In semiotics and postmodern philosophy, Hyperrealism (not to be confused with surrealism) is a term to describe a symptom of an evolved, postmodern culture. Hyperreality is a way of characterising the way the consciousness interacts with "reality". Specifically, when a consciousness loses its ability to distinguish reality from fantasy, and begins to engage with the latter without understanding what it is doing, it has shifted into the world of the hyperreal. The nature of the hyperreal world is characterised by "enhancement" of reality. Some famous theorists of hyperreality include Jean Baudrillard, Albert Borgmann, Daniel Boorstin, and Umberto Eco.
Most aspects of hyperreality can be thought of as "reality by proxy." For example, a viewer watching pornography begins to live in the non-existant world of the pornography, and even though the pornography is not an accurate depiction of sex, for the viewer, the reality of "sex" becomes something non-existant. Some examples are simpler: the McDonald's "M" arches create a world with the promise of endless amounts of identical food, when in "reality" (according to critics) the "M" represents nothing and the food produced is not identical or infinite, but low-quality ingredients which have branded such that it is difficult to even identify them.
Baudrillard in particular suggests that the world we live in has been replaced by a copy world, where we seek simulated stimuli and nothing more. Baudrillard borrows, from Jorge Luis Borges, the example of a society whose cartographers create a map so detailed that it covers the very things it was designed to represent. When the empire declines, the map fades into the landscape and there is neither the representation nor the real remaining – just the hyperreal.
Baudrillard's idea of hyperreality was heavily influenced by phenomenology, semiotics, and Marshall McLuhan.
Consumer objects have a sign exchange value, which means that they indicate something about the owner in the context of a social system (see Baudrillard). For example, a king who wears a crown uses the crown as a sign to indicate that he is king (though in reality, the crown is meaningless).
Sign exchange values have no inherent meaning or value beyond what is agreed upon. (So, for example, the crown jewels are worthless until someone agrees to trade them for 50 diamonds.) As sign exchange values become more numerous, interaction becomes increasingly based upon things with no inherent meaning. Thus, reality becomes less and less important, as sign exchange takes precedence. If grains of sand are dropped one by one onto a table, at some arbitrary moment the grains become a heap of sand. Similarly, at some arbitrary point as sign exchange becomes more complex, reality shifts into hyperreality, and it becomes increasingly difficult to distinguish what is "real".
Interacting in a hyperreal place like a Las Vegas casino gives the subject the impression that one is walking through a fantasy world where everyone is playing along. The decor isn't authentic, everything is a copy, and the whole thing feels like a dream. What isn't a dream, of course, is that the casino takes your money, which you are more apt to give them when your consciousness doesn't really understand what's going on. In other words, although you may intellectually understand what happens at a casino, your consciousness thinks that gambling money in the casino is part of the "not real" world. It is in the interest of the decorators to emphasise that everything is fake, to make the entire experience seem fake. The casino succeeds in returning money itself to an object with no inherent value or inherent reality.
Note: Many postmodern philosophers, including Baudrillard, do not talk about hyperreality in terms of a subject/object dichotomy.
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