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1

Madway, Lorraine. "Documenting Art and History: The “Back to Fort Scott” Materials in the Gordon Parks Papers." Great Plains Quarterly 36, no. 2 (2016): 81–99. http://dx.doi.org/10.1353/gpq.2016.0027.

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2

Andersen, Lene. "At ændre nutiden gennem fortiden – mundtlig historiefortælling i Danmark." Kulturstudier 1, no. 2 (December 20, 2010): 90. http://dx.doi.org/10.7146/ks.v1i2.3901.

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<p>Mange i dag t&aelig;nker umiddelbart, at mundtlig fort&aelig;lling af traditionelle sagn og eventyr mest h&oslash;rer fortiden til. Men inden for de sidste &aring;rtier er der opst&aring;et en ny interesse for mundtlig historiefort&aelig;lling i Danmark. De nye fort&aelig;llere beretter traditionelle sagn og eventyr, men ogs&aring; historier de selv har oplevet eller fundet p&aring;, eller historier fra sk&oslash;nlitter&aelig;re v&aelig;rker. Man f&aring;r indtryk af, at historiefort&aelig;lling stadig har en forbindelse til fortiden. De st&oslash;rste fort&aelig;llefestivaler finder sted i historiske omgivelser p&aring; museer, og nutidens historiefort&aelig;llere henviser ofte til fort&aelig;lletraditionens lange historie, n&aring;r de taler og skriver om historiefort&aelig;lling.Hidtil har den nye interesse for historiefort&aelig;lling ikke v&aelig;ret genstand for forskning, men artiklen freml&aelig;gger et studie af historiefort&aelig;lleres syn p&aring; fort&aelig;lling og fortid. Fokus er, hvilke betydninger begreberne nostalgi og autenticitet har for fort&aelig;llerne. Artiklen bygger prim&aelig;rt p&aring; interviews med historiefort&aelig;llere. Fort&aelig;llerne blev blandt andet bedt om at beskrive, hvordan de umiddelbart forestillede sig, at historiefort&aelig;lling fandt sted i fortiden. Det er et positivt billede af fortiden, der toner frem, og fort&aelig;llerne bruger billederne af fortiden som afs&aelig;t til at kritisere tr&aelig;k af den moderne levem&aring;de. De kritiserer medierne og de elektriske apparater for at g&oslash;re mennesker passive og &oslash;del&aelig;gge deres n&aelig;rv&aelig;r med andre levende mennesker. Ved at genoptage - hvad fort&aelig;llerne opfatter som - en &aelig;ldgammel og udd&oslash;d tradition, &oslash;nsker de at skabe nogle oplevelser, som det moderne menneske savner i vore dages samfund. For fort&aelig;llerne danner fortiden et idealiseret modbillede til nutiden og rummer dermed mulighed for, at fort&aelig;llerne kan tale om deres idealer og h&aring;b for historiefort&aelig;lling.</p><p>Changing the Present through the Past - Oral Story-Telling in Denmark</p><p>Today, many people spontaneously think that oral transmission of traditional legends and fairy tales are a thing of the past. But in the last few decades a new interest has arisen in Denmark in oral story-telling. The new story-tellers relatetraditional legends and fairy tales, but also adventures that they themselves have experienced or invented, or stories from works of fiction. One has the impressionthat story-telling still has a link to the past. The major story-telling festivalstake place in historical surroundings in museums, and present-day story-tellers frequently point to the long history of the story-telling tradition when they speakor write about story-telling.So far, the new interest in story-telling has not been a subject for research, but the present article presents a study of the view of the story-tellers on story-telling and the past. Focus is on which meanings the concepts of nostalgia and authenticityhave for the story-tellers.The article is primarily based on interviews with story-tellers. They were interalia asked to describe how they would spontaneously imagine that story-telling took place in the past. It is a positive picture of the past that emerges, and the story-tellers use images of the past as a platform from which to criticize modernways of life. They criticize the media and electronic gadgets for making people passive and spoiling their being together with other living human beings. By reviving - what the storytellers see as - an ancient and extinct tradition, they wish to create experiences that modern man misses in present-day society. For the story-tellers, the past presents an idealized contrast to the present and thus contains a possibility for the story-tellers to expand about their ideals and hopes for story-telling.</p><p>&nbsp;</p>
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Bassett, D. K. "British ‘Country’ Trade and Local Trade Networks in the Thai and Malay States, c. 1680–1770." Modern Asian Studies 23, no. 4 (October 1989): 625–43. http://dx.doi.org/10.1017/s0026749x00010143.

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The purpose of this paper is to supplement existing knowledge of British and Asian ‘country’ trade to selected parts of Southeast Asia by drawing upon British private papers and the records of Fort St George, Madras. The 1680s marked the peak of international trade in Siamunder king Narai before the wars and revolution there of 1687–88. The decade also saw the elimination of the last great independent entrepot, Banten, on the Java Sea in 1682, as well as the final, ultimately-futile, Dutch efforts to control the Malayan tin-trade north of Perak. The Dutch also began in 1685 and 1689 their intermittent attempts to monopolize key commodities in the Johor–Riau–Lingga sultánate at the southern end of Malacca Strait. In one sense, given Dutch success or at least pretensions, the region from Pegu and Tenasserim–Mergui through certain Malay ports and Aceh to Ayudhya and Tongking constituted what might loosely be called the free-trade zone of maritime Southeast Asia. It was also one in which, with the exception of Perak after 1745, the indigenous monarchies retained complete or extensive independence from European supervision. Into this zone, with occasional ventures to the smaller Indonesian ports, British country traders sailed for over a century, from Bowrey and Dampier in the 1680s to Light and Scott in the 1770s. What were the principal features of the markets they frequented?
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Dou, Paige. "Reviewer Acknowledgements for Review of European Studies, Vol 11, No. 1." Review of European Studies 11, no. 1 (February 28, 2019): 203. http://dx.doi.org/10.5539/res.v11n1p203.

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Review of European Studies wishes to acknowledge the following individuals for their assistance with peer review of manuscripts for this issue. Their help and contributions in maintaining the quality of the journal are greatly appreciated. Review of European Studies is recruiting reviewers for the journal. If you are interested in becoming a reviewer, we welcome you to join us. Please find the application form and details at http://recruitment.ccsenet.org and e-mail the completed application form to res@ccsenet.org. Reviewers for Volume 11, Number 1 Alejandra Moreno Alvarez, Universidad de Oviedo, Spain Arthur Becker-Weidman, Center For Family Development, USA Carmen Ramos, University of Oviedo, Spain Dave Williams, Dublin Institute of Technology, Ireland Efstathios Stefos, University of the Aegean, Greece Emilia Salvanou, Hellenic Open University, Greece Gabriela Gruber, Lucian Blaga University of Sibiu, Romania George Touche, Texas A&amp;M University, USA Hyunsook Kang, Stephen F. Austin State University, United States Ifigeneia Vamvakidou, University of Western Macedonia, Greece Ioan-Gheorghe Rotaru, &lsquo;Timotheus&rsquo; Brethren Theological Institute of Bucharest, Romania Ioanna Efstathiou, University of the Aegean, Greece Karen Ferreira-Meyers, University of Swaziland, Swaziland Macleans Mzumara, Bindura University of Science Education, Zimbabwe Maria-Eleni Syrmali, Panteion University, Greece Meenal Tula, University of Hyderabad, India Mehdi Ghasemi, University of Turku, Finland Mirosław Kowalski, University of Zielona G&oacute;ra, Poland Nikos Christofis, Shaanxi Normal University, Greece Rebecca Burwell, Westfield State University, USA Rickey Ray, Northeast State Community College, USA Ronald James Scott, Leading-Edge Research Institute, USA Savanam Chandra Sekhar, St. Ann&rsquo;s College of Engineering &amp; Technology, Chirala, India Serena Kelly, University of Canterbury, New Zealand Smita M. Patil, School of Gender and Development Studies, India Szabolcs Blazsek, Universidad Francisco Marroquin, Guatemala
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Renn, Derek. "Henry VIII's Coastal Artillery Fort at Camber Castle, Rye, East Sussex. By Martin Biddle, Jonathan Hiller, Ian Scott and Anthony Streeten. 305mm. Pp xx plus 374, 138 figs, 70 pls, 67 tables. Oxford: Oxford Archaeological Unit for English Heritage, 2001. ISBN 0904220230. £40." Antiquaries Journal 82 (September 2002): 389. http://dx.doi.org/10.1017/s0003581500074205.

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6

Susskind, Jacob L., Robert Fischer, Robert B. Luehrs, Joseph M. McCarthy, Pasquale E. Micciche, Bullitt Lowry, Linda Frey, et al. "Book Reviews." Teaching History: A Journal of Methods 10, no. 1 (April 20, 2020): 35–45. http://dx.doi.org/10.33043/th.10.1.35-45.

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J. M. MacKenzie. The Partition of Africa, 1880-1900. London and New York: Methuen, 1983. Pp. x, 48. Paper, $2.95. Review by Leslie C. Duly of Bemidji State University. C. Joseph Pusateri. A History of American Business. Arlington Heights, Illinois: Harlan Davidson, Inc., 1984. Pp. xii, 347. Cloth, $25.95; Paper, $15.95. Review by Paul H. Tedesco of Northeastern University. Russell F. Weigley. History of the United States Army. Enlarged edition. Bloomington: Indiana University Press, 1984. Pp. vi, 730. Paper, $10.95. Review by Calvin L. Christman of Cedar Valley College. Jonathan H. Turner, Royce Singleton, Jr., and David Musick. Oppression: A Socio-History of Black-White Relations in America. Chicago: Nelson-Hall, 1984. Cloth, $24.95; Paper, $11.95. Review by Thomas F. Armstrong of Georgia College. H. Warren Button and Eugene F. Provenzo, Jr. History of Education and Culture in America. Englewood Cliffs, New Jersey: Prentice-Hall, Inc., 1983. Pp. xvii, 370. Cloth, $20.95. Review by Peter J. Harder. Vice President, Applied Economics, Junior Achievement Inc. David Stick. Roanoke Island: The Beginnings of English America. Chapel Hill and London: University of North Carolina Press, 1983. Pp. xiv, 266. Cloth, $14.95; Paper, $5.95. Review by Mary E. Quinlivan of the University of Texas of the Permian Basin. John B. Boles. Black Southerners 1619-1869. Lexington: The University Press of Kentucky, 1983. Pp. ix, 244. Cloth, $24.00; Paper, $9.00. Review by Kay King of Mountain View College. Elaine Tyler May. Great Expectations: Marriage and Divorce in Post-Victorian America. Chicago: University of Chicago Press, 1980. Pp. viii, 200. Cloth, $15.00; Paper, $6.95. Review by Barbara J. Steinson of DePauw University. Derek McKay and H. M. Scott. The Rise of the Great Powers, 1648-1815. London: Longman, 1983. Pp. 368. Paper, $13.95. Review by Linda Frey of the University of Montana. Jack S. Levy. War in the Modern Great Power System, 1495-1975. Lexington: The University Press of Kentucky, 1983. Pp. xiv, 215. Cloth, $24.00. Review by Bullitt Lowry of North Texas State University. Lionel Kochan and Richard Abraham. The Making of Modern Russia. Second Edition. New York: Penguin Books, 1983. Pp. 544. Paper, $7.95. Review by Pasquale E. Micciche of Fitchburg State College. D. C. B. Lieven. Russia and the Origins of the First World War. New York: St. Martin's Press, 1983. Pp. 213. Cloth, $25.00. Review by Joseph M. McCarthy of Suffolk University. John F. V. Kieger. France and the Origins of the First World War. New York: St. Martin's Press, 1983. Pp. vii, 201. Cloth, $25.00. Review by Robert B. Luehrs of Fort Hays State University. E. Bradford Burns. The Poverty of Progress: Latin Amerca in the Nineteenth Century. Berkeley: University of California Press, 1980. Pp. 185. Paper, $6.95. Review by Robert Fischer of the Southern Technical Institute. Anthony Seldon and Joanna Pappworth. By Word of Mouth: Elite Oral History. London and New York: Methuen, 1983. Pp. xi, 258. Cloth, $25.00; Paper, $12.95. Review by Jacob L. Susskind of the Pennsylvania State University, The Capitol Campus.
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KITLV, Redactie. "Book Reviews." New West Indian Guide / Nieuwe West-Indische Gids 69, no. 3-4 (January 1, 1995): 315–410. http://dx.doi.org/10.1163/13822373-90002642.

