Postdigital Performance
Postdigital Performance
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Matthew Causey
Matthew Causey is an associate professor and the head of the School of Drama, Film and Music at Trin-
ity College Dublin, where he is the director of the Arts Technology Research Laboratory. He is author of
Theatre and Performance in Digital Culture (2009), and coeditor of The Performing Subject
in the Space of Technology: Through the Virtual Towards the Real (2015) and Performance,
Identity and the Neo-Political Subject (2013). His practice-based research in areas of digital media
and performance include adaptations of Beckett’s television plays . . . but the clouds . . . and Nacht
und Träume.
1
Bernard Stiegler, “Call for Digital Studies,” Digital Studies (n.d.), available at http://digital-studies.
org/wp/call-for-digital-studies/.
2
David M. Berry, “The Postdigital Constellation,” in Postdigital Aesthetics: Art, Computation and
Design, ed. David M. Berry and Michael Dieter (Basingstoke, UK: Palgrave Macmillan, 2015), 44–57.
3
Theatre Journal 51, no. 4 (1999).
4
Johannes H. Birringer, Theatre, Theory, Postmodernism (Bloomington: Indiana University Press,
1991); Philip Auslander, Presence and Resistance: Postmodernism and Cultural Politics in Contemporary
American Performance (Ann Arbor: University of Michigan Press, 1992); Matthew Causey, “Televisual
Performance: Openness to the Mystery,” Essays in Theatre / Études Théâtrales 13, no. 1 (1994): 61–71;
Sue-Ellen Case, The Domain-Matrix: Performing Lesbian at the End of Print Culture (Bloomington: Indiana
University Press, 1996).
5
Stiegler, “Call for Digital Studies.”
6
See Philip Auslander, Liveness: Performance in a Mediatized Culture (Abingdon, UK: Routledge, 2008);
Peggy Phelan, Unmarked: The Politics of Performance (Abingdon, UK: Routledge, 2003).
7
For further reading on the identity explorations in early electronic communication environments
such as MUDs and MOOs, see Michael Benedikt, ed., Cyberspace: First Steps (Cambridge, MA: MIT
POSTDIGITAL PERFORMANCE / 429
Press, 1991); Howard Rheingold, The Virtual Community: Homesteading on the Electronic Frontier (Boston:
Addison-Wesley, 1993); and Allucquère Rosanne Stone, The War of Desire and Technology at the Close of
the Mechanical Age (Cambridge, MA: MIT Press, 1995).
8
For more on Stelarc, see www.stelarc.org.
9
For further information on the Wooster Group, see Andrew Quick, The Wooster Group Work Book
(Abingdon, UK: Routledge, 2007).
10
See Tom Boellstorff, Coming of Age in Second Life: An Anthropologist Explores the Virtually Hu-
man (Princeton, NJ: Princeton University Press, 2008).
11
Matthew Causey, “Screen Test of the Double: The Uncanny Performer in the Space of Technology,”
Theatre Journal 51, no. 4 (1999): 383–94.
12
Avital Ronell, The Telephone Book: Technology–Schizophrenia–Electric Speech (Lincoln: University of
Nebraska Press, 1989).
13
Alice Rayner’s “Technology and Narratives of Identity” seminar at Stanford University in 1992
brought this and many other readings on the subject to my attention and remains an important re-
source in my research.
14
Sigmund Freud, “The Uncanny,” in The Standard Edition of the Complete Psychological Works of Sigmund
Freud, vol. 17 (1917–1919): An Infantile Neurosis and Other Works, trans. and ed. James Strachey, in col-
laboration with Anna Freud (London: Hogarth Press and the Institute of Psychoanalysis, 1955), 217–56.
15
For further reading on the Wooster Group and the issues raised in this essay, see Causey, “Tele-
visual Performance.”
430 / Matthew Causey
to suggest that the negation of the solidified subject via its separation or transference
to the screens made clear the fabrication of the subject, its realness laying in its vide-
ated nothingness, its absence.
The utopic Nietzschean reach of my essay was to imagine a witnessing or participa-
tion in the obliteration of the solidified subject—dispersed, dismembered, undergoing
this sparagmos toward a constant state of becoming, becoming-machine, approaching
the posthuman. In a manner both Nietzschean and Deleuzean, I theorized that the
electronically transposed and dispersed subject in the space of technology embodied
a rejection of subjectivication and signification opposing the organizing principles
that structure identity. And yet, this transformative narrative is challenged from a
contemporary perspective. Rather than the freedom from the principle of individuation
that Nietzsche considers to be at the root of the strife between the Apollonian and the
Dionysian in The Birth of Tragedy16 or the potential of a “body without organs” that
Deleuze and Guattari design in Anti-Oedipus and elsewhere,17 it seems as if now, in a
postdigital context, a more intense though limited model of identity is being performed.
