that Pharrell Williams and Robin Thicke’s song
‘Blurred Lines’ had infringed Marvin Gaye’s copyright of ‘Got to Give It
Up’ and awarded the Gayes $7.4 million. This was a victory for authorial
copyright in popular music, but was denounced in many corners of the
music industry as something that would hamper the creativity of younger
artists.1 Though I disagree strongly with that assessment, my purpose here
is not to respond to criticism, but rather to describe the experience of
serving as an expert witness and the main issues that interested me as a
scholar.
I accepted the case because it was obvious to me on first listening that
there were substantial similarities between the pieces that could not be
accidental. In addition, I found it unbelievable that the songwriters would
claim their piece was not based on ‘Got to Give It Up’, after they had given
many media interviews in 2013 that marketed ‘Blurred Lines’ as inspired
by it. One of the most common misconceptions about the case is that the
Gaye family sued Williams and Thicke when the opposite was true: after a
licensing negotiation failed, Williams and Thicke sued the Gayes. The
impression that the Gayes had sued Williams and Thicke was created by
misreporting in the press.2
My initial duties were to transcribe and analyse the similarities
between ‘Got to Give It Up’ and ‘Blurred Lines’. In the midst of my
preliminary analysis the plaintiffs (Williams and Thicke) filed a Motion for
Summary Judgment: this in effect asked the court to rule that there were no
triable points of similarity between the pieces, and meant I had to respond
to a long list of very detailed claims made by their expert about the
dissimilarity of the pieces. Serving as an expert witness means having to
respond to detailed arguments made by the other side, no matter how absurd
they seem to be, often under severe time constraints. The Motion for
Summary Judgment was denied in late October 2014, clearing the way for
the trial. I was deposed for seven hours in December 2014 by opposing
counsel. The discursive strategy seemed to be to ask questions designed to
get me to say things that conflicted with my own report. One technique was
to keep repeating the same question until you equivocated or stumbled.
Isn’t it true that a half step motion from C to C ♯ is completely generic?
Isn’t it true that there are only twelve notes in music and so you’d expect to
have overlap between pieces? The most exasperating moment of my
deposition occurred when the opposing attorney misquoted my expert
witness report as saying the very opposite of what I had said. He wanted me
to respond as if he had quoted me correctly (and have that on record), but
fortunately one of the attorneys from our team pulled out my report and
helped me to show that I had been misquoted.
The opposing side based their case on the Copyright Act of 1909,
which governed ‘Got to Give It Up’, since it was recorded one year before
the Copyright Act of 1976 came into effect in January 1978. The 1909 law
required a musically notated copyright deposit (after 1978 a recording
automatically registered a piece for protection). Since much popular music
was aurally composed, what was filed was generally a stripped down
version of the piece containing only melody and chords: in other words, a
lead sheet. The ‘Got to Give It Up’ copyright deposit included an eight-bar
bass line, as well as the melody and chords. The copyright deposit for the
song was made after the recording. The song itself was aurally composed.
Our side argued that the truest representation of the piece was the recording.
The ‘Blurred Lines’ attorneys argued that the Gaye children owned
only the copyright deposit, not copyright in the recording. They
consequently stressed notational rather than aural evidence as grounds for
the existence of similarity. They even petitioned to have the recording
excluded from the trial. Judge John Kronstadt initially granted their petition
and forbade us from playing the recording in court. A few days later he
amended his ruling and allowed us to play only those parts of the recording
that were represented in the copyright deposit. Our musical examples,
consequently, were limited to bass, melody and keyboard. The jury heard
no percussion whatsoever. The testimony of the two expert witnesses was
not allowed to overlap, and so the main burden of presenting the musical
examples fell on Judith Finell.
My testimony centred on the question of why the combination of
accompaniment parts to ‘Got to Give It Up’ was not generic but rather part
of Marvin Gaye’s composition. Since Gaye played the bass, keyboard and
hand percussion himself, his creative contribution to the accompaniment
was not in question. I noted that the bass line had a stop and start rhythmic
profile that was related to Motown but not like that of a generically
expected Motown bass line. I pointed out that the off-beat keyboard part
was similar, but not identical, to a reggae accompaniment rhythm. But I also
noted that in neither reggae nor Motown would you expect to find these two
rhythms combined. I had listened to hundreds of pre-1977 recordings to
make sure. I would have been able to make an even stronger case had I
been able to talk about the hand percussion, because there are actually three
different rhythm families combined in this very original accompaniment.
The opposing side’s musical expert cited many examples where one line of
the musical texture was similar to one of the tunes, but the remaining parts
were different. Our side argued that what made the copying in ‘Got to Give
It Up’ so striking was its combination of musical similarities.
My interest as a scholar lies in how, in a Foucauldian fashion, the
Copyright Act of 1909 created the object of which it spoke: a definition of
popular song as being comprised simply of the melody and the chords.
Everything else was considered to be arrangement. Adding walking bass
lines, drum rhythms, harmonisations and counter-lines was not viewed as
compositional, but rather as the application of generic styles to a melody.
The law, in other words, encoded a bias against aural composition and
groove-based music, which served as the basis of the Williams and Thicke
side of the case.
In my work as a scholar of African-American musics, I know that
some of the most innovative musical creativity in the genres of jazz, R&B,
soul, gospel and hip-hop has taken place in the composition of exactly these
accompaniment parts, which musicians call grooves or rhythmic feels. They
are not mechanical styles but living, breathing complexes of melodies,
rhythms and harmonies that artists have woven and re-woven into the
extraordinary recorded archive that forms the lifeblood of African-
American and other American popular music. The question of when an
innovation in a groove becomes standardised and, hence, generic seems to
me to be a fundamentally historical question, requiring careful comparison
of specific examples. In the ‘Blurred Lines’ infringement case, we showed
that its authors were ‘channelling’ not a late 1970s feel, as Pharrell
Williams argued, but, rather, a specific piece that served as a template. The
audibility of those relationships to the jurors, in my opinion, is why we
won.

I do not believe that defending authorial copyright in this matter hampers


younger musicians in the ways that some popular music scholars and
journalists have argued.3 Most artists don’t brazenly copy multiple parts
from one tune. However, the music industry finds it much more profitable
to encourage their younger artists to freely borrow from the less protected
pre-1978 recordings than to defend its earlier artists. This, too, could
happen to today’s artists after time passes and their popularity wanes,
although they will benefit from being judged by the later law. The recording
industry will no doubt try to do to them what, in this case, the ‘Blurred
Lines’ attorneys tried to do to the Marvin Gaye family.
The Williams and Thicke attorneys appealed the trial verdict to the 9th
Circuit Court of Appeals. Fourteen musicologists signed an amicus curiae
brief outlining the musical merits of the case for the Gayes. The Institute for
Intellectual Property and Social Justice also filed an amicus brief on behalf
of the Gayes outlining the history of the application of copyright law. Ten
musicologists signed onto the brief on behalf of Williams and Thicke. On
21 March 2018, the appeals court upheld the trial verdict in a 2–1 decision.
The majority ruled on narrow procedural grounds; the dissenting judge
criticised the majority for ‘uncritical deference to music experts’.4 The
Williams and Thicke attorneys subsequently applied for an en banc
rehearing of the appeal. On 11 July 2018, the request for an en banc hearing
was denied.5 The losing side can still appeal to the Supreme Court, but,
since the case turns on evidentiary issues rather than a major point of law,
acceptance of the case by the high court is considered unlikely.
In the end Williams and Thicke have only themselves to blame for the
decision. It was they and their attorney Howard King who decided to sue
the Gayes. They could have simply licensed the song in advance of the
release of ‘Blurred Lines’ or come to an agreement after the Gayes’
attorney Mark Levinsohn requested a licensing conversation in the summer
of 2013.6 They responded, instead, by suing the Marvin Gaye family.

Notes
1 Noah Feldman, ‘“Blurred Lines” copyright verdict creates bad law for
musicians’, Chicago Tribune, 17 March 2015,
www.chicagotribune.com/news/opinion/commentary/ct-blurred-lines-
robin-thicke-court-perspec-0317-20150316-story.html.

2 Billboard, ‘Robin Thicke and Pharrell’s lawyer to appeal “Blurred


Lines” verdict’, 12 March 2015,
www.billboard.com/articles/news/6495271/robin-thicke-pharrells-
lawyer-to-appeal-blurred-lines-verdict; Boston Globe, ‘Jury finds
Pharrell, Thicke copied for “Blurred Lines” song’, 11 March 2015,
https://www.ksl.com/article/33771659/jury-finds-pharrell-thicke-copied-
for-blurred-lines-song?print=1; Alex Stedman, ‘“Blurred Lines” jury
orders Pharrell, Robin Thicke to pay $7.3 million to Marvin Gaye
family’, Variety, 11 March 2015, variety.com/2015/music/news/blurred-
lines-verdict-pharrell-robin-thicke-ordered-to-pay-7-3-million-to-marvin-
gaye-family-1201450117/.

3 Robert Fink, ‘Blurred Lines, ur-lines, and color lines’, Musicology


Now, blog of the American Musicological Society, 15 March 2015,
musicologynow.ams-net.org/2015/03/blurred-lines-ur-lines-and-color-
line.html; Jacob Gershman, ‘“Blurred Lines” verdict a “dangerous” threat
to creativity, musicians warn appeals court’, Wall Street Journal, 31
August 2016, blogs.wsj.com/law/2016/08/31/blurred-lines-verdict-a-
dangerous-threat-to-creativity-celebrity-musicians-warn-appeals-court/;
Guardian, ‘Pharell Williams and Robin Thicke to pay $7.4m to Marvin
Gaye’s family over Blurred Lines’, 11 March 2015,
www.theguardian.com/music/2015/mar/10/blurred-lines-pharrell-robin-
thicke-copied-marvin-gaye; Victoria Kim, Randy Lewis and Ryan
Faughnder, ‘“Blurred Lines” ruling stuns the music industry’, LA Times,
11 March 2015, www.latimes.com/local/lanow/la-me-ln-blurred-lines-
ruling-roiled-the-music-industry-20150310-story.html.

4 Colin Stutz, ‘The “Blurred Lines” appeal failed – now what?’,


Billboard, 22 March 2018,
www.billboard.com/articles/news/8257580/blurred-lines-appeal-pharrell-
robin-thicke-marvin-gaye-legal-analysis.

5 Eriq Gardner, ‘Appeals court won’t rehear “Blurred Lines” case’,


Hollywood Reporter, 11 July 2018, www.hollywoodreporter.com/thr-
esq/appeals-court-wont-rehear-blurred-lines-case-1126253.

6 Tim Keneally and Pamela Chelin, ‘“Blurred Lines” trial was avoidable:
Read Marvin Gaye family’s statement’, The Wrap, 18 March 2015,
www.thewrap.com/blurred-lines-trial-was-avoidable-read-marvin-gaye-
familys-statement-exclusive/.
3
Shaping the Stream: Techniques
and Troubles of Algorithmic
Recommendation

K. E. Goldschmitt and Nick Seaver

Introduction
In 2005, music futurists David Kusek and Gerd Leonhard proposed treating
music as a utility as part of a radical solution to the problem of listeners’
increasing unwillingness to pay for recordings. The previous decade had
seen a rapid contraction of the recording industry even as other music-
related sources of revenue publishing and concert attendance grew (Preston
and Rogers 2013). Many listeners were already treating their illegal
downloads like a stream of musical information, sometimes downloading
more files than they could possibly listen to, sampling music to incorporate
into their regular listening (Andersen and Frenz 2008). For Kusek and
Leonhard, the metaphor fits: like clean water, listeners should pay a
monthly fee for their access to music downloads (2005, 8–12). A decade
later, their idea seems to have been realised.
The music streaming market is now globally outpacing sales of
physical media and digital downloads, with subscriptions and advertising
revenue displacing purchases.1 After its launch in 2005, the online video
streaming service YouTube had become so popular as a place to listen to
music via music videos that in 2009 it launched Vevo, a dedicated music
video service, and within another year, its own branded music discovery
service.2 YouTube’s dominance as a music discovery destination was
validated in 2012 when the Nielsen survey showed that young people in the
United States were using it more than radio to find and listen to new
music.3 Four months later, Billboard announced it would include YouTube
plays when ranking a track’s popularity. With most new music available to
stream on demand from YouTube’s seemingly infinite catalogue, many
people no longer downloaded and instead managed their music files
between devices that, by the end of the decade, included a smartphone and a
computer. Now, companies like Rhapsody, Spotify and Deezer offer on-
demand access to large libraries of music for a monthly fee. Although the
spread of music streaming has been tied closely to the spread of devices and
connectivity, thus tracking with global inequities, the dramatic rise of
streaming subscriptions has led to the utility model dominating visions of
the future of the music industry (even as ‘new’ and ‘old’ media continue to
coexist).
As music streaming services have grown their catalogues, they have
sought to differentiate themselves not through the music they provide, but
through the techniques by which they mediate between users and the
catalogue (Morris and Powers 2015). These include interface design,
branding and, increasingly, algorithmic recommender systems that direct
listeners’ attention to narrower selections from the music these services
make available.4 Digitisation decoupled the distribution of music from the
limitations of retail floor space, which supposedly enabled niche tastes to
flourish in ‘the long tail’ (Anderson 2008) of deep catalogues – the large
amount of music that makes up just 1 per cent of user listening. The notion
of the ‘long tail’ reinforces the widely held belief that it is increasingly
difficult for listeners to find new music they like and has driven research
into recommendation techniques to aid these listeners (Celma 2010).5
Industry and academic researchers have produced a range of
techniques for recommending music to listeners, drawing on diverse
sources of data, kinds of labour and visions of listening subjects. This
chapter explores these efforts in the contemporary terrain of music
streaming services, their ties to discovery and taste, and the underlying
assumptions about listeners, listening and music embodied in the techniques
many of these services employ. We base our perspective on experience – K.
E. Goldschmitt was employed by Beats Music as a world music ‘expert
curator’ in 2014 and Nick Seaver is conducting an ongoing ethnography of
the developers of music recommender systems. Through a close
examination of these techniques and the issues they raise, we argue that the
discourse of music recommendation reveals core concerns about music’s
social role in the early twenty-first century. These concerns revolve around
a long-lived anxiety about the relationship between humans and machinery
in music.
Consider one predecessor for the metaphor of music ‘on tap’: Muzak,
which by the 1980s represented everything ‘uncool’ about corporate music.
Throughout the last half century, Muzak offered programmed music
targeted for work and retail environments through telephone cables, and
later broadband, cable and satellite (Lanza 2007). Although Muzak was
founded in 1954 as a tool for managers to increase the productivity of
workers, by the 1980s it offered clients a customised experience through its
famed ‘audio architecture’. With the exception of a study by Tia DeNora
and Sophie Belcher (2000), critiques of Muzak are often alarmist responses
to late capitalism with its emphasis on corporate manipulation and
consumerism (Goodman 2009; Attali 1985; Radano 1989). Today,
background music in retail environments is more popular than ever as
‘music becomes part of the consistency of [retail] space’ (Sterne 1997, 23).
Playlist design is so important for retail that it functions as a type of
branded ubiquitous music taking part in a company’s sonic brand
(Goldschmitt forthcoming; Kassabian 2013; Powers 2010). Now, online
streaming services and programmed music in retail are merging, with many
smaller outlets and restaurants using on-demand music streaming
recommendation services for their sonic branding.
Although contemporary music streaming services tend to advertise
their services as either human, relying on expert curatorial work, or
algorithmic, relying on scientific guarantees of precision and scale, in
practice all of these services blend human and machine components.6 This
cyborg condition characterised the production of music well before
digitisation, whether in the use of instruments, recording technologies, or
technologies of circulation (cf. Loughridge and Patteson 2015; Sterne 2003;
Katz 2004). As will become clear, these music discovery tools should not
be understood in terms of the popular opposition between people and
algorithms, but rather as sociotechnical systems that rely on and reinforce
particular ideas about human and machine capacities in relation to music.
In early incarnations, streaming music depended upon software that
listeners installed on their personal computers. The most common
applications were Real Audio Player (from RealNetworks, Inc., founded in
1994) and the QuickTime media player (from Apple, launched in 1991),
which could play both audio and visual content from the web. The
difference between these two applications was the relationship the user had
with the format: QuickTime allowed some content (WAV and MPEG files)
to be downloaded directly to the computer for future use when access to the
Internet might not be readily available, while Real Audio depended on an
active internet connection. Of the two, Real Audio’s format most resembles
how streaming works today; it broke up the content of large audio-visual
files into smaller files that would transmit more easily over a modem and
then reassembled them on the user’s computer. By the early 2000s, Apple’s
iTunes had a ‘radio’ function that consolidated already existing streaming
content to one outlet. In the years before portable MP3 players,
smartphones and podcasts, these early attempts to stream content showed
the potential to work within the constraints of limited network capacity,
hard-drive space and mobility while still maintaining audio fidelity.
An early example of server-based music recommendation was Apple’s
‘Genius’, first premiered as a feature of iTunes 8 in 2008. Genius made
recommendations based on a listener’s local library (with tracks either
ripped from CDs or downloaded from a variety of outlets, including the
iTunes Music Store). Even then, Genius only worked effectively if the user
had an internet connection: the recommendations were computed on
Apple’s servers. Like the recommenders to come, Genius was predicated on
the information that users allowed Apple’s centralised servers to see – in
this case a user’s library and data about the listening history. As of 2016,
the service continues as ‘Genius Shuffle’, alluding to the iPod’s popular
‘shuffle’ function from a decade earlier (see Powers 2014).
One of the longest-lived music streaming services is Pandora Internet
Radio, which, since its launch in 2000 as Savage Beast Technologies, has
promoted itself on the basis of its algorithmic recommendations. Soon
thereafter came Last.fm in 2002, which allowed listeners to log their
listening activity, connect with other ‘similar’ listeners, and stream music
recommended by algorithms on the basis of their listening history. From
their beginnings, streaming services have relied on algorithmic
recommendation to contour the musical flows they provide, while the
availability of the services themselves has been contoured by the vagaries
of licensing agreements with the recording industry: Pandora is currently
only available in the United States, as it relies on government-guaranteed
licences; Last.fm discontinued its streaming offerings in 2014, citing the
challenges of licence negotiations, and instead focused on recommendations
based on listening histories collected from other services. These other
services – Spotify, Deezer and Apple Music are large examples as of this
writing – have grown in popularity, although they are generally revenue-
challenged, relying on venture capital (Spotify) or profitable parent
corporations (Apple Music, Amazon Prime Music, Google Play Music) to
keep the musical streams flowing.
As Jeremy Wade Morris and Devon Powers note, the metaphor of
‘streaming’ implies that listeners gain more freedom and a virtually
limitless supply of music while glossing over drawbacks. They show that
the dual nature of the services comes down to the word’s competing
definitions: streams imply the possibilities of ‘flowing freely’ as well as
‘dividing the precious from the worthless’ or ‘streamlining’ to produce
improved results (2015, 107). Further, they demonstrate that although
streaming is often applied to interruption-free digital media playback
practices, the concept has a lengthy history. Now that broadband internet
access and smartphones are more widely available, streaming mainly
functions in two ways: either the website or application temporarily
downloads the file in small chunks to play it remotely, or the file is
transmitted from a remote server leaving no local copy. The second version
is called ‘true streaming’ and, as Morris and Powers show, it is the preferred
format for music services since it transforms music from a durable good to
a single-use product in the name of efficiency and content abundance (2015,
108). This is a radical change from previous values about music
consumption such as ownership, fidelity and intimacy of listening in the
privacy of the domestic sphere (see Straw 2002; Keightley 1996; Hosokawa
1984; Katz 2004; Taylor 2012; McCracken 2015).
Changing notions of listener privacy draw the sharpest contrast
between broadcasting and streaming services. Providers of streaming
content collect data about not just the speed and ease with which consumers
receive the content, but also what content users access, and even minute
data such as whether they listen to an entire track or album and at what
point they decide to switch to something else. This contrasts with radio,
where stations can only access such information through direct listener
feedback through telephone correspondence (e.g. requests and questions
about songs) or voluntary surveys such as those conducted by Nielsen.
Thus, alongside changing notions of ownership and access, streaming has
upended expectations of privacy. The changing role of user data is one of
the major compromises that listeners tacitly accept for the allure of
seemingly unlimited content.
Techniques of Music Recommendation
Promotional and critical discourse on music streaming recommendation
generally rehearses the longstanding divide between machines and humans:
while some services advertise the power of their algorithms for making
recommendations, others emphasise that they employ human ‘curators’,
hired experts who assemble playlists. Journalists covering this industry
often frame new developments in terms of a struggle between humans and
machines; for example, John Paul Titlow’s 2013 article ‘Screw algorithms!
The new music service from Beats uses celebrity curators to show you new
music’.7 However, as already stated, all recommender architectures, by
virtue of their existence in computers maintained by people, involve both
algorithmic and human components. In practice, then, recommendation is
not an either/or decision between humans and computers, but a question of
how human and computer work is arranged. Thus, in what follows, we do
not ask whether a given technique is algorithmic or not, nor do we concern
ourselves with locating services along a spectrum from human-centric to
machine-centric techniques. Humans and machines are complexly
interrelated in all sorts of musicking, and ideas about their strengths and
weaknesses are both dependent on each other and historically specific
(Seaver 2011). As a result, critics must engage empirically with particular
recommender configurations, looking at how they distribute work across
humans and computers, and how the capacities of humans and computers
are imagined within them.
Here, we investigate the landscape of music recommendation,
illustrating the diversity of recommender techniques and their arrangements
of humans and machines. Above all, we show how contemporary music
recommendation is a heterogeneous affair, often blending many different
techniques and data sources.

Curation
With the growing use of algorithmic recommender systems, a number of
music streaming services have sought to differentiate themselves as
essentially ‘human’, employing people to produce playlists ‘by hand’ rather
than constructing playlists or radio streams algorithmically, as noted
above.8 Services like Beats Music (now acquired and incorporated into
Apple Music), Songza (now acquired and incorporated into Google Play
Music), or Tunigo (now acquired and incorporated into Spotify) maintain
stables of experts to produce themed playlists organised around genre,
activity or mood. The human origin of these playlists is sometimes
highlighted: when Beats Music was launched in 2014, for example, it
featured playlists composed by celebrities such as Ellen DeGeneres, while
PR materials boasted that its curatorial team was staffed by former music
critics and radio DJs (under VP of Programming and Editorial Scott
Plagenhoef, who had been hired from a position as Editor-in-Chief of the
online music magazine Pitchfork). Although the humanness of playlist
curators is a common trope, their identities are only occasionally revealed.
On services like Songza and Beats, when it launched, playlists were not
credited to their assemblers but instead subsumed under genre headings: a
playlist like ‘Inspired by Bossa Nova’, for example, was credited to ‘Beats
World’, the identity of its creator subsumed under the corporate banner.
Eventually, Beats would reveal the names of its playlist makers,
encouraging them to build personal ‘brands’ that might entice users into
browsing more playlists. Upon its acquisition by Apple, these playlists were
returned to corporate authorship, under names like ‘Apple World’. At the
time of writing, Spotify’s human-curated playlists (built from the
acquisition of Tunigo) are generally credited to ‘Spotify’, with some
exceptions for programming divisions like ‘Spotify Latino’. (These do not
include user-generated playlists, for which Spotify provides a platform, and
which make up the entirety of material on sites like the online radio service
8tracks.)
Timothy D. Taylor (2013; 2016) has argued that both ‘the
commodification of taste’ and the rise of digital music recommendation
services incorporating algorithms are part of the broader cultural trends of
neoliberal capitalism. He posits that the rising power of Music Supervisors
in visual media is a result of their expertise in consumption, a role not
dissimilar to playlist creators at services such as Apple Music;
recommendation is part of the broad cultural changes that have also
produced multiple approaches to ‘search’ and ‘discovery’ for music. We
add that these ‘hand-picked’ curation efforts in subscription music
streaming services also show how expert consumption is heavily tied to
algorithms on many levels. Once completed, these playlists become
material to be recommended by algorithms. While they are being compiled,
human playlist makers are aided by a variety of technical supports: most
explicitly the charts and analytics of the streaming service, which can let the
playlist makers know which songs are popular on a service in order to
feature them, or that reveal at which song listeners often stop, suggesting
that a particular track should be removed or replaced. (Stories of such
analytics-driven insights are commonly related by people working in the
industry: irregularities in the logs draw attention to a track with a vocalist
inadvertently placed in an otherwise instrumental playlist, or to a jarring
segue that rouses the listener to re-attend to the player and change tracks.)
In some cases, human playlist makers are assisted by algorithmic browsing
aids like Spotify’s ‘Truffle Pig’, which suggests tracks similar to those
already in a playlist or filters the large catalogue according to
algorithmically induced features.9

Collaborative Filtering
Algorithmic recommenders can be broadly divided into two types:
collaborative filters analyse patterns in listening activity across users, while
content-based recommenders parse representations of the musical content
to generate recommendations. A third type, which is becoming increasingly
popular with the spread of smartphones and their attendant capacities for
data collection, is context-based recommendation, which suggests music
based on one’s listening location, time, and so on (Seaver 2015).
Collaborative filtering is the most widespread recommender technique,
with its origins in 1990s research in the field of information retrieval.
Although twenty years of research attention have resulted in a diverse array
of technical variations, the basic premise of collaborative filtering is much
the same as it was at the start (Goldberg et al. 1992; Resnick et al. 1994;
Konstan and Riedl 2012): given a set of users, a set of items, and a set of
ratings that link some of them together, try to discern a pattern that allows
future ratings to be predicted. This is the commonplace ‘Users like you
liked items like this’ mode of recommendation, and it is considered by
researchers to be ‘domain-independent’: because a collaborative filter needs
no special data about the items or the users other than the interaction history
represented by the ratings, it does not matter what those items are. With
minor tweaks to accommodate different usage patterns, the same
collaborative filtering architecture can be used to recommend items as
diverse as music, movies, newspaper articles, hotels or recipes. In some
cases, the ratings are explicit: users of movie rental service Netflix, for
example, may have rated movies on a five-star scale. For music, ratings are
typically implicit and usually based on listening history – actions such as
repeat listens, adding tracks to a personal playlist, or skipping tracks can be
interpreted as kinds of ratings and aggregated together. Once predicted,
ratings can either be displayed to the user directly (‘We think you will rate
this movie 4.5 stars’) or used as inputs to other product features: displaying
the top twenty predicted ratings in a special ‘Recommended for you’
section or playing them in personalised radio streams, for example (see
Seaver 2012 for a longer discussion of collaborative filtering).

Content Analysis
Dissatisfied with the narrow scope of collaborative filters and persuaded by
the idea that the content of objects (how music sounds) is relevant to
people’s preferences for them, some researchers have attempted to
incorporate representations of materials into recommender architectures.10
These methods are considered ‘domain-specific’ in that a technique for
representing materials in one domain may not be useful in another: a system
for parsing the sonic content of a piece of music will not be useful for a
hotel recommender, for example. For this reason, general recommender
systems research continues to focus on enhancements to collaborative
filtering, while work on content-based recommenders is differentiated by
the object to be recommended.
Music has invited perhaps the widest range of efforts at content-based
recommendation. The most well-known is Pandora’s ‘Music Genome
Project’. Inaugurated in the early 2000s, this project aimed to represent the
musical qualities of tracks in a set quantity of discrete ‘genes’: features such
as the gender of the vocalist, the most prominent instrument, the relative
tempo, and so on. To determine a piece of music’s ‘genome’, Pandora trains
‘musicologists’ to listen to and evaluate every track added to the service.
The resulting data are used to determine whether tracks are similar to each
other, and these similarity evaluations are used to ascertain listener
preferences and produce recommendations. Thus, the service may indicate
to the user that it is playing a particular track ‘because it features busy
beats, unsyncopated ensemble rhythms, use of tonal harmonies, a slow
moving bass line and a variety of synth sounds’ (as it did during one of the
authors’ recent listening sessions).
While Pandora’s personalised radio stations are a well-known
exemplar of algorithmic recommendation in the music streaming industry
and technology press, they are crucially dependent on human processing
that provides the data on which the recommender relies. Corporate
competitors have blamed this human processing bottleneck for the
relatively small catalogue available on Pandora: while other services boast
enormous catalogues limited only by the extent of their licensing
agreements, Pandora’s catalogue is limited by the listening time of its
human experts. Pandora has sometimes adopted the language of curation to
defend this catalogue size: the human processing step is presented as a
moment of judgment that ensures the service only hosts ‘good’ music,
unlike the massive catalogues of on-demand streaming services such as
Spotify.
Other companies and academic researchers have sought to supplant
this human evaluation by using algorithmic techniques to process musical
sound. Where expert tagging systems like the Music Genome Project rely
on trained judgment to assess musical qualities, these other systems use a
variety of computational strategies (generally known as ‘machine
listening’) to parse audio data for musically salient features. One of the
better-known commercial examples of this work comes from The Echo
Nest, a music infomediary company (Morris 2015a) acquired by Spotify.
The Echo Nest’s machine listening system breaks audio data into sub-
second ‘segments’ that are analysed for their harmonic content; these data
are then aggregated at higher and higher orders into information about
rhythm, key, tempo and other musically salient features; finally, using
machine learning techniques and survey data collected from company
interns, these features are mapped on to ‘subjective’ attributes such as
‘danceability’ or ‘energy’.11 Thus, The Echo Nest can provide, with
numerically scored confidence, not only a track’s tempo, but also its
danceability (at least according to a system trained by human graders).12
Pandora, too, has begun to use machine listening to supplement the
efforts of its human experts, providing preliminary algorithmic guesses
informed by the correlations between Music Genome data and the audio
data they represent.13 So again, we find a distinction marked as
human/algorithmic adopted for rhetorical purposes: Pandora’s humans are
aided by machines and The Echo Nest’s machines are aided by humans.
Ensemble Methods
The various techniques we have described so far are unevenly distributed
across the music recommendation industry. Often, particular techniques
have played large roles in branding particular companies: Pandora stands
for human-annotated music data, while The Echo Nest stands for large-
scale algorithmic processing, and Beats Music stands for expert, human
curation. However, as we’ve demonstrated, these companies all rely on
humans and algorithms working in conjunction to produce their
recommendations. There are no wholly algorithmic nor wholly human
music recommendation infrastructures.
The interrelation of humans and algorithms is not limited to the
sociotechnicality of particular techniques – the people necessary to train
machine learning systems or the software that supports the work of expert
curators. As streaming services grow and consolidate, they increasingly
depend on a wide range of techniques to produce recommendations.
Spotify, for example, provides a range of recommendations to its users, who
can choose from curated playlists, algorithmically powered radio (which
relies on both collaborative filtering and content analysis), and an ever-
growing set of tools meant to facilitate music discovery such as ‘Discover
Weekly’ and ‘Fresh Finds’.14 These latter are regularly updating playlists
that attempt to help listeners find ‘new’ music: Discover Weekly finds
music that is new to the listener, while Fresh Finds highlights music that is
newly released. The precise composition of these services is a trade secret,
but reportedly draws on a variety of data sources and analytic techniques.
To describe this situation, we can adopt a term from machine learning:
the ‘ensemble model’. Ensemble models are techniques for aggregating the
outputs of many different algorithms. Instead of choosing the single best-
performing algorithm for a task, a company might instead employ an
ensemble of algorithms, combining their outputs in a custom weighted
average. This allows a system to use algorithms with diverse strengths and
weaknesses, adjusting their balance such that their performance on average
is better than the performance of any algorithm in isolation. So, a
recommender system might combine collaborative filtering and content
analysis, using data about both consumer listening histories and audio
content in a balance that might vary depending on some other variable. A
service like Spotify, then, is essentially heterogeneous, offering a variety of
recommendation products that depend on a variety of techniques; those
techniques are heterogeneous, too, composed out of human and algorithmic
parts that are constantly reconfigured into arrangements that make it
difficult to distinguish between the human and the algorithmic at any level.
While ensemble methods technically refer to the aggregation of algorithmic
outputs, we suggest that, given the human–machine collaboration outlined
here, the term might be usefully adopted to refer to the whole ensemble of
people and algorithms that make up a recommender. Thinking of them in
this way usefully reconfigures our attention: Who is conducting this
ensemble? According to what principles? What terms govern admission to
the group?

Algorithms beyond Music


These musical applications prove useful to make sense of broader
algorithmic developments. The rise of music recommendation is part of a
larger trend in personalisation: news sites, movie streaming companies and
social networking sites all employ algorithmic systems designed to help
users find material of interest to them with the goal of keeping their
attention. While media industries revolve around algorithmic filtering, other
applications of algorithms have also surfaced into popular and critical
discourse: computer programs identify potential terrorists, direct police
attention to particular neighbourhoods, trade stocks faster than humans can
perceive, and evaluate loan applications. While these various algorithms are
not all related to one another, they have contributed to a sense that the
contemporary moment is defined in large part algorithmically. This ‘black
box society’, as Pasquale (2015) names it, is marked by the operation of
hidden computational processes that sort and rank from centres of power. If
music recommendation seems relatively innocuous, these other practices
indicate the scope and potential impact of increasing reliance on
algorithmic processes.
With the newly prominent role they play in cultural life, algorithms
have become objects of concern for people outside computer science and
mathematics. A steady stream of popular press books is dedicated to
revealing how algorithms shape our world (e.g. Dormehl 2014; Steiner
2012; MacCormick and Bishop 2013). Across the humanities and social
sciences, a loosely affiliated set of scholars have taken up the task of
‘critical algorithm studies’, the discourse of which is split between
wonderment and fear, echoing the larger trend in writing on technology and
culture. This work investigates the biases, power relations and
epistemological presuppositions that permeate the supposedly objective and
straightforward machinery of algorithms. Legal scholars have focused on
the question of accountability and obscurity, i.e. who to hold responsible
when a hard-to-access algorithmic system has undesirable effects, such as a
disparate impact on minority groups (Granka 2010; Barocas and Selbst
2015; Sweeney 2013). Critical theorists have engaged with the relationship
between power and knowledge produced algorithmically, critiquing the
popular claim that algorithms offer a less biased and more accurate way to
understand human life (e.g. Beer 2009; Mager 2012). Others in the social
sciences have highlighted the sociocultural life of algorithms – the human
settings in which algorithms are constructed and operated, and on which
they rely (van Couvering 2007; Ensmenger 2012; Bucher 2012; Ziewitz
2016).15
Scholars have also been concerned with the effects that algorithmic
processing might have on culture. Striphas (2015) has outlined the
emergence of what he calls ‘algorithmic culture’, culture that is shaped not
only for human participation, but also for computational audiences. The
criteria by which Netflix orders movies in its user interface (Hallinan and
Striphas 2016), for example, may result in the production of movies with
this processing in mind. In music, analogous claims hold that recommender
criteria might influence artists to alter their work. Although these influences
on cultural production are at the moment speculative, it is clear that
algorithms constitute a new audience for cultural materials, decoding them
according to potentially novel criteria (Hall 1980). While they may not (yet)
determine what musicians do, they play a growing role in boosting the
profile of some musicians at the expense of others. Popular music history
has seen a relationship between the development of recording formats and
musical style: the length of records shaping pop song composition, notions
of the rock album as a work of art, and most recently the priorities of
recording engineers shaping the MP3 (Sterne 2012). Format shifts have
consequences for the political ecology of music (Devine 2015) and point to
the potential for algorithmic recommendation to influence musical
production – another way that capitalism shapes music (Taylor 2016).
Algorithmic recommendation joins a long history of human and
technological interrelation in music, dating back to the heyday of
mechanical musical instruments.16 Music has been a site for anxiety about
human and machine capacities, at once a mode of expression considered
essentially ‘human’ and dependent on technical apparatuses. We can
consider the contemporary situation as an emerging ‘musical assemblage’
in Georgina Born’s sense: ‘a particular combination of mediations (sonic,
discursive, visual, artefactual, technological, social, temporal) characteristic
of a certain musical culture and historical period’ (2005, 8). Like previous
musical assemblages, this one involves human and technical components,
and to borrow another phrase from Born, we might say that across history,
music destabilises the ‘cherished dualism’ between people and technology
(2005, 8). While many critics of algorithms rely on a human/machine
dichotomy to express their concern about ostensibly dehumanising
algorithmic processes, the case of music troubles this common sense,
offering a critical vantage point on similar concerns in other domains.17

Troubles in Streaming Recommendation and


Consumption
As these different services proliferate, so too do potential problems. The
main focus of scholarly and media coverage of streaming services such as
Spotify is artist remuneration, spearheaded by lawsuits and threats by high-
profile artists to remove their content from the service’s offerings. The
streaming service Tidal went so far as to harness this discourse of
improving artist remuneration and streaming bit rate from its launch.
However, the inviting graphical user interfaces of these services obscure a
range of other problems, of which we will consider challenges for niche
tastes, privacy and transparency in industry deals.

Metadata Inaccuracy and Challenges for Niche Tastes


Listeners interested in discographical data such as recording dates,
composition details and genre accuracy encounter numerous problems with
digital distribution, problems that are amplified by streaming
recommendation services. The source of these problems is the metadata –
the data about the data – that the record companies process during the
mastering phase of record production and then bundle into the digital file.
As Morris puts it, these metadata ‘provide the information backbone of the
digital music industry’ (2015b, 24) by including such details as sampling bit
rates, recording date, artist, track name, album artwork, composer and genre
– information that casual listeners ignore but that matters to enthusiasts. In
the 1990s, these metadata were largely compiled by fans invested in the
CDDB (compact disc database), an open-source online database designed
as a hobby by two engineers. Fans volunteered to enter the information
themselves, sometimes with errors about who or what counted as genre,
artist and composer. These decisions had long-term consequences for artists
seeking to expand their audience and users seeking to expand their
listening. When the CDDB was purchased by a consumer electronics
manufacturer in 1998, those early efforts by fans and volunteers formed the
foundation of what the database would be. In 2001, the company shifted
direction to a closed-source, profit-making venture named Gracenote (Dean
2004).
Ever since the advent of digital recording and distribution, many of the
major record companies have not attended to their metadata, with the result
that much of the information in the Gracenote database is inconsistent. This
is especially the case for so-called ‘world music’ recordings and remixes.
Prior to the slow decline of physical products like the CD, metadata errors
were obscured by the availability of more explanatory liner notes. However,
the richness of that information has yet to make the leap to streaming
services, and this leaves fans and enthusiasts working with a system that,
when it comes to the fine details of recording, is full of errors. The
problems that stem from the compromises in metadata are considerably
worse for what are largely considered niche music markets that automated
services have difficulty reconciling.
In 2015, Anastasia Tsioulcas dedicated a National Public Radio feature
to the problems of classical music in streaming services: ‘If that metadata is
wrong, or – as is so often the case – incomplete, then there’s a big problem.
Call it the “tree falling in a forest” conundrum: If classical recordings can’t
be found and heard, they functionally cease to exist.’18 The author
compared her experiences of trying to find a good recording of pieces by
well-known composers on a variety of streaming services; she discovered
that she could not effectively search for a famous classical music recording
on a first try. On Spotify and Pandora recommendations often started in the
middle of larger pieces (e.g. the second movement of a concerto). These
problems show how basic search and design features of streaming services
are incompatible with key values and practices of classical music.
Streaming services rely on searching for a single track title and/or artist; in
practice, titles aren’t standardised, and the artist heading can apply to
soloist, ensemble or composer. The result is that the design alienates
invested listeners. Such issues are not unique to the present moment but
rather are a symptom of new distribution and performance technologies.19
They also underscore just how problematic it is to use applications designed
for popular music in the service of niche genre recommendations – which
many of these services purport to be doing.
Jazz is also incompatible with streaming recommendation services due
to difficulties in mapping core jazz values onto a track-based interface. In a
review of Spotify, Gregory Camp used the example of searching for
specific recordings by Ella Fitzgerald to demonstrate the shortcomings of
the service for jazz scholars. He stated that searching for a specific
recording is considerably easier if listeners recognise album artwork due to
the service’s ‘near-complete lack of discographical information’ and ‘often
inaccurate search function’ (2015, 377). The problem is that discographical
data such as musicians and recording dates – which are crucial for jazz
musicians, researchers and fans seeking a specific solo or arrangement – are
not readily available in the interface for most music streaming services and
are not a priority for automated recommendation and playlists. It is no
wonder, then, that between 2012 and 2015 Blue Note records attempted to
rectify these challenges for jazz through a dedicated third-party app that ran
within the Spotify interface, allowing users access to the kinds of
information dedicated to special edition releases.20 But of course this
discographical information was only available for Blue Note, which is far
from the only record label with an extensive jazz catalogue. The need to
release that information in a separate app underscores how unwieldy
streaming service search facilities and the recommendations based on them
are for minority genres.
Metadata accuracy is considerably worse for ‘world music’, where
typos in names and track titles, errors in genre names and inconsistent
transliterations replicate across music streaming formats. Often those
informational gaps occur when world music tracks are licensed for
compilations and mixtapes, but they can also happen when a smaller label
hires a digital rights consolidation service to broker licensing and
distribution deals (see Luker 2010; Goldschmitt 2014). With so many steps
between recording and international distribution, it is no wonder that
accuracy gets lost in translation, thereby exaggerating the imbalance in
what kinds of music streaming services recommend. In a world music
context, metadata inaccuracy is just one example of the ways in which
artists continually lose control of how their recorded output is presented,
accessed and monetised. In contrast to casual listeners, specialist users who
enjoy these genres have to show considerable dedication to make the
services work for them; Taylor notes that on Pandora, a user-directed
pruning process can lead to a ‘precious playlist’ that will work with world
music genres, but one has to ‘keep at it’ (2016, 72). Moreover, world music
recommendations are based on tracks from compilations by larger labels,
and this results in revenue losses for musicians because of the greater
number of intermediaries involved.
However, these artists do not always face challenges finding listeners
in streaming services; indeed, many niche genre enthusiasts previously
relied on specialist retail outlets in large cities, mail catalogues and
magazines. When music made the leap to digital distribution, niche record
label owners viewed the transition with measured optimism despite the
overall bleeding in revenues across the industry. This optimism was due to
the opportunities afforded by Anderson’s ‘long tail’: record labels could sell
fewer copies of more artists over a much larger geographic area. But this
was counteracted by the fact that genres like jazz, classical and world music
typically relied on releasing liner notes of considerable heft in comparison
with pop music, and, as of yet, this information is not included in the
interface. This is troubling given the potential for recommender systems’
development to help listeners find more obscure music. Instead, their design
aids the discovery of certain kinds of obscure musics to the disadvantage of
others. Such challenges reveal the contradictions at the core of these
discovery services.

Privacy and Payola


Another issue that arises from extensive use of recommendation services is
the loss of user privacy.21 As noted above, online digital music services
keep track of every play, pause and skip to improve their recommendations,
part of a larger trend for retailers to better match consumers with content.
Some technology futurists and critics have used the concept of the ‘Little
Brother’ to describe such recommendation services. The concept of the
Little Brother includes recording and surveillance by individuals and
corporations; it first emerged when home movies by private citizens began
to effect major political consequences, the first example being Abraham
Zapruder’s film of the Kennedy assassination. Its name compares it to
Orwell’s ‘Big Brother’ of pervasive state-run surveillance. As Lawrence
Lessig points out, the Little Brother of customer service has an incentive to
monitor consumption habits effectively and guard those data so that we
‘listen’ when it makes a recommendation (2001, 132–3; 2007, 132–7).
While some privacy advocates urge more protections for consumer data
(Solove 2001; Bustillos 2013), the larger consequence of Little Brother is
an increase in day-to-day monitoring so that these recommendation services
can get the ‘context’ they claim they need to guide their customers.
Apps on computers and mobile devices are collecting data about users
each time we agree to ‘terms of service’. Spotify claims to know what kinds
of music people use for a wide variety of activities, including such private
ones as exercise, sleep and sexual intimacy, through playlist titles and
patterns of user behaviour.22 But these changes to privacy are part of a
broader trend and demonstrate a shift in discourses of control, especially as
they relate to technology and copyright. There are links between the Little
Brother of recommendation services and the effect that surveillance through
technology is having on values surrounding privacy. Turkle argues that the
constantly changing ‘terms of service’ agreements with application updates
contribute to the growing sense that there is no privacy, and accompany a
heightened likelihood of anxiety among the most vulnerable users (2011,
255). Further, she cites anxiety among teenagers who fear the long-term
consequences when every choice about culture happens in public, what she
calls ‘the anxieties of always’ (256).23
As legal scholar Jessica Litman (2006) argues, change in privacy
expectations accompanies larger shifts in how the media industries attempt
to control digital content. In analogue models of listening, copyright owners
had no ability to monitor how their content was used; today, the ability to
collect those data for owners and content providers is assumed without
protections for privacy. Given that musical taste correlates with other
demographic data, the potential for abuse looms large – especially as it
relates to data over invisible characteristics such as mental health,
emotional well-being, sexuality and even sleep (Crary 2013). It is not a
stretch to imagine how abuses of these data can lead to consequences for
individuals across employment and financial services. A different kind of
context indeed.
Ironically, curation services that rely on knowledgeable insiders can be
even less transparent than algorithmic ‘black boxes’. For example, from its
launch, Beats gained the trust of record labels that were initially suspicious
of online music services by offering them playlists that highlighted their
labels – in short, a return to an older record industry promotional model.
Since the dawn of popular music publishing in the late nineteenth century,
the music industry has relied on various forms of ‘payola’ to curators in
order to promote their products (Suisman 2012; Sanjek 1996). While payola
came under congressional suspicion in 1960, the practice of backroom deals
to promote artists was ‘a process that was already old news’ (Wald 2009,
207) a century ago.
Even as new curation services raise ethical issues about industry
influence on taste, the configuration specific to this digital musical
assemblage obscures their potential for abuse. Record labels regularly find
ways to encourage distribution outlets like radio and music streaming
services to promote their products (through on-air appearances, exclusive
content, product giveaways, and so on). The relationship between curators
and record labels is arguably as problematic as that between lobbyists and
politicians: when there are incentives to protect one’s friends, it is difficult
to separate the choices that fall outside these influences. Rather than being
the fault of listeners wanting recommendations, the problem is that the
mechanics behind these recommendations are covert and only serve to
reward those who already exert disproportionate influence on listening.
Fundamentally, the issue is that the processes that go into so-called ‘human’
curation are invisible, making it impossible to know what exactly is going
on.

As we have demonstrated in this chapter, the issues raised by music


streaming services and their recommender systems are not new.
Apocalyptic or celebratory appraisals of these new technologies miss their
variety, complexity and historical trajectories. While music streaming
services may exacerbate some problems for audiences and musicians, it is
important to remember that they are part of a larger trend in the relationship
between industry, money, technology and musicking. Further, we hope that
a careful examination of how these systems interact with niche genres and
users’ data will allow us all to be better equipped to tackle the sacrifices
inherent in these new listening experiences. When critics desire a return to
purity in music discovery (e.g. Ratliff 2016), we must recognise this as
nostalgia for a nonexistent past. Now, as then, the forces that filter what
music reaches listeners are a complex assemblage of technical and human
parts, influenced by capitalist demands and with unevenly distributed
effects across the world of music. The builders of these new tools are
human, and while algorithms and ‘big data’ are not unbiased, they often
reflect, emphasise and even amplify power differences that already exist.

For Further Study


Drott, Eric. 2018. ‘Why the next song matters: Streaming, recommendation,
scarcity’. Twentieth-Century Music 15 (3): 325–57.

Morris, Jeremy Wade and Devon Powers. 2015. ‘Control, curation and
musical experience in streaming music services’. Creative Industries
Journal 8 (2): 106–22.

Razlogova, Elena. 2013. ‘The past and future of music listening: Between
freeform DJs and recommendation algorithms’. In Radio’s New Wave:
Global Sound in the Digital Era, edited by Jason Loviglio and Michelle
Hilmes, 62–76. New York: Routledge.

Seaver, Nick. 2018. ‘Captivating algorithms: Recommender systems as


traps’. Journal of Material
Culture. https://doi.org/10.1177/1359183518820366.

Striphas, Ted. 2015. ‘Algorithmic culture’. European Journal of Cultural


Studies 18 (4–5): 395–412.

Notes

1 ‘IFPI Global Music Report 2016’, http://ifpi.org/news/IFPI-GLOBAL-


MUSIC-REPORT-2016.

2 Jack Schofield, ‘YouTube adds a music discovery / playlist feature, and


offers Sundance movies for rent’, The Guardian, 22 January 2010,
www.theguardian.com/technology/blog/2010/jan/22/youtube-playlist-
discovery-sundance-rental.
3 The Nielsen ‘Music 360’ report showed YouTube’s dominance among
teenagers: 64 per cent of teens listened to new music through YouTube
and 56 per cent through radio. ‘Music discovery still dominated by radio,
says Nielsen Music 360 report’, 14 August 2012,
www.nielsen.com/us/en/press-room/2012/music-discovery-still-
dominated-by-radio--says-nielsen-music-360.html.

4 Although streaming services claim to offer ‘all the music you’ll ever
need’ (‘Music for Everyone’, 2016), these catalogues have limits and are
contoured by nationally specific licensing agreements, the global
circulation of recordings, and, of course, what music is recorded in the
first place (Kassabian 2013; Meier 2011; Hesmondhalgh 2008).

5 This assumption has many flaws that often only apply to niche markets
in popular music; Cortney Harding, ‘The fundamental “why” of music
discovery: Everyone seems to be betting big on music discovery. What if
they’re wrong?’, Medium, 17 September 2015,
https://medium.com/cuepoint/the-fundamental-why-of-music-discovery-
4ab9a1b33665.

6 For an insider discussion of artisan curation, including its relationship


to algorithmic playlisting, see Ben Sinclair’s Personal Take, this volume.

7 Fast Company, 10 October 2013, www.fastcolabs.com/3019830/screw-


algorithms-the-new-music-service-from-beats-uses-celebrity-curators-to-
show-you-new-mu.

8 Razlogova (2013) shows how ‘hand-picked’ discourse affects public


radio stations that employ it to maintain a veneer of ‘liveness’ (e.g.
Auslander 1999; Sanden, this volume) in broadcasts even as the sources
of those ‘hand-picked’ decisions are unknown.
9 Josh Constine, ‘Inside the Spotify–Echo Nest Skunkworks’,
TechCrunch 2016, https://social.techcrunch.com/2014/10/19/the-sonic-
mad-scientists/.

10 Loeb 1992; cf. Brian Whitman, ‘How music recommendation works –


and doesn’t work’, Brian Whitman, 2013,
https://notes.variogr.am/post/37675885491/how-music-recommendation-
works-and-doesnt-work.

11 Tristan Jehan and David DesRoches, ‘Analyzer documentation’, The


EchoNest, formerly available at
developer.echonest.com/docs/v4/_static/AnalyzeDocumentation.pdf;
Jason Sundram, ‘Danceability and energy: Introducing Echo Nest
attributes’, Running with Data,
runningwithdata.com/post/1321504427/danceability-and-energy.

12 For further discussion of The Echo Nest see Stéphan-Eloïse Gras’s


Personal Take, this volume.

13 Enrique Cadena Marin, ‘AI-driven data could be the music industry’s


best marketing instrument’, Venture Beat, 26 March 2018,
https://venturebeat.com/2018/03/26/ai-driven-data-could-be-the-music-
industrys-best-marketing-instrument/.

14 ‘Introducing Discover Weekly: Your ultimate personalised playlist’,


Spotify Press, 20 July 2015,
https://web.archive.org/web/20150721120218/https://press.spotify.com/u
s/2015/07/20/introducing-discover-weekly-your-ultimate-personalised-
playlist/; ‘Introducing Fresh Finds’, Spotify News, 2 March 2016,
https://web.archive.org/web/20160308062044/http://news.spotify.com/us/
2016/03/.
15 For an extensive reading list see Tarleton Gillespie and Nick Seaver,
‘Critical Algorithm Studies: A Reading List’, Social Media Collective
Research Blog, 25 November 2015.
https://socialmediacollective.org/reading-lists/critical-algorithm-studies/;
see also Shzr Ee Tan’s discussion of algocracy in Chapter 10, this
volume, pp. 258–60).

16 Dierdre Loughridge, ‘The robot’s mixtape’, Even,


evenmagazine.com/the-robots-mixtape/.

17 David Trippett provides a broader discussion of the relationship


between digital culture and posthumanism in Chapter 9, this volume.

18 ‘Why can’t streaming services get classical music right?’, NPR.org, 4


June 2015, www.npr.org/sections/therecord/2015/06/04/411963624/why-
cant-streaming-services-get-classical-music-right.

19 As Nicholas Cook (2013) has shown in his work analysing early


recordings, the information that classical music audiences considered
relevant was at odds with what recording companies thought they would
want (including recording date), a judgment in opposition to other media
in the period (such as book publishing).

20 Spotify phased out its third-party apps between 2014 and 2015. In
2013, Blue Note released a dedicated app for iOS devices that linked
directly to the iTunes Store.

21 For further discussion of the user data and surveillance within a


commercial context see Martin Scherzinger, Chapters 2 (especially p. 48)
and 11, this volume.
22 Alex Hern, ‘Spotify knows what music you’re having sex to’, The
Guardian, 13 February 2015,
www.theguardian.com/technology/2015/feb/13/spotify-knows-what-
music-youre-having-sex-to.

23 For more on this topic see Eric Drott (2018).


Personal Take:
Being a Curator

Ben Sinclair

Curation offers listeners a human touch, a guiding hand to the vastness of


streaming libraries of twenty-million-plus songs, of which users really only
want to hear a small sliver. Streaming services contain entire worlds of
playlists, labyrinths of personalised digital spaces, automated discovery
pages promising a fresh experience with each impression, but the stacks
need help being read and the algorithms need help understanding what good
music is.
Now as in the past, magazine or web editors and writers, radio
programmers, and real-life touring DJs bring new music to fans, and it is
from their ranks that many curators come. There is also the kind of curator
who comes from the label side of the industry, who understands A&R and
PR. These people are involved in taste-making from the back end, and are
used to trying to bring taste-makers’ attention to an artist. But constantly
sifting and hunting through new releases, following the genre trades (blogs,
charts and newsletters) to keep in touch with where the labels, the music
journalists and the culture are at – all with the burden of pleasing not only
listeners but also record labels – is like being the middle child in a family
full of people who won’t speak to one another. People who have curated in
a corporate context have said to me ‘It almost killed my love of music, so I
quit’, or ‘I never knew what I would be doing in four years. It felt like there
was no plan’.
It is partly the corporate context: at the start-up where I began work in
2011, under a certain pay grade we weren’t allowed to know how the
product we were developing was actually going to work. But mainly it was
the tension between two different ideas of what music recommendation
should be. The holy grail among the engineers and programmers is the
perfect algorithm that promises a wholly individualised experience where
you simply pick up your phone, open an app, press a button, and the right
music for your location, time of day or mood starts playing. You’re
immediately satisfied. You never had to go out of your way to hear great
music. And the brand behind the algorithm gets the credit for helping you
hear what you really wanted to hear. But the engineer’s holy grail is not the
curator’s. For artisan playlisters the dream is that listeners will discover
their next favourite song or artist through them, to recommend great music
that other curators have missed, to get the credit for it, and so carve out a
space for yourself as an individual. It’s the same dream as the record store
guy, the music journalist, the über-cool around-town DJ, or the record
collector homie who can’t move anymore because of all his vinyl.
At the top of the company, they were clearly betting on the best of both
worlds – a kind of hybrid media player – but it felt like an internal
competition between curators and engineers on what kind of product we
would become. Curators worried about representations, legitimacy and
gaining the consumer’s trust. At the same time we knew we were
generating a database that algorithms would dip into and spit out in ranked
recommendations. So we weighted tracks, albums and artists by hand,
providing a numerical weight to each in the database and even tagging the
very best tracks; at the very least, we would teach the algorithms how to
present consumers with good music, the right music, instead of random
tracks that no one cares about. But the engineers saw things differently.
They prophesied that in the end, no matter what, the algorithms would
outperform artisanal playlists or handmade discovery features. For them,
the curator’s role was a temporary one, teaching the algorithms that would
do your work in the future; the ultimate goal was to replace the human
taste-maker with code. Tech companies see it the same way. They would
rather use a curators’ cultural IQ to build the foundation of a product, then
cut deals with high-profile artists to do marketing-level curation, like
celebrity playlists or radio shows. Ultimately, they want the broadest base
of consumers so that they are hitting the largest number of people at once.
There was even a geographical dimension to the division between
curators and engineers. In our company, curation mainly happened at the
Los Angeles office, where marketing was based. There, every conversation
and every reference to music was geared toward exhibiting cool,
demonstrating relevance to consumers, offering perspective on whatever’s
trending right this second on social media, having the right kinds of
opinions on the latest albums by the biggest stars or the coolest songs by
whichever fresh young bands the major labels are pushing this week. I
preferred the tech-focused departments of our north office, where I could
hire, train and edit the hell out of some terrific lists in different genres,
offering my voice to each. I wanted to work with collegial adults who
obsessed over records like I did, who knew all the best tracks to recommend
in all scenarios. So we built libraries for deep genres, the farther reaches of
the record store: Classical, Smooth Jazz, International, Experimental Rock,
Experimental Electronic, Minimalism, Ambient, New Age, sometimes
drifting into areas like Alternative, Indie and slightly more mainstream
Electronic. We felt we had the freedom to choose quality above all else.
As we got closer to launch, we continued weighting albums, artists and
songs so they could be picked up by the recommendation algorithms, trying
to make sure they wouldn’t put crap in front of our users. But we still didn’t
know what we were doing. Would there be a master algorithm and would it
use marketing profiles based on set genres or the overlaps between them?
Would the master algorithm grab from song buckets associated with each of
these profiles? Would anyone ever be recommended a Boredoms list?
Would they keep getting David Bowie records recommended just because
they had them in their library already? How was this going to work? We
had to trust our expertise and our instincts, and make decisions in the
moment based on where we thought the culture was. We looked forward to
a future after the new app went public when we would have a set editorial
schedule and life would get easier.
Instead, our company succeeded in doing what all start-ups want to do:
it got sold. It was folded into another, larger company, and by the time I was
working on the latest product, they had decided to sunset the previous ones.
The feudal struggle for dominance between companies continues, and the
endgame will likely see a few deep-pocketed distributors – the top handful
of tech corporations – consolidate power, raking in the bulk of the market
while the rest die off or survive as boutique services.
Being a curator means a lot of things.
It means being able to pick tracks for the right real-life contexts, but it
also means being able to sequence a playlist the way an artist or a DJ might
sequence an album or a mix. It means being able to please an audience that
you (for the most part) imagine from a desk, and doing so on a gut level,
rather than making purely data-driven decisions in a team of engineers. It
means not just knowing a library of music, but having the ability to shape it
to give the most visibility to its very best parts. It means not just staying on
top of new releases, but knowing which tracks to watch, and what contexts
they should be played in. It means teaching computers about what good
music is, what great tracks are, perhaps directly contributing to a future
where machine DJs replace you. It means being able to communicate with
artists and DJs and labels that have established brands and working with
them on making unique playlists or other content. It means being able not
only to commission a list from someone, but also to come up with ideas for
lists in volume, assign and edit them, and when necessary add or subtract
songs and completely re-sequence them so they flow better. It means
knowing the difference between a good piece of music that people should
hear, and something people can discover for themselves. It means knowing
that some kid who doesn’t look like you or come from your background
might discover a new or rare artist or a terrific deep cut they wouldn’t
otherwise have come across, because you were the one who curated a
service they use.
The frightening implications of teaching machines how to seem cool
crumble when you consider how much better it makes you feel to simply
listen to a new record with a friend, or hear something someone with good
taste is excited about, or pick up something with a cool cover and
experience it yourself when you get home. So, more than anything, being a
curator means listening.
Personal Take:
Can Machines Have Taste?

Stéphan-Eloïse Gras

In September 2014, I created an account for the philosopher Theodor W.


Adorno on the online music platform Rdio.1 I wanted to see how Rdio’s
recommendation engine would analyse Adorno’s ‘taste profile’. This
experiment was a bit tongue-in-cheek: Adorno was apprehensive, at best,
about the effects of emerging technologies on musical taste. He despised
radio and recorded music for offering a ‘culinary listening’ based on
sensuous experience, which tended to favour ‘light music’, and he thought
they undermined what he called ‘structural listening’ by decontextualising
music from its original conditions of production. Instead, he preferred
classical music by male German composers such as Bach, Beethoven,
Wagner, Schoenberg and Berg. To get his Rdio station started, I created a
playlist of thirty-seven excerpts from works by these composers, all of
which he had cited as his favourites during a radio programme in 1965.2
Despite his concerns, Adorno focused on short and ‘beautiful’ passages in
this show: in other words, he used the media to prompt the very ‘culinary
listening’ that he blamed on the media. This paradox framed my
experiment.
As I was creating this fictive Rdio account based on the personal tastes
and real subjectivity of one of radio’s most famous philosophers and critics,
I was struck by some intriguing possibilities. Would my twenty-first-
century Adorno share his disapproval of Wagner on Facebook? Would he
sing the praises of Alban Berg or Beethoven within their own Spotify or
Pandora stations? How would he react when, in response to his enjoyment
of the ‘beautiful passages’ from Alban Berg’s Suite Lyrique, Rdio’s
recommendation engine – ‘powered by Echonest’, as the Rdio website had
it – suggested that he listen to a track called ‘Keep It Simple’ by the
electronic musician Schlomi Berg? Peter Szendy (1994) has spoken of
Adorno’s ‘discophony’, a discourse based on listening to recorded music.
What would the German philosopher say about a ‘webophony’ ‘powered by
Echonest’?
Acquired by Spotify in March 2014, The Echo Nest was the
recommendation engine used by the majority of music streaming platforms
in the world (e.g. Rhapsody-Napster, Rdio, Spotify, iHeartradio), providing
the listening experiences for millions of users by collecting data and
generating their taste profiles. The Echo Nest claimed to ‘power all of
today’s best music experiences by automatically knowing everything about
music.’ How can a technology know everything about music? Born in 2007
out of the merger of two PhD dissertations from the MIT Medialab’s Music
Information Retrieval (MIR) research group, The Echo Nest is a complex
technical object through which we can consider the evolution of musical
spaces online. Equally a search engine for music information, a
recommendation software and a semi-open dataset and programming
interface, The Echo Nest combined artificial listening via analysis of the
sound signal with monitoring of consumers’ behaviours via collection of
their data; this contrasts with, for example, Pandora’s strategy of manually
or semi-manually indexing and aggregating music data.
In this way, The Echo Nest did something that no previous technology
had done. Their Application Programming Interface (API)3 allowed
profiling users’ tastes and predicted their preferences by bringing together
the analysis of listener behaviours and that of the audio signal. For The
Echo Nest, it seems, taste is a reflection both of the formal and acoustic
characteristics of the music tracks and of the subjectivity and social history
of the listener. In this sense, MIR-based machine learning algorithms
represent a new paradigm for analysing and understanding musical
language and listeners’ experiences. By automating music interpretation
and analysis, and by extracting and projecting patterns of listeners’
behaviours, these algorithms do more than recommend items that
consumers might like: they turn into ‘taste-maker’ machines and become
generators of taste (Gras forthcoming). Such machines are both a digital
extension of the cultural industry’s traditional recommendation systems
(such as Top 50 lists) and arbiters of a deep change in the ways we
understand and analyse music as a cultural artefact. The possibility of taste
profiling based on automatic music recommendation can be seen as a
dispossession of human subjectivity by its mechanical correlate – against
which the Frankfurt School warned. Yet, at the same time, it has the
capacity to create something new: the experience of listening to Schlomi
Berg after Alban Berg is otherwise inconceivable, yet potentially enriching
for Adorno.
Such an outcome calls into question the very idea of ‘taste’ as
formulated by Enlightenment thinkers. Trees, flowers, bugs, particles and
cells do not have taste: it seems so profoundly human that we don’t
interrogate it as a category. Ever since Kant’s Critique of Judgment, taste
has been understood as either the subjective manifestation of the universal
or else an expression of cultural, social or technical milieux. Historians and
sociologists have studied how our preferences and opinions are constantly
being framed by societal factors such as the globalisation of production and
distribution, class inequalities and reproduction or the social treatment of
bodies. But they have barely imagined the possibility that people might not
be exclusive possessors of taste: the concept is such a crucial expression of
modern subjectivity that we could almost categorise it as a belief.
The emergence of automatic music recommendation over the past
decade shifts our expectations of how music can make sense, even in its
most ineffable ways. Taste-maker machines underlie a change in the
aesthetics of music that demands a reconsideration of the Frankfurt School
heritage. Today’s digital industries are technologically driven and
pervasive, but fulfil some of the same functions as the cultural industries
critiqued by Adorno and his colleagues: they are shaping new conditions for
the production of meaning and taste. In other respects, however, they are
very different. For instance, machine learning algorithms using artificial
neural networks enable analysis of the exponential amount of data
generated by music-related activity online, and can be used for complex
pattern recognition problems involved in the recognition of musical
emotion or melody and rhythm. Such approaches are based on autonomous
or pre-trained processes that no longer refer to classical music theory.
Identifying tastes and preferences – such as the ‘beautiful passages’ that
Adorno singled out – no longer relies on the traditional approaches built
into the twentieth-century cultural industries. This shift from taste-maker
machines to what could be thought of as ‘machine taste’ interrogates both
whether we need to invoke the concept of taste in order to think about
musical listening and subjectivity, and whether taste really defines us as
human. In this way it opens up new perspectives on music and language.

Notes

1 Until its acquisition by Pandora in December 2015, Rdio was an online


music streaming service that offered both free and subscription services.
They claimed to have 500,000 subscribers in 85 countries.

2 The programme, called ‘Beautiful Moments’, was a montage of his


favourite musical passages broadcast by Hessische Rundfunk in
Frankfurt-am-Main. It was about two hours long and contained fifty-two
musical examples from thirty-seven different compositions by fourteen
composers; Adorno chose all the recordings. The text was subsequently
published in Adorno 2009.

3 An API is an open or partially open interface and set of functions that


allow the creation of applications and programs which access the features
or data of an operating system, application or other service. APIs are
crucial to the business models of most web platforms and aim primarily
to generate value via allowing the development of new services and
applications.
4
Technologies of the Musical Selfie

Sumanth Gopinath and Jason Stanyek

Prelude: The Lincoln Music Selfie


Experiment
‘Celebrate your individuality by turning your selfie into sound.’ Thus goes
one of the taglines for the ‘Music Selfie Experiment’, an award-winning
marketing campaign for the Lincoln Motor Company that launched during
Grammy Week 2015 in Los Angeles.1 The Experiment, developed by the
advertising agency Hudson Rouge, uses facial analysis software to derive
information from photographic selfies – information that, in turn, helps to
create individualised musical tracks algorithmically generated from an
extensive database of audio recordings (‘more than 4 million facial-
recognition audio track variations are possible’, touts Lincoln’s website).2
An instance of ‘experiential marketing’, one of the Experiment’s goals was
to create a novel form of engagement and participation akin to what the
influential marketing theorist Bernd H. Schmitt calls ‘Strategic Experiential
Modules’: sensory, affective, creative-cognitive, physical, lifestyle and
social-identity experiences that ‘get customers to sense, feel, think, act, and
relate to’ specific companies and brands (Schmitt 1999, xiii; also Gopinath
and Stanyek 2013; Spurgeon 2008).
By the time of the launch of Lincoln’s Music Selfie campaign,
numerous ads had already capitalised on the selfie phenomenon. But
Lincoln offered a new twist by sonifying the visual selfie: ‘What does a
face sound like?’ was the campaign’s primary slogan. The ‘multisensory
expression of one’s self ’, as Lincoln’s website put it,3 is created in the
following manner: after the user uploads a photo, the software analyses
‘facial features: (shape, chin, mouth, nose, cheeks, eyes, eyebrows)’. The
algorithm runs its course and then we hear, in layered sequence, different
instrumental tracks generated by different facial features: ‘lips forming
guitar tonality’; ‘eyes arranging keyboard elements’; ‘nose setting rhythmic
percussion’; ‘eyebrows defining ambience’; ‘jawlines establishing bass’.
Using the vernacular instrumentation of an extended Western rock/pop
ensemble, each newly composed piece lasts around thirty seconds and is
ringtone-like in length and formal design (Gopinath 2013). Stylistically, the
music includes ambient, instrumental rock, soul, pop, smooth jazz and
more, but this is all nonetheless sufficiently consistent to convey a vaguely
urbane, cosmopolitan sensibility. As the track is ‘composed’ layer-by-layer,
a button appears on the screen: ‘Share Your Music Selfie’. Like any other
selfie, the musical selfie isn’t truly a selfie until it is sent out into the world.
Using music selfies to sell an automobile might seem a slightly
orthogonal marketing strategy (what does a sonified face have to do with a
luxury town car?). But it wasn’t such a surprising one in 2015. Facebook
had already entered its second decade of life and had become – along with
WhatsApp, Twitter, Instagram and Snapchat – a virtual clearinghouse for
selfies. Google announced that twenty-five billion selfies were uploaded to
Google Photos that year, while a widely circulated 2016 report claimed that
the average millennial would take 27,500 selfies in their lifetime.4
Commenting on this phenomenon, Allan Metcalf wrote that the ‘selfie
reflects the Millennials’ immersion in technology and social media; lives
sometimes lived more comfortably online than in person; concern for their
image; and generosity in offering their best selves to friends and the world.
For Millennials, the selfie is the conjunction of technology with desire’
(2016, 182). Celebrations of the selfie have been met with criticisms that
highlight its links with sexting, loss of control over personal identity, body
dysmorphic disorder, vanity and narcissism, and braggadocio and self-
promotion.5 Prominent cultural critics have weighed in. Sherry Turkle
condemned selfies for making us ‘accustomed to putting ourselves and
those around us “on pause” in order to document our lives’, and views
selfies as symptomatic of social media’s tendency to consistently pull us out
of the here-and-now, making users ‘less accustomed to reflecting on where
you are and what you are thinking’.6 For Henry Giroux, selfie culture
shows how ‘the ideological and affective spaces of neoliberalism have
turned privacy into a mimicry of celebrity culture that both abets and is
indifferent to the growing surveillance state and its totalitarian revolution’.7
In some senses, the Lincoln Music Selfie Experiment is a party trick
that harnesses common digital technology and a ubiquitous aesthetic
practice to generate anodyne music that hardly illuminates the complexities
of human selfhood. Yet Lincoln’s Experiment stands out as an evocative
illustration of specific aspects of the production, consumption, promotion
and monetisation of music in the age of the digital selfie. As Nick Mizroeff
(2016, 22) puts it, ‘The selfie is the first visual product of the new
networked, urban global youth culture’, and Lincoln’s marketing team
sought to capitalise on this reality. Indeed, the prominent appearance of the
term ‘music selfie’ is only one component of a naked attempt to reach out
to that youth culture. Other conspicuous factors include the participatory
design of the Experiment; its discursive emphasis on the individuality of the
participant-consumer; the centrality of music in conjunction with a specific
brand to produce an affective response; and the heavy involvement of a
marketing company in a relatively sophisticated digital music project. All of
these are of a piece, with the ultimate goal being the targeting of millennials
as a new market demographic. As for the project’s media production
components, which were created by Canadian design firm Jam3 and the
Swedish audio production company Plan8, especially striking is the
automated, algorithmic generation of sound, which is increasingly used in
music production and of which Lincoln’s effort is a relatively compelling
example. The project makes extensive use of massive music production
libraries – databases searchable by genre, mood, theme, instrumentation,
and other parameters – that are now routinely accumulated by production
firms servicing video and film production projects.
Beyond that, the multimodal/multisensory aspect of the Lincoln
experiment is absolutely characteristic of the current moment. The
matching of image to sound and the dissemination of both in digital video
files has become widespread through well-designed video editing suites,
while increased bandwidth means that digital files in compressed formats
are readily distributed through an array of social media and video platform
services. But perhaps the most striking feature – in 2015 a relatively novel
gambit, now increasingly prevalent – is Lincoln’s use of facial analysis
technologies in combination with digital music production tools. That these
are now being harnessed for the creation of music is a remarkable
phenomenon that should not go unnoticed.

