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Journal articles on the topic 'Assassins – Fiction'

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1

Jatmiko, Rahmawan. "Fictional Characters’ Heroism in Assassin’s Creed III Video Game in the Perception of Indonesian Video Gamers." NOBEL: Journal of Literature and Language Teaching 8, no. 1 (April 3, 2017): 35–48. http://dx.doi.org/10.15642/nobel.2017.8.1.35-48.

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Assassin’s Creed is a historical fiction video game developed and published by Ubisoft. This video game has been so far considered as one of the most violent video games. Assassin’s Creed III is the third sequel of which plot is set in a fictional history of real world events and follows the centuries-old conflict between the Assassins and the Templars. Based on this study, the plot, characters, characterization, and scenes in Assassin’s Creed III are deemed to be able to give positive teachings to the young generation, despite the fact that there are violent and sadistic scenes in the story. Haytham Kenway, who is “evil” protagonist in Assassin’s Creed Forsaken, is portrayed as an expert in using weapons, since he was kid. Separated from his family, Kenway was taken by mysterious mentor, who trained him to be the most deadly killer. Comparisons with classic characters such as Oedipus, Hamlet, or Indonesian legendary character Sangkuriang are intentionally made to sharpen the analysis. The finding of this study is that heroic value might be found in either protagonist or antagonistic characters, whose roles involved numerous violent actions. Comments from the official website and social media which claim that Assassin’s Creed has brought negative impacts on the consumers might not be totally true.
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Komel, Mirt. "Re-orientalizing the Assassins in Western historical-fiction literature: Orientalism and self-Orientalism in Bartol’sAlamut, Tarr’sAlamut, Boschert’sAssassins of Alamutand Oden’sLion of Cairo." European Journal of Cultural Studies 17, no. 5 (January 7, 2014): 525–48. http://dx.doi.org/10.1177/1367549413515253.

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Nandi, Swaralipi. "Delineating Delhi: Spaces of the Neoliberal Urbanism in Tarun Tejpal’s The Story Of My Assassins." Studies in Linguistics and Literature 5, no. 4 (November 22, 2021): p105. http://dx.doi.org/10.22158/sll.v5n4p105.

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Recent Indo-Anglican literature has also seen a burgeoning of the genre of urban crime fictions set against the backdrop of India’s modernizing metropolises. While explorations of the contemporary Indian city mostly consists of non-fictional, journalistic writings, like Katherine Boo’s Pulitzer winning book Behind the Beautiful Forevers, William Dalrymple’s City of Djinns and Suketu Mehta’s Maximum City, the genre also includes fictions like Altaf Tyrewala’s critically acclaimed debut novel No God in Sight, Vikram Chandra’s bestseller Sacred Games, Tarun Tejpal’s The Story of My Assassins, Hrish Sawhney’s volume of short stories Delhi Noir, Atish Tasser’s The Templegoers and others, which deal with the dark underside of the cities. Significantly, as rapid urban growth deepens existing disparities, a distinct rhetoric conflating impoverishment and criminality emerges, further justifying the exclusion of certain sections from the vision of urbanism. This paper looks at the representation of Delhi in Tarun Tejpal’s novel The Story of My Assassins, as a dystopic space riddled with contradictions of.
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Sołodki, Paweł. "Digital docu-games, czyli cyfrowe gry dokumentalne." Panoptikum, no. 24 (October 20, 2020): 10–27. http://dx.doi.org/10.26881/pan.2020.24.06.

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In this paper, I would like to take a closer look at the hybrid genre of digi­tal documentary (“docu-game”), which is part of a larger group, the so-called “serious games”. Documentary games are both game-specific (rules, levels, op­ponents, measurable progress, rewards, etc.), and are also strongly based on the facts, playing educational and activist roles. They can be available through browsers, similar to hypertext websites, but are often designed for stationary or mobile consoles. In terms of genres, a significant range can also be observed: platform games, like Never Alone (2014, E-Line Media), adventure games: Val­iant Hearts: the Great War (2014: Ubisoft) or 1979 Revolution (2014, N-Fusion), strategic games: This War of Mine (2014, 11bit studios), RPG (educational mode in Assassin’s Creed: Origins [2017] and Assassin’s Creed: Odyssey [2018]), or even survival horror: Kholat (2015, IMGN.PRO). The titles I describe present dif­ferent approach to factual sources: they add documentary footage as cutscenes (Never Alone), they build narration around real events and characters, and make the player’s avatar a fictional character (1979 Revolution), they base the game mechanics on the logic of events in well-defined real circumstances (This War of Mine). Since the works based on a genre-specific hybrid strategy occupy an important place in today’s audiovisual landscape, I think it would be worth fur­ther examining this “incompatible” area: a documentary, traditionally combined with truth and seriousness, and digital games, usually associated with fiction and entertainment.
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Lind, Stephanie. "Music as temporal disruption in Assassin’s Creed." Soundtrack 11, no. 1 (August 1, 2020): 57–73. http://dx.doi.org/10.1386/ts_00005_1.

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The Assassin’s Creed video game series incorporates real-world historical elements. While some historically derived musical elements are referenced from the time period and geographic setting of the game, in the first game of the series, Assassin’s Creed 1 (2007), these historical snippets are subsumed within a modern musical setting emphasizing digital sound. The effect is a bleeding-over of ancient with modern that mirrors the plot of the game. This new spin on the time travel narrative creates a disconnect for the player and invokes disruption in a number of ways: through plots, visual distortions and sound/music effects. Musically, disruptions invoke a sense of aural discomfort in the player, which mimics aspects of the game narrative such as the protagonist’s physical distress. In order to better understand the interrelationship between these components, this article uses graphic transcriptions to categorize the musical, visual and narrative functions into fiction, interface and hypervisual/hypersonic components.
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Hembrough, Tara. "From an Obscured Gaze to a Seeing Eye? Iris as Victim, Villain, and Avenger in the Role of Writer-as-Assassin in Margaret Atwood’s The Blind Assassin." SAGE Open 7, no. 1 (January 2017): 215824401668893. http://dx.doi.org/10.1177/2158244016688933.

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In the postmodern period, first-person-limited, unreliable, female narrators may have a greater difficulty in “seeing” and, thus, depicting their landscapes than previous eras’ storytellers. Iris (Chase) Griffen, narrator-protagonist of Margaret Atwood’s The Blind Assassin, spins a complicated, self-reflective text exploring her attempts at composing a world vision that consumes the novel’s larger part. Iris’s search for answers about her identity as well as that of other characters may leave readers in the lurch, waiting for their “story,” in Ross Chambers’s terms, as an agreed-upon product. Nonetheless, having amassed assorted textual materials, Iris stockpiles the ammunition she needs to do her “job” as a storyteller-assassin who creates and destroys, as characters suffer a fall. Assuming guises dependent on location, Iris enacts the conflicting roles of a victim, social product, villain, and blind assassin to assault her culture’s masculinist architectures that bar women’s points of views in opposition to what Henry James presents as the unending panoramas offered by his metaphorical “House of Fiction.” Iris’s struggle to construct her life story mirrors the difficulty many women face more broadly, in which they face competing, irreconcilable values. In the novel, Iris’s ability to play differing parts with equal aplomb compels readers to view her as a complex narrator, constructing and assassinating fellow characters to render her female descendants’ fates as open ended.
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Labudová, Katarína. "Wise Children and The Blind Assassin: fictional (auto)biographies." Brno studies in English, no. 2 (2016): [21]—34. http://dx.doi.org/10.5817/bse2016-2-2.

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Kistler, Jordan. "A POEM WITHOUT AN AUTHOR." Victorian Literature and Culture 44, no. 4 (November 4, 2016): 875–86. http://dx.doi.org/10.1017/s1060150316000255.

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These lines begin an “Ode” which has permeated culture throughout the last hundred years. In 1912, Edward Elgar set it to music, as did Hungarian composer Zoltán Kodály in 1964, to commemorate the 700th anniversary of Merton College, Oxford. In 1971, Gene Wilder spoke the opening lines as Willy Wonka in the film Willy Wonka & the Chocolate Factory. The words appear as epigraphs in an eclectic range of novels, including science fiction (Raymond E. Feist's Rage of a Demon King), fantasy (Elizabeth Haydon's The Assassin King), and historical fiction (E. V. Thompson's The Music Makers). They are quoted in an even more varied selection of books, including travelogues (Warren Rovetch's The Creaky Traveler in Ireland), textbooks (Arnold O. Allen's Probability, Statistics and Queueing Theory and R. S. Vassan and Sudha Seshadri's Textbook of Medicine), New Age self-help books (Raven Kaldera's Moon Phase Astrology: The Lunar Key to Your Destiny), autobiographies (Hilary Liftin's Candy and Me, a Love Story) and pedagogical guides (Lindsay Peer and Gavin Reid's Dyslexia – Successful Inclusion in the Secondary School).
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Boutonnet, Vincent, and David Lefrançois. "Négocier le sens entre histoire et fiction : analyse transversale de la série Assassin’s Creed." Essais, no. 15 (October 15, 2019): 25–41. http://dx.doi.org/10.4000/essais.1377.

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Gbanou, Sélom Komlan. "Azzédine Bounemeur ou la guerre d’Algérie en questions." Études littéraires 35, no. 1 (September 20, 2004): 73–86. http://dx.doi.org/10.7202/008634ar.

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Résumé Après des années de silence, la guerre d’Algérie (1954-1962) gagne de plus en plus l’actualité politique et met la France devant ses responsabilités dans la lutte de souveraineté qui l’a opposée au nationalisme algérien. Toutes les étapes d’une « sale guerre » ont été franchies durant ces huit ans : intoxications, propagande, assassinats, tortures, massacres collectifs, etc. comme on le lit dans les oeuvres historiques ou littéraires. Mais si plusieurs écrivains se sont inspirés de cette période, très peu, par contre, en auront fait le motif singulier de toute leur écriture. L’analyse s’articule autour de Azzédine Bounemeur – l’auteur algérien le plus dévoué à la cause de la Guerre d’Algérie – qui propose, par-delà la fiction, une histoire chronologique et fortement épique du nationalisme algérien.
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Neau, Jessy. "Violence et effondrement dans la fiction insulaire francophone contemporaine : l’île comme dystopie ? (Alfred Alexandre, Les Villes assassines ; Nathacha Appanah, Tropique de la violence)." Quêtes littéraires, no. 11 (December 30, 2021): 206–18. http://dx.doi.org/10.31743/ql.13321.

