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Performing Digital Demons: #CharlieCharlieChallenge and our Divine Mirrors Norberto Gomez Jr. “Charlie, Charlie, can we play?” begins the incantation to invoke a demon of the same name using the simple tools of pencils and paper. Recently, the hashtag #CharlieCharlieChallenge began trending throughout social media, local and national news media outlets. Reaction videos featuring, largely, teenagers playing the game, and becoming frightened by the supposed interaction with a demon began to be viewed and shared in the thousands. The success of the #CharlieCharlieChallenge resulted in schools (of various continents) banning it, and religious leaders denouncing it as evil and Satanic. 12 Meanwhile, Reverend Bob Larson performs exorcisms over Skype, 3 and the network Destination America has announced EXORCISM: LIVE! will air on Halloween of 2015. 4 While it may appear contradictory for religion, spiritualism, mysticism, magic and the occult to coexist with our current information technology, looking back into history we find that these subjects are in fact major factors in the development of technoculture, as well as future developments with respect to transhumanist and greater posthumanist ideologies. The medium will always be haunted.

Performing Digital Demons: #CharlieCharlieChallenge & our Divine Mirrors (2015)

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Performing  Digital  Demons:  #CharlieCharlieChallenge  and  our  Divine  Mirrors    

   Norberto  Gomez  Jr.    “Charlie,  Charlie,  can  we  play?”  begins  the  incantation  to  invoke  a  demon  of  the  same  name  using  the  simple  tools  of  pencils  and  paper.  Recently,  the  hashtag  #CharlieCharlieChallenge  began  trending  throughout  social  media,  local  and  national  news  media  outlets.  Reaction  videos  featuring,  largely,  teenagers  playing  the  game,  and  becoming  frightened  by  the  supposed  interaction  with  a  demon  began  to  be  viewed  and  shared  in  the  thousands.  The  success  of  the  #CharlieCharlieChallenge  resulted  in  schools  (of  various  continents)  banning  it,  and  religious  leaders  denouncing  it  as  evil  and  Satanic.12  Meanwhile,  Reverend  Bob  Larson  performs  exorcisms  over  Skype,3  and  the  network  Destination  America  has  announced  EXORCISM:  LIVE!  will  air  on  Halloween  of  2015.4  While  it  may  appear  contradictory  for  religion,  spiritualism,  mysticism,  magic  and  the  occult  to  co-­‐exist  with  our  current  information  technology,  looking  back  into  history  we  find  that  these  subjects  are  in  fact  major  factors  in  the  development  of  techno-­‐culture,  as  well  as  future  developments  with  respect  to  transhumanist  and  greater  posthumanist  ideologies.  The  medium  will  always  be  haunted.    

 Figure  1  Bob  Larson  exorcizes  a  demon  possessing  a  young  man  in  Norway  using  Skype  and  duel  screens  /  mirrors.  Originally  aired  on  CNN.  https://www.youtube.com/watch?v=Ej4sHU0xfwE  

 Origins  of  a  Demon    A  telling  aspect  of  the  game  Charlie  is  its  own  confusing,  historical  and  cross-­‐cultural  roots,  which  are  claimed  to  originate  in  Spain,  with  variants  played  throughout  other  Spanish  speaking  countries,  where  for  generations  students  have  played  a  paper-­‐and-­‐pencil  game  called  juego  de  la  lapicera.56  The  goal  of  the  game,  played  primarily  by  female  students,  is  to  learn  who  “likes”  you  (and  it  does  not  feature  a  demonic  force).    I  refer  to  gender  here  

only  because  there  is  a  relevant  history  of  such  patriarchal  heteronormative  rules  and  outcomes  in  much  folklore,  witchcraft  and  spiritualism,  or  mediumship,7  including  that  which  appears  to  be  the  origins  of  Charlie.  While  clearly  the  history  of  talking,  or  spirit  boards,  like  Ouija,8  inform  Charlie,  there  is  also  a  longer  lineage  of  folklore  and  legend  that  results  in  the  current  techno-­‐bricolage.  The  most  obvious  is  the  game  of  Bloody  Mary,  or  witch  in  the  mirror.  A  form  of  necromancy  and  mirror  divination  –calling  on  a  spirit  or  demon  in  order  to  learn  of  the  future  –rules  consist  of  entering  darkened  rooms  (often  bathrooms)  and  chanting  “Bloody  Mary”  three  times  (this  number  may  vary  significantly  and  I  remember  throwing  water  on  the  mirror  as  one  variant).  The  figure  of  Bloody  Mary  is  now  mostly  considered  malevolent  –with  references  to  fortune  telling  being  very  few.  Although  there  is  no  definitive  origin  of  Bloody  Mary,  various  strands  of  folklore  and  legend  repeat  