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-Dennis Walder, Robert D. Hamner, Derek Walcott. New York: Twayne Publishers, 1993. xvi + 199 pp.''Critical perspectives on Derek Walcott. Washington DC: Three continents, 1993. xvii + 482 pp.-Yannick Tarrieu, Lilyan Kesteloot, Black writers in French: A literary history of Negritude. Translated by Ellen Conroy Kennedy. Washington DC: Howard University Press, 1991. xxxiii + 411 pp.-Renée Larrier, Carole Boyce Davies ,Out of the Kumbla: Caribbean women and literature. Trenton NJ: Africa World Press, 1990. xxiii + 399 pp., Elaine Savory Fido (eds)-Renée Larrier, Evelyn O'Callaghan, Woman version: Theoretical approaches to West Indian fiction by women. London: Macmillan Caribbean, 1993. viii + 126 pp.-Lisa Douglass, Carolyn Cooper, Noises in the blood: Orality, gender and the 'vulgar' body of Jamaican popular culture. London: Macmillan Caribbean, 1993. ix + 214 pp.-Christine G.T. Ho, Kumar Mahabir, East Indian women of Trinidad & Tobago: An annotated bibliography with photographs and ephemera. San Juan, Trinidad: Chakra, 1992. vii + 346 pp.-Eva Abraham, Richenel Ansano ,Mundu Yama Sinta Mira: Womanhood in Curacao. Eithel Martis (eds.). Curacao: Fundashon Publikashon, 1992. xii + 240 pp., Joceline Clemencia, Jeanette Cook (eds)-Louis Allaire, Corrine L. Hofman, In search of the native population of pre-Colombian Saba (400-1450 A.D.): Pottery styles and their interpretations. Part one. Amsterdam: Natuurwetenschappelijke Studiekring voor het Caraïbisch Gebied, 1993. xiv + 269 pp.-Frank L. Mills, Bonham C. Richardson, The Caribbean in the wider world, 1492-1992: A regional geography. Cambridge: Cambridge University Press, 1992. xvi + 235 pp.-Frank L. Mills, Thomas D. Boswell ,The Caribbean Islands: Endless geographical diversity. New Brunswick NJ: Rutgers University Press, 1992. viii + 240 pp., Dennis Conway (eds)-Alex van Stipriaan, H.W. van den Doel ,Nederland en de Nieuwe Wereld. Utrecht: Aula, 1992. 348 pp., P.C. Emmer, H.PH. Vogel (eds)-Idsa E. Alegría Ortega, Francine Jácome, Diversidad cultural y tensión regional: América Latina y el Caribe. Caracas: Nueva Sociedad, 1993. 143 pp.-Barbara L. Solow, Ira Berlin ,Cultivation and culture: Labor and the shaping of slave life in the Americas. Charlottesville: University Press of Virginia, 1993. viii + 388 pp., Philip D. Morgan (eds)-Andrew J. O'Shaughnessy, Karen Ordahl Kupperman, Providence Island, 1630-1641: The other puritan colony. Cambridge: Cambridge University Press, 1993. xiii + 393 pp.-Armando Lampe, Johannes Meier, Die Anfänge der Kirche auf den Karibischen Inseln: Die Geschichte der Bistümer Santo Domingo, Concepción de la Vega, San Juan de Puerto Rico und Santiago de Cuba von ihrer Entstehung (1511/22) bis zur Mitte des 17. Jahrhunderts. Immensee: Neue Zeitschrift für Missionswissenschaft, 1991. xxxiii + 313 pp.-Edward L. Cox, Carl C. Campbell, Cedulants and capitulants; The politics of the coloured opposition in the slave society of Trinidad, 1783-1838. Port of Spain, Trinidad: Paria Publishing, 1992. xv + 429 pp.-Thomas J. Spinner, Jr., Basdeo Mangru, Indenture and abolition: Sacrifice and survival on the Guyanese sugar plantations. Toronto: TSAR, 1993. xiii + 146 pp.-Rosemarijn Hoefte, Lila Gobardhan-Rambocus ,Immigratie en ontwikkeling: Emancipatie van contractanten. Paramaribo: Anton de Kom Universiteit, 1993. 262 pp., Maurits S. Hassankhan (eds)-Juan A. Giusti-Cordero, Teresita Martínez-Vergne, Capitalism in colonial Puerto Rico: Central San Vicente in the late nineteenth century. Gainesville: University Press of Florida, 1992. 189 pp.-Jean Pierre Sainton, Henriette Levillain, La Guadeloupe 1875 -1914: Les soubresauts d'une société pluriethnique ou les ambiguïtés de l'assimilation. Paris: Autrement, 1994. 241 pp.-Michèle Baj Strobel, Solange Contour, Fort de France au début du siècle. Paris: L'Harmattan, 1994. 224 pp.-Betty Wood, Robert J. Stewart, Religion and society in post-emancipation Jamaica. Knoxville: University of Tennessee Press, 1992. xx + 254 pp.-O. Nigel Bolland, Michael Havinden ,Colonialism and development: Britain and its tropical colonies, 1850-1960. New York: Routledge, 1993. xv + 420 pp., David Meredith (eds)-Luis Martínez-Fernández, Luis Navarro García, La independencia de Cuba. Madrid: MAPFRE, 1992. 413 pp.-Pedro A. Pequeño, Guillermo J. Grenier ,Miami now! : Immigration, ethnicity, and social change. Gainesville: University Press of Florida, 1992. 219 pp., Alex Stepick III (eds)-George Irving, Alistair Hennessy ,The fractured blockade: West European-Cuban relations during the revolution. London: Macmillan Caribbean, 1993. xv + 358 pp., George Lambie (eds)-George Irving, Donna Rich Kaplowitz, Cuba's ties to a changing world. Boulder CO: Lynne Rienner, 1993, xii + 263 pp.-G.B. Hagelberg, Scott B. MacDonald ,The politics of the Caribbean basin sugar trade. New York: Praeger, 1991. vii + 164 pp., Georges A. Fauriol (eds)-Bonham C. Richardson, Trevor W. Purcell, Banana Fallout: Class, color, and culture among West Indians in Costa Rica. Los Angeles: UCLA Center for Afro-American studies, 1993. xxi + 198 pp.-Gertrude Fraser, George Gmelch, Double Passage: The lives of Caribbean migrants abroad and back home. Ann Arbor: University of Michigan Press, 1992. viii + 335 pp.-Gertrude Fraser, John Western, A passage to England: Barbadian Londoners speak of home. Minneapolis: University of Minnesota Press, 1992. xxii + 309 pp.-Trevor W. Purcell, Harry G. Lefever, Turtle Bogue: Afro-Caribbean life and culture in a Costa Rican Village. Cranbury NJ: Susquehanna University Press, 1992. 249 pp.-Elizabeth Fortenberry, Virginia Heyer Young, Becoming West Indian: Culture, self, and nation in St. Vincent. Washington DC: Smithsonian Institution Press, 1993. x + 229 pp.-Horace Campbell, Dudley J. Thompson ,From Kingston to Kenya: The making of a Pan-Africanist lawyer. Dover MA: The Majority Press, 1993. xii + 144 pp., Margaret Cezair Thompson (eds)-Kumar Mahabir, Samaroo Siewah, The lotus and the dagger: The Capildeo speeches (1957-1994). Port of Spain: Chakra Publishing House, 1994. 811 pp.-Donald R. Hill, Forty years of steel: An annotated discography of steel band and Pan recordings, 1951-1991. Jeffrey Thomas (comp.). Westport CT: Greenwood, 1992. xxxii + 307 pp.-Jill A. Leonard, André Lucrèce, Société et modernité: Essai d'interprétation de la société martiniquaise. Case Pilote, Martinique: Editions de l'Autre Mer, 1994. 188 pp.-Dirk H. van der Elst, Ben Scholtens ,Gaama Duumi, Buta Gaama: Overlijden en opvolging van Aboikoni, grootopperhoofd van de Saramaka bosnegers. Stanley Dieko. Paramaribo: Afdeling Cultuurstudies/Minov; Amsterdam: Koninklijk Instituut voor de Tropen, 1992. 204 pp., Gloria Wekker, Lady van Putten (eds)-Rosemarijn Hoefte, Chandra van Binnendijk ,Sranan: Cultuur in Suriname. Amsterdam: Koninklijk Instituut voor de Tropen/Rotterdam: Museum voor Volkenkunde, 1992. 159 pp., Paul Faber (eds)-Harold Munneke, A.J.A. Quintus Bosz, Grepen uit de Surinaamse rechtshistorie. Paramaribo: Vaco, 1993. 176 pp.-Harold Munneke, Irvin Kanhai ,Strijd om grond in Suriname: Verkenning van het probleem van de grondenrechten van Indianen en Bosnegers. Paramaribo, 1993, 200 pp., Joyce Nelson (eds)-Ronald Donk, J. Hartog, De geschiedenis van twee landen: De Nederlandse Antillen en Aruba. Zaltbommel: Europese Bibliotheek, 1993. 183 pp.-Aart G. Broek, J.J. Oversteegen, In het schuim van grauwe wolken: Het leven van Cola Debrot tot 1948. Amsterdam: Muelenhoff, 1994. 556 pp.''Gemunt op wederkeer: Het leven van Cola Debrot vanaf 1948. Amsterdam: Muelenhoff, 1994. 397 pp.
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8

Hewitt, Steve. "Something Old, Something New, Something Borrowed, Something Constructed: Recent Western Canadian Historical Writing“OTHER” VOICES: HISTORICAL ESSAYS ON SASKATCHEWAN WOMEN. Dave De Brou and Aileen Moffatt, eds. Regina: Canadian Plains Research Center, 1995.FASHIONING FARMERS: IDEOLOGY, AGRICULTURAL KNOWLEDGE AND THE MANITOBA FARM MOVEMENT, 1890-1925. Jeffery Taylor. Regina: Canadian Plains Research Center, 1994.MAKING WESTERN CANADA: ESSAYS ON EUROPEAN COLONIZATION AND SETTLEMENT. Catherine Cavanaugh and Jeremy Mouat, eds. Toronto: Garamond Press, 1996.PROPHECY OF THE SWAN: THE UPPER PEACE RIVER FUR TRADE OF 1794-1823. David V. Burley, J. Scott Hamilton, and Knut R. Fladmark, eds. Vancouver: UBC Press, 1996.SETTLING THE CANADIAN-AMERICAN WEST, 1890-1915: PIONEER ADAPTATION AND COMMUNITY BUILDING: AN ANTHROPOLOGICAL HISTORY. John W. Bennett and Seena B. Kohl. Lincoln, ME: University of Nebraska Press, 1994.THE GREAT ADVENTURE: HOW THE MOUNTIES CONQUERED THE WEST. Alison Griffiths and David Cruise. Toronto: Viking, 1996.THE RED RIVER REBELLION. J.M. Bumsted. Winnipeg: Watson & Dwyer Publishing Ltd., 1996.VIEWS FROM FORT BATTLEFORD: CONSTRUCTED VISIONS OF AN ANGLO-CANADIAN WEST. Walter Hildebrandt. Regina: Canadian Plains Research Center, 1994." Journal of Canadian Studies 32, no. 3 (August 1997): 162–72. http://dx.doi.org/10.3138/jcs.32.3.162.

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9

van der Walt, Barend. "‘n Kykie na kopstukke. Filosofie op Potchefstroom die afgelope eeu (1917-2017). Deel 3: die uitbouers." Koers - Bulletin for Christian Scholarship 83, no. 1 (November 10, 2018). http://dx.doi.org/10.19108/koers.83.1.2370.

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ABSTRACT A peep-hole on big guns; philosophy at Potchefstroom during the past century (1917-2017). Part 3: the elaborators This article is the third in a series of four which outlines the history of philosophy at Potchefstroom during more than a century. Firstly, two main professors, F. Postma and S.O. Los, who taught philosophy up to about 1917 received attention (cf. Van der Walt, 2017). After this first period of reconnoitring followed a second of systematisation by Proff H.G. Stoker and J.A. Taljaard (cf. Van der Walt, 2018). The present contribution covers the third period, viz. that of the further elaboration in various directions of a Christian-reformational philosophy. At the hand of their academic backgrounds, personal interests and publications the following seven heads of the Department of Philosophy (later School of Philosophy) march past: Proff B. Duvenage, N.T. van der Merwe, Pieter G.W. du Plessis, M. Elaine Botha, Johannes J. Venter, followed by an interim without a departmental head, Pieter J.J.S. Potgieter and Michael F. Heyns. This article is aligned with the framework of an extensive evaluative conclusion about the history of philosophy at Potchefstroom during more than a century as reviewed in this series. The fourth and final contribution will discuss the growing tension in the School has, by 2016, arrived at the cross-roads. SAMEVATTING In ʼn reeks van vier artikels is hierdie die derde wat die hooflyne van die geskiedenis van filosofie op Potchefstroom oor meer as ʼn eeu beskrywe (vgl. Van der Walt, 2017 en 2018 vir die vorige twee). Nadat op ʼn tydperk van filosofiese verkenning (tot ongeveer 1917) gelet is, is twee sisteembouers uit die tweede periode bekyk. Nou word nog sewe profiele van hulle opvolgers ten tonele gevoer, wat as verteenwoordigers van ʼn derde periode van die uitbouing van ʼn Christelike filosofie beskou kan word. Die volgende figure passeer die revue: (1) Benoon Duvenage (departementshoof vanaf 1974 tot 1980); (2) Nicolaas Theodor van der Merwe (vanaf ongeveer 1957 dosent en vanaf 1980 tot 1986 departementshoof); (3) Pieter G.W. du Plessis (dosent vanaf 1957 tot 1965 aan die PU verbonde en tussen 1988 en 1989 waarnemende departementshoof); (4) Marthina Elaine Botha (vanaf 1969 dosent en vanaf 1990 tot 1995 departementshoof; (5) Johannes Jacob Venter (vanaf 1970 dosent aan die PU, na ʼn tydperk (1979-1974) by die Universiteit van Fort Hare weer terug aan die PU en vanaf 1996 tot 1998 departementshoof; (6) Vanaf 1999 tot 2001 verloor filosofie sy selfstandigheid deurdat dit demoveer word tot slegs ʼn vakgroep binne een van die nuutgestigte skole, die Skool vir Sosiale en Owerheidstudies waarvan prof Willie van Wyk die direkteur was. (7) Pieter Jacobus Johannes Stephanus Potgieter (vanaf 2001 tot 2008 direkteur van die nuwe Skool vir Filosofie); (8) Michael F. Heyns (vanaf 2002 dosent in Filosofie en vanaf 2009 tot op datum direkteur van die Skool). Hierdie artikel word afgesluit met ʼn breedvoerige evaluerende terugskouing op die geskiedenis van filosofie op Potchefstroom gedurende meer as ʼn eeu. Die laaste (vierde) bydrae bespreek die groeiende spanning (sedert ongeveer 2010) en die huidige krisis in die Skool vir Filosofie.
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Hoad, Catherine, and Samuel Whiting. "True Kvlt? The Cultural Capital of “Nordicness” in Extreme Metal." M/C Journal 20, no. 6 (December 31, 2017). http://dx.doi.org/10.5204/mcj.1319.