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L’imaginaire occidental a souvent dépeint les îles comme des endroits paradisiaques, voire des utopies. Or, on constate que les récits contemporains des îles, c’est-à-dire écrits par des auteurs eux-mêmes habitants des îles, placent la violence, les inégalités sociales, les enjeux climatiques et les problématiques de l’exil au cœur de leurs dispositifs narratifs. Les quartiers d’« Eden Ouest » et de « Gaza » dans le roman du Martiniquais Alfred Alexandre (Les Villes assassines, 2011), et dans celui de la Mauricienne Nathacha Appanah (Tropique de la violence, 2015) inscrivent ces thématiques au cœur de représentation spatiale. De l’utopie, serions-nous passés à la dystopie ? Cet article examine la pertinence de ces catégories conceptuelles pour aborder certains tropes de la littérature insulaire francophone, en l’associant notamment à la notion en vogue d’« effondrement » et de contre-exotisme, s’attachant en particulier à la représentation du quartier insalubre et au thème de l’immigration clandestine.
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12

Mengyuan, Zhou. "TRANSLATION OF ‘CULTURE-SPECIFIC CONCEPTS’ IN CONTEXT OF INDIRECT TRANSLATION." Diacrítica 32, no. 2 (July 3, 2019): 26. http://dx.doi.org/10.21814/diacritica.447.

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Contact between Portuguese and Chinese began as early as the 16th century. As the relations between China and the Portuguese-speaking countries developed, translations between the two languages have flourished, particularly in literature. It is important to note that, in this domain, direct translation as well as indirect translation has been active options. Translation via a third language has been a frequent method used by Portuguese-Chinese translators – not only in the early days of their burgeoning contact but also well into the twentieth-first century. This paper analyses the translation of the novella O Assassino, which fictions the assassination of the Portuguese Governor Ferreira do Amaral in Macau. The story was originally written in Chinese, then translated into English and then into Portuguese. It happens that the Portuguese version was translated via the English. The aim of this article is to analyze both versions from a comparative perspective and to discuss the translation of culture-specific concepts in the indirect translation context.
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REPUSSARD, CATHERINE. "MITO E COLá”NIAS NA REPUBLICA DE WEIMAR Tabu, uma história dos mares do Sul de Friedrich Wilhelm Murnau (1931)." Outros Tempos: Pesquisa em Foco - História 13, no. 22 (December 28, 2016): 114–25. http://dx.doi.org/10.18817/ot.v13i22.550.

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A desconstrução do pensamento colonial não é apanágio das vozes pós-coloniais contemporá¢neas que concentram suas análises sobre a questão da percepção da alteridade a partir de uma mirada saá­da das ”periferias” e dirigida ao ”centro”. No seu último filme Tabu, uma história dos mares do Sul (1931), Friedrich W. Murnau denuncia a destruição das culturas extra-européias, notadamente da cultura polinesiana, sob a influência de um intervencionismo polá­tico, económico e cultural europeu. Mas ele insiste, igualmente, sobre a propensão das ”culturas naturais” (Donna Haraway) engendrarem sua própria destruição. Toda a tentativa de emancipação, ilustrada pelo amor proibido que um jovem pescador de pérolas nutre por uma esplêndida jovem, transgride o interdito e leva a morte. Assim, o filme de Murnau, situado entre o documentário e a ficção expressionista, coloca em cena perfeitamente o rejeito da modernidade ocidental, questionando, ao mesmo tempo, a ideia de retorno á s origens. Este questionamento confere a Tabu uma força particular, especialmente no contexto polá­tico da Alemanha dos anos 30.Palavras-chave: Murnau. Cinema. Polinésia. Modernidade. Tradição.Myth and Colonies in the Weimar Republic Friedrich Wilhelm Murnau”™s Tabu: A Story of the South Seas (1931)Abstract: Contemporary postcolonial scholars, whose approaches focus on the perception of the Other using a counter-gaze from the ”˜peripheries”™ towards the ”˜centre”™, are not alone in having endeavoured to deconstruct colonial thought. In his last film Tabu, eine Geschichte aus der Sá¼dsee (1931), Friedrich Wilhelm Murnau denounced the destruction of non-European cultures (Polynesian in that case) under the influence of the political, economic and cultural European interventionism. He also highlighted the inclination of ”˜culturenatures”™ (Donna Haraway) to generate their own destruction. All attempts at emancipation, including the young pearl diver Matahi”™s forbidden love for the beautiful girl, come up against the immutable taboo dictated by the priest Hitu, who represents Tradition (and murders Matahi), and are doomed to end in death. Halfway between documentary and expressionistic fiction, Tabu is a brilliant depiction of the rejection of Western modernity and meditation on the idea of a return to the origins ”“ a particularly resonant work, especially given the political context of Germany in the 1930s.Keywords: Murnau. Cinema. Polynesia. Modernity. Tradition. Mythe et colonies dans l”™Allemagne de Weimar Tabou, une histoire des mers du Sud de Friedrich Wilhelm Murnau (1931)Résumée : La déconstruction de la pensée coloniale n”™est pas l”™apanage des voix postcoloniales contemporaines qui concentrent leurs approches sur la question de la perception de l”™altérité á partir d”™un contre-regard issu des ”˜périphéries”™ et dirigées vers ”˜un centre”™. Dans son dernier film Tabu, eine Geschichte aus der Sá¼dsee (1931), Friedrich Wilhelm Murnau dénonce la destruction des cultures extra-européennes, en l”™occurrence de la culture polynésienne, sous l”™influence d”™un interventionnisme politique, économique et culturel européen. Mais il insiste également sur la propension des « culturenatures » (Donna Haraway) á générer leur propre destruction. Toute tentative d”™émancipation, illustrée par l”™amour interdit qu”™un jeune pêcheur de perles Matahi porte á une splendide jeune fille, Réri, brise en effet l”™immuable tabou dicté par le prêtre Hitu, représentant de la Tradition (et assassin de Matahi) et ne peut que mener á la mort. Ainsi, le film de Murnau, se situant entre documentaire et fiction expressionniste, met-il parfaitement en scá¨ne le rejet de la modernité occidentale tout en interrogeant l”™idée de retour aux origines. Ce questionnement confá¨re á Tabu une force particuliá¨re, notamment dans le contexte politique de l”™Allemagne des années 30.Mots clés: Murnau. Cinéma. Polynésie. Modernité. Tradition.
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Éthier, Marc-André, and David Lefrançois. "QUELLE LECTURE LES HISTORIENS D’ASSASSINS’ CREED FONT-ILS DE CE JEU VIDÉO D’HISTOIRE ?" Revue de recherches en littératie médiatique multimodale 7 (June 13, 2018). http://dx.doi.org/10.7202/1048365ar.

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Cet article résume certains éléments d’entrevues avec des historiens consultés par les créateurs des jeux vidéo d’histoire (JVH) Assassins’ Creed. La vingtaine d’heures d’entretien portait sur les JVH, les rapports entre consommation et science, création et production industrielle de masse, critique et dogme, démarche réflexive et usage public de l’histoire, éducation et reproduction sociale, fiction et vérité, histoire et littérature. Il en ressort que, quoiqu’il s’agisse d’un discours profane plutôt que savant, cette fiction en images traite de la constitution et de la marche du monde social, qu’elle affecte ses récepteurs et que ceux-ci gagneraient à apprendre, à l’école secondaire, à la lire de façon critique, comme des historiens.
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Ottens, Michel. "A Broken Mirror Held to History’s Face On the Narrative Use of Computer Screens, Multi Screen Experiences, and a Transmedia Theoretical Console in the Popular Assassin’s Creed Series." International Journal of Transmedia Literacy (IJTL) 5 (January 12, 2021). http://dx.doi.org/10.7358/ijtl-2019-003-otte.

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This paper presents media theorist Nanna Verhoeff’s concept of the theoretical console, as a popular and overt form of transmedia narrative. The theoretical console is taken to be a transmedia assemblage that draws attention to itself, as comprising diverse and meaningful media objects, that can be connected in a shared narrative. My main examples of this concept here are those popular video games that spatially juxtapose several types of computer screens and computer uses, with a narrative emphasis. With extensive references to theory on screened media and on transmedia narratives, Assassin’s Creed IV: Black Flag is my main example case study. Specifically, this game and its series peers encourage historiographic contemplations, by assembling a theoretical console across several media forms. Other popular video games from that series provide variations of this same transmedia constellation, this “theoretical console”. In its transmedia constellation, with a second screen mobile phone app, and other complementary screen media, the fictionalized history of Assassin’s Creed IV: Black Flag implicates elements from its actual reality, across various forms of engagement. Assassin’s Creed IV: Black Flag presents a high fidelity historical fiction, to be comprehensively enacted. It mirrors the player’s use of differing computer screens diegetically within playable frame story sections. In addition, the complementary affordances of the mobile phone app, and integrated social media websites, all encourage its player to stay involved in this fictional world, even outside immediate play. With this, the game draws many activities into a single transmedial fiction constellation. Moreover, the game diegetically references online repositories for both its fictionalized history, and actual history. This use of computer screens, to form a transmedia constellation in the form of an overt theoretical console, is shown to complement this popular game’s hypermediative narrative of a fictional shadow war secretly driving actual human history, which then meaningfully posits how to theorize history in our everyday lives.
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Scheiby, Kirsten. "The Relationship Between History and Mythology in Sondheim and Weidman’s 'Assassins'." Reinvention: an International Journal of Undergraduate Research 15, S1 (February 11, 2022). http://dx.doi.org/10.31273/reinvention.v15is1.879.

