GAMES OF EMPIRE TEN YEARS ON

Author(s):  
Caroline Pelletier ◽  
Paolo Ruffino ◽  
Jamie Woodcock ◽  
Ergin Bulut ◽  
David Nieborg ◽  
...  

The panel will retrospectively evaluate the significance of the seminal text Games of Empire (2009) for new media and game studies, reflecting on the contribution of autonomous Marxism to the study of digital culture today, as well as the methodological move it performed in tracing continuities and discontinuities between sites of production and play. Each paper will take one or two key concepts from the original book, including Empire, multitude, ideology, and cognitive capitalism, and apply them to the contemporary moment in the games sector. Our aim is to explore the strengths and limitations of these concepts, as well as identify the salient ways in which the sector has evolved over the last ten years. For example, we will examine efforts at unionisation in the sector; how gender and race have emerged as key concerns in the last few years in sites of game work; how apps are affecting the representation of capitalist and military systems; and how ‘multitude’ in the sector has assumed new forms in the wake of new distribution platforms. The panel will make a case for integrating social theory with the analysis of production cultures and textual practices, as well as situating the analysis of games within the field of new media and internet studies more broadly.

Remediation is the process whereby the new media (animation, virtual reality, video games, and the internet) define themselves by borrowing from and refashioning traditional media (print, film, video, and photography). This chapter explores how the remediation that is successfully deployed in forming new media contents and adds dynamics to media production can be applied to the understanding of academic fascism as a new field of research in contemporary social theory. Traditional fascism as the movement based on historic fascism (i.e., German, Italian, and Spanish) refashions academic fascism as a new manifestation of contemporary fascism; likewise, the academic fascism impacts the fascism as-we-know-it and contributes to many new devices and procedures that demand the attention of critical theory of society. The researcher as scapegoat Other, academic cleansing, privatization of knowledge, and smart technology (on the place of blood and soil) are the key concepts addressed and analyzed in this chapter.


Disputatio ◽  
2018 ◽  
Vol 10 (50) ◽  
pp. 245-273 ◽  
Author(s):  
Sally Haslanger

Abstract In response to commentaries by Esa Díaz León, Jennifer Saul, and Ra- chel Sterken, I develop more fully my views on the role of structure in social and metaphysical explanation. Although I believe that social agency, quite generally, occurs within practices and structures, the relevance of structure depends on the sort of questions we are asking and what interventions we are considering. The emphasis on questions is also relevant in considering metaphysical and meta-metaphysical is- sues about realism with respect to gender and race. I aim to demon- strate that tools we develop in the context of critical social theory can change the questions we ask, what forms of explanation are called for, and how we do philosophy.


2014 ◽  
Vol 12 (3) ◽  
pp. 309-319 ◽  
Author(s):  
Jennifer R. Whitson ◽  
Bart Simon

While we could attribute the close ties between surveillance and video games to their shared military roots, in this editorial we argue that the relationship goes much deeper to that. Even non-digital games such as chess require a mode of watchfulness: an attention to each piece in relation to the past, present, and future; a drive to predict an opponent’s movements; and, a distillation of the player-subject into a knowable finite range of possible actions defined by the rules. Games are social sorting, disciplinary, social control machines.In this introduction we tease apart some of the intersections of games and surveillance, beginning with a discussion of the NSA documents leaked by Edward Snowden on using games to both monitor and influence unsuspecting populations. Next, we provide an overview of corporate data-gathering practices in games and further outline the production of manageable, computable subjectivities. Then, we show how the game Watch Dogs explores the surveillant capacities of games at both the game mechanical and representational scales. These three different facets of surveillance, games, and play set the scene for the special issue and the diverse articles that follow.  In the following pages we pose new lines of questioning that highlight the nuances of play and offer new modes of thinking about what games - and the processes of watching and being watched that are a foundational part of the experience – can tell us about surveillance.


