Academic literature on the topic 'Blue Mountain Arts (Firm)'

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Journal articles on the topic "Blue Mountain Arts (Firm)"

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Brooke, Sandra Ludig. "Marquand Library and the Blue Mountain Project." Art Libraries Journal 38, no. 1 (2013): 38–42. http://dx.doi.org/10.1017/s0307472200017867.

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Princeton University’s Marquand Library of Art and Archaeology is one of the oldest and most extensive art libraries in America. Founder and namesake Allan Marquand was both an art historian and the creator of a ‘logical machine’ that prefigured modern computers. This shared science and humanities heritage is echoed in the Blue Mountain Project, a new digital humanities initiative to which Marquand Library is a major contributor. This article begins with a brief description of the library’s origins and the development of its facilities and collections. It then reports on Blue Mountain, a digital library of the avant-garde that chronicles the emergence of modernity in the literary, visual and performing arts from 1848 to 1923.
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Laferrière, Dany. "A little house on the slope of that blue mountain." Review: Literature and Arts of the Americas 37, no. 1 (May 2004): 101–11. http://dx.doi.org/10.1080/0890576042000239672.

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Feng, Anne N. "The Imprisoned Queen." Archives of Asian Art 71, no. 1 (April 1, 2021): 1–36. http://dx.doi.org/10.1215/00666637-8866662.

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Abstract This paper reconsiders how and why the representation of landscape became an increasingly central component of Pure Land art in the Tang dynasty. Focusing on the seventh-century Cave 209, I examine the first set of mountain panels at Dunhuang, arguing that those polychrome landscapes represent Vulture Peak, the sacred abode of Śākyamuni Buddha. Cave 209 shows how Lady Vaidehī—the protagonist of the Meditation Sutra—emerges as the first female viewer of landscape in Chinese art. Departing from the Meditation Sutra, painters at Dunhuang resituate Lady Vaidehī, the formerly imprisoned royal consort and model Pure Land adept, within mountain ranges where she converses with the Buddha. I argue that Lady Vaidehī's encounter with the Buddha is mapped onto the space of a Dunhuang cave to enable the viewer to assume her position when facing the icon of Śākyamuni surrounded by Vulture Peak. By grappling with Vaidehī's imprisonment, painters use landscape to develop a new spatial imagery of salvation. I maintain that the striking innovations in landscape representation at Dunhuang—achievements that have been seen to anticipate later Tang “blue and green” landscapes—are in actuality based on an effort to visualize Buddhist soteriology in the early seventh century.
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Foit, Franklin F., and Peter J. Mehringer. "Holocene tephra stratigraphy in four lakes in southeastern Oregon and northwestern Nevada, USA." Quaternary Research 85, no. 2 (March 2016): 218–26. http://dx.doi.org/10.1016/j.yqres.2015.12.008.

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To better understand the regional tephra stratigraphy and chronology of northern Nevada and southern Oregon, tephras in archived cores, taken as part of the Steens Mountain Prehistory Project from four lakes, Diamond Pond, Fish and Wildhorse lakes in southeastern Oregon and Blue Lake in northwestern Nevada, were reexamined using more advanced electron microprobe analytical technology. The best preserved and most complete core from Fish Lake along with Wildhorse Lake hosted two tephras from Mt. Mazama (Llao Rock and the Climactic Mazama), a mid-Holocene basaltic tephra from Diamond Craters, Oregon, two Medicine Lake tephras and an unexpected late Holocene Chaos Crags (Mt. Lassen volcanic center) tephra which was also found in the other lakes. Blue Lake was the only lake that hosted a Devils Hill tephra from the Three Sisters volcano in west central Oregon. Another tephra from the Three Sisters Volcano previously reported in sediments of Twin Lakes in NE Oregon, has now been confirmed as Rock Mesa tephra. The Chaos Crags, Devils Hill and Rock Mesa tephras are important late Holocene stratigraphic markers for central and eastern Oregon and northwestern Nevada.
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Perkhulyn, O. M., and L. V. Pakharenko. "Cervical elastograhy in patients with cervical insufficiency and a history of anovulatory infertility." Reproductive health of woman 3 (May 3, 2021): 34–36. http://dx.doi.org/10.30841/2708-8731.3.2021.234240.

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Cervical insufficiency is one of the most frequent reasons for late miscarriage and preterm birth. Its rate is increased in women who conceived after the use of additional reproductive technologies. The objective: to assess the parameters of cervical elastography in women with cervical insufficiency and anovulatory infertility in a history. Materials and methods. 40 pregnant women with cervical insufficiency who conceived after treatment of infertility associated with anovulation were examined in the term of 16–20 weeks: in the I group (20 persons) pregnancy conceived after conservative treatment of infertility, in the II (20 patients) – after in vitro fertilization. 20 women with the physiological course of pregnancy without cervical insufficiency and with spontaneous gestation were controls. Cervical elastography index was used to assess the strain of cervical tissue. Results. According to the results of compression elastography all patients in the I and II groups had red or yellow color of the internal cervical os and cervical canal. In the persons without cervical insufficiency the cervical tissue was firm (purple and blue color). The number of women with purple color of the anterior labia of the cervix in the I and II groups was in 4.67 (р=0.001) and 2.33 (р=0.03) times less compared to the controls, of the posterior labia – in 3,2 times (р=0.001) in both groups. Conclusion. In women with cervical insufficiency and a history of anovulatory infertility there are considerable changes of strain in internal os and cervical canal of the cervix.
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Goggin, Gerard. "Conurban." M/C Journal 5, no. 2 (May 1, 2002). http://dx.doi.org/10.5204/mcj.1946.

