Bogost’s Procedurality

I felt uneasy with Bogost’s centering of procedurality, specifically in how it undervalues the role of play and interaction – the overall role of the player – in the interpretation of media. Although meanings and subjectivities may be embedded in the rules, it is only through playing with the game and poking at its boundaries that we come to some meaning. Everybody brings something to the game, and meaning arises out of that dialogue between the player and the material.

Sicart pushes back on this somewhat in his “Against Procedurality” (2012), a fairly direct challenge of Bogost’s conception of procedurality in games. Sicart argues that the designer is not necessarily the meaning-creator in the equation, and that the players in conversation with the game – playing it – are also central to the meaning-making process. I agre with Bogost in that procedurality can certainly explain how games can promote certain behaviors and lead to reflection from the player. But the other component of that experience is the play, and it felt like that discussion was missing from Bogost’s piece. Whatever meaning is embedded in a game, the personal ethics and politics of the player are integral towards the disentangling process that renders that content into something comprehensible and meaningful.

I particularly loved Sicart’s reference to Tati’s Playtime used to underscore his argument – that structures and architectures motivate certain behaviors and carry certain politics, but it is still up to the individual to engage with this environment, wring the meaning out, and act upon that knowledge. This complements Flanagan’s earlier writings on radical game design, and the post-human possibilities found in the world of play.

With respect to the meaning embedded in games, I’m reminded of the Metal Gear Solid series, with it’s cinematic 80’s-style action hero gunplay and grandiose international espionage scenarios within a world plagued by the ills of neo-colonialism, widespread wealth inequality, environmental catastrophes, and nuclear proliferation. I’ve never felt the games shy away from critiquing the US government or western hegemony, and yet it feels like a game series where it’s really easy to miss that message amid all the cool and hyper-stylized action sequences.

My experiences have also shown me that despite the game’s ostensibly more left-wing political orientation, its’ players readily assign it a meaning based on their existing political and ideological orientations – and so Snake can be a fascist colonizer or an anticolonialist freedom fighter, depending on how you look at things. The whole series seems to be in conversation with Truffaut’s old adage about there being no true anti-war film – that perhaps you can’t depict war objectively through visual media, or in our case interactive playable media, without also glorifying and romanticizing the events depicted secondhand.

As with all art, we arrive at a meaning by interacting with the work, but in the case of games, this interaction is – ostensibly – all the more immersive due to the gamified, structured, rules-based environment in which they’re encountered. However, I think that interactive quality in and of itself does not necessarily make a work more engaging, as witnessed in Brianna’s in-class example of Nox, by Anne Carson, wherein a physical, non-digital work renders the material more immersive and engaging in it’s design than would its’ digital analog. Since a physical book can be manipulated in more immediate and tactile ways than would a digital copy, the format engenders a different form of engagement and immersion between the work and author – one that gets partially lost in the digital format. And so, digitality is not necessarily a shortcut to immersion, but can be an appropriate component of an immersive experience depending on context and application.

Hayles’ writing on digital literature brought this exact parameter to mind, since the multimodel potentials of many of the works listed – namely Patchwork Girl – really render the author as more of an auterist designer than simply a writer. This is particularly applicable to those examples which incorporate art and music and other stylistic components. Many of the works listed were masterminded and coordinated by individuals (if not by very small groups), mirroring the auterist qualities of the cinema of Wes Anderson or Hong Sang-Soo. I thought these examples really laid bare the distinction, or lack thereof, between the role of an author and the role of a game designer – I’d have to place the writers of digital literature closer to game designers on that spectrum due to the greater control they retain over aspects of the finished product. For instance, in how writers generally don’t have ultimate control over binding, font, typeface, illustrations, cover art, etc., while creators of digital literature (especially in the free for all of web 2.0 in the late 90s) encountered greater freedoms in these additional aspects of publishing. This calls to mind the potential liberatory or democratizing potentials of the Web, although I’d argue that those potentials seemed a lot more attainable in the context of late 90s web culture than in the context of today’s.

Bogost Associations. STET.

