Conspiracy and ‘False Activity’ for the Gamers

I do not have the time, desire, or stomach to completely recapitulate for you the queasy mess that is the ongoing clusterfuck called “GamerGate.”  Here’s an overview.  Additionally, I will defer to two of the finest critical voices on games I’ve encountered, Liz Ryerson and Daniel Joseph, who between them explain quite well the dynamics of the whole thing.

On Twitter, Jason Hawreliak observed that while the hubbub seems to have died down significantly since Zoe Quinn laid out some harsh justice, the fact remains that many die-hards still populate the hashtag, harassing devs and writers (including, still, Quinn herself), and generally hoping to either weather the storm of their disgrace or somehow effect a resurgence in the misplaced anger that fueled this particular hate machine to begin with.  While you’re at it, read Zoe on Cracked about her experiences.

As Jason noted, one thing this means is that the conspiracies born amid the earlier stages of the debacle have become increasingly elaborate and abstruse.  This makes sense, as I say in my reply to him: conspiracy theories aren’t made to be disproved but actually revised and reincorporated into an overarching mythology of conspiracies, providing the thinker with any number of ways to “explain” particular facets of the world.

John Brindle observed how the logic of the conspiracies, the searching, sorting, and winnowing of evidence, has seemed to dovetail almost effortlessly with the logic of playing a videogame.

As I say in my response to Jason’s tweet, I tend to conceive of this conspiracy-weaving through a psychoanalytic lens, and in particular through the idea of “false activity,” which I fork from Zizek.  Conspiracies are a method of constantly delaying “action” because there is always more to the situation then at first seemed apparent: we cannot do anything yet, because we haven’t sounded the depth of our imagined rabbit hole.  And this is particularly important since, in pursuing the bugbears of conspiracy theories (unscrupulous women game developers, or fluoride in your house’s tap water) you ignore more pressing, institutional issues: the fact that mainstream ‘games journalism’ has always been figuratively in bed with AAA developers, or that your civil liberties are being daily eroded by militarized police and an oligarchic government without any help at all from mind control agents in your kitchen sink.

False activity is a necessary corollary to “interpassivity,” an idea which Zizek himself forks from philosopher Robert Pfaller.  To contrast with the more acknowledged idea of “interactivity,” interpassivity is when objects begin to do things for us, in our place, rather than at our behest (this latter condition being the ideal of ‘interactivity’).  Zizek’s go-to example is the laugh track in a sitcom: the show itself laughs at its own jokes, so we don’t have to, and thus some of the heavy burden of paying strict attention is alleviated.  We are in fact allowed to “unwind” or relax.

For Zizek, then, “false activity” is the point at which the subject (sometimes willfully) misrecognizes an interpassive relationship for an interactive one, and vigorously attempts to treat it like one, but in so doing really prevents any action from taking place:

people not only act in order to change something, they can also act in order to prevent something from happening, so that nothing will change. Therein resides the typical strategy of the obsessional neurotic: he is frantically active in order to prevent the real thing from happening.

Here we arrive at my overall point: that “GamerGaters” or whatever we want to call them, are precisely in this position.  As mostly men, cisgender and heteronormative and white, the rise of socially conscious game developers, writers, queer folks, and women and PoC in gaming threatens them into a position where they feel “passive” in the arena of life where they have most often felt “active” (recall, here, points made by Ryerson and Joseph).

The result is the generally false activity of #GamerGate, of spinning wheels and ginning up controversy in the hopes that, by doing all this, absolutely nothing will happen, absolutely nothing will change.

This structure of activity is, I would further allege, one derived from (or at least strongly reinforced by) videogames themselves.  As I’ve increasingly thought and argued in my work on games, they are often profoundly tedious despite being marketed as endless fun.  As some of the voices of #GamerGate cry, reviewers often score the “fun” of a game subjectively, but rather than understanding that enjoyment is obstinately subjective, the Gaters call for more objectivity, as if the marketing copy of games (endless fun for you, forever!) could in fact be true.

Here we see the interpassive face of a medium whose primary selling point is its claim to interactivity.  To choose a rather unfavorable analogy, it seems that games have partly worked by indoctrination.  “I told you I was fun,” the game says, “the commercials said I was fun! So you definitely must be having fun!” And for a thousandth time your space marine is shot in the head by a shrieking 14-year-old on the other side of a continent.

So the “gamer” response is not to call for better games (that is, to interact with the medium and its industry, as many indie developers and writers are in fact doing — interaction with others at all has fallen under suspicion of ‘corruption’ for GGers) but rather a demand to materialize a sublime-impossible artifact of videogame advertising, and to that extent not so the industry can change, but so it can finally be what they thought it was all along: a boys-only playground.  Upon fulfillment of the above conditions these people, in their vociferous cries for action, can in fact remain the passive consumers they have always been, and always wanted to be.

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