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1

Spisak, April. "Dragon Castle (review)." Bulletin of the Center for Children's Books 65, no. 1 (2011): 11–12. http://dx.doi.org/10.1353/bcc.2011.0559.

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2

Waskerbarth, Suzi. "In a Nutshell: Bechtel Scholar Studies Chapbooks, Sendak." Children and Libraries 13, no. 1 (March 23, 2015): 3. http://dx.doi.org/10.5860/cal.13n1.03.

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These are the words we sigh after, picturing the princess in the castle, the prince vanquishing the dragon, the child, quiet, sound asleep. Quiet seems to be a theme in books of manners for children, I’ve found. Chew your food with your mouth closed (quietly). Sit next to your sister (quietly) without biting her. Do not speak (be quiet) until spoken to, and when you do speak, speak quietly.
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Benešovská, Klára. "St George the Dragon-slayer at Prague Castle - the Eternal Pilgrim without a Home?" Umění / Art LV, no. 1 (January 1, 2007): 28–39. http://dx.doi.org/10.2478/v10008-007-0002-4.

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4

Powers, Korine. "Hannibal Lecter as Avenging War Orphan in Thomas Harris’s Hannibal Rising." Twentieth-Century Literature 66, no. 1 (March 1, 2020): 125–46. http://dx.doi.org/10.1215/0041462x-8196740.

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Beginning with Red Dragon (1981), horror icon Hannibal Lecter thrilled audiences as the ultimate unreadable reader, consuming minds and bodies behind the polished veneer of aristocratic taste and psychological expertise. Yet by the end of the twentieth century, Lecter had shifted from monster to hero. This article argues that Thomas Harris’s prequel novel, Hannibal Rising (2006), makes Lecter more palatable by portraying his serial murders as an act of vengeance against a postwar society that allowed war criminals to rejoin the consumer milieu. Hannibal Rising uses graphic depictions of the atrocities of the Second World War—including freezing, starvation, immolation, and enslavement—to mitigate Lecter’s cannibalistic classism and restore his humanity. Lecter is rendered mute by the trauma of consuming his sister, the patrician Lecter Castle becomes a Soviet orphanage, and Lecter’s eventual victims are war criminals who have reintegrated into society across the Western world. In return, Hannibal Rising’s readers are asked to project the specter of Lecter’s trauma and these war criminals’ violence onto all of Lecter’s victims. No act of cannibalism, Hannibal Rising suggests, is more monstrous than the war crimes and subsequent Allied apathy that Hannibal fights and bites against.
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Moore, R. I. "Anti-Semitism and the Birth of Europe." Studies in Church History 29 (1992): 33–57. http://dx.doi.org/10.1017/s0424208400011207.

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In August 1976 the remains of a substantial building were uncovered in the courtyard of the Palais de Justice at Rouen, by the street which has been called at least since 1116 the rue aux Juifs (see plate I). That it was a Jewish building is confirmed by the Hebrew graffiti on its interior walls. It can be dated firmly to the years around 1100 by its scale, style, and workmanship, which are strongly reminiscent of the so-called ‘Norman exchequer’ in the ducal castle at Caen. The quality of its masonry is as good as may be found anywhere in northern Europe at this time. The function of the building is not altogether certain. At 14.14 X 9.46 metres, with at least one storey above the ground floor, it seems too large for a private dwelling, and indeed it is bigger than any known synagogue of this date north of the Alps. Not only the graffiti, but the lions of Judah finely carved at the base of one column, and the dragon from Psalm 91 on another, strongly suggest a religious purpose. The synagogue was on this street, but it is usually thought to have been on the south side, opposite the Palais de Justice site. This has led Norman Golb, the author of a major study of the Jewish community at Rouen, to suggest that the building unveiled in 1976 was a school, which acted as a centre of advanced study, not only for the Jewry of Rouen, but for a much larger region in which educational and scholarly activity is attested throughout the twelfth century by a rich crop of surviving manuscripts and other references, including many from places like Pont-Audemer, Touques, Falaise, Evreux, and Coutances, which were by no means major urban centres at this time.
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Osberg, Richard H. "The Goldsmiths' “Chastell” of 1377." Theatre Survey 27, no. 1-2 (November 1986): 1–15. http://dx.doi.org/10.1017/s0040557400008772.

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Among the many devices of the pageant carpenter's art, including the Trees of Jesse, mountains “inuironed with red roses and white,” thrones of justice, dragons, and fonts, the castle had become, at least by the mid-fifteenth century, practically a cliché. Its origins as a pageant structure, however, have yet to be satisfactorily explained, and its iconography is still open to interpretation. Theatre historians have long been interested in the “castle” pageant that the Goldsmiths' guild organized for the coronation of Richard II because it is the first English civic pageant for which any detailed description survives. The nineteenth-century antiquary, William Herbert, believed there to be no record of the “castle” pageant in the Company's own books, however, and following this lead, Robert Withington, the great compiler of pageant history, so reports the matter.
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7

Hulick, Jeannette. "Dragons at Crumbling Castle and Other Tales by Terry Pratchett." Bulletin of the Center for Children's Books 68, no. 9 (2015): 464. http://dx.doi.org/10.1353/bcc.2015.0387.

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8

Skoric, M., V. Mrlik, J. Svobodova, V. Beran, M. Slany, P. Fictum, J. Pokorny, and I. Pavlik. " Infection in a female Komodo dragon (Varanus komodoensis) caused by Mycobacterium intracellulare: a case report." Veterinární Medicína 57, No. 3 (April 4, 2012): 163–68. http://dx.doi.org/10.17221/5857-vetmed.

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In early 2002, a bean-like whitish nodule 2 × 1 × 1 cm in size was diagnosed on the tongue of a female Komodo dragon (Varanus komodoensis) kept in a zoological garden in the Czech Republic. The nodule was removed at surgery and histopathological examination revealed a specific granulomatous inflammation. The granuloma contained a necrotic mass surrounded by a variable layer of palisading epithelioid macrophages and multinucleated giant cells with a variable admixture of lymphocytes and plasma cells. Signs of mineralisation within the granuloma were not observed. Using Ziehl-Neelsen (ZN) staining the presence of acid-fast rods (AFR) was determined and the presence of mycobacteria was confirmed by PCR. Four years later, this female died after multiple injuries caused by a male during mating. Necropsy and histopathological examinations revealed granulomatous pneumonia and myocarditis with ZN-positive AFR within granulomas. Mycobacteria were cultured from 13 of 19 tissue samples: Mycobacterium intracellulare was confirmed by sequencing of isolates from multiple affected organs including the respiratory tract, tail muscle, inguinal lymph nodes and blood; Mycobacterium sp. were also isolated from the tongue. In addition, mycobacteria were detected in 15 (46.9%) of 32 environmental samples examined in both years. M. intracellulare was detected in water sediment from the female’s terrarium in 2002, and in faeces and peat from the terrarium and in water sediment from the male terrarium in 2006. Except for M. intracellulare (n = 4), M. smegmatis (n = 1), M. a. hominissuis (n = 3), M. fortuitum (n = 2), M. interjectum (n = 1), M. peregrinum/alvei/septicum (n = 1) and Mycobacterium sp. (n = 2) were also isolated from different environmental samples.    
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9

Anwer Salih, Ari, and Ari Sami Hussain Nadhim. "BURR-HOLE DRAINAGE WITH DRAIN VERSUS BURR-HOLE DRAINAGE WITH DRAIN AND IRRIGATION IN TREATING CHRONIC SUBDURAL HEMATOMA: A CASE-CONTROL STUDY." Journal of Sulaimani Medical College 10, no. 2 (September 21, 2020): 181–86. http://dx.doi.org/10.17656/jsmc.10255.

