January 2026
The Rise of Technopoly
Humans have always utilised technology to some extent. In his 1993 book, Technopoly, Neil Postman categorises the relationship between humans and technology into three types: tool- using cultures, where technology is used as mere means to an end; technocracies, where technique becomes more important than consequences; and technopolies, where technology supersedes and drives human culture to fit the broader societal machine’s needs.
Postman’s perspective on the third stage mirrors Marshall McLuhan’s famous phrase from his 1964 book, Understanding Media: The Extensions of Man, which states that “the medium is the message.” This suggests that a medium’s impact is its true message, not its content. McLuhan also noted that people are always largely unprepared to encounter new technologies, like television; “the native of Ghana is unprepared for literacy that separates them from their tribal world”. This similarly applies to all later technology; while content can remain the same, each medium changes how individuals act and interact, influencing their culture and placement in their environment.
An example of this can be adapted from Ivan Illich’s critiques of cars in Tools for Conviviality (1973) for creating a “radical monopoly”: a technology meant to connect people across distance instead disperses communities, reshapes cities around its needs, and builds dependence, gradually leaving those without cars excluded. Communicative media extends this pattern, bridging distances virtually while eroding local bonds; users, like bees pollinating flowers (Butler S., 1872), unwittingly propagate the system's growth into global ‘network states’ (Srinivasan, 2022) over what would’ve traditionally been geographically gathered locales and organically interacting communities.
Our gradual integration into our technology in such a way has led to what McLuhan termed “cybernation”; our nervous systems and consciousness merge with man-made “electrical society” as a unified symbiosis between us and our environments. We’ve already merged to an extent, as seen in the personal computer and smartphone, where we use them similarly to the ‘exocortex’ from Charles Stross’ 2004 story Accelerando; extending our minds and capacities like memory, processing, or navigation, relying on technology as an external appendage. While this can still be considered tool-use and indeed be very helpful, as our devices become integrated into us and become smarter with increasing capabilities of autonomous action, they, like our organs, may begin to steer us just as much as we delude ourselves into thinking that we wield and control them.
Google is an example actor in this, openly aiming to “organise the world’s information”. While this may seem noble, its AdSense tool collects as much “exhaust data” as possible from its technological stack, including hardware (Pixel, Chromebook), software (Android, Chrome, Maps, etc.), and even content (YouTube, Google search, AI engagement). “Exhaust data” here refers to metadata (data about data, not contents, but the location, timestamp, device identifiers, etc.) that is then used to fuel “surveillance capitalism”. In such system, users become collations of data points to be sold to the highest bidder for targeted advertising, optimising likelihood of engagement and purchase (Zuboff, S., 2019).
Meta’s algorithmic suggestion feeds work similarly, siphoning a user’s social network, locations, inferred interests, and personality to match content to perfect audiences. While this can be justified as empowering connection, documentaries like The Social Dilemma (2019) reveal that such services are intentionally designed them to keep users engaged for as long as possible. Many involved often express regret that the business model never truly aligned with providing users with a more fulfilled life, despite naive aims. Dark patterns, such as infinite scrolling, persuasive dialogue, and intentional menu placement, have been increasingly baked into services to psychologically reinforce desired habits, retain usage, stimulating addiction and compulsive behaviour, even with weak user control tools like time limits (Seyson, S. & Willett, W., 2025).

Figure 1 - Instagram’s navigation bar is intentionally designed for quick access to Reels on the bottom right near to where the thumb rests if right handed, and users have no control over its positioning. [Digital Information World, 2023]
Alongside profit motivations, deeply intimate data is often also utilised for (debatably) even worse harmful purposes. In 2013, Edward Snowden’s NSA documents revealed that tech corporations frequently collaborate with governments to provide intelligence data on users, both internationally and domestically, under guise of ‘national security’ or ‘national interests’, often obtained without warrant or transparency.
Data is often taken indiscriminately via dragnets to gain as large a total picture as possible, to the point of leading to “bulk data failures” from the sheer volume of hoarding (in orders of exabytes, thousands of terabytes) which cannot be processed quickly enough (Whittaker, Z., 2016). Both Google and Meta, for instance, are alleged to even have received initial funding from agency investment fronts like In-Q-Tel (Ahmed, N., 2015) due to shared interests in social graphing, mapping, or data collection efficiency aligning to government goals of ‘Total Information Awareness’ (Hill, G., 2024).