Figure  2  1936:  Actors  Brian  Donlevy  and  Claire  Trevor  with  Ouija  board  while  on  break  from  filming  Human  Cargo.  |  (AP  Photo)  found  at  http://theweek.com/articles/451347/secret-­‐ouija-­‐board  

similar  themes:  Queen  Mary  I  of  England,  known  for  mass  executions  of  Protestants,  as  well  as  for  her  numerous  miscarriages;  perhaps  also  her  confusion  with  purported  serial  killer,  Elizabeth  of  Bathory,  the  noble  woman  convicted  of  enslaving,  torturing,  killing,  and  bathing  in  the  blood  of  young  women;  the  Mexican  tale  of  La  Llorona,  the  ghost  of  a  woman  who  is  said  to  have  drowned  her  children  in  a  river  in  Mexico  after  learning  of  her  husband’s  infidelity  (with  a  younger  woman).  She  drowned  herself  in  the  same  river;  and  finally,  the  husband  divining  ritual  described  by  Bill  Ellis,  where  a  young  woman  walks  backwards  upstairs  while  holding  a  mirror  and  a  candle  in  order  to  see  an  image  of  their  future  husband  (apparently  powered  by  a  witch).9  If  a  skull  appeared,  they  would  instead  die  alone.10  With  the  addition  of  juego  de  la  lapicera,  where  young  women  seek  to  confirm  the  love  of  another  male,  each  draws  patriarchal  heteronormative  gender  role  distinctions  and  rules.  For  the  older  tales,  an  aged,  childless,  single  woman  is  left  to  depression,  suffers  infidelity,  and  the  haunting  or  murdering  of  the  young,  who  in  turn  learn  to  fear  a  similar  demise  as  they  look  through  the  mirror  –where  the  witch  is  perhaps  an  anti-­‐world  version  of  themselves.11    

 Figure  3  “Divination  rituals  such  as  the  one  depicted  on  this  early  20th  century  Halloween  greeting  card,  where  a  woman  stares  into  a  mirror  in  a  darkened  room  to  catch  a  glimpse  of  the  face  of  her  future  husband,  while  a  witch  lurks  in  the  shadows,  may  be  one  origin  of  the  Bloody  Mary  legend.”  from  “Bloody  Mary”  Wikipedia  entry;  Reproduced  in  Bill  Ellis,  Lucifer  Ascending:  The  Occult  in  Folklore  and  Popular  Culture  (University  of  Kentucky,  2004).  ISBN  0-­‐8131-­‐2289-­‐9  

 

  Charlie  takes  many  of  these  elements:  pencil  and  paper,  necromancy  (ask  the  demon  a  question)  without  the  patriarchal  narrative.  In  order  to  play,  a  piece  of  paper  is  divided  into  four  quadrants  by  drawing  a  cross.  Players  then  write  yes  and  no,  and  stack  a  pencil  atop  another  before  asking,  “Charlie,  can  we  play?”  The  rest  of  the  game  involves  various  yes/no  questions,  with  the  spinning  pencil  pointing  to  the  demon’s  response.  In  order  to  end  the  game  you  must  ask  Charlie,  “Can  we  stop?”  But  who  is  Charlie?  Apparently,  it  is  an  “ancient”  Mexican  demon  –of  which  there  is  no  history  of  such  a  demon  existing.  Importantly,  the  game  is  essentially  dependent  on  being  broadcast  and  shared  via  the  social  network.    In  this  respect,  I  argue  that  the  element  of  Vine,  or  the  sharing  of  the  game  is  not  simply  a  document,  but  rather  an  important  rule  of  Charlie  that  must  be  performed  in  order  to  properly  invoke  the  demon  –it  is  a  ritual.  Therefore,  something  must  be  said  of  the  medium,  or  technology,  which  facilitates  the  spread  of  the  new  digital  demon.    The  Medium  is  the  Metaphysics:  postinternet  spiritualism  &  the  dead    With  this  context  it  is  understood  that  Charlie  is  not  entirely  new  and  neither  then  is  the  interest  in  playing  with  dark  subjects.  “The  games  of  people  reveal  a  great  deal  about  them,”  writes  Marshall  McLuhan  in  a  chapter  on  games  –interestingly,  given  the  subtitle  of  “Extensions  of  Man,”  which  is  repeated  in  the  title  of  the  important  work  of  Understanding  Media:  The  Extensions  of  Man.12  Clearly  then,  games  are  extremely  important  to  McLuhan,  and  it  appears  the  reason  is  that  they  act  as  an  outlet,  both  physical  and  psychical  in  mediating  between  “individualist  Western  man”  and  the  “’adjustment’  to  society”  which  “has  a  character  of  personal  surrender  to  the  collective  demands.”13  McLuhan  continues,  “Our  games  help  both  to  teach  us  this  kind  of  adjustment  and  also  to  provide  release  from  it.”14  And  for  folklorist  Ellis,  games  “are  transcriptions  of  serious,  real-­‐life  concerns,  and  their  play-­‐like  elements  often  allow  these  concerns  to  be  expressed  more  directly  than  they  would  be  in  passing  conversation.”15  What  is  different  is  the  medium;  therefore,  what  is  the  message?  “The  form  of  any  game  is  of  first  importance…  Any  game,  like  any  medium  of  information  is  an  extension  of  the  individual  or  the  group,”  explain  McLuhan.16  Once  we  decipher  what  the  medium  of  Charlie  is,  we  may  better  understand  what  it  may  mean  with  respect  to  magic  and  techno-­‐culture.    