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IntroductionThe “North” is given explicitly “Nordic” value in extreme metal, as a vehicle for narratives of identity, nationalism and ideology. However, we also contend that “Nordicness” is articulated in diverse and contradictory ways in extreme metal contexts. We examine Nordicness in three key iterations: firstly, Nordicness as a brand tied to extremity and “authenticity”; secondly, Nordicness as an expression of exclusory ethnic belonging and ancestry; and thirdly, Nordicness as an imagined community of liberal democracy.In situating Nordicness across these iterations, we call into focus how the value of the “North” in metal discourse unfolds in different contexts with different implications. We argue that “Nordicness” as it is represented in extreme metal scenes cannot be considered as a uniform, essential category, but rather one marked by tensions and paradoxes that undercut the possibility of any singular understanding of the “North”. Deploying textual and critical discourse analysis, we analyse what Nordicness is made to mean in extreme metal scenes. Furthermore, we critique understandings of the “North” as a homogenous category and instead interrogate the plural ways in which “Nordic” meaning is articulated in metal. We focus specifically on Nordic Extreme Metal. This subgenre has been chosen with an eye to the regional complexities of the Nordic area in Northern Europe, the popularity of extreme metal in Nordic markets, and the successful global marketing of Nordic metal bands and styles.We use the term “Nordic” in line with Loftsdóttir and Jensen’s definition, wherein the “Nordic countries” encompass Norway, Sweden, Iceland, Denmark and Finland, and the autonomous regions of Greenland: the Faroe Islands and the Aland Islands (3). “Nordic-ness”, they argue, is the cultural identity of the Nordic countries, reified through self-perception, internationalisation and “national branding” (Loftsdóttir and Jensen 2).In referring to “extreme metal”, we draw from Kahn-Harris’s characterisation of the term. “Extreme metal” represents a cluster of heavy metal subgenres–primarily black metal, death metal, thrash metal, doom metal and grindcore–marked by their “extremity”; their impetus towards “[un]conventional musical aesthetics” (Kahn-Harris 6).Nonetheless, we remain acutely aware of the complexities that attend both terms. Just as extreme metal itself is “exceptionally diverse” (Kahn-Harris 6) and “constantly developing and reconfiguring” (Kahn-Harris 7), the category of the “Nordic” is also a site of “diverse experiences” (Loftsdóttir & Jensen 3). We seek to move beyond any essentialist understanding of the “Nordic” and move towards a critical mapping of the myriad ways in which the “Nordic” is given value in extreme metal contexts.Branding the North: Nordicness as Extremity and AuthenticityMetal’s relationship with the Nordic countries has become a key area of interest for both popular and scholarly accounts of heavy metal as the genre has rapidly expanded in the region. The Nordic countries currently boast the highest rate of metal bands per capita (Grandoni). Since the mid-2000s, metal scholars have displayed an accelerated interest in the “cultural aesthetics and identity politics” of metal in Northern Europe (Brown 261). Wider popular interest in Nordic metal has been assisted by the notoriety of the Norwegian black metal scene of the early 1990s, wherein a series of murders and church arsons committed by scene members formed the basis for popular texts such as Moynihan and Søderlind’s book Lords of Chaos and Aites and Ewell’s documentary Until the Light Takes Us.Invocations of Nordicness in metal music are not a new phenomenon, nor have such allusions been strictly limited to Northern European artists. Led Zeppelin and Iron Maiden displayed an interest in Norse mythology, while Venom and Manowar frequently drew on Nordic imagery in their performance and visual aesthetics.This interest in the North was largely ephemeral–the use of popular Nordic iconography stressed romanticised constructions of the North as a site of masculine liberty, rather than locating such archetypes in a historical context. Such narratives of Nordic masculinity, liberty and heathenry nevertheless become central to heavy metal’s contextual discourses, and point to the ways in which “Nordicness” becomes mobilised as a particular branded category.Whilst Nordic “branding” for earlier heavy metal bands was largely situated in romantic imaginings of the ancient North, in the late 1980s there emerged “a secondary usage” of Nordic identity and iconography by Northern European metal bands (Trafford & Pluskowski 58). Such “Nordicness” laid far more stress on historical context, national identity and notions of ancestry, and, crucially, a sense of extremity and isolation. This emphasis on metal’s extremity beyond the mainstream has long been a crucial component in the marketing of Nordic scenes.Such “extremity” is given mutually supportive value as “authenticity”, where the term is understood as a value judgement (Moore 209) applied by audiences to discern if music remains committed to its own premises (Frith 71). Such questions of sincerity and commitment to metal’s core continue to circulate in the discourses of Nordic extreme metal. Sweden’s death metal underground, for example, was considered at “the forefront of one of the most extreme varieties of music yet conceived” (Moynihan and Søderlind 32), with both the Stockholm and Gothenburg “sounds” proving influential beyond Northern Europe (Kahn-Harris 106).Situating Nordicness as a distinct identity beyond metal’s commercial appeal underscores much of the marketing of Nordic extreme metal to international audiences. Such discourses continue in contemporary contexts–Finland’s official website promotes metal as a form of Finnish art and culture: “By definition, heavy metal fans crave music from outside the mainstream. They champion material that boldly stands out against the normality of pop” (Weaver).The focus on Nordic metal existing “outside” the mainstream is commensurate with understandings of extreme metal as “on the edge of music” (Kahn-Harris 5). Such sentiments are situated in a wider regional narrative that sees the Nordic region at the geographic “edge” of Europe, as remote and isolated (Grimley 2). The apparent isolation that enables the distinctiveness of “Nordic” forms of extreme metal is, however, potentially undercut by the widespread circulation of “Nordicness” as a particular brand.“Nordic extreme metal” can be understood as both a generic and place-based scene, where genre and geography “cross cut and coincide in complex ways” (Kahn-Harris 99). The Bergen black metal sound, for example, much like the Gothenburg death metal sound, is both a geographic and stylistic marker that is replicated in different contexts.This Nordic branding of musical styles is further affirmed by the wider means through which “Nordic”, “Scandinavian” and the “North” become interchangeable frameworks for the marketing of particular styles of extreme metal. “Nordic metal”, Von Helden thus argues, “is a trademark and a best seller” (33).Nordicness as Exclusory Belonging and AncestryMarketing strategies that rely on constructions of Nordic metal as “beyond the mainstream” at once exotify and homogenise the “Nordic”. Sentiments of an “imagined community of Nordicness” (Lucas, Deeks and Spracklen 279) have created problematic boundaries of who, or what, may be represented in such categories.Understandings of “Nordicness” as a site of generic “purity” (Moynihan and Søderlind 32) are therefore both tacitly and explicitly underscored by projections of ethnic purity and “belonging”. As such, where we have previously considered the cultural capital of the “Nordic” as it emerges as a particular branding exercise, here we examine the exclusory impetus of homogenous understandings of the Nordic.Nordicness in this context connotes explicitly racialised value, which interpellates images of Viking heathenry to enable fantasies of the pure, white North. This phenomenon is particularly evident in the context of Norwegian black metal, which bases its own self-mythologising in explicitly Nordic parameters. Norwegian black metal bands and members of the broader scene have often taken steps to continually affirm their Nordicness through various representational strategies. The widespread church burnings associated with the early Norwegian black metal scene, for instance, can be framed as a radical rejection of Christianity and an embracing of Norway’s Viking, pagan past.The ethnoromanticisation of Nordic regions and landscapes is underscored by problematic projections of national belonging. An interest in pagan mythology, as Kahn-Harris notes, can easily become an interest in racism and fascism (41). The “uncritical celebration of pagan pasts, the obsession with the unpolluted countryside and the distrust of the cosmopolitan city” that mark much Norwegian black metal were also common features of early fascist and racist movements (Kahn-Harris 41).Norwegian black metal has thus been able to link the genre, as a global music commodity, to “the conscious revival of myths and ideologies of an ancient northern European history and nationalist culture” (Lucas, Deeks and Spracklen 279). The conscious revival of such myths materialised in the early Norwegian scene in deliberately racist sentiments. Mayhem drummer Jan Axel Blomberg (“Hellhammer”) demonstrates this in his brief declaration that “Black metal is for white people” (in Moynihan and Søderlind 305); similarly, Darkthrone’s original back cover of Transylvanian Hunger (1994) prominently featured the phrase “Norsk Arisk Black Metal” (“Norwegian Aryan Black Metal”). Nordicness as exclusory white, Aryan identity is further mobilised in the National Socialist Black Metal scene, which readily caters to ontological constructions of Nordic whiteness (Spracklen, True Aryan; Hagen).However, Nordicness is also given racialised value in more tacit, but nonetheless troubling ways in wider Nordic folk and Viking metal scenes. The popular association of Vikings with Nordic folk metal has enabled such figures to be dismissed as performative play or camp romanticism, ostensibly removed from the extremity of black metal. Such metal scenes and their appeals to ethnosymbolic patriarchs nevertheless remain central to the ongoing construction of Nordic metal as a site that enables the instrumentality of Northern European whiteness precisely through hiding such whiteness in plain sight (Spracklen, To Holmgard, 359).The ostensibly “camp” performance of bands such as Sweden’s Amon Amarth, Faroese act Týr, or Finland’s Korpiklaani distracts from the ways in which Nordicness, and its realisations through Viking and Pagan symbolism, emerges as a claim to ethnic exclusivity. Through imagining the Viking as an ancestral, genetic category, the “common past” of the Nordic people is constructed as a self-identity apart from other people (Blaagaard 11).Furthermore, the “Viking” itself has cultural capital that has circulated beyond Northern Europe in both inclusive and exclusive ways. Nordic symbolism and mythologies are invoked within the textual aesthetics of heavy metal communities across the globe–there are Viking metal bands in Australia, for instance. Further, the valorising of the “North” in metal discourse draws on the symbols of particular ethnic traditions to give historicity and local meaning to white identity.Lucas, Deeks and Spracklen map the rhetorical power of the “North” in English folk metal. However, the same international flows of Nordic cultural capital that have allowed for the success and distinctiveness of Nordic extreme metal have also enabled the proliferation of increasingly exclusionary practices. A flyer signed by the “Wiking Hordes” in May of 1995 (in Moynihan and Søderlind 327) warns that the expansion of black and death metal into Asia, Eastern Europe and South America posed a threat to the “true Aryan” metal community.Similarly, online discussions of the documentary Pagan Metal, in which an interviewee states that a Brazilian Viking metal band is “a bit funny”, shifted between assertions that enjoyment should not be restricted by cultural heritage and declarations that only Nordic bands could “legitimately” support Viking metal. Giving Nordicness value as a form of insular, ethnic belonging has therefore had exclusory and problematic implications for how metal scenes market their dominant symbols and narratives, particularly as scenes continue to grow and diversify across multiple national contexts.Nordicness as Liberal DemocracyNordicness in heavy metal, as we have argued, has been ascribed cultural capital as both a branded, generic phenomenon and as a marker of ancestral, ethnonational belonging. Understandings of “Nordic” as an exclusory ethnic category marked by strict boundaries however come into conflict with the Nordic region’s self-perceptions as a liberal democracy.We propose an additional iteration for “Nordicness” as a means of pointing to the tensions that emerge between particular metallic imaginings of the “North” as a remote, uncompromising site of pagan liberty, and the material realities of modern Nordic nation states. We consider some new parameters for articulations of “Nordicness” in metal scenes: Nordicness as material and political conditions that have enabled the popularity of heavy metal in the region, and furthermore, the manifestations of such liberal democratic discourses in Nordic extreme metal scenes.Nordicness as a cultural, political brand is based in perceptions of the Nordic countries as “global good citizens”, “peace loving”, “conflict-resolution oriented” and “rational” (Loftsdóttir and Jensen 2). This modern conception of Nordicness is grounded in the region’s current political climate, which took its form in the post-World War II rejection of fascism and the following refugee crisis.Northern Europe’s reputation as a “famously tolerant political community” (Dworkin 487) can therefore be seen, one on hand, as a crucial disconnect from the intolerant North mediated by factions of Nordic extreme metal scenes and on the other, a political community that provides the material conditions which allow extreme metal to flourish. Nordicness here, we argue, is a crucial form of scenic infrastructure–albeit one that has been both celebrated and condemned in the sites and spaces of Nordic extreme metal.The productivity and stability of extreme metal in the Nordic countries has been attributed to a variety of institutional factors: the general relative prosperity of Northern Europe (Terry), Scandinavian legal structures (Maguire 156), universal welfare, high levels of state support for cultural development, and a broad emphasis on musical education in schools.Kahn-Harris argues that the Swedish metal scene is supported by the strength of the Swedish music industry and “Swedish civil society in general” (108). Music education is strongly supported by the state; Sweden’s relatively generous welfare and education system also “provide [an] effective subsidy for music making” (108). Furthermore, he argues that the Swedish scene has benefited from being closer to the “cultural mainstream of the country than is the case in many other countries” (108). Such close relationships to the “cultural mainstream” also invite a critical backlash against the state. The anarchistic anti-government stance of Swedish hardcore bands or the radical individualism of Norwegian black metal embodies this backlash.Early black metal is seen as a targeted response to the “oppressive and numbing social democracy which dominated Norwegian political life” (Moynihan and Søderlind 32). This spurning of social democracy is further articulated by Darkthrone founder Fenriz, who states that black metal “…is every man for himself… It is individualism above all” (True Norwegian Black Metal). Nordic extreme metal’s emphasis on independence and anti-modernity is hence immediately troubled by the material reality of the conditions that allow it to flourish. Nordicness thus gains complex realisation as both radical individualism and democratic infrastructural conditions.In looking towards future directions for expressions of the “Nordic” in extreme metal scenes, we want to consider how Nordicness can be articulated not as exclusory ethnic belonging and individualist misanthropy, but rather illustrate how Nordic scenes have also proffered sites for progressive, anti-racist discourses that speak to the cultural branding of the North as a tolerant political community.Imaginings of the North as ethnically homogenous or pure are complicated by Nordic bands and fans who actively critique such racialised discourses, and instead situate “Nordic” metal as a site of heterogeneity and anti-racist activism. The liberal politics of the region are most clearly articulated in the music of Swedish hardcore and extreme metal bands, particularly those originating in the northern university town of Umeå. Like much of Europe’s underground music scene, Umeå hardcore bands are often aligned with the anti-fascist movement and its message of tolerance and active anti-racist, anti-homophobic and anti-sexist resistance and protest. Refused is the most well-known example, speaking out against capitalism and in favour of animal rights and civil liberties. Scandinavian DIY acts have also long played a crucial role in facilitating the global diffusion of anti-capitalist punk and hardcore music (Haenfler 287).Nonetheless, whilst such acts remain important sites of progressive discourses in homogenous constructions of Nordicness, such an argument for tolerance and diversity is difficult to maintain when the majority of the scene’s successful bands are made up of white, ethnically Scandinavian men. As such, in moving towards future considerations for Nordicness in extreme metal scenes, we thus call into focus a fragmentation of “Nordicness”, precisely to divorce it from homogenous constructions of the “Nordic”, and enable greater critical interrogation and plurality of the notion of the “North” in metal scholarship.ConclusionThis article has pointed towards a multiplicity of Nordic discourses that unfold in metal: Nordic as a marketing tool, Nordic as an ethnic signifier, and Nordic as the political reality of liberal democratic Northern Europe–and the tensions that emerge in their encounters and intersections. In arguing for multiple understandings of “Nordicness” in metal, we contend that the cultural capital that accompanies the “Nordic” actually emerges as a series of fragmented, often conflicting categories.In examining how images of the North as an isolated location at the edge of the world inform the branded construction of Nordic metal as sites of presumed authenticity, we considered how scenes such as Swedish death metal and Norwegian black metal were marketed precisely through their Nordicness, where their geographic isolation from the commercial centre of heavy metal was used to affirm their “Otherness” to their mainstream metal counterparts. This “otherness” has in turn enabled constructions of Nordic metal scenes as sites of not only metallic purity in their isolation from “commercial” metal scenes, but also ethnic homogeneity. Nordicness, in this instance, becomes inscribed with explicitly racialised value that interpellates images of Viking heathenry to bolster phantasmic imaginings of the pure, white North.However, as we argue in the third section, such exclusory narratives of Nordic belonging come into conflict with Northern Europe’s own self image as a site of progressive liberal democracy. We argue that Nordicness here can be taken as a political imperative towards socialist democracy, wherein such conditions have enabled the widespread viability of extreme metal; yet also invited critical backlashes against the modern political state.Ultimately, in responding to our own research question–what is the cultural capital of “Nordicness” in metal?–we assert that such capital is realised in multiple iterations, undermining any possibility of a uniform category of “Nordicness”, and exposing its political tensions and paradoxes. 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Variance Films, 2008.Von Helden, Imke. “Scandinavian Metal Attack: The Power of Northern Europe in Extreme Metal.” Heavy Fundametalisms: Music, Metal and Politics. Eds. Rosemary Hill and Karl Spracklen. Oxford: Inter-Disciplinary Press, 2010. 33–41.Weaver, James. “Now Trending Globally: Finnish Metal Music.” This Is Finland, June 2015. 5 Oct. 2017 <https://finland.fi/arts-culture/now-trending-globally-finnish-metal-music/>.
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Bourdaa, Mélanie. "From One Medium to the Next: How Comic Books Create Richer Storylines." M/C Journal 21, no. 1 (March 14, 2018). http://dx.doi.org/10.5204/mcj.1355.

