A review of Respawn: Gamers, Hackers, and Technogenic Life, Colin Milburn, Duke University Press, 2018.
Video games are now part of popular culture. Like books or movies, they can be studied as cultural productions, and university departments offer courses that critically engage with them. Scholars who specialize in this field of study take various perspectives: they can chart the history of video game production and consumption ; they can focus on their design or their aesthetic value; or they can analyze their narrative content and story plot. There is no limit to how video games can be engaged: some thinkers even take them as fertile ground for philosophy and theory building. Within the past few years, a handful of books have been published on video game theory. Colin Milburn’s Respawn can be added to that budding strand of literature. It is a work of applied theory: the author doesn’t engage with longstanding philosophical problems or abstract reasoning, but draws from the examples of a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, to illustrate how they impact the lives of gamers and non-gamers alike. In particular, he considers the value of video games for shaping protest and political action. Video games, with the devotion that serious gamers bring to the task, introduce the possibility of living otherwise, of hacking the system, of gaming the game. Gamers and hackers develop alternative forms of participatory culture along with new tactics of critique and intervention. Hacktivist groups such as Anonymous use video game language and aesthetics to disrupt the operations of the security state and launch attacks on the neoliberal order. Pirate parties have won seats in European legislatures and advocate a brand of techno-progressivism, digital liberties, and participatory democracy largely inspired by video games. Exploring the culture of video games can therefore offer a glimpse into the functioning of our modern democracies in a computerized world.
Geek vocabulary
A culture is formed of various groups that may develop their own specific identity within the context of the larger social system to which they belong. Gaming culture can he treated as a subculture: a series of social codes, technological lore, and insignificant facts of history, popular culture, art and science. Subcultures create social groups by delineating their identities, beliefs, and habits as much as they exclude those who do not belong to the group. Geek culture is a subculture of computer enthusiasts that is traditionally associated with obscure media: Japanese animation, science fiction novels, comic books, and video games. Respawn is replete with trivia, code words, and key expressions that open for the noninitiate a window into the world of gaming. “All your base are belong to us” is the poorly translated sentence from the Japanese arcade game Zero Wing that is now used as a catchphrase for violent appropriation and technical domination. Used by the leader of the cyborg invasion force known as CATS, it signifies that a posthuman future is already inevitable, and presents an allegory of the information age in which mistranslations and malfunctions abound. Made popular by the website Something Awful, it is the feline equivalent of the Doge Internet meme that consists of a picture of a Shiba Inu dog accompanied by multicolored text deliberately written in a form of broken English. Variations on the CATS meme include the message posted by YouTube in 2006 that “All your videos are belong to us” or, following the Snowden affair and the exposure of NSA’s vast data-surveillance operation, various Internet images that proclaim: “All your data are belong to U.S.”
Another obscure lore sentence is the question: “Where were you on April 20, 2011?” that refers to the date the PlayStation Network was shut down as a retroactive security response to an external intrusion. Colin Milburn reconstructs the story of this particular episode, which exposes the troubled relations between Sony Corporation and various groups of hackers, of which the attack on Sony Pictures by operatives allegedly sponsored by the government of North Korea is only the last installment. It all began with Sony’s decision to make its PlayStation 3 open to homebrew programmers and technological innovators in order to encourage participatory science, peer-to-peer design, and do-it-yourself innovation. With its PlayStation Network or PSN, it even claimed to have created “the most powerful distributed computing network ever” and made it accessible to Stanford University’s researchers to simulate the mechanics of protein folding by installing the Folding@home software on all its stations. However, in January 2010, the young hacker George Hotz—more commonly known by his alias, GeoHot—announced that he had found a way to hack the PS3, gaining access to its system memory and processor and allowing users to make pirate copies of their games. Sony backpedalled on its open system policy and filed a lawsuit against GeoHot, which then found supporters among the hacker collective Anonymous who launched a massive DDOS attack against Sony servers. It is in this context that the PlayStation Network outage occurred, disabling gamers access to their favorite occupation and exposing them to the risk of leaked personal data, including passwords and credit card numbers that the hackers were able to extract from servers. Anonymous was quick to deny responsibility for the criminal intrusion, but it wasn’t the end for Sony’s troubles and the company was exposed to more attacks by malicious black-hat hackers. Meanwhile, the unsolved mystery of who hacked the PSN invited conspiracy narratives and dark humor mashups. “PlayStation Network was down so I killed Osama Ben Laden” was how a meme described president Obama’s reaction, while others noted the time coincidence between the PSN shutdown and the day the Skynet network took over the world in the Terminator movie.