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10

Lestari, Sri. "ROTAN JERNANG SEBAGAI PENOPANG KEHIDUPAN MASYARAKAT: KASUS KABUPATEN MUARA ENIM, PROVINSI SUMATERA SELATAN." Jurnal Penelitian Sosial dan Ekonomi Kehutanan 14, no. 3 (December 15, 2017): 191–203. http://dx.doi.org/10.20886/jpsek.2017.14.3.191-203.

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11

Paplinska, Barbara. "Case study of wave dependent drag coefficient in the Baltic Sea." Meteorologische Zeitschrift 9, no. 1 (April 26, 2000): 67–72. http://dx.doi.org/10.1127/metz/9/2000/67.

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Mizumoto, Toshio, Mitsuo Niinomi, Toshikazu Akahori, and Hisao Fukui. "OS07W0159 Effects of microstructures on fatigue properties of dental drawn and cast Ag-Pd-Cu-Au-Zn alloys." Abstracts of ATEM : International Conference on Advanced Technology in Experimental Mechanics : Asian Conference on Experimental Mechanics 2003.2 (2003): _OS07W0159. http://dx.doi.org/10.1299/jsmeatem.2003.2._os07w0159.

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13

SURDU, George, Cristian MOLDOVEANU, and Șomoiag PAMFIL. "PROTECH „IN-HOUSE” SOFTWARE AN ALTERNATIVE FOR PROJECTILE’S DRAG COEFFICIENT EVALUATION IN CASE OF SMALL TOLERANCES OF ITS GEOMETRICAL DIMENSIONS." SCIENTIFIC RESEARCH AND EDUCATION IN THE AIR FORCE 18, no. 1 (June 24, 2016): 67–76. http://dx.doi.org/10.19062/2247-3173.2016.18.1.9.

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14

Yoo. "A numerical study on effects of drag coefficient of vehicle on jet fans in case of fire in road tunnels." Journal of Korean Tunnelling and Underground Space Association 16, no. 6 (2014): 553. http://dx.doi.org/10.9711/ktaj.2014.16.6.553.

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15

"The archaeological survey and excavation of walls and passes of the Hailong Tun site in Zunyi City, Guizhou." Chinese Archaeology 17, no. 1 (December 20, 2017): 89–102. http://dx.doi.org/10.1515/char-2017-0007.

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AbstractIn 2013 and 2014, Guizhou Provincial Institute of Cultural Relics and Archaeology and other institutions conducted comprehensive survey, mapping and trial excavation to the walls and passes of the Hailong Tun Site. These archaeological activities identified the walls and passes of two phases belonging to the Song and Ming Dynasties respectively and generally made clear the full layout and evolution of the relevant remains through these periods. The extant Bronze Pillar Pass, Iron Pillar Pass, Flying Dragon Pass, Flying Tiger Pass, Chaoqian Pass, Flying Phoenix Pass, Wan’an Pass, West Pass and Rear Pass and the walls built of marlstone are the remains of the Wanli Era of the Ming Dynasty and the north and south walls and the “Earthen wall” on the top of the tun (castle) and the gates associated with them are the remains of the Southern Song Dynasty. These discoveries provided important references for the chronology and periodization of the relevant remains, and also enriched the understandings to the city sites of the Song through the Ming Dynasties in the nearby areas.
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16

Squires, Sally. "Learning & Development: Castles - Dungeons and dragons." Nursery World 2011, no. 5 (May 2011). http://dx.doi.org/10.12968/nuwa.2011.17.5.1096236.

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17

"Alveolar Macrophages in Influenza A Infection Guarding the Castle with Sleeping Dragons." Infectious Diseases and Therapeutics 1, no. 1 (May 15, 2020). http://dx.doi.org/10.31038/idt.2020114.

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18

Stephenson, Peta. "Sorry Business." M/C Journal 4, no. 1 (February 1, 2001). http://dx.doi.org/10.5204/mcj.1892.

