<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Feminist Games]]></provider_name><provider_url><![CDATA[https://feministgames.wordpress.com]]></provider_url><author_name><![CDATA[ibull]]></author_name><author_url><![CDATA[https://feministgames.wordpress.com/author/irisbull/]]></author_url><title><![CDATA[digital citizenry and&nbsp;death]]></title><type><![CDATA[link]]></type><html><![CDATA[<p class="p1"><span class="s1">Users employ the Internet and various digital technologies to create politics around various consumptive practices. These politics inform both the creation of an activity-based citizenry (<i>you play Minecraft? which server? PVP? oh, you also like Candy Crush&#8230;?</i>), and the construction of channels (YouTube, F2P, Steam, AdSense) that generate wealth for real world people. </span></p>
<p class="p1"><span class="s1">These technical and digital—in some sense, virtual—channels transcode the human mind and body of the user into a resource that is more easily harvested over time. </span><!--more--></p>
<p class="p1"><span class="s1">What happens when the body dies? </span></p>
<p class="p1"><span class="s1">The work of the body is either deleted, or it is memorialized. It is more than a ghost—the materiality of the online persona is starkly rendered as a puppet, which it always was, but now more tragically so because the illusion of access into the mind of puppeteer is gone.</span></p>
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