"a fish, a barrel, and a smoking gun" |
It's A Mall, Mall World Like Bruce Springsteen, dBASE, and the Boston Celtics, the mall peaked in the late 80s. According to the International Council of Shopping Centers, America boasted over 30,000 malls in 1988, with close to 2000 more under construction. Things were going so well that Youngstown State University even created an accredited four-year degree program in mall management, prompting one prognosticator there to exclaim, with a boosterism unsullied by the slightest tinge of prescience, "This is not an industry that will slow down. It offers unlimited opportunities to those in the field." Well, it did for about three years. Then came the "big box" retail
brutes Costco revitalization movement. And there went the people who used to go to the mall. By the early 90s, the construction of new malls had practically ceased, and already-established malls were folding like two-dollar bettors in a high-stakes poker game. Even the Sherman Oaks Galleria, that faded diva of indoor shopping, fell victim. In recent years, the building has been subjected to frequent butchery from the interior designer's knife - all in an attempt to recapture the glory it had once basked in as the star of the zeitgeist-defining teen traumedy
But even as the retail brutes were mauling the mall in the real world, the architects of cyberspace were raising it. Today on the Web, it's like 1988 again. Do an Alta Vista search on "mall" and you get 400,000 matches. There are regional
malls interest malls, and malls that specialize in one thing only. There are even malls of malls. If you think about it for a moment, it all makes sense. After all, the reason terra firma malls lost favor was because they worked too well. By removing the obstacles that kept people from spending too much - inconvenience, lack of variety and novelty, eventual hunger, and fatigue - malls turned us all into world-class scattergoods. In the span of just a few decades, malls reduced public life to a collective shopping spree, and left us all broke in the process. With their food courts, entertainment facilities, daycare centers, and other amenities, these machines of consumption were the pivotal agents in shopping's transformation from housewife's chore to national pastime. While urban parks, national parks, museums, theaters, sports stadiums, and amusement parks had been the crowning civic achievements of earlier eras in American life, throughout the 70s and 80s, it was a mall, mall world. The unsustainable success of the mall and its giant suck of revenue and business ushered in the next wave of retail innovation: the more civic-minded downtown resurrections - with their emphasis on community, open space, restaurants, and entertainment - and the economy-oriented warehouse outlets. Still, an entire generation did come of age in the mall. And now that the valley boys and girls of yesteryear comprise today's most desirable demographic, what better way to introduce them to the new terrain of cyberspace? In terms of Pavlovian suggestion, the mall-as-metaphor is an interface slam dunk. Just as the Macintosh desktop suggested to novice users what a personal computer was for, the cyberspace mall immediately conveys the purpose of the Web to newbies: shopping. And as it turns out, the mall is an excellent analogue to cyberspace in terms of form, too. Like the Web, the mall is a timeless, placeless place - when you enter one, you step out of time and off the map, into a new but always familiar meta-territory: the Shopping
Zone slightly, but every mall exhibits that same air-conditioned fluorescence, that same casino-like insularity. Past and future melt away and everything reduces to a series of transactions as you drift from store to store to store... Hypertext is a natural extension of the mall-browsing process, of course: it takes you that much more quickly from The Body Shop to The Gap. But even with this enhancement, cyberspace malls are mostly a disappointment. Terra firma malls may be placeless places, but they are places nonetheless. They are three-dimensional, integrated not only by proximity and the same aesthetic, but also by a common spatial language (the ubiquitous mall fountain serves as filler, a "huh" or "like" to the tiled corridor's transitive verb). More obviously, malls speak the same promotional language, and shout at us in foot-high type about such retail synergies as the mall-wide sale. Most importantly, however, all real malls contain shoppers. Except for a few VRML curiosities, cyberspace "malls" are more aptly described as directories, collections of links that lead to static pages which do little to hide their origins as templates in an HTML sweatshop. In most cyberspace malls, there's no common space to hang out, and no one else to hang out with or watch. Eventually, however, these features will come. Perhaps we'll even be able to slurp an Orange Julius. In the meantime, the power of metaphor appears to be enough: currently on the Web, the concept of the "mall" is even spilling over into non-retail arenas. What is Pathfinder, after all, but a mall of media? Perhaps the most notable instance of this mallocentric perspective can be found at www.townhall.com, a site which, in a wonderfully evocative, mid-90s-service-economy way, bills itself as a "mall of ideas." Here, busy professionals, shopping for something to replace their threadbare liberalism with, can try on a new conservative wardrobe from name designers like William F. Buckley and the Heritage Foundation. In just a few hours, they can conveniently fit you with a whole new ideology. The speech isn't free at www.townhall.com, one imagines, but if you wait until Independence Day, you might be able to get it for 20% off. courtesy of St. Huck
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