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Journal articles on the topic 'Film; Egyptian cinema'

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1

Allagui, Ilhem, and Abeer Najjar. "Framing Political Islam in Popular Egyptian Cinema." Middle East Journal of Culture and Communication 4, no. 2 (2011): 203–24. http://dx.doi.org/10.1163/187398611x571373.

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AbstractPolitical Islam has been at the forefront of political discussions in and of the Middle East and has often been associated with violence and 'terrorism'. Much has been written on political Islam, but there has been little work on how Arab audiences respond to and view political Islam and the groups seen to be acting under this generic framework, including al-Qa'eda. In the absence of serious audience research that would give us a better idea about attitudes, this article examines how Arab popular culture frames active Islamist groups; in particular we focus on Egyptian films that help shape Arab audiences' perspectives of political Islam. The article analyzes how political Islam is discussed in these films and by film producers, directors and media owners, and how Islamist groups are often framed as the 'other'.
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2

Saglier, Viviane. "Arab Americans in Film: From Hollywood and Egyptian Stereotypes to Self-Representation." Review of Middle East Studies 54, no. 2 (2020): 328–35. http://dx.doi.org/10.1017/rms.2021.7.

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What can film studies bring to the study of Arab culture, politics, and history? The past ten years have seen an increase in historical, theoretical, and methodological exchanges between Middle East studies and film and media studies. The sub-field of “Arab film studies” (Ginsberg and Lippard 2020, viii) has emerged as one possible intersection of these two fields of inquiry. This is illustrated by two recent book series, the Cinema and Media Cultures in the Middle East series at Peter Lang Publishing (edited by Terri Ginsberg and Chris Lippard) and the Palgrave Studies in Arab Cinema series at Palgrave Macmillan (edited by Nezar Andary and Samirah Alkassim). Waleed Mahdi's Arab Americans in Film (2020) and Peter Limbrick's Arab Modernism as World Cinema: The Films of Moumen Smihi (2020) consolidate these exchanges across ethnic studies, area studies, political sciences, (art) history, and film and media studies. While Mahdi primarily positions himself from within ethnic studies and Limbrick is first a film scholar, both have published in reference journals in film studies, Middle East studies, and cultural studies.
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Mansour, Dina. "Egyptian film censorship." Alphaville: Journal of Film and Screen Media, no. 4 (December 21, 2012): 21–36. http://dx.doi.org/10.33178/alpha.4.02.

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Films are a representation and manifestation of culture; yet, since the early days of filmmaking public debates have questioned whether “the motion picture industry was morally fit to control the content of its own products” (Robichaux). Today, the Arab world is plagued by the same dilemma. In a region where government censorship is the norm, heavy restrictions are imposed on locally produced films as a means of “safeguarding” public norms, religion and culture. Also problematic in today’s globalised world is the influx of foreign films into local markets, which not only defy public norms, but also represent cultural values and traditions that are quite alien to societies that have been inherently religious and conservative. Against this background, this article aims to analyse the role of censorship in Egypt with regard to the relationship between cinema and culture—a relationship often overlooked and perhaps intentionally ignored. In doing so, it will examine how censorship has traditionally been used as a tool to control the representation of existing social and cultural realities and to define cultural and religious norms, thus also affecting the normative context.
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Chahine, Youssef, and Joseph Massad. "Art and Politics in the Cinema of Youssef Chahine." Journal of Palestine Studies 28, no. 2 (1999): 77–93. http://dx.doi.org/10.2307/2537936.

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This review of the works of the influential Egyptian film director Youssef Chahine brings to light his role as a daring and versatile artist, social critic, and cultural archivist, whose films and documentaries, in addition to being entertaining, provide an insight into the Arab world. The accompanying interview adds background and dimension to Chahine's life and oeuvre.
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Akbaş, Emel. "Mısır Filmlerinin Türk Sinemasında Yarattığı Etki." Etkileşim 2, no. 4 (2019): 276–84. http://dx.doi.org/10.32739/etkilesim.2019.4.74.

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Mısır filmlerinin 1930’ların sonlarından itibaren Türkiye’ye gelmesiyle birlikte halk tarafından yoğun ilgi görmüş, salonlar dolmaya başlamış ve uzun kuyruklar oluşmuştur. Ağır melodram tarzındaki bu filmler Türk toplumunun kültürüne, geleneklerine yaşam tarzına hitap etmiş ayrıca Türkçe sözlü Arapça ezgilerle bezenmiş bu filmler tarihsel geçmişin ve ortak kültürün etkisiyle kısa sürede içselleştirilmiştir. Mısır filmlerine gösterilen yoğun talep yapımcıları harekete geçirmiş ve yapımcılar Mısır’a sık sık giderek birbiri ardına birçok film ithal etmeye başlamıştır. Bu durumu fırsata dönüştüren Muharrem Gürses ise Mısır filmlerinin ağır melodram içeren konularını uyarlayarak peşi sıra filmler çekmiştir. Halk kısa sürede bu filmleri benimsemiş ve Mısır filmleri geri planda kalmış ve böylece ithal etmeye gerek kalmamıştır. Mısır filmleri tarzında yerelleştirilerek çekilen filmler popüler Türk sinemasının doğmasına neden olmuştur. Kısa sürede sinema kazançlı bir sektör haline gelmiştir. Bununla birlikte çekilen filmler ve film şirketlerinin sayısı da artış göstermiştir. Bu yükseliş 1975 yılına kadar sürmüştür.
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Hasso, Frances S. "“I Have Ambition”: Muhammad Ramadan's Proletarian Masculinities in Postrevolution Egyptian Cinema." International Journal of Middle East Studies 52, no. 2 (2020): 197–214. http://dx.doi.org/10.1017/s0020743820000033.