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In a letter responding to the Federal Government’s refusal to offer a formal apology to the ‘Stolen Generation’ of Indigenous Australians, members of the Vietnamese-Australian community expressed an understanding (often lacked by Anglo-Australians) of the need to appreciate their position as migrants in relation to the Indigenous community: "We are here now, living in cities and towns that once were their hunting grounds, their camping places, their sacred sites. We are the beneficiaries of their dispossession, and we acknowledge their loss. We understand about the loss of home, family and cultural values, and we too would like to express our deep sorrow to all indigenous Australians for their suffering and offer our support for genuine reconciliation." (Le and Nguyen 14) This letter remains one of the few instances in which the contemporary positioning of migrant and Indigenous peoples is discussed in relation to one another. It is demonstrative of some of the points of continuity between the ways Aboriginal and migrant collectivities (especially those who are racially ‘marked’) experience Australian society but, more often than not, these connections remain under-theorised. In Australian debates concerning the significance of descent, belonging and culture, there have been two distinct, yet connected currents (Curthoys 21). One of these debates concerns the positioning of Indigenous and settler Australians within a (continuing) history of colonisation and genocide. The other debate centres on immigration, multiculturalism and ethnic/cultural diversity. Ghassan Hage argues that such distinctions are a reflection of a white governmental tendency that conceives ‘white-Aboriginal’ and ‘Anglo-Ethnic’ relations in oppositional terms. The whites "relating to Aboriginal people appear as totally unaffected by multiculturalism, while the ‘Anglos’ relating to the ‘ethnics’ appear as if they have no Aboriginal question about which to worry" (24). It is only since the mid to late 1990s that debates on both Indigenous and immigration policies (re-ignited by independent member of parliament Pauline Hanson in 1996) have been explicitly connected. This article examines the ambiguous and often strained relationship between the positioning of Indigenous and migrant peoples in contemporary Australian society. While the above letter suggests a degree of sympathy and empathy between recent migrant collectivities and Aboriginal people, such a level of recognition and understanding cannot be taken for granted. The following account of Aboriginal-migrant relations indicates that these are structured by both "complex conflicts and points of solidarity" (Perera and Pugliese 5). Given that both diasporic and Indigenous communities can be the targets of white supremacist ideologies and hostilities, some commonalities between these collectivities become apparent. The "attraction of outsiders to fellow outsiders, the stranger (the [I]ndigenous made a stranger in her or his own land) to the stranger from elsewhere" (Docker and Fischer 15), can result in the creation of common interests and affiliations. However, diasporic communities do not share the same history of colonisation (in Australia, at least) with Indigenous Australians, and may be perceived as yet another set of invaders. Just like the colonisers, more recent migrants are beneficiaries of the original dispossession and (continuing) colonisation of Aboriginal and Torres Strait Islander Australians. The Indigenous and the Diasporic: Tensions and Uncertainties The shared knowledge of being located on the margins of white Australian society has enabled Aboriginal and non-white racial minorities to see many similarities in their circumstances and experiences. Both Aboriginal and non-Anglo migrant collectivities have largely been excluded from dominant ideologies of Australian national belonging. Those migrants who have come to Australia as refugees can often appreciate the feelings of cultural domination and loss that many Aboriginal people experience on a daily basis. Both Aboriginal and NESB collectivities have also come under pressure to adopt the assumed monolithic Australian culture. The assimilation policy offered a chance for Aborigines and NESB migrants to ‘fit in’, but this was on the proviso that they conform. Both NESB and Aboriginal communities experience ongoing structural disadvantages in Australian society and its economy. These collectivities can also suffer discrimination and hostility in their social relations with fellow Australians. Despite these similarities, however, there is often a lack of identification between Aboriginal and migrant collectivities. Australian Indigenous and immigrant peoples have very divergent histories and Aboriginal and Torres Strait Islander people often resist being drawn under the rubric of multiculturalism. Instead, many Indigenous Australians have attacked multiculturalism, claiming that the idea of the equal validity of every culture "reduces them to the status of just another ethnic minority" (Bulbeck 273). Many Aboriginal and Torres Strait Islander people wish to reinforce their status as the ‘first’ or Indigenous peoples of this country; an insistence that does not necessarily assist recognition of the ways in which racism and ethnocentrism impact upon ‘Other’ minorities. Another reason for the relative lack of engagement between Indigenous and diasporic communities is that the political agenda of Aboriginal and Torres Strait Islander people is different from that of other minority collectivities. Indigenous activists have expressed understandable and substantiated fears that the focus on multiculturalism not only overlooks the Indigenous status of Aborigines as ‘first peoples’, but can distract attention from the issues of land rights and Native Title (Gunew 455). Lois O’Donoghue recognises both advantages and disadvantages in contemporary multiculturalism: "Perhaps Aboriginal people have benefited from the greater appreciation of cultural diversity which has resulted from the admission of other points of view". However, "we are the original inhabitants of this land, and our sufferings, past and present, make some form of special recognition a moral imperative" (qtd. in Bulbeck 274). Another difficulty lies is that newly arrived migrants are extended various social rights and privileges that have only relatively recently been granted to Indigenous Australians. Many Indigenes have resented the fact that new groups may be better treated than themselves, with some migrants taking on "the racist stereotypes of Anglo-Australian society" (Vasta 51). In Sang Ye’s interviews with various Chinese migrants in The Year the Dragon Came, for instance, one interviewee claimed that: "Nearly all the Aborigines are unemployed or refuse to take jobs that are available; they’re outside the pubs or on the grass getting drunk on beer" (182). These comments show very clearly that the common experiences of racism that many NESB and Aboriginal Australians share do not automatically guarantee understanding or political solidarity between the two groups (Perera and Pugliese 14). The above quotation also illustrates the way in which NESB Australians can reproduce dominant white Australian characterisations of contemporary Aboriginality. Aboriginal people continue to face popular conceptions of themselves as drunken, lazy, intellectually inferior, or as suitable only for servile or menial work (Morris 171-173). As Ruby Langford Ginibi maintains: They’ve got us stereotyped as nothing but lazy layabout boongs, you know, and they see a Koori fella staggering down the street charged up and they say, ‘Oh, they’re all like that,’ but they never stop, or pause to think, ‘Hey, what’s made this person like this?’ You can’t do what has been done to a race of people without it having disastrous results. (qtd. in Little 105 As long as Anglo- and NESB Australians focus on the low socioeconomic position of Aboriginal people without considering the lasting effects of colonialism, Aborigines will continually be cast as the culprits of their own positioning. Widely-circulated conservative ideologies that blame Aboriginal people for their own victimisation overlook the enduring legacies of colonisation. As Arthur Corunna states in Sally Morgan’s My Place: "You see, the trouble is that colonialism isn’t over yet" (212). According to Suvendrini Perera and Joseph Pugliese, "[i]t is vital that the structural disadvantages and racisms faced by indigenous peoples not be relegated to history, but be seen as ongoing in contemporary Australia" (10). Many Aboriginal communities also feel that because migrants have not, in Australia at least, suffered the same extent of cultural domination, they are less disadvantaged. John Docker argues that each individual in 1788 and since who has come to Australia, however variegated their experiences and "however much there has been racism and ethnocentrism and differential access to power ha[s] benefited from the original invasion and dispossession of the Aboriginal peoples, and still benefit[s]" (54). For Aboriginal people migrant groups could be seen as another set of invaders, "not brothers and sisters on the margins, not the fellow oppressed and dispossessed" (Docker 54). Aboriginal and Torres Strait Islander people have thus avoided conflating their own political agendas – at the foreground of which are land rights and Native Title – with the very different concerns of various migrant communities (Brewster 16). Many Aboriginal people feel that because those migrating to Australia can retain their language, and often have families or communities to go to, they are less disadvantaged. Langford Ginibi’s comments are illustrative: Even the people who migrate here are on a higher social level than we are, and we’re the first people of this land! My people were forced to give away using our language and culture, and adopt the ways of the white man, but the people who migrated here don’t give away their language or culture to become Australian citizens." (52) In her autobiography Born a Half-Caste, Marnie Kennedy makes similar claims: "Every nationality in Australia is allowed to speak its language. They have their own gatherings. These are the things that make Aborigines very bitter because they were made to give up everything that was sacred to them" (4-5). Given the tensions and contradictions outlined above, long-lasting and productive relations between Aboriginal and NESB peoples can sometimes be difficult to forge, but it is important that NESB people recognise their responsibility in the ongoing dispossession of Indigenous Australians. NESB migrants (and all non-Aboriginal Australians) remain the beneficiaries of colonisation but, unlike their Anglo-Australian counterparts, non-white migrants have been racially marked and had their ability to claim the title ‘Australian’ questioned. Ongoing analysis of the positioning of NESB collectivities in relation to Aboriginal peoples will assist in undermining the central conflict of Black vs. white in reconciliation debates. Further research might also help disrupt the continuing cleavage of ‘the immigrant’ and ‘the Indigene’ in contemporary paradigms of reconciliation, providing a space for discussion on the potential role and contribution of NESB Australians to the reconciliation process. References Brewster, Anne. Literary Formations: Post-colonialism, Nationalism, Globalism. Carlton, Vic: Melbourne UP, 1995. Bulbeck, Chilla. Social Sciences in Australia: An Introduction. Sydney: Harcourt Brace Jovanovich, 1993. Curthoys, Ann. "An Uneasy Conversation: The Multicultural and the Indigenous." Race, Colour and Identity in Australia and New Zealand. Eds. John Docker and Gerhard Fischer. Sydney: U of NSW P, 2000. 21-36. Docker, John. "The Temperament of Editors and a New Multicultural Orthodoxy." Island Magazine 48 (1991): 50-55. Docker, John, and Gerhard Fischer. "Adventures of Identity." Race, Colour and Identity in Australia and New Zealand. Eds. John Docker and Gerhard Fischer. Sydney: U of NSW P, 2000. 3-20. Gunew, Sneja. "Multicultural Multplicities: US, Canada, and Australia." Meanjin 52.3 (1993): 447-461. Kennedy, Marnie. Born a Half-Caste. Canberra: Australian Institute of Aboriginal Studies, 1985. Langford Ginibi, Ruby. My Bundjalung People. St. Lucia, Qld: U of Queensland P, 1994. Le, Thanh Van , and Thang Manh Nguyen. "Vietnamese and Aborigines: Letter." Age 3 Apr. 1998: 14. Little, Janine. "Talking with Ruby Langford Ginibi." Hecate 20.1 (1994): 100-121. Morgan, Sally. My Place. South Fremantle: Fremantle Arts Centre P, 1987. Morris, Barry. "Racism, Egalitarianism and Aborigines." Race Matters: Indigenous Australians and 'Our' Society. Eds. Gillian Cowlishaw and Barry Morris. Canberra: Aboriginal Studies P, 1997. 161-176. Perera, Suvendrini, and Joseph Pugliese. "Detoxifying Australia?" Migration Action 20.2 (1998): 4-18.
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Lavers, Katie. "Cirque du Soleil and Its Roots in Illegitimate Circus." M/C Journal 17, no. 5 (October 25, 2014). http://dx.doi.org/10.5204/mcj.882.

