Zoefuturism in creative practice: responses

Introduction by Yen Ooi and Stephen Oram

When we started thinking about the call for articles last year, we wanted to approach it in a Zoefuturistic manner – by giving space and creating opportunities for the issue(s) and articles to ‘become.’ As a new topic, we were very aware that this is a process of exploration and discovery, more than a call to enforce and curate what we think Zoefuturism is. It needed to be reflective and malleable. 

In this article, we will look at three of these creative reflections of Zoefuturism through different lenses: 

  • Compost Futures by the London Science Fiction Research Community Co-Directorate
  • Station to Station by Goblin Futures
  • “Narrative Structures and Zoefuturism” by Christopher Morrison

While all three pieces explore very different topics and perspectives, they are all reflections of Zoefuturism through practitioners’ creative action, and they form a Zoefuturistic response, as reactions to the introduction of Zoefuturism, playing with the ideas of our futures through relationality and constant becomings.


Compost Futures by the London Science Fiction Research Community (LSFRC). This creative-critical submission, in the form of a full zine, was made by the co-directorate of the LSFRC to explore questions around the relationships between humans with the other-than-human through the idea of “compost,” inspired by Zoefuturism. Follow the link to read and explore the articles and artworks, and to learn how co-authoring a zine with nature turned out.


Station to Station by Goblin Futures (https://goblin-futures.itch.io/station-to-station). 

*Fishpunk is something we made up, not a pre-existing genre. In other words, Station to Station is fishpunk, and anything else people want to consider fishpunk they can, just as long as it is Approved By Fish.

**Weirdhope is a term coined by COPY/PASTE CO-OP, which they describe as a form of eco-punk that is stylistically and thematically opposed to grimdark. For more, you can check out their game ECO MOFOS!! or the webpage for the Weird Hope Engines exhibition that ran in the Bonington Gallery in 2025.


Narrative Structures and Zoefuturism

By Christopher Morrison

In the West[1] there is one story structure primarily taught to readers and practitioners alike. The Aristotelean 3-Act Structure/The Hero’s Journey. I’m well aware that’s two structures, but they are so inter-linked now as to be extensions of one another. And, most importantly, they share a core philosophical purpose. That purpose: re-enforce Heroic Individualism. The Protagonist must be the one to solve the problem. They, and only THEY. Some assistance is rendered along the way, but in the climax, it is them and them alone (usually smashing) their way to the end. And that end as a teleological conclusion forgives (or ignores) all things that came before.

Anything else is considered a “subversion of” or “breaking the rules”. But, as Matthew Salsess  asks, “Who writes those rules?” (Salesses, Matthew. Craft in the Real World: Rethinking Fiction Writing and Workshopping. New York: Catapult, 2021.) It is the dominant culture in the West. Patriarchal, white supremacist[2], heteronormative. Those values that hold up a human being… all at once illustrating the protagonist as special and the norm. The story’s purpose is to make them a static, fixed Hero.

So, if this structure serves to support the Culture of Being in the West, what structures could support a culture of Becoming from Asian Cultures not shackled to the mast of Individualism?[3] What structures could a writer creating in a Zoefuturist context rely on to illustrate Human Becoming and relieve their woes about what comes next in their story?

Taking a cue from the absolute basic root of Dr. Ames’ work and the language he is immersed in, let’s look at ShengSheng (生生) – Procreativity. This word Dr. Ames presents as a crucial part of the early Cosmology of Confucian thought[4] and gives us a perfect jumping-off point:  

Repetition.

We all understand one of the crushing features of humanity is the repetition of life. Buddhism tackles this issue with the simple mantra: “Before enlightenment: chop wood, carry water. After enlightenment: chop wood, carry water.” The road to human becoming must run directly through repetition just as the word and pictogram in Chinese suggests in its very form.

However, the West abhors repetition[5] (except in cases of utter personal sacrifice to the destruction of oneself[6]) and worships at the feet of novelty.
New or perish! You are only as good as your last ____!

Yet repetition itself holds true meaning-making. True becoming. But in Western storytelling it’s relegated to a “callback” or some “comment” on one form or another and not the core engine to drive story and meaning.