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AbstractThis article provides a close reading of two popular Egyptian action films, al-Almani (The German, 2012), the first blockbuster since the 25 January 2011 revolution, and Qalb al-Asad (Lion heart, 2013), both starring Muhammad Ramadan as a socially produced proletarian “thug” figure. Made for Egyptian audiences, the films privilege entertainment over aesthetics or politics. However, they express distinct messages about violence, morality, and revolution that are shaped by their moments of postrevolutionary release. They present the police state in salutary yet ambivalent terms. They offer a rupture with prerevolutionary cinema by staging the failure of proletarian masculinities and femininities that rely on middle-class respectability in relation to sex, marriage, and work. Even as each film expresses traces of revolutionary upheaval and even nostalgia, cynicism rather than hopefulness dominates, especially in al-Almani, which conveys to the middle and upper classes the specter of an ever-present threat of masculine frustration. The form and content of Qalb al-Asad, by comparison, offer the option of reconciling opposing elements—an Egyptian story line with a less repressive conclusion if one chooses a path between revolutionary resistance and accepting defeat.
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Mouline, Nabil. "‘Dégage—We’re Filming!’." Middle East Journal of Culture and Communication 7, no. 3 (2014): 330–50. http://dx.doi.org/10.1163/18739865-00703005.

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The Egyptian film industry has gone through dramatic changes since the early 2000s. One tangible consequence of such changes was the production—whether intentional or not—of protest films that expressed opposition to prevailing viewpoints and sought to break the taboo on key sociopolitical issues. Not only do these films serve as historical documents reflecting the state of society, but they also proved to be efficient tools of soft influence and mobilization, and they contributed to the creation of a new dynamic that inspired people to take to the streets on 25 January 2011. Based on the analysis of a large sample of blockbuster films, this article sheds light on the roles played by Egyptian cinema between 2001 and 2011.
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Slifkin, Meredith. "Modern Women, Modern Egypt." Feminist Media Histories 3, no. 1 (2017): 5–24. http://dx.doi.org/10.1525/fmh.2017.3.1.5.

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This article places existing discourses on Egyptian cinema, revolution, and global feminism in conversation with theories of film melodrama. The text examines the tradition of Egyptian melodrama as a site for analogizing women's liberation with national modernization in the wake of the 1952 Revolution—an analogy facilitated by the careful manipulation of melodramatic vernaculars of emotionality, and the endurance of affective cultural memory. In this context melodrama functions as a specific critical tool for understanding how popular film culture then and now organizes people politically and affectively, on- and offscreen. The article further investigates the “method of contradictions” that seems necessary to think critically about comparative melodrama at three levels of discourse: melodrama in general; the Egyptian melodramatic tradition specifically; and within melodramatic scholarship that tends to resemble its object of study.
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Derrida, Jacques, Safaa Fathy, and Max Cavitch. "Contre-jour." Publications of the Modern Language Association of America 131, no. 2 (2016): 540–51. http://dx.doi.org/10.1632/pmla.2016.131.2.540.

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“Contre-jour” is the opening section of the coauthored book tourner les mots: au bord d'un film (2000), by the franco-maghrebian philosopher Jacques Derrida and the Franco-Egyptian filmmaker and poet Safaa Fathy. Tourner les mots is about their experience of film generally and, in particular, about their collaboration on Fathy's 1999 film D'Ailleurs, Derrida, released in an English subtitled version as Derrida's Elsewhere. One meaning of the word tourner in the book's title is “to film.” But the word also shares with the English turn a wide range of meanings and associations, including “to turn,” “to revolve,” “to depend on,” “to shape or form,” “to consider,” and “to trope.” Thus Tourner les mots refers to cinematic practice (le tournage ‘filmmaking,’ ‘the shoot’) and to the relation between cinema and language (les mots ‘words’).
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10

Jekanowski, Rachel Webb. "Land in Revolt." Middle East Journal of Culture and Communication 11, no. 3 (2018): 248–73. http://dx.doi.org/10.1163/18739865-01103003.

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Abstract In this article, I examine the politicization of natural resources like water and land, and the wider entanglement of environments and politics, in Egyptian cinematic imaginaries. I focus on Youssef Chahine’s film al-Ard (The land, 1969) and its politicization of agricultural land during the presidency of Gamal Abdel Nasser (1954–1970) and the British colonial occupation of Egypt (1882–1956). Because histories of colonialism and nationalism in the Arab world are rooted in the economic and political exploitation of material resources (including land, water, and people), I draw on eco-criticism as a method of critical reading to analyze the film’s depictions of these configurations of political power and resource management. I argue that al-Ard roots its depiction of the resistance of the Egyptian peasantry (fellahin) in environmental terms, namely, restrictions to resource access and the affective relationships of the peasants to the land. By tracing these imbrications, I seek to relocate environmental concerns in scholarship on political resistance with reference to Nasser-era cinema.
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Antic, Marija. "Beyond the Voice of Egypt: Reclaiming Women’s Histories and Female Authorship in Shirin Neshat’s Looking for Oum Kulthum (2017)." European Journal of Life Writing 10 (September 8, 2021): WLS169—WLS189. http://dx.doi.org/10.21827/ejlw.10.37918.

