ABSTRACT
The production and consumption of “safe risk” activities is an increasingly
common and important focus in the tourism and recreational services
industry.
Safe risk activities are specially constructed forms of normally risky
activities which employ simulation processes to generate a sense of
fear and
danger while at the same time mitigating or preventing the emergence
of true
danger. Simulated or safe risk activities are becoming common
recreational
products. The current paper examines these safe or simulated
risk activities
and discusses how the concepts of simulacra and safe risk inform our
understanding of profit making recreational management activities in
contemporary society. An example of a commercially guided expedition
to Mt.
Everest is provided to illustrate the current perspective on (in)effective
management of simulacra and safe risks in recreational activities.
INTRODUCTION
Simulacra are perfect representations of entities which do not exist
(Jameson,
1991). They are the “pseudo events” and “spectacles” of our time
(Fjellman,
1992: 401). Simulacra emerge from processes of simulation which
disrupt or
abolish the relationship between reality and appearance. Simulation
processes
generate a "real" which lacks an origin or reality (Baudrillard, 1983:
2) -- a
simulacrum. Through simulation, the model comes to precede the
phenomenon or
reality.
Simulation and the emergence of simulacra involve historical processes
of
successive displacement of prior forms. Simulation has also been
conceptualized in terms of four phases or orders which may be contemporary
processes (Baudrillard, 1983, 1994) wherein one order of simulation
can
contaminate another (Baudrillard, 1994: 126). In the first phase, the
simulacrum is constituted as representative symbols which reflect a
basic
reality. One has both the semblance and the reality: difference
is retained.
The image is a good appearance, a counterfeit appearance, on
the order of a
sacrament. In the second phase of the image, the simulacrum is
constituted in
terms of deformed symbols. These symbols mask, pervert or liquidate
basic
reality, absorb appearances, and constitute an imminent logic of the
operational principle (Baudrillard, 1983: 13, 95). Thus the simulacrum
as
deformed symbol becomes an evil appearance, a product or production
wherein
important key features have been removed and others accentuated.
In the third
phase the simulacrum masks the absence of reality. The simulacrum
is no longer
counterfeit: rather, it originates in "technique" (p. 96) and can be
mass
produced: the "hegemony of the robot" as Baudrillard puts it (p. 95).
Here,
signs and symbols are reproduced in ways which conceal absences and
the
features which have been removed from reality. These new, reformed
and mass
produced symbols may be grounded in and may emerge from hyper-realities
far
removed from the real word. The final phase of the simulacrum
is pure
simulation: the simulacrum bears no relation to reality. Here
symbols no
longer imply a link to reality but rather, they are un-real, bear no
relation
to reality and become free-floating symbols.
SIMULACRAL RISK AND RECREATION
Simulacra play an increasingly important role in society and organizations
(Fjellman, 1992). In particular, the concept of the simulacrum
suggests many
forms of recreation and leisure are based in simulation. For
example, sport
events are inherently artificial and involve contrived activities or
actions
with artificial devices, e.g. golfing with its “swing” and golf clubs.
Further, many sports and recreational activities use or require specially
constructed settings or contexts and devices for their enactment, e.g.
golf
courses stadiums, playing fields and arenas; hockey pucks and ball
bats.
The forms simulacra take in the recreational industry can be illustrated
by
Disney enterprises, the perfect model of all the entangled orders of
simulacra
(Baudrillard, 1994: 12; Fjellman, 1992). First order simulacra
include the
real trees and shrubs that are now part of the grounds of Disney World
in
Florida. These plants represent ‘nature’ since nature was been
displaced in
the draining of swamps and the ecological changes undertaken in the
construction of Disney World (Fjellman, 1992). Disney World is
thus a
simulacral environment or ecology representing nature as a foundational
part of
the facility. Second, these representations of nature are often
an important
part of rides and attractions. For example, Space Mountain uses
an artificial
mountain -- a false image of nature and of great height -- to create
the false
experience of a high speed train (now roller coaster) descent from
the mountain
top. Third, Disney World embraces mass produced symbols with reality
somewhat
altered or removed. For example, autoanimatronic cockroaches
and
autoanimatronic people (Fjellman, 1992) can be mass produced to represent
real
insects, historical figures, and so on. Finally, Disney is firmly
based in
un-reality and it makes this unreality real. This is evidenced
by the ever
present Mickey Mouse and other Disney characters which parade around
the
grounds. These pure simulacra are iconically represented in numerous
ways at
Disney World and are available for purchase at a number of locations
on the
property. One can consider also the fake oysters attached
to torii at Japan
Showcase; vinyl leaves at the Swiss Family Island Tree House, and the
various
bird sounds encountered in the Park which may be real or they may be
Memorex
(Fjellman, 1992: 401).