Let’s explore a few structures where repetition is the heart and engine of its purpose.

Spirals: first brought to my attention through the work of Jane Alison.[7] Humans are pattern recognition machines, therefore to create a literary or dramatic spiral one repeats meaning by bringing back a panoply of artistic resources. Place, character(s), theme(s), color, etc. Most powerful in the resource kit is repeating events in your story. What one may lose in novelty one gains in grounding your audience – their pattern recognition (and their simple act of becoming themselves – living life) brings the repetition to awareness and, if done well, the question – Why? Why repeat this now? Here? Or the repetition simply becomes the Breath of the narrative. Inhaling on return – exhaling on leaving – or vice versa. It is a structure that is close to life itself.

While not a Zoefuturist film, let’s look at Wong Kar-Wai’s In the Mood for Love (Wong Kar-wai, dir. In the Mood for Love. Block 2 Pictures, 2000). A love story where its lovers are not allowed to consummate their love… or even say the word to each other. They are married to others while falling in love with each other. It is primarily a Spiral of place. Hallway, stairway, alleyway. All intermediate places – not defined. Not of themselves, but conduits to other locations. Perfect locations for a relationship that isn’t formed – isn’t one or the other. The characters are also suspended; neither really married nor free; not in love, but in love. Repetitions of their own conditions. The continuous use of smoke as a repeated image in the film is powerful. Sure, it looks damn cool, but it’s neither solid nor liquid. Neither here nor there… just slowly looping around itself and evaporating. Repeating. Spiraling.

Next, we’ll look at ‘nested’ structure.

Mainly known from the 1001 Arabian Nights and the film Rashomon. Nested stories are stories-within-stories without being anthology or connected episodic in nature. Story layers. Characters may re-appear, settings may re-appear[8] but what certainly repeats is theme and/or a central question or as Henry Lien likes to point out: culture[9].

Again, here’s a structure that reflects life’s journey. We are stories-within-stories. We hold our story, our family’s story, we are minor or major characters in everyone’s stories that surround us. And other’s stories can affect us directly or indirectly if we appear in them or not. As Dr. Ames points out through Zoetological philosophy we are “…interdependent human ‘becomings’ rather than discreet human beings… [through a relational understanding].[10]


Nested structure allows writers to sift through the depth of our humanity all in one frame. The flow of this structure is the essence of interconnected ‘becoming’. Again, like life, the more we lift the lid and interact with the depths and layers underneath the more meaning and interconnectedness we experience.

In conclusion, ‘spiral’ and ‘nested’ narrative structures are available to writers of every form and genre, but are especially powerful in a Zoetological and/or Zoefuturist context. They allow for a direct reflection into the bones of the work and to elevate stories from a single individualist journey into the wider world-view of human becomings. By leaving behind the strictures of Western storytelling obsessions we can imagine and enact a more interconnected future.


[1] Excluding Indigenous cultures.

[2] Colonial, at best.

[3] This is where I’ll ask you to forgive me. I’m a practitioner and not a scholar, perhaps others have done this work – I look forward to hearing about them if so… Henry Lien’s work comes to mind.

[4] Ames, R. T. (2025). Living Chinese Philosophy: Zoetology as First Philosophy (p. 8). State University of New York Press.

[5] To the point: In an early screenwriting class the “wisdom” of never repeating a location was handed down to me. (This was the working philosophy of a high-powered producer and their thoughts on scriptwriting.)

[6] Puritan work ethic for example. Or (especially for women) the carer role taken to its extreme… it is lauded and pitied and ridiculed all at once.

[7] Alison, J. (2019). Meander, Spiral, Explode: Design and Pattern in Narrative (p. 143). Catapult.

[8] Or remain the same as with Rashomon.

[9] Lien, H. (2025). Spring, summer, asteroid, bird: The art of Eastern storytelling (1st ed.). W. W. Norton & Company.

[10] Ames, R. T. (2025). Living Chinese Philosophy: Zoetology as First Philosophy (p. 8). State University of New York Press.