 Figure  4  Still  from  anime,  Digital  Devil  Story:  Megami  Tensei  (1987);  captured  by  the  author.  

    By  medium,  or  media,  I  mean  the  sort  McLuhan  had  in  mind,  which  is  often  synonymous  with  technology  acting  as  an  extension  of  ourselves:  mind,  body,  social  interaction,  and  so  on.  Therefore,  a  medium  always  refers  to  another  medium.  In  the  case  of  electronic  media,  according  to  McLuhan,  we  extend  our  central  nervous  system  and  consciousness.  With  respect  to  our  topic,  however,  I  also  refer  to  necromancy  or  the  channeling  of  the  dead  through  a  person  or  thing  acting  as  a  medium.  This  medium  is  the  leading  figure,  or  source  of  power,  which  leads  a  séance  in  either  speaking  for  or  conjuring  the  dead,  for  example.  Thus,  the  medium  is  the  intermediary  between  life  and  death.  In  both  cases,  medium  and  the  message  are  problematized.  In  the  social  web,  what  is  the  medium:  Twitter,  Vine,  World  Wide  Web,  or  the  greater  Internet?  Clearly,  it  is  multi-­‐media,  with  their  parts  being  extremely  fluid  and  relational,  and  with  all  referring  to  one  another  and  the  earlier  media  they  extend.  I  have  used  multiple  terms  for  our  present  condition,  social  web  and  techno-­‐culture,  but  I’d  also  like  to  borrow  a  term  used  largely  in  contemporary  art  –postinternet.  While  the  term  has  proven  problematic  to  art  critics  and  theorists,  Gene  McHugh’s  description  of  a  condition  where  the  distinction  between  making  art  on  or  offline  becomes  more  ambiguous,  or  essentially  nonexistent,  is  I  believe  similar  to  the  way  Westerners  can  describe  their  own  social  lives  as  a  network  that  is  always  connected  no  matter  physical  or  graphical.  Performing  online  or  offline  is  no  longer  a  question.  And  what  of  the  medium  of  the  spiritualist,  the  medium  that  conjures  the  demon?  What  is  their  content?  Is  it  the  living?  Is  it  digital  re-­‐tribalization  through  folk  tale  and  communal  spiritualism  expressed  as  digital,  or  media  folklore?  

 

 Figure  5  Net  of  Being,  Alex  Grey,  2002-­‐2007,  oil  on  linen,  180  x  90  in.  http://alexgrey.com/art/paintings/soul/net-­‐of-­‐being/  