Simulacra become linked to safe risk and recreational experiences since
many
potentially risky and injurious activities can and indeed have been
undertaken
for recreational purposes under special conditions. Such dangerous
activities
can be experienced as enjoyable due to the presence of risks and dangers
if
these risks and dangers can be averted. Disney and indeed most
all amusement
park illustrate this integration of simulacra with safe risks.
For example,
normally risky activities such as jumping from tall buildings, climbing
vertical cliffs, attempting to fly, and water transportation through
rapids
have been converted into the recreational activities of parachute jumping,
mountaineering, hang gliding, and white water rafting. This conversion
involves embedding ‘real’ actions in special contexts where unique,
unusual,
extensive or otherwise special technologies and management practices
are
thought to be effective at mitigating the dangers inherent in the activities.
Hence the real activities and risks are converted into safe or simulated
risks
and activities which people assume can be appropriately managed to
provide
recreational use values while averting adverse outcomes (dangers, hazards,
injuries, death) which might normally occur with the activities.
Another important aspect of the emergence of safe risk recreational
activities
is the fact that these are also becoming commodities or commodified
services.
They have become important value added products or services provided
by profit
making firms offering specific recreational activities and experiences
as well
as the supporting skills, resources, access and personal guidance needed
to
enact potentially risky experiences in a safe way. Indeed, through
commodification many recreational activities which formerly required
extensive
skills and resources have become routinely available to persons who
lack the
physical or other skills and resources needed to engage in the activity.
One
contracts with a firm which to provide these experiences in a safe
manner. An
increasingly wide range of such services are offered ranging perhaps
to the
ultimate experience: a guide trips to the summit of Mt. Everest.
I thus argue
that the economic production of safe or docile risks has become an
important
and new feature of the emerging recreational services industry with
entire new
industry domains such as “adventure tourism”. And simulacra
and the simulated
management of safe risk are becoming increasingly important to commercial
and
other recreational management.
SIMULATED SAFETY
The creation of safe risks in commodified recreation displaces reality
and
recreational activities involve risks and experiences which become
“hyperreal”:
they abolish the distinction between reality and fiction (Baudrillard,
1994:
126) and relocate recreational experiences to the realm of hyperreality.
The
transformation of risky realities into simulated risks requires special
precautions, knowledge, skills and resources. And simulated risks
can fail.
Thus an important and ongoing problem in new ‘safe risk’ recreational
enterprises is the challenge of simultaneously maintaining the appearance
of
(simulated) risk and danger as well as the appearance of (true) safety.
This
is a challenge since there is a tendency for simulated risk to devolve
into
simulated and artificial safety.
This tension between simulated risk and simulated safety becomes particularly
apparent where a client or consumer contracts with a recreational service
provider to provide a safe risk activity or experience. In this
commercial
situation, the client supplies money in exchange for direct or indirect
training, knowledge, resources and other phenomena necessary for the
activity.
People who contract for these services become consumers rather than
individual
athletes or amateurs and possession of appropriate skills may be left
to the
guides or commercial agents. For example, amusement park thrill
rides,
downhill and helicopter skiing, guided mountaineering and guided trail
riding
in the Canadian Rockies are all examples of safe risk related activities
which
have been provided in commercial form.
The professional production and management of safe or simulacral risks
is thus
an important product for the recreational industry. Insights
into this domain
can be developed through an examination of the well known case of a
commercially guided expedition to Mt. Everest (Krakauer, 1997) which
resulted
in the deaths of 5 clients.
Mt. Everest is real and any ascent of the mountain is an achievement.
However
there are “elite” (amateur or unguided) climbers and ascents as well
as
commercial climbers or clients who make ascents under the supervision
of a
professional guide. The greater one’s own responsibility in a
climb the more
‘pure’ the climb and the more prestige one gains from a climb. For
example, as
Krakauer notes: “Nobody was more admired than so-called free soloists:
visionaries who ascended alone, without rope or hardware” (1997:20).
A guided
ascent, especially one where as commonly occurs ropes are fixed to
allow
clients an easy ascent, is by its very nature an imperfect or impure
ascent
which lacks the prestige and reality of an unguided (self-) ascent.
Indeed, prior to the 1990s, Everest climbers had generally been elite
or
serious (or foolish) climbers involved in non-commercial expeditions
and
Everest team membership was based on extensive skills, proven experiences
and
elite mountaineering status. The emergence of the commercial
expedition
changed the composition of many Everest expeditions. Everest
became “within
the realm of possibility for regular guys” (Beck Weathers, in Krakauer,
1997:
22) who needed only reasonable fitness, a sufficient disposable income
and
time. Essentially the emergence of the commercial expedition
led to an
expectation on the part of many clients that guides could be able to
‘tame’ or
manage the risks and dangers which clients normally face themselves
in a
non-commercial expedition. Thus a successful ascent became an
expected and
assumedly routine outcome of the contract. For example,
“Occasionally you’ll get a client who thinks he’s bought a guaranteed
ticket to
the summit,” laments Peter Athans, a highly respected guide...”Some
people
don’t understand that an Everest expedition can’t be run like a Swiss
train”
(Krakauer, 1997: 23).