New Call for Proposals: Play

CfP Vector 304 – Play 

The Three-Body Problem (Netflix, 2024)

Enfolding world-building, community-making, and problem solving, the act of play is itself a powerful act of speculation. It can offer entertainment or education. It encourages, or sometimes sidesteps, empathy. It draws attention to the ways that stories are constructed and how we experience them. 

In the context of video games, the recent announcement by Sony that it will halt production of physical game discs by 2028—and the attendant backlash from the gaming community—encourages us to think about physical vs. digital media and legacy access, and how economics factors into how we play, and for how long. Some games, like That Dragon, Cancer and The Final Exam, may barely be said to be ‘played’ at all: more experienced, and learned from. Play can inspire joy, flow states, immersion—or desolation. 

This special issue of Vector invites contributors to engage with the act of ‘play’ in its most expansive definition, including but not limited to: 

  • Tabletop RPGs 
  • Collectibles 
  • Video games 
  • VR/AR 
  • Physical media 
  • AI and game creation (backlash, adopters) 
  • Educational games
  • Citizen science games
  • Gamification of labour
  • Games in speculative fiction
  • Games as forms of art or activism
  • Affect 
  • Materialist/new historicist readings  

Please submit your proposal by September 30th to vector.submissions@gmail.com, including:

  • a 150-500 word proposal, including estimated length;
  • something about yourself, either a 50-100 word bio or a CV.

Articles should be between 1,000 and 8,000 words. Please let us know your estimated word count. We seek articles that are carefully grounded in scholarly research, while also being clear, engaging, and suitable for a broad audience (including non-academics). Articles will be due by November 30th

Please also feel free to make queries about other formats, e.g. reviews, interviews, curated reading lists, roundtable discussions, unusual / innovative formats. 

A fishpunk game: Station to Station

By Goblin Futures.

Station to Station is a fishpunk1 game of building a better world. It is a hybrid card/tabletop role-playing game (TTRPG) in the vein of works such as Avery Alder and Mark Diaz Truman’s The Deep Forest, a favourite of ours. While fishpunk is its truest descriptor, categories like solarpunk and weirdhope2 shed some light on its nature.

“Sometimes when you lose, you win” (Sun Ra, Space Is the Place)

“Whatever you win, you’ve lost” (Lao Tzu, Tao Te Ching, trans. Ursula K. Le Guin)

We designed Station to Station in response to the themes of The Lost Bay discord server’s Build a Better World TTRPG jam and Vector’s Zoefuturism call. Our mechanical starting points were that the game would require tarot cards as physical components, include dynamic use of oracles to bridge rules and storytelling, and its endgame would give meaning to anything players ‘lost’ as they played. Our worlding starting point was that the game would take place in an archipelago, a landscape type that has fascinated us since childhoods spent reading Ursula K. Le Guin and messing around with computer game map editors. As places where land and sea flow across each other, archipelagos are sites of life and relationality, where attempts at imposing rigid boundaries will always fail. Our next realisation was that the game would revolve around travel aboard sentient bio-trains that are huge and ancient, and may only be travelled on if they willingly agree. In our playthroughs, both in testing and following release, we have noticed that players are drawn to explore the nature of their kinship with their group’s train, with these strange entities playing prominent roles in storytelling as agents unto themselves.

The game builds on our longstanding interest in oracular game design. The use of aleatory resolution methods such as dice, cards, or coins in games echoes divinatory practices; tarot historically was used for gameplay before it became a cartomantic tool. Equally, the use of tables of outcomes as storytelling procedures in TTRPGs resonates with manuals for fortune-telling, with indie game designers such as Perplexing Ruins and Alfred Valley foregrounding oracle tables in their work. Station to Station pushes things just a little further, whereby its Coral Oracle blends variance with player choice, at times creating productive tensions between storytelling and mechanically optimal gameplay. A second oracle, The Lost and Found Oracle, gives life to the sacrifices made along the way to building a better world. The game’s rooting in oracularity grounds players in a sense that they are influencing and responding to an ongoing stream of strange encounters, losses, and becomings.