Musical Selfiehood
Referencing Michel Foucault (1988) and Tia DeNora (1999), our chapter’s
title registers changing techniques and technologies (Agazzi 1998) of
musical experience at the millennial moment, when the Internet had only
recently begun to transform the music industry and music consumption
(Morris 2015). DeNora’s ‘Music as a Technology of the Self ’ – in which
radios, cassette tapes, vinyl records and compact discs are the primary
means by which her interlocutors listen to and make use of music in their
everyday lives – marks the end of a particular era and the beginning of a
new one. What Vincent Mosco (2005) calls the ‘digital sublime’ first hit
music in 1999 and mushroomed over the following decade: the period
witnessed the emergence of peer-to-peer file-sharing; the normalisation of
digital audio formats; the stabilisation of digital audio production hardware
and software; the inception of music streaming services; the launch of the
iPod and a resulting boom in ubiquitous music listening; the augmentation
of headphones to include the input capabilities of microphones as well as
noise cancellation algorithms; the creation of YouTube; and, finally – and
crucially – the mobilisation of social media that coincided with the arrival
of the smartphone and its immensely variegated and powerful software
ecosystem. These factors continued to develop and consolidate over the
2010s. Increasingly, musical bodies link up with bits, musical acts are tied
to apps, and musical selves are musical selfies.
The twining of the selfie with music – which extends well beyond the
isolated example of Lincoln8 – indexes the development of what we call
musical selfiehood. The ‘-ie’ makes a difference. Unlike in Foucault’s and
DeNora’s investigations of the relationship between technology and self,
there is no implicit subject/object divide between technology and the selfie.
Instead of being tied up with the problem of selfhood per se, the ‘-ie’ points
to small, easily produced data representations – digital bits that reflect upon,
proliferate from and circulate beyond the material apparatus that creates
them. If selfhood is ‘more an aim or a norm than a natural given’ (Rose
1996, 4), an ‘ongoing project that serves as a response to the question of
how to be’ (Jopling 2000, 83), then selfiehood is a distributed sociodigital
undertaking that involves the recursive generation of data and its mass
accumulation for a variety of economic, governmental and social purposes.
Selfiehood involves feedback processes with numerous inputs and outputs
operating at multiple timescales from the infinitesimal to the temporally
distended. It entails the intersection of human activities with automated
processes including recommendation engines and other sites of algorithmic
creativity and generativity. It is buttressed by imperatives for participatory,
user-generated content, and prioritises the accumulation and rendering of
networked information into tradeable consumer profiles and biopolitical
databases. As part of the big data economy, selfiehood is a commercial and
political project of vast proportions that has acute ramifications for the lived
experiences of individuals and the constitution of communities.
In the three sections below, we explore musical selfiehood through
three paradigmatic examples: the playlist, headphones and self-produced
video recordings of musical performances, respectively illustrated by
Spotify (‘You are what you stream’), Beats by Dre (‘Hear what you want’),
and YouTube (‘Broadcast yourself ’).9 Each example corresponds to one of
three common practices that have become ever more pervasive in everyday
life since 1999: ‘curation’, ‘enclosure’ and ‘broadcasting’. Examining these
can clue us into the broader dynamics of musical selfiehood. In the first
section, ‘Curation of the selfie’, we consider the extensive forms of self-
tracking and self-quantification that condition how individuals reflexively
take care of themselves when interacting with the vast archive of musical
content available through cloud-based services; as an extension of the
‘constant practice’ of ‘taking care of oneself ’ that Foucault addresses in
‘Technologies of the self ’ (1988, 21), curation is manifested musically in
the playlist. Care, the etymological source of ‘curation’, however, does not
only occur between and by individuals. Rather, it is the broader, marketised
system of musical data tracking – perhaps as a vast, digital curate that
‘cares’ for the souls it manages – that automates and generates a kind of
care that deeply entangles the playlist with the self-care of users. The
second section, ‘Selfie enclosure’, points toward listening itself, and signals
the new forms of relation between interiors and exteriors that emerge as
headphones are fitted with microphones. It marks the production and
management of the boundary conditions of listening, figured through
algorithms that loop musical selfies in never-ending recursions of bodies,
ecologies and sounds. Key to selfie enclosure is the wide availability of
consumer products that include active noise cancellation, a process of
destructive interference that superimposes a sound wave with its inverse in
order to manage unwanted sound. This makes for a theoretically rich
corollary between sonic and visual realms, given that taking a selfie with a
front-facing camera typically involves monitoring a mirror image that
appears to be flipped in the resulting photo. Finally, ‘Broadcasting the
selfie’ highlights the performative dialogues that emerge between musical
self and other in the wilds of social media. The key term here is the otherie,
which conventionally refers to the images or videos of others (i.e. of those
who are not the self of the selfie).10 In our rendering, however, the otherie is
not only the other of the self/ie, but also the very process of producing an
image or video that circulates within a system of differences: any selfie in
juxtaposition with another image causes each to become the other’s otherie.
This includes selfies themselves, when juxtaposed with other selfies of the
same person or different people. The self-produced music video is central
here, as are the platforms and the apps that allow the selfie to create new
forms of aggregation with its otheries and allow for the emergence of a kind
of corporate Big Otherie (the psychoanalytic interpretation of the curate,
perhaps).
The projects of selfie-curation, selfie-enclosure and selfie-broadcasting
go far beyond the mere presence of the photographic selfie in the musical
domain – for example, a selfie taken while listening to or making music.
Likewise, these projects are not equivalent to relatively traditional musical
(self-)portraits like those of Virgil Thomson (Walden 2018), to ‘deeply
personal’ compositions put forward as ‘a kind of musical selfie’, or to songs
that use ‘(private) confession’ as a staging ground for ‘mini-thinkpiece[s]
on selfiehood’.11 Yet, when it comes to the projects of musical selfiehood,
there are striking continuities between the musical and visual realms. For
example, both musical and visual selfies involve recursive processes of
looping, feedback and mirroring; they facilitate the easy generation of new
files, tags and metadata; they involve production via algorithmic, highly
automated processes and interfaces that encourage – even demand – direct
human participation and creativity; and they rely upon the aggregation and
networked interrelation of information as part of the construction of finely
tuned histories and profiles that weigh upon future activity. These features
are generally characteristic of the early-twenty-first-century world of
networked, digital information. In the story we tell here, however, the
musicalisation of the selfie hinges upon the assumption of the uniqueness of
individual identity and expression, which seems at odds with the anonymity
and generality of the network processes described above. The Music Selfie
Experiment was based on the idea of ‘a unique song that only that user’s
face could produce’, but the Experiment’s songs were not unique: rather, an
ideology of uniqueness and individuality was central to its marketing pitch,
as it perhaps is to the rhetoric of selfiehood in general. In identifying trends,
patterns and tendencies within networked, digital music cultures of the
2010s, we necessarily attend to the non-unique and reproducible
dimensions of musical selfiehood. It turns out that there are many.

1. Curation of the Selfie


Your face will pick your next playlist.12

The minimalist web page for the face-generated-playlist app, Peekabeat,


includes a few well-placed words in white Arial font on top of a fifteen-
second video loop colour-filtered by a vertically (and temporally) varying
cyan–violet gradient. In the video, a bearded white male puts on a pair of
earbuds and begins to bounce his head to the music he hears – presumably
the blues-based instrumental garage rock that streams from the site. Quickly
the man’s demeanour shifts into frenetic air-guitaring and air-drumming,
and the loop ends by his giving us the clichéd sign of the horns with both
hands, affirming that he has indeed rocked out. The words superimposed
upon this little spectacle read, ‘let your face / tell what music suits you’, and
invite us to press the ‘start experience’ button. If users accept the invitation,
they are asked to either use their computer camera or upload a selfie. Either
way, facial analysis of the sort found in the Lincoln Music Selfie
Experiment determines their mood, and a corresponding song is streamed
from the site (see Figure 4.1). If you download the app to your phone, you
find a more extensive set of correspondences produced through an entire
playlist of songs drawn from multiple online sources, including the listening
data contained in your own Spotify account.

Figure 4.1 Peekabeat: ‘Your face will pick your next playlist’.

Screenshot used courtesy of AQuest.

The name of the app itself inspires numerous associations, not least of
which is its source in the game peekaboo. A Freudian Fort-Da (Gone-
There) game of hiding and showing the face, peekaboo is performed by an
adult or older child for the amusement of an infant, often with the phrase
‘Peekaboo, I see you!’ being intoned when the face is revealed: a self
encounters or performs as an other. With Peekabeat, however, the app acts
as a kind of mirror to the infantilised consumer/user, re-presenting the self
through a digitally curated collection of pre-recorded music. The
application effectively says ‘I hear you’ – or better, it sees you and speaks
back with a popular song. And how does it do this? The Peekabeat site
explains that it ‘uses the Facial Action Coding System to recognize the
emotions shown by your expression and suggests you some songs on
Spotify’. Popularised by Malcolm Gladwell (2005), the Facial Action
Coding System (FACS) was developed by psychologist Paul Ekman and
Wallace Friesen in 1978, and breaks facial expression down into dozens of
unique facial ‘action units’ (AUs): Erika Rosenberg’s (2005, 13) historical
background states that there are forty-four unique AUs, while the Wikipedia
entry on FACS increases the number, adding codes for facial movement,
head movement, eye movement and visibility.
Mapping the algorithmic analysis of facial geometry onto AUs using
software of the sort found in the Lincoln project is one piece of the story.
Another is the correlation of AUs with widely known theories of emotion
by Silvan Tomkins, Ekman and others that posit between six and eleven
discrete emotional states. The result has been a ballooning of emotion-
analysis tech entrepreneurship. In 2015 a report described the existence of
over twenty application programming interfaces (APIs) for algorithmic
analysis of human emotion, supporting an industry at that time worth $2.77
billion and expected to grow substantially.13 Companies have produced
their own introductory texts on FACSs and emotion recognition, some of
which claim to offer ‘Everything you need to know to elevate your research
with emotion analytics’ (iMotions 2016, 1). The final piece of the puzzle is
the well-known human or machine encoding of music-analytic data via
projects like the Music Genome Project (used by Pandora) and The Echo
Nest (used by Spotify): this makes it possible to scan tracks for affective
markers (e.g. tempo, mode, energy and loudness), and link this with the
automated analysis of song texts through affective content analysis. Part of
a larger movement within computer science called affective computing
(Picard 1997), the combination of these techniques with the analysis of a
Spotify user’s listening histories and taste/genre preferences provides a
glimpse of a viable method for generating playlists according to face-
analysed mood (Dureha 2014).
Peekabeat is not the only application that uses emotions identified by
facial analysis to generate musical playlists. The HTC Mood Player, a now-
defunct project sponsored by the Taiwanese mobile phone company HTC
and Spotify, worked on similar principles, while in 2011 a coder named
Benjamin Gleitzman used Facebook’s face-recognition software to identify
individuals and the Hunch API to text-mine their profiles for clues as to
what songs would likely be of interest to them; this application, called
AutomaticDJ, also made use of The Echo Nest and Spotify’s metadata
API.14 These applications form just a small part of the broader
computational endeavour of automatic playlist generation.15 The web page
Playlist Machinery illustrates the range of approaches available just through
Spotify; they involve keyword searches (The Playlist Miner), places you
visit (Roadtrip Mixtape), morphing between artists of different genres (Boil
the Frog), artists’ most recent live shows (The Set Listener), and textual
acrostics (Acrostify).16 Other generators build playlists by genre or mood
(Magic Playlist), by popularity of songs (Spotibot), by using one song to
find related artists and songs (Soundtrack), by using new releases from your
favourite artists (Release Radar), by appropriating existing playlists
(Playlists.net), or, in the case of Discover Weekly, by automatically
generating lists based on your Spotify listening habits.17 In addition,
Spotify’s Your Time Capsule produces a two-hour-long ‘personalized
playlist with songs to take you back in time to your teenage years’, while
for the exceptionally lazy there is the Lazify app, which automates much of
this data-labour at the press of a single button (‘Being lazy is fun!’).18 The
possibilities seem endless.
The applications discussed above look like speculative interventions in
a marketplace that prizes the automatic, artificially intelligent generation of
content. But this ‘content’ is really a (re)arrangement and selection of pre-
existing content from a database – the massive and quickly growing sound
file catalogues of streaming, cloud-based services, which, like online
platforms in general, have radically decreased distribution costs (displacing
them to internet service providers). The ramifications include the
decreasing significance of hits and blockbuster sellers, the increased
potential for marketing entire catalogues to niche consumers, and the need
for guides and routes through the database. It is in this last role that the
playlist has become a pre-eminent vehicle for musical experience.
Endlessly fungible and automatically generated, easily stored, widely
shared, and reified as ‘word of mouth taken to an industrial scale’
(Anderson 2008, 34), the playlist has morphed from its origins in concert
programming and performance setlists, radio and discotheque DJ playlists,
the track order of original LPs and reaggregated compilation albums, and
end-user-created analogue or digital ‘mixtapes’, into a valued form that can,
on the one hand, be sponsored by stars and, on the other hand, be
constructed at the press of a button (or through the analysis of a selfie).
Playlists are one of the principal musical forms of the current moment
– Jeremy Wade Morris (2015, 162) calls them ‘metacommodities’ – but
what do they have to do with selfhood and selfiehood? Certainly the playlist
serves a ‘curatorial’ function that involves the selection, ordering, shaping
and presentation of content for others (Bruno 2011). Morris notes that in
their generation of playlists, ‘iTunes employed users as curators and
packagers of digital music commodities’, appropriating their free labour
and so ‘increasingly encroaching on previously uncommodified practices’
(160). The same might be said of social networking sites in general.19
However, in a remarkable article on streaming services and user-data
collection, Eric Drott (2018, 262) cites Danielle Lee, Vice President of
Global Partner Solutions for Spotify, arguing that music streaming is
different from other aspects of social media. As Drott points out, in a
fiercely competitive marketplace for consumer data, the idea that music
provides access to the authentic self constitutes the central sales pitch for
data collected from music listening. This idea is problematic, to say the
least, and it raises troubling questions about the enthusiastic use of services
that track people’s actions and thoughts to an unprecedented degree.
Awareness of data tracking ranges from ignorance to tacit acceptance
to unqualified embrace (think FitBit), and links to the growing ‘quantified
self ’ movement in which participants track and log many sorts of data
about themselves, including their music listening. The voluntary aspect of
this phenomenon is perhaps its most alarming dimension; consumers/users
passively accept or actively court the tracking of data for various purposes,
from the mere agreement to use the service to employment of its self-
tracking mechanisms. Our argument about ‘selfiehood’ attempts to capture
the voluntary, subjectively affirmative nature of this data-based condition,
in which users merely shrug their shoulders at the notion that they are being
carefully and comprehensively tracked: Big Brother may be watching, but
it’s no big deal, and potentially even fun.20 Drott’s Deleuzian argument is
that postmodern, dividuated selves (that is, selves broken down into
elements such as affects, drives and habits) are constructed and reproduced
by the data-tracking industry, and this raises questions for the musical self
and selfiehood: to what extent do multiplied and dispersed acts of curation
and sharing shore up fictions of selfhood, anchoring them to juridical
identity, a limited number of IP addresses and phone numbers, and the
seeming coherence of personal experience? Contradictions and antinomies
abound and will not be resolved any time soon – particularly given iPhone
X’s incorporation of face-recognition technology into its Face ID system,
which makes automated face recognition (and potentially face analysis) a
routine presence in the lives of millions.21

2 Selfie Enclosure
The selfie. Reinvented. … #BeatsByDre22

On 25 January 2016 Rihanna tweeted a selfie.23 The accompanying three-


word text – ‘listening to ANTI’, with a red balloon emoji thrown in for
good measure – was sparse, utilising just a smidgen of characters to set the
stage for the release of the superstar musician’s new album a few days later.
The accompanying photo, however, upped the ante: Rihanna is bedecked in
Dolce & Gabbana’s $8,895 Napa Leather Rhinestone Headphones with
Crown, a lavish accoutrement clearly meant to echo the crown that covers
the eyes of the child depicted on artist Roy Nachum’s embrailled album
cover for Anti.24 In the selfie, the D&G headphone crown is sense-
enhancing – a clear sign of augmented hearing, of the longstanding but
increasingly ubiquitous ability to channel the world through small
loudspeakers on top of, or inside, one’s ear canal.
Studded with Swarovski crystals and pearls and ‘compatible with MP3
readers, smartphones and audio playback devices’, as the D&G website
tells us, Rihanna’s headphones push the limits of conspicuous
consumption.25 Yet, there’s more to the selfie than that. Rihanna’s eyes
practically take on the golden hue of the crown’s colours, as if her face and
the headphones were inextricable parts of the same entity. We see her
personal motto tattooed across her upper right chest: ‘Never a failure
always a lesson’, written backwards so that she can read it in the mirror
(ironically, the tattoo is not selfie-friendly as smartphones ‘un-mirror’
images taken with the front-facing camera).26 And she’s obviously listening
intently – why would her bejewelled left hand be brought so close to her
mouth if not to show focus and attention? Her far-away, downturned eyes,
too, with their lack of visual focus, seem to be saying ‘I’m listening, not
looking.’ She is looking though, right into the screen of her smartphone:
she’s looking at herself listening to herself. Instead of ‘listening to ANTI’,
the tweet could have read: ‘look at me looking at myself listening to myself
performing ANTI’. It’s a document of a peculiar, recursive looping of the
self.
And people did look at her. As of 17 September 2018, the tweet
generated 178,000 retweets, 289,000 likes, and 11,000 comments. It has
become one of the quintessential musical missives of the Twitter age,
making numerous ‘best selfies’ lists and appearing as one of the ‘Most
Iconic Celebrity Selfies’ chosen by US Magazine for its photo spread to
celebrate 2017 ‘National Selfie Day’.27 When Rihanna first posted her
selfie, her album Anti hadn’t been released, so the selfie’s initial impact was
as contingent upon what was missing from the photo as it was upon its
representation of opulence and celebrity. Soon after her tweet went out,
first-responder tweeters chimed in:

@NathanZed: ‘lemme listen too ’28

@thisisamplify: ‘Can we have a listen? Thanks’29

But once the album was officially released a few days later, Rihanna’s
listening experience could be accessed, and a ‘listening to ANTI ’ meme
began to develop, with her fans mimicking her Anti selfie – sometimes in
adulation, sometimes in jest (a few users on Instagram used
#ListeningToANTI to post pictures of themselves in self-made paper
crowns, striking the same contemplative listening pose as Rihanna). While
the meme often appeared without an attached selfie (@pixieitzel: ‘I’ve been
listening to ANTI all day someone make me stop’30), some fans took rather
mundane pictures of themselves listening to Rihanna’s music through their
own modest headphones, a show of allegiance to their beloved singer
(@Prince0fChina: ‘Listening to ANTI (with my cheap headphones
) @rihanna ’31).
The phenomenon of the ‘headphone selfie’ cannot be reduced to the
Anti meme. It is widespread, with thousands of selfies posted to Instagram
and Twitter (and beyond) showing headphoned individuals selfigraphically
documenting their own listening experiences. No track listing or playlist is
necessary; the headphones can do all of the semantic heavy lifting, their
very presence signifying a communion between ear and sound, between self
and musical other, between consumer and product. This phenomenon is on
full display in ‘Solo Selfie’ for Beats by Dr Dre Solo2 headphones, a video
ad campaign that launched in November 2014.32 Parading on the screen is
an almost endless succession of celebrities – from Kendall and Kylie Jenner
to hip-hop stars Funkmaster Flex, Big Sean, Jadakiss, Nicki Minaj and
Fabolous – each taking a video selfie of themselves wearing the wireless
Solo2 headphones. A painfully saccharine song – ‘Something New’ by
Axwell A. Ingrosso, with the anthemic hook ‘We belong to something new’
– places the headphone-enclosed celebrity listener within the broader public
sphere, echoing the Beats corporation’s hyped-up claim that their Solo2
headphones are ‘a symbol of individuality as much as they represent a
connection shared by millions of people across the globe’.33 The campaign
had its didactic side as well: witness the tutorial video that teaches
#SoloSelfie lovers how to take their very own video selfies while wearing
their Beats headphones (‘start with one “b”… bring it around, hit that selfie
pose … make that selfie face … come around to the other “b”’). The
tutorial ends with the on-screen text ‘SHOW YOUR #SOLOSELFIE’, an
unsubtle command to post the resulting video.34 Or as the brand’s Twitter
feed put it when the product launched, ‘The Selfie has been reinvented.
Enter Solo Selfie or #SoloSelfie – a new movement of self-expression.
Share yours and tell the world your story.’35
The #SoloSelfie campaign has a particular choreography that asks
consumers to perform two very specific, yet interlocking, moves of
enclosure. The first is found in the form of the Solo Selfie video itself: the
sweeping, encircling motion described above, from the brand logo (‘b’) on
one earcup, across the face (quite literally, the front of the head), to the
brand logo on the other earcup. It follows the same trajectory of the eye-
covering crown on Rihanna’s Anti album cover – but here, it is the very
enclosure of head by headphone that is meant to signify. (As an article in
Fast Company Design pithily puts it, ‘The headphones are designed to turn
your head into a billboard for Beats by Dre.’)36 The second move involves
taking user-produced data – the headphone selfie itself – and sending it off
to the wilds of social media. This move encloses as well; individual users
are caught in a tight loop with the Beats corporation, their selfies quantified
in the service of multinational capital.37
A third move of enclosure plays out in what has become perhaps the
most significant Beats marketing campaign: ‘Hear What You Want’. The
2013 campaign’s flagship commercial features the US American football
player Colin Kaepernick, lately notorious as the athlete who triggered the
‘taking the knee’ protest movement.38 The commercial begins with an
announcer’s voice: ‘Can he handle it? Can he handle the pressure? This is
the big question with quarterback Colin Kaepernick. I’ve been talking to a
lot of fans, and they keep saying: “We can get to him, we can get to him.”’
The video cuts to Kaepernick looking out of the window of a bus taking
him to the stadium. We hear ‘You suck’, the first salvo of almost a full
minute of vile (one could certainly say racist) diatribes against Kaepernick;
they culminate in a near riot as an anti-Kaepernick contingent of football
fans surround his bus (with one male literally taking a piss on the bus tyre),
throw an ice-filled beer cooler against the bus’s windshield, and threaten
Kaepernick with physical violence.
Kaepernick’s solution? To calmly place his Beats by Dre Studio
Wireless headphones over his ears. The violent din is immediately reduced
to a faint murmur, with Beats’s adaptive noise cancellation filtering out the
external world.39 A few seconds later, Kaepernick presses play on his MP3
player, Aloe Blacc’s ‘The Man’ comes on, and there’s no further trace of
the violent mob, they’ve been reduced to silent screaming faces. We hear
the opening lyrics of Blacc’s song, ‘Well you can tell everybody … I’m the
man, I’m the man, I’m the man’, with the clear reference to Elton John’s
1970 hit ‘Your Song’ – itself a paean to the song as gift and to selfhood as
intersubjective – reduced to a solipsistic, me-generation discharge, snugly
encased in the headspace between the Beats cans. Yet, as Kaepernick makes
his way from the bus to the stadium, the noise of the crowd finds its way in.
We’re reminded that no enclosure is complete. Even the encircling move
from the #SoloSelfie campaign – the sweep from right ‘b’, to face, to left
‘b’ – can’t keep the enclosure intact.
Selfie enclosure is thus performed simultaneously on a number of
different registers. Let’s name three. It is an economic form, allowing
capital to seize and monetise the selfie-generated data putatively shared in
the ‘digital commons’. As Mark Andrejevic claims: ‘the model of digital
enclosure suggests that ubiquitous interactivity also has the potential to
facilitate unprecedented commodification of previously nonproprietary
information and an aggressive clamp-down of centralized control over
information resources’ (2007, 297; see also Lametti 2012). Selfie enclosure
is also a sonic form conditioned upon a longstanding (yet always
aspirational) affordance of headphones: the ability to keep the outer sonic
world at bay. Headphone enclosure has a history almost as long as that of
sound recording itself (Sterne 2003, 155–67), but the capability to seal off
the world has been intensified in the age of active noise cancellation – an
age which not insignificantly began, on the mass-market consumer level, at
that millennial moment when music was going fully digital. Finally, selfie
enclosure has implications for the commonsensical (yet problematic) notion
that each self emerges as a form of distinction from other selves – not least
because, as Slavoj Žižek points out, ‘self-enclosure is a priori impossible
… the excluded externality always leaves its traces’ (2012, 845).
It is practically a truism to say that musical selfhood is generated and
sustained through externalities. As Naomi Cumming puts it in her 2000
book The Sonic Self, ‘Musical selfhood … is not, then, surrounded by
irremediable boundaries, isolating the individual “self” as the origin of
insight, but is formed in shared activities, which ensure modes of
connection with others’ (60). Yet, as Arild Bergh and Tia DeNora have
pointed out, the invention of the phonograph – and later the Walkman and
iPod – prompted shifts in ‘the psycho-culture of listening’, one being
‘listeners’ increasing ability to isolate themselves, both from other listeners
and from the performers’ (2009, 108). Indeed, at the dawn of the Walkman
in 1979, commentators were quick to call attention to the isolation produced
when you ‘clap on a pair of stereo headphones for the first time’: what you
hear is music like it’s ‘going on right inside your own head’ (Emmerson
1979).
It’s not a stretch to suggest that one of the allures of this heightened
form of enclosed listening is that it directly intersects with everyday
conceptions of selfhood, described by Charles Taylor as ‘modern
inwardness, the sense of ourselves as beings with inner depths, and the
connected notion that we are “selves”’ (1989, x). The longstanding material
concern with the efficacy of the ‘seals’ afforded by different types of
headphone enclosure (open-back/closed-back; over-ear, on-ear, in-ear, etc.)
has had the effect of reproducing this ‘inwardness’. As a 1979 article in
Popular Science put it, ‘Headphone enclosures influence how much
ambient sound you can hear’ (Free 1979, 111). The phrase ‘you can hear’ is,
of course, akin to the Beat Corporation’s ‘hear what you want’, indicating a
particular relationship between the headphoned listener and the sounds
beyond the enclosure. But it’s a two-way street, and seals are only ever
partially effective at maintaining separation between the worlds inside and
outside headphones. There are leaks between domains, and these leaks
often reveal the social contours of material culture. ‘Of all the daily
discourtesies’, Ray Rivera wrote in the New York Times, ‘none to me is
more irksome than headphone leak. You know, that treble-drenched drone
emanating from iPods half-way down the subway car’ (2009, see also
Marshall 2014).
Musical selfiehood emerges out of algorithmically managed
relationships between interiors and exteriors. The new forms of
management that have allowed for the development of the selfie – musical
and otherwise – are an intensified control of the various inputs and outputs
that flow between domains within complex systems. Since the release of the
first mass-marketed consumer-noise-cancelling headphones by Bose in
2000, headphones have increasingly been fitted with both output
capabilities (via loudspeakers) and input capabilities (via microphones);
passive forms of noise control have been supplemented or even supplanted
by active electronics that consistently monitor one’s ambient acoustic
surroundings. They condition the sonic world of the self in much the way
that a thermostat conditions the self ’s thermal world (Chalmers 1996, 293–
7). The latest Beats headphones (the Studio3 Wireless, released in
September 2017) use what the company calls ‘pure adaptive noise
cancellation’ [Pure ANC], software that ‘compares the ANC-altered music
with the original sound file on your device … 50,000 times per second’.40
Such recursive processing upends conventional understandings of what
a listening self is. The Beats website gives a fuller overview:

Pure ANC is a form of noise cancellation that uses advanced


algorithms to monitor the sounds around you and adjust the level of
noise cancellation to best match your environment. Pure ANC also
evaluates fit and adjusts for leakage caused by hair, glasses, the shape
of your ears and movement of your head as you go about your day.
Additionally, Pure ANC simultaneously checks what you’re hearing
while noise cancelling is applied against the original music content to
adjust and ensure optimal audio fidelity.41

Much like the sonifying facial analysis systems described above, the selfie-
enclosures of active noise cancellation are evaluative, responsive and
generative. ‘Hearing what you want’ becomes a function of persistent
monitoring and data-processing, with the data consisting of the twinned
sonic environments inside and outside the headphones. Remarkably, the
algorithms also ‘evaluate’ the head’s protrusions (ears, hair, glasses) as well
as its movements, an anatomical and choreographic mapping that gets
injected into listening itself. In a world in which a great portion of
consumer audio devices (whether smartphones or headphones, smart
speakers or automobile sound systems) rely on algorithmically driven forms
of noise cancellation, listening to music and ‘hearing what you want’ has
become a performance of selfiehood.
3 Broadcast your Selfie
SING! SELFIE! SHARE!42

Of all the gadgets that signal the musical selfie as an epochal form of digital
selfhood, the SelfieMic is, perhaps, the most quintessential. Created by UK-
based toy manufacturer Worlds Apart and first released in August 2016, the
SelfieMic harnesses the selfie stick – that ubiquitous device which allows
selfie takers to mount their smartphones onto an extendable rod, removing
the phone from the user’s hand and thereby ‘solving the problem of one’s
deictic arms’ (Bollmer and Guinness 2017, 164).43 With the SelfieMic, the
rubberised handgrip at the end of the standard selfie stick is replaced with a
microphone, an inert grip transformed into an active input. The full kit –
microphone, selfie stick, earpiece, smartphone clamp – enables you to ‘Sing
like a star and create your own music videos with SelfieMic’, as the product
website puts it. And it works in tandem with StarMaker, a ‘karaoke app’
developed by StarMaker Interactive Inc. ‘so that anyone and everyone
could know what it feels like to be the lead singer of their favorite song’.44
StarMaker currently boasts a catalogue of over three million licensed songs,
and touts its ability to offer users the chance to ‘perform, publish and
monetize on YouTube, Facebook, Vine, Instagram and more’ (StarMaker
2017). That is, the main affordance of StarMaker (whether used with the
SelfieMic or just with one’s own smartphone or personal computer) is not
the enabling of a private form of surrogate stardom, a contemporary slant
on singing in the shower or singing along to the radio in the car; rather, it
provides ‘rising social music talent’ with ‘the opportunity to publish videos
to their own YouTube channels as part of the StarMaker Network’, so
helping ‘undiscovered talent achieve the fame they deserve’.45
The StarMaker YouTube channel does indeed provide a platform for
some very talented young singers (most appear to be teenagers), with many
of the uploaded videos revealing polished renditions of contemporary hits.
But the spectacle and dazzle of broadcast television shows like American
Idol and The Voice is completely absent. Singers are typically in their
bedrooms, the inner sanctum of middle-class teen privacy. Fully in selfie-
taking mode, they sing directly into their computers or smartphones,
looking at themselves on the screen as they perform. Many use Apple
earbuds, which function both as a monitor (helping to avoid feedback) and
as a microphone. It’s strange to witness virtuosic, full-voiced performances
being sung into the small mic built into the Apple headphone cable: many
StarMaker singers bring the mic close to their mouths, as if they were
holding an SM58. Yet many of these videos only reach audiences in the
hundreds or low thousands, and retain a degree of intimacy in terms of both
venue and size of viewing audience. Of all the content on the StarMaker
YouTube channel, it is the ‘Collab Lab’ videos that are most widely
watched. But even these, which ‘feature StarMaker artists’, command rather
modest audiences: the most popular receive views numbering only tens or
low hundreds of thousands (as of 8 October 2017). For example, a mashup
of songs by the The Weeknd and David Guetta by Andrew Garcia, a singer
who ‘kicked off his path to stardom by joining the StarMaker Network’
(‘and so can you!’), has only garnered 220,000 views – a relatively low
number when star performers can count on YouTube views in the hundreds
of millions or even billions.46
There are other apps that seek to merge selfie with karaoke, and some
reach far more viewers than StarMaker. The app-maker Smule, for one,
offers Sing! Karaoke, an app that is like StarMaker in some respects (‘We
all have a voice. Find yours with Smule Sing!’) but significantly more
advanced in others. For example, Sing! Karaoke’s ‘Duet with the Artist’
series allows amateur singers to collaborate with stars such as Shawn
Mendes, Nick Jonas and Jessie J, with a split-screen view showing side-by-
side singing selfies.47 Shawn Mendes’s Smule duet video for his hit song
‘Treat You Better’ represents a typical case. Mendes, a young singer who
first achieved notoriety in 2013 when he began posting cover songs to the
video-sharing app Vine, is in what appears to be his own bedroom, staring
into the front-facing camera of his own shaky smartphone, and wearing the
obligatory earbud/microphone combo. It’s quite a homely scene for a
musician whose first two albums debuted at number 1 on the Billboard 200
chart, both before he was eighteen years old. His performance is designed
to seem interactive and responsive, with Mendes adding spoken lines such
as ‘What’s up guys? Ready to sing “Treat You Better” with me?’ at the
opening, and instructions such as ‘sing it out”’ and ‘alright, sing this with
me’ at moments when the duet partner is supposed to enter. He also offers
flattering interjections such as ‘beautiful!’, ‘you got this down!’, ‘yeah!’
and ‘you crushed that, very proud of you’. Of course, these are ‘static’
compliments and will be heard in every duet, no matter whether the amateur
singer actually ‘crushes it’ or not. In the best instances – for example
eleven-year-old Julie Bella’s Smule duet with Mendes (which has no fewer
than 4.5 million views) – the amateur singer responds, genuinely, to
Mendes’s calls: ‘Ready to sing … with me?’/ ‘Yeah, I love that song’; ‘You
crushed that, very proud of you’/ ‘Thank you’; ‘I love you’/ [surprised,
smitten] ‘Oh … OK’.48
Performing music with a distant, non-responsive other has numerous
historical precedents. In 1936, eighty years before the release of the selfie
mic, NBC Radio introduced its ‘Home Symphony’, designed for amateur
performers to play along in real time with radio broadcasts. During its first
year or so on the air, hundreds of thousands of people were able to ‘play
with an orchestra in their own homes’, during which time NBC sold
240,000 orchestra parts to radio listeners (Hill 1937, 92). Beginning around
1940, a similar (yet non-real-time) version of ‘playing along’ also emerged:
Columbia Records released its ‘S’ series of ‘Add-A-Part’ recordings,
chamber music recordings missing one part. The advent of the LP enabled a
new version of this format called ‘Music Minus One’, with a much-praised
version of Schubert’s Trout Quintet from 1950 launching a lauded (though
also ridiculed) recording series that exists to this day (Schonberg 1953). Yet
despite, or perhaps because of, the popularity of such activities, they
received hefty criticism from contemporary observers. Discussing the NBC
Home Symphony, Adorno labelled it a ‘pseudo-activity’ and called
attention to each player’s ‘illusion that he is taking part in a performance
when he is really not; and that he is doing something for his own sake when
he really only imitating what is being played to him’. In short, ‘the home-
participant’s real achievements do not count’. Eight decades after Adorno,
Sherry Turkle offered a similar diagnosis of the ‘virtual worlds’ of the
2010s, opining that ‘[t]echnology proposes itself as the architect of our
intimacies. These days, it suggests substitutions that put the real on the run’
(2011, 1).
But what of Julie Bella’s earnest, twitterpated reaction to Mendes’s
canned ‘I love you’? One might anticipate an Adornian or Turklian
criticism of the encounter between two young singers who have never met
in person (or in real time) and yet engage musically to such a degree that a
pre-recorded, generic ‘I love you’ at the end of an impassioned duo
performance elicits an undeniable warmth and intensity of feeling. If
Adorno would label this a ‘pseudo-activity’ (standardised, limited, illusory)
and Turkle would call it evidence of ‘the real on the run’, we would rejoin
that cotermineity, whether spatial or temporal, cannot in itself provide any
guarantee for the affectiveness of any human interaction. The intimacies
generated through musical performance are not necessarily a function of
fleshy co-presence; to believe otherwise is to disregard the outsized role
non-cotermineity plays in human life, from mundane daydreaming to digital
performances that bring together far-flung participants. This is not to argue
for a flattening (or exaggerating) of the politics or ethics of such encounters.
But the critiques offered by Adorno, Turkle and others rule out the potential
of performing with or simply being with non-present others. In the
performative realm of the selfie, co-presence – as selfie-presence, as
otherie-presence – holds no assurance for particular forms of relation. Susan
Sontag said it best in Regarding the Pain of Others, her book on
photography: ‘Images have been reproached for being a way of watching
suffering at a distance, as if there were some other way of watching. But
watching up close – without the mediation of an image – is still just
watching’ (2003, 117).
The side-by-side performance of Mendes’s and Bella’s singing selfies
is but one example of a widespread form of distributed performance that
relies upon very particular arrangements of selfiehood. A number of
observers have noted that selfies are not just ‘self-portraits’ but necessitate
exchange. Allan A. Metcalf maintains that ‘[j]ust taking a picture isn’t
enough to make it a true selfie … the technology of social media also was
needed, making it easy not only to take pictures of the self but also to send
them’ (2016, 182). The Mendes/Bella performance is a case in point. The
Smule Sing! app allows users to post their videos on social media, and
Bella posted hers on her own YouTube page. As of May 2018 the video
garnered 5,778,346 views and over 7,850 comments. The vast bulk of these
are positive (‘OMG beautiful !!!!!’, ‘So GOOD’), with some of them
calling attention to the interaction between the two singers. Or the lack of
interaction, depending on how you see it. A comment by ‘Shawn Mendes
Fan’ – ‘Shawn is so sweet to the girl’ – elicited a range of replies, with
quite a few pointing out that Bella and Mendes weren’t actually singing
together:

NAHIDA ZAMAN: ‘… it’s a pre recording. if you download smule you


can sing with different artists’

MOMIO LOVE: ‘it’s fake you can sing with him on smule right now if
you wanted he would say the same things’

And icecreamgirl678 offered a subtle perspective on the difference between


real-time and non-real-time online interaction:

I think [Bella] thinks this is FaceTime haha ;) I cracking up the


beginning and end sooo funny.49

Icecreamgirl678 is right: it’s not FaceTime. But it is still about faces.


Singing faces. Face-voices.
YouTube’s arrival in 2005, coupled with the expanding availability of
webcams and mass-market video-editing software, gave amateur musicians
the tools to create and broadcast self-produced music videos. A distinct
subcategory of these take the form of performances stitched together from
the user-generated selfie performances of multiple musicians. These non-
real-time ‘virtual ensembles’ are fairly widespread, with those led by
musicians such as MysteryGuitarMan (Joe Penna) and Eric Whitacre
counting among the most conspicuous. MysteryGuitarMan’s Mystery
Symphony performance (2010) of Edvard Grieg’s In The Hall of the
Mountain King and the various instantiations of Whitacre’s ‘Virtual Choir’
are created through the meticulous editing of hundreds or even thousands of
user-generated selfie videos sent in by amateur musicians. While musically
interesting, the principal impact of these videos is visual, with a sea of side-
by-side faces coming face-to-face with the viewer. ‘The intimacy of all
those faces’ made Whitacre ‘tear up’ when he first saw the final version of
the virtual choir performance of his ‘Lux Aurumque’.50 Of course, one
could as easily become teary-eyed when thinking of the uncompensated
labour – the literal face-work (Goffman 1967) – of the thousands of
musicians who contribute their time and skills to the quite lucrative videos
uploaded to YouTube. As Emily Bick has said of ‘Lux’, ‘Whitacre controls
all relationships within this network, and manipulates them to embellish his
own brand.’51 If, as Erving Goffman (1967, 5) tells us, ‘face may be defined
as the positive social value’ one claims for oneself, then we might say that,
in pieces like Whitacre’s – as in the Lincoln Music Selfie Experiment –
sharing one’s face modulates social value into economic value.
Yet not all of these stitched-together video performances are
crowdsourced. Another burgeoning subcategory of the musical selfie
involves individual users working alone, typically in their bedrooms, to
create split-screen, multi-tracked videos that feature selfies of themselves
playing or singing as an ensemble. Again, these are not real-time
performances and, as such, are thus distinct from classic one-man-band or
more recent loop-pedal performances, both of which require a sustained
form of self-coordination (not unlike juggling) and both of which manifest
layered sonic selves out of a single visual one. The selfie ensembles that
begin to be prevalent around 2007 with Connor Berge’s ‘One Man Band’
video multiply the self through a binding together of separate audio-visual
performances; each discrete audio track has its concomitant visualisation.52
This practice might be placed within a genealogy that goes back to the
1910s and 1920s, when actors performed with themselves in ‘double-
exposure scenes’ (Bode 2017): for example, Mary Pickford kissing her
(other)self on the cheek in the 1921 film Little Lord Fauntleroy, or
Lawrence Tibbett singing a duet with his own ghost in the 1931 movie The
Cuban Love Song (a scene that might be regarded as the inaugural moment
of overdubbed musical performance). But whereas these on-screen
performances typically had actors playing multiple characters, many selfie
performances are visually homogeneous, with the sole performer multiplied
identically, flaunting selfie-sameness. A provocative example can be found
in Mike Tompkins’s 2011 a cappella version of Coldplay’s ‘Paradise’, in
which, at one point, he has twenty-six identical versions of himself singing
on the screen (see Figure 4.2).53 The relative complexity of the self-other
relationship in the Home Symphony or the Mendes/Bella performance is
distilled and intensified. The multiplied selfie becomes constellated as
otherie.
Figure 4.2 Mike Tompkins × 26 (Coldplay ‘Paradise’ A Capella Cover).

Screenshot used courtesy of Mike Tompkins.

It perhaps shouldn’t be surprising that the selfie a cappella – or the


selfie choir – has been one of the key formations in the universe of selfie
performance. The commonsensical understanding of the voice as that which
communicates ‘the true, vital, and perceptible uniqueness of the one who
emits it’ (Cavarero 2005, 5) is exaggerated by the presence of so many
identical faces which, in their accumulation, create what might be called a
face-voice, a hybrid entity reducible to neither the aural nor the ocular. In
the selfie choir, the face-voice is spatially distributed across the screen,
typically with each singing face corralled into its own separate box (rather
like the old television show The Hollywood Squares). A vast number of
these selfie performances utilise the box as a framing device, with the visual
result coming close to the ubiquitous selfie photo collages found on social
media platforms.54 Templates abound, with almost all offering some form
of rectilinear arrangement. As spectacles of selfie-sameness, the multiplied
face-voice simultaneously renders legible the relative continuity of the
person (we know that it’s a unique person responsible for the entire
performance) and brings the selfie ‘face-voice-to-face-voice’ with its
otherie (we know, through variations in facial expression and vocal line,
that none of the face-voices is identical to another).
A case in point is the videos produced via Acapella, an app that its
parent company Mixcord calls ‘the only place to create engaging multi-
frame music videos and download an Apple lossless copy of the audio’. A
2015 article in the Boston Globe summed it up like this: ‘With the new app
Acapella, you can record and arrange up to nine short video clips into a
selection of foxy sharable layouts, allowing you track rich harmonies or
serve some serious one-man-band realness.’55 The article appeared under
the headline ‘On singing selfie app Acapella, it’s all you’, with all you
functioning as a snide yet perceptive comment on both the continuities of
selfiehood (it’s just you) and the nature of cumulative selfiehood (each
selfie has its otheries). Lawrence Kramer has provocatively suggested that
music ‘has served as the preeminent measure of the self ’s relation to a
generalized otherness’ (1995, 54). But in an age when more than four
billion people are connected to the Internet,56 music is also a measure of the
self ’s relation to a highly specific otherness, an otherness that often takes
the form of otherie.

Postlude: Selfie Surveillance


Encrypt your Identity in Sound.57

First, we see lines. Horizontal lines of equally small width on a greyscale


continuum from black to white, stacked on top of one other and together
constituting a rectangle that covers the middle section of the screen. The
rectangle stands against a black backdrop. Two words – ‘Sound Selfie’ – in
white and rotated 90 degrees extend along the left-hand side of the
rectangle, and what appears to be a username, also in white and rotated 90
degrees, is visible on the right. Viewing the image and text, it dawns upon
us that the rectangle stands in for a photograph of a face; it also looks quite
a bit like a barcode. Then we press ‘play’. The image seems to move, to
vibrate and throb, due to shifts in the greyscale continuum that are imposed
on some, but not all, of the lines – at times veering towards the white and at
others the black end of the spectrum. Accompanying these visual changes is
an FM-synthesis-generated soundtrack that blurts out a very fast stream of
seemingly random notes – atonal blips and bleeps within a relatively limited
range (around an octave below middle C to an octave above it). Sometimes
the image freezes at one of its altered states; at such moments, the
soundtrack ‘freezes’ too, fixating on a single note that it repeats irregularly.
In addition to these synthesiser bleeps, a glitchy click track – apparently a
programming error,58 but one that provides an interesting effect – taps along
at about 120 BPM. It seems as if a person whose face is obscured is
attempting to speak, but in a language that is incomprehensible or perhaps
encrypted by some nefarious scrambling device. The video lasts only
sixteen seconds, and its terseness seems to mirror the spatial and temporal
compactness of the commonplace photographic selfie as well as that of a
product or face-identification scan.
Such is the effect of Jasmine Guffond’s remarkable multimedia
participatory artwork Sound Selfie (2014–15).59 The project involves
participants in an art gallery sitting in front of a computer that uses a facial
analysis program called FaceOSC to generate raw data from the scanning of
their faces.60 The raw data are a stream of numbers, which are converted
via Max/MSP into the black and white lines and the soundtrack, together
captured in a video file. Mirroring the circulation of photographic selfies,
the Sound Selfie videos are then automatically uploaded to Facebook. The
disturbing effect of the videos is part and parcel of the project’s critical
thrust, which recalls ‘contemporary modes of participatory surveillance that
are often based on the intentional disclosure of personal information by
users of social media, mobile apps and online platforms’.61 Guffond’s
project thus articulates an important dimension of selfiehood – participatory
surveillance – that is central to the work of Henry Giroux cited above and to
current discourses on ‘dataveillance’ (Lupton 2016, 102), but has not been
foregrounded in the musical selfie analyses we have offered so far.
Guffond’s Sound Selfie prompts us to consider how ‘participatory
surveillance’ characterises musical selfiehood. We can consider this
problem in relation to each of the three core practices of musical selfiehood
discussed above: curation, enclosure and broadcasting. With respect to the
curation of the selfie, Drott (2018) explains how Spotify profiles are
multiply subdivided, including by time of day, geographic location, activity,
and, crucially, listening habits. Such profiles are minutely compiled and
analysed in order to enhance the user data marketed to advertisers. In one
particularly disturbing example, Spotify executives blithely comment that,
based on the use of showering playlists, the company knows when their
users are showering. However, such musical surveillance is also beginning
to account for listeners’ emotions, with MIR researchers increasingly using
machine learning and text mining to facilitate emotion recognition (Drott
2018; see also Kim et al. 2010; Yang and Chen 2012; Han et al. 2016). And
as we’ve seen (with our analysis of Peekabeat, for example), the facial
analysis used by musical selfies is also a means of ascertaining a user’s
affective state (Patel et al. 2016; Ghule et al. 2017). The holy grail of such
an approach would be real-time emotion detection on a mass scale. Such
technologies would potentially allow numerous powerful entities –
including marketing firms, policing institutions and political polling
companies – to gain affective information from and, in so doing, propose
forms of participation and consumption to every individual on the planet.
This is one possible future that Guffond’s vision of musical selfiehood
discloses.
As of early 2018, such systems are still nascent. But real-time facial
analysis and recognition are beginning to surface in musical contexts, with
the profoundly racialised attempt to use facial recognition software by
police forces at the August 2017 Notting Hill Carnival being one
controversial example.62 This emergent surveillance of musicking faces
resonates with Deleuze and Guattari’s claim that ‘[f ]aces are not basically
individual; they define zones of frequency or probability, delimit a field that
neutralizes in advance any expressions or connections unamenable to the
appropriate significations’ (1987, 168). And that is what both facial analysis
and facial recognition software do: they reduce individuals to zones of
probability, gleaning information that can be added at any given moment to
one’s ‘data double’ (the abstract representation of an individual that
aggregated personal data construct). The impulse here is curiously, and
disturbingly, reminiscent of older, now discredited race-scientific practices
of phrenology, anthropometry, and physiognomy. That such information
could be used for race-based marketing, including for marketing music,
would surprise no one – though its reliance on types and categories for
classifying humans would give the lie to inflated claims about personalised
or individualised marketing and the uniqueness of the consumer.
Surveillance in the context of the selfie enclosure is a somewhat
different matter (even though many of the mechanisms of data collection
are the same). Here the crucial problem is the honing of the technical
system to the shape and lifestyle of the individual user and environment. If
the most recent forms of noise cancellation now incorporate perpetually
repeated measurement of a user’s head in order to maximise the tightness of
the sonic enclosure created by the headphone-listener loop, this process can
be seen as part of a more generalised dynamic in which listening machines
employ control systems that feed output back as input. Machines like
headphones or loudspeakers are now also listening devices fitted with
microphones and sensors, as we’ve seen, but they represent only one
example of increasingly prevalent feedback and feed-forward systems. Here
the endgame is the smart device and smart house, in which the constant
monitoring of user and environment both responds to and produces a user’s
desires. Numerous such devices became widespread around 2015; smart
speakers are one prominent example.
In all such technologies, the internal monitoring system is linked to an
external monitoring system, whereby corporations gain highly detailed
information about user–device interaction. In these domains, complex user
agreements rife with legalese are a crucial mechanism for allowing
information to be shared with ‘third parties’.63 The interrelation between
internal and external monitoring thus creates the dilemma that Hicham
Tahiri describes as ‘the privacy/convenience tradeoff ’, as exhibited in a
recent class action complaint brought against the Bose Corporation for
‘secretly collecting, transmitting, and disclosing its customers’ private
music and audio selections to third parties’ via its Bose Connect app.64 As a
lawyer representing the plaintiff said in interview, ‘people put headphones
on their head because they think it’s private, but they can be giving out
information they don’t want to share’.65 With headphones being
increasingly plugged into larger musical ecosystems that extend beyond the
user/device dyad, the assumed privacy of the classic headphone enclosure is
compromised.
And what of broadcasting the selfie and its relationship to
surveillance? At one level, the fact that users record videos and upload them
to mega-platforms like YouTube, which is integrated with Google and its
immense suite of apps and services, means that all of the data gleaned from
those videos are also shared between different apps and services and hence,
presumably, with Google’s own tracking mechanisms. These data usually
take the form of tagging information and metadata but also increasingly
include data drawn from automated image recognition applications such as
Google’s Video Intelligence API.66 Moreover, any additional apps that
users employ to make their musical selfies, such as Acapella, will have their
own, additional networks of data sharing – pinging one’s data between
numerous servers and data-processing centres all over the globe.
Fundamental to this reality are, again, the typically unread user agreements
that participants accede to once they employ any particular app or service.
For example, Mixcord’s user agreement makes easily transgressed
distinctions between personally identifying and non-identifying
(aggregated) information, describes extensive tracking of data, and
authorises sharing of content on multiple platforms that ‘uniquely identify
the user’.67 In this way a self-made bedroom music video syncs up with
other user-generated data, entering a tangled network of interfirm
partnerships (the infamous ‘third parties’ we just mentioned).
But data tracking is not only occurring at the level of the firm. Such
data are also central to contemporary modes of individual petty
accumulation that inspire dreams of celebrity and success in the minds of
aspiring musicians. Paralleling the optimisation modalities of the quantified
self movement, petty digital entrepreneurship is so commonplace in the
digital music business that one can almost miss claims like StarMaker’s to
‘perform, publish and monetize’ user-generated content (our emphasis).
After all, the tracking undertaken by Google is not only in the corporate
behemoth’s interest but also that of individual users who monetise videos
for their personal financial benefit and track revenue through easily
acquired apps and plug-ins. With performances monetised through tracking,
rather than through watching or listening per se, listeners/watchers pay not
with money but with clicks. Surveillance is fundamentally selfie-tracking
here – a voyeurism metamorphosed into clicks, but with the promise of
public appearances, ticket and recording sales, and the lucrative creation of
an artistic brand. For emerging musicians, fantasies of celebrity and
financial success are written into increasingly ubiquitous data analytics as
part of a broader informatic entrepreneurialism. Encrypting your identity
into sound, as Guffond puts it, is a Faustian bargain, simultaneously a
promise of capital accumulation and the unruly digital distribution of your
personal information – something against which only a relatively small
number of economic elites (including celebrities) can protect themselves.
These processes of musical selfiehood, especially when perceived
through the refractive power of Guffond’s Sound Selfie, seem profoundly
machinic, tied up less with the production of unique individuals and senses
of self than with repeatable acts that generate tiny fractions of surplus value
– fractions that can however accumulate into a worthwhile investment. The
paradox of repeatable individuality takes on a particularly neoliberal cast in
the current moment: the curating of self and self-image is part of an
entrepreneurial imperative that requires face- and image-work (and
increasingly sound- and music-work) in order to make oneself viable within
a marketplace of shrinking opportunities. As Peter Kelly compellingly says
in The Self as Enterprise: ‘Individualisation processes increasingly locate
the self as the space/site in which the tensions, risks, contradictions,
paradoxes, ambiguities and ambivalences of globalised, rationalised
capitalism are to be resolved and managed – or not’ (2016, 14). And that is
part and parcel of what we mean when we displace the discourse of the self
by the notion of the selfie. If music continues to define the self in the
digital-network era – through playlist creation, headphone listening and
self-made musical videos – it may be harnessed to these projects of
entrepreneurial self-construction (as it already is for many aspiring
musicians). At the same time music also exists as an irreducible remainder.
Its projections of daydream-like utopias point towards a world beyond this
one, in which everyone gets to make and share music that matters to them.
Guffond’s artwork helps us to rethink what is at stake in apparently
innocuous musical selfies and the new social condition – selfiehood – they
index. What we term selfiehood impinges upon the construction of the self,
but not in a crudely deterministic way.68 How could it? Senft and Baym
(2015) note that the selfie is readily associated with pathology, ultimately
obscuring the deep economic links between selfie-making and
neoliberalism. (We remain undecided on whether pathologies associated
with visual selfies are entirely applicable to musical selfies.) We might
point to Wendt’s notion of the selfie as central to the construction of an
‘ideal self ’ (2014, 45), the social pressure for which could be seen as a
product of precariousness, of the retracted promise of economic stability in
times of growing scarcity. This leads us to a still more vexing matter: the
relationship between the self and the selfie is not easily divined. It is
striking that writers on the selfie seem to avoid investigating this
relationship, instead taking the notion of the self as a given while examining
the selfie’s multifariously complex appearances in society, culture and
politics.69 Certainly it is an open question as to whether and to what degree
the selfie has transformed the self in contemporary modernity; thus far it is
apparent that the musical selfie has not fundamentally altered the material
and formal properties of music. But although the music on offer in the
musical selfie may not be particularly novel in its sonic configurations or
structural traits, it is exceptional in its socio-technological imbrication, in
the circulatory spirals and webs within which it is found.

For Further Study

DeNora, Tia. 1999. ‘Music as a technology of the self ’. Poetics 27(1): 31–
56.

Drott, Eric. 2018. ‘Music as a technology of surveillance’. Journal of the


Society for American Music 12(3): 233–67.

Foucault, Michel. 1988. ‘Technologies of the self ’. In Technologies of the


Self: A Seminar with Michel Foucault, edited by Luther Martin, Huck
Gutman and Patrick Hutton, 16–49. London: Tavistock.

Gopinath, Sumanth and Jason Stanyek. 2013. ‘Tuning the human race:
Athletic capitalism and the Nike+ sport kit’. In Music, Sound and Space:
Transformations of Public and Private Experience, edited by Georgina
Born, 128–48. Cambridge: Cambridge University Press.

Rose, Nicholas. 1996. Inventing Ourselves: Psychology, Power and


Personhood. New York: Cambridge University Press.

Senft, Theresa M. and Nancy K. Baym. 2015. ‘What does the selfie say?
Investigating a global phenomenon’. International Journal of
Communication 9: 1588–606. (Introduction to featured section on ‘Selfies’,
1588–872.)

Notes

The authors would like to offer our heartfelt thanks to Nicholas Cook for
his astute and patient editing; to Eric Drott for his valuable feedback on
an earlier draft; to David Trippett, Monique M. Ingalls and Ariana
Phillips-Hutton for their contributions at various stages of writing; and to
Jasmine Guffond and Heather Phenix for their helpful insights into their
work.

1 Basic documentation for the project, including an


explanatory/promotional video, was formerly available at ‘A Song for a
Certain Few’, http://now.lincoln.com/a-song-for-a-certain-few/. The
image bearing the tagline is widely available on the web at the time of
writing, e.g.
https://i.pinimg.com/originals/3d/79/a3/3d79a378bdd20c55049314362ff6
e58a.png. All websites accessed 27 September 2018.

2 Lincoln, ‘Lincoln digital campaign introduces Music Selfie


Experiment’, 9 February 2015,
https://media.lincoln.com/content/lincolnmedia/lna/us/en/news/2015/02/0
5/lincoln-digital-campaign-introduces-music-selfie-experiment.html. As
we learned in correspondence with Heather Phenix (2 October 2018), one
of the producers of the Experiment, it incorporated an open-source facial
analysis javascript library called clmtrackr. In this chapter, we rely on the
distinction between facial recognition (identification of an individual
through face-examination algorithms), facial analysis (the algorithmic
examination of facial actions and behaviours) and face identification (the
much more basic identification of the presence of [unidentified] faces
within images). Confusingly, these terms are often used interchangeably.
For further details see Navin Manaswi, ‘Difference between face
detection, face recognition and facial analysis’, MantraAI,
www.mantra.ai/difference-between-face-detection-face-recognition-and-
facial-analysis/.

3 Excepting a few videos and a well-hidden working version of the site


(at http://musicself.jam3.net), most traces of Lincoln’s experiment have
vanished from the web.

4 Richard Gray, ‘Create a playlist with your FACE: Spotify tool scans
selfies to see how you’re feeling and makes music mixes to suit your
mood’, Daily Mail, 18 September 2015,
www.dailymail.co.uk/sciencetech/article-3240152/Create-playlist-FACE-
Spotify-tool-scans-selfies-feeling-makes-music-mixes-suit-mood.html;
Frames Direct, ‘How to Take a Good Selfie Infographic’,
www.framesdirect.com/landing/a/how-to-take-a-selfie.html?
AID=10584984&PID=7793420&SID=81222X1532592X3225d2a7d807
d49eaaaa8537bb27cb96&AFFILIATE=5&medium=7793420.

5 BBC, ‘Self-portraits and social media: The rise of the “selfie”’, BBC, 7
June 2013, www.bbc.co.uk/news/magazine-22511650.
6 Sherry Turkle, ‘The documented life’, New York Times, 15 December
2013, www.nytimes.com/2013/12/16/opinion/the-documented-life.html.

7 Henry Giroux, ‘Selfie culture at the intersection of the corporate and


the surveillance states’, Counterpunch, 6 February 2015,
www.counterpunch.org/2015/02/06/selfie-culture-at-the-intersection-of-
the-corporate-and-the-surveillance-states/.

8 For example, the Japanese skincare company IPSA launched their


(now-defunct) Face Melody website in 2016 on the premise: ‘Your face
is one of a kind. The color and texture of your skin, your expression, and
your features. These are all unique to you and you alone’,
www.dailydot.com/debug/selfie-sound-face-melody/. Mea Mobile’s
iDNAtity uses both facial recognition and ‘phenotype profiling’ based on
user input to convert ‘your unique genetic code into musical notes’,
http://idnatity.com/the-science-behind-idnatity/. Approaching the
problem from an academic research-driven perspective rather than a
marketing one, Gascia Ouzounian, Georgina Born, Christopher Haworth
and Peter Bennett have created Echo-Snap, the purpose of which is to
create mobile apps for generating musical ‘selfies’. See www.echo-
snap.com.

9 Spotify, ‘You are what you stream’, http://spotify.me/en-GB; Beats


Electronics, ‘Beats Electronics, LLC Trademarks List’,
www.beatsbydre.com/company/trademark; Alex Hudson, ‘Is Google
taking the “you” out of YouTube?’ BBC News, 16 May 2011,
http://news.bbc.co.uk/1/hi/programmes/click_online/9485376.stm.

10 Urban Dictionary, ‘Otherie’, www.urbandictionary.com/define.php?


term=Otherie.
11 Shondiin Silversmith, ‘This is what a “musical selfie” sounds like’,
PRI’s The World, 15 December 2016, www.pri.org/stories/2016-12-
15/what-musical-selfie-sounds; Eric Harvey, ‘St. Vincent: “digital
witness”’, Pitchfork, 15 December 2014,
https://pitchfork.com/features/lists-and-guides/9555-the-100-best-tracks-
of-2014/?page=8.

12 Peekabeat, Apple App Store,


https://itunes.apple.com/us/app/peekabeat/id1230901779?mt=8.

13 Bill Doerrfeld, ‘20+ emotion recognition APIs that will leave you
impressed, and concerned’, Nordic APIs (blog), 11 August 2016,
https://nordicapis.com/20-emotion-recognition-apis-that-will-leave-you-
impressed-and-concerned/.

14 See https://github.com/gleitz/automaticdj.

15 See Chapter 3, this volume.

16 ‘Smarter playlists’, www.playlistmachinery.com.

17 Elise Moreau, ‘8 Awesome Tools for Better Spotify Playlists’,


Lifewire, 15 March 2017 [updated 3 May 2019],
www.lifewire.com/awesome-tools-for-better-spotify-playlists-4091942.

18 ‘Your Time Capsule’, https://timecapsule.spotify.com/; ‘Discover


Lazify for Spotify, the app for the lazy’, http://lazify.nl/lazify/.

19 It is indeed a basic principle of so-called Web 2.0 businesses as


described by Henry Jenkins: see Chapter 1, pp. 15, 21.
20 See Ann-Christine Diaz, ‘Facial recognition technology makes
marketers a fun Big Brother’, AdAge, 18 September 2013,
http://adage.com/article/news/brands-facial-recognition-
campaigns/244233/.

21 Russell Brandom, ‘The five biggest questions about Apple’s new


facial recognition system’, The Verge, 12 September 2017,
www.theverge.com/2017/9/12/16298156/apple-iphone-x-face-id-
security-privacy-police-unlock.

22 Beats by Dre, 27 November 2014, 10.05am.


https://twitter.com/beatsbydre/status/538030751128621056?lang=en.

23 Rihanna, 25 January 2016, 6.22am,


https://twitter.com/rihanna/status/691627277940080640?lang=en.

24 Elsie Taylor, ‘Roy Nachum, the artist behind Rihanna’s Anti cover,
explains what it all means’, Vanity Fair, 14 October 2015,
www.vanityfair.com/culture/2015/10/rihanna-anti-cover-what-it-means-
roy-nachum.

25 Jamieson Cox, ‘Rihanna is listening to her new album with insanely


luxurious headphones’, The Verge, 25 January 2016,
www.theverge.com/2016/1/25/10826314/rihanna-anti-trolling-dolce-
gabbana-luxury-headphones.

26 This means that while Rihanna would have seen the mirror image of
her tattoo on her smartphone screen, the image she sent out into the
world shows the tattoo’s reversed text.

27 CNN, ‘Look at me! Selfies of the year’, CNN.com, 2 December 2016,


http://edition.cnn.com/2016/12/02/entertainment/gallery/year-in-selfies-
2016/index.html; Nicholas Hautman, ‘Happy National Selfie Day!
Revisit 10 of the most iconic celebrity selfies’, Us Weekly, 21 June 2017,
www.usmagazine.com/celebrity-news/pictures/happy-national-selfie-day-
revisit-10-iconic-celebrity-selfies-w489066/.

28 NathanZed, 25 January 2016, 7.50am,


https://twitter.com/NathanZed/status/691649350599098368.

29 Thisisamplify, 26 January 2016, 6.34pm,


https://twitter.com/thisisamplify/status/692173834431107072.

30 Pixieitzel, 7 February 2016, 4.06pm,


https://twitter.com/pixieitzel/status/696485166022160384.

31 Prince0fChina, 5 February 2016, 2.13pm,


https://twitter.com/Prince0fChina/status/695732116143874048.

32 Montagesvideofr, ‘Beats Solo2 TV commercial, “Solo Selfie” song by


Axwell Ingrosso’, YouTube, 01:02, 25 December 2014,
www.youtube.com/watch?v=whI9eK4PuZQ.

33 Danel Eran Dilger, ‘Apple, Inc. Beats promotes Solo2 headphones


with new celebrity-packed #SoloSelfie campaign’, appleinsider, 26
November 2014, https://appleinsider.com/articles/14/11/26/apple-inc-
beats-promotes-solo2-headphones-with-new-celebrity-packed-soloselfie-
campaign.

34 GQFrance, ‘Beats by Dre Presents_ #SoloSelfie - The Tutorial’,


DailyMotion, 01:11, n.d., www.dailymotion.com/video/x2b7cts.

35 ‘The selfie. Reinvented’, 27 November 2014, 10.05am,


https://twitter.com/beatsbydre/status/538030751128621056?lang=en.
36 Devin Liddell, ‘Beats by Dre isn’t great design, just great marketing’,
Fast Company, 10 March 2015, www.fastcompany.com/3042776/beats-
by-dre-isnt-great-design-just-great-marketing.

37 See e.g. Glam Barbie, ‘Beats by Dre presents: #SoloSelfie’, YouTube,


0:39, 29 November 2014, www.youtube.com/watch?v=PcR56z6tsAU.

38 Beats By Dre, ‘Beats by Dre x Colin Kaepernick: Hear What You


Want Commercial (Director’s Cut)’, YouTube, 2:47, 8 December 2013,
www.youtube.com/watch?v=5G9tusbzEhM; Kaepernick is also
discussed by Peter McMurray in Chapter 5, 141–43.

39 Alex Blue V (2017) refers to the Beats Solo2s as ‘racism-canceling


headphones’ and provides a poignant, intricate analysis of the racial
dimensions of another one of the ‘Hear What You Want’ commercials
(featuring the basketball star Kevin Garnett).

40 Elizabeth Stinson, ‘The new Beats headphones cancel noise better


than ever’, Wired, 4 September 2017, www.wired.com/story/new-beats-
headphones-cancel-noise-better-than-ever/.

41 Beats by Dre, ‘Noise cancelling vs. noise-isolating’, n.d.,


www.beatsbydre.com/uk/support/info/noise-canceling-isolating.

42 SelfieMic,
https://web.archive.org/web/20180201141541/https://selfiemic.co.uk/.

43 On the relevance of deixis to the selfie, see Frosh 2015.

44 Kelby K. Clark, ‘Amateur singers can show off their inner star with
top-rated karaoke and vocal coaching apps’, [App]ddicted!, 9 April 2013,
https://appddicted.wordpress.com/2013/04/09/amateur-singers-can-show-
off-their-inner-star-with-top-rated-karaoke-and-vocal-coaching-apps/.

45 Business Wire, ‘StarMaker launches music video network’, Business


Wire, 14 October 2014,
www.businesswire.com/news/home/20141014006156/en/StarMaker-
Launches-Music-Video-Network; StarMaker home page (section:
‘STARMAKER ORIGINALS’), The Internet Archive, Wayback
Machine (Archive date: 17 October 2017),
http://web.archive.org/web/20171017192523/http://www.starmakerstudio
s.com:80/.

46 StarMaker, ‘The Weeknd (Can’t Feel My Face) + David Guetta (Hey


Mama) Mashup - Andrew Garcia and KRNFX’, YouTube, 3:05, 27
August 2015, www.youtube.com/watch?v=M4LntIcY-f8; Taylor
Weatherby, ‘YouTube’s 10 most-watched music videos’, Billboard, 12
July 2017, www.billboard.com/articles/news/magazine-
feature/7709247/youtube-most-watched-videos.

47 Sing! by Smule, Apple App Store Preview,


https://itunes.apple.com/us/app/sing-karaoke-by-smule/id509993510?
mt=8.

48 Julie Bella, ‘Treat You Better - Shawn Mendes and 11 Year Old Julie
Bella (Smule Duet) #SingWithShawn #SingWithLG’, YouTube, 3:08, 28
October 2016, www.youtube.com/watch?v=usMHGHgxmFw.

49 Comments to Julie Bella, ‘Treat You Better - Shawn Mendes and 11


Year Old Julie Bella (Smule Duet) #SingWithShawn #SingWithLG’,
YouTube, 3:08, 28 October 2016, www.youtube.com/watch?
v=usMHGHgxmFw.
50 Eric Whitacre, ‘The Virtual Choir: How we did it’, 23 March 2010,
https://ericwhitacre.com/blog/the-virtual-choir-how-we-did-it.

51 Emily Bick, ‘Collateral damage: Emily Bick on crowdsourced choirs’,


Wire, July 2014, www.thewire.co.uk/in-writing/collateral-
damage/collateral-damage_emily-bick-on-crowdsourced-choirs.

52 Connor Berge, ‘One Man Band’, YouTube, 1:25, 14 February 2007,


www.youtube.com/watch?v=mHwV2JuwZls.

53 Mike Tompkins, ‘Coldplay - Paradise - A Capella Cover’, YouTube,


5:27, 8 November 2011, www.youtube.com/watch?v=K2YSo8Z_-a4.

54 Sam Robson, ‘The Lion King - Circle of Life acapella arrangement!’


YouTube, 4:57, 29 July 2015, www.youtube.com/watch?
v=s_um4Qj4aJA.

55 Michael Andor Brodeur, ‘On singing selfie app Acapella, it’s all you’,
Boston Globe, 27 November 2015,
www.bostonglobe.com/arts/2015/11/27/apps/uEwsTLhJpfQpKZiT0f6LO
P/story.html.

56 Internet World Stats, ‘World Internet usage and population statistics’,


31 December 2017, www.internetworldstats.com/stats.htm. The figure
for 31 December 2017 was 4,156,932,140.

57 Jasmine Guffond, ‘Sound Selfie’,


http://jasmineguffond.com/art/Sound+Selfie.

58 In correspondence (16 January 2018) Guffond told us, ‘This project is


2–3 years old and actually that glitchy click track isn’t intentional, I
guess it is some artifact related to the process because when I test the
max patch out now on my computer there are no glitches.’ Even if not
intentional, we’d argue that the clicks are aesthetically effective and
communicative.

59 See the Sound Selfie Facebook page,


www.facebook.com/soundselfie/, and ‘Sound Selfie’,
http://jasmineguffond.com/art/Sound+Selfie.

60 Personal correspondence, 16 January 2018.

61 Guffond in Georgie McVicar, ‘Algorithmic gaze: Jasmine Guffond’,


Stray Landings, 1 August 2015,
http://www.straylandings.co.uk/interviews/the-algorithmic-gaze.