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This article analyses Sondheim and Weidman’s Assassins to explore the way in which historical events are transformed into mythology. Following Barthes’ (1972) Mythologies, I propose that Assassins demonstrates how mythology simplifies history to serve a dominant narrative. Assassins creates a dialogue between contrasting historical narratives through the Balladeer, who embodies a simplified mythology, providing ironic contrast to Sondheim’s complex characterisation of the assassins. The characterisation of Guiteau provides an example to examine Sondheim’s character in comparison with historical and fictional accounts, in order to appreciate how mythology alters the perception of this figure. The scene with Lee Harvey Oswald invites discussion of cultural mythologies defining American national identity: the American Dream, independent freedoms and gun culture. These mythologies arise from historical mythology, but also through commodity fetishism and conspiracy theories. Assassins restores the complexity of characters who are otherwise reduced by mythology to consider how cultural mythology leads to the formation of these assassins, and to challenge the biased narrative of American historical mythology. By comparing Assassins to the historical accounts and folk songs it references, we can better understand the role of mythology in Assassins, illuminating the process by which historical mythology is produced, and indeed produces the fictionalised assassins.
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Raymond, Margaret. "Stranger than Fiction: A Review of 'Midnight Assassin' by Patricia L. Bryan and Thomas Wolf." SSRN Electronic Journal, 2006. http://dx.doi.org/10.2139/ssrn.877339.

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Pearce, Hanne. "News and Announcements." Deakin Review of Children's Literature 8, no. 2 (November 23, 2018). http://dx.doi.org/10.20361/dr29403.

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Happy fall and early winter everyone! It seems most of the book festivals and meetings have passed for the year but there are certainly award announcements worth noting. TD Canadian Children’s Literature Awards Town Is by the Sea, written by Joanne Schwartz and illustrated by Sydney Smith, won the TD Canadian Children’s Literature Award ($50,000) When the Moon Comes, written by Paul Harbridge and illustrated by Matt James, won the Marilyn Baillie Picture Book Award ($20,000) #NotYourPrincess: Voices of Native American Women, edited by Lisa Charleyboy and Mary Beth Leatherdale, won the Norma Fleck Award for Canadian Children’s Non-Fiction ($10,000) The Assassin’s Curse by Kevin Sands won the Geoffrey Bilson Award for Historical Fiction for Young People ($5,000) The Hanging Girl by Eileen Cook won the John Spray Mystery Award ($5,000) The Marrow Thieves by Cherie Dimaline won the Amy Mathers Teen Book Award ($5,000) Young readers were asked to pick their favourite book from the shortlisted TD Canadian Children’s Literature Awards titles in an online poll. This year, Barbara Reid took home the $5,000 award for Picture the Sky. 2018 Governor General’s Literary Award Winners Announced Young people’s literature — text (English): Sweep by Jonathan Auxier Young people’s literature — illustrated books (English): They Say Blue by Jillian Tamaki Young people’s literature — text (French): Le chemin de la montagne by Marianne Dubuc See full list of Governor General Literary Award winners here: https://ggbooks.ca/#finalists Vancouver Children's Literature Roundtable (VCLR) is hosting an event to celebrate Award-Winning BC Children’s Authors and Illustrators 2019January 30, 2019, 7 – 9 pm UBC Golf Club - see the website for more details I will leave you with a nice summary of the best illustrated children’s books of 2018 selected by The New York Times.
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Francisco, André. "“It’s hard to say whether that idea is really hers”: a tecnologia como elemento disruptor de identidade em Possessor (2020)." AVANCA | CINEMA, September 21, 2022, 405–12. http://dx.doi.org/10.37390/avancacinema.2022.a409.

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Possessor (2020) is a science fiction film written and directed by Brandon Cronenberg. The story, set in an alternative universe, follows Tasya Vos, an assassin that uses a special machine to take control of others’ bodies to carry out her hits. Through an implant installed in the unwitting host’s brain, Vos insert her consciousness into their minds, forcing them to commit the assassination. As such, the film explores the relationship between technology and identity. The hosts lose control of their own body, while Vos, by being constantly in control of others’ bodies, living their lives, loses sense of herself and her life. In this sense, technology and the individual are tied to modernity, which is characterized by Gilbert Simondon as the appearance of a new type of individual. Man was a tool carrier before the machines, and he was the technical individual himself. In the modern-industrial era, machines are the tool carriers and man is no longer the technical individual; he has become either their servant, or their assembler (apud Stiegler, 2014). Taking this into account, the purpose of this study is to analyze how Possessor uses technology as a destructive and dystopian force that threatens every aspect of our reality, generating a dehumanizing effect, and how the film explores the idea of technology being responsible for the lack of identity and the violence, thus revealing some of the malaise of our contemporary society.
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Taveira, Rodney. "Don DeLillo, 9/11 and the Remains of Fresh Kills." M/C Journal 13, no. 4 (August 19, 2010). http://dx.doi.org/10.5204/mcj.281.

