Incarcération Totale

Avec les compliments du pays de la liberté.

by
Tzvetan Todorov

From Adbusters #98: American Autumn

This article is available in:

Dans les prisons américaines éparpillées dans les pays du monde en dehors des États-Unis, les prisonniers sont régulièrement violés, pendus à des crochets, sujets à la torture par eau ou le ‘waterboarding’, brûlés, attachés à des électrodes, privés d’eau, de nourriture ou de médicaments, attaqués par des chiens ou battus jusqu’à ce que leurs os se brisent. Quand ils sont sur des bases militaires américaines ou sur un territoire américaine, ils sont sujets à une privation sensorielle ou d’autres maltraitements systématiques des sens. On leur met un chapeau pour qu’ils n’entendent rien, un cagoule pour qu’il ne voient rien, des masques chirurgicaux pour qu’ils ne sentent rien, des gants épais pour neutraliser leur sens du toucher. Ou bien, on leur inflige du “bruit blanc”, des bruits violents alternant avec des silences complets en intervalles irrégulières. Ils s’ont empêchés de dormir, sois en ayant une forte lumière électrique allumée jour et nuit, sois en les interrogeant pendant des périodes qui peuvent parfois durer 24 heures, pendant 48 jours successifs. Ou bien ils sont forcés à passer à des températures extrêmement froides à des températures brûlantes et vice versa. Aucune de ses techniques, il est prétendu, ne provoque la “détérioration des fonctions physiques” qui les caractériseraient de torture.

Tzvetan Todorov, La Peur des Barbares

Traduit par Julie Cornu.

La Résistance Vivante

Le combat vient tout juste de commencer.

by
Hakim Bey

From Adbusters #98: American Autumn


CARLOS VERA/REUTERS

CES RATS, CES BATÂRDS, CES VERMINES DE CAPITALISTES qui nous disent de “tendre la main et toucher quelqu’un” avec un téléphone ou bien “d’être là !” (ou ça ? tous seuls devant une foutue télévision ?) — ces astucieux tentaculifères essayent de vous transformer en petit rouage insignifiant, blême et froissé, coincé dans la machine à mort de l’âme humaine (et ne nous chamaillons pas sur le sens théologique du mot “âme” !)

Combattez-les en vous assemblant avec vos amis, par pour consommer ni produire mais pour profiter de l’amitié, et vous triompherez (au moins pour un instant) contre la conspiration la plus pernicieuse en cette société euro-américaine d’aujourd’hui — la conspiration qui aspire à vous transformer en cadavre ambulant galvanisé par la prosthèse et la peur de l’insuffisance …

… pour vous transformer en fantôme hantant votre propre cerveau.

Traduit par Julie Cornu.

This article is available in: English and French

Living Resistance

The battle has just begun.

by
Hakim Bey

From Adbusters #98: American Autumn

Living Resistance: The battle has just begun

CARLOS VERA/REUTERS

The rat-bastard Capitalist scum who are telling you to “reach out and touch someone” with a telephone or “be there!” (where? Alone in front of a goddam television??) — these lovecrafty suckers are trying to turn you into a scrunched-up blood-drained pathetic crippled little cog in the death-machine of the human soul (and lets not have any theological quibbles about what we mean by “soul”!).

Fight them by meeting with friends, not to consume or produce, but to enjoy friendship and you will have triumphed (at least for a moment) over the most pernicious conspiracy in EuroAmerican society today — the conspiracy to turn you into a living corpse galvanized by prosthesis and the terror of scarcity …

… to turn you into a spook haunting your own brain.