All weekend I have been trying to untangle Bogost’s term, Procedural Rhetoric and more so Persuasive Games. And I only intermittently understand their full meaning and circumference. I understand that Persuasive Games does include interactivity, multimodality, and elements of layered institutional critique. This means that whoever creates the game must be working from a stable set of values. They must know where ethics have been cornered and dismantled in order to create something like an un-winnable game that leaves a player with a clear understanding that a real-world set-up (like the fast-food corporate business model) must be changed. It should leave the player with more than an intellectual understanding, i.e. with an impetus to act.

Perhaps the McDonalds game was the clearest example. To be put in the position of financial loss and business failure or ethical compromise and moral failure at every juncture of trying to run a big fast food corporation can only have one of two transformational outcomes.

Bogost and the games’ creators look at only one possible transformational outcome. They approach the game without cynicism, so they expect a player failing to “win” to turn into a moral actor. This means they expect the critique to take hold in the player. They expect the rhetorical maneuver of the game to work. I tend to be more cynical and think about the dangers and possibilities of this rhetorical approach misfiring/failing. If, as the player, one is cornered in an ethical dilemma, why not opt for burning it all down and adopting the pure capitalist mindset a la “screw everything but the money”? Could games like this accidentally teach callousness? I can’t answer this in any satisfying way, but I wonder how much games like this depend on a salvageable core morality, that popular culture has done its best to undermine since the arrival of the anti-hero… And then again, perhaps this moral core, if latent, can be roused.

**

PS: This is my second encounter with Sarah Gailey’s STET. I once used it as inspiration for a “margin story” I wrote, although without the interactive elements. STET is a bit like a theatrical play (a correspondence, albeit time-delayed) that happens in the wings (If we see the text as the main stage).  As one reads through the marginalia, more and more is revealed about the fictional author/protagonist, who is caught in (and fighting her way through) the impossibility of a journalistic assignment. The editor guides toward a more palatable, neutral digestibility. The author refuses.

I suppose the text, in its way, dramatizes a persuasively rhetorical game. 

By tracing the exasperation and story of the author, pressed by questions and concerns from the editor, the issue at the center of the critiqued text becomes ever more consequential for us as readers/clickers/interactors/players of this text. The initially dry copy becomes suffused with personal meaning, and, in its transformation, the piece extracts and makes visible a larger critique that gains urgency with each “STET” the author/narrator insists on.

Visual Rhetoric

In reading Bogost’s text on different types of rhetoric (verbal, written, visual, digital, procedural), I found myself wanting to push back on the limitations of the visual (pp. 21-24). According to Bogost, “Visual rhetoric simply does not account for procedural representation” and images are subordinate to process because they are constructed in media through code. If procedural rhetoric makes arguments through coded/programmed processes and behaviors (rather than solely words and images), why can’t images also make arguments through processes? Reading through Blair, Birdsell, Broarke, Hill, Lake, Pickering, Deluca felt confusing and overly complicated. Going by the definitions that procedure is a way of doing something but also an execution of rules for behavior, I can make an argument (albeit messy and somewhat haphazard) that images, particularly symbols are forms of procedure. Symbols as icons placed on street signs help us navigate the built environment, both lawfully and informally. As emojis, they have become an essential behavioral tool of communication. As signifiers such as the “raised fist” graphic, symbols function as a method of protest and civil disobedience, a way to provoke behavior. Like a computer, these image processes also reflect the material world.

Earlier in the article, Bogost brings up symbols and symbol manipulation which might be why I was so focused on this subject. I thought of the example of The International Symbol of Access, originally designed in the 1960s by Susanne Koefoed. At the time, it was a radical and historic gesture to display the symbol in areas that could be accessed by people with wheelchairs (parking spaces, entrances, etc.). It created awareness and established procedures for spaces, streets and buildings. The symbol became part of our visual lexicon, easily recognizable, instantly sparking behaviors and understanding.

However, it was designed to be static, the person represented was passively seated in the wheelchair with their arms stagnant on the armrests and their feet positioned firmly on the footrest. In 2011, the Accessible Icon Project used design activism by placing a newer, more active icon sticker on top of the older symbol on existing street signs in Boston. The new icon showed a person leaning forward in motion, arms which actively control the wheelchair and the removal of the footrests. The act of placing the new icons on noticeable street signs provoked the public and actively advocated for better disability rights. Today, the new icon is used globally in various iterations, by governments and citizens. Perhaps, the symbol change also changed public perception of those with disabilities, no longer resigned to the wheelchair, instead a person with agency and mobility.