Figure 2 - The PRISM collection program revealed deep corroboration between Western government agencies and Big Tech corporations for accessing intelligence data in almost all mediums/services [The Guardian, 2013]
As McLuhan also warned, “Every new technology requires a new war” (1968); a view echoed in his 1970 statement that “World War III is a guerrilla information war with no division between military and civilian participation”. Contemporary thinking, such as François du Cluzel’s 2021 NATO-sponsored exploration into cognitive warfare, suggest a dynamic is already unfolding: extensive personal data enables highly targeted social engineering, nudging, and narrative manipulation which can be used to destabilise societies and individuals without any traditional combat. Our technological landscape resembles a highly volatile cognitive domain, raising profound questions about user autonomy amid increasingly immersive, always-active, and personalised technologies which can influence people in ways they likely struggle to anticipate.
The Cambridge Analytica scandal of the 2010s perfectly highlights such issues in practice. Using Facebook data, the group targeted and manipulated voters with political posts during the 2016 US election and Brexit referendums, influencing opinions without knowledge or consent. This has had a lasting impact on Western society, with irreversible cultural, economic, and social consequences. Some could argue that democracy can no longer be trusted to produce a consensus due to algorithms that push people’s beliefs to short-sighted emotional populism (Zarrelli P., 2025). Zuboff states, “It’s no longer enough to automate information flows about us; the goal now is to automate us,” which raises profound concerns about the future of us and society.
Even without considering human biases and influence campaigns through legacy media, Postman’s technopoly is already here - “A technocracy does not have as its aim a grand reductionism in which human life must find its meaning in machinery and technique. Technopoly does.” How can we truly have free will if everything we see is highly personalised by algorithms on overwhelming echo-chambers, mixed with AI ‘slop’ media and botnets fuelling a ‘dead internet’ of fake users manufactured to guide us to synthesised consensus?
Whilst it’s easy to dismiss this as conspiracy theory, laws like the 2001 Patriot Act in the US and the 2016 Investigatory Powers Act in the UK show how legal access to user information is achieved without transparency. The ‘data economy’ and its powers value information for manipulation, using technology to achieve this. Pushed towards digital activities, we don’t critique the potential manipulation achieved through our usage and increasing dependence on them, and how there is a designed element in how it affects us.
Naturally, this leads to users feeling exploited. Every action is likely logged in an NSA mass database in Utah, searchable by some tech worker behind closed doors. Unless you live in the woods as a hermit covered in tin foil, you can’t realistically stop using emails for work, phones for staying in contact with friends and family, or the Internet for accessing information without major inconvenience. This issue likely seems unfixable due to the sheer scale affecting so much everywhere all at once. Yet, perhaps more crucially, knowing we cannot undo the past; what are issues that may happen next and how can we work towards fixing them?
The Future
If asked about Silicon Valley's agenda, critics such may accuse leaders such as Mark Zuckerberg (Meta), Elon Musk (Tesla, SpaceX, X), Eric Schmidt (ex-Google), or Larry Ellison (Oracle) as ‘cyborg theocrats’ pursuing a singularity where technology culminates in an AI superintelligence ‘god’ (Allewelt, B., 2025), inevitably prophesied to surpass human cognition and aid us in surpassing biology with tools for transcendence (Kurzweil, R., 2005). Interim steps are cognitive enhancers like smartphones, followed by worn and embodied devices such as smartwatches, VR (virtual reality) headsets, and smart glasses, the latter two forming XR/MR (extended/mixed reality) (Milgram & Kishino, 1994), before leading to any truly Strossian cognitively-integrated exocortex for directly augmented data immersion.
XR is a technology in development since the 1980s, and has gained niche but mainstream awareness since the early 2010s. It has evolved from PC-dependent headsets like the original Oculus Rift and Valve Index towards thinner glasses, starting with the controversial Google Glass of the 2010s and more refined present iterations like the Meta Ray-Ban Display glasses of 2025. Whilst users already merge with smartphones, a problematic though disembodied integration, XR devices can offer even more effortless user experiences through inputs such as hand gesture or eye-tracking selection. The naturalness afforded by embodied input feels like a higher-fidelity extension of one’s mind due to the reflexiveness of thumb microgestures or eye tracking rendering even touchscreen interfaces cumbersome and slow; latency can be far lower with, say, the latter, as people don’t usually think to consciously aim and look at an interface target; they just do it.
But despite usual futuristic promises of connectivity, convenience and productivity, XR’s potential to threaten privacy, autonomy, and wellbeing remains along with much of the previously mentioned issues of surveillance or manipulation. XR has already been predicted to be likely to utilise even more intimate dark patterns to manipulate users; speculation suggests always- enabled cameras and linked displays could be used to virtually block access to environmental spaces, overlay personalised ads, or instigate negative virtual emotional stimuli, for example (Meinhardt et al., 2025). The ability to alter reality towards ends becomes limitless in an extended one.
Given this knowledge, it’s crucial we consider this before widely integrating it into society so to avoid problems and changes that may not benefit us. With such technology, how can we, say, prevent reflexive eye movements from being logged, targeted with ads based on this data, or ensure any privacy when cameras and microphones are constantly attached to ourselves and others?
Similar critics who also forecast this on the horizon, like Tristan Harris and James Poulos, have attempted to testify before the U.S. Congress about dangers of algorithms and persuasive technology as well as future trajectories about this developing evolution, warning that the cyborg theocrats’ belief that technology will inevitably surpass humanity is greatly harming and will harm us, democracy, and our cultures in the process. These expanding trajectories have largely not been held legally or democratically accountable, as legislation lags behind such rapid technological advancements. Few are articulate enough to even accurately express concerns; societal discourse often focuses on trivial and lobbied implications over truthfully underlying technological and evolutionary risks, which can be hard to ratify due to their depth and complexity.
However, conveniently, a lot seemingly terrible and dangerous ideas have already been accurately speculated in fictional media. For instance, the show Black Mirror has often prophetically warned about XR issues regarding autonomy, external threat actors, and by-design control through episodes like Entire History of You (2011) or Men Against Fire (2016), both of which will be discussed more extensively as case studies later on. Fiction's speculative predictions often are more successful due to being able to embedding devices in temporary and plausible ‘what if' worlds, visualising problems through characters' direct, contextually clear interactions.
This process, termed “design fiction,” was first used by Bruce Sterling in his 2005 manifesto Shaping Things, where he traced object evolution from handmade artefacts to machined objects, then gizmos, and proposed “spimes” as the next stage: programmable, trackable objects with digital identities, fabricated on-demand, recyclable, and data-integrated, characteristic of the ‘Internet of Things.’ Sterling used this to critique consumerism and advocate designer involvement in sustainable, ubiquitous futures. However, it was in his later 2009 article for Interactions magazine, titled Design Fiction, where he elaborated to define the term as “the deliberate use of diegetic prototypes to suspend disbelief about change.”
The term ‘diegetic prototype’ is derived from film scholar David A. Kirby, who introduced it in his 2009 paper, Diegetic Prototypes and the Role of the Film Genre in Future Technologies, to describe fictional technology embedded in a story’s world as an influence for real technological innovation. Kirby argues that technological progress is not linear or inevitable, but is shaped by social, economic, and cultural barriers such as public scepticism or funding gaps. Fiction through mediums such as films, meanwhile, uses speculative technologies as fully realised interactions within a story's narrative, making them feel viable and thus sparking real-world desire, investment, and innovation.
Unlike traditional prototypes, diegetic ones are hypothetical and can perform any mock functionality through plot, dialogue, and character interactions; their focus is on normalising the tech as an everyday artefact. Often, he argues, this technique is also used to stimulate desire or make viewers comfortable with ideas about what may be in the works ahead of true viability.
This idea of design fiction is built on further by Julian Bleecker in his 2009 essay Design Fiction: A Short Essay on Design, Science, Fact, and Fiction, where he defines the concept as a blend of the three used to explore how technology within fictional case studies shapes life, ideally to provoke thought on a future’s implications without needing the full functionality of a prototype or letting it come to pass. One case study Bleecker focuses on is the gesture interface in Steven Spielberg’s 2002 Minority Report, designed by John Underkoffler to fit the narrative as a believable way to interact with a future computer.

