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Journal articles on the topic "Golden Arrow (Express train)"

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Madelung, Ann Brinch, Michael Bzorek, Henrik Bondo, et al. "A Novel Immunohistochemical Sequential Multi-Labelling and Erasing Technique Enables Epitope Characterization of Bone Marrow Pericytes In Primary Myelofibrosis." Blood 116, no. 21 (2010): 4108. http://dx.doi.org/10.1182/blood.v116.21.4108.4108.

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Abstract Abstract 4108 Background: In Philadelphia-negative chronic myeloproliferative neoplasms (MPN) increased microvascular density, bizarre vessel architecture and increased number of pericytes are distinct histopathological features; apart from the characteristic proliferation of myeloid cell lines and the progressive accumulation of connective tissue in the bone marrow. Pericytes express several markers such as CD146, CD271, Smooth Muscle Actin (SMA), Desmin, Platelet-derived growth factor receptor beta and Neuron-glial 2. However, these markers are also expressed in other cell types of which some are related to vascular structures. Immunofluorescence labelling is the golden standard for detection of co-expressed cellular antigens, but due to the crowded cellular environment in bone marrow and excessive autofluorescence, identification of cell types by light microscopy is preferred. Aim: This is a methodological study aiming to identify pericyte marker profiles by light microscopy in bone marrow biopsies, contributing to our understanding of the pathogenesis of MPN. Method and results: Formalin fixed, decalcified and paraffin-embedded blocks of bone marrow trephine specimens from normal donor (n=1) and patients with primary myelofibrosis (PMF) (n=3) were included. Specimens were subjected to an immunohistochemical sequential multi-labelling and erasing technique (SE-technique), inspired by the work of Glass et al. 2009 (J Histochem Cytochem). Briefly, antigens of interest in the first and/or second layer were detected with an immunoperoxidase system and visualised with Amino-Ethyl-Carbazole (AEC). After imaging, erasing of AEC with 96% alcohol and blocking of immunoreagents, the slides were stained with a traditional double immuno-labelling procedure. We successfully applied up to four layers of antibodies using CD146, SMA, CD34, CD271, and Ki67 in different combinations; either displayed as single or single followed by traditional double sequential staining runs (figure 1). In addition to the conventional light microscopy analysis we applied a Photoshop color palette, where the different immunohistochemical reactions in the staining sequence were assigned to the different color channels creating a single composite image. The SE-technique significantly improves morphological studies especially in bone marrow trephines with the cells of interest intermingled with other cells. Additionally, the SE-technique makes it possible to detect more than two antigens regardless of immunoglobulin type or animal host. Conclusion: To our knowledge, the SE-technique described in this study, is the first to multi-label antigens, identifying vessel and pericyte architecture in bone marrow trephines at light microscopic level. This technique may unravel novel aspects of the composition of the microvessel structures in patients with PMF and related neoplasms. The SE-technique displayed as single staining images and Photoshop color palette combined image. Panel A-D shows an identical area in the different steps of the method. A) CD146. Positive pericytes (arrow). B) SMA. Positive pericytes (arrow). C) CD34. Negative pericytes (arrow). D) Combined image with CD146 (green channel), CD34 (red channel), and SMA (blue channel). Coexpression of CD146/CD34 is seen as yellow reaction deposit, and coexpression of CD146/SMA as cyan reaction deposit (arrow). Note, as a negative control, the CD146 positive fat cell in A (arrowhead) - negative in B and C, and SMA positive pericyte in B (arrow) – negative in C. Disclosures: No relevant conflicts of interest to declare.
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Richardson, Nicholas. "“Making It Happen”: Deciphering Government Branding in Light of the Sydney Building Boom." M/C Journal 20, no. 2 (2017). http://dx.doi.org/10.5204/mcj.1221.

