Hysterical Drift It's perhaps the first insight of any scrupulous ludistics that the pleasures derived from technologies of constraint are by no means limited to sadomasochistic ones in the narrow sense of S/M culture. If any game, and any creative imagination of its players, can only unfold within a framework of rules, then there is painful pleasure in every playing. The French group Oulipo, founded as the literary section of the Collège de Pataphysique in 1960, understood this early when it created a systematic poetics of self-imposed formal, often computational constraints. Ever since computers abound, their game rules are messing with everyday culture, taking our pleasure and pains to whole new levels. When it turns a game computer device - the Nintendo Gameboy DS - into a generic network computer in order to turn it again into the control engine of an urban game, Gordo Savicic's "Constraint City" reflects this intricacy of games and computing in its very technical design. It is, to quote the name of a popular American electronics store chain, a "Circuit City" in which every circuit is an array of constraints. Therefore, Constraint City walks pursue, upon first glance at least, no romantic business like the symbolist and surrealist flaneurs and the psychogeographers from the 1960s situationists to the contemporary "generative psychogeographers" of the Dutch project socialfiction.org who create "social computers" through city walks. Instead, "Constraint City" could be called hysterical psychogeography. Medical diagnoses of hysteria abounded in the 19th century. It was thought of as an exclusively female illness and attributed to an abundance of symptomes. Ever since Freud founded his psychoanalysis on his early Studies on Hysteria, the relation between psychoanalysis and feminism has been problematic and could be characterized as a perverse pleasure in constraint as well, given how much feminism has argued within the psychoanalytic paradigm. From a contemporary viewpoint, the 19th century concept of hysteria is plainly bizarre and a textbook example of the often unacknowledged politics of medicine. No less remarkable than the diagnosis of hysteria was its treatment: genital massage, in order to achieve "hysterical paroxysm", or orgasm as it would be called today. Those massages were manually performed by doctors and midwives, turned into a profitable source of income for the medical profession and soon became aided by mechanical devices. "Hydrotherapy" involved shooting water from a hose onto a woman's genital area [picture], and in 1880, the first electromechanical vibrator was built into a doctor's practice. Reminiscent of the development from the mainframe to laptop computers, it was a room-filling engine. For men, onanist strap devices were built that show the perverse alliance of pleasure and constraint in almost emblematic perfection [picture]. Just as the vibrator was invented to cure hysteria, the straight-jacket was a device to treat "mania", first mentioned as such in 1791 by the Scottish medicine professor William Cullen. In Cullen's rationale, "restraint calms passion". Despite providing no relief of "paroxysm", the straight jacket corresponds to the vibrator as a means of treating psychological conditions by tactical application of pressure to the human body. "Constraint City" finally marries both technologies. It is not just a straight jacket, but also a vibrator, massaging the hysterio-psychogeographical performer who wears the device. Turning the performer into a walking phallus, and jerking him off, this bachelor machine turns formerly female into male hysteria. Aside from its psycho-sexual function, or next to it, it is also a practical technological device. Since it reacts to encrypted networks only, its use could be called "inverse war driving", putting upside down the hacker-cultural practice of exploring cities for open wireless networks to tap into. It thus combines 19th century with 21st century hysterias: electrosmog paranoia, the fear that radio waves damage the human body; perversely constrained information freedom and privacy, perversely unrestrained surveillance, for example. In "Constraint City", the performer reacts to these issues, and to the encrypted electomagnetic fields around him, like Themroc in the 1973 anarchist French movie when the police shoots tear gas at him: he inhales it as a drug, deriving polymorphously perverse pleasure from it. But "Constraint City" can also be played as a social game, just as the title indicates. Everyone along the performer's walking route can heighten pain and pleasure by tactically activating network encryption on their home routers and pointing the signal to the street, a polymorphous stimulation and flagellation reminiscent of the "abreaction games" of the Vienna Actionists. Electromagnetic signals that act in the place of mud, blood and guts are, I think, just the kind of pataphysical stimulation needed in the much-hyped discourse about "locative" and "wearable" media. References: Rachel Maines, The Technology of Orgasm: "Hysteria," the Vibrator, and Women's Sexual Satisfaction, Baltimore: Johns Hopkins Studies in the History of Technology, 1999 William Cullen, The Practice of Physic, Edinburgh 1791, quoted from http://sj.blacksteel.com/media/mental/p12.html Pictures taken from http://www.slate.com/id/2121835/slideshow/2121919/fs/0//entry/2121909/