    While  the  human  medium  of  the  traditional  spiritualist  sense  still  exists,  with  Charlie,  the  private  space  of  the  round  table  with  friends  and  family  has  broken  and  instead,  the  event  or  performance  takes  place  primarily  to  be  documented  and  shared,  live  and  publically  as  per  the  postinternet  condition.  The  medium  here,  between  the  players  and  the  demon,  is  the  network  and  its  applications:  Vine,  Twitter,  YouTube,  et  al.  Gone  is  the  medium  figurehead,  or  magician  (photoshoppers  are  the  new  illusionists).  Instead  everyone  can  potentially  tap  into  the  other  side.    Charlie,  then,  is  the  first  demon  of  the  postinternet.  The  relationship  between  technology  and  ghosts,  or,  ghosts-­‐in-­‐the-­‐machine  is  not  new  either.  Media  theorist  Jonathan  Sterne,  writing  of  early  sound  documentation  and  reproducibility  as  a  result  of  the  advent  of  phonography,  explains  how  progress  in  aural  archiving  coincided  with  improvements  in  archiving  the  human  body  through  embalming  techniques.  He  writes,  “…if  sound  reproduction  simplifies  vibration  in  new  ways,  if  we  learn  to  ‘hear’  other  areas  of  the  vibrating  world,  then  it  would  make  sense  that  we  might  pick  up  the  voices  of  the  dead.  In  this  formulation,  the  medium  is  the  metaphysics.  The  metaphorization  of  the  human  body,  mind,  and  soul  follows  the  medium  currently  in  vogue”17;  today  that  is  postinternet  social  communication  technology.  Sterne  continues,  “…media  are  forever  setting  free  little  parts  of  the  human  body,  mind,  and  soul.  If  the  voices  of  the  dead  were,  indeed,  free  agents,  perhaps  they  could  then  be  enticed  back  into  the  world  of  the  living.”18  Jeffrey  Sconce,  in  Haunted  Media,  describes  this  kind  of  techno-­‐American  spiritualism  empowered  by  the  “spiritual  telegraph”:      

American  Spiritualism  presented  an  early  and  most  explicit  intersection  of  technology  and  spirituality,  of  media  and  “mediums.”  Enduring  well  beyond  a  fleeting  moment  of  naïve  superstition  at  the  dawn  of  the  information  age,  the  

historical  interrelationship  of  these  competing  visions  of  telegraphic  “channeling”  continues  to  inform  many  speculative  accounts  of  media  and  consciousness  event  today…the  contemporary  legacy  of  the  Spiritualists  and  their  magical  technology  can  be  found  in  sites  as  diverse  as  the  “psychic  friends”  network,  Baudrillard’s  landscape  of  the  hyperreal,  and  Hollywood’s  current  tales  of  virtual  reality  come  alive  and  run  amok.19  

 

 Figure  6  “The  Celestial  telegraph,  1853.  Partridge  &  Brittan  in  New  York  .  In  1854  a  group  of  Spiritualists  petitioned  congress  for  the  money  to  copy  Morse’s  telegrapgh  development  with  a  way  to  communicate  with  Spirit  by  Telegram.”  found  at  Medium  Mediums:  http://www.mediamediums.net/en/projects  

      In  the  Victorian  age  when  sound  recording  was  first  introduced  (1878),  “death  was  everyone”  explains  Sterne,  and  as  a  result,  spiritualism  –a  merging  of  religion  and  science  –was  a  respected  “major  cultural  force.”20  While  a  similar  status  has  not  existed  for  some  time  in  America,  present  postinternet  culture  expresses  its  own  form  of  techno-­‐spiritualism  with  a  contradictory  coupling  of  science  and  spirituality.    Except,  rather  than  simply  communication  –or  reanimating  the  dead  as  avatars  –techno-­‐culture  also  wants  to  live  forever.  Futurist  Ray  Kurzweil  ponders  death  and  the  importing  of  our  consciousness  into  machines  in  search  of  immortality:    

A  related  question  is,  “Is  death  desirable?”  A  great  deal  of  our  effort  goes  into  avoiding  it.  We  make  extraordinary  efforts  to  delay  it,  and  indeed  often  consider  its  intrusion  a  tragic  event.  Yet  we  might  find  it  hard  to  live  without  it.  We  consider  death  as  giving  meaning  to  our  lives.  It  gives  importance  and  value  to  time.  Time  could  become  meaningless  if  there  were  too  much  of  it.    …    But  I  regard  the  freeing  of  the  human  mind  from  its  severe  physical  limitations  of  scope  and  duration  as  the  necessary  next  step  in  evolution.  Evolution,  in  my  view,  represents  the  purpose  of  life.  That  is,  the  purpose  of  life—and  of  our  lives—is  to  evolve…  

