Hyperrealism
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Hyperreality is a concept in post-structuralism that refers to the process of the evolution of notions of reality, leading to a cultural state of confusion between signs and symbols invented to stand in for reality, and direct perceptions of consensus reality. Hyperreality is seen as a condition in which, because of the compression of perceptions of reality in culture and media, what is generally regarded as real and what is understood as fiction are seamlessly blended together in experiences so that there is no longer any clear distinction between where one ends and the other begins. The term was proposed by French philosopher
Jean Baudrillard Jean Baudrillard (, ; ; – 6 March 2007) was a French sociology, sociologist and philosopher with an interest in cultural studies. He is best known for his analyses of media, contemporary culture, and technological communication, as well as hi ...
, whose postmodern work contributed to a scholarly tradition in the field of communication studies that speaks directly to larger social concerns. Postmodernism was established through the social turmoil of the 1960s, spurred by social movements that questioned preexisting conventions and social institutions. Through the postmodern lens, reality is viewed as a fragmented, complimentary and polysemic system with components that are produced by social and cultural activity. Social realities that constitute consensus reality are constantly produced and reproduced, changing through the extended use of signs and symbols which hence contribute to the creation of a greater hyperreality.


Origins and usage

The postmodern semiotic concept of hyperreality was contentiously coined by Baudrillard in '' Simulacra and Simulation'' (1981). Baudrillard defined "hyperreality" as "the generation by models of a real without origin or reality"; and his earlier book ''Symbolic Exchange and Death''. Hyperreality is a representation, a sign, without an original referent. According to Baudrillard, the commodities in this theoretical state do not have
use-value Use value () or value in use is a concept in classical political economy and Marxist economics. It refers to the tangible features of a Commodity (Marxism), commodity (a tradeable object) which can satisfy some human requirement, want or need, o ...
as defined by
Karl Marx Karl Marx (; 5 May 1818 – 14 March 1883) was a German philosopher, political theorist, economist, journalist, and revolutionary socialist. He is best-known for the 1848 pamphlet '' The Communist Manifesto'' (written with Friedrich Engels) ...
but can be understood as signs as defined by Ferdinand de Saussure. He believes hyperreality goes further than confusing or blending the 'real' with the symbol which represents it; it involves creating a symbol or set of signifiers which represent something that does not actually exist, like Santa Claus. Baudrillard borrows, from Jorge Luis Borges' " On Exactitude in Science" (already borrowed from Lewis Carroll), the example of a society whose cartographers create a map so detailed that it covers the very things it was designed to represent. When the empire declines, the map fades into the landscape. He says that, in such a case, neither the representation nor the real remains, just the hyperreal. Baudrillard's idea of hyperreality was heavily influenced by phenomenology,
semiotics Semiotics ( ) is the systematic study of sign processes and the communication of meaning. In semiotics, a sign is defined as anything that communicates intentional and unintentional meaning or feelings to the sign's interpreter. Semiosis is a ...
, and the philosophy of
Marshall McLuhan Herbert Marshall McLuhan (, ; July 21, 1911 – December 31, 1980) was a Canadian philosopher whose work is among the cornerstones of the study of media studies, media theory. Raised in Winnipeg, McLuhan studied at the University of Manitoba a ...
. Baudrillard, however, challenges McLuhan's famous statement that "
the medium is the message "The medium is the message" is a phrase coined by the Canadian communication theorist Marshall McLuhan and the name of the first chapter in his ''Understanding Media: The Extensions of Man'', published in 1964.Originally published in 1964 by Ment ...
," by suggesting that information devours its own content. He also suggested that there is a difference between the media and reality and what they represent. Hyperreality is the inability of consciousness to distinguish reality from a simulation of reality, especially in technologically advanced societies. However, Baudrillard's hyperreality theory goes a step further than McLuhan's medium theory: "There is not only an implosion of the message in the medium, there is, in the same movement, the implosion of the medium itself in the real, the implosion of the medium and of the real in a sort of hyperreal nebula, in which even the definition and distinct action of the medium can no longer be determined". Italian author Umberto Eco explores the notion of hyperreality further by suggesting that the action of hyperreality is to desire reality and in the attempt to achieve that desire, to fabricate a false reality that is to be consumed as real. Linked to contemporary
western culture Western culture, also known as Western civilization, European civilization, Occidental culture, Western society, or simply the West, refers to the Cultural heritage, internally diverse culture of the Western world. The term "Western" encompas ...
, Umberto Eco and
post-structuralists Post-structuralism is a philosophical movement that questions the objectivity or stability of the various interpretive structures that are posited by structuralism and considers them to be constituted by broader systems of Power (social and poli ...
would argue that in current cultures, fundamental ideals are built on desire and particular sign-systems. Temenuga Trifonova from
University of California, San Diego The University of California, San Diego (UC San Diego in communications material, formerly and colloquially UCSD) is a public university, public Land-grant university, land-grant research university in San Diego, California, United States. Es ...
notes,