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By drawing on postcolonial feminist discourse and Hamid Naficy’s (2001) notion of ‘accented’ cinema, in particular his approach of combining the interstitial position of exilic and diasporic filmmakers with concepts of authorship and genre, this paper explores the intersection between biographical film, gendered rewriting of history, and self-narrative as a site of resistance to nationalist and patriarchal ideologies in Shirin Neshat’s Looking for Oum Kulthum (2017). I argue that Neshat’s authorial style and her position as an exilic artist inflect the biographical film in its traditional form, showcasing an innovative perspective on the genre, restructuring it to reveal the constructedness of not only a cinematic process, but also of history and historical figures. Blending the stories of a present-day Iranian woman filmmaker and the professional life of the legendary Egyptian singer Oum Kulthum, Neshat displaces the biopic from its Western-centric roots by explicitly opening it up to a discourse of contemporary gender politics in the Middle East. In doing so, she exposes the social forces that shape the production of the biopic in relation to the notion of female authorship in the context of the transcultural circuits and feminist reclaiming of Oum Kulthum’s international stardom.
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Al-Zobaidi, Sobhi. "Hashish and the 'Carnivalesque' in Egyptian Cinema." Middle East Journal of Culture and Communication 3, no. 3 (2010): 375–92. http://dx.doi.org/10.1163/187398610x538704.

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AbstractThis paper focuses on the ever-growing popularity of scenes depicting and referring to hashish and marijuana use in Egyptian cinema. It argues that a shift in attitude and in the overall depiction of these substances has emerged in more recent films, those produced in the 1990s and after. It suggests that whereas in older cinema these substances were always associated with social and political ills, almost all negative connotations and associations have disappeared in favor of an acceptable and playful depiction. Drawing on the theoretical framework of the carnivalesque developed by Bakhtin, and the work of other scholars such as Gilles Deleuze and Walter Benjamin, this paper suggests that the depictions of smoking hashish and marijuana are subversive moments that ultimately aim at escaping rigid social structures and power hierarchies while providing commentaries on repressive social and political realities.
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13

Gürata, Ahmet. "Tears of Love: Egyptian Cinema in Turkey (1938–1950)." New Perspectives on Turkey 30 (2004): 55–82. http://dx.doi.org/10.1017/s0896634600003915.

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When the movie [Domu' al-hubb (Tears of Love) (Turkish title: Aşkın Gözyaşları) (Muhammad Karim, 1936)] was first released in Istanbul's Şehzadebaşı district, the movie theatre's windows were broken and the traffic was jammed [because of the crowd]. The audience, who had not been able to watch any Turkish films for the last three years, loved this type of movie, which was not much different from those made by our theatre artists, and starring some Arab singers, and people wearing the fez and local dress (Özön 1962a, p. 760).
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Jarjoura, Nadim. "The current state of Arab cinema: the stories of individuals … and an update on documentary films†." Contemporary Arab Affairs 7, no. 2 (2014): 209–24. http://dx.doi.org/10.1080/17550912.2014.916524.

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Cinematic works in the Arab world, unified only by language, differ in their artfulness and their format both among countries and within each country. Equally, even countries with long-established cinema cultures have witnessed ups and downs. Thus we can observe that ‘Egyptian Neo-Realism’ emerged at the end of the last century to counter the decline in Egyptian cinema, once known for its nobility and rootedness. Contemporary ‘Arab Cinema’ is not only about artfulness; it also unveils the sufferings, concerns and interests of people through technical and cognitive development as well as innovative ideas. The most prominent actors in this genre in the Middle East are Egypt, Syria, Lebanon and Palestine. However, young directors in the Gulf region are seeking to acquire experience and professionalism, notably in Saudi Arabia where restrictions on daily life have become an incentive for rebellion and creativity. In addition, the Arab Maghreb countries have made great cinematic contributions, using their own methods and experiences, along with modern technology, to shed light on current political and humanitarian situations in the Arab world. Today, cinematic works are confronting censorship and oppression (due to political or religious reasons), not only in conservative countries such as Saudi Arabia but also in Arab states usually considered ‘liberated’ and ‘democratic’ like Tunisia, Morocco and Lebanon.
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Shemer, Yaron. "From Chahine’s al-Iskandariyya … leh to Salata baladi and ʿAn Yahud Misr". Middle East Journal of Culture and Communication 7, № 3 (2014): 351–75. http://dx.doi.org/10.1163/18739865-00703006.