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IntroductionCirque du Soleil, the largest live entertainment company in the world, has eight standing shows in Las Vegas alone, KÀ, Love, Mystère, Zumanity, Believe, Michael Jackson ONE, Zarkana and O. Close to 150 million spectators have seen Cirque du Soleil shows since the company’s beginnings in 1984 and it is estimated that over 15 million spectators will see a Cirque du Soleil show in 2014 (Cirque du Soleil). The Cirque du Soleil concept of circus as a form of theatre, with simple, often archetypal, narrative arcs conveyed without words, virtuoso physicality with the circus artists presented as characters in a fictional world, cutting-edge lighting and visuals, extraordinary innovative staging, and the uptake of new technology for special effects can all be linked back to an early form of circus which is sometimes termed illegitimate circus. In the late 18th century and early 19th century, in the age of Romanticism, only two theatres in London, Covent Garden and Drury Lane, plus the summer theatre in the Haymarket, had royal patents allowing them to produce plays or text-based productions, and these were considered legitimate theatres. (These theatres retained this monopoly until the Theatre Regulation Act of 1843; Saxon 301.) Other circuses and theatres such as Astley’s Amphitheatre, which were precluded from performing text-based works by the terms of their licenses, have been termed illegitimate (Moody 1). Perversely, the effect of licensing venues in this way, instead of having the desired effect of enshrining some particular forms of expression and “casting all others beyond the cultural pale,” served instead to help to cultivate a different kind of theatrical landscape, “a theatrical terrain with a new, rich and varied dramatic ecology” (Reed 255). A fundamental change to the theatrical culture of London took place, and pivotal to “that transformation was the emergence of an illegitimate theatrical culture” (Moody 1) with circus at its heart. An innovative and different form of performance, a theatre of the body, featuring spectacle and athleticism emerged, with “a sensuous, spectacular aesthetic largely wordless except for the lyrics of songs” (Bratton 117).This writing sets out to explore some of the strong parallels between the aesthetic that emerged in this early illegitimate circus and the aesthetic of the Montreal-based, multi-billion dollar entertainment empire of Cirque du Soleil. Although it is not fighting against legal restrictions and can in no way be considered illegitimate, the circus of Cirque du Soleil can be seen to be the descendant of the early circus entrepreneurs and their illegitimate aesthetic which arose out of the desire to find ways to continue to attract audiences to their shows in spite of the restrictions of the licenses granted to them. BackgroundCircus has served as an inspiration for many innovatory theatre productions including Peter Brook’s Midsummer Night’s Dream (1970) and Tom Stoppard’s Jumpers (1972) as well as the earlier experiments of Meyerhold, Eisenstein, Mayakovsky and other Soviet directors of the 1920’s (Saxon 299). A. H. Saxon points out, however, that the relationship between circus and theatre is a long-standing one that begins in the late 18th century and the early 19th century, when circus itself was theatre (Saxon 299).Modern circus was founded in London in 1768 by an ex-cavalryman and his wife, Philip and Patty Astley, and consisted of spectacular stunt horse riding taking place in a ring, with acts from traditional fairs such as juggling, acrobatics, clowning and wire-walking inserted to cover the changeovers between riding acts. From the very first shows entry was by paid ticket only and the early history of circus was driven by innovative, risk-taking entrepreneurs such as Philip Astley, who indeed built so many new amphitheatres for his productions that he became known as Amphi-Philip (Jando). After years of legal tussles with the authorities concerning the legal status of this new entertainment, a limited license was finally granted in 1783 for Astley’s Amphitheatre. This license precluded the performing of plays, anything text-based, or anything which had a script that resembled a play. Instead the annual license granted allowed only for “public dancing and music” and “other public entertainments of like kind” (St. Leon 9).Corporeal Dramaturgy and TextIn the face of the ban on scripted text, illegitimate circus turned to the human body and privileged it as a means of dramatic expression. A resultant dramaturgy focusing on the expressive capabilities of the performers’ bodies emerged. “The primacy of rhetoric and the spoken word in legitimate drama gave way […] to a corporeal dramaturgy which privileged the galvanic, affective capacity of the human body as a vehicle of dramatic expression” (Moody 83). Moody proposes that the “iconography of illegitimacy participated in a broader cultural and scientific transformation in which the human body began to be understood as an eloquent compendium of visible signs” (83). Even though the company has the use of text and dramatic dialogue freely available to it, Cirque du Soleil, shares this investment in the bodies of the performers and their “galvanic, affective capacity” (83) to communicate with the audience directly without the use of a scripted text, and this remains a constant between the two forms of circus. Robert Lepage, the director of two Cirque du Soleil shows, KÀ (2004) and more recently Totem (2010), speaking about KÀ in 2004, said, “We wanted it to be an epic story told not with the use of words, but with the universal language of body movement” (Lepage cited in Fink).In accordance with David Graver’s system of classifying performers’ bodies, Cirque du Soleil’s productions most usually present performers’ ‘character bodies’ in which the performers are understood by spectators to be playing fictional roles or characters (Hurley n/p) and this was also the case with illegitimate circus which right from its very beginnings presented its performers within narratives in which the performers are understood to be playing characters. In Cirque du Soleil’s shows, as with illegitimate circus, this presentation of the performers’ character bodies is interspersed with acts “that emphasize the extraordinary training and physical skill of the performers, that is which draw attention to the ‘performer body’ but always within the context of an overall narrative” (Fricker n.p.).Insertion of Vital TextAfter audience feedback, text was eventually added into KÀ (2004) in the form of a pre-recorded prologue inserted to enable people to follow the narrative arc, and in the show Wintuk (2007) there are tales that are sung by Jim Comcoran (Leroux 126). Interestingly early illegitimate circus creators, in their efforts to circumvent the ban on using dramatic dialogue, often inserted text into their performances in similar ways to the methods Cirque du Soleil chose for KÀ and Wintuk. Illegitimate circus included dramatic recitatives accompanied by music to facilitate the following of the storyline (Moody 28) in the same way that Cirque du Soleil inserted a pre-recorded prologue to KÀ to enable audience members to understand the narrative. Performers in illegitimate circus often conveyed essential information to the audience as lyrics of songs (Bratton 117) in the same way that Jim Comcoran does in Wintuk. Dramaturgical StructuresAstley from his very first circus show in 1768 began to set his equestrian stunts within a narrative. Billy Button’s Ride to Brentford (1768), showed a tailor, a novice rider, mounting backwards, losing his belongings and being thrown off the horse when it bucks. The act ends with the tailor being chased around the ring by his horse (Schlicke 161). Early circus innovators, searching for dramaturgy for their shows drew on contemporary warfare, creating vivid physical enactments of contemporary battles. They also created a new dramatic form known as Hippodramas (literally ‘horse dramas’ from hippos the Attic Greek for Horse), a hybridization of melodrama and circus featuring the trick riding skills of the early circus pioneers. The narrative arcs chosen were often archetypal or sourced from well-known contemporary books or poems. As Moody writes, at the heart of many of these shows “lay an archetypal narrative of the villainous usurper finally defeated” (Moody 30).One of the first hippodramas, The Blood Red