Derrida argues in his essay “The Theater of Cruelty and Closure of Representation” that
Artaud’s theory of the endings of representation and the performance of immediacy
in the Theatre of Cruelty is itself cancelled or voided by an always-already reopening
of the representational field and its perceiving subject’s hermeneutic compulsion. At
the point at which art might create an event experienced as beyond representation,
the representational field appears as the support on which that event is perceived.
Being beyond representation is inconceivable in Derrida’s argument.18 Similarly, any
dismembered technological subject, whether in general culture or enacted on the stage,
reasserts its position with an electronic identity, now with an insatiable, rabid social
hunger seeking acknowledgment and acceptance, more insistent and insurmountable
than ever, now strengthened by its infinite virtual duplications. The more diverse identi-
ties become within social-media systems and electronic commerce and computational
surveillance, the more identifiable the subject becomes. The computational algorithms
of visibility, location tracking, and consumption histories create a more specific target
of the individual. The dispersion of the subject via avatar transference and multiple
performed identities within hybrid and virtual environments serves not to release the
subject from the strictures of individuation, but to strengthen the representations of
identity in an ever sharpening focus of electronic commerce. The more any subject can
be identified, isolated, and targeted, the more successfully can a market be designed
for their consumption, as we witness throughout electronic commerce such as Amazon
or Google or, for that matter, much of the internet.19
Thus the situation is that within a postdigital context, the ontologies of the perfor-
mance and media converge and are experienced as less uncanny and more familiar,
less discrete and autonomous phenomena, and understood as a flow, a becoming, and
16
For further discussion of the principle of individuation, see Friedrich Nietzsche, The Birth of Tragedy
and the Case of Wagner, trans. Walter Kaufmann (New York: Vintage, 1967).
17
For further readings on the “body without organs,” see Gilles Deleuze and Félix Guattari, Anti-
Oedipus: Capitalism and Schizophrenia, trans. Robert Hurley, Mark Seem, and Helen R. Lane (Minneapolis:
University of Minnesota Press, 1977).
18
Jacques Derrida, “The Theater of Cruelty and the Closure of Representation,” Theater 9, no. 3
(1978): 6–19.
19
For further readings on the topic of self-surveillance, see Sarah Bay-Cheng, “’When This You See’:
The (Anti) Radical Time of Mobile Self-Surveillance,” Performance Research 19, no. 3 (2014): 48–55.
POSTDIGITAL PERFORMANCE / 431
always in process. Within a postdigital context, the subject positions and identity mod-
els existing in the spaces of technology are less imagined as unrestricted disembodied
beings and more as vulnerable and aggressively commodified entities within electronic
economies and marketplaces. Within a postdigital context, artists conversant with the
language and conceptual frameworks of the digital are thinking digitally in order to
respond, engage, and critique the systems of control inherent in the omnipresent net-
works. If the notions of an unconstrained technologized subject as theorized in early
cyber theory gave rise to ontological and aesthetic questions regarding the nature of
performance and performativity, then there is a contemporary postdigital subjectivity
that draws on performance as an apparatus to resist the systems of control.
So if these suppositions and assertions are true, then what is the postdigital?
20
For further information on the New Aesthetic, see http://new-aesthetic.tumblr.com/about; and the
electronic text by David M. Berry et al., New Aesthetic, New Anxieties, available on the Lab for the
Unstable Media website at http://v2.nl/publishing/new-aesthetic-new-anxieties.
21
David M. Berry and Michael Dieter, “Thinking Postdigital Aesthetics: Art, Computation and De-
sign,” in Postdigital Aesthetics, 6.
22
Karen Archey and Robin Peckham, “Art Post-Internet,” available at http://ucca.org.cn/en/exhibition/
art-post-internet/.