Thus the model of the ‘serious’ climb of Mt. Everest has changed into
a model
of the staged or contractually managed climb constructed in the context
of
safe or simulated risk. Dangers one would normally face are assumed
to be
addressed and mitigated by the actions and resources of the guide and
the
guiding firm. That is, the responsibility for most aspects of
the climbing is
transferred to the guide or climbing firm as a commercial obligation.
In
contrast, on non-commercial expeditions most aspects of climbing are
the
responsibility of individual climbers or are the outcome of group decision
making. In this way a commercial climb of Mt. Everest became
a counterfeit
ascent of Everest, a simulated and distorted climb, a false ideal pursued.
Third, the climb became a mass produced simulacrum. That is, a
climb of Mt.
Everest was formerly regarded as a special and unique accomplishment
which few
could achieve. Through commodification, the experience was opened
up to any
person with a minimal level of fitness and sufficient time and financial
means
to join the commercial expedition. Thus climbing Everest is transformed
from
raw risk into safe risk.
Finally, the expedition became un-real, a pure simulation of an organized
expedition. Commonly expeditions are formed by people who have climbed
together extensively or who know of one another’s accomplishments and reputations.
Team members are bound to one another by strong ties including friendship.
In a commercial expedition where members pay to join and do not know others
in advance, the contract created and substituted for any interpersonal
or relational ties which might have existed and brought the group together.
Friendships and relationships were simulated and created by the commercial
bond. Consider Krakauer’s experiences at the South Col of Mt. Everest:
“There were more than fifty people camped on the Col that night, huddled in shelters pitched side by side, yet an odd feeling of isolation hung in the air....I felt disconnected from the climbers around me - emotionally, spiritually, physically - to a degree I hadn’t experienced on any previous expedition. We were a team in name only, I’d sadly come to realize. ...we would leave camp as a group, we would ascend as individuals, linked to one another by neither rope nor any deep sense of loyalty. Each client was in it for himself or herself, pretty much”. (Krakauer, 1997: 163).
As clients sought and reached the summit they consumed the image
of the ascent,
abandoned any semblance of being an integrated group, and devolved
into the
uncontrolled form of ruggedly individual consumers. And as a
storm closed on
the mountain the climbers abandoned one another. Simulacral risks
changed
forms and the simulated nature of safety became evident.
Once separated from the leader of the expedition, members pursued their
individual self interest. The un-reality of the expedition was
thereby
transformed into the truth of death when the fit or still strong climbers
descended the peak leaving others in the snow:
“I tried to get Yasuko on here feet . She grabbed my arm, but she was too weak to get up past her feet. I started walking and dragged her for a step or two, then her grip loosened and she fell away...I can’t help thinking about Yasuko...She was so little. I can still feel her fingers sliding across my biceps, and then letting go. I never even turned to look back” (Beidleman, in Krakauer, p. 288).
CONCLUSION
The commercialization of recreational activities and the manufacture
of safe
risk are associated with the transformation of activities and events
into
simulacra -- simulated versions of reality. Recreation produces
simulated
risks which are depicted as increasingly distant from everyday experiences
of
risk, fear and danger. Yet these simulated, safe risks can engender
and even
disguise new, emergent and often lethal ‘true’ risks and dangers.
I expect
that in future we shall find simulacral risks will become even more
important
in recreation and in organizations in general. I also expect
that new,
unanticipated risks and dangers will emerge from simulacra. From
the current
perspective, recreational management thus involves the production of
images and
experiences of safe risk. The key challenge is to effectively
manage these
simulacral risks dangers in ways which preserve life and hope while
creating
images which erase the boundaries between fantasy and reality, life
and death.
BIBLIOGRAPHY
Baudrillard, J., Simulations. NY: Semiotext(e), Inc., 1983.
Baudrillard, J. Simulacra and Simulation. Ann Arbor: University of
Michigan
Press, 1994 .
Fjellman, S. Vinyl Leaves: Walt Disney World and
America. Bounder, Co.:
Westview Press, 1992.
Jameson, F. Postmodernism or, the Cultural Logic of Late Capitalism.
Durham,
N.C.: Duke University Press, 1991.
Krakaeur, J.Into Thin Air: A Personal Account of the Mt. Everest Disaster.
New
York: Villard, 1997.