Significance

Hyperreality is significant as a
paradigm In science and philosophy, a paradigm ( ) is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitute legitimate contributions to a field. The word ''paradigm'' is Ancient ...
to explain current cultural conditions. Consumerism, because of its reliance on sign exchange value (e.g. brand X shows that one is fashionable, car Y indicates one's wealth), could be seen as a contributing factor in the creation of hyperreality or the hyperreal condition. Hyperreality tricks consciousness into detaching from any real emotional engagement, instead opting for artificial simulation, and endless reproductions of fundamentally empty appearance. Essentially (although Baudrillard himself may balk at the use of this word), fulfillment or happiness is found through simulation and imitation of a transient simulacrum of reality, rather than any interaction with any "real"
reality Reality is the sum or aggregate of everything in existence; everything that is not imagination, imaginary. Different Culture, cultures and Academic discipline, academic disciplines conceptualize it in various ways. Philosophical questions abo ...
. While hyperreality is not a new concept, its effects are more relevant in modern society, incorporating technological advancements like artificial intelligence, virtual reality and neurotechnology ( simulated reality). This is attributed to the way it effectively captured the postmodern condition, particularly how people in the postmodern world seek stimulation by creating unreal worlds of spectacle and seduction and nothing more. There are dangers to the use of hyperreality within our culture; individuals may observe and accept hyperreal images as role models when the images don't necessarily represent real physical people. This can result in a desire to strive for an unobtainable ideal, or it may lead to a lack of unimpaired role models. Daniel J. Boorstin cautions against confusing celebrity worship with hero worship, "we come dangerously close to depriving ourselves of all real models. We lose sight of the men and women who do not simply seem great because they are famous but who are famous because they are great". He bemoans the loss of old heroes like Moses,
Julius Caesar Gaius Julius Caesar (12 or 13 July 100 BC – 15 March 44 BC) was a Roman general and statesman. A member of the First Triumvirate, Caesar led the Roman armies in the Gallic Wars before defeating his political rival Pompey in Caesar's civil wa ...
and
Abraham Lincoln Abraham Lincoln (February 12, 1809 – April 15, 1865) was the 16th president of the United States, serving from 1861 until Assassination of Abraham Lincoln, his assassination in 1865. He led the United States through the American Civil War ...
, who did not have
public relations Public relations (PR) is the practice of managing and disseminating information from an individual or an organization (such as a business, government agency, or a nonprofit organization) to the public in order to influence their perception. Pu ...
(PR) agencies to construct hyperreal images of themselves. The dangers of hyperreality are also facilitated by information technologies, which provide tools to dominant powers that seek to encourage it to drive consumption and materialism. The danger in the pursuit of stimulation and seduction emerge not in the lack of meaning but, as Baudrillard maintained, "we are gorged with meaning and it is killing us." Hyperreality, some sources point out, may provide insights into the postmodern movement by analyzing how simulations disrupt the binary opposition between reality and illusion but it does not address or resolve the contradictions inherent in this tension.


