V for Vicious Project:
Underground Magazine. Inter-Dialogic Performance Research.
“Although the erotic relationship may seem to exist freely, on its own terms, among the distorted social relationships of a bourgeois society, it is, in fact, the most self-conscious of all human relationships — a direct confrontation of two beings whose actions in the bed are wholly determined by their acts when they are out of it.”
— Angela Carter, The Sadeian Woman
About.
V4Zine is an ‘Open World’ Magazine surveying Analog-Digital and Psychosomatic Game Mechanics shaping Identity and Social Mobility within the framework of Economic Identity.
Game Mechanics.
Utilizing Embodied Research, Conceptual and Autoethnographic Journalism, and Experimental Performance Activism to further investigate if, how, and to what extent Erotic Identity —
the aggregate of individual habits (conditioned or desired), roles (ascribed or self-determined), and preferences (admitted or denied) —
within that same individual’s sexual orientation —
the aggregate of individual socio-economic behavioral patterns, identity presentation, and official economic activity —
is reflected in that same individual’s practical status and experience as it pertains to Economic Agility, as well as regarding Social Mobility, within the same multi-focal, indirect, and hierarchical systems of an Official Labor Economy.
In addition to an individual’s report regarding lived experience, as it pertains to the question of Social Mobility, V for Vicious Project further inquires of the same individual if, how, and to what extent the Shadow of that same Erotic Identity appears in, engages with, and shapes the socio-economic-political landscape and professional conditions of comprehensive local and professional communities.
In particular, the Industry of Erotic Art and Film, Domestic Labor, and Erotic Labor are especially pertinent to the Game Mechanics employed within V for Vicious Project Research Methodology, including the utilization of various material mediums such as, film, performance, and installation, as well as the compounding of several mediums in combination, are employed as tactical engagements within particular economies of interest.
V for Vicious Project is a deep dive into the lived experience of Womxn in the Age of Capitalism, the Internet, and the Self-Directed Womxn Archetype.
The question of whether or not Social Mobility is an accessible aspiration, to whom and on what conditions, is reflected in V for Vicious Project’s Dialogue and Performance Collaborations section of V4Zine.
Collaborations are facilitated by Kait Vicious, Director of V for Vicious Project, and co-created with clients of diverse social, economic, political, and sexual backgrounds to create a series of Dialogues, Portraits, and Paintings, which tell the story of an individual Body in the context of a particular Labor Economy as it pertains to the habits, rituals, and desires of the same individual’s Erotic Shadow.
Cyborg.
Who we are in the bedroom is part of an Ascribed Status assigned based on established hierarchies of class, race, gender, and labor. V4Zine explores the relationship between the Shadow of Erotic Identity and Ascribed Status from a Technocritical, Autoethnographic, and Cyber-womanist lens:
What often appears as Self-Directed Desire, Value, or Belief may be the result of subconscious performativity, conditioning, epigenetics, culturally sanctioned and systemically incentivized Indirect Economies and non-consensual Power Exchange Dynamics.
In other words, Erotic Identity is not a private experience, it is informed by and the extension of an existing Social Order.
V for Vicious Project asserts that whatever the limitations of Ascribed Status may indicate when observed within the parameters of an Official Economy, Shadow Economy, Social Economies, and other indirect or hierarchical social systems, in Virtual Economies, the Erotic Identity isn’t necessarily assigned, it is often chosen, crafted, or claimed in real time.
V for Vicious Project utilizes the ambiguity and disembodiment pertaining to those Virtual Relationships and Virtual Economies, as the tactical practice arena required in order to shift from Vicarious to Active Role Play; using Social Platforms to create Play-Test Realities as part of a Neurotechnological Training Ground.
Nuance.
In the Internet Age, “to be” is to be constantly optimizing, catering to the Market, and prioritizing the Consumer:
The exploration of Identity and Social Mobility calls for a Nuanced distinction between Erotic Identity and Branded Identity, Empowerment and Power Exchange, and the Role of Consumer in Intimate Partner Dynamics, examining the unique social, economic, political, and psychosomatic variables that define Virtual Reality.