62 Rashid Nix, ‘The decision to use facial recognition software at


Notting Hill Carnival is another example of racial profiling by the
police’, The Independent, 27 August 2017,
www.independent.co.uk/voices/notting-hill-carnival-racial-profiling-
facial-recognition-stop-and-search-a7915401.html; see also Harris 2018.
These systems are not racially neutral, and a number of commentators
have discussed their racial biases, especially their misrecognition of faces
of colour. See Clare Garvie and Jonathan Frankle, ‘Facial recognition
software might have a racial bias problem’, The Atlantic, 7 April 2016,
www.theatlantic.com/technology/archive/2016/04/the-underlying-bias-
of-facial-recognition-systems/476991/; Phoebe Weston, ‘Is face ID
racist? Apple’s iPhone X is slammed by Chinese users who claim its
facial recognition system can’t tell them apart’, The Daily Mail online
(UK), 21 December 2017, www.dailymail.co.uk/sciencetech/article-
5201881/The-iPhone-X-slammed-RACIST-Chinese-users.html; Steve
Lohr, ‘Facial recognition is accurate, if you’re a white guy’, New York
Times, 9 February 2018,
www.nytimes.com/2018/02/09/technology/facial-recognition-race-
artificial-intelligence.html.

63 The problem of user or terms of service agreements is also discussed


in this volume by Goldschmitt and Seaver (Chapter 3, p. 78) and
Scherzinger (Chapter 11, p. 291).

64 Hicham Tahiri, ‘Understanding user privacy in the age of smart


speakers’, VentureBeat, 27 November 2017,
https://venturebeat.com/2017/11/27/understanding-user-privacy-in-the-
age-of-smart-speakers/; Rochelle Garner, ‘Bose is spying on us, lawsuit
alleges’, CBS News, 20 April 2017, www.cbsnews.com/news/bose-is-
spying-on-us-lawsuit-alleges/.

65 Jonathan Stempel, ‘Bose headphones spy on listeners: lawsuit’,


Reuters, 19 April 2017, www.reuters.com/article/us-bose-lawsuit-
idUSKBN17L2BT.

66 Nadine Krefetz, ‘Google Video Intelligence analyzes images in


videos’, Streamingmedia.com, 21 July 2017,
www.streamingmedia.com/Articles/Editorial/Featured-Articles/Google-
Video-Intelligence-Analyzes-Images-in-Videos-119488.aspx.

67 Mixcord, ‘Privacy Policy’, www.mixcord.co/privacy-policy.html. As


Karl Bode notes, ‘using data from roughly 400 volunteers, the
researchers found that they could identify the person behind an
“anonymized” data set 70% of the time just by comparing their browsing
data to their social media activity’. ‘One more time with feeling:
“Anonymized” user data not really anonymous’, Tech Dirt, 26 January
2017, www.techdirt.com/articles/20170123/08125136548/one-more-
time-with-feeling-anonymized-user-data-not-really-anonymous.shtml.
68 Which is not to say that the self isn’t a contested notion; Zahavi notes
that in several fields it has been common to dismiss notions of the self as
a ‘neurologically induced illusion’ (2005, 1).

69 See the numerous essays summarised and introduced in Senft and


Baym 2015.
Personal Take:
Vaporwave is Dead, Long Live
Vaporwave!

Adam Harper

A grand dichotomy sometimes emerges around the role of early-twenty-


first-century digital technologies in cultural life, all too stark but
nevertheless deeply ingrained, vividly observed, and acutely revealing:
online or offline? A host of similar discriminations line up in parallel:
digital or analogue, physical or virtual, user or bot? One formulation
tellingly folds authenticity into ontology: URL (that is, a web address) or
IRL (‘in real life’)? Supporting all of this is that monolithic construction,
‘the Internet’, singular and definitive, discussed not as a network of servers
and devices but as if it were a shared geographical space to be visited or
lived in, an alternative (and often lesser) plane of reality, a new Wild West
peopled by exotic subcultural aliens, conmen and other dangerous sorts.
Such narratives have significant consequences for the production and
reception of music, but then they always did. Concerns over the worth and
survival of ‘real music’ in relation to its urban, mechanical or electrical
antagonists extend as far back as John Philip Sousa’s fulminations against
recorded music (1906) – quoting Wagner on the importance of sincerity in
‘the expression of soul states’ (279) – and beyond that to late-eighteenth-
century literary Romanticism. More recently, rock musician Jack White has
banned phones from his gigs in pursuit of a ‘100% human experience’ and
enjoyment of the music ‘IN PERSON’.1 There have also been strong
statements about the benefits or dangers of opening the doors of cultural
production to technologically enabled amateurs, whether using digital
platforms as discussed by Astra Taylor (2014), or, in the 1980s, the cassette
(the enthusiasm of grass-roots ‘cassette culture’ versus the industry’s ‘home
taping is killing music’).
These are the values that participants in digital cultures must reckon
with, especially if they find themselves following in the footsteps of earlier
countercultures: young, weird and rebellious. The backlash against Silicon
Valley’s techno-utopianism, expressed by Taylor and others, echoes the
anxieties of mid-twentieth-century counterculture over the ‘machine’ of
technocratic society, even in their debts to Romantic notions of archaism
and escape.2 In the mid-2000s indie subcultures, observing a latest iteration
of this aesthetic preference for archaic musics and technologies by reviving
vinyl and cassettes, found themselves using the Internet extensively: it
superseded paper fanzines as a medium for news and networking. Websites
such as the blog Gorilla vs. Bear disavowed their digital nature in a visual
design of blurred, grainy, analogue photography and even, at one point,
wood panelling, as they provided their listeners with MP3s of guitars and
old-fashioned synthesisers. The aesthetic was as offline as online could be.
It speaks to this treatment of the Internet as incidental that when one of
the earliest musics to emerge in sight of this milieu was christened ‘blog
house’, it seemed to make sense. The faintly derisory term alludes to the
fact that the music – a hard-edged disco with basic analogue synthesiser
sounds for an indie audience – was celebrated and disseminated on blogs.
Today the term might imply too broad a form to refer to so specific a
content – imagine ‘vinyl jazz’ or ‘CD techno’ – but then the appellation
‘SoundCloud Rap’ (named after the streaming platform rappers had
uploaded to) became common currency in 2017, even in the upper echelons
of music journalism.
Since blog house’s nominal acknowledgement of the digital sphere,
online musicians and listeners have begun to grapple more directly with
their existence within impersonal, digital-commercial superstructures that
their countercultural superegos might be telling them they should be wary
of. Many underground musicians began to turn away from archaic idioms
and technologies towards more comprehensively electronic ones. This
move, represented most prominently by artists Oneohtrix Point Never and
James Ferraro and later taken up by Holly Herndon, Arca and artists of the
PC Music collective (Harper 2017; Waugh 2017), can be read as indicative
of a new interest in digital modernity.
By this point the growth in speed and infrastructure had made it easy
to maintain every level of a complex musical culture from networked digital
devices, even the live streaming of concerts. Though widely heard as a
satirical representation of the propaganda of digital living with its ersatz
timbres and restlessly upbeat mood, Ferraro’s Far Side Virtual (2011) was
nevertheless released on a vinyl LP for an underground audience of
attentive listeners – a fact which introduces an irony into the work it might
not otherwise have had. Yet around the time Far Side Virtual was released,
artists were beginning to exchange music with like-minded others without
releasing it (as the parlance goes) ‘physically’. This music, later known as
vaporwave, offers an archetypical case of a musical style and subculture
being digital not just in form but in content.
A typical vaporwave track either is made up of a single looping sample
of smooth adult-contemporary pop or jazz produced in the newly digitised
studios of the late twentieth century, or offers a close pastiche of it. Often
the samples are altered slightly: slowed in time and pitch simultaneously,
effects added. Releases are almost always album-like collections; initially
these were free zip files downloadable through MediaFire (a common way
to pirate MP3s at the time), but the SoundCloud and Bandcamp platforms
later provided a structure of dissemination, which has sometimes required
payment and even enabled physical purchases. As Born and Haworth
(2017) and Glitsos (2018) have detailed, the genre soon developed a fan
community based on social media websites such as reddit and Tumblr.
A very significant – perhaps definitive – dimension of the vaporwave
experience lies in its paratexts, almost all of which are part of the fiction:
the album cover and name, the video, the track titles, the blurb, and even
the marked location and social media presence, with text frequently
incorporating Unicode symbols or East Asian characters. All of it
contributes to the suggestion that the release was produced by some
corporation as mood music for a lifestyle of business, shopping or luxurious
downtime. While a few genuine biographical details are known about a
handful of the most famous vaporwave producers, the majority are
deliberately anonymous, and this impersonality is a part of the intriguing
alienation vaporwave courts.
One popular talking point about vaporwave has been that it is ‘dead’,
in the typical subcultural narrative of an underground scene killed off by
outside observers.3 Given the amount of material released in the mid-2010s
that looks and sounds like vaporwave, this can only be true for the first
artists to make it, who have since explored other styles – in fact, the
continual description of vaporwave as a ‘microgenre’ seems at odds with its
vast representation on Bandcamp and the fact that it has spawned several
offshoot styles. Another possible reading is that vaporwave has always been
‘dead’ inasmuch as it is not ‘live’ music, and enshrines a bittersweet
exploration of what is impersonal, absent and defunct. The musical idioms
and audio-visual quality of some vaporwave releases (especially those
produced early on by INTERNET CLUB and 情報デスク VIRTUAL)
suggest a world that, though tired, could still pass for contemporary. But a
degree of archaism in music and visuals that connotes the era of the worn
VHS tape has become commonplace. Academic accounts of vaporwave
given by Trainer (2016), Born and Haworth (2017), Glitsos (2018) and
myself (2017) emphasise this. Glitsos develops the point most fully, seeing
in vaporwave ‘a kind of “memory play”… a process of audio-visual collage
that deploys the act of remembering as a central feature and concern’ (2018,
100, 114). Born and Haworth observe ‘a reflexive and politicized material
and aesthetic play with the very historicity of the Internet’ and ‘an
extraordinarily acute awareness of the historicity of the Internet as an
unfolding medium’ (2017, 74, 79); Trainer pithily calls vaporwave ‘the
muzak of the dawning of the digital era’ (2016, 419–20). In this respect,
then, vaporwave offers archaism within a contemporary frame, just as
Gorilla vs. Bear and blog house did – the difference being that vaporwave’s
medium was broadly speaking continuous with rather than separated from
its technological past, so bridging the analogue/digital divide. A notable
example of this is INTERNET CLUB’s hosting of zip-file albums such as
NEW MILLENNIUM CONCEPTS on an Angelfire website laid out in
Times New Roman, suggesting an online setting at least a decade out of
date. The same might be said of their moniker, quaintly recalling a time
when the Internet could be a hobby rather than a ubiquitous aspect of
everyday life.
The Internet itself, however, is less often directly represented in
vaporwave than the sounds and imagery of personal computers and
operating systems (especially Windows 95). Still more common are
digitally ripped VHS tapes of advertisements, particularly from Japan. And
perhaps the most recognisable index of vaporwave as a subculture, the
ancient Greek or Roman bust, has a far from obvious relationship to the
early Internet prior to vaporwave’s own semiosis. It is best explained as a
period reference, an opulent cliché of 1980s interior design and neoclassical
public spaces, glaring quizzically from the cover of what is by far the most
famous vaporwave release, Macintosh Plus’s FLORAL SHOPPE (which, at
the time it was reviewed by YouTube critic Anthony Fantano, was not a
recent or particularly representative example of vaporwave, but has since
come to symbolise the genre, perhaps partly as a result of that exposure).
This association might not wholly account for the persistence of marble
bust imagery: the reference became its own self-reflexive cliché, only
further emphasising the ‘deadness’ of the music. But as a metaphor, it has
much in common with the ancient ruins that mesmerised the Romantics (in
Shelley’s ‘Ozymandias’, for example), and cheekily agrees with Sousa’s
complaint that mechanical music is ‘as like real art as the marble statue of
Eve is like her beautiful, living, breathing daughters’ (1906, 279).
Indeed, although vaporwave might present a key example of
compelling combination of the form and content of digital culture, it cannot
be reduced to a uniquely ‘online’ culture. Though it may have dared to leap
across the grand dichotomy of URL and IRL, vaporwave nevertheless
displays the same exoticism and archaism that previous generations hesitant
about technocratic, commercial modernity displayed, in this case inheriting
it from indie and alternative musics.4 My original reading of vaporwave as
a music critic situated it in an imaginary ‘virtual plaza’, ambivalently
mirroring late capitalism’s play of virtuality, technological acceleration and
planned obsolescence.5 That some artists and listeners complained that this
read vaporwave as too dispassionate and calculated only underscores the
aesthetic commitment of its community to sincerity, even when living in the
belly of the digital beast and suited in corporate imagery.
Thus in this case, the paradigm shift represented by a culture in digital
rather than analogue surroundings can be cast all too dramatically.
Traditional constructions of authenticity have not collapsed in the digital
setting, but find a new arena in which to be negotiated. Online or offline,
musicians and listeners still explore the complex relationships between self
and other, modernity and history, just as they once did with the synthesiser,
the electric guitar and the recording studio. Few of us talk of ‘personal
computers’ or ‘surfing the web’ nowadays: similarly, it seems probable that
with time, the tendency to reify multifarious digital technologies as an
‘Internet’, a locus of narrow cultural and aesthetic values one might
participate in, reject or even comment on, will wane. Certainly, vaporwave
scholarship is ‘dead’ – and thriving as a result.

Notes
1 Luke Morgan Britton, ‘Jack White bans phones at gigs for “100%
human experience”’, NME, 24 January 2018,
www.nme.com/news/music/jack-white-bans-phones-gigs-2227093.

2 In his critique of ‘the digital age’, Powers (2010) invokes Thoreau


throughout; in his seminal text on 1960s counterculture and technocracy,
Roszak (1969) invokes Blake and Wordsworth.

3 Leor Galil, ‘Vaporwave and the observer effect’, Chicago Reader, 19


February 2013, www.chicagoreader.com/chicago/vaporwave-spf420-
chaz-allen-metallic-ghosts-prismcorp-veracom/Content?oid=8831558.

4 Taylor’s exploration of the 1990s lounge revival (2001) and Dolan’s


analysis of kitsch in indie pop (2010) provide instructive ‘offline’
comparisons with vaporwave.

5 Adam Harper, ‘Comment: Vaporwave and the pop art of the virtual
plaza’, Dummy, 12 July 2012, www.dummymag.com/features/adam-
harper-vaporwave.
5
Witnessing Race in the New Digital
Cinema

Peter McMurray

I can’t breathe!
Eric Garner, July 2014, bystander video of arrest

I can’t even hear. He just slammed my f**king head into the ground …
Thank you for recording!

Sandra Bland, July 2015, bystander video of arrest

Stay with me! We got pulled over for a busted taillight in the back.
And the police, just – he’s covered … They killed my boyfriend!
[Discussion with police officer; phone falls to ground as speaker is
handcuffed.] They threw my phone, Facebook!

Diamond Reynolds, July 2016, Facebook Live video of shooting of


Philando Castile
In March 1991, Rodney King was pulled from his car and beaten by officers
of the Los Angeles Police Department. A nearby resident, George Holliday,
shot a homemade video of the event that would become one of the most
important pieces of American forensic media since the Zapruder film made
at the time of John F. Kennedy’s assassination. That importance was
recognised immediately by police administrators, news broadcasters and
academics. In popular media, the video was played on a seemingly endless
loop in the immediate aftermath as well as during the trial of the police
officers. For instance, a 7 March 1991 broadcast by ABC News opened
with anchor Peter Jennings introducing the case and video as follows: ‘Now
the story that might never have surfaced if somebody had not picked up his
home video camera. We’ve all seen the pictures of Los Angeles police
officers beating a man they had just pulled over. The city’s police chief said
today he will support criminal charges against some of the men.’1 In one of
the most provocative academic articles written on video as a medium,
Avital Ronell argues that the video clip functioned as a form of truth-telling
testimonial relative to the mythologies of television. In particular, she sees
the depiction of police (especially the Los Angeles Police Department) as
the epitome of television programming: ‘the Rodney King show is about
television watching the law watching video’ (1994, 295). Writing shortly
before the officers’ acquittal, Ronell presciently describes a judicial and
cultural apparatus that would likely acquit them anyway, highlighting how
easily such video can be ignored because it records everything
indiscriminately – a kind of machinic excess that is ‘simply present while at
the same time devoid of presence’ (297).
Yet for all the commentary about the Holliday video from so many
quarters, the tape was considered largely self-explanatory, save for the
question of whether King took a step toward the police or charged them.
(This same debate has been central in several recent police shootings of
African-Americans, especially that of Michael Brown in Ferguson,
Missouri, in 2014.) Ronell underscores that video serves a testimonial
function that television – literally, a distant viewing – never can, even if it is
often disregarded in legal proceedings. But the Holliday video is also a
distant viewing: despite the appearance of close proximity, the video is
actually shot at a distance, with Holliday zooming in on King and the police
officers. I remember seeing the Holliday clip on the news when I was
growing up – always a kind of mute presentation with voiceover
interpretation by newscasters. In the clip I mention above, for example,
Peter Jennings turns to a reporter for ABC, Gary Shepard, who then simply
speaks over the Holliday video. This video was frequently dredged up again
in spring 2017 as part of twenty-five-year commemorations of the Los
Angeles riots. Watching it again – and more closely – I am struck by the
effect of the zoom on the video. And more to the point: for the first time in
my life, I listened to the audio recorded with it. The actual sound of
violence in the moment is relatively minimal. At certain points, I hear the
voices of police officers yelling at King, but language is indistinct. It’s
simply the sound of authoritative commands. I never hear any sound of
impact, despite the revulsive image of police repeatedly hitting King’s body
with batons and kicking him.
Instead, I hear something less obvious, but perhaps more systemically
ominous: a helicopter hovering just overhead. In the aftermath of this event,
apologists for the police force (including Los Angeles Police Chief Darryl
Gates) argued that this event was an aberration. Yet the inescapable
chopping of the helicopter’s rotor blades evokes a much broader
assemblage of police machinery, in this case hovering overhead audibly but
not visibly. State-sanctioned violence, it seems to imply, is not accidental
but by design. (All that’s missing is Wagner’s ‘Ride of the Valkyries’ in the
spirit of Apocalypse Now as a final exclamation point.) Although the low
thudding drone of the helicopter is relatively subdued in the video, it emits
a higher-pitched whistle that slowly rises and falls as the chopper circles.
Only when the helicopter leaves (after about 04:30) is it possible to hear
anything clear from the scene: police scanners and radios, doors slamming,
and a few more orders being barked out. The helicopter not only provided
technological cover, it provided audio cover too, masking sounds of police
violence that might have further intensified the affective power of the video.
Occasionally the sound of voices near the camera becomes audible too.
While the helicopter is present, these voices are unclear. Once it leaves, it’s
possible to hear at least two different groups of people discussing what has
just happened, with one group describing how the police had been beating
King and another speaking in Spanish about the event more generally. In a
sense, these are the first documented analysts of this violence, embedded in
the video record as eyewitness interpreters. In addition, I hear handling
noise on the camera. Holliday is often described as an amateur
videographer, and these noises confirm that claim. The camera was
primarily a tool of visual documentary; its microphone was an automatic
but useful supplement, documenting audio traces of the event from a
distance without recourse to an audio equivalent of video zoom
technologies. As a result, we have two distinct audio-visual spaces: visually,
we inhabit the space of the police violence; but aurally, we remain in
conversational, close (and safe) proximity to Holliday, though with the
looming sonic apparatus of police force circling overhead.
Sound and image have been disjoined. Given the horrific nature of the
moment, it would be distasteful to call this disjuncture ‘productive’. But
attending to both the audio and the visual, and how they overlap or
document separate and asynchronous sensory spaces, allows a kind of
mediated witnessing by potential viewing audiences – by which I mean,
quite literally, those that see and hear. In recent years, media theorists have
increasingly begun to raise the question of what it means to bear witness to
an event – especially a traumatic or violent incident – that a person
encounters only through indirect means like a recording (Peters 2001;
Rentschler 2004; Frosh and Pinchevski 2009; Krämer and Weigel 2017). In
the United States these questions have taken on a greater urgency in the past
few years as police violence against black people (and especially black
men) has come more forcefully into public consciousness beyond
communities of colour – in particular as a result of the Movement for Black
Lives (including Black Lives Matter activists), which connects the current
predicament to the Los Angeles riots a quarter century ago. And indeed,
writing a decade before Black Lives Matter emerged as a movement, Fred
Moten traced a sonic history from the beating of Rodney King to the killing
of Emmett Till, whose brutal death was immortalised in a photograph of his
open-casket funeral, as events demanding audition in order to be understood
properly: ‘This means we’ll have to listen to it along with various other
sounds that will prove to be nonneutralizable and irreducible’ (2003, 196).
And Moten’s aural witnessing itself fits into an even older tradition of
‘bearing witness’ as a critical and collective sonic practice in African
American religion and politics that remains highly relevant today (Ross
2003; Floyd-Thomas 2016). Indeed, these sonic forms of participatory
witnessing that grow out of the Black Church and the Civil Rights
Movement augment less race-conscious forms of media theory in which
witnessing is in many ways a visual and individualistic practice.2
In the past few years, a recurring set of commentaries has highlighted
connections between the video documentation of police violence in the
Rodney King beating and the increasingly common (and deeply disturbing)
digital recordings of more recent police violence. Headlines such as ‘The
viral video that set a city on fire’ (Young 2017) have circulated online,
while several film-makers have released documentary projects about the
riots, including The Lost Tapes: LA Riots, composed almost exclusively
from audio-visual footage from 1991–2. Throughout these discussions,
music and sound have often emerged alongside the more obvious aspect of
the visual. For instance, in his 2016 op-ed piece for the Los Angeles Times,
James Peterson opens by connecting questions of music, documentary
media, and race: ‘The rapper KRS-One famously posed this question to law
enforcement: “Who protects us from you?” Exactly 25 years after Los
Angeles police officers beat up Rodney King near a 210 Freeway offramp,
the answer is the same as ever: The camera does, but only to a point.’
Peterson continues by noting that Holliday was ‘armed with an analog
video camera’, nodding to the technological shifts that have taken place in
the past quarter century. He then proceeds to discuss the recent deaths of
Eric Garner and Walter Scott, victims of police violence who have been
central to the Black Lives Matter movement. Although Peterson does not
return to rap music, he easily could have, given the prominence in recent
protests of rapper Kendrick Lamar’s 2015 song, ‘Alright’.3
In this chapter, I explore the sonic and musical aspects of digital screen
culture. A near infinitude of possible directions for such an essay exists,
spanning music videos and animal videos, whispered ‘ASMR massages’4
and chanted hate speech, soundmaps and audio-visual museum
installations. Moving beyond such content-based themes, one might also
write about the massive infrastructure that supports digital audio-visuality
in its many manifestations, including the political-economic and
environmental impact of server farms, smartphones (and their planned
obsolescence), energy grids and the labour forces that are hidden behind
these already-hidden infrastructures. But the questions of race, sound,
digital transmission and power that swirl around the admittedly American-
centric question of police violence and Black Lives Matter not only
illustrate the breadth of contemporary media practices, but also point to a
kind of media-cultural reckoning that is taking place today. If YouTube and
other forms of new digital cinema previously offered a kind of expansive,
quick-to-go-viral form of entertainment, the recent spate of video
documentation of police violence reminds us of Friedrich Kittler’s dictum
that ‘the entertainment industry is, in any conceivable sense of the word, an
abuse of army equipment’ (1999, 96–7). In this case, however, we might
invert this idea: in recent years, the do-it-yourself entertainment industry of
homemade video has increasingly paid attention to the abuses of military-
grade equipment passed along to American police forces. Online video
services can no longer pretend to be simple distribution hubs for cat and
music videos (though music videos will play an important role here).
Rather, these technologies offer important new possibilities for addressing
the trauma of such violence.
In particular, reconfiguring relationships between audio and video – as
well as our expectations of those relationships and our abilities to ‘read’
them – may allow for new forms of witnessing that are expressly mediated.
Nicholas Cook has written of the critical ‘perceptual interaction between
[multimedia’s] various individual components, such as music, speech,
moving images, and so on: for without such interaction there is nothing to
analyse’ (1998, 24). Generic conventions or technical limitations may lead
us to assume that the ‘perceptual interaction’ of a particular (multi)media
piece is fixed: in the case of the Rodney King video, one may well assume
there is no audio or that whatever it may include is unnecessary for
understanding the video. As I’ve written above, I disagree. Those
perceptual interactions are subject to manipulation (whether intentional or
not) by artists and media forms. But they also allow for an audience to
exercise what Ingrid Monson calls its ‘perceptual agency’ (2008): we can
choose to attend to certain musical (or audio-visual) aspects more or less
than others. And while Cook and Monson are concerned with things we
would readily identify as ‘music’ or ‘musical multimedia’, I hope here to
extend their models of interactive, dynamic sensation to include other forms
of audio more generally, whether speech/recited poetry, ambient
environmental sound, or the particularly violent sounds of police brutality.
Experiencing those audio-visual media and perceiving – or more aptly,
choosing to perceive – the ways they witness about the world, especially
when relayed on further by ‘sharing’ or commenting on them, quickly
moves beyond just analysis (though analysis remains critically important)
and into a realm of mediated co-witnessing.
Thus, after offering some theoretical background, I focus in this essay
on three case studies in which the interplay between additional images
creates new opportunities – as well as pitfalls – for digital witnessing:
Beyoncé’s ‘visual album’ Lemonade; recordings of the killing of Philando
Castile by police; and to conclude, protests at American football games
against ‘The Star-Spangled Banner’, the national anthem of the United
States. These examples, as well as related forms of music video and
documented police violence, show some of the divergent uses of audio-
visual media today, while underscoring the acute political forces at play
within them and giving rise to them. These media offer an opportunity, in
particular, to rethink longstanding notions of witnessing and mediation:
bystanders can readily become activists with the push of a button, and
distant viewers are invited to view decimated black bodies, both as cultural
witnesses and/or as voyeurs of violence. At the same time, these videos and
crowdsourced documentary practices also raise unsettling questions about
technocapitalism and the companies like Google (parent company of
YouTube), Apple and Facebook that profit – whether inadvertently or,
perhaps, by design – from violence against black bodies and the repeated
viewings of media documenting that violence. In an age full of new forms
of technological mediation, witnessing and gazing, producing and
consuming, activism and spectatorship blur with one another, and the
political consequences can be significant.

Musicians as Multisensory Witnesses


Let me proceed with a YouTube clip. At a concert in Seattle’s Key Arena in
December 2014, Stevie Wonder prefaced his 1973 song ‘Living for the
City’ with a short speech while he and his band played the vamping
synthesiser ostinato over a bass pedal point that opens the song. As
documented by YouTube user ‘Zoltan Grossman’ on what appears to be a
camera phone, Wonder said:
I want you to know truly sincerely, I love sincerely each and every one
of you. [audience cheers] You can put your heart on that. You know,
I’ve always seen all of us, no matter what our ethnicities are, no matter
what our color, are seen as one family. [cheers] And I’m not saying it
just because I’m on stage. I’m saying it because that’s how I really
feel.
Can you believe that within one month, two grand juries – secret
grand juries – declined to indict two policemen for the killing of two
Black men? I just don’t understand that.
Let me just say this also: I don’t understand why a legal system
would choose secrecy when there’s so much mistrust of what they’re
saying. [cheers] I don’t understand why there could not have been a
public trial where we would be able to hear all sides to this deal.
[cheers] I just don’t understand.
I tell you what I do understand. I heard Eric Garner say, with my
own ears: ‘I can’t breathe!’ And as much as he’s apologized, I don’t
understand why he [the police officer] did not stop … You see, I feel
that – when people say to me – and you know, I’ve heard this from
various politicians as well, ‘You’ve got all this black-on-black crime’.
But my feeling’s that guns are too accessible to everybody. [cheers]
I do, I do – I do understand that something is wrong, real wrong.
And we as family, Americans, all of us of all colors, need to fix it –
with a quickness, real soon. [cheers]
I love you. And I really love you, you know that. And this is why
this song unfortunately is still relevant today. If you know the words
you can sing along with me.5

Several aspects of this performance bear on the question of audio-


visuality, witnessing and screens. First, Stevie Wonder is functioning as a
sensory witness of sorts, challenging the secret (and thus impossible-to-
perceive) proceedings of the grand juries in question. In the American legal
system, grand juries stand as a preliminary legal proceeding. Although
Garner had been killed nearly six months earlier, Wonder’s remarks came
immediately on the heels of the grand jury non-indictment on 3 December,
which led to a wave of protests around the United States, as well as the
recirculation of a video made by Ramsey Orta showing police choking
Garner to death while he sputters, ‘I can’t breathe!’6 Wonder emphasises
that he has personally listened to the audio from that same clip: ‘I heard
Eric Garner say, with my own ears: “I can’t breathe!”’ Presumably Wonder
is referring to the experience of hearing Garner’s recorded voice. Yet this
mediated experience has an unmediated quality for Wonder, as he witnesses
Orta’s technological witnessing and then attests to it as his own experience,
no less authoritative for having been based on an audio-visual recording.
This question of mediated sensation is heightened all the more because
Wonder is himself blind: the key action here was hearing Garner speak in
that fatal moment.
In some sense, Wonder’s statement fits neatly into a longstanding
tradition of protest music, especially among African-American musicians.
One strain of that tradition, ranging from spirituals and blues to
contemporary hip-hop and R&B, places the musician him- or herself in a
personalised role, as a kind of aesthetic witness. If a witness is generally
understood to play a role as an epistemological medium – to transmit
knowledge about a person or event, as Sybille Krämer emphasises (2015,
144–64) – this musical form of witnessing trains its focus on the affective
dimensions of knowing, or what Tomie Hahn calls ‘sensational knowledge’
(2007). One might argue that Wonder’s performance, with musical
accompaniment during the speech, followed by a song – all the while
surrounded by dancers, bright lights and a cheering audience – is hardly the
place for a nuanced transmission of knowledge. But this kind of knowing-
affective mediation seems to be precisely Wonder’s aim, as he concludes by
encouraging those who know the words to ‘Living for the City’ to sing
along. The song’s lyrics chronicle the difficulties of life for a poor, young
black man from the American South moving to New York before getting
falsely arrested and imprisoned. Much of the dramatic action of the piece is
told not so much through the lyrics but rather through a kind of micro-
radio-play with the sounds and speech of a bus and driver, police sirens and
handcuffs, a courtroom verdict and the clang of prison bars.
The song’s concluding stanzas recount how the protagonist, wandering
the city (after release from prison?), is nearly dead from breathing the city
air. In stark contrast to the magical kind of ‘world breath’ that Friedrich
Kittler imagines as animating operatic heroes (1987), Wonder conjures
instead the image of a gritty lack-of-breath that leads slowly but inexorably
toward death – all too resonant with Eric Garner. The final lines shift to a
first-person narrator – perhaps the protagonist, perhaps the singer – with a
particular injunction for listeners: ‘I hope you hear inside my voice of
sorrow / And that it motivates you to make a better tomorrow.’7 The voice
is explicitly figured as a means of conveying not just words or semantic
content, but feeling. Audition is a kind of burrowing-into: hear inside the
voice, let its affective qualities resonate around the listener. And do
something about it. Empathic hearing becomes a kind of testimonial action,
even when displaced from the original circumstances in question. Wonder’s
audiences can’t be there alongside the song’s protagonist; but precisely
because of that displacement an ethical burden remains on them to hear-
inside, to listen with care, and to respond accordingly.
Fittingly, Wonder’s speech was transmitted to the world as a multi-
layered, sedimentary testimonial. The video’s creator, Zoltán Grossman,
describes his actions as follows:

I started filming him when I guessed from a few chords that he was
starting ‘Living for the City’ – one of my faves. At first I was
disappointed that he started talking instead, but then realized that he
had spoken about Ferguson before, and his remarks about Eric
Garner’s death in New York could be valuable. They sure were, and
I’m glad that I filmed it.8

Smartphone video not only serves as a bulwark against police violence, it


also can transmit other acts of witnessing, as in this case. Of course,
Ramsey Orta’s video of Eric Garner, which he alleges led to his own
imprisonment, cannot fairly be compared to a bootleg video of a concert,
not least because of the risk Orta took on while filming (some of which is
captured in the confrontations with police during the filming itself). But
both perform a similar kind of work as testimonials in the sense that
Wonder’s lyrics suggest: they are not simply documents that capture an
event, but rather invitations or even demands to be circulated and heard.
Although witnessing traditionally shuns extra layers of mediation, in these
somewhat paradoxical cases, the greater number of mediations – repostings,
shares online, embeddings – the more effective the witnessing has been.
Mediation – and, specifically, remediation – becomes a form of
amplification in the digital age. That amplified witnessing is, of course,
subject to the technical constraints and (sometimes whimsical) human
preferences of social media. But it amplifies nonetheless.

Digital Video and Its Transformations


Years before the invention of YouTube, the rapper Chuck D of the group
Public Enemy famously described rap music as a kind of mass medium like
a news broadcast: ‘For the first time, a kid from New York can understand
how a kid from Los Angeles lives … You’ve got to understand, Public
Enemy and rap music are dispatchers of information. We’re almost like
headline news … the invisible TV station that black America never had’
(Jones 1989). Again, music has long served as a vehicle for communicating
and transmitting ideas – including but not limited to ideas of protest –
across considerable geographies. Internet-based platforms like YouTube
offer a new set of possibilities for such transmissions but, as with any
medium, those transmissions are constrained and facilitated by the
particularities of that medium.
We might theorise YouTube and the digital video platforms that have
emerged in its wake in any number of ways: as a site of physical
interactivity and bodily re-performance in which aurality borders on
touching, as I have explored elsewhere (McMurray 2014); as the ‘unruly’
heart of a new digital cinema (Vernallis 2013); or as a physical
infrastructure, including the glass and plastic of screens, silicon wafers,
server farms storing petabytes of ‘cloud’ data, as well as the human labour
used to assemble the latest iPhone (Peters 2015; Kirschenbaum 2008). But,
of course, YouTube and its competitors are not fixed entities; they have
histories and are changing at this very moment. We might imagine a
‘golden age’ of YouTube, dating roughly from the purchase of YouTube by
Google in 2006 to around 2012, when certain changes in scale and market
became clear: Psy’s ‘Gangnam Style’ reached one billion views; Facebook
bought the photo and video-sharing site Instagram; and smartphones
became nearly ubiquitous (van Dijck 2013; Burgess and Green 2012).
In the wake of that golden age of YouTube, a major rupture has taken
place, one that appears to be tied closely to the rise of the Black Lives
Matter movement and especially the acts of digital witnessing that
accompany it. The ubiquity of portable recording devices and options to
share media made on those devices has given rise to new forms of political
accountability. Digital cinema has taken on a certain social gravitas, and
these ‘new media’ demand – returning to Stevie Wonder briefly – a hearing-
inside that embraces the hypermediated audio-visual testimonial of events
like protests and police violence. Journalist Stereo Williams has written
about the kind of maturing that has come along with these musical – and I
would add, audio-visual – testimonials. In a 2015 article entitled ‘Is hip-hop
still “CNN for Black people”?’, riffing on Chuck D, Williams suggests that
‘this contemporary wave of social conscious music seems to be reflective of
what the public is feeling, and that public doesn’t really seem to want it to
be anything else … These guys [and all of Williams’s examples are men]
are asking questions as opposed to acting as though they have the answers’,
in contrast to previous generations of political artists.9
The following examples give a sampling of what audio-visual media –
especially in the United States, but not limited to any single geography –
have become in light of current tensions surrounding not just police
violence but broader questions of race and justice, and to a certain degree
gender, as well. They may seem like marginal or exceptional examples in
unpacking what digital screen culture means today, but following Stereo
Williams I argue that they raise critical questions (while not always
providing complete answers) about the stakes of audio-visual media and
their circulations. And again, they pose these questions through expressions
of witnessing – but expressions that are always tinged in multivalent ways
by capital, violence and other forms of institutionalised power.

Case 1. Beyoncé’s Lemonade: Video as Amplification


As is so often the case with multimedia work, Beyoncé’s (2016b) release,
Lemonade – a self-described ‘visual album’ that premiered as an hour-long
television show – raises a number of questions about definitions. What is a
visual album? (And what is an album in the digital age?) Does that
terminology mean that visuals take priority over music? Or vice versa, since
Beyoncé is a singer? Or does she fit into a broader category of ‘entertainer’
given how she incorporates dance and video into her work? And what about
live performances of the album’s material? Once again, Nicholas Cook’s
formulation of tensions between media in multimedia (1998, 103) is helpful
analytically: to what degree do the album’s audio and visual elements
complement or contest one another? Or to reframe the question once more
in terms of the audience, what does it mean for an audience to attend to
certain components of this album more than others? As if Beyoncé had
planned it precisely that way, these questions consumed the popular press
and academic online spheres for months in the wake of Lemonade’s release
(e.g. McFadden 2016, Pareles 2016, Vernallis 2016, among many others).
Central to this reception was a further question: how should this material be
positioned relative to Black Lives Matter?10 In a sense, the answer to all
these questions seems to be: Yes. That is, the album indeed seems designed
to provoke many (or perhaps all) of these questions. In so doing, it
maximises its own self-amplification, with critics serving as the channel for
that response. The degree to which that is a savvy business decision or an
act of social conscience – or both – is less clear. But whatever Beyoncé’s
internal motivations, Lemonade tapped into the same kind of amplifying
channels as she had with earlier, single-song music videos like her 2008 hit,
‘Single Ladies’. What seems different to me is precisely the massive tear in
the American cultural fabric that had emerged since the late 2000s because
of the visibility of police violence. And in many ways, the unfolding of
Lemonade as an album follows that same progression.
Before tracing what Lemonade does internally, it bears mention that
Lemonade did not arrive on the scene fully formed. Prior to its debut on
HBO on 23 April 2016, shorter fragments were released, focusing on the
song ‘Formation’. On 6 February, the song and its music video (from the
full-length Lemonade visual album) were released, one day before a live
performance of the song at the half-time show of the Super Bowl, the
American football championship game. ‘Formation’, which serves as the
finale of Lemonade, also includes some of the most overt political
commentaries and imagery of the whole album – especially in contrast to
the earlier segments, which focus more on questions of personal
relationships and specifically on fidelity and betrayal (Beyoncé 2016a). The
Super Bowl performance is notable not least because, as I discuss below,
American football has been drawn into the audio-visual performance of
race and anti-racism in surprisingly central ways. And Beyoncé appears to
have taken full advantage of that platform, perhaps most strikingly in the
outfits worn by her dance troupe. In the ‘Formation’ video itself (which,
again, comments quite directly on questions of race in America), the
dancers performing with Beyoncé wear multiple outfits, including old
denim and white T-shirts. But at the Super Bowl, they donned outfits that
were suggestive of the Black Panthers, the American black nationalist
group formed fifty years earlier in 1966 – the same year the Super Bowl
began (Caramanica et al. 2016). While audiences’ response to the
costuming varied, it offered a compelling reminder of the possibilities of
amplifying certain qualities of Lemonade (or specifically of ‘Formation’)
through visual elements: first, through the video itself, with its striking
imagery of post-Hurricane-Katrina New Orleans as well as anti-police
protest; and, secondly, through the additional costuming of the Super Bowl
half-time show, itself one of the most important multimedia events in the
United States.
But these officially released videos were not the only video precursors
to Lemonade’s formal release. In May 2014 after the Met Gala in New
York, silent video footage from a security guard’s phone filming a closed-
circuit surveillance camera leaked, showing Beyoncé’s sister, Solange
Knowles, hitting and kicking Jay-Z, Beyoncé’s husband, while Beyoncé
stands by. Several critics and other media pundits weighed in on whether
this incident was connected to the tale of infidelity that dominates the first
half of Lemonade. Most have rightly dismissed the idea that Beyoncé is
required to tell the truth about her life – as though she lacked the creativity
to imagine something beyond the ‘authenticity’ of her own lived experience
(Tinsley 2016; Als 2016). But by the same token, it does raise questions
about how an audience should know when to flip on/off an authenticity
filter. This kind of uncertain disjuncture is amplified by Beyoncé’s posture
during the Solange/Jay-Z scuffle: she stands more or less motionless (at
least as shown from above by the camera). Furthermore, when she exits the
elevator, she seems poised for the paparazzi, smiling calmly, unlike the
others leaving with her.11
More broadly, Lemonade is a series of music videos that feature Black
women centrally throughout. These individual music videos are then
connected with a mix of (often abstract) imagery accompanied by voice-
over of Beyoncé speaking, often reciting poetry by Somali-British poet
Warsan Shire. In addition, each song has a title, but those titles never appear
in the visual album. Instead, they’re replaced by single-word titles
(‘Intuition’, ‘Denial’, ‘Anger’ and so on) that evoke multiple stages of
grieving. This thickly layered media constellation has proven to be a boon
for interpretation, making nearly every moment of Lemonade
overdetermined with possible meanings.
Unsurprisingly then, debates sprung up regarding several aspects of
the visual album, including: the depiction of intersections of race, gender
and sexuality; the respective roles music and visuals play in the album; and
the economics of Beyoncé’s storytelling.12 For many fans and critics,
Beyoncé’s depiction of the complex entanglements of race, gender and
sexuality was thrilling. But at least one prominent author, bell hooks,
challenged Beyoncé on the way she brought these two issues together,
criticising in particular Beyoncé’s apparent embrace of violence as a
response to oppression – most memorably in ‘Hold Up’, as she walks down
the street with a baseball bat smashing cars, fire hydrants, a CCTV security
camera, and (it appears) even a camera operator.13 (This track shows the
most explicit self-awareness of media in the album – and perhaps the most
direct violence comes at the expense of an imagined human holding the
camera when Beyoncé hits both with the bat to bring the track to a close.)
Significantly, hooks responds to the audio-visual album primarily as a set of
moving images, barely commenting on its aural aspects. In contrast, a
certain set of music critics insisted on evaluating the album first and
foremost as music – reviewing it like any other album (including earlier
Beyoncé releases). For them, the cinematic version was secondary, much
like any other music video would be relative to an album or song. Robin
James helpfully summarises the various positions taken on this debate, but
makes the compelling case that attempts to interpret the album primarily (or
solely) as ‘just music’ enact ‘epistemic violence’, demanding that it
conform to standards of beauty and value developed for Western visual and
musical arts.14 James’s point seems obvious but it underscores the fact that
Lemonade sits between media, genre categories and critical discourses;
there are no clear criteria or metrics for evaluating it, despite important
audio-visual precedents from Prince to Beyoncé’s own ‘Single Ladies’
video.
If Lemonade has largely drawn acclaim for its audio-visual depictions
of race, gender and sexuality, its connection to capitalism is more complex,
if less commented upon – perhaps because that connection is so obviously
present for a professional artist who makes money from her art. After
premiering on the American cable television channel HBO, Lemonade was
available only on Tidal, a music streaming service owned by Jay-Z (Rys
2016). The audio-visual material of the album itself suggests a deep-seated
but ambivalent relationship with capitalism, most notably in the memorable
line from ‘Formation’, that she ‘just might be a black Bill Gates in the
making’. But beyond this kind of brash entrepreneurialism, which was
normalised years ago by rappers, the album’s audio-visual ‘text’ (i.e. the
album itself) and the context of its release (choices about record labels,
streaming, etc.) begin to blur into one another. Stephen Witt (2016)
describes the political economics of Lemonade as follows: ‘As art, it was an
unforgettable act of public shaming. As business, though, it was a gift of
surpassing value, suggesting a kind of Clintonian marital bargain, in which
pride is sacrificed in service to dynasty. The irony is rich: the man whose
presumptive philandering provided the subject matter for this album now
stands to profit most from its distribution’. The comparison to the marriage
and simultaneous careers of Bill Clinton and Hillary Clinton underscores
the fact that the personal is political here and vice versa. Some critics,
including Greg Tate, focused on the potential for profiteering from more
obvious socio-political issues, suggesting that Beyoncé’s embrace of Black
Lives Matter and race-related issues was in many ways a business
decision.15
More broadly, Beyoncé is bearing witness to a cultural moment that
extends beyond just the questions of love, race, gender and power she
explicitly addresses, yet her witnessing is also marked by a kind of excess,
sedimented with other cultural accretions: perhaps unintentionally, she is
also documenting the broader neoliberal regime of music production she
and we inhabit. But rather than argue the merits of that embrace of
capitalism – whether as a taint on the album’s politics, a necessary evil, or
even the successful ‘hustle’ of her musical entrepreneurialism – I would
suggest that this complexity gives listeners/viewers greater perceptual
agency in determining what exactly Lemonade means and to what issues it
bears witness. Again, witnessing becomes highly mediated through legions
of fans and critics (including those who dislike the album); they too are part
of that witnessing. As such, Beyoncé’s ability to elicit responses from those
audiences is integral to her ability to witness on her own terms. She gets us
to talk, and we selectively amplify her audio-visual act of witnessing, itself
an act of audio-visual amplification of resistance to police violence.

Case 2. Philando Castile’s Death: Audio as Amplification


On 6 July 2016, Philando Castile was driving with his girlfriend Diamond
Reynolds and her young daughter in Minneapolis, Minnesota. He was
pulled over by officer Jeronimo Yanez and his partner, ostensibly over a
broken tail light. Yanez then approached the driver’s side window and
began talking to Castile. In less than a minute, Castile had been shot seven
times. Castile was a registered gun owner and had properly disclosed to the
officer that he had a gun in the car. The precise details of what happened in
the next three seconds is subject to disagreement, but Yanez claims that
Castile was reaching for his gun despite the officer’s warnings not to move.
Reynolds in turn claims Castile was reaching for his driver’s licence, as
instructed by the officer. What is clear is that Yanez began to shoot at him
point-blank through the open window while yelling loudly. Reynolds then
picked up her phone and began using Facebook Live to stream live video of
what was unfolding (Reynolds 2016).16 That video is a chilling mix of
grief, chaos and technological savvy. It is a compelling, if disturbing, act of
witnessing – paradigmatic of digital video tools that have greatly expanded
the affordances and meanings of video, while also greatly expanding access
to video-making technologies. This expansion affects phones especially,
thanks to a handful of massive tech companies (Apple, Google, Facebook)
that are reaping profits from these technological ‘disruptions’ in video and
media production.17
The video begins with Reynolds apparently addressing Castile, crying
out, ‘Stay with me!’ She then begins addressing the generic Everyone of the
Internet, saying:

We got pulled over for a busted taillight in the back. And the police,
just – he’s covered … They killed my boyfriend! He’s licensed to
carry [a firearm]. He was trying to get out his ID in his wallet out [of ]
his pocket and he let the officer know that he had a firearm and he was
reaching for his wallet. And the officer just shot him in his arm. We’re
waiting for a back–
(Reynolds 2016)

At this point, Reynolds is interrupted by Yanez, who has been repeatedly


cursing in the background (‘F**k!’). In one of the most telling moments of
the exchange, he yells at Reynolds to keep her hands where they are. With
tremendous poise, she replies, ‘Don’t worry, officer. I will.’ Before she can
finish her words, Yanez screams out again: ‘F**k!’ Reynolds and Yanez
then begin rehearsing events. Yanez, whose voice is raspy and panicky,
says:

[ YA N E Z : ] ‘I told him not to reach for it. I told him to get his hand up.’

REYNOLDS: ‘You told him to get his ID, sir. You told him to get his
driver’s licence. Oh, my God, please don’t tell me he’s dead. Please
don’t tell me my boyfriend just went like that.’

YA N E Z (still pointing his gun through the window): ‘Keep your hands
where they are, please.’
REYNOLDS: ‘Yes, I will, sir. I’ll keep my hands where they are. Please
don’t tell me this, Lord. Please, Jesus, don’t tell me that he’s gone.
Please don’t tell me that he’s gone. Please, officer, don’t tell me that
you just did this to him. You shot four bullets into him, sir. He was just
getting his licence and registration, sir.’ (Reynolds 2016)

The tragic cinematography of the scene intensifies as Reynolds is instructed


to get out of the car with her hands up and visible to the officer. She begins
asking about her daughter, who was riding in the back seat of the car and
had been pulled out of the car immediately after the shooting by Yanez’s
partner. Reynolds is told to walk backward, and responds by filming behind
herself – suddenly we see the officers standing behind her with guns drawn,
telling her repeatedly, ‘Keep walking!’ She is wrestled to the ground and, as
she is handcuffed, her phone falls beside her, pointing up to the sky as a
small child’s cry is heard, sirens approach, tyres squeal, and Reynolds
begins wailing. But before doing so, she speaks to her still-livestreaming
phone: ‘They threw my phone, Facebook.’18 Reynolds then began
broadcasting her plight again from the back of a police car, retelling the
story and also commenting that her phone battery was about to die. In a
particularly poignant moment, we see that her daughter is sitting with her in
the back. Reynolds continues to switch between audiences, speaking to her
daughter and then the world (at least that subsection of it that had access to
her Facebook stream): ‘I don’t know if he’s OK or if he’s not OK. I’m in
the back seat of a police car, handcuffed. I need a ride. I’m on Larpenteur
and Fry. They’ve got machine guns pointed. [inaudible from child] Don’t be
scared. My daughter just witnessed this. The police just shot him for no
apparent reason. No reason at all.’ As Reynolds breaks down, her daughter
in turn comforts her: ‘It’s OK, Mommy. [Reynolds cries out.] It’s OK, I’m
right here’ (Reynolds 2016).
In many ways, there is nothing that can be said about a video like this.
But something must be said about a video like this. So let me say that
it is a masterpiece of audio-visual witnessing: it is impressive in its physical
and technical execution, it is emotionally riveting, and it conveys the
gravitas and profound loss that comes with such a traumatic death. That
Reynolds manages to film at all after the shooting, let alone while walking
backwards and while handcuffed in the back of a police car, is remarkable
in itself. That virtuosity, if such a word can apply in such grim
circumstances, is intensified by the rhetoric of hands: keep your hands
where they are, keep your hands in the air, and implicitly, keep your hands
cuffed behind your back. Needless to say, these are not the standard hand
positions for shooting video. But beyond the presence of mind Reynolds
shows to use these tools in real time in the midst of trauma, her ability to
cogently narrate what she has seen and heard – and what she is seeing and
hearing, even when we as viewers can no longer see her after her phone is
thrown to the ground – demonstrates a deep commitment to the art of
witnessing. Even when her body and camera/phone are forcibly displaced
from one another, she continues to witness acousmatically as a voice
without a visible body, a kind of violation of the most basic (old) rule that
witnessing demands bodily presence. On account of the ubiquity of such
audio-visual media devices, witnessing is changing. Nevertheless, the
importance of a commitment to witnessing, even of such a brutal act, is
central to what Reynolds’s actions mean in our current (social) media
ecology. And that ecology quickly extends to encompass others beyond
Reynolds, most painfully evident in her comments in the back of the police
car with her daughter: she too witnessed this killing. Her daughter becomes
a co-witness and an interlocutor, offering comfort while also coming to
terms with extraordinarily complex circumstances.
On 16 June 2017, Yanez was acquitted of all charges, unleashing a
wave of protest around the country. A few days later, a second video was
released publicly, filmed from the dashboard camera of his police vehicle.
This dashcam video, which had been used as evidence in the trial, was the
centrepiece of a cluster of official, police-generated audio-visual fragments
that documented various moments in the shooting and its aftermath. As I
mention above, while it documents an act of police brutality, it inverts the
audio-visual relationships found in the Rodney King video: it features a
static wide shot instead of a tightly zoomed image, while the close-miked
audio records Yanez, amplifying his spoken interactions with Castile, then
the gunshots, and finally his anguished (perhaps panicky) vocalisations
after shooting Castile. These vocalisations attracted considerable
commentary: do they indicate that Yanez knew immediately he had made a
mistake? A lack of professional composure? Two responses from
police/criminology commentators underscore the affective impact of his
voice crying repeatedly, ‘F**k!’:

Analyst 1, David A. Klinger, professor of criminology and former Los


Angeles police officer:

‘Afterwards, he’s in a very emotionally wrought place. He’s


screaming into his mike. There’s no composure. He did not
present a very professional demeanor.’

Analyst 2, Paul Butler, law professor and former federal prosecutor:


‘Part of what may have made a difference to the jury was the
officer’s very emotional reaction after the shooting. He’s
somebody who realizes that he’s made a grievous mistake. It’s
certainly an argument for a manslaughter conviction rather than a
murder conviction. People who do harm in the heat of the
moment still deserve punishment.’
(Bosman and Smith 2017)

In other words, Yanez’s vocal timbre matters for legal purposes. From a
purely technical perspective, we hear Yanez’s voice overmodulate the
microphone repeatedly, resulting in distortion as he curses about the
predicament. The use of audio-visual recording media became a central part
of the internal police investigation that followed the shooting, and the
police force has gradually begun to police itself through the use of audio-
visual equipment as a kind of auto-witnessing. (This is part of the move
toward having police wear cameras on their bodies and mounted in their
vehicles.) Yet there are many ifs and buts. The police investigation noted
Yanez’s standard use of such media (e.g. having the dashcam running
whenever pulling someone over) as well as deviations from this (the second
officer to arrive did not do this). Yet the dashcam footage from Yanez’s
vehicle was not released to the public until a few days after the trial (nearly
a year after the shooting). Again, Yanez didn’t radio the general police radio
dispatcher but rather contacted another officer directly; the only recording
of that conversation – in which Yanez gives his dubious reasoning for
deciding to pull over Castile, based solely on racial profiling, including the
size of Castile’s nose – was made not by police but by a local citizen who
was independently monitoring and recording the police scanner (Mannix
2016). In this way Yanez circumvented the technologies designed to police
the police. And another key audio recording, an interview with Yanez as
part of a state investigation into the killing, was disallowed from the court
proceedings (Xiong and Mannix 2017). Juvenal’s aphoristic question, ‘Who
will watch the watchmen?’, seems apt, if sensorily incomplete. (The same
holds for the word ‘witnessing’ itself, with its etymological emphasis on
vision.) The shooting of Philando Castile reminds us that acts of witnessing,
especially today, also demand a careful listening.
If Rodney King’s beating and trial and the Los Angeles riots that
followed mark a starting point in mediatised witnessing about and against
police violence, the shooting of Castile and its livestreaming by Reynolds
marks a kind of climax. Other killings had been filmed on smartphones,
including Eric Garner’s death-by-choking, discussed above.19 But in the
case of Castile, the immediate aftermath of the shooting was streamed in
real time. The relationship of audio and video also connects King and
Castile, in an inverted way: like the King beating, Castile’s death was
filmed from some distance, leaving certain actions illegible, but whereas the
audio in King’s case clarified almost nothing about the specifics of police
actions, the audio from Yanez’s microphone gives an intense feel of
proximity to this fatal act of violence. When viewed and heard together, this
bundle of media – Reynolds’s live video broadcast, the police video and
other media (from police and other citizen bystanders/recordists) – bears a
striking witness to Castile’s killing. And yet the legal results were the same:
acquittal of the police officer(s) involved. On the one hand, we might read
the acquittal of Yanez as the perennial failure of all media to effectively
witness; as Ronell (1994) writes, these technical witnesses fail to analyse
themselves – they fail to say what they mean, as it were. And on some level
that seems apt in this case: even with audio-visual media produced by both
parties, the evidence was found inconclusive. But I would interpret this case
slightly differently. Those media were never designed to lead to justice.
They are far too malleable, especially in the hands of a legal system that has
shown little inclination to punish officers for the violence they commit.
Instead, as Diamond Reynolds clearly understood in her snap decision to
start broadcasting Castile’s death, they are better suited to witnessing
through amplification, aimed at a broader public that may take – but hasn’t
yet taken – steps to bring about structural change in society in order to
minimise such violence.

Conclusion: Oh Say, Can You See?


Some readers of this essay may find it too American-centric. These
problems, the thinking goes, are unique to the United States, with its
peculiar mix of a history of slavery, lingering racism, a massive prison
system, and a vast media infrastructure that can readily amplify (or stifle)
all kinds of performative utterances. Instead, a topic like the role of media
in the Arab Spring or something about YouTube music more generally
might have more obvious relevance to a wider readership. Unsurprisingly, I
disagree: racism may be more visible (and audible) in the United States, but
it would appear to be part of a larger global trend, both in overt politics (e.g.
the re-emergence of global populism) and in more subtle manifestations
through ethnic and religious conflict (e.g. the expulsion of the Rohingya
from Myanmar or the Syrian Civil War and its fallout). And so I conclude
briefly with an example I believe has broader relevance, despite the
appearance of being the most American of examples.
Case 3. Football Players Protest ‘The Star-Spangled Banner’
Since 2016 a new practice of protest has become common: American
football players kneeling, sitting or holding a fist in the air while the
American national anthem (‘The Star-Spangled Banner’) is played at the
beginning of games. It began in fall 2016 as a response by football player
Colin Kaepernick to police killings of black Americans. Without any
fanfare, Kaepernick would quietly sit on the bench alongside the field while
his teammates would stand at attention in front of him. In the United States,
as in many other countries, when the national anthem is played at sporting
events, people – players, fans, officials – are expected to stand at attention
and face the flag. Many put their hand over their heart. This is the stuff of
national anthems everywhere – musical nationalism performed in highly
public settings, especially those tied to sports.20 Kaepernick described his
motivations as follows: ‘There are a lot of things that are going on that are
unjust … There’s a lot of things that need to change. One specifically?
Police brutality. There’s people being murdered unjustly and not being held
accountable.’ He continues, with a more sonic allusion: ‘I’m seeing things
happen to people that don’t have a voice, people that don’t have a platform
to talk and have their voices heard, and effect change … No one’s tried to
quiet me and, to be honest, it’s not something I’m going to be quiet about.
I’m going to speak the truth when I’m asked about it.’21 Teams declined to
hire him for the 2017 season, leading Kaepernick to file a lawsuit alleging
that team owners and the National Football League were conspiring
together to fire a warning shot at other players who might be similarly
inclined (Belson 2017). Unsurprisingly, with Kaepernick gone, the practice
intensified, all the more so after Donald Trump commented repeatedly
about how such players should be fired for what amounts to their exercising
of free speech, a guaranteed right in American constitutional law.
The fallout of these exchanges is not yet clear but at risk of triteness I
want to close with the question posed in the opening lines of that national
anthem: ‘Oh say, can you see … ?’ As it turns out, Kaepernick had been
sitting on the bench for the anthem for several weeks before news outlets
noticed and reported on it. Whether Kaepernick wanted the media to notice
or not (he hadn’t said anything about it prior to that first wave of reporting),
media – and in this case, ‘the media’, including television, newspapers and
online media platforms – amplified his protest and the responses to it, both
negative and positive. Tellingly, almost all reporting on these protests has
been mute: still images circulate widely showing players kneeling. The
music is almost never shown with these images – perhaps because a
national anthem is the kind of musical object that everyone assumes
everyone knows intimately. Intentionally or otherwise, the effect is to
eliminate an entire sensory register – music, sound, speech, hearing – that
might lead to players being allowed to speak out about their concerns and
be heard. Some broadcasts now simply skip the national anthem.22 As an
exception, one sound-sensitive news piece on 11 September 2016 included
not only audio-visual footage of the anthem as sung by firefighter Keith
Taylor, but also an unprompted analysis of hearing and listening by Doug
Baldwin, a player on the Seattle Seahawks: ‘There is a message that needs
to be heard. And so, you heard us. Now listen to us’.23 Baldwin suggests it
was not the singing firefighter but the kneeling (effectively silent) players
who needed to be heard. Furthermore, the relationship between hearing and
listening is not a theoretical question, as it might be understood in academic
debates, but rather an invitation for participatory engagement by an
audience. Collective witnessing calls for receptive listening.
This example may be quintessentially American but it recapitulates the
broad question: how do people use media to witness in a time of violence,
and what are the sensory ecologies of that witnessing? Following on from
that, how do the audiences of such acts of witnessing then play a role in that
witnessing? As audio-visual media become more readily shareable, the
creation of digital cinema falls not only to those who produce those media
but also to audiences who watch/listen, evaluate, debate about and perhaps
share them. In an age where online circulation is so visibly quantified –
how many times was Lemonade streamed in its first week, or how many
times was the hashtag #Blacklivesmatter used on Twitter after a given
police shooting? – witnessing becomes a distributed act. Viewer/listeners
are pulled into a constellation of media, offering a reminder that those
media choices have concrete political and social consequences. ‘New
media’ may not be so new in this regard: from memorials to early religious
martyrs (who combined death and witnessing in defence of the propagation
of a message) to the Rodney King video, hearers can readily re-tell and
viewers can otherwise inscribe, record and share images as well. But new
media certainly heighten the impact of (some) individuals within that
broader media ecology. And, of course, these ‘individuals’ need not be
actual people, as seen in the rise and impact of ‘bots’ that automatically
engage with humans in these media ecologies to, say, influence an election
or replace telephone-based customer service lines. But these post-human
extensions of media are precisely the point. What is at stake here, both in
the filming and circulating of dramatic recordings of police violence and in
the banal retweets generated by artificial intelligence, is the status of the
human, and especially the human body. Witnessing has long had a close
connection to bodily presence; in the digital age, that connection has been
distributed but has not disappeared. Although the distinctions between
human and machine continue to blur increasingly quickly, basic functions
like breathing, seeing and hearing remain critical.

For Further Study

Alexander, Elizabeth. 1994. ‘Can you be BLACK and look at this? Reading
the Rodney King video(s)’. Public Culture 7 (1): 77–94.

Beyoncé [Knowles]. 2016. Lemonade. Kahlil Joseph and Beyoncé Knowles


Carter, directors. Columbia Records. Premiered 23 April, Home Box Office
(HBO). Visual album.

Chang, Jeff. 2016. ‘Making Lemonade’. In We Gon’ Be Alright: Notes on


Race and Resegregation, 159–68. New York: Picador.

Krämer, Sybille and Sigrid Weigel, eds. 2017. Testimony/Bearing Witness:


Epistemology, Ethics, History and Culture. London: Rowman & Littlefield
International.

Lamar, Kendrick. 2015. ‘Alright’. Directed by Colin Tilley.


Aftermath/Interstellar. Music video.

Taibbi, Matt. 2017. I Can’t Breathe: A Killing on Bay Street. New York:
Spiegel & Grau.
Notes

I’m grateful to Braxton Shelley and John Durham Peters, as well as the
editors of this volume, for their feedback on earlier versions of this text.

1 ABC News, ‘Video of Rodney King beaten by police released’, ABC


News, 7 March 1991, abcnews.go.com/Archives/video/march-1991-
rodney-king-videotape-9758031. All websites accessed 20 March 2019.

2 This is not to say, however, that particular sensory modes map neatly
onto race. In fact, Moten’s reading of the infamous Till photograph
begins by citing Elizabeth Alexander’s powerful but explicitly visualist
1994 essay in Public Culture, ‘Can you be BLACK and look at this:
Reading the Rodney King video(s)’.

3 See Greg Tate, ‘How #BlackLivesMatter changed hip-hop and R&B in


2015’. Rolling Stone, 16 December 2015,
www.rollingstone.com/music/news/how-blacklivesmatter-changed-hip-
hop-and-r-b-in-2015-20151216; and Jamilah King, ‘The improbable
story of how Kendrick Lamar’s “Alright” became a protest anthem’, Mic,
11 February 2016, mic.com/articles/134764/the-improbable-story-of-
how-kendrick-lamar-s-alright-became-a-protest-anthem#.GzoCjXdiB.

4 Autonomous Sensory Meridian Response (ASMR) refers to the


practice of listening to close-miked, whispered audio recordings that
make use of the binaural space of headphones to elicit intense physical
responses, often described as a ‘tingling’ sensation. See Pettman 2017,
20–1.

5 Grossman, Zoltan [Zoltán Grossman], ‘Stevie Wonder on Ferguson &


New York grand jury verdicts’, YouTube, 4 December 2014,
www.youtube.com/watch?v=VX6lJmxVLtY. Transcription adapted from
video description. Special thanks to Zoltán Grossman for the video,
transcription and correspondence.

6 The video history of this clip is, like so much phone-based footage, a
complicated web of partial publications, republications and repurposings.
The video was first posted in a partial version (duration 02:49) by the
New York-based Daily News (Ramsey Orta, ‘Staten Island man dies after
NYPD cop puts him in chokehold’, Daily News, n.d. (c.18 July 2014),
video.nydailynews.com/Staten-Island-man-dies-after-NYPD-cop-puts-
him-in-chokehold--26426042), followed by an article with the same
video excerpt posted two days after the shooting (Annie Karni, Rocco
Parascandola and Larry McShane, ‘2 cops pulled off streets, Staten Island
DA looking into man’s death after NYPD chokehold’, Daily News, 19
July 2014, www.nydailynews.com/new-york/nyc-crime/staten-island-da-
man-death-nypd-chokehold-article-1.1871946). A year later, Ken
Murray, a Daily News photographer, described how he acquired Orta’s
footage for publication on the day of Garner’s killing (‘How the Daily
News acquired the Eric Garner video’, Daily News, 11 July 2015,
www.nydailynews.com/new-york/video-shows-fatally-choking-eric-
garner-graphic-content-article-1.2289271), and the Daily News published
an ‘Unedited version’ on YouTube around the same time (Ramsey Orta,
‘Eric Garner video – Unedited version’. YouTube, New York Daily
News, 12 July 2015, www.youtube.com/watch?v=JpGxagKOkv8), which
specifies in its notes that it includes four separate video files edited
together (duration 11:08). For broader accounts of how the recording was
made, as well as subsequent police retaliation against Orta, see Mathias
2016 and Taibbi 2017. In many ways, the cluster of footage produced by
Orta and its subsequent publication calls for, among other things, a more
traditional (‘positivist’) historiography – a kind of digital source studies
coupled with ethnography that traces in detail the circulation of these
media fragments. For an example of the video as embedded in media
around the time of Wonder’s performance in early December 2014 and
the protests that followed the decision not to indict, see Laughland et al.
2014.

7 Stevie Wonder, ‘Living for the City’. Innervisions. Motown Records,


1973.

8 Zoltán Grossman, personal correspondence with author, 24 September


2017.

9 ‘Is hip-hop still “CNN for Black people”?’, Daily Beast, 24 March
2015, www.thedailybeast.com/is-hip-hop-still-cnn-for-black-people.

10 See Chang 2016 and Zandria F. Robinson, ‘How Beyoncé’s


“Lemonade” exposes inner lives of Black women’, Rolling Stone, 28
April 2016, www.rollingstone.com/music/news/how-beyonces-
lemonade-exposes-inner-lives-of-black-women-20160428.

11 Several authors have commented on how Beyoncé remained ‘silent’ in


the elevator (literally) and afterward, or questioned whether she was in
fact silenced by the combination of technologies (CCTV cameras) and
cultural constraints (e.g. Nicholas Hautman, ‘Jay-Z Addresses Solange
Knowles elevator fight for the first time: “We had one disagreement
ever”’, Us Weekly, 21 August 2017, www.usmagazine.com/celebrity-
news/news/jay-z-opens-up-about-elevator-fight-with-solange-knowles-
w498636/; Priscilla Peña Ovalle, ‘Resounding silence and soundless
surveillance, from TMZ elevator to Beyoncé and back again’, Sounding
Out!, 15 September 2014, soundstudiesblog.com/2014/09/15/resounding-
silence-and-surveillance-from-tmz-elevator-to-beyonce-and-back-again/).
12 Hannah Giorgis, ‘All the best pieces about Beyoncé’s Lemonade’,
BuzzFeed, 29 April 2016, www.buzzfeed.com/hannahgiorgis/i-aint-
sorry?utm_term=.deXwDmkA7M#.wc2Pq6ObXx; The Atlantic,
‘Beyoncé’s Lemonade: The week in pop-culture writing’, 30 April 2016,
www.theatlantic.com/entertainment/archive/2016/04/beyonces-
lemonade-the-week-in-pop-culture-writing/480525/.

13 bell hooks, ‘Moving beyond pain’, bell hooks Institute, 9 May 2016,
www.bellhooksinstitute.com/blog/2016/5/9/moving-beyond-pain.
hooks’s commentary sparked its own wave of intense discussion and
response, e.g. Melissa Harris-Perry et al. ‘A Black feminist roundtable on
Beyoncé, and “Moving beyond pain”’, Feministing.com, 11 May 2016,
feministing.com/2016/05/11/a-feminist-roundtable-on-bell-hooks-
beyonce-and-moving-beyond-pain/.

14 Robin James, ‘How not to listen to Lemonade: music criticism and


epistemic violence’, Sounding Out!, 16 May 2016,
soundstudiesblog.com/2016/05/16/how-not-to-listen-to-lemonade-music-
criticism-and-epistemic-violence/.

15 Greg Tate, ‘Review: Beyoncé is the rightful heir to Michael Jackson


and Prince on “Lemonade”’, SPIN, 28 April 2016,
www.spin.com/2016/04/review-beyonce-lemonade/.

16 Reynolds’s video was initially recorded and broadcast on Facebook


Live but has since been disseminated widely through news outlets and
other digital video repositories like YouTube. I cite the original video
here as Lavish Reynolds 2016 (her Facebook username) with Jeronimo
Yanez’s dashcam video as Yanez 2016. As digital ‘versions of record’ I
would highlight YouTube uploads of both videos by Ramsey County,
Minnesota (username: Ramsey County), though the Reynolds video does
not include footage from the back of the police vehicle. See DeLong and
Braunger 2017 for a synchronised edit of both videos with analysis.

17 See Moon and Volz 2016 and Roberts 2016 on the ethics of Facebook
Live in response to the Castile shooting. Intriguingly, the Star Tribune,
which provided the most extensive local newspaper coverage of the
shooting, ran an opinion piece just weeks earlier on the ethics and
possibilities of using livestream video, including in encounters with
police (Blanchette 2016).

18 Reynolds highlights the social aspects of social media in her vocative


cry addressed to ‘Facebook’. The plea and physical gestures of recording
that surround it underscore what Paul Frosh has called ‘kinesthetic
sociability’: ‘selfies’ are above all bodily gestures that foster social
networks (2015). The same holds here, but the stakes are significantly
higher.

19 As one example that exceeds my scope here, Regina Bradley’s


discussion of Sandra Bland – who was pulled over, had her arrest filmed
by a bystander, and then subsequently died in jail – recounts how central
a role sound, voice, and loudness played in Bland’s death. ‘SANDRA
BLAND: #SayHerName Loud or Not at All’, Sounding Out!, 16
November 2015, soundstudiesblog.com/2015/11/16/sandra-bland-
sayhername-loud/. Ashon Crawley also places Garner’s death front and
centre in his account of ‘Blackpentecostal breath’ (2017).

20 National anthems as musical and social objects played an important


role in ethnomusicology fifteen to twenty years ago, as seen in Turino
1999, Guy 2002 and Daughtry 2003.

21 Nick Wagoner, ‘Transcript of Colin Kaepernick’s comments about


sitting during the national anthem’, ESPN, 29 August 2016,
www.espn.com/blog/san-francisco-49ers/post/_/id/18957/transcript-of-
colin-kaepernicks-comments-about-sitting-during-national-anthem.
Wagoner has ‘affect’ in place of ‘effect’, but this is clearly a transcription
error.

22 David Z. Morris, ‘The reason why Fox Sports isn’t airing the NFL’s
national anthem today’, Fortune, 1 October 2017,
fortune.com/2017/10/01/fox-sports-nfl-national-anthem-protest/.