432 / Matthew Causey
political response to capitalism is not to protest, disrupt, critique, or détourne it, but to
accelerate and exacerbate its uprooting, alienating, decoding, abstractive tendencies.”23
My own model of the postdigital is conversant with these varied definitions and
considers the situation as such of a postdigital culture to be that of a social system fully
familiarized and embedded in electronic communications and virtual representations,
wherein the biological and the mechanical, the virtual and the real, and the organic
and the inorganic approach indistinction. Of course, subjects in postdigital cultures are
not post or past anything concerning their “entanglements” with machines, networks,
and electronic communications.24 The prefix of post- linked to the internet, digital, inter-
medial, and even the human is, in fact, a recognition of the overdetermined relations,
circulations, and exchanges of those phenomena within the current condition—not
an endpoint, but a recognition of the many flows and distributions. A posthuman is a
human, all too human, who attempts to negotiate its humanness through its animality
and materiality in relation to the community and other entities, be they organic or other-
wise. Artists and researchers of postdigital culture are fully embedded in the aesthetics
and ideology of the digital and its codes of control, configurations of temporal and
spatial organizations, and structures of identity. Therefore within postdigital cultures,
the strategies for effective historical analysis, social critique, and art practice require
new configurations that take into account the modalities and affects of the digital,
regardless of the use or appearance of technology within the work. Artists like Ryan
Trecartin and Lizzie Fitch and the various forms of postdigital performance practice
that draw on the modalities of the digital, whether or not they are computational or
analog, technological or organic—for which I include forms that are immersive, hy-
brid, and virtual—are discussed below. Drawing on the discourse of the digital, these
contemporary works can be understood as thinking digitally, embodying an activist
strategy of critique within and against postdigital culture’s various ideological and
economic strategies of control, alienation, and self-commodification (fig. 1).
Postdigital performance incorporates the discourse and ideologies of the digital, and
questions the significant issues involved in negotiating being in a postdigital culture
while working toward effective political engagements. Performance works that draw
on the structures and strategies of the digital, whether analog, digital, or hybrid, are
potentially well-positioned and programed to engage the challenges of devising resistant
forms of contemporary performance. The structural elements and logic of the digital that
are being incorporated into performance include, but are not limited to, asynchronic-
ity and multidimensionality, the transmedial and trans-identities, bugs and glitches,
malware and hacking, copy and paste, and the reality of the virtual. The incorporation
of these phenomena into performance practice is to think digitally, returning the system
back against itself. A postdigital performance thinks digitally in order to resist, or at
least understand, the systems of electronic and computational control. And yet, the
incorporation of this mode of representation or cerebral organization is not contingent
on any particular technological interface—or any technological interface whatsoever.
As described above, one exercise of the critical theory and practice of early digital
performance was to think through the uncanny and slow collapse of the live and the
23
Robin Mackay and Arvan Avanessian, eds., #Accelerate: The Accelerationist Reader (Falmouth, UK:
Urbanomic, 2014).
24
Chris Salter, Entanglements: Technology and the Transformation of Performance (Cambridge, MA: MIT
Press, 2010).
POSTDIGITAL PERFORMANCE / 433
Figure 1. Lizzie Fitch and Ryan Trecartin, Retreatery Butte (2016). A unique sculptural theatre
exhibiting Ryan Trecartin, Mark Trade (single-channel HD video). Components: bar tables, bar
stools, custom rock seats, park grills, fire rings, carpet, paint, lighting, and ambient sound. Original
installation dimensions: 157 x 331.5 x 233.5 in. (398.8 x 842 x 593.1 cm). Installation view at Andrea
Rosen Gallery, New York City, March 19 through April 20, 2016. (Image courtesy of Regen Projects,
Los Angeles and Andrea Rosen Gallery, New York City, copyright © Lizzie Fitch and Ryan
Trecartin.)
25
Venturi’s research is often credited as an influence in the origins of postmodernist practice and
aesthetics. To “learn from Las Vegas” was to acknowledge the primacy of the sign or the signified as
represented on the Vegas strip, where gigantic neon signs revealed banal structures. See Robert Venturi,
Denise Scott Brown, and Steven Izenour, Learning from Las Vegas (Cambridge, MA: MIT Press, 1972).
434 / Matthew Causey
• Asynchronous time registers and multidimensional spatial configurations
The structures of asynchronous time registers and multidimensionality are models
almost commonplace in modernist aesthetics, with obvious examples being cubism and
futurism. Modernist notions of representation and subjectivity were directly influenced
as a result of the shifts in the perception of time and space created through technolo-
gies such as the camera or the car. What digital technologies afford is a flexibility and
usability that allows users the ability to reorder various virtual models and inhabit and
perform their identities and “lived experiences” within those spaces.