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Conurbation [f. CON- + L. urb- and urbs city + -ation] An aggregation of urban areas. (OED) Beyond the urban, further and lower even than the suburban, lies the con-urban. The conurban: with the urban, partaking of the urbane, lying against but also perhaps pushing against or being contra the urban. Conurbations stretch littorally from Australian cities, along coastlines to other cities, joining cities through the passage of previously outlying rural areas. Joining the dots between cities, towns, and villages. Providing corridors between the city and what lies outside. The conurban is an accretion, an aggregation, a piling up, or superfluity of the city: Greater London, for instance. It is the urban plus, filling the gaps between cities, as Los Angeles oozing urbanity does for the dry, desert areas abutting it (Davis 1990; Soja 1996). I wish to propose that the conurban imaginary is a different space from its suburban counterpart. The suburban has provided a binary opposition to what is not the city, what lies beneath its feet, outside its ken. Yet it is also what is greater than the urban, what exceeds it. In modernism, the city and its denizens define themselves outside what is arrayed around the centre, ringing it in concentric circles. In stark relief to the modernist lines of the skyscraper, contrasting with the central business district, central art galleries and museums, is to be found the masses in the suburbs. The suburban as a maligned yet enabling trope of modernism has been long revalued, in the art of Howard Arkeley, and in photography of suburban Gothic. It comes as no surprise to read a favourable newspaper article on the Liverpool Regional Art Gallery, in Sydney's Western Suburbs, with its exhibition on local chicken empires, Liverpool sheds, or gay and lesbians living on the city fringe. Nor to hear in the third way posturing of Australian Labor Party parliamentarian Mark Latham, the suburbs rhetorically wielded, like a Victa lawn mover, to cut down to size his chardonnay-set inner-city policy adversaries. The politics of suburbia subtends urban revisionism, reformism, revanchism, and recidivism. Yet there is another less exhausted, and perhaps exhaustible, way of playing the urban, of studying the metropolis, of punning on the city's proper name: the con-urban. World cities, as Saskia Sassen has taught us, have peculiar features: the juxtaposition of high finance and high technology alongside subaltern, feminized, informal economy (Sassen 1998). The Australian city proudly declared to be a world city is, of course, Sydney while a long way from the world's largest city by population, it is believed to be the largest in area. A recent newspaper article on Brisbane's real estate boom, drew comparisons with Sydney only to dismiss them, according to one quoted commentator, because as a world city, Sydney was sui generis in Australia, fairly requiring comparison with other world cities. One form of conurbanity, I would suggest, is the desire of other settled areas to be with the world city. Consider in this regard, the fate of Byron Bay a fate which lies very much in the balance. Byron Bay is sign that circulates in the field of the conurban. Craig MacGregor has claimed Byron as the first real urban culture outside an Australian city (MacGregor 1995). Local residents hope to keep the alternative cultural feel of Byron, but to provide it with a more buoyant economic outlook. The traditional pastoral, fishing, and whaling industries are well displaced by niche handicrafts, niche arts and craft, niche food and vegetables, a flourishing mind, body and spirit industry, and a booming film industry. Creative arts and cultural industries are blurring into creative industries. The Byron Bay area at the opening of the twenty-first century is attracting many people fugitive from the city who wish not to drop out exactly; rather to be contra wishes rather to be gently contrary marked as distinct from the city, enjoying a wonderful lifestyle, but able to persist with the civilizing values of an urban culture. The contemporary figure of Byron Bay, if such a hybrid chimera may be represented, wishes for a conurbanity. Citizens relocate from Melbourne, Canberra, and Sydney, seeking an alternative country and coastal lifestyle and, if at all possible, a city job (though without stress) (on internal migration in Australia see Kijas 2002): Hippies and hip rub shoulders as a sleepy town awakes (Still Wild About Byron, (Sydney Morning Herald, 1 January 2002). Forerunners of Byron's conurbanity leave, while others take their place: A sprawling $6.5 million Byron Bay mansion could be the ultimate piece of memorabilia for a wealthy fan of larrikin Australian actor Paul Hogan (Hoges to sell up at Byron Bay, Illawarra Mercury, 14 February 2002). The ABC series Seachange is one key text of conurbanity: Laura Gibson has something of a city job she can ply the tools of her trade as a magistrate while living in an idyllic rural location, a nice spot for a theme park of contemporary Australian manners and nostalgia for community (on Sea Change see Murphy 2002). Conurban designates a desire to have it both ways: cityscape and pastoral mode. Worth noting is that the Byron Shire has its own independent, vibrant media public sphere, as symbolized by the Byron Shire Echo founded in 1986, one of the great newspapers outside a capital city (Martin & Ellis 2002): <http://www.echo.net.au>. Yet the textual repository in city-based media of such exilic narratives is the supplement to the Saturday broadsheet papers. A case in point is journalist Ruth Ostrow, who lives in hills in the Byron Shire, and provides a weekly column in the Saturday Australian newspaper, its style gently evocative of just one degree of separation from a self-parody of New Age mores: Having permanently relocated to the hills behind Byron Bay from Sydney, it's interesting for me to watch friends who come up here on holiday over Christmas… (Ostrow 2002). The Sydney Morning Herald regards Byron Bay as another one of its Northern beaches, conceptually somewhere between Palm Beach and Pearl Beach, or should one say Pearl Bay. The Herald's fascination for Byron Bay real estate is coeval with its obsession with Sydney's rising prices: Byron Bay's hefty price tags haven't deterred beach-lovin' boomers (East Enders, Sydney Morning Herald 17 January 2002). The Australian is not immune from this either, evidence 'Boom Times in Byron', special advertising report, Weekend Australia, Saturday 2 March 2002. And plaudits from The Financial Review confirm it: Prices for seafront spots in the enclave on the NSW north coast are red hot (Smart Property, The Financial Review, 19 January 2002). Wacky North Coast customs are regularly covered by capital city press, the region functioning as a metonym for drugs. This is so with Nimbin especially, with regular coverage of the Nimbin Mardi Grass: Mardi Grass 2001, Nimbin's famous cannabis festival, began, as they say, in high spirits in perfect autumn weather on Saturday (Oh, how they danced a high old time was had by all at the Dope Pickers' Ball, Sydney Morning Herald, 7 May 2001). See too coverage of protests over sniffer dogs in Byron Bay in Easter 2001 showed (Peatling 2001). Byron's agony over its identity attracts wider audiences, as with its quest to differentiate itself from the ordinariness of Ballina as a typical Aussie seaside town (Buttrose 2000). There are national metropolitan audiences for Byron stories, readers who are familiar with the Shire's places and habits: Lismore-reared Emma Tom's 2002 piece on the politics of perving at King's beach north of Byron occasioned quite some debate from readers arguing the toss over whether wanking on the beach was perverse or par for the course: Public masturbation is a funny old thing. On one hand, it's ace that some blokes feel sexually liberated enough to slap the salami any old time… (Tom 2002). Brisbane, of course, has its own designs upon Byron, from across the state border. Brisbane has perhaps the best-known conurbation: its northern reaches bleed into the Sunshine Coast, while its southern ones salute the skyscrapers of Australia's fourth largest city, the Gold Coast (on Gold Coast and hinterland see Griffin 2002). And then the conburbating continues unabated, as settlement stretches across the state divide to the Tweed Coast, with its mimicking of Sanctuary Cove, down to the coastal towns of Ocean Shores, Brunswick Heads, Byron, and through to Ballina. Here another type of infrastructure is key: the road. Once the road has massively overcome the topography of rainforest and mountain, there will be freeway conditions from Byron to Brisbane, accelerating conurbanity. The caf is often the short-hand signifier of the urban, but in Byron Bay, it is film that gives the urban flavour. Byron Bay has its own International Film Festival (held in the near-by boutique town of Bangalow, itself conurban with Byron.), and a new triple screen complex in Byron: Up north, film buffs Geraldine Hilton and Pete Castaldi have been busy. Last month, the pair announced a joint venture with Dendy to build a three-screen cinema in the heart of Byron Bay, scheduled to open mid-2002. Meanwhile, Hilton and Castaldi have been busy organising the second Byron All Screen Celebration Film Festival (BASC), after last year's inaugural event drew 4000 visitors to more than 50 sessions, seminars and workshops. Set in Bangalow (10 minutes from Byron by car, less if you astral travel)… (Cape Crusaders, Sydney Morning Herald, 15 February 2002). The film industry is growing steadily, and claims to be the largest concentration of film-makers outside of an Australian capital city (Henkel 2000 & 2002). With its intimate relationship with the modern city, film in its Byron incarnation from high art to short video, from IMAX to multimedia may be seen as the harbinger of the conurban. If the case of Byron has something further to tell us about the transformation of the urban, we might consider the twenty-first century links between digital communications networks and conurbanity. It