This article is available in: English and French

Total Incarceration

Compliments of the land of the free.

by
Tzvetan Todorov

From Adbusters #98: American Autumn

Total Incarceration

In American prisons scattered across the various countries of the world, but outside the United States, prisoners are regularly raped, hung from hooks, subjected to waterboarding, burned, attached to electrodes, deprived of food, water or medicine, attacked by dogs, or beaten until their bones are broken. When on American military bases or on American territory, they are subjected to sensory deprivation or other systematic mistreatment of the senses. A hat is put on them to stop them from hearing anything, a hood to stop them seeing anything, surgical masks to prevent them being able to smell, thick gloves to neutralize their sense of touch. Or they have “white noise” inflicted on them, or else violent noise and total silence alternate at irregular intervals. They are prevented from sleeping, either by having a strong electric light kept on day and night, or by subjecting them to interrogation that can last for up to 24 hours at a time, for 48 days in succession. Or they are forced to pass from extreme cold to extreme heat, and vice versa. None of these techniques, it is alleged, cause the “deterioration of bodily functions” that would constitute torture.

Tzvetan Todorov, The Fear of Barbarians

From KillCap To WikiSwarms

Gaming and activism combine.

by
Micah M. White

From Adbusters #98: American Autumn

WikiSwarms: Gaming and activism combine

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Audio version read by George Atherton – Right-click to download

Guy Debord, the maverick Situationist philosopher, practiced living as if it were a game because he theorized that doing so could spark a revolutionary upheaval. “The sole thrilling direction remains the fragmentary search for a new way of life” beginning with “systematic provocation” that transforms existence into an “integral, thrilling game,” a 24-year-old Debord asserted in 1955. And in the years following the May ’68 uprising, while he grew increasingly reclusive, Debord privately dedicated himself to inventing Kriegspiel, a military strategy board game.

Half a century later, in practically every domain of human endeavor, whether it be selling cat food or meeting up at a bar or planning an insurrection, an operation is struggling with how to “gamify” itself. A dozen or more recently published books cover the application of gaming to life – from alternate reality game designer Jane McGonigal’s Reality Is Broken to Tom Bissel’s Extra Lives and Tom Chatfield’s Fun Inc. But the one author who really glimpses what the future holds is media theorist McKenzie Wark. In his seminal manifesto, Gamer Theory, published in 2007, Wark makes the profound ontological claim that it is no longer a matter of transforming life into a “thrilling game,” as Debord believed, because life under consumerism has already been gamified.

“Ever get the feeling you’re playing some vast and useless game whose goal you don’t know and whose rules you can’t remember?” asks McKenzie Wark. “You are a gamer whether you like it or not, now that we live in a gamespace that is everywhere and nowhere. As Microsoft says: Where do you want to go today? You can go anywhere in gamespace but you can never leave it.”

If Wark’s proposition is true then every being, from friends to fedoras, has become either a player or a prop in an immersive global game of consumerism in which no matter what we do or how we play, capitalism gains. A bold claim, for sure, but Wark’s argument transcends philosophical quibbling: it offers us a profound way to rethink the future of internet-enabled activism.

The tactical genealogy of nearly every major online activist organization can be traced back to the fortuitous sale in 1997 of a Berkeley, California, gaming and screensaver software company whose flagship product was You Don’t Know Jack, an “irreverent” trivia game. The $13.8m sale of Berkeley Systems made husband-and-wife founders Wes Boyd, a computer programmer, and Joan Blades, a vice president of marketing, overnight millionaires. With an excess of leisure time, they founded MoveOn and brought activism into the digital age.

Within months of its formation, MoveOn established itself as a brilliant pioneer of leveraging the nascent internet to transform everyday people into political activists. MoveOn’s success was arguably due to its unique mixture of the spirit of gaming with activism. By connecting members with each other on a local level, MoveOn built a decentralized, grassroots network capable of pulling off surprising nationwide missions that were fun, game-like … and had a political impact.

In 2003, for example, MoveOn members held voter registration house parties and collectively made 300,000 calls in a single afternoon; volunteers visited the offices of every US senator to voice opposition to the impending war; then, in a stunning kickoff, they organized public peace vigils on every continent and in thousands of small towns … with only six days notice. MoveOn’s website at the time conveyed optimistic exhilaration. Members used an ActionForum to sway the direction of the larger organization by posting suggestions and voting up or down on the ideas of others. Those ideas that achieved a critical mass were then acted on by the group. Powered by digital flows, offline campaigns were going viral and not just at MoveOn: from our small office in Vancouver, Adbusters watched in awe as practically overnight Buy Nothing Day became a global sensation. All of us were getting a taste of what might happen if a vibrant activist community were to emerge from a playful cyberspace.