Knight, opened at Astley’s Amphitheatre in 1810.Presented in dumbshow, and interspersed with grand chivalric processions, the show featured Alphonso’s rescue of his wife Isabella from her imprisonment and forced marriage to the evil knight Sir Rowland and concluded with the spectacular, fiery destruction of the castle and Sir Rowland’s death. (Moody 69)Another later hippodrama, The Spectre Monarch and his Phantom Steed, or the Genii Horseman of the Air (1830) was set in China where the rightful prince was ousted by a Tartar usurper who entered into a pact with the Spectre Monarch and received,a magic ring, by aid of which his unlawful desires were instantly gratified. Virtue, predictably won out in the end, and the discomforted villain, in a final settling of accounts with his dread master was borne off through the air in a car of fire pursued by Daemon Horsemen above THE GREAT WALL OF CHINA. (Saxon 303)Karen Fricker writes of early Cirque du Soleil shows that “while plot is doubtless too strong a word, each of Cirque’s recent shows has a distinct concept or theme, that is urbanity for Saltimbanco; nomadism in Varekai (2002) and humanity’s clownish spirit for Corteo (2005), and tend to follow the same very basic storyline, which is not narrated in words but suggested by the staging that connects the individual acts” (Fricker n/p). Leroux describes the early Cirque du Soleil shows as following a “proverbial and well-worn ‘collective transformation trope’” (Leroux 122) whilst Peta Tait points out that the narrative arc of Cirque du Soleil “ might be summarized as an innocent protagonist, often female, helped by an older identity, seemingly male, to face a challenging journey or search for identity; more generally, old versus young” (Tait 128). However Leroux discerns an increasing interest in narrative devices such as action and plot in Cirque du Soleil’s Las Vegas productions (Leroux 122). Fricker points out that “with KÀ, what Cirque sought – and indeed found in Lepage’s staging – was to push this storytelling tendency further into full-fledged plot and character” (Fricker n/p). Telling a story without words, apart from the inserted prologue, means that the narrative arc of Kà is, however, very simple. A young prince and princess, twins in a mythical Far Eastern kingdom, are separated when a ceremonial occasion is interrupted by an attack by a tribe of enemy warriors. A variety of adventures follow, most involving perilous escapes from bad guys with flaming arrows and fierce-looking body tattoos. After many trials, a happy reunion arrives. (Isherwood)This increasing emphasis on developing a plot and a narrative arc positions Cirque as moving closer in dramaturgical aesthetic to illegitimate circus.Visual TechnologiesTo increase the visual excitement of its shows and compensate for the absence of spoken dialogue, illegitimate circus in the late 18th and early 19th century drew on contemporaneous and emerging visual technologies. Some of the new visual technologies that Astley’s used have been termed pre-cinematic, including the panorama (or diorama as it is sometimes called) and “the phantasmagoria and other visual machines… [which] expanded the means through which an audience could be addressed” (O’Quinn, Governance 312). The panorama or diorama ran in the same way that a film runs in an analogue camera, rolling between vertical rollers on either side of the stage. In Astley’s production The Siege and Storming of Seringapatam (1800) he used another effect almost equivalent to a modern day camera zoom-in by showing scenic back drops which, as they moved through time, progressively moved geographically closer to the battle. This meant that “the increasing enlargement of scale-each successive scene has a smaller geographic space-has a telescopic event. Although the size of the performance space remains constant, the spatial parameters of the spectacle become increasingly magnified” (O’Quinn, Governance 345). In KÀ, Robert Lepage experiments with “cinematographic stage storytelling on a very grand scale” (Fricker n.p.). A KÀ press release (2005) from Cirque du Soleil describes the show “as a cinematic journey of aerial adventure” (Cirque du Soleil). Cirque du Soleil worked with ground-breaking visual technologies in KÀ, developing an interactive projected set. This involves the performers controlling what happens to the projected environment in real time, with the projected scenery responding to their movements. The performers’ movements are tracked by an infra-red sensitive camera above the stage, and by computer software written by Interactive Production Designer Olger Förterer. “In essence, what we have is an intelligent set,” says Förterer. “And everything the audience sees is created by the computer” (Cirque du Soleil).Contemporary Technology Cutting edge technologies, many of which came directly from contemporaneous warfare, were introduced into the illegitimate circus performance space by Astley and his competitors. These included explosions using redfire, a new military explosive that combined “strontia, shellac and chlorate of potash, [which] produced […] spectacular flame effects” (Moody 28). Redfire was used for ‘blow-ups,’ the spectacular explosions often occurring at the end of the performance when the villain’s castle or hideout was destroyed. Cirque du Soleil is also drawing on contemporary military technology for performance projects. Sparked: A Live interaction between Humans and Quadcopters (2014) is a recent short film released by Cirque du Soleil, which features the theatrical use of drones. The new collaboration between Cirque du Soleil, ETH Zurich and Verity Studios uses 10 quadcopters disguised as animated lampshades which take to the air, “carrying out the kinds of complex synchronized dance manoeuvres we usually see from the circus' famed acrobats” (Huffington Post). This shows, as with early illegitimate circus, the quick theatrical uptake of contemporary technology originally developed for use in warfare.Innovative StagingArrighi writes that the performance space that Astley developed was a “completely new theatrical configuration that had not been seen in Western culture before… [and] included a circular ring (primarily for equestrian performance) and a raised theatre stage (for pantomime and burletta)” (177) joined together by ramps that were large enough and strong enough to allow horses to be ridden over them during performances. The stage at Astley’s Amphitheatre was said to be the largest in Europe measuring over 130 feet across. A proscenium arch was installed in 1818 which could be adjusted in full view of the audience with the stage opening changing anywhere in size from forty to sixty feet (Saxon 300). The staging evolved so that it had the capacity to be multi-level, involving “immense [moveable] platforms or floors, rising above each other, and extending the whole width of the stage” (Meisel 214). The ability to transform the stage by the use of draped and masked platforms which could be moved mechanically, proved central to the creation of the “new hybrid genre of swashbuckling melodramas on horseback, or ‘hippodramas’” (Kwint, Leisure 46). Foot soldiers and mounted cavalry would fight their way across the elaborate sets and the production would culminate with a big finale that usually featured a burning castle (Kwint, Legitimization 95). Cirque du Soleil’s investment in high-tech staging can be clearly seen in KÀ. Mark Swed writes that KÀ is, “the most lavish production in the history of Western theatre. It is surely the most technologically advanced” (Swed). With a production budget of $165 million (Swed), theatre designer Michael Fisher has replaced the conventional stage floor with two huge moveable performance platforms and five smaller platforms that appear to float above a gigantic pit descending 51 feet below floor level. One of the larger platforms is a tatami floor that moves backwards and forwards, the other platform is described by the New York Times as being the most thrilling performer in the show.The most consistently thrilling performer, perhaps appropriately, isn't even human: It's the giant slab of machinery that serves as one of the two stages designed by Mark Fisher. Here Mr. Lepage's ability to use a single emblem or image for a variety of dramatic purposes is magnified to epic proportions. Rising and falling with amazing speed and ease, spinning and tilting to a full vertical position, this huge, hydraulically powered game