experiences. So are certain classes. Thus, going to an Arthur Murray or Fred Astaire studio to learn the latest dance step may provide the student with a skill that will bring enjoyment in the future, but it also provides a pleasurable here-and-now experience for the lonely bachelor or spinster. The learning experience, itself, is a major attraction for the customer.
All these, however, provide only the palest clue as to the nature of the experience industry of the future and the great psychological corporations, or psych-corps, that will dominate it.
One important class of experiential products will be based on simulated environments that offer the customer a taste of adventure, danger, sexual titillation or other pleasure without risk to his real life or reputation. Thus computer experts, roboteers, designers, historians, and museum specialists will join to create experiential enclaves that reproduce, as skillfully as sophisticated technology will permit, the splendor of ancient Rome, the pomp of Queen Elizabeth's court, the 'sexoticism' of an eighteenth-century Japanese geisha house, and the like. Customers entering these pleasure domes will leave their everyday clothes (and cares) behind, don costumes, and run through a planned sequence of activities intended to provide them with a first-hand taste of what the original – i.e., unsimulated – reality must have felt like. They will be invited, in effect, to live in the past or perhaps even in the future.
Production of such experiences is closer than one might think. It is clearly foreshadowed in the participatory techniques now being pioneered in the arts. Thus 'happenings' in which the members of the audience take part may be regarded as a first stumbling step toward these simulations of the future. The same is true of more formal works as well. When
Artists also have begun to create whole 'environments' – works of art into which the audience may actually walk, and inside which things happen. In Sweden the Moderna Museet has exhibited an immense papier- mache lady called 'Hon' ('She'), into whose innards the audience entered via a vaginal portal. Once inside, there were ramps, stairways, flashing lights, odd sounds, and something called a 'bottle smashing machine.' Dozens of museums and galleries around the United States and Europe now display such 'environments.'
In a deceptively shabby storefront on a Lower Manhattan street lined with factories and warehouses, I visited Cerebrum, an 'electronic studio of participation' where, for an hourly fee, guests are admitted into a startling white, high-ceilinged room. There they strip off their clothing, don semi-transparent robes, and sprawl comfortably on richly padded white platforms. Attractive male and female 'guides,' similarly nude under their veils, offer each guest a stereophonic headset, a see-through mask, and, from time to time, balloons, kaleidoscopes, tambourines, plastic pillows, mirrors, pieces of crystal, marshmallows, slides and slide projectors. Folk and rock music, interspersed with snatches of television commercials, street noises and a lecture by or about Marshall McLuhan fill the ears. As the music grows more excited, guests and guides begin to dance on the platforms and the carpeted white walkways that connect them. Bubbles drift down from machines in the ceiling. Hostesses float through, spraying a variety of fragrances into the air. Lights change color and random images wrap themselves around the walls, guests and guides. The mood shifts from cool at first to warm, friendly, and mildly erotic.
Still primitive both artistically and technologically, Cerebrum is a pale forerunner of the '$25,000,000 'super' Environmental Entertainment Complex' its builders enthusiastically talk of creating some day. Whatever their artistic merit, experiments such as these point to far more sophisticated enclave-building in the future. Today's young artists and environmental entrepreneurs are performing research and development for the psych-corps of tomorrow.
Knowledge gained for this research will permit the construction of fantastic simulations. But it will also lead to complex live environments that subject the customer to significant risks and rewards. The African safari today is a colorless example. Future experience designers will, for example, create gambling casinos in which the customer plays not for money, but for experiential payoffs – a date with a lovely and willing lady if he wins, perhaps a day in solitary confinement if he loses. As the stakes rise, more imaginative payoffs and punishments will be designed.
A loser may have to serve (by voluntary pre-agreement) as a 'slave' to a winner for several days. A winner may be rewarded by ten free minutes of electronic pleasure-probing of his brain. A player may risk flogging or its psychological equivalent – participation in a day-long session during which winners are permitted to work off their aggressions and hostilities by sneering, shouting at, reviling, or otherwise attacking the ego of the loser. High rollers may play to win a free heart or lung transplant at some later date, should it prove to be necessary. Losers may have to forego a kidney. Such payoffs and punishments may be escalated in intensity and varied endlessly. Experiential designers will study the pages of Krafft-Ebing or the Marquis de Sade for ideas. Only imagination, technological capability, and the constraints of a generally relaxed morality limit the possibilities. Experiential gambling cities will rise to overshadow Las Vegas or Deauville, combining in a single place some of the features of Disneyland, the World's Fair, Cape Kennedy, the Mayo Clinic, and the honky-tonks of Macao. (For a brilliant and provocative insight into experiential gambling and its philosophical implications, see 'The Lottery in Babylon,' by Jorge Luis Borges, the Argentinian philosopher-essayist. This short work is found in Borges' collection entitled Labyrinths.)
Once again, present-day developments foreshadow the future. Thus certain American television programs, such as
Simulated and non-simulated experiences will also be combined in ways that will sharply challenge man's grasp of reality. In Ray Bradbury's vivid novel,
But the great psych-corps of tomorrow will not only sell individual, discrete experiences. They will offer sequences of experiences so organized that their very juxtaposition with one another will contribute color, harmony or contrast to lives that lack these qualities. Beauty, excitement, danger or delicious sensuality will be programmed to enhance one another. By offering such experiential chains or sequences, the psych-corps (working closely, no doubt, with community mental health centers) will provide partial frameworks for those whose lives are otherwise too chaotic and unstructured. In effect, they will say: 'Let us plan (part of) your life for you.' In the transient, change-filled world of tomorrow, that proposition will find many eager takers.
The packaged experiences offered in the future will reach far beyond the imagination of the average consumer, filling the environment with endless novelties. Companies will vie with one another to create the most outlandish, most gratifying experiences. Indeed, some of these experiences – as in the case of topless Swedish models – will even reach beyond tomorrow's broadened boundaries of social acceptability. They may be offered to the public covertly by unlicensed, underground psych-corps. This will simply add the thrill of 'illicitude' to the experience itself.
(One very old experiential industry has traditionally operated covertly: prostitution. Many other illegal activities also fit within the experience industry. For the most part, however, all these reveal a paucity of imagination and a lack of technical resources that will be remedied in the future. They are trivial compared with the possibilities in a society that will, by the year 2000 or sooner, be armed with robots, advanced computers, personalityaltering drugs, brain-stimulating pleasure probes, and similar technological goodies.)