Power and domination

21 Feb

We’ve written in our previous essays about the difference between power and domination, and while it can be wielded with wisdom and discernment, most of the time it devolves into the purest form of domination: control of opinions and narratives and the exercise of force for this, so it’s very easy to become pure domination.

Byung Chul Han in his book “The swarm” that talks about “psychopolitical” domination discusses the use of media and its control for this, current trends in the use of AI make this more dangerous.

We wrote in a previous post here, long before this war tension looms over our civilization:

“Symmetry, reciprocity, the understanding of human diversity and respect for it are almost always ignored in the models of the beginning of the 20th century, returning to them is nothing but a harbinger of a greater tragedy: the civilizational crisis with deeper roots than the previous ones”, we wrote this well before the beginning of the war in Eastern Europe.

Understanding that this is part of models of political domination of opinions and power narratives, Byung Chul Han’s analysis in his book: “What is power” shows the efficiency of using new media as an efficient and directing form of control even of our “freedoms”.

Among his analyses, we find among several discussions around modern and contemporary philosophy and the routine practices of postmodernity one that is particularly important and that escapes many analyses: gamification.

The game that, in general, motivates participants with its reward system that produces immediate sensations of success is also an exploration tool in psychopolitics. Social communication manifests itself in the grammatical lack of Twitter, in the affective appeal of the like and in the alienation promoted by influencers.

Thus, wanting, which is manageable according to our possibilities and the Other’s reactions, is trained in electronic games as a compulsive wanting, the desire is to “kill” the enemy, and the increasingly compulsive rhythm is being dictated by battles and speed in battles. answers.

Even if you can find advantages in gamification or think of it in educational terms: building a house, a farm or making knowledge games, there is a strong predominance of “battles” and domains of territories.

Han, Byung-Chul. (2018) What is power?. NY; Wiley. 



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