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Abstract:
Transmedia storytelling, as defined by Henry Jenkins in 2006 in his book Convergence Culture, highlights a production strategy that aims to augment the narration of a cultural work by scattering it across several media platforms—digital or non-digital. The term is certainly quite recent, but the practices are not new and allow us to understand the evolution of the cultural industries and the creation of a new media ecosystem. As Matthew Freeman states, transmedia storytelling always relies on industrial changes, the narration adapting itself to new media synergies and novelties to create engaging and coherent storyworlds.Producers of American TV shows, showrunners, and networks are more and more eager to develop narrative universes on other media platforms in order to target new audiences and to give food for thought to fans, as well as reward them for their intellectual and emotional investment. Ancillary content and tie-ins sometimes take the form of novelisations or comic books, highlighting the fact that strategies of transmedia storytelling can be deployed on non-digital platforms and still enhance the narrative aspects of the show. For example, Twin Peaks (1990) developed The Diary of Laura Palmer (1990), a journal written by the character Laura Palmer who gave insights on her life and details about her relationships with other characters before she was murdered at the beginning of the series. How I Met Your Mother (2005-2014) published The BroCode (2008), first seen on episode “The Goat” (season 3 episode 17), and The Playbook (2012), first seen in an episode entitled “The Playbook” (season 5 episode 8). They are bibles written by character Barney Stinson that contain rules or advice for picking up women. For instance, The BroCode contains 150 articles, a glossary of terms, a definition of “a bro,” history of the code, amendments, violations, and approved punishments, all invented by Barney; some of these components were talked about on the show, while others were original additions for the book.Another way to create transmedia storytelling around TV shows is by developing comic books. This article will explore this specific media form in relation to transmedia strategies and will try to underline how comic books can make a narrative richer by focusing on parts of the plot, characters, times, or locations. First, I will focus on the importance of seriality from a historical perspective, because seriality appears to be one of the main principles of transmedia storytelling. Yet, is this narrative continuity always coherent and always canon when it comes to the publication of comic books? I will then propose a typology of the narratives comic books exploit to augment the storytelling of a show. I will give examples to illustrate how comic books can enrich the narrative universe of a given show and how characters can smoothly move from one platform to the other.A Transmedia World: Television and Comic Books Hand in HandSeriality is one of the main pillars of transmedia storytelling, and, according to Jenkins, “it is about breaking things down into chapters which are satisfying on their own terms, but which motivate us to come back for more” (“Transmedia”). These characteristics are already present in the way TV series are written, produced, and broadcast, and in the way comic books are created. They rely on episodes for TV shows and on issues for comic books that usually end with suspense and a suspension in the narrative continuity, commonly known as a cliff-hanger. For comic books, this narrative continuity took root in the early comic strips of the 18th and 19th century (Maigret and Stefanelli), which played a huge part in what we now know as comic books. As Pagello explains:The extensive practice of narrative serialisation played a major role in this context: the creative process, the industrial production and distribution, the editorial practices and, finally, the experience of comics readers all underwent dramatic changes when comics started to develop an identity distinguished from satirical cartoons, illustrated books and the various forms of children’s picture stories.According to Derek Johnson, these evolutions, in terms of production and reception, are closely linked to the widespread use of the franchise model in media industries. Johnson explains thatcomic books, video games, and other markets once considered ancillary now play increasingly significant and recentered roles in the production and consumption of everyday film and television properties such as Heroes, Transformers, and the re-envisioned Star Trek in ways that only very few innovators (such as George Lucas and his carefully elaborated and expanded Star Wars empire) had previously conceived in the twentieth century.The creation of transmedia strategies that capitalize on narrative continuity and seriality call for some synergies between media and for a “gatekeeper” of the stories who will ensure that all is coherent in the storyworld. Thus, “in 2006, the management of Heroes, for example, became a job for a professional ‘Transmedia Team’ charged with implementing creative coordination across television, comics, and the Internet” (Johnson).Another principle of transmedia storytelling, closely linked to seriality and the essence of the definition, is the creation of a narrative universe, that is “world-building,” in which plots and characters develop, and which will lay the foundations for the story. These foundations will be written in what is called a Bible, a document containing all the narrative elements in order to ensure coherence. In the notion of world-building, a matrix of possibilities is deployed, since stories can potentially become threads to weave, and re-weave. This rhizomatic world can be extended to infinity in a canonical way (by the official production) and in a non-canonical one (by the creations of fans). For Mark Wolf, these narrative worlds work like dynamic entities, and are transformative, transmedial, and transauthorial, which are similar to the notions and possibilities of transmedia storytelling, and media and cultural convergence. Stories that cannot be contained within the “real” of a single medium will be expended and developed on another or several other ones, creating a rich storyworlds. Comic books can be one of these tie-in media.New Term, Old Creations: An Historical OverviewMatthew Freeman wrote in his latest book Historicising Transmedia Storytelling that these transmedia practices do have a past and existed long before the introduction of the term due to new technologies, production strategies, and reception tactics. Comic books were often an option to enrich storylines and further develop the characters. For example, L. Frank Baum created a storyworld around The Wizard of Oz made of mock newspapers, conferences, billboards, novels, musicals, and comic strips in order to “appeal to a migratory audience” (Jenkins, “I Have”) and to deepen the characters, introduce new ones, and discover the land of Oz as if it were a real location. The author used techniques of advertising to promote and above all to expand his storyworld. As newspaper comic strips were quite popular at the time, Baum created several tie-in extensions in the newspapers and in a novel format. As Jason Scott underlines, “serial narratology enhances the possibilities of advertising and exploitation through the established market for the second and subsequent instalment” (14). The series of comic strips entitled Queer Visitor from the Marvellous Land of Oz (1904-1905) picked up, in terms of narration, just after the end of the book, offering a new temporality and life for the characters. As Freeman notes, this choice follows an economic logic:The era’s newspaper comic strips and their institutional tendency to prioritize recurring characters as successful advertising mechanisms (as witnessed in the cross-media dispersion of Buster Brown) had in fact influenced Baum to return to the series’ more familiar faces of Dorothy, the Scarecrow, and the Tin Woodman (2371).Here, the beloved characters are moving from one medium to the next, giving new insights on their life after the end of the book, and enhancing their stories beyond its pages.A Typology of Comic Books and Tie-in Extensions of TV SeriesBefore diving into a tentative typology, I want to look at the definition of canon in a transmedia storyworld. There is a strong debate in academic discussions around the issues of canonicity, and here I understand canonicity as the production of official texts around a given cultural content. That is because of precisely what is qualified as an official text or an official extension, and what is not. In the book I co-edited with Benjamin W.L. Derhy Kurtz (Derhy Kurtz and Bourdaa), we respond by coining the term “transtexts,” which includes officially produced texts and fantexts in the same narrative universe. The dichotomy between both kinds of texts is thus diminished. Nonetheless, in production and transmedia strategies, canonicity is hard to evaluate because “few television series have attempted to create transmedia extensions that offer such a (high level of) canonic integration, with interwoven story events that must be consumed across media for full comprehension” (Mittell 298). He follows by proposing a typology of two possible transmedia extensions based on a canon perspective versus a non-canon one: “what is extensions” extend the storyworld canonically and in a coherent way, whereas “what if extensions” “pose(s) hypothetical possibilities rather than canonical certainties, inviting viewers to imagine alternate stories and approaches to storytelling that are distinctly not to be treated as potential canon” (Mittell 298). Mark Wolf refers to the term growth to qualify canonical materials which are going to expand a given storyworld and which nourish the stories. As argued by Gabriel et al., “Wolf’s definition of ‘growth’ makes it clear that, for him, a transmedial product can only be considered to contribute to a world’s growth if it adds new ‘canonical’ material, i.e. material that presents new pieces of information that are “true” for the fictional world” (Gabriel et al. 169). This notion of “truth” to the diegesis can be opposed in this context to the notion of alternate stories and alternate versions of the characters.My attempted typology lays its foundation upon this opposition between what is seen as an official extension and what is seen as an unofficial extension, but offers alternate perspectives to expand the storyworld using new characters, locations, or universes. The first category will look at canonical extensions and how they can deepen characters’ development and temporalities. The second category will deal with “canon divergent” (to use fans’ language) extensions and how they can offer new entries into the stories by creating new characters or presenting new locations.Canonical Extensions: CharactersTie-in extensions in the form of comic books help to deepen the characters, especially supporting characters, by delving into their motivations and psychology, or by giving them backstories and origin stories. According to Paolo Bertetti, “the transmedia character is a fictional hero whose adventures are told on several media platforms, each providing details about the character's life” (2344). Actually, motivated characters are the quintessential element of the narration of the classic Hollywood era, which was then reused in the narration of TV series, which were then penned into comic books. In her definition of transmedia superstructures, Marsha Kinder based her analysis on how characters moved from one medium to the next, making them the centre of the narrative universe and the element audiences would follow.For example, Fringe (2008), in a deal with DC comics, extended its stories and its characters in comic books, which were an integral part of the storyworld, and which included canon materials by offering Easter Eggs to fans and rewarding them for their investment in the narrative universe. Each issue of the second series dealt with a major or recurring character from the show, deepening them by giving them backgrounds. That way, audiences can discover the backstories of Agent Broyles, Nina Sharp, the CEO of Massive Dynamic, or even Gene, Walter’s cow, all of which are featured in the series but not well developed.Written by actor Tim Rozon (who plays Doc Holliday on the show) and author Beau Smith, Wynonna Earp Season Zero (2017) focuses on the past of main character Wynonna Earp when she was an outlaw and before she comes back to her hometown, Purgatory. The past comes to life on the pages, while it was only hinted at in the show. It is a good introduction to the main character before the show, since Wynonna comes back to Purgatory by bus at the beginning of the very first episode and there are no flashback episode relating her story earlier. Because the two authors of this comic book are part of the creative crew of the show, an actor and a writer, they ensure a sense of coherence in the extensions they write.In collaboration with Dynamite Entertainment, an American comic book company, NBC Universal launched a series of comic book issues entitled Origins (2008) as an ancillary text to Battlestar Galactica (2004). “Origin stories” are a specific genre related to superhero franchises. M.J. Clarke underlines that,the use of Origins Stories is influenced by the economic structure of the comic book industry, which continues to produce stories over years and decades. ... By remaining faithful to the Origins (which are frequently modified in their consistency), readers can discover a story without having to navigate in more than 400 numbers of commix. (54)The goal of these comic books is to create a "past" for the human characters that appeared in the series. The collection of comic books thus focuses on five main characters in 11 issues, spread out over a year: William Adama, Zarek, Gaius Baltar, Kara "Starbuck” Thrace, and Karl "Helo" Agathon. These issues are collected in an eponymous Omnibus. Likewise, Orphan Black (2011) also offered backstories for its “clone club” without disrupting the pace of the show. The stories, tied to the events of the series, focus on the opportunity to better understand the emotions, thoughts, and feelings that exemplify the characters of the show.It is interesting to note that the authors of these comic book extensions were in close contact with Ronald D. Moore and David Eick, showrunners of the Battlestar Galactica series, which guaranteed coherence and canonicity to the newly created material. In a personal interview, Robert Napton, writer of Origins, explained the creative process:so every week we would watch episodes and make sure our stories matched as closely as possible to what the television series was doing …we tried to make it feel like it was very much part of the series, so they were untold adventures and we tried to fit it into the continuity of the series as much as possible.Brandon Jerwa, writer for Battlestar Galactica comic book series Season Zero and Ghosts (2009), confirmed that, “It is my understanding that the comics were passed through Mr. Moore’s office, and they were certainly vetted by Syfy and Universal.” Jerwa also added an interesting input on perception of canonicity versus non-canonicity by fans who can be picky about the ancillary contents and added materials that extend a storyworld:Most comic tie-ins have a hard time being considered a legitimate part of the canon, and that is simply beyond the control of the creative team. I worked very hard to make sure that I was writing material that adhered to the continuity of the show as closely as humanly possible. I don’t believe in writing a licensed property in such a way as to put forward ‘my vision’ of the universe; I believe very firmly that it is my responsibility to serve the source material above all else.Canonical Extensions: TemporalitiesComic books as a licensed product can expand the temporalities of the show and tell stories before the beginning of the series and after it ended, as well as fill time voids and ellipses. For example, now in its 11th season in comic books, Joss Whedon managed to keep Buffy the Vampire Slayer (1997-2003) alive and to attract new fans without alienating its original fanbase. Blogger and web entrepreneur Keith McDuffee felt that reading Buffy as a comic book after seeing it on television for seven years was strange, but the new format was a good sign because: “the medium lets creativity go completely wild without budget worries.” The comic books focus on the famous characters and created a life for them after the end of the show, making them jump from the screen onto the pages. Sometimes, the comic books told original stories that might seem out-of-character, like the issue in which Buffy sleeps with a woman. That kind of storyline wasn’t explored in the TV show, and comics offer one way to go deeper into the characters’ backgrounds and psychology. Sometimes, the tie-ins do not strictly follow the continuity and become non-canon regarding the stories of the TV shows. For example, DC/Wildstorm presented comic book issues around The X-Files (1993-) that were set in continuity of the show but failed to refer to main plot events (for example, Scully’s pregnancy). “Rather than offering ‘additive comprehension’ to a pre-existing television and film narrative, Spotnitz chose to write licensed comics on their own terms” (Pillai 112).DC is familiar with offering new adventures for its superhero characters in the form of comic books (which are first published online), going back to the basics. Of course, in this case, the relationship between the comic book medium and the television medium is more intricate, as the TV series are based on comic book characters whose stories are then extended again in comic books, which are created specifically to extend the TV shows’ storyworlds. The creation of the comic book series The Flash Season Zero (2015) set the stories between the episodes of the first season of The Flash and focus on the struggles of Barry Allen as he juggles between his job as a CSI, his love for Iris West, his childhood sweetheart, and his new identity as a vigilante with superpowers. This allows viewers to better understand a part of Barry Allen’s life that was not well developed in the show, adding temporal layers to the stories. The Adventures of Supergirl vol. 1 (2016) also depict the battles of the girl of steel between episodes, as well as her life with her sister, Alex (who is also a new addition in the comic book), and her co-workers at the DEO. For Arrow,the digital tie-ins offer producers [opportunities] to explore side stories they are unable to cover on screen. In the case of Season 2.5, the 22-chapter comic enabled the producers to fill in the blanks in between the seasons, thus offering more opportunities to explore the dynamics of fan-favorite characters such as Felicity and Diggle. (Bourdaa and Chin 183)These DC comic books are examples of giving life to a TV show beyond the TV screen, enhancing the timeframe of the stories and providing new content. The characters pass through the screen to live new adventures in comic books. In some cases, the involvement of the series' actor and writer in comic book scripting confirms the desire for consistency in the extensions of the series, whatever the medium used and whatever the objectives.Canon Divergent Extensions or the Real PossibilitiesFinally, comic books can deploy stories that will display a new point of view on the canon: a “multiplicity” (Jenkins, “La Licorne”) or a “what-if story” (Mittell), which will explore new possibilities and new characters.The second series of Orphan Black comic book tie-ins entitled Helsinki (2016) dealt with clones in the capital of Finland. The readers discover the lives of other clones, how they deal with the discovery of their “condition,” and that they have a caretaker. The comics are written by John Fawcett, who is also a showrunner for the series. The narrative universe is stretched into new possibilities, seen with new eyes, and shown from the perspective of new clones. The introduction of new characters gives opportunities to tell new stories and diverge from the canonical content, especially in terms of the characters’ development and depth.Battlestar Galactica, after the show ended, partnered once again with Dynamite Entertainment, to publish a new set of comic books entitled BSG: Ghosts (2009), which tells the story of new characters surviving the Cylon genocide. Writer Brandon Jerwa asks in BSG: Ghosts: "And if a squadron of secret agents had also survived Cylon Attack?" For him, comic books are a good opportunity to relaunch the narrative universe by introducing new characters in a well-known storyworld.The comic books will definitely have to evolve in order to survive because at some point we will end up exhausting the interest of the readers on the narrative continuity. Projects like Ghosts are definitely a good way to test public reaction to new ideas in a familiar environment. (Jerwa)Conclusion: From One Medium to the Next, From Narrative Extensions to MarketingThis article offers an overview of how comic books are used as tie-in products to extend TV series’ narrative universe. The ambition was not to give an exhaustive panorama but to propose a typology with some examples. I showed that characters’ development, temporalities, and new points of view are narrative angles exploited in comic books to give depth to a storyworld. Of course, this raises issues of labour, authorship, and canon content, which are already discussed elsewhere (see, for example: Clarke, Pillai, Scott). Yet, comic books are an integral part of transmedia storytelling and capitalise on notions of seriality, offering readers new stories, continuity, depth, and character motivations in order to enrich storylines and make them live beyond the screen. However, Robert Napton, in our interview, underlines an interesting opposition between licensing and marketing: “Frankly, comic books are considered licensing and marketing, not official canon. The only TV comic that is canon is Buffy Season 8 and 9 because Joss Whedon says they are, but that is not the normal situation.” He clearly draws a line between what he considers to be a licensed product, in this article what I describe as canonical content, and a marketing product, which could be understood in this article as a canon divergent tie-in. The debate here is clearly on, since understandings of transmedia vary between the perspectives of production companies, which are trying to gain profit by providing new content, the perspectives of fans, who know the storyworlds and the characters extensively and could be very possessive of them, and the perspectives of extension authors, who “have very strict story guidelines” (Jerwa) and have to make their stories fit within the narrative universe as it is told onscreen.ReferencesBertetti, Paolo. “Towards a Typology of Transmedia Characters.” International Journal of Communication 8 (2014): 2344-2361.Boni, Marta. World Building: Transmedia, Fans, Industries. Amsterdam: Amsterdam UP, 2017.Bourdaa, Mélanie. “Transmedia Storytelling: Entre Narration Augmentée et Logiques Immersives.” InaGlobal (2012). 16 December 2017 <http://www.inaglobal.fr/numerique/article/le-transmedia-entre-narration-augmentee-et-logiques-immersives>.Bourdaa, Mélanie, and Bertha Chin. “World and Fandom Building: Extending the Universe of Arrow in Arrow 2.5.” Arrow and Superhero Television: Essays on Themes and Characters of the Series. Eds. James F. Iaccino, Cory Barker, and Myc Wiatrowski. Jefferson: MacFarland, 2017.Clarke, M.J. Transmedia Television: New Trends in Network Serial Production. New York: Continuum Publishing, 2013.Derhy Kurtz, WL Benjamin, and Mélanie Bourdaa. The Rise of Transtexts: Challenges and Opportunities. London: Routledge, 2016.Freeman, Matthew. Historicising Transmedia Storytelling: Early Twentieth-Century Transmedia Story Worlds. London: Routledge, 2017.Gabriel, Nicole, Bogna Kazur, and Kai Matuszkiewicz. “Reconsidering Transmedia(l) Worlds.” Convergence Culture Reconsidered: Media—Participation—Environments. Eds. Claudia Georgi and Brigitte Johanna Glaser. Göttingen: Universitätsverlag Göttingen, 2015.Gillan, Jennifer. Television and New Media: Must-Click TV. New York: Routledge, 2010.Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: NYU Press, 2006.Jenkins, Henry. “I Have Seen the Future of Entertainment… And It Works.” Confessions of an Aca-Fan, 2008. <http://henryjenkins.org/blog/2008/10/i_have_seen_the_futures_of_ent.html>.Jenkins, Henry. “Transmedia Education: The 7 Principles Revisited.” Confessions of an Aca-Fan, 2010. <http://henryjenkins.org/blog/2010/06/transmedia_education_the_7_pri.html>.Jenkins, Henry. “La Licorne Origami Contre-attaque: Réflexions Plus Poussées sur le transmedia storytelling.” Terminal 10-11 (2013): 11-28. <http://journals.openedition.org/terminal/455>.Jerwa, Brandon. Personal Correspondence. 2013.Johnson, Derek. “A History of Transmedia Entertainment.” Spreadable Media: Web Exclusive Essays. <http://spreadablemedia.org/essays/johnson/#.Wo6g24IiGgQ>.Maigret, Eric, and Matteo Stefanelli. La Bande Dessinée: Une Médiaculture. Paris: Armand Colin, 2012.McDuffee, Keith. Buffy the Vampire Slayer: The Long Way Home, Part 1. Season premiere. 2007. <http://www.aoltv.com/2007/03/16/buffy-the-vampire-slayer-the-long-way-home-season-premiere/.>.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: NYU Press, 2015.Napton, Robert. Personal Correspondence. 2013.Pagello, Federico. “Before the Comics: On Seriality of Graphic Narratives during the Nineteenth Century.” Belphégor 14 (2016). <http://journals.openedition.org/belphegor/810>.Pillai, Nicolas. “What Am I Looking at Mulder?: Licensed Comics and Freedoms of Transmedia Storytelling.” Science Fiction and Television 6.1 (2013): 101-117.Scott, Jason. “The Character-Orientated Franchise: Promotion and Exploitation of Pre-Sold Characters in American Film, 1913–1950.” Scope: An Online Journal of Film and Television Studies (2009): 10–28.
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Kustritz, Anne. "Transmedia Serial Narration: Crossroads of Media, Story, and Time." M/C Journal 21, no. 1 (March 14, 2018). http://dx.doi.org/10.5204/mcj.1388.