board is a sandy beach in one segment, a sheer cliff wall in another and a battleground, viewed from above, for the evening's exuberantly cinematic climax. (Isherwood)In the climax a vertical battle is fought by aerialists fighting up and down the surface of the sand stone cliff with defeated fighters portrayed as tumbling down the surface of the cliff into the depths of the pit below. Cirque du Soleil’s production entitled O, which phonetically is the French word eau meaning water, is a collaboration with director Franco Dragone that has been running at Las Vegas’ Bellagio Hotel since 1998. O has grossed over a billion dollars since it opened in 1998 (Sylt and Reid). It is an aquatic circus or an aquadrama. In 1804, Charles Dibdin, one of Astley’s rivals, taking advantage of the nearby New River, “added to the accoutrements of the Sadler’s Wells Theatre a tank three feet deep, ninety feet long and as wide as twenty-four feet which could be filled with water from the New River” (Hays and Nickolopoulou 171) Sadler’s Wells presented aquadramas depicting many reconstructions of famous naval battles. One of the first of these was The Siege of Gibraltar (1804) that used “117 ships designed by the Woolwich Dockyard shipwrights and capable of firing their guns” (Hays and Nickolopoulou 5). To represent the drowning Spanish sailors saved by the British, “Dibdin used children, ‘who were seen swimming and affecting to struggle with the waves’”(5).O (1998) is the first Cirque production to be performed in a proscenium arch theatre, with the pool installed behind the proscenium arch. “To light the water in the pool, a majority of the front lighting comes from a subterranean light tunnel (at the same level as the pool) which has eleven 4" thick Plexiglas windows that open along the downstage perimeter of the pool” (Lampert-Greaux). Accompanied by a live orchestra, performers dive into the 53 x 90 foot pool from on high, they swim underwater lit by lights installed in the subterranean light tunnel and they also perform on perforated platforms that rise up out of the water and turn the pool into a solid stage floor. In many respects, Cirque du Soleil can be seen to be the inheritors of the spectacular illegitimate circus of the 18th and 19th Century. The inheritance can be seen in Cirque du Soleil’s entrepreneurial daring, the corporeal dramaturgy privileging the affective power of the body over the use of words, in the performers presented primarily as character bodies, and in the delivering of essential text either as a prologue or as lyrics to songs. It can also be seen in Cirque du Soleil’s innovative staging design, the uptake of military based technology and the experimentation with cutting edge visual effects. Although re-invigorating the tradition and creating spectacular shows that in many respects are entirely of the moment, Cirque du Soleil’s aesthetic roots can be clearly seen to draw deeply on the inheritance of illegitimate circus.ReferencesBratton, Jacky. “Romantic Melodrama.” The Cambridge Companion to British Theatre 1730-1830. Eds. Jane Moody and Daniel O'Quinn. Cambridge: Cambridge University, 2007. 115-27. Bratton, Jacky. “What Is a Play? Drama and the Victorian Circus in the Performing Century.” Nineteenth-Century Theatre’s History. Eds. Tracey C. Davis and Peter Holland. Hampshire, UK: Palgrave Macmillan, 2007. 250-62.Cavendish, Richard. “Death of Madame Tussaud.” History Today 50.4 (2000). 15 Aug. 2014 ‹http://www.historytoday.com/richard-cavendish/death-madame-tussaud›.Cirque du Soleil. 2014. 10 Sep. 2014 ‹http://www.cirquedusoleil.com/en/home/about-us/at-a-glance.aspx›.Davis, Janet M. The Circus Age: Culture and Society under the American Big Top. Chapel Hill and London: University of North Carolina Press, 2002. Hays, Michael, and Anastasia Nikolopoulou. Melodrama: The Cultural Emergence of a Genre. New York: Palgrave Macmillan, 1999.House of Dancing Water. 2014. 17 Aug. 2014 ‹http://thehouseofdancingwater.com/en/›.Isherwood, Charles. “Fire, Acrobatics and Most of All Hydraulics.” New York Times 5 Feb. 2005. 12 Sep. 2014 ‹http://www.nytimes.com/2005/02/05/theater/reviews/05cirq.html?_r=0›.Fink, Jerry. “Cirque du Soleil Spares No Cost with Kà.” Las Vegas Sun 2004. 17 Sep. 2014 ‹http://www.lasvegassun.com/news/2004/sep/16/cirque-du-soleil-spares-no-cost-with-ka/›.Fricker, Karen. “Le Goût du Risque: Kà de Robert Lepage et du Cirque du Soleil.” (“Risky Business: Robert Lepage and the Cirque du Soleil’s Kà.”) L’Annuaire théâtral 45 (2010) 45-68. Trans. Isabelle Savoie. (Original English Version not paginated.)Hurley, Erin. "Les Corps Multiples du Cirque du Soleil." Globe: Revue Internationale d’Études Quebecoise. Les Arts de la Scene au Quebec, 11.2 (2008). (Original English n.p.)Jacob, Pascal. The Circus Artist Today: Analysis of the Key Competences. Brussels: FEDEC: European Federation of Professional Circus Schools, 2008. 5 June 2010 ‹http://sideshow-circusmagazine.com/research/downloads/circus-artist-today-analysis-key-competencies›.Jando, Dominique. “Philip Astley, Circus Owner, Equestrian.” Circopedia. 15 Sep. 2014 ‹http://www.circopedia.org/Philip_Astley›.Kwint, Marius. “The Legitimization of Circus in Late Georgian England.” Past and Present 174 (2002): 72-115.---. “The Circus and Nature in Late Georgian England.” Histories of Leisure. Ed. Rudy Koshar. Oxford: Berg Publishers, 2002. 45-60. ---. “The Theatre of War.” History Today 53.6 (2003). 28 Mar. 2012 ‹http://www.historytoday.com/marius-kwint/theatre-war›.Lampert-Greaux, Ellen. “The Wizardry of O: Cirque du Soleil Takes the Plunge into an Underwater World.” livedesignonline 1999. 17 Aug. 2014 ‹http://livedesignonline.com/mag/wizardry-o-cirque-du-soleil-takes-plunge-underwater-world›.Lavers, Katie. “Sighting Circus: Perceptions of Circus Phenomena Investigated through Diverse Bodies.” Doctoral Thesis. Perth, WA: Edith Cowan University, 2014. Leroux, Patrick Louis. “The Cirque du Soleil in Las Vegas: An American Striptease.” Revista Mexicana de Estudio Canadiens (Nueva Época) 16 (2008): 121-126.Mazza, Ed. “Cirque du Soleil’s Drone Video ‘Sparked’ is Pure Magic.” Huffington Post 22 Sep. 2014. 23 Sep. 2014 ‹http://www.huffingtonpost.com/2014/09/22/cirque-du-soleil-sparked-drone-video_n_5865668.html›.Meisel, Martin. Realizations: Narrative, Pictorial and Theatrical Arts in Nineteenth-Century England. Princeton, New Jersey: Princeton University Press, 1983.Moody, Jane. Illegitimate Theatre in London, 1770-1840. Cambridge: Cambridge University Press, 2000. O'Quinn, Daniel. Staging Governance: Teatrical Imperialism in London 1770-1800. Baltimore, Maryland, USA: Johns Hopkins University Press, 2005. O'Quinn, Daniel. “Theatre and Empire.” The Cambridge Companion to British Theatre 1730-1830. Eds. Jane Moody and Daniel O'Quinn. Cambridge: Cambridge University Press, 2007. 233-46. Reed, Peter P. “Interrogating Legitimacy in Britain and America.” The Oxford Handbook of Georgian Theatre. Eds. Julia Swindells and Francis David. Oxford: Oxford University Press, 2014. 247-264.Saxon, A.H. “The Circus as Theatre: Astley’s and Its Actors in the Age of Romanticism.” Educational Theatre Journal 27.3 (1975): 299-312.Schlicke, P. Dickens and Popular Entertainment. London: Unwin Hyman, 1985.St. Leon, Mark. Circus: The Australian Story. Melbourne: Melbourne Books, 2011. Stoddart, Helen. Rings of Desire: Circus History and Representation. Manchester: Manchester University Press, 2000. Swed, Mark. “Epic, Extravagant: In Ka the Acrobatics and Dazzling Special Effects Are Stunning and Enchanting.” Los Angeles Times 5 Feb. 2005. 22 Aug. 2014 ‹http://articles.latimes.com/2005/feb/05/entertainment/et-ka5›.Sylt, Cristian, and Caroline Reid. “Cirque du Soleil Swings to $1bn Revenue as It Mulls Shows at O2.” The Independent Oct. 2011. 14 Sep. 2014 ‹http://www.independent.co.uk/news/business/news/cirque-du-soleil-swings-to-1bn-revenue-as-it-mulls-shows-at-o2-2191850.html›.Tait, Peta. Circus Bodies: Cultural Identity in Aerial Performance. London: Routledge, 2005.Terdiman, Daniel. “Flying Lampshades: Cirque du Soleil Plays with Drones.” CNet 2014. 22 Sept 2014 ‹http://www.cnet.com/news/flying-lampshades-the-cirque-du-soleil-plays-with-drones/›.Venables, Michael. “The Technology Behind the Las Vegas Magic of Cirque du Soleil.” Forbes Magazine 30 Aug. 2013. 16 Aug. 2014 ‹http://www.forbes.com/sites/michaelvenables/2013/08/30/technology-behind-the-magical-universe-of-cirque-du-soleil-part-one/›.
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20

Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2134.

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Abstract:
I remember the first time I saw a dead body. I spawned just before dawn; around me engines were clattering into life, the dim silhouettes of tanks beginning to move out in a steady grinding rumble. I could dimly make out a few other people, the anonymity of their shadowy outlines belied by the names hanging over their heads in a comforting blue. Suddenly, a stream of tracers arced across the sky; explosions sounded nearby, then closer still; a tank ahead of me stopped, turned sluggishly, and fired off a couple of rounds, rocking slightly against the recoil. The radio was filled with talk of Germans in the town, but I couldn’t even see the town. I ran toward what looked like the shattered hulk of a building and dived into what I hoped was a doorway. It was already occupied by another Tommy and together we waited for it to get lighter, listening to the rattle of machine guns, the sharp ping as shells ricocheted off steel, the sickening, indescribable, but immediately recognisable sound when they didn’t. Eventually, the other soldier moved out, but I waited for the sun to peek over the nearby hills. Once I was able to see where I was going, I made straight for the command post on the edge of town, and came across a group of allied soldiers standing in a circle. In the centre of the circle lay a dead German soldier, face up. “Well I’ll be damned,” I said aloud; no one else said anything, and the body abruptly faded. I remember the first time I killed someone. I had barely got the Spit V up to 4000 feet when out of the corner of my eye I caught a glimpse of something below me. I dropped the left wing and saw a Stuka making a bee-line for the base. I made a hash of the turn, almost stalling, but he obviously had no idea I was there. I saddled-up on his six, dropping down low to avoid fire from his gunner, and opened up on him. I must have hit him at perfect convergence because he disintegrated, pieces of dismembered airframe raining down on the field below. I circled the field, putting all my concentration into making the landing that would make the kill count, then switched off the engine and sat in the cockpit for a moment, heart pounding. As you can tell, I’ve been in the wars lately. The first example is drawn from the launch of Cornered Rat Software’s WWII Online: Blitzkrieg (2001) while the second is based on a short stint playing Warbirds 3 (2002). Both games are examples of one of the most interesting recent developments in computer and video gaming: the increasing popularity and range of Massively Multiplayer Online Games (MMOGs); other notable examples of historical combat simulation MMOGs include HiTech Creations Aces High (2002) and Jaleco Entertainment’s Fighter Ace 3.5 (2002). For a variety of technical reasons, most popular multiplayer games—particularly first-person shooter (FPS) games such as Doom, Quake, and more recently Medal of Honor: Allied Assault (2002) and Return to Castle Wolfenstein (2001)—are played on player-organised servers that are usually limited to 32 or fewer players; terrain maps are small and rotated every couple of hours on average. MMOGs, by contrast, feature anywhere from hundreds to tens of thousands of players hosted on a handful of company-run servers. The shared virtual geography of these worlds is huge, extending across tens of thousands of square miles; these worlds are also persistent in that they respond dynamically to the actions of players and continue to do so while individual players are offline. As my opening anecdotes demonstrate, the experience of dealing and receiving virtual death is central to massively multiplayer simulations as it is to so many forms of computer games. Yet for an experience is that is so ubiquitous in computer games (and, some would say, even constitutes their experiential core) death is under-theorised. Mainstream culture tends to see computer and console game mayhem according to a rigid desensitisation argument: the experience of repeatedly killing other players online leads to a gradual erosion of the individual moral sense which makes players more likely to countenance killing people in the real world. Nowhere was this argument more in evidence that in the wake of the murder of fifteen students by Dylan Klebold and Eric Harris at Columbine High School in Littleton, Colorado on April 20, 1999. The discovery that the two boys were enthusiastic players of Id Software’s Doom and Quake resulted in an avalanche of hysterical news stories that charged computer games with a number of evils: eroding kids’ ability to distinguish fantasy from reality, encouraging them to imitate the actions represented in the games, and immuring them to the real-world consequences of violence. These claims were hardly new, and had in fact been directed at any number of violent popular entertainment genres over the years. What was new was the claim that the interactive nature of FPS games rendered them a form of simulated weapons training. What was also striking about the discourse surrounding the Littleton shooting was just how little the journalists covering the story knew about computer, console and arcade games. Nevertheless, their approach to the issue encouraged readers to see games as having real life analogs. Media discussion of the event also reinforced the notion of a connection with military training techniques, making extensive use of Lt. Col. (ret) David Grossman, a former Army ranger and psychologist who led the charge in claiming that games were “mass-murder simulators” (Gittrich, AA06). This controversy over the role of violent computer games in the Columbine murders is part of a larger cultural discourse that adopts the logical fallacy characteristic of moral panics: coincidence equals causation. Yet the impoverished discussion of online death and destruction is also due in no small measure to an entrenched hostility toward popular entertainment as a whole, a hostility that is evident even in the work of some academic critics who study popular culture. Andrew Darley, for example, argues that, never has the flattening of meaning or depth in the traditional aesthetic sense of these words been so pronounced as in the action-simulation genres of the computer game: here, aesthetic experience is tied directly to the purely sensational and allied to tests of physical dexterity (143). In this view, the repeated experience of death is merely a part of the overall texture of a form characterised not so much by narrative as by compulsive repetition. More generally, computer games are seen by many critics as the pernicious, paradigmatic instance of the colonisation of individual consciousness by cultural spectacle. According to this Frankfurt school-influenced critique (most frequently associated with the work of Guy Debord), spectacle serves both to mystify and pacify its audience: The more the technology opens up narrative possibilities, the less there is for the audience to do. [. . .]. When the spectacle conceals the practice of the artists who create it, it [announces]…itself as an expression of a universe beyond human volition and effort (Filewood 24). In supposedly sapping its audience’s critical faculties by bombarding them with a technological assault whose only purpose is to instantiate a deterministic worldview, spectacle is seen by its critics as exemplifying the work of capitalist ideology which teaches people not to question the world around them by establishing, in Althusser’s famous phrase, an “imaginary relationship of individuals to their real conditions of their existence” (162). The desensitisation thesis is thus part of a larger discourse that considers computer games paradoxically to be both escapist and as having real-world effects. With regard to online death, neo-Marxism meets neo-Freudianism: players are seen as hooked on the thrill not only of destroying others but also of self-destruction. Death is thus considered the terminus of all narrative possibility, and the participation of individuals in fantasy-death and mayhem is seen to lead inevitably to several kinds of cultural death: the death of “family values,” the death of community, the death of individual responsibility, and—given the characterisation of FPS games in particular as lacking in plot and characterisation—the death of storytelling. However, it is less productive to approach computer, arcade and console games as vehicles for force-feeding content with pre-determined cultural effects than it is to understand them as venues within and around which players stage a variety of theatrical performances. Thus even the bêtes noire of the mainstream media, first-person shooters, serve as vehicles for a variety of interactions ranging from the design of new sounds, graphics and levels, new “skins” for player characters, the formation of “tribes” or “clans” that fight and socialise together, and the creation of elaborate fan fictions. This idea that narrative does not simply “happen” within the immediate experience of playing the game, but is in fact produced by a dynamic interplay of interactions for which the game serves as a focus, also suggests a very different way of looking at the role of death online. Far from being the logical endpoint, the inevitable terminus of all narrative possibility, death becomes the indispensable starting point for narrative. In single-player games, for example, the existence of the simple “save game” function—differing from simply putting the game board