“Heaven and earth aren’t humane” (Lao Tzu, Tao Te Ching, trans. Ursula K. Le Guin)

Underlying the game’s use of oracles and incorporation of tarot are a set of Attitudes – confrontation, manipulation, scarcity, abundance – that pertain equally to the game’s world and its player characters. These Attitudes are not rendered in terms of anthropocentric moralising, which seeks to divide the world into forced binaries, but as neutral approaches that become specific and grounded through context. Story prompts cover a range of possibilities of flourishing and struggle, and repeatedly centre on symbiosis, life, and transformation. This carries over to the endgame, with playthroughs culminating at heterotopian destinations whose communities have their own unresolved contradictions. Player characters will both adjust to these tensions and help change them, with the distinction between group and destination ultimately melting away. As this happens, some of what was lost along the way will come back, be healed, or come to be seen in a more hopeful light. And for groups who do not get to the endgame, all is not lost. The sea gives and takes, and you can always play again.

“We are contaminated by our encounters; they change who we are as we make way for others. As contamination changes world-making projects, mutual worlds—and new directions—may emerge. Everyone carries a history of contamination; purity is not an option. One value of keeping precarity in mind is that it makes us remember that changing with circumstances is the stuff of survival.” (Anna L. Tsing, The Mushroom at the End of the World: On the Possibility of Life in Capitalist Ruins)

We hope you enjoy Station to Station! Stay fishpunk.

– GOBLIN FUTURES

  1. Fishpunk is something we made up, not a pre-existing genre. In other words, Station to Station is fishpunk, and anything else people want to consider fishpunk they can, just as long as it is Approved By Fish. ↩︎
  2. Weirdhope is a term coined by COPY/PASTE CO-OP, which they describe as a form of eco-punk that is stylistically and thematically opposed to grimdark. For more, you can check out their game ECO MOFOS!! or the webpage for the Weird Hope Engines exhibition that ran in the Bonington Gallery in 2025. ↩︎

Review: Disco Elysium (2019), ZA/UM

Dr. Marta F. Suarez

Disco Elysium is a CRPG (Computer Role-Playing Game) developed by the Estonian game studio and publisher ZA/UM. Originally released in 2019, the game was re-released in 2021 as a “Final Cut” version with new voice acting and quests. The game’s main premise is to investigate a murder in the imagined city of Revachol playing as Harry DuBois, a detective from the Revachol Citizens’ Militia (RCM). Yet, this is just one of the mysteries that the game offers and, at certain points, this objective might take a backseat.

Disco Elysium creates a universe of nostalgia, disappointment, and decay, where the pickets have blocked the harbour with union strikes, the remnants of a not-so-distant war are ever-present in the streets, and the everyday dialogues of characters are often infused with political and philosophical talk. In this world, our playable character, Harry, is not the heroic good cop fighting to uncover the murderer. Instead, the game paints him an almost unlikeable character to whom the player might eventually warm up, particularly if he is not taken too seriously. The start of the game presents Harry in his darkest hour, slowly regaining consciousness from a night of excesses and bad decisions. The game opens with a black screen and a dialogue with the mysterious voice of “Ancient Reptilian Brain”, which tries to convince the player to do nothing, embrace the silence, and accept death. In an unusual opening scene, Disco Elysium offers the player the possibility of not playing by refusing to wake up and instead giving up to the pessimism of a futile existence, leading to a game over within the first couple of minutes of the game. In these first minutes, the dialogue options withhold more information than they give, creating disorientation instead of revealing who our character is or what is happening. This sense of confusion is heightened by the sudden involvement of more voices, such as “Limbic System” and “Encyclopedia”. These and many others are Harry’s internal voices, parts of his personality that offer advice throughout the game, both hindering and aiding the player. When Harry finally manages to wake up, the player meets him lying face-down on the floor of a trashed room, in their underwear, and visibly hungover. Further examination of the room allows the character to find most of his clothes, and also reveals that Harry suffers amnesia after a night of drinking of “world-ending proportions”, as stated by the mirror. In the world of Revachol, objects might interact as if alive and sentient. They share thoughts, they provoke, they are sad, they die. Mostly, they keep Harry company, and act as one of the voices that plague his mind. A high “Inland Empire” skill (linked to the subconscious and foreboding) allows Harry to speak to some of his clothing, not always with the best results but quite often with amusing dialogues and surprising discoveries, whereas other skills like “Shivers” allow the player to get more information from the city and the environment, among others. 