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Abstract:
The concept of transmedia storyworlds unfolding across complex serial narrative structures has become increasingly important to the study of modern media industries and audience communities. Yet, the precise connections between transmedia networks, serial structures, and narrative processes often remain underdeveloped. The dispersion of potential story elements across a diverse collection of media platforms and technologies prompts questions concerning the function of seriality in the absence of fixed instalments, the meaning of narrative when plot is largely a personal construction of each audience member, and the nature of storytelling in the absence of a unifying author, or when authorship itself takes on a serial character. This special issue opens a conversation on the intersection of these three concepts and their implications for a variety of disciplines, artistic practices, and philosophies. By re-thinking these concepts from fresh perspectives, the collection challenges scholars to consider how a wide range of academic, aesthetic, and social phenomena might be productively thought through using the overlapping lenses of transmedia, seriality, and narrativity. Thus, the collection gathers scholars from life-writing, sport, film studies, cultural anthropology, fine arts, media studies, and literature, all of whom find common ground at this fruitful crossroads. This breadth also challenges the narrow use of transmedia as a specialized term to describe current developments in corporate mass media products that seek to exploit the affordances of hybrid digital media environments. Many prominent scholars, including Marie-Laure Ryan and Henry Jenkins, acknowledge that a basic definition of transmedia as stories with extensions and reinterpretations in numerous media forms includes the oldest kinds of human expression, such as the ancient storyworlds of Arthurian legend and The Odyssey. Yet, what Jenkins terms “top-down” transmedia—that is, pre-planned and often corporate transmedia—has received a disproportionate share of scholarly attention, with modern franchises like The Matrix, the Marvel universe, and Lost serving as common exemplars (Flanagan, Livingstone, and McKenny; Hadas; Mittell; Scolari). Thus, many of the contributions to this issue push the boundaries of what has commonly been studied as transmedia as well as the limits of what may be considered a serial structure or even a story. For example, these papers imagine how an autobiography may also be a digital concept album unfolding in reverse, how participatory artistic performances may unfold in unpredictable instalments across physical and digital space, and how studying sports fandom as a long series of transmedia narrative elements encourages scholars to grapple with the unique structures assembled by audiences of non-fictional story worlds. Setting these experimental offerings into dialogue with entries that approach the study of transmedia in a more established manner provides the basis for building bridges between such recognized conversations in new media studies and potential collaborations with other disciplines and subfields of media studies.This issue builds upon papers collected from four years of the International Transmedia Serial Narration Seminar, which I co-organized with Dr. Claire Cornillon, Assistant Professor (Maîtresse de Conférences) of comparative literature at Université de Nîmes. The seminar held sessions in Paris, Le Havre, Rouen, Amsterdam, and Utrecht, with interdisciplinary speakers from the USA, Australia, France, Belgium, and the Netherlands. As a transnational, interdisciplinary project intended to cross both theoretical and physical boundaries, the seminar aimed to foster exchange between academic conversations that can become isolated not only within disciplines, but also within national and linguistic borders. The seminar thus sought to enhance academic mobility between both people and ideas, and the digital, open-access publication of the collected papers alongside additional scholarly interlocutors serves to broaden the seminar’s goals of creating a border-crossing conversation. After two special issues primarily collecting the French language papers in TV/Series (2014) and Revue Française des Sciences de l’Information et de la Communication (2017), this issue seeks to share the Transmedia Serial Narration project with a wider audience by publishing the remaining English-language papers, accompanied by several other contributions in dialogue with the seminar’s themes. It is our hope that this collection will invite a broad international audience to creatively question the meaning of transmedia, seriality, and narrativity both historically and in the modern, rapidly changing, global and digital media environment.Several articles in the issue illuminate existing debates and common case studies in transmedia scholarship by comparing theoretical models to the much more slippery reality of a media form in flux. Thus, Mélanie Bourdaa’s feature article, “From One Medium to the Next: How Comic Books Create Richer Storylines,” examines theories of narrative complexity and transmedia by scholars including Henry Jenkins, Derek Johnson, and Jason Mittell to then propose a new typology of extensions to accommodate the lived reality expressed by producers of transmedia. Because her interviews with artists and writers emphasize the co-constitutive nature of economic and narrative considerations in professionals’ decisions, Bourdaa’s typology can offer researchers a tool to clarify the marketing and narrative layers of transmedia extensions. As such, her classification system further illuminates what is particular about forms of corporate transmedia with a profit orientation, which may not be shared by non-profit, collective, and independently produced transmedia projects.Likewise, Radha O’Meara and Alex Bevan map existing scholarship on transmedia to point out the limitations of deriving theory only from certain forms of storytelling. In their article “Transmedia Theory’s Author Discourse and Its Limitations,” O’Meara and Bevan argue that scholars have preferred to focus on examples of transmedia with a strong central author-figure or that they may indeed help to rhetorically shore up the coherency of transmedia authorship through writing about transmedia creators as auteurs. Tying their critique to the established weaknesses of auteur theory associated with classic commentaries like Roland Barthes’ “Death of the Author” and Foucault’s “What is an Author?”, O’Meara and Bevan explain that this focus on transmedia creators as authority figures reinforces hierarchical, patriarchal understandings of the creative process and excludes from consideration all those unauthorized transmedia extensions through which audiences frequently engage and make meaning from transmedia networks. They also emphasize the importance of constructing academic theories of transmedia authorship that can accommodate collaborative forms of hybrid amateur and professional authorship, as well as tolerate the ambiguities of “authorless” storyworlds that lack clear narrative boundaries. O’Meara and Bevan argue that such theories will help to break down gendered power hierarchies in Hollywood, which have long allowed individual men to “claim credit for the stories and for all the work that many people do across various sectors and industries.”Dan Hassler-Forest likewise considers existing theory and a corporate case study in his examination of analogue echoes within a modern transmedia serial structure by mapping the storyworld of Twin Peaks (1990). His article, “‘Two Birds with One Stone’: Transmedia Serialisation in Twin Peaks,” demonstrates the push-and-pull between two contemporary TV production strategies: first, the use of transmedia elements that draw viewers away from the TV screen toward other platforms, and second, the deployment of strategies that draw viewers back to the TV by incentivizing broadcast-era appointment viewing. Twin Peaks offers a particularly interesting example of the manner in which these strategies intertwine partly because it already offered viewers an analogue transmedia experience in the 1990s by splitting story elements between TV episodes and books. Unlike O’Meara and Bevan, who elucidate the growing prominence of transmedia auteurs who lend rhetorical coherence to dispersed narrative elements, Hassler-Forest argues that this older analogue transmedia network capitalized upon the dilution of authorial authority, due to the distance between TV and book versions, to negotiate tensions between the producers’ competing visions. Hassler-Forest also notes that the addition of digital soundtrack albums further complicates the serial nature of the story by using the iTunes and TV distribution schedules to incentivize repeated sequential consumption of each element, thus drawing modern viewers to the TV screen, then the computer screen, and then back again.Two articles offer a concrete test of these theoretical perspectives by utilizing ethnographic participant-observation and interviewing to examine how audiences actually navigate diffuse, dispersed storyworlds. For example, Céline Masoni’s article, “From Seriality to Transmediality: A Socio-narrative Approach of a Skilful and Literate Audience,” documents fans’ highly strategic participatory practices. From her observations of and interviews with fans, Masoni theorizes the types of media literacy and social as well as technological competencies cultivated through transmedia fan practices. Olivier Servais and Sarah Sepulchre’s article similarly describes a long-term ethnography of fan transmedia activity, including interviews with fans and participant-observation of the MMORPG (Massively Multiplayer Online Role-Playing Game) Game of Thrones Ascent (2013). Servais and Sepulchre find that most people in their interviews are not “committed” fans, but rather casual readers and viewers who follow transmedia extensions sporadically. By focusing on this group, they widen the existing research which often focuses on or assumes a committed audience like the skilful and literate fans discussed by Masoni.Servais and Sepulchre’s results suggest that these viewers may be less likely to seek out all transmedia extensions but readily accept and adapt unexpected elements, such as the media appearances of actors, to add to their serial experiences of the storyworld. In a parallel research protocol observing the Game of Thrones Ascent MMORPG, Servais and Sepulchre report that the most highly-skilled players exhibit few behaviours associated with immersion in the storyworld, but the majority of less-skilled players use their gameplay choices to increase immersion by, for example, choosing a player name that evokes the narrative. As a result, Servais and Sepulchre shed light upon the activities of transmedia audiences who are not necessarily deeply committed to the entire transmedia network, and yet who nonetheless make deliberate choices to collect their preferred narrative elements and increase their own immersion.Two contributors elucidate forms of transmedia that upset the common emphasis on storyworlds with film or TV as the core property or “mothership” (Scott). In her article “Transmedia Storyworlds, Literary Theory, Games,” Joyce Goggin maps the history of intersections between experimental literature and ludology. As a result, she questions the continuing dichotomy between narratology and ludology in game studies to argue for a more broadly transmedia strategy, in which the same storyworld may be simultaneously narrative and ludic. Such a theory can incorporate a great deal of what might otherwise be unproblematically treated as literature, opening up the book to interrogation as an inherently transmedial medium.L.J. Maher similarly examines the serial narrative structures that may take shape in a transmedia storyworld centred on music rather than film or TV. In her article “You Got Spirit, Kid: Transmedial Life-Writing Across Time and Space,” Maher charts the music, graphic novels, and fan interactions that comprise the Coheed and Cambria band storyworld. In particular, Maher emphasizes the importance of autobiography for Coheed and Cambria, which bridges between fictional and non-fictional narrative elements. This interplay remains undertheorized within transmedia scholarship, although a few have begun to explicate the use of transmedia life-writing in an activist context (Cati and Piredda; Van Luyn and Klaebe; Riggs). As a result, Maher widens the scope of existing transmedia theory by more thoroughly connecting fictional and autobiographical elements in the same storyworld and considering how serial transmedia storytelling structures may differ when the core component is music.The final three articles take a more experimental approach that actively challenges the existing boundaries of transmedia scholarship. Catherine Lord’s article, “Serial Nuns: Michelle Williams Gamaker’s The Fruit Is There to Be Eaten as Serial and Trans-serial,” explores the unique storytelling structures of a cluster of independent films that traverse time, space, medium, and gender. Although not a traditional transmedia project, since the network includes a novel and film adaptations and extensions by different directors as well as real-world locations and histories, Lord challenges transmedia theorists to imagine storyworlds that include popular history, independent production, and spatial performances and practices. Lord argues that the main character’s trans identity provides an embodied and theoretical pivot within the storyworld, which invites audiences to accept a position of radical mobility where all fixed expectations about the separation between categories of flora and fauna, centre and periphery, the present and the past, as well as authorized and unauthorized extensions, dissolve.In his article “Non-Fiction Transmedia: Seriality and Forensics in Media Sport,” Markus Stauff extends the concept of serial transmedia storyworlds to sport, focusing on an audience-centred perspective. For the most part, transmedia has been theorized with fictional storyworlds as the prototypical examples. A growing number of scholars, including Arnau Gifreu-Castells and Siobhan O'Flynn, enrich our understanding of transmedia storytelling by exploring non-fiction examples, but these are commonly restricted to the documentary genre (Freeman; Gifreu-Castells, Misek, and Verbruggen; Karlsen; Kerrigan and Velikovsky). Very few scholars comment on the transmedia nature of sport coverage and fandom, and when they do so it is often within the framework of transmedia news coverage (Gambarato, Alzamora, and Tárcia; McClearen; Waysdorf). Stauff’s article thus provides a welcome addition to the existing scholarship in this field by theorizing how sport fans construct a user-centred serial transmedia storyworld by piecing together narrative elements across media sources, embodied experiences, and the serialized ritual of sport seasons. In doing so, he points toward ways in which non-fiction transmedia may significantly differ from fictional storyworlds, but he also enriches our understanding of an audience-centred perspective on the construction of transmedia serial narratives.In his artistic practice, Robert Lawrence may most profoundly stretch the existing parameters of transmedia theory. Lawrence’s article, “Locate, Combine, Contradict, Iterate: Serial Strategies for PostInternet Art,” details his decades-long interrogation of transmedia seriality through performative and participatory forms of art that bridge digital space, studio space, and public space. While theatre and fine arts have often been considered through the theoretical lens of intermediality (Bennett, Boenisch, Kattenbelt, Vandsoe), the nexus of transmedia, seriality, and narrative enables Lawrence to describe the complex, interconnected web of planned and unplanned extensions of his hybrid digital and physical installations, which often last for decades and incorporate a global scope. Lawrence thus takes the strategies of engagement that are perhaps more familiar to transmedia theorists from corporate viral marketing campaigns and turns them toward civic ends (Anyiwo, Bourdaa, Hardy, Hassler-Forest, Scolari, Sokolova, Stork). As such, Lawrence’s artistic practice challenges theorists of transmedia and intermedia to consider the kinds of social and political “interventions” that artists and citizens can stage through the networked possibilities of transmedia expression and how the impact of such projects can be amplified through serial repetition.Together, the whole collection opens new pathways for transmedia scholarship, more deeply explores how transmedia narration complicates understandings of seriality, and constructs an international, interdisciplinary dialogue that brings often isolated conversations into contact. In particular, this issue enriches the existing scholarship on independent, artistic, and non-fiction transmedia, while also proposing some important limitations, exceptions, and critiques to existing scholarship featuring corporate transmedia projects with a commercial, top-down structure and a strong auteur-like creator. These diverse case studies and perspectives enable us to understand more inclusively the structures and social functions of transmedia in the pre-digital age, to theorize more robustly how audiences experience transmedia in the current era of experimentation, and to imagine more broadly a complex future for transmedia seriality wherein professionals, artists, and amateurs all engage in an iterative, inclusive process of creative and civic storytelling, transcending artificial borders imposed by discipline, nationalism, capitalism, and medium.ReferencesAnyiwo, U. Melissa. "It’s Not Television, It’s Transmedia Storytelling: Marketing the ‘Real’World of True Blood." True Blood: Investigating Vampires and Southern Gothic. Ed. Brigid Cherry. New York: IB Tauris, 2012. 157-71.Barthes, Roland. "The Death of the Author." Image, Music, Text. Trans. Stephen Heath. Basingstoke: Macmillian, 1988. 142-48.Bennett, Jill. "Aesthetics of Intermediality." 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Mahon, Elaine. "Ireland on a Plate: Curating the 2011 State Banquet for Queen Elizabeth II." M/C Journal 18, no. 4 (August 7, 2015). http://dx.doi.org/10.5204/mcj.1011.