This may be a stretch but I see this as a type of procedural argument- the symbol, both old and new, constructed a model of how the world works and in the process of updating the symbol, maybe even improved that world with refreshed ideas and promoted policy change. There is also some form of persuasion happening, a characteristic symbols share with images. Certainly, the procedural rhetoric is not computational and not related to videogames in the same way the McDonald’s game implies societal wrongdoings, but I think the symbol has the capacity to reveal how things work in a rhetorical way- through our experiences and interactions with them.

Is It Procedural?

As an editor by day, I found myself particularly drawn to the project Stet by Sarah Gailey. The back and forth conversation happening within the comments section reflect the conversations I have with writers nearly every day. Though thankfully much of my comment conversations are generally easier to resolve.

But it raises issues I wangle with regularly about objectivity and subjectivity, and how my edits affect the author’s voice and the experience of the assumed audience. I edit content for the website of a large hospital system, and I edit all sorts of different content, but a large part of it is intended for a patient audience. I have pages and pages in my style guide about our voice and tone and how we try to meet patients where they are, with the information they need presented in a way that they will understand it (i.e., not too jargony, not too scary). But our content doesn’t exist in a vacuum; the writers are always being instructed to write about care in a way that emphasizes what makes our hospital and doctors better than other hospitals and their doctors, and the success of a page is measured in its transactionability—in page visits sure, but even more so in conversions (patients clicking through to schedule appointments). So very cynically (but accurately) you can argue that as much as we may try to write in service to patients, we are always actually writing in service to the business needs of the hospital.

And that’s what I find so powerful about this piece; it takes what may seem like generic and objective textbook-esque text and reveals what’s below that surface: real people and their lived experiences. And, as much as I don’t want to be on the side of the editor in this piece, I do appreciate that this project shows the editorial work that is almost always hidden from a final publication.

But is this procedural rhetoric, as defined by Bogost’s reading this week? The processes of editing have been revealed, and that is where the argument is being made, but we the readers are not really going through those processes. Bogost doesn’t seem to make interactivity a necessary condition for procedural rhetoric, but all of his examples have interactivity, so I admit I’m a bit confused and not entirely sure on the answer. Is it procedural because we can see the procedures in the comment bubbles? Would it be less procedural (or not procedural) if the same text was explained and presented in a linear story format? What if this were a game instead, and we could play either the role of the writer or the editor and we made the choices leading up to this outcome (or variations thereof)? That definitely feels like it would be procedural rhetoric. Are there degrees of procedural rhetoric? Or just degrees to which it is more or less effective? (I’m not really sure.)

On a completely different note, as Bogost mentions pinball as a non-persuasive game, I find myself wondering what procedural rhetoric could look like in a pinball table. I think he’s definitely right in that manufacturers and operators are interested mostly in coin drop, finding that sweet spot that keeps you interested but not able to play for too long in between needing to feed the machine more money. The technology on new tables is such that many of them have video game modes on the back screen, controlled by the flipper buttons (and sometimes extra buttons). So you could make a persuasive game in that part of a new table, the same as you could for any other videogame. But what about in the actual mechanics in the table’s playfield? It’s pretty standard that certain shots affect other parts of the table, so if you assigned different images and labels to them, you could explore cause and effect potentially. The first thing that comes to mind is what would a climate change pinball table look like? Maybe you’ve got a forest represented by drop targets, and unlike in normal pinball where you want to hit the drop targets to increase your score, hitting the drop targets decreases the oxygen levels, and if you hit all of them, then the game stops and your ball drains. But perhaps there are other shots you can hit (tied to things that could curb climate change) to replenish your forest and bring the drop targets back up? It’s definitely a simplification of a complex topic, but I’d play it! It would be a nice change of pace from the usual table themes: superheros, movies, and famous musicians.

Procedural Rhetoric in Content Moderator Sim

When reading about procedural rhetoric and the game examples Bogast provides, Mark Sample’s Content Moderator Sim came to mind.