Continue reading “Review: Disco Elysium (2019), ZA/UM”

Dimension 20’s The Unsleeping City: Fantasy and Play as Means of Claiming Agency in Modern Dystopias

By Emma French

Although the degree to which a game of Dungeons & Dragons (D&D) is required to contain a meaningful narrative differs amongst player groups, D&D’s facilitation of storytelling is now widely acknowledged.[1] According to Jennifer Grouling, ‘something about the TTRPG [tabletop roleplaying game] invites a narrative response’.[2] This is especially true of livestreamed, podcasted, or edited ‘actual play’ D&D – games that often include actors, comedians or other creative professionals, and that are consciously performed, recorded, produced, and distributed as a serialised fictional narrative for their audiences.

If ‘play’ is often associated with make-believe and the unreal, could there be something oxymoronic about the term ‘actual play’? It implies some kind of authenticity, but the nature of this claim cannot be easily summarised. Evan Torner traces the term’s origin to indie game design discussions in the 2000s on the influential forum The Forge. During this time, ‘actual play’ referred to written reports, used for ‘seeing the system in action through the lens of a game facilitator or player […] public, critical probing of a game’s text and rules through play.’[3] More recently, the term has come to refer to TTRPG gameplay as a kind of performance: players still enjoy a game amongst friends, but the act of play is also ‘geared toward an outside audience who become invested in the characters, narrative, storyworld, and meta-play behaviours of the players.’[4] These actual play broadcasts tell two stories at once, the story set in an imaginary world, and the story of that story being created. The blurring of these two kinds of stories can open up new creative possibilities. While any D&D game can provide an avenue for storytelling, Matthew Mercer – whose own livestream Critical Role is perhaps the most famous game of its kind – argues that games are often broadcast when ‘people […] find something that’s lacking in the space of storytelling, that they want to convey’ (10:17-10:22).[5] The known presence of an audience and ‘reader’ means that some streams use D&D for the creation of narrative with deliberate authorial intent, for instance to address real world issues and political concerns.

Continue reading “Dimension 20’s The Unsleeping City: Fantasy and Play as Means of Claiming Agency in Modern Dystopias”

Telling the Acrobats which way to Jump: Irrigation Gaming and Utopian Thinking

Maurits W. Ertsen

“I mean I can book the acts, but I can’t tell the acrobats which way to jump!”

James George Hacker (portrayed by Paul Eddington)—Yes Minister, Series 2, Episode 2: ‘Official Secrets

Utopia and Irrigation

This is an article about The Irrigation Management Game (IMG), reflecting on my own use of the game in educational settings, and drawing some links with utopian and dystopian thought. The relationship between water and human wellbeing has been extensively studied and debated. Perhaps the most famous overarching theory is that of Karl Wittfogel. Wittfogel argued that certain climates imply certain forms of irrigation, which in turn imply certain political and social institutions.[1] In particular, Wittfogel thought that ancient Egypt and Mesopotamia, Hellenistic Greece, Imperial Rome, the Abbasid Caliphate, Imperial China, the Moghul Empire, and Incan Peru, were all ‘hydraulic societies,’ whose despotic character arose from the need to manage complex irrigation infrastructures. Although Wittfogel’s environmental determinism has since been discredited, his work remains a great reminder that water management is seldom simply a set of technical problems. Instead, water management is intimately linked with power, labor, knowledge, discipline, control, and utopian and dystopian possibilities. Anyone who has read George Orwell’s 1984 or Aldous Huxley’s Brave New World—or is a fan of Michel Foucault—will surely recognize such themes.[2] Irrigation is one of many domains where governments have attempted to improve collective welfare without undue interference in individual freedoms.