• Replication and simulation rather than traditional representational models
To represent is to interpret, perform, and transform the thing represented, while to replicate
is to double, duplicate, and mechanically reproduce the thing without alteration and
interpretation. The digital copy of the original is another original, an identical replica-
tion. This model of mechanical reproduction is the means by which digital technologies
permit construction and duplication of the network, and it is this different model of
reproduction that you see appropriated in the postdigital art practices described below.
• Networked interconnectivity and the transmedial
Rather than drawing a distinction of “thinking digitally,” I may have more correctly
suggested to think as the network. It is the data structures of networks that define so much
of the relations of power and communication in contemporary postdigital cultures. The
digital may be the means and the network is the system. It is the phenomenon of radi-
cal interconnectivity that acts as the substructure of network and postdigital cultures.
Transmedial artworks, video games, political and advertising campaigns that operate
across multiple media, and live and mediated communication platforms exemplify this
modality.
• Bugs and glitches
The bug as a technical error and the glitch as a momentary fault in the system operate
as ghosts in the machine that allow chance computational and electronic phenomena
to appear and participate in structure of the work. What is at play is an aesthetic of
failure, disruption, noise, and interference that promotes spontaneity and randomness.
• Trans-identities
Trans- and queer identities are well-established as models of performing the self that
are states of becoming outside of traditional ordering systems, biological imperatives,
or binary restrictions. These new models of a posthuman identity find an analog in the
technologies of virtual avatars that exhibit a radical mutability in electronic duplica-
tions.
• The reality of the virtual
The reality of the virtual is perhaps the most complex of these articulated modalities
of the digital, but it indicates that the binaries of the biological and the virtual, the
organic and the inorganic, the machine and the flesh, and specifically the virtual and
the real are no longer useful in conceptualizing and performing within a postdigital
culture. Those categories are recognizable and still inform reason and logic, but are
increasingly active in zones of indistinction as indiscernible phenomena.
• Copy and paste
Closely related to the processes of replication and simulation, copy and paste is the
most mundane, banal, prevalent, and influential of the strategies of the digital. The
capacity (or is it a compulsion?) to point, click, drag, copy, and paste are the keystroke
patterns that constitute the signature aesthetic and cerebral organization of the post-
digital. Again, we can see the precedence that was set in modernist aesthetics, in this
case, by Andy Warhol and his many appropriated and duplicated images.
[a] post-cinematic attitude can be traced throughout its various strategies: its critical mim-
icking of domestic conditions of reception, its unrelenting experiential fragmentation, its
emphasis on warped sound emissions and sonic primacy, its insistent display of excess,
its accelerated speed, its aggressive medial intertextuality, its multiperspectivity, and its
incessant exhibitionism.27
The event of SITE VISIT, like the Rosen Gallery exhibition, is laid out through multiple
rooms lined and shaped through set and sonic design, with video projections on ceil-
ings, walls, and floors depicting characters and narratives dispersed in a media excess
of digital narcissism. The form is pure hybridity, with the hierarchies of image, sound,
and liveness upended. The ecstasy of electronic communication and the manipula-
tion and endless duplications of self are realized in a work that is not one singular,
autonomous, or discrete entity (installation, performance, video, sound), unless that
entity is, simply, the digital. In response to the narrative elements of the various film
segments, Kevin McGarry, in the gallery’s press release, wrote that
[i]t’s creepy, haunted, a vacuum of pretending that often reverberates as uncanny, which
heightens the disconcerting feeling of being temporally located “after” something world-
changing, without any indication of precisely what that might be, or even if that “some-
thing” is real at all, and not a video game-like premise, with no connection to the causal
relationships of actual time. Characters seem to appreciate solitude as luxury, a remnant from
societies of overstimulation. Their purgatories become pleasurable recreational zones—being
stuck becomes a platform for practicing stunts, for squandering their human thresholds.28
26
For further information on the work of Fitch and Trecartin, see Lisa Åkervall, “Networked Selves:
Ryan Trecartin and Lizzie Fitch’s Postcinematic Aesthetics,” Screen 57, no. 1 (2016): 35–51.
27
Lisa Åkervall, “McMansion of Media Excess: Ryan Trecartin’s and Lizzie Fitch’s SITE VISIT,”
NECSUS: European Journal of Media Studies (June 12, 2015), available at http://www.necsus-ejms.org/
mcmansion-of-media-excess-ryan-trecartins-and-lizzie-fitchs-site-visit/.