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Abstract:
IntroductionFirmly located within the discourse of visible culture as the lofty preserve of art exhibitions and museum artefacts, the noun “curate” has gradually transformed into the verb “to curate”. Williams writes that “curate” has become a fashionable code word among the aesthetically minded to describe a creative activity. Designers no longer simply sell clothes; they “curate” merchandise. Chefs no longer only make food; they also “curate” meals. Chosen for their keen eye for a particular style or a precise shade, it is their knowledge of their craft, their reputation, and their sheer ability to choose among countless objects which make the creative process a creative activity in itself. Writing from within the framework of “curate” as a creative process, this article discusses how the state banquet for Queen Elizabeth II, hosted by Irish President Mary McAleese at Dublin Castle in May 2011, was carefully curated to represent Ireland’s diplomatic, cultural, and culinary identity. The paper will focus in particular on how the menu for the banquet was created and how the banquet’s brief, “Ireland on a Plate”, was fulfilled.History and BackgroundFood has been used by nations for centuries to display wealth, cement alliances, and impress foreign visitors. Since the feasts of the Numidian kings (circa 340 BC), culinary staging and presentation has belonged to “a long, multifaceted and multicultural history of diplomatic practices” (IEHCA 5). According to the works of Baughman, Young, and Albala, food has defined the social, cultural, and political position of a nation’s leaders throughout history.In early 2011, Ross Lewis, Chef Patron of Chapter One Restaurant in Dublin, was asked by the Irish Food Board, Bord Bía, if he would be available to create a menu for a high-profile banquet (Mahon 112). The name of the guest of honour was divulged several weeks later after vetting by the protocol and security divisions of the Department of the Taoiseach (Prime Minister) and the Department of Foreign Affairs and Trade. Lewis was informed that the menu was for the state banquet to be hosted by President Mary McAleese at Dublin Castle in honour of Queen Elizabeth II’s visit to Ireland the following May.Hosting a formal banquet for a visiting head of state is a key feature in the statecraft of international and diplomatic relations. Food is the societal common denominator that links all human beings, regardless of culture (Pliner and Rozin 19). When world leaders publicly share a meal, that meal is laden with symbolism, illuminating each diner’s position “in social networks and social systems” (Sobal, Bove, and Rauschenbach 378). The public nature of the meal signifies status and symbolic kinship and that “guest and host are on par in terms of their personal or official attributes” (Morgan 149). While the field of academic scholarship on diplomatic dining might be young, there is little doubt of the value ascribed to the semiotics of diplomatic gastronomy in modern power structures (Morgan 150; De Vooght and Scholliers 12; Chapple-Sokol 162), for, as Firth explains, symbols are malleable and perfectly suited to exploitation by all parties (427).Political DiplomacyWhen Ireland gained independence in December 1921, it marked the end of eight centuries of British rule. The outbreak of “The Troubles” in 1969 in Northern Ireland upset the gradually improving environment of British–Irish relations, and it would be some time before a state visit became a possibility. Beginning with the peace process in the 1990s, the IRA ceasefire of 1994, and the Good Friday Agreement in 1998, a state visit was firmly set in motion by the visit of Irish President Mary Robinson to Buckingham Palace in 1993, followed by the unofficial visit of the Prince of Wales to Ireland in 1995, and the visit of Irish President Mary McAleese to Buckingham Palace in 1999. An official invitation to Queen Elizabeth from President Mary McAleese in March 2011 was accepted, and the visit was scheduled for mid-May of the same year.The visit was a highly performative occasion, orchestrated and ordained in great detail, displaying all the necessary protocol associated with the state visit of one head of state to another: inspection of the military, a courtesy visit to the nation’s head of state on arrival, the laying of a wreath at the nation’s war memorial, and a state banquet.These aspects of protocol between Britain and Ireland were particularly symbolic. By inspecting the military on arrival, the existence of which is a key indicator of independence, Queen Elizabeth effectively demonstrated her recognition of Ireland’s national sovereignty. On making the customary courtesy call to the head of state, the Queen was received by President McAleese at her official residence Áras an Uachtaráin (The President’s House), which had formerly been the residence of the British monarch’s representative in Ireland (Robbins 66). The state banquet was held in Dublin Castle, once the headquarters of British rule where the Viceroy, the representative of Britain’s Court of St James, had maintained court (McDowell 1).Cultural DiplomacyThe state banquet provided an exceptional showcase of Irish culture and design and generated a level of preparation previously unseen among Dublin Castle staff, who described it as “the most stage managed state event” they had ever witnessed (Mahon 129).The castle was cleaned from top to bottom, and inventories were taken of the furniture and fittings. The Waterford Crystal chandeliers were painstakingly taken down, cleaned, and reassembled; the Killybegs carpets and rugs of Irish lamb’s wool were cleaned and repaired. A special edition Newbridge Silverware pen was commissioned for Queen Elizabeth and Prince Philip to sign the newly ordered Irish leather-bound visitors’ book. A new set of state tableware was ordered for the President’s table. Irish manufacturers of household goods necessary for the guest rooms, such as towels and soaps, hand creams and body lotions, candle holders and scent diffusers, were sought. Members of Her Majesty’s staff conducted a “walk-through” several weeks in advance of the visit to ensure that the Queen’s wardrobe would not clash with the surroundings (Mahon 129–32).The promotion of Irish manufacture is a constant thread throughout history. Irish linen, writes Kane, enjoyed a reputation as far afield as the Netherlands and Italy in the 15th century, and archival documents from the Vaucluse attest to the purchase of Irish cloth in Avignon in 1432 (249–50). Support for Irish-made goods was raised in 1720 by Jonathan Swift, and by the 18th century, writes Foster, Dublin had become an important centre for luxury goods (44–51).It has been Irish government policy since the late 1940s to use Irish-manufactured goods for state entertaining, so the material culture of the banquet was distinctly Irish: Arklow Pottery plates, Newbridge Silverware cutlery, Waterford Crystal glassware, and Irish linen tablecloths. In order to decide upon the table setting for the banquet, four tables were laid in the King’s Bedroom in Dublin Castle. The Executive Chef responsible for the banquet menu, and certain key personnel, helped determine which setting would facilitate serving the food within the time schedule allowed (Mahon 128–29). The style of service would be service à la russe, so widespread in restaurants today as to seem unremarkable. Each plate is prepared in the kitchen by the chef and then served to each individual guest at table. In the mid-19th century, this style of service replaced service à la française, in which guests typically entered the dining room after the first course had been laid on the table and selected food from the choice of dishes displayed around them (Kaufman 126).The guest list was compiled by government and embassy officials on both sides and was a roll call of Irish and British life. At the President’s table, 10 guests would be served by a team of 10 staff in Dorchester livery. The remaining tables would each seat 12 guests, served by 12 liveried staff. The staff practiced for several days prior to the banquet to make sure that service would proceed smoothly within the time frame allowed. The team of waiters, each carrying a plate, would emerge from the kitchen in single file. They would then take up positions around the table, each waiter standing to the left of the guest they would serve. On receipt of a discreet signal, each plate would be laid in front of each guest at precisely the same moment, after which the waiters would then about foot and return to the kitchen in single file (Mahon 130).Post-prandial entertainment featured distinctive styles of performance and instruments associated with Irish traditional music. These included reels, hornpipes, and slipjigs, voice and harp, sean-nόs (old style) singing, and performances by established Irish artists on the fiddle, bouzouki, flute, and uilleann pipes (Office of Public Works).Culinary Diplomacy: Ireland on a PlateLewis was given the following brief: the menu had to be Irish, the main course must be beef, and the meal should represent the very best of Irish ingredients. There were no restrictions on menu design. There were no dietary requirements or specific requests from the Queen’s representatives, although Lewis was informed that shellfish is excluded de facto from Irish state banquets as a precautionary measure. The meal was to be four courses long and had to be served to 170 diners within exactly 1 hour and 10 minutes (Mahon 112). A small army of 16 chefs and 4 kitchen porters would prepare the food in the kitchen of Dublin Castle under tight security. The dishes would be served on state tableware by 40 waiters, 6 restaurant managers, a banqueting manager and a sommélier. Lewis would be at the helm of the operation as Executive Chef (Mahon 112–13).Lewis started by drawing up “a patchwork quilt” of the products he most wanted to use and built the menu around it. The choice of suppliers was based on experience but also on a supplier’s ability to deliver perfectly ripe goods in mid-May, a typically black spot in the Irish fruit and vegetable growing calendar as it sits between the end of one season and the beginning of another. Lewis consulted the Queen’s itinerary and the menus to be served so as to avoid repetitions. He had to discard his initial plan to feature lobster in the starter and rhubarb in the dessert—the former for the precautionary reasons mentioned above, and the latter because it featured on the Queen’s lunch menu on the day of the banquet (Mahon 112–13).Once the ingredients had been selected, the menu design focused on creating tastes, flavours and textures. Several draft menus were drawn up and myriad dishes were tasted and discussed in the kitchen of Lewis’s own restaurant. Various wines were paired and tasted with the different courses, the final choice being a Château Lynch-Bages 1998 red and a Château de Fieuzal 2005 white, both from French Bordeaux estates with an Irish connection (Kellaghan 3). Two months and two menu sittings later, the final menu was confirmed and signed off by state and embassy officials (Mahon 112–16).The StarterThe banquet’s starter featured organic Clare Island salmon cured in a sweet brine, laid on top of a salmon cream combining wild smoked salmon from the Burren and Cork’s Glenilen Farm crème fraîche, set over a lemon balm jelly from the Tannery Cookery School Gardens, Waterford. Garnished with horseradish cream, wild watercress, and chive flowers from Wicklow, the dish was finished with rapeseed oil from Kilkenny and a little sea salt from West Cork (Mahon 114). Main CourseA main course of Irish beef featured as the pièce de résistance of the menu. A rib of beef from Wexford’s Slaney Valley was provided by Kettyle Irish Foods in Fermanagh and served with ox cheek and tongue from Rathcoole, County Dublin. From along the eastern coastline came the ingredients for the traditional Irish dish of smoked champ: cabbage from Wicklow combined with potatoes and spring onions grown in Dublin. The new season’s broad beans and carrots were served with wild garlic leaf, which adorned the dish (Mahon 113). Cheese CourseThe cheese course was made up of Knockdrinna, a Tomme style goat’s milk cheese from Kilkenny; Milleens, a Munster style cow’s milk cheese produced in Cork; Cashel Blue, a cow’s milk blue cheese from Tipperary; and Glebe Brethan, a Comté style cheese from raw cow’s milk from Louth. Ditty’s Oatmeal Biscuits from Belfast accompanied the course.DessertLewis chose to feature Irish strawberries in the dessert. Pat Clarke guaranteed delivery of ripe strawberries on the day of the banquet. They married perfectly with cream and yoghurt from Glenilen Farm in Cork. The cream was set with Irish Carrageen moss, overlaid with strawberry jelly and sauce, and garnished with meringues made with Irish apple balsamic vinegar from Lusk in North Dublin, yoghurt mousse, and Irish soda bread tuiles made with wholemeal flour from the Mosse family mill in Kilkenny (Mahon 113).The following day, President McAleese telephoned Lewis, saying of the banquet “Ní hé go raibh sé go maith, ach go raibh sé míle uair níos fearr ná sin” (“It’s not that it was good but that it was a thousand times better”). The President observed that the menu was not only delicious but that it was “amazingly articulate in terms of the story that it told about Ireland and Irish food.” The Queen had particularly enjoyed the stuffed cabbage leaf of tongue, cheek and smoked colcannon (a traditional Irish dish of mashed potatoes with curly kale or green cabbage) and had noted the diverse selection of Irish ingredients from Irish artisans (Mahon 116). Irish CuisineWhen the topic of food is explored in Irish historiography, the focus tends to be on the consequences of the Great Famine (1845–49) which left the country “socially and emotionally scarred for well over a century” (Mac Con Iomaire and Gallagher 161). Some commentators consider the term “Irish cuisine” oxymoronic, according to Mac Con Iomaire and Maher (3). As Goldstein observes, Ireland has suffered twice—once from its food deprivation and second because these deprivations present an obstacle for the exploration of Irish foodways (xii). Writing about Italian, Irish, and Jewish migration to America, Diner states that the Irish did not have a food culture to speak of and that Irish writers “rarely included the details of food in describing daily life” (85). Mac Con Iomaire and Maher note that Diner’s methodology overlooks a centuries-long tradition of hospitality in Ireland such as that described by Simms (68) and shows an unfamiliarity with the wealth of food related sources in the Irish language, as highlighted by Mac Con Iomaire (“Exploring” 1–23).Recent scholarship on Ireland’s culinary past is unearthing a fascinating story of a much more nuanced culinary heritage than has been previously understood. This is clearly demonstrated in the research of Cullen, Cashman, Deleuze, Kellaghan, Kelly, Kennedy, Legg, Mac Con Iomaire, Mahon, O’Sullivan, Richman Kenneally, Sexton, and Stanley, Danaher, and Eogan.In 1996 Ireland was described by McKenna as having the most dynamic cuisine in any European country, a place where in the last decade “a vibrant almost unlikely style of cooking has emerged” (qtd. in Mac Con Iomaire “Jammet’s” 136). By 2014, there were nine restaurants in Dublin which had been awarded Michelin stars or Red Ms (Mac Con Iomaire “Jammet’s” 137). Ross Lewis, Chef Patron of Chapter One Restaurant, who would be chosen to create the menu for the state banquet for Queen Elizabeth II, has maintained a Michelin star since 2008 (Mac Con Iomaire, “Jammet’s” 138). Most recently the current strength of Irish gastronomy is globally apparent in Mark Moriarty’s award as San Pellegrino Young Chef 2015 (McQuillan). As Deleuze succinctly states: “Ireland has gone mad about food” (143).This article is part of a research project into Irish diplomatic dining, and the author is part of a research cluster into Ireland’s culinary heritage within the Dublin Institute of Technology. The aim of the research is to add to the growing body of scholarship on Irish gastronomic history and, ultimately, to contribute to the discourse on the existence of a national cuisine. If, as Zubaida says, “a nation’s cuisine is its court’s cuisine,” then it is time for Ireland to “research the feasts as well as the famines” (Mac Con Iomaire and Cashman 97).ConclusionThe Irish state banquet for Queen Elizabeth II in May 2011 was a highly orchestrated and formalised process. From the menu, material culture, entertainment, and level of consultation in the creative content, it is evident that the banquet was carefully curated to represent Ireland’s diplomatic, cultural, and culinary identity.The effects of the visit appear to have been felt in the years which have followed. Hennessy wrote in the Irish Times newspaper that Queen Elizabeth is privately said to regard her visit to Ireland as the most significant of the trips she has made during her 60-year reign. British Prime Minister David Cameron is noted to mention the visit before every Irish audience he encounters, and British Foreign Secretary William Hague has spoken in particular of the impact the state banquet in Dublin Castle made upon him. Hennessy points out that one of the most significant indicators of the peaceful relationship which exists between the two countries nowadays was the subsequent state visit by Irish President Michael D. Higgins to Britain in 2013. This was the first state visit to the United Kingdom by a President of Ireland and would have been unimaginable 25 years ago. The fact that the President and his wife stayed at Windsor Castle and that the attendant state banquet was held there instead of Buckingham Palace were both deemed to be marks of special favour and directly attributed to the success of Her Majesty’s 2011 visit to Ireland.As the research demonstrates, eating together unites rather than separates, gathers rather than divides, diffuses political tensions, and confirms alliances. It might be said then that the 2011 state banquet hosted by President Mary McAleese in honour of Queen Elizabeth II, curated by Ross Lewis, gives particular meaning to the axiom “to eat together is to eat in peace” (Taliano des Garets 160).AcknowledgementsSupervisors: Dr Máirtín Mac Con Iomaire (Dublin Institute of Technology) and Dr Michael Kennedy (Royal Irish Academy)Fáilte IrelandPhotos of the banquet dishes supplied and permission to reproduce them for this article kindly granted by Ross Lewis, Chef Patron, Chapter One Restaurant ‹http://www.chapteronerestaurant.com/›.Illustration ‘Ireland on a Plate’ © Jesse Campbell BrownRemerciementsThe author would like to thank the anonymous reviewers for their feedback and suggestions on an earlier draft of this article.ReferencesAlbala, Ken. The Banquet: Dining in the Great Courts of Late Renaissance Europe. 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Dublin Institute of Technology, 2009. ‹http://arrow.dit.ie/tourdoc/12/›.———. “A History of Seafood in Irish Cuisine and Culture.” Wild Food: Proceedings of the Oxford Symposium on Food and Cookery 2004. Ed. Richard Hosking. Totnes, Devon: Prospect Books, 2006. ‹http://arrow.dit.ie/tfschcafcon/3/›.———. “The Pig in Irish Cuisine Past and Present.” The Fat of the Land: Proceedings of the Oxford Symposium on Food and Cookery 2002. Ed. Harlan Walker. Bristol: Footwork, 2003. 207–15. ‹http://arrow.dit.ie/tfschcafcon/1/›.———, and Dorothy Cashman. “Irish Culinary Manuscripts and Printed Books: A Discussion.” Petits Propos Culinaires 94 (2011): 81–101. 16 Mar. 2012 ‹http://arrow.dit.ie/tfschafart/111/›.———, and Tara Kellaghan. “Royal Pomp: Viceregal Celebrations and Hospitality in Georgian Dublin.” Celebration: Proceedings of the Oxford Symposium on Food and Cookery 2011. Ed. Mark McWilliams. Totnes, Devon: Prospect Books. 2012. ‹http://arrow.dit.ie/tfschafart/109/›.———, and Eamon Maher. 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Dublin: The Lilliput Press, 2003.McQuillan, Deirdre. “Young Irish Chef Wins International Award in Milan.” The Irish Times. 28 June 2015. 30 June 2015 ‹http://www.irishtimes.com/life-and-style/food-and-drink/young-irish-chef-wins-international-award-in-milan-1.2265725›.Mahon, Bríd. Land of Milk and Honey: The Story of Traditional Irish Food and Drink. Cork: Mercier Press, 1991.Mahon, Elaine. “Eating for Ireland: A Preliminary Investigation into Irish Diplomatic Dining since the Inception of the State.” Diss. Dublin Institute of Technology, 2013.Morgan, Linda. “Diplomatic Gastronomy: Style and Power at the Table.” Food and Foodways: Explorations in the History and Culture of Human Nourishment 20.2 (2012): 146–66.O'Sullivan, Catherine Marie. Hospitality in Medieval Ireland 900–1500. Dublin: Four Courts Press, 2004.Pliner, Patricia, and Paul Rozin. “The Psychology of the Meal.” Dimensions of the Meal: The Science, Culture, Business, and Art of Eating. Ed. Herbert L. Meiselman. Gaithersburg, MD: Aspen, 2000. 19–46.Richman Kenneally, Rhona. “Cooking at the Hearth: The ‘Irish Cottage’ and Women’s Lived Experience.” Memory Ireland. Ed. Oona Frawley. Vol. 2. Syracuse: Syracuse UP, 2012. 224–41.Robins, Joseph. Champagne and Silver Buckles: The Viceregal Court at Dublin Castle 1700–1922. Dublin: The Lilliput Press, 2001.Sexton, Regina. A Little History of Irish Food. Dublin: Gill and Macmillan, 1998.Sobal, Jeffrey, Caron Bove, and Barbara Rauschenbach. "Commensal Careers at Entry into Marriage: Establishing Commensal Units and Managing Commensal Circles." The Sociological Review 50.3 (2002): 378-397.Simms, Katharine. “Guesting and Feasting in Gaelic Ireland.” Journal of the Royal Society of Antiquaries of Ireland 108 (1978): 67–100.Stanley, Michael, Ed Danaher, and James Eogan, eds. Dining and Dwelling. Dublin: National Roads Authority, 2009.Swift, Jonathan. “A Proposal for the Universal Use of Irish Manufacture.” The Prose Works of Jonathan Swift D.D. Ed. Temple Scott. Vol. 7: Historical and Political Tracts. London: George Bell & Sons, 1905. 17–30. 29 July 2015 ‹http://www.ucc.ie/celt/published/E700001-024/›.Taliano des Garets, Françoise. “Cuisine et Politique.” Sciences Po University Press. Vingtième Siècle: Revue d’histoire 59 (1998): 160–61. Williams, Alex. “On the Tip of Creative Tongues.” The New York Times. 4 Oct. 2009. 16 June 2015 ‹http://www.nytimes.com/2009/10/04/fashion/04curate.html?pagewanted=all&_r=0›.Young, Carolin. Apples of Gold in Settings of Silver. New York: Simon & Schuster, 2002.Zubaida, Sami. “Imagining National Cuisines.” TCD/UCD Public Lecture Series. Trinity College, Dublin. 5 Mar. 2014.
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Bender, Stuart Marshall. "You Are Not Expected to Survive: Affective Friction in the Combat Shooter Game Battlefield 1." M/C Journal 20, no. 1 (March 15, 2017). http://dx.doi.org/10.5204/mcj.1207.