M/C Journal ◽  
2020 ◽  
Vol 23 (3) ◽  
Author(s):  
Daniel De Zeeuw ◽  
Marc Tuters

At the fringes of the platform economy exists another web that evokes an earlier era of Internet culture. Its anarchic subculture celebrates a form of play based based on dissimulation. This subculture sets itself against the authenticity injunction of the current mode of capitalist accumulation (Zuboff). We can imagine this as a mask culture that celebrates disguise in distinction to the face culture as embodied by Facebook’s “real name” policy (de Zeeuw and Tuters). Often thriving in the anonymous milieus of web forums, this carnivalesque subculture can be highly reactionary. Indeed, this dissimulative identity play has been increasingly weaponized in the service of alt-right metapolitics (Hawley).Within the deep vernacular web of forums and imageboards like 4chan, users play by a set of rules and laws that they see as inherent to online interaction as such. Poe’s Law, for example, states that “without a clear indicator of the author's intent, it is impossible to create a parody of extreme views so obviously exaggerated that it cannot be mistaken by some readers for a sincere expression of the parodied views”. When these “rule sets” are enacted by a massive angry white teenage male demographic, the “weapons of the geek” (Coleman) are transformed into “toxic technoculture” (Massanari).In light of an array of recent predicaments in digital culture that trace back to this part of the web or have been anticipated by it, this special issue looks to host a conversation on the material practices, (sub)cultural logics and web-historical roots of this deep vernacular web and the significance of dissimulation therein. How do such forms of deceptive “epistemological” play figure in digital media environments where deception is the norm —  where, as the saying goes, everyone knows that “the internet is serious business” (which is to say that it is not). And how in turn is this supposed culture of play challenged by those who’ve only known the web through social media?Julia DeCook’s article in this issue addresses the imbrication of subcultural “lulz” and dissimulative trolling practices with the emergent alt-right movement, arguing that this new online confluence  has produced its own kind of ironic political aesthetic. She does by situating the latter in the more encompassing historical dynamic of an aestheticization of politics associated with fascism by Walter Benjamin and others.Having a similar focus but deploying more empirical digital methods, Sal Hagen’s contribution sets out to explore dissimulative and extremist online groups as found on spaces like 4chan/pol/, advocating for an “anti-structuralist” and “demystifying” approach to researching online subcultures and vernaculars. As a case study and proof of concept of this methodology, the article looks at the dissemination and changing contexts of the use of the word “trump” on 4chan/pol/ between 2015 and 2018.Moving from the unsavory depths of anonymous forums like 4chan and 8chan, the article by Lucie Chateau looks at the dissimulative and ironic practices of meme culture in general, and the subgenre of depression memes on Instagram and other platforms, in particular. In different and often ambiguous ways, the article demonstrates, depression memes and their ironic self-subversion undermine the “happiness effect” and injunction to perform your authentic self online that is paradigmatic for social media platforms like Facebook and Instagram. In this sense, depression meme subculture still moves in the orbit of the early Web’s playful and ironic mask cultures.Finally, the contribution by Joanna Zienkiewicz looks at the lesser known platform Pixelcanvas as a battleground and playfield for antagonistic political identities, defying the wisdom, mostly proffered by the alt-right, that “the left can’t meme”. Rather than fragmented, hypersensitive, or humourless, as online leftist identity politics has lately been criticized for by Angela Nagle and others, leftist engagement on Pixelcanvas deploys similar transgressive and dissimulative tactics as the alt-right, but without the reactionary and fetishized vision that characterises the latter.In conclusion, we offer this collection as a kind of meditation on the role of dissimulative identity play in the fractured post-centrist landscape of contemporary politics, as well as a invitation to think about the troll as a contemporary term by which "our understanding of the cybernetic Enemy Other becomes the basis on which we understand ourselves" (Gallison).ReferencesColeman, Gabriella. Hacker, Hoaxer, Whistleblower, Spy: The Many Faces of Anonymous. New York: Verso, 2014.De Zeeuw, Daniël, and Marc Tuters. "Teh Internet Is Serious Business: On the Deep Vernacular Web and Its Discontents." Cultural Politics 16.2 (2020): 214–232.Galison, Peter. “The Ontology of the Enemy.” Critical Inquiry 21.1 (2014): 228–66.Hawley, George. Making Sense of the Alt-Right. New York: Columbia UP, 2017.Massanari, Adrienne. “#Gamergate and the Fappening: How Reddit’s Algorithm, Governance, and Culture Support Toxic Technocultures.” New Media & Society 19.3 (2016): 329–46.Zuboff, Shoshana. The Age of Surveillance Capitalism: The Fight for a Human Future at the New Frontier of Power. New York: PublicAffairs, 2019.