28
Kevin McGarry, “Lizzie Fitch / Ryan Trecartin: March 19–April 20, 2016, Main Gallery,” press
release, Andrea Rosen Gallery, New York City, available at http://www.andrearosengallery.com/exhibitions/
lizzie-fitch-ryan-trecartin_2016-03-19/1/press-release.
436 / Matthew Causey
Figure 2. Ryan Trecartin, Mark Trade (2016) (single-channel HD video, 1:13:30). (Image courtesy of
Regen Projects, Los Angeles and Andrea Rosen Gallery, New York City, copyright © Ryan Trecartin.)
It is interesting that McGarry uses the term uncanny here, which challenges my
model of a not-so-uncanny postdigital subject. In the works of Fitch and Trecartin, the
uncanniness resides not in a subject seeing itself see itself and partaking in its own
disappearance, as I described in earlier digital-culture performance and film. Rather, it
is a subject after the fact, immersed and embedded, in the space of technology where
experience itself is always obstructed by a “fear of being,” as Fitch notes in the press
release.
The work simulates, or hints at, a transitional phase of “after the digital” in which
the subjects remain in a state of isolation. To follow my model of thinking digitally,
the simulations and replications of the world of Fitch and Trecartin are presented in
multidimensional rooms and environments projecting asynchronous, multiple video
events of narratives told through a liquidity of identity articulated within the reality
of the virtuality. The glitches and bugs of the system are a structural and narrativizing
element. The works hack the forms of film, installation, sculpture, and theatre in a
malicious manner that in turn creates its own unique form. The world replicated, or
copied and pasted, in Fitch and Trecartin’s work is this “after something,” as described
by McGarrry. I would use the term after- or postdigital, inhabiting and at home in the
reality of the virtual.
29
Other significant immersive theatre companies using similar performance strategies include the
Woodshed Collective in the United States and the UK’s Punchdrunk.
30
Brian Singleton, “Politicizing Performance: ANU Productions and Site-Specific Theater,” Breac: A
Digital Journal of Irish Studies (July 10, 2014), available at https://breac.nd.edu/articles/48940-politicizing-
performance-anu-productions-and-site-specific-theater/.
31
For more information on Blast Theory’s production of Operation Black Antler, see http://www.blast-
theory.co.uk/projects/operation-black-antler/.
32
For more information on Blast Theory’s production of Uncle Roy All Around You, see http://www.
blasttheory.co.uk/projects/uncle-roy-all-around-you/.
33
For more information on the National Theatre of Wales and its production of Bordergame, see https://
nationaltheatrewales.org/bordergame-online.
438 / Matthew Causey
National Theatre of Wales draws spectators to participatory events that are as much
virtual as live and explore a hybrid space of bio-virtuality.34 These works, in particular
Uncle Roy All Around You and Bordergame, are “pervasive games,” which means that
they extend from computer networks and online communications to the real world.
Blast Theory describes Uncle Roy All Around You as “[a] game in which online and street
players collaborate to find Uncle Roy before being invited to make a commitment to a
stranger. Players explore a mixed reality city and collaborate to find Uncle Roy’s office
before being invited to make a year-long commitment to a total stranger.”35 Operation
Black Antler “is an immersive theatre piece that invites you to enter the murky world
of undercover surveillance and question the morality of state-sanctioned spying. . . .
[Y]ou are given a new identity as part of a small team; you are briefed and then sent
into an undercover operation.”36 Bordergame has a similar structure:
Live Bordergame players will attempt, illegally, to cross the border from Bristol [England]
into Newport [Wales], without arousing the suspicions of the Border Agency of the Au-
tonomous Republic of Cymru (BAARC). Meanwhile, online players will register as Active
Citizens of the Autonomous Republic, watch the live players’ journeys, manipulate their
experiences and even determine their fate.37
Both the audience and the performers participate on a variety of levels, from virtual
spectator to real performer.
In such works, the blending of the virtual and the real is enacted and embodied
through the obvious technological enhancements of head-mounted displays, GPS-
activated handheld devices, and internet-based interactivity. However, the bio-virtuality
is extended into the structure of the performances themselves, which take place across
virtual environments mapped onto actual locations in which the tracking technologies
scan and track performers and audiences. These works not only use the technologies of
the digital, but also draw on the representational systems of the digital itself, whether
or not they are techno-based or organic. The exchange between the modalities of the
electronic and the live, and the interconnectivity and transmediality of the pervasive
game structure, present a common apprehension of the world via a position that is
simultaneously multi-modal, live, and digitized.