Key relational themes

The concepts most fundamental to hyperreality are those of simulation and the simulacrum, first conceptualized by
Jean Baudrillard Jean Baudrillard (, ; ; – 6 March 2007) was a French sociology, sociologist and philosopher with an interest in cultural studies. He is best known for his analyses of media, contemporary culture, and technological communication, as well as hi ...
in his book '' Simulacra and Simulation''. The two terms are separate entities with relational origin connections to Baudrillard's theory of hyperreality.


Simulation

Simulation A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
is characterized by a blending of 'reality' and representation, where there is no clear indication of where the former stops and the latter begins. Simulation is no longer that of a territory, a referential being, or a substance; "It is the generation by models of a real without origin or reality: a hyperreal." Baudrillard suggests that simulation no longer takes place in a physical realm; it takes place within a space not categorized by physical limits i.e., within ourselves, technological simulations, etc.


Simulacrum

The simulacrum is "an image without resemblance"; as Gilles Deleuze summarized, it is the forsaking of "moral existence in order to enter into aesthetic existence". However, Baudrillard argues that a simulacrum is not a copy of the real, but becomes—through sociocultural compression—truth in its own right. There are four steps of hyperreal reproduction: # Basic reflection of reality, i.e. in immediate perception # Perversion of reality, i.e. in representation # Pretense of reality, where there is no model # Simulacrum, which "bears no relation to any reality whatsoever"


Hyperstition

The concept of "hyperstition" as expounded upon by the English collective Cybernetic Culture Research Unit generalizes the notion of hyperreality to encompass the concept of "fictional entities that make themselves real." In Nick Land's own words: The concept of hyperstition is also related to the concept of "theory-fiction", in which philosophy, critical theory and postmodern literature speculate on actual reality and engage with concepts for potentialities and virtualities. An oft-cited example of such a concept is ''
cyberspace Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security ...
''—originating in William Gibson's 1984 novel '' Neuromancer''—which is a concept for the convergence between virtualities and actualities. By the mid-1990s, the realization of this concept had begun to emerge on a mass scale in the form of the internet.


Consequence

The truth was already being called into question with the rise of media and
technology Technology is the application of Conceptual model, conceptual knowledge to achieve practical goals, especially in a reproducible way. The word ''technology'' can also mean the products resulting from such efforts, including both tangible too ...
, but with the presence of hyperreality being used most and embraced as a new technology, there are a couple of issues or consequences of hyperreality. It's difficult enough to hear something on the news and choose not to believe it, but it's quite another to see an image of an event or anything and use your empirical sense to determine whether the news is true or false, which is one of the consequences of hyperrealism. The first is the possibility of various simulations being used to influence the audience, resulting in an inability to differentiate fiction from reality, which affects the overall truth value of a subject at hand. Another implication or disadvantage is the possibility of being manipulated by what we see. The audience can interpret different messages depending on the ideology of the entity behind an image. As a result, power equates to control over the media and the people. Celebrities, for example, have their photographs taken and altered so that the public can see the final result. The public then perceives celebrities based on what they have seen rather than how they truly are. It can progress to the point where celebrities appear completely different. As a result of celebrities' body modifications and editing, there has been an increase in surgeries and a decrease in self-esteem during adolescence. Because the truth is threatened, a similar outcome for hyperreality is possible.


