Rule by gadgets: demonstrating the Apple Watch. Photo: Jacopo Raule/Getty Images
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Anarchic Apple watches? Face it: we like rules

The latest book by anarchist anthropologist David Graeber reveals the technological age as one of total bureacracy.

The Utopia of Rules: on Technology, Stupidity and the Secret Joys of Bureaucracy
David Graeber
Melville House, 261pp, £18.99

What is the Apple Watch for? By all reports it is not very good as a watch, because it takes a moment for the display to light up when you turn your wrist to look at it. Perversely, the gizmo’s main selling point right now seems to be that it is an iPhone accessory that will help you look at your iPhone less often. Notifications that ordinarily could tempt you to take your phone from your pocket can now be dismissed (or answered, with canned responses) from the Watch instead. And so, to the chronic social problem of zombified smartphone absorption, the tech world offers a marvellously self-interested answer: not “use your phone less”, but “buy this new gadget that will make your other gadget less annoying to yourself and others”.

Why, though, would prospective purchasers of the Apple Watch feel the need to process all these notifications in a more streamlined way? Only because they have voluntarily taken on an unnecessary amount of data-juggling labour in their daily lives. Our social as well as work existence has become thoroughly bureaucratised. The Apple Watch’s fitness-tracking sensors further encourage us to measure, chart and plan our every physical activity, too. What once would have taken a roomful of dusty clerks and scriveners, plus a personal assistant bearing stopwatch and stethoscope, can now be managed by a single person festooned with modern gadgets. I am become the bureaucratic support team of the industry of Me.

The Apple Watch is too new to feature in David Graeber’s new book, but it stealthily encapsulates his diagnosis of our age: that it is a time of “total bureaucratisation”. How is it that in the 21st century we spend more time than ever filling in forms and applications and mandates? (Many paper forms did migrate online, but they are still forms; at the same time, the internet enabled a world-historical Cambrian explosion of new and pointless species of forms for creating unnecessary “accounts”.) Meanwhile, banks and utilities invite us to “manage” our accounts online, because the idea of management has become our unquestioned ideal of authority and happy control.

The book is composed of three interconnected essays in which Graeber – the American anarchist anthropologist who wrote the bestselling Debt: the First 5,000 Years, coined the slogan “We are the 99 per cent” for Occupy Wall Street, and is a professor at the London School of Economics – interrogates aspects of bureaucratic modernity that are normally unexamined causes of annoyance. After he gets the runaround at his mother’s nursing home (he is made to do so much form-filling that she dies before she receives any Medicaid), he observes: “Bureaucracies public and private appear . . . to be organised in such a way as to guarantee that a significant proportion of actors will not be able to perform their tasks as expected.” But then he strikes a surprising note of wistfulness: surely, he argues, bureaucracies are truly “utopian” constructs. After all, “they have a naive faith in the perfectibility of human nature and refuse to deal with humans as they actually are”.

Beginning elsewhere from the premise that the police are “bureaucrats with weapons”, Graeber notices that the central heroes of form-filling modernity, too, operate at the intersection of bureaucracy and violence, from Sherlock Holmes to James Bond. Later discussions of fantasy literature and superheroes offer more pungent formulations, my favourite of which comes in the appendix on Christopher Nolan’s 2012 Batman movie, The Dark Knight Rises. Almost as an aside, Graeber writes that the war on terror “began with a bomb and ended with an assassination. One can almost think of it as an attempt, on both sides, to actually enact a comic-book version of the universe.”

The moral universe of Graeber’s book expands when it explains the subtitle’s sympathy for the “secret joys” of bureaucracy. The argument here is that we like rules because they are the opposite of chaos. Unstructured “free play” can be unpredictable and unpleasant (like free jazz). But good rules build good games, which are enjoyable. Bureaucracy itself is like a game, except that it’s no fun to play. Perhaps, Graeber argues, bureaucracy even intimates to us a possible paradise. “Who hasn’t dreamed,” he asks, “of a world where everyone knows the rules, everyone plays by the rules, and – even more – where people who play by the rules can actually still win?”

Such a world, Graeber laments, is a mere “illusion”. Here one might want to add a mention of sport. Professionalised and commercialised though it may be, modern sport surely offers something of the same utopian hope. In football, Cristiano Ronaldo pouts and dives, but we also have the redemptive figure of Lionel Messi, who does indeed play by the rules and win.

In these stylish and witty pieces, Graeber’s arguments sometimes move at exhilarating speed past debatable oppositions. He invites us to marvel, for instance, at the fact that cash machines never give out the wrong amount of money. This is indeed an impressive feat. He then writes: “This gives financial abstractions an air of utter certainty . . . Meanwhile physical infrastructure like roads, escalators, bridges and underground railways crumbles around us . . . None of this just happened. It is, precisely, a matter of national priorities . . .” Well, yes, but this is a false dichotomy. Cash machines weren’t engineered to be error-free at the expense, somehow, of road maintenance. And how much rebuilding of railways and bridges would go on if financial “abstractions” were not (usually) completely reliable?

Another arguable dichotomy is erected in a fascinating essay on why we don’t have the flying cars and robots that we were promised in the 1950s. Graeber suggests that there was a shift in the 1970s “from investment in technologies associated with the possibility of alternative futures to investment technologies that furthered labour discipline and social control”. But it is not generally the case that technologies are inherently benign or otherwise. Flying cars could have been used by brutal riot police. And even an Apple Watch could in principle be used for some kind of science-fictional pleasure. All you’d need is a sense of playful anarchy, of a kind that David Graeber, too, would surely celebrate.

Steven Poole’s books include “Who Touched Base in My Thought Shower? A Treasury of Unbearable Office Jargon” (Sceptre)

This article first appeared in the 06 May 2015 issue of the New Statesman, The Power Struggle

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.