Doing it for the lulz
The gamer culture intersects with hacking in the lulz, a form of corrupted laughter that derives pleasure from online actions taken at another’s expense. The “field of Theoretical Lulz” as depicted on Encyclopedia Dramatica includes trolling, gooning, griefing, and pranking, as well as the various forms of online harassment developed by hackers who, as they say, “do it just for the lulz.” Modding refers to the act of modifying hardware, software, or any aspect of a game, to perform a function not originally conceived or intended by the designer, or achieve a bespoke specification. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game. Respawn, a command-line first occurring in the game Doom, means to reenter an existing game environment at a fixed point after having been defeated or otherwise removed from play. It is the opposite of permadeath games that make players start over from the very beginning if their character dies. Yet another option is to play in “Iron Man mode” and try to reach the end of any game with only a single avatar life, eschewing the “save” or “respawn” functions. The hacker concept of “magic” refers to “anything as yet unexplained, or too complicated to explain,” but also to the command words in adventure games that included functions such as “XYZZY” or “PLUGH”. The word “pwn” is not a programming function or an instruction code, but a term of appreciation (as in “This game pwns”) that originated in the gaming community itself, probably born from a typographic error. According to the most enthusiastic critics, games raise philosophical issues. The role-playing game Portal includes the sentence “There will be cake” in its opening, but the player soon realizes that “The cake is a lie.” Of course, these two sentences have achieved cult status, and are repeated in countless Internet memes or signs carried at street demonstrations.
For Colin Milburn, games are closely correlated to the meaning of life. Many concepts from computer science draw parallels to the realm of organic life—worms, viruses, bugs, swarms, hives, and so forth. Sony has built upon this connexion by attaching its brand to an image of biological organism and vitality, from its 2007 “This Is Living” advertising campaign to its 2011 “Long Live Play” motto. Sony executives routinely speak about the PlayStation’s DNA, refer to its microprocessor as The Cell, and insist on the nucleic compatibility between successive generations of hardware products. For Colin Milburn, “‘respawn’ stands for a surplus of vitality, a reserve of as-yet unexpended life, a technologically mediated capacity to keep on going even while facing dire adversity.” He uses the term “technogenic life” to refer to the entanglement between organic life and digital media and the emergence of new life-forms, neither fully human nor artificial. This is of course a familiar trope in science fiction, and the author lists classic novels such as John Brunner’s Shockwave Rider, Vernon Vinge’s True Names, or William Gibson’s Neuromancer as part of any gamers’ portable library. Video games are experiments in applied science fiction: they allow players to test the limits of life, to engage with anticipation and foresight, and to make other futures imaginable. Gamers always have the possibility to reset, save, shut off, or reload. Games tend to encourage a playful and experimental attitude to life: working through error, overcoming failure, persevering toward the goal while staying open to the unexpected. Playing games can teach us how to live: indeed, they are part of our lives as Homo Ludens. Gamers respond to the injunction to “get a life” by arguing that they already have one, indeed many: “I am a gamer, not because I don’t have a life, but because I choose to have many.”