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It’s a portrait of grief, to be sure, but it puts grief in the air, as a cultural atmospheric, without giving us anything to mourn.—— Tom Junod, “The Man Who Invented 9/11”The nearly decade-long attempt by families of 9/11 victims to reclaim the remains of their relatives involves rhetorics of bodilessness, waste, and virtuality that offer startling illustrations of what might be termed “the poetics of grief.” After combining as the WTC Families for Proper Burial Inc. in 2002, the families sued the city of New York in 2005. They lost and the case has been under appeal since 2008. WTC Families is asking for nearly one million tons of material to be moved from the Fresh Kills landfill on Staten Island in order to sift it for human remains. These remains will then be reclaimed and interred: Proper Burial. But the matter is far less definitive. When a judge hearing the appeal asked how one would prove someone’s identity, the city’s lawyer replied, “You have to be able to particularise and say it’s your body. All that’s left here is a bunch of undifferentiated dust.” The reply “elicited gasps and muttered ‘no’s’ from a crowd whose members wore laminated photos of deceased victims” (Hughes). These laminated displays are an attempt by WTC Families to counteract the notion of the victims as “undifferentiated dust”; the protected, hermetic images are testimony to painful uncertainty, an (always) outmoded relic of the evidentiary self.In the face of such uncertainty, it was not only court audiences who waited for a particular response to the terrorist attacks. Adam Hirsch, reviewer for the New York Sun, claimed that “the writer whose September 11 novel seemed most necessary was Don DeLillo. Mr. DeLillo, more than any other novelist, has always worked at the intersection of public terror and private fear.” DeLillo’s prescience regarding the centrality of terrorism in American culture was noted by many critics in the aftermath of the attack on the World Trade Centre. The novelist even penned an essay for Harper’s in which he reflected on the role of the novelist in the new cultural landscape of the post-9/11 world. In an online book club exchange for Slate, Meghan O’Rourke says, “DeLillo seemed eerily primed to write a novel about the events of September 11. … Rereading some of his earlier books, including the terrorism-riddled Mao II, I wondered, half-seriously, if Mohamed Atta and crew had been studying DeLillo.” If there was any writer who might have been said to have seen it coming it was DeLillo. The World Trade Center had figured in his novels before the 9/11 attacks. The twin towers are a primary landmark in Underworld, gracing the cover of the novel in ghostly black and white. In Players (1977), a Wall Street worker becomes involved in a terrorist plot to bomb the New York Stock exchange and his wife works in the WTC for the “Grief Management Council”—“Where else would you stack all this grief?” (18).ClassificationsAs the WTC Families for Proper Burial Inc. trial demonstrates, the reality of the terrorist attacks of September 11 offered an altogether more macabre and less poetic reality than DeLillo’s fiction had depicted. The Fresh Kills landfill serves in Underworld as a metaphor for the accumulated history of Cold War America in the last half-century. Taking in the “man-made mountain,” waste management executive Brian Glassic thinks, “It was science fiction and prehistory”; seeing the World Trade Center in the distance, “he sensed a poetic balance between that idea and this one” (Underworld 184). But the poetic balance DeLillo explores in the 1997 novel has been sundered by the obliteration of the twin towers. Fresh Kills and the WTC are now united by a disquieting grief. The landfill, which closed in 2001, was forced to reopen when the towers collapsed to receive their waste. Fresh Kills bears molecular witness to this too-big collective trauma. “‘They commingled it, and then they dumped it,’ Mr. Siegel [lawyer for WTC Families] said of the remains being mixed with household trash, adding that a Fresh Kills worker had witnessed city employees use that mixture to fill potholes” (Hughes). The revelation is obscene: Are we walking and driving over our dead? The commingling of rubble and human remains becomes a collective (of) contamination too toxic, too overwhelming for conventional comprehension. “You can’t even consider the issue of closure until this issue has been resolved,” says the lawyer representing WTC Families (Hartocollis).Nick Shay, Underworld’s main character, is another waste executive who travels the world to observe ways of dealing with garbage. Of shopping with his wife, Nick says, “Marion and I saw products as garbage even when they sat gleaming on store shelves, yet unbought. We didn’t say, What kind of casserole will that make? We said, What kind of garbage will that make?” (121). This attests to the virtuality of waste, a potentiality of the products – commercial, temporal, biological – that comprise the stuff of contemporary American culture. Synecdoche and metonymy both, waste becomes the ground of hysteron proteron, the rhetorical figure that disorders time and makes the future always present. Like (its) Fresh Kills, waste is science fiction and prehistory.Repeating the apparent causal and temporal inversion of hysteron proteron, Nick’s son Jeff uses his home computer to access a simultaneous future and past that is the internal horizon of Underworld’s historical fiction. Jeff has previously been using his computer to search for something in the video footage of the “Texas Highway Killer,” a serial murderer who randomly shoots people on Texan highways. Jeff tries to resolve the image so that the pixels will yield more, exposing their past and future. “He was looking for lost information. He enhanced and super-slowed, trying to find some pixel in the data swarm that might provide a clue to the identity of the shooter” (118). Searching for something more, something buried, Jeff, like WTC Families, is attempting to redeem the artifactual and the overlooked by reconfiguring them as identity. DeLillo recognises this molecular episteme through the “dot theory of reality”: “Once you get inside a dot, you gain access to hidden information, you slide inside the smallest event. This is what technology does. It peels back the shadows and redeems the dazed and rambling past. It makes reality come true” (177). Like the gleaming supermarket products Nick and Marion see as garbage, the unredeemed opens onto complex temporal and rhetorical orders. Getting inside garbage is like getting “inside a dot.” This approach is not possible for the unplanned waste of 9/11. Having already lost its case, WTC Families will almost certainly lose its appeal because its categories and its means are unworkable and inapplicable: they cannot particularise.PremonitionsIn his 9/11 essay “In the Ruins of the Future,” published in Harper’s a few months after the attacks, DeLillo says “We are all breathing the fumes of lower Manhattan where traces of the dead are everywhere, in the soft breeze off the river, on rooftops and windows, in our hair and on our clothes” (39). DeLillo‘s portrait of molecular waste adumbrates the need to create “counternarratives.” Until the events of 11 September 2001 the American narrative was that of the Cold War, and thus also the narrative of Underworld; one for which DeLillo claims the Bush administration was feeling nostalgic. “This is over now,” he says. “The narrative ends in the rubble and it is left to us to create the counternarrative” (34).DeLillo was already at work on a narrative of his own at the time of the terrorist attacks. As Joseph Conte notes, when the World Trade Center was attacked, “DeLillo, had nearly finished drafting his thirteenth novel, Cosmopolis [… and] shared in the collective seizure of the American mind” (179). And while it was released in 2003, DeLillo sets the novel in 2000 on “a day in April.” If the millennium, the year 2000, has been as Boxall claims the horizon of DeLillo’s writing, the tagging of this “day in April” at the beginning of the novel signals Cosmopolis as a limit-work (4). 9/11 functions as a felt absence in the novel, a binding thing floating in the air, like the shirt that DeLillo will use to begin and end Falling Man; a story that will ‘go beyond’ the millennial limit, a story that is, effectively, the counternarrative of which DeLillo speaks in his 9/11 essay. Given the timing of the terrorist attacks in New York, and DeLillo’s development of his novel, it is extraordinary to consider just how Cosmopolis reflects on its author’s position as a man who should have “seen it coming.” The billionaire protagonist Eric Packer traverses Manhattan by car, his journey a bifurcation between sophistication and banality. Along the way he has an onanistic sexual encounter whilst having his prostate examined, hacks into and deletes his wife’s old money European fortune, loses his own self-made wealth by irrationally betting against the rise of the yen, kills a man, and shoots himself in the hand in front of his assassin. Eric actively moves toward his own death. Throughout Eric’s journey the socially binding integrity of the present and the future is teased apart. He continually sees images of future events before they occur – putting his hand on his chin, a bomb explosion, and finally, his own murder – via video screens in his car and wristwatch. These are, as Conte rightly notes, repeated instances of hysteron proteron (186). His corpse does not herald obsolescence but begins the true life of waste: virtual information. Or, as Eric’s “Chief of Theory” asks, “Why die when you can live on a disk?” (106). There are shades here of Jeff’s pixelated excursion into the video footage of the Texas Highway Killer: “Once you get inside a dot, you gain access to hidden information.” Life at this level is not only virtual, it is particularised, a point (or a collection of points) Eric comes to grasp during the protracted scene in which he watches himself die: “The stuff he sneezes when he sneezes, this is him” (207). In Falling Man, the work in which DeLillo engages directly with the 9/11 attack, the particularised body recurs in various forms. First there is the (now iconic) falling man: the otherwise unknown victim of the terrorist attack who leapt from the WTC and whose descent was captured in a photograph by Richard Drew. This figure was named (particularised) by Tom Junod (who provides the epigram for this essay) as “The Falling Man.” In DeLillo’s novel another Falling Man, a performance artist, re-enacts the moment by jumping off buildings, reiterating the photograph (back) into a bodily performance. In these various incarnations the falling man is serially particularised: photographed, named, then emulated. The falling man is a single individual, and multiple copies. He lives on long after death and so does his trauma. He represents the poetic expression of collective grief. Particularised bodies also infect the terror narrative of Falling Man at a molecular level. Falling Man’s terrorist, Hammad, achieves a similar life-after-death by becoming “organic shrapnel.” The surviving victims of the suicide bomb attack, months later, begin to display signs of the suicide bombers in lumps and sores emerging from their bodies, too-small bits of the attacker forever incorporated. Hammad is thus paired with the victims of the crash in a kind of disseminative and absorptive (rhetorical) structure. “The world changes first in the mind of the man who wants to change it. The time is coming, our truth, our shame, and each man becomes the other, and the other still another, and then there is no separation” (80). RevisionsThe traces of American culture that were already contained in the landfill in Underworld have now become the resting place of the dust and the bodies of the trauma of 9/11. Rereading DeLillo’s magnum opus one cannot help but be struck by the new resonance of Fresh Kills.The landfill showed him smack-on how the waste stream ended, where all the appetites and hankerings, the sodden second thoughts came runneling out, the things you wanted ardently and then did not…. He knew the stench must ride the wind into every dining room for miles around. When people heard a noise at night, did they think the heap was coming down around them, sliding toward their homes, an omnivorous movie terror filling their doorways and windows?The wind carried the stink across the kill…. The biggest secrets are the ones spread before us. (184-5)The landfill looms large on the landscape, a huge pile of evidence for the mass trauma of what remains, those that remain, and what may come—waste in all its virtuality. The “omnivorous movie terror filling their doorways and windows” is a picture of dust-blanketed Downtown NYC that everybody, everywhere, continually saw. The mediatory second sight of sifting the landfill, of combing the second site of the victims for its “sodden second thoughts,” is at once something “you wanted ardently and then did not.” The particles are wanted as a distillate, produced by the frameline of an intentional, processual practice that ‘edits’ 9/11 and its aftermath into a less unacceptable sequence that might allow the familiar mourning ritual of burying a corpse. WTC Families Inc. is seeking to throw the frame of human identity around the unincorporated particles of waste in the Fresh Kills landfill, an unbearably man-made, million-ton mountain. This operation is an attempt to immure the victims and their families from the attacks and its afterlife as waste or recycled material, refusing the ever-present virtual life of waste that always accompanied them. Of course, even if WTC Families is granted its wish to sift Fresh Kills, how can it differentiate its remains from those of the 9/11 attackers? The latter have a molecular, virtual afterlife in the present and the living, lumpy reminders that surface as foreign bodies.Resisting the city’s drive to rebuild and move on, WTC Families for Proper Burial Inc. is absorbed with the classification of waste rather than its deployment. In spite of the group’s failed court action, the Fresh Kills site will still be dug over: a civil works project by the NYC Department of Parks & Recreation will reclaim the landfill and rename it “Freshkills Park,” a re-creational area to be twice the size of Central Park—As DeLillo foresaw, “The biggest secrets are the ones spread before us.”ReferencesBoxall, Peter. Don DeLillo: The Possibility of Fiction. London: Routledge, 2006.Conte, Joseph M. “Writing amid the Ruins: 9/11 and Cosmopolis”. The Cambridge Companion to Don DeLillo. Ed. John N. Duvall. Cambridge: Cambridge University Press, 2008. 179-192.Cowart, David. Don DeLillo: The Physics of Language. Athens: University of Georgia Press, 2003.DeLillo, Don. Players. London: Vintage, 1991.———. Mao II. London: Vintage, 1992.———. Underworld. London: Picador, 1997.———. “In the Ruins of the Future”. Harper’s. Dec. 2001: 33-40.———. Cosmopolis. London: Picador, 2003.———. Falling Man. New York: Scribner, 2007.Hartocollis, Anemona. “Landfill Has 9/11 Remains, Medical Examiner Wrote”. 24 Mar. 2007. The New York Times. 7 Mar. 2009 ‹http://www.nytimes.com/2007/03/24%20/nyregion/24remains.html›. Hirsch, Adam. “DeLillo Confronts September 11”. 2 May 2007. The New York Sun. 10 May 2007 ‹http://www.nysun.com/arts/delillo-confronts-september-11/53594/›.Hughes, C. J. “9/11 Families Press Judges on Sifting at Landfill”. 16 Dec. 2009. The New York Times. 17 Dec. 2009 ‹http://www.nytimes.com/2009/12/17/nyregion/17sift.html›.Junod, Tom. “The Man Who Invented 9/11”. 7 May 2007. Rev. of Falling Man by Don DeLillo. Esquire. 28 May 2007 ‹http://www.esquire.com/fiction/book-review/delillo›.O’Rourke, Meghan. “DeLillo Seemed Almost Eerily Primed to Write a Novel about 9/11”. 23 May 2007. Slate.com. 28 May 2007 ‹http://www.slate.com/id/2166831/%20entry/2166848/›.
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21

Cantrell, Kate, Ariella Van Luyn, and Emma Doolan. "Wandering." M/C Journal 22, no. 4 (August 14, 2019). http://dx.doi.org/10.5204/mcj.1598.