Today, digital activism has reached adolescence and its adult years look to be more game-like than ever. At Adbusters we’ve got KillCap brewing, an anticonsumerism game built on the simple premise of escalating missions that target the visible signs of consumerism: 10 blackpogs, or in-game experience points, for walking away from Starbucks, 15 for defacing the Golden Arches, and 25 for subverting American Apparel’s patriarchal advertising. Here the proverbial “ladder of engagement” that online campaigners reverently talk about becomes a literal leader-board where the highest rank goes to the most active jammers. The beauty of KillCap is that knowing such an urban game is being played alters one’s perception of the city and what constitutes a political act. A jammed billboard, an anticorporate prank and a capitalist hit with a pie, rather than being seen as isolated events, all become signs that jammers are earning blackpogs in KillCap, an exciting game you’ll also want to play.

KillCap works by appropriating the gamespace of consumerism for radical play where jammed corporations become opportunities for leveling up. But it is just the beginning of a whole new kind of activist game. A clue as to what comes next can be found in the emerging field of indie storytelling and roleplaying games. Here the emphasis is placed on the construction of an alternative reality, a counter-narrative that reimagines life. Picture a roleplaying game that takes place in real life where players become actors in an unfolding story whose final scene is global revolution.

Out there, right now, I anticipate that an eccentric game designer is working to craft precisely this kind of narrative activist game that weaves a story bold enough to disassociate players sufficiently from the mores of consumerism. Once “in character,” perhaps players will find the courage to live without dead time, to assume a heroic posture toward life, to embrace a destined overthrow of the corporatocracy. With a strong story line, compelling characters, sufficient players and an element of playful risk, the game world takes on a life of its own. Played seriously enough it becomes reality.

Combining all of these elements is WikiSwarms, perhaps the most rebellious game of all: one that upgrades the MoveOn ActionForum to the needs of playful social revolution. Imagine flashmobs of jammers that appear suddenly, function without leadership, and are the pure manifestation of an anonymous will of a dispersed, networked collective. Targets are suggested, actions are proposed, manifestos drafted … everything is voted on and next steps chosen within minutes. One hour, neoclassical economics departments across the nation are flooded with Kick It Over manifestos, and the next, an impromptu anti-banker street party is being held on Wall Street. One day, a thousand volunteers show up unexpectedly at a nonprofit and ask to help out for a few hours, and the next, overnight guerrilla gardens appear in backstreets. In the downtown Niketown a flash-trial has convened to sentence the swoosh to death row, and online hacktivists are leaking emails that expose city council shenanigans. In this kind of metagame, where a constant people’s assembly determines the rules and objective of the game, anonymous players vie to influence the erratic swooping of the swarm. Welcome to the thrilling world of WikiSwarms, the culture jammer game being played right now in which the future of the Earth is at stake.

The revolutionary spirits of the future – the next Bakunin, Mao, Malcolm X and Debord – will be the ones who create these kinds of fluid, immersive, evocative metagaming experiences that are both playfully thrilling and, as a natural result of their gameplay, an insurrectionary challenge to the capitalist state. We are not far off from a time when revolution is an unauthorized game modification played across the gamespace of entire cities, states and cultures … a kind of radical play that re-enchants the world and transforms our subjectivity, a détournement of the symbolic order at the deepest level.

Micah White wants to meet the next generation of activist game designers. Email him at micah@adbusters.org

Wild Singularity

The moment we cannot escape.

by
Shane Adair

From Adbusters #98: American Autumn

Spooky, the cat

Spooky was a wild black cat with yellow eyes. She was taken off a farm and given to my older sister as a gift. I remember thinking about her all day at school. My brother and I would run home after school to play with Spooky. We trained her right from the beginning. We would wrestle with her and get her riled up. Then she would grab a hold of our arms and bite us. As time went on her jaw got stronger.