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This study examines the discursive trajectories of the cosmopolitan Egyptian Jew in the documentaries Salata baladi (Nadia Kamel, 2007) and ‘An Yahud Misr (Amir Ramses, 2012) in light of Youssef Chahine’s classic al-Iskandariyya … leh (1978). Undoubtedly, each of these films provides a complex story of Jewish life in Egypt and, taken together, these creative works offer an alternative to formulaic representations of Jews in Egyptian cinema and television. Yet, a close analysis of the three films reveals an underlying problematic rendering of cosmopolitanism in the context of the Egyptian Jewish community. Arguably, the filmmakers’ main interest in attending to the Jewish question relates more to nostalgic views of Egyptianness (of the pre-1952 Revolution era) as a cosmopolitan, multiethnic and multi-religious identity, than to a genuine interest in Jewish life, history and religion. In other words, the limited and skewed view of the Jewish community, with its near exclusion of the poor, uneducated, monolingual and religiously traditional Jewish residents of Egypt, is driven primarily by anxieties about Egyptian identity in which cosmopolitan Jews are assigned a supporting role in the play of an idealized Egypt of the past and in challenging xenophobic sentiments in the present.
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Bracco, Carolina. "The Creation of the Femme Fatale in Egyptian Cinema." Journal of Middle East Women's Studies 15, no. 3 (2019): 307–29. http://dx.doi.org/10.1215/15525864-7720655.

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Abstract The appearance of the character of a femme fatale in Egyptian cinema in the mid-1950s is deeply intertwined with the new social and moral imprint made by the Nasserist regime. At a time when women’s participation in the public sphere was regulated, the portrayal of the evil woman was intended to define how the good woman should behave as well as the terrible fate in store for those who dared to flout the limits. This evil woman was embodied in the character of the Oriental dancer who was to be seen, from that time on, as a fallen woman. This article aims to discuss the mutation of the character of the dancer from a bint al balad (lit. “girl of the country”) to a femme fatale by analyzing three films starring two icons of the time, Hind Rustum and Tahia Carioca.
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Bracco, Carolina. "The Changing Portrayal of Dancers in Egyptian Films." Anthropology of the Middle East 14, no. 1 (2019): 6–22. http://dx.doi.org/10.3167/ame.2019.140102.

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This article examines the projected image of dancers in Egyptian cinema. The historical background includes the last period of the Farouk monarchy, the revolution of the Free Officers Movement and the Nasser regime, ending with Nasser’s death in 1970, when a new social and political era started blossoming. I consider the socio-political changes and their cultural repercussions as part of a dialectic relationship that affects the portrayal of dancers in three films: The Lady’s Puppet (1946), My Dark Darling (1958) and Pay Attention to Zuzu (1972). By examining Carioca’s roles in these films, I argue socio-political changes in Egypt have been projected on the image of the dancer while also changing it: she is first seen as a working woman, then as an evil woman and finally as a marginalised woman.
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Pethő, Ágnes. "The Tableau Vivant as a “Figure of Return” in Contemporary East European Cinema." Acta Universitatis Sapientiae, Film and Media Studies 9, no. 1 (2014): 51–76. http://dx.doi.org/10.1515/ausfm-2015-0003.

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Abstract The paper analyses the re-conceptualization of the intermedial trope of the tableau vivant in recent East European cinema through several examples from Hungarian and Russian films directed by György Pálfi, Kornél Mundruczó, Benedek Fliegauf, Béla Tarr, and Andrei Zvyagintsev. The tableau vivant in these films is not conceived primarily as an embodiment of a painting, the introduction of “the real into the image” (as Brigitte Peucker described), instead it appears more like the objectification of bodies as images, and something that we can associate with what Mario Perniola considers the “sex appeal of the inorganic” or “the Egyptian moment in art.” As such, the tableau becomes a powerful agent in generating metanarratives, offering a blueprint for a “big picture,” a comprehensive vision of the world (reinforced by recurring mythological themes like the genesis or the end of the world, the loss of Paradise, etc.). We may connect this feature of these tableaux vivants, therefore, to what Lyotard termed as the “figure of return,” and to the reconstructive tendencies of contemporary post-postmodern art.
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Mittermaier, Amira. "Invisible Armies: Reflections on Egyptian Dreams of War." Comparative Studies in Society and History 54, no. 2 (2012): 392–417. http://dx.doi.org/10.1017/s0010417512000084.

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In January 2011, people around the world turned their attention to Cairo's Tahrir Square. The news network al-Jazeera quickly became a window onto the square and surrounding streets, and news reporters became eyewitnesses to historical events. Aware of the media spectacle unfolding around them, Egyptian protesters over the following weeks held up signs in Arabic and English and, maybe unknowingly, staged highly photogenic scenes, for instance when Christians formed a human chain to guard Muslims during their prayers, and vice versa. During the first few days of the uprising, the regime shut down cell phone and Internet networks to prevent activists from communicating, but it could not stop their taking pictures and filming with cell phones and cameras. Every moment was carefully recorded, and today multiple initiatives are collecting films, photos, and audio recordings to preserve them in digital archives. In July 2011, activists set up an open-air cinema at Tahrir Square to screen and discuss footage of the protests. Subsequently video materials became crucial pieces of evidence in the courtroom where the former President Mubarak and ex-Interior Minister Adly were being tried. The Egyptian revolution was a highly visible and “mediatized” event. Its history can and has been told in images.
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Ateya, Aya Mohamed. "Women Empowerment as Portrayed through the Egyptian Cinema : Content Analysis of Films Produced between 2001 - 2011." Journal of Middle East Media, no. 10 (2014): 61–85. http://dx.doi.org/10.12816/0023472.