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Wandering is an embodied movement through a landscape, cityscape, or soundscape; it is a venture that one may undertake voluntarily or reluctantly. It is similar to wayfaring and roaming, and different to walking. As a metaphor and as a figuration of subjectivity, wandering allows for a number of non-linear engagements: loitering, overhearing, wildflowering, meandering, even time travel. When coupled with an act of memory or imagination, wandering can instigate wondering, and vice versa. It can refer to the physical movement of the body through space or the abstract wandering of the mind through time; more often than not, it is both.The contributions to this special issue on ‘Wandering’ take up the theme in ways that demonstrate how straying from prescribed pathways and patterns of movement can be a transformative experience: one that renders new ways of thinking, reading, gaming, communicating, and being. For the authors featured here, wandering is deeply affectual, at times intimate and empowering, at other times disorientating, melancholy, and compulsive. Wandering provokes an awareness of the ambiances of everyday life, a response to the repression of desire, trauma, and historical violence. Wandering, of course, is traditionally associated with the city, and many of the articles here extend this scholarship, while others move the discussion of wandering to the natural environment. Historically, wandering has been connected to patriarchal, colonial modes of exploring and mapping, of claiming and naming places. Yet these articles suggest that wandering, as a mode of resistance—as a mobility that is ideologically charged—can provide new ways of being beyond heteronormativity and outside the hold of linear boundaries. In wandering rather than waiting, the wanderer inscribes opposing devices into her narrative: her movement is infused with gendered meaning and is well-equipped to reveal the relational, discursive operations of identity.Indeed, in the feature article, Ingrid Horrocks challenges neo-liberal versions of travel through an account of her ongoing research into female wandering and travel writing; her most recent book Women Wanderers and the Writing of Mobility, 1784-1814 presents an extensive consideration of the many complexities she outlines here, including the need to disentangle mobility from its frequent ideological equation with liberty. Horrocks explains, for example, how reluctant wandering in eighteenth and nineteenth century British literature requires a more flexible and nuanced understanding of wandering as a form of displacement. For Horrocks, the interdisciplinary field of mobilities studies is particularly illuminating. This framework allows for a tracing of the significance of both the symbolic representations of wandering in narrative and the historical conditions and lived experiences of the writers that produced wandering texts. Horrocks’s work reveals that deeper investigation into the histories of different mobilities is significant for modern conceptualisations of travel that equate movement with freedom of choice; such neo-liberal ideologies of mobility elide the structural forces and inequalities that might compel one to move—to leave home in search of work, companionship, or food. Kristina Deffenbacher also challenges conventional travel narratives—in this case, the road narrative—in her article, “Mapping Trans-Domesticity in Jordan’s Breakfast on Pluto.” Deffenbacher develops the term “trans-domesticity” to explain how the film challenges not only notions of home but also understandings of domestic spaces and practices. Specifically, Deffenbacher reads Breakfast on Pluto as a queer diaspora narrative that destabilises normative bonds and structures, and in doing so, transforms the traditional road story where the protagonist leaves home in search of autonomy and independence. Reading against earlier interpretations of the protagonist’s behaviour as apolitical, Deffenbacher suggests that homemaking in public, transient spaces is a queer reclamation of domestic space through the act of wandering, which enables connection rather than dislocation.The protagonist in Breakfast in Pluto creates a home in London, and global neo-liberal London is the site of investigation in “Wandering and Placemaking in London: Iain Sinclair’s Literary Methodology.” Here, Kirsten Seale and Emily Potter examine how psychogeographer Iain Sinclair’s wandering moves beyond the chronicling of place to engage in placemaking that is materially entangled with the transformative conditions of place. Sinclair’s wandering, as Seale and Potter demonstrate, acts upon the city as much as it is an act within the city. Sinclair’s writing about London’s decrepitude contributes to a contemporary aesthetic of urban decay that is cultivated and commodified in high-end locales—an extra-textual consequence that points to the position of Sinclair’s wanderings as “more-than-literary.” In other words, Sinclair’s texts materialise versions of place that operate outside the assemblage of literary production, thereby constituting spatial events.Devin Proctor wanders in another quintessential city in “Wandering in the City: Time, Memory, and Experience in Digital Game Space.” Proctor traverses the physical, the virtual, and the temporal in his exploration of downtown New York, as constructed in the videogame Assassin’s Creed: Rogue. Accompanying Proctor on his wanderings is the memory—or the future projection—of Michel de Certeau, whose musings from the top of the World Trade Center—not-yet-built in the time of the game, not-yet-destroyed in the time of de Certeau, existing only in memory in Proctor’s own time—inform the exploration of space. Proctor wonders whether it is possible to truly wander in a controlled space, where even apparent acts of spatial disobedience—scaling buildings, running along walls—are within the “rules” of the game. For Proctor, disavowing the designed narrative of the game—ignoring quests, not seeking to progress or level up but instead simply wandering—allows the digital space to take on different meanings, and to become, in fact, another space: one that is a colourful vista of memory, fiction, and experience.In “Adapting to Loiterly Reading: Agatha Christie’s Original Adaptation of 'The Witness for the Prosecution'", Alistair Rolls takes up the theme of wandering by applying the notion to re-reading Christie’s short story “The Witness for the Prosecution” in a way that is prompted by Sarah Phelps’s screen adaptation for BBC One. Rolls applies Armelle Blin-Rolland’s notion of “vortical” reading: a model of adaptation in which no version of a text is privileged as the correct one but instead part of a textual multiplicity. Through this lens, Rolls argues that Christie’s short story can be appreciated by a wandering reader who undertakes loiterly reading, thereby moving against the grain of crime fiction: a genre, which, through its focus on the revelatory end, usually speeds a reader to a resolution. A wandering reader might see, for instance, the fetishistic narrative and partially-repressed pre-textual truths. Therefore, Phelps’s adaptation, which uses a framing device by adding a new beginning and end to the narrative, complements, rather than undercuts, Christie’s original. In this article, Rolls enacts his own form of loiterly reading. Melanie Pryor examines the work of another well-known wanderer in “Dark Peripatetic Walking as Radical Wandering in Cheryl Strayed’s Memoir Wild.” Pryor adopts John Brabour’s notion of the dark peripatetic, a kind of itinerant wandering often associated with isolation from society. Pryor transforms the notion’s negative connotations, arguing instead that, in women’s memoir, wandering in the wilderness is an act of “radical self-containment”. Pryor draws attention to the way that Strayed’s memoir offers a counterpoint to traditional patriarchal narratives of domination and colonisation of the natural world. Instead, Strayed’s writing positions her as a witness to the natural world and her own physical and internal transformation. Pryor draws our attention to the way that even Strayed’s name, changed after her divorce, suggests an empowered wandering from the traditional confines of domestic life. Like Pryor, Susan Davis in “Wandering and Wildflowering: Walking with Women into Intimacy and Ecological Action” locates wandering, not as it traditionally has occurred in the city, but in a natural ecosystem: in this case, the wallum bushland behind the beaches of South East Queensland, Australia. This complex ecosystem, Davis explains, is at once resilient, thriving in soil corrosive as battery acid, but also fragile, unable to re-grow once destroyed; yet few pay attention to this landscape. Davis presents an historical account of Australian poet Judith Wright’s and artist and writer Kathleen McArthur’s relationship with each other and this coastal heathland, arguing that both wandering and “wildflowering” provoked in the women a new artistic and ecological vision. Attuning to the more-than-human world allowed these artists to value what still is, Davis argues, a largely invisible landscape; this new vision prompted ecological activism and conservation.In “Wandering in and out of Place: Modes of Searching for the Past in Paris, Moscow, and St Petersburg”, Katherine Brabon suggests that wandering in a place can also be a mode of wandering in the past. In her analysis of W.G. Sebald’s, Patrick Modiano’s, and her own work, Brabon points to the way that the narrator’s embodied movement through place is haunted by traces of historical trauma and violence. Landscape, infused with memory and emotion, provokes a compulsive wandering; the narrators in the works Brabon describes appear almost doomed to wander in search of a past available only in fragments. These are themes Brabon also explores in her novel, The Memory Artist, which won the Vogel Literary Award in 2016, and which complements the exegetical discussion presented here. In “Wandering a Metro: Actor-Network Theory Research and Rapid Rail Infrastructure Communication”, Nicholas Richardson wanders Montreal’s underground Métro, asking of the fifty-year-old train system the Latourian question, “What do you do for a city and its people?” By wandering the Métro and interviewing its other wanderers, commuters, and workers, Richardson is able to observe the actor-network within which the train operates. Through this process, he comes to understand what a train system like Montreal’s might bring to a city such as Sydney. Richardson’s wandering is as much methodological and metaphorical as it is physical, and he does not seek to end either aspect of his foray at a finish line. Instead of drawing us towards the finality of conclusions, Richardson’s wandering opens up multiple avenues. The actor-network of the Métro is comprised not just of the train itself and its immediate users but also the artworks and architecture that give character to its spaces. Ultimately, the influence of the Métro and its actor-network spread beyond the boundaries of the train system itself; the Métro functions—as one of Richardson’s respondents puts it—as the “connective tissue” of the city. Whereas Richardson awaits an answer to his question, “What do you do for a city and its people?”, Rowan Wilken, in “Walkie-Talkies, Wandering, and Sonic Intimacy”, is concerned with the act of listening itself when urban wanderers come into contact with the sonic environments in which they live. Wilken extends the notion of wandering to the ambient soundscape by analysing two artworks, Saturday by Sabrina Raff and Walk That Sound by Lukatoyboy. Wilken positions these artworks in an avant-garde artistic tradition, the Situationist International, which emerged in the 1960s, and which proposed the use of walkie-talkies to enable urban wandering, an act of engaging with place designed to create more authentic “situations” to counteract social alienation brought about by Capitalism. The more contemporary artworks at the heart of Wilken’s analysis extend this tradition by inviting the reader to attune to overheard conversations, and form what Wilken, in an application of Dominic Pettman’s notion, calls sonic intimacy. Wilken suggests that in these works the act of overhearing invites an aural connection with strangers. Yet, such acts also evoke a disturbing undercurrent of surveillance and the Panopticon. AcknowledgementsThe editors would like to acknowledge the time, care, and insight of the reviewers who provided feedback on this issue. This often unrewarded labour deserves recognition and thanks.
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22

Hunter, John C. "Organic Interfaces; or, How Human Beings Augment Their Digital Devices." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.743.

