ABSTRACT

In this concluding chapter, the iconic as produced through a libidinal economy within a digital architecture as an undertheorized phenomenon is explored. The main themes emerging from the case studies are summarized including the aporia of art, effacement and sublimation, the ludic and game play, the production of grotesque as a manifestation of intense human anxieties as well as the orientalist gaze in which the iconic is projected through the desires and fantasies of the West. The iconic as explained through evolutionary genetics or memetics underpins within its human condition as propensity to share and imitate, without foreclosing the autonomy for human creativity. It then considers the implications for capital’s extrapolation of such tendencies in regulating content and governing content through its code. The iconic as part of cultural iconoclasm is explored in this chapter.