Upset-Minded Bodies Coded as Absent Agent Mindsets (Part Two)
Shattered & Scattered Into Multiple Directions at the Same Time
In the second part of his essay, Ahteshamipour explores how hyper-capitalism commodifies resistance, reducing countercultures and bodies into measurable, gamified units for profit. Individuals’ agency is stripped away, turning people into “dividuals” — fragmented entities tracked like video game avatars. Resistance is co-opted, as countercultures become commodified into brands, likes, and followers. Even physical and mental health is gamified, with fitness trackers and toxic positivity mirroring video game mechanics, while the internet is eroded into a minefield of bots, ads, and misinformation. How can we reimagine and reclaim agency in a hyper-capitalist, algorithmic world?
Game, Over & Over
The capitalisation of resistance is becoming an irreversible canon; it gives the impression that there is a descending trajectory into an era of neoliberal fundamentalist insanity and hyper-capitalist empire; torture becomes a spectacle and suffering a commodity. This banalisation is introduced through a gamification of agency and a homogenization of bodies. Hyper-capitalism seeks to subtract any agency an individual or any alternative community has acquired, with the desire to turn them into zombified assets. Every act of resistance gets bought or eliminated. Countercultures are converted into numbers and profit, likes and followers, views and subscriptions, coolness, vibes and auras. Bodies, physical appearances, behavioural patterns are broken down into measurable units, scores and numbers, what Deleuze calls the dividual (the divided individual), stored, tracked and used in data systems similar to a video game avatar’s stats.
Ways of being, doing, and desiring differently end up being CEO speeches, a corporate facade, a self improvement book, a gym subscription, a yoga course or a psychotherapy session provided by your desk job. Mental health within capitalism is exclusively treated and perceived as a private personalised problem that can be hacked via pills and toxic positivity as if you’re a video game avatar that drinks a health potion or gets a buff; it doesn’t take into account the socioeconomic and political conditions that affect mental health.[1] Physical health is treated in the same manners as well through fitness: tests, performance optimizations, real-time measuring gadgets and by following online Dietitian gurus and coaches that present food challenges with promising rewards to scrollers. All these rewards come in expense of subscriptions and by purchasing tons of food supplements and gear: pay-to-win.[2]
Capitalism is all about marketing and branding campaigns manifested as images wrapped as commodities and entertainment. Star Wars becomes a video game, Spider-Man an action figure, Barbie a movie and Fallout a series. Real life (RL) imitates images but images don’t imitate real life, they dip marketable fragments of real life into a glossy candy sauce and spam it as an endless loop of a sugar-coated promo reel that one consumes over and over again. RL becomes degraded into digits, profit and stock market. Everything translates into quantized values that arbitrarily make sense only when ranked against something else. Bodies are clashing and antagonising against each other based on their skills and abilities. They are turned into mindless NPCs and follow what producers, developers and funders order them to do. Work becomes a competition for deals and prizes, a league chart. Workers need to optimise their performance in order to get rewarded with bonuses: achievement unlocked. Bodies become role-playing marionettes and have to play their role well in order to stay alive; this gamified reality transforms our bodies into ghosts, “secondary other”, that remain alive through our video game avatars and digital identities, as images haunted by the main characters: celebrities, public figures, influencers, streamers and so on.
Scrolling equates to consuming tons of amounts of violence and propaganda: cultural wars, information wars and real-time wars. Real-time warfare consumption protects us from the reality of witnessing the killing of another being or the bombardment of a landscape. War becomes a computerised technological operation, a virtual spectacle, a simulated copy of the actual. Cultural wars feature factions of polarised users that try hard to win each user on their side based on an echo chamber that circulates conspiracy theories, toxicity, and hate towards the other. One says something in a comment section, somebody else says the opposite, then somebody else says that both are wrong and then there is a misrepresented and oversimplified infographic about it. It is raining outside, but maybe not, but maybe yes, but maybe no such thing as rain exists, maybe you’re living in a desert and you didn’t know about it in the first place. You’re stuck behind LCD screens and interfaces all day, losing track of time while doomscrolling yourself to death in the toilet until your brain becomes a melted turd.