It is important to recognize not only the new conceptual models of postdigital
performance, but also the changes to spectatorship and audience formation observed
in the binge-watching phenomenon of streaming media programming. The Sopranos
(HBO, 1999–2007), The Wire (HBO, 2002–08), and Breaking Bad (AMC, 2008–13) are
representative of the multi-season programs often watched in extended viewing ses-
sions in a techno-performative immersion. The choices available make for new models
of viewership in which the individual audience member selects location and timings,
allowing for the construction of a broadcast network of one programing for a spectator-
ship of the self. Perhaps this type of electronic variability and choice is not possible in
a live setting, but the influence is present nonetheless in contemporary performance.
34
For more on mixed realities and performance, see Steve Benford and Gabriella Giannachi, Perform-
ing Mixed Reality (Cambridge, MA: MIT Press, 2011).
35
Blast Theory, Uncle Roy All Around You.
36
Blast Theory, Operation Black Antler.
37
National Theatre of Wales, “National Theatre of Wales Announce Fully Interactive Online and
Live Production,” available at https://www.nationaltheatrewales.org/news/bordergame/national-theatre-wales-
announce-fully-interactive-online-and-live-production.
POSTDIGITAL PERFORMANCE / 439
[a]s the processes of reading and writing together with the information produced and
stored by such processes are increasingly transferred to machines, the cognitive functions
38
Jennifer Parker-Starbuck, “The Spectatorial Body in Multimedia Performance,” Performing Arts
Journal 99 (33, no. 3) (2011): 60–71.
39
For more on Deleuze’s theory of becoming and contemporary art, see Burcu Baykan, “Into the Body
of Another: Strange Couplings and Unnatural Alliances of Harlequin Coat,” in The Performing Subject in
the Space of Technology: Through the Virtual, Towards the Real, ed. Matthew Causey, Emma Meehan, and
Néill O’Dwyer (Basingstoke, UK: Palgrave Macmillan, 2015), 17–33.
40
See Bernard Stiegler, Technics and Time: The Fault of Epimetheus, vol. 1 (Stanford, CA: Stanford
University Press, 1998).
41
Sophie Fuggle, “Stiegler and Foucault: The Politics of Care and Self-Writing,” in Stiegler and Tech-
nics, ed. Christina Howells and Gerald Moore (Edinburgh: Edinburgh University Press, 2013), 193.
440 / Matthew Causey
once required to perform such tasks are displaced, contributing to an impoverishment of
the mind and a subservience to technology that Stiegler describes in terms of widespread
cretinisation, or what he often refers to as “bestialisation.”42
42
Ibid. (emphasis in original).
43
See Rosalind Krauss, “Video: The Aesthetics of Narcissism,” in October 1 (spring 1976): 51–64.
POSTDIGITAL PERFORMANCE / 441
Mr. Robot’s narrative depicts the widespread affects and disaffection of digitization
within postdigital culture, and the transformation of conceptual frameworks and the
manners in which individuals through economics and social connections are controlled.
In sympathy with Elliot’s malaise, it is important to remember the performance of
identity played out through the capitalist choreography of our alpha-numeric avatars
(that is, passwords, banking information, social security numbers) waltzed through
the unseen data sphere of global digital economies. However, Stiegler notes that the
digital is a pharmakon and exists as both poison and remedy. Therefore it is the learn-
ing to think digitally that might resist the sacrifice of the data subjects’ know-how in
the postdigital culture.
The trajectory of theatre and performance practice and theory since the Theatre Journal
special issue on “Theatre and Technology” extends across the concerns over ontologi-
cal questions and the explorations of innovative aesthetic techniques, and toward the
“reality of the virtual,” which exhibits similar obstacles, be they political, social, or eco-
nomic, as that of the “real.” Therefore when we imagine how theatre and performance
is challenged, extended, and remade in light of various technological advancements, it
is useful to remember the capacity of the digital to accelerate real-world abuse, control,
and power. That is an important task that any postdigital performance can undertake
among the debris and aftermath and thinking of the digital bomb.
44
“Eps 1.0_hellofriend.mov,” Mr. Robot, directed by Niels Arden Oplev (Universal Cable Produc-
tions, USA Network, 2015).