The BACKROOMS of late capitalism
Biography
Robert W. Penner (I) is a UW-Milwaukee based Anthropologist, experimental artist, and social scientist. Working primarily through the mediums of experimental ethnography and visual anthropology, I have designed and deployed practical tools for the social scientific analysis of marginal internet communities. This includes the use of “affective interviews”, developed based on the visual-participatory ethnographic work of Christine Walley in her Exit Zero Project, and participatory, gamified ethnography in conversation with Patrick Jagoda’s alternative reality game (ARG) The Parasite. My research can be broadly located within the categories of internet culture, digital anthropology, and virtual world ethnography, with a focus on communities of practice in organic virtual worlds, specifically focusing on The Backrooms.
Project Abstract
On May 14th, 2019, a post was made to 4Chan’s /x/ board that resulted in the creation of a vast internet subculture devoted to the creation and perpetuation of an imagined world called The Backrooms. Drawing on the technological affordances provided by an array of digital mediums, an abundance of world building practices emerged, expanding The Backrooms and generating a field of cultural contestation over lore, canon, and mythology. Following Pearce (2009) and others this paper will trace the process of “organic emergence” that distinguishes The Backrooms from more traditional “synthetic” conceptualizations of what constitutes virtual worlds. While the distinction between organic and synthetic virtual worlds is useful for expanding anthropological applications of the concept of virtuality, I argue against a rigid dichotomy between these two concepts. Synthetic worlds are always filled with organic social elements, unintended consequences arising from the strategic actions of developers. Simultaneously, organic worlds are not horizontal anarchist utopias and are home to many projects of institutional legitimacy. Through this distinction, I argue for a more nuanced and flexible approach to analyzing virtual phenomenon.
The Backrooms are composed of depictions of places exhibiting uncanny valley features that invoke a sense of discomfort while subversively appropriating nostalgic aesthetics and references from the 1990s and early 2000s. The invocation of nostalgia as a primary representative mechanism in The Backrooms expresses yearning desire for a past that those who inhabit The Backrooms never experienced; a collective sentiment that “the last time everything was OK was before I was born.” I argue that The Backrooms are paradoxically subversive, and potentially counterhegemonic, in the uncomfortable representations of nostalgic places they depict. The shopping mall food court, the finished basement of a suburban home, the idyllic office space of the administrative bureaucracy, places that were once meaningfully mundane have been emptied of their human presence, distorted, and made to seem strange. This cultural aesthetic of what are colloquially referred to as “liminal spaces” in The Backrooms community are the liminoid sites of failed rites of passage premised on consumer experiences and the promise of a future that has since been cancelled. I contend that The Backrooms are a virtual vision of the future embedded in the past, saturated with the fear and anxiety of the unbearable atrocities of the present.
Influences
Having begun my exploration of The Backrooms in 2020, I have been able to expand the depth of my analysis drawing theoretical approaches such as Derrida’s “Hauntology”, Deleuze’s dialectic of “Virtual and Actual”, the field of Nostalgia studies, with particular attention to the work of Svetlana Boym, Ryan Lizardi, Fredric Jameson, and Stephanie Coontz, and Victor Turner’s concepts of “the Liminal and the Liminoid” as ritual processes which can facilitate the success or failure of social reproduction.
Mark Fisher’s analysis of the “Hauntology” internet music community laid the groundwork for the creation of practical ethnographic models that have been used to study diffuse and marginal communities such as those engaged in the creation of V A P O R W A V E music and art, CreepyPasta communities dedicated to the organic elaboration of urban legends such as The Slenderman and the SCP Foundation.
“You cannot carry out fundamental change without a certain amount of madness. In this case, it comes from nonconformity, the courage to turn your back on the old formulas, the courage to invent the future. Besides, it took the madmen of yesterday for us to be able to act with extreme clarity today. I want to be one of those madmen. We must dare to invent the future.”
-Thomas Sankara, President of Burkina Faso 1983-1987.
Conference Presentations
Robert W. Penner has presented his work on The Backrooms at seven academic conferences including the 2024 American Anthropological Association conference, the 2024 Popular Culture Association National Conference, the 25th Annual Chicago Ethnography Conference, the 2024 American Ethnological Society & Association for Political and Legal Anthropology Conference, and the 2024 University of California at Santa Cruz Anthropology Graduate Conference.
bACKROOMS Blender Experiments
Within The Backrooms community Blender is the most widely used and sophisticated software utilized to construct immersive 3D environments. The intricate capabilities of Blender for this kind of work became prominent in the work of Kane Pixels, whose “Backrooms (Found Footage)” YouTube series has racked up over 200 million views.
I have been experimenting with the creation of various Backrooms and Liminal Spaces in Blender for the past year and have received private instruction from Dexter King to accelerate my learning of the program and receive advanced training from an expert.
Blender will play a crucial role in my dissertation fieldwork as I plan to construct a hybrid virtual-actual depiction of The Backrooms, using Blender to construct the space and then actualizing it through physical construction.
Below are images of a piece called “Terminal Utopia” that I have been working on for several months, learning through practice and simultaneously construction a depiction and narrative that will form a key component of the experimental ethnographic methodology I plan to deploy.
3D Rendering in Blender 4.3.2 “Terminal Utopia”
3D Rendering in Blender 4.3.2 “Terminal Utopia”
3D Rendering in Blender 4.3.2 “Terminal Utopia”
3D Rendering in Blender 4.3.2 “Terminal Utopia”
Published Works and forthcoming projects
Robert W. Penner has a forthcoming paper in the Journal of Psychological Anthropology entitled “Ghosts of the Affective Economy: A Practical and Hauntological Approach to Refusals of Meaning in the Virtual Ethnographic Settings of Vaporwave and The Backrooms” (2025).
Other published works include:
"The Profits of Insanity: The Urbanization and Economic Development of Asylum Poor Farms in Wisconsin, 1890-1920" (2017)in the UW-Milwaukee Digital Commons.
“Overcoming Disruptions of Human Adjustment Processes to Ecological Shifts in Revolutionary Burkina Faso 1983-1987: The Inter-Relationship Between Externally Imposed Migration, Coordination of NGO Activities, and the Process of Ecological Renewal Through Land Reform” (2019)published as the thesis project for an MA in History.
Works in Progress:
"The Backrooms of Late Capitalism: Liminal Spaces, Fearful Nostalgia and the Organic Emergence of a Virtual World”
“The Backrooms as a Counter-Hegemonic form of Symbolic Resistance”
“Evolutionary Depictions: The use of Metaphorical Imagery as Counter-Factual Simulation to Render the Distant Past and Future”
→ More on the Social Scientific Approach of these works.