In culture

There is a strong link between media and the impact that the presence of hyperreality has on its viewers. This has shown to blur the lines between artificial realities and reality, influencing the day to day experiences of those exposed to it. As hyperreality captures the inability to distinguish reality from a simulation of reality, common media outlets such as news, social media platforms, radio and television contribute to this misconception of true reality. Descriptions of the impact of hyperreality can be found in popular media. They present themselves as becoming blended with reality, which influences the experience of life and truth for its viewers. Baudrillard, like Roland Barthes before him, explained that these impacts have a direct effect on younger generations who idolize the heroes, characters or influencers found on these platforms. As media is a social institution that shapes and develops its members within society, the exposure to hyperreality found within these platforms presents an everlasting effect. Baudrillard concludes that exposure to hyperreality over time will lead, from the conservative perspective of the institutions themselves, to confusion and chaos, in turn leading to the destruction of identity, originality and character while ironically still being the mainstay of the institutions.


Social media and public image

The hyperreality environment on the internet has shifted dramatically over the course of the
COVID-19 pandemic The COVID-19 pandemic (also known as the coronavirus pandemic and COVID pandemic), caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2), began with an disease outbreak, outbreak of COVID-19 in Wuhan, China, in December ...
, so much so that it has an influence on the
Italian Stock Exchange Borsa Italiana () or Borsa di Milano (), based in Milan at Palazzo Mezzanotte, Mezzanotte Palace, is the Italy, Italian stock exchange. It manages and organises domestic market, regulating procedures for admission and listing of companies and i ...
in 2021. The Hollywood sign in Los Angeles, California, itself produces similar notions, but is more a ''symbol'' of a facet of hyperreality—the creation of a city with its main target being media production.


Disneyland

Both Umberto Eco and
Jean Baudrillard Jean Baudrillard (, ; ; – 6 March 2007) was a French sociology, sociologist and philosopher with an interest in cultural studies. He is best known for his analyses of media, contemporary culture, and technological communication, as well as hi ...
refer to
Disneyland Disneyland is a amusement park, theme park at the Disneyland Resort in Anaheim, California. It was the first theme park opened by the Walt Disney Company and the only one designed and constructed under the direct supervision of Walt Disney, ...
as an example of hyperreality. Eco believes that Disneyland with its settings such as Main Street and full sized houses has been created to look "absolutely realistic", taking visitors' imagination to a "fantastic past". This false reality creates an illusion and makes it more desirable for people to buy this reality. Disneyland works in a system that enables visitors to feel that technology and the created atmosphere "can give us more reality than nature can". The "fake nature" of Disneyland satisfies our imagination and daydream fantasies in real life. The idea is that nothing in this world is real. Nothing is original, but all are endless copies of reality. Since we do not imagine the reality of simulations, both imagined and real are equally hyperreal, for example, the numerous simulated rides, including the submarine ride and the Mississippi boat tour. When entering Disneyland, consumers form into lines to gain access to each attraction. Then they are ordered by people with special uniforms to follow the rules, such as where to stand or where to sit. If the consumers follow each rule correctly, they can enjoy "the real thing" and see things that are not available to them outside of Disneyland's doors.


Examples

* A high end sex doll used as a simulacrum of an unattainable partner. * Weak
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
. * Works within the spectrum of the
Vaporwave Vaporwave is a microgenre of electronic music, a visual art style, and an Internet meme that emerged in the early 2010s and became well-known in 2015. It is defined partly by its slowed-down, chopped and screwed samples of smooth jazz, 1970 ...
musical genre A music genre is a conventional category that identifies some pieces of music as belonging to a shared tradition or set of conventions. Genre is to be distinguished from musical form and musical style, although in practice these terms are sometim ...
often encompass themes of hyperreality through
parody A parody is a creative work designed to imitate, comment on, and/or mock its subject by means of satire, satirical or irony, ironic imitation. Often its subject is an Originality, original work or some aspect of it (theme/content, author, style, e ...
of the
information revolution The Information Age is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology. ...
. * Heidiland, is a region in eastern Switzerland named after the "
Heidi ''Heidi'' (; ) is a work of children's fiction published between 1880 and 1881 by Swiss author Johanna Spyri, originally published in two parts as ''Heidi: Her Years of Wandering and Learning'' () and ''Heidi: How She Used What She Learned'' ( ...
" novels by
Johanna Spyri Spyri (; ; 12 June 1827 – 7 July 1901) was a Swiss author of novels, notably children's stories. She wrote the popular book ''Heidi''. Born in Hirzel, a rural area in the canton of Zürich, as a child she spent several summers near Chur i ...
, encompassing alpine landscapes, villages, and recreational areas inspired by the story's setting. The labels throughout the village attraction treat Heidi as a historical figure with few hints of make-believe. * The restaurant Chain, which features nostalgic callbacks to real fast food chains (in particular
Pizza Hut Pizza Hut, LLC is an American multinational pizza restaurant chain and international franchise founded in 1958 in Wichita, Kansas, by brothers Dan and Frank Carney. The chain, headquartered in Plano, Texas, operates 19,866 restaurants worldw ...
) though is a pastiche of fast food restaurants from a previous era.