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In many ways, computers are becoming invisible and will continue to do so. When we reach into our pockets and pull out our cell phones to find a place to eat or message a friend on Facebook, we are no longer consciously aware that we are interacting with a user experience that has been consciously designed for our computer or device screen—but we are.— Andy Pratt and Jason Nunes, Interactive Design In theory, cell phones and other information and communication technologies (ICTs) are just a means for us to interact with people, businesses, and data sources. They have interfaces and, in a larger sense, are interfaces between their users and the networked world. Every day, people spend more time using them to perform more different tasks and find them more indispensable (Smith). As the epigraph above suggests, however, their omnipresence makes them practically invisible and has all but erased any feelings of awe or mystery that their power once generated. There is both a historical and functional dimension to this situation. In the historical advance of technology, it is part of what Kevin Kelly calls the “technium,” the ever-more complex interactions between advancing technology, our cognitive processes, and the cultural forces in which they are enmeshed; ICTs are measurably getting more powerful as time goes on and are, in this sense, worthy of our admiration (Kelly 11-17). In the functional dimension, on the other hand, many scholars and designers have observed how hard it is to hold on to this feeling of enchantment in our digital devices (Nye 185-226; McCarthy and Wright 192-97). As one study of human-computer interfaces observes “when people let the enchanting object [ICTs] do the emotional work of experience for them . . . what could be enchanting interactivity becomes a paradoxically detached interpassivity” (McCarthy et al. 377). ICTs can be ever more powerful, then, but this power will not necessarily be appreciated by their users. This paper analyzes recent narrative representations of ICT use in spy thrillers, with a particular focus on the canon of James Bond films (a sub-genre with a long-standing and overt fascination with advanced technology, especially ICTs), in order to explore how the banality of ICT technology has become the inescapable accompaniment of its power (Willis; Britton 99-123; 195-219). Among many possible recent examples: recall how Bond uses his ordinary cell phone camera to reveal the membership of the sinister Quantum group at an opera performance in Quantum of Solace; how world-wide video surveillance is depicted as inescapable (and amoral) in The Bourne Legacy; and how the anonymous protagonist of Roman Polanski’s Ghost Writer discovers the vital piece of top secret information that explains the entire film—by searching for it on his laptop via Google. In each of these cases, ICTs are represented as both incredibly powerful and tediously quotidian. More precisely, in each case human users are represented as interfaces between ICTs and their stored knowledge, rather than the reverse. Beginning with an account of how the naturalization of ICTs has changed the perceived relations between technology and its users, this essay argues that the promotional rhetoric of human empowerment and augmentation surrounding ICTs is opposed by a persistent cinematic theme of human subordination to technological needs. The question it seeks to open is why—why do the mainstream cinematic narratives of our culture depict the ICTs that enhance our capacities to know and communicate as something that diminishes rather than augments us? One answer (which can only be provisionally sketched here) is the loss of pleasure. It does not matter whether or not technology augments our capacities if it cannot sustain the fantasy of pleasure and/or enhancement at the same time. Without this fantasy, ICTs are represented as usurping position as the knowing subject and users, in turn, become the media connecting them– even when that user is James Bond. The Rhetoric of Augmentation Until the past five years or so, the technologization of the human mind was almost always represented in popular culture as a threat to humanity—whether it be Ira Levin’s robotic Stepford Wives as the debased expression of male wish-fulfillment (Levin), or Jonathan Demme’s brainwashed assassins with computer chip implants in his remake of The Manchurian Candidate. When Captain Picard, the leader and moral centre of the television series Star Trek: The Next Generation, is taken over by the Borg (an alien machine race that seeks to absorb other species into its technologized collective mind) in an episode from 1990, it is described as “assimilation” rather than an augmentation. The Borg version of Picard says to his former comrades that “we only wish to raise quality of life, for all species,” and it is a chilling, completely unemotional threat to the survival of our species (“Best of Both Worlds”). By 2012, on the other hand, the very same imagery is being used to sell smart phones by celebrating the technological enhancements that allegedly make us better human beings. In Verizon’s Droid DNA phone promotions, the product is depicted as an artificial heart for its user, one that enhances memory, “neural speed,” and “predictive intelligence” (thanks to Google Now). The tagline for the Verizon ad claims that “It’s not an upgrade to your phone; it’s an upgrade to yourself”, echoing Borg-Picard’s threat but this time as an aspirational promise (“Verizon Commercial”). The same technologization of the mind that was anathema just a few years ago, is now presented as both a desirable consumer goal and a professional necessity—the final close-up of the Verizon artificial heart shows that this 21st century cyborg has to be at his job in 26 minutes; the omnipresence of work in a networked world is here literally taken to heart. There is, notably, no promise of pleasure or liberation anywhere in this advertisement. We are meant to desire this product very much, but solely because it allows us to do more and better work. Not coincidentally, the period that witnessed this inversion in popular culture also saw an exponential increase in the quantity and variety of digitally networked devices in our lives (“Mobile Cellular”) and the emergence of serious cultural, scientific, and philosophical movements exploring the idea of “enhanced” human beings, whether through digital tool use, biomedical prostheses, drugs, or genetic modifications (Buchanan; Savulescu and Bostrom; “Humanity +”). As the material boundaries of the “human” have become more permeable and malleable, and as the technologies that make this possible become everyday objects, our resistance to this possibility has receded. The discourse of the transhuman and extropian is now firmly established as a philosophical possibility (Lilley). Personal augmentation with the promise of pleasure is still, of course, very much present in the presentation of ICTs. Launching the iPad 2 in 2011, the late Steve Jobs described his new product as a “magical and revolutionary device” with an “incredible magical user interface on a much larger canvas with more resources” and gushing that “it's technology married with liberal arts, married with the humanities, that yields us the result that makes our hearts sing” (“Apple Special Event”). This is the rhetoric of augmentation through technology and, as in the Verizon ad, it is very careful to position the consumer/user at the centre of the experience. The technology is described as wonderful not just in itself, but also precisely because it gives users “a larger canvas” with which to create. Likewise, the lifelogging movement (which encourages people to use small cameras to record every event of daily life) is at great pains to stress that “you, not your desktop’s hard drive, are the hub of your digital belongings” (Bell and Gemmell 10). But do users experience life with these devices as augmented? Is either the Verizon work cyborg or the iPad user’s singing heart representative of how these devices make us feel? It depends upon the context in which the question is asked. Extensive survey data on cell phone use shows that we are more attached than ever to our phones, that they allow us to be “productive” in otherwise dead times (such as while waiting in queues), and that only a minority of users worry about the negative effects of being “permanently connected” (Smith 9-10). Representations of technological augmentation in 21st century popular cinema, however, offer a very different perspective. Even in James Bond films, which (since Goldfinger in 1964) have been enraptured with technological devices as augmentations for its protagonists and as lures for audiences, digital devices have (in the three most recent films) lost their magic and become banal in the same way as they have in the lives of audience members (Nitins 2010; Nitins 2011; “List of James Bond Gadgets”). Rather than focusing on technological empowerment, the post 2006 Bond films emphasize (1) that ICTs “know” things and that human agents are just the media that connect them together; and (2) that the reciprocal nature of networked ICTs means that we are always visible when we use them; like Verizon phone users, our on-screen heroes have to learn that the same technology that empowers them simultaneously empowers others to know and/or control them. Using examples from the James Bond franchise, the remainder of this paper discusses the simultaneous disenchantment and power of ICT technology in the films as a representative sample of the cultural status of ICTs as a whole. “We don’t go in for that sort of thing any more...” From Goldfinger until the end of Pierce Brosnan’s tenure in 2002, technological devices were an important part of the audience’s pleasure in a Bond film (Willis; Nitins 2011). James Bond’s jetpack in Thunderball, to give one of many examples, is a quasi-magical aid for the hero with literary precursors going back to Aeneas’s golden bough; it is utterly enchanting and, equally importantly, fun. In the most recent Bond film, Skyfall, however, Q, the character who has historically made Bond’s technology, reappears after a two-film hiatus, but in the guise of a computer nerd who openly disdains the pleasures and possibilities of technological augmentation. When Bond complains about receiving only a gun and a radio from him, Q replies: “What