One game we played with her was called “Barry in the Backfield.” This game consisted of two players. I was on one team and my younger brother was my opponent. Spooky was a neutral player. She was the all time running back and I was the quarterback. My brother kneeled across from us as a defender. Then I would say,

“Blue forty-two, blue forty-two, set hut.”

And I’d turn around and set Spooky on the floor. As soon as she hit the floor she’d take off around me and attempt to run around my brother. If my brother were able to tackle Spooky, I would get no points. If Spooky ran around my brother and off somewhere, I would get seven points. I don’t think we ever finished a game.

My older brother had his own way of training Spooky. He would hold a towel perpendicular to the floor, and Spooky would run at the towel. As she got close to the towel she would jump and clench her jaw into the towel. After some time she learned to lock her jaw into the towel and hang. My brother would shake the towel and try to make her fall, but she wouldn’t.

One gray and rainy day our family sat around the living room watching television. All of a sudden we heard this loud high-pitched shriek come from upstairs. It sounded like a girl in a horror movie walking into a room to find a bloodied corpse on the floor. Concerned, we yelled up the stairs to make sure sister was all right.

“Tina, what happened? Are you all right?’

“No. Someone come get this cat.”

My brothers and I ran upstairs. We walked into the bathroom and saw sister wrapped in a towel. Spooky had her claws dug into the towel and was climbing up our sister.

My older brother said, “Thataway Spooky. She’s learning.”

“She sure is,” I said.

“Get her off of me.”

“Okay, okay.”

We got her off of sister and brought her downstairs to the living room. My brothers and I laughed.

Spooky continued to grow until she was full-grown. When she stopped growing she was quite the cat. She looked like a miniature panther. She was large and very muscular. When she walked you could see her different muscles flexing.

At one point in time I believe our teachers began to worry about us. My younger brother and I would show up to school with a new scratch on our faces everyday. The worst one was on my younger brother. Spooky got him right under the eye and all the way down to his chin. He was lucky she didn’t get his eye.

After some time of getting beat up we began to learn. We learned we had to carry a blanket and a pillow. First you hit Spooky with the pillow then you threw the blanket on top. That gave you just enough time to get away. Every morning when I woke I’d grab my pillow and blanket. Then I’d crack the door open and look both ways to see if Spooky was around. If I didn’t see her, I’d run as fast as I could up the stairs and she’d dart out of some corner and chase me. When I got to the top of the stairs I’d slam the door and lock it. Spooky’s head would bounce off the door, then her paws would reach under. If she was there waiting right outside of the door, I’d have to use the pillow and blanket.

In the summertime the weather would be very hot and humid. And when there was nothing else to do, my younger brother, a friend and I would come looking for Spooky. She was the biggest and toughest cat in the neighborhood. She was usually good for some entertainment. One time the three of us were messing around one way or another when I heard loud hissing and growling. I ran around to the side of the house to see Spooky and another cat squaring off.

“Kevin, Larry, hurry up.”

They ran around to the side of the house, and the three of us began cheering Spooky on.

“Get her Spooky, get her.”

The two cats stood facing each other growling and hissing. After a minute or two the other cat tried to run around Spooky. When the cat got to Spooky’s side, Spooky pounced on her and got a hold of her neck. Her jaw clenched and locked. It was just like the towel drill. The other cat shook and tried to whip Spooky loose, but she wouldn’t budge. Her jaw was locked, and the rest of her body whipped back and forth like a flag. We saw blood start to gush out of the neck, and then Spooky let her go. The other cat wobbled off scraggily and Spooky watched her closely.

The following year Spooky got into many fights. If we heard the hissing and growling sound, we knew what was happening. She got us through some very slow times. Then one day she came home and didn’t look so good. A chunk of her head was bitten off and her eye was all bloodshot. A new cat was in the neighborhood, and this cat was twice the size of Spooky and twice as tough. For a long time Spooky was the biggest and toughest cat in the neighborhood. But shortly after she got beaten up, we never saw Spooky again.