Figure 3 - Minority Report (2002)’s hand-gestural computer interface is a widely cited example of a design fiction artefact, and it has had a significant impact on XR’s development [Slashfilm, 2010]

Figure 4 - VRChat, the most similar parallel to Stevenson’s Metaverse, is navigated via flat UI panels to smaller isolated worlds rather than truly spatially via a literal street/metro system in order to reduce latency [Mogura VR News, 2023]

Figure 5 - Meta’s sub-brands form a comprehensive ecosystem of existing users, and high capacity to shape the next stage of technology via XR [agenciaBrazil, 2025]

Figure 6 - ‘Snow’ on a TV as a result of electric static noise is where the term “Snow Crash” originates [Mysid, 2006]

Figure 7 - A Sumerian writing tablet with pictographic pre-Cuniform script, currently held in the Louvre [Mbzt, 2013]

Figure 8 - Example of an epilepsy pre-warning used on a YouTube video [Mark Robotham, 2014]

Figure 9 - Liam with his eyes ‘activated’ whilst replaying a memory [The Mirror, 2018]

Figure 10 - Liam at airport security having his last 48 hours of memory reviewed [IMDB, 2011]

Figure 11 - Liam is warned by his Grain against driving whilst drunk when it recognises the two activities in sequence of one another [FilmAffinity, 2025]

Figure 12 - Stripe’s MASS implant point of view showing him intel on his squadron’s target before an operation [Black Mirror Fandom, 2025]

Figure 13 - Stripe is shown a video of himself agreeing to the Mass implant - yet, given modern AI developments, one could argue it could also have been deepfaked as an further way to manipulate him... [TV Obsessive, 2018]

Figure 14 - Thermal vision to see through walls with data overlays on the EagleEye military helmet [Anduril, 2025]

Figure 15 - Mock up of a potential dark pattern in XR design, where a restaurant is blocked with virtual elements to promote a paid experience, ruining the environment’s real ambience [Meinhardt, 2025]

Figure 16 - The HUD of the Kiroshi Optics is also the game's HUD [Game UI Database, 2020]

Figure 17 - The EvenReality G2 glasses provide a functionally similar HUD experience, connected to one’s smartphone via Bluetooth instead of a ‘cyberdeck’ [EvenReality, 2025]

Figure 18 - One can hack others around them using their Kiroshis via quickhacks on a list menu, and also scan them for additional information [Game UI Database, 2020]

Figure 19 - Adam Smasher has his own branded “Smasher ICE”, suggesting those technical enough could develop personalised defence measures to prevent and counter general-level attacks [carbonatedshark55, 2024]
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