PART I
Electric Dreams: The Medium and the Message
Chapter 1
Rock, Enroll: Music and Militarization since 9/111
Samuel Dwinell
What role will we assume in the historical relay of violence, who will we become in the response, and will we be furthering or impeding violence by virtue of the response we make?
Judith Butler
Introduction
There has been a curious lack of attention to forms of popular music that advance politicized interventions in US contexts since September 11, 2001. It has become commonplace to decry the apparent lack of American âprotest musicâ in comparison with the enthusiasm with which an earlier generation of artists took up issues such as the Vietnam War or âThird Worldâ poverty.2 Carefully sutured into the newly turbo-charged machine of âpost-9/11â US nationalism, it would seem, popular music artists now all sing from the same jingoistic hymn sheet that political scriptwriters quickly provided to the Bush administration in the immediate aftermath of the 9/11 tragedy. Voices from below either failed to penetrate the hegemonic grasp of censored, corporate media networks, or never sound in the first place. Such was the extent of popular support for the newly named âwar on terror.â This chapter does not seek to deny the power of the new politics of security to disallow or, as David Palumbo-Liu writes, make appear âtreasonous,â positions of âskepticism, doubt, and critical thinkingâ with respect to the âwar on terrorâ (124). Rather, I attempt to demonstrate how the new state of (being at) âwar on terrorâ includes spaces for, and even encourages, certain forms of protest music. How has the âpost-9/11 world,â theorized so powerfully by Slavoj Ĺ˝iĹžek as an example of what Giorgio Agamben refers to as a bio-political âstate of exception,â been achieved over the last ten years? (140â1). I discuss related examples of post-9/11 popular music that advocate on behalf of both âpro-â and âanti-warâ causes, arguing that North American protest music of different political stripes in fact contributes to the maintenance of what BĂźlent Diken calls the new, everyday ânormalityâ of the post-9/11 âwar on terrorâ (82). In other words, popular culture in the âdigital ageâ becomes inseparable from everyday life, and, in turn, inscribes the militarized into the commonplace. We must understand these connections between global violence and daily life in order to imagine alternatives to militarized cultural production.
This chapter is thus concerned with ascertaining how, since September 11, 2001, the media technologies that we use every day become complicit with the discourse of the âwar on terror,â not least by stripping meaningful dissent of validity. With respect to popular music since 9/11, I ask how militarized networks of different media work both to represent and to constitute the conditions of everyday life. In the first section, I summarize how others have theorized significant changes to culture and society brought about by the tragedy of 9/11. Next, I discuss two important case studies of militarized cultural production in the years immediately following 9/11: the video game Americaâs Army, released by the US Army as a recruitment tool in 2002, and the song â(Americaâs Army) Die Jugend Marschiertâ (2005), an âanti-warâ response to the game from the Canadian punk-rock band Propagandhi. I argue that both these texts function as important precursors to the type of âmilitarization of everyday lifeâ enacted through the text that I discuss in the final, largest section of this chapter: âCitizen/Soldier,â a recent music video and song that was produced through an ostensible act of collaboration between the US Army National Guard and the popular American rock act 3 Doors Down. Here, rock music and military recruitment converge in perhaps surprisingly direct ways. As the first example of the hybridization of music video and military recruitment commercial, âCitizen/Soldierâ (2007) not only represents the confluence of these two distinct and historically important genres of audio-visual cultural production, but also must be understood, I argue, within its contemporary, multimedia environment.3 This seemingly ubiquitous distribution relies on established patterns of media interactivity, thereby allowing connections to be forged between what Judith Butler refers to as the post-9/11 ârelay of violenceâ and the practices of everyday life (187).
Militarization since 9/11
The common theoretical distinction between military and police force, whereby the latter exert power within the nation-state and the former outside it, has of course often been breached in recent US and world history by various iterations of military power in civilian life. Since the birth of the studio system, Hollywood films, for example, have not only routinely defined visual pleasure through the use of military themes, but also regularly entered into financial and artistic collaborations with sections of the US military.4 By 2000, moreover, media studies scholar Tim Lenoir could speak productively of what he called the âmilitary-entertainment complexâ in the US (238). Yet, as many commentators have argued, 9/11 precipitated a period of redoubled discourses of US nationalismâone during which militarized cultural production in the US became less the exception than the rule. Many commentators have pointed perspicuously to the ways in which, partly as a result of the Bush administrationâs prompt delivery of mediatized, rhetorical effusions, the razing to the ground of the World Trade Center (and the concomitant, indefensible loss of life) became emblematic of a US ânationalâ tragedy. That is, discursive operations in the immediate aftermath of 9/11 successfully produced the âTwin Towersâ as a synecdoche for, specifically, the US nation-state. Such post-9/11 US nationalism thus worked performatively to (re)produce what Benedict Anderson famously referred to as a national âimagined community.â5 This renewed US nationalism, one that cohered around feelings of fear and retribution, soon provided a nodal point through which support could quickly be garnered for the US-led invasion of Afghanistan in October 2001 and the ensuing military offensive, âOperation Enduring Freedom.â Furthermore, alongside the Afghan theater of war, the new âwar on terrorâ later came to include the 2003 invasion of Iraq, as well as sweeping changes to US policy, such that, in addition to the military operations in the Middle East, a new part of both the discourses and force of US defense became âhomeland securityââa âstate of exception,â perhaps, characterized by a redoubled, militarized focus on both the borders of the US nation-state and many of those within them.6 As James Thompson, Jenny Hughes, and Michael Balfour explain, â[A] war declared on an abstract noun [âterrorâ] has permitted global powers to construct a shifting series of objects as targets of offensive operationsâ (276). This ârelay of violenceâ expanded and increased to fever pitch.