might be proposed that telecommunications networks make it very difficult to tell where the city starts and ends; as they interactively disperse information and entertainment formerly associated with the cultural institutions of the metropolis (though this digitization of urbanity is more complex than hyping the virtual suggest; see Graham & Marvin 1996). The bureau comes not just to the 'burbs, but to the backblocks as government offices are closed in country towns, to be replaced by online access. The cinema is distributed across computer networks, with video-on-demand soon to become a reality. Film as a cultural form in the process of being reconceived with broadband culture (Jacka 2001). Global movements of music flow as media through the North Coast, with dance music culture and the doof (Gibson 2002). Culture and identity becomes content for the information age (Castells 1996-1998; Cunningham & Hartley 2001; OECD 1998; Trotter 2001). On e-mail, no-one knows, as the conceit of internet theory goes, where you work or live; the proverbial refashioning of subjectivity by the internet affords a conurbanity all of its own, a city of bits wherever one resides (Mitchell 1995). To render the digital conurban possible, Byron dreams of broadband. In one of those bizarre yet recurring twists of Australian media policy, large Australian cities are replete with broadband infrastructure, even if by 2002 city-dwellers are not rushing to take up the services. Telstra's Foxtel and Optus's Optus Vision raced each other down streets of large Australian cities in the mid-1990s to lay fibre-coaxial cable to provide fast data (broadband) capacity. Cable modems and quick downloading of video, graphics, and large files have been a reality for some years. Now the Asymmetrical Digital Subscriber Line (ADSL) technology is allowing people in densely populated areas close to their telephone exchanges to also avail themselves of broadband Australia. In rural Australia, broadband has not been delivered to most areas, much to the frustration of the conurbanites. Byron Bay holds an important place in the history of the internet in Australia, because it was there that one of Australia's earliest and most important internet service providers, Pegasus Network, was established in the late 1980s. Yet Pegasus relocated to Brisbane in 1993, because of poor quality telecommunications networks (Peters 1998). As we rethink the urban in the shadow of modernity, we can no longer ignore or recuse ourselves from reflecting upon its para-urban modes. As we deconstruct the urban, showing how the formerly pejorative margins actually define the centre the suburban for instance being more citified than the grand arcades, plazas, piazzas, or malls; we may find that it is the conurban that provides the cultural imaginary for the urban of the present century. Work remains to be done on the specific modalities of the conurban. The conurban has distinct temporal and spatial coordinates: citizens of Sydney fled to Manly earlier in the twentieth century, as they do to Byron at the beginning of the twenty-first. With its resistance to the transnational commercialization and mass culture that Club Med, McDonalds, and tall buildings represent, and with its strict environment planning regulation which produce a litigious reaction (and an editorial rebuke from the Sydney Morning Herald [SMH 2002]), Byron recuperates the counter-cultural as counterpoint to the Gold Coast. Subtle differences may be discerned too between Byron and, say, Nimbin and Maleny (in Queensland), with the two latter communities promoting self-sufficient hippy community infused by new agricultural classes still connected to the city, but pushing the boundaries of conurbanity by more forceful rejection of the urban. Through such mapping we may discover the endless attenuation of the urban in front and beyond our very eyes; the virtual replication and invocation of the urban around the circuits of contemporary communications networks; the refiguring of the urban in popular and elite culture, along littoral lines of flight, further domesticating the country; the road movies of twenty-first century freeways; the perpetuation and worsening of inequality and democracy (Stilwell 1992) through the action of the conurban. Cities without bounds: is the conurban one of the faces of the postmetropolis (Soja 2000), the urban without end, with no possibility for or need of closure? My thinking on Byron Bay, and the Rainbow Region in which it is situated, has been shaped by a number of people with whom I had many conversations during my four years living there in 1998-2001. My friends in the School of Humanities, Media, and Cultural Studies, Southern Cross University, Lismore, provided focus for theorizing our ex-centric place, of whom I owe particular debts of gratitude to Baden Offord (Offord 2002), who commented upon this piece, and Helen Wilson (Wilson 2002). Thanks also to an anonymous referee for helpful comments. References Buttrose, L. (2000). Betray Byron at Your Peril. Sydney Morning Herald 7 September 2000. Castells, M. (1996-98). The Information Age. 3 vols. Blackwell, Oxford. Cunningham, S., & Hartley, J. (2001). Creative Industries from Blue Poles to Fat Pipes. Address to the National Humanities and Social Sciences Summit, National Museum of Canberra. July 2001. Davis, M. (1990). City of Quartz: Excavating the Future in Los Angeles. Verso, London. Gibson, C. (2002). Migration, Music and Social Relations on the NSW Far North Coast. Transformations, no. 2. <http://www.ahs.cqu.edu.au/transformation...>. Graham, S., and Marvin, S. (1996). Telecommunications and the City: Electronic Spaces, Urban Places. Routledge, London & New York. Griffin, Graham. (2002). Where Green Turns to Gold: Strip Cultivation and the Gold Coast Hinterland. Transformations, no. 2. <http://www.ahs.cqu.edu.au/transformation...> Henkel, C. (2002). Development of Audiovisual Industries in the Northern Rivers Region of NSW. Master thesis. Queensland University of Technology. . (2000). Imagining the Future: Strategies for the Development of 'Creative Industries' in the Northern Rivers Region of NSW. Northern Rivers Regional Development Board in association with the Northern Rivers Area Consultative Committee, Lismore, NSW. Jacka, M. (2001). Broadband Media in Australia Tales from the Frontier, Australian Film Commission, Sydney. Kijas, J. (2002). A place at the coast: Internal migration and the shift to the coastal-countryside. Transformations, no. 2. <http://www.ahs.cqu.edu.au/transformation...>. MacGregor, Craig. (1995). The Feral Signifier and the North Coast. In The Abundant Culture: Meaning And Significance in Everyday Australia, ed. Donald Horne & Jill Hooten. Allen and Unwin, Sydney. Martin, F., & Ellis, R. (2002). Dropping in, not out: the evolution of the alternative press in Byron Shire 1970-2001. Transformations, no. 2. <http://www.ahs.cqu.edu.au/transformation...>. Mitchell, W.J. (1995). City of Bits: Space, Place, and the Infobahn. MIT Press, Cambridge, Mass. Molnar, Helen. (1998). 'National Convergence or Localism?: Rural and Remote Communications.' Media International Australia 88: 5-9. Moyal, A. (1984). Clear Across Australia: A History of Telecommunications. Thomas Nelson, Melbourne. Murphy, P. (2002). Sea Change: Re-Inventing Rural and Regional Australia. Transformations, no. 2. <http://www.ahs.cqu.edu.au/transformation...>. Offord, B. (2002). Mapping the Rainbow Region: Fields of belonging and sites of confluence. Transformations, no. 2. <http://www.ahs.cqu.edu.au/transformation...>. Organisation for Economic Cooperation and Development (OECD). (1998). Content as a New Growth Industry: Working Party for the Information Economy. OECD, Paris. Ostrow, R. (2002). Joyous Days, Childish Ways. The Australian, 9 February. Peatling, S. (2001). Keep Off Our Grass: Byron stirs the pot over sniffer dogs. Sydney Morning Herald. 16 April. <http://www.smh.com.au/news/0104/14/natio...> Peters, I. (1998). Ian Peter's History of the Internet. Lecture at Southern Cross University, Lismore. CD-ROM. Produced by Christina Spurgeon. Faculty of Creative Industries, Queensland University of Technology, Brisbane. Productivity Commission. (2000). Broadcasting Inquiry: Final Report, Melbourne, Productivity Commission. Sassen, S. (1998). Globalisation and its Contents: Essays on the New Mobility of People and Money. New Press, New York. Soja, E. (2000). Postmetropolis: critical studies of cities and regions. Blackwell, Oxford. . (1996). Thirdspace: journeys to Los Angeles and other real-and-imagined places. Blackwell, Cambridge, Mass. Stilwell, F. (1992). Understanding Cities and Regions: Spatial Political Economy. Pluto Press, Sydney. Sydney Morning Herald (SMH). (2002). Byron Should Fix its own Money Mess. Editorial. 5 April. Tom, E. (2002). Flashing a Problem at Hand. The Weekend Australian, Saturday 12 January. Trotter, R. (2001). Regions, Regionalism and Cultural Development. Culture in Australia: Policies, Publics and Programs. Ed. Tony Bennett and David Carter. Cambridge University Press, Cambridge. 334-355. Wilson, H., ed. (2002). Fleeing the City. Special Issue of Transformations journal, no. 2. < http://www.ahs.cqu.edu.au/transformation...>. Links http://www.echo.net.au http://www.smh.com.au/news/0104/14/national/national3.html http://www.ahs.cqu.edu.au/transformations/journal/issue2/issue.htm Citation reference for this article MLA Style Goggin, Gerard. "Conurban" M/C: A Journal of Media and Culture 5.2 (2002). [your date of access] < http://www.media-culture.org.au/0205/conurban.php>. Chicago Style Goggin, Gerard, "Conurban" M/C: A Journal of Media and Culture 5, no. 2 (2002), < http://www.media-culture.org.au/0205/conurban.php> ([your date of access]). APA Style Goggin, Gerard. (2002) Conurban. M/C: A Journal of Media and Culture 5(2). < http://www.media-culture.org.au/0205/conurban.php> ([your date of access]).
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Kuang, Lanlan. "Staging the Silk Road Journey Abroad: The Case of Dunhuang Performative Arts." M/C Journal 19, no. 5 (October 13, 2016). http://dx.doi.org/10.5204/mcj.1155.

