Anyone who has strolled through Newport Center, an incredibly lavish new shopping plaza in Newport Beach, California, cannot fail to be impressed by the attention paid by its designers to aesthetic and psychological factors. Tall white arches and columns outlined against a blue sky, fountains, statues, carefully planned illumination, a pop art playground, and an enormous Japanese wind-bell are all used to create a mood of casual elegance for the shopper. It is not merely the affluence of the surroundings, but their programmed pleasantness that makes shopping there a quite memorable experience. One can anticipate fantastic variations and elaborations of the same principles in the planning of retail stores in the future. We shall go far beyond any "functional" necessity, turning the service, whether it is shopping, dining, or having one's hair cut, into a pre-fabricated experience. We shall watch movies or listen to chamber music as we have our hair cut, and the mechanical bowl that fits over the skull of a woman in the beauty parlor will do more than simply dry her hair. By directing electronic waves to her brain, it may, quite literally, tickle her fancy.
Bankers and brokers, real estate and insurance companies will employ the most carefully chosen decor, music, closed circuit color television, engineered tastes and smells, along with the most advanced mixed-media equipment to heighten (or neutralize) the psychological charge that accompanies even the most routine transaction. No important service will be offered to the consumer before it has been analyzed by teams of behavioral engineers to improve its psychic loading.
Reaching beyond these simple elaborations of the present, we shall also witness a revolutionary expansion of certain industries whose sole output consists not of manufactured goods, nor even of ordinary services, but of pre-programmed "experiences." The experience industry could turn out to be one of the pillars of super-industrialism, the very foundation, in fact, of the post-service economy.
As rising affluence and transience ruthlessly undercut the old urge to possess, consumers begin to collect experiences as consciously and passionately as they once collected things. Today, as the airline example suggests, experiences are sold as an adjunct to some more traditional service. The experience is, so to speak, the frosting on the cake. As we advance into the future, however, more and more experiences will be sold strictly on their own merits, exactly as if they were things.
Precisely this is beginning to happen, in fact. This accounts for the high growth rate visible in certain industries that have always been, at least partly, engaged in the production of experiences for their own sake. The arts are a good example. Much of the "culture industry" is devoted to the creation or staging of specialized psychological experiences. Today we find art-based "experience industries" booming in virtually all the techno-societies. The same is true of recreation, mass entertainment, education, and certain psychiatric services, all of which participate in what might be called experiential production.
When Club Méditerranée sells a package holiday that takes a young French secretary to Tahiti or Israel for a week or two of sun and sex, it is manufacturing an experience for her quite as carefully and systematically as Renault manufactures cars. Its advertisements underscore the point. Thus a two-page spread in The New York Times Magazine begins with the headline: "Take 300 men and women. Strand them on an exotic island. And strip them of every social pressure." Based in France, Club Méditerranée now operates thirty-four vacation "villages" all over the world.
Similarly, when the Esalen Institute in Big Sur, California, offers weekend seminars in "body-awareness" and "non-verbal communication," at seventy dollars per person, or fiveday workshops at $180, it promises not simply to teach, but to plunge its affluent customers into "joyous" new interpersonal experiences – a phrase some readers take to mean adventures with sex or LSD. Group therapy and sensitivity training sessions are packaged 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 Dionysus in 69 was performed in New York, a critic summed up the theories of its playwright, Richard Schechner, in the following words. "Theater has traditionally said to an audience, 'Sit down and I'll tell you a story.' Why can't it also say, 'Stand up and we'll play a game?'" Schechner's work, based loosely on Euripides, says precisely this, and the audience is literally invited to join in dancing to celebrate the rites of Dionysus.
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-mâché 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." Time magazine's art critic suggests that their intention is to bombard the spectator with "wacky sights, weirdo sounds and otherworldly sensations, ranging from the feeling of weightlessness to hopped-up, psychedelic hallucinations." The artists who produce these are really "experiential engineers."
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.