Surfing the internet is no longer just about waves, more like waves with a gazillion of sharks that spawn from everywhere all at once. It is all about targeting, eliminating and cancelling and filtering out images: short out-of-context clips, remixed memes, photo dumps, AI generated content and so on. Censorship, surveillance and misinformation breeds toxicity and bigotry, they make users target each other as if they are in an First-person Shooter (FPS) video game but instead of targeting the hostile NPCs, they’re targeting each other — or otherness — which in terms of the big Other’s desires it is a successful operation. McKenzie Wark writes in Gamer Theory (2007):
“To target is to overcome the indifference of self and other and at the same time to introduce an oscillation into the moment of this very overcoming. Press the trigger down and the target selects something other than you;”[3]
The internet has become a cybernetic battlefield. A relentless competition over power, attention and information. It is raided with bots, ads, trolls, clickbaits, content creators, conspiracy theories, viruses, spam, junk, dead links and inactive accounts. There are game masters that restrict your movement through the internet, gaslighting you taking certain paths, consuming particular information and being brainwashed to have specific opinions. If you push your account to the extreme by posting content that “doesn’t follow the guidelines” or has “inappropriate content”, a platform might ban your account: game over; but you can always start over.
Social media is now filled with gaming aesthetics, such as NPC Tik Tokers[4, 5], e-girls, waifus and catboys, memes such as the POV Holding Sword and Cigarette, niche online fantasy-driven trends Goblincore and Fairycore aesthetics which blend aesthetics from different historical eras and fragment time in an anti-chrononormativity fashion, the Playstation 2 AI filter[6] and video memes featuring characters such as the Huh? Cat, the Sad Cat Meowing or the Tiny Green Mall Wizard / Wizard Gnome. Social media culture has turned into character modes; it is all about auras such as the Dazed’s recent article Ranking 2024’s Olympic athletes based strictly on their aura after the obsession of online users with South Korean pistol shooter Kim Yeji’s gear and apparel, who set a new world record and won a silver medal. The athlete was then memefied next to the turkish athlete and sport shooter Yusuf Dikeç who also won a silver medal and went viral due to his casual vibe and lack of high-tech gear that contradicted Kim Yeji’s exuberant and gear-dependent appearance.[7] Meme culture has skyrocketed in the nether dimension, running faster than the speed of light; it feels as if every molecule of meatspace is prone to be memefied in a glimpse of an eye, but without actually having any critical depth, rather than just aiming to go viral for dopamine rush.
Joe Biden controversially debuted on Tik Tok with a Dark Brandon meme[8] and the Biden administration announced that it was hiring a meme manager[9], commodifying memes into a marketing campaign as a result. Memes have been the core of internet communication; they can fight the AI language models and their unstoppable data mining that traces to the grinding nature of Minecraft or any other open-world MMORPG. Maggie Appleton writes in The Expanding Dark Forest and Generative AI:
“No language model will be able to keep up with the pace of weird internet lingo and memes. I expect we'll lean into this. Using neologisms, jargon, euphemistic emoji, unusual phrases, ingroup dialects, and memes-of-the-moment will help signal your humanity.”
Another example of meme commodification is Charli XCX’s latest release Brat with which she has gone full-on Main Character mode by incorporating a meme-able album artwork through the Brat Generator as a marketing campaign — something which Kamala Harris presidential campaign took advantage of after Charlie XCX tweeted “kamala IS brat”.[10] The artist Camila Cabello was accused of copying Charli XCX’s album artwork by releasing a vinyl variant of her album C, XOXO that features a blue background with the title of the album written with a similar low-res font.[11] This backfired a series of online duels between the fans, forcing them which side they’ll defend. Famous artists and celebrities no longer seem to be regular people, rather simulations, video game characters; they have lost their agency, their bodies are at the stake of their fans, marketing campaigns and social media image. Fans have to choose who to support based on their esoteric beefs, like the Drake and Kendric Lamar beef[12], turning art into a profit-driven role-playing game.
The commodification of memes and their diffusion within mainstream discourse has resulted in creating a new meme-able meatspace that is tremendously distorted and fragmented, leaving no clue on what’s real and what’s not, leaking post-truth and conspiracy theories that are developed online within meatspace itself. A recent example of this Donald Trump’s assassination attempt which gave birth to a gazillion memes, AI generated images, tattoos, printed apparel with custom graphics just within 48 hours of the attempt, creating a race for a viral trophy while conspiracy theories were flooding forums and comment sections. Just like celebrities, public personas such as Donald Trump no longer maintain agency over their bodies, it is at the stake of the public’s opinions and their imagery, which in the case of Trump’s assassination attempt is underlined by the polarised reactions of death wish quotes such as “don’t miss again” and “you missed” and those who condemned political violence.[13]
Lastly the murder of the UnitedHealthcare's chief executive Brian Thompson by Luigi Mangione spawned a series of memes referring to the video game series Luigi’s Mansion connecting the person with the game series due to the similarity of their names, creating yet another online fakelore and gamifying memes even more. This discourse was opened and introduced even the game Among Us (2018) within this paranoia due to its premise and the fact that Luigi Mangione used to play the game in 2020. Alicia Victoria Lozano writes in the NBC article 'Extremely ironic': Suspect in UnitedHealthcare CEO slaying played video game killer, friend recalls that the game could be considered a training terrain for RL killers:
“In the game, called "Among Us," some players are secretly assigned to be killers in space who perform other tasks while trying to avoid suspicion from other players.”