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The curtain rose. The howling of desert wind filled the performance hall in the Shanghai Grand Theatre. Into the center stage, where a scenic construction of a mountain cliff and a desert landscape was dimly lit, entered the character of the Daoist priest Wang Yuanlu (1849–1931), performed by Chen Yizong. Dressed in a worn and dusty outfit of dark blue cotton, characteristic of Daoist priests, Wang began to sweep the floor. After a few moments, he discovered a hidden chambre sealed inside one of the rock sanctuaries carved into the cliff.Signaled by the quick, crystalline, stirring wave of sound from the chimes, a melodious Chinese ocarina solo joined in slowly from the background. Astonished by thousands of Buddhist sūtra scrolls, wall paintings, and sculptures he had just accidentally discovered in the caves, Priest Wang set his broom aside and began to examine these treasures. Dawn had not yet arrived, and the desert sky was pitch-black. Priest Wang held his oil lamp high, strode rhythmically in excitement, sat crossed-legged in a meditative pose, and unfolded a scroll. The sound of the ocarina became fuller and richer and the texture of the music more complex, as several other instruments joined in.Below is the opening scene of the award-winning, theatrical dance-drama Dunhuang, My Dreamland, created by China’s state-sponsored Lanzhou Song and Dance Theatre in 2000. Figure 1a: Poster Side A of Dunhuang, My Dreamland Figure 1b: Poster Side B of Dunhuang, My DreamlandThe scene locates the dance-drama in the rock sanctuaries that today are known as the Dunhuang Mogao Caves, housing Buddhist art accumulated over a period of a thousand years, one of the best well-known UNESCO heritages on the Silk Road. Historically a frontier metropolis, Dunhuang was a strategic site along the Silk Road in northwestern China, a crossroads of trade, and a locus for religious, cultural, and intellectual influences since the Han dynasty (206 B.C.E.–220 C.E.). Travellers, especially Buddhist monks from India and central Asia, passing through Dunhuang on their way to Chang’an (present day Xi’an), China’s ancient capital, would stop to meditate in the Mogao Caves and consult manuscripts in the monastery's library. At the same time, Chinese pilgrims would travel by foot from China through central Asia to Pakistan, India, Nepal, Bangladesh, and Sri Lanka, playing a key role in the exchanges between ancient China and the outside world. Travellers from China would stop to acquire provisions at Dunhuang before crossing the Gobi Desert to continue on their long journey abroad. Figure 2: Dunhuang Mogao CavesThis article approaches the idea of “abroad” by examining the present-day imagination of journeys along the Silk Road—specifically, staged performances of the various Silk Road journey-themed dance-dramas sponsored by the Chinese state for enhancing its cultural and foreign policies since the 1970s (Kuang).As ethnomusicologists have demonstrated, musicians, choreographers, and playwrights often utilise historical materials in their performances to construct connections between the past and the present (Bohlman; Herzfeld; Lam; Rees; Shelemay; Tuohy; Wade; Yung: Rawski; Watson). The ancient Silk Road, which linked the Mediterranean coast with central China and beyond, via oasis towns such as Samarkand, has long been associated with the concept of “journeying abroad.” Journeys to distant, foreign lands and encounters of unknown, mysterious cultures along the Silk Road have been documented in historical records, such as A Record of Buddhist Kingdoms (Faxian) and The Great Tang Records on the Western Regions (Xuanzang), and illustrated in classical literature, such as The Travels of Marco Polo (Polo) and the 16th century Chinese novel Journey to the West (Wu). These journeys—coming and going from multiple directions and to different destinations—have inspired contemporary staged performance for audiences around the globe.Home and Abroad: Dunhuang and the Silk RoadDunhuang, My Dreamland (2000), the contemporary dance-drama, staged the journey of a young pilgrim painter travelling from Chang’an to a land of the unfamiliar and beyond borders, in search for the arts that have inspired him. Figure 3: A scene from Dunhuang, My Dreamland showing the young pilgrim painter in the Gobi Desert on the ancient Silk RoadFar from his home, he ended his journey in Dunhuang, historically considered the northwestern periphery of China, well beyond Yangguan and Yumenguan, the bordering passes that separate China and foreign lands. Later scenes in Dunhuang, My Dreamland, portrayed through multiethnic music and dances, the dynamic interactions among merchants, cultural and religious envoys, warriors, and politicians that were making their own journey from abroad to China. The theatrical dance-drama presents a historically inspired, re-imagined vision of both “home” and “abroad” to its audiences as they watch the young painter travel along the Silk Road, across the Gobi Desert, arriving at his own ideal, artistic “homeland”, the Dunhuang Mogao Caves. Since his journey is ultimately a spiritual one, the conceptualisation of travelling “abroad” could also be perceived as “a journey home.”Staged more than four hundred times since it premiered in Beijing in April 2000, Dunhuang, My Dreamland is one of the top ten titles in China’s National Stage Project and one of the most successful theatrical dance-dramas ever produced in China. With revenue of more than thirty million renminbi (RMB), it ranks as the most profitable theatrical dance-drama ever produced in China, with a preproduction cost of six million RMB. The production team receives financial support from China’s Ministry of Culture for its “distinctive ethnic features,” and its “aim to promote traditional Chinese culture,” according to Xu Rong, an official in the Cultural Industry Department of the Ministry. Labeled an outstanding dance-drama of the Chinese nation, it aims to present domestic and international audiences with a vision of China as a historically multifaceted and cosmopolitan nation that has been in close contact with the outside world through the ancient Silk Road. Its production company has been on tour in selected cities throughout China and in countries abroad, including Austria, Spain, and France, literarily making the young pilgrim painter’s “journey along the Silk Road” a new journey abroad, off stage and in reality.Dunhuang, My Dreamland was not the first, nor is it the last, staged performances that portrays the Chinese re-imagination of “journeying abroad” along the ancient Silk Road. It was created as one of many versions of Dunhuang