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IntroductionI stumble to my feet breathing heavily and, over the roar of a tank, a nearby soldier yells right into my face: “We’re surrounded! We have to hold this line!” I follow him, moving past burning debris and wounded men being helped walk back in the opposite direction. Shells explode around me, a whistle sounds, and then the Hun attack; shadowy figures that I fire upon as they approach through the battlefield fog and smoke. I shoot some. I take cover behind walls as others fire back. I reload the weapon. I am hit by incoming fire, and a red damage indicator appears onscreen, so I move to a better cover position. As I am hit again and again, the image becomes blurry and appears as if in slow-motion, the sound also becoming muffled. As an enemy wielding a flame-thrower appears and blasts me with thick fire, my avatar gasps and collapses. The screen fades to black.So far, so very normal in the World War One themed first-person shooter Battlefield 1 (Electronic Arts 2016). But then the game does something unanticipated. I expect to reappear—or respawn—in the same scenario to play better, to stay in the fight longer. Instead, the camera view switches to an external position, craning upwards cinematically from my character’s dying body. Text superimposed over the view indicates the minimalist epitaph: “Harvey Nottoway 1889-1918.” The camera view then races backwards, high over the battlefield and finally settles into position behind a mounted machine-gun further back from the frontline as the enemy advances closer. Immediately I commence shooting, mowing down German troops as they enter our trenches. Soon I am hit and knocked away from the machine-gun. Picking up a shotgun I start shooting the enemy at close-quarters, until I am once again overrun and my character collapses. Now the onscreen text states I was playing as “Dean Stevenson 1899-1918.”I have attempted this prologue to the Battlefield 1 campaign a number of times. No matter how skilfully I play, or how effectively I simply run away and hide from the combat, this pattern continues: the structure of the game forces the player’s avatar to be repeatedly killed in order for the narrative to progress. Over a series of player deaths, respawning as an entirely new character each time, the combat grows in ferocity and the music also becomes increasingly frenetic. The fighting turns to hand-to-hand combat, or shovel-to-head combat to be more precise, and eventually an artillery barrage wipes everybody out (Figure 1). At this point, the prologue is complete and the gamer may continue in a variety of single-player episodes in different theatres of WW1, each of which is structured according to the normal rules of combat games: when your avatar is killed, you respawn at the most recent checkpoint for a follow-up attempt.What are we to make of this alternative narrative structure deployed by the opening episode of Battlefield 1? In contrast to the normal video-game affordances of re-playability until completion, this narrative necessitation of death is in some ways motivated by the onscreen text that introduces the prologue: “What follows is frontline combat. You are not expected to survive.” Certainly it is true that the rest of the game (either single-player or in its online multiplayer deathmatch mode) follows the predictable pattern of dying, replaying, completing. And also we would not expect Battlefield 1 to be motivated primarily by a kind of historical fidelity given that an earlier instalment in the series, Battlefield 1942 (2002) was described by one reviewer as:a comic book version of WWII. The fact that any player can casually hop into a tank, drive around, hop out and pick off an enemy soldier with a sniper rifle, hop into a plane, parachute out, and then call in artillery fire (within the span of a few minutes) should tell you a lot about the game. (Osborne)However what is happening in this will-to-die structure of the game’s prologue represents an alternative and affectively unsettling game experience both in its ludological structure as well as its affective impact. Defamiliarization and Humanization Drawing upon a phenomenology of game-play, whereby the scholar examines the game “as played” (see Atkins and Kryzwinska; Keogh; Wilson) to consider how the text reveals itself to the player, I argue that the introductory single-player episode of Battlefield 1 functions to create a defamiliarizing effect on the player. Defamiliarization, the Russian Formalist term for the effect created by art when some unusual aspect of a text challenges accepted perceptions and/or representations (Schklovski; Thompson), is a remarkably common effect created by the techniques used in combat cinema and video-games. This is unsurprising. After all, warfare is one of the very examples Schklovski uses as something that audiences have developed habituated responses to and which artworks must defamiliarize. The effect may be created by many techniques in a text, and in certain cases a work may defamiliarize even its own form. For instance, recent work on the violence in Saving Private Ryan shows that during the lengthy Omaha Beach sequence, the most vivid instances of violence—including the famous shot of a soldier picking up his dismembered arm—occur well after the audience has potentially become inured to the onslaught of the earlier frequent, but less graphic, carnage (Bender Film Style and WW2). To make these moments stand out with equivalent horrific impact against the background of the Normandy beach bloodbath Spielberg also treats them with a stuttered frame effect and accompanying audio distortion, motivated (to use a related Formalist term) by the character’s apparent concussion and temporary disorientation. Effectively a sequence of point of view shots then, this moment in Private Ryan has become a model for many other war texts, and indeed the player’s death in the opening sequence of Battlefield 1 is portrayed using a very similar (though not identical) audio-visual treatment (Figure 2).Although the Formalists never played videogames, recent scholarship has approached the medium from a similar perspective. For example, Brendan Keogh has focused on the challenges to traditional videogame pleasure generated by the 2012 dystopian shooter Spec Ops: The Line. Keogh notes that the game developers intended to create displeasure and “[forcing] the player to consider what is obscured in the pixilation of war” by, for instance, having them kill fellow American troops in order for the game narrative to continue (Keogh 9). In addition, the game openly taunts the player’s expectations of entertainment based, uncritical run-and-gun gameplay with onscreen text during level loading periods such as “Do you feel like a hero yet?” (8).These kinds of challenges to the expectations of entertainment in combat shooters are found also in one sequence from the 2009 game Call of Duty: Modern Warfare 2 in which the player—as an undercover operative—is forced to participate in a terrorist attack in which civilians are killed (Figure 3). While playing that level, titled “No Russian,” Timothy Welsh argues: “The player may shoot the unarmed civilians or not; the level still creeps slowly forward regardless” (Welsh 409). In Welsh’s analysis, this level emerges as an unusual attempt by a popular video game to “humanize” the non-playing characters that are ordinarily gunned down without any critical and self-reflective thought by the player in most shooter games. The player is forced into a scenario in which they must make a highly difficult ethical choice, but the game will show civilians being killed either way.In contrast to the usual criticisms of violent video games—eg., that they may be held responsible for school shootings, increased adolescent aggression and so on —the “No Russian” sequence drew dramatic complaints of being a “terrorist simulator” (Welsh 389). But for Welsh this ethical choice facing the player, to shoot or not to shoot civilians, raises the game to a textual experience offering self-inspection. As in the fictional theme park of Westworld (HBO 2016), it does not really matter to the digital victim if a player kills them, but it should—and does—matter to the player. There are no external consequences to killing a computer game character composed only of pixels, or killing/raping a robot in the Westworld theme park, however there are internal consequences: it makes you a killer, or a rapist (see Harris and Bloom).Thus, from the perspective of defamiliarization, the game can be regarded as creating the effect that Matthew Payne has labelled “critical displeasure.” Writing about the way this is created by Spec Ops, Payne argues that:the result is a game that wields its affective distance as a critique of the necessary illusion that all military shooters trade in, but one that so few acknowledge. In particular, the game’s brutal mise-en-scène, its intertextual references to other war media, and its real and imagined opportunities for player choice, create a discordant feeling that lays bare the ease with which most video war games indulge in their power fantasies. (Payne 270)There is then, a minor tradition of alternative military-themed video game works that attempt to invite or enable the player to conduct a kind of ethical self-examination around their engagement with interactive representations of war via particular incursions of realism. The critical displeasure invoked by texts such as Spec Ops and the “No Russian” level of Call of Duty is particularly interesting in light of another military game that was ultimately cancelled by the publisher after it received public criticism. Titled Six Days in Fallujah, the game was developed with the participation of Marines who had fought in that real life battle and aimed to depict the events as they unfolded in 2004 during the campaign in Iraq. As Justin Rashid argues:the controversy that arose around Six Days in Fallujah was, of course, a result of the view that commercial video games can only ever be pure entertainment; games do not have the authority or credibility to be part of a serious debate. (Rashid 17)On this basis, perhaps a criterial attribute of an acceptable alternative military game is that there is enough familiarity to evoke some critical distance, but not too much familiarity that the player must think about legitimately real-life consequences and impact. After all, Call of Duty was a successful release, even amid the controversy of “No Russian.” This makes sense as the level does not really challenge the overall enjoyment of the game. The novelty of the level, on the one hand, is that it is merely one part of the general narrative and cannot be regarded as representative of the whole game experience. On the other hand, because none of the events and scenarios have a clear indexical relationship to real-world terrorist attacks (at least prior to the Brussels attack in 2016) it is easy to play the ethical choice of shooting or not shooting civilians as a mental exercise rather than a reflection on something that really happened. This is the same lesson learned by the developers of the 2010 game Medal of Honor who ultimately changed the name of the enemy soldiers from “The Taliban” to “OPFOR” (standing in for a generic “Opposing Forces”) after facing pressure from the US and UK Military who claimed that the multiplayer capacities of the game enabled players to play as the Taliban (see Rashid). Conclusion: Affective Friction in Battlefield 1In important ways then, these game experiences are precursors to Battlefield 1’s single player prologue. However, the latter does not attempt a wholesale deconstruction of the genre—as does Spec Ops—or represent an attempt to humanise (or perhaps re-humanise) the non-playable victim characters as Welsh suggests “No Russian” attempts to do. Battlefield 1’s opening structure of death-and-respawn-as-different-character can be read as humanizing the player’s avatar. But most importantly, I take Battlefield’s initially unusual gameplay as an aesthetic attempt to set a particular tone to the game. Motivated by the general cultural attitude of deferential respect for the Great War, Battlefield 1 takes an almost austere stance toward the violence depicted, paradoxically even as this impact is muted in the later gameplay structured according to normal multiplayer deathmatch rules of run-and-gun killing. The futility implied by the player’s constant dying is clearly motivated by an attempt at realism as one of the cultural memories of World War One is the sheer likelihood of being killed, whether as a frontline soldier or a citizen of a country engaged in combat (see Kramer). For Battlefield 1, the repeated dying is really part of the text’s aesthetic engagement. For this reason I prefer the term affective friction rather than critical displeasure. The austere tone of the game is indicated early, just prior to the prologue gameplay with onscreen text that reads:Battlefield 1 is based on events that unfolded over 100 years agoMore than 60 million soldiers fought in “The War to End All Wars”It ended nothing.Yet it changed the world forever. At a simple level, the player’s experience of being killed in order for the next part of the narrative to progress evokes this sense of futility. There have been real responses indicating this, for instance one reviewer argues that the structure is “a powerful treatment” (Howley). But there is potential for increased engagement with the game itself as the structure breaks the replay-cycle of usual games. For instance, another reviewer responds to the overall single-player campaign by suggesting “It is not something you can sit down and play through and not experience on a higher level than just clicking a mouse and tapping a keyboard” (Simpson). This affective friction amplifies, and draws attention to, the other advances in violent stylistics presented in the game. For instance, although the standard onscreen visual distortions are used to show character damage and the direction from which the attack came, the game does use slow-motion to draw out the character’s death. In addition, the game features incidental battlefield details of shell-shock, such as soldiers simply holding the head in their hands, frozen as the battle rages around them (Figure 4). The presence of flame-thrower troops, and subsequently the depictions of characters running as they burn to death are also significant developments in violent aesthetics from earlier games. These elements of violence are constitutive of the affective friction. We may marvel at the technical achievement of such real-time rendering of dynamic fire and the artistic care given to animate deaths and shell-shock depictions. But simultaneously, these “violent delights”—to borrow from Westworld’s citation of Shakespeare—are innovations upon the depictions of earlier games, even contemporary, combat games. Indeed, one critic has almost ashamedly noted: “For a game about one of the most horrific wars in human history, it sure is pretty” (Kain).These violent depictions show a continuation in the tradition of increased detail which has been linked to a model of “reported realism” as a means of understanding audience’s claims of realism in combat films and modern videogames as a result primarily of their hypersaturated audio-visual texture (Bender "Blood Splats"). Here, saturation refers not to the specific technical quality of colour saturation but to the densely layered audio-visual structure often found in contemporary films and videogames. For example, thick mixing of soundtracks, details of gore, and nuanced movements (particularly of dying characters) all contribute to a hypersaturated aesthetic which tends to prompt audiences to make claims of realism for a combat text regardless of whether or not these viewers/players have any real world referent for comparison. Of course, there are likely to be players who will simply blast through any shooter game, giving no regard to the critical displeasure offered by Spec Ops narrative choices or the ethical dilemma of “No Russian.” There are also likely to be players who bypass the single-player campaign altogether and only bother with the multiplayer deathmatch experience, which functions in the same way as it does in other shooter games, including the previous Battlefield games. But perhaps the value of this game’s attempt at alternative storytelling, with its emphasis on tone and affect, is that even the “kill-em-all” player may experience a momentary impact from the violence depicted. This is particularly important given that, to borrow from Stephanie Fisher’s argument in regard to WW2 games, many young people encounter the history of warfare through such popular videogames (Fisher). In the centenary period of World War One, especially in Australia amid the present Anzac commemorative moment, the opportunity for young audiences to engage with the significance of the events. As a side-note, the later part of the single-player campaign even has a Gallipoli sequence, though the narrative of this component is designed as an action-hero adventure. Indeed, this is one example of how the alternative dying-to-continue structure of the prologue creates an affective friction against the normal gameplay and narratives that feature in the rest of the text. The ambivalent ways in which this unsettling opening scenario impacts on the remainder of the game-play, including for instance its depiction of PTSD, is illustrated by some industry reviewers. As one reviewer argues, the game does generate the feeling that “war isn’t fun — except when it is” (Plante). From this view, the cognitive challenge created by the will to die in the prologue creates an affective friction with the normalised entertainment inherent in the game’s multiplayer run-and-gun components that dominate the rest of Battlefield 1’s experience. Therefore, although Battlefield 1 ultimately proves to be an entertainment-oriented combat shooter, it is significant that the developers of this major commercial production decided to include an experimental structure to the prologue as a way of generating tone and affect in a fresh way. ReferencesAtkins, Barry, and Tanya Kryzwinska. "Introduction: Videogame, Player, Text." Videogame, Player, Text. Eds. Atkins, Barry and Tanya Kryzwinska. Manchester: Manchester University Press, 2007.Bender, Stuart Marshall. "Blood Splats and Bodily Collapse: Reported Realism and the Perception of Violence in Combat Films and Videogames." Projections 8.2 (2014): 1-25.Bender, Stuart Marshall. Film Style and the World War II Combat Film. Newcastle, UK: Cambridge Scholars Publishing, 2013.Fisher, Stephanie. "The Best Possible Story? Learning about WWII from FPS Video Games." Guns, Grenades, and Grunts: First-Person Shooter Games. Eds. Gerald A. Voorhees, Josh Call and Katie Whitlock. New York: Continuum, 2012. 299-318.Harris, Sam, and Paul Bloom. "Waking Up with Sam Harris #56 – Abusing Dolores." Sam Harris 12 Dec. 2016. Howley, Daniel. "Review: Beautiful Battlefield 1 Gives the War to End All Wars Its Due Respect." Yahoo! 2016. Kain, Erik. "'Battlefield 1' Is Stunningly Beautiful on PC." Forbes 2016.Keogh, Brendan. Spec Ops: The Line's Conventional Subversion of the Military Shooter. Paper presented at DiGRA 2013: Defragging Game Studies.Kramer, Alan. Dynamic of Destruction: Culture and Mass Killing in the First World War. UK: Oxford University Press, 2007. Osborne, Scott. "Battlefield 1942 Review." Gamesport 2002. Payne, Matthew Thomas. "War Bytes: The Critique of Militainment in Spec Ops: The Line." Critical Studies in Media Communication 31.4 (2014): 265-82. Plante, Chris. "Battlefield 1 Is Excellent Because the Series Has Stopped Trying to Be Call of Duty." The Verge 2016. Rashid, Justin. Terrorism in Video Games and the Storytelling War against Extremism. Paper presented at Hawaii International Conference on Arts and Humanities, 9-12 Jan. 2011.Schklovski, Viktor. "Sterne's Tristram Shandy: Stylistic Commentary." Trans. Lee T. Lemon and Marion J. Reis. Russian Formalist Criticism: Four Essays. Lincoln: University of Nebraska Press, 1965. 25-60.Simpson, Campbell. "Battlefield 1 Isn't a Game: It's a History Lesson." Kotaku 2016. Thompson, Kristin. Breaking the Glass Armor: Neoformalist Film Analysis. New Jersey: Princeton University Press, 1988. Welsh, Timothy. "Face to Face: Humanizing the Digital Display in Call of Duty: Modern Warfare 2." Guns, Grenade, and Grunts: First-Person Shooter Games. Eds. Gerald A. Voorhees, Josh. Call, and Katie Whitlock. New York: Continuum, 2012. 389-414. Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." PhD diss. Brisbane: Griffith University, 2007.
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Meron, Yaron. "“What's the Brief?”." M/C Journal 24, no. 4 (August 20, 2021). http://dx.doi.org/10.5204/mcj.2797.