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Introduction Sydney, Australia has experienced a sustained period of building and infrastructure development. There are hundreds of kilometres of bitumen and rail currently being laid. There are significant building projects in large central sites such as Darling Harbour and Barangaroo on the famous Harbour foreshore. The period of development has offered an unprecedented opportunity for the New South Wales (NSW) State Government to arrest the attention of the Sydney public through kilometres of construction hoarding. This opportunity has not been missed, with the public display of a new logo, complete with pithy slogan, on and around all manner of government projects and activities since September 2015. NSW is “making it happen” according to the logo being displayed. At first glance it is a proactive, simple and concise slogan that, according to the NSW Government brand guidelines, has a wide remit to be used for projects that relate to construction, economic growth, improved services, and major events. However, when viewed through the lens of public, expert, and media research into Sydney infrastructure development it can also be read as a message derived from reactive politics. This paper elucidates turning points in the history of the last decade of infrastructure building in NSW through qualitative primary research into media, public, and practice led discourse. Ultimately, through the prism of Colin Hay’s investigation into political disengagement, I question whether the current build-at-any-cost mentality and its mantra “making it happen” is in the long-term interest of the NSW constituency or the short-term interest of a political party or whether, more broadly, it reflects a crisis of identity for today’s political class. The Non-Launch of the New Logo Image 1: An ABC Sydney Tweet. Image credit: ABC Sydney. There is scant evidence of a specific launch of the logo. Michael Koziol states that to call it an unveiling, “might be a misnomer, given the stealth with which the design has started to make appearances on banners, barriers [see: Image 1, above] and briefing papers” (online). The logo has a wide range of applications. The NSW Government brand guidelines specify that the logo be used “on all projects, programs and announcements that focus on economic growth and confidence in investing in NSW” as well as “infrastructure for the future and smarter services” (30). The section of the guidelines relating to the “making it happen” logo begins with a full-colour, full-page photograph of the Barangaroo building development on Sydney Harbour—complete with nine towering cranes clearly visible across the project/page. The guidelines specifically mention infrastructure, housing projects, and major developments upfront in the section denoted to appropriate logo applications (31). This is a logo that the government clearly intends to use around its major projects to highlight the amount of building currently underway in NSW.In the first week of the logo’s release journalist Elle Hunt asks an unnamed government spokesperson for a definition of “it” in “making it happen.” The spokesperson states, “just a buzz around the state in terms of economic growth and infrastructure […] the premier [the now retired Mike Baird] has used the phrase several times this week in media conferences and it feels like we are making it happen.” Words like “buzz,” “feels like” and the ubiquitous “it” echo the infamous courtroom scene summation of Dennis Denuto from the 1997 Australian film The Castle that have deeply penetrated the Australian psyche and lexicon. Denuto (played by actor Tiriel Mora) is acting as a solicitor for Darryl Kerrigan (Michael Caton) in fighting the compulsory acquisition of the Kerrigan family property. In concluding an address to the court, Denuto states, “In summing up, it’s the constitution, it’s Mabo, it’s justice, it’s law, it’s the Vibe and, no that’s it, it’s the vibe. I rest my case.” All fun and irony (the reason for the house acquisition that inspired Denuto’s now famous speech was an airport infrastructure expansion project) aside, we can assume from the brand guidelines as well as the Hunt article that the intended meaning of “making it happen” is fluid and diffuse rather than fixed and specific. With this article I question why the government would choose to express this diffuse message to the public?Purpose, Scope, Method and ResearchTo explore this question I intertwine empirical research with a close critique of Colin Hay’s thesis on the problematisation of political decision-making—specifically the proliferation of certain tenets of public choice theory. My empirical research is a study of news media, public, and expert discourse and its impact on the success or otherwise of major rail infrastructure projects in Sydney. One case study project, initially announced as the North West Rail Line (NWR) and recently rebadged as the Sydney Metro Northwest (see: http://www.sydneymetro.info/northwest/project-overview), is at the forefront of the infrastructure building that the government is looking to highlight with “making it happen.” A comparison case study is the failed Sydney City Metro (SCM) project that preceded the NWR as the major Sydney rail infrastructure endeavour. I have written in greater detail on the scope of this research elsewhere (see: Richardson, “Curatorial”; “Upheaval”; “Hinterland”). In short, my empirical secondary research involved a study of print news media from 2010 to 2016 spanning Sydney’s two daily papers the Sydney Morning Herald (SMH) and the Daily Telegraph (TELE). My qualitative research was conducted in 2013. The public qualitative research consisted of a survey, interviews, and focus groups involving 149 participants from across Sydney. The primary expert research consisted of 30 qualitative interviews with experts from politics, the news media and communications practice, as well as project delivery professions such as architecture and planning, project management, engineering, project finance and legal. Respondents were drawn from both the public and private sectors. My analysis of this research is undertaken in a manner similar to what Virginia Braun and Victoria Clarke term a “thematic discourse analysis” (81). The intention is to examine “the ways in which events, realities, meanings and experiences and so on are the effects of a range of discourses operating within society.” A “theme” captures “something important about the data in relation to the research question,” and represents, “some level of patterned response or meaning within the data set.” Thematic analysis therefore, “involves the searching across a data set—be that a number of interviews or focus groups, or a range of texts—to find repeated patterns of meaning” (80-86).Governing Sydney: A Legacy of Inability, Broken Promises, and Failure The SCM was abandoned in February 2010. The project’s abandonment had long been foreshadowed in the news media (Anonymous, Future). In the days preceding and following the announcement, news media articles focussed almost exclusively on the ineptitude and wastefulness of a government that would again fail to deliver transport it had promised and invested in (Cratchley; Teutsch & Benns; Anonymous, Taxation). Immediately following the decision, the peak industry body, Infrastructure Partnerships Australia, asserted, “this decision shreds the credibility of the government in delivering projects and will likely make it much harder to attract investment and skills to deliver new infrastructure” (Anonymous, Taxation). The reported ineptitude of the then Labor Government of NSW and the industry fallout surrounding the decision were clearly established as the main news media angles. My print media research found coverage to be overwhelmingly and consistently negative. 70% of the articles studied were negatively inclined. Furthermore, approximately one-quarter featured statements pertaining directly to government paralysis and inability to deliver infrastructure.My public, expert, and media research revealed a number of “repeated patterns of meaning,” which Braun and Clarke describe as themes (86). There are three themes that are particularly pertinent to my investigation here. To describe the first theme I have used the statement, an inability of government to successfully deliver projects. The theme is closely tied to the two other interrelated themes—for one I use the statement, a legacy of failure to implement projects successfully—for the other I use a cycle of broken promises to describe the mounting number of announcements on projects that government then fails to deliver. Some of the more relevant comments, on this matter, collected throughout my research appear below.A former Sydney radio announcer, now a major project community consultation advisor, asserts that a “legacy issue” exists with regards to the poor performance of government over time. Through the SCM failure, which she asserts was “a perfectly sound idea,” the NSW Government came to represent “lost opportunities” resulting in a “massive erosion of public trust.” This sentiment was broadly mirrored across the public and industry expert research I conducted. For example, a public respondent states, “repeated public transport failures through the past 20 years has lowered my belief in future projects being successful.” And, a former director general of NSW planning asserts that because of the repeated project failures culminating in the demise of the SCM, “everybody is now so cynical”.Today under the “making it happen” banner, the major Sydney rail transport project investment is to the northwest of Sydney. There was a change of government in 2011 and the NWR was a key election promise for the incoming Premier at the time, Barry O’Farrell. The NWR project, (now renamed Sydney Metro Northwest as well as extended with new stages through the city to Sydney’s Southwest) remains