I first ran into Sample’s work during the heady days of pandemic influenced online courses during Kevin Ferguson’s Alternative Data Cultures class in the spring of 2023. With the COVID-19 panic still raging, an uniquely enjoyable part of this online course was that the authors of our readings often popped in 30 minutes at the beginning of the class to chat about their work. When Sample arrived to speak with us during our second session, my classmates pressed him on the particulars of the essay we read. Mark generally agreed with some of our critiques, but pointed us to his non-essay work as his current scholarly interest (this gesture became a hallmark of our guests in what was a fascinating and often screwball course that took equal inspiration from McGann and Samuels’ Deformance and Interpretation and Stephen Ramsey’s The Hermeneutics of Screwing Around; or What You Do with a Million Books). 

Sample describes Content Moderator Sim as a “workplace horror game.” This piece is hosted on Itch.io, a site often used to host budding or hobbyist game developers. The premise of this simulation imagines the interactor in the middle of a shift as an employee at a subcontracted company, ViralTitans, Inc., who moderates social media content. After initiating the experience, the user sees four main UI elements: 

  • A timer represented by a progress bar at the top of the screen,, showing the remaining time the user has to review the current case 
  • The current case, which often requires clicking links to get more specific context about it
  • After revealing all of the context about the current case, the options to Approve or Block the post
  • Occasionally if you take too long clicking through the content links,, a nagging manager in the form of instant messages and notification sound pings the user, imploring them that more posts equals more revenuing, and the more cases you review and approve, the better for VitalTitans
Content Moderator Sim's UI with managerial IM on display

Content Moderator Sim’s UI with managerial IM on display

The second to last post reviewed at the end of the shift is too horrible to even be described, and the user (UI) has a momentary breakdown, before a manager IM prods you back to the task and hand, though you’ve run out of time to moderate the post that disturbed you. At the end of your shift, the user receives a summary of their performance review from ViralTitans Inc. An option to see a secret score; or your “secret power” listing the social impact of your scoring.

ViralTitans Inc.’s Score

 

 

Your Secret Power Score

Your Secret Power Score

 

 

Reminiscent of the McDonald’s Game, Content Moderator Sim could be categorized as procedural rhetoric, as the argument is made through the processes followed and tradeoffs made by a content moderator as experienced by the user. Much like Molleindustria’s work. Sample’s piece lays bare the inevitable bind of the user caught up in a system of processes that result in (digital) capital accrual at best, but also social worsening regardless of the tradeoffs you make. While the company score reveals the economic output of your work, the secret score reveals that every decision made in the moderator’s position has the power to wreak social havok even while the moderator is extremely disempowered in their work experience. This simulation ultimately argues for dam(n)ing the medium of social media in some sense. Content moderation is frequently offered as a panacea to the damage caused by social media. In Sample’s piece, regardless of whether the user approves or blocks posts, they still abide by the destructive power of the processes unfurling upstream and downstream of their job.

Another Version of the Secret Score

Another Version of the Secret Score

While Bogost would acknowledge Sample’s work here as procedural rhetoric, I’m less certain of its description as a persuasive game. There is a distinct lack of Kittler’s “selective interaction,” particularly with the timing element and linearity of gameplay. The extreme constraints of someone working as a social media moderator is, in fact, a major point of this simulation. The intervention of the “player” in this “game” more closely resembles Balance of the Planet, an example Bogost uses to highlight abstract play in potentially persuasive games where the cause and effect of interaction is hard to decipher. Still, the vividness of the experience “playing” Content Moderator Sim recommends it as procedural rhetoric, enacting the power of computer supported processes by using those very same processes.

Unless you have objections based on the content warning, I recommend giving Content Moderator Sim a go. It takes a few minutes, is a little preachy at the end, may not exactly be a game, but is a good example of the unique power of procedural rhetoric when contrasted with other rhetorical types.

one last screed about gamification

A bit late to the party, but this just in from the left-wing journal of politics and culture, Jacobin:

Gamification Is Exploitation

The trend of gamification – applying elements of game play to other areas of life – is the apex of the neoliberal fantasy, rendering both work and our leisure time outside of it into a series of games that we supposedly enjoy playing for their own sake.