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Van Eynde, Koen. "Mohamed “el-Limby” Saad and the Popularization of a Masculine Code." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 4, no. 1 (2011). http://dx.doi.org/10.31165/nk.2011.41.66.

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This paper investigates the representation of masculinity in contemporary popular Egyptian cinema as portrayed by Mohamed Saad and his immensely popular “el-Limby” character, as well as the variations to it. Mohamed Saad is a very famous Egyptian actor, who has become popular in a short period of time. The paper draws on several key concepts in the study of the identification with star personae in cinema as well as gender studies. Identification with the el-Limby character is essential for the popularity of the films. He portrays the image of what could be considered the opposite of masculine characteristics as they are generally defined in Egyptian society. Yet he is sympathetic to the audience and they do not mind identifying with his character(s).
 
 The question addressed is if and how the construction of a certain type of masculinity is related to both the popularity and decline of the characters. To address this question, the article analyzes and constructs the masculinity in the el-Limby movies and their variations. The paper then explores how these variations have worked to create a sense of estrangement in the audience, which is verified by the movies’ decline in popularity.
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Brabazon, Tara. "A Red Light Sabre to Go, and Other Histories of the Present." M/C Journal 2, no. 4 (1999). http://dx.doi.org/10.5204/mcj.1761.

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If I find out that you have bought a $90 red light sabre, Tara, well there's going to be trouble. -- Kevin Brabazon A few Saturdays ago, my 71-year old father tried to convince me of imminent responsibilities. As I am considering the purchase of a house, there are mortgages, bank fees and years of misery to endure. Unfortunately, I am not an effective Big Picture Person. The lure of the light sabre is almost too great. For 30 year old Generation Xers like myself, it is more than a cultural object. It is a textual anchor, and a necessary component to any future history of the present. Revelling in the aura of the Australian release for Star Wars: The Phantom Menace, this paper investigates popular memory, an undertheorised affiliation between popular culture and cultural studies.1 The excitement encircling the Star Wars prequel has been justified in terms of 'hype' or marketing. Such judgements frame the men and women cuing for tickets, talking Yodas and light sabres as fools or duped souls who need to get out more. My analysis explores why Star Wars has generated this enthusiasm, and how cultural studies can mobilise this passionate commitment to consider notions of popularity, preservation and ephemerality. We'll always have Tattooine. Star Wars has been a primary popular cultural social formation for a generation. The stories of Luke Skywalker, Princess Leia, Han Solo, Chewbacca, Darth Vader, Yoda, C-3PO and R2D2 offer an alternative narrative for the late 1970s and 1980s. It was a comfort to have the Royal Shakespearian tones of Alec Guinness confirming that the Force would be with us, through economic rationalism, unemployment, Pauline Hanson and Madonna discovering yoga. The Star Wars Trilogy, encompassing A New Hope, The Empire Strikes Back and Return of the Jedi, was released between 1977 and 1983. These films have rarely slipped from public attention, being periodically 'brought back' through new cinematic and video releases. The currency of Star Wars is matched with the other great popular cultural formations of the post-war period: the James Bond series and Star Trek. One reason for the continued success of these programmes is that other writers, film makers and producers cannot leave these texts alone. Bond survives not only through Pierce Brosnan's good looks, but the 'Hey Baby' antics of Austin Powers. Star Trek, through four distinct series, has become an industry that will last longer than Voyager's passage back from the Delta Quadrant. Star Wars, perhaps even more effectively than the other popular cultural heavyweights, has enmeshed itself into other filmic and televisual programming. Films like Spaceballs and television quizzes on Good News Week keep the knowledge system and language current and pertinent.2 Like Umberto Eco realised of Casablanca, Star Wars is "a living example of living textuality" (199). Both films are popular because of imperfections and intertextual archetypes, forming a filmic quilt of sensations and affectivities. Viewers are aware that "the cliches are talking among themselves" (Eco 209). As these cinematic texts move through time, the depth and commitment of these (con)textual dialogues are repeated and reinscribed. To hold on to a memory is to isolate a moment or an image and encircle it with meaning. Each day we experience millions of texts: some are remembered, but most are lost. Some popular cultural texts move from ephemera to popular memory to history. In moving beyond individual reminiscences -- the personal experiences of our lifetime -- we enter the sphere of popular culture. Collective or popular memory is a group or community experience of a textualised reality. For example, during the Second World War, there were many private experiences, but certain moments arch beyond the individual. Songs by Vera Lynn are fully textualised experiences that become the fodder for collective memory. Similarly, Star Wars provides a sense-making mechanism for the 1980s. Like all popular culture, these texts allow myriad readership strategies, but there is collective recognition of relevance and importance. Popular memory is such an important site because it provides us, as cultural critics, with a map of emotionally resonant sites of the past, moments that are linked with specific subjectivities and a commonality of expression. While Star Wars, like all popular cultural formations, has a wide audience, there are specific readings that are pertinent for