ongoing and in many respects it appears that Sydney may have turned a corner with major infrastructure construction finally underway. Paradoxically though, the NWR project received far less support than the SCM from the majority of the 30 experts I interviewed. The most common theme from expert respondents (including a number working on the project) is that it is not the most urgent transport priority for Sydney but was instead a political decision. As a communications manager for a large Australian infrastructure provider states: “The NWR was an election promise, it wasn’t a decision based on whether the public wanted that rail link or not”. And, the aforementioned former director general of NSW planning mirrors this sentiment when she contends that the NWR is not a priority and “totally political”.My research findings strongly indicate that the failure of the SCM is in fact a vitally important catalyst for the implementation of the NWR. In other words, I assert that the formulation of the NWR has been influenced by the dominant themes that portray the abilities of government in a negative light—themes strengthened and amplified due to the failure of the SCM. Therefore, I assert that the NWR symbolises a desperate government determined to reverse these themes even if it means adopting a build at any cost mentality. As a respondent who specialises in infrastructure finance for one of Australia’s largest banks, states: “I think in politics there are certain promises that people attempt to keep and I think Barry O’Farrell has made it very clear that he is going to make sure those [NWR] tunnel boring machines are on the ground. So that’s going to happen rain, hail or shine”. Hating Politics My empirical research clearly elucidates the three themes I term an inability of government to successfully deliver projects, a legacy of failure and a cycle of broken promises. These intertwining themes are firmly embedded and strengthening. They also portray government in a negative light. I assert that the NWR, as a determined attempt to reverse these themes (irrespective of the cost), indicates a government at best reactive in its decision making and at worst desperate to reverse public and media perception.The negativity facing the NSW government seems extreme. However, in the context of Colin Hay’s work, the situation is perhaps more inevitable than surprising. In Why We Hate Politics (2007), Hay charts the history of public disengagement with western politics. He does this largely by arguing the considerable influence of problematic key tenets of public choice theory that permeate the discourse of most western democracies, including Australia. They are tenets that normalise depoliticisation and cast a lengthy shadow over the behaviour and motivations of politicians and bureaucrats. Public choice can be defined as the economic study of nonmarket decision-making, or, simply the application of economics to political science. The basic behavioral postulate of public choice, as for economics, is that man is an egoistic, rational, utility maximizer. (Mueller 395)Originating from rational choice theory generally and spurred by Kenneth Arrow’s investigations into rational choice and social policy more specifically, the basic premise of public choice is a privileging of individual values above rational collective choice in social policy development (Arrow; Dunleavy; Hauptman; Mueller). Hay asserts that public choice evolved as a theory throughout the 1960s and 70s in order to conceptualise a more market-orientated alternative to the influential theory of welfare economics. Both were formulated in response to a need for intervention and regulation of markets to correct their “natural tendency to failure” (95). In many ways public choice was a reaction to the “idealized depiction of the state” that welfare economics was seen to be propagating. Instead a “more sanguine and realistic view of the […] imperfect state, it was argued, would lead to a rather safer set of inferences about the need for state intervention” (96). Hay asserts that in effect by challenging the motivations of elected officials and public servants, public choice theory “assumed the worst”, branding all parties self-interested and declaring the state inefficient and ineffective in the delivery of public goods (96). Although, as Hay admits, public choice advocates perhaps provided “a healthy cynicism about both the motivations and the capabilities of politicians and public officials,” the theory was overly simplistic, overstated and unproven. Furthermore, when market woes became real rather than theoretical with crippling stagflation in the 1970s, public choice readily identify “villains” at the heart of the problem and the media and public leapt on it (Hay 109). An academic theory was thrust into mainstream discourse. Two results key to the investigations of this paper were 1) a perception of politics “synonymous with the blind pursuit of individual self