See also

* Allegory of the cave *
Authenticity (philosophy) Authenticity is a concept of personality in the fields of psychology, existential psychotherapy, existentialist philosophy, and aesthetics. In existentialism, authenticity is the degree to which a person's actions are congruent with their valu ...
*
Database consumption Database consumption () refers to a way of content consumption in which people do not consume a narrative itself, but rather consume the constituent elements of the narrative. The concept was coined by the Japanese critic Hiroki Azuma in the ea ...
*
Escapism Escapism is mental diversion from unpleasant aspects of daily life, typically through activities involving imagination or entertainment. Escapism also may be used to occupy one's self away from persistent feelings of depression or general s ...
*
Augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
* Hyperconsumerism * Hypersociability *
Immersion (virtual reality) In virtual reality (VR), immersion is the perception of being physically Presence (telepresence), present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other Stimulation, stimuli t ...
*
Life imitating art The idea of life imitating art is a philosophical position or observation about how real behaviors or real events sometimes (or even commonly) resemble, or feel inspired by, works of fiction and art. This can include how people act in such a way as ...
*
Marx's theory of alienation Karl Marx's theory of alienation describes the separation and estrangement of people from their work, their wider world, their human nature, and their selves. Alienation is a consequence of the division of labour in a capitalist society, wher ...


References


Sources

* *


Further reading

*
Jean Baudrillard Jean Baudrillard (, ; ; – 6 March 2007) was a French sociology, sociologist and philosopher with an interest in cultural studies. He is best known for his analyses of media, contemporary culture, and technological communication, as well as hi ...
, (2001) "The Precession of Simulacra", in ''Media and Cultural Studies : Keyworks'', Durham & Kellner, eds. * D.M. Boje (1995), "Stories of the storytelling organization: a postmodern analysis of Disney as 'Tamara-land'", ''Academy of Management Journal'', 38(4), pp. 997–1035. * Albert Borgmann, ''Crossing the Postmodern Divide'' (1992). *
George Ritzer George Ritzer (born October 14, 1940) is an American sociologist, professor, and author who has mainly studied globalization, metatheory, patterns of consumption, and modern/postmodern social theory. His concept of McDonaldization draws upon ...
, '' The McDonaldization of Society'' (2004). {{ISBN, 978-0-7619-8812-0 *
Charles Arthur Willard Charles Arthur Willard (born 1945) is an American argumentation and rhetorical theorist. He is a retired Professor and University Scholar at the University of Louisville in Louisville, Kentucky, US. Education He received his undergraduate degre ...
''Liberalism and the Problem of Knowledge: A New Rhetoric for Modern Democracy.'' University of Chicago Press. 1996. * Lazaroiu, George. "Cybernews and hyperreality." ''Economics, Management and Financial Markets'' 3, no. 2 (2008): 69. * Pasco, M. O. D. (2008). Contemporary Media Society in the Age of Hyperreality. ''Prajñā Vihāra: Journal of Philosophy and Religion'', ''9''(1). Consensus reality Information Age Philosophy of technology Postmodern theory Reality Social networks