particular groups. To unify a generation around cultural texts is an act of collective memory. As Harris has suggested, "sometimes, youth does interesting things with its legacy and creatively adapts its problematic into seemingly autonomous cultural forms" (79). Generation X refers to an age cohort born between the mid-1960s and the mid-1970s. Finally cultural studies theorists have found a Grail subculture. Being depthless, ambivalent, sexually repressed and social failures, Xers are a cultural studies dream come true. They were the children of the media revolution. Star Wars is integral to this textualised database. A fan on the night of the first screening corrected a journalist: "we aren't Generation X, we are the Star Wars generation" (Brendon, in Miller 9). An infatuation and reflexivity with the media is the single framework of knowledge in which Xers operate. This shared understanding is the basis for comedy, and particularly revealed (in Australia) in programmes like The Panel and Good News Week. Television themes, lines of film dialogue and contemporary news broadcasts are the basis of the game show. The aesthetics of life transforms television into a real. Or, put another way, "individual lives may be fragmented and confused but McDonald's is universal" (Hopkins 17). A group of textual readers share a literacy, a new way of reading the word and world of texts. Nostalgia is a weapon. The 1990s has been a decade of revivals: from Abba to skateboards, an era of retro reinscription has challenged linear theories of history and popular culture. As Timothy Carter reveals, "we all loved the Star Wars movies when we were younger, and so we naturally look forward to a continuation of those films" (9). The 1980s has often been portrayed as a bad time, of Thatcher and Reagan, cold war brinkmanship, youth unemployment and HIV. For those who were children and (amorphously phrased) 'young adults' of this era, the popular memory is of fluorescent fingerless gloves, Ray Bans, 'Choose Life' t-shirts and bubble skirts. It was an era of styling mousse, big hair, the Wham tan, Kylie and Jason and Rick Astley's dancing. Star Wars action figures gave the films a tangibility, holding the future of the rebellion in our hands (literally). These memories clumsily slop into the cup of the present. The problem with 'youth' is that it is semiotically too rich: the expression is understood, but not explained, by discourses as varied as the educational system, family structures, leisure industries and legal, medical and psychological institutions. It is a term of saturation, where normality is taught, and deviance is monitored. All cultural studies theorists carry the baggage of the Birmingham Centre into any history of youth culture. The taken-for-granted 'youth as resistance' mantra, embodied in Resistance through Rituals and Subculture: The Meaning of Style, transformed young people into the ventriloquist's puppet of cultural studies. The strings of the dancing, smoking, swearing and drinking puppet took many years to cut. The feminist blade of Angela McRobbie did some damage to the fraying filaments, as did Dick Hebdige's reflexive corrections in Hiding in the Light. However, the publications, promotion and pedagogy of Gen X ended the theoretical charade. Gen X, the media sophisticates, played with popular culture, rather than 'proper politics.' In Coupland's Generation X, Claire, one of the main characters believed that "Either our lives become stories, or there's just no way to get through them." ... We know that this is why the three of us left our lives behind us and came to the desert -- to tell stories and to make our own lives worthwhile tales in the process. (8) Television and film are part of this story telling process. This intense connection generated an ironic and reflexive literacy in the media. Television became the basis for personal pleasures and local resistances, resulting in a disciplined mobilisation of popular cultural surfaces. Even better than the real thing. As the youngest of Generation Xers are now in their late twenties, they have moved from McJobs to careers. Robert Kizlik, a teacher trainer at an American community college expressed horror as the lack of 'commonsensical knowledge' from his new students. He conducted a survey for teachers training in the social sciences, assessing their grasp of history. There was one hundred percent recognition of such names as Madonna, Mike Tyson, and Sharon Stone, but they hardly qualify as important social studies content ... . I wondered silently just what it is that these students are going to teach when they become employed ... . The deeper question is not that we have so many high school graduates and third and fourth year college students who are devoid of basic information about American history and culture, but rather, how, in the first place, these students came to have the expectations that they could become teachers. (n. pag.) Kizlik's fear is that the students, regardless of their enthusiasm, had poor recognition of knowledge he deemed significant and worthy. His teaching task, to convince students of the need for non-popular cultural knowledges, has resulted in his course being termed 'boring' or 'hard'. He has been unable to reconcile the convoluted connections between personal stories and televisual narratives. I am reminded (perhaps unhelpfully) of one of the most famous filmic teachers, Mr Holland. Upon being attacked by his superiors for using rock and roll in his classes, he replied that he would use anything to instil in his students a love of music. Working with, rather than against, popular culture is an obvious pedagogical imperative. George Lucas has, for example, confirmed the Oprahfied spirituality of the current age. Obviously Star Wars utilises fables, myths3 and fairy tales to summon the beautiful Princess, the gallant hero and the evil Empire, but has become something more. Star Wars slots cleanly into an era of Body Shop Feminism, John Gray's gender politics and Rikki Lake's relationship management. Brian Johnson and Susan Oh argued that the film is actually a new religion. A long time ago in a galaxy far far away -- late 1970s California -- the known universe of George Lucas came into being. In the beginning, George created Star Wars. And the screen was without form, and void. And George said, 'Let there be light', and there was Industrial Light and Magic. And George divided the light from the darkness, with light sabres, and called the darkness the Evil Empire.... And George saw that it was good. (14) The writers underestimate the profound emotional investment placed in the trilogy by millions of people. Genesis narratives describe the Star Wars phenomenon, but do not analyse it. The reason why the films are important is not only because they are a replacement for religion. Instead, they are an integrated component of popular memory. Johnson and Oh have underestimated the influence of pop culture as "the new religion" (14). It is not a form of cheap grace. The history of ideas is neither linear nor traceable. There is no clear path from Plato to Prozac or Moses to Mogadon. Obi-Wan Kenobi is not a personal trainer for the ailing spirituality of our age. It was Ewan McGregor who fulfilled the Xer dream to be the young Obi Wan. As he has stated, "there is nothing cooler than being a Jedi knight" (qtd. in Grant 15). Having survived feet sawing in Shallow Grave and a painfully large enema in Trainspotting, there are few actors who are better prepared to carry the iconographic burden of a Star Wars prequel. Born in 1971, he is the Molly Ringwall of the 1990s. There is something delicious about the new Obi Wan, that hails what Hicks described as "a sense of awareness and self- awareness, of detached observation, of not taking things seriously, and a use of subtle dry humour" (79). The metaphoric light sabre was passed to McGregor. The pull of the dark side. When fans attend The Phantom Menace, they tend to the past, as to a loved garden. Whether this memory is a monument or a ruin depends on the preservation of the analogue world in the digital realm. The most significant theoretical and discursive task in the present is to disrupt the dual ideologies punctuating the contemporary era: inevitable technological change and progress.4 Only then may theorists ponder the future of a digitised past. Disempowered groups, who were denied a voice and role in the analogue history of the twentieth century, will have inequalities reified and reinforced through the digital archiving of contemporary life. The Web has been pivotal to the new Star Wars film. Lucasfilm has an Internet division and an official Website. Between mid November and May, this site has been accessed twenty million times (Gallott 15). Other sites, such as TheForce.net and Countdown to Star Wars, are a record of the enthusiasm and passion of fans. As Daniel Fallon and Matthew Buchanan have realised, "these sites represent the ultimate in film fandom -- virtual communities where like-minded enthusiasts can bathe in the aura generated by their favourite masterpiece" (27). Screensavers, games, desktop wallpaper, interviews and photo galleries have been downloaded and customised. Some ephemeral responses to The Phantom Menace have been digitally recorded. Yet this moment of audience affectivity will be lost without a consideration of digital memory. The potentials and problems of the digital and analogue environments need to be oriented into critical theories of information, knowledge, entertainment and pleasure. The binary language of computer-mediated communication allows a smooth transference of data. Knowledge and meaning systems are not exchanged as easily. Classifying, organising and preserving information make it useful. Archival procedures have been both late and irregular in their application.5 Bocher and Ihlenfeldt assert that 2500 new web sites are coming on-line every day ("A Higher Signal-to-Noise Ratio"). The difficulties and problems confronting librarians and archivists who wish to preserve digital information is revealed in the Australian government's PADI (Preserving Access to Digital Information) Site. Compared with an object in a museum which may lie undisturbed for years in a storeroom, or a book on a shelf, or even Egyptian hieroglyd on the wall of a tomb, digital information requires much more active maintenance. If we want access to digital information in the future, we must plan and act now. (PADI, "Why Preserve Access to Digital Information?") phics carve The speed of digitisation means that responsibility for preserving cultural texts, and the skills necessary to enact this process, is increasing the pressure facing information professionals. An even greater difficulty when preserving digital information is what to keep, and what to release to the ephemeral winds of cyberspace. 'Qualitative criteria' construct an historical record that restates the ideologies of the powerful. Concerns with quality undermine the voices of the disempowered, displaced and decentred. The media's instability through technological obsolescence adds a time imperative that is absent from other archival discussions.6 While these problems have always taken place in the analogue world, there was a myriad of alternative sites where ephemeral material was stored, such as the family home. Popular cultural information will suffer most from the 'blind spots' of digital archivists. While libraries rarely preserve the ephemera of a time, many homes (including mine) preserve the 'trash' of a culture. A red light sabre, toy dalek, Duran Duran posters and a talking Undertaker are all traces of past obsessions and fandoms. Passion evaporates, and interests morph into new trends. These objects remain in attics, under beds, in boxes and sheds throughout the world. Digital documents necessitate a larger project of preservation, with great financial (and spatial) commitments of technology, software and maintenance. Libraries rarely preserve the ephemera -- the texture and light -- of the analogue world. The digital era reduces the number of fan-based archivists. Subsequently forfeited is the spectrum of interests and ideologies that construct the popular memory of a culture. Once bits replace atoms, the recorded world becomes structured by digital codes. Only particular texts will be significant enough to store