bihua yuewu, a genre of music, dance, and dramatic performances created in the early twentieth century and based primarily on artifacts excavated from the Mogao Caves (Kuang). “The Mogao Caves are the greatest repository of early Chinese art,” states Mimi Gates, who works to increase public awareness of the UNESCO site and raise funds toward its conservation. “Located on the Chinese end of the Silk Road, it also is the place where many cultures of the world intersected with one another, so you have Greek and Roman, Persian and Middle Eastern, Indian and Chinese cultures, all interacting. Given the nature of our world today, it is all very relevant” (Pollack). As an expressive art form, this genre has been thriving since the late 1970s contributing to the global imagination of China’s “Silk Road journeys abroad” long before Dunhuang, My Dreamland achieved its domestic and international fame. For instance, in 2004, The Thousand-Handed and Thousand-Eyed Avalokiteśvara—one of the most representative (and well-known) Dunhuang bihua yuewu programs—was staged as a part of the cultural program during the Paralympic Games in Athens, Greece. This performance, as well as other Dunhuang bihua yuewu dance programs was the perfect embodiment of a foreign religion that arrived in China from abroad and became Sinicized (Kuang). Figure 4: Mural from Dunhuang Mogao Cave No. 45A Brief History of Staging the Silk Road JourneysThe staging of the Silk Road journeys abroad began in the late 1970s. Historically, the Silk Road signifies a multiethnic, cosmopolitan frontier, which underwent incessant conflicts between Chinese sovereigns and nomadic peoples (as well as between other groups), but was strongly imbued with the customs and institutions of central China (Duan, Mair, Shi, Sima). In the twentieth century, when China was no longer an empire, but had become what the early 20th-century reformer Liang Qichao (1873–1929) called “a nation among nations,” the long history of the Silk Road and the colourful, legendary journeys abroad became instrumental in the formation of a modern Chinese nation of unified diversity rooted in an ancient cosmopolitan past. The staged Silk Road theme dance-dramas thus participate in this formation of the Chinese imagination of “nation” and “abroad,” as they aestheticise Chinese history and geography. History and geography—aspects commonly considered constituents of a nation as well as our conceptualisations of “abroad”—are “invariably aestheticized to a certain degree” (Bakhtin 208). Diverse historical and cultural elements from along the Silk Road come together in this performance genre, which can be considered the most representative of various possible stagings of the history and culture of the Silk Road journeys.In 1979, the Chinese state officials in Gansu Province commissioned the benchmark dance-drama Rain of Flowers along the Silk Road, a spectacular theatrical dance-drama praising the pure and noble friendship which existed between the peoples of China and other countries in the Tang dynasty (618-907 C.E.). While its plot also revolves around the Dunhuang Caves and the life of a painter, staged at one of the most critical turning points in modern Chinese history, the work as a whole aims to present the state’s intention of re-establishing diplomatic ties with the outside world after the Cultural Revolution. Unlike Dunhuang, My Dreamland, it presents a nation’s journey abroad and home. To accomplish this goal, Rain of Flowers along the Silk Road introduces the fictional character Yunus, a wealthy Persian merchant who provides the audiences a vision of the historical figure of Peroz III, the last Sassanian prince, who after the Arab conquest of Iran in 651 C.E., found refuge in China. By incorporating scenes of ethnic and folk dances, the drama then stages the journey of painter Zhang’s daughter Yingniang to Persia (present-day Iran) and later, Yunus’s journey abroad to the Tang dynasty imperial court as the Persian Empire’s envoy.Rain of Flowers along the Silk Road, since its debut at Beijing’s Great Hall of the People on the first of October 1979 and shortly after at the Theatre La Scala in Milan, has been staged in more than twenty countries and districts, including France, Italy, Japan, Thailand, Russia, Latvia, Hong Kong, Macao, Taiwan, and recently, in 2013, at the Lincoln Center for the Performing Arts in New York.“The Road”: Staging the Journey TodayWithin the contemporary context of global interdependencies, performing arts have been used as strategic devices for social mobilisation and as a means to represent and perform modern national histories and foreign policies (Davis, Rees, Tian, Tuohy, Wong, David Y. H. Wu). The Silk Road has been chosen as the basis for these state-sponsored, extravagantly produced, and internationally staged contemporary dance programs. In 2008, the welcoming ceremony and artistic presentation at the Olympic Games in Beijing featured twenty apsara dancers and a Dunhuang bihua yuewu dancer with long ribbons, whose body was suspended in mid-air on a rectangular LED extension held by hundreds of performers; on the giant LED screen was a depiction of the ancient Silk Road.In March 2013, Chinese president Xi Jinping introduced the initiatives “Silk Road Economic Belt” and “21st Century Maritime Silk Road” during his journeys abroad in Kazakhstan and Indonesia. These initiatives are now referred to as “One Belt, One Road.” The State Council lists in details the policies and implementation plans for this initiative on its official web page, www.gov.cn. In April 2013, the China Institute in New York launched a yearlong celebration, starting with "Dunhuang: Buddhist Art and the Gateway of the Silk Road" with a re-creation of one of the caves and a selection of artifacts from the site. In March 2015, the National Development and Reform Commission (NDRC), China’s top economic planning agency, released a new action plan outlining key details of the “One Belt, One Road” initiative. Xi Jinping has made the program a centrepiece of both his foreign and domestic economic policies. One of the central economic strategies is to promote cultural industry that could enhance trades along the Silk Road.Encouraged by the “One Belt, One Road” policies, in March 2016, The Silk Princess premiered in Xi’an and was staged at the National Centre for the Performing Arts in Beijing the following July. While Dunhuang, My Dreamland and Rain of Flowers along the Silk Road were inspired by the Buddhist art found in Dunhuang, The Silk Princess, based on a story about a princess bringing silk and silkworm-breeding skills to the western regions of China in the Tang Dynasty (618-907) has a