did you expect? An exploding pen? We don’t really go in for that sort of thing any more.” Technology is henceforth to be banal and invisible albeit (as the film’s computer hacker villain Silva demonstrates) still incredibly powerful. The film’s pleasures must come from elsewhere. The post-credit sequence in Casino Royale, which involves the pursuit and eventual death of a terrorist bomb-maker, perfectly embodies the diminished importance of human agents as bearers of knowledge. It is bracketed at the beginning by the bomber looking at a text message while under surveillance by Bond and a colleague and at the end by Bond looking at the same message after having killed him. Significantly, the camera angle and setup of both shots make it impossible to distinguish between Bond’s hand and the bomber’s as they see the same piece of information on the same phone. The ideological, legal, racial, and other differences between the two men are erased in pursuit of the data (the name “Ellipsis” and a phone number) that they both covet. As digitally-transmitted data, it is there for anyone, completely unaffected by the moral or legal value attached to its users. Cell phones in these films are, in many ways, better sources of information than their owners—after killing a phone’s owner, his or her network traces can show exactly where s/he has been and to whom s/he has been talking, and this is how Bond proceeds. The bomber’s phone contacts lead Bond to the Bahamas, to the next villain in the chain, whom Bond kills and from whom he obtains another cell phone, which allows the next narrative location to be established (Miami Airport) and the next villain to be located (by calling his cell phone in a crowded room and seeing who answers) (Demetrios). There are no conventional interrogations needed here, because it is the digital devices that are the locus of knowledge rather than people. Even Bond’s lover Vesper Lynd sends her most important message to him (the name and cell phone number of the film’s arch villain) in a posthumous text, rather than in an actual conversation. Cell phones do not enable communication between people; people connect the important information that cell phones hold together. The second manifestation of the disenchantment of ICT technology is the disempowering omnipresence of surveillance. Bond and his colleague are noticed by the bomber when the colleague touches his supposedly invisible communication earpiece. With the audience’s point of view conflated with that of the secret agent, the technology of concealment becomes precisely what reveals the secret agent’s identity in the midst of a chaotic scene in which staying anonymous should be the easiest thing in the world; other villains identify Bond by the same means in a hotel hallway later in the film. While chasing the bomber, Bond is recorded by a surveillance camera in the act of killing him on the grounds of a foreign embassy. The secret agent is, as a result, made into an object of knowledge for the international media, prompting M (Bond’s boss) to exclaim that their political masters “don’t care what we do, they care what we get photographed doing.” Bond is henceforth part of the mediascape, so well known as a spy that he refuses to use the alias that MI6 provides for his climactic encounter with the main villain LeChiffre on the grounds that any well-connected master criminal will know who he is anyway. This can, of course, go both ways: Bond uses the omnipresence of surveillance to find another of his targets by using the security cameras of a casino. This one image contains many layers of reference—Bond the character has found his man; he has also found an iconic image from his own cultural past (the Aston Martin DB V car that is the only clearly delineated object in the frame) that he cannot understand as such because Casino Royale is a “reboot” and he has only just become 007. But the audience knows what it means and can insert this incarnation of James Bond in its historical sequence and enjoy the allusion to a past of which Bond is oblivious. The point is that surveillance is omnipresent, anonymity is impossible, and we are always being watched and interpreted by someone. This is true in the film’s narrative and also in the cultural/historical contexts in which the Bond films operate. It may be better to be the watcher rather than the watched, but we are always already both. By the end of the film, Bond is literally being framed by technological devices and becomes the organic connection between different pieces of technology. The literal centrality of the human agent in these images is not, in this disenchanted landscape, an indication of his importance. The cell phones to which Bond listens in these images connect him (and us) to the past, the back story or context provided by his masters that permits the audience to understand the complex plot that is unfolding before them. The devices at which he looks represent the future, the next situation or person that he must contain. He does not fully understand what is happening, but he is not there to understand – he is there to join the information held in the various devices together, which (in this film) usually means to kill someone. The third image in this sequence is from the final scene of the film, and the assault rifle marks this end—the chain of cell phone messages (direct and indirect) that has driven Casino Royale from its outset has been stopped. The narrative stops with it. Bond’s centrality amid these ICTS and their messages is simultaneously what allows him to complete his mission and what subjects him to their needs. This kind of technological power can be so banal precisely because it has been stripped of pleasure and of any kind of mystique. The conclusion of Skyfall reinforces this by inverting all of the norms that Bond films have created about their climaxes: instead of the technologically-empowered villain’s lair being destroyed, it is Bond’s childhood home that is blown up. Rather than beating the computer hacker at his own game, Bond kills him with a knife in a medieval Scottish church. It could hardly be less hi-tech if it tried, which is precisely the point. What the Bond franchise and the other films mentioned above have shown us, is that we do not rely on ICTs for enchantment any more because they are so powerfully connected to the everyday reality of work and to the loss of privacy that our digital devices exact as the price of their use. The advertising materials that sell them to us have to rely on the rhetoric of augmentation, but these films are signs that we do not experience them as empowering devices any more. The deeper irony is that (for once) the ICT consumer products being advertised to us today really do what their promotional materials claim: they are faster, more powerful, and more widely applicable in our lives than ever before. Without the user fantasy of augmentation, however, this truth has very little power to move us. We depict ourselves as the medium, and it is our digital devices that bear the message.References“Apple Special Event. March 2, 2011.” Apple Events. 21 Sep. 2013 ‹http://events.apple.com.edgesuite.net/1103pijanbdvaaj/event/index.html›. Bell, Gordon, and Jim Gemmell. Total Recall: How the E-Memory Revolution Will Change Everything. New York: Dutton, 2009.“The Best of Both Worlds: Part Two.” Star Trek: The Next Generation. Dir. Cliff Bole. Paramount, 2013. The Bourne Legacy. Dir. Tony Gilroy. Universal Pictures, 2012. Britton, Wesley. Beyond Bond: Spies in Fiction and Film. Westport, CT: Praeger, 2005. Buchanan, Allen. Beyond Humanity: The Ethics of Biomedical Enhancement. Uehiro Series in Practical Ethics. New York: Oxford University Press, 2011. Casino Royale. Dir. Martin Campbell. Columbia Pictures, 2006. “Data’s Day.” Star Trek: The Next Generation. Dir. Robert Wiemer. Burbank, CA: Paramount, 2013. The Ghost Writer. Dir. Roman Polanski. R.P. Productions/France 2 Cinéma, 2010. “Humanity +”. 25 Aug. 2013 ‹http://humanityplus.org›. Kelly, Kevin. What Technology Wants. New York: Viking, 2010. Levin, Ira. The Stepford Wives. Introd. Peter Straub. New York: William Morrow, 2002. Lilley, Stephen. Transhumanism and Society: The Social Debate over Human Enhancement. New York: Springer, 2013. “List of James Bond Gadgets.” Wikipedia. 11 Nov. 2013 ‹http://en.wikipedia.org/wiki/List_of_James_Bond_gadgets›. The Manchurian Candidate. Dir. Jonathan Demme. Paramount, 2004. McCarthy, John, and Peter Wright. Technology as Experience. Cambridge, Mass.: MIT Press, 2004. McCarthy, John, et al. “The Experience of Enchantment in Human–Computer Interaction.” Journal of Personal and Ubiquitous Computing 10 (2006): 369-78. “Mobile Cellular Subscriptions (per 100 People).” The World Bank. 25 March 2013 ‹http://data.worldbank.org/indicator/IT.CEL.SETS.P2›. Nitins, Tanya L. “A Boy and His Toys: Technology and Gadgetry in the James Bond Films.” James Bond in World and Popular Culture: The Films Are Not Enough. Eds. Rob Weiner, B. Lynn Whitfield, and Jack Becker. Newcastle upon Tyne: Cambridge Scholars Publishing, 2010. 445-58. ———. Selling James Bond: Product Placement in the James Bond Films. Newcastle upon Tyne: Cambridge Scholars Publishing, 2011. Nye, David E. Technology Matters—Questions to Live With. Cambridge, MA: MIT Press, 2006. Pratt, Andy, and Jason Nunes Interactive Design: An Introduction to the Theory and Application of User-Centered Design. Beverly, MA: Rockport, 2012. Quantum of Solace. Dir: Marc Foster, Eon Productions, 2008. DVD. Savulescu, Julian, and Nick Bostrom, eds. Human Enhancement. Oxford: Oxford University Press, 2009. Skyfall. Dir. Sam Mendes. Eon Productions, 2012. Smith, Aaron. The Best and Worst of Mobile Connectivity. Pew Internet & American Life Project. Pew Research Center. 25 Aug. 2013 ‹http://pewinternet.org/Reports/2012/Best-Worst-Mobile.aspx›. Thunderball. Dir. Terence Young. Eon Productions, 1965. “Verizon Commercial – Droid DNA ‘Hyper Intelligence’.” 11 April 2013 ‹http://www.youtube.com/watch?v=IYIAaBOb5Bo›. Willis, Martin. “Hard-Wear: The Millenium, Technology, and Brosnan’s Bond.” The James Bond Phenomenon: A Critical Reader. Ed. Christoph Linder. Manchester: Manchester University Press, 2001. 151-65.
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Proctor, Devin. "Wandering in the City: Time, Memory, and Experience in Digital Game Space." M/C Journal 22, no. 4 (August 14, 2019). http://dx.doi.org/10.5204/mcj.1549.