 So  evolution  moves  inexorably  towards  our  conception  of  God,  albeit  never  reaching  this  ideal.  Thus  the  freeing  of  our  thinking  from  the  severe  limitations  of  its  biological  form  may  be  regarded  as  an  essential  spiritual  quest.21  

 With  decades  of  death  saturating  the  screen,  from  televised  images  of  the  Vietnam  War  entering  the  family  living  room,  to  YouTube  beheadings  streamed  everywhere  at  any-­‐time,  it  could  be  said  that  death  is  everywhere  again;  death  is  nowhere;  death  is  shared.  Where  would  the  Jihadists  be  without  their  Internet  performances  of  beheadings  as  they  yell  “Allahu  Akbar”?  Technology  spreads  and  informs  the  message.  Writing  in  the  Sexual  Chaos:  Chaos,  Magic,  Cybersex  and  Religion  for  a  Postmodern  Age,  Hugh  B.  Urban  describes  the  postmodern  esotercism,  magick,  and  an  occult  practice  called  Chaos  Magic,  whose  contemporary  practice  is  supported  by  those  technologies  that  gave  rise  to  the  postinternet.22  Chaos  Magic  is  “An  explicitly  syncretic  and  iconoclastic  approach,”  which  “  draws  freely  on  any  and  all  practices  that  seem  useful,  while  at  the  same  time  rejecting  any  absolute  claims  to  truth  and  regarding  all  beliefs  as  so  many  relative  illusions.”23  He  continues,  “It  is  no  accident…that  the  rise  of  various  forms  of  Chaos  Magic  occurred  at  roughly  the  same  time  as  the  birth  of  the  intellectual  movement  of  postmodernism  and  deconstruction.”24  By  postmodernism,  Urban  refers  back  to  Jean  Francois  Lyotard’s  description:  a  rejection  of  metanarratives,  or  grand  theories  of  reality  and  history  (modernism),  an  emphasis  on  spontaneity  (e.g.  chaos  theory),  play  and  shock,  expressions  of  irony  and  parody,  or  pastiche,  and  aesthetics  of  radical  eclecticism.    Lyotard  even  describes  postmodernism  as  a  form  of  paganism,  one  that  is  radically  eclectic,  where  adherents  (if  one  could  be  called  such)  choose  and  cobble  together  their  own  bricolage  of  world  views  –a  hybridity  whose  formation  is  not  dissimilar  from  Charlie  the  demon’s  origins,  and  in  fact,  the  life  and  times  of  folklore  throughout  history.25    

 Figure  7  “Nick  Berg  seated,  with  five  men  standing  over  him.  The  man  directly  behind  him,  said  to  be  Zarqawi,  is  the  one  who  beheaded  Berg.”https://en.wikipedia.org/wiki/Nick_Berg  

 And  what  of  the  medium?  “It  is  perhaps  no  accident  that  one  of  the  most  

effective  and  popular  media  for  the  dissemination  of  new  magical  styles  like  Chaos  Magic  is  this  shifting,  fluid,  transient,  and  radically  eclectic  network  of  the  World  Wide  Web,”  explains  Urban.26  Urban  continues,  “Indeed,  the  rapidly  proliferating,  highly  syncretic,  and  inherently  fleeting  nature  of  the  Web  would  seem  to  make  it  in  many  ways  an  ideal  vehicle  for  constantly  morphing  self-­‐deconstructing  movement  like  Chaos  Magic.”27  As  Urban  and  others  have  noted,  in  fact,  the  rise  of  new-­‐age,  and  neo-­‐paganism  finds  its  birthplace  in  similar  quarters  to  Silicon  Valley  techno-­‐utopianism  of  1960s  counter  culture.28  Therefore  it  is  no  surprise  or  contradiction  to  have  cyberpagans  and  technopagans  playing  an  important  role  in  the  earliest  developments  of  a  more  social  Internet  and  Web.  Mark  Pesce,  the  inventor  of  VRML  (Virtual  Reality  Modeling  Language  of  the  early  World  Wide  Web  [1994]),  is  a  well-­‐known  example  of  a  technopagan.  In  the  early  1990s,  Pesce  made  the  connection  between  the  construction  of  a  virtual  space  and  witchcraft,  for  example.    Speaking  to  Wired,  Pesce  describes  witchcraft  as  applied  cybernetics.  He  explains,  “It's  understanding  how  the  information  flow  works  in  human  beings  and  in  the  world  around  them,  and  then  learning  enough  about  that  flow  that  you  can  start  to  move  in  it,  and  move  it  as  well,"  and  “Without  the  sacred  there  is  no  differentiation  in  space;  everything  is  flat  and  gray.  If  we  are  about  to  enter  cyberspace,  the  first  thing  we  have  to  do  is  plant  the  divine  in  it."29  Pesce  put  his  technopaganism  to  practice,  by  performing  one  of  the  first  group  rituals  he  called  CyberSamhain,  “a  ritual  held  simultaneously  in  cyberspace  and  in  real  space”  and  coinciding  with  the  25th  anniversary  of  the  Internet.    