different historical origin. The princess's story was portrayed in a woodblock from the Tang Dynasty discovered by Sir Marc Aurel Stein, a British archaeologist during his expedition to Xinjiang (now Xinjiang Uygur autonomous region) in the early 19th century, and in a temple mural discovered during a 2002 Chinese-Japanese expedition in the Dandanwulike region. Figure 5: Poster of The Silk PrincessIn January 2016, the Shannxi Provincial Song and Dance Troupe staged The Silk Road, a new theatrical dance-drama. Unlike Dunhuang, My Dreamland, the newly staged dance-drama “centers around the ‘road’ and the deepening relationship merchants and travellers developed with it as they traveled along its course,” said Director Yang Wei during an interview with the author. According to her, the show uses seven archetypes—a traveler, a guard, a messenger, and so on—to present the stories that took place along this historic route. Unbounded by specific space or time, each of these archetypes embodies the foreign-travel experience of a different group of individuals, in a manner that may well be related to the social actors of globalised culture and of transnationalism today. Figure 6: Poster of The Silk RoadConclusionAs seen in Rain of Flowers along the Silk Road and Dunhuang, My Dreamland, staging the processes of Silk Road journeys has become a way of connecting the Chinese imagination of “home” with the Chinese imagination of “abroad.” Staging a nation’s heritage abroad on contemporary stages invites a new imagination of homeland, borders, and transnationalism. Once aestheticised through staged performances, such as that of the Dunhuang bihua yuewu, the historical and topological landscape of Dunhuang becomes a performed narrative, embodying the national heritage.The staging of Silk Road journeys continues, and is being developed into various forms, from theatrical dance-drama to digital exhibitions such as the Smithsonian’s Pure Land: Inside the Mogao Grottes at Dunhuang (Stromberg) and the Getty’s Cave Temples of Dunhuang: Buddhist Art on China's Silk Road (Sivak and Hood). They are sociocultural phenomena that emerge through interactions and negotiations among multiple actors and institutions to envision and enact a Chinese imagination of “journeying abroad” from and to the country.ReferencesBakhtin, M.M. The Dialogic Imagination: Four Essays. Austin, Texas: University of Texas Press, 1982.Bohlman, Philip V. “World Music at the ‘End of History’.” Ethnomusicology 46 (2002): 1–32.Davis, Sara L.M. Song and Silence: Ethnic Revival on China’s Southwest Borders. New York: Columbia University Press, 2005.Duan, Wenjie. “The History of Conservation of Mogao Grottoes.” International Symposium on the Conservation and Restoration of Cultural Property: The Conservation of Dunhuang Mogao Grottoes and the Related Studies. Eds. Kuchitsu and Nobuaki. Tokyo: Tokyo National Research Institute of Cultural Properties, 1997. 1–8.Faxian. A Record of Buddhistic Kingdoms. Translated by James Legge. New York: Dover Publications, 1991.Herzfeld, Michael. Ours Once More: Folklore, Ideology, and the Making of Modern Greece. Austin: University of Texas Press, 1985.Kuang, Lanlan. Dunhuang bi hua yue wu: "Zhongguo jing guan" zai guo ji yu jing zhong de jian gou, chuan bo yu yi yi (Dunhuang Performing Arts: The Construction and Transmission of “China-scape” in the Global Context). Beijing: She hui ke xue wen xian chu ban she, 2016.Lam, Joseph S.C. State Sacrifice and Music in Ming China: Orthodoxy, Creativity and Expressiveness. New York: State University of New York Press, 1998.Mair, Victor. T’ang Transformation Texts: A Study of the Buddhist Contribution to the Rise of Vernacular Fiction and Drama in China. Cambridge, Mass.: Council on East Asian Studies, 1989.Pollack, Barbara. “China’s Desert Treasure.” ARTnews, December 2013. Sep. 2016 <http://www.artnews.com/2013/12/24/chinas-desert-treasure/>.Polo, Marco. The Travels of Marco Polo. Translated by Ronald Latham. Penguin Classics, 1958.Rees, Helen. Echoes of History: Naxi Music in Modern China. Oxford: Oxford University Press, 2000.Shelemay, Kay Kaufman. “‘Historical Ethnomusicology’: Reconstructing Falasha Liturgical History.” Ethnomusicology 24 (1980): 233–258.Shi, Weixiang. Dunhuang lishi yu mogaoku yishu yanjiu (Dunhuang History and Research on Mogao Grotto Art). Lanzhou: Gansu jiaoyu chubanshe, 2002.Sima, Guang 司马光 (1019–1086) et al., comps. Zizhi tongjian 资治通鉴 (Comprehensive Mirror for the Aid of Government). Beijing: Guji chubanshe, 1957.Sima, Qian 司马迁 (145-86? B.C.E.) et al., comps. Shiji: Dayuan liezhuan 史记: 大宛列传 (Record of the Grand Historian: The Collective Biographies of Dayuan). Beijing: Zhonghua shuju, 1959.Sivak, Alexandria and Amy Hood. “The Getty to Present: Cave Temples of Dunhuang: Buddhist Art on China’s Silk Road Organised in Collaboration with the Dunhuang Academy and the Dunhuang Foundation.” Getty Press Release. Sep. 2016 <http://news.getty.edu/press-materials/press-releases/cave-temples-dunhuang-buddhist-art-chinas-silk-road>.Stromberg, Joseph. “Video: Take a Virtual 3D Journey to Visit China's Caves of the Thousand Buddhas.” Smithsonian, December 2012. Sep. 2016 <http://www.smithsonianmag.com/smithsonian-institution/video-take-a-virtual-3d-journey-to-visit-chinas-caves-of-the-thousand-buddhas-150897910/?no-ist>.Tian, Qing. “Recent Trends in Buddhist Music Research in China.” British Journal of Ethnomusicology 3 (1994): 63–72.Tuohy, Sue M.C. “Imagining the Chinese Tradition: The Case of Hua’er Songs, Festivals, and Scholarship.” Ph.D. Dissertation. Indiana University, Bloomington, 1988.Wade, Bonnie C. Imaging Sound: An Ethnomusicological Study of Music, Art, and Culture in Mughal India. Chicago: University of Chicago Press, 1998.Wong, Isabel K.F. “From Reaction to Synthesis: Chinese Musicology in the Twentieth Century.” Comparative Musicology and Anthropology of Music: Essays on the History of Ethnomusicology. Eds. Bruno Nettl and Philip V. Bohlman. Chicago: University of Chicago Press, 1991. 37–55.Wu, Chengen. Journey to the West. Tranlsated by W.J.F. Jenner. Beijing: Foreign Languages Press, 2003.Wu, David Y.H. “Chinese National Dance and the Discourse of Nationalization in Chinese Anthropology.” The Making of Anthropology in East and Southeast Asia. Eds. Shinji Yamashita, Joseph Bosco, and J.S. Eades. New York: Berghahn, 2004. 198–207.Xuanzang. The Great Tang Dynasty Record of the Western Regions. Hamburg: Numata Center for Buddhist Translation & Research, 1997.Yung, Bell, Evelyn S. Rawski, and Rubie S. Watson, eds. Harmony and Counterpoint: Ritual Music in Chinese Context. Stanford: Stanford University Press, 1996.
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8

