The Reality Effect of Technoscience studies how technology-based popular culture artifacts become socially, politically, and culturally real. The dissertation focuses on virtual reality, film-based special effects in Jurassic Park, and the simulation game SimCity2000 as cases where science fact, science fiction, visual culture, institutions, software, audiences, and technical practices help produce a shared sense of reality.
SimCity2000 lets you “solve” the city from a god’s-eye view with control levers to manage budgets, (attempt to) mitigate traffic and its attendant antagonism, natural disasters — and all the while quietly deleting the category that haunts real urban life: race. A sharp essay on utopia, dystopia, and what simulations smuggle in by leaving things out.
This perspective was my way of comprehending how technoscience (here, the simulation of the city) always-already shapes what counts as real, legible, and solvable in the world. The tools we use to make sense of the world also decide what kinds of futures we can...