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Abstract:
As I round the corner from Church Street onto Vesey, I am abruptly met with the façade of St. Paul’s Chapel and by the sudden memory of two things, both of which have not yet happened. I think about how, in a couple of decades, the area surrounding me will be burnt to the ground. I also recall how, just after the turn of the twenty-first century, the area will again crumble onto itself. It is 1759, and I—via my avatar—am wandering through downtown New York City in the videogame space of Assassin’s Creed: Rogue (AC:R). These spatial and temporal memories stem from the fact that I have previously (that is, earlier in my life) played an AC game set in New York City during the War for Independence (later in history), wherein the city’s lower west side burns at the hands of the British. Years before that (in my biographical timeline, though much later in history) I watched from twenty-something blocks north of here as flames erupted from the twin towers of the World Trade Center. Complicating the situation further, Michel de Certeau strolls with me in spirit, pondering observations he will make from almost this exact location (though roughly 1,100 feet higher up) 220 years from now, around the time I am being born. Perhaps the oddest aspect of this convoluted and temporally layered experience is the fact that I am not actually at the corner of Church and Vesey in 1759 at all, but rather on a couch, in Virginia, now. This particular type of sudden arrival at a space is only possible when it is not planned. Prior to the moment described above, I had finished a “mission” in the game that involved my coming to the city, so I decided I would just walk around a bit in the newly discovered digital New York of 1759. I wanted to take it in. I wanted to wander. Truly Being-in-a-place means attending to the interconnected Being-ness and Being-with-ness of all of the things that make up that place (Heidegger; Haraway). Conversely, to travel to or through a place entails a type of focused directionality toward a place that you are not currently Being in. Wandering, however, demands eschewing both, neither driven by an incessant goal, nor stuck in place by introspective ruminations. Instead, wandering is perhaps best described as a sort of mobile openness. A wanderer is not quite Benjamin’s flâneur, characterised by an “idle yet assertive negotiation of the street” (Coates 28), but also, I would argue, not quite de Certeau’s “Wandersmünner, whose bodies follow the thicks and thins of an urban ‘text’ they write without being able to read it” (de Certeau 93). Wandering requires a concerted effort at non-intentionality. That description may seem to fold in on itself, to be sure, but as the spaces around us are increasingly “canalized” (Rabinow and Foucault) and designed with specific trajectories and narratives in mind, inaction leads to the unconscious enacting of an externally derived intention; whereas any attempt to subvert that design is itself a wholly intentional act. This is why wandering is so difficult. It requires shedding layers. It takes practice, like meditation.In what follows, I will explore the possibility of revelatory moments enabled by the shedding of these layers of intention through my own experience in digital space (maybe the most designed and canalized spaces we inhabit). I come to recognise, as I disavow the designed narrative of game space, that it takes on other meanings, becomes another space. I find myself Being-there in a way that transcends the digital as we understand it, experiencing space that reaches into the past and future, into memory and fiction. Indeed, wandering is liminal, betwixt fixed points, spaces, and times, and the text you are reading will wander in this fashion—between the digital and the physical, between memory and experience, and among multiple pasts and the present—to arrive at a multilayered subjective sense of space, a palimpsest of placemaking.Before charging fully into digital time travel, however, we must attend to the business of context. In this case, this means addressing why I am talking about videogame space in Certaudian terms. Beginning as early as 1995, videogame theorists have employed de Certeau’s notion of “spatial stories” in their assertions that games allow players to construct the game’s narrative by travelling through and “colonizing” the space (Fuller and Jenkins). Most of the scholarship involving de Certeau and videogames, however, has been relegated to the concepts of “map/tour” in looking at digital embodiment within game space as experiential representatives of the place/space binary. Maps verbalise spatial experience in place terms, such as “it’s at the corner of this and that street”, whereas tours express the same in terms of movement through space, as in “turn right at the red house”. Videogames complicate this because “mapping is combined with touring when moving through the game-space” (Lammes).In Games as Inhabited Spaces, Bernadette Flynn moves beyond the map/tour dichotomy to argue that spatial theories can approach videogaming in a way no other viewpoint can, because neither narrative nor mechanics of play can speak to the “space” of a game. Thus, Flynn’s work is “focused on completely reconceiving gameplay as fundamentally configured with spatial practice” (59) through de Certeau’s concepts of “strategic” and “tactical” spatial use. Flynn explains:The ability to forge personal directions from a closed simulation links to de Certeau’s notion of tactics, where users can create their own trajectories from the formal organizations of space. For de Certeau, tactics are related to how people individualise trajectories of movement to create meaning and transformations of space. Strategies on the other hand, are more akin to the game designer’s particular matrix of formal structures, arrangements of time and space which operate to control and constrain gameplay. (59)Flynn takes much of her reading of de Certeau from Lev Manovich, who argues that a game designer “uses strategies to impose a particular matrix of space, time, experience, and meaning on his viewers; they, in turn, use ‘tactics’ to create their own trajectories […] within this matrix” (267). Manovich believes de Certeau’s theories offer a salient model for thinking about “the ways in which computer users navigate through computer spaces they did not design” (267). In Flynn’s and Manovich’s estimation, simply moving through digital space is a tactic, a subversion of its strategic and linear design.The views of game space as tactical have historically (and paradoxically) treated the subject of videogames from a strategic perspective, as a configurable space to be “navigated through”, as a way of attaining a certain goal. Dan Golding takes up this problem, distancing our engagement from the design and calling for a de Certeaudian treatment of videogame space “from below”, where “the spatial diegesis of the videogame is affordance based and constituted by the skills of the player”, including those accrued outside the game space (Golding 118). Similarly, Darshana Jayemanne adds a temporal element with the idea that these spatial constructions are happening alongside a “complexity” and “proliferation of temporal schemes” (Jayemanne 1, 4; see also Nikolchina). Building from Golding and Jayemanne, I illustrate here a space wherein the player, not the game, is at the fulcrum of both spatial and temporal complexity, by adding the notion that—along with skill and experience—players bring space and time with them into the game.Viewed with the above understanding of strategies, tactics, skill, and temporality, the act of wandering in a videogame seems inherently subversive: on one hand, by undergoing a destination-less exploration of game space, I am rejecting the game’s spatial narrative trajectory; on the other, I am eschewing both skill accrual and temporal insistence to attempt a sense of pure Being-in-the-game. Such rebellious freedom, however, is part of the design of this particular game space. AC:R is a “sand box” game, which means it involves a large environment that can be traversed in a non-linear fashion, allowing, supposedly, for more freedom and exploration. Indeed, much of the gameplay involves slowly making more space available for investigation in an outward—rather than unidirectional—course. A player opens up these new spaces by “synchronising a viewpoint”, which can only be done by climbing to the top of specific landmarks. One of the fundamental elements of the AC franchise is an acrobatic, free-running, parkour style of engagement with a player’s surroundings, “where practitioners weave through urban environments, hopping over barricades, debris, and other obstacles” (Laviolette 242), climbing walls and traversing rooftops in a way unthinkable (and probably illegal) in our everyday lives. People scaling buildings in major metropolitan areas outside of videogame space tend to get arrested, if they survive the climb. Possibly, these renegade climbers are seeking what de Certeau describes as the “voluptuous pleasure […] of ‘seeing the whole,’ of looking down on, totalizing the most immoderate of human texts” (92)—what he experienced, looking down from the top of the World Trade Center in the late 1970s.***On digital ground level, back in 1759, I look up to the top of St. Paul’s bell tower and crave that pleasure, so I climb. As I make my way up, Non-Player Characters (NPCs)—the townspeople and trader avatars who make up the interactive human scenery of the game—shout things such as “You’ll hurt yourself” and “I say! What on earth is he doing?” This is the game’s way of convincing me that I am enacting agency and writing my own spatial story. I seem to be deploying “tricky and stubborn procedures that elude discipline without being outside the field in which it is exercised” (de Certeau 96), when I am actually following the program the way I am supposed to. If I were not meant to climb the tower, I simply would not be able to. The fact that game developers go to the extent of recording dialogue to shout at me when I do this proves that they expect my transgression. This is part of the game’s “semi-social system”: a collection of in-game social norms that—to an extent—reflect the cultural understandings of outside non-digital society (Atkinson and Willis). These norms are enforced through social pressures and expectations in the game such that “these relative imperatives and influences, appearing to present players with ‘unlimited’ choices, [frame] them within the parameters of synthetic worlds whose social structure and assumptions are distinctly skewed in particular ways” (408). By using these semi-social systems, games communicate to players that performing a particular act is seen as wrong or scandalous by the in-game society (and therefore subversive), even when the action is necessary for the continuation of the spatial story.When I reach the top of the bell tower, I am able to “synchronise the viewpoint”—that is, unlock the map of this area of the city. Previously, I did not have access to an overhead view of the area, but now that I have indulged in de Certeau’s pleasure of “seeing the whole”, I can see not only the tactical view from the street, but also the strategic bird’s-eye view from above. From the top, looking out over the city—now The City, a conceivable whole rather than a collection of streets—it is difficult to picture the neighbourhood engulfed in flames. The stair-step Dutch-inspired rooflines still recall the very recent change from New Amsterdam to New York, but in thirty years’ time, they will all be torched and rebuilt, replaced with colonial Tudor boxes. I imagine myself as an eighteenth-century de Certeau, surveying pre-ruination New York City. I wonder how his thoughts would have changed if his viewpoint were coloured with knowledge of the future. Standing atop the very symbol of global power and wealth—a duo-lith that would exist for less than three decades—would his pleasure have been less “voluptuous”? While de Certeau considers the viewer from above like Icarus, whose “elevation transfigures him into a voyeur” (92), I identify more with Daedalus, preoccupied with impending disaster. I swan-dive from the tower into a hay cart, returning to the bustle of the street below.As I wander amongst the people of digital 1759 New York, the game continuously makes phatic advances at me. I bump into others on the street and they drop boxes they are carrying, or stumble to the side. Partial overheard conversations going on between townspeople—“… what with all these new taxes …”, “… but we’ve got a fine regiment here …”—both underscore the historical context of the game and imply that this is a world that exists even when I am not there. These characters and their conversations are as much a part of the strategic makeup of the city as the buildings are. They are the text, not the writers nor the readers. I am the only writer of this text, but I am merely transcribing a pre-programmed narrative. So, I am not an author, but rather a stenographer. For this short moment, though, I am allowed by the game to believe that I am making the choice not to transcribe; there are missions to complete, and I am ignoring them. I am taking in the city, forgetting—just as the design intends—that I am the only one here, the only person in the entire world, indeed, the person for whom this world exists.While wandering, I also experience conflicts and mergers between what Maurice Halbwachs has called historical, autobiographical, and collective memory types: respectively, these are memories created according to historical record, through one’s own life experience, and by the way a society tends to culturally frame and recall “important” events. De Certeau describes a memorable place as a “palimpsest, [where] subjectivity is already linked to the absence that structures it as existence” (109). Wandering through AC:R’s virtual representation of 1759 downtown New York, I am experiencing this palimpsest in multiple layers, activating my Halbwachsian memories and influencing one another in the creation of my subjectivity. This is the “absence” de Certeau speaks of. My visions of Revolutionary New York ablaze tug at me from beneath a veneer of peaceful Dutch architecture: two warring historical memory constructs. Simultaneously, this old world is painted on top of my autobiographical memories as a New Yorker for thirteen years, loudly ordering corned beef with Russian dressing at the deli that will be on this corner. Somewhere sandwiched between these layers hides a portrait of September 11th, 2001, painted either by collective memory or autobiographical memory, or, more likely, a collage of both. A plane entering a building. Fire. Seen by my eyes, and then re-seen countless times through the same televised imagery that the rest of the world outside our small downtown village saw it. Which images are from media, and which from memory?Above, as if presiding over the scene, Michel de Certeau hangs in the air at the collision site, suspended a 1000 feet above the North Pool of the 9/11 Memorial, rapt in “voluptuous pleasure”. And below, amid the colonists in their tricorns and waistcoats, people in grey ash-covered suits—ambulatory statues; golems—slowly and silently march ever uptown-wards. Dutch and Tudor town homes stretch skyward and transform into art-deco and glass monoliths. These multiform strata, like so many superimposed transparent maps, ground me in the idea of New York, creating the “fragmentary and inward-turning histories” (de Certeau 108) that give place to my subjectivity, allowing me to Be-there—even though, technically, I am not.My conscious decision to ignore the game’s narrative and wander has made this moment possible. While I understand that this is entirely part of the intended gameplay, I also know that the design cannot possibly account for the particular way in which I experience the space. And this is the fundamental point I am asserting here: that—along with the strategies and temporal complexities of the design and the tactics and skills of those on the ground—we bring into digital space our own temporal and experiential constructions that allow us to Be-in-the-game in ways not anticipated by its strategic design. Non-digital virtuality—in the tangled forms of autobiographical, historic, and collective memory—reaches into digital space, transforming the experience. Further, this changed game-experience becomes a part of my autobiographical “prosthetic memory” that I carry with me (Landsberg). When I visit New York in the future, and I inevitably find myself abruptly met with the façade of St Paul’s Chapel as I round the corner of Church Street and Vesey, I will be brought back to this moment. Will I continue to wander, or will I—if just for a second—entertain the urge to climb?***After the recent near destruction by fire of Notre-Dame, a different game in the AC franchise was offered as a free download, because it is set in revolutionary Paris and includes a very detailed and interactive version of the cathedral. Perhaps right now, on sundry couches in various geographical locations, people are wandering there: strolling along the Siene, re-experiencing time they once spent there; overhearing tense conversations about regime change along the Champs-Élysées that sound disturbingly familiar; or scaling the bell tower of the Notre-Dame Cathedral itself—site of revolution, desecration, destruction, and future rebuilding—to reach the pleasure of seeing the strategic whole at the top. 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