Caldwell, Nick. "Settler Stories." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1879.

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The computer game is perhaps the fastest growing and most quickly evolving cultural leisure technology in the western world. Invented as a form just under 40 years ago with the creation of Space War at MIT, computer and video games collectively account for hundreds of billions of dollars in sales across the world. And yet critical analysis of this cultural form is still in its infancy. Perhaps the sheer speed of the development of games may account for this. Thirty years ago, strategy games were screens of text instructions and a prompt where you could type a weather forecast. Today pretty much all games are flawlessly shaded and rendered polygons. The technology of film has barely changed at all in the same period. In any case, the critical study of games began in the eighties. The focus initially was on the psychology of the gamer. Most game players were children and teenagers during this period, and the focussing of their leisure time on this new and strange computer technology became a source of extreme moral panic for educators, parents and researchers alike. Later, research into the cultures of gaming would become more nuanced, and begin to detail the semiotics and narrative structures of games. It is in that kind of frame that this article is positioned. I want to look closely at a particular strategy game series, The Settlers. Firstly, however, a description of the strategy game genre. Strategy games put the player into a simulated inhabited environment and give the player almost total control over that environment and its simulated inhabitants. The strategy game has many genres, including the simulation game and the god game, but the sub-genre I will focus on in this paper is the real-time strategy game. The game requires the player to develop a functioning economy, geared around the production of weapons and armies, which are sent out to combat neighbouring tribes or armies. Real-time games typically give greater tactical control of the armies to the player, and slightly less detailed economic control. The aim is basically to amass as much gold or whatever as possible to buy as many troops as possible. However, the game I am about to discuss is, in addition to being a simple game of war, a very interesting simulation of economic and logistical constraints. The Settlers is series of fantasy computer strategy games developed by the German game design firm Blue Byte. The three extant Settlers games can be considered an evolution of game design rather than a continuing narrative, so, given the time constraints, for the purposes of this paper I will address only one game in the series, the most recently released title, The Settlers 3. The Settlers 3 tells the story of three expansionist empires, the Romans, the Egyptians, and the Asians, who have been thrust onto an uninhabited continent by the gods of their peoples to determine who is the fittest to survive. In other words, the game is founded from the beginning on a socio-Darwinian premise. In each level of the game, the settlers of each tribe must, under their player's direction, build an efficient and well maintained colony with a fully operating economy in order to achieve a set objective, which is usually to wipe out the opposing tribes by building up a large army, though it may be also to amass a predetermined level of a particular resource. Each level begins with about twenty settlers, a small guard hut to define the limits of the borders and a barely adequate supply of wooden planks, stone slabs and tools with which to begin to construct the economy. The player chooses building types from a menu and places them on the screen. Immediately the appropriate number of settlers walk across the landscape, leaving visible tracks in their wake, to pick up tools and supplies in order to construct the building. Typically, the player will order the construction of a woodcutter's hut, a sawmill, a stone cutter and a forester to ensure the steady flow of the basic construction materials to the rest of the colony. From this point more guard huts and towers are constructed to expand into new territory, and farms are built to feed the miners. Once constructed, the mine produce coal, gold and ore, which is sent down to the smelters to make iron bars (to make swords and tools) and gold bars (to pay the troops). Luxuries such as beer and wine are produced as a sacrifice to the gods. This results in rewards such as magical spells and promotion of the soldiers. Occasionally, incursions of enemy troops must be dealt with -- if they take a guard tower in battle, the borders, represented by lines of coloured flags, shrink, leading to the collapse and destruction of any building outside the boundaries. Finally, sufficient swords, bows and spears are produced, the soldiers are promoted, and they set off to pillage and destroy their neighbours' territory. If the previously mentioned enemy incursions were frequent enough, the final conflict where the player's warriors brutally annihilate the enemy is tremendously satisfying. The problematics of that particular game construct are left as an exercise for the audience. When territory is taken, the villages of the enemy go up in smoke and their resources are left lying on the ground, for the settlers to pick up and use for the benefit of the player. One of the things that make the game so fascinating to play is the complexity of the simulation. It must be said right away that the game employs many abstractions to make it playable and not utterly boring. For instance, only the miners out of all the settlers actually need food, and the mechanism by which new settlers are actually created is a bit vague (you construct a building called a "residence", and when it's completed, new setters simply troop out. And there only seem to be male settlers, unless you play the Amazons). Nonetheless, the game still quite explicitly details things most games of its type gloss right over. Unlike most games, pulling out all the stops in production just leads to bottlenecks where the transportation infrastructure can't get the goods to their destinations. Production levels have to be carefully monitored and throttled back where necessary to ensure the smooth flow of resources from A to B, C and D. Resources themselves -- coal lumps, gold bricks, fish, loaves of bread, swords --are modelled individually: you can actually track the process whereby an individual sheaf of wheat is harvested, picked up by a settler, carried off to the mill, turned into flour, sent to the bakery, made into a loaf of bread, and delivered to the coal miner for consumption. With its attention to the gritty detail of getting stuff from one place to the next, The Settlers is one of the very few truly logistically precise strategy games. Before I begin the analysis proper, I want to introduce some key terms that I'll be using a bit idiosyncratically in this paper. I'll be talking about gameplay quite a bit. Gameplay is a bit of a sliding signifier in the discourse of gaming theory -- loosely speaking it's that indefinable something that gets a player heated up about a game and keeps them playing for days on end. But here I want to be more precise. I'll offer a strategic definition. Gameplay is a way of quantifying the operations of a kind of economy of desire that operates between the player and the game itself. This economy has, as its constitutive elements, such factors as attention span, pleasure, ratio of novelty to repetition. These elements are in constant circulation in a game and the resulting economy is responsible for a good deal of the dynamism of the experience: in other words, the gameplay. What I want to focus on in this paper is what comes from the precise moment where two, quite central impulses of gameplay are in perfect balance, just before the first surrenders its grasp and the second takes over. The first impulse of play consists of two elements -- the visual presentation of the game, i.e. the pretty pictures that draw you in, and the narrative pretext of the story, the thing that gives what you are doing some kind of sense. It is on these two elements that classical ideological analysis of gameplay is typically founded. For instance, the archetypal platform game where all the female characters are helpless maidens who only exist as a way of getting the masculine protagonist into the action. The second impulse of gameplay is what might be called the "process", the somewhat under-theorised state where the visual trappings of the game and the motivating story line have slipped into the background, leaving only the sense of seamless integration of the player into the game's cybernetic feedback loop. The visual presentation and narrative pretext of The Settlers draws the player into a familiar fantasy of pre-modern existence. Presented to the player is a beautifully rendered virgin wilderness, filled with rolling hills, magnificent mountain ranges and vast forests, resounding with the sounds of the stream and brook, and the rustling of the wildlife. Into this wilderness the player must project an empire. That empire will consist of an elaborately detailed network (and I use the term deliberately) of cottage industries, labourers, paths, commodities, resources, defensive structures and places of worship. Real-world economic activities are consummately simulated as complex flows of information. The simulation is always fascinating to watch. Each node in this network, be it a fisherman's hut, a bakery, or a smelter, is exquisitely rendered, and full of picturesque, yet highly functional, animation. For instance, the process of a fisherman leaving his hut, going to a stream, setting his line, and catching a fish is visually expressive and lively, but it also is a specific bottleneck in the production process -- it takes a finite time, during which the carrier settlers stand around waiting for produce to deliver. This, then, is the game's crucial dialectic. What is depicted is a visually sumptuous, idyllic existence, but on closer inspection is a model of constant, uninterrupted, backbreaking labour. There are not even demarcations of day and night in the game -- life is perpetually midday and the working day will last forever. To put it less simply, perhaps, the game purposefully reifies the human social condition as being a reflexively structured mechanism of economic production under the guise of an ideologically idyllic pastoral paradise. It positions the player as not merely complicit in this mechanism but the fundamental point of determination within it. The balancing moment then is the point where the player begins to ignore or take for granted the visual lushness of the game's graphics and to focus instead on the underlying system, to internalise the lessons of the game -- the particular ideological and discursive assumptions about how economic and political systems successfully operate -- and to apply these lessons to the correct playing of the game, almost like a transition between REM dream-state sleep and deep sleep. And the analogy to sleep is not entirely specious -- critics and players alike have noted the way time stops when you play a game, with whole nights and days seemingly swallowed up in seconds of game time. The type of focus I am describing is not an interpretative one -- players are not expected to gain new insights of meaning from the act of playing at this new level of intensity, instead they are simply to blend their thoughts, actions and reactions with the dynamic processes of the game system. In a sense, a computer game is less a textual form than it is a kind of tool: in the same way proficient word processor users becomes so fluent in the operations of their software that the trappings -- toolbars, menus, mouse -- become secondary to the smooth continuous process of churning out words. Such a relationship does not exactly inspire thoughtful contemplation about the repressive qualities of Microsoft's hegemonic domination of office software, and the similar relationship with the computer game makes any kind of reflexivity about the gameplay's cultural referents seem simply counterproductive. It's an interesting dilemma for the theorist of gaming -- the point at which the underlying structure comes most clearly into focus during the state of play/analysis is also the moment when one is most resistant to the need to draw the wider connections. In this paper, I've tried to take a suggestive approach, to point out some of the ways that ideological assumptions about culture and production can be actualised in a simulated environment. And hopefully, I've also pointed out some of the pitfalls in a purely ideological analysis of games. Games are never just about the ideology. A nuanced analysis from a cultural studies point of view must also take into account the quite complex ways games not only articulate certain ideologies but they also complicate them. Beyond that, analysis must take into account the ways that games go beyond the paradigm of textuality and begin to take on the aspect of being whole systems of symbolic manipulation and transmission. It is only at this point that any kind of comprehensive and theoretically precise engagement with games as cultural texts and processes can be seriously begun. References Crawford, Chris. The Art of Computer Game Design. Berkeley, California: Osborne / McGraw-Hill, 1984. Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience. New York: HarperCollins, 1990. Fleming, Dan. Powerplay: Toys as Popular Culture. Manchester and New York: Manchester UP, 1996. Freidman, Ted. "Making Sense of Software: Computer Games and Interactive Textuality." CyberSociety: Computer-Mediated Communication and Community. Ed. Steven G. Jones. Thousand Oaks: Sage, 1995. 73-89. Virilio, Paul. War and Cinema: The Logistics of Perception. Trans. Patrick Camiller. London and New York: Verso, 1989. Citation reference for this article MLA style: Nick Caldwell. "Settler Stories: Representational Ideologies in Computer Strategy Gaming." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/settlers.php>. Chicago style: Nick Caldwell, "Settler Stories: Representational Ideologies in Computer Strategy Gaming," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/settlers.php> ([your date of access]). APA style: Nick Caldwell. (2000) Settler Stories: Representational Ideologies in Computer Strategy Gaming. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/settlers.php> ([your date of access]).
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Dissertations / Theses on the topic "Blue Mountain Arts (Firm)"