23 ABC News, ‘National anthem protests grow at NFL games’, YouTube,


12 September 2016, www.youtube.com/watch?v=ZT1EN-s6C0s.
Baldwin’s listening practices in their own right have attracted media
attention (‘Now his eardrums are much more receptive’, writes Matt
Calkins, ‘Want real change?’, Seattle Times, 18 October 2017,
www.seattletimes.com/sports/seahawks/want-real-change-get-seahawks-
doug-baldwin-involved/).
Personal Take:
Giving History a Voice

Mariana Lopez

As a researcher and sound designer I am fascinated by the use of digital


technologies to study and interpret cultural heritage. The use of sound
installations in heritage sites is one of my main fields of interest as it allows
us to explore how people’s engagement with venues and objects changes
through these digital mediations while also challenging the dominance of
visual experiences.
In 2009 I assisted (mostly by carrying cables, moving speakers and
ushering people) in the I-Hear-Too: Live event that took place in the UK
cathedral known as York Minster. The aim of the event was to encourage
visitors to rediscover the space by focusing on sonic experiences. Among
the various installations, two of them captured my imagination. The first
was Minster Voices, a sound montage played through loudspeakers in the
Zouche Chapel and designed by the media production company
Historyworks. A combination of voice recordings and sound effects
(including keys, footsteps, bells and stonemasonry) allowed listeners to
familiarise themselves with the stories of those who look after the Minster,
while also inviting visitors to reassess their own relationship with the space.
The second was Octo: Sotto Voce by sound artist David Chapman, which
demonstrated a very different but equally engaging approach. Chapman’s
piece was a sonic mosaic of whispers, reminding us of the association
between hushed voices and religious spaces. The piece was designed as an
eight-channel installation to emulate the octagonal shape of the Chapter
House. Listeners could walk around the space and approach individual
loudspeakers to experience the piece at different positions, challenging the
idea of an aural sweet spot. The artist used dry recordings, that is,
recordings with no spatial information, relying on the acoustic
characteristics of the installation space to modify the piece.
In 2014 I took part in the Festival of Medieval Arts in York with my
installation Hearing the Mystery Plays in All Saints Church, Pavement. The
installation explored the impact of acoustics on the York Mystery Plays, a
series of medieval plays with religious themes performed in the streets of
York on wagons designed for the occasion. The installation was based on
my research on the acoustics of Stonegate, one of the performance sites, as
well as the acoustical impact of different types of wagon structures, wagon
orientations, and performer and listener positions. I chose to focus on
Stonegate because it still retains its medieval dimensions as well as its
original timber-framed structures. In relation to the wagons, the scarcity of
written documentation makes it necessary to explore a multiplicity of
possible staging techniques as we cannot know for certain which ones were
used at the time. The sound installation explored these unknowns and made
this multiplicity of acoustical options available to the public. The aim was
to avoid a simplistic representation of the past that presents the designer’s
interpretation as ‘historical truth’; on the contrary, it put at the forefront the
fact that all re-creation of sounds and acoustics from the past is faced with a
myriad of possibilities.
The sound installation comprised three different soundscapes based on
the plays of The Resurrection, Pentecost and The Assumption of the Virgin,
all including speech and music auralisations. The term ‘auralisation’
describes a computer-aided process that allows us to hear the way sound is
modified by the characteristics of a space. The musical extracts included
plainchant, the predominant style for worship in medieval times, as well as
polyphonic music notated as part of The Assumption of the Virgin.
The soundscapes played in a loop over headphones. A screen
displayed images of the virtual models used for the acoustical re-creations
as well as the names of the plays and characters. The computer models
presented two alternatives of wagon structures, one open on all sides with
columns supporting a pitched roof, the other a multilevel structure with a
main deck closed on three sides representing Earth and an upper deck
representing Heaven. Listeners were also able to hear the difference
between a wagon with an orientation towards one of the sides of the street
and another one towards one of the ends of the street. Moreover, the
auralisations included a variety of performer and listener positions to
demonstrate the acoustical impact of such changes. Participants were
encouraged to use QR codes to access web pages that included information
on the research behind the creative work.
Throughout the duration of the installation I collected data on the
interaction of approximately one hundred participants. I found out that the
average time spent listening was four minutes, which exceeded my
expectations. Although the installation had a total running time of thirteen
minutes it was designed so that people could start listening from any given
point. Only 8 per cent of visitors interacted with the web pages through a
mobile device; such a low percentage raises questions on the suitability of
this method to provide the general public with information on research.
However, this low percentage was not due to a lack of interest in learning
about the subject, as 69 per cent of listeners approached the research team
on site to express their thoughts on the project, ask questions and leave
comments. The data collected showed that even though the installation was
set up with simple technology, non-specialist visitors found the experience
engaging and accessible. Furthermore, their reception indicated that the
communication of several possible versions of the past is welcomed and
should be considered for future installation work.
The variety of approaches to sound experiences at heritage sites not
only allows designers and researchers to rethink the ways technologies can
be applied to the communication of cultural heritage, but also draws
attention to the importance of sound as intangible heritage, and its key role
in understanding, interpreting and communicating history. Traditionally,
heritage studies have been silent, focusing on written documents and visual
aspects. Even the study of heritage acoustics often falls into the trap of
concentrating on numerical data, without acknowledging the importance of
listening. The proliferation of sound installations in recent years is starting
to challenge such tradition and, consequently, returning History its voice.
6
Digital Devotion: Musical
Multimedia in Online Ritual and
Religious Practice

Monique M. Ingalls

Digital technologies and online networks have transformed religious faith,


practice and experience in the twenty-first century. The Internet both
communicates and mediates; it is a means for sharing and evaluating
religious ideas and a space where religious experience takes place. The
Internet not only enables engagement in established forms of religious ritual
brought online, but also makes possible new forms of ritual practice. The
online environment is both a medium for expressing and experiencing
religion and a mode of religious production in its own right, generating
powerful religious experiences for those who approach its digital offerings
in a devotional posture, and, in the process, challenging certain religious
authorities and official traditions. In particular, online media challenge the
historical connections between ritual acts of worship and discrete
geographical places, types of social interaction, and ‘live’ or ‘face-to-face’
modes of passing on religious tradition. Just as online media have enabled
new forms of human sociality to flourish, so also have they opened new
ways for individuals to experience direct connections to the divine, often
without recourse to religious authorities or to traditionally established ways
of accessing the divine.
Exploring the ways digital technologies and religious practice have
mutually shaped and influenced one another has formed the basis of much
scholarly reflection since the late 1990s, part of the general ‘media turn’
within religious studies (Engelke 2010). This resurging interest in processes
of mediation within religion – and in religion as a form of mediation – has
spurred the development of interdisciplinary subfields such as media and
religion and ‘digital religion’ (see especially Dawson and Cowan 2004;
Campbell 2005, 2010, and 2013; Engelke 2010; Wagner 2012). Scholars
working at the interface of digital culture and religious practice have
developed and applied a range of methods for analysing and interpreting
textual and visual components of digital religion; however, sonic, musical
and audio-visual elements remain comparatively under-theorised despite
their prominent role within digital rituals and online resources.
To show the crucial role of music and, more generally, sacred sound1
within digital religious practice, this chapter examines music’s role in three
types of devotional ritual, synthesising case studies from scholarship in
media, music and religious studies. These case studies include those from
my own research on music in digital devotion within evangelical
Christianity, as well as scholarly research on other religious traditions. They
facilitate exploration of several interrelated questions, including how and in
what contexts music is used in online ritual; how engaging in music as part
of participatory digital technologies is changing how people experience and
practise their religious faith; and to what extent music in particular connects
online and offline religious practices. Addressing these questions through
the lens of musical and audio-visual experience will help scholars
understand and assess the implications of the new digital apparatus on
religious authority, religious experience and the formation of religious
communities. It will also bring scholarship on music and digital religion
into a more sustained dialogue, enabling these conversations to further
enrich one other.

Ritual in Digital Religion: Definitions and


Key Issues
Devotional rituals, though not exclusive to religion, are acknowledged to be
central components of most religious traditions as the key means of
imparting religious experience and forming a united community.2 Literary
critic Marie-Laure Ryan offers a succinct description of the relationship
between religion and ritual: ‘in its religious form, ritual is a technique of
immersion in a sacred reality that uses gestures, performative speech, and
the manipulation of symbolic objects … to [establish] communication
between the human and its Other’ (2003, 293). Online digital platforms
serve as both ‘resource and space for devotional practice’ (Vekemans 2014,
132, emphasis mine). In other words, digital online media provide a
marketplace or gift economy for resources that support religious devotional
rituals offline (particularly audio and audio-visual materials), in addition to
an immersive ritual environment where people may encounter the sacred.
The transfer of religious practice online, as well as the use of the web for
individual religious experimentation, has spurred numerous debates within
religious communities worldwide about what kinds of online rituals (or
offline rituals with online components) can be considered ‘authentic’, and
to what extent they are efficacious. In other words, how far can these
activities themselves be considered rituals versus merely computer-
mediated representations of rituals? Is taking part in a Buddhist ritual in
Second Life a substitute for attending one offline? Is the experience of
congregational worship as meaningful when one is in front of a large screen
at a ‘satellite’ church venue, singing along with a band that is playing ‘live’
at a different venue across town? Can a Jewish worshipper joining a prayer
group over Skype comprise part of the quorum of ten individuals necessary
for corporate prayer? Are YouTube videos that juxtapose digital Qur’anic
text with sacred sound a help or a hindrance to a believer’s devotion to the
divine word?
The study of media and religion3 shows that these questions are not
new; rather, questions of authenticity, authority, and the moral, social and
spiritual shaping of community inevitably accompany media and
technological change within religious groups and the societies of which
they are part (see Hoover 2006; Schofield Clark 2007; Lynch 2007; Engelke
2010; Lynch et al. 2012). Such tensions and debates within religious
traditions have sprung up with the introduction of various technologies at
other points in history (e.g. graphic writing, mass-mediated printing,
musical notation, microphones and cassettes), as people within these
traditions debate whether the possibilities afforded by new technologies are
in line with their beliefs, practices, ethics and aesthetics.
So what actually is new about how people use digital technology in
relationship to religion and ritual? What difference does digital culture
make to religious practice? The academic field of digital religion
(sometimes also referred to as ‘cyber-religion’ or ‘online religion’) has
emerged to answer this key question and to lay out related questions for
scholarly exploration. According to Stewart Hoover, what is different about
digital media ‘is the extent to which it encourages new modes of practice’,
its ‘generativity’ (2013, 267). New modes of practice that digital media
enable have generated liminal ‘third spaces’ for religious practice;4 digital
practices enable ‘small sphericals of focused interaction’ and entail unique
aesthetic logics that ‘hail’ the user and point toward social action (268).
Scholarship on digital religion generally includes in-depth analysis of
texts and images; however, it rarely examines sonic and musical
components in any detail.5 Music is a key element in much audio-visual
devotional media, as well as a communicative, affective medium in its own
right. Sacred sound and music are key elements in the connective tissue
between ‘religion online’ and ‘online religion’ (Helland 2000) – in other
words, resources for religious practice made available online, and religious
devotion practised online. And music’s use within new online digital rituals
brings along with it many aspects of older debates about how music should
function within religious devotional practice (see especially Echchaibi
2013, Engelhardt 2018). It is my contention that close attention to music
and sacred sound can illuminate many of the key questions digital religion
scholars are asking about how authenticity and authority are variously
established, challenged, deposed or maintained. The case studies in this
chapter show how music variously facilitates, enhances, comprises and
authenticates online religious practice, and focus in turn on different types
of digital devotional practice: (1) ritual in online virtual worlds; (2)
devotional resources for use in offline ritual that are shared online; and (3)
audio-visual materials that serve as both resources and spaces for devotion.
These are arranged in a general progression from digital rituals that are
relatively conservative (in that they reflect or seek to simulate offline
devotional practices) to transformative rituals that challenge religious
authority and influence devotional practice offline.

Music and Ritual Online: Shaping and


Authenticating Sacred Soundscapes in
Virtual Worlds
Virtual worlds, as Ryan conceives them, are created from a deep immersion
in narrative that creates an experiential break with ordinary time and space.
She notes that ‘the presence of the gods can be compared to the
telepresence of VR, because it breaks the boundary between the realm of
the human, located here, and the realm of the divine, located there in sacred
space’ (2003, 295). Often in direct contradiction to religious authorities and
traditions which seek to preserve the distance between worshippers and the
divine, mediated virtual realities create proximity, resulting in ‘the
participants in the ritual experienc[ing] the live presence of the gods’ and
attaining ‘a status that may be properly described as co-authorship of the
cosmos’ (295). Devout practitioners of religions have often recounted
intense, immersive experiences in sacred ‘virtual worlds’ as part of ritual
devotional practice (see Wagner 2012; Garaci 2014). Participating in
devotional music-making – whether through chanting prayers, ‘deep
listening’ to a cantor or choir, or lifting one’s voice together with others in
congregational hymn-singing – often facilitates this kind of deep immersion
into the narrative of religious tradition by evoking a complex set of
associations, memories and emotions (Rouget 1985 [1980]; Becker 2004).
In online ‘virtual’ rituals, from tours of pilgrimage sites and interactive
ritual simulations to religious services in virtual gaming worlds, music
serves as a mechanism for structuring time and transforming online space
into ritual space.
Perhaps the best-documented virtual religious ritual is the online
pilgrimage or ‘cyberpilgrimage’, facilitated by venerational websites that
enable practices common in shrine worship (Brasher 2001). Connie Hill-
Smith defines ‘cyberpilgrimage’ as ‘the practice of undertaking pilgrimage
on the internet’, online journeys that are ‘hugely diverse in scale,
complexity, content, design and purpose, ranging from technologically
“simple” web pages displaying photographic galleries and explanatory text,
to more sophisticated websites that attempt to reconstruct and repackage
iconographic, structural and sensed aspects of the experience of “real-life”
pilgrimage’ (2011, 236). Traditional sites of Christian pilgrimage, including
Lourdes, St Peter’s Basilica, Jerusalem’s Via Dolorosa and Croagh Patrick,
have become popular sites for online pilgrimage (MacWilliams 2004; Hill-
Smith 2011; Wagner 2012). While early cyberpilgrimage scholarship
occupied itself predominantly with studies of Christian sites, recent studies
examine sacred online journeys within Hinduism (Jacobs 2007), Buddhism
(Connelly 2013), Jainism (Vekemans 2014), Judaism (Radde-Antweiler
2008) and Islam (Derrickson 2008). Players have populated the MMORPG
(massively multiplayer online role-playing game) Second Life with
numerous real-world physical sacred sites, including well-known mosques,
temples and churches, many of which give users the option to stream or
download devotional music as their avatars explore the virtual sacred sites
(Radde-Antweiler 2008). Some places of worship on Second Life also host
live (virtual) devotional musical performances, and occasionally avatars can
join enactments of sacred journeys, including a virtual hajj to Mecca.
Just as programmers can arrange constellations of pixels on a screen to
create recognisable ritual objects, so also do they use music and sound to
imprint soundscapes, transforming virtual space into sacred space.
Numerous sites devoted to prayer rituals demonstrate how music structures,
frames and sacralises virtual ritual. For example, Hindus, Jains, Sikhs and
some Buddhists practise an individual prayer ritual called puja (‘adoration’,
‘worship’), which involves presenting various offerings to the image of a
particular deity and can be performed at either domestic or temple altars.
Devotional songs (bhajans) and mantras are a common accompaniment to
devotional acts offline and are frequently present in online practice as well.
When users visit spiritualpuja.com, they can click on the image of a Hindu
temple to enter the main site. Once ‘inside’, you are greeted with the words
‘ONLINE PUJA’ along with a brief explanation of elements of the Hindu
devotional ritual. You can scroll down and choose from fifteen different
puja rituals (including three tantric rituals with ‘adult content’ warnings).
When you enter each puja in honour of a particular deity, a new bhajan
begins. You can view a video compilation or devotional images, or scroll
down to the virtual altar, where you can make virtual offerings of flowers,
incense or a candle to a central image of the god/dess or guru. A ‘guide me’
button to the side of the altar reminds you to ring the virtual bell to begin
the ceremony. Similarly, the Jain informational and devotional website
jainuniversity.org, sponsored by a coalition of Jain leaders in Vadadora City
(in northwestern India) offers a virtual puja ceremony to the Lord Mahavir,
with simulation of eight different offerings. When you click on each
offering, a new bhajan begins playing.6
In her study of online Buddhist practice, Louise Connelly writes that
visual and auditory dimensions of online ritual must compensate for the
lack of the remaining senses to combat the sensory limitations of the online
platform (2013, 131). Ambient sounds are common features of the Second
Life experience and, tellingly, even the silent meditation ritual (zazen) at the
Buddha Centre on Second Life is far from sound-free: the ‘silence’ idealised
in this virtual environment is created not by the removal of all sound, but by
the presence of certain sounds, including running water and windchimes. A
gong and singing bowl are sounded to mark the start and end of the ritual,
and chanted scriptures often form the focus of the ceremony itself. Further,
social roles at the gathering are established sonically, creating continuity
between religious authority online and offline: it is the avatar of one of the
rotating meditation leaders – all of whom are religious specialists, including
monks, priests or teachers in offline temples – who chimes the singing bowl
to signify the start and end of the meditation session, and who leads the
chanting and intones the mantras (Connelly 2013, 130).
Hill-Smith (2011) observes that ‘the overlaying of tradition-preserving,
tradition-transmitting media material on to the basic experience (i.e.
culturally specific music, doctrinally based text explaining or enhancing
imagery, iconographic “hotspots”, etc.)’ is a common feature of nearly all
cyberpilgrimages. The examples sketched above suggest that this
observation can be extended to most rituals that take place within virtual
worlds, whether on websites created and hosted by religious institutions or
within gaming platforms like Second Life (see also Miczek 2008; Kluver
and Chen 2008; Jenkins 2008). Sonic architecture helps to constitute spaces
for religious devotion, and in the same way religiously marked sounds and
genres enclose and authenticate certain virtual spaces and activities as
sacred, suggesting a generally conservative orientation where online ‘ritual
patterns replicate offline forms with limited innovation’ (Hutchings 2013,
164). Hutchings argues here that ritual online is essentially dependent on
religion offline: that the transfer of offline ritual practices to online ritual
spaces relies on the transfer of their associated meanings. But not all uses of
music in online ritual are conservative. We shall see that some of the
practices of digital devotion pose a formidable challenge to religious
institutions and structures.

Reinventing Tradition: Online Musical Tools


for Offline Devotional Practices
The Internet constitutes a vast marketplace for devotional resources,
particularly audio recordings for accompanying public or private worship.
Scholars working across religious traditions have noted how readily many
religious communities use the online marketplace to share and purchase
audio and audio-visual resources for devotional practice, including
recordings from music labels and distributors, music-related discussion
forums and blogs, music streaming sites, livestreamed or pre-recorded
religious services and concerts, online radio stations, sound recordings and
music videos uploaded to social media sites such as YouTube (Echchaibi
2013; Engelhardt 2018; Hagedorn 2006; Ingalls 2016; Summit 2016;
Weston and Bennett 2013). This section engages these academic case
studies to highlight the ways the vast array of online musical resources
shape and condition offline devotional practice.
The ready availability of religious musical materials online has in
some cases encouraged a ‘pick ’n’ mix’ spirituality (Campbell 2013, 6) in
which individuals draw from a variety of disparate materials to meet their
self-defined spiritual needs – so bypassing sources of authority and
communities of interpretation that condition the meaning or constrain the
use of these materials. This is an intensification of a trend noted before the
advent of digital technologies: religious items proliferated on the
globalising commodity marketplace, enabling the rise of powerful
religiously oriented commercial music and media industries.7 In the same
way, musical recordings of global sacred traditions, now readily accessible
via the online marketplace, have become popular resources for such
individualised spiritual practices. In analysing online comments from
listeners, Katherine Hagedorn writes that the online marketplace facilitates
an engagement with ‘exotic’ sacred traditions like Cuban Santería and Indo-
Pakistani qawwali that allows Western listeners to ‘gain access to some of
the spiritual capital of these religious traditions without investing in the
religious practices themselves’ (Hagedorn 2006, 489).
What begin as idiosyncratic practices may, however, aggregate into
more standardised forms shared by far-flung communities of practice.
Weston and Bennett (2013) note that the vast array of musical resources and
ideas available via the internet marketplace, including instructional videos,
internet radio stations, blogs, forums and online stores, helps spread and
standardise practice within the virtual community of neopaganism. Music
forms the central node of discourse and practice in ‘the one place that unites
nearly all Pagans: online’ (4). In the case of a relatively new religious
movement like neopaganism, listening to and discussing shared music
provides a meeting place for community and in turn establishes connections
between individuals which extend to offline relationships. Further, these
increasingly dense interconnections entailed in shared practice and
discourse work to create norms from an array of eclectic practices and
beliefs.
In the cases of sacred world music and neopagan devotional music,
online pedagogical tools and resources encourage spiritual practice beyond
the purview of religious institutions. Such tools are indispensable within
some organised religious traditions, enabling greater access to once-
specialised training and sometimes sparking renewal of interest in certain
musical or devotional practices. In the process, online digital mediation can
subtly alter, or even completely overhaul, received meanings and essential
aspects of the religious practice by bypassing traditional sources of
authority and enabling new ways of practising religious music. In his recent
book chronicling the resurgent interest in cantillating Scripture within
American Judaism, Jeffrey Summit (2016) discusses how digital
technologies for teaching Torah cantillation are changing how the tradition
is transmitted and authority is structured. According to Summit, the
proliferation of cantillation software and audio and audio-visual recordings
available online has raised issues of ‘the validity of authority, a dislocation
of learning from a specific place and time, a shift from community
oversight and control to individual direction and personal agency’ (221).
Educators and students based in local synagogues often use online
pedagogical materials to learn tropes, or musical motifs, applied to each
word of scripture as indicated by symbols above the text. Students learning
cantillation from online resources often encounter simplified and
standardised versions, bypassing traditions from their local synagogues
replete with variations passed down from cantor to student. Yet the
democratisation of technology to record and transmit cantillation practices
can also have the opposite effect. Summit notes that it is spurring many
Jewish cantors and educators to record their personal trope styles in order to
preserve local traditions (238). Again, students sometimes learn cantillation
from Jewish traditions on the opposite end of the theological or political
spectrum from their own, thus blurring denominational lines. These
technologies enable a private, individualised learning of Jewish tradition,
unmoored from both traditional authority and local community. Summit
notes the near-unprecedented situation in which ‘it is possible to become a
“technician of the sacred” without being an actively engaged member of a
worship community’ (238).
In the case of devotional music genres with well-established
commercial industries and circulation networks, as in that of sacred world
music, online access accelerates trends that began in prior decades with the
growth of commodity markets for devotional recordings. Within evangelical
Christianity, for instance, the online saturation of popular commercial
worship music further erodes the authority of denominations and church
networks as gatekeepers of congregational worship music. But there are
other gatekeepers. While individuals have instant access to thousands of
new worship songs, the Christian commercial recording industry plugs the
music of a handful of popular brands and so increasingly constrains their
choices. Evangelical worship music evidences the seemingly contradictory
trend noted by Jenkins wherein new media technologies enable individuals
to ‘archive, annotate, appropriate, and recirculate media content in powerful
new ways’, even as media content – commercial devotional music, in this
case – becomes even more tightly concentrated in the hands of a few
dominant corporations (2006, 18). Since the early 2000s, owing in large
part to online circulation, contemporary worship music (a pop-rock-based
repertoire intended for congregational singing and often simply called
‘worship music’) has become a transnationally circulating genre sung in
weekly services by tens of millions of evangelical and pentecostal-
charismatic Christians. The music’s ready availability on the Internet
further fuels the dominance of a handful of influential worship ‘brands’
who produce the music.
One of the major influences on the digital market for evangelical
congregational songs over the past two decades has been Christian
Copyright Licensing International (CCLI). CCLI is a private, for-profit
company that provides licences for churches to reproduce song lyrics in
their services by serving as a copyright clearinghouse for most of the
Anglophone contemporary worship music industry. It also provides a range
of paid online services for churches, including the digital library
SongSelect, which the company bills as ‘the best place to find licensed
audio samples and lyrics along with vocal, chord and lead sheets from more
than 300,000 songs of worship’ (us.ccli.com). CCLI collects detailed
statistics twice per year from a proportion of subscribing churches – now
totalling over 250,000 – which it uses to distribute royalties to songwriters
and publishers. The company began publicising its ‘Top 25’ charts in the
1990s, listing the most frequently sung worship songs among their
subscribing churches.
Due to the surveillance into local practice enabled by this powerful
digital platform, the CCLI worship charts not only reflect but also to a great
extent drive the production and adoption of new worship music. During my
three years of field research within the Nashville-based Christian music
industry, music executives and recording artists told me story after story
about attempts to identify, promote and market songs that would top the
CCLI popularity charts, which they called the ‘church charts’. New songs
shared online on social media – whether ‘legally’ through publishers and
recording labels’ official channels or informally by fans recirculating the
recordings via social media – amass hundreds of thousands and sometimes
millions of views within weeks of their release, facilitating their quick
adoption into local worship contexts. The average age of contemporary
worship songs on the CCLI charts has decreased rapidly as local music
directors at churches increasingly use paid online services like CCLI’s
SongSelect and social media, in addition to Christian commercial radio, to
discover and access new songs, rather than denominational resources,
record clubs or music conferences.8 In 1997, the average song on CCLI’s
top twenty-five worship songs list was seventeen years old, and the newest
of the songs on the list was eight years old. By 2006, the average song on
CCLI’s list was ten years old, and six songs on the list were five or fewer
years old. By 2016, the average top 25 CCLI song was seven years old and
over half the songs on the list (thirteen songs) had been written in the last
five years.
Both the examples of Jewish cantillation and of evangelical Christian
worship music demonstrate how increased autonomy provided by digital
technologies poses serious challenges to traditional religious authorities.
However, in other cases, digital tools for musical devotional practices work
hand in hand with and even help to shore up religious authority. Jeffers
Engelhardt recounts such a case in his examination of how digital musical
media has helped Orthodox practitioners in Greece establish what they call
a ‘Christocentric everyday’: ‘a worldly Orthodox milieu of ethical action
and Christ-like becoming’ (2018, 72). Rather than focusing on one media
form, Engelhardt uses thick description of the digital audio and audio-visual
resources that four devout followers of Orthodoxy in Thessaloniki use in
their devotional practice. These include: digital recordings and broadcasts
of sermons and chant; YouTube video channels devoted to liturgical chant
and daily hymns; mobile ringtones using chant intonation formulas; and
mobile apps that produce an electronic vocal drone for accompanying
Byzantine chant (73). While Engelhardt’s Orthodox informants found these
resources useful for private devotion and musical pedagogy, they drew a
firm distinction between what he terms ‘natural media’ and ‘marked
media’: in other words, those analogue forms that comprise the received
Orthodox tradition and new digital forms seen as outside it. Natural media,
such as ‘incense-laden air, human voices and bodies, and bells’ (76), are
those thoroughly enculturated media forms understood as central to
Orthodox practice that, over time, have been rendered immediate within
liturgy and theology. Marked media, which include broadcast and digital
media, are those which operate outside the boundaries of worship and thus
call attention to themselves and their ‘sense of remove from the sacramental
life of the church’ (76). Rather than individualising practice and challenging
traditional Orthodox belief, these media have participated in a widespread
Greek ‘push back to the church’, a popular move to embrace traditional
religious authority in the wake of widespread political and social change in
the context of Greek neoliberal austerity.
Examples from across established religious traditions and new spiritual
movements show that the influence of digital technologies is neither
predictable nor unidirectional, and that there are a variety of ways in which
religious practitioners use online musical tools in offline devotional
practices to (re)invent and reinvigorate their traditions. In some cases, their
use can forge closer links with traditional authorities and religious
hierarchies, while in other cases it encourages a transfer of power, mediated
through the agency of individuals, from religious institutions to media
industries. The next section continues in this latter vein, describing how
digital media transform religious practice, sometimes blurring the line
between online and offline devotional practice. In these instances, online
digital musical and audio-visual resources move beyond being merely
resources or ingredients for religious practice, instead serving as the very
spaces where religious experience occurs.

Online Devotional Resources: Muslim and


Christian YouTube Videos as Audio-Visual
Icons
Music plays perhaps the most formative – and transformative – role within
the third type of devotional practice: the use of audio-visual resources for
rituals experienced online. Exploring case studies from Muslim and
Christian devotional videos on YouTube illustrates how audio-visual media
draw together images, text, and music and sacred sound in a manner
designed to produce powerful religious experiences for devoted viewers.
Further, these religious practices online challenge established authorities –
and sometimes even key tenets of religious orthodoxy – shaping
expectations and religious experience in a way that spills into offline
religiosity.
Sound is recognised as the dominant sense within Islamic religious
devotional practice, and its strategic use has been key to the success of
revival movements within contemporary Islam (see Hirschkind 2006). Both
listening practices and communication styles within contemporary Islam
have shifted markedly due to the introduction and widespread use of audio
and audio-visual technologies. In his research on popular cassette sermons
in Cairo, Charles Hirschkind writes that catering to devotees whose
listening practices have been shaped by the media and entertainment
industries has altered both sermon rhetoric and the aesthetics of oral
delivery. These rhetorical innovations ‘combine classical sermon elements
with languages and narrative forms rooted in such diverse genres as modern
political oratory, television dramas, radio news broadcasts, and cinematic
montage’ (2006, 11).
Expanding Hirschkind’s work on cassette sermons to digital audio-
visual media, Nabil Echchaibi analyses the rhetorical and stylistic
innovations within Islamic communication that have resulted from popular
Muslim preachers’ use of various digital online technologies. Using
Egyptian televangelist Amr Khaled9 as an example, Echchaibi notes that his
sermons involve ‘a creative triangulation of the physical, the visual, and the
digital’ (2013, 445), and that his embrace of the integrative potential of
digital technologies has introduced new aesthetic possibilities: ‘Khaled has
moved beyond aural media and therefore expanded the sensorium his
followers draw from to build pious identities in a world of confusing
sounds, images, and digital bytes’ (448).
As a spoken form, Khaled’s sermons often use dramatic, evocative
visual imagery; online, some of his videos feature superimposed images and
many include background music. On one video sermon posted to Khaled’s
YouTube channel in June 2016, a recording studio forms the central source
of images during the minute and a half of opening credits.10 The opening
video segment features a hand turning a knob; as a tape reel starts to rotate,
soft arpeggiated piano music with heavy reverb begins. As the song
continues, a rapid succession of images from the recording studio (hands
turning dials and knobs, cassette decks, analogue equalisers, and a pianist’s
hands on a keyboard synthesiser) are interspersed among images of sacred
texts, illuminated light bulbs and the imposing wooden door of a mosque.
The instrumentation quickly thickens, as violin, ‘ud, a full string section,
and a male voice are added to the texture. The musical highpoint (01:13)
features lush string orchestration and a male vocalist singing a melismatic
line as several dynamic video segments flash in quick succession: a written
script descends, a male worshipper falls prostrate in worship, two hands are
shown on an electronic keyboard, a hand grasps prayer beads, and an
unseen hand writes on parchment as the camera pans back from a library
shelf covered in well-worn texts. After the credits and the opening song
end, Khaled, a smiling, dark-haired middle-aged man, appears in a brightly
lit, lavishly furnished room seated cross-legged in front of a large
microphone. Soft instrumental music continues to play under most of his
sermon. At the end (19:00), as Amr Khaled closes his eyes, lifts his hands
in a prayer posture, and begins an impassioned prayer, a soft, low
synthesiser drone begins and the melismatic male voice returns once again
to sing a florid line.
The juxtaposition of music, sacred text and images in online sermons
like this also appears in other genres of devotional videos centred on sacred
sound. In Islam, Qur’anic recitation and anasheed, a vocal devotional song
genre sometimes accompanied by percussion, enjoy widespread circulation
online. Examples of both can be found on ‘The Merciful Servant’, which
claims to be the largest Islamic YouTube channel, with over 700,000
subscribers and over 170 million views of its videos.11 With the stated goal
‘to educate, inspire and motivate muslims and guide everyone in the world
to a better understanding of islam [sic]’, this YouTube channel features
informational videos on such topics as jinn, prophets, and basics of Muslim
belief and practice, together with devotional videos that feature chanting
combined with still and moving images, frequently with translations into
English superimposed. Merciful Servant bills these videos as ‘emotional,’
‘POWERFUL’, ‘heart touching’ and ‘motivational’, clearly intending them
to be affective, to stir the heart and the emotions towards greater devotion to
God.
Though Islamic tradition prohibits the use of images in public
devotion, Merciful Servant’s devotional videos include numerous still and
moving images of various kinds. ‘Quran chapter 76: Al-insan (The Man)’, a
Qur’anic recitation video by Egyptian muezzin and recording artist Omar
Hisham al Arabi, illustrates the way images are used in these videos. An
English translation of the chapter’s text is superimposed on a series of
changing images as al Arabi chants in Arabic. The text comprises several
distinct parts, beginning with a first-person account written in God’s voice
and describing the divine purpose in creating humanity; this is followed by
a detailed description of paradise in the afterlife that awaits the righteous as
a reward for their just deeds. The chapter ends with a series of commands
related to proper devotional practice. Throughout the recitation, marked by
reverb so heavy it sometimes gives the impression of polyphony, a series of
moving images appears on the screen, generally changing every six to ten
seconds. Many of these images are clearly intended to depict the sacred
text. Images of human statues and a human foetus appear at the beginning
of the chapter as God narrates humanity’s creation. The image of a vast
ocean accompanies the portion of the passage describing ‘a fountain that
flows abundantly’. During the textual description of the garden of paradise,
the viewer visits a computer-generated garden. When the topic of divine
cosmic judgment arises, the viewer takes a virtual trip through outer space.
Not all images used in the video correspond exactly to the sacred
words; some introduce added meanings or associations. Many majestic
images from nature (nearly all computer-generated) do not directly relate to
the text. These include a snow-capped mountain flanked by clouds, a boat
on the ocean at sunset, and a forest whose trees are on fire but not
consumed. A human eye brimming with tears is shown as the text describes
how devotees’ love for God motivates their care for the poor, orphan and
captive. When the text points to the coming transformation of humankind, a
moving image appears of human figures made from what looks like flowing
computer code, as in The Matrix. Depictions of public devotional practice
are interspersed throughout, including an aerial view of a mosque, followed
by the depiction of a lone worshipper prostrating himself on a tiled floor.
Scanning other videos on The Merciful Servant, five basic categories
of images predominate: images of nature (still and moving, photographic
and CG); depictions of worship spaces and sacred architecture; men
engaging in acts of devotion (mainly in sujud, the prostrate prayer posture);
cosmic scenes featuring the universe or solar system; and abstract patterns
of light that seem to depict flowing currents of energy. Several of these
same image types emerged in my research into evangelical Christian
devotional lyric videos on YouTube (see Ingalls 2016, 2018). I examined
the musical and visual content of fifty worship videos (ten settings each of
five popular contemporary worship songs) in tandem with online surveys
and phone interviews with creators of twelve of the videos. Three image
types predominated in this sample: nature images, used in more than two-
thirds of the videos; depictions of worshippers, used in slightly more than
one-third; and depictions of Jesus, used in one-third. I shall outline each in
turn.
Occasionally the nature photos corresponded directly to the song
lyrics, but they were usually unrelated. When discussing why they chose
nature photos, Christian video creators told me they used images of nature
to point to God as creator, and to create an atmosphere conducive to
worship that would not distract the viewer from the song’s message. In
other words, nature images were intended to function as both subtle
theological statement and as a pleasing, but innocuous, visual wallpaper.
Depictions of worshippers in worship videos generally feature a single
worshipper or a group of worshippers with arms outstretched in prayer.12 In
analysing music, lyrics and visual elements together, I found that worship
video creators commonly placed worship depictions at the musical climaxes
within the song, especially at the beginning of a song’s chorus where the
instrumental texture, melodic height and volume increase. Worshipping
bodies are generally featured as silhouettes against a plain colour or natural
background, thus resembling the silhouetted bodies from Apple’s iPod
advertising campaign. Justin Burton describes why the dancing silhouettes
were key to the overwhelming success of the campaign: the dancers were
‘blank [human]-shaped spaces that could be filled with whatever identity a
particular audience most wanted from [the iPod]’ (2014, 319). By
modelling the posture of worship at musical climaxes during these
devotional videos, the worship video creators demonstrate that they have
internalised certain expectations of evangelical devotional practice and
gesture and invoke the bodily posture in which a devout viewer should be
receiving the video.
Within the third category, depictions of Jesus, YouTube worship videos
include evangelical popular art, Orthodox and Catholic icons, and still or
moving images from films about the life of Jesus. US evangelicals, as heirs
of Protestant iconoclasm, rarely use divine images in public worship;
however, religious historian David Morgan has shown mass-mediated
images of Jesus to be central objects for private evangelical devotion.
Morgan asserts that for pious viewers, these representations of Jesus ‘make
visual, and therefore in some sense embody, the personal savior, who
“saves, comforts, and defends” them’. Through images of Jesus, ‘Christ’s
personal significance for one’s life is made visual: the face that one sees
belongs to the divinity who cares personally for one’s welfare. This visual
personification of Christ clearly serves the evangelical imperative for a
personal relationship with Jesus. Christ is encountered face-to-face’ (1996,
193).
The religious work performed by the three image types common
within Christian worship videos – two of which have direct counterparts in
the Muslim devotional videos discussed earlier – suggests that in the online
worship space images, sacred texts, and music are coming together to form
a new and potent experiential whole. Within the YouTube comment boxes,
some viewers testify how these videos invoke a personal experience with
the divine. The video reminds some of powerful offline worship
experiences they’ve had. Others narrate their real-time physical responses
when watching the worship video, which range from being inspired to sing
along loudly, to being moved to tears, to experiencing chills or
goosebumps, to feeling moved to spontaneously raise their hands in
worship in front of their computer screen.13 If we take these narratives at
face value, it appears that, at least for some viewers, these videos mediate a
sense of divine presence and evoke the same worshipful responses that
characterise offline evangelical worship. Worship videos model a particular
devotional posture and invite their viewers to adopt it.
These case studies of Muslim and Christian videos show how the
affordances of digital online media have inspired new devotional practices
with elements – in both cases, religious images – considered heterodox by
many religious authorities and prohibited within public worship. Will these
technologies drive a wedge between online and offline devotional practice,
or influence the latter to become more like the former? In the case of
contemporary mainstream evangelical Christianity, I have elsewhere
suggested that online audio-visual devotional practices enabled by ‘small
screen’ media are driving the incorporation of screen media in offline
worship (Ingalls 2016). In The Wired Church (1999) Len Wilson, one of the
first evangelical writers to address the use of digital technologies for
worship, asserts that the screen is becoming ‘the stained glass, and the
cross, for the electronic media age … Icons were the Bible for the illiterate,
and the screen is the Bible for the post-literate’ (41). By synthesizing the
devotional practices associated with sacred sound, images and text, audio-
visual icons on small and large screens alike serve as markers of sacred
space, potent religious symbols, foci for devotional meditation and conduits
for divine encounter. They become emerging examples of what Birgit
Meyer has called ‘sensational forms’: religious media ‘exempted from the
sphere of “mere” technology … and attributed with a sense of immediacy
through which the distance between believers and the transcendental is
transcended’ (2009, 12). As ways that religious traditions ‘invoke and
organize … access to the transcendental’, new religious sensational forms
like audio-visual devotional videos can influence not only practice, but also
deeper structures of belief and ethics (13).

Conclusion: The Musical Shaping of Ritual


and the Sacred Everyday
This chapter has demonstrated that music and sacred sound are essential
components of many types of online ritual. From virtual pilgrimages to
shared audio-visual resources to devotional screen media, music works to
authenticate the online space as a sacred space even as it challenges –
sometimes subtly, at other times overtly – what beliefs and practices are
considered orthodox, efficacious or acceptable. Engaging in music as part
of participatory digital technologies has the potential to change how people
experience and practise their religious faith. Following Michel-Rolph
Trouillot (2003, 116), online resources and spaces for digital devotion help
fuel the ‘production of [religious] desire … [T]he expansion and
consolidation of the world market for consumer goods’ create a sense of
lack where once there was none, and expand the range of possibilities for
devotional practice beyond the control of religious authorities. The Internet
serves as a one-stop shop to find a vast array of resources across religious
traditions: a marketplace of commoditised elements that can serve as
resources for the conservator of tradition as well as for the ‘spiritual-but-
not-religious’ person seeking out a mix of elements to further her quest for
transcendence. It allows users to access information about musical and
devotional practices from around the world, connects them to religious
communities online and offline, and provides a relatively anonymous space
for individual experimentation.
For practices whose authenticity or authority is likely to be questioned,
music helps to sacralise the virtual world, grounding it in the associations of
sacred practice offline. As Hirschkind reminds us, sound’s sensuous aspects
act powerfully on the body even as they shape ethical priorities,
‘recruit[ing] the body in its entirety’ and inciting moral passion in the
devout listener (2006, 12). Arguably, at the level of sensation, it makes little
difference whether the sound’s source is live performance or a recording, or
whether it originates offline or online. But music-infused audio-visual
rituals online do not merely serve to simulate or imitate offline practices; as
demonstrated by YouTube devotional music videos, online ritual practices
can convey divine presence in their own way, synthesising existing
practices into new ‘sensational forms’ (Meyer 2009) that are not readily
available – and sometimes not even replicable – offline. Music can either
provide continuity between online and offline religious practices, or form
part of a composite resource for devotional practice that synthesises and
transcends its offline counterparts.
Using audio and audio-visual online media, this chapter has suggested
that examining music and sound is crucial for religion and media scholars
who seek to understand and assess the implications of digital culture for
religious authority, experience and community. And for music scholars
interested in digital culture, online ritual and religious practice provide an
ideal site for examining how music participates in contemporary debates
about the nature of online community, the global commodity marketplace,
and the interface between musical and extra-musical media. Digital
multimedia technologies enable new intermedial relationships among
music, images and text, and the audio-visual experience that is produced is
increasingly irreducible to each of its component parts. The type of media
convergence demonstrated within online religious devotional resources has
the potential to profoundly shape how people experience, share and make
music. If online media continue to be important conduits for transmitting
religious audio-visual content, will they reshape music industry structures
in the process? Will they form religious traditions into increasingly
networked communities who congregate around shared participatory audio-
visual practices as much as common beliefs? One thing is clear: music and
sacred sound, as an essential component of religious audio-visual practice,
insert themselves into the structures of daily life and, in conjunction with
offline religious practice, shape embodied ways of listening, viewing and
worshipping.

For Further Study

Berger, Teresa. 2017. @ Worship: Liturgical Practices in Digital Worlds.


London: Routledge.

Campbell, Heidi, ed. 2013. Digital Religion: Understanding Religious


Practice in New Media Worlds. London: Routledge.

Cheong, Pauline Hope, Peter Fischer-Nielsen, Stefan Gelfgren and Charles


Ess, eds. 2012. Digital Religion, Social Media and Culture: Perspectives,
Practices and Futures. New York: Peter Lang.
Engelke, Matthew. 2010. ‘Religion and The Media Turn: A Review Essay’.
American Ethnologist 37 (2): 371–9.

Meyer, Birgit, ed. 2009. Aesthetic Formations: Media, Religion, and the
Senses. New York: Palgrave Macmillan.

Wagner, Rachel. 2012. Godwired: Religion, Ritual, and Virtual Reality.


London: Routledge.

Notes

1 In this chapter, ‘sacred sound’ includes music but is also used to


describe two distinct extra-musical phenomena. First, sacred sound is
used to describe performance genres that share sonic organisation in
common with music but are not conceived as music by participants (e.g.
heightened speech used when chanting sacred texts, including Jewish
scripture cantillation, Qur’anic chant, and devotional genres like
anasheed, an unaccompanied Muslim vocal genre considered to fall into
the category of sacred chant). Secondly, and less frequently, ‘sacred
sound’ describes the sonorous qualities of religious speech (e.g. sermons,
prophecy, ecstatic utterances).

2 Durkheim’s well-known formulation of religion involves ‘rites … that


unite its adherents into a single moral community’ (1912 [2001], 46).
Engelke (2010) notes that, within studies of religion and media as both
process and product, ‘“religion” is often understood as the set of
practices, objects, and ideas that manifest the relationship between the
known and visible world of humans and the unknown and invisible world
of spirits and the divine’ (374). For a discussion of the relationship
between the categories of ritual and religion, see ‘Ritual reification’ in
Bell (2009 [1997]), 253–67. For an analysis of devotional rituals not
associated with organised religion, see Lofton (2011).

3 See Engelke (2010) for an overview of several significant


developments in the study of media and religion in the decade after the
year 2000.

4 Compare Shzr Ee Tan’s references to the Internet’s affording of safe,


interstitial spaces in the contexts of political repression or intercultural
communication (Chapter 10, this volume, 262, 269–70).

5 A lack of engagement with music has been recognised as typifying the


field of media and religion more generally. See Schofield Clark (2006);
Partridge (2014).

6 Tine Vekemans (2014) notes that the express intentions for the use of
these sites do not necessarily translate into their actual use. In fact, there
is a perceived authenticity problem among the sample of Indian Jain
devotees that she interviewed. Vekemans writes that the computer-
mediated puja’s limited sensorium, its failure to provide social contact
with other worshippers, and the perception that internet surfing is
incompatible with a ‘worship mindset’ led many of her respondents to
indicate ‘that they saw online darsan and pūjā mostly as for Jains living
abroad, meaning far removed from (or too busy to go to) actual temples
and gurus’ (138).

7 See Manuel (1993) for an account of devotional ‘cassette cultures’


among Indian Hindus and Muslims, and Mall (2012) for a detailed
account of the US evangelical Christian recording industry.
8 According to licence holder survey data provided by CCLI, church
music leaders who list the Internet as their primary source for discovering
new music increased from 19.9 per cent in 2007 to 26 per cent in 2011.
Christian commercial radio saw a rise from 23.5 per cent to 31.7 per cent
during this period, while each of the four other categories (music club,
direct mail, music conferences, bookstore) declined precipitously. For
further analysis, see Ingalls (2016).

9 Though immensely popular, Khaled is a controversial figure, intensely


disliked by some religious authorities who disagree fundamentally with
aspects of his theology and his use of ‘secular’ media. For further
discussion of controversies over Khaled and media logics in Islam more
generally, see Echchaibi (2013).

10 This video is available on Amr Khaled’s YouTube channel at


www.youtube.com/watch?v=RbSApM8-FnA. As of 2 January 2017, it
had garnered more than 300,000 views and 6,000 shares.

11 The Merciful Servant’s YouTube channel can be found at


www.youtube.com/user/TheMercifulServant.

12 The posture of hands upraised, an expressive worship practice in


evangelical and charismatic congregational singing, has become a more
or less universal evangelical Christian symbol for worship (see Ingalls
2018, introduction).

13 Several examples of each of these reactions can be found on the


comment string for the video ‘Our God – Chris Tomlin’ available at
www.youtube.com/watch?v=UdFzB4MQgEA.
Personal Take:
Technicians of Ecstasy

Graham St John

The Ancient Greeks understood the need for mystery. At the annual festival
at Eleusis, host to one of the longest running dance parties of all time, the
mystai partook in ecstatic dance before they were introduced to ‘the
mysteries’ inside the Telesterion. These events cannot be known with
accuracy 2,000 years later. The mysterious can’t be read in books, seen on
film, nor encountered on the edge of the dance floor; but only truly known
when the dancer becomes the dance. With the development of electronic
dance music cultures, and with the influence of multiple traditions, today
we see the evolution of popular routes to the divine. Whether felt as
‘cosmic’, recounted as ‘magic’, or recognised as ‘the shit’, participants
around the globe, across all genres, from house to techno, and from dubstep
to psytrance, become intimate with mystery.
Mystery defines artists, genres and entire scenes. It is the coin of the
realm that lubricates the vibe. In the context of electronic music production
and performance, mystery is paradoxical. It is immeasurable, unknowable
as that which lies beyond death; yet, in the hands of producer-DJs, it’s
couriered with precision: quantised rhythms, digital sequencing, sharp
programming, the alchemy of the mix, and the drop of the needle on vinyl,
that moment when heaven and earth meet, opening up a sublime fissure in
the space-time continuum in which a rhythm-untold animates us in ways
unimagined. We’ve all had such moments, haven’t we? Moments when we
grow unrecognisable to our selves.
As technicians of ecstasy, DJs are gardeners of mystery, repurposing a
vast archive of sound, remixing and remaking music to create the
soundscapes of our lives, an inspired rhythmic ambience that moves us
within that primal real-estate between the speaker stacks. Annihilated under
a rhythmic fury, or gliding upon a soaring build, as techno-neophytes and
electro-savants, we are transported into altered states of consciousness
enabling a re-evaluation of our life and relationships, a renewed
commitment to our loves.
Among the practices employed by DJs is what I have identified as
remixticism, or the practice by which producers of electronic music and
visual arts evoke non-ordinary states of consciousness augmented by digital
audio/video detritus sampled and repurposed from disparate un/popular
cultural resources (St John 2015a). In repurposing source materials,
DJ/producers are medianauts cobbling together story-lines of dream travel,
soul flight and cosmic transit using materials ripped from the worldwide
datasphere.
While it is standard procedure in programming and DJ/VJ techniques
that artists recycle existing recordings to compose new works, as digital
alchemists they ransack films, TV documentaries, game software, radio
shows, podcasts and other sources of nanomedia for choice material (St
John 2013a). In multiple electronic dance music genres, scripted syntax
from science fiction cinema, sound bites from political speeches, counsel
from religious figures, the routines of comedians, and the extemporisations
of altered statesmen are sampled in koan-like epigrams, repeated like
chorus lines, reassembled as audio-bombs detonating at the breakdown.
Dicing and splicing media content to evoke the sensation of altered time-
space, electronic musicians offer repeated commentary on themes linked by
their association with altered states of consciousness: shamanism, astral
travelling, out-of-body experiences, near-death experiences, alien
abductions, hypnosis, dreaming, chemically enhanced hallucinations. Via
electrosonic techniques, this repurposed media ecology provides the sonic
decor to the sonic experience – decaling the soundscape, and augmenting
the vibe on dance floors planetwide (St John 2012).
The roots of this media shamanism can be found in an esoteric cut-up
heritage including Dadaists, Surrealists, Burroughsians and Discordians
alike. It is steeped in Jamaican dub, hip-hop, breakbeat science, house,
techno, and chill DJs who’ve broken down, re-versioned and synthesised
existing works to birth new forms. This refinement is notable in techno-
shamanic traditions and is overt in psychedelic electronica, where media
content is intentionally strip-mined and reprogrammed to spiritual
endeavours – to augment, parrot and burlesque spirit. This milieu is
drenched in an unmistakable penchant for shamanism, a sensibility that
reveals dedication to vision and gnosis over the healing and catharsis of
traditional curanderos, commitments that place this development in the
vanguard of contemporary Western esoteric religion (St John 2017). Newly
promulgated through popular culture, or as Christopher Partridge (2004)
might have it, ‘popular occulture’, sonic murals of alien gurus, ancient
astronauts, superheroes, spirit familiars, DMT entities and other in-between
figures communicate a desire for being liminal, a transitional experience
marking passage beyond the ordinary (St John 2013b, 2015b).
From the original dub and disco studio technicians to today’s home
producer, DJs are sonic alchemists, digital shamans, technicians of
liminality, seekers who traverse and channel hidden dancescapes. And so,
like poet troubadours, DJs bring the sounds and the magic into our lives.
But they must remain open to the magic; yes, to broker new beats, but to
also revisit patterns of original inspiration, adapting an artifice to optimise
the conditions under which we make contact with the divine.
Personal Take:
Live Coded Mashup with the
Humming Wires

Alan F. Blackwell and Sam Aaron

We write this contribution from the perspective of computer scientists and


creative artists. In taking these two positions together, we intend something
different to the common classification of the ‘digital artist’. Where a digital
artist may use Photoshop rather than a paintbrush, or a web server rather
than a printing press, the computer scientist hopes to make new kinds of
paintbrush, or new kinds of text. A computer scientist does not simply
apply media technologies, but (re)makes and (re)invents them. The practical
concerns of making and invention have more in common with craft than
with science. Indeed, creative artists have always existed in symbiotic
relationship with the craftspeople who invent, build and refine musical
instruments or painting tools. In maintaining a dual concern for making and
aesthetics, we do indeed refer to ourselves as engaged in craft (Blackwell
and Aaron 2015).
However, computer science also offers some distinctive and novel
perspectives on the creative arts, different to previous generations of craft
technologies. The most significant of these is the fundamental reflexivity of
computer science. Computer science, like mathematics, is a field that
constructs a structure of structures. The knowledge structures of our
discipline unavoidably reflect on themselves, resulting in a field that is
routinely and habitually recursive. When computer scientists create
artworks, this recursivity is constant to a degree beyond the metatheoretic
concerns of conceptual art. A second, though less immediately apparent,
concern is the tension resulting from human engagement. Computer
programs exhibit behaviour that is both mechanical (in a way) and
autonomous (in a way). The illusion of an autonomous mechanism triggers
those archetypal anxieties that have been expressed through science fiction
from the Golem to the Singularity. From our own perspective, it is the
context of creative artwork that orients us away from such fearful fantasies
to the human realities such as embodiment, identity, agency and ecstasy that
are experienced through dance, music and poetry. These are our themes in
the remainder of this contribution.
In 2014, we twice performed an improvised digital interpretation of the
song ‘Red Right Hand’, originally recorded by Nick Cave and the Bad
Seeds. The first of these performances, entitled ‘Take a Little Walk to the
Edge of Town’ (the first line of the song), was created as a contribution to a
conference exploring creativity and copyright. The second was listed under
the name ‘The Humming Wires’ (another line from the song), and was
performed as part of our set at an algorave programmed within the
Birmingham Network Music Festival.
These performances were, in part, demonstrations of new digital
technologies. Sam had recently developed his system Sonic Pi, designed as
a digital generative synthesis language that would be accessible to school
children (Aaron and Blackwell 2013). Alan had also developed a novel
programming language called Palimpsest, which breaks images down into
layers that can modify each other, in the same way that a value in one cell
of a spreadsheet can be modified by others (Blackwell 2014). A key
attribute of both Sonic Pi and Palimpsest is that they support ‘live coding’ –
modifying a program while it is running, with the changes taking effect
without stopping it. Live coding is becoming a popular performance genre,
with artists writing code in front of an audience to create music, visual
imagery, or sometimes (as in our interpretations of ‘Red Right Hand’),
music and imagery together.
Our interpretation of Nick Cave’s song was thus an algorithmic one –
our performance consisted of writing two improvised programs, one an
audio synthesiser and processor created using Sonic Pi, and the other an
image manipulation and animation program created using Palimpsest. Each
of these algorithms worked with samples of audio-visual material related to
‘Red Right Hand’, such that the audible and visual outputs, and also the
structures of the algorithm, revealed, and were inspired by, aspects of the
song.
The song itself had appeared to us in a dream – or at least very late at
night. Research in the BBC schedule archives suggests that Alan must have
been sleepily listening to a 6 Music segment in the early hours of 22 June
2013, during which Josh Homme was invited by DJ Mary Anne Hobbs to
contribute to her tracks and interview feature Key Of Life. Homme’s
selection of ‘Red Right Hand’ impressed Alan (in the middle of the night)
with its vivid imagery, further reinforced as he explored the superb covers
that have been recorded of this song, ranging from a hit version by the
Arctic Monkeys, to an album of Nick Cave lyrics that have been translated
into Polish, with rhythm accompaniment played on the spoons.
It was precisely this vivid-dream quality that supported the reworking
of song as algorithm. The Southern Gothic imagery mined so effectively by
Cave offers an underlay of dark allusions and resonances, which in
themselves are layered by Cave over the tropes of Old Testament justice
and Milton’s ‘red right hand of God’ from Paradise Lost. These resonances
are valuable in live coding, because ambiguity does not come naturally to
the world of the algorithm, where deterministic and predictable behaviour is
more often required. Distorted sound and blurred, indistinct visual features
became a core aesthetic of our work as we rehearsed the piece. However,
these effects come at a high algorithmic cost, with rehearsals often treading
a fine line between serendipitously evocative system overloads and
complete crashes requiring repairs to our software tools. As with so many
improvising genres, much of the tension in performance is associated with
teetering on the threshold of lost control.
As it turned out, our first performance of this piece did include a
complete system crash, meaning that the audience heard and saw two rather
separate movements, divided by an interval of silence, diagnosis and system
rebooting. The first movement featured permutations of the distinctive
tubular bell that tolls in the chorus of the Bad Seeds arrangement. The
distorted echoes of that bell had called to mind both seafaring and funerals,
such that the ‘stacks of green paper’ in the song became the waves in which
the eyes of Nick Cave himself floated as though plucked from a drowned
sailor. The second ‘movement’ alluded more directly to the appropriations
of our project by using actual samples of Cave’s voice associated with
image fragments that we had borrowed from video of Bad Seeds concerts,
and from the MTV video of the song itself.
Before our second performance of this piece as one part of an algorave
set, we reviewed video of this first performance in order to reflect on and
develop our skills as an ensemble. However, because live coding is
essentially an improvisational genre, no two rehearsals are ever the same.
Instead of polishing a set of practised moves, we identify and analyse those
passages where a creative unity and atmosphere has been achieved, often in
ways that continue to bud from our source material.
A sequel to this project arose from our desire to engage new audiences
with live coding. Sam was funded by educational charity the Raspberry Pi
Foundation to engage children with computing through creative music. We
had reflected that many of the musical genres we would like to emulate use
the human voice as a central element – a feature that is rare in live coded
music (in fact, we had never heard a live coded performance with voice).
Without voice, it seemed to us that live coding might be exacerbating a
perceived disconnection of computers from other musical experience. So
when Alan met performance poet Afrodita Nikolova at an intercultural arts
conference, he suggested she joined the band as a vocal artist, although at
the time neither of us had any further concept of what this might entail.
The starting point for this new group was to book a gig (a performance
at ICLC – the first International Conference at Live Coding), and then to
create an act. As with ‘Red Right Hand’, we started with an existing track
offering a rich combination of the performance elements that attracted us –
here, the words, acoustic palette and imagery of Linton Kwesi Johnson’s
dub reggae poem ‘Street 66’. The three of us separately listened to this
track, then met to discuss the creative directions it inspired. Dub music
seemed well suited to the rhythmic foundation of Sam’s live coded scores,
but had not previously been used as a genre reference for live coding.
Alan’s experience as an immigrant to the United Kingdom who discovered
the dub genre through the London West Indian community led to reflection
on the encounter with authority that is described in ‘Street 66’ – the vivid
imagery of an intimate and supportive community disrupted by a knock on
the door. Having described Afrodita (in our ICLC proposal) as winner of a
recent Macedonian poetry slam championship, we drew parallels between
the Brixton riots at the time of ‘Street 66’ and street protests in Macedonia
at the time we were rehearsing.
A series of rehearsals developed and extended these ideas, each
involving extended jam sessions of sound, imagery and words that we
brought with us, weaving these elements into a multimedia collage. Alan
added geometric visuals based on historical national flags, drawing on the
colonial histories of Jamaica and his native New Zealand, and incorporating
their artistic encounters with indigenous culture, including New Zealand
poets and the Pacific Dub scene. These visual themes led to an exploration
of Macedonian identity, as a previous outpost of the Ottoman empire that
might be juxtaposed with New Zealand’s history as a distant territory of the
British empire. In addition to collecting reggae and dub samples, Sam
extended his audio processing software to transform Afrodita’s voice,
feeding her words into a sound processing algorithm that gave her a musical
instrument, able to explore the voice as a sound world in itself. Afrodita
used this new freedom in voice as sound to recite in both English and in
Macedonian. Realising that these texts were visually distinctive through use
of Latin and Cyrillic scripts, Alan captured her English words, translated
them to Macedonian through Google Translate, and applied the resulting
characters as an animation and collage element. As rehearsals continued,
the jam sessions led Afrodita to contribute further texts, audio and visual
material that could be collaged: current street scenes captured by
Macedonian bloggers and the words of political figures featured as sound
samples.
In our performance of ‘Slamming Street 0110 0110’ at ICLC, these
hours of conversation and performance jamming were condensed into a
fifteen-minute improvised set. It is not easy, in the moment, to either
capture or analyse the performance we gave. Some recordings were made,
but it is the preparation process, rather than the end point, that is most
informative. Though the complex technical infrastructure in itself presents a
major challenge for stage presentation, and live coding bands do not (yet)
have techs and roadies to take care of these mundane aspects, the
performance was successful. We had an appreciative audience, were billed
together with other acts that were talented and impressive, and were both
pleased with (and relieved by) our achievement. ‘Slamming Street 0110
0110’, as with ‘Take a Little Walk to the Edge of Town’, explores new
conjunctions of digital media and human experience, mediated, structured
and transformed by creative use of algorithms.
Personal Take:
Algorave: Dancing to Algorithms

Alex McLean

Algorave is a movement I co-founded with Nick Collins, Matthew Yee-


King and Dan Stowell, focused on the conspicuous involvement of
algorithms in the generation of electronic dance music, which has
developed quickly since its inception in 2012 (Collins and McLean 2014).
At first, algorave often seemed imaginary, with some ‘algorave’ events
poorly attended or in inappropriate settings such as brightly lit rooms with
rows of seating. The ‘rave’ in algorave suggests mass dancing as one, but
this was rare in the beginning. This may well be indicative of the academic
roots of computer music being poorly spliced with the history of electronic
dance music (Parkinson and McLean 2014).
More recently, algorave has taken hold as a distributed network of
thriving scenes, with events organised by experienced promoters finding
large audiences in club and festival venues, or adopted by local musicians
putting on parties in small rooms with big sound systems. All of the 150-
plus algorave events so far have been experimental, pushing at the
boundary between improvisatory and danceable. By embracing the
experiment we have to accept that the events will not always ‘work’. While
some artists have toured around them, these events have each developed
their own local flavour, having taken place in dozens of cities across
Europe, Australia, Japan, and both North and South America. Unlike
creative franchises such as MakerFaire and TED, the algorave brand is
purposefully unprotected: anyone is free to host one and there are few
constraints. But what ties them together?
There is a range of approaches at play, but the majority of
performances at algoraves are live coded, meaning that the language of
computer code is used as a medium for creating music. This code is made
visible for audiences through projection throughout the space, potentially
creating a sense of being inside the code. The programmer creates and/or
modifies code while it generates music, creating a continuous creative
feedback loop through code and sound that is an amalgam of composition
via notation and music improvisation.
The notion of dancing to algorithmic music is evocative of sci-fi but
has a history in the here-and-now. Accomplished musicians have employed
algorithms in their work for many years, as in the case of electronic music
duo Autechre who push the boundaries of dance music to widespread
critical acclaim. There is, of course, a far longer history of composers
formalising their creative approach. Indeed, rather than signalling
technological progress, I would argue that algorave instead signals an
unravelling of technology, stripping back years of interface development to
re-expose computers as language machines. Words are a very human mode
of articulation, and the words of source code compose together to define the
computational procedures of everyday life. So, in the spirit of Christopher
Small’s (1998) conception of music as representing wider cultural
relationships, the visible presence of code in algoraves not only allows us to
reflect upon the role of code in our lives, but also to reimagine that role. We
can imagine coding as a true craft, shared and culturally legitimate, by
focusing on the role of coding as just one step in a live and very human
process of becoming.
Virtuosity and code comprehension are often discussed in live coding
literature, which situates the programmer as a virtuoso and audience
members as passive listeners who comprehend musical processes by
reading code while listening, yet neither of these presumed roles work well
at an algorave. First there is the name (can you really take yourself
seriously as an ‘algorave virtuoso’)? Beyond that, algorave’s combination
of experimental freedom with accessibility seems closer to punk than
Western classical music, with programming languages like ixi lang and
TidalCycles perhaps being as easy to learn as three guitar chords. In both of
these systems, the ability to create techno music is only a few keystrokes
away, and genre-twisting transformations just a few more. While live
coding dominates algoraves, the traditional projections of code mean it is
hardly possible to read them while dancing. Simply witnessing the broad
outlines of coding activity, and the derivatives of code complexity growing
and waning with that of the music, is more important to most algorave
participants than close reading or understanding, although just as some like
to crowd behind DJs to watch their technique, so participants are free to
read into the technique of the live coder.
Perhaps more controversially, I think the live coder’s code
comprehension is also in doubt. In TidalCycles, which is embedded in the
strictly typed language Haskell, just about everything is a pattern, or a
function involving one. It is therefore straightforward to introduce pattern
transformations at points within a piece of Tidal code, without
understanding the whole. My introspective hunch is that this property of the
programming language allows me to make music with TidalCycles without
really knowing what my code is ‘doing’. In fact, because TidalCycles is
highly declarative, in notating what is to be done rather than how, it isn’t
really doing anything but rather describing an outcome across several layers
of abstraction. Meaning is not understood in terms of code, but in terms of
musical results. Live coding becomes more about listening, and deciding
when to make a change, than it is about understanding the code itself. I feel
like I am guided around my code based on what happened to the music last
time I made a change. This is what I refer to as the ‘textility of code’ after
Tim Ingold’s textility of making (2010), which is itself closely related to the
idea of bricolage programming explored by Turkle and Papert (1992).
Rather than seeing a programming language as a means to efficiently
express a thought, I think it is more accurate to think of it as an
environment in which to think through code as material.
The experience of live coding at an algorave feels physical rather than
disembodied: as the live coder, you are working with code as abstract
material, but your focus is on both the physical experience of listening and
the moments at which each code edit is evaluated, in time with the
movements of people dancing in front of you. Though in an apparent state
of flow (Csikszentmihalyi 2008; Nash and Blackwell 2011), you become
hyper-aware of the passing of time as you work with or against expectations
held by club audiences and the pace of edits intertwined with the pace of
musical change. Who knows where this strange experience will lead digital
music culture?
7
Rethinking Liveness in the Digital
Age

Paul Sanden

What is Liveness?
The concept of liveness first emerged about a century ago, in response to
the introduction and growing use of various technologies for broadcasting,
recording, amplifying and otherwise mediating musical (and other)
communications.1 A (newly termed) live musical experience was usually –
and for many, still is – considered better, more authentic, more human than
a recorded or broadcast experience (Auslander 2008, 3; Thornton 1995, 42).
To perceive a musical experience as live, then, is to perceive its distinction
from something (more highly) mediated. Liveness cannot exist, and has
never existed, without also implicating its mediated Other.
The perception of liveness in a musical experience is typically formed
in reference to what I will call a traditional performance paradigm. That is,
some element of music as conventionally performed – performers
communicating musically with an audience in a shared time and place –
persists in the live musical experience. Some such instances, such as a live
recital of Mozart piano sonatas in a concert hall, are simple and
straightforward, conforming entirely to a traditional performance paradigm.
In other instances, such as a live cinematic broadcast of a performance from
the Metropolitan Opera, or a live recording of a rock band, elements of a
traditional performance paradigm are perceived to persist in an otherwise
electronically mediated experience.2 Live broadcasts are live because they
occur at the same time as the ‘actual’ performance; the embodied element
of co-present performance is subverted, but the temporal element remains
intact. Live recordings are live because they (supposedly) constitute an
archival record of a performance exactly as it happened; the temporal and
co-present links to a ‘real’ performance may be ruptured, but the recorded
performance is still temporally whole in comparison to a multi-tracked and
highly edited studio recording. Moreover, something of the acoustics,
ambience and interactions between performers and audiences that were part
of ‘real’ performances are often maintained (or simulated, and thus still
perceived by many listeners) in live recordings. The central conflict of
liveness, in these and many other instances, is that such persistent elements
of a traditional performance paradigm are the same qualities potentially
threatened by the technologies through which the musical experience is
mediated. That is, the technologies required for live broadcasts and live
recordings have the ability, if used in a slightly different manner, to subvert
the perception of liveness altogether.
Ruptures in the spatial and temporal groundedness of performance;
transgressions of the physical, human origins of musical sound; infinite
repeatability and mobility of an object within which or upon which
performance is encoded (a vinyl record, a CD, an MP3 player) – these are
the factors most often emphasised in debates about performance and the use
of electronic technologies.3 Technologies of sound reproduction and
manipulation are at the centre of these discussions, along with the
capabilities of these technologies to make music something other than the
performed art it was for the previous several centuries, or at the very least to
alter and threaten the nature of that performance as a privileged site of
musical meaning.4 Liveness discourse often goes a step further than merely
noting distinctions between live and mediated forms of culture, and laments
the supposed loss of authenticity created by extensive mediation which,
especially in the digital age, seems to threaten the wholesale eradication of
the live.5 Philip Auslander has pointed out that the purely live has in fact
nearly ceased to exist (2008). Very little performance escapes some form of
influence from electronic technologies. Auslander argues that even our
interpretation of supposedly live performance is highly influenced by the
extent to which cultural practice is now completely embedded in some form
of electronic mediation – such as when an audience member at a rock
concert constantly filters their appreciation of the live performance through
their familiarity with the studio recordings of the songs being performed, or
when someone attending a Broadway musical constantly compares the
performance to the animated film upon which it is based.
However, Auslander’s arguments rest largely on classifying the
ontological make-up of such musical experiences – that is, their essential
categories of being: as strictly performed acoustic sound, as pre-recorded
and replayed sound, etc. In other words, his focus is primarily on the
musical event itself (rather than on its reception), and on defining its
liveness (or lack thereof) according to the extent to which electronic
mediation has reconfigured the conditions inherent in a traditional
performance paradigm. What this approach fails to consider, however, is the
extent to which, despite the ontological deficiencies of many modern
musical contexts with respect to a traditional performance paradigm, a great
many listeners persist in attributing qualities of liveness to these very
experiences – hence, the continued use of terms like live recording and live
broadcast.
If liveness is not, then, functioning as a purely ontological signifier for
modern listeners – if it continues to be used to describe experiences that are
not, in actual fact, purely unmediated – it must be functioning as a
conceptual and a perceptual one. Live recordings carry meaning as a type of
live event because, despite the fact that they present highly mediated
musical experiences, their apparent fidelity to an actual live performance
carries meaning for many listeners that is absent from a studio recording.
They are perceived as in some way live, even though their connection to a
traditional performance paradigm is often rather distant. When we talk
about liveness, then, we are essentially talking about how performance is
perceived, and about assigning at least some of the values and ideologies
associated with traditional performance to the musical experience in
question.
And so, despite the rapidly increasing extent to which electronically
mediated musical experiences are displacing those that conform fully to a
traditional performance paradigm, recent discourse (as discussed
throughout this chapter) demonstrates that the concept of liveness continues
to carry great meaning for many musickers, even in a cultural environment
of extreme digital saturation. My purpose in this chapter is to investigate the
persistent meaningfulness of liveness (wherever it might exist) in musical
practices that are highly influenced by digital technologies and digital
culture more broadly. I wish to offer some ideas that might help in
understanding the ongoing conceptualisation of liveness in modern musical
discourse, and how its definitions may have changed with the changing
technologies involved in its formation.