interest” and 2) the demystification of the “public service ethos” (Hay 108-12). Hay concludes that instead the long-term result has been a conception of politicians and the bureaucracy that is “increasingly synonymous with duplicity, greed, corruption, interference and inefficiency” (160).Deciphering “Making It Happen” More than three decades on, echoes of public choice theory abound in my empirical research into NSW infrastructure building. In particular they are clearly evident in the three themes I term an inability of government to successfully deliver projects, a legacy of failure and a cycle of broken promises. Within this context, what then can we decipher from the pithy, ubiquitous slogan on a government logo? Of course, in one sense “making it happen” could be interpreted as a further attempt to reverse these three themes. The brand guidelines provide the following description of the logo: “the tone is confident, progressive, friendly, trustworthy, active, consistent, getting on with the job, achieving deadlines—“making it happen” (30). Indeed, this description seems the antithesis of perceptions of government identified in my primary research as well as the dogma of public choice theory. There is certainly expert evidence that one of the centrepieces of the government’s push to demonstrate that it is “making it happen”, the NWR, is a flawed project that represents a political decision. Therefore, it is hard not to be cynical and consider the government self-interested and shortsighted in its approach to building and development. If we were to adopt this view then it would be tempting to dismiss the new logo as political, reactive, and entirely self-serving. Further, with the worrying evidence of a ‘build at any cost’ mentality that may lead to wasted taxpayer funds and developments that future generations may judge harshly. As the principal of an national architectural practice states:politicians feel they have to get something done and getting something done is more important than the quality of what might be done because producing something of quality takes time […] it needs to have the support of a lot of people—it needs to be well thought through […] if you want to leap into some trite solution for something just to get something done, at the end of the day you’ll probably end up with something that doesn’t suit the taxpayers very well at all but that’s just the way politics is.In this context, the logo and its mantra could come to represent irreparable long-term damage to Sydney. That said, what if the cynics (this author included) tried to silence the public choice rhetoric that has become so ingrained? What if we reflect for a moment on the effects of our criticism – namely, the further perpetuation and deeper embedding of the cycle of broken promises, the legacy of failure and ineptitude? As Hay states, “if we look hard enough, we are likely to find plenty of behaviour consistent with such pessimistic assumptions. Moreover, the more we look the more we will reinforce that increasingly intuitive tendency” (160). What if we instead consider that by continuing to adopt the mantra of a political cynic, we are in effect perpetuating an overly simplistic, unsubstantiated theory that has cleverly affected us so profoundly? When confronted by the hundreds of kilometres of construction hoarding across Sydney, I am struck by the flippancy of “making it happen.” The vast expanse of hoarding itself symbolises that things are evidently “happening.” However, my research suggests these things could be other things with potential to deliver better public benefits. There is a conundrum here though—publicly expressing pessimism weakens further the utility of politicians and the bureaucracy and exacerbates the problems. Such is the self-fulfilling nature of public choice. ConclusionHay argues that rather than expecting politics and politicians to change, it is our expectations of what government can achieve that we need to modify. Hay asserts that although there is overwhelming evidence that we hate politics more now than at any stage in the past, he does not believe that, “today’s breed of politicians are any more sinful than their predecessors.” Instead he contends that it is more likely that “we have simply got into the habit of viewing them, and their conduct, in such terms” (160). The ramifications of such thinking ultimately, according to Hay, means a breakdown in “trust” that greatly hampers the “co-operation,” so important to politics (161). He implores us to remember “that politics can be more than the pursuit of individual utility, and that the depiction of politics in such terms is both a distortion and a denial of the capacity for public deliberation and the provision of collective goods” (162). What then if we give the NSW Government the benefit of the doubt and believe that the current building boom (including the decision to build the NWR) was not entirely self-serving but a line drawn in the sand with