Irrigation was on many development agendas, in states as diverse as the Neo-Assyrian empire[3], colonial states in the 19th and 20th centuries[4] and modern settings[5]. In these developmental settings, irrigation—including its aspects of control—was often associated with utopian futures, at least within state propaganda and planning discourse. In colonial Africa, for example, European powers imposed irrigation regimes on communities they treated as ‘historyless’, while perceiving themselves as creating an ideal, rational order.[6] After the Second World War, with many colonized countries gaining independence, irrigation systems that had been constructed and/or planned became part of post-colonial international development.[7] Former colonial experts became international experts, and new experts were trained within irrigation approaches developed in colonial times.

In the first decades of post-WWII development, the main focus was on building new and rehabilitating existing irrigation infrastructure. From the 1970s onwards, more attention was paid to issues of managing these infrastructures—including relationships between managers, farmers, and other water users. These discussions intensified in the 1980s, if only because results lagged behind the expectations (sometimes too optimistic—utopian!—expectations) of governments and engineers. New methods of design and management began to emerge, and slowly began to adopt more participatory processes, to accommodate stakeholders’ knowledge and wishes. The main topic of this article, the Irrigation Management Game (IMG), is a result of these intensified efforts.

The IMG was initially developed to support discussions among irrigation managers on farmer strategies and water delivery problems, especially in the larger systems in South and South-East Asia.[8] After positioning the IMG within a gaming context, I will examine how the game reflects the realities that I study—both in practical and theoretical terms. I will conclude by suggesting that the IMG allows us to explore how utopia and dystopia are in the making, and not fixed in advance by a given environmental setting and management system. Especially in irrigation, I will suggest, the margin between utopia and dystopia can be thin.

Continue reading “Telling the Acrobats which way to Jump: Irrigation Gaming and Utopian Thinking”

The Needle and the Wedge: Digital Games as a Medium for Science Fiction

By Monica Evans. This academic article was first published in Vector #291.

Abstract: This article examines the relationship between digital games and science fiction. Digital games are predisposed to science fiction content for two reasons: game developers, at every historical point, have been science fiction fans, and therefore tended to make games with science fiction content; and digital games’ dependence on rapidly-changing technology makes them a natural fit for science fiction content and themes. Furthermore, even games that may not have overtly science fictional themes at the level of content can still be interpreted as examples of science fictional culture, through their capacity to mobilise interactions between technology, mechanics, narrative, and the imagination and emotion of their players. Game developers, science fiction authors, and the increasing number of creators who are both at once, have a great deal of territory to explore, to continue discovering how best to use this naturally science fictional medium to express what it means to be technological, computational, and human.

  • Review: This article underwent editorial review from two editors.
  • License: CC BY-NC-ND 4.0.
  • Citation: Evans, Monica. 2020. The Needle and the Wedge: Digital Games as a Medium for Science Fiction. Vector #291, pp.15-24. Summer, 2020. 
  • Keywords: digital games, video games, science fiction, speculative fiction
  • DOI: 10.5281/zenodo.6533414

In 1962, four computer science students at MIT, looking for something interesting to display on their new PDP-1 minicomputer, turned to science fiction. According to Steve Russell, the group’s core programmer, they started with “a two-dimensional maneuvering sort of thing, and decided that naturally the obvious thing to do was spaceships” (Brand 1972). Before long, two ships – one long and thin, the other a squat triangle – could engage in an interactive, physics-based dogfight, and Spacewar!, the world’s first digital game, was born. 

Spacewar! may have been the first, but it was hardly the last. A staggering number of successful, influential, and critically-acclaimed games can be categorized as science fiction (Krzywinksa and MacCallum-Stewart 2009), from classic arcade games like Asteroids and Space Invaders to major franchises like Metroid, Halo, StarCraft, and Mass Effect; critical trailblazers like Portal, Half-Life, and Bioshock; indie darlings like Thomas Was Alone, Soma, and FTL; and recent critical and commercial favorites like Horizon Zero Dawn, Nier: Automata, and even The Legend of Zelda: Breath of the Wild. In the absence of science fiction, an equally staggering number of games can be classified as fantasy, horror, or broadly speculative – to the point that it’s uncommon, if not rare, for a digital game to be set in a non-speculative, mundane world. 

Continue reading “The Needle and the Wedge: Digital Games as a Medium for Science Fiction”

Automation and Utopia: Human Flourishing in a World without Work by John Danaher

Reviewed by Michael Pitts.