One  of  the  philosophical  arguments  I  was  making  at  that  point  was  that  there  is  no  fundamental  difference  between  the  virtual  world  and  the  shadow  realm,  in  other  words,  the  dreamtime.  And  what  I  wanted  to  do  was  to  say,  "Okay,  if  the  god  is  in  the  shadow,  he  can  also  be  in  the  dreamtime  of  cyberspace."  And  so  the  ritual  was  constructed  around  welcoming  the  god  into  cyberspace,  because  that  was  the  time  for  entering.  Remember,  time  is  one  of  the  essences  of  witchcraft.  So  this  seemed  the  right  thing  to  do.30  

 

 Figure  8  “A  chaos  magic  ritual  that  uses  videoconferencing.”https://en.wikipedia.org/wiki/Chaos_magic  

 Bloody  Mirrors:  Performing  Digital  Demons      During  the  1980s,  psychedelic  guru  of  the  1960s,  Timothy  Leary  turned  his  attention  to  techno-­‐culture.  As  mentioned  above,  it  is  no  surprise  that  Leary’s  philosophy  of  consciousness  raising  hybridity  would  find  a  friendly  partner  in  what  would  be  called  the  cyberdelic  movement.  As  a  pre-­‐transhumanist,  Leary  became  more  interested  and  involved  in  coupling  “turn  on,  tune  in  drop  out”  with  “turn  on,  boot  up,  jack  in”  to  the  future  of  personal  computing,  the  Internet,  and  virtual  reality  for  its  promise  of  a  new  progressive-­‐spiritual  cyber  human  and  an  extended  life  as  expressed  in  one  of  his  last  works  Chaos  and  Cyber  Culture    (1994).  When  in  1995  Leary  was  diagnosed  with  inoperable  prostate  cancer,  he  began  using  his  homepage  as  a  proto-­‐blog  detailing  his  experience  with  dying,  or  designer  dying.    In  fact,  Leary  

planned  to  “broadcasting  the  world's  first  ‘visible,  interactive  suicide’  over  the  World  Wide  Web”  (New  York  Times).31  In  a  1996  web  article,  writing  for  The  New  York  Times,  Edward  Rothstein  describes  Leary’s  intentions  as  “tapping  into  some  of  the  more  disturbing  tendencies  in  the  Web,”  where,  “The  private  world  dissolves;  what  remains  is  a  public  show.  The  Web,  in  fact,  relies  on  the  breakdown  of  bounds  between  private  and  public;  it  creates  a  sense  of  a  large  community  as  well  as  absolute  isolation.  The  public  and  private  realms  become  illusions:  there  is  no  guaranteed  community  and  no  real  privacy,”  and  finally,  “Television,  of  course,  has  already  broken  down  many  of  the  boundaries  between  public  and  private  in  its  confessional  talk  shows.  Human  oddities  and  social  outcasts  are  sought  out  by  the  producers  who  follow  the  examples  set  by  the  old  circus  side  shows.  But  the  Net  goes  further,  creating  the  illusion  of  privacy  in  a  very  public  place.”    

 Figure  9  Dr.  Timothy  Leary  next  to  a  PC,  which  he  called  the  LSD  of  the  1990s.  Image:  Esquire  http://www.esquire.com/news-­‐politics/news/a24830/timothy-­‐leary-­‐papers-­‐released-­‐to-­‐public/  