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“What's the brief?” is an everyday question within the graphic design process. Moreover, the concept and importance of a design brief is overtly understood well beyond design practice itself—especially among stakeholders who work with designers and clients who commission design services. Indeed, a design brief is often an assumed and expected physical or metaphoric artefact for guiding the creative process. When a brief is lacking, incomplete or unclear, it can render an already ambiguous graphic design process and discipline even more fraught with misinterpretation. Nevertheless, even in wider design discourse, there appears to be little research on design briefs and the briefing process (Jones and Askland; Paton and Dorst). It seems astonishing that, even in Peter Phillips’s 2014 edition of Creating the Perfect Design Brief, he feels compelled to comment that “there are still no books available about design briefs” and that the topic is only “vaguely” covered within design education (21). While Phillips’s assertion is debatable if one draws purely from online vernacular sources or professional guides, it is supported by the lack of scholarly attention paid to the design brief. Graphic design briefs are often mentioned within design books, journals, and online sources. However, this article argues that the format, function and use of such briefs are largely assumed and rarely identified and studied. Even within the broader field of design research, the tendency appears to be to default to “the design brief” as an assumed shorthand, supporting Phillips’s argument about the nebulous nature of the topic. As this article contextualises, this is further problematised by insufficient attention cast on graphic design itself as a specific discipline. This article emerges from a wider, multi-stage creative practice study into graphic design practice, that used experimental performative design research methods to investigate graphic designers’ professional relationships with stakeholders (Meron, Strangely). The article engages with specific outcomes from that study that relate to the design brief. The article also explores existing literature and research and argues for academics, the design industry, and educationalists, to focus closer attention on the design brief. It concludes by suggesting that experimental and collaborative design methods offers potential for future research into the design brief. Contextualising the Design Brief It is critical to differentiate the graphic design brief from the operational briefs of architectural design (Blyth and Worthington; Khan) or those used in technical practices such as software development or IT systems design, which have extensive industry-formalised briefing practices and models such as the waterfall system (Petersen et al.) or more modern processes such as Agile (Martin). Software development and other technical design briefs are necessarily more formulaically structured than graphic design briefs. Their requirements are generally empirically and mechanistically located, and often mission-critical. In contrast, the conceptual nature of creative briefs in graphic design creates the potential for them to be arbitrarily interpreted. Even in wider design discourse, there appears to be little consistency about the form that a brief takes. Some sources indicate that a brief only requires one page (Elebute; Nov and Jones) or even a single line of text (Jones and Askland). At other times briefs are described as complex, high-level documents embedded within processes which designers respond to with the aim of producing end products to satisfy clients’ requirements (Ambrose; Patterson and Saville). Ashby and Johnson (40) refer to the design brief as a “solution neutral” statement, the aim being to avoid preconceptions or the narrowing of the creative possibilities of a project. Others describe a consultative (Walsh), collaborative and stakeholder-inclusive process (Phillips). The Scholarly Brief Within scholarly design research, briefs inevitably manifest as an assumed artefact or process within each project; but the reason for their use or antecedents for chosen formats are rarely addressed. For example, in “Creativity in the Design Process” (Dorst and Cross) some elements of the design brief are described. The authors also describe at what stage of the investigation the brief is introduced and present a partial example of the brief. However, there is no explanation of the form of the brief or the reasons behind it. They simply describe it as being typical for the design medium, adding that its use was considered a critical part of addressing the design problem. In a separate study within advertising (Johar et al.), researchers even admit that the omission of crucial elements from the brief—normally present in professional practice—had a detrimental effect on their results. Such examples indicate the importance of briefs for the design process, yet further illustrating the omission of direct engagement with the brief within the research design, methodology, and methods. One exception comes from a study amongst business students (Sadowska and Laffy) that used the design brief as a pedagogical tool and indicates that interaction with, and changes to, elements of a design brief impact the overall learning process of participants, with the brief functioning as a trigger for that process. Such acknowledgement of the agency of a design brief affirms its importance for professional designers (Koslow et al.; Phillips). This use of a brief as a research device informed my use of it as a reflective and motivational conduit when studying graphic designers’ perceptions of stakeholders, and this will be discussed shortly. The Professional Brief Professionally, the brief is a key method of communication between designers and stakeholders, serving numerous functions including: outlining creative requirements, audience, and project scope; confirming project requirements; and assigning and documenting roles, procedures, methods, and approval processes. The format of design briefs varies from complex multi-page procedural documents (Patterson and Saville; Ambrose) produced by marketing departments and sent to graphic design agencies, to simple statements (Jones and Askland; Elebute) from small to medium-sized businesses. These can be described as the initial proposition of the design brief, with the following interactions comprising the ongoing briefing process. However, research points to many concerns about the lack of adequate briefing information (Koslow, Sasser and Riordan). It has been noted (Murray) that, despite its centrality to graphic design, the briefing process rarely lives up to designers’ expectations or requirements, with the approach itself often haphazard. This reinforces the necessarily adaptive, flexible, and compromise-requiring nature of professional graphic design practice, referred to by design researchers (Cross; Paton and Dorst). However, rather than lauding these adaptive and flexible designer abilities as design attributes, such traits are often perceived by professional practitioners as unequal (Benson and Dresdow), having evolved by the imposition by stakeholders, rather than being embraced by graphic designers as positive designer skill-sets. The Indeterminate Brief With insufficient attention cast on graphic design as a specific scholarly discipline (Walker; Jacobs; Heller, Education), there is even less research on the briefing process within graphic design practice (Cumming). Literature from professional practice on the creation and function of graphic design briefs is often formulaic (Phillips) and fractured. It spans professional design bodies, to templates from mass-market printers (Kwik Kopy), to marketing-driven and brand-development approaches, in-house style guides, and instructional YouTube videos (David). A particularly clear summary comes from Britain’s Design Council. This example describes the importance of a good design brief, its requirements, and carries a broad checklist that includes the company background, project aims, and target audience. It even includes stylistic tips such as “don’t be afraid to use emotive language in a brief if you think it will generate a shared passion about the project” (Design Council). From a subjective perspective, these sources appear to contain sensible professional advice. However, with little scholarly research on the topic, how can we know that, for example, using emotive language best informs the design process? Why might this be helpful and desirable (or otherwise) for designers? These varied approaches highlight the indeterminate treatment of the design brief. Nevertheless, the very existence of such diverse methods communicates a pattern of acknowledgement of the criticality of the brief, as well as the desire, by professional bodies, commentators, and suppliers, to ensure that both designers and stakeholders engage effectively with the briefing process. Thus, with such a pedagogic gap in graphic design discourse, scholarly research into the design brief has the potential to inform vernacular and formal educational resources. Researching the Design Brief The research study from which this article emerges (Meron, Strangely) yielded outcomes from face-to-face interviews with eleven (deidentified) graphic designers about their perceptions of design practice, with particular regard to their professional relationships with other creative stakeholders. The study also surveyed online discussions from graphic design forums and blog posts. This first stage of research uncovered feelings of lacking organisational gravitas, creative ownership, professional confidence, and design legitimacy among the designers in relation to stakeholders. A significant causal factor pointed to practitioners’ perceptions of lacking direct access to and involvement with key sources of creative inspiration and information; one specific area being the design brief. It was a discovery that was reproduced thematically during the second stage of the research. This stage repurposed performative design research methods to intervene in graphic designers’ resistance to research (Roberts, et al), with the goal of bypassing practitioners’ tendency to portray their everyday practices using formulaic professionalised answers (Dorland, View). In aiming to understand graphic designers’ underlying motivations, this method replaced the graphic designer participants with trained actors, who re-performed narratives from the online discussions and designer interviews during a series of performance workshops. Performative methodologies were used as design thinking methods to defamiliarise the graphic design process, thereby enabling previously unacknowledged aspects of the design process to be unveiled, identified and analysed. Such defamiliarisation repurposes methods used in creative practice, including design thinking (Bell, Blythe, and Sengers), with performative elements drawing on ethnography (Eisner) and experimental design (Seago and Dunne). Binding these two stages of research study together was a Performative Design Brief—a physical document combining narratives from the online discussions and the designer interviews. For the second stage, this brief was given to a professional theatre director to use as material for a “script” to motivate the actors. In addition to identifying unequal access to the creative process as a potential point of friction, this study yielded outcomes suggesting that designers were especially frustrated when the design brief was unclear, insufficiently detailed, or even missing completely. The performative methodology enabled a refractive approach, using performative metaphor and theatre to defamiliarise graphic design practice, portraying the process through a third-party theatrical prism. This intervened in graphic designers’ habitual communication patterns (Dorland, The View). Thus, combining traditional design research methods with experimental interdisciplinary ones, enabled outcomes that might not otherwise have emerged. It is an example of engaging with the fluid, hybrid (Heller, Teaching), and often elusive practices (van der Waarde) of graphic design. Format, Function, and Use A study (Paton and Dorst) among professional graphic designers attempts to dissect practitioners’ perceptions of different aspects of briefing as a process of ‘framing’. Building on the broader theories of design researchers such as Nigel Cross, Bryan Lawson, and Donald Schön, Paton and Dorst suggest that most of the designers preferred a collaborative briefing process where both they and client stakeholders were directly involved, without intermediaries. This concurs with the desire, from many graphic designers that I interviewed, for unobstructed engagement with the brief. Moreover, narratives from the online discussions that I investigated suggest that the lack of clear frameworks for graphic design briefs is a hotly debated topic, as are perceptions of stakeholder belligerence or misunderstanding. For example, in a discussion from Graphic Design Forums designer experiences range from only ever receiving informal verbal instructions—“basically, we’ve been handed design work and they tell us ‘We need this by EOD’” (VFernandes)—to feeling obliged to pressure stakeholders to provide a brief—“put the burden on them to flesh out the details of a real brief and provide comprehensive material input” (HotButton) —to resignation to an apparent futility of gaining adequate design briefs from stakeholders because— “they will most likely never change” (KitchWitch). Such negative assumptions support Koslow et al.’s assertion that the absence of a comprehensive brief is the most “terrifying” thing for practitioners (9). Thus, practitioners’ frustrations with stakeholders can become unproductive when there is an inadequate design brief, or if the creative requirements of a brief are otherwise removed from the direct orbit of graphic designers. This further informs a narrative of graphic designers perceiving some stakeholders as gatekeepers of the design brief. For example, one interviewed designer believed that stakeholders ‘don’t really understand the process’ (Patricia). Another interviewee suggested that disorganised briefs could be avoided by involving designers early in the process, ensuring that practitioners had direct access to the client as a creative source, rather than having to circumnavigate stakeholders (Marcus). Such perceptions appeared to reinforce beliefs among these practitioners that they lack design capital within the creative process. These perceptions of gatekeeping of the design brief support suggestions of designers responding negatively when stakeholders approach the design process from a different perspective (Wall and Callister), if stakeholders assume a managerial position (Jacobs) and, in particular, if stakeholders are inexperienced in working with designers (Banks et al.; Holzmann and Golan). With such little clarity in the design briefing process, future research may consider comparisons with industries with more formalised briefing processes, established professional statuses, or more linear histories. Indeed, the uneven historical development of graphic design (Frascara; Julier and Narotzky) may influence the inconsistency of its briefing process. Inconsistency as Research Opportunity The inconsistent state of the graphic design brief is reflective of the broader profession that it resides within. Graphic design as a profession remains fluid and inconsistent (Dorland, Tell Me; Jacobs), with even its own practitioners unable to agree on its parameters or even what to call the practice (Meron, Terminology). Pedagogically, graphic design is still emerging as an independent discipline (Cabianca; Davis), struggling to gain capital outside of existing and broader creative practices (Poynor; Triggs). The inherent interdisciplinarity (Harland) and intangibility of graphic design also impact the difficulty of engaging with the briefing process. Indeed, graphic design’s practices have been described as “somewhere between science and superstition (or fact and anecdote)” (Heller, Teaching par. 3). With such obstacles rendering the discipline fractured (Ambrose et al.), it is understandable that stakeholders might find engaging productively with graphic design briefs challenging. This can become problematic, with inadequate stakeholder affinity or understanding of design issues potentially leading to creative discord (Banks et al.; Holzmann and Golan). Identifying potentially problematic and haphazard aspects of the design brief and process also presents opportunities to add value to research into broader relationships between graphic designers and stakeholders. It suggests a practical area of study with which scholarly research on collaborative design approaches might intersect with professional graphic design practice. Indeed, recent research suggests that collaborative approaches offer both process and educational advantages, particularly in the area of persona development, having the ability to discover the “real” brief (Taffe 394). Thus, framing the brief as a collaborative, educative, and negotiative process may allow creative professionals to elucidate and manage the disparate parts of a design process, such as timeframes, stakeholders, and task responsibilities, as well as the cost implications of stakeholder actions such as unscheduled amendments. It can encourage the formalisation of incomplete vernacular briefs, as well as allow for the influence of diverse briefing methods, such as the one-page creative brief of advertising agencies, or more formal project management practices while allowing for some of the fluidity of more agile approaches: acknowledging that changes may be required while keeping all parties informed and involved. In turn, collaborative approaches may contribute towards enabling the value of contributions from both graphic designers and stakeholders and it seems beneficial to look towards design research methodologies that promote collaborative pathways. Mark Steen, for example, argues for co-design as a form of design thinking for enabling stakeholders to combine knowledge with negotiation to implement change (27). Collaborative design methods have also been advocated for use between designers and users, with stakeholders on shared projects, and with external collaborators (Binder and Brandt). Others have argued that co-design methods facilitate stakeholder collaboration “across and within institutional structures” while challenging existing power relations, albeit leaving structural changes largely unaffected (Farr 637). The challenge for collaborative design research is to seek opportunities and methodologies to conduct design brief research within a graphic design process that often appears amorphous, while also manifesting complex designer–stakeholder dynamics. Doubly so, when the research focus—the graphic design brief—often appears as nebulous an entity as the practice it emerges from. Conclusion The research discussed in this article suggests that graphic designers distrust a creative process that itself symbolises an inconsistent, reactive, and often accidental historical development of their profession and pedagogy. Reflecting this, the graphic design brief emerges almost as a metaphor for this process. The lack of overt discussion about the format, scope, and process of the brief feeds into the wider framework of graphic design’s struggle to become an independent scholarly discipline. This, in turn, potentially undermines the professional authority of graphic design practice that some of its practitioners believe is deficient. Ultimately, the brief and its processes must become research-informed parts of graphic design pedagogy. Embracing the brief as a pedagogical, generative, and inseparable part of the design process can inform the discourse within education, adding scholarly value to practice and potentially resulting in increased agency for practitioners. The chameleon-like nature of graphic design’s constant adaptation to ever-changing industry requirements makes research into the role and influences of its briefing process challenging. Thus, it also follows that the graphic design brief is unlikely to quickly become as formalised a document or process as those from other disciplines. But these are challenges that scholars and professionals must surely embrace if pedagogy is to gain the research evidence to influence practice. As this article argues, the often obfuscated practices and inherent interdisciplinarity of graphic design benefit from experimental research methods, while graphic designers appear responsive to inclusive approaches. Thus, performative methods appear effective as tools of discovery and collaborative methodologies offer hope for organisational intervention. References Ambrose, Gavin. Design Thinking for Visual Communication. Fairchild, 2015. Ambrose, Gavin, Paul Harris, and Nigel Ball. The Fundamentals of Graphic Design. Bloomsbury, 2020. Ashby, M.F., and Kara Johnson. Materials and Design: The Art and Science of Material Selection in Product Design. Elsevier Butterworth-Heinemann, 2010. 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