We Are Heroes
Gamers are also influenced by the subculture of comic books and superhero movies. Since 1978, when the first Superman cartridge appeared for the Atari 2600, the video-game industry has produced a steady stream of superhero adventures. One such game was City of Heroes, a massive multiplayer online role-playing game or MMORPG that attracted a large community of followers. In the game, players created super-powered characters that could team up with others to complete missions and fight criminals belonging to various gangs and organizations in the fictional Paragon City. When the South Korean company NCsoft decided to terminate its Paragon Studios development team and to shut down the game in 2012, massive protests arose. Online testimonies reflected feelings of camaraderie and shared culture, domestic and social belonging, comfort in times of sorrow, and personal accomplishment—indeed, all the qualities of “having a life”. Rallying under the motto “We are heroes. This is what we do,” participants envisaged various measures to keep the game operating past the announced date of closure. Their logic was straightforward: the company had made a game where players had spent the past eight years defending their city; it was only natural that they rose in protest against this attack on Paragon. Some decided to go rogue and keep the game running on servers based on the leaked source code. Like in the world of superheroes, the online community has always had its rogue elements, its vigilantes and its villains. The author is not sure where to categorize hackers such as the group Anonymous: “despite their roguelike appearances, hacktivists might even seem to be on the right side of history.” But the hate speech, misogynistic attacks, and racist slurs that circulate on forums such as Reddit or 4chan clearly fall into the villainy category. They represent “the dark side of the lulz,” the politics of terror and mayhem that is already familiar to the fans of Batman’s Gotham City and other superhero worlds.
Gaming also shapes a political imaginary. Numerous players have attested to the impact of gaming on their own political or ecological sensitivities. The dispositions and practices cultivated by gaming can inform political choices, responsible policy decisions, and collective action. Under the right circumstances, video games offer ways to experiment with the technopolitics of the present, to think otherwise even from the inside of a computer system. Edward Snowden has confessed that his motive for challenging the security state has developed partly through his lifelong interest in video games. According to Colin Milburn, video games frequently present interactive narratives about civil disobedience, social resistance, and transformation, becoming models for engagement. The quotidian act of saving or resetting gameplay data itself models an orientation to social change, affirming that duration and persistence are not givens but are always active processes of construction. Final Fantasy VII has encouraged a generation of players to consider “how deeply the fights for economic democracy and environmental sustainability are intertwined.” Gaming and hacking cultures are intrinsically correlated. The “primal scene of hacking” occurred in the early 1960s when MIT research scientists experimented with the university’s mainframe computer to create the first video game, Spacewar! The first online role-playing game, Adventure, which circulated on the ARPANET in the seventies, included a secret hideout place where the author left his unauthorized signature. Many games include hacking as a function, and offer the possibility to tweak the code or experiment with alternative commands even from the inside. But in the end, even those who resist the prevailing systems of control are likewise products of those same systems. Like in Ernest Cline’s novel Ready Player One, the only possible option may be to play through to the end or to quit entirely. Completing a game inevitably triggers the formula: “Game Over”.
Cultural studies
Colin Milburn advances the scholarly study of video games in several directions. First, he shows how to engage theoretically with video games. He borrows many of his tools from the cultural study of literature and cinema. For example, he focuses on particular episodes of video games, or he summarizes the plot of select games such as Final Fantasy VII. As in book or film reviews, his descriptions entail some disclosure of plot details that may constitute a spoiler for some gamers: if you don’t want to know the final scene in System Shock 2 or the location of the secret AVALANCHE hideout in Final Fantasy VII, you may have to skip some passages in the book. He also dwells on the psychology of some characters, just as a critic would do with a novel or a movie. In this sense, video game theory is not especially new: games are amenable to the tools used to analyze artworks that belong to the narrative genre. As a second contribution, Respawn offers a description of gaming culture. The author introduces the unfamiliar reader to a community brought together by code words, favorite expressions, a common history, and modes of engagement with video games and with life in general. Video game culture consists of a rich mythology of lore, trivia, fun facts, episodes, and images that are communicated through online discussions, the diffusion of Internet memes, and the participation in social events such as gaming conventions or cosplay parties. Thirdly, Colin Milburn underscores the transformative power of games, the subversive potential of role-playing and other forms of ludic recreation. The book traces the intersections of gaming with hacking and high-tech activism, focusing on several online campaigns launched by the hacktivist collective Anonymous. It underscores that lulz, fun, and games can no longer be thought as separate from issues of political or technological governance. Games allow other ways of being in the world: they create the possibility to act like a superhero, a vigilante or a villain, or to escape the laws of gravity by wavedashing or airdodging along with Super Mario. Most importantly, Colin Milburn demonstrates that video games matter—even for casual users or non-gamers. Video games have become increasingly sophisticated, not only in the evermore complex issues that they present, but also in revealing their own explicit and reflective awareness about theoretical issues. Video game theory may not just be about applying existing theory tools to video games, but also crafting new tools, concepts and theories brought forth by video games and that may be of broader relevance for culture and society.