Danaher, John. Automation and Utopia: Human Flourishing in a World without Work. Harvard UP, 2019. Hardcover. 248 pg. $99.95. ISBN 9780674984240.

Automation and Utopia: Human Flourishing in a World without Work is crafted as a response to fears over an automated future in which humans are made obsolete by technological developments. Written by John Danaher, senior lecturer of law at the National University of Ireland, Galway, the text consists of two main sections, which cover automation and the possibility of a utopian future, respectively.

After outlining the scope and purpose of his research, in the first chapter Danaher forecasts the obsolescence of humankind in an automated world. But this is not as catastrophic as it may sound since, for Danaher, “Obsolescence is the process or condition of being no longer useful or used; it is not a state of nonexistence or death” (2). In the rest of the automation section, Danaher responds to two propositions: that automation in the workplace is both possible and desirable, and that automation outside of the workplace is potentially dangerous and its threats must therefore be mitigated.

After making his case for why automation should be conditionally embraced, in the second section Danaher turns to two possible, ‘improved’ societies with automation fundamental to their economies, the cyborg and virtual utopias. While the cyborg utopia enables humankind to remain valuable members of the economy, occupying the cognitive niche that has historically provided an initial evolutionary advantage to the species, Danaher posits that such a future will likely maintain the degradations of employment, enhance our dependency upon machines, and disrupt humanist values while, due to the technological advancements it requires, ensuring no worthy improvements to human wellbeing in the near future.

Following up this analysis of the cyborg polity, Automation and Utopia concludes with a presentation of what Danaher views as the ideal, improved society, the virtual utopia. This improved society, in which humankind ventures into the virtual world to enhance its flourishing, is presented by Danaher as an ideal goal towards which humankind may aim since, as the author posits, it will ensure human agency, pluralism, stability, a myriad of alternative utopias, and a meaningful connection to the non-virtual, real world. 

Pivotal to Danaher’s assessment of automation, and a possibly utopian future, are his views on labor and the avenue he identifies as optimal for human flourishing, the virtual utopia. For the purposes of his argument, he adopts a definition of work which he acknowledges as unusual and likely controversial, since it excludes “most domestic work (cleaning, cooking, childcare)” as well as “things like subsistence farming or slavery” (29). Defining work as “any activity (physical, cognitive, emotional etc.) performed in exchange for an economic reward, or in the ultimate hope of receiving an economic reward,” Danaher builds the case that obsolescence is almost certain and could result in as low as 10% or as high as 40% of the future population remaining employed (28). Such a development is framed as a positive result since work, he emphasizes, has a negative effect upon employees and improving it in the current economic milieu is, according to him, a more difficult route to take than shifting towards a virtual utopia. Specifically, Danaher argues that improving work, which often involves fissuring, precarity, colonization, classic collective action, domination, and distributive injustice is unlikely in our current system since it “would require reform of the basic rules of capitalism, some suppression or ban of widely used technologies as well as reform of the legal and social norms that apply to work” (83). Though this dismissal of the possibility of improving working conditions is short-sighted and ignores the likelihood that labor organizing will prove necessary as technological advances continue, this weakness of the text stands on its periphery. More important to Danaher’s vision of the future is his adoption of an approach that is interestingly more radical than such efforts to protect workers: the introduction of a universal basic income and the normalization of technological unemployment in current economic systems. 

Danaher envisions this radically different distribution of economic power as a salient feature unique to the virtual utopia. Danaher rejects the cyborg utopia, believing it will threaten the prospect of universal basic income and technological unemployment and ensure the continuation of work and the injustices endemic to capitalistic systems. In considering the virtual utopia, Danaher’s audience must consider the ethics and consequences of a nation in which utopian games and escape become a salient feature of its culture. This ideal society is marked by its focus upon virtual worlds as the mechanism by which human flourishing may take place. By venturing into simulations that are shaped to satisfy the desires and needs of individual users, it avoids the problems of a single utopian ideal that must be enforced upon all citizens. It can therefore, as Danaher explains, “allow for the highest expressions of human agency, virtue, and talent… and the most stable and pluralistic understanding of the ideal society” (270). 