Defining Liveness in Digital Culture


If, as I have just argued, the meaning of liveness has expanded along with
the introduction of new technologies and the changing uses of these
technologies,6 it remains for us to address the ways in which these changes
may have reflected the increasing digitisation of music technologies.7 The
relative affordability, portability and versatility of modern digital sound
technologies, combined with their ability to connect via the Internet to
similar technologies around the world (or across the room), and the ease
with which their users can fragment, alter and recombine virtual objects of
encoded musical sound before sending them back out into the physical
realm, have exponentially increased the extent to which a traditional
performance paradigm can be subverted in modern musical contexts. The
rapidly growing ubiquity of digital technologies in most people’s musical
lives in recent years has only accelerated the changing ontological
relationships between new understandings of liveness and a traditional
performance paradigm. Common understandings of live performance
events now include, for instance, seated performers live coding music on
their laptops;8 DJs creating a steady stream of dance music entirely from
recorded samples; networks of performers scattered around the world,
linked by the Internet, producing music collectively in real time. Does
liveness in music, then, have a new definition? If an understanding of
liveness no longer depends on the apparent avoidance of electronic
mediation – if in fact musicking that is overtly enabled, and perhaps even
defined, by the use of digital technologies is interpreted as live – what are
the essential characteristics of this new definition?
In a phrase, highly variable. A current definition of liveness, I would
argue – one informed by the logics of digital culture – is in fact many
definitions, or perhaps many different permutations of a definition based on,
but not confined or wholly defined by, reference to a traditional
performance paradigm. This is not an entirely new development, of course;
after all, what is a live broadcast if not an electronically mediated
performance – a performance whose ontology is based on a traditional
performance paradigm, but altered by the ability to subvert the spatial
limitations of that context? What is new in a digital culture, I would argue,
is the degree to which this traditional paradigm can be – and readily is –
ruptured, fragmented and reconstituted according to the characteristics of
digital technologies. Within a cultural environment characterised by, and
increasingly comfortable with, logics of fragmentation, permutation and
collage, many perceivers of liveness seem equally comfortable with the
complete fragmentation of that traditional performance paradigm.
Moreover, as I hope to demonstrate, liveness in a digital culture has
increasingly become a terrain of artistic interrogation to a degree not
experienced before. That is, some artists have begun to make their music, at
least in part, about liveness; the deliberate exploration of liveness has
become an aesthetic goal. This aesthetic shift in how musickers have
recently begun to approach liveness has occurred largely because digital
technologies have afforded, if not an entirely new way of thinking about
liveness, then at least a massive amplification of the variable qualities that
concept has already demonstrated. I am not just referring to the ease with
which sound objects can be manipulated with digital technologies, or the
supposed de-corporealisation of sound as it has taken up residence in digital
hard drives (more on this below). I am also referring to the extent to which
digital technologies are employed more broadly in modern cultures, to
circumvent previously entrenched temporal and spatial boundaries, and
even boundaries between humans and machines. These ways of using, and
thinking about, technologies in the twenty-first century are increasingly
removed from the ways of using and thinking about technologies that
surrounded the emergence of the traditional performance paradigm several
centuries ago, or even its definition as something intrinsically different from
electronically mediated music one century ago.

Virtual Liveness and Posthuman Subjectivity


In my previous work, I have suggested several categories of liveness based
on characteristics of traditional understandings of performance that inform
the variable definitions of liveness I have been discussing (Sanden 2013,
11–12, 31–43).9 For instance, temporal liveness would be the liveness
perceived in a live broadcast – a broadcast of something at the time of its
happening. This is also the category of liveness most often implicated in
discussions of liveness on the Internet (Auslander 2005, 8): live streaming,
for instance, is arguably live broadcasting through a different technology
(though the geographic range of this technology is far greater than any pre-
digital broadcasting technologies). Corporeal liveness is the shading of
liveness that so often concerns musicians working with new digital
performance interfaces, when they want to ensure an understandable
connection for their audience between their physical gestures and the
electronic sounds that result from them.10 What concerns me most in this
chapter, however, is what I have called virtual liveness. And while I have
suggested various contexts in which virtual liveness might be a meaningful
way of interpreting the concept of performance in highly mediated musical
contexts (Sanden 2013, 113–58), this category remains for me still the most
elusive in my attempts to explain or define it, and at the same time the most
pressing to deal with in the context of digital culture. For while temporal
liveness, corporeal liveness and other categories that I have proposed
emerge largely from the logics of recording and broadcast media, virtual
liveness seems defined largely by the logics, not just of digital technologies,
but of digital culture more broadly.
To summarise the discussion thus far, the concept of liveness is
inherently dialectical. Rather than functioning as a complete ontological
negation of electronic mediation, it centres on a tension between those
elements of a musical experience that invoke a traditional performance
paradigm and those that arise from electronic mediation. Thus, a live
recording is live in part because it is not as highly mediated as a studio
recording – but it is still mediated. Human performance and technological
mediation function together, albeit in tension with one another, to create this
particular understanding of liveness. I propose that what I call virtual
liveness functions within this dialectical tension more overtly than other,
perhaps more straightforward, understandings of liveness (such as those I
have already invoked in this chapter).
The word virtual is used, both in common parlance and in various
fields of scholarship, to invoke a range of meanings, and I use it here to
reflect many of those meanings, without restricting myself to any one of
them.11 In reference to the use of internet technologies, the word virtual
often describes any kind of activity that takes place within online (virtual)
space (and here, of course, we understand the word space metaphorically):
virtual dating, virtual tours of restaurants or real-estate listings, etc. The
computer’s, tablet’s or mobile phone’s screen acts as our window into that
virtual world, which in reality is just a projection of light that engages our
imagination, intellect and/or emotions. Virtual reality technologies aim to
create immersive environments for their users, perceived spaces within
which virtual actions can be carried out.
Following Gilles Deleuze (1988), both Echard (2006, 8) and Shields
(2003, 2) explain the virtual as something that is ‘real but not actual’. This
description neatly fits the perceptions of liveness that I call virtual, but here
my connection to a Deleuzian sense of virtuality finds its limits. For
Deleuze, the virtual is an ontological category; virtual objects are on the
cusp of becoming actual (Echard 2006, 8). What I mean by the term virtual
has more to do with perception than ontology. Thus, in Liveness in Modern
Music, I offer the following explanation of virtual liveness: ‘In some cases,
music can be live in a virtual sense even when the conditions for its liveness
(be they corporeal, interactive, etc.) do not actually exist. Virtual liveness,
then, depends on the perception of a liveness that is largely created through
mediatization’ (Sanden 2013, 11). In other words, virtual liveness is a
perception of liveness – a perception of performance – that embraces a
musical experience’s grounding in the various incursions of electronic
sound technologies. It involves an extension of the whole concept of
performance to include things like the synthesis, samples and simulations
that characterise the logics of digital culture, and which would seem to
conflict with traditional definitions of what performance is – and, more
importantly, is not12 – while at the same time making room (sometimes
through simulation or technological enhancement) for certain elements of
those traditional definitions to persist.
Finally, and most crucially, I wish also to invoke some of the meaning
that N. Katherine Hayles assigns to virtuality, when she writes: ‘Virtuality is
the cultural perception that material objects are interpenetrated by
information patterns’ (Hayles 1999, 13–14). Hayles’s definition is offered
in the context of her account of the emergence of the posthuman subject, a
construction that I believe can play a very significant role in understanding
the new definitions of liveness and performance I am concerned with here.
And although I observe a useful link between virtual liveness in digital
music and Hayles’s discussions of digital (i.e. binary) information, I believe
the arguments that both she and I are making about virtuality may also
extend to a broader discussion about music and technology – one not
necessarily confined strictly to digital technologies. That is, I wish to re-
emphasise here that at least as far as the concept of liveness goes, digital
technologies have not necessarily introduced entirely new tensions. Rather,
they have drastically broadened the potential implications of the central
tension between human and machine, by making the boundaries between
the two more easily crossed.13
For Hayles, posthumanity involves a new model of subjectivity, one in
which (among other things) information is conceived of as separate and
separable from its materiality – thus enabling the idea that information or
data can flow from one physical instantiation to another without being
changed in the process. This allows for the creation of subjectivities not just
in physical space, but also in virtual space: identities formed and, I would
also argue, performed in the realm of virtual communications. As Hayles
writes, ‘In the posthuman, there are no essential differences or absolute
demarcations between bodily existence and computer simulation,
cybernetic mechanism and biological organism … The posthuman self is an
amalgam, a collection of heterogeneous components, a material-
informational entity whose boundaries undergo continuous construction and
reconstruction’ (Hayles 1999, 3). What Hayles is identifying as posthuman
is not the literal formation of cyborg entities, but a common cultural
perception that ‘the ontological foundations of what counts as human’
(Hayles 1999, 24) have changed, and now include room for virtual selves,
for identities that can be imagined as immaterial information. This is a
decontextualisation of the human self, as imagined boundaries between
human and machine are constantly erased, shifted and re-inscribed.
What I have outlined here about virtuality resonates strongly with
common observations about how music often functions within digital
culture – not only those musics made mostly or entirely with digital
technologies, but also more traditional styles of music that are widely
disseminated and heard through digital means. Of particular significance to
many who write about the digitisation of music is the shift it has enacted
from corporeal communication to disembodied data, from embodied acts to
simulations encoded in 1s and 0s. With this lack of grounding or origin in a
corporeal presence, digital music is often seen to eschew any origins or
defining boundaries of its own, be they physical, historical, stylistic or
otherwise. This ability to overcome these and other kinds of boundaries is
what makes Hayles hopeful about the potential of the posthuman subject.
However, she does raise a warning flag about ‘how information lost its
body’ (Hayles 1999, 2) – how digitisation encouraged the further emphasis
of a Cartesian split between mind/thought/data/information and its
corporeal host to the point where human subjectivity may become erased
along with that body. What seems apparent, though, in much liveness
discourse at least, is that disembodiment is often embraced as a way to
more creatively and flexibly inscribe the human self within a highly
technologised musical experience, by transcending the boundaries of
identity created by conventionally embodied performance.
These transcended boundaries are the calling cards of mashup culture
and mix culture: they are hypertextual models of music dependent on the
types of synthesis, samples and simulations I referred to earlier, where
complex networks of references across space, time and style are enacted
between the various found and newly created sound objects that have been
brought together in the mix. Moreover, discrete and autonomous musical
objects are often almost impossible to extract from or identify within this
mix. Few of them are any longer grounded in a single, original context; or,
if they are, the identities of their locations are obliterated by seemingly
infinite networks of multiple instantiations and references, as when (for
example) a symphony is sampled in a pop song, which becomes remixed
for the dance club, which becomes the soundtrack for an online
advertisement, which becomes a ring-tone for a mobile phone, and so on
into the seemingly infinite data-flow of music in digital culture that Jean-
Yves Leloup (2010, 165–70) calls the ‘digital magma’. David Toop writes
of this that
With digital audio, the objects of music – its recordings, performances,
instruments, and even people – begin to disappear into an aether of
intangible properties, a mist that enshrouds and disintegrates
established structures with no regard for their traditions or values …
This seems to me to be the object of digital magma: to chase the
nothingness of electronic music to the point where meaning begins to
emerge.
(Leloup 2010, 8)

There are strong affinities, then, between these characterisations of


digital music and Hayles’s characterisation of the posthuman subject:
previously drawn boundaries are blurred, and previously defined and
embodied entities become fragmented, decontextualised and dislocated
within a new kind of heterogeneity. But what does this have to do with
performance and, more specifically, the perception of liveness within the
diverse terrain of digital music? Here it is important to recognise that within
its constellation of meanings – and perhaps toward the centre of that
constellation – liveness functions as an index of humanness; as a
recognition of human creativity and production, and of our human selves,
within the context of our constant negotiation with the technologies we
create and employ. This performance of humanness is, in fact, the reason so
many cling to a traditional performance paradigm; it is the reason liveness
has always mattered in a technological era, and arguably the reason
performance has always mattered even before the emergence of the liveness
concept. As the formation of human subjectivities has given way,
increasingly commonly, to the formation of posthuman subjectivities –
subjectivities in which the digital often forms an element of the self – the
ways in which our (post)humanness is reflected in our cultural practices
have similarly adapted. To return to my earlier argument: the dialectical
negotiations between performed and recorded, human and machine,
corporeal and disembodied, and any number of similar dualistic pairings,
are often at the heart of what liveness means in digital culture.

Intermedial Performance and the Aesthetics


of Liveness in Digital Culture
I would like to elaborate here on an expanded notion of what performance
might constitute in digital culture, in order to expand on some concrete
examples of the redefinitions of liveness I have been discussing thus far. In
Digital Performance,14 Steve Dixon neatly summarises the idea that
internet communication, at least as it is commonly practised, often involves
a constant virtual performance of the self. He writes:

Theater is … created not only by those who consciously use computer


networks for theatrical events, but also by millions of ‘ordinary’
individuals who develop e-friendships, use MOOs, IRC, and
chatrooms, or create home pages and ‘blogs’ on the World Wide Web.
Many home pages and blogs constitute digital palimpsests of Erving
Goffman’s notions of performative presentations of the self, with the
subject being progressively erased, redefined, and reinscribed as a
persona/performer within the proscenium arch of the computer
monitor. Personas are honed like characters for the new theatrical
confessional box, where, like postmodern performance artists,
individuals explore their autobiographies and enact intimate dialogues
with their inner selves.

(Dixon 2007, 3–4)

Here again we are reminded that modern human performance, in many


artistic and social realms, increasingly embraces machineness. The ever-
changeable nature of a digital remix culture, as alluded to by Dixon, is
embedding itself in how people represent their own identities.15 Identity is
exceptionally subjective in this context, and that subjectivity is ever-
variable. Offering a related perspective, Paul D. Miller (aka DJ Spooky that
Subliminal Kid) writes about the ‘identity reconstructions’ that characterise
digital culture, with its approach to ‘information collage where everything
from personal identity to the codes used to create art or music are available
for the mix’ (Miller 2004, 64). In a culture where many people constantly
perform their digital selves on the Internet, is it any wonder that a concept
of live performance can also include the use of those same technologies? Is
it not perhaps all a part of Leloup’s digital magma, within which
performing human is still a common and vitally important act? Live
electronic music, digital gesture-based controllers creating synthesised
sound, laptop performance – these things are no longer truly avant-garde,
no longer at the furthest fringes of musical practice. They are informing
common understandings of how music can be performed, and within that
framework, the concept of liveness is still alive and well.
Christopher Balme (2008) proposes that the concept of intermediality
is a useful way to approach such formations of performance, where the use
of electronic technologies may in fact enrich the human qualities inherent in
the experience. As a catalyst to his discussion, he summarises the influential
arguments of Erika Fischer-Lichte (2008), which assert (contra Auslander)
that even highly mediated performances are grounded in live performance
and have resisted subjugation by wholly mediated formats: they are
therefore still much more meaningful and impactful than a fully mediated
experience (like watching a film) can possibly be. Balme replies to Fischer-
Lichte (and those in sympathy with her): ‘My question would be: why
defend the one against the other? Why is it necessary to formulate the
relationship between live performance and media technology in such
confrontational terms as though media and performance were engaged in a
kind of agon in which the winner takes all’ (Balme 2008, 85).
Characterising such performances as intermedial is a way of recognising a
relationship between ‘the live and the mediatized’ that is ‘entirely
symbiotic; they are imbricated into one another like Siamese twins and
cannot be prised apart without severe damage ensuing’ (Balme 2008, 90).
Intermedial performance, in other words, is a performance experience
in which virtual liveness can play a significant role in the audience’s
understanding of performative meaning. The manifestations this virtual
liveness might take on are as numerous and diverse as the musical styles
and practices within which they are found, and so I will not attempt to deal
with them in any kind of comprehensive manner. I would, however, like to
focus on two examples within which I perceive liveness not just as a marker
of human performance, but also as a terrain of aesthetic play and
negotiation. They are examples of intermedial musical performance within
which the boundaries separating live from mediated are not just ambiguous
but actively interrogated, and the traditional definitions of performance
itself are transgressed.
The first of these examples engages directly with questions of digital
representations of the self, and how the performance of music might
function within that context. In recent years virtual musicians have entered
the digital music landscape/soundscape, a milieu defined by intermediality,
and one such example is provided by real-time musical performances in
virtual environments like Second Life. Ontologically speaking, online real-
time performances are very similar in many ways to the live radio and
television performances that remote audiences have enjoyed for decades.
Their liveness is commonly understood, rather unproblematically, in a
temporal sense – that is, so long as the performance is either lacking
entirely in visual information (like a radio broadcast) or accompanied by
actual real-time footage of the performer(s) (like a television broadcast).
The terrain of liveness becomes more difficult to navigate, however, when
the audio is ‘performed’ by an on-screen avatar, within a visual virtual
space designated for that performance. Writing of such performances in
Second Life, Karen Collins poses the questions they raise surrounding
issues of liveness: ‘If players use an avatar as their visual representation, are
they really performing for an audience? And if that audience is only
virtually present, is it really an audience? When players are singing live in a
bedroom but their avatar is performing prescripted moves to that music in
the virtual world, is the players’ performance really live?’ (Collins 2013,
94).
Collins answers these questions in the affirmative, due in part to the
notion that many users perceive such performances as live, no matter their
intermediality. However, she also reverts to the idea of temporality,
suggesting that the reason many users would accept an avatar’s
performance as live would be its existence in real time, simultaneously with
the ‘actual’ performance of the hypothetical Second Life user producing the
performance ‘live in a bedroom’. Such an interpretation presumes, despite
the highly intermedial nature of these types of performances, a rather
traditional understanding of liveness based in a temporal ontology – a
dependence, in other words, on reference to a traditional performance
paradigm.
We might usefully expand on Collins’s arguments to suggest that the
liveness in Second Life may be more than just temporal. Recent studies of
musical activity in Second Life (Gagen and Cook 2016; Harvey 2016), in
fact, point to users (virtual performers and virtual audiences alike) adopting
something of the posthuman subjectivity I have been discussing throughout
this chapter in their encounters with musical performances. Gagen and
Cook report that while some users attempt to apply ‘real-world’ concepts of
liveness to the virtual performances of Second Life (particularly notions of
co-temporality), others have realised that the technological differences
between Second Life and what gamers call Real Life make traditional
concepts of liveness somewhat of an ill fit for the virtual environment.
Instead, they find, ‘the most effective approach to creating liveness within
virtual reality is not to replicate the conditions of live music in the real
world, but rather to recontextualise the signifiers of liveness’ (Gagen and
Cook 2016, 205). Once again, the traditional boundaries of liveness are
actively negotiated in order to produce meaning within the contexts of these
performances.
I will close with an example that is in some ways far more
conservative and ‘old-fashioned’ than those I have addressed thus far, yet is
still entirely dependent on digital technology. But it is an example that
demonstrates very clearly some of the characteristics of this new aesthetic
terrain of liveness. Since 2009, American composer Richard Beaudoin has
been working with digitally measured microtimings of recorded
performances as the foundation of his compositional style.16 With the aid of
the Lucerne Audio Recording Analyzer (LARA; developed at the
Hochschule Luzern in Switzerland), he analyses the onset time and
amplitude of every sound event in a recording down to the millisecond.
These data then inform the notated rhythms of Beaudoin’s new
composition. Often the sounds measured in this way are not just those the
performer intended, but also various incidental sounds in the recording. For
instance, the hums and chair creaks on a Glenn Gould recording have been
transcribed into Beaudoin’s New York Mikrophon for chamber quartet
(2015), while the hiss on a 1931 recording by Alfred Cortot of Debussy’s
La fille aux cheveux de lin finds its way into the parts of a sextet playing
Beaudoin’s La fille dérivée (2014).17 In this way, Beaudoin brings the
recorded performances that inspire each work back into the realm of live
performance through his scores. What is more, as I will demonstrate, within
the performances of at least some of these works we find a constant
negotiation between live and mediated elements, which brings the aesthetic
interrogation of liveness into the foreground.
Beaudoin’s series of pieces The Artist and his Model, of which La fille
dérivée is the last, is based on the microtiming of the same Cortot
recording, which is essentially transcribed (at an augmented ratio) into
Beaudoin’s rhythms. As is Beaudoin’s customary approach, Debussy’s
score provides one important framework for the new composition: elements
of it, including easily recognised motivic fragments, remain within
Beaudoin’s piece. However, just as important a framework is provided by
the hiss of the medium upon which Cortot made his recording: the
phonograph disc and player. These hisses are represented not only
rhythmically but also timbrally: at times throughout the composition
Beaudoin has the pianist use sandpaper blocks, while the wind players blow
through their instruments in rhythmically recurring patterns to create a sort
of dilated echo of the cyclical hissing of the phonograph. This is a piece of
music that refers not only to Debussy’s iconic piano prelude, but also to its
specific instantiation as recorded by Cortot in London on 2 July 1931. La
fille aux cheveux de lin, for piano, finds new life within La fille dérivée for
mixed sextet. At the same time, Cortot’s recording – not just his
performance but also the medium itself and its sonic artefacts – is brought
to life. The wind players literally breathe life into the hisses of the
phonograph.
What emerges from this composition is an exploration, a dialogue,
across history, across media, across musical style. Debussy’s score, Cortot’s
performance and the medium of Cortot’s performance are all embedded in
Beaudoin’s score, which then gives rise to a new live performance, and the
subsequent digital recording and dissemination of that performance.18 From
notated score (1910), to piano performance for phonograph recording
(1931; reissued in digital format in 1991), to a newly composed notated
score (composed in 2012), to live sextet performance captured on a digital
recording (also in 2012), we are invited not just to enjoy this new
composition, but to appreciate the boundaries it transgresses, between then
and now, between analogue and digital, between live and recorded. Like the
boundaries of the human within the posthuman subject, the boundaries of
liveness within this work are in constant motion. Here they have been
aestheticised; performers and listeners alike are invited to engage in the
grey areas between live and mediated. Here, then, liveness is not just
perceived. It is constructed as an entity within this work of musical art
being performed – an entity that not only speaks out in performance, but is
inscribed into the very score informing that performance. This imagined
entity is set in dialogue with its recorded other, within a conceptually
imbricated network of multiple performances and recordings.
In closing, I return finally to some words by Paul D. Miller in Rhythm
Science. He poses the rhetorical question: ‘Is it live? Or is it a sample? …
The question remains just as powerful as ever’ (Miller 2004, 28). I would
argue that while the question may remain, the potential answers to that
question are far more complex than they once were. One possible answer, to
which I have been alluding throughout this chapter, is we cannot always
distinguish one from the other; we do not always want to distinguish one
from the other; and this ambiguity is at the heart of an aesthetic of musical
performance in digital culture.

For Further Study

Auslander, Philip. 2008. Liveness: Performance in a Mediatized Culture,


2nd edn. London: Routledge.

Barker, Martin. 2013. Live to your Local Cinema: The Remarkable Rise of
Livecasting. Houndmills: Palgrave Macmillan.

Emmerson, Simon. 2007. Living Electronic Music. Aldershot: Ashgate.

Fischer-Lichte, Erika. 2008. The Transformative Power of Performance: A


New Aesthetics. Translated by Saskya Iris Jain. New York: Routledge.
Hayles, N. Katherine. 1999. How We Became Posthuman: Virtual Bodies in
Cybernetics, Literature, and Informatics. Chicago: University of Chicago
Press.

Sanden, Paul. 2013. Liveness in Modern Music: Musicians, Technology, and


the Perception of Performance. New York: Routledge.

Notes

1 Auslander (2002, 16–17) argues that while the technological conditions


for liveness were put in place with the advent of recording technology at
the end of the nineteenth century, the discursive use of the word live to
describe performance as ‘not recorded’ did not emerge until the 1930s,
when radio broadcasts made it difficult for listeners to determine whether
they were hearing recordings or live (that is, real-time) performances.
However, while the word live may not have been used before this time,
the debates surrounding the relative values of recorded vs (what we
would now call) live music appeared much earlier. See, for instance, John
Philip Sousa’s 1906 essay, ‘The menace of mechanical music’ (Sousa
1906).

2 See Barker (2013) for an extensive study of livecasting (as the live
broadcast of opera, theatre and other events is often known) and the
issues of liveness surrounding its creation and reception; Aguilar (2014)
examines the ‘live’ recordings by the London Symphony Orchestra
released on their label LSO Live, and reveals the complex nuances of
liveness inherent in their practices.
3 The extent to which amplification has factored in such debates seems to
be largely dependent on musical genre, and the conventional practices
within the traditions of those genres. While discourse on liveness in
popular musical practices is rather silent on amplification, its use in
classical music practices that don’t traditionally involve amplification has
garnered more notice (though more in the popular press than in academic
scholarship). Articles in The New York Times and London’s The Daily
Telegraph, for instance – Anthony Tommasini’s ‘Enhancing sound in a
hush-hush way’ (18 August 1999) and Brian Hunt’s ‘The silent
conspiracy of electronic amplification’ (9 June 2001), respectively – both
argue that the inconspicuous electro-acoustic enhancement of classical
music concert halls and opera houses (to improve the resonant qualities
of such spaces) threatens the liveness of the performances that take place
in them.

4 In the interest of space, I will avoid here the extensive and very
important debate on Western Art Music discourse’s longstanding
privileging of musical works – representing (somewhat) tangible
products of a composer’s genius – as the most privileged site of musical
meaning, a discourse that at the same time often remained silent on the
potential of performers and their performances to contribute significantly
to such meaning. This debate is addressed in the work of Ashby (2010),
Bowen (1993), Cook (2001, 2003, 2013), Goehr (1992, 1998) and many
others.

5 In his defence of the cultural significance and democratising power of


karaoke, Kevin Brown (2010) describes an elitist ‘liveness anxiety’ in
much academic discourse. He argues that ‘the ontological claim to the
efficacy of performance’ in such writing ‘can be seen as a power grab.
Why should only live performers be allowed to change culture? … The
biases against performances that are not “live” perpetuate the division of
cultural production, and maintain the position of theatre as a primarily
“highbrow” artform.’ (74).

6 Auslander (2002, 2005, 2008) has made this argument repeatedly about
liveness as it pertains not specifically to music, but also to theatre,
Internet use, etc.

7 Simon Emmerson’s work on liveness (1994, 2000, 2007, 2012) is one


of the few (and certainly the most significant) bodies of musicology to
extensively address liveness in digital music.

8 For practitioner perspectives on live coding, see Alan Blackwell and


Sam Aaron’s and Alex McLean’s Personal Takes, this volume.

9 The full list of categories I propose (though I do not consider this to be


a definitive nor an exhaustive list) is as follows: temporal liveness,
spatial liveness, liveness of fidelity, liveness of spontaneity, corporeal
liveness, interactive liveness and virtual liveness.

10 Croft (2007) is primarily concerned with this kind of liveness, as is


some of Emmerson’s work (1994, 2000), though their arguments are not
expressed with the same terminology that I use here.

11 Isabella van Elferen offers another approach to the definition of


virtuality in Chapter 8 (this volume).

12 Perhaps most famously within performance scholarship, Peggy Phelan


has argued strongly that an ontology of performance is defined by the
complete avoidance of any technologies of reproduction; such electronic
technologies, in her words, make a performance ‘something other than
performance’ (Phelan 1993, 146).
13 An extensive discussion of posthumanism and digital music is
provided by David Trippett in Chapter 9 (this volume).

14 By his own admission, Dixon’s lengthy study does not directly


address music, but many of his arguments about new modes of digital
performance apply well to it.

15 See Sumanth Gopinath and Jason Stanyek (this volume, Chapter 4)


for a discussion of identity construction in relation to the ‘musical selfie’.

16 I am grateful to Richard Beaudoin not only for sharing with me his


thoughts about his work, and his feedback on this chapter, but also for
providing me with scores and links to recordings. The reader is
encouraged to consult www.richardbeaudoin.com/microtiming/ for more
detailed descriptions of Beaudoin’s process. Many of Beaudoin’s
perspectives on his process, as well as details about that process, are also
shared in Trottier (2013). Some of Beaudoin’s microtiming compositions
(though not the ones discussed here) can be heard on Mark Knoop and
Kreutzer Quartet, Richard Beaudoin: Microtimings, New Focus
Recordings B007C7FBEO (2012).

17 Reissued on Alfred Cortot, Alfred Cortot plays Debussy and Ravel,


Biddulph LHW 006 (1991). Beaudoin based his microtiming on this CD
reissue.

18 Jeffrey Means and Sound Icon, The Artist and his Model VI – La fille
dérivée, rehearsal take from Sanders Theatre, Cambridge, MA, 29
November 2012. soundcloud.com/richard-beaudoin/beaudoin-la-fille-d-
riv-e/s-mACUQ.
Personal Take:
Augmenting Musical Performance

Andrew McPherson

Designers of digital musical instruments often highlight the flexibility of


these instruments in comparison to their acoustic counterparts. Freed from
mechanical constraints, digital instruments can produce new types of sound
and offer the performer new interaction modalities. Recent years have seen
a proliferation of design ideas shared in both academic venues and
commercial crowdfunding campaigns (Jensenius and Lyons 2017;
McPherson et al. 2019). As the availability of low-cost, high-performance
computing continues to increase, we are rapidly approaching a point where
the uptake of new instruments is limited not by technical factors but by
human capabilities and cultural considerations. Perhaps as a result, the vast
majority of new digital musical instruments have a short lifespan, used only
by a few people before being set aside in favour of even newer technology.
As an instrument designer with a background in music composition
and electronic engineering, I am interested in creating instruments to fit
specific existing performance practices. Specifically, I seek to maximise the
creative novelty of a new instrument while minimising the amount of re-
learning needed for a performer to play it to a high standard. A core part of
my task involves designing these instruments to fit human sensorimotor
abilities which are the result of years of instrumental practice. However,
traditional instruments also support a broader cultural ecosystem, including
established repertoire, well-known virtuosi, pedagogical practices and
audience familiarity. Building on these cultural resources may help increase
the longevity of a new instrument.
One approach to creating new instruments that connect to existing
performance practice is the creation of augmented instruments: familiar
musical instruments whose capabilities have been extended with new
sensors and modes of sound production. My first augmented instrument
project was the magnetic resonator piano, an augmentation of the acoustic
grand piano which uses electromagnets to induce vibrations in the strings,
allowing the player to produce organ-like sustain, harmonics, pitch bends
and new timbres (McPherson and Kim 2012). Since its creation in 2009, the
instrument has acquired a repertoire of around twenty-five new
compositions and a growing community of pianists proficient in its
techniques.
Playing the magnetic resonator piano is different in important ways
from traditional piano performance: for example, new techniques involve
pressing the keys slowly enough that the hammers do not strike the strings
or holding the keys partway down. Learning these actions can take time and
practice. Therefore, for my second augmented instrument project,
TouchKeys, I focused specifically on fitting the behaviour of the instrument
to the constraints of existing keyboard technique (McPherson et al. 2013).
TouchKeys is an augmentation of the keyboard that adds capacitive touch
sensing to each key. The TouchKeys sensors attach to the surface of any
keyboard, measuring the location of the fingers in two axes: across the bass-
to-treble axis (X) and along the longer axis of each key (Y). TouchKeys lets
the performer add techniques like vibrato, pitch bends and timbre changes
to each note without cumbersome wheels and pedals, simply by moving the
fingers on the key surfaces.
I first developed TouchKeys in 2010, at a time when interest was
growing in the industry in ‘multidimensional polyphonic expression’:
giving the performer independent control over the pitch, dynamics and
timbre of multiple simultaneous notes. Other commercial products with this
capability include the ROLI Seaboard, Roger Linn’s LinnStrument, the
Madrona Labs Soundplane and the Haken Continuum Fingerboard. These
instruments, like TouchKeys, are controllers for arbitrary digital sounds
which use the MIDI (Musical Instrument Digital Interface) or OSC (Open
Sound Control) protocols. Each instrument provides some degree of user-
adjustable mappings from action to sound.
These other instruments replace the traditional keyboard action with
novel interactive surfaces. For example, both the Seaboard and Continuum
use a continuous deformable membrane instead of discrete keys, and the
LinnStrument and Soundplane choose a rectangular layout over the familiar
pattern of white and black keys. By contrast, TouchKeys attempts to retain
as much as possible of the keyboard technique that performers spend many
years learning, even if this circumscribes the design possibilities. By
designing it to be installed on top of an existing keyboard, TouchKeys
preserves the layout and action of the keyboard. Due to manufacturing
constraints, the touch sensors modestly alter the surface texture, and the
sensor edges are less rounded than a traditional key top, but these are small
changes in comparison to other new controllers.
In creating TouchKeys, I discovered that how the software behaves can
make or break the player’s familiarity with the instrument. In a sense,
adding new techniques is the easiest part of the design; the harder challenge
is to avoid having those new techniques interfere with existing ones. One
straightforward example is the use of Y-axis sensing (i.e. the long axis of
the key). To assign the raw Y position to a control like pitch would render
the keyboard unplayable. Redundancy in where the fingers contact the keys
is a core part of keyboard technique, as it accommodates the different
lengths of each finger and the different hand orientations needed to reach
different combinations of keys. It would be futile to demand that the player
press each key in the exact right position in order to produce the expected
pitch.
The obvious solution is to design the interface so that the player can
use relative finger motion after note onset, rather than absolute position, to
control pitch or other effects. However, even this approach creates subtle
problems, as the fingers naturally move on the keys in traditional playing. A
study with 8 pianists showed that in 26 per cent of key presses, the finger
moved more than 5 per cent of the length of the key, and in 11 per cent of
key presses it moved more than 10 per cent of the key length (McPherson et
al. 2013). In the X (horizontal) axis, the figures are even more striking: 75
per cent of key presses had finger motion more than 5 per cent of the key
width, while 55 per cent had motion more than 10 per cent of the width.
The difference between X and Y probably stems from a combination of the
dimensions of the keys, which are longer than they are wide, and the fact
that the hands move most in the horizontal direction in traditional playing.
In order to account for the movement of the fingers along the keys in
traditional keyboard technique, my solution for pitch bending is to use
relative finger motion in the Y-axis with a user-adjustable threshold below
which small movements are ignored. For vibrato, the software looks for
relative finger motion in both directions within a certain time period before
starting to change the pitch, as my studies showed that natural movements
on a key in traditional playing were almost all in a single direction only.
Generally speaking, the higher the threshold, the more effort is needed to
engage the new techniques, but the less likely the techniques will be to
engage unintentionally. It may be that as a player’s technique becomes more
attuned to TouchKeys, the player can gradually reduce the thresholds to
achieve greater sensitivity to small movements.
In July 2013, after three years of development, I launched TouchKeys
for public sale in a Kickstarter crowdfunding campaign. The campaign
raised £ 46,000 to build and ship TouchKeys kits and instruments to
musicians around the world. Most of the backers on Kickstarter opted for a
self-install sensor kit that they could attach to their own keyboard, though
pre-built keyboards were also available.
Though I have not undertaken a systematic survey of the musical
backgrounds of the TouchKeys players, my impression is that the largest
player community consists of amateur or semi-professional keyboardists
who maintain home electronic music studios, and who most usually play in
a pop/rock style. Other players include jazz keyboardists, professional
studio composers and experimental musicians. A 2014 review in Sound on
Sound magazine reflects the feedback I often get from performers: ‘The
nice thing about TouchKeys is that it builds upon existing keyboard
techniques – you’re not learning from scratch, just adding new movements
and actions to enhance the performance – and that means the learning curve
is fairly shallow’ (Robjohns 2014).
Musicians don’t take up new instruments solely because they are
partly familiar; rather, the instrument’s creative novelty provides the
impetus. An open question regarding all the novel MIDI controllers on the
market is whether novelty of technique or novelty of sound is more
important. In principle, the same MIDI performance could be achieved
using any of the aforementioned controllers, or given more time, using a
basic keyboard and MIDI editing software. Viewed from this perspective, it
might not be possible to tell what instrument a performer played solely by
listening to the audio output. In practice, however, each controller is going
to make certain patterns and techniques more or less idiomatic, and this will
end up influencing what the performer does in characteristic ways. In other
words: perhaps it is possible for each MIDI controller to have its own
signature sound, even when they all control the same synths.
There is no single answer for how best to balance novelty and
familiarity in digital musical instrument design, and much depends on the
artistic priorities of the designer and any other musical collaborators. Going
forward, I hope to discover more general principles in how to design for a
performer’s existing sensorimotor skills and cultural expectations.
Personal Take:
Digital Demons, Real and Imagined

Steve Savage

The cultural history of developments in music technology is littered with


reproach. The pianoforte threatened the purity of the harpsichord; the
saxophone was the bastard son of the clarinet; the synthesiser mocked the
orchestral instruments and the CD usurped the soul of the vinyl record.
What gets obscured in the rhetoric is the true target of rebuke. It has
become clear that the critiques of many technologies of the past were driven
by nostalgia. The pianoforte represented an important expansion of the
musical palette and became one of the iconic instruments of Western art
music; the saxophone not only came to occupy a central role in jazz and
popular music but found its place in Western art music as well. The
synthesiser and the CD also became essential to music in all forms, but they
have not necessarily fared as well in the popular lexicon of cultural
currency.
Critiques of new audio technologies centre on their digital nature.
While it’s certainly true that sound itself is analogue, as is the human ability
to hear sound, the question remains as to the quality of digital applications
of music technology. Do CDs sound worse than vinyl records? Are
synthesised and sampled orchestral scores inherently inferior to
performances by symphonic orchestras? There is no single answer to these
questions. While synthesisers and CDs don’t necessarily represent
improvements on earlier technologies, a brilliantly constructed synthetic
orchestral recording may sound much better than the local community
orchestra or perhaps have qualities that real orchestras cannot emulate. And
despite the fascinations of the retro revolution, many prefer CD recordings,
with their diminished noise floor and reduced harmonic distortion, to even
the best vinyl recordings.
Having lived and worked through the transition from analogue to
digital recording I have had the chance to consider the various pros and
cons of the two formats. While I acknowledge the ways that digital loses
something of value compared to the best forms of analogue capture of
sound, I have also come to appreciate the many ways that digital capture
has enhanced both the sound and the creative potentials of music
recordings. At the same time I remain aware of the ongoing assault on
digital sound technology coming primarily from popular media.
My work as an academic has, to a large extent, been a product of my
work as a recording engineer and producer. I have come to celebrate the
joys of digital music technologies through extensive practical application.
Though at times I have felt that the academic defence of digital recording is
no longer necessary in our highly digitised society, I frequently encounter
examples that convince me otherwise. I found one recently as I was reading
Jennifer Egan’s Pulitzer Prize-winning novel, A Visit from the Goon Squad.
In the brief space of one character’s dramatic inner monologue Egan sums
up popular attitudes toward digitisation, confirms the absolute
commodification of popular music and taints most contemporary media.
The protagonist is a middle-aged record executive, reflecting on the current
status of his record company and the music that it is releasing:

Driving to pick up his son, Bennie alternated between the Sleepers and
the Dead Kennedys, San Francisco bands he’d grown up with. He
listened for muddiness, the sense of actual musicians playing actual
instruments in an actual room. Nowadays that quality (if it existed at
all) was usually an effect of analogue signaling rather than bona fide
tape – everything was an effect in the bloodless constructions Bennie
and his peers were churning out. He worked tirelessly, feverishly, to
get things right, stay on top, make songs that people would love and
buy and download as ring tones (and steal, of course) – above all, to
satisfy the multinational crude-oil extractors he’d sold his label to five
years ago. But Bennie knew that what he was bringing into the world
was shit. Too clear, too clean. The problem was precision, perfection;
the problem was digitization, which sucked the life out of everything
that got smeared through its microscopic mesh. Film, photography,
music: dead. An aesthetic holocaust! Bennie knew better than to say
this stuff aloud.

(Egan 2010, 23)

This expression of technological determinism amplifies the negative effects


of digital technologies without acknowledging their creative potential, and
so misdirects the speaker’s rage. While there may be problems in the brave
new world of digitised popular music, there is also much to celebrate
regarding the enormous creative gifts that digital audio workstations have
provided for music production. The ability to revise, recompose, reinvent,
rearrange, reuse, reimagine, reimprovise – in short, the ability to repurpose
audio – has revolutionised the production of music recordings. At the same
time the basic creative impulses and processes that have always been at the
centre of music production remain central to this new ‘constructionist’
model of songwriting and composition.
Prior to the use of digital audio for making recordings I lost many
battles with musicians over moments in a performance where I felt the
emotional impact was clearly worth retaining despite a minor performance
flaw that repeated listening revealed. Those perceived flaws could be fixed
by replacing small sections using analogue technology (multi-tracking and
overdubbing), but in many cases the analogue ‘fixes’ were – to me at least –
clearly a step back from the impact of the original performance. With the
introduction of digital technologies it has become possible to fix the minor
flaws without losing the expressive quality of the performance.
I am reminded of a particular session, prior to the existence of digital
audio technologies, at which the singer executed an extended vocal
improvisation at the end of the song. The vocal line moved brilliantly
through a complex rhythmic construction and resolved perfectly at the final
note struck by the band. Those of us in the control room were beaming
when the artist came in for the playback. She also admired the performance
and we moved on with our work. However, after several playbacks of the
final vocal improvisation – while working on other aspects of the song –
she noticed that one of the notes in the descending run at the end of the
phrase was slightly out of tune. She mentioned it and I said that no one
would ever notice such a thing as it went by so quickly and the performance
was too good to pass up. She accepted that for a while but after a few more
listens she said ‘That note really bugs me!’ I argued that she hadn’t even
heard it the first few times she listened back but to no avail. She insisted on
replacing that final vocal phrase.
We listened over and over and she tried to ‘learn’ what she had
previously improvised – until she felt ready to try a new performance. We
recorded many takes but never came close to the original. Her performance
had become too studied and it was impossible to recapture the spontaneity
of the initial take. Had this been in the digital era it would have been a
simple fix. I could correct the out-of-tune syllable and retain the wonderful,
human and expressive character of the original performance. This earlier
means of fixing by replacing would often result in a ‘clearer and cleaner’,
yet truly inferior, performance.
Having said that, Bennie may have a point. Popular music today may
well be ‘too clear, too clean’, but the heart of the problem is not digitisation.
Yes, digital fixing can be taken to extremes that squeeze the life out of a
musical performance. But that is not the fault of digital technology. The
technology does not determine the outcome. What determines the outcome
is the user’s application of the technology. Too ‘clear and clean’ is a choice,
not a necessity.
The real demon that Bennie identifies in his rant is manifested in his
attempts ‘to satisfy the multinational crude-oil extractors he’d sold his label
to five years ago’. Francis Bacon said, ‘There is no excellent beauty, that
hath not some strangeness in the proportion’. It is a misguided concern that
leads to the idea that the marketplace will not tolerate strangeness. Out of
the desire to eliminate any possible barrier to consumerism comes the
mistaken notion that the safer commercial bet is to create excessively clean
and clear recordings. It is commodification that squeezes the life out of
music, not the details of the production techniques being used. That is the
source of Bennie’s aesthetic holocaust.
Personal Take:
Composing with Sounds as Images

Julio d’Escriván

The most interesting impact of digital media on sound artistry is surely the
way it has changed our compositional mind. I believe it has pushed
composers to manipulate musical material in innovative ways, especially in
response to video editing. In particular, the impact of video techniques that
relate to ‘compositing’ and what may be their musical equivalent.
Compositing is the process by which two or more images from different
sources are combined so that they appear to belong in the same visual frame
and sequence. So, for instance, the compositing technique of ‘chroma-key’
allows a film director to mask out portions of the image and substitute for
them entirely different ones such that an actor can say their lines against a
green background in which later the audience will see the Grand Canyon, or
entire objects in a room can be selectively masked in green and their texture
substituted in digital post-production. Transpose this idea onto music
creation and the ease with which we can drag, drop and merge audio onto
the blank canvas of our digital audio workstations (DAWs) is as much
compositing as it is composing. In terms of inspiration, I also believe that
our continuous exposure to visual work that freely appropriates and re-
presents borrowed visual sources has permeated our compositional
imagination – and by visual work, think beyond ‘art’ film to commercials,
the MTV of the 1980s and 1990s, and now YouTube and other music video
online networks.
Thanks to this omnipresence of visual media, a non-linear way of
thinking about musical material has become second nature to us, even
allowing composers to think of music as ‘visual sound scenes’ that are
edited together. The latter makes even more sense in the case of
composition for audio-visual media, as compositing sound to visual
sequences is often a task of finding meaning in musical building blocks that
can then be freely mixed to picture. This is something I learnt from my
work in music for commercials and narrative film in the 1990s. Film and
video directors taught me through their briefing how to respond to the
language of the camera beyond traditional musical syntax. They also
encouraged me to cross the boundaries between music and noise or music
and the sound effect. This knowledge equipped me to deal with the fluid
nature of visual narrative, where the estimation of the length of a shot is
largely subjective and not bound by quantised musical beats. Where the
composer often thinks of time in proportion to the metre, the director thinks
in more subjective and durational terms. When composers do the same,
scenes can become flowing and intuitive, and long enough to convey the
intended meaning and emotion. The moving image becomes a terrain in
which composers are architects designing houses, villages and cities of
sound. As composers we then work with the emotional topography of the
image; we carefully build, either for contrast or for similarity. The result
must make sense for the terrain, be proportional, allow space for the sound,
and be modular and adaptable like a new media object. Where this once
was solved by symphonic textures on a rhythmic scaffolding, it is now
approached through the remix mentality that pervades our culture. The
building blocks of sound are arranged on the computer screen with
irreverence towards their content: the soundbite cohabits with the romantic
orchestral ‘wild’, and sounds of machinery with dubstep synth bass wobble.
Not to mention the syntactic use of location sound: whether anticipating
scene changes, lingering long after the cut, or wholly unrelated to the
visuals, it often assumes a quasi-musical role. Composited, these blocks of
sound form a semantic network alongside the visuals they shadow.
Enabled by digital technology, this compositing approach has emerged
in my work as well as that of my contemporaries, and it helps solve two
practical challenges that have remained constant for me in the twenty-
seven-odd years of my creative practice. One is refitting an existing and
arguably successful score to a new image edit from the director, usually due
to small changes in the story. The other is understanding enough about
video/film editing to make sense of its compositional language: what does a
fade-in/out mean for the narrative? A close-up? The angle of a shot? If we
rethink music for picture in terms of compositing, both these challenges are
approached in a new way. As implied earlier, a compositing approach frees
us from the constraints of purely musical metre as regards the visual hit-
point. Creating music for moving images becomes a question of remixing
and timing, as we shift, blend, and re-sync sound objects along the timeline
of our DAWs in ways we didn’t tend to treat our music scores. This allows
us to create richer sound responses to changes in the video sequence,
outside a traditional rhythmic model. On the other hand, our understanding
of the compositional language of film can now be more freely echoed by
the implied meanings of the sound building blocks that populate our DAWs,
as they also fade in/out, pan across, establish a sound-shot, focus on a
particular sound event or support a certain action on-screen.
If our creative approach has changed, our craftsmanship has also
changed. In addition to traditional counterpoint and harmony, digital
technology has forced us to go outside our disciplines and learn a variety of
new skills. A musician or sound artist working for visual media needs to
know about frame rates, transcoding, and video editing and production;
which compressor and wrapper to use so that our DAW will efficiently play
back video; how to program synths and samplers; how to audio edit to
picture and orchestrate via MIDI. On top of this, we must produce realistic
mock-ups that could be perceived as real, all at the whim of non-musical
directions from film directors and producers. I believe we are the better for
this changing practice enabled by new digital technologies, one step closer
to whatever an audio-visual composer is meant to be and certainly closer to
how musical creativity needs to work in an age of increasing digital
collaboration.
Personal Take:
Compositional Approaches to Film,
TV and Video Games

Stephen Baysted

Like music for film and television, video game music is not a wholly
artistic endeavour. It is a commercial-artistic one and the commercial
factors impacting on the composer are numerous and profound. Unlike
film and television music, there are many attendant technical
considerations and imperatives that impose strictures upon the form,
constructional devices and musical vocabulary available to the games
composer.

Baysted 2016, 152

As a composer of music for video games, film and television, and one who
frequently works in all three media simultaneously, I am often asked by
students about the different compositional approaches demanded by each.
Whilst each medium has its own particular challenges, we should recognise
that film and TV music have far more in common with each other than
either does with video game music. That this is rarely perceived to be the
case has much to do with the fact that the final musical artefact frequently
appears to be structurally, functionally and sonically remarkably similar
across all three media, if not indistinguishable; that is to say at once
through-composed, synchronised to the on-screen action and cut from the
same musical cloth.1
Music written for film and TV is linear, it specifically follows the
narrative arc of the material on-screen, and it is usually carefully
synchronised to the moving image in order to underpin or emphasise
significant moments of action and to convey to the audience an appropriate
emotional response to it. It is primarily non-diegetic, that is to say not part
of the narrative, and as such it cannot be heard or interacted with by the on-
screen characters. In this way, film and TV music can be said to be
commenting upon the on-screen action and perhaps even foreshadowing
events that are yet to happen, giving clues to the audience through the use
of familiar musical tropes about, for example, unperceived dangers,
impending doom, or the true nature of a character’s feelings. Film and TV
music is always fixed at the point of composition and it becomes an integral
and unchanging component of the finished cinematic or televisual artefact
when it is mixed on the dub stage. Its composition is governed almost
exclusively by the demands of the on-screen action (and indeed the vision
of the director); tempo, metre, orchestration, dynamics, and sometimes even
key structures will necessarily follow its form and narrative arc.
Music in video games conventionally fulfils a much broader range of
functions, several of which do not exist in film and TV music: it can
accompany on-screen action (gameplay); it can be unobtrusive, ambient,
and sink into the background (in the menu system); it can be synchronised –
in precisely the same manner as film and TV music – to in-game movies
(‘cut scenes’); and music can have an important ludic function.2 During
gameplay there may be many instances where a player’s actions are the
outcome of a range of choices. As such they are difficult to predict, but the
fact remains that deciding to turn right instead of left, to go through a
certain door, or to pick up a sword rather than a potion could have
significant ludic ramifications that might alter the game’s entire narrative
trajectory. The logical corollary of this is that each player’s experience of
the game has the potential to be different and to be determined by which
routes are taken through the game’s various levels, the characters and foes
encountered along the way, the weapons deployed and the successes and
failures in battle, battles which, of course, may or may not even arise if the
player chooses to turn left instead of right.
To account for this, the composer must ensure that the music
composed can be adapted to underpin the various situations in which the
player might find themselves at any given moment. All the while the
objective is to maintain the illusion that the music is working non-
diegetically in the same manner as it does in film and TV and that it has
been composed for the player’s particular journey through the game. In
order for this to be possible, the compositional process is approached
radically differently. When working on a film score, I will study a scene in
great detail to determine its function within the narrative and whether there
are any significant moments of action that require emphasis. When working
on a game, I must instead consider the prevailing context of gameplay – for
example, whether a battle may be approaching around the next corner (if
the player decides to go in that direction) or whether the player may simply
be exploring the game world – and compose music appropriate to that
context. Because it is not possible to know how long the player may take in
either scenario, the music must be able to ‘react’ and be dynamically
adaptable to all possible outcomes. So instead of thinking of the music
linearly, as a single span from beginning to end, it is best broken down into
shorter chunks of musical material. These chunks are often layers of
‘looped’ material that may be as short as eight or sixteen bars. Loops are
used because they can be seamlessly repeated, overlapped, crossfaded
together, or branched away from rapidly, depending on the duration and
changing nature of gameplay. Loops are then layered so that the music can
wax and wane in intensity and adapt to the consequences of the player’s
decisions. A rudimentary trick of the film or TV composer’s trade to build
excitement or tension in a cue might be to increase the tempo, modulate
upwards, or both, and to release that tension and rebuild it as the scene
demands; yet such tempo and modulatory manoeuvres would make
seamless contiguous and multi-layered adaptive looping incredibly difficult
to achieve in gameplay because loops only function when tempo and key
structures remain consistent. To create a similar effect in games, one would
instead have a hierarchical system of layered loops, each successive layer
having ever-greater detail, intensity and textural complexity than the last.
One can then build and release tension by adding or subtracting layers as
required from one moment to the next. And where the film and TV
composer will attempt to synchronise their music to ‘hit points’ (fixed
points of significant action within a scene), the games composer will be
thinking in terms of ‘trigger points’ (significant stages of gameplay where
the character might pass through a door or encounter a foe). A trigger point
will set off a musical cue or a complex sequence of looped and branching
material.
To achieve these and other intricate adaptive structures, the games
composer must normally work very closely with an audio programmer
whose job it is to implement the music. Where film and TV composers
deliver ‘stems’3 of their music to be mixed together with dialogue and
sound effects on the dub stage at the end of the postproduction process, the
games composer delivers potentially many hundreds of loops, ‘stings’,4 and
transitional passages to the games company to be implemented in software
that plugs into the game’s physics and graphics engines.
There are yet further generic and deep-rooted technological issues that
the games composer must contend with.5 In some game genres I work in,
such as racing simulation games, music is never heard during gameplay
because it interferes with the principal auditory mechanisms necessary for
actually playing the game: since music plays no part in the real-world
activity being simulated, its use would shatter verisimilitude.6 I am forced
to make all of my musical impact on the player from within the ambit of the
menu system. In my score for Project Cars (2015), far from being relegated
to the level of muzak, the music in the menu system is instead fully
orchestrated and ‘epic’ in scale, and makes use of dramatic cinematic
musical tropes that build tension and trigger emotional responses from the
player, preparing them for the gameplay. Embedded within the musical
material is an additional layer with a broad range of real-world sounds
recorded from motor racing (‘pit to car’ radio transmissions, engines,
trackside ambiences) to help to further immerse the player in the simulated
world. Because the music is contained within the menu system, its
construction is relatively simple: the main body of each musical cue is
composed linearly and unfolds in that way until the player decides to press
‘start’ and trigger the game-loading process (where cars, circuits and
opponents are compiled). At that trigger point, a complex multi-layered
sound effect masks the transition between the linear version and a shorter
looped section of the same music track that replaces it as the game loads.
Because it is impossible to predict how long the game will actually take to
fully load, the loop must be repeated until loading has been completed. In
contrast, in my score for the mobile zombie game The Walking Dead:
Assault (2012), looping the music was not possible at that juncture due to
the constraints of the Apple and Android platforms. As a result, I was
forced to predict the normative playthrough-durations of each level and
write linear pieces of music that gradually built in intensity and whose
length was pre-determined to cover most playthrough scenarios. In both
examples, these were far from ideal solutions to attendant technological
limitations, but they were necessary in order to maintain the illusion of
cinematic musical linearity.
From what I have described above it may seem to the reader that the
games composer’s lot is not always a happy one; that is in fact far from the
case. Whereas the mechanical processes of film and TV composition have
changed little in the past three decades, the processes of games composition
and the technologies that support its implementation continue to evolve
rapidly.7 It is an exciting time to be involved in the industry, not least as it
embarks upon the latest generation of affordable virtual reality devices such
as Oculus Rift and Morpheus; as composers we will have to think very
differently about how we approach interactive scores and audio to take best
advantage of the new and enhanced immersive possibilities VR affords. It
will also be extremely interesting to see whether games music is able to
successfully emerge from the long shadow cast by film music vocabulary
and its tropes, and develop its own language that is perhaps more
appropriate to gaming contexts.

Notes

1 This should not be in the least surprising from a stylistic and generic
perspective since many composers work in all three media, and (all too
frequently) the points of musical reference provided by producers, editors
and directors of films, TV and games have largely been defined by music
from other film scores. For an insightful discussion of the role of the
‘temping’ process in film post-production, see Sadoff 2006.

2 In the crime thriller game L.A. Noire (2011), for example, music plays a
critical role in the narrative and the actual playing of the game: subtle
musical cues help guide the player-protagonist Cole Phelps to the
location of clues and notify him when all clues contained within a
particular crime scene have been exhausted.

3 Stems are sub-mixes of the entire music mix, and usually comprise
instruments from the same family (brass, strings, woodwind, etc.). Their
mixing and adjustment of relative volumes can help alter the texture,
density and perceived intensity of musical cues. They are extremely
useful on the dub stage as they help the dub mixer to balance levels
between dialogue, sound effects and music more effectively.

4 Repertoires of musical ‘exit points’, literally cadential passages, which


can be bolted onto individual loops or layers of loops.

5 See Baysted (2016, 161) for a more detailed exploration of the


technological constraints imposed by different platforms and their impact
on music and audio design.

6 For further discussion on the various genres of racing games and their
use of music, see Tim Summers (2016, 88).

7 For example, looping is now possible to achieve on mobile platforms;


and Project Cars 2 (2017) no longer requires ungainly structural devices
to overcome transitions between game phases.
8
Virtual Worlds from Recording to
Video Games

Isabella van Elferen

Virtual reality is one of the buzzwords of late twentieth- and early-twenty-


first-century popular culture. Video games, online environments and virtual
theme parks offer users the experience of a different world outside ordinary
life. Music plays a significant role in both the establishment of and
immersion in such virtual worlds. In order to investigate precisely how the
sonic dimension of virtual reality works, this chapter describes and
theorises various forms of musical virtual reality, arguing that the virtual
worlds of music challenge existing understandings of virtual reality and
immersion. Musical virtual reality is an omnipresent, perpetually moving,
physical transmission of what will be conceptualised here as ‘musical
energy’.

Once upon a Dream of J. S. Bach


Virtuality is a non-manifest dimension of reality that escapes, precedes or
exceeds actualisation: the virtual is separated from manifest reality by its
not-being-actualized (Lévy 1997, 91–3). Virtual reality refers to a simulated
timespace which is experienced as a reality but which is different from the
day-to-day world. While it has become a key concept in academic and
societal debates since the emergence of digital media (with ‘cyberspace’ as
the most often-discussed form of virtual reality), Marie-Laure Ryan argued
in her influential book Narrative as Virtual Reality (2001) that virtual
reality comes into being by immersion in any form of narrative, analogue or
digital: the immersion in the simulated world of a film or a book can be just
as deep as that in a video game or online environment. The media
generating virtual reality can be textual, visual, auditory or olfactory – any
physical sense or any combination of physical senses can be involved in the
perception of a reality that is different from, but parallel to, the day-to-day
world that we call ‘reality’. Reading the Grimm brothers’ fairytale
‘Sleeping Beauty’, we can believe ourselves to be wandering around in its
world of magic spells and mysteriously growing forests; seeing a film
adaptation of the story, we see this world alive before our very eyes, and are
drawn into it by enchanting visuals; playing a Sleeping Beauty video game
we interact with the inhabitants of this world; and visiting the Dutch theme
park De Efteling we can see the princess asleep in her castle, which we
approach over a rocky forest path. All of these versions of a fairytale world
are as real as our senses tell us they are, and all of them can be as
immersive as our perceptual attention allows. Each is a form of virtual, not
actual, reality, simulated, but tangible, enveloping, captivating.
Sound and music are key contributors to any form of virtual reality.
Because of their remarkable affective and mnemonic power, even the
smallest sounds can evoke worlds of connotations, emotions and memories.
These associative capacities are employed in very precise ways in any form
of simulated reality. Tchaikovsky’s music for the Sleeping Beauty ballet
was chosen for Disney’s 1959 animated movie: it was such an integral part
of the film’s world that the chosen tagline was ‘Wondrous to see – Glorious
to hear’, and the film’s song ‘Once upon a dream’ has become a musical
icon for cartoon magic. All Disney films and video games are celebrated for
their immersive soundtracks, and the company prides itself in its use of
musical world-building. Disney has brought out two Sleeping Beauty video
games, Princess Aurora’s Singing Practice and Enchanted Melody, in
which the gameplay itself revolves around music as the player ‘helps’
Princess Aurora practise her singing or dance through the magic forest from
the film.
For other audiences, Sleeping Beauty is not necessarily connected with
Tchaikovsky, but with J. S. Bach. The Fairytale Forest in the Efteling theme
park is dotted with large red and white toadstools that play the Minuet in G
major from Anna Magdalena Bach’s notebook (BWV 114). The piece’s
harpsichord timbre, triple metre and soothingly simple progressions blend
perfectly with the surroundings of this ‘magic forest’. I remember leaning
my ears on these toadstools as a little girl and being transported into a world
of fairytale wonder – aided, no doubt, by the fact that I had been listening to
a Grimm tales LP at home in which ‘Sleeping Beauty’ was accompanied by
Bach’s fourth Brandenburg Concerto (BWV 1049). In these examples,
listening to Tchaikovsky’s or Bach’s music is partaking of a fairytale virtual
reality. The examples also show that such musical virtual realities are
simultaneously immersive and subjective, coloured by personal listening
histories and musical connotations.
If musical virtual reality is not limited to digital contexts, if it is
created by such subjective agencies as personal connotations, and if, in fact,
any musical experience can potentially engender a kind of virtual
experience, then how, if at all, can it be described objectively?

Schizophonia, Mobile Music, Video Games


Schizophonia
The invention of sound recording in the late nineteenth century separated
sound from its physical origin, enabling sound to be replayed at another
time and in another space than those of its first occurrence. The mere fact of
this separation revolutionised sonic communication by creating
disembodied sound worlds that were perceived by many at the time as
disconcerting. As recording technology definitively unmoored sound from
its origins in time and space, acousmatics became a reality: it was now
possible to hear a sound without perceiving where it came from, so that
voices appeared to be ghosts, music appeared to be spectral, and the dog
Nipper famously took his master’s recorded voice for his actual presence
(Sterne 2003, 287–333). The spectral aspects of sound recording were
explored in early horror film, which exploited audiences’ unease with the
fact that the moving image was now accompanied by disembodied voices
(Van Elferen 2012, 34–47). In terms of virtual reality, early sound recording
enhanced the cinematic experience by layering the visual world with an
auditory counterpart: film sound completed the illusion that cinema goers
were steeped in another world, that the cinema really did take them out of
their own reality and into another, temporary but utterly bewitching, world
of audio-visual stimulation. That that world was evidently disembodied but
simultaneously sensually perceivable, and therefore convincingly real, only
enhanced the immersion in the uncanny realm of horror in which spectral
sounds evoke the return of repressed anxiety (van Elferen 2012, 24–33,
173–90).
Reducing the occult overtones of such earlier assessments and
applications, R. Murray Schafer coined the term ‘schizophonia’ for the
spatial and temporal separations established by sound recording (1977, 88).
He argues that with the advent of ever more sophisticated playback
equipment, such as 3D surround sound, ‘any sound environment [can] be
simulated in time and space … Any sonic environment can now become
any other sonic environment’ (91). Sonic virtual reality, therefore, is not
limited to the context of film or television soundtracks, in which music is
relatively subservient to visual content, but can exist in and of itself at any
given time. Whenever we turn on the radio, press ‘play’ on a stereo set, or
switch on our mobile music device, we bring into being a schizophonically
simulated reality, a virtual reality that consists of sound alone (cf. Voegelin
2014, 62–84, 153–6).
Like any other virtual reality, these sonic worlds exist parallel to the
everyday world: driving to work while listening to Lucia di Lammermoor
on my car CD player, I am as immersed in Donizetti’s rendering of Lucia’s
torment as I am in traffic. Because immersion in sonic virtual reality does
not hinder other sensory perceptions, moreover, musical realities easily
mingle with everyday reality. Tia DeNora’s (2000) research on music’s
personal and social functions illustrates this blending of worlds. Her
interviewees explain that when the daily routines of driving to work,
cooking dinner or taking a bath are accompanied by music, the affective
connotations of that music overlay the experience of such prosaic activities,
lending the allure of other possible worlds to their own world. And because
music’s ‘stickiness’ makes it retain its connotations whatever the context
(Abbate 2004, 523), the mixture of ‘real’ and ‘virtual’ goes even further:
having listened to Donizetti on a number of my commutes, I now find that
in fact the motorway to work itself reminds me of Lucia, as if the opera
were the soundtrack to my journey and the two types of perception have in
fact blended into one reality that is half-real and half-virtual (cf. Bull 2007,
87–93).

Mobile Music
The example of car radio illustrates how the blending of realities through
music becomes especially noticeable in mobile music culture. The
invention of the Sony Walkman in 1979 and the Apple iPod in 2001 caused
a seismic shift in the sociology of music consumption. If listening to music
in the car turns the motorway or cityspace into a film projected onto your
windscreen, walking through cities and landscapes with the same music in
your earbuds resembles actually participating in that film (Bull 2007, 38–
49). As Schafer predicted in 1977, sound recording has ultimately led to
‘the portability of acoustic space’ (1977, 91). But this acoustic space never
consists of sound alone: it is always, and inevitably, filled by the
connotations evoked by that sound. The timespace of any music consists of
sound and is inhabited by the listener’s memories, emotions and
identifications; the agency of these unconscious processes galvanises
acoustic space, renders it alive and real. For this reason musically simulated
realities never just exist parallel to, but are always inextricable parts of,
everyday life.
Moreover, the fact that mobile devices are carried on the body changes
the physical dimension of the listening experience. We listen to our music
device as we walk through town, cycle to the station, or exercise in the
gym: the beats and rhythms of the music synchronise or syncopate with the
movements of our bodies, and often we adjust either our playlist or the
speed of our movements in order to create a better match between them.
Thus, the choreography of bodies moving in time to music is no longer
reserved to dance alone, but also characteristic of such activities as walking,
cycling and exercising. Because of mobile music, listening culture has
become a newly embodied culture (cf. DeNora 2000, 75–108). As a result,
immersion in sonic virtual worlds is not merely emotional or mnemonic,
but physical and geographical as well. Mobile music marks the
consolidation, the personalisation and the vicarious re-embodiment of
schizophonia: the separation of sound from its origin is no longer uncanny,
but a natural fact of life in the age of the iPod; it enables every listener to
move around in their own private capsule of sonic virtuality; and as this
virtuality is narrowly aligned with the listener’s own movements, the
disembodiment of schizophonia is replaced by the listener’s post facto,
vicarious re-embodiment of recorded sound.
From time to time concerns are raised about the alleged anti-social
aspects of mobile music culture. If everyone moves through life in their
own auditory bubble, the argument goes, the very possibility of social
interaction is thwarted. However odd it may seem to see a train full of
people with their headphones on and staring at their mobile phone, the truth
of the matter is, of course, that all these private bubbles are connected in
myriad ways to other private bubbles. As Imar de Vries’s archaeology of
the mobile phone has shown, mobile communication is driven by an
idealistic discourse that promises a ‘communication sublime’: a ‘final and
universally accessible communication space’ in which anyone can
communicate with everyone else at any place and at any time (2012, 17–
18). The enormous success of social media – Facebook had 2.23 billion
active users in the second quarter of 2018 – attests that global connectivity
simply changes rather than diminishes the way in which we experience
communication. Facebook, Twitter, Instagram and all the other social
networks have added a new layer of reality that sits between real life and
virtual reality: the constantly accessible social reality of connectivity.
Music distribution and consumption have rapidly moved into the
connected space of social media. Listeners recommend the music they like
to each other on various social media platforms and also link up their actual
listening experiences through such streaming services as Spotify, Shazam
and SoundCloud. These online radio stations enable users to listen to the
same music as our friends do, and to let their musical tastes be guided by
those of listeners whom the programmes’ algorithms calculate to be like-
minded people. Here the virtual worlds of mobile music listening, with their
intriguing blend of associative, physical and geographical characteristics,
move from the private to the public domain. Musical experience is no less
personal in the shared zone of social listening than it was in the private
space of individual playlists: on the contrary, precisely because streaming
software collects data on our musical preferences it enables us to share our
most personal emotions and memories. Listening to my indie Spotify
playlist, I am immersed in my own musical preferences; I can share them
with others; by following Spotify’s recommendations I may get to know
new people who like similar music; I may get to know music I did not know
hitherto; and I am able to share these new insights with my friends, old and
new, so that we can all immerse ourselves in the same virtual world of
musical experience. All of this can be done while I sit on the train with my
headphones on and stare at my mobile phone, and while my private bubble
extends to any place in the world. Musical social networks accumulate all
the aspects of musical virtual reality discussed so far, and add the social
element of sharing and bonding. As such, the connected space of streaming
services represents a mediated counterpart of the concert hall: not in real
life but also not outside it, this simulated reality is as real as our own
emotions and as physical as our own bobbing head, and it reaffirms the
strong social ties of shared musical interests in online communities.

Video Games
Although the musical virtual reality of sound recording, film soundtracks,
mobile devices and social media is immersive, it is not as interactive as that
in video games. Gaming interaction gives players the sense that they are
actively participating in the game’s virtual world. Whether they operate the
arrow keys of their PC in order to move two-dimensional blocks in Tetris or
the wireless Dualshock controller of their PS4 in order to navigate avatar
Arno Dorian through Assassin’s Creed Unity’s meticulously designed game
space, they appear to be in control of the action. Compared to reading,
viewing or listening, video gaming leads to different kinds of immersion
and virtual reality because of its interactive nature. Involving not only more
physical senses than books or films but also active participation and playful
intervention in a non-linear story, immersion and virtuality in video games
would seem to be more all-encompassing than those in other media. It is not
surprising, therefore, that the academic literature on both topics has grown
exponentially since interactive video games started to dominate the
entertainment industry.
Next to appealing graphic design and engaging gameplay, sound and
music play a crucial part in gaming virtual reality. Game sound design has
several functions at once, some very similar to those of film and television
sound. Sounds can help build a convincing game space: just as in film or on
television, diegetic sounds such as ‘natural’ bird song or ‘industrial’ white
noise help the player determine the kind of environment through which she
navigates, and non-diegetic sounds such as ‘sad’ minor melodies or
‘dangerous’ pounding drums can help her identify the mood that the
environment is supposed to evoke. Equally comparable to film and
television sound, non-diegetic game sound gives the player clues regarding
the characters or situations they meet in this virtual world. Evil characters
are introduced by dissonant harmonies, battle scenes are underscored by
loud and fast music, and victories are identified by heroic orchestral
cadences. Such themes often work in a similar way to leitmotifs in that they
are instantly recognisable – so recognisable that they verge on clichés –
sonic identity markers like the monstrous grunts and metallic drones of the
Necromorphs in Dead Space 2. So-called ‘interface sound’ indicates when
players have completed a level or picked up ammunition, and guides them
through the game’s menus: this kind of sound immerses the player in the
virtual matrix of gaming software itself (Collins 2008, 127–33). Finally,
like film and television music, game music is often used as a sonic branding
device, the auditory identity kit of a game in which all its essential elements
are wrapped. A famous sonic game brand is the 2002 theme of the Halo
series, which combines Gregorian chant and rising string motifs with
syncopated drum rhythms and electric guitar riffs. The theme evokes the
nostalgia of historical adventure as well as the thrilling suspense of first-
person shooter gameplay: it is precisely because of this unusual
combination of musical connotations in the even more unusual context of a
science fiction game that this theme music has become a celebrated sonic
game brand.
But just as the virtual reality of video games differs from that in other
media, so too does its sonic counterpart.1 Unlike film and television
narratives, games do not follow linear story-lines. Instead, the development
of gameplay depends on the speed, direction and success with which a
player moves through the game. The ensuing non-linear, interactive and
individual development of gameplay cannot be underscored by linear music
but is accompanied by what is called ‘adaptive audio’, in which themes and
motifs loop in non-linear patterns so as to match the non-linear gameplay
progress (cf. Collins 2008, 125–30, 139–65). In the case of Halo, composer
and producer Martin O’Donnell and Michael Salvatori isolated the various
components of the theme – the chant, the violins, the guitar – so that they
could be used as loops accompanying different parts of the gameplay. This
non-linear form of composing has important consequences for the gaming
experience as well as for the discussion of musical immersion and virtual
reality. As adaptive audio is tied to particular gameplay situations, game
sound and music are not just heard but activated by the player. It is her
navigation that brings these sound worlds into being: entering certain
spaces cues monster leitmotifs to begin, backing off to load her gun makes
the music fall silent again, her victory over the monsters fades the battle
music into victory music. As many games are designed with 3D sound,
players are able to locate precisely where in the virtual space monsters are
lurking, and can let their avatar act accordingly: game music has become a
Gaming Positioning System for the navigation of gaming virtual reality
(van Elferen 2011, 32–4). The music does not merely accompany the
playing experience, it is the playing experience: the epic victory themes, for
instance, that have made the Final Fantasy soundtracks so famous represent
the end of the player’s personal journey, battles and triumph.
Game musical connotations and interaction converge in the sonic
establishment of gaming virtual reality. While the associative power of
Halo’s plainchant voices and the syncopated drum rhythms are powerful
contributions to the game’s virtual reality, the interactivity of this same
music gives the player active agency in the construction and development
of that reality. Sonic immersion in Halo simultaneously entails, on the one
hand, immersion in your own world of musical connotations and its
intermedial connections with the graphic game design, and, on the other,
immersion in the flow of gameplay, which allows you to open up layer
upon layer of music. The speed of the gaming flow necessitates relatively
unambiguous musical associations: it would be very confusing if Dead
Space 2’s Necromorphs were not accompanied by grunts and electronic
drones but by mellifluous harp and piano motifs – the player would be too
late in her assessment of this sonic information, lose the battle, and the
game would end. Because in-game musical interpretation must be fast,
game music often seems somewhat clichéd in its signifying patterns.
Fantasy role-playing games (RPGs) have epic soundtracks in which
victories are represented in glorious orchestral crescendos. Survival horror
games use industrial soundscapes in which monsters are easily identifiable
by dissonant stingers. Such clearly distinguished game musical genres,
moreover, are not always even original to the video game medium, but
often lean heavily on already existing film musical conventions: the ‘epic’
composing style in fantasy RPGs derives from fantasy film soundtrack
idioms, and the minimal, industrial sound of horror games finds a precedent
in horror film composition. Because the player has already acquired a
(largely unconscious) musical literacy in the interpretation of such audio-
visual idioms by watching such films, she will be able to quickly identify
what the game music was designed to signify.
The establishment of and immersion in game musical virtual reality
thus consists of three overlapping factors: musical affect (A), musical
literacy (L) and musical interaction (I). Affect is not used here in the sense
of a musical reflection of a personal feeling (like in the Affektenlehre of the
baroque) but as ‘an ability to affect and be affected’ (Massumi 1987, xvi).
The affective connotations evoked by game music help the player interpret
the game surroundings and events; her interpretative process is guided by
her existing literacy in the idiom of game composing. These two factors
help her interact with the game, and as a result also with the adaptive audio,
and so the performative process of immersion in game musical virtual
reality is perpetually in motion. The three factors in this ‘ALI model’ (van
Elferen 2016, 34–9) can be visually represented by way of a Borromean
knot (Figure 8.1).
Figure 8.1 The ALI model: affect, literacy and interaction.