Graeber Article on Animal Play

What’s the Point If We Can’t Have Fun? (thebaffler.com)

Sharing an article about play that I really enjoyed, although its a bit of a departure from some of the material in class. Graeber wrote this piece on animal play back in 2014, where he asks us to reconsider some fundamental assumptions about biology – like what motivates play in living creatures, and whether that play could simply be end in and of itself. I appreciate how he describes science’s obsession with explaining reality in rational and objective terms, when play can be both fundamental to the human experience and irrational in it’s motivation. There are some definite parallels to our class, although he deviates quite a bit and references figures like Darwin and Kropotkin in lieu of ludic specialists like Huizinga and Bogost.

The article also meanders into chemistry, physics, and metaphysics and asks if play could exist at the most fundamental levels of material reality. Some portions I didn’t find super convincing, but overall it’s a sprawling read that definitely got me thinking about the various scientific and material assumptions underlying our understanding of play.

What’s the Point If We Can’t Have Fun?

My friend June Thunderstorm and I once spent a half an hour sitting in a meadow by a mountain lake, watching an inchworm dangle from the top of a stalk of grass, twist about in every possible…

POLL: Is this engagement? Thumbs up or Thumbs down.

A little more than a week ago, I attended an in-person academic conference. The conference used the Whova (Hoo-va) app to share programming and all other vital information.

A quick rewind: Before the pandemic, attending this conference had many more analog features. Most importantly (in the context of this post), the organizers provided a printed program. As attendees, after receiving the program booklet, we took a seat on the hotel carpet, got our hotel pens out, and began circling the sessions we wanted to attend. In the process of working through the paper program, we read many session descriptions, which sometimes swayed us to see sessions we might otherwise have skipped or overlooked. The program became a map, an artifact, and a piece of memorabilia.

Now, the app obviously saves the trees (or, as the Whova advertising would have it: “cuts down on printing costs”), and what’s not to like about that? I support saving the trees, but the app is much more and much less than a printed program. As is often the case, when an app offers to streamline and enhance an experience, the interventions create additional cost & labor for the user, for you, the conference goer.

It begins like this: you have to download the app from your trusted app store (that everyone has a smart-phone is assumed). And then, to make the app functional, you click through agreements you don’t have time to read (because you are feverishly working on your conference presentation). For all you know, you have just sold all quantifiable aspects of your soul and given the Whova-people the okay to keep an eye on you and your data.
Welcome!

Before you even attend the conference, the app already wants you to “engage.”
As a presenter, you’re asked to upload your bio and your presentation (never mind that a time-honored tradition of conference attendance is finishing your presentation about 10 minutes before you give it or while you give it.) You’re reminded that sharing your work on the app makes it accessible to people. How accessible should your work be, you wonder? Should it be part of the Whova’s archive? You don’t have time to think about that. The only thing that keeps you from uploading your work is that you haven’t finished it.

As an attendee, you are also asked to introduce yourself to all the other attendees via an icebreaker post. A bland, prewritten message is available. Or else you can spend time and creative energy on crafting your own. On the introduction board, 900+ people said hello. And really, what does one do with 900+ cute hello posts? You have no time to even think about that.

You’re at the conference finally, at that hotel atrium, and people have their Whova-branded conference IDs and are walking around staring at their phones /at the app. Everybody is receiving messages about drink tickets, ramen meet-ups, and all other conference events, including the agenda of presentations. There are too many events to keep track of, too many to absorb. You focus on finishing your work, but there comes a message that asks you to promote your session.
You shake your head. Were you supposed to have a promotional strategy?
Some people promote their sessions. Those who have social media energy, savvy, aptitude, time & labor to devote to an event-promoting strategy.
You don’t have any of these, and also, you have no time to figure this out. But it starts feeling like you SHOULD get in on this app life.

Not entirely voluntarily, you check the listing for your presentation and find out that you have one like. Yes, there are likes, and you can gather them. Also, people can signal if they plan to attend your session. So, as a presenter, you will likely find out quickly (even before your presentation) whether there’s substantial interest in what you have to offer… or not.