Improvising Medicine describes everyday life in a small oncology ward in Botswana, a Southern African country that has been decimated by HIV/AIDS and that now faces a rising cancer epidemic. AIDS, disease, heat, stench, misery, overcrowding, scarcity, death: the picture seems familiar, even cliché. But Julie Livingston warns (or reassures) her reader at the outset: this is not the book on Africa one has learned to expect (or to dread). As she notes, “the problems of pain, death, illness, disfigurement, and care that lie at the heart of this book are basic human ones.” This is, in essence, a book about human nature in the face of insufferable circumstances. It is told in the way anthropologists tell a story: with a concern for the local, the mundane, the quotidian. Improvising Medicine is based on an extended period of participant observation and hundreds of pages of research notes jotted down after long hours of assisting care workers in their daily chores. The particularities of ethnographic observation are reflected in the excerpts of the research diary that are inserted in the book, with the names and proclivities of each patient and coworker who, in the end, become familiar figures to the reader as they were for the fieldworker. And yet, between the localized setting and the universalist message, there are some conditions and lessons that pertain to Africa as a whole. The cancer ward in Princess Marina Hospital in Gaborone, Botswana’s capital, is referred to as an African oncology ward in an African hospital. The author routinely writes about an African ethic of care, about the defining features of biomedicine in Africa, or about the articulation between African practice and global health.
What is anthropology? What should it be about, and how should it be pursued? These questions were raised with great intensity in the politically loaded context of the seventies. Radically different visions of anthropology were offered; people experimented with new forms of writing and storytelling; and the discipline was mandated to take a political stance in reaction to the issues of the day. As a result, anthropology was deeply transformed. The two canonical concepts that defined its academic status, culture and society, were discarded in favor of other constructs or organizing schemes—although modern ethnography is still referred to as cultural anthropology in the United States and as social anthropology in the United Kingdom. Fieldwork, the close and sustained observation of native customs and modes of thought by a participant observer, ceased to define the discipline. The methodology was adopted by other social sciences—or even by other occupations such as journalism, militantism, and even art—, while anthropologists experimented with multi-sited ethnographies or with research based on archival work. As Clifford Geertz and other anthropologists working in his wake made it clear, the collection of data by the ethnographer on the field is just the tip of the iceberg: it is based on years of reading other anthropologists’ work and attending academic lectures, and it is followed by the nitty-gritty work of reconstruction and composition that leads to the journal article or the scholarly volume. The anthropologist was recognized as a writer, as a maker of forms and a designer of concepts.
This book can be read as an anti-American tract, or an anti-vaccine manifesto, or as a justification of anti-speciesism, or as an attack on liberal ideas of democracy, equality, and scientific progress. Of course, this is not the intention of the author. Neel Ahuja didn’t write a tract or a manifesto, but an elaborate social science book with deep theoretical repercussions. He is more descriptive than prescriptive, and his political message is not spelled out in detail. He situates himself in a progressive movement that is unconditionally anti-racist, feminist, and anti-war. But he doesn’t take position on vaccines, on animal rights, or on speciesism. His goal is not to provide simple answers, but to complicate things and deepen our vision of mankind and its living environment as some truths long held to be self-evident are losing political traction. However, liberal arguments can be used for very illiberal ends. As I read it, Bioinsecurities gives credence to very nasty arguments which, taken to their extreme, articulate a very anti-liberal and regressive agenda. Of course, some readers, and the author with them, may argue that it is perfectly fine to be anti-American, anti-vaccine, or to stand for a radical vision of animal rights, especially considering the background of brutal imperialism, public health manipulations, and disregard for non-human animals that have marked our common history and still inform our present. We should work against the public amnesia and state-endorsed manipulation of truth that prevent the public to exercise democratic oversight and make informed decisions on matters of life and death that affect us most. But an author also has to give consideration to how a book might be read or perceived. For me, Bioinsecurities dangerously straddles the line between liberalism and illiberalism, humanism and anti-humanism, and progressivism and regression.
