In
Chicago last week, prosecutors decided to try three teenage boys as adults for
raping a 12-year-old girl and posting a video of the attack on Facebook: Salon. As horrific as this seems, it is not
the first case involving videoing rape. Last year, Jared Len Cruise was
convicted of sexual assault in a brutal gang rape of an 11-year-old in Texas,
which was recorded on a cell phone and circulated around the girl's school.
This past April, a 17-year-old rape victim committed suicide 18 months after
allegedly being raped — and having a photo of the event distributed among her
classmates. And in Steubenville, Ohio, Trent Mays and Ma’lik Richmond were
convicted in March of raping a classmate and then sharing images from the night
and “hundreds of text messages from more than a dozen cell phones.”
These
horrific crimes might lead many to decry the breakdown of morality among youth
today or the looming effects of eroticized violence on television in movies and
on videogames. I believe there is truth in all of these claims and that more
research needs to take place to really measure the effects of constant exposure
to violence, which is made more and more real every day. On the other hand, it
also seems to speak to the dark side of social networking itself. One could
argue, as I have on several occasions, that social networking emerged as a
response to the increased loneliness people felt spending so much time online.
Videogames became interactive and multiuser, instant messaging emerged and now
social networking all feed our desire for social interaction as we spend more
and more time on line or with other technology. Yet does online communication
mirror real life interaction?
I
would argue it differs in profoundly important ways. For one, the interaction
occurs through an intermediary, which is not a subject but object. Technology
becomes the means to communicate with others and this creates a relationship
between people and things that feels like a relationship between people – the
definition of commodity fetishism. The problem is that the intermediary makes
the subject-subject relationship into a subject-object-object-subject
relationship. And this seems to manifest interesting, and troubling, trends.
One is the increased cruelty and bullying we see online. When not having to
face the actual person you are objectifying for your pleasure (and that of
others), it makes it easier. And when coupled with the “culture of cruelty”
that increasingly exists in videogames, television, movies and advertising, it
reinforces the idea that people largely exist as objects to illicit
psychological and emotional responses in us. The fetishized relationship is one
where empathy appears secondary or nonexistent, thus making it easier to do
harm to the objectified other.
On
top of this is the relationship between violence and subjectivity. Marshall
McLuhan argued that violence among young men was really the struggle for
identity. Since kids live more and more of their lives online, it is not
surprising that they would seek mechanisms to develop and legitimate themselves
as subjects. And with young men, this process of “becoming” is often intimately
tied to violence. This helps explain the popularity of violent video games,
movies and television but also the more violent behavior we continue to witness
exterior to the virtual world. Violence in the spectacle can arguably be
cathartic and thus alleviate the desire to engage in real violence, but it can
also be a mechanism that separates violence from its ramifications and actually
incites young men to go out and make that virtual violence real. We have seen
that relationship manifest with accelerating frequency over the past 20 or so
years, from Columbine to the Boston Marathon bombing.
Virtual
rape, or rape that is rebroadcast in the spectacle, brings together the two key
aspects of our being – as both social and sexual animals. Given the
predilection toward sexualizing violence and sensationalism within the
spectacle, is it surprising that some boys and men then want to combine the imaginary
with their own lives and become active participants in that sexualized
violence? The other is objectified as a mere player in their own construction
of self, a victim without empathy that serves a role as the depersonified
object that can make the fantasy world come alive. And the voyeuristic culture
we have created then feeds off of these tragedies as if they are merely
scripted scenes from a movie or television show we call real life. It is a
disturbing trend on the edges of our new wired culture, but not really a
surprising one from my perspective.
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