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Parrett, Hannah Kay. "On a hot summer day, with an open blue sky, Lookout Mountain was doing all of its looking at me, and together, we gave my lawn a haircut with small rounded scissors and quiet consoling." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587638801723868.

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Books on the topic "Blue Mountain Arts (Firm)"

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Schutz, Susan Polis. Blue Mountain: The story of Blue Mountain Arts Publishers, Bluemountain.com, and two accidental entrepreneurs living their dreams. Boulder, Colo: Blue Mountain Press, 2004.

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(Firm), Blue Mountain Arts. The language of success: A collection from Blue Mountain Arts. Boulder, Colo: Blue Mountain Press, 1999.

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Schutz, Susan Polis. The language of love: A collection from Blue Mountain Arts. Boulder, Colo: Blue Mountain Press, 1999.

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(Firm), Blue Mountain Arts, ed. I'm glad you are my sister: A Blue Mountain Arts collection. Boulder, Colo: Blue Mountain Press, 2001.

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Pagels, Douglas. May you always have an angel by your side: A Blue Mountain Arts collection. Boulder, Colo: SPS Studios, 2001.

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ed, Wayant Patricia. There is so much to love about you-- daughter: A Blue Mountain Arts Collection. Boulder, Colo: Blue Mountain Arts, Inc., 2009.

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You will always have an angel watching over you: A Blue Mountain Arts collection. Boulder, Colo: Blue Mountain Press/SPS Studios, 2001.

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(Firm), Blue Mountain Arts. The language of parenting: A Blue Mountain Arts collection on the joys of being a parent. Boulder, Colo: Blue Mountain Press/SPS Studios, 2001.

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Polis, Schutz Susan, ed. For a special teenager: A collection of poems from Blue Mountain Arts. Boulder, Colo: Blue Mountain Press, 1999.

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(Firm), Blue Source, ed. Blue Source. Tokyo, Japan: DesignEXchange Co., 2002.

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