Orientalism grew out of a fascination with Asian women. From the scantily dressed harem recluse to the romantic Madame Butterfly figure, from the mousmé to the congaï, or from houri to geisha, the Western male gaze was literally obsessed by Asian female bodies, and constructed its vision of the Orient around figures of stereotyped female characters. Philippines’ women or Filipinas stood in a peculiar position with regard to these Orientalist wet dreams. They never fully fit the category of the Oriental woman as popularly conceived. Neither black nor yellow, the term used to describe her racial identity is “brown”. When traveling abroad, she is often taken for a Chinese, a Vietnamese, an Indonesian, an Indian, a Mexican, or a South American. Even now, mentioning Filipinas in a Western context brings to mind images of overseas care workers, domestic helpers, mail-order brides, or leading politicians such as the flamboyant Imelda Marcos or the stubborn Cory Aquino. Filipinas never coalesce around one single category. They escape the attempt to hold them as representative exhibits of an Asian feminity that would define a distinct type of Orientalist fantasy. As domestic workers, they cultivate invisibility and diligence. As politicians and heads of state, they embody leadership
It takes a lot of people to make a movie. It also takes a diversity of production sites, technologies, and product or service providers. The list of names, locations, companies, and generic technologies that were instrumental in making a movie are listed in the closing credits. A full set of credits can include the cast and crew, but also contractors, production sponsors, distribution companies, works of music licensed or written for the movie, various legal disclaimers, such as copyrights and more. Nobody really pays attention to this part, except for the theme song playing at full blast and the occasional traits of humor interrupting the credits scroll. These closing credits allow the spectator to make the transition between the world of fiction and the real world, and to put an end to the suspension of disbelief that made him or her adhere to the on-screen story. For Hye Jean Chung, who teaches cinema studies in the School of Global Communication at Kyung Hee University in South Korea, the spectator’s disregard for credit attributions is part of an operation of denial and erasure: denial of the work that went into making a movie, and erasure of the production sites and collaborative networks that increasingly place film production into an international division of labor. The ancillary bodies and sites of labor are erased from the film’s content and only appear in the end credits; but they somehow creep back onto the screen during the movie as well, producing what she calls “spectral effects” or traces that are rendered invisible and disembodied but that still haunt the movie like a ghostly presence. Taking on from Michel Foucault’s concept of heterotopia, she defines “heterotopic perception” as a mode of criticism that is sensitive to these spectral effects, and “media heterotopias” as a digitally enhanced audiovisual realm of representation that superimposes different layers of realities, spatialities, and temporalities.
Same-sex marriage in Taiwan became legal on 24 May 2019. This made Taiwan the first nation in Asia to recognize same-sex unions. You think it’s a progress for LGBT rights? Well, think again. In the midst of the clamor for legalized same-sex marriage, G/SRAT, a LGBT organization, marched to oppose the institution of marriage at Taipei Pride, proposing the alternative slogan of “pluralism of relationships” on their banner against “marriage equality.” Queer Marxism in Two Chinas is open to such perspectives that go against the grain of conventional wisdom and emerging consensus on gay marriage and LGBT rights. It argues that gay marriage legalization is a victory for neoliberal capitalism, which incorporates gay couples into its fold and wages a propaganda battle against communist China. If we define pinkwashing as the strategy to market oneself as gay-friendly in order to appear as progressive, modern, and tolerant, then Taiwan is pinkwashing itself on a grand scale. Threatened by the prospect of reunification with mainland China, Taiwan has focussed its diplomatic strategy on integrating into the global economy and on securing popular support from the West by promoting itself as a democratic regime with values similar to those in the United States or Europe. Granting equal rights to same-sex couples is fully congruent with these twin objectives, and it serves geopolitical goals as much as it responds to local claims for equal rights and justice for all.