It’s Not the End of the World as We Know It, but We Are Not Fine With It
Reclaiming the agency our bodies within algorithmic culture sounds impossible when the tech sovereignty has stripped away any means of counterculture and is replacing users with bots and AI; especially with the on-going warfare, environmental collapse and pollution, animal cruelty, endless cycle of production and consumption that results in tons of annual waste and emissions, and the nihilism that points to “doomsday” in a catastrophic mood wrapped in a panic attack sandwich.
Counterculture requires a collective effort, an assemblage of singularities and cyberspace has always been the space for that sort of gatherings as pointed out. Reclaiming the agency of our bodies algorithmically is the new game. In 20 Interviews, Joshua Citarella presents various niche radicalised e-deologies that have emerged as brands online in a “Choose your character / Choose your future” mode such as Crypto-Deleuzoid, Anarcho-Transhumanist, Cyber-Nihilist, Unconditional Accelerationist and Agrarian Voluntaryism. He writes that “young people are mining political theory and using meme formats to sandbox a new kind of politics. [...] Eventually, this process generates something close enough to real world politics that it can gain traction and build an IRL movement.”
E-deologies are predominant on Discord and Telegram servers, Patreon and Substack among other corners of the web and include memes, Tik Tok posts, Twitch streams, blog posts, forum discussions and YouTube debates. E-deologies are part of the “cozy web”, a term coined by Venkatesh Rao that describes the private, guarded spaces of the internet that remain hidden from the gaze of the public internet. The “cozy web” comprises messaging apps and boards, private group chats and servers, storage services and emails. There, one can find fragments of texts, conversations and comment sections, screenshots, memes, emojis, .PDFs and URLs.
Most of these e-deologies draw elements from transhumanism, posthumanism and accelerationism as reactions towards the “There is no Alternative'' tech driven Hyper-capitast empire and the climate endgame path that we are believed to be on. Transhumanist Accelerationism desires to push capitalism to its fall ASAP and invest all resources into technology to ascend into a posthuman society. This posthuman body incorporates body modifications and enhancements such as prosthetic limbs and brain implants. Being a human becomes the new “disability”. Transhumanism, although heavily tech driven, an agenda of Musk-esque white male Silicon Valley cultists has been a major influence on LGBTQIA+, indigenous and differently abled folks as a means to reclaim agency through body mods.[14, 15] Technology challenges ethical and social issues regarding bodies, boundaries and agency by reconsidering what makes a human being.
Body mods — also known as body alterations — align with the gamification of the body, resembling video game modding and avatar customization. While transhumanist technocrats consider human body as a defect in need of upgrades to follow their immortality vision, they simultaneously provide technology that can be subverted to reinforce counterculture, such as the opportunity for transgender folks to modify their bodies in gender affirmative manners and the differently abled to modify their bodies for instance for amplified mobility. Eventually, “all people modify their bodies, whether by means of commercial cosmetic application, hair dye, aerobic exercise and weight-lifting, dieting, or plastic surgery.” as pointed out by Morgen L. Thomas on Sick/Beautiful/Freak: Nonmainstream Body Modification and the Social Construction of Deviance. Body mods transform the body into a semiotic and political landscape for identity construction as seen with Gen Z's Bold Embrace of Tattoo Culture.
There’s a potent hyper-aesthetic revival of Otaku culture within mainstream discourse[16] as mentioned with E-girls, Waifus and Catboys online but also with instances such as Megan Thee Stallion’s cosplay, Ariana Grande’s Chihiro Ogino tattoo and the Ghibli Filter. Body mods appear and mechanic bodies are notable elements of characters in Otaku, specifically in animes such as Edward Elric from Fullmetal Alchemist and Genos from One-Punch Man who feature prosthetic limbs and are partially cyborgs, and Violet Evergarden from Violet Evergarden who has prosthetic arms.
Furthermore, another mainstream revival connected to body mods is that of Fetish, kink and BDSM fashion[17] as seen with the examples of Kim Kardashian’s all-leather Balenciaga outfit and Balenciaga’s controversial ad campaign which featured teddy bears in BDSM gear[18]. Body mods have had a significant place in kink culture; engaging in kink is considered as a means to reclaim the body agency. Within kink culture, modifying your body is considered as an embrace of kinkiness publicly, such as the example of Pete Davidson branding Kim Kardashian’s name on his chest[19], but with the revival of kink fashion that is already the case.