    Rothstein’s  analysis  and  critique  of  the  public-­‐private  concerns  of  the  Web  are  prescient,  as  today  we  are  concerned  not  only  with  our  personal  surveillance  and  over-­‐sharing,  but  with  the  nefarious  tales  of  government  and  business  tracking  of  our  everyday  lives.  It  is  a  tele-­‐visuality  that  Paul  Virilio  warns  of  in  The  Information  Bomb.  When  the  time  came  for  Leary  to  die,  there  was  no  live,  interactive  stream.  There  was  no  final  performance  of  death,  as  was  promised.  In  fact,  Leary  also  pulled  out  of  plans  of  being  cryogenically  frozen.  No,  in  the  end,  his  last  minutes  were  recorded,  but  never  broadcast.  Of  course,  broadcast  suicide  over  the  Internet  was  already  happening  in  the  1990s,  and  there  were  suicide  forums,  and  websites  devoted  to  shock  and  gore  –not  much  different  than  today.  In  recent  

years,  the  sharing  of  information  or  the  bullying  over  the  network  has  led  some  to  suicide,  in  some  instances,  the  social  suicide  notes  or  the  documentation  of  death  are  the  result  of  the  interactive  and  performative  nature  of  the  network  as  Leary  foresaw.  In  other  instances,  as  Geoff  Cox  notes,  the  virtual  suicide  of  our  online  identities  may  be  one  of  the  most  important  political  acts  of  the  present  postinternet.32  Now,  the  most  consciousness-­‐raising  act  may  be  to  disconnect  and  drop  out  of  the  network,  or,  to  recognize  the  narcosis  effect  of  the  medium,  as  McLuhan  suggests.       With  social  media,  our  daily  interactions  are  interactive  and  performative.  The  success  of  Charlie,  then,  is  connected  to  this  idea  of  play  –capturing  one’s  reaction  and  sharing  it,  with  those  who  share  then  becoming  participants  in  the  spreading  of  the  demon.  It’s  role-­‐playing.  But  the  shock  of  the  performance,  of  the  possibility  that  Charlie  may  be  communicating,  may  fulfill  the  sobering  effect  of  reminding  the  game  players  that  realities  are  fluid,  that  the  technology  is  fallible.  The  1987  role-­‐playing  video  game,  Digital  Devil:  Megami  Tensei  is  known  as  one  of  the  first  to  dispel  with  medieval  themes  and  instead  focus  on  cyberpunk  subject  matter.  The  game  features  computer  programs  that  summon  or  fuse  demons  through  the  network  and  bring  them  into  real-­‐life.  The  game  of  Charlie  expands  upon  these  themes  of  the  digital  demon.  “Computers  are  simply  mirrors,”  explains  Pesce.  “There’s  nothing  in  them  that  we  didn’t  put  there.  If  computers  are  viewed  as  evil  and  dehumanizing,  then  we  made  them  that  way.  I  think  computers  can  be  as  sacred  as  we  are,  because  they  can  embody  our  communication  with  each  other  and  with  the  entities  –the  divine  parts  of  ourselves  –that  we  invoke  in  that  space.”    

 

 Figure  10  Digital  Devil  Story:  Megami  Tensei  (Famicon,  1987)  video  game;  Screen  shot  capture  by  the  author  June  2015.  

In  the  postinternet  condition  it  is  difficult  to  argue  against  the  computer  as  a  mirror  –the  confusion  comes  from  which  side  the  reflection  is  coming  from.  Everyday  we  participate  in  this  new  divine  mirror  –our  anti-­‐selves  –shared  and  performed  we  look  in  and  out  at  ourselves.  In  this  case,  then,  we  might  expand  upon  earlier  folklore  by  turning  out  the  lights,  illuminating  the  dark  with  the  fire  of  our  mobile  devices,  and  then  stare  at  our  social  media  profile(s)  while  repeating,  “Bloody  Mary,  Bloody  Mary,  Bloody  Mary.”                                                                                                                          1  “Why  the  Education  Ministry  Has  Banned  the  Charlie,  Charlie  Game  in  Schools,”  The  Gleaner,  May  29,  2015.  Accessed  July  1,  2015,  http://jamaica-­‐gleaner.com/article/news/20150529/why-­‐education-­‐ministry-­‐has-­‐banned-­‐charlie-­‐charlie-­‐game-­‐schools  2  “Pat  Robertson  Warns  Against  Charlie,  Charlie  Challenge:  Demons  Will  Possess  and  Destroy  You,”  May  29,  2015.  Accessed,  July  1,  2015,  