When she was a little girl growing up in the Philippines, Vernadette Vicuña Gonzalez considered American tourists and soldiers that she encountered or heard about as a benevolent presence. They were there to protect the land and to share their riches with a people in need of security and prosperity. This positive image was reinforced by the missionary schools founded by Americans, the remittances sent from abroad by relatives, the proceeds from commerce and military bases, and the endless stream of American movies and serials flowing from television. Later on, when her family emigrated to the United States, she would accompany her father to the Douglas MacArthur Memorial in Norfolk, Virginia, and share the gratitude held by many Filipinos for the general who liberated their country from Japanese occupation. For her, America was still the land of the free, a beacon of hope and opportunity for those seeking a better life beyond their own shores. But then she went to study at UC Berkeley and her worldview changed. She learned about the history of American imperialism, the gruesome stories of the Philippines-American war, the propaganda machine of Cold War politics, the complicity with authoritarian regimes, the destruction of the planet by the forces of neoliberalism, and the cynicism of exploitative raw power. Her homeland, the Philippines, became associated with the image of a puppet regime led by a dictator clinging to power with the backing of the US military. She applied the same critical lenses to the state of Hawaii and its populations after the was nominated as Associate Professor of American Studies at the University of Hawaii at Mānoa. For her, the Hawaiian archipelago was forced into the American fold at the end of the nineteenth century by a coalition of military imperialists, colonial planters, and migrant laborers who relegated the natives to subordinary status and even to cultural extinction. Being herself a nonnative in an adopted homeland, Vernadette Gonzalez purports to speak on behalf of the Native Hawaiians who should, however implausible it may sound, reclaim their sovereignty.
Cinema is an industry. But very often aesthetics gets in the way of analyzing it as such. For cinema—or some portions of it—is also an art. Industry or art: these two approaches give rise to two distinct bodies of literature, one focusing on professions, publics, and profits, the other one on visual style, narrative content, and film textuality. There are movie industry specialists who may teach in professional schools or in economics and sociology departments, applying the standard tools of their discipline to one particular sector that represents up to one percent of the US economy. And there are cinema critics and film studies academics who develop concepts such as genre, auteur, style, form, periods, and apply them to a canon of authorized films conserved in national archives. Film studies may emphasize culture (cinema as representative of national culture), psychology (a movie reflects the inner psyche of its director), formalism (focusing on the formal or technical elements of a film), history (itself divided into the history of genres and national traditions), or theory (film theory as a branch of applied philosophy). What these approaches have in common is that they consider a movie as worthy of cultural commentary and critique. By contrast, an industry specialist is more interested in macro factors such as film production, distribution, and box office figures. He or she will focus on context more than content, on cost and revenues more than artistic quality. In the case of Japanese cinema, an art critic will focus on directors such as Kurosawa Akira or Ōshima Nagisa, specific genres such as jidaigeki (samurai movies) or kaijū eiga (monster movies), and techniques such as Ōzu Yasujiro’s signature tatami shots and multiple scene framings; while an industry specialist will study the studio system long dominated by Shōchiku, Tōhō, Tōei, Nikkatsu, and Daiei, the unionization of workers, or the distinct distribution channels for hōga (domestic movies) and yōga (foreign movies).
“Can you name five media theorists from Japan?” is the question that opens the book’s introduction by the two editors, Marc Steinberg and Alexander Zahlten. Taking up the challenge proposed by the two authors, I wrote my own entry in the book’s margins, with the intention of coming back to this list later once I would complete my reading. The handout to the assignment read as follows: Maruyama Masao, Ohmae Ken’ichi, Murai Jun, Azuma Hiroki, Sasaki Akira. The list will sound obscure to most non-specialists of Japan—and I must confess I include myself in this category. I just happen to have spent a couple of years in Japan in my formative years, and over the following two decades I have accumulated a small portable library of Japanese books and journals, mostly in the social sciences and in philosophy, although my resolution to read them has been forever deferred. Among these books, then, and to come back to my list, stands Maruyama Masao as a postwar critic or hihyōka who turned his liberal gaze on the then-dominant media, the press; Ohmae Ken’ichi as a management guru who heralded the advent of the information society in the 1980s; Murai Jun as the father of the Japanese internet; Azuma Hiroki as the theoretician of the otaku generation; and Sasaki Akira as an astute critic of Japanese theory (Nippon no shisō) and contemporary soundscapes. Having completed the reading of Media Theory in Japan, I am returning to my initial list of authors to put these names in context, add a few more, and write down a few notes on my newly-acquired knowledge.