Yet as with the cyborg utopia, the virtual utopia is plagued with ethical complications. The question of what actions are permissible in such a simulated environment is closely related to the ethical considerations surrounding cyborgs and artificial intelligence. In very briefly confronting this topic, Danaher asserts that the same moral constraints that shape human interactions in daily life will impact those occupying the virtual world. He supports this argument by pointing out that some of the characters inhabiting the simulation will be operated by human players and that interactions with such players will have ethical dimensions. In addition, he asserts that other actions may be deemed intrinsically immoral even without a corresponding ‘real-life’ consequence.  Danaher asserts that, though there will be some moral frameworks unique to the virtual utopia, there will be no major alteration to human ethics. The virtual utopia, he claims, is therefore a reasonable goal for the post-work society since it enables human flourishing and protects values such as individualism and humanism.

Danaher is also keen to emphasize that “the distinction between the virtual and the real is fluid” (229). He rejects the “stereotypical” science fictional view of virtual reality, as something that is only produced within immersive technological simulations, like the Matrix or Star Trek’s Holodeck. On the other hand, he also rejects the “counterintuitive” view that everything humans experience is virtual reality in that our reality is constructed through language and culture. Instead, Danaher offers a middle position. Some things may be more virtual than others, but nothing is wholly virtual or wholly real. He sees virtual utopia as being filled with emotionally and morally meaningful interactions, but in the context of relatively inconsequential stakes (rather than survival, or struggle for hegemony). A Holodeck-style simulation is only one of many ways this could be accomplished. 

Automation and Utopia delves significantly into the topic of possible futures at the intersection of ethics, technology, and humanism. It is a valuable resource for scholars, students, and laypeople engaged with conversations surrounding the advancement of automation in the 21st-century, its impact upon economics and workers, and optimal approaches to accommodating such new technologies through the advent of a post-work society. The work continues discussions at the intersection of technology and labor, but necessitates broader considerations related to the virtual utopia Danaher proposes. Namely, it does not convincingly explain how virtual utopia will avoid the ethical pitfalls outlined in relation to the cyborg utopia. It also does not thoroughly discuss how such simulations may be safeguarded from economic exploitation at the hands of those owning or operating these systems, or address the potential for intersectional inequalities. Finally, Danaher does not comprehensively discuss how such escapism and the further minimization of human interaction in the natural world may impact climate and the environment. Though it is difficult to accurately predict, estimations of both the ecological and psychological effects of a society in which the main mechanism of human interaction is not within nature but instead within a virtual world are vital to identifying optimal utopian aims.

Overall, Automation and Utopia productively dives into the topics of technological advancement and labor policy, proposes thought-provoking socioeconomic policies related to the challenges of automation, and necessitates further discussions concerning ‘the ideal society,’ its connection to technology, and the impact it may have upon human psychology and the environment. 

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Chinese SF industry

By Regina Kanyu Wang et al. Published as part of Vector 293 exploring Chinese SF.

According to Science Fiction World, the concept of “science fiction (SF) industry” was first proposed in academia in 2012, when a group of experts were brought together  by the Sichuan Province Association of Science and Technology to comb and research SF related industry, and put together the Report of Research on the Development of Chinese SF Industry. Narrowly defined, the SF industry includes SF publishing, SF films, SF series, SF games, SF education, SF merchandise, and other SF-related industries, while a broader definition also includes the supporting industries, upstream or downstream in the industry chain.

According to the 2020 Chinese Science Fiction Industry Report, the gross output of the Chinese SF industry in 2019 sums up to 65.87 billion RMB (about 7.4 billion GBP), among which games and films lead the growth, with publishing and merchandise following (check out more in Chinese here). The SF industry plays an important part in China’s cultural economic growth.

We have invited sixteen organizations, companies, and projects that play a role in China’s SF industry to introduce themselves to the English readers. You can see the diversity and vigour from the texts they provided. We’ve tried to keep editing to a minimum in order to show how they posit and define themselves in the SF industry. Here they are, ordered alphabetically.

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