The redoubling of US nationalism after 9/11, it seems, has provided commentators with urgent occasions to theorize new complicities between our daily consumption of mass media in the US and the violence enacted globally under the aegis of the âwar on terror.â One of Butlerâs key insights regarding this global aftermath of 9/11, which also refers to a âcycle of revenge,â is the way in which she connects large-scale âretributiveâ projects, such as the US-led military operations in the Arab Middle East, and the seemingly more mundane aspects of the âwar on terror,â such as the kinds of discursive violence relayed, broadcast, and transmitted via mass media, particularly newspapers and cable television news (188). Since 2001, other prominent scholars, such as Slavoj Ĺ˝iĹžek, Douglas Kellner, and Patricia Mellencamp, have provided more extensive accounts of the processes by which the mass media in the US has worked to forge connections between military offensives in the Middle East and everyday life at âhome,â such that not only do scenes and sounds of global violence now seem commonplace, but also, and more importantly, a broad consensus of public opinion is formed in support of the âwar on terrorâ (Ĺ˝iĹžek 54). As we have come to realize, the ââwar on terrorâ is a war that has indeterminate and shifting borders as well as an unprecedented global reach and is being fought in the spaces of language, mainstream media and alternative digital mediascapes as much as on the frontiers of Afghanistan and Iraqâ (Thompson, Hughes, and Balfour 276â7). Thus, today, the politics of security, Diken writes, has become the âmost important factor of socialityâ: not something that can be extracted from contemporary social relations, but that which forms them (81).
As we will see with the music video and US National Guard recruitment film âCitizen/Soldier,â cultural production in the years since 9/11 has played an important role in constituting and maintaining the imbrication of the âwar on terrorâ in the everyday. Aggregating an array of public and private mediatized sites to the extent that it becomes ubiquitous in popular culture at a particular historical moment, âCitizen/Soldier,â and other examples of militarized multimedia cultural production, partake in that which commentators such as Henry Giroux, Marita Sturken, and Zillah Eisenstein have persuasively referred to as the post-9/11 âmilitarization of everyday life.â In this chapter, I employ this term to name the processes by which the post-9/11 politics of security become naturalized through our variously everyday activities, such as the types of practices associated with consuming popular music in the âdigital age.â
A significant body of scholarship now attests to the significance of American popular music within post-9/11 discourses of US nationalism. The overall picture presented by scholars such as Martin Cloonan, Suzanne Cusick, J. Martin Daughtry, Reebee Garofalo, Jonathan R. Pieslak, Kip Pegley, Susan Fast, and Martin Scherzinger is one, perhaps, in which the cultural context of the post-9/11 world powerfully, and almost without exception, demands that contemporary, American popular music be expressive of, and largely complicit with, militaristic US nationalism. For example, Cusickâs recent work on music and torture reveals both that forms of âno touch torture,â such as the types of sensory deprivation that results from the use of music as torture, has formed part of the US militaryâs âoral traditionâ since at least the Cold War, and, more significantly, that the post-9/11 âwar on terrorâ has witnessed a profound change in how such torture is received in contemporary US culture (âMusic as Tortureâ). Today, a range of mediatized sitesâfrom online public chat forums, to the portable media players of US soldiers, to the high-decibel speakers of the GuantĂĄnamo Bay interrogation roomsâdelineates a global network of music as torture that is specific to the post-9/11 âwar on terror,â one which spans military and civilian cites globally (âMusic as Tortureâ). âProvok[ing] no public outcryâ (âYou are in a placeâ 4), Cusick describes how this bespeaks a new habituation on the part of the US public for aspects of post-9/11 militarization (âYou are in a placeâ 17â18). These studies of music since 9/11 represent an invaluable intervention in the field of musicology. Popular music studies of the last few decades of the twentieth century were perhaps too preoccupied with refuting the Frankfurt Schoolâs claims regarding the capacity of the âculture industryâ to create, maintain, and deceive a passive consuming public. A return in the years following 9/11 to scholarly engagement with what Gage Averill uncompromisingly refers to as the ânefarious uses to which the power of music is put [in the context of the âwar on terrorâ]â works powerfully to revise this institutional privileging of popular musicâs anti-establishment potential. This scholarship provides a vital context for understanding new, post-9/11 developments in popular culture, such as the militarization of everyday entertainment enacted by the US Army National Guardâs âCitizen/Soldierâ recruitment campaign.