digitally. Samuel Florman stated that "in the digital age nothing need be lost; do we face the prospect of drowning in trivia as the generations succeed each other?" (n. pag.) The trivia of academics may be the fodder (and pleasures) of everyday life. Digitised preservation, like analogue preservation, can never 'represent' plural paths through the past. There is always a limit and boundary to what is acceptable obsolescence. The Star Wars films suggests that "the whole palette of digital technology is much more subtle and supple; if you can dream it, you can see it" (Corliss 65). This film will also record how many of the dreams survive and are archived. Films, throughout the century, have changed the way in which we construct and remember the past. They convey an expressive memory, rather than an accurate history. Certainly, Star Wars is only a movie. Yet, as Rushkoff has suggested, "we have developed a new language of references and self-references that identify media as a real thing and media history as an actual social history" (32). The build up in Australia to The Phantom Menace has been wilfully joyful. This is a history of the present, a time which I know will, in retrospect, be remembered with great fondness. It is a collective event for a generation, but it speaks to us all in different ways. At ten, it is easy to be amazed and enthralled at popular culture. By thirty, it is more difficult. When we see Star Wars, we go back to visit our memories. With red light sabre in hand, we splice through time, as much as space. Footnotes The United States release of the film occurred on 19 May 1999. In Australia, the film's first screenings were on 3 June. Many cinemas showed The Phantom Menace at 12:01 am, (very) early Thursday morning. The three main players of the GNW team, Paul McDermott, Mikey Robbins and Julie McCrossin, were featured on the cover of Australia's Juice magazine in costumes from The Phantom Menace, being Obi-Wan, Yoda and Queen Amidala respectively. Actually, the National Air and Space Museum had a Star Wars exhibition in 1997, titled "Star Wars: The Magic of Myth". For example, Janet Collins, Michael Hammond and Jerry Wellington, in Teaching and Learning with the Media, stated that "the message is simple: we now have the technology to inform, entertain and educate. Miss it and you, your family and your school will be left behind" (3). Herb Brody described the Net as "an overstuffed, underorganised attic full of pictures and documents that vary wildly in value", in "Wired Science". The interesting question is, whose values will predominate when the attic is being cleared and sorted? This problem is extended because the statutory provision of legal deposit, which obliges publishers to place copies of publications in the national library of the country in which the item is published, does not include CD-ROMs or software. References Bocher, Bob, and Kay Ihlenfeldt. "A Higher Signal-to-Noise Ratio: Effective Use of WebSearch Engines." State of Wisconsin Department of Public Instruction Website. 13 Mar. 1998. 15 June 1999 <http://www.dpi.state.wi.us/dpi/dlcl/lbstat/search2.php>. Brody, Herb. "Wired Science." Technology Review Oct. 1996. 15 June 1999 <http://www.techreview.com/articles/oct96/brody.php>. Carter, Timothy. "Wars Weary." Cinescape 39 (Mar./Apr. 1999): 9. Collins, Janet, Michael Hammond, and Jerry Wellington. Teaching and Learning with Multimedia. London: Routledge, 1997. Corliss, Richard. "Ready, Set, Glow!" Time 18 (3 May 1999): 65. Count Down to Star Wars. 1999. 15 June 1999 <http://starwars.countingdown.com/>. Coupland, Douglas. Generation X. London: Abacus, 1991. Eco, Umberto. Travels in Hyper-Reality. London: Picador, 1987. Fallon, Daniel, and Matthew Buchanan. "Now Screening." Australian Net Guide 4.5 (June 1999): 27. Florman, Samuel. "From Here to Eternity." MIT's Technology Review 100.3 (Apr. 1997). Gallott, Kirsten. "May the Web Be with you." Who Weekly 24 May 1999: 15. Grant, Fiona. "Ewan's Star Soars!" TV Week 29 May - 4 June 1999: 15. Hall, Stuart, and Tony Jefferson, eds. Resistance through Rituals. London: Hutchinson, 1976. Harris, David. From Class Struggle to the Politics of Pleasure: the Effects of Gramscianism on Cultural Studies. London: Routledge, 1992. Hebdige, Dick. Hiding in the Light. London: Routledge, 1988. Hopkins, Susan. "Generation Pulp." Youth Studies Australia Spring 1995. Johnson, Brian, and Susan Oh. "The Second Coming: as the Newest Star Wars Film Illustrates, Pop Culture Has Become a New Religion." Maclean's 24 May 1999: 14-8. Juice 78 (June 1999). Kizlik, Robert. "Generation X Wants to Teach." International Journal of Instructional Media 26.2 (Spring 1999). Lucasfilm Ltd. Star Wars: Welcome to the Official Site. 1999. 15 June 1999 <http://www.starwars.com/>. Miller, Nick. "Generation X-Wing Fighter." The West Australian 4 June 1999: 9. PADI. "What Digital Information Should be Preserved? Appraisal and Selection." Preserving Access to Digital Information (PADI) Website. 11 March 1999. 15 June 1999 <http://www.nla.gov.au/padi/what.php>. PADI. "Why Preserve Access to Digital Information?" Preserving Access to Digital Information (PADI) Website. <http://www.nla.gov.au/padi/why.php>. Rushkoff, Douglas. Media Virus. Sydney: Random House, 1994. Citation reference for this article MLA style: Tara Brabazon. "A Red Light Sabre to Go, and Other Histories of the Present." M/C: A Journal of Media and Culture 2.4 (1999). [your date of access] <http://www.uq.edu.au/mc/9906/sabre.php>. Chicago style: Tara Brabazon, "A Red Light Sabre to Go, and Other Histories of the Present," M/C: A Journal of Media and Culture 2, no. 4 (1999), <http://www.uq.edu.au/mc/9906/sabre.php> ([your date of access]). APA style: Tara Brabazon. (1999) A red light sabre to go, and other histories of the present. M/C: A Journal of Media and Culture 2(4). <http://www.uq.edu.au/mc/9906/sabre.php> ([your date of access]).
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23

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

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Abstract:
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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