to one side in that the save function allows the preservation of the game world in multiple temporal states—generates much of the narrative and dramatic range of computer games. Generally a player saves the game because he or she is facing an obstacle that may result in death; saving the game at that point allows the player to investigate alternatives. Thus, the ever-present possibility of death in the game world becomes the origin of all narratives based on forward investigation. In multiplayer and MMOG environments, where the players have no control over the save game state, it is nevertheless the possibility of a mode of forward projection that gives the experience its dramatic intensity. Flight simulation games in particular are notoriously difficult to master; the experience of serial death, therefore, becomes the necessary condition for honing your flying skills, trying out different tactics in a variety of combat situations, trying similar tactics in different aircraft, and so on. The experience of online death creates a powerful narrative impulse, and not only in those situations where death is serialised and guaranteed. A sizable proportion of the flight sim communities of both Warbirds and Aces High participate in specially designed scenario events that replicate a specific historical air combat event (the Battle of Britain, the Coral Sea, USAAF bomber operations in Europe, etc.) as closely as possible. What makes these scenarios so compelling for many players is that they are generally “one life” events: once the player is dead, they are out for the rest of the event and this creates an intense experience that is completely unlike flying in the everyday free-for-all arenas. The desensitisation thesis notwithstanding, there is little evidence that this narrative investment in death produces a more casual attitude toward real-life death amongst MMOG players. For example, when real-world death intrudes, simulation players often reach for the same rituals of comfort and acknowledgement that are employed offline. Recently, when an Aces High player died unexpectedly of heart failure at the age of 35, his squadron held an elaborate memorial event in his honor. Over a hundred players bailed out over an aerodrome—bailing out is the only way that a player in Aces High can acquire a virtual human body—and lined the edges of the runway as members of the dead player’s squad flew the missing man formation overhead (GrimmCAF). The insistence upon bodily presence in the context of a classic military ceremony marking irrecoverable absence suggests the way in which the connections between real and virtual worlds are experienced by players: as tensions, but also as points where identities are negotiated. This example does not seem to indicate that everyday familiarity with virtual death has dulled the players’ sensibilities to the sorrow and loss accompanying death in the real world. I began this article talking about death in simulation MMOGs for a number of reasons. In the first place, MMOGs are more commonly identified with their role-playing examples (MMORPGs) such as Ultima Online and Everquest, games that focus on virtual community-building and exploration in addition to violence and conquest. By contrast, simulation games tend to be seen as having more in common with first-person shooters like Quake, in the way in which they foreground the experience of serial death. Secondly, it is precisely the connection between simulation and death that makes games in general (as I demonstrated in relation to the media coverage of the Columbine murders) so problematic. In response, I would argue that one of the most interesting aspects of computer games recently has been the degree to which generic distinctions have been breaking down. MMORPGs, which had their roots in the Dungeons and Dragons gaming world, and the text-based world of MUDs and MOOs have since developed sophisticated third-person and even first-person representational styles to facilitate both peaceful character interactions and combat. Likewise, first-person shooters have begun to add role-playing elements (see, for example, Looking Glass Studios’ superb System Shock 2 (1999) or Lucasarts' Jedi Knight series). This trend has also been incorporated into simulation MMOGs: World War II Online includes a rudimentary set of character-tracking features, and Aces High has just announced a more ambitious expansion whose major focus will be the incorporation of role-playing elements. I feel that MMOGs in particular are all evolving towards a state that I would describe as “simulance:” simulations that, while they may be associated with a nominal representational reality, are increasingly about exploring the narrative possibilities, the mechanisms of theatrical engagement for self and community of simulation itself. Increasingly, none of the terms "simulation,” "role-playing" or indeed “game” quite captures the texture of these evolving experiences. In their complex engagement with both scripted and extemporaneous narrative, the players have more in common with period re-enactors; the immersive power of a well-designed flight simulator scenario produces a feeling in players akin to the “period rush” experienced by battlefield re-enactors, the frisson between awareness of playing a role and surrendering completely to the momentary power of its illusory reality. What troubles critics about simulations (and what also blinds them to the narrative complexity in other forms of computer games) is that they are indeed not simply examples of re-enactment —a re-staging of supposedly real events—but a generative form of narrative enactment. Computer games, particularly large-scale online games, provide a powerful set of theatrical tools with which players and player communities can help shape narratives and deepen their own narrative investment. Obviously, they are not isolated from real-world cultural factors that shape and constrain narrative possibility. However, we are starting to see the way in which the games use the idea of virtual death as the generative force for new storytelling frameworks based, in Filewood’s terms, on forward investigation. As games begin to move out of their incunabular state, they may contribute to the re-shaping of culture and consciousness, as other narrative platforms have done. Far from causing the downfall of civilisation, game-based narratives may bring with them a greater cultural awareness of simultaneous narrative possibility, of the past as sets of contingent phenomena, and a greater attention to practical, hands-on experimental problem-solving. It would be ironic, but no great surprise, if a form built around the creative possibilities inherent in serial death in fact made us more attentive to the rich alternative possibilities of living. Works Cited Aces High. HiTech Creations, 2002. http://www.bartleby.com/201/1.html Althusser, Louis. “Ideology and Ideological State Apparatuses (Notes Toward an Investigation).” Lenin and Philosophy and Other Essays. By Louis Althusser, trans. Ben Brewster. New York, 1971. 127-86. Barry, Ellen. “Games Feared as Youths’ Basic Training; Industry, Valued as Aid to Soldiers, on Defensive.” The Boston Globe 29 Apr 1999: A1. LexisNexis. Feb. 7, 2003. Cornered Rat Software. World War II Online: Blitzkrieg. Strategy First, 2001. http://www.wwiionline.com/ Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Debord, Guy. The Society of the Spectacle. Donald Nicholson-Smith. New York: Zone Books, 1994. 1967. Der Derian, James. “The Simulation Syndrome: From War Games to Game Wars.” Social Text 8.2 (1990): 187-92. Filewood, Alan. “C:\Games\Dramaturgy: The Cybertheatre of Computer Games.” Canadian Theatre Review 81 (Winter 1994): 24-28. Gittrich, Greg. “Expert Differs with Kids over Video Game Effects.” The Denver Post 27 Apr 1999: AA-06. LexisNexis. Feb. 7 2003. GrimmCAF. “MojoCAF’s Memorial Flight.” Aces High BB, 13 Dec. 2002. http://www.hitechcreations.com/forums/sh... IEntertainment Network. Warbirds III. Simon and Schuster Interactive, 2002.http://www.totalsims.com/index.php?url=w... Jenkins, Henry, comp. “Voices from the Combat Zone: Game Grrlz Talk Back.” From Barbie to Mortal Kombat: Gender and Computer Games. Ed. Justine Cassell and Henry Jenkins. Cambridge, Massachusetts: MIT P, 1998. 328-41. Lieberman, Joseph I. “The Social Impact of Music Violence.” Statement Before the Governmental Affairs Committee Subcommittee on Oversight, 1997. http://www.senate.gov/member/ct/lieberma... Feb. 7 2003. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free, 1997. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000. Pyro. “AH2 FAQ.” Aces High BB, 29 Jan. 2003. Internet. http://www.hitechcreations.com/forums/sh... Feb. 8 2003. Links http://www.wwiionline.com/ http://www.idsoftware.com/games/doom/ http://www.hitechcreations.com/ http://www.totalsims.com/index.php?url=wbiii/content_home.php http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=77265 http://www.senate.gov/member/ct/lieberman/releases/r110697c.html http://www.idsoftware.com/games/wolfenstein http://www.idsoftware.com/games/quake/ http://www.ea.com/eagames/official/moh_alliedassault/home.jsp http://www.jaleco.com/fighterace/index.html http://www.bartleby.com/201/1.html http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=72560 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/03-itwasnotdeath.php>. APA Style Mullen, M., (2003, Feb 26). It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/03-itwasnotdeath.html
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