You learn to partially evaluate your contribution by these metrics of general popularity and, thereby, feel nudged to promote your event. You still have no time for that, because you have to revise your work still. But you’ll notice something vaguely shame-like sitting in your gut. You should, shouldn’t you, be “announcing”, “interacting”, “connecting”, and “engaging” via Whova. For the sake of your work!

You don’t, though. Because you have the actual work to do. You don’t look at the app until…

After your presentation (which goes well, and dammit you finished it!), you’ll get a notification from Whova about how many people attended. Perhaps that notification will come with confetti graphics and maybe a little banner that says “high-attendance session” or something like that. This makes you feel good, and you also know that Whova’s headcount can’t be right. You were there. You know that there were people in the room who did not attend your session. But that’s not the important part. You wonder how the app even knows how many people attended or were in the room. You suddenly understand that the app knows exactly where in this Hyatt you and your phone are at any given time. It will simply mark you as present. You think that Whova also knows which bathroom in this Hyatt you visited and when.

When checking your event on the app, you see that it would have given you the opportunity to lead a Q&A in-app or to poll your audience. You did not do that, and at this point, you don’t care. You’re just glad you’ve finished your research and presented it.

A propos polls: Sometimes, the conference organizer might want to foster engagement by creating a conference-wide poll. This can be done with more or less nuance and purpose. Expect some less nuanced polls like “How sick are you of hearing about (insert topic here)?” With answer choices from “not at all” to “enough already!”
As you ponder the basicness of this poll you were nudged to participate in, you wonder: This fosters what kind of participant engagement exactly? What is the definition of “engagement” here? “Engagement” seems to mean a haptic signaling of rudimentary opinion by pressing the “like” button, pressing an answer option on a poll, or pressing “post” for an icebreaker message. All these superficial emissions are legible as “engagement” in app-world.

From this poll-driven, comparative atmosphere, it’s only a quick jump to explicit gamification. And yes, you get a message about the leaderboard. Whova has a leaderboard. And yes, Whova has badges. What is rewarded is the extrovert commenting on a lot of things lightly.

Finally, during a last glance at Whova while you’re waiting to check out of the Hyatt, you notice that you’ve accumulated 4 likes! You should have more. Or you should care less. You remind yourself that you did get confetti. You can’t believe you’re weighing confetti and likes.The likes and the confetti, they do something.

And what they do is dispositionally herd you from a context of scholarly exchange into one of social comparison. When, previously, you would have engaged by thinking about an academic project deeply with others, your attention is now partially diverted to creating an online performance of engagement, scholarly worthiness, and popularity.

You have to admit it; you failed at Whova, and the only thing that makes you feel redeemed is a look at your self-awarded failure badge.

what % plagiarized is this blog post?

In trying to find something to write about for this blog, I began cycling through memories of my frustrations with various online environments. I think I want to focus on Turnitin.com; it’s not a site I’ve explored since high school, but my memory of first using it was enough to make me interested in revisiting the website.

 

In the writing of this blog, I went to the Turnitin website and sure enough, I still have an active account with an old email address attached. I was able to change my password because I still know my dad’s middle name, and so I eagerly entered the site. I was hopeful I might unearth some old essays from English class, or maybe a short paper from history class—anything that might remind me further of how weird it felt to submit my papers to a machine rather than to a teacher. Unfortunately, the only items I saw in my account were a few paragraph-long submissions from my senior year Spanish IV class. (It’s pretty incredible that single paragraphs in an entirely different language were subject to the same surveillance as my extended papers in English-language courses.)

 

Importantly, though, the Turnitin interface today doesn’t look much different than it did when I first used the service: it is truly a no-frills website with a few buttons you can click to submit items, look at your enrolled classes, and view/adjust your profile. I guess the landing page is a bit nicer than it was back then? But it gives me the same shivers and shudders now that it did when I was a teenager, scared out of my mind that my usual writing would trigger some plagiaristic laser sensor and give me an F on an assignment. I was very taken with the academic experience in high school and competed a ton with my classmates, so the idea of taking such a hit to my grades was terrifying.