Another countercultural activity that resembles modding are content creators that provide content through crowdfunding services such as Patreon and Substack. These platforms along with their content result in “creator-to-fan” networks through the involvement and support of their communities which prompts to prosumer culture in games. Related to these platforms is also the production and distribution of free and open-source softwares through platforms such as Github for which content creators provide assets, demos and tutorials, echoing the custom and free softwares machinima creators and modders produce and use.[20]
Lastly Internet activism has lately been potent with the example of the over 40 million shares of the All eyes on Rafah AI image that went viral and tricked Instagram’s algorithm that has been censoring and shadow banning pro-palestinian posts.[21] This phenomenon is akin to other two latter examples, that of the Black Lives Matter (BLM) and Woman, Life, Freedom movements which had their roots mostly on social media with users posting the black square image on their Instagram profiles (Blackout Tuesday)[22] for BLM and Iranian’s sharing about the forms of discrimination and oppression against women in Iran.[23]
During the 2019 - 2020 Hong Kong protests Telegram and LIHKG became as means of communication for protesters due to their enhanced privacy and encrypted chats as well[24], analogous to the impact that Facebook and Twitter had on the Arab Spring movement in terms of communication[25]. Interestingly the BLM and the 2019 - 2020 Hong Kong protests were also extended within video games such as The Sims and Animal Crossing with protesters subjugating the game spaces in favour of their cause[26], similarly to the protests took place in the video game Second Life against the 2017 presidential US administration with “Avatars Against Trump”[27] and the pro-Palestinian protests that took place within Roblox[28]. Protests and activism within video games remain a vital countercultural practice for reclaiming agency through the radicalisation of digital bodies and their conversion into a political terrain for the expression of resistance.
Counterculture doesn’t resolve the issue of who keeps running the RL gamespace algorithm though; behind the curtains remains the tech and profit driven hyper-capitalist empire. Akin to the pseudo-feminist re-branding of Barbie via the 2023 movie, Mattel is still run by white cis heteronormative able-bodied men, a bunch of hardcore gamers, something stressed out by the YouTuber verylibitche in The Plastic Feminism of Barbie. The core stays the same; The big Other dictates its monopolised desirable distribution of power, resources and agency. But that doesn’t mean we cannot find new forms of resistance, be critical and create communities with decentralised circulations of sharing and caring with hopes of reclaiming the agency of our bodies.
We can try the best we can in an active nihilism[29] sense: to engage in a critical questioning and the destruction of existing values that serve elitist and imperialistic agendas that oppress otherness, and to create newer radical values that are driven by inclusivity, commons, caring politics, the environment, non-human beings and ethical sustainability. Agency is not an attribute, rather it is something which is forged through interactions with surrounding beings and environments, through causality. In Karen Barad’s words:
“The world is a dynamic process of intra-activity and materialisation in the enactment of determinate causal structures with determinate boundaries, properties, meanings, and patterns of marks on bodies. This ongoing flow of agency through which part of the world makes itself differentially intelligible to another part of the world and through which causal structures are stabilised and destabilised does not take place in space and time but happens i n the making of spacetime itself. It is through specific agential intra-actions that a differential sense of being is enacted in the ongoing ebb and flow of agency. That is, it is through specific intra-actions that phenomena come to matter-in both senses of the word.”[30]
Agency is a collective body. It is highlighted by the relationships between a body with the other; each body stands in relation to another, or an other. It is manifested as an assemblage defined by the interplay and position of the comprising bodies next to each other.
All illustrations are made by the author.
Notes
McKenzie Wark, Gamer Theory, 2007, Harvard University Press, Cambridge, Massachusetts, and London, England, 130
https://www.theguardian.com/us-news/article/2024/may/03/joe-biden-tiktok
https://pitchfork.com/thepitch/brat-summer-is-dead-long-live-brat-summer/
https://rajko-rad.medium.com/the-rise-of-open-source-challengers-4a3d93932425
https://www.vice.com/en/article/kbgnwa/second-life-users-are-protesting-with-their-avatars
https://reasonandmeaning.com/2020/03/25/nietzsche-active-and-passive-nihilism/
Karen Barad, Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning, 2006, Duke University Press, Durham, North Carolina, United States, p. 140
Read more
ABOUT THINKING BODIES
Thinking Bodies was conceptualised as an effort to build an exploratory body of knowledge(s), that draws upon the festival’s theme and weaves together perspectives, writing styles and formats. Drawing from the theme of the FIBER Festival 2024 edition, Outer/Body, we invited aspiring and emerging writers from a multiplicity of backgrounds to share their contributions, ranging from essays to interviews to poetries, resulting in a rich archive of knowledge.