ALI
The ALI model was originally designed as a tool for the analysis of game
musical immersion, but these factors are constitutive of immersion in other
types of sonic virtual reality too. Compare, for instance, the musical virtual
reality shared by Spotify communities to that shared by a group of
MMORPG (massively multiplayer online role-playing game) players. Both
processes are operated by the convergence of musical affect, musical
literacy and musical interaction, albeit in different ways. In both cases, the
affective performativity of musical experience (A) leads to the opening up
of individual virtual worlds consisting of memory, emotion and
identification. These virtual worlds are supported by musical literacy (L):
the acquaintance with audio-visual idioms and genres in the case of game
music, and the acquaintance with pop, rock, indie or classical music
repertoires in the case of streaming services. The interaction with and
through music leads to a further development of the virtual world (I): in
games, musical interaction steers adaptive audio, whereas streaming
software is explicitly designed to invite interaction with one’s own and
other users’ playlists. Moreover, in both cases the fact that this immersive
virtual world of music is shared with others often engenders the formation
of musical communities that only exist in ‘cyberspace’. The affect, literacy
and interaction that characterise game musical immersion thus also enhance
the immersion in other types of music-induced virtual reality.
An even more striking example of the relation between different kinds
of musical virtual reality is that of video game music fandom. The Chiptune
community consists of fans of 8-bit game music who create remixes and
new compositions. Chiptune is characterised by the retro timbre and
technological limitations of the vintage gaming software. An iconic 8-bit
track is Koji Kondo’s 1985 Super Mario theme song, which is the basis of
countless Chiptune remixes, covers performed on various instruments and
live performances on original Gameboys. Other Chiptune artists create 8-bit
versions of non-game-related music, ranging from Vivaldi’s Four Seasons
to a-ha’s ‘Take On Me’ and John Williams’s Star Wars theme. Such
creations are shared with other video game music fans, discussed on online
forums, and appropriated as part of a new canon. Chiptune is a remarkable
form of musical virtual reality to the extent that it is a lively online
community whose strong social ties have been welded upon participants’
identity by the affective powers of musical experience.
It is not difficult to identify the ALI mechanics of Chiptune’s
immersive virtual reality. Interaction (I) probably comes first here: game
music fandom is musical interaction extending beyond the confines of
actual games, growing from playful navigation into playful creation.
Chiptune’s virtual reality hinges on musical affect (A). It is fostered by the
lived experience of emotions, connotations and identifications that any fan
experienced when they first played the game; fans re-create this virtual
world, endow it with the blissful haze of nostalgia, and share their creations
as well as their affects with other Chiptune fans. Both dimensions of
Chiptune virtual reality are supported by musical literacy (L), as fans
recognise the 8-bit sounds and, more importantly, flaunt their knowledge of
them by posting their own new creations in online forums. Located
simultaneously in the virtual world of game musical play and in that of
online communities, Chiptune doubly manifests the immersive power of
musical virtual reality.2
Chiptune virtuality also illustrates just how difficult it is to distinguish
between musical ‘virtual reality’ and musical ‘real life’. As in the cases of
listening to music in the car or wearing your iPod while cycling, creating or
listening to Chiptune is very much a part of daily life for those who practise
it: not only is the immersion in the playful listening or creative flow woven
into daily activities, but this creative activity is also an affective part of fan
identity. If the traditional definition of virtual reality describes it as a
simulated world outside the ordinary world, the examples of musical virtual
reality discussed above suggest that this definition needs to be revised in
order to be useful within a musical context.

Individual, Embodied Musical Worlds:


Definitions and Approaches
Musical virtual reality is fundamentally different from other forms of virtual
reality for two distinct but closely related reasons. First, the same music
may evoke greatly differing virtual worlds for each individual listener;
second, the virtual reality generated by music is often a physical part of the
everyday world. The remainder of this chapter will explore the specificities
of musical virtual reality in the light of recent academic debates, and
theorise this musical form of reality as governed by the perpetual motion of
musical energy.

Immersion and Affect


Musical virtual reality actively engages the listener’s personal imagination.
As music in and of itself does not mean anything but only acquires meaning
through the associative context of its reception, the virtual reality it calls
forth is much less concrete than that established by media such as text, film
or gameplay. When two people are immersed in the same video game, it is
likely that they have comparable experiences of the game’s virtual reality,
guided as they are by clear visual, plot and gameplay information: players
of Halo will agree that they are playing a science fiction game with a range
of breathtaking intergalactic fights. By contrast, two listeners who are
immersed in the same piece of music, say the Halo theme tune, may
interpret that music in different ways. An avid Halo player will remember
her own gaming experience and share her memories with other fans on
YouTube; another listener may not know Halo but recognise the musical
idiom of action-adventure, and therefore imagine worlds of fantastic
heroism. Yet another listener may enjoy the plainchant and find herself
transported into a world of monasteries and contemplative silence. Each of
these experiences should be considered a virtual reality – a musically
simulated reality – and yet each of them differs from the others in
emotional, mnemonic and subjective content.
If such great differences occur, should these listening experiences
really be described as virtual reality? If this is virtual reality, does that mean
that any programme music – music with the explicit purpose of simulating
an experience, worldview, or narrative – generates a virtual reality, too? To
put it even more drastically: could that imply that any musical experience
can generate virtual reality as listeners are immersed in musically evoked
emotions, memories and connotations?
Music’s immersive capacity is such that it can change listeners’
perceptions of time and space. Listening to music can have the effect of a
Proustian cake dipped in jasmine tea: any musical element, from the arc of
a melody to the timbre of a voice, can evoke the involuntary memory of
past times and past feelings (van Elferen 2011, 31). And that musical
associativity is not limited to memory or nostalgia alone. More importantly
perhaps, music is able to influence our emotions. Its affective agency can
seemingly overrule that of the listener, whose mood can be turned in any
direction by music she happens to be hearing. This agency is so strong,
indeed, that it can rewrite our experience of everyday spaces, define
(sub)cultural identities and support collective narratives (cf. DeNora 2000,
109–26).
Musical immersion has been linked to virtual reality in a number of
scholarly contexts. In their study of mobile music, William Carter and
Leslie Liu state that musical reality overlays everyday reality as we ‘enter
the musical worlds created by songs and albums’ (2005). Their creative
interventions focus specifically on the musical virtual reality enabled by the
iPod, exploiting the fact that it allows listeners to ‘drift between the real and
the virtual’ (ibid). While Carter and Liu take such musical liminality as a
given, Salomé Voegelin’s Sonic Possible Worlds explores the
phenomenological processes that establish the conflation of the ordinary
world and the virtual worlds. Voegelin relates the phenomenology of
musical virtual worlds to literary ‘possible world’ theories. Poised on the
threshold of auditory perception, her book argues that deep listening in and
of itself represents world-building: ‘[L]istening does not recognize; it
listens not for what a sound might represent but hears what it might
generate. It hears sound as a verb, as a world creating predicate’ (2014, 83).
Voegelin’s thesis resonates with other phenomenologies of music,
most notably those of Jonathan Kramer and Jean-Luc Nancy. Both theorists
have argued that musical experience alters our perception of the world.
Kramer contends that musical time unfolds independently from clock time
in a manner very similar to Bergsonian durée, arguing that musical time
should be considered as completely separate from – and separating itself
from – ordinary time: the time of music has the agency to ‘create, alter,
distort, or even destroy time itself, not simply our experience of it’ (Kramer
1988, 5). In a similar vein, Nancy contemplates the ways in which listening
creates its own space as well as its own time: ‘The sonorous present is the
result of space-time: it spreads through space, or rather it opens up a space
that is its own, the very spreading out of its resonance, its expansion and its
reverberation’ (Nancy 2007, 13). While both Kramer and Nancy attribute
world-building powers to musical experience, Voegelin expands such
notions into a theory of ‘phenomenological possibilism’ (Voegelin 2014,
28, 45–8). Countering the transcendent paradigms that dominate previous
phenomenological accounts of music, she proposes a sonic immanence in
which musical experience is not either virtual or actual, but both virtual and
actual (114). Generated by the meeting of sound waves and listening
subjects, musical virtual worlds must be considered as part of a ‘continuum
between the sonic thing and the sonic subject’ (115): they may emerge at
any given time, at any given place, and will differ for any listening
individual.
The transformative possibilities of musical experience, according to
these phenomenological analyses, are generated by the convergence of
musical and subjective factors: the propelling musical forces of melody,
harmony, rhythm and repetition initiate a movement of sound and time that
is met and complemented by a movement of memory and affect. This
interplay between material (sound waves, acoustics, instruments, bodies)
and less material agents (thoughts, feelings, memories) can be compared to
a ‘Newton’s cradle’ pendulum of five metal balls. A metal sphere on one
side swings through the air, passes its energy through the middle three
spheres, and makes the sphere on the other side move outward as if by its
own accord. This, in turn, sets in motion a self-sustaining perpetuum mobile
of kinetic energy. Music, with its remarkable capacity to connect the
material with the less material, can be compared to kinetic energy, and its
workings to the workings of the pendulum. In a three-dimensional motion
across and beyond ordinary time and space, music’s sound waves strike our
ears, pass through our neurons, and move memory and emotion as if by an
unseen force. This then initiates a chain reaction of further associations and
affects. The chain reaction is kept in motion by its own rhythm, its own
flow, and thereby its own version of the passing of time – its own durée, as
Kramer would say.
While the perpetual motion of musical energy is governed by the
conservation of energy, the nature of this energy may vary significantly – it
may be kinetic, potential, mnemonic or affective energy; it may be your, my
or someone else’s connotations – but the rhythm and flow of the motion
will continue. The sway of musical sound waves is passed on to the
neurosystem by the organ of Corti in the ear, which translates the physical
energy of sound waves to the electro-chemical energy of emotion and
connotation. This chain reaction of energies sets musical virtual reality in
perpetual motion. Music thus simultaneously affirms and, by generating a
virtual reality out of ordinary space and time, defies physical laws: musical
energy does not just persist in chronological time nor does it just move in
Euclidean space, but it represents a system of interrelated material and less
material events. Voegelin’s ‘sonic continuum’ is only possible because of
this principle, which applies to musical energy just as it does to kinetic
energy. This ‘im/material pendulum’ model is especially appropriate, of
course, in the case of video game music, which is explicitly interactive: the
less obviously material movement of player associations will feed back
directly into (material) adaptive audio by way of gameplay.
The performative capacities of music-induced emotion and
connotation were conceptualised as ‘affect’ in the ALI model introduced
above. Affect has been an increasing focus of research in arts and
humanities since the ‘affective turn’ in critical theory, which had its roots in
Brian Massumi’s 2002 monograph Parables for the Virtual. Massumi
describes affect as a performative dimension of intensity, an emergent
‘expression event’ that is caused by sensual perception, anchored in
embodied subjectivity, and engenders a ‘participation in the virtual’ (2002,
26–7, 35). He argues that the time and place of affect are necessarily virtual,
and therefore always potentially present but not always stable: even if its
momentum is not fully actual (which it arguably never can be), affect itself
is always virtually and therefore indeterminably present. He describes it as
‘cross-temporal, implying a participation of “temporal contours” in each
other, singly or in the looping of refrains’ (34). Massumi adds that this
cross-temporality ‘constitutes the movement of experience into the future
(and into the past, as memory)’ (34). Read through the framework of the
im/material conservation of musical energy, it is clear that the ‘expression
event’ of affect is the subjective reaction to the physical encounter with
music’s sound waves – a passing on of musical energy. This musico-
affective chain reaction leads to musical immersion, which, in Massumi’s
terms, is a cross-temporal affective virtuality. Kramer’s, Nancy’s and
Voegelin’s phenomenological accounts of the world-building immersion in
music are thus embedded in the perpetual energetic interaction between
music and affect.
Because of its strong power over the basic perceptions of time and
space (the objective axis by which we measure everyday life) as well as
over affect and identification (the subjective correlate of that axis), musical
experience is able to create a virtual reality. Different from other types of
virtual reality, the world that is generated by music is not deliberately
created as a specific virtual environment. Even in the case of programme
music or video game music, every listener will experience her own, highly
subjective and often very detailed Proustian moment. Precisely because of
these deeply affective individual differences, musical virtual reality is
arguably more immersive than that generated by other media. The answer to
the question posed above, therefore, is that indeed any musical experience
can generate a virtual world.
Daily Practices and Augmented Reality
Besides entailing significant individual variation, a second way in which
musical virtual reality is distinguished from other types of virtual reality is
that it is part of rather than parallel to the everyday world. The examples of
car audio, mobile music and streaming services suggest that musical virtual
reality provides an auditory layer on top of everyday reality. This layer
influences our perception of the world: attentively or inattentively
immersed in musical virtual reality, we ‘see the world through our ears’.
This explains the well-known effect that walking in the city with ‘happy’
music on our mobile music player can make a rainy day seem less gloomy.
This sonic layering of reality has been discussed in game music
research in terms of immersion. The bleeding of game sound into the
player’s real-life surroundings can lead to domestic irritation, but also to
increased player immersion. The 3D sounds of creaking doors and monsters
growling in survival horror games create the impression that danger may be
lurking in the player’s own house (Cheng 2014, 99–103; Van Elferen 2012,
121–7): ‘the sounds and simulations of games’, William Cheng states,
‘resonate well beyond the glowing screen’ (2014, 14). Moreover, music
games such as Guitar Hero, in which the player performs music on haptic
interfaces shaped like instruments, demonstrate that this sonic overlap
between gaming virtual reality and ordinary reality has emphatically
embodied and social dimensions. The inclusion of such visceral
components in the virtual reality experience blurs the boundaries between
these types of reality even further (Miller 2012, 8).
If musical virtual reality is so embedded in daily practices and has
such clear physical components, it would seem to exceed the traditional
definition of virtual reality as separate from everyday life. Should it then
still be considered virtual reality? Since every musician can testify to the
embodied nature of immersion in music’s flow (Schroeder 2006), is not any
form of musical engagement a participation in musical virtual reality?
The translation of musical energy into musical affect, as argued above,
can establish a musical virtual reality at any time or place. This auditory
reality provides affective feedback to the listener’s perception of the day-to-
day world. The fact that musical affect has a physical grounding – sound
waves, neurotransmitters, chemistry and so on – only increases the strength
of musical immersion. Focusing on the corporeal aspects of affect, Melissa
Gregg and Greg Seigworth expand Massumi’s theory. They discuss affect
as liminal, changeable and multi-faceted, rendering the subject ‘webbed’
through the embodiedness of affective response:

Affect is integral to a body’s perpetual becoming (always becoming


otherwise, however subtly, than what it already is), pulled beyond its
seeming surface-boundedness by way of its relation to, indeed its
composition through, the forces of encounter. With affect, a body is as
much outside itself as in itself – webbed in its relations – until
ultimately such firm distinctions cease to matter.
(Gregg and Seigworth 2010, 3)

Massumi’s ‘participation in the virtual’ is therefore grounded in the


physical. Immersed in affect, the body is simultaneously actual and virtual;
immersed in musical affect, ‘virtual’ reality and ‘actual’ reality overlap.
The simultaneity of everyday and virtual physicality has also been
explored in game music studies. Kiri Miller states that players of Guitar
Hero are ‘playing between – that is, playing in the gap between virtual and
actual performance’ (2012, 16). For this reason she asserts that the affective
and embodied experience of playing a music game is a ‘schizophonic
performance’ (15), a form of ‘mending the schizophonic gap, stitching
recorded musical sound and performing bodies back together’ (151). In a
similar but more explicit manner than in mobile music’s vicarious re-
embodiment of sound, the schizophonia discussed at the beginning of this
chapter comes full circle in music games. These re-embodiment processes
do not, however, eliminate musical virtual reality. While the schizophonia
of recording technology foregrounded the virtualising possibilities of
musical experience, it did not initiate them: I would argue that any musical
experience, whether in performance or in listening, live or recorded, can
induce musical virtual reality. Players of music games therefore participate
in three coinciding realities: the game’s virtual reality, the music’s virtual
reality, and their own physical and social reality.
In addition to the physical suture between gaming virtual reality and
real life, playing a music game also has consequences for the experience of
liveness and authenticity. Playing these games engenders a simultaneity of
various kinds of performance: playing music on a plastic guitar; playing the
game by pushing buttons; mimicking one’s favourite artist; and – in a social
setting – performing all these things for a social environment. David
Roesner argues that the latter performance foregrounds the ‘paratexts’ of
that music – its emotional and (sub)cultural connotations (2011, 283). Every
Guitar Hero player will privilege a different aspect of this complex
performativity. Some may excel in the musical skills, others will just want
to win the game, yet others may want to focus on the social performance of
musical paratexts. Although very different in nature, and although all are
schizophonic, these performances should be considered ‘live’: they all
happen here and now, are embodied, and can be visually as well as aurally
perceived (Fritsch and Strötgen 2012, 58). Schizophonic performance
obliterates the intuitive link between acoustic music and authenticity,
replacing it with the twin concepts of authentic virtuality and virtual
authenticity: a virtuality that is as real as the ordinary world, and an
authenticity without tangible grounding. Liveness and authenticity still exist
in a mediatised culture, but their properties change.3
Music’s self-sustaining energetic flow is a virtual reality, but not one
that matches traditional definitions – as Voegelin states, musical experience
is actual and virtual (2014, 114), and, as I argued above, it is material and
less material. It is separate from the rest of the world, but located in it and
caused by physical agents. Rather than as virtual reality, it is more
adequately defined as augmented reality, an inclusive concept that has
gradually replaced the (practical and theoretical) binary division between
real life and virtual reality. Originally used to identify visual and interactive
additions to the everyday world – from head-mounted displays to mobile
phone apps – augmented reality has extended to the sonic domain. Google’s
wearable augmented reality technology gadget Glass, for instance, is fitted
with audio technology so that users can simultaneously listen to their
favourite streaming station, receive notifications and hear environmental
sound. But musical immersion did not need high-tech support for its
virtualising capacities: the myriad examples discussed in this chapter
illustrate that musical virtual reality is a highly immersive and affectively
powerful form of augmented reality that pre-dates the invention of digital
technology. The disembodying schizophonia of recording technology may
have rendered this sonic augmentation somewhat uncanny, but even if an
invisible hand starts the movement of the pendulum’s spheres, it still
moves, and its musical energy will still be passed on, and on, and on …
The exciting new research field of musical virtual reality has the
potential to challenge existing musicological methodologies and to
introduce new approaches. One way to start such disciplinary innovation
would be to revisit Carolyn Abbate’s 2004 article ‘Music – Drastic or
Gnostic?’ In this influential piece Abbate called for a musicology that
researches the performative and less material aspects of playing and
listening to music, next to the more traditional hermeneutics of musical
scores and historical facts. In her assessment of musicology’s ‘drastic’ new
routes, Abbate focused on the performativity of music, exploring the
intangibility, ephemerality and even the ineffability of the musical event.
Her appeal opened a number of new avenues. Most importantly she invited
a critical engagement with music as an event, including such topics as
immediacy, presence, liveness. As a result, phenomenological debates about
music would receive a new impetus, including questions of
dis/embodiment, sensual perception and the materiality of ‘the musical
work’.
The study of musical virtual reality would be an excellent point of
departure for a renewed drastic musicology. Musical virtual reality is an
event, a lived experience, not a work; its manifestation is affective,
immediate and interactive; its phenomenology requires renewed debates
about the embodiment and perception of music; it questions the existence of
the traditional musical work. Musical virtual reality, moreover, also urges
questions pertaining to musical epistemology that Abbate only hinted at. If
such diverse musical events as visiting a theme park, hearing a film
soundtrack, listening to an MP3 player, playing a video game or simply
turning on the radio can all engender an affective and corporeal virtual
reality experience, then that notion requires far more theorisation than this
one chapter can provide. One thing is certain: this new drastic musicology
ought to be driven by its subject matter – the perpetual, im/material motion
of musical energy.

For Further Study

Cheng, William. 2014. Sound Play: Video Games and the Musical
Imagination. Oxford: Oxford University Press.

Kramer, Jonathan. 1988. The Time of Music: New Meanings, New


Temporalities, New Listening Strategies. New York: Schirmer.

Miller, Kiri. 2012. Playing Along: Digital Games, YouTube, and Virtual
Performance. Oxford: Oxford University Press.

Nancy, Jean-Luc. 2007. Listening. Translated by Charlotte Mandell. New


York: Fordham University Press.

Van Elferen, Isabella. 2011. ‘¡Un Forastero! Issues of Virtuality and


Diegesis in Videogame Music’. Music and the Moving Image 4 (2): 30–9.

Voegelin, Salomé. 2014. Sonic Possible Worlds: Hearing the Continuum of


Sound. New York: Bloomsbury.

Notes
1 For a composer’s discussion of video game music, see Stephen
Baysted’s Personal Take, this volume.

2 I would like to thank George Reid for his insightful work on literacy
and affect in Chiptune culture.

3 This is in effect a one-sentence summary of the argument made by Paul


Sanden in Chapter 7, this volume.
9
Digital Voices: Posthumanism and
the Generation of Empathy

David Trippett

Assistance
When Microsoft unleashed Tay (‘thinking about you’) onto Twitter on 23
March 2016, the AI bot progressively adapted to its environment,
mimicking users and their memes in its 96,000+ tweets before it was taken
offline. Modelled on a twenty-four-year-old American woman, Tay’s
lifespan was just over fifteen hours. While the experiment in
‘conversational understanding’ famously ended with the bot issuing a
hailstorm of racist, pornographic and offensive profanities (which Microsoft
officially put down to users targeting its method of learning by imitation),
Tay also produced some weirdly unparroted responses. To the question: ‘Is
Ricky Gervais an atheist?’ she answered: ‘ricky gervais learned
totalitarianism from adolf hitler, the inventor of atheism’.1 No information
was released publicly about the algorithmic route to such deductions, and it
would seem the press verdict rang true: ‘this is an example of artificial
intelligence at its very worst – and it’s only the beginning.’2 The interface
for her offensive utterances was silent, the flickering screen whose
electronic text can stimulate verbal sounds only in the reader’s mind. But an
interface is inherently reciprocal: a gateway that opens up and allows
passage to some place beyond (Galloway 2017, 30). Imagine if Tay could
talk out loud. Imagine the sound of her voice, her persona-in-sound.
In an age of digital culture, where seemingly all aspects of the
aesthetic experience of sound are soluble in information and
communications technology, the relations between human and smart device
remain both controversial and banal: controversial in objectifying aspects of
human interactivity; banal in instilling a ‘passion of the object’ and its
agency (Baudrillard 1988, 84). The rich history of debates on this topic
takes a particular turn with the advent of digital processing. While many
commentators have celebrated the affordances of digitised music and
musicianship, others have sounded the alarm: ‘composition, musical praxis
and musical perception sit at a crossroads. The rapid development of the
digital world together with their networking will not remain without
consequence for musical creation’ (Kriedler et al. 2010, 8). Another decade
into the twenty-first century, and consequences are not hard to identify: the
co-dependence between new digital media and music is so extensive that it
is hard to exclude any areas of musical praxis from the affordances of new
technologies. From algorithmic playlists and virtual mixing desks to in-ear
speech processers and the infinite potential of (sensory) signal transduction,
digital media enable and characterise virtually all access to and production
of mediated sound.
This chapter looks critically at the ramifications of digital technologies
that variously assist, enable or simulate musical praxis. A brief overview of
the steps ahead may be helpful at the outset. The first section sets up an
opposition between the idea of the digital tool that expands or
augments human agency, and the machinic automatism predicated on the
idea that reality is fundamentally number (dataism) – with matter as its
mere vehicle – and ticks along mechanically without the need for human
consciousness. This move gives rise to the idea that quantifiable,
mechanical automatism is also intrinsic to human agency, a strand of
posthuman thought on which the rest of the chapter turns. Accordingly, the
second section shows how algorithmic composition may be posed as an
expression of the posthuman, but this rapidly becomes untenable: because
of its reliance on human evaluation, algorithmic composition can be better
explained in terms of the tool/augmented humanity model rooted in
‘assistance’ and its processes of collaboration and interaction. This
essentially reassuring conclusion comes under increasing pressure in the
final section, which focuses on the synthetic voices of digital assistants –
Siri, Alexa et al. – from online service providers. Here the generation of
empathy appears to satisfy practical requirements (e.g. care for the elderly
or increasing the desire to buy products) but, in fact, in the context of
conversation in particular and interaction in general, it can pose
problematical issues of a surrogate ‘conscience’. Accommodating this
within a humanistic model is still possible, but a closing case study of Tod
Machover’s futurist opera, Death and the Powers (2010), raises the
prospect of what might be called a ‘dark ontology’ of the digital that can’t
easily be shrugged off.
Whether explicitly or not, ‘assisting’ technologies necessarily establish a
relational dynamic with users. In a sense, music technology in its machinic
guise has always aided or assisted people at work, whether figured as
mechanical device or software. For Lewis Mumford, writing in 1934, the
machine’s justification lay in eliminating human slavery or its modern
equivalent, the need for people to carry out menial tasks. Or indeed, any
work at all: ‘the ritual of leisure will replace the ritual of work,’ he
predicted, ‘and work itself will become a kind of game’ (Mumford 2010,
279). On the one hand, music notation software undoubtedly reduces the
labour of writing out or otherwise preparing individual parts, to cite an
immediate example, and digital sound editing renders the manual cutting
and splicing of magnetic tape a comfortable metaphor. But on the other
hand, Mumford’s prediction can sound naïvely optimistic – perhaps only
possible amid the heyday of Fordism and workplace automation – when
faced with the cognitive operations of skilful, creative activities such as
composition and performance. To regard such operations as susceptible to
machinic ‘take-over’ is to injure our sense of what is special to traditional
music-making. Here, Mumford’s distinction between machine and tool
becomes helpful:

[T]he tool lends itself to manipulation, the machine to automatic action


… The difference … lies primarily in the degree of automatism they
have reached: the skilled tool-user becomes more accurate and more
automatic, in short, more mechanical, as his originally voluntary
motions settle down into reflexes, and on the other hand, even in the
most completely automatic machine, there must intervene somewhere,
at the beginning and the end of the process … the conscious
participation of a human agent.

(Mumford 2010, 10)

In other words there is a continuum between agency and automation in the


use of tools to enhance ‘human’ creativity. As we shall see, this principle
applies to the digital manipulation of sound as much as the Model T
assembly line.
Moving into the specific discourse of sound technology, it is not
uncommon to speak of digital ‘tools’. Digital recorders are essential tools
for field recordists just as the digital camera is a ‘generic tool’ for students
of visual culture (King et al. 2016, 141). Plug-ins for audio editing are tools
that extend an editor’s capabilities just as robust direct drive turntables
permit the scratching and backspinning necessary for turntablists to turn a
record player into a musical instrument. All imply a dependent relation
between user and tool. In these examples, a ‘tool’ appears as a kind of
neutral enabler, a means to an end, seemingly more than mere equipment
yet less than prosthesis (where ‘prosthesis’ entails an addition or extension
‘of ourselves’ in both physical and virtual contexts). But when data, the
basic substance of communication itself, become the enabler of activity, any
manipulation of such a tool becomes reflexive and correspondingly
powerful as an agent that determines outcomes. ‘Data itself is a tool’, writes
the former director of Google Ideas and former CEO of Google, ‘and in
places where unreliable statistics about health, education, economics, and
the population’s needs have stalled growth and development, the chance to
gather data effectively is a game-changer’ (Schmidt and Cohen 2013, 15).
Ostensibly sound data can’t easily be utilised in this way because they do
not represent other things; they simply are what they are, though they can
readily be illustrative of prior content, such as the sonification of medical
imaging (when converting the visual data of a brain scan into sound, for
example). So we might say that sound data relate to digital ‘tools’ as
numbers relate to mathematical formulae: their manipulation is determined
by the shape and function of the technological means available to the
manipulator more than by notions of creative intent. In other words, while
we are familiar with tools that enhance our own agency, as tools become
increasingly information-driven they begin to take on attributes of agency
in their own right.
One practical outcome of the digital organisation of sound through
binary code is its enhanced potential for manipulation (recall this is
Mumford’s principal criterion for identifying ‘tools’), both manually by
people coding and by algorithm:

once coded numerically, the input data in a digital media production


can immediately be subjected to the mathematical processes of
addition, subtraction, multiplication and division through algorithms
contained within software.

(Lister et al. 2009, 18)

Of course, manipulation of sound through software and physical


manipulation of, say, a piano keyboard are not of the same order. One deals
in layers of matterless signs, the other in tactile resonance. Yet the very
point of difference – binary code – forms the tell-tale thread for theorists
such as Lev Manovich to illustrate how the histories of computing and
audio-visual media are entwined. The individual static photograms of the
cinematograph store audio-visual data, just as do the 1s and 0s of an MP3
file, itself a product of computing: ‘this is why the Universal Turing
Machine [the first stored-programme computer] looks like a film projector’
(Manovich 2001, 24). Both store data according to the split-second pauses
of an on/off regularity; one on celluloid, the other electronically. As one
commentator put it, for Manovich ‘the flicker of film was already a digital
flicker’ (Galloway 2017, 4).
This helps explain why, for Manovich, numerical coding constitutes
‘the new universal intermediary’ that bridges senses and audio-visual
media, whether via voltage fluctuation and the pixels of LCD displays or
the travelling waves of oscillating pressure that we experience as sound
(Manovich 2013, 153). In this view digital media are constituted by the data
flows in which all input is converted into numbers. For music historians,
then, digital media arguably have a genetic relation to early Greek
understandings of music: for the Greeks musical sound points to a
background numerical order, whereas with digital media an underlying
numerical order gives rise to musical sound (this is the dominant model, but
both processes are ultimately reversible). In this sense, Pythagoras’s
interpretation of music as sounding number begins the circle that digital
audio closes, for – materially speaking – digital audio is nothing but its
binary data (quantities of sound coded into a cultural form) while
Pythagoreans believed sound was essentially the representation of a
numerical natural order, a cosmic worldview ensounded through the ratios
of resonating intervals. Both constitute processes of abstraction into the
symbolic realm of mathematics, but with opposite directions of travel: from
sound to number; from bits to sound.
The idea of ‘dataism’ underpinning this view is broader than musical
discourse, of course, and is worth explaining briefly.3 It interprets the world
as consisting of data flows, and values any technology – or entity more
broadly – according to its contribution to data-processing. Some futurists
have interpreted this as offering the promise of an emerging universal
language, a technological tower of Babel to unify all disciplines:
‘According to Dataism, King Lear and the flu virus are just two patterns of
dataflow that can be analysed using the same basic concepts and tools’,
writes Yuval Harari briskly (2016, 367–8). Hence the simplifying,
optimistic prognosis that follows: ‘This idea … gives all scientists a
common language, builds bridges over academic rifts … Musicologists,
political scientists and cell biologists can finally understand each other.’ Is
interdisciplinarity to become a tautology? I suspect that this model of binary
code’s infinite transferability would be hard to replicate in units of data
equally comprehensible to all academic disciplines.
How exactly do digital musical tools enter this story of digital
morphology? Course reading lists and university library holdings offer
empirical evidence that the aural dimension of data has been
disproportionately subordinated to the visual dimension within media
studies and the philosophy of technology. One possible reason is that a
progressive dematerialisation of the image was accompanied by a radical
materialisation of sound prior to digital recording. As Peter Weibel notes,
image capture proceeded from the daguerreotype, which freed the artist’s
hands, to telegraphy, electronic scanning and film – all of which worked
through time – and on to video: ‘the basic conditions for electronic image
production and transfer’ were established through a combination of the
electron, magnetic recording and cathode-ray tubes, and thereafter
‘matterless signs’ – enabled by integrated circuits, transistors and silicon
chips – came to drive a ‘post-industrial telematics culture’ (Weibel 1996,
338–9). Each stage in this historical model for image production and
transmission offers a further abstraction from real-world visual experience.
Sound recording went in the opposite direction. After centuries of music
notation based on abstract, legible signs, successive technologies objectified
the physical matter of sound vibration, writing the impression of sound
waves onto smoke-blackened paper, into wax, shellac, acetate and then
vinyl discs, and finally reconfiguring it as forces within a magnetic field.
Such writing of sound was no longer symbolic but material. This radical
process of materialisation only ended around 1980 with digital sound
recording, which makes the abstraction of sound data 150 years younger
than that of visual data.
Regardless of their relative youth, digital musical technologies have
raised searching questions about human relations to music. We might
helpfully consider these in light of the distinction between tools and
machines discussed above. ‘Digital technologies can be used as musical
tools’, Andrew Brown concludes straightforwardly. ‘Just as an audio
amplifier can make music louder, a music technology can be an amplifier of
one’s musicianship, enhancing musical skills and increasing musical
intelligence’ (2015, 6). But while we are comfortable with the idea of
digital technology assisting us (remember the springy paperclip in MS
Word?), cognitive enhancement is of a different order because it concerns
interior thought, whose secrecy and non-transferability had been regarded
as inviolable under the tenets of a liberal humanism. That status changes the
moment human ability, skill and intelligence are ‘amplified’ by digital
technology.
This reflects larger discourses on artificial intelligence (AI). A
common question for students of AI and prosthesis goes as follows: if a
blind man walks with a cane, is the cane part of the man? Ostensibly, the
cane is a tool, separate to the man. Conceived as a single unit, however, the
man + cane function is understood as a self-correcting process where the
cane becomes a sensory extension under his control (hence a closed system
with feedback loop, cybernetically speaking). The philosophical argument
for extending the mind by expanding the domain of cognitive control was
first advanced by Andy Clark and David Chalmers:

If … a part of the world functions as a process which, were it done in


the head, we would have no hesitation in recognizing as part of the
cognitive process, then that part of the world is part of the cognitive
process.

(Clark and Chalmers 1998, 8)

This has implications for generative software, including certain models of


algorithmic composition; it gave rise to the concept of distributed cognition
wherein human agency and thought are ‘enmeshed within larger networks
that extend beyond the desktop computer into the environment’ (Hayles
2012, 3).
Keyboard players and other instrumentalists have long been familiar
with the notion that a resonating instrument comes to feel as an extension of
the body (de Souza 2017; Le Guin 2006); for unamplified singers, the body
is the instrument, collapsing any distinction between instrumentality and
self. The same relation obtains for scholars instantly accessing vast data
networks via the computer keyboard, with the difference that while a
musical instrument is physically finite, online networks grow exponentially,
supported by ever-larger servers. When living in a small town, Hayles
explains, the effects of this hand–keyboard compound only become
apparent when we lose the networked extensions we take for granted:
‘when my computer goes down or my Internet connection fails, I feel lost,
disorientated, unable to work – in fact, I feel as if my hands have been
amputated’. Put another way, the embedding of computational media into
the environment is having ‘significant neurological consequences’ (Hayles
2012, 2, 11). The physical breach – components extending and
rearticulating our ‘selves’ in McLuhanesque ways – marks a threshold in
self-perception and the use of tools. It is also the linchpin around which
posthuman discourse has come to structure a future-orientated
understanding of human relations to digital technology. In most encounters
with data, then, what might be seen as an abstraction to number is better
seen as an expansion or augmentation of the human body-in-action.

Mimesis: Creating with Algorithms


Having touched on ‘prosthetic’ additions to the body and the implied
tension between literal limbs and metaphorical uses of the concept
(Sobchack 2006), it might be useful here to clarify three distinct terms that
pertain to human-technology relations. In brief:

Transhumanism (H+):
a futurist-orientated intellectual and cultural impulse that believes in
enhancing the human condition through technology in all its forms. The
result is an iteration of homo sapiens enhanced or augmented, but still
fundamentally human. A central premise of transhumanism is that
biological evolution will eventually be overtaken by advances in genetic,
wearable and implantable technologies that artificially expedite the
evolutionary process (More 2013, 3–8).

Posthuman:
the condition attained after stages of technological enhancement of the
human condition render the subject no longer normatively ‘human’. In its
more radical iterations, this condition does away with the biological body
altogether, where information patterns uploaded to a fantastical
supercomputer suffice to constitute a posthuman identity. In an extreme
form of noetics, such existence becomes all mind, more powerful than
present minds, employing ‘different cognitive architectures or includ[ing]
new sensory modalities’ (Bostrom 2009, 347).

Posthumanism:
a discursive web of philosophical positions defined against, and seeking
to supplant, the autonomous liberal human subject and its concomitant
anthropocentric bias, excessive valuation of human achievements, and
preoccupation with humanity’s supposed differences from (and
superiority to) the rest of animate life. This asserts no definite break
between sentient and non-sentient matter in the relational fields of an
environment because matter is no longer conceived as passive or inert,
but capable of ‘self-transformation, self-organization, and directedness’
(Coole and Frost 2010, 10). Posthumanist attitudes anticipate an
increasing incorporation of artificial technologies into the body not
primarily as enhancement of the human condition (as in transhumanism),
but as its anticipated dissolution: this is seen as part of a more
fundamental dissolution of literal boundaries between subject and object,
body and environment, and a corresponding recalibration of our sense of
self-identity within a world of objects. The result is an identity defined
more by its controllable architecture rather than its cultural history.

The first two terms denote subject positions in relation to technological


objects, the third an attitude that encompasses these as part of a broader
critique of the humanities. All intersect with the idea of computer
‘assistance’ when that assistance exceeds simple tasks such as calculating
quotients or formatting scores (‘task intelligence’). But when a device’s
intelligent behaviour appears to be purposive, it is the posthuman that is
most openly implicated.
In order to see these categories in action, consider algorithmic
composition, perhaps the most tangible instance of human utilisation of
music’s mathematical undergirding. Within the contemporary scene of
melodic composition, such tools as Dirk-Jan Povel’s Melody Generator
(Povel 2010) or Dmitri Kartofelev and Jüri Engelbrecht’s ‘structured
spontaneity’4 use Markov chains or fractal geometry to create melodies
based on restrictive programming of overtone properties and predefined
stylistic parameters. Each melodic pitch and rhythm is calculated from a
mapping of the immediately preceding pitches and rhythms in a
theoretically endless linear operation. This approach to melodic data
mirrors statistical analysis of the same (e.g. how many sixteen-bar melodies
from 1790 have forty-eight notes?), and here the role of cognition recedes,
including – crucially – the responsibility to assess the resulting music. In
substituting for, and calculating faster than, human cognition this approach
embodies a posthuman perspective, and as such it is fundamentally different
from the transhumanist perspective embodied in the established canon of
algorithmically composed music that fulfils the criteria of originality and
aesthetic appeal. This ranges from Charles Dodge and Clarence Barlow to
Herbert Brün, G. M. König, and Iannis Xenakis, whose Gendy3 (1991)
typifies the composer’s lifelong pursuit of ‘automated art’: art that draws on
the processing power of a computer to extrapolate the implications of
artistic thought, thereby still ‘reserving for the human the role of creative
decision making’, and accordingly posing challenges for any musicological
analysis that seeks to ‘reconstruct the laboratory conditions of the
algorithmic creation process’ (Hoffmann 2010, 121, 129).
While machines do have feedback loops, the value of these is a matter
of dispute. Could they ever equate to a kind of music criticism? As
Christopher Ariza notes, music generation as a closed cybernetic circuit
cannot be regarded as composition proper, for it amounts to a game of data
manipulation, whose results are barely evaluated by a machine and become
meaningless when presented to human listeners who try to distinguish
machine melody from human melody: ‘use of the [Turing test] in the
evaluation of generative music systems is superfluous and potentially
misleading; its evocation is an appeal to a measure of some form of
artificial thought, yet, in the context of music, it provides no more than a
listener survey’ (Ariza 2009, 49). In such a view, human and machine
listening remain radically asymmetrical.
Wrapped up in the irreducibly human perceptual character of music
assessment is the broader issue of consciousness, one strand of which is
whether the brain thinks and feels only, or also calculates. Would a
computer engaging in a process of generating music experience release on
the final downbeat, exhilaration at the rhythmic vigour, or a sense of
progressive harmonic tension and release? How would we know?
Concomitantly, at what point would a court need to recognise the computer
as owner of an intellectual property arising from a musical sensibility, that
is, as an autonomous creator?
This debate has played out in contexts far beyond digital music, of
course. A summary of perspectives – alluding to everything from a Turing
test to David Chalmers’s ‘psychophysical principles’ (1995) and
‘information that has lost its body’ (Hayles 1999) – is given in the Socratic
trialogue from Tom Stoppard’s 2014 play The Hard Problem (whose title
borrows Chalmers’s own term for scrutinising consciousness). Here,
postdocs at a prestigious institute for brain science argue over the nature of
consciousness within a calculating machine:

AMAL: Sure, but the brain is a machine, a biological machine, and it


thinks. It happens to be made of living cells but it would make no
difference if the machine was made of electronic gates and
circuits, or paperclips and rubber bands for that matter. It just has
to be able to compute.

LEO: What [a computer is] doing is a lot of binary operations


following the rules of its programming.
AMAL: So is a brain.
LEO: But can a computer do what a brain can do?
AMAL: Are you kidding? – A brain doesn’t come close!

H I L A R Y: It’s not deep. If that’s thinking. An adding machine on
speed. A two-way switch with a memory. Why wouldn’t it play
chess? But when it’s me to move, is the computer thoughtful or is
it sitting there like a toaster? It’s sitting there like a toaster.
LEO: So, what would be your idea of deep?
H I L A R Y: A computer that minds losing.
(Stoppard 2015, 22–3)

In a gendered division, the project leader, Leo, mediates between Amal’s


futurist agenda and Hilary’s empathy and subsequent concession that it
would be impossible to tell whether a computer minds losing or not. Unlike
Socratic methods, however, there is no resolution free from contradiction,
which reinforces the conundrum: the unknowability of a computer’s
aesthetic judgment upon experiencing its own creation.
Deterministic algorithms will always produce the same output from a
given input. For creative composition in any genre this intrinsic limitation is
undesirable in isolation, even as computation can explore configurations of
pitch and rhythm unavailable to humans alone. ‘A composer who knows
exactly what he wants, wants only what he knows – and that is one way or
another too little’ explains Helmut Lachenmann (Lachenmann and Ryan
1999, 24). Not all algorithmic approaches to music generation work in a
directly automatic way, of course, and there are a range of interactive
processes that do not require real-time human input (Nierhaus 2009 offers a
helpful overview). To remain with melody generation a moment longer, just
as the nineteenth-century critic Eduard Kulke – inspired by Darwin and
Lamark – believed melodies were subject to evolutionary principles, and
proposed genealogies of melodic transformations as part of a collective
cultural memory (Kulke 1884), so Francesco Vico’s computer system
Iamus (2010) uses a ‘genetic algorithm’ that mimics the process of natural
selection. It generates random musical fragments, mutates them and
determines whether they conform to pre-defined rules (genre-specific,
instrument-specific, stylistic). By this process, all fragments are
incrementally refined into rule-adhering music. In the domain of rhythm,
Eduardo Miranda’s Evolve likewise uses the interaction between multiple
algorithmic generators to compose repertories of rhythms: ‘the agents were
programmed to create and play rhythmic sequences, listen to each other’s
sequences and perform operations on those sequences, according to an
algorithm’ (Miranda 2012, 225).
Under conditions of improvisation, by contrast, such a process could
not be entirely automated, of course, for human input is needed in real time.
Here the distinction between the roles of computational creativity and
machine assistance is significant. While evaluation criteria cannot be
clearly stated in a programming language, Interactive Evolutionary
Computation allows for interaction between the algorithm and human
participants, suggesting that what is often put forward as computational
creativity is in reality better understood as augmented human creativity
according to the tool model given above, or as collaborative interaction.
One example is John Biles’s jazz melody generator GenJam, described as ‘a
genetic algorithm-based model of a novice jazz musician learning to
improvise’, in which a human mentor gives real-time feedback which is
then absorbed by the programme to improve the future generation of
melodic patterns, i.e. in a closed-loop feedback function (Biles 2007, 137).
This offers a model of collaboration between human and computer, where
the dominant operator is the computer: the digital element relies on
seemingly unprogrammable human decisions, making it human-aided rather
than computer-aided composition. By the same token, George Lewis’s
Voyager software – a ‘nonhierarchical, interactive musical environment that
privileges improvisation’ – offers an instance of man–machine
collaboration on more equal terms. The programme’s analysis in real time
of a human improviser both guides its own independent behaviour arising
from pre-defined algorithmic values, and generates ‘complex responses’ to
the human musician’s playing. ‘Voyager is not asking whether machines
exhibit personality or identity,’ Lewis remarks, ‘but how personalities and
identities become articulated through sonic behavior’ (2000, 38). Such
software, defined by interactivity and response, is positioned as a tool for
exploring the creation of values, our own creativity and intelligence as well
as ‘musicality itself’. It is as much an epistemological tool as a
compositional agent.

Semiosis: Sounds like Human


Sound tools engage the discourse on digital assistance perhaps most directly
through simulations of the human voice, aka speech synthesis. This
personalises the interaction with a computer intelligence. Synthetic voices
without a body instinctively conjure up a hybrid persona, a virtual
personality, touching on a network of signs that distinguish human from
non-human, a cultural and biological distinction that has come under
pressure in recent years (Clark 2004; Bennett 2010; Bostrom 2014). While
it is not hard aurally to distinguish human voices from robotic alternatives,
the current reliance on the data networks of female-sounding digital
assistants – Siri, Alexa, DeepMind, etc. – verbally responding to our
commands offers a sonic analogue to Hayles’s hands that feel ever more
part of the computer she controls, or composers who make use of borrowed
processing power to uncover the ramifications of a melodic cell, a rhythmic
pattern or a stochastic principle.
From the perspective of linguistics, it was the advent of phonology in
the early nineteenth century, with its differential oppositions, that allowed
for a computational approach to speech sounds in the twentieth. Chains of
phonemes, those ‘senseless atoms that, in combination, make sense’, as
Mladen Dolar put it, could now be organised by the oppositional logic of
binary code:

All the sounds of a language could [now] be described in a purely


logical way; they could be placed into a logical table based simply on
the presence of absence of minimal distinctive features, ruled entirely
by one elementary key, the binary code. In this way, most of the
oppositions of traditional phonetics could eventually be reproduced
(voiced/voiceless, nasal/oral, compact/diffuse, grave/acute,
labial/dental, and so on), but all those were now re-created as functions
of logical oppositions, the conceptual deduction of the empirical, not
as an empirical description of sounds found.

(Dolar 2006, 19)

In like fashion, digital algorithmic composition can be thought of as a


cultural technique in Bernhard Siegert’s terms of a self-referential symbolic
practice in between object and sign, a practice whose ‘operative chains …
precede the media concepts they generate’ (Siegert 2015, 11). Music-
making exists without (and before) explicit music theory, and likewise
music-calculating exists before music-computing: ‘people wrote long
before they conceptualized writing or alphabets … Counting, too, is older
than the notion of numbers’ (Macho 2003, 179; cf. Siegert 2015, 11). In
contrast, the simulation of personal voices fits into a sub-category of Anglo-
American posthumanism, namely, representations of human identity arising
from chains of operations that produce something that appears to be real,
but is in fact only its semblance. An example would be that when absorbed
in a crime drama you don’t notice the TV as a medium unless the signal
malfunctions. Media like to conceal themselves, in other words, which, for
digitally synthesised voices, means creating the auditory semblance of an
entity that is actually talking to you.
The formulaic sentences of commercial chatbots quickly betray the
limited repertory of a non-adaptive mind. Once digital tools assume a
persona, by listening to speech commands and uttering informed (if not
‘thoughtful’) responses, they become virtual ‘assistants’ in a more than
metaphorical sense. Such technologies, dating back to IBM’s Shoebox in
1961, are now commonplace, arising from leading commercially funded
research and development budgets at Apple (Siri), Amazon (Alexa),
Microsoft (Cortana) and Google (DeepMind), each vying for market
dominance. But even while AI offers different (computational or
information sourcing) capacities to human cognition, developers’ ambitions
point directly towards the goal of sounding like humans because the
creation of empathy sits at the heart of the project of an artificial
simulacrum: ‘I truly believe that for AI to be useful in our daily lives, it has
to be something you can connect with. Conversation is the next step, to be
more human-like’, explains Rohit Prasad, Amazon’s chief scientist for
Alexa. ‘We could cross the 10-minute barrier now, but 20 minutes is
extremely hard. This will be a long journey.’ In fact, the university-based
‘Alexa Prize’ ($2.5 million), inaugurated in 2017, is stimulating research in
precisely this field; users utter the command: ‘Alexa, let’s chat’ to sample
one of the current loquacious ‘socialbots’ under development. ‘But there’s
also dynamics here where you want the AI itself to come back and trigger
some conversational topics with you’, Prasad explains. ‘That it can tell you
“Hey I can talk about … Did you hear about this event?” for instance.’5
Information-based responses seem set to continue, in other words, rather
than interaction resembling conversation proper, ‘the great paramount
purpose of social meetings’ as Thomas de Quincey (1863, 151) famously
put it.
Since these devices don’t have a freely active learning function like
Microsoft’s Tay, their automatic ‘jokes’ only elicit groans: ‘Want to hear a
dirty joke?’ asks Alexa. ‘A boy fell in some mud. How about a clean joke?
He had a shower.’6 For now, then, empathy generation appears most
scrutable through the code its programmers use to modulate vocal
intonation and timing: the sounding voice. By necessity this is declarative,
specifying whispers, bleeped-out expletives, speech delivery and even
substitute words in crudely literal ways. To code a whispered sweet nothing
in Amazon’s Speech Synthesis Markup Language (SSML), it’s
<amazon:effect name=“whispered”>; to programme an expletive bleeped
out, it’s <say-as interpret-as=“expletive”>; the ‘prosody’ setting meanwhile
permits alternations of tempo (‘fast’/‘slow’) and pitch
(‘low’/‘medium’/‘high’) to resemble an expressive mind behind the
synthetic phonemes. And programmers have been swift to exploit the
capacity for irony. Freia Lisa Lobo’s split-personality quip is a case in
point: “[blank female voice] Right now in New York it is 70 degrees.
[Pause. Whispering] I see dead people’.7
Colloquialisms or ‘speechcons’ have been available since February
2017, crudely generating empathy with interjections like cheerio, argh,
d’oh, as well as booyah and bazinga, to humanise the monotone obedience
of the prim robo-voice. By prefacing these utterances with a ‘say-as’ tag,
the software understands they are to be emphasised in a further step towards
the acoustic semblance of a speaking personality and an oxygenated,
breathing body. The extent to which we are willing to go beyond a reality
principle in which only humans can be speaking personas depends on our
willingness to refract ourselves within another logic. Superficially, this is a
logic of commerce: ‘What do people want from a virtual assistant?’ asks
Liz Stinson in a critique of such innovations’ hidden commercial drivers:

Amazon’s efforts to make Alexa sound as human as possible suggest


that users expect their artificially intelligent sidekicks to do more than
turn on their lights or provide a weather forecast. They want these
devices to understand them. Connect with them. Maybe even – don’t
laugh – date them … Amazon wants to sell you things … and a more
emotive assistant could be leveraged to that end … [I]t stands to
reason that an AI more capable of expressing emotions would also be
more capable of analyzing – and manipulating – your own. Creepy,
yes, but also promising … Amazon might use Alexa’s expressiveness
to sell you stuff, but social robots could use the same technology to
deliver, say, better care to the elderly.8
At another level there is a logic of innovation. Speech synthesis
typically functions by sampling large amounts of recorded speech
fragments from one individual so words can be reassembled into an
utterance appropriate to the message being conveyed. Singing has proved
equally susceptible to this kind of synthetic generation. Yamaha’s Vocaloid
software (2000–), fronted by teenage avatars such as Hatsune Miku and
Megurine Luka, allows users to enter melodies and lyrics that are then
‘sung’ by a voice generated from a bank of samples. Recent commentators
have sought to hear such sounds on their own terms as ‘a real synthetized
voice’ rather than a stand-in for an actual human voice, an authenticating
gesture that locates the software itself at ‘the intersection between
technology and creative production’ (Jackson and Dines 2016, 108). While
these remain rooted in human sounds, cobbled together by algorithm,
synthetic voices emanate more fundamentally from the imitation of a
human voice generated from raw waveforms. At present, the only example
is Google’s WaveNet wherein – like Markov chain melodies – a predictive
distribution for each audio sample is conditioned on all previous ones,
rising to at least 16,000 samples per second, all in pursuit of ‘subjective
naturalness’. This artificial approach to natural voices ‘directly model[s] the
raw waveform of the audio signal, one sample at a time’ – we learn – ‘As
well as yielding more natural-sounding speech, using raw waveforms
means that WaveNet can model any kind of audio, including music.’9 Six
five-second samples of intriguing, Skryabin-like piano music were available
online at the time of writing; their brevity suggests style imitation via
sampled recordings is achievable through automatic splicing, but perhaps
little else as yet.
Why does it matter how human-like these machinic voices can sound?
One answer concerns the reflexive identity such sound technologies afford
us, where digital voices become a metonym for human–device relations
more broadly. Sifting data on the Internet has allowed search engines to
accrue sufficient algorithmic sophistication for users to treat Google’s
search box as pilgrims once treated the high priestess Pythia, the fabled
oracle of Apollo’s Temple at Delphi: a venue for the self ’s unknowability,
an intelligence advising individuals with seemingly better insight into them
than they themselves possess. Rather than seeking prophesy, twenty-first-
century users seek moral as well as informational guidance. In recent years
popular questions to Google reported in the Guardian newspaper range
from the personal (am I normal / why don’t you love me / why don’t people
like me / am I a bad mother / why don’t I enjoy life) to the fantastical (why
don’t unicorns exist) and the wryly speculative (are blond men evil).10
One reading of this practice is that digital search has encroached on the
role of conscience, that ‘inner voice’, if only to cross-reference ours with
those of others. Such a voice has at least four attributes: it is an inner guide
and principle, it is acousmatic and not acoustically natural, it answers
questions not immediately within the reach of our conscious reason, and –
in most cases – it responds when consulted. It takes a moment to accept
that all four of these attributes can be ascribed to the voices of the digitally
synthesised AI bots above. Likewise, instantaneously cross-referencing
such online ‘voices’ through search engines mimics the process of Google’s
speech synthesis at 16,000 samples per second. Yet within a humanist
tradition, inner voice is nothing less than ‘the link with God’, an ethical
force genetically related to the Socratic voice, the ‘voice of the daemon that
accompanies Socrates throughout his life’ (Dolar 2006, 83, 86). Consider
the case of Jean-Jacques Rousseau, for whom an interior voice of
conscience is a moral voice, and as such the marker of a common
humanity:

Conscience! Conscience! Divine instinct, immortal and celestial voice;


firm guide of an ignorant and limited being, but one which is also
intelligent and free; the infallible judge of good and evil, it is you that
make man similar to God … without you I do not sense anything in
myself which would elevate me above the beasts, just the sad privilege
to stray from error to error with the help of an intelligence without a
rule and a reason without a principle.

(Rousseau 1969, 600–1)

This vaunted status for inner self-reflection perhaps explains why,


historically, simulating a human voice has been a goal of technologists ever
since the sound of the voice was linked to the soul in its morphological
likeness to breath (the Stoic’s pneuma). La Mettrie’s excited prediction in
1748 that ‘a speaking machine … can no longer be considered impossible,
particularly at the hands of [Jacques de Vaucanson], the new Prometheus’
seemed at the time a final test of his over-arching proposition that people
are inherently mechanical, but key to this reading is the significance
ascribed to breath and his argument that humans have no soul as such
(Mettrie 1996, 34). That is, he wasn’t really subsuming the human within
the mechanical, but vice versa.
Without necessarily buying into la Mettrie’s materialism, recent digital
simulations of voices have elicited both musical and data-driven responses.
Within the context of popular musics, distortions of speech have formed a
trope of the ‘machinic voice’. This reverses the machine mimicry of human
speech given above, for it distorts human sounds to mimic the cultural
persona of the robot. A leading example is the vocoder (a signal-processing
algorithm, formerly a military technology to mask speech communications
during the Second World War (Tompkins 2011)); this is recurrent in pop
recordings, from Neil Young (‘Transformer Man’, 1982) to Kanye West
(‘Love Lockdown’, 2008), and can even be seen in blockbuster films, e.g.
the glittery silver Guy Diamond in Disney’s Trolls (2016), spoken by Kunal
Nayyar entirely through vocoder distortions. Back in 2003, Joseph Auner
speculated on how vocoder and computer simulations of voices play on the
associations of mechanical and organic sounds in songs by Radiohead and
Moby. Far from deconstructing the human, these present songs as ‘a sort of
cyborg system that attempts to splice the human and technological thus …
illuminat[ing] its peculiar expressive character’. In other words, ‘human’
remains the dominant sign, against which ‘cyborg’ tensions and is defined.
The ensuing anxiety of identity is embedded in the manipulation of vocal
signifiers within a continuum of human and synthetic computer sounds. For
Auner, the resulting cyborg persona ‘becomes a way of reconstructing
expression’, which is to say, both a topos of pop culture and a referential
language (Auner 2003, 110–11).
Within an art music tradition, Harrison Birtwistle’s opera The Mask of
Orpheus (1986) pioneered the use of an electronic voice for Apollo,
‘speaking’ in an invented language, whose otherworldly utterances were
coded by Barry Anderson at IRCAM to sound god-like. By contrast,
composer Peter Ablinger’s ‘Deus Cantando (God, Singing)’ (2009) is only
one of the most recent spectral analyses of recorded speech that forms the
basis of his ‘speaking piano’, a computer-controlled player piano that
replicates on the instrument’s eighty-eight keys the decomposed sound
spectrum of recorded human speech:

Using … 16 units per second (about the limit of the player piano), the
original [sound] source approaches the border of recognition within the
reproduction. With practice listening[,] the player piano can even
perform structures possible for a listener to transpose into/understand
as spoken sentences.11

That is, you can ‘hear’ the piano pronounce words only when you
simultaneously see its words or know them in advance. This
accommodation of digital sound file and keyboard mechanism has been
enlisted to present analogue voices of the dead – Schoenberg, Brecht –
‘speaking’ in the present, and, to that end, replicates one of the initial
functions of Edison’s crank-driven phonograph, but remediated through
spectral recomposition of the source: a form of near-human expression in
which the digital (electricity) accommodates the mechanical.
In an experiential sense, such sounds perform a kind of time travel: the
piano’s hammers ‘speak’ Schoenberg’s words mechanically in the present.
And here it is worth reminding ourselves that mechanical work – from
instrument building to repetition in the practice room – is predicated on a
principle of fragmentation whereby larger tasks are divided up into smaller
tasks that can be performed in linear sequence. As David Hulme first noted,
however, there is no principle of causality in a mechanical sequence;
movement through the sequence generates change without oversight of how
operations follow one another. It was this blindness within mechanisms that
led McLuhan to accord electricity the crown of all industrial and post-
industrial inventions, for ‘it ended sequence by making things instant’ (like
Brecht and Schoenberg’s spectrally recomposed voices in the here and
now). Hence his cryptic assertion that the electric light ‘is pure information’
(McLuhan 1964, 8, 12). If the electric grid underpinned McLuhan’s ‘global
village’ of instant communications, it also models the modern network, so,
beyond the supply of power, electricity itself remains regulative of an
aesthetics of digital media: ‘deeply shaping of the form and content of the
medium itself’ (Dewdney and Ride 2006, 79). Record companies regularly
take advantage of this time-travelling instantaneity in digital editing by
reusing the recordings of Pavarotti, Sinatra, Nat King Cole, Tupac Shakur
and others and ventriloquising new duets or new backing after death, in a
temporal short-circuit that appears to make these voices sing anew. By
comparison with the macro-structure of the Internet, Ablinger’s speaking
piano is philosophically significant, in part, because of its equal reliance on
data networking and old-fashioned mechanical keys, hammers and physical
resonance. From this arises a paradox: just as the concept of the posthuman
is ultimately embedded in and defined against the human, so the virtual is
here embedded in the material.

Case Study: Death and the Powers (2011)


But this apparently comfortable accommodation between the human and the
posthuman turns out to be unsustainable in the end, a point aptly
demonstrated by a recent piece of music theatre. Beyond the semiosis of
robotic voices, we now turn to what might be called a ‘theatrical’ semiosis
of human–digital music relations. Tod Machover and Robert Pinsky’s
Death and the Powers: A Robot Pageant is a one-act opera ‘conceived and
written specifically for the incorporation of new technologies … that re-
envision human presence onstage’, explains Peter Torpey, a student
designer of its multimedia systems (Torpey 2012, 110). It stages the
tensions and imaginative possibilities of a posthuman discourse vis-à-vis
digitised music, reflecting on mortality as alibi to technological necessity.
As a narrative, it depicts a critical juncture in the vision of our
postbiological future first put forward by Hans Moravec: the downloading
of our consciousness into an all-powerful computer system, and the
discarding of our original, mortal body, leading to the extinction of the
human race (Moravec 1988, 112). Tellingly, the protagonist becomes
nothing but a digitised, acousmatic voice, though we are to understand that
he retains the legal, fiscal and moral authority he held as a bodied human.
The opera emerged via MIT media lab’s ‘opera of the future’ project in
2010, and has been performed in Monaco, Boston and Chicago to date.
First, a brief plot summary. The narrative is told from the distant future
by robots who enact the ‘pageant’ in order to try to understand what
biological death is, and how the human race died out. At the outset, four
robots debate the mystery like latter-day paleontologists:

What is this ‘Death’ – Is it a form of waste? / … I cannot understand. /


If the information of one unit might be lost / it is backed up by any
other unit at hand. Death – Is it an excessive cost? … Is it the data
rearranged, / As in an error, in a dream? … A dream of something lost
/ That was meant to be saved?

(ll. 8–32)
The robots then transform themselves into the ‘human’ characters on stage,
and the action commences: Simon Powers, an aged, wealthy, wheelchair-
bound inventor and magnate, is planning his death as a transmutation of
himself into the ‘System’. He explains his philosophy of embodiment to
worried relatives by emphasising that ‘[i]t’s the vibration, / The movement,
that matters! / … It’s never matter that matters. Particles, molecules, cells,
fingers, eyes, nerves / Are only places for the system / Of meaningful
vibration’ (ll.122–47). Simon’s third wife (Evvy) and daughter (Miranda)
are sceptical (‘But how can you be yourself / Without a body?’ ll. 212–13),
but receive only cryptic answers in the form of poetic quotation.12 In the
second scene, Simon’s body disappears as he utters an aphoristic existential
valediction: ‘remember: / Whatever I did / I did that and / I am the same’
(ll. 279–81). While waiting for Simon to emerge from the System, his
adopted son and protégé, Nicholas, reflects on his own prosthetic
enhancements and how he helped his father to live inside the system. Simon
soon emerges from a portrait of his younger self (initially as a hologram,
later as pure voice), moves around mechanically, and eventually asserts his
new identity:

What is my name? / A name is a machine. / A name is a made-up thing


/ That proposes someone is real. / My name is a machine for
designation – That’s what any name is. / My name is Simon Walter
Powers, / It proposes I am alive.
(ll. 347–55)

The location of his voice shifts within the scene (using 140 speakers
and spatial diffusion – Wave Field Synthesis – to pinpoint sound on stage),
between a portrait, a mechanical bird perched on set, and elsewhere in the
room. His relatives debate whether this disembodied entity is still ‘Simon’.
Evvy later seeks intimate contact (and thereafter is reduced to wordless
utterances), and the family is visited by a delegation from the ‘United Way,
/ the Administration / And the United Nations’ (ll. 476–8), who seek help to
combat crises of world famine, biological weapons, child exploitation and
climate change in the wake of Simon’s sudden financial liquidation. Simon
merely quotes ‘O Röschen rot’ from Des Knaben Wunderhorn,
reinterpreting the lines set by Mahler without melodic quotation: ‘I am from
God and will return to God, / Dear God will give me light, / Will light me to
eternal life!’ (ll. 602–4).13 The delegation’s stupefied response is met with
an anecdote about meaningless violence among today’s youth, and they
suspect Simon may be dead, his voice a trick. Bending Mahler’s symphonic
resurrection to the ecumenical present, Simon misreads the original poetic
line by replacing ‘God’ with ‘light’ – I am from light and will return to light
– as his voice is frequency modulated to extend into an artificially high
register in a modified rising whole tone scale. Before entering the System,
Evvy declares the feeling inside it as a giddy sense of unending freefall,
perhaps gesturing to the ‘bodiless exaltation of cyberspace’ (Gibson 1984,
123). Nicholas, who has been increasing his prosthetic enhancements,
follows suit, leaving Miranda alone in her human skin. She reflects on the
unethical escape ‘into the light’ (l. 771) of the few, and the pain of the
millions, before Simon returns as a hologram in a wheelchair (a wry
technology joke) to explain the rationale for evolving into non-biological
forms:
Like you, I tried to help the world. / I, too, saw these miseries … / But
the animal is defective. / … We evolved as meat, to love fat and sugar;
/ Once that was good, but now it is fatal. / We evolved as flesh to want
sex all the time; / Once that was good, but now it is fatal. / We evolved
as muscle to want to make war; / Once that was good, but now that is
lethal … Now there’s no help but evolving / Out of the meat, and into
the system. / It isn’t the many and the few – / It’s yourself, it’s you!
(ll. 780–807)

Miranda’s protest that misery is part of human identity – a last stand of


humanism – is followed by her anxious contemplation of a future alone,
without a huggable mother or father, with ‘no lover, no other’ (l. 822). She
defends the body, death, sugar and meat, closing with a battery of rhetorical
questions.
In the epilogue, the robot-actors return to character as ‘operabots’ and
repeat the questions of the prologue, still with no answers. The lead robot
reiterates a message whose mindless reiteration acquires a sinister ring,
given the robots’ final incomprehension of human empathy: ‘Units
deployed as Individuals will receive / One Thousand Human Rights Status
Credits’ (ll. 924–5).14 The monotonous message, delivered ‘dry, no
emotion, no vibrato’, imitates the cultural topos of the robot, confirming
that all prior expression had been unreal, a calculated simulation of human
expression.
But the work performs its posthuman identity in two senses: by
inviting us to empathise with robot actors (‘operabots’) playing humans, we
already reach across the alterity relation within the opera’s narrative, even
though the robot characters are in fact played by human singers. The double
impersonation (human impersonating AI device impersonating human)
complicates the usual means of differentiating AI from human (the so-
called Turing test), for the established circularity is theoretically endless: an
identity multiplied ad absurdum. At what point, in other words, does
impersonation end and identity begin? Such ambiguity would seem
precisely the point in the impulse to render virtual speaking assistants
increasingly human-like. On the one hand, we know when the principal
singer, Powers, is offstage, it is the human actor’s movements and breathing
– detected in a booth by wireless sensors and filtered through algorithms –
that determine the vocal amplification and stage environment: its lighting,
movement of props, stage scenery, etc.

Data from these sensors and the singer’s voice are streamed to custom
software for analysis and then used to drive and influence motion,
illumination and visuals throughout the theatrical environment onstage
that accompanies his amplified singing voice.
(Torpey 2012, 115)

Hence the agency driving the stage effects lacks any intentionality in
performance (physical gestures offstage translate into onstage visual effects,
but not in a way that the singers can control), and to that end might be
considered more a distributed cognition than a human performance. On the
other hand, at a different level of realism this is nothing but concealment,
for humans must first learn the score and programme the algorithms
governing movement-driven stage effects. In this sense, the doubly
suspended disbelief required of an audience receives its complement in the
contradictory stage identities that remain suspended between robotic and
human singers.
Staging robotic voices in this way, measured against an index of
human likeness, dramatises the relation between human and digital
technology as an agon, a conflict that has no end in sight. This dark
ontology of digital technology has lurked on the periphery of science fiction
for decades, yet its menacing predictions of loss and alienation appear no
closer to fulfilment. For sound technology the reciprocal paradigms of
mimesis (composing with algorithms) and semiosis (synthetic voices)
explored in this chapter present two ways of relating AI to human identity.
Accepting relations with devices is a fact of digital ‘assistance’ that we
cannot do without; how the indices for determining and evaluating these
relations are chosen remains a matter of debate, a debate whose framing
parameters are unclear.
Media devices appear to offer a veil of neutrality, for they make no
distinction between or judgment on the sound sources they engage: animal
or human, naturally occurring or artificially produced, pop music, art music
or military explosion. There is only frequency response, bandwidth and
transistor processing speed. Yet devices have affordances that shape the
experience of users. So the flipside is that increasingly we are unaware of
the digital hand guiding our musical experience.
As illustrated by the sound and staging of digital voices, empathy
generation is at present a heavily gendered, commercial enterprise, from
Hilary’s respect for cognitive psychology in Stoppard’s play, to the ubiquity
of female-sounding digital assistants, and the opposition of a female-body
versus male-brain (Miranda, Simon) in Machover’s opera. The extent to
which we are troubled or indifferent to this matters less, perhaps, than the
knowledge that the role of digital media in musical creativity can only
grow, and with it the responsibility to monitor such developments.