The âWar on Terrorâ and the Bedroom
âCitizen/Soldierâ was in fact not the first example of the US militaryâs production of innovative, hybridized forms of popular entertainment and recruitment in the years following 9/11. Although there has been a long history of the collaboration between software technology industries and military agencies, the video game Americaâs Army represents the first instance of US state-sponsored production and distribution of a video game for the purposes of military recruitment (Nichols 39â40). Free to play online, Americaâs Army was released by the US Army as a recruitment tool on July 4, 2002ânot by coincidence, one assumes, the date of the first US Independence Day after 9/11âand remained popular for several years, before being superceded by later versions of the game. The game includes hyperlinks that guide players to the US Armyâs primary recruitment tool, the Go Army website. In turn, the site makes it easy for its visitors to chat online with recruitment officials and to leave personal contact information. In other words, while playing Americaâs Armyâa game not unlike many other popular âFirst-Person Shooterâ video gamesâplayers are encouraged to connect with state power in perhaps surprisingly direct ways. Americaâs Army channels the diversionary energy of video gaming toward US military recruitment.
Americaâs Army represents an important, innovative, post-9/11 example of the US militaryâs committed appropriation of established forms of entertainment, but its spaces of distribution, and the audiences it reached, nevertheless remained limited. To be sure, players of the game range from active duty servicemen and women across the world to civilian teenagers and young adults. Yet, as we will see with the 2007 âCitizen/Soldierâ recruitment campaign for the National Guard, examples of the militarization of entertainment in the US in subsequent years attained a far greater purchase on the terrain of everyday life than Americaâs Army. The 2002 video game was only playable on personal computers, and thus remained largely confined to private, domestic locations, such as the bedroom or living room; players of the game consisted mainly of the particular demographics mentioned in Palumbo-Liâs account: those already playing video games. Although the game occasionally encourages players to return to the US Armyâs recruitment website, it functioned relatively straightforwardly as a vehicle with which the US Army could connect with young peopleâand do so in predominantly domestic, private spaces.
Significantly, the seeming simplicity of the US Armyâs approach to recruitment with Americaâs Army also provided an opportunity for opposition to the game within the realm of popular culture. The song â(Americaâs Army) Die Jugend Marschiertâ by the Canadian, activist punk-rock band Propagandhi, responds directly to the video game. It begins with twenty seconds of a grainy, Third Reich-era recording of the Hitler Youth song âDie Jugend Marschiertâ (The Youth Are Marching) before abruptly launching into a thrashing, punk-rock invective about the supposed indoctrination of children brought about by Americaâs Army. The game is referred to in the songâalbeit in exuberantly riotous screams that render most of the lyrics unintelligibleâas a âTrojan Horse that you living idiots paid for and actually rolled into your own kidsâ rooms.â This edited collage of sound, by which the seemingly distant strains of an unaccompanied childrenâs chorus are juxtaposed uncompromisingly with punk-rock ânoise,â remains the most significant sonic aspect of the song. Since it depends upon previously recorded material, it renders the song impossible to perform live. In other ways, too, the form of the song, as well as its subject matter of the video game-cum-recruitment campaign Americaâs Army, seems to play with its own mediatization. As well as its inclusion on Propagandhiâs album Potemkin City Limits (2005), the song appears on www.americasarmy.ca, one of the bandâs websites. This URL is of course a reference to www.americasarmy.com, the official website of the US Armyâs video game, and represents an aggressive form of âdigital activismâ on the part of Propagandhi. This URL helps to expand the circulation of the song to users who mistype the much more widely known official website of the Americaâs Army video game. Whereas the US Army used Americaâs Army to appropriate video gaming as a tool in military recruitment, Propagandhi responded by reversing this tactic. Through the innovative use of the URL, the band attempts, on behalf of an âanti-militarizationâ politics, to take over the same area of cyberspace in order to advance the outlandish analogy between contemporary American society and Hitlerâs Third Reich.
Given the bandâs wholehearted involvement since the mid-1990s with a number of progressive political issues, we should take seriously the extent to which the satirical elements of â(Americaâs Army) Die Jugend Marschiertâ make a politicized appeal to parents in the form of advocating on behalf of removing militarized culture and entertainment from the private space of âkidsâ [bed]rooms.â The relatively limited distribution of Americaâs Army to precisely these spaces perhaps justifies, and inspires, such an approach. Indeed, the song represents a response to the video game, one that, in Judith Butlerâs terminology, attempts to âimpede,â rather than âfurther,â the post-9/11 relay of violence. Like much North American protest music since the 1960s, such as that associated with the Vietnam War, â(Americaâs Army) Die Jugend Marschiertâ adopts an oppositional stance toward the perceived wrongs of a specific, current development. The songâs political message, despite its willfully childish invocation of the Third Reich, seeks to restore the sanctity of young peopleâs domestic spaces and to return the military or the militarized to its âproperâ placeâoutside the borders of the nation-state, or at least the boundaries of the private home.
However, such an attempt to âundoâ the incursion into the everyday of the militarized fails to recognize the extent to which, in the years since 9/11, practices of everyday life have in fact become constitutive of the âwar on terror.â From 2005, for example, the US Army released many different versions of Americaâs Army, including those for arcade machines, mobile phones and other portable devices and game consoles. Ma...