Archivaria ◽  
2022 ◽  
pp. 6-47
Author(s):  
Colin Post

Artists have long engaged with digital and networked technologies in critical and creative ways to explore both new art forms and novel ways of disseminating artworks. Net-based artworks are often created with the intent to circulate outside traditional institutional spaces, and many are shared via artist-run platforms that involve curatorial practices distinct from those of museums or commercial galleries. This article focuses on a particular artist-run platform called Paper-Thin, characterizing the activities involved in managing the platform as digital curation in a polysemous sense – as both the curation of digital artworks and the stewardship of digital information in a complex technological ecosystem. While scholars and cultural heritage professionals have developed innovative preservation strategies for digital and new media artworks housed in institutional collections, the ongoing care of artworks shared through networked alternative spaces is largely carried out co-operatively by the artists and curators of these platforms. Drawing on Howard Becker’s sociological theory of art worlds as networks of co-operative actors, this article describes the patterns of co-operative work involved in creating, exhibiting, and then caring for Net-based art. The article outlines the importance, for cultural heritage professionals, of understanding the digital-curation practices of artists, as these artist-run networked platforms demonstrate emergent approaches to the stewardship of digital culture that move beyond a custodial paradigm.


Thesis Eleven ◽  
2020 ◽  
pp. 072551362097848
Author(s):  
Robert Boncardo

Despite being the work of one of the 20th-century’s most famous philosophers, Jean-Paul Sartre’s Critique of Dialectical Reason has never been fully integrated into our collective philosophical consciousness. None of the book’s key concepts, from seriality to the group, have come to play an important role in other philosophers’, sociologists’, or political theorists’ work. Amongst Sartre scholars, while work on the Critique has increased steadily in recent years, in particular in France and Belgium, no critical consensus exists about the book’s overall meaning or value. On the occasion of the Critique’s 60th birthday, in this article I provide a summary of its main aims and concepts with a view to establishing a new basis for reading and discussing the book. I will argue that the Critique is a coherent and unique work of social theory that speaks to a world suffering an overwhelming wave of what Sartre calls ‘counter-finality’ in the form of climate change.


Author(s):  
Matan Aharoni

Technological developments have led to a rethinking of how obsolete media should be treated when it becomes relatively inaccessible. This article focuses on Video Home System (VHS) videocassettes in digital culture. Using semi-structured interviews undertaken with people who converted their videocassettes into a digital format, this study explores the notion of participatory and convergence culture. It shows how media innovation results in emergent roles and functions for videocassettes, attributing new experiences and meanings to both digital and VHS formats. Specifically, divergence helps videocassette owners control and manage family memories, strengthening ties between family members and relations between friends. This culminates in the creation of an inherited object of memory. The findings indicate a lack of confidence in technology, especially in its ability to preserve family memories. In addition, it was found that a sort of spiritual power is attributed to videocassettes, which prevents their owners from throwing them away. This study offers a model of the divergence process and a set of terms relying on research into religion transformations and human–technology relations. These frameworks can be applied to participatory culture, more accurately accounting for old versus new media user behaviors.


2011 ◽  
Vol 70 (4) ◽  
pp. 1043-1050 ◽  
Author(s):  
Guobin Yang

The field of Chinese internet studies is rich and diverse. Just this past year, exciting new books have been published on internet use among urban youth (Liu 2011), online videos (Voci 2010), online carnival (Herold and Marolt 2011), new media events (Qiu and Chan 2011), and cyber-nationalists (Shen and Breslin 2010).


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