For Further Study

Auner, Joseph. 2003. ‘Sing it for Me: Posthuman Ventriloquism in Recent


Popular Music’. Journal of the Royal Music Association 128 (1): 98–122.

Bostrom, Nick. 2009. ‘The transhumanist FAQ’. In Readings in the


Philosophy of Technology, edited by David Kaplan, 345–60. 2nd edn.
Plymouth: Rowman & Littlefield.

Hayles, Katherine. 2012. How We Think: Digital Media and Contemporary


Technogenesis. Chicago: Chicago University Press.

Nierhaus, Gerhard. 2009. Algorithmic Composition: Paradigms of


Automated Music Generation. Vienna: Springer.

Stoppard, Tom. 2015. The Hard Problem. London: Faber.

Torpey, Peter A. 2012. ‘Digital Systems for Live Multimodal Performance


in Death and the Powers’. International Journal of Performance Arts and
Digital Media 8 (1): 109–23.

Notes

1 Elle Hunt, ‘Tay, Microsoft’s AI chatbot, gets a crash course in racism


from Twitter’, The Guardian, 24 March 2016,
www.theguardian.com/technology/2016/mar/24/tay-microsofts-ai-
chatbot-gets-a-crash-course-in-racism-from-twitter. All websites
accessed 7 September 2018.

2 Madhumita Murgia, ‘Microsoft’s racist bot shows we must teach AI to


play nice and police themselves’, The Telegraph, 29 March 2016,
www.telegraph.co.uk/technology/2016/03/25/we-must-teach-ai-
machines-to-play-nice-and-police-themselves/.

3 The shift ‘from corporeal communication to disembodied data’ that is


commonly associated with posthumanism is also discussed by Paul
Sanden (Chapter 7, this volume, pp. 184–5); for Sanden, ‘liveness
functions as an index of humanness’.

4 Dmitri Kartofelev and Jüri Engelbrecht, ‘Algorithmic melody


composition based on fractal geometry of music’, presentation, August
2013, www.cs.ioc.ee/~dima/fractalmusic.html.

5 Jefferson Graham, ‘Someday, Amazon wants you to have long talks


with Alexa’, USA Today, 2 May 2017,
www.usatoday.com/story/tech/talkingtech/2017/05/02/whispering-alexa-
just-start-says-amazon-head-scientist/101171340/.

6 Brent Rose, ‘Stand-up comedy using only Siri, Alexa, Cortana and
Google Home’, Wired, www.youtube.com/watch?v=rO-89oBeBbQ.

7 Freia Lisa Lobo, ‘Alexa can whisper now’, SoundCloud,


soundcloud.com/freia-lisa-lobo.

8 Liz Stinson, ‘The surprising repercussions of making AI assistants


sound human’, Wired, 5 May 2017, www.wired.com/2017/05/surprising-
repercussions-making-ai-assistants-sound-human/.
9 Aäron van den Oord, Sander Dieleman, Heiga Zen, Karen Simonyan,
Oriol Viuyals, Alex Graves, Nal Kalchbrenner, Andrew Senior and
Koray Kavukcuoglu, ‘WaveNet: A generative model for raw audio’, 19
September 2016, deepmind.com/blog/wavenet-generative-model-raw-
audio/.

10 Various, ‘The autocomplete questions’, The Guardian,


www.theguardian.com/commentisfree/series/the-autocomplete-questions.

11 Peter Ablinger, ‘Quadraturen’,


http://ablinger.mur.at/docu11.html#principles.

12 The two poems Simon uses are Yeats’s ‘Sailing to Byzantium’ (1924)
and May Swenson’s ‘Question’ (1954).

13 See 01:08–02:23 in ‘Tod Machover’s Death and the Powers Scene 6 –


The World Pleads’, www.youtube.com/watch?v=w3zC7bf7qsU#t=1m8s.

14 See 01:40–01:50 in ‘Tod Machover’s Death and the Powers –


Prologue’, www.youtube.com/watch?
v=Myd2DdSxUEk&list=RDMyd2DdSxUEk#t=1m40s.
Personal Take:
In the Wake of the Virtual

Frances Dyson

In 1995, when Char Davies exhibited her seminal virtual reality (VR) work
Osmose, immersive media was so novel, the experience so unparalleled,
that virtual space was represented as real, habitable and a potential
substitute for physical, earth-bound existence. With the ‘information age’
approaching, volumes were written on the phenomenology of the virtual
experience, with commentators engaging in various forms of futurology –
establishing the present as always being in a state of anticipation, defined
by wild predictions about the next technological innovation and the changes
it would bring. Roughly half a decade later, the dot-com bubble burst,
followed by the housing bubble and the global financial crisis. In retrospect,
those heady, blue-sky assumptions about VR seem almost farcical, and the
concept of ‘virtuality’ itself a remnant from a bygone era, untouched by the
daunting finitude of ecological and economic catastrophe.
The ‘wake of the virtual’ is both a backwash of those heady days and a
constant ritual of mourning. While we continue to be shaped by the
technologies, visions and artistic expressions of all that the virtual
represented, at the same time, we mourn the passing of that era of
optimistic, future-oriented plenitude. The storms, heatwaves, floods,
droughts and extreme weather patterns that characterise the anthropocene
are now impossible to ignore, immersing us in a form of cognitive
dissonance that neither technological innovation, nor
governmental/corporate intervention, can adequately address. The pressures
of economic growth on the one hand, and ecological survival on the other,
require a different mode of conceptualisation, a different artistic practice,
one that (to paraphrase Jean-Luc Nancy) is cognisant of finitude, but not
caught in the narcissism of mourning:

We are at the confines of the multidirectional, plurilocal, reticulated,


spacious space in which we take place. We do not occupy the originary
point of the perspective, or the overhanging point of an axonometry,
but we touch our limits on all sides, our gaze touches its limits on all
sides … All space of sense is common space (hence all space is
common space … ) … The political is the place of the in-common as
such.
(Nancy 1997, 40, 88)

For writers, thinkers and artists, the challenge then is to work within these
confines – indeed, to be immersed within these confines – and to draw
something from them, a map, a way of proceeding, that is also a movement
towards the ‘in common’.
Whereas the rhetoric of new media at the turn of the millennium
stressed the evolution from ‘seeing’ to ‘being’, what I find now is that
artists who were most involved in the early stages of virtual reality – in
particular Davies and Australian media artist and organiser Gary Warner –
have moved from the overoptimistic and perhaps almost hubristic notion of
‘being’ as an existential condition of virtual reality, to a far more realistic,
humble and ecologically oriented notion of ‘being-in-common’.
Davies’s current project Rêverie, named after her thousand acres of
mostly forest in southern Québec, is both actual land and a 3D virtual
environment – less of an installation, or exhibition, than something she
describes as a ‘conversation’, involving her in a dialogue with the land she
is mapping and technologically visualising, while also inhabiting and
protecting. While vastly different to her earlier virtual environments
Osmose and Ephémère, Rêverie could not have been possible without
Davies’s prior experience in thinking and composing spatially, or ‘in-the-
round’.1 In a way, VR formed her current practice, and yet, as she writes,
the ethic of this praxis is vastly different from the ethos of control that VR
often represents and that Davies, throughout her oeuvre, has always tried to
subvert.
Indeed, Davies’s threefold process of ‘composing, capturing and care’2
heralds a very different form of immersion, one that is technically adaptive,
but primarily and deeply anchored to the earth. Significantly, it is the aspect
of ‘care’ that compels her, in the first instance, to her acres of forest:

Here now, in Rêverie, I have entered into a lifelong apprenticeship,


gradually learning the complexities of this actual forest, the will of
water that courses through it, and so on … Essentially speaking, I do
not own this land: rather it owns me, and for the next thirty years, if
I’m fortunate, I am its human.
Land and environment is also an aesthetic engine of sorts for Gary Warner.
Deeply influenced by the solitude that being immersed in nature affords,
Warner recommends spending time

in a place where man-made structures are distant and media


technologies absent; where old life prevails, where contact with other
beings and changing weather conditions is immediate, rather than
mediated.3

In reflecting on his years of involvement with immersive media,


Warner describes his current work as a way out of the continuous cycles of
‘embodied obsolescence’ – a process common to many artists involved in
digital media where not only are media platforms made obsolete (e.g. VHS
video) but human modes of engagement (muscle memory, learned
programs, all the skills that go into mastering a certain technology) become
outdated every few years.4 Warner’s shift to ‘energetic’ artworks, often
developed on the land he owns in the Origma Reserve (an off-grid
undeveloped bush property an hour northwest of Sydney) is in part
motivated by a desire to embody, or re-embody, physical forces (weight,
gravity, centrifugal momentum, vibration, resonance, impact, etc.). The
‘visual and sounding machines’ he builds from the cans, bottle tops, bits of
wire and other detritus of human consumption are at once sonic and
symbolic, aesthetic structures and lessons in the physics of movement and
sound. His 3-pendulum harmonograph (2015, Figure 14.1), for instance,
‘requires no external power source but rather is activated by transference of
energy from a human body to weighted pendulums’, and then left to ‘create
drawings [and sounds] as the energy is gradually “lost” in the system’.5 The
social lamellaphone (2014, Figure 14.2), ‘made from cast-off street-
sweeper bristles … collected from the streets of inner-city Sydney’, is a
collaborative experimental musical instrument/sound sculpture that requires
‘no power source for its activation other than fingers and mind’.6 With its
voice-like tonal qualities, the social lamellaphone ‘induces a frame of mind
conducive to conversation’ that occurs during its playing. These
conversations spread aesthetics through social space – the space of the ‘in-
common’.

Figure 14.1 Gary Warner, 3-pendulum harmonograph (2015).


Formply, brass, timber, perspex 1200 mm (w) × 1200 mm (h) × 600 mm
(d).

Image used courtesy of Gary Warner.


Figure 14.2 Gary Warner, The social lamellaphone (2014).
Blackbutt tops & bridges, jelutong sound boxes, plywood stand, brass
fixings, steel tines 1120 mm diameter × 980 mm (h), 270 steel tines each
3 mm (w) × 110 mm (l).

Image used courtesy of Gary Warner.

Conversing with forces that are intuited rather than landscapes that are
masterfully navigated and motivated by serendipitous events rather than
programmable outcomes, both Davies and Warner exemplify an approach
that takes the commons, the environment and the space we all share as a
fundamental point of reference. In doing so, they enable an aesthetic sense
to develop which is not merely sensuous, but is sensible: a vehicle for
making sense within, and despite, the conflicting pressures that define our
present as an era that seems to make no sense at all.

Notes

1 For more information on Davies’s work see her website


www.immersence.com/. Davies writes: ‘I would not be doing my current
work if I had not made these imaginary immersive landscapes first. In
hindsight, it seems inevitable that my creative process has expanded,
spatially as well as temporally, to working with this actual landscape, all
around.’ (Personal correspondence with the author, September 2015.)

2 ‘“Composing” involves focusing attention on actual sites within


Rêverie, each with its own ecological history, seeking to amplify what I
find most special here … We are also “capturing” certain places here,
some composed and others left untouched, through 3D visualization
technology in order to manifest how I see, what I sense, beyond
conventional assumptions about the world as a collection of solid static
objects in empty space (a longstanding goal since I began working with
3D digital technology in the mid 80’s).’ This and the following citations
are taken from Davies’s reflections on Rêverie, September 2015, personal
correspondence with author.

3 Excerpt from talk ‘On spending time alone’, Sydney, July 2015.

4 Conversation with Warner, Sydney 2015.

5 Warner, artist notes, 3-pendulum harmonograph (2015).

6 Warner, artist notes, The social lamellophone (2014).


10
Digital Inequalities and Global
Sounds

Shzr Ee Tan

Much discussion in popular culture and in academic scholarship on the


latest advents in technology has touched on the possibilities posed by
virtual reality and artificial intelligence (Haraway 1991; Mantovani and
Riva 1999; Michalski et al. 2013; Copeland 2015). Optimists have focused
on how thinking machines transform the human self via prosthetic
extensions of the body: for example, using smartphone or augmented vision
technologies that tap into ‘the cloud’ for enhanced experiences. At the same
time, sceptics warn of outsourcing human agency to the ‘black box’ of
machine learning, where computer-led iterations create algorithms of
unknown construction and ethical underpinning.1 With the advance of data
mining and the Internet of Things, alarm bells are also ringing over privacy
breaches and surveillance. Clearly, digital technologies are challenging the
ways in which we think and live.
What should ethnomusicologists make of this flood of innovation and
change? At the risk of cultural-ghettoising, dare they ask if digital optimism
– belatedly modernist in its privileging of progress – serves only the global
North, unavoidably stereotyped as white, privileged or (thinking left-field)
increasingly Chinese? Could they (uncomfortably) relocate cutting-edge
debates to musical societies and communities outside the proverbial ‘West’?
Is it the job of the ethnomusicologist to provide an ‘other’, non-Western if
not global view here – a negative image of the technological advances taken
for granted in urban, industrialised, cosmopolitan and elite environments? It
is in this spirit, and in order to deconstruct simplistic binaries such as ‘West’
and ‘other’, that I present not one but three alternative views of music and
digital culture in the following sections. In so doing I challenge the idea that
there is one dominant discourse at work, even as I acknowledge the
asymmetrical reach of different hegemonies.

‘Other’ View No. 1: Decentring, Recentring


and Recirculating Musical Digitality
One ethnomusicological cliché with which to kickstart discussion would be
the issue of wider context: are there broad structures governing the new
relationships forged between music and digital culture? Past commentators
have looked at larger plays of global power behind the reality that digital
culture remains unevenly developed around the world (Taylor 2014, 2015;
Lysloff and Gay 2003; Manuel 1993). Here it is hard to avoid identifying a
‘Northern/Western industrialised’ bloc in contrast to a bleaker global South,
if only because huge disparities in the control of infrastructure, the
economics of connectivity and the distribution of skillsets continue to exist,
despite all previous attempts to expose, rethink and reframe this divide.
Take internet penetration for example: in comparison to Europe (85.2
per cent) and North America (95 per cent), statistics across many parts of
sub-Saharan Africa still show up stark inequalities (11.7 per cent in Sierra
Leone, 18.8 per cent in Burkina Faso, 33.1 per cent in Benin, 50.2 per cent
in Nigeria).2 Digital music is consumed in these parts of the world in very
different ways from Europe and North America. Music is often channelled
through radio, TV broadcasts, CDs and physical USB-drive exchanges.
Where Spotify, Amazon Prime and Netflix have come to be taken for
granted in cities such as San Francisco and Stockholm, streaming services
in East and West Africa still make few appearances: Spotify, for example, is
available only in South Africa. For many, the thrill of cutting-edge
developments such as virtual reality is less real than upgrading one’s
‘dumb’ mobile to a smartphone.
But framing the technological divide in terms of a North–South axis is
simplistic at best and neocolonialist at worst. After all, the world outside
Europe and North America is a very large place. Using the same example of
Spotify but now in Southeast Asia and Latin America, one can track the
much wider but still-incomplete availability of streaming technologies
across different territories. In Latin America, where smartphones account
for six out of ten mobile connections, global digital music networks
including Spotify have begun to sprawl. But people still buy CDs, so
streaming services remain in uneasy partnership and competition with
conglomerates built on transnational telenovela (soap opera), pop and
media industries. The dangers of generalisation become clear as
asymmetries emerge within asymmetries. In Thailand, a Bangkok urbanite
might be as au fait with Taylor Swift as with Korean boyband Got7 or Thai
actor-singer Chinawut Indracusin. But across the border in Myanmar or
higher up in the Northern Thai provinces, only one of the three might make
a claim for household fame as a result of music circulation bifurcated
through digital and non-digital routes. Ironically, this would not be the local
guitar hero.
In this way the picture of digital musicking outside the historical
global north is far from uniform. Just as there is no single Internet around
the world, the Internet does not represent the whole of digitality. One asks,
then: what good does carving up the world in such a geocultural, ‘area-
studies’ manner really achieve in its replication of colonial structures? Are
there new approaches that can encourage different paths towards
intervening in digital music scenes that have become increasingly prized on
account of their distance-telescoping impact – in short, their disassembling
of these problematic geographical divides? How are newly enabled
digitalities enmeshed within translocal communications, where privacy
(physical and virtual) becomes an Anglo-American privilege, as
experienced by virtuoso smartphone users living in crowded Chinese
factory dormitories or in India’s ‘smartslums’ (where multiple phone and
radio speakers compete for aural space in frequently distorted and
simultaneous broadcasts)?3 Any attempt to chart digital music zones on
purely geographical lines, which are in turn subject to the carving up of
politico-economic realms, will remain tricky at best. An intersectional
approach, focusing on the interplay of multiple factors whose hierarchies of
impact change contextually, might provide alternative analyses. Platforms
such as Facebook and Spotify expand in global reach, but they are still used
in multifarious ways across communities in the same territories.
The job of an ethnomusicologist, then, is to put things in multiple and
sometimes contradictory narratives. Within individual countries or
geocultural zones, rural–urban divides may still be reflected in telecoms
accessibility, as may longstanding income and class divides. It is no surprise
that in the city of Delhi a brahmin IT worker’s iTunes playlist will feature a
different line-up of artists from that of a dhoby walla. And yet both
individuals maintain reasonable personal access to the Internet, living in
one of the most networked cities in the world – in contrast to other, less-
enabled regions in the same country. Again, generational and gender
divides bisect technological fields. Whether in Hobart or Hong Kong, a
sixteen-year-old female’s experience of music will be digitally dissimilar to
those of her brother, mother, father or grandfather, not only in content but
also in method and aesthetics. The point is that music has never travelled
further – not only from North to South, or West to East, but in reverse
directions, in feedback loops and in fringe networks. Benjamin Lee and
Edward LiPuma’s pronouncements on cultures of circulation (2002)
challenge the assumed centre/periphery framework, not least because the
affordances of digitality have enabled a transcending of distance. Today,
esoteric musico-digital information continues to be produced, shared and
remade in the backstreets of the fast and the slow Internet, going around the
world on and offline several times over at frustratingly and wonderfully
different speeds and scales, opening up disjunctures of time, space,
aesthetics, media formats, liveness and context.
For example, cultural memories in migrant networks are maintained
through the sharing of bespoke YouTube playlists. In Southeast Asian,
South Asian and Latin American transient worker communities moving
across Asia and the Gulf in pursuit of temporary job contracts, these
playlists feature transnational and hybridised pop and live-karaoke sessions,
interweaving between other dominant streams of music sharing. The
circulated musics do not only draw from nostalgic links to imagined
‘homelands’ but also reflect aspirations towards regional articulations of the
cosmopolitan: old Bollywood covers can be as much of a hit as dangdut
songs with Indonesian migrant workers in Singapore and Dubai. Similarly –
and illustrating Koichi Iwabuchi’s idea of recentring globalisation (2002) –
we can re-understand an entire Gulf-originated pop music industry finding
large audiences in West and East Africa via the Internet. Again,
transnational K-pop has flourished over the web in East and Southeast Asia,
in symbiosis with local and national(ist) TV industries, internet fan idol
cults and giant entertainment companies.
Critics, including myself (Tan 2016) have countered early digital
optimism by pointing out that the Internet’s image of free-for-all access has
created a false sense of democracy. Like any other network, it remains
subject to market forces, political manipulation and – most basically –
access. Still, digitality has created more backdoor entry points to global
playing fields, allowing for roads towards smaller, safer spaces where
opportunities are more equal. Indeed, if one knows how and where to look,
discreet digital pathways leading to esoteric musics can always be found
hiding in plain sight, nestled among the highways carved out by industry
players. Channelling Michel de Certeau’s (1984) notion of tactics, I argue
that these de facto gamers of music find shortcuts in the very technological
grids designed to marginalise their existence. They have ‘hacked’ the digital
system.
An example is the indigenous artists in Taiwan who hopscotch
creatively on and off larger transnational pop industry websites,
sidetracking into the nooks of YouTube’s recommended playlists. Using
this as a jump-off site, they exploit the industry structures of web platforms
and algorithms of digital discovery to create new spaces for ethnographic
recordings that would not survive in the marketplace. Taiwan’s artists in
turn interact across time-space divides in digital, cultural and economic
solidarity with fellow indigenous or independent artists around the world
who have created spaces on Bandcamp, SoundCloud or other bespoke
internet radio stations and podcasts: an aggregation of niches comes into
circulation. More generally, such aggregations can be shaped by translocal
communities (for example, of metal music, known for its multiple sub-
genres in global micro-scenes both fragmented and sustained by the
Internet) or produced through fan campaigns. In the flood of these
offerings, old exoticising tropes will no doubt surface through inevitable
tourist videos, even as non-commercial content becomes corporatised
through YouTube’s video-inserted ads. The role of the ethnomusicologist is
crucial here in putting such micro-scenes in multiple perspectives.
Two linked questions can be asked in relation to the messy explosion
of such digital music recirculations: Is it possible for everyone to listen to
everything? And where can one relocate old anxieties over ensuingly
shortened attention spans and sonic fidelity? A short answer to the second
question can be found in how ways of listening have changed, a point made
by video music tutorials. Shakuhachi performer and scholar Kiku Day, one
of the first in her community to pioneer web lessons, talks of ‘learning to
pick up on sonic cues specific to Skype, working with these in interaction
with visuals … I also acquire different skills in teaching, and
communicating with students as a result. One simply adjusts and listens on
the Internet in a new way.’4 This takes us back to the distorted private–
public sound systems of Indian smartslums: Day’s pronouncements on
developing alternative appreciations of fidelity reveal the notion of high
definition to be a culturally relative preference.
The issue underlying fidelity, however, is the extent to which listening
in the digital age is valued at all. In what Raquel Campos terms ‘imagined
listening’ (2018), the mere signifying of a potential act of listening –
‘liking’ a playlist on Facebook or re-tweeting a viral video – is enough to
build taste, consensus, community and shared musical experience. In the
hyper-mediated contexts of some internet communities the overwhelming
number of competing music producers means one rarely listens to a video
in full. Yet the idea is not as novel as it might seem. Campos points out:
‘People also display records in their homes that they have never listened to.
Assumptions are “the stuff of culture”.’5
One way of avoiding the pitfalls of technological determinism in
intersectional analyses of digitality is to realise that norms are constantly
being reconstructed, and every situation has its own changing logics.
Elisabetta Costa (2018) argues that contexts are always in continuous states
of rebuilding, especially outside Anglo-American domains. Shifts in
technological enablement take place in situations where other forms of
inequality persist. A first stab at taking an ‘Other’ view on music and
digitality is therefore necessarily a messy, difficult and sprawling affair that
juxtaposes territories as diverse as Stockholm, Beirut and Surabaya in the
same anecdote, on scales of observation which appear too asymmetrical for
any useful socio-economic, political or personal comparison, and along
timelines that telescope decades of ‘technological catchup’. But such is the
virtual reality of, for example, an Indonesian transient worker living in
Singapore. Saving a significant portion of her tiny income for a not-so-
newfangled nine-month-old smartphone, she accesses Lebanese-born but
Europe-based zikir singer Maher Zain on YouTube. Privately meditating to
his religious chants after a day of housework, she embarks on a sonic
journey that later takes her to a more ‘fun’ internet live jam session later.
Using the Smule duetting app, she performs with her idol, Indonesian pop
star Siti Badriah, in real time and across thousands of miles. Their distance-
karaoke video is livestreamed for friends and family near and far, who ‘like’
the performance on a curated Facebook page. In this way the worker claims
her own place in the interstitial spaces that have sprung up between fault
lines emerging in wider global musical remediations.

Musical Algocracies: Not So New After All?


My discussion in ‘Other’ View No. 1 revolved around issues of internet
penetration and changing aesthetics of music consumption. But where does
this leave the issues that bulk large in a perspective from a city such as
London, where debates on big data, digital ethics, surveillance and artificial
intelligence rage? Do we factor concerns of ‘technological catchup’ or
skipped generations into debates on the disjunctures between the digital
haves and have-nots? Where does the power to facilitate these
conversations lie?
Anxieties around digital culture revolve around the newly minted
buzzwords ‘algocracy’ and ‘hypernudging’.6 These refer to new models of
public and private governance effected through computer-generated
algorithms that have the power to influence judgment, based on the tracking
and analysis of large corpora of data and the prediction of trends based on
patterns found within them. Such developments present new legal and
ethical dilemmas. Karen Yeung (2017, 118) describes how, through
algorithmic control of big data, people’s behaviour can be influenced ‘in a
predictable way without forbidding any options’ as a result of design-based
control over choice architecture. She argues that ‘due to their networked,
continuously updated, dynamic and pervasive nature (hence “hypernudge”)
… concerns about the legitimacy of these techniques are not satisfactorily
resolved through reliance on individual notice and consent’ and that there
are ‘implications for democracy … if Big Data analytic techniques driven
by commercial self-interest continue … unchecked.’
A less abstract illustration can be found in how the American chain-
store Target’s technology can now tell if a teenager is pregnant even before
her parents can, and automatically act on this information by sending out
baby-product coupons.7 Through its recommended videos or user-posted
links, YouTube may direct an innocent search on self-defence towards
increasingly violent footage featuring weapons or military campaigns. The
internet meme of the India-originated Zool Babies cartoon series provides a
music-related example. At first sight a convenient babysitting aid for
multitaskers, these seemingly innocuous videos feature animated toddlers
singing nursery rhymes while engaging in activities that range from
jumping on a bed to going to the zoo.8 However, unsupervised, YouTube’s
autoplay technology scrolls on further sequences of related cartoons that
may feature unchecked or spoofed content endorsing animal abuse or
urging toddlers to sing propagandistic paeans to the police.9 Childminders
are lulled into a false sense of security by the familiar aural wrapping
around new items on this algorithmically generated playlist. But who is
ultimately responsible for the list? Are Target’s and YouTube’s technologies
culpable? In other words, can human agency be outsourced to algorithms?
Agency has been a slippery concept through its frequent conflation
with power, authority, institutions, doxa, and even democracy. Arjun
Appadurai (1990) distinguishes five perspectives or ‘scapes’ within the
global exchange of ideas, from which the world presents itself in different
guises: the ethnographic, financial, mediatised, technological and
ideological. To take the example of Google, a ‘mediascape’ analysis will
position the company as a global player with a fair degree of musico-digital
reach through its YouTube video service. However, Google’s conquering of
the media-world is far from complete, and this has to be understood in
intersection with ‘scapes’ of the ethno- and ideo- worlds. YouTube may be
slowly becoming a norm for musical streaming in Latin American, African
and Southeast Asian cities, where connectivity is rising through the use of
increasingly cheap smartphones.10 But it is completely absent from China,
not through lack of digital development but because of a political ban by the
Chinese state, in protection of its government-controlled (and domestically
lucrative) platforms and content.11 The ideoscape gives a quite different
picture from the technoscape.
Such disjunctures apply as much in terms of reception as of
production. Anna Tsing (2011, 330) offers a useful perspective, arguing that
changes in spatial dimensionality give rise to granular differences in
experience and perception, and that – through collapsing distance, space,
time and contexts – the Internet sets up similar disjunctures where concepts
and measurements of disparity and distance change dramatically depending
on scale. This can be seen in how old industry concerns about copyright in
the world music business have moved on to fresh discussions of cultural
appropriation, creative censorship and the shrinking habitus of political
correctness. Here digital technology has opened up a new dynamic in the
politics of non-white marginalities, now positioned and juxtaposed on
differently levelled ethical playing fields.
An example can be found in K-pop’s controversial milking of African-
American rap memes.12 The surprise is not that K-pop artists have long
been appropriating musical styles from rappers but that – thanks to broader
digital flows resulting in wider interest in Korea – African-American artists
are now aware of such borrowings. In this once-sidelined cultural
playground, who is taking advantage of whom? The alternative circulatory
flows afforded by the Internet – flows involving African-American rap and
K-rap, as well as K-pop’s wider audiences across much of East Asia and
Southeast Asia – make this a complex matter. The politics of race behind
rap and hip-hop have long been problematised alongside the
commercialisation of the genre by both African-American and white artists
(Rose 1994, 2008). Both K-pop artists and African-American rappers can
claim non-mainstream status against the hegemony of Anglo-American
rock. But when different marginalities collide in the digital world, we have
to consider their interactions and the ambiguously relative positions of
privilege that are involved: otherwise we will not understand the difference
between musical appreciation and appropriation, or the representational as
well as economic power stakes involved in creating new audiences.
A final perspective on algocracy as the outsourcing of human agency
emerges if we place Elias Canetti’s (1962) writing on crowds and power in
the context of digitality. Just as he describes how the dynamics of mass
‘packs’ ultimately reflect the inclinations of their rulers, so one might look
for parallels in the new paradigms of hive minds and intuitive machines –
paradigms that reflect the conscious and unconscious biases of the human
designers who, for example, build racist assumptions into face-recognition
algorithms.13 To quote a comment made by David Trippett when editing
this chapter, all coding is declarative: unspoken assumptions or beliefs
become explicit in programming. Scientists and engineers see the solution
to such problems in the creation of ever larger, more inclusive datasets,
reflecting an increasingly diverse conception of humanity. Facebook and
Google have already embarked on plans to build entire new cities for the
sole purpose of testing their technologies.14 But why and to what end
should such huge amounts of data be collected? This is a crucial question in
the age of the privacy paradox, where people are increasingly protective of
their personal data and yet ever willing to share private information on
social media. Such data may not only flow into the AI black box. It may
also fall into the hands of ominously lurking humans who use digitality and
algorithms as a mask for a new, information-based authoritarianism.

‘Other’ View No. 2: China – Autocracy as


Algocracy?
As can be seen, the implications of algocracy and by extension artificial
intelligence are many, particularly in its ventriloquising for human agency
and bias. Here is where a second alternative take on music and digital
culture can find leverage in a case study from China.
One of the world’s fastest developing markets in both the music and
digital sectors (IFPI 2017, 15), China has recently become a target of
speculative global investment on account of its quick rise as an economic
powerhouse. The territory is large and self-contained, both politically and in
terms of resources. Regional subcultures and rising middle classes have
sprung up following rapid and uneven demographic changes in the
territory’s second- and third-tier cities, transforming the notion of its
‘countryside’. As fast as unsold high-rise apartments have been built on
vacant fields, over the past decade China has seen its own cheaply produced
Huawei and Oppo smartphones become household items.15 More
significantly, accelerated digital development has allowed the skipping of
several generations of technology on national socio-economic levels, and
turned smartphones – with their sound-and-music-enabled capabilities –
into first-generation appliances in China’s march towards the Internet of
Things.
China offers an interesting study in issues of digital disjuncture. In its
swift ‘technological catchup’, huge logistic stumbling blocks have been
conveniently bypassed. However, in this easy coasting through old ground,
a total consolidation of power within specific sectors has come to pass.
Today in cities and villages, smartphones (via the state-monitored app
WeChat) regulate and organise everyday life. Their interfaces are optimised
for a gamut of services ranging from paying local noodle vendors to
booking airline seats, donating to charity, dating, buying concert tickets,
hiring taxis, online shopping, ordering takeaways and, of course, streaming
music. But who, or what, controls this realm?
It goes without saying that any talk of digital optimism in China has to
be countered by a limitation: the territory’s Great Firewall, which has
ringfenced its entire Internet since the 1990s against state-deemed
objectionable content – political, social or religious. Once scalable via VPN
connections, this barrier has become more difficult to climb over
(fanqiang), following increased digital censorship. Over the years, one can
argue that strict control of spaces for public discourse has resulted in the
emergence of not one, nor even two, but several public spheres. Of these,
the first is easy to identify, operating on state-governed mainstream media
(newspapers, official websites, TV). The second can be found in the form of
national internet interfaces and private messaging apps such as Weibo,
WeChat, Baidu, Iqiyi, letv and mgtv, all of which have spawned on their
platforms as many spies and fake trolls as they have birthed genuine voices
of dissent.16 Beyond these, scaffolds for public discoursing overlap and
interweave. They include alternative, sometimes overseas-hosted forums
featuring superficially state-friendly but intentionally satirical praise, and
other streams of conversations bantered about in private and underground
creative spaces that form concentric circles around official media. Whether
online or offline, these spaces remain monitored through different degrees
of state co-option.
How do all the above extrapolate onto the musical arena? Some
research has already been published on the mainstream ground claimed by
regional TV stations broadcasting politically populist music contests (Jian
and Liu 2009; Wu 2014). Other research has tracked the rising, if uneven,
impact of streaming services along income divides.17 More interestingly,
however, music has been strategically utilised in digital subculture for its
ambiguous intertextuality through small acts of subversive intervention.
These are deliberately played across the interstitial spaces between various
digital strata of public discourse. In particular, scatological, cryptic and
nested sonic memes have emerged as gestures of digital resistance,
metaphorical middle fingers shown to the regimes of censorship.
From ‘Grass Mud Horse’ to Sonic
Surveillance
One example is the invention in 2009 of a mythical creature called the
Grass Mud Horse, said to be a species of alpaca. In that year, the curse
words ‘Cào Nǐ Mā’ [ 操你妈], literally translating as ‘F**k Your Mother’ in
Mandarin, were arbitrarily censored on Chinese search engines as part of a
national internet cleansing policy. However, this did not stop creative
pranksters from sneaking the terms back onto the Chinese Internet. They
did this by finding a homonym for the phrase in entirely new characters
‘Cǎo Ní Mǎ’ [ 草泥⻢ ], or ‘Grass Mud Horse’. The character tones were
different, however, so enterprising Internet users hastily assembled several
music videos around the words. Throwing together random images of
alpacas to fit the words, they layered children’s voices and simple backing
tracks for sarcastic effect. The melodies supplied the correct tones to
convert ‘Grass Mud Horse’ into ‘F**k your Mother’, and so a sonic meme
– generally referred to as Cao Ni Ma – came into being.18
The music videos became an immediate viral success, attracting not
only the attention of millions of domestic internet users but also that of
transnational Chinese viewers who reposted the items on platforms beyond
the reach of the Chinese authorities. International press caught wind of the
phenomenon, as also did soft toy makers who began manufacturing alpacas
on demand. Later that year, both the prank videos and the alternative
Chinese characters for ‘Grass Mud Horse’ were temporarily banned on the
Chinese Internet, but the damage had already been done.19 The sonically
enabled Grass Mud Horse is ensconced as one of Baidu’s ‘10 Mythical
Creatures’ on the Chinese Internet and it continues to be a marker of
resistance to Chinese censorship.20
One could even argue that the sheer absurdity Cao Ni Ma stood for has
become an end in itself, alongside its evocation of a haphazard DIY video-
making ethos. Cao Ni Ma may well have inspired the ‘Little Apple’ song
released over the Internet by The Chopsticks Brothers in 2014.21 In this
domestic-turned-international video hit, cross-dressing men in blonde wigs
pushed for an unlikely bromance (Stock 2016). Deliberate attempts were
made to conjure the meaningless through seemingly random references to
Korean soap operas, plastic surgery and Adam and Eve. As a song, ‘Little
Apple’ has been covered by multiple parties from proto-illegal Chinese
flash mobs and a military recruitment campaign to K-pop bands and
Norwegian metal artists. Its makers’ strategy of harnessing nonsense-as-
lexicon, turning such communication into a wider internet vernacular,
worked in postmodern fashion: Chinese viewers can read whatever
meanings they like into the video’s borderline racist and sexist content.
Little Apple made it to top positions on online charts, and has yet to offend
official censors.
As this book goes to press, music censorship has returned to China
again, with associated fallout in the digital world. In 2018, the state made a
move to ban hip-hop artists from performing on television, on the grounds
that they promoted ‘decadent and demotivating’ lifestyles.22 It remains to
be seen how effective the ban will be, since underground communities
continue to exist on the Internet, hiding in plain sight. The chief offending
artists involved in this saga, GAI and VaVa, have continued to broadcast
music from China-based as well as foreign digital platforms, including
YouTube. Other artists may be happy to be co-opted by the state, as
Baranovitch (2003) has argued of a few Beijing rockers in the 1990s.
Others still may adopt a strategy of labelling themselves as non-hip-hop
artists, even if the sonic building blocks of their styles are sourced from rap.
The hip-hop ban in China is only one of several current developments
that have stirred up global controversy. A far more ominous technological
initiative may be the state’s implementation of a nation-wide social credit
system in May 2018, eerily prophesied by Charlie Brooker’s TV series,
Black Mirror.23 The dystopian potential of algocracy rears its head this time
in the political context of East Asian state capitalism, far from – but
paralleling – neoliberal media developments in the ‘West’. Under the new
Chinese social credit system, users rate each other’s ‘trustworthiness’ via
cloud computers. Individuals who do not achieve a certain social credit are
prevented from using services such as enrolling in a desired school or
buying plane tickets.
Such digital developments converge with music in the overarching
issue of sonic surveillance via the Internet of Things and algocratic
agencies: both the physical and metaphorical acts of listening now take on
political dimensions. By this, I refer both to listening in to conversations on
smartphones and to the tracking of broader embedded data stored, for
example, in personal podcast preferences. In China, what is at stake is less
the supposed mutuality of mass observation now outsourced to the hive
mind, than how this notion obfuscates the presence of state control
ultimately lying behind data-gathering machinery. In other words, the
illusion of crowdsourced protocols and ‘the people’s’ collective agency for
the social regulation of and by the masses is used to legitimise an
omnipresent, all-hearing Big Brother. The walls – together with mobile
phones, wifi routers, and smarthome technologies instrumentalised by
people who themselves become instruments – have more ears than ever.
Ominously collecting conversations, stories, gossip and life-profile data,
they observe and record in the name of encouraging ‘good’ behaviour. And
the potential horror-TV scenario of China is in some ways already par for
the course elsewhere. This can be observed in the data and privacy breaches
(for example by Facebook in the Cambridge Analytica debacle) that
prompted the European Union to implement its new General Data
Protection Regulation in 2018. As early as in 2013, the US National
Security Agency was caught red-handed in its secret wiretapping of phone
conversations and the Internet. If there is a lesson to be learnt, it is that the
potential delights and horrors of digitality (and music) are universal.
Whether in China or elsewhere, the key question is who gets to use all
the data generated through surveillance: government agencies, capitalist
corporations, or the state in collaboration with neoliberal interests? Equally
important is exactly how this data might be used. Commentators24 detail the
leakage and abuse of private information in the critical nudging of decisions
over personal or public tipping points, not least in moments of vulnerability
(Yeung 2017). Even with guarantees of anonymity and privacy, one
wonders how the deployment of ambiguously harvested information might
bear on age-old issues of control and agency. This concerns not only the
governance of knowledge, consumer proclivities and socio-political
choices, but also the basic structures of what is suggestible, discoverable or
imaginable. One might, for example, ask of Spotify’s tailored playlists: who
or what controls how we explore new music, based on automated
interpretations of our own willingly submitted listening profiles and, by
extension, projected socio-economic data and political leanings? How does
Spotify share this information with third parties who persuade us to buy
products in targeted ads? Are tech companies more culpable than the ISP
providers that track every website we visit?25 And finally: what, really, is
the relative value of digital privacy in London or New York, as compared to
communities in lower-income countries mentioned earlier where even
physical privacy is hard to attain?

‘Other’ View No. 3: Postdigitality and


Imagination Gaps
Our apparent ability to live with the scandalous fallout of internet privacy
infractions says something about how we, as members of an asymmetrically
cosmopolitan surveillance society, have phlegmatically embraced the wider
hopes and anxieties of digital culture.26
Recent reports of misbehaving scripts in Amazon’s Echo smart
speakers reveal how we make peace – or even strange parasocial contracts –
with technology and its extended agencies. In 2018, an entire private
conversation between a couple in Portland was recorded by a smart speaker
and subsequently sent to a random number from their address book.27 In
2017, African grey parrots interacted with the same device to the extent of
getting smarthome technologies to turn off house lights and start ordering
shopping items online.28 The Portland infraction was met with public
shock, while the parrots were turned into ‘cute’ memes, all on
overwhelmingly English-speaking sectors of YouTube. Such different
responses to the redistribution of human agency reveal paradoxical attitudes
towards the anthropomorphisation of technology. We fear technology when
it mimics the human. Yet we overcome this fear by making technology
appear even more human; ultimately it is humanity that we both fear and
seek comfort in. This is the classic situation of posthumanism as described
by Katherine Hayles (2008, 39). We purport to acquire new knowledge by
erasing the perceived boundaries between humanity and technology. Yet it
is those boundaries that make the gaining of knowledge possible in the first
place.
Today, smarthome device sales continue to rise in cosmopolitan areas,
even as smartcity versions of similar technologies are introduced en masse
to smartslum development projects, amidst critique of their maladaptive
governance.29 While voice-mediated software applications have been
criticised for their inherent gender biases, they continue to be honed not
only for convenience but also for their more ‘human’, imperfect ‘feel’. One
might infer that, across different societies, we are more comfortable than we
think in dealing with the unknowns of digitality: unwittingly in-built,
quirkily flawed human prejudices only make them easier to relate to.
Perhaps we can call ourselves postdigital now. To paraphrase Benayoun
(2008), we take for granted and normalise new technologies as not only
serving humans but also extending what it means to be human in the first
place.
Knowledge gaps continue to exist along the old lines of power
structures, gender divides and economic inequality. But the more interesting
disjunctures are imagination gaps. Differences in the projection and
fetishisation of the future – whether naïvely optimistic or dystopian – can
overshadow smaller but no less important feats of imagination in the
present. The issue is not that imagination is divorced from reality. Rather, it
is that there are already a multitude of transformative realities that can
dramatically change the way we think about the past. They force us to
rethink possibilities of the present, including the subjectivities of our bodies
and our selves.
This throws light on overhyped predictions for the future, whether
optimistic or pessimistic. Take virtual reality (VR). For all the talk of its
revolutionising spatial and multisensorial experience, the technology is still
held back for an important human reason. One form of imagination gap
occurs when human cognition and biology have not caught up with digital
advances: our brains are not yet comfortable with perceptual or imaginary
motions in the absence of corresponding real-time, bodily shifts. If VR were
to be taken to full potential and unleashed upon a room full of humans
strapped to headsets for, say, an action-packed virtual ski run or a fast-
moving first-person-shooter game, the result would be a floor covered with
vomit. In gaming, the collective sound experience in interaction with
visuality is also flawed: if one were to play with friends, separate sound
sources from the game vis-à-vis friends stationed in the room would create
disjunctures through their multiple channelling of auralities that do not add
up. Today, headsets still work with interfaces that default to a ‘framed’
visuality, as in a flight simulator, or to the enlarging of small-movement-
based processes that do not require quick perspectival shifts. And yet it is in
small, subtle movements that the most important advances are to be made –
in remote surgical training, or in the making of new intimacies through
minutely-calibrated sensory interactions between individuals physically
separated by thousands of miles.
Music, of course, is a prime arena for such fine-grained interaction.
One can imagine headsets zooming into a trumpeter’s or conductor’s face at
the Berlin Philharmonic’s digital concert hall. Add in new technologies for
sonic directionality – controlling the positions from which sounds come –
and VR listeners could reframe their audio perceptions on the basis of what
they virtually see. But would this actually be so game-changing? Enter
another appearance of the imagination gap: David Trippett’s suggestion in
response to VR that while we see in 180 degrees, we already hear in 360.30
Perhaps sonic navigation long ago achieved the same breakthrough that we
are now ascribing to VR?31 In our fixation with possibilities for the future
and our aspirations for the new, are we forgetting the subtle infinities of the
present? The crux lies in which of these possibilities will make their way
into the trajectories of the future, and how this will be achieved.
There is always another factor, however, that underlies such
technological developments: they are shot through with socio-economic
inequality. An ethnomusicologist might wonder if classic digital privilege
has obscured dramatically different musical and audio experiences among
the technologically non-privileged, whether through low-tech or low-cost
digitalities, or use of analogue technologies. One might compare cutting-
edge VR with the humble washing machine as a technological breakthrough
which – as economist Ha-Joon Chang contends – ‘has changed the world
more than the internet has’ (2012, 31). From a sonic perspective his
statement stands ironically alongside recently developed industrial software
driving smarthome devices designed to camouflage unwanted noise in
domestic spaces. These appliances include ‘singing’ washing machines and
pitched blenders capable of playing tunes.32 For the two out of seven people
in the world (in 2010) who may not have access to a washing machine, the
value of a tailored laundry ‘hum’ is laughable.33 A practical approach to
more urgent problems of noise pollution may lie in apps that harness
crowdsourced and GIS (geographic information system) technologies on
mobile phones to locationally track, measure and collect big data on
everyday sound environments (Maisonneuve et al. 2009). Given the still
unequal distribution of smartphone usage, however, non-digital solutions
look set to prevail, whether involving government legislation, public
education or tactical adaptation of the human ear (Singh and Davar 2004).
Behind this lie larger questions of experiencing sound in all its digital,
semi-digital or non-digital manifestations. Can one really get away from
seeing advances in such technologies as part of a universally modernist,
optimistic and progressive enterprise? It is impossible to fully affirm the
value of new digital experiences of sound that have generated such
asymmetrical impacts on communities and sectors, without critiquing the
inequalities that produce these asymmetries. The presence of grey areas and
layers of inequality provokes other practical and rhetorical questions.
Should a public council fund research on singing washing machines, noise-
cancellation earplugs, or cheap musical streaming technologies made
available to everyone on ‘dumb’ phones? (Some would say the BBC
already does the last.) But do we necessarily need or want a public Internet
of Things, given growing concerns about privacy? Is it the job of politicians
– as opposed to the research arms of tech companies – to spearhead
discussions on ethics and new initiatives? Can we environmentally sustain
our trajectories of digital and postdigital development, considering growing
energy requirements of data storage and hardware manufacture? In a digital
age, what power do we have as consumers, listeners and musicians to
address these changing technological dynamics with our purchasing and
lobbying powers?
There are no simple answers. One easy line of argument might be that
the difficult questions posed by left-field writers of dystopian fiction
constitute ‘future-proofing’ mechanisms, counterweights built into
humanity to ensure that its progress is always checked. Another easy
answer might be that the coming together rather than complete
displacement of old by new media (what Henry Jenkins (2006) calls
convergence culture34) will see VR and other expensive digitalities become
part of a wider spectrum of technologies encompassing present and past,
haves and have-nots. In such a world everything – from science-
fictionalised hype and horror, to mini-revolutions in the digital processing
of random mundanities, to the closing or widening of digital asymmetries –
will acquire a retrospective narrative logic. Imagination gaps will be closed
as fast as new ones come into being. However, they will also operate in
ways that make us rethink and recalibrate our diverse existences as an
everyday matter of postdigital coping. That entails a posthuman submission
to the tragedies of inequality in a world where the fallible human condition
is not the only driver of agency.

Conclusion: An ‘Other’ Take on Black


Panther
In this chapter I have attempted to represent several ‘other’ views on digital
culture from my specific perspective as a female, postcolonial and
transnational Chinese ethnomusicologist, living an ostensibly privileged
existence in a twenty-first-century European capital city now divided by
Brexit. But where exactly does music fit into all this? In this postlude I
address that question by way of a personal anecdote.
I speak as an individual voice with a particular listening history, but
also as a person living within larger structural and societal frameworks. I
write of personal reactions to watching and listening to Black Panther
(2018), a superhero film directed by African-American Ryan Coogler
featuring a predominantly black cast. A hit in theatres globally, the movie
has been sold as ‘African’ in its reframing of the doxa of power in pan-
black terms. This is achieved via the depiction of a power struggle between
an African-American nationalist fighter and a politically conscious king in
the fictional and secretly technologically advanced state of Wakanda. At
heart, however, Black Panther is made for ‘Western’ audiences, not just in
its selective representation of ‘African’ traits for the mass market, but in its
privileging of particular narratives of technologisation and militarisation in
the construction of an idealised Africa that stands in contrast to the harsh
realities and ongoing consequences of colonisation. This much has already
been said by writers of colour.35
In sonic terms, my first response to Black Panther – apart from jaw-
dropping awe at its superb cast, direction, set and costumes – was how the
film’s soundtrack seemed the least symbolically technologised aspect of its
wider theme: the legitimisation of power through superior technology. To
my laywoman’s ears, the triumphal, electronically manipulated chords in
the showdowns seemed generically Hollywoodesque, if expertly finished.
As for symbolic ‘African-sounding’ elements, what could I, as a non-
regional specialist, pretend to know – even if as an ethnomusicologist I am
increasingly wary of being pigeonholed by ‘area studies’? I could not
pronounce on the ‘authenticity’ of the actors’ imitation of Xhosa, or on how
far the Swedish composer’s lush orchestral sweeps punctuated by rumbling
‘African’ percussion beats draw on essentialising stereotypes. But where
the ethnomusicologist balked, the music and movie fan perked up: did all
this really matter, if the interweaving of acoustically recorded but digitally
altered sounds was so seamlessly enmeshed in the giddy beauty of the
film’s visuals that I was hardly aware of their artifice?
As a transnational Singaporean person of Chinese ancestry, my second
reflection on Black Panther was dismay at conflicting reports of the film’s
premiere in China. There it apparently sparked off racist comments, so
dashing critics’ hopes that the nearly all-black cast could finally change
Chinese attitudes to Africa for the better. This led me to rethink black
transnationalisms in the intersectional contexts of musical digitality in light
of China’s increasingly large economic investments in Africa. In China,
hip-hop is heard as an edgy, underground genre when practised by Chinese
artists; it is also consumed as a ‘cool’, sub-mainstream style in the Chinese
diaspora, as appropriated by the likes of Taiwanese artist Jay Chou. Its
transgressive qualities have been deracinated as it has also become re-
symbolised as ‘liberal Western’. For the moment, black artists in China –
whether actors or musicians – appear to have limited presence or agency.
Yet an inkling of hope can perhaps be found in the movie’s use of
hidden musical codes to create politically safer, interstitial spaces in the
ensuing cultural wars. In an attempt to cross-market Black Panther to
Korean audiences, one scene was shot in Seoul. The soundtrack featured an
aural cameo by Korean superstar Psy (of ‘Gangnam Style’ fame) duetting
with Snoop Dogg. In this sliver of sonic time, could one discern a new
musico-memetic space, devised for reasons of commerce but potentially
allowing an alternative parsing of transnational cultural codes across
different, newly levelled playing fields? With K-pop a phenomenon in
China and Psy already a household name, could this tiny intervention pave
an eventual path towards the meeting of new cross-cultural horizons? It
might well be that some positive benefit may be still gained from the
inevitable marketisation of musical digitalities around the world.
Some tentative, if slightly sanguine, answers can be found in the
Internet’s enabling of multiplicities in alternative circulatory flows. A
search on Chinese websites for Psy and the Chinese translation of Black
Panther (Hei Pao) brings up early mentions of the artist’s audio appearance
in the film.36 From here on, successive links nestling within comments and
associated videos bring up his collaboration with Snoop Dogg. These
branch off into articles about Kendrick Lamar’s curated album for the film,
in turn splintering into short discussions about younger black artists
covering older, iconic tracks. By the time this convoluted route led me to a
brief mention of rap, via a tangential debate on issues of ‘cultural dare’ in
remixes, I was ready to claim it as a small victory of sorts for transcultural
communication over digital privilege and both corporate and governmental
power.37
To be sure, the pathway from Psy to The Notorious B.I.G. and Tupac
Shakur required some creative hopscotching through noisy advertisements
for Xiaomi earphones and dodgy subtitled advertisements for Jurassic
World. And destination plays for African-American artists, in comparison
with Psy’s 70,000, averaged a paltry 800–2,000 views. But perhaps,
soundbite by soundbite, gigabyte by gigabyte, music in digital worlds today
could telescope the very disjunctures brought about by the larger systems
governing its existence. As a digital optimist might say, we may be
postdigital already, but the infinite possibilities of the past, present and
future are not over quite yet.
For Further Study

Chang, Ha-Joon. 2012. 23 Things They Don’t Tell You about Capitalism.
New York: Bloomsbury Publishing.

Costa, Elisabetta. 2018. ‘Affordances-in-practice: An ethnographic critique


of social media logic and context collapse’. New Media & Society 20 (10):
3641–56.

Iwabuchi, Koichi. 2002. Recentering Globalization: Popular Culture and


Japanese Transnationalism. Durham: Duke University Press.

Lysloff, René T. A. and Leslie C. Gay, Jr, eds. 2003. Music and
Technoculture. Middletown, CT: Wesleyan University Press.

Yeung, Karen. 2017. ‘“Hypernudge”: Big Data as a mode of regulation by


design’. Information, Communication & Society 20 (1): 118–36.

Notes

I would like to thank David Abecassis, Raquel Campos Valverde,


Nicholas Cook, Niall Saville, Valerio Signorelli and David Trippett for
their conversation and suggestions on draft versions of this article.

1 Zeynep Tufekci, ‘Machine intelligence makes human morals more


important’, TED Talk,
www.ted.com/talks/zeynep_tufekci_machine_intelligence_makes_human
_morals_more_important; ‘TedX reveals 2018 theme: Black box’,
Michigan Daily, 16 November 2017,
www.michigandaily.com/section/campus-life/tedx-reveals-theme-black-
box. All websites accessed 21 March 2019.

2 ‘Internet World Stats: Usage and population statistics’,


www.internetworldstats.com.

3 Daniel Miller et al. (2016) suggest that privacy remains in many cases
around the world a ‘Western’ construct. In India, for example, outcasts
require algorithmic recommendations simply to access basic goods and
services. In China, the paradox lies in how scale comes into play in
different experiences of privacy: new migrants to cities very often
experience (imagined) private communication for the first time through
the WeChat smartphone app, even as the platform is clearly functioning
under state control.

4 Personal communication, 30 July 2018.

5 Personal communication, 30 July 2018.

6 See also K. E. Goldschmitt and Nick Seaver’s discussion of ‘critical


algorithm studies’, this volume, Chapter 3 (pp. 72–4).

7 Kashmir Hill, ‘How Target figured out a teen girl was pregnant before
her father did’, Forbes, 16 February 2012,
www.forbes.com/sites/kashmirhill/2012/02/16/how-target-figured-out-a-
teen-girl-was-pregnant-before-her-father-did/#6f087ba06668; Jordan
Ellenberg, ‘What’s even creepier than Target guessing that you’re
pregnant?’ Slate, 9 June 2014,
www.slate.com/blogs/how_not_to_be_wrong/2014/06/09/big_data_what
_s_even_creepier_than_target_guessing_that_you_re_pregnant.html?
via=gdpr-consent.
8 ‘Five Little Babies Jumping On The Bed’, published by Videogyan 3D
Rhymes, www.youtube.com/watch?v=97D-kkh39bg; ‘Five Little Babies
Went To A Zoo’, published by Videogyan 3D Rhymes,
www.youtube.com/watch?v=9rQYMrDDO1c.

9 ‘Five Little Babies Teasing Monkeys’, published by Black Lamb,


www.youtube.com/watch?v=czAH8abEVCM; ‘Five Little Babies
Dressed As Police’, published by Videogyan 3D Rhymes,
www.youtube.com/watch?v=sLcZMq8o1to. Conscientious parents will
point out that YouTube has launched a child-friendly version of its
platform that omits such videos. However, the service is still not immune
to the subtle placing of advertisements for toys.

10 ‘2016 Global Internet Phenomena: Latin America & North America’,


Sandvine Intelligent Broadband Networks,
www.sandvine.com/hubfs/downloads/archive/2016-global-internet-
phenomena-report-latin-america-and-north-america.pdf; Georges Mao,
‘Video in Southeast Asia: The shift to mobile and what it means for
marketers’, Think With Google, 6 May 2016,
www.thinkwithgoogle.com/intl/en-apac/ad-channel/mobile/video-
southeast-asia-shift-to-mobile-what-it-means-for-marketers/.

11 Adrian Peter Tse, ‘China’s Google ban gives Baidu search engine
global boost’, Campaign, 2 April 2015,
www.campaignlive.co.uk/article/chinas-google-ban-gives-baidu-search-
engine-global-boost/1341336.

12 Taylor Bryant, ‘What it’s like to love K-pop while Black’, Nylon, 9
January 2018, https://nylon.com/articles/k-pop-appropriation-black-
culture.
13 See Chapter 4 (Gopinath and Stanyek), p. 111.

14 Aarian Marshall, ‘Alphabet is trying to reinvent the city, starting with


Toronto’, WIRED, 19 October 2017, www.wired.com/story/google-
sidewalk-labs-toronto-quayside/.

15 Vlad Savov, ‘China’s phone market is now dominated by five


companies, none of which is Samsung’, The Verge, 6 December 2017,
www.theverge.com/2017/12/6/16741142/china-smartphone-market-stats-
android-oem-2017.

16 Some of these China-originated interfaces have acquired international


reach, including WeChat and AliPay as parallel platforms to WhatsApp
and ApplePay.

17 Nielsen Music 360 China,


www.nielsen.com/content/dam/nielsenglobal/cn/docs/Music%20360%20
China%20Highlights.pdf.

18 ‘Song Of The Grass-Mud Horse’, published by Skippybentley,


www.youtube.com/watch?v=wKx1aenJK08.

19 Michael Wines, ‘A dirty pun tweaks China’s online censors’, New


York Times, 11 March 2009,
www.nytimes.com/2009/03/12/world/asia/12beast.html.

20 ‘Baidu Shida Shen ShenShou’,


https://tieba.baidu.com/p/3154505693?red_tag=2783519962.

21 ‘Kuaizi Xiongdi – Xiao Ping Guo [Chopsticks Brothers – Little


Apple]’, www.iqiyi.com/v_19rrohuung.html#vfrm=3-2-zebra-1.
22 Rob Schwartz, ‘Chinese music industry reacts to government hip hop
ban’, Billboard, 5 February 2018,
www.billboard.com/articles/business/8098147/chinese-music-industry-
china-government-hip-hop-ban.

23 Ed Jefferson, ‘No, China isn’t Black Mirror – social credit scores are
more complex and sinister than that’, New Statesman, 27 April 2018,
www.newstatesman.com/world/asia/2018/04/no-china-isn-t-black-mirror-
social-credit-scores-are-more-complex-and-sinister. Jennifer Bisset,
‘Black Mirror too real in China as school shuns parents with bad social
credit’, CNET, 2 May 2018, www.cnet.com/news/black-mirror-too-real-
in-china-as-schools-shun-parents-with-bad-social-credit/.

24 Cindy Waxer, ‘Big Data blues: The dangers of data-mining’,


Computerworld, 4 November 2013,
www.computerworld.com/article/2485493/enterprise-applications-big-
data-blues-the-dangers-of-data-mining.html.

25 For further discussion of user data and surveillance within the


commercial context see Chapters 1 (Cook), 2 and 11 (Scherzinger), 3
(Goldschmitt and Seaver) and 4 (Gopinath and Stanyek).

26 The hype surrounding China’s rapid digital development, as well the


rest of the world’s shock at its launching of state-designed algocracies,
has perhaps become overheated. A voice of circumspection may be
needed: for all the talk of untrammelled progress, kinks still exist in
China’s uneven processes of technologisation. Indeed, the very IFPI
statistics which show China to be one of the fastest-developing digital
music markets in the world still put its projected growth rates behind the
rapidly expanding bloc of Latin America and the Caribbean (IFPI 2017).
27 Sam Wolfson, ‘Amazon’s Alexa recorded private conversation and
sent it to random contact’, The Guardian, 24 May 2018,
www.theguardian.com/technology/2018/may/24/amazon-alexa-recorded-
conversation.

28 ‘Petra turns off lights, then tells Alexa how she really feels while
being introduced to Google Home’, published by PetraGrey,
www.youtube.com/watch?v=izaQmP5Ewbs; ‘Parrot makes shopping
list’, published by Bibi the Bird, www.youtube.com/watch?
v=IvnW89osj0g.

29 Yessi Bello Perez, ‘Smarthome device ownership to rise by 2022’,


UKTN, 15 March 2018, www.uktech.news/news/industry-analysis/smart-
home-device-ownership-to-rise-by-2022-20180315; Misha Njeri
Madsen, ‘Turning city slums smart’, Quercus Group, 4 May 2017,
www.quercus-group.com/single-post/2017/05/04/Turning-City-Slums-
Smart; Nimisha Jaiswal, ‘India’s “Smart City” plan stumbles over
slums’, New Internationalist, 1 June 2017,
newint.org/features/2017/06/01/smart-city-plan-stumbles-over-slums.

30 ‘Sound and Virtuality’, www.davidtrippett.com/music--digital-culture.

31 This meshes well with Isabella van Elferen’s suggestion that ‘musical
experience is able to create a virtual reality … any musical experience
can generate a virtual world’ (Chapter 8, p. 222).

32 Interview, Yuri Suzuki, sound and industrial designer. Hackney,


London. 4 June 2018.

33 Hans Rosling, ‘The Magic Washing Machine’, TEDWomen 2010,


www.ted.com/talks/hans_rosling_and_the_magic_washing_machine?
language=en.

34 See Chapter 1, p. 20.

35 Nanjala Nyabola, ‘Wakanda is not Africa, and that’s OK’, Al Jazeera,


13 March 2018, www.aljazeera.com/indepth/opinion/wakanda-african-
180313123713872.html; Edward Amedolu, ‘How I marveled at Black
Panther’s re-imagining of Africa’, The Conversation, 15 February 2018,
theconversation.com/how-i-marvelled-at-black-panthers-reimagining-of-
africa-91703.

36 Iqyi search results for Psy and Hei Pao,


so.iqiyi.com/so/q_PSY%20%E9%BB%91%E8%B1%B9?
source=input&sr=1385919276160.

37 ‘Tupac Hit Em Up Dax Yeshi Danzi Henda, gan Remix zhege’ [Tupac
Hit Em Up Dax has huge guts in remixing this one],
www.iqiyi.com/w_19rvd4ont1.html.
11
The Political Economy of Streaming

Martin Scherzinger

Introduction
New technologies of listening are not simply signs that can be interpreted;
they are not direct determinants of economic or political power; and they
are not straightforwardly technical innovations. Any discussion of the
economics of music in the early twenty-first century must intersect the
question concerning technology – big data storage, distributed network
technology, programmable artificial intelligence (AI), and so on – with the
question concerning contemporary markets – the merchandising of desire,
taste and sensibility within a surveillant attention economy, and its
concomitant labour ethics. This chapter attempts to historicise musical
labour practices in the current age of technological automation.
As inter-corporate struggles turned toward control of the ‘Internet of
Things’ – an industry coinage that refers less to things per se than it does to
internet-enabled platforms for learning behaviour and gathering user
information in service of technologically-assisted interactions and
experiences – we witnessed an expanding dialectical gap between the
heterogeneous, disseminated habits of everyday practice and the
incrementally ordered corporate infrastructures that monitor, and
increasingly automate, that practice. In other words, in the first decade of
the twenty-first century, collaborative peer-to-peer networking and music
file-sharing – with direct links to a kind of progressive cyber-politics,
demonstrably indifferent to extant economic reward systems – had become
dominant sociocultural techniques. By the second decade, however, these
very practices had been deftly co-opted by new corporate intermediaries,
who successfully monetised a widespread habitus by way of a new
conveyer-belt delivery system for audio and video.
While official revenues associated with them were perplexingly
limited, streaming services had transformed into large-scale privatised
spying services, licensed by users to harvest personal data, which – crossed
with advertising agencies – could manufacture opinion, generate
consumption and modify behaviour. In other words, these new music
intermediaries were designed to leverage sophisticated technologies to
aggregate user attention and sell advertising. This raised a host of questions,
the first of which concern data privacy, data security, the management of
user data, and procedures for third-party requests for data and metadata.
The second set of questions concern the redistributions of revenue that took
place – almost noiselessly – across the contradictory terrain of music
licensing, copyright and digital rights management. By investigating the
social, technical and legal dimensions of this shifting terrain, the chapter
suggests that their impact on cultural labour practices in the digital age, in
the final analysis, bears an uncanny resemblance to that in a pre-
technological one.

From Disintermediation to Hyper-


Intermediation
By the end of the second decade of the twenty-first century, the
decentralised Internet – arguably open and public in the 1990s and 2000s –
had given way to an unprecedented centralisation of data and platforms
ownership within the global digital architecture. What was once considered
a disintermediated network (no middlemen), assisted by new efficiencies in
search functionality and peer-to-peer connectivity, had modulated within
ten years into a de facto system of central nodes, which controlled and
coordinated large swaths of the network. Music distribution had likewise
shifted decisively from the unruly, but ubiquitous, practice of informal
downloading and file-sharing toward music streaming, facilitated by a
concentrated group of large-scale streaming services – including Beats
(later bought by Apple), Rhapsody (later bought by Napster, which had
rebranded itself as a legal entity), Deezer, Rdio, Pandora, Google Play,
Apple Music, and Spotify, a European-based service that launched in the
United States (initially in partnership with Facebook) in 2011. As high-
speed mobile devices became widespread, users gradually discontinued the
process of syncing and transferring musical tracks from a variety of sources
in favour of streaming music from a central source. This historical
transition marked a large-scale relicensing of musical content in accordance
with traditional legal obligations toward rights holders, even as the mode of
music’s consumption had fundamentally shifted from an ownership model
to a rental one. Instead of purchasing (or downloading) music on the basis
of discrete units – which were once ordered by the producer (or playlisted
by the consumer) – music was now largely consumed as a kind of auto-
playing sequence, hitched to various algorithmic procedures. Paradoxically,
the very user-generated activities that had once delinked music from its
commodity form – the art of generating personalised playlists from free
content, for example – morphed into the raw material, or data points, for an
automation of curation procedures that re-secured its commodity form.
The promised disintermediation of music’s industrial sector by the
digitally networked environment in the first decade of the twenty-first
century was upended, in a twofold sense, in the second decade. First, by
licensing the music delivered by streaming services, the more traditional
conception of music as a unit-based commodity was paradoxically
resurrected in the very moment that attendant listening habits were
cultivated by technical platforms that had shifted away from unit-based
music delivery systems. Second, by securing a percentage of the profit
derived from actual plays, the newer conception of music as a service was
additionally monetised by the delivery systems themselves. In other words,
just as had happened in the first decade of radio broadcasting in the 1920s,
streaming services elided what were formerly distinct systems of
distribution, producing what economists call ‘option value’ blurring
(Wikström 2009, 90–1; see also Chapter 2). Where disseminating
technologies, such as radio and television, had functioned primarily as
marketing or promotional tools to guide consumption – delivering
audiences both to advertisers and to retailers – streaming services
functioned as promotional/marketing vehicles and simultaneously doubled
as an on-demand conveyer-belt of content. If the Internet of the first decade
of the twenty-first century could still be construed as a ‘gigantic copying
machine’, it had transformed by the second decade into its antithesis, a
zero-copy machine – a library bank that technically required no more than
single master copies, accessible via rental on all internet-enabled devices
(Nimmer 2003, 157).
By 2010, the transition from local to remote access musical playlists
had reached a tipping point. A generation of young listeners had effectively
been steered away from file-sharing and downloading, and had become
accustomed instead to online music streaming. Already in 2009 a study
detected the trend, revealing that ‘many teenagers (65%) are streaming
music regularly, with more 14 to 18 year olds (31%) listening to streamed
music on their computer every day compared with music fans overall
(18%)’.1 By 2013, new subscribers to services such as Spotify had more or
less stopped downloading or file-sharing pirated music. A year later, the
overall global recorded music industry revenues declined once more, but
revenues from streaming surpassed, for the first time, those of compact
discs, digital downloads and other physical media. For the remaining
decade, overall industry revenues increased steadily and streaming services
dominated the market share. Between 2013 and 2015, Google Play, Spotify
and Pandora streaming services grew by double digits. After 2016, most
Americans were listening to music via streaming services, which now
constituted the bulk of the industry’s revenues. Just as monopolies
converged around radio in the 1920s – in the early 1920s, various
corporations initially coalesced into the National Broadcasting System
(NBC), and in the late 1920s into the Columbia Phonograph Broadcasting
Company (CBS) – streaming services in the 2010s consolidated into a
handful of dominant platforms – YouTube, Apple Music and Spotify in
America; Tencent in China; and Mdundo in Africa. In the face of terminal
losses, smaller (‘indie’) services, like SoundCloud, shifted their focus
toward selling digital compositional tools to musicians (rather than
delivering playlists to listeners), and others, like Groove Music (Microsoft),
became entirely obsolete. Even Pandora, one of the pioneers in the
streaming industry, found itself unable to compete against Spotify and
Apple and so merged with the satellite radio provider SiriusXM in 2018.
While their ascendant market value indicated a new direction for music
consumption, even the dominant streaming platforms (running licensed
content) operated at a significant loss in their early years. More than 80 per
cent of earnings at Spotify, for example, were directed toward rights
holders. Annual reports indicated that net losses at Pandora and Spotify in
the early 2010s ran into hundreds of millions of dollars. By 2018 Spotify
had about 160 million active users (with nearly half paying monthly
subscriptions), but simultaneously reported losses of $1.5 billion.2 Despite
these evident losses, Spotify was successfully listed on the New York Stock
Exchange in April 2018, buttressed by an unorthodox capitalisation process
grounded in characteristically aspirational language resonant with the idea
that new media were somehow paradigm-shifting. Goldman Sachs, a
multinational bank and financial services company, for example, predicted
that revenues from music streaming would quintuple by 2030.
This was the age of speculative capitalism, reflecting a latent demand
for viable new technology companies: with a large enough visitor base, the
thinking went, profits would somehow follow. Streaming platforms were a
new kind of corporate entity – technical intermediaries between music
labels and the listening public – without an evident business model, but
whose stock was nonetheless heavily capitalised (by advertisers, insurance
holders, credit agencies, and so on). The streaming platforms followed a
contemporary pattern of growth for growth’s sake. After all, the world’s
biggest online retailer in the second decade of the twenty-first century,
Amazon, had already demonstrated staggering growth, even though it
ostensibly generated only meagre profits. Amazon’s basic model was to
price below cost and expand widely by diversifying its services into as
many realms as possible. In addition to being a retailer, it had become a
marketing platform, a delivery and logistics network, a payment service, a
credit lender, an auction house, a major book publisher, a producer of
television and films, a fashion designer, a hardware manufacturer, and a
leading host of cloud server space. In its attempt to capture global
audiences, Google, too, had evolved beyond a search engine and included
an array of free services, including news, maps, streaming, and cloud
storage for documents. Likewise, the struggle for dominance of music
streaming was geared toward building a diversified media platform that
would eventually move beyond music alone. YouTube’s multi-tiered system
for streaming media included entire films (on YouTube Premium, initially
known as YouTube Red) as well as download functionality. Likewise,
Apple Music branched out into video programming (such as James
Corden’s ‘Carpool Karaoke’) at the same time that Instagram introduced
long-form video onto its platform. Spotify’s signature playlists, such as
RapCaviar, also began to include video in 2018. By 2019, further
acquisitions and partnerships propelled Spotify beyond its music streaming
origins into podcasting and film. The inclusion of aspects of virtual reality
into the platform would soon follow. As Spotify’s CEO Daniel Ek put it:
‘The question of when we’ll be profitable actually feels irrelevant. Our
focus is all on growth. That is priority one, two, three, four and five.’3 Sasa
Zorovic, analyst at the investment bank Oppenheimer & Company, noted in
relation to the world’s largest music streaming service, YouTube, ‘In the
real estate business, it’s about location, location, location. On the Internet,
it’s about traffic, traffic, traffic. If you have traffic, you will be able to
monetize it one way or another’ (Lee 2007). The endgame for streaming
platforms, especially as they tended toward diversified media platforms,
was to secure a proprietary network-based monopoly with a global reach.
These would become the hyper-intermediaries that controlled the
contemporary Internet. By the second decade of the twenty-first century, the
Internet was dominated by a few titanic platforms, which could leverage the
market at scale. Even without China, for example, Google accounted for
nearly 90 per cent of global online search. Likewise, Facebook, the social
network behemoth, serviced over two billion monthly active users,
exceeding the scope of MySpace (at its peak) by a factor of twenty. In
China, the messaging app WeChat (owned and produced by the company
Tencent) had incrementally metamorphosed, through a series of iterative
updates, into a multi-faceted infrastructure for handling personal finance,
games, news, shopping, employment, customer service and more. Music
streaming, now the dominant music delivery system, was consolidating into
a similarly monopolised economic space.
Given the seeming indifference to traditional revenue streams, it is
once again tempting to attribute these shifts in online musical consumption
to technological factors alone. However, while digital technologies abetted
the transformation of listening habits, they did not drive it. This applies to
the exponential increase in bandwidth as a result of improvements to fibre-
optic communication infrastructures in the 1990s and 2000s, as well as the
emergence and large-scale global dissemination of high-speed mobile
phones and tablets. Both developments were responses to commercial
imperatives: the first, a demand for bandwidth-intensive consumer services,
including music and video streaming on demand (recapitulating the
experiential conditions created by the practice of playlisting in the era of
downloads); and the second, a demand for affordable mobile connectivity,
and its structural integration into economic networks of production and
exchange (recapitulating the enormous collections of music downloaded on
personal computers and mobile devices). Cloud-based services effectively
rendered hard drives obsolete by delivering immense databanks of musical
content to multiple devices. Streaming could thereby bypass the technical
inconveniences of hard-drive malfunctions, the limitations of memory chips
on computers, and the possible legal consequences associated with
engaging P2P networks. In short, the practices of downloading (via torrents
and other means) withered in the context of all-access virtualised playlists
controlled by music streaming companies.
From the point of view of the early adopter, the economic difference
between downloaded playlists and those offered by a streaming service was
minimal. Spotify, for example, offered unlimited access to its online music
library either for a small monthly fee or by way of an advertising-based
(‘free’) service. In a gesture that recapitulated the technological upheavals
in the music industry of the past (such as the replacement of vinyl LPs with
digital CDs in the early 1980s), early incarnations of the website
encouraged users to devalue their current digital playlists in favour of the
service: ‘Think of Spotify as your new music collection. Your library. Only
this time your collection is vast: 8 million tracks and counting.’ Along with
the promise of a kind of limitless collection, Spotify emphasised its
efficiency (against that of physical downloads); its convenience (deploying
only a temporary data buffer instead of permanent memory on a hard drive);
its social functionality (its playlists were ‘free to share’); and its suitability
for portable devices (which could store playlists also while offline). The
revolution in music consumption associated with the electric phonograph
and broadcast radio in the 1920s was finally upended and reconfigured a
hundred years later in the context of the Internet. Music had moved from
the bookshelf for LP records to the CD holder; then it moved from the
computer to the external drive; and, finally, from local storage sites to
virtualised music collections stored on a remote server. Users no longer
collected songs, but accessed vast, and highly organised, playlists using
always-connected computers and ever-relocating smartphones. Streaming
music would be experienced less in terms of a sequence of discrete units of
content and more as a conveyer-belt of affect, algorithmically bound by
considerations of genre, style, mood, weather, geolocation, personal history
and current activity. It is a curious paradox of the shift from downloading to
streaming, that it would mark the shift from a kind of free access to
(formerly) commodified units of music to a commodified access to free-
flowing streams of music. It is as if the new technologies mirrored the
musical experiences afforded by the piracy they, in turn, eliminated.