                                                                                                                                                                                                                                                                                                                                         http://www.rightwingwatch.org/content/pat-­‐robertson-­‐warns-­‐against-­‐charlie-­‐charlie-­‐challenge-­‐demons-­‐will-­‐possess-­‐destroy-­‐you  3  CNN,  https://www.youtube.com/watch?v=Ej4sHU0xfwE  4  The  program  claims  to  be  the  “first-­‐ever  televised  exorcism”  but  in  1991,  20/20  aired  an  exorcism  on  the  ABC  network,  https://www.youtube.com/watch?v=FLcYtHRZn9k  and  http://www.destinationamerica.com/tv-­‐shows/exorcism-­‐live/  5  Phil  Edwards,"Charlie,  Charlie,  are  you  there?  Why  teens  are  summoning  demons,  explained,"  Vox,  June  5,  2015.  Accessed  July  1,  2015,  http://www.vox.com/2015/6/5/8735481/charlie-­‐charlie-­‐challenge-­‐explanation  6  Caitlin  Dewey,“The  complete,  true  story  of  Charlie  Charlie,  the  ‘demonic’  teen  game  overtaking  the  Internet,”  The  Washington  Post,  May  26,  2015.  Accessed  July  1,  2015,  http://www.washingtonpost.com/news/the-­‐intersect/wp/2015/05/26/the-­‐complete-­‐true-­‐story-­‐of-­‐charlie-­‐charlie-­‐the-­‐demonic-­‐teen-­‐game-­‐overtaking-­‐the-­‐internet/  7  Bill  Ellis,  Lucifer  Ascending:  The  Occult  in  Folklore  and  Popular  Culture  (University  of  Kentucky,  2004)  and  Jeffrey  Sconce,  Haunted  Media:  Electronic  Presence  from  Telegraphy  to  Television  (Duke,  2000).  8  Patented  in  1892  by  William  Fuld,  a  Baltimore  customs  worker;  Sconce,  180.  One  day,  while  Fuld  was  working  atop  one  of  his  factories,  he  fell  to  the  ground,  breaking  his  ribs  in  the  process.  One  of  his  ribs  pierced  his  heart  resulting  in  his  death.  9  Ellis,  146-­‐152.  10  Ellis,  illustrated  image  of  a  Halloween  card  featuring  the  mirror  ritual,  uploaded  by  user  Smerdis  of  Tlon,  Wikipedia,  https://en.wikipedia.org/wiki/Bloody_Mary_(folklore)#/media/File:Halloween-­‐card-­‐mirror-­‐2.jpg  11  Ellis,  167.  12  Marshall  McLuhan,  Understanding  Media:  The  Extensions  of  Man  (New  York:  McGraw-­‐Hill,  1965,  238).  13  Ibid.  14  Ibid.  15  Ellis,  143.  16  McLuhan,  242.  17  Sterne,  88.  18  Ibid.  19  Sconce,  25.  20  Sterne,  291.  21  Ray  Kurzweil,  Are  We  Spiritual  Machines?  (Discovery  Institute,  2001),  http://www.kurzweilai.net/chapter-­‐1-­‐the-­‐evolution-­‐of-­‐mind-­‐in-­‐the-­‐twenty-­‐first-­‐century  22  Hugh  B.  Urban,  Sexual  Chaos:  Chaos,  Magic,  Cybersex  and  Religion  for  a  Postmodern  Age,    23  Ibid,  19.  24  ibid,  223.  25  Urban,  226.  

                                                                                                                                                                                                                                                                                                                                         26  Ibid,  223.  27  Ibid,  223-­‐4.  28  Richard  Barbrook  and  Andy  Cameron,  “The  California  Ideology,”  Imaginary  Future,  http://www.imaginaryfutures.net/2007/04/17/the-­‐californian-­‐ideology-­‐2/  and  faceJacob  Silverman,  “Meet  the  man  whose  utopian  vision  for  the  Internet  conquered,  and  then  warped,  Silicon  Valley,”  The  Washington  Post,    March  20,  2015,  https://www.washingtonpost.com/opinions/how-­‐one-­‐mans-­‐utopian-­‐vision-­‐for-­‐the-­‐internet-­‐conquered-­‐and-­‐then-­‐badly-­‐warped-­‐silicon-­‐valley/2015/03/20/7dbe39f8-­‐cdab-­‐11e4-­‐a2a7-­‐9517a3a70506_story.html  29  Wired,  http://archive.wired.com/wired/archive/3.07/technopagans_pr.html  30  Pesce,  http://hyperreal.org/~mpesce/ctnsinterview.html  31  http://partners.nytimes.com/library/cyber/techcol/0429techcol.html  32  Geoff  Cox,  “Virtual  Suicide  as  Decisive  Political  Act,”  http://www.lesliensinvisibles.org/les_liens_uploads/2011/01/suicide.pdf