 

The fear did not prevent me from having a clear-eyed understanding of how absurd the entire enterprise felt, though—I understood that people did copy information from places without attributing it to the proper source (or to any source at all), and I remember the emotions surrounding that specter of punishment. What I remember less of was seeing any interrogation of why a student might feel compelled to finish a paper that way. Even though we were definitely taught how to do citations, even that felt a bit cursory. And it all played into this weird dynamic, wherein it felt like the teachers were on a crusade to say “Gotcha!” to those of us who strayed too far from the prescribed, righteous path.

 

I will never understand the grading of written work product with numbers and percentages, and so seeing the land of plagiarism become “gamified” in that way was and remains bizarre to me. Back then, I didn’t agree with the premise, either: teachers were absolutely using the technology to single out “cheaters,” irrespective of the circumstances that might lead to someone doing that. And for my part, I look back with such pity on my younger self, as I congratulated myself each time a Turnitin submission ticked only 4% on the plagiarism meter. I hate that school did that to my brain, and that gaming themes were used to do it.

Surveillance and State Power

In an effort to educate (or re-educate) myself on the Israel-Hamas war and its associated complications, I’ve been absorbed in the news media cycle. Reading and watching videos on the topic of surveillance intelligence and facial recognition and the Israeli military’s use of it in the contested city of Hebron in the southern West Bank has been both horrifying and eye-opening. Certainly in the U.S. and other countries, the use of facial recognition brings up issues of privacy, racial discrimination, policing and politics. While definitely not a game in the pleasurable sense, there are features of Israel’s surveillance technology and the way it’s being used that are game-like and relate to Zuboff’s description of behavioral modifications and surveillance capitalism as a form of state power. Obviously, I don’t have first-hand experience of the technology but I will try to summarize how it works based on the limited information I could gather (details of this program have not been released).

Blue Wolf is an app designed to work on specific models of Samsung devices handed out to the Israeli military (it does not work on all devices nor can it be downloaded). The purpose of the app is to capture photos of Palestinians’ faces and match them against a database of other Palestinians’ faces. The app is part of the larger surveillance program called which includes face scanning cameras and closed-circuit television cameras for monitoring planted in the city streets, along with checkpoints that control areas Palestinians can enter. The database is referred to as the “secret Facebook for Palestinians”. The military’s justification is that this is necessary to thwart terrorist activity in Hebron. Once a soldier takes someone’s photo and a match in the database is made, presumably through some type of artificial intelligence, the app shows various notifications: it will light up yellow if the person is to be detained, red if the person is to be arrested, and green to release the person. However, the notification does not tell the soldier what the grounds are for the arrest or detention.

When these programs first launched in 2020, there was a need to actually build the database with photos and other personal information like family history, education, drivers license, and security rating. So, the Israeli military launched a competition to incentivize soldiers. Each army unit was expected to take at least 1,500 photos a week, the unit with the most photos would win prizes like a night off. On their daily patrols, the soldiers were allowed to stop any Palestinian and take their photo whether they consented or not. Children, unaware of the circumstances, posed happily while the elderly and women tried to resist. The soldiers are participants in an involuntary crowdsourcing scheme of big data.

I would argue that Blue Wolf was not designed to control the behavior of Palestinians, the ones being surveilled, who have not consented or opted into this program. If it was designed for this purpose, it fails – the app does not make them more compliant or docile in the eyes of the government. If anything, the use of this app gives them further reasons to resist. The behavior modification occurring here is on the part of the soldiers, the users of the program. They have been trained to respond to the colors of the interface. They are not given more detailed instructions or are allowed to ask questions. To further complicate the scenario, the soldiers also have not consented or opted into using the app. Whether the soldiers have any sense of fulfillment or emotional engagement (Sicart) using the app (other than maybe winning a prize) is unclear. Situating Blue Wolf with Zuboff, both the users and the surveilled have been tuned, herded and conditioned. However, instead of a company profiting off of this behavior, it’s the Israeli government who retains and increases control of both the Palestinian population and its own military by taking away their rights and autonomy.

Sources:

  1. How Israel automated occupation in Hebron
  2. Israel escalates surveillance of Palestinians with facial recognition program in West Bank