The third culture

The third culture

Photo by Hello I'm Nik on Unsplash

Originally published 9 March 1998

Kevin Kel­ly is exec­u­tive edi­tor of Wired mag­a­zine, the ultra-hip organ of the com­put­er gen­er­a­tion, known for its scream­ing graph­ics and eso­teric nerd-speak.

Recent­ly, he vis­it­ed the staid pages of Sci­ence, the jour­nal of the Amer­i­can Asso­ci­a­tion for the Advance­ment of Sci­ence, to announce that elec­tron­ic tech­nol­o­gy has seized con­trol of culture.

For­get the tra­di­tion­al “two cul­tures” of the arts and sci­ences, says Kel­ly, refer­ring to the term coined so famous­ly by scientist/novelist C. P. Snow more than 30 years ago. There is a new kid on the block, he says, a “third cul­ture,” spawned by sci­ence but now bur­geon­ing with ado­les­cent cheek and energy.

Nerd cul­ture, he dubs it: a rev­o­lu­tion wrought by com­put­er hack­ers, with ranks swelled by Nin­ten­do kids come of age — tal­ent­ed, sassy, irrev­er­ent — and now chal­leng­ing the arts and sci­ences for cul­tur­al supremacy.

Nerd cul­ture is cool, pop, hard to ignore. Pow­er­ful off-the-shelf com­put­ers have put unprece­dent­ed pow­er into the hands of any­one smart enough to use it, says Kel­ly. Estab­lish­ment cre­den­tials are no longer nec­es­sary to dis­cov­er or cre­ate nov­el­ty; armed with PCs and the Inter­net, an unan­noint­ed nerd rab­ble is storm­ing the ivory tow­ers of sci­ence and art.

Sci­ence pur­sues the truth of the uni­verse; art aims to express the human con­di­tion. Nerd cul­ture strays from both of these, says Kel­ly. Its goal is not truth but nov­el­ty, not expres­sion but experience.

For the new cul­ture, a trip into vir­tu­al real­i­ty is more to be desired than a trip to a muse­um. Even the irra­tional is pre­ferred to rea­son if it brings new possibilities.

Nerds get new answers to old ques­tions — What is real­i­ty? What is life? What is mind? — not by rehash­ing Pla­to or by doing exper­i­ments, but by cre­at­ing an arti­fi­cial real­i­ty, an arti­fi­cial life or an arti­fi­cial mind in a com­put­er, then plung­ing them­selves into it.

Con­sid­er the ques­tion: How does the mind work? Sci­en­tists devise exper­i­ments, make mea­sure­ments, gen­er­ate the­o­ries. Artists con­tem­plate and cre­ate metaphor­i­cal abstrac­tions. Nerd cul­ture would set­tle the ques­tion by build­ing a work­ing mind in a com­put­er. The answer is not a new the­o­ry, but a new technology.

The nerds who ren­dered vir­tu­al dinosaurs for the movie Juras­sic Park by cre­at­ing a com­plete mus­cle-clad skele­ton mov­ing beneath vir­tu­al skin, dis­cov­ered things about dinosaur loco­mo­tion that no pale­on­tol­o­gist had done before, claims Kelly.

To put it suc­cinct­ly, spe­cial effects have trumped reality.

Like all provoca­tive gen­er­al­iza­tions, Kel­ly’s “nerd cul­ture” the­sis is seduc­tive. Cer­tain­ly, the para­pher­na­lia of dig­i­tal tech­nol­o­gy is all around us, trans­form­ing the way we work, com­mu­ni­cate and play. Sig­nif­i­cant­ly, I read Kel­ly’s essay not in a paper issue of Sci­ence mag­a­zine, but by plug­ging into the Inter­net from an out-of-the-way island in the Bahamas with my lap­top computer.

But, exam­ined close­ly, “nerd cul­ture” begins to look sus­pi­cious­ly shal­low. When one starts enu­mer­at­ing the accom­plish­ments of the Nin­ten­do gen­er­a­tion, they ring tin­ny and hol­low. Nin­ten­do games pro­vide mind­less self-absorp­tion; they are fun, per­haps, but unpro­duc­tive. Most Nin­ten­do nerds I’ve come across are cock­i­ly arro­gant but fright­ful­ly nar­row. Nerd entre­pre­neurs are cer­tain­ly clever, but they seem to have no goal in mind but mak­ing them­selves wild­ly rich.

What else? Show me an elec­tron­ic ‘zine cre­at­ed on and for the web that car­ries the clout, say, of the New York Review of Books. Show me nerd art that can com­pare to the best lit­er­a­ture, graph­ic art, and music of tra­di­tion­al artists.

Above all, show me real accom­plish­ments of “nerd” sci­ence. Build­ing an arti­fi­cial mind in a com­put­er does­n’t, by itself, tell us any­thing about how the human mind works. For that, we still need the old-fash­ioned exper­i­ments and obser­va­tions of neu­ro­sci­en­tists, lin­guists, and psy­chol­o­gists. Build­ing a vir­tu­al dinosaur that scares our pants off does­n’t, by itself, tell us any­thing about how real dinosaurs lived. For that, we still need pale­on­tol­o­gists work­ing in the field with a spade.

Com­put­ers, dig­i­tal method­olo­gies, and vir­tu­al real­i­ties are pow­er­ful new ways of gen­er­at­ing insights, pos­ing prob­lems, test­ing the­o­ries; as tools, they have trans­formed the way sci­ence is done. But sci­ence is still sci­ence, and it exists inde­pen­dent­ly of and aloof to “nerd culture.”

I asked a friend, a self-pro­fessed nerd, to read Kel­ly’s essay and let me know what he thought. He said: “All sci­en­tists are nerds, but not all nerds are scientists.”

His remark is pro­found. For sci­en­tists, tech­nol­o­gy is a means to an end; for nerds of Kel­ly’s third cul­ture, tech­nol­o­gy is the end.

When we start apoth­e­o­siz­ing our tools, we have sad­ly strayed from our ancient quest for truth and beauty.

Yes, there is some­thing called “nerd cul­ture.” A vis­it to the Inter­net reveals the cul­ture in full flower. Sci­en­tists built the Inter­net as a tool for com­mu­ni­ca­tion; now they find it has been usurped by self-absorbed Nin­ten­do kids. What­ev­er truth and beau­ty are to be found on the net are swamped by the cacoph­o­nous hue and cry of the techno-rabble.

But so far the tra­di­tion­al “two cul­tures” of sci­ence and art have lit­tle to fear from sci­ence’s upstart child. We are still wait­ing for the Nin­ten­do gen­er­a­tion to throw up a nerd-cul­ture equiv­a­lent of Ein­stein or Picasso.

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