The Contested Stylistics of Financialised


Streaming
Given the archaic marketing and promotional techniques of the traditional
music labels, industry leaders began to experiment with a variety of release
strategies – from limited releases on specific streaming services (such as
Tidal in the case of Kanye West’s 2016 release of Life of Pablo) to premium
hardware companies or cable channels (such as Apple in the case of
Beyoncé’s 2015 ‘visual’ album; or HBO in the case of Beyoncé’s 2016
release of Lemonade). In practice, the very concept of the music album
became digitally de-ontologised – melting, in Ben Ratliff ’s words, ‘into the
water world of sound’ (Ratliff 2016). The attempt to redefine new media
realities to archaic, or real-world, counterparts – dubbed ‘skeuomorphism’
in media studies – ruled the day. For example, by 2016 the decreasingly
relevant album concept – itself a kind of forced bundling of songs to boost
revenues in the age of the LP and CD – was redefined by the RIAA as
1,500 on-demand audio streams. Even though the relationship of a
particular number of downloads to the conceptual commodity structure of
an album was entirely derivative, the industry persisted in its attempt to
retain its traditional selling structures and attendant reward programmes.
Likewise, two years later, Billboard differentiated the streams constituting
their Hot 100 charts according to whether they had been accessed, on the
one hand, by subscription-based streaming, or, on the other, by
advertisement-based streaming. But the late-twentieth-century consensus
about how music’s value should be evaluated had broken down. YouTube –
with direct roots in UGC a decade earlier – rejected Billboard’s idea, for
example, claiming that the charts should reflect actual engagements with
music instead of simply paid streams. Artists too responded in diverse ways
to the changing economies of music. On the one hand, streaming services
were regarded with suspicion. Radiohead, for example, removed their work
from Spotify, opting instead to make it available on BitTorrent; while
Taylor Swift temporarily removed her album 1989 from Spotify, which
resulted in the sale of two million albums by traditional means. On the other
hand, artists and labels mobilised diverse release strategies that tactically
deployed streaming services. Rihanna, for example, released an album
exclusively on Tidal, but then also included a million free downloads; while
The 1975 waited two weeks after the release of an album before placing it
on a streaming service.
Commentators were divided on the effect streaming had on the
stylistics of musical listening. In his book Mashed Up: Music, Technology,
and the Rise of Configurable Culture, for example, Aram Sinnreich (2010)
extolled the virtues of the new non-linear modes of intertextual music-
making, whose patterns deftly recapitulated the networked architectures of
new digital technologies. Likewise, in his Sonic Warfare: Sound, Affect, and
the Ecology of Fear, Steve Goodman celebrated the manifold new genres
blossoming in the context of digital remixes, mashups and musics grounded
in samples from ‘the riddim method of Jamaican pop, to the sampladelia of
US hip-hop, the remixology of disco, house, and techno, and the hyperdub
methodologies of the hard-core continuum’ (2010, 162). From the
perspective of music listeners, the cornucopia of online listening could
delink the musical ear from stratified conventions of old definable
coordinates. Ratliff, for example, observed: ‘There is a possibility that
hearing so much music without specifically asking for it develops in the
listener a fresh kind of aural perception, an ability to size up a song and
contextualize it in a new or personal way, rather than immediately rejecting
it based on an external idea of genre or style’. Not surprisingly, Ratliff
praises the logics of remix and mashup, the fusion of ‘elements of two
different songs’, and their ‘stark musical oppositions’ (2016, 5, 6). For these
writers, the convergence of consumer electronics and digital music
distribution and consumption proffered a culture of productively disoriented
creative praxis anchored in rich intertextual fields of independently
launched musical expression.
While the sheer quantity of online musical production made it difficult
to assess, the artistic value of such recent trends in new music was as much
praised as it was contested and in doubt. Far from detecting genuine
creativity in the artistry of remix, mashup, and other genre-defying flows
that build critical ‘question marks … into our hearing’, writers like Jaron
Lanier detected a logic of decontextualised fragments in an assemblage to
be exploited by others: ‘Pop culture has entered into a nostalgic malaise.
Online culture is dominated by trivial mashups of the culture that existed
before the onset of mashups, and by fandom responding to the dwindling
outposts of centralized mass media. It is a culture of reaction without
action’; ‘Where is the new music? Everything is retro, retro, retro’ (Ratliff
2016, 6; Lanier 2010, 20, 129). One symptom of the nostalgic turn was the
paradoxical emergence of musical genres like glitch art, which aestheticised
technological failures and malfunctions, and vaporwave, which engaged
outdated sounds (from advertising jingles and video games to retro musical
styles) to expressive effect. Arguably, by leveraging a kind of reflective
techno-terroir, these genres critically engaged with the consumer culture
upon which they depended. Lanier, however, would regard this kind of
artistic practice as derivative and reactionary. He connected the reactive
musical culture to the reduction of personhood to illusionary bit-matrices,
such as the ‘multiple-choice identities’ prescribed by social-networking
platforms like Facebook, and the erasure of viewpoints by ‘hive-mind’
collaborations like Wikipedia (2010, 31, 48). Where Sinnreich and
Goodman observed an explosion of new online creativity, Lanier detected a
reactionary cultural soundtrack to recombinant, semi-automated processes
that diminished qualities of human expression.
What is clear is that – whether construed pro or contra – the stylistics
of algorithmically determined playlists did not merely reflect the popularity
of a song, but also increasingly played a role in constructing it. The real-
time feedback between users’ behaviour and the algorithmic procedures
generating playlists had the potential of becoming an eddy-like loop,
eventually also leaving an imprint on the aesthetics of production, vocal
performance, tempo choice, global reference set, sample types, and so on,
for music designed for streaming. This kind of mediatic intrusion on
music’s stylistics bore the marks of a lengthy history, including the musical
effects of phonograph records, the recording techniques and devices of
music studios, the types of speakers used in homes and concerts (whether
mono or stereo, etc.), the audio–video relations in the era of television, and
the quantitatively calibrated standardisations associated with radio
consolidation, to name but a few. For example, the evolution of the standard
length for the popular song (which ranged approximately between three and
five minutes) – occasionally attributed to the length of the early 45 RPM 7-
inch phonograph record – was calculated in the context of marketing
strategies characteristic of the early phonograph era in the United States of
America. By the mid-1920s, standardised verse – chorus formulas,
gradually compressed from about six to seven verses (with eight to ten
lines) to two to three verses (with a maximum of four lines), had become
the preferred structure for songs crafted in Tin Pan Alley. In comparison to
the lengthy, complex, lyricised storytelling found in frontier ballads,
children’s songs and cowboy songs of nineteenth-century American
vernacular (or folklore), the songs of Tin Pan Alley were short, simplified
and formally standardised. Additionally, music became increasingly vested
in property rights during this period. After the passing of the Copyright Act
of 1891, songwriters, lyricists, arrangers, and particularly publishers,
reliably received royalties for music. This constellation of industrial
imperatives encouraged the high-speed production of short standardised
songs synchronised to thematic fashion. The standard song structure and
moderate length of a copyright-protected popular song was well suited to a
retail strategy that bolstered sales by limiting the life of a product (a
strategy termed ‘planned obsolescence’ during the Great Depression), and
predominated for the ensuing century (see Suisman 2009).
In the context of music streaming a hundred years later, the music
stylistics inherited from the popular verse–chorus structure had shifted in
certain significant ways. To begin with, the first thirty seconds of a song
were anchored in a series of enticing hooks, a memorable or familiar
sample, or even an arresting chorus.4 This is because skipping ahead before
reaching the thirty-second mark of a song was not considered to be a
legitimate ‘play’ of that song by streaming services. The thirty-second
format for streaming was even hacked by the American funk band Vulpeck
on their album Sleepify, consisting of ten silent tracks of approximately
thirty seconds long. The band requested that fans play the album on repeat
throughout the night, raising approximately $20,000 in royalty payments.
Hogan argued that, in addition to ‘reverse-engineered’ songs that
strategically produce sonic allure in the first thirty seconds – Katy Perry’s
opening sample of Fatboy Slim on her song ‘Swish Swish’ (2017) was a
classic example – the signature sound of streaming was characterised by a
host of additional techniques such as slower tempi, abbreviated use of three
or four chords, rave-like synthesiser sounds, and so on. The songwriter Dr
Luke, for example, deployed what he called the ‘stuttering’ effect, whereby
a short syllable was electronically repeated to rhythmicise a word,
exemplified by Rihanna’s ‘Umbrella’ (2009) or Ke$ha’s ‘We R Who We R’
(2010). Another technique was the so-called millennial whoop, a sequence
of notes that alternated between the fifth and third notes of a tonic chord in
a major scale, typically starting on the fifth, exemplified by Katy Perry’s
‘Teenage Dream’ (2010) or Carly Rae Jepsen and Adam Young’s ‘Good
Time’ (2012). The songwriter John T. Harding drew attention to another
technique – the ‘pop-drop’ – whereby a vivid bass synth sound from EDM
was suddenly introduced into the song’s otherwise melodic texture,
exemplified by Justin Bieber’s ‘Where Are Ü Now’ (2015). Hogan even
argued that this kind of technique came to characterise the genre-blending
tropical house – a genre fundamentally shaped by streaming technologies.
What differentiated these techniques from the traditional standardisations
associated with popular music was that they were designed specifically for
music streaming platforms (and their attendant output devices). Songs were
generally shorter, Hogan argues, choruses appeared earlier in the structure,
and artists created songs with playlists in mind, often pre-empting their
technical mode of transmission. Relatively unknown artists emerged – like
Lawrence, Sloan and Nesbitt – who nonetheless amassed millions of
streams on Spotify. Their music, orientated towards the data-driven systems
of mood-enhancing playlists, bore the marks of these stylistics.5 By 2010,
in other words, musical tracks had become tailored for streaming.
While the way the format and the medium weigh upon the sound and
the content of music could be readily detected in the context of engineering
and marketing of music for streaming, the actual economics of early
streaming were vexingly opaque. Nearly a century earlier, Theodor W.
Adorno had detected a link between the economics and the aesthetics of
popular music in the context of the then-emergent technology of radio
(Adorno 2009). Adorno argued that popular music had become largely
standardised – with intermittent pseudo-differentiating details to sustain
listeners’ interest – in the context of ‘post-competitive’ (monopoly) capital.
However, although early radio was dominated by monopoly networks –
controlled, in turn, by advertisers, investors and advertising agencies – the
philosopher’s analysis was significantly complicated by the fact that it was
federal licensing and regulation of radio (instead of censorious corporate
impulses alone) that constrained the freedom and diversity of musical
broadcasts from the 1920s to the 1940s. In other words, as it was for radio,
the monopolised nature of streaming platforms in the second decade of the
twenty-first century do not sufficiently explain the way a technical format
shapes the sound of music. In fact, the way music become monetised in the
context of streaming technologies was an innovation that equally bore the
marks, as discussed above, of an era of informal downloading and file-
sharing as it did the later era of corporate consolidation and monopolies. It
was in the curious conjuncture of freely exchanged culture online and the
emergent corporate control of digital platforms that the measurable revenue
streams toward actual artists indicated remarkably meagre returns. Mode
Records, for example, received less than one-third of a penny for every
stream on Spotify.6 In 2013, many prominent artists began to testify to, and
then protest against, the failures of the streaming model, and the
implications of its overall fiscal disenfranchisement of artists.7 The peculiar
monetisation practices of music streaming related to the unique ways that
content providers engaged service providers. In other words, instead of
monetising per stream, music labels tended to be invested in equity shares
in the streaming services themselves. This meant that revenues generated by
advertising and subscription fees were proportionately divided among
equity holders and only then distributed to artists, according to variable
agreements between artists and labels. As with consumption, remuneration
in the era of streaming was delinked from its central legal raison d’être, the
unit-based song, which was meant to guide its financialised circulation. The
utopian aspirations of early internet pioneers – such as Paul Borrill, Jim
Herriot, Stuart Kauffman, Jaron Lanier, Ted Nelson, Bruce Sawhill, Lee
Smolin, Eric Weinstein and others – were challenged by this model.
Nelson’s early ideas concerning the economics of the Internet, for example,
respected the monetary (labour) value of creative content, however much
this content had been transformed into digital bits. Nelson proposed the idea
that when a digital bit of music, journalism, video art, and so on, was
accessed by a user, the maker of that expression should be able to command
a direct payment of a moderate sum. The libertarian idea was to eliminate
the content brokers, or intermediaries, that separated audiences from
creative labourers. Lanier updated Nelson’s ideas by arguing for a simple
universal system for making fluid payments online, ultimately to be
administered by elected governments (2010, 105–7). The idea that internet
companies that logged and analysed user data to improve customer
retention, product design, advertising initiatives, and so on, should actually
pay their users for their data gained some traction beyond the circle of
cyber-libertarians and in the mainstream press.8 For all their technical
insight, however, neither Nelson nor (the early) Lanier could foresee the
turn away from content-based consumption toward service-based delivery
systems – a shift from parsed units of sound (known as songs) to seemingly
endless musicscapes on the model of an infinite-seeming conveyer-belt. If
units were the de facto basis for music’s traditional economic exchange,
then streaming – which emerged directly within listening practices
cultivated in the context of free music – created the conditions for a radical
revision of its financialisation.
The heated discussion in the second decade of the twenty-first century
about the potential use of blockchain technology (an open, indelible ledger
of transactions recorded in real time) in contexts outside the financial
services sector, notably the music industry, emphasised the distributed
nature of the global database for music, as well as the possibility of paying
creators, songwriters and musicians efficiently and equitably. According to
Rakesh Sharma, ‘Blockchain’s distributed ledger can be used for a variety
of applications within the music industry, including ensuring direct
payments to artists and establishing large digital rights management
services run by artists themselves.’9 In this worldview, technological
efficiencies marched in step with libertarian economic ones. Blockchain
was wholly in sync with the libertarian ideals of Nelson, Borrill, Lanier and
others. By coordinating the ledger of transactions across a distributed
network, and then encrypting the record-keeping, blockchain promised to
cut out a swath of intermediaries – from artists’ agents and marketing
professionals to music studios, record companies and financing institutions.
More precisely, blockchain promised a system of self-executing ‘smart
contracts’, which automated the transparent payment of royalties for
licensed or copyrighted digital music.10 To this extent, blockchain could
enact a kind of limited digital rights management for the efficient
processing of micro-payments. Some blockchain-powered platforms
emerged during this period – Voise, for example, promised a platform for
artists to upload and monetise their creations within the context of a P2P
network – but, in general, the fundamental antagonism between the
experiential flow of streaming music and a (micro-) payment scheme that
relied fundamentally on unit-based music seemed to annul the challenge
posed by blockchain. Aside from concerns regarding the sheer computing
power required to process blocks of sound containing complex layers of
copyright protection – itself a lurking site of powerful intermediaries –
music streaming was increasingly tethered to the algorithmic processing of
genre, style, mood, weather, geolocation, personal history and current
activity, rather than to individual songs and their attendant author-figures.
As a result, far from facilitating a networked world of micro-payments
through technologies such as blockchain, the Internet had mutated into a
new kind of hierarchy, controlled by a handful of large companies that
effectively acted as intermediaries between users and musicians. Given the
mismatch between the flow of investment capital and tangible profits, it
was not surprising that the most powerful music streaming platforms of the
second decade of the twenty-first century – YouTube, Apple Music and
Spotify – were also the lowest revenue-producing platforms for artists. As a
result, even stars like Lady Gaga were locked into recording label deals that
generated no appreciable remuneration (for the artist) from online plays or
streams. Far from tending toward disintermediation, the old industrial
intermediaries had effectively been transformed into, and substituted by, a
handful of cloud-based hyper-intermediaries. It would not be an
exaggeration to say that the turn toward streaming was not unlike a return
toward the impresarios of the eighteenth century, or the publishers of the
nineteenth century, who extracted great surplus from, and exercised outsize
control over, individual composers and musicians. A decade of freely
available music on open networks had created the conditions for its own
undermining; a commons-based culture of sharing on open networks had
tragically mutated into a business model that incubated vast privately
owned online monopolies.

Internet – Dragnet: Music’s Surveillance


Economy
The financing of streaming services generally followed the classic model of
advertising. The world’s largest streaming service, YouTube, also offered
an advertisement-free alternative (by subscription), but advertising was a
central component for generating revenues. By 2008, YouTube featured
homepage video advertising, standard banner advertisements with
embedded links (toward the base of the video screen) and in-video
advertisements (preceding the play of the searched video). YouTube had
also mounted ‘Sponsored Channels’, ‘Promoted Videos’, ‘Spotlight
Videos’, and categories such as ‘Most Viewed’, which could technically be
manipulated by those who could pay for it (van Dijck 2009). In many ways,
the steady encroachment of advertising recapitulated the age of radio, which
gradually shifted from commercial-free broadcasting to a model of insistent
advertising, by way of branded content. Despite early enthusiasm for the
Internet as a likewise non-commercial public space, YouTube had
transformed into a mega-media outlet supported by advertising. Although
YouTube split its advertising revenue with those content providers with
whom it had signed licensing deals, much of their content creation fell
outside the rubric of official culture. Even if users were drawn to the
platform because of user-generated content, compensation for users posting
audio-visual content on YouTube was limited to those who had signed on as
media partners. In other words, even while ascendant streaming services
like Spotify mounted licensed content, most uploads on YouTube were
simply circulating as free audio-visual content.
The benefit to YouTube of the ‘safe harbour’ provision of the DMCA
should not be underestimated (see Chapter 2, p. 44). This is because the
platform could not strictly be held liable for unauthorised distribution of
protected works, or excerpts of works – which included ‘derivative’ works
that somehow included sound, image or text of a licensed work. Although
Google possessed the web-tracking technology to automatically detect
licensed content (known as its ContentID system), the onus was on the
licence holder to issue a takedown notice in the case of infringing material.
Most of the industrial content providers (such as Universal, EMI and
Viacom) felt compromised by their partnerships with YouTube. The conflict
between content provision and content promotion placed the industry
squarely in the horns of a dilemma. To take a simple example, among
many: when the band OK Go – which, by 2006, was already a self-launched
YouTube success – signed a deal with EMI for their second album, the
company repeatedly vacillated between removing their music videos from
YouTube and then, noticing no significant shift in revenue, uploading them
again. On a larger scale, clashes between Viacom and YouTube reached
epic proportions, ranging from demands to remove hundreds of thousands
of videos from the site to high-stakes litigation pertaining to the economics
of copyrights and licences. For content providers, it was a losing battle, for
it seemed that traffic to official sites for content did not appreciably increase
when videos were removed from YouTube. At the same time, YouTube
continued to attract more and more visitors; in the weeks that Viacom had
initially removed its clips, for example, YouTube had grown from 17 to 19
million users. Given the sheer size of YouTube, the content industry had no
choice but to capitulate to its business model. The court battles between
Google and Viacom were finally settled in 2014, but the distrust between
the content industry and YouTube persisted. The official 2018 report of the
International Federation of the Phonographic Industry (IFPI), representing
the recording industry worldwide, claimed there was a ‘value gap’, or a
mismatch between the ‘value that uploader services, such as YouTube,
extract from music and the revenue returned to the music community –
those who are creating and investing in music’. The IFPI further argued that
this was the result of ‘inconsistent applications of online liability laws’,
which had ‘emboldened’ services such as YouTube: ‘Today, services such
as YouTube, which have developed sophisticated on-demand music
platforms, use this as a shield to avoid licensing music on fair terms like
other digital services, claiming they are not legally responsible for the
music they distribute on their site.’11
While content industries complained about the reduced revenue
streams generated by the ‘value gap’, individual users and uploaders were
largely factored out of the financial accounting altogether. This led to
widespread critique from both libertarians and Marxist commentators alike.
On the one hand, commentators like Jaron Lanier and Kevin Kelly noted
that the ‘open culture’ of the Internet, characterised by ‘hive-mind’-oriented
cognitive surpluses, were highly profitable for large companies like Google,
Amazon and Netflix, but ultimately of limited value for individual creators.
The new arrangements between creative labour and finance would result in
a new kind of social contract:
The basic idea of this contract is that authors, journalists, musicians,
and artists are encouraged to treat the fruits of their intellects and
imaginations as fragments to be given without pay to the hive mind.
Reciprocity takes the form of self-promotion. Culture is to become
precisely nothing but advertising … Meanwhile creative people – the
new peasants – come to resemble animals converging on shrinking
oases of old media in a depleted desert.
(Lanier 2010, 83, 86)

Lanier here argued that free culture would in fact lead to the demise of a
creative class of people – most prominently what he called the ‘musical
middle class’ (89) – which proffered a steady supply of free content for
centralised cloud-based servers. As paradoxical as it seemed, ‘ardent
Silicon Valley capitalists’ encouraged ‘more and more services on a
volunteer basis’ (104), and Lanier explicitly connected the ideal of free
music with the contemporary demands of speculative finance: ‘Silicon
Valley has actively proselytized Wall Street to buy into the doctrines of
open/free culture and crowdsourcing’ (97). For Lanier, this was a case of
‘privatizing benefit while socializing risk’ (Lanier 2014, 278). In short,
there was no contradiction between free culture and capitalist accumulation;
in fact, the former was the elusive alibi of the latter.
On the other hand, commentators like Mark Andrejevic argued that the
productive activity on sites like YouTube should be regarded as an
‘“affective” form of immaterial labor’ – subject to a process of exploitation
(2009, 416). Andrejevic’s commentary drew on theories of cognitive
capitalism, immaterial labour and biopolitical production, which recognised
the prevalence in contemporary capitalist markets of flexible labour forces
cooperating in a kind of communalist (or commons-based) sphere of
production. Building on the work of Maurizio Lazzarato, Paolo Virno
(2007) demonstrated how the ideological demands of post-Fordist
neoliberalism necessitated new modes of subjectivity that upended
traditional Marxist theories of alienated labour in the context of capital’s
abstract industrial imperatives. Far from reducing, or disciplining, the
socially interpellated subject (imbricated in collective norms, familial
relations, kinship networks, ethical systems, historical debates, etc.) to an
abstract, autonomous self (internally motivated, asocial and apolitical), the
neoliberal subject was in fact enjoined to pursue work that was communal,
authentic, expressive, spiritual and collaborative. Andrejevic recognised the
uncanny connection between the Marxist critique of alienated labour and
the cool twenty-first-century rhetoric of ardent capitalists:

To return to producers control over their creative activity (to overcome


the estrangement of the product), to build community (to overcome the
estrangement of others), and to facilitate our own self-understanding
(to overcome the estrangement of ourselves). If anyone is directly
invoking the language of Marx in the current conjuncture, it is not the
critical theorists, but the commercial promoters of the interactive
revolution.

(2009, 419)

The traditional Marxist critique, it seemed, hereby encountered a limit.


Indeed, it was in this peculiar post-Marxist sense that musical production –
grounded, practically by definition, in free, authentic expressive values,
communal reciprocity, friendship networks, and so forth – lay at the
vanguard of immaterial production for information/knowledge workers
generally. As shown earlier, digital media in the twenty-first century
ushered in widespread new online habitus, which, in turn, proffered new
networked socialites. In the large-scale context of enhanced digital
efficiencies (in delivery, experience, etc.), musical production became a
kind of model for the self-employed creative worker. In fact, it could be
argued that the general transformations of labour socialisation in the digital
age were beginning to look more and more alike. The production of
information and knowledge work – including journalism,
telecommunication, information technology, design, and other cultural
communities – began to coalesce around a single model. All work, as the
saying goes, seemed to approximate the condition of musical work.
Of course, the new context of consumption did not entail what Marx
regarded as exploitation – understood, strictly speaking, as ‘forced, surplus
and unpaid labor, the product of which is not under the producers’ control’
(Marx, in Holmstrom 1997, 87). Far from being coerced, online
productivity was an extension of a traditional desire for community and
interaction, amplified by new technical efficiencies in social connectivity,
search functionality and streamlined content delivery. Furthermore, music
streaming became more popular than downloading because it was fast,
simple, efficient, and – despite being largely free – it was legal. One of the
great advantages for the listener of streaming music, for example, was a
function of option-value blurring – a kind of flexibility that permitted users
to call up specific content on demand. This enhanced functionality was
precisely what led Michael Fricklas, general counsel for Viacom, to argue
that ‘when everyone gets a free pass to the movies, it’s no longer
promotional’ (McDonald 2009, 400). In other words, online productivity
was experienced less as alienation or exploitation, and more as a free pass
to content that could be modified, engaged with, and shared. On the other
hand, the exploitation of users’ labour came in an invisible (or, more
precisely, a partially visible) form, namely, the corporate capture of detailed
information on users’ behaviour and response patterns online. While the
Internet was fundamentally grounded in a traditional model of advertising,
it was newly tethered to capacious technologies for tracking, managing and
then subjecting users to targeted marketing. As Calvin Leung predicted in
2008: ‘There’s […] going to be a lot more analytics beneath Internet
advertising. In the future, advertisers will come up with 10, 100, or 1,000
creative messages for their products and services, then run, test and
optimize them in real time’ (Leung 2008). Large platforms like YouTube
had become gigantic psychology laboratories running controlled
experiments using sophisticated surveillance technologies. These data-
gathering methods were derived from techniques found in technologies of
control – criminology, policing, psychology and psychiatry – in the
nineteenth and twentieth centuries. Automatic web-tracking services
embedded in viewers’ web browsers could track purchasing habits, while
aggregated click-patterns could discern their backgrounds, tastes and
behaviours. The creative chaos of the interactive economy of a decade
earlier had mutated into a gigantic reservoir of rich new data sets, which
were now being formatted for analytics-based metrics for marketing and
advertising. The aim was to harvest users’ own activities – whether
consciously shared or not – and channel them toward targeted consumption.
A second tragedy of the creative commons could be detected in the
shift from user-generated content to user-generated data. Once again, music
offered an ideal conduit for tracking data. The low-stakes affective
investments generated by a user’s interactions with music could extrapolate
data points well beyond the matter of musical preference alone; they
included mood, location, activity and identity of the user. In general, the
algorithms for corporate spyware acted on many inputs. On the one hand,
they were specific to the particular product of the company. Spotify, for
example, tracked the popularity of songs, how frequently they were shared,
contexts for songs, such as text around them, and patterns of meta-tagging.
On the other hand, the collection of user information extended well beyond
the ostensible remit of the company, including any data that documented
users’ characteristics, behaviour and activities. This information did not
need to be associated with the user’s account, and included personal
correspondence, user-generated content, account preferences and settings,
log and access data, data concerning a user’s activities, likes, and
preferences collected from third parties either through behavioural tracking,
the purchasing of data or any form of metadata. To date, the privacy
policies of both Google and Spotify, for example, grant extensive
permission to collect user data, including personal information, device
information, log information, location, local storage data, and information
from cookies and other tracking technologies.
Privacy policies tended to obfuscate some of their more important
details in at least two senses. First, important details were often tagged onto
the end of long lists, buried in the depths of the policy. For example, in
Sections 3.2.4 and 5 of Spotify’s privacy policy, the company
acknowledged that it collects ‘technical data, which may include URL
information, cookie data, your IP address, the types of devices you are
using to access or connect to the Spotify Service, unique device ID, device
attributes, network connection type (e.g., WiFi, 3G, LTE) and provider,
network and device performance, browser type, language, information
enabling digital rights management, operating system, and Spotify
application version’, as well as ‘motion-generated or orientation-generated
mobile sensor data (e.g., accelerometer or gyroscope)’. It is difficult to
discern from this list alone what kind of data may be off-limits to the
company – a list appended as a single line in the remote regions of a
privacy policy. Second, it is equally difficult to assess what policies actually
regulate the handling of this kind of user information. While Google’s
privacy policy, for example, stated that the company shares ‘personal
information’ (defined as ‘your name, email address or billing information,
or other data which can be reasonably linked to such information by
Google, such as information we associate with your Google account’), it did
not disclose what the company does with the six additional types of data it
permitted itself to collect. Without offering a further close reading of them,
it can already be noted that – notwithstanding both the plain-seeming
language as well as the design format that ostensibly encourages
understanding (with section headers, bulleted lists, readable font size, and
glossaries) – standard privacy policies were mired in ambiguities, elisions,
vague formulations, generalised language, and outright incoherence.
Unsurprisingly, they were infrequently read, and thus not likely to be
challenged in the context of legal proceedings. When click-through
agreements are unread, ‘they basically do not exist’, in the words of Lanier,
‘except for setting the basic rule everyone understands, which is that the
server takes no risks, only the users of the server’ (Lanier 2014, 184). The
new habituations of contemporary subjects had been enjoined toward
agreements, defaults and presets that underwrote the political economy of
music. Could one detect here a brave new world ordered by naturalised
embodiments of the attention economy – a form of digital entrapment?

Afterword: Automatic Music and the


Peasant’s Dilemma
It could be argued that the dominant cultural logic of contemporary
computing engaged online labour as a kind of dis-alienated production,
informally exchanging free-seeming services for extensive data dossiers on
individual users. The internet-wide surveillance network had produced data
as the central commodity for digital capital. Musical production and
consumption had played a central role in consolidating this overall one-
way-mirror structure. Not only were users being tracked to be targeted, but
also to generate data for the recommendation ecosystem. Instead of
investing in on-the-ground research, a streaming service could now
intercept, and even predict, trends and fashions simply by tracking users. In
2016, for example, Spotify launched a product called ‘Fresh Find’, which
used its surveillance technologies to track hipsters – defined, more or less,
as people who were actively listening to songs before they became hits – to
generate metrics for recommendation algorithms and playlists. Again, this
form of labour capture could not simply be described as alienated; instead,
these were subjects who had (voluntarily) agreed to terms and conditions
that wired them into an affective circuit of dis-alienated labour. Whether it
was streamed on YouTube, Apple Music or Spotify, music had become
what Eric Drott (2018) called a full-scale ‘technology of surveillance”’. For
Drott, the aggregation of data points – tastes, emotions, dispositions, and so
on – were no more than a kind of algorithmic assemblage (a ‘data double’
(following David Lyon) or ‘Dividual’ (following Gilles Deleuze)) that
functioned as a kind of proxy for the living user. Social life was being
rewired according to a problematic new computational logic. The first
problem with extrapolating this kind of composite algorithmic identity was
that it strapped individuals to statistical predictors grounded in pre-existing
datasets and computational routines. In other words, algorithms assembled
identities according to an unremarkable list of statistical correlations
between billions of information bits. While it is true that machine-learning
increasingly extrapolated seemingly fixed aspects of users’ identities – their
political affiliations, sexual orientations, gender, race and musical tastes – it
nonetheless pragmatically bundled the diversity of individuals into what
amounted to complex assemblages of market-ready clichés. The second
problem with algorithmic identities concerns the risks posed to users’
privacy in the pervasive context of predictive technologies. In an age where
machine-driven assessments of health, creditworthiness and marketability
were becoming the norm, web tracking for data was, legally speaking,
surprisingly unmonitored for both quality and content.
The third, and most important, problem associated with algorithmic
trawling for data was the systematic way it created highly segregated –
almost ad hoc – modes of financialisation of large-scale collaborative
labour online. On the one hand, big corporate entities in the business of
music distribution owned central, private servers with profitable internal
data that effectively controlled people’s networked connectivity. These
third-party surveillance services created automated and persistent wealth
from information that was used, copied and shared by others. On the other
hand, users of streaming services – and especially musicians themselves –
were increasingly restricted to what Lanier called ‘real-time economic life’
in a kind of peasant’s dilemma (2014, 51). With royalties for recorded
music reduced to a trickle, musicians were more and more locked into a life
of performance. It is an irony that live performance – precisely that
modality not intrinsic to the promise of networked digital technologies –
was the only sector said to be economically viable for artists in the era after
Web 2.0. By 2010 musicians were earning considerably more from touring
than they were from recording. Live events, including large-scale integrated
music festivals headlined by a variety of acts – such as Bonnaroo,
Coachella and Ultra – became the primary income streams even for
established artists. It is as if artists in the age of the digital network were
paradoxically thrust back into the roles of performing musicians – the
troubadours and trouvères – of a pre-modern time. Perhaps it should come
as no surprise then that live performance was in fact the most monopolised
sector of the music market by the second decade of the twenty-first century.
The 2010 merger between Ticketmaster and Live Nation (the largest
concert-promotion company in the globe, and a spin off of the radio
monopolists Clear Channel Communications) opened the door to exclusive
deals with artists, such as ‘360’ deals (with Jay-Z, Madonna, U2 and
others), and centralised control of ticket pricing for music concerts. In 2010,
the New York Times reported that the ‘average price of a ticket to one of the
top 100 tours has soared to $62.57 last year [2009] from $25.81 in 1996,
according to Pollstar, far outpacing inflation’.12 It is as if the digital
network’s much-lauded decentralised distribution networks, newly
unhinged from the control of the majors, suddenly betrayed their own
promise, metamorphosing instead into a kind of auto-generative marketing
tool for massive centralised companies who controlled the commodified
‘communal’ live ‘experience’. Herein lay one of the great paradoxes of the
Internet – its contribution to the concentration of economic power in the
hands of monopolistic intermediaries, both online and offline.
Critics have described this economic condition in ultra-modern terms,
arguing that post-Cold-War neoliberalism had produced a new ‘precarious
cognitariat’ (Miller 2009, 435). But, for musicians, this was actually a
dramatic throwback to a pre-modern (pre-Marxist?) era; an era in which
composers struggled in an informal economy of barter and reputation, while
wealth was concentrated in the hands of a fistful of feudal overlords. As it
was for composers before the age of Beethoven, musicians in the twenty-
first century were increasingly coerced into performance-only careers,
severed, in practice, from the traditional levies once provided by royalties
and copyrights. It is as if musicians had become seventeenth-century
travelling songsters once more, additionally enjoined to the labour of
making their mark on the digital network. Of course, even live music may
be gradually diminishing as we enter the third decade of the new century. In
fact, if trends at Spotify are an indication, compensation arrangements
hitched to any licensed music may come under additional strain in the
future. In the 2010s, for example, the streaming service dedicated
considerable resources to crafting playlists that did not reflect individual
artists, or even clusters of artists, but rather affective states attuned to
factors like place, weather and activity. Their 2017 product ‘Climatune’, for
example, synced weather data with listening data to generate playlists that
varied by geolocation. Likewise, Spotify’s application for jogging and
running, launched in 2016, was algorithmically attuned to the rhythm of
moving feet. By analysing the raw signal of steps per minute, and then
filtering it for an average tempo, the application could launch a non-stop
playlist that provided professional-grade transitions between a beat-matched
stream of trendy electro-pop.
Search queries are likely to become more refined, transforming from
keyword-centric sorting mechanisms to algorithms responsive to more
embodied perceptual cues derived from data-streaming sensors on
networked subjects. Subjective musical experiences, in other words, will be
reconfigured by the hyperactive solicitude of algorithmic routines
transcoding subjective embodiments. Above all, however, with the turn
toward supervised and unsupervised machine listening and machine
learning technologies, the future of music playlists on streaming consumer
products is itself likely to be short-lived. In fact, by 2018 artists had already
begun artificially to extend their technological presence on streaming
playlists by creating albums that covered twenty or thirty songs. Likewise,
in various attempts to trick the word-based logic of search algorithms a host
of songs with similar titles emerged during this era. The title of the song
‘Demons’ by Imagine Demons (a band with only a single song on Spotify),
for example, seemed to hitch its fortunes on the same song by Imagine
Dragons. This recalled the practice of faux-versions of songs that dates back
at least to the Tin Pan Alley era. Charles K. Harris’s massively popular
song ‘After the Ball’ (1892), for example, spawned a host of knockoffs with
titles like ‘Fatal Night of the Ball’; just as the 1909 hit ‘Meet Me in
Dreamland’ produced imitations like ‘In All My Dreams I Dream of You’
and ‘Sweetheart of My Dreams’. On the other hand, the three-minute song,
crafted during the Tin Pan Alley era for explicitly commercial reasons –
materially linking the ephemera of sound to specific artists and publishers –
is likely to become obsolete. Instead of algorithmically delivering audiences
to playlists – or sequences of short, distinct, licensed songs – future
streaming could witness a radical shift toward seamless algorithmically
generated musicscapes – multi-authored, layered and variable – attuned to
geolocation technologies, as well as data aggregating user interests and
behaviour, for fine-grained contextual information.
In 2017 Spotify was accused of mounting ‘fake’ music, embedded in
playlists attuned to genres, moods and experiences. For example, the
playlist ‘Ambient Chill’ featured music by the German composer Max
Richter, followed by Deep Watch, probably a non existent artist, with over
one million streams. Likewise, on the ‘Sleep’ playlist, one found Enno
Aare, also unknown outside Spotify’s algorithmic ecosystem.13 Perhaps
streaming services could experiment with making upfront payments to in-
house musicians to circumvent fees associated with licensing and copyright.
They could follow the example of movie content-providers like Netflix,
which had reduced its reliance on Hollywood content by producing its own
hits in the 2010s. The point about the ‘fake’ songs on Spotify is that they
were less fake (in the sense of deliberately misleading) than they may
simply have been differently licensed, or even unlicensed – embedded
within playlists containing more well-known, licensed songs. While this
episode represented a brief public backlash – gaining traction from the then-
circulating concept of ‘fake news’ in the years of Donald Trump’s
presidency – it is likely that streaming algorithms will, in future, design
music autonomously and automatically. Tristan Jehan, founder of The Echo
Nest and currently senior scientist at Spotify, remarked that when it came to
teaching computers how to listen and make music on their own, ‘engineers
will lead the way’ (2017, personal communication). Music’s automatic
generation will, of course, be mediated by machine-human interactions –
including collaborative filtering and deep learning algorithms – but instead
of responding to searches for (rights-holding) artists and songs, the
application could increasingly respond to metrics attuned to mood, place,
weather, activity or affect. Search and discovery terms are likely to become
more semantic and intuitive-seeming as artificial intelligence is integrated
into streaming services. Likewise, neural networks in the context of
unsupervised learning will translate musical styles and genres across
different sets of instruments, or take informal musical cues from listeners,
and, by way of a complex mode of auto-encoding, generate new and
personalised songs.14 Ever-attentive to search query tokens – video and
song identities, demographics of listeners, watch times and click
probabilities – developments at the intersection of music, machine learning
and signal processing can coordinate the connection between
personalised/customised audiences and open-ended audio streams. Could
this usher in a period where music is delivered as a stream of automated
sonic affect; where the algorithmic service is no longer merely a conduit for
content and consumption, but a genuine creator of data-driven content
itself? Could the creativity of listening computers finally mark the total
eclipse of autonomous music by automatic music?

For Further Study

Jehan, Tristan. 2005. ‘Creating Music by Listening’. PhD dissertation,


Massachusetts Institute of Technology.

Lerch, Alexander. 2012. An Introduction to Audio Content Analysis:


Applications in Signal Processing and Music Informatics. Hoboken, NJ:
Wiley.
Loviglio, Jason and Michele Hilmes, eds. 2013. Radio’s New Wave: Global
South in the Digital Era. New York: Routledge.

Morris, Jeremy Wade. 2015. Selling Digital Music, Formatting Culture.


Berkeley: University of California Press.

Scholz, Trebor, ed. 2013. Digital Labor: The Internet as Playground and
Factory. New York: Routledge.

Seaver, Nick. 2018. ‘Captivating algorithms: Recommender systems as


traps’. Journal of Material Culture.
https://doi.org/10.1177/1359183518820366.

Notes

1 Alexandra Topping, ‘Collapse in illegal sharing and boom in streaming


brings music to executives’ ears’, The Guardian, 12 July 2009,
www.theguardian.com/music/2009/jul/12/music-industry-illegal-
downloading-streaming. All websites accessed 19 September 2018.

2 Alex Hern, ‘Is Spotify really worth $20BN?’, The Guardian, 2 March
2018, www.theguardian.com/technology/2018/mar/02/is-spotify-really-
worth-20bn.

3 Ek, in Jay Yarow, ‘Spotify will do almost $1 billion in revenue this


year’, Business Insider, 13 April 2012, www.businessinsider.com/spotify-
did-almost-1-billion-in-revenue-last-year-2012-4?IR=T.

4 See Marc Hogan, ‘Uncovering how streaming is changing the sound of


pop’, Pitchfork, 25 September 2017,
https://pitchfork.com/features/article/uncovering-how-streaming-is-
changing-the-sound-of-pop/.

5 See Liz Pelly, ‘Streambait pop’, The Baffler, 11 December 2018,


https://thebaffler.com/downstream/streambait-pop-pelly.

6 Brian Brandt, ‘Is the Spotify model really the answer?’, New Music
USA, 9 August 2011, https://nmbx.newmusicusa.org/is-the-spotify-
model-really-the-answer/.

7 Evan Minsker, ‘Thom Yorke and Nigel Godrich pull music from
Spotify, speak out against their business model’, Pitchfork, 14 July 2013,
https://pitchfork.com/news/51515-thom-yorke-and-nigel-godrich-pull-
music-from-spotify-speak-out-against-their-business-model/.

8 Jennifer Granholm and Chris Eldred, ‘Facebook owes you money’,


CNN, 12 April 2018,
https://edition.cnn.com/2018/04/11/opinions/facebook-should-pay-us-for-
using-our-data-granholm-eldred/index.html.

9 Rakesh Sharma, ‘How blockchain could revolutionize music


streaming’, Investopedia, 14 October 2017,
www.investopedia.com/news/how-blockchain-could-revolutionize-
music-streaming/.

10 Jeremy Silver, ‘The music industry and blockchain technologies’,


Create, 26 March 2018, www.create.ac.uk/blog/2018/03/26/research-
blog-series-music-industry-blockchain-technologies/?
mc_cid=c010c93b8e&mc_eid=b70aba5242.

11 Available at www.ifpi.org.
12 Ben Sisario, ‘For tours, 2010 has been a tough sell’, New York Times,
12 July 2010, www.nytimes.com/2010/07/13/arts/music/13tour.html.

13 Dani Deahl and Micah Singleton, ‘What’s really going on with


Spotify’s fake artist controversy’, The Verge, 12 July 2017,
www.theverge.com/2017/7/12/15961416/spotify-fake-artist-controversy-
mystery-tracks.

14 Tristan Greene, ‘Facebook made an AI that convincingly turns one


style of music into another’, NextWeb, 22 May 2018,
https://thenextweb.com/artificial-intelligence/2018/05/22/facebook-
made-an-ai-that-convincingly-turns-one-style-of-music-into-another/.
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Index
A Visit from the Goon Squad (book). See Egan, Jennifer
Abbate, Carolyn, 225
Ableton Live, 6
Ablinger, Peter, 242
Acapella, 109
Adorno, Theodor W., 86, 88, 105–106, 283
Aesthetics, digital, 17–20, 90–91, 120, 123, 152, 161, 168–170, 181, 201–
202, 243, 252, 280–283
Audio-visual surreal, 19
Musical assemblage, 74, 79
Recursive processes, 93, 103, 120, 170, 206
Affective computing, 14, 25, 95
Agency, 15, 54, 56, 157, 160, 170, 212, 216, 220, 227–230, 232, 246, 253,
259–260, 264–265, 269
Perceptual agency, 128, 136
Algocracy, 24, 258, 260, 263
China, 261–262
Algorave (genre), 171–172, 175–177
Algorithms, 74, 79, 82–83, 87, 175, 230, 242, 253, 259–260, 275, 279, 285,
290, 294–296
Algorithmic culture, 73
Critical algorithm studies, 73
Huffman coding, 43
Anderson, Chris, 64, 77, 97
Andrejevic, Mark, 101, 288–289
Appadurai, Arjun, 259
Application Programming Interface (API), 87–88, 95–96, 112
Ariza, Christopher, 235
Attention economy, 274, 291
Audio-visual media
In religious practice, 150, 152, 160, 162–164
Khaled, Amr, 161
Witnessing, 128, 132, 136–137, 139–140, 143
Augmented instruments, 193–194
LinnStrument, 194
Magnetic resonator piano, 193–194
Soundplane, 194
Speaking piano, 242
TouchKeys, 194–196
Auner, Joseph, 242
Auralisation, 148
Auslander, Philip, 179
Autechre, 175
AutomaticDJ, 96
Avatar, 12, 154–155, 188, 214–215, 240, See also Liveness and
Performance
Avatar Orchestra Metaverse, 12

Balme, Christopher, 187


Bandcamp, 10, 12, 121, 256
Baym, Nancy, 7–8, 10
Beats (headphones), 92, 99–102
Beats Music, 64, 68, 71, 78, 275
Beaudoin, Richard, 189–190
Benkler, Yochai, 46–47
Berge, Connor, 108
Betamax lawsuit. See Copyright: Sony v. Universal
Beyoncé, 133–137, 280
Biles, John, 237
Billboard, 63, 280
Birtwistle, Harrison, 242
BitTorrent, 30, 47, 280, See also File-sharing
Black Lives Matter, 126–127, 132–133, 136
Black Panther (film), 268–270
Blog house (genre), 120, 122
‘Blurred Lines’ (song), 58–61
‘Blurred Lines’ case. See Copyright: Williams et al. v. Bridgeport Music,
Inc., et al.
‘Bohemian Rhapsody’ (song), 16–17
Bootlegging, 29–31
Bracy, Michael, 46
Burgess, Jean. See Vernacular creativity
Burton, Justin, 163
Byrne, David, 46

Campos, Raquel, 257


Canetti, Elias, 260
Cao Ni Ma (meme), 262–263
Castells, Manuel, 9
Castile, Philando, 137–141
Certeau, Michel de, 256
China, 262–264, See also Black Panther (film), See also Cao Ni Ma
Chopsticks Brothers, The, 263
Circulation
Of music, 255–257
Clark, Andy and David Chalmers, 232
Collins, Karen, 188
Composition
Algorithmic, 15, 91, 171, 175, 228, 232, 234–238, 246–247
Arrangement, 60
Aural, 59
Compositing, 201–202
Configurable culture. See Participation, digital and Sinnreich, Aram
Connelly, Louise, 154
Convergence culture. See Jenkins, Henry
Cook, Nicholas, 128, 133
Copyright, 39, 49, 52, 60, 259
A&M v. Napster, 51
American Library Association et al. v. Federal Communications
Commission and United States of America, 53–54
Capitol Records v. Jammie Thomas, 47
Christian Copyright Licensing International (CCLI), 158–159
Copyright Act of 1891, 282
Copyright Act of 1909, 50, 59–60
Copyright Act of 1976, 49, 59
Digital Millennium Copyright Act (DMCA), 44, 49–51, 56, 287
GNU license, 55
Intellectual property, 2, 21, 46, 235
Lil Wayne, 42
Madonna, 42
Piracy, 24, 34, 42, 279
Rabid Neurosis (RNS), 42, 44
RIAA v. Diamond, 44
Safe harbour, 44–45, 50, 287
Sony v. Universal, 51
Sound recording, 59
Williams et al. v. Bridgeport Music, Inc., et al., 58
Cumming, Naomi, 101
Curation of the self. See Selfie curation
Curation, music, 65, 67–71, 78–79, 82–85, 92, 275, See also Playlists

Data, 241, 264, See also Metadata


Analysis, 88, 96, 110, 113, 189, 234, 258, 284, 294
Big data, 48, 79, 92, 258, 267, 274
Collection, 25–26, 45, 67, 69, 72, 78, 86, 93, 97–98, 110–113, 148, 213,
229, 253, 260, 264–265, 274–275, 290–292
Data double, 292
Dividual, 292
General Data Protection Regulation, 264
Storage, 5–6, 31, 132, 230, 268
Dataism, 228, 231
Dataveillance. See Surveillance
Davies, Char, 249–250
Death and the Powers (opera), 244–247
Deezer, 63, 66, 275
DeNora, Tia, 92, 102, 212
Digital assistants
Alexa, 14, 228, 238–240
Cortana, 239
DeepMind, 239
Siri, 228, 238–239
Digital paradigm, 20–23
Digital religion, 150, 152
Anasheed (genre), 161
Authority, 157
Bhajan (genre), 154
Cyberpilgrimage, 153, 155
Devotional videos, 160–165
Merciful Servant, 161–163
Mediation, 151–152
Qur’anic recitation, 161
Ritual, 153–155
Puja, 154
Sound, 154–155
Zazen, 155
Digital Rights Management (DRM), 48–57, 285, 291
Content scrambling system (CSS), 56
Secure Digital Music Initiative (SDMI), 51–52, 56–57
Digital sublime. See Mosco, Vincent
Dixon, Steve, 186
Dolar, Mladan, 238
Drott, Eric, 97–98, 111, 292
Dub (genre), 169, 173, 207

Echchaibi, Nabil, 160


Echo Nest, 25, 71, 80, 86–87, 96
Egan, Jennifer, 198
Electronic dance music (EDM), 168–169, 175
Emotion analysis. See Affective computing
Engelhardt, Jeffers, 159
Evolve. See Miranda, Eduardo
Experiential marketing. See Schmitt, Bernd H.

Facebook. See Social Networking Site (SNS)


Facial Action Coding System (FACS), 95, See also Technology, Facial
analysis
Far Side Virtual (album), 120
Feldman, David, 19
Ferraro, James, 120
File-sharing, 24, 42, 44, 47–48, 51, 276, 284
Peer-to-peer (P2P), 41, 44–45, 55–56, 91, 275, 285
Fischer-Lichte, Erika, 187
FLORAL SHOPPE (album), 122
Foucault, Michel, 47, 92

Garner, Eric, 127, 129–131, 140


Gaye, Marvin, 58–61
GenJam. See Biles, John
Giroux, Henry, 90, 110
Glitsos, Laura, 121
Gorilla vs. Bear (blog), 120, 122
‘Got to Give It Up’ (song), 58–61
Grass Mud Horse. See Cao Ni Ma (meme)
Guffond, Jasmine, 110–111, 113–114, See also Selfie, Sound (artwork)
Hagedorn, Katherine, 156
Hahn, Tomie, 130
Harari, Yuval, 231
Hard Problem, The (play), 235–236
Hartley, John, 17, 20
Hatsune Miku, 12, 15, 18, 21, 240
Hayles, N. Katherine, 183–185, 233, 238, 265
Hearing the Mystery Plays (installation), 147
Heritage, intangible, 147–149
Hill-Smith, Connie, 153, 155
Hirschkind, Charles, 160, 165
Holliday, George, 124–127, See Witness
hooks, bell, 135
Hoover, Stewart, 152
Hybrid economy. See Lessig, Lawrence
Hypernudge, 258

Iamus. See Vico, Francesco


Imagination gap, 265–268
Imagined listening. See Campos, Raquel
Ingold, Tim, 177
Internet, 30, 41, 45, 91, 119, 123, 150
Darknet, 13, 42
Global reach, 254–255, 259
Internet of Things, 253, 261, 264, 268, 274
Internet service provider (ISP), 24, 41, 49, 97, 228, 265, 284
INTERNET CLUB, 121
iPod, 11, 66, 91, 102, 163, 212–213, 218, 220
iTunes, 22, 24, 44, 56, 65, 97
Genius, 65–66

James, Robin, 135


Jenkins, Henry, 16–18, 20–22, 116, 155, 158, 268, 299
Johnson, Linton Kwesi, 173

Kaepernick, Colin, 100–101, 142–143


Katz, Mark, 21, 24, 26
Kelly, Peter, 113
King, Rodney, 124–128, 139–141
Kittler, Friedrich, 127, 131
Knowles Carter, Beyoncé. See Beyoncé
K-pop (genre), 260
Kramer, Jonathan, 220–222
Kramer, Lawrence, 13–15, 109
Krämer, Sybille, 130
Kusek, David, 63

La fille dérivée. See Beaudoin, Richard


Lachenmann, Helmut, 236
Leloup, Jean-Yves, 185, 187
Lemonade (album). See Beyoncé
Leonhard, Gerd, 63
Lessig, Lawrence, 15, 22, 78
Lewis, George, 237
Linden Labs, 15, See also Second Life (game)
‘Little Apple’ (song). See Chopsticks Brothers
Live coding, 171–177, 181, 230
Textility of code, 177
Liveness, 178–190, 224–225, 255, See also Performance
Livestreaming, 138, 140, 182
Facebook Live, 137
Mediation, 179–180, 182–183
Recording, 178–179, 190
Virtual liveness, 182–184
Logic Pro, 6
Long tail. See Anderson, Chris

Machine learning, 15, 26, 71–72, 87–88, 111, 253, 294, 296
Machover, Tod, 228, 244, See also Death and the Powers (opera)
Macpherson, Crawford, 9
Manovich, Lev, 230
Mashup, 10, 17, 19, 42, 185, 280–281
Mask of Orpheus, The (opera). See Birtwistle, Harrison
Massanari, Adrienne, 18–19
Massumi, Brian, 222, 224
McCandless, David, 26
McLuhan, Marshall, 243
Media
Ecology, 139, 143, 169
Media policy, 39–41
Federal Communications Commission (FCC), 40–41, 53
Radio Act of 1927, 36–37
Telecommunications Act, 40
Media shamanism. See Remixticism
Meme, 17–19, 99, 227, 259
Cao Ni Ma. See Cao Ni Ma (meme)
Sonic, 260, 262, 265
Mendes, Shawn, 105–106, 108
Metadata, 75–77, 93, 96, 112, 275, 291
Metcalf, Allan, 90, 106
Meyer, Birgit, 165
MIDI, 6, 43, 194, 196, 203
Cubase, 6
Miller, Kiri, 224
Miller, Paul D., 186, 190
Miranda, Eduardo, 236
Mizroeff, Nick, 90
Monson, Ingrid, 128
Moravec, Hans, 244
Morgan, David, 164
Morris, Jeremy Wade, 66, 75, 97
Mosco, Vincent, 91
Moten, Fred, 126, 144, 311
Mumford, Lewis, 228–229
Music Genome Project, 70–71, 96
Music industry, 30, 42, 58, 60, 79, 82–84, 91, 158, 259, 279, See also
Streaming services
American Society of Composers, Authors, and Publishers (ASCAP), 37
BMG, 40, 43
Diamond Multimedia Systems, 44
Economics of, 49, 77
Payola, 79
Future of, 63, 166, 288–290, 292–296
History of, 33–41, 44–48
Piano production, 34–36
Tin Pan Alley, 37, 39, 282, 295
National Association of Broadcasters (NAB), 38
Record Industry Association of America (RIAA), 44, 47, 56, 280
Sony, 40, 46
Universal Music Group, 40, 46
Muzak, 121, 206, See also Sonic branding

Nancy, Jean-Luc, 220–221, 249


Napster, 16, 21, 24, 30, 44, 51, 86, 275, See also File-sharing
Network, 20, 23, 43–44, 46, 53, 92, 94, 114, 175, 181, 185, 190, 202, 227,
232–233, 237, 243, 256, 275, 278, 289, 293, See also Social
networking
Distribution, 37, 39, 41, 157, 254, 277, 283, 285, 293
Networked individualism, 9–10
Personal, 10, 29, 150, 166, 255
Rocket Network, 11
Technology, 11, 34, 47, 55–56, 88, 119–120, 243, 255, 274, 280, 291,
295
New York Mikrophon (piece), 189, See also Beaudoin, Richard
Nick Cave and the Bad Seeds, 170–172
Nikolova, Afrodita, 172–173

Orta, Ramsey, 130–131, 144

Pandora, 11, 66, 70–71, 76–77, 86–87, 96, 275


Participation, digital, 15–17, 90, 119, 151, 222
Business model, 21–22
Configurable culture, 23
User-generated content, 15, 21, 26, 45, 92, 113, 280, 290
Participatory culture. See Jenkins, Henry, See also Participation, digital
Peekabeat, 94–96, 111
Performance, 193–194, 196, 198–199
Devotional, 154
Economics of, 33–35, 293–294
Ecstasy, 168
Intermedial, 186–188
Live, 180–182
Schizophonic, 224
Selfie, 106–109
Telematic, 11–12
Traditional paradigm of, 178–180
Playlists, 96–97
Algorithms, 14, 72, 96, 228, 281, 292
Design, 64–65
Possessive individualism, 9
Posthuman. See also Transhumanism
Condition, 14, 228, 233, 243, 246
Culture, 12
Cyborg, 65, 184, 242
Discourse, 24, 228, 233–234, 238, 265
Subject, 183–184, 188, 190
Powers, Devon, 66
Programming languages
Haskell, 176
Interactive Evolutionary Computation, 237
Palimpsest, 171
Sonic Pi, 171
Speech Synthesis Markup Language (SSML), 239
TidalCycles, xi, 176
Prosumer, 15, See also Participation, digital
Psy, 132, 270

Radio, 36–40, See also Music industry


Radiohead, 25, 242, 280
Rdio, 86, 275
Recommendation systems, 66, 82, 86, 88
Algorithms, 64–65, 77–78, 83–84, 86–87, 92, 292
Collaborative filtering, 69–70
Content analysis, 71
Context-based, 69
Ensemble model, 72
Techniques, 67–74
‘Red Right Hand’ (song), 170–172
Redactive creativity, 17–18, 22
Religion. See Digital religion
Remix, 10, 17, 19, 42, 75, 168, 185–186, 202, 218, 280–281
Remix culture. See Lessig, Lawrence
Remixticism, 168–169
Reverbnation, 10
Rêverie (artwork). See Davies, Char
Reynolds, Diamond, 137–139, 141
Rhapsody, 63, 86, 275
Rheingold, Howard, 8, 25, See also Virtual community
Richardson, John, 19
Rihanna, 98–100, 280, 283
Ritual. See Digital religion
Robinson, Ken, 5
Roesner, David, 224
Ronell, Avital, 124, 141
Ryan, Marie-Laure, 151, 153, 209

Schafer, R. Murray, 211–212


Schizophonia, 211, 213, 224–225
Schmitt, Bernd H., 89
Second Life (game), 9–10, 12, 15, 151, 154–155, 188
Selfie
Broadcasting, 92–93, 110, 112
Curation, 92–98, 111, 113
Enclosure, 92–93, 100–103, 110–112
Lincoln Music Selfie Experiment, 89–91, 94
Musical selfiehood, 91–94, 97, 102, 106, 109–111, 113–114
SelfieMic, 103–104
SoloSelfie, 99–100
Sound Selfie (artwork), 109–111
Sensational forms. See Meyer, Birgit
Sensational knowledge. See Hahn, Tomie
Shifman, Limor, 18
Siegert, Bernhard, 238
Sinnreich, Aram, 23, 280
‘Slamming Street 0110 0110’ (performance), 173
Smule, 104, 106, 258
Social networking, 9–11, See also Network and Social Networking Site
(SNS)
Social Networking Site (SNS), 9, 20, 24
Facebook, 9, 24, 86, 96, 110, 278, 281
reddit, 9, 12–13, 18–19
Twitter, 11, 24, 99–100, 227
Sonic architecture, 147–148, 155, 215–217
Sonic branding, 65, 100–101, 215
Sontag, Susan, 106
Sound installation, 147–149
Sound Tools, 6
SoundCloud, 10, 121, 213, 256, 277
SoundCloud Rap (genre), 120
Spotify, 11, 13, 22, 28, 66, 68–69, 71–72, 74, 76, 78, 80, 86, 92, 94–97,
213, 217, 254, 275, 278–280, 284
StarMaker, 103–104
Stoppard, Tom, 235–236
Strangelove, Michael, 16–17
Strategic Experiential Modules. See Schmitt, Bernd H.
Streaming services, 11, 13, 28, 54, 65–68, 71–72, 74–75, 77, 80, 91, 97,
213–214, 217, 223, 254, 262, 274, 280, 282, 284
Economics of, 24–26, 66, 275–279, 283–287, 293–295
Last.fm, 66
Surveillance, 290–292
‘Street 66’ (poem), 173
Striphas, Ted, 73
Summit, Jeffrey, 157
Surveillance, 13, 25, 77, 90, 158, 253, 258
Little Brother, 77–78
Participatory surveillance, 110–113
Privacy policies, 24–25, 291
Sonic surveillance, 263–265
Technologies, 26, 290, 292
Swift, Taylor, 25, 254, 280

‘Take a Little Walk to the Edge of Town’ (performance), 170–171, 174


Tape-trading, 29–32
Taste, musical, 68, 78–79, 86–88, 213, 257, 274, 292
Taste-making, 82, 87–88
Taylor, Astra, 119
Taylor, Charles, 102
Taylor, Timothy, 68, 77
Technology
Analogue vs digital, 5–7, 122, 190, 197, 199, 231, 243, 267
Bandwidth, 11, 43, 91, 278
Blockchain, 27, 285
Digital audio workstation (DAW), 198, 201–203
Facial analysis, 89, 94–96, 110–111
Facial recognition, 89, 91, 103, 111
Fraunhofer Institute for Integrated Circuits, 43
Headphones, 91, 98–103, 112, 148, 213
Hologram, 15, 245
In religious practice, 150
Lucerne Audio Recording Analyzer, 189
MP3, 6, 43–45, 65, 230
L3Enc, 43–44
WinPlay, 44
Music software, 6–7
Brain.fm, 14
Csound, 7
QuickTime, 65
Real Audio Player, 65
SuperCollider, 7
Noise cancellation, 102–103, See also Headphones in this entry
Smartphone, 92, 131, 137–139, 213, 254, 259, 261, 267
Sound recording, 38, 139–140, 147, 189–190, 197–199, 211–212, 231–
232
Wave Field Synthesis, 245
Tools, 229–230, 232
Technology of the Self. See DeNora, Tia and Foucault, Michel
Thicke, Robin. See Williams, Pharrell and Robin Thicke
Tidal, 74, 136, 280
Tompkins, Mike, 108
Toop, David, 185
Transhumanism, 233, See also Posthuman
Troillot, Michel-Rolph, 165
Tsing, Anna, 259
Turkle, Sherry, 78, 90, 106, 177
Twitter. See Social Networking Site (SNS)

User-generated content. See Participation, digital

Vaporwave (genre), 12, 120–123, 281


Vernacular creativity, 20
Vernallis, Carol, 19, 23, 132–133
Vico, Francesco, 236
Video games
Adaptive audio, 206, 215–217, 222
Music for, 204–207, 214–218
Compared to film and TV, 204–205
Halo, 215–216, 219
Violence, 101, 125–128, 131–135, 140–141, 143
Virtual community, 8–9, 218
Chiptune, 218
Virtual reality, 189, 207, 209–211, 249–250, 253–254, 257, 266–267, 272,
278
Affect, 222
ALI model, 217–218
Augmented reality, 222–225
Immersion, 219–222
Interaction, 216–217
Ritual, 153–155
Schizophonia, 211–212
Virtual worlds, 8–9, 106, 153, 155, 217, 219–221, See also Virtual reality
Immersion, 151, 153, 209, 212–216, 222, 249
Virtuality, 183–184, 209, 249
Vocaloid (software), 12, 21, 240
Vocoder, 242
Voegelin, Salomé, 220–222, 224
Voyager. See Lewis, George

Walkman, 11, 102, 212


Warner, Gary, 250–252
Web 2.0, 8–9, 15, 20, 25, 45–46, 57, 293
Weibel, Peter, 231
Wendt, Brooke, 114
Whitacre, Eric, 107
White, Jack, 119
Whole Earth ’Lectronic Link (WELL), 8–11, See also Virtual community
Williams, Pharrell and Robin Thicke, 58–61
Williams, Stereo, 132
Wilson, Len, 164
Witness. See also Audio-visual media
Aesthetic, 130
Digital, 128–139, 143
Zapruder film, 78, 124
Participatory, 126
Wonder, Stevie, 129–131
World music, 75–77, 156–157, 259
World Wide Web, 8

Yanez, Jeronimo, 137–140


Yeung, Karen, 258
YouTube, 10, 16, 19, 28, 45–47, 63, 92, 107, 132, 167, 258–259, 278, 280
Copyright controversy, 286–287
Devotional videos, 152, 159–165
Playlists, 256

Žižek, Slavoj, 101


Zool Babies (cartoons), 259

Common questions

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Digital streaming services have significantly transformed the music distribution model from a unit-based to a service-based economy. This shift has seen music moving from being a commodity purchased in discrete units—like CDs or downloads—to a subscription or ad-supported model where users access music libraries via streaming platforms such as Spotify and Apple Music. The transition has resurrected the concept of music as a commodity form while also enabling streaming services to dominate the market. These platforms curate and deliver music on-demand, blurring lines between promotional tools and content distribution, similar to the early radio era .

Facial recognition software is perceived to have significant limitations regarding racial bias, notably in its misrecognition of faces of color. Commentators have highlighted that these systems are not racially neutral, often performing better with lighter-skinned individuals while misidentifying people with darker skin tones. This issue has been extensively discussed by Clare Garvie and Jonathan Frankle, among others, who argue that such biases are fundamentally rooted in the underlying data and algorithmic structures used to develop these systems .

Jean-Yves Leloup's 'digital magma' reflects the continuous and often indistinguishable blending of musical elements within digital culture. In this phenomenon, musical pieces, performances, and recordings become almost intangible and lose their traditional contextual borders. Music consumption shifts from distinct entities to a fluid state, encompassing multiple styles, sources, and formats in a single experience. This infinite data flow and blending erase original intentions and context, pushing music perception towards a more seamless and interconnected reality, challenging consumers to recognize the roots of what they experience or consume .

Sound and music are crucial in crafting immersive virtual reality experiences in video games, serving multiple functions that enhance player engagement. They can establish the game environment, convey moods, and signal gameplay elements or emotions, similar to the role of sound in films. However, the unique interactivity in video games distinguishes them from passive media like films or music recordings. Players' actions and decisions can influence the game's audio landscape dynamically, creating a more personalized and responsive experience .

The concept of 'liveness' in digital music performance has evolved to reflect the intersection of human creativity and technological mediation. As described by Hayles's posthuman subject, previously clear boundaries between recorded and live performances are often blurred, which reflects a broader cultural shift towards integrating human and digital elements. In digital music culture, 'liveness' functions as an indicator of human presence and creativity, even as technological tools are employed in performances. This integration challenges traditional views of performance and suggests that our understanding of human creativity is increasingly intertwined with our interactions with technology .

Music streaming services have dramatically altered the cultural landscape by shifting from traditional music distribution methods to an on-demand access model. This change has promoted greater access to a vast range of music across genres and cultures, effectively breaking down regional and genre-specific barriers. It democratizes listening experiences but also homogenizes music consumption patterns globally. The focus on playlists and the ease of accessing global hits can lead to a more uniform musical taste across different cultures, while reducing the influence of local music scenes, thus reconfiguring cultural identity contexts in the music industry .

Personal music streaming playlists serve as social tools by enabling individuals to express their identities and connect with others sharing similar tastes. Streaming platforms like Spotify encourage users to explore new genres and bands, engage with recommendations, and share their discoveries with friends and broader online communities, thus fostering a shared space of musical interest. This social interaction mirrors the concert experience but occurs within a virtual realm, underscoring the importance of music in forming social bonds and networks .

The centralization of streaming platforms has introduced complex dynamics in artist compensation and industry relationships. While streaming services have become dominant in music consumption, the financial benefits for artists have often been limited. Artists typically receive a small fraction of revenue from streams, as a significant portion goes to rights holders and platforms. This model has been criticized for its insufficient compensation to content creators and has prompted protests from several prominent artists. Moreover, the focus has shifted from unit-based sales to royalties based somewhat on consumption volume, complicating traditional economic models .

Facial recognition technologies have faced significant ethical challenges related to biases and privacy. The systems have been criticized for their inability to accurately recognize diverse racial groups, leading to unfair profiling and discrimination. Privacy concerns are also paramount, with debates over the extent to which such technologies invade individual privacy and how data is stored and used. These challenges necessitate a reevaluation of the algorithms and data sets used, calling for increased transparency and accountability from developers and users alike .

Participatory online musical platforms like Smule Karaoke have significant socio-cultural implications. They democratize music-making by enabling individuals to engage with music irrespective of their location or professional skills. These platforms facilitate communal and collaborative creativity, tapping into the global diversity of musical expression and fostering cross-cultural connections. Users contribute to a shared musical environment, promoting inclusivity and transforming traditional notions of music production and consumption .

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