the determination to tackle a problem that is far greater than just that of Sydney’s transport or any other single policy or project problem—the ongoing issue of the spiralling reputation and identity of government decision-makers and perhaps even democracy generally as public choice ideals proliferate in western democracies like that of Australia’s most populous state. As a partner in a national architectural and planning practice states: I think in NSW in particular there has been such an under investment in infrastructure and so few of the promises have been kept […]. Who cares if NWR is right or not? If they actually build it they’ll be the first government in 25 years to do anything.ReferencesABC Sydney. “Confirmed. This is the new logo and phrase for #NSW getting its first outing. What do you think of it?” Twitter. 1 Sep. 2015. 19 Jan. 2017 <https://twitter.com/abcsydney/status/638909482697777152>.Arrow, Kenneth, J. Social Choice and Individual Values. New York: Wiley, 1951.Braun, Virginia, and Victoria Clarke. “Using Thematic Analysis in Psychology.” Qualitative Research in Psychology 3 (2006): 77-101. The Castle. Dir. Rob Sitch. Working Dog, 1997.Cratchley, Drew. “Builders Want Compo If Sydney Metro Axed.” Sydney Morning Herald 12 Feb. 2010. 17 Apr. 2012 <http://news.smh.com.au/breaking-news-national/builders-want-compo-if-sydney-metro-axed-20100212-nwn2.html>.Dunleavy, Patrick. Democracy, Bureaucracy and Public Choice. Hemel Hempstead: Harvester Wheatsheaf, 1991. Hauptmann, Emily. Putting Choice before Democracy: A Critique of Rational Choice Theory. Albany, New York: State U of New York P, 1996.Hay, Colin. Why We Hate Politics. Cambridge: Polity, 2007.Hunt, Elle. “New South Wales’ New Logo and Slogan Slips By Unnoticed – Almost.” The Guardian Australian Edition 10 Sep. 2015. 19 Jan. 2017 <https://www.theguardian.com/australia-news/blog/2015/sep/10/new-south-wales-new-logo-and-slogan-slips-by-unnoticed-almost>.Koziol, Michael. “‘Making It Happen’: NSW Gets a New Logo. Make Sure You Don’t Breach Its Publishing Guidelines.” Sydney Morning Herald 11 Sep. 2015. 19 Jan. 2017 <http://www.smh.com.au/nsw/making-it-happen-nsw-gets-a-new-logo-make-sure-you-dont-breach-its-publishing-guidelines-20150911-gjk6z0.html>.Mueller, Dennis C. “Public Choice: A Survey.” Journal of Economic Literature 14 (1976): 395-433.“The NSW Government Branding Style Guide.” Sydney: NSW Government, 2015. 19 Jan. 2017 <http://www.advertising.nsw.gov.au/sites/default/files/downloads/page/nsw_government_branding_guide.pdf>.Perry, Jenny. “Future of Sydney Metro Remains Uncertain.” Rail Express 3 Feb. 2010. 25 Apr. 2017 <https://www.railexpress.com.au/future-of-sydney-metro-remains-uncertain/>.Richardson, Nicholas. “Political Upheaval in Australia: Media, Foucault and Shocking Policy.” ANZCA Conference Proceedings 2015, eds. D. Paterno, M. Bourk, and D. Matheson.———. “A Curatorial Turn in Policy Development? Managing the Changing Nature of Policymaking Subject to Mediatisation” M/C Journal 18.4 (2015).———. “The Hinterland of Power: Rethinking Mediatised Messy Policy.” PhD Thesis. University of Western Sydney, 2015.“Taxpayers Will Compensate Axed Metro Losers: Keneally.” Sydney Morning Herald 21 Feb. 2010. 17 Apr. 2012 <http://www.smh.com.au/nsw/taxpayers-will-compensate-axed-metro-losers-keneally-20100221-on6h.html>. Teutsch, Danielle, and Matthew Benns. “Call for Inquiry over $500m Poured into Doomed Metro.” Sydney Morning Herald 21 Mar. 2010. 17 Apr. 2012 <http://www.smh.com.au/nsw/call-for-inquiry-over-500m-poured-into-doomed-Metro-20100320-qn7b.html>.“Train Ready to Leave: Will Politicians Get on Board?” Sydney Morning Herald 13 Feb. 2010. 17 Apr. 2012 <http://www.smh.com.au/opinion/editorial/train-ready-to-leave-will-politicians-get-on-board-20100212-nxfk.html>.
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Wark, McKenzie. "Toywars." M/C Journal 6, no. 3 (2003). http://dx.doi.org/10.5204/mcj.2179.

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I first came across etoy in Linz, Austria in 1995. They turned up at Ars Electronica with their shaved heads, in their matching orange bomber jackets. They were not invited. The next year they would not have to crash the party. In 1996 they were awarded Arts Electronica’s prestigious Golden Nica for web art, and were on their way to fame and bitterness – the just rewards for their art of self-regard. As founding member Agent.ZAI says: “All of us were extremely greedy – for excitement, for drugs, for success.” (Wishart & Boschler: 16) The etoy story starts on the fringes of the squatters’ movement in Zurich. Disenchanted with the hard left rhetorics that permeate the movement in the 1980s, a small group look for another way of existing within a commodified world, without the fantasy of an ‘outside’ from which to critique it. What Antonio Negri and friends call the ‘real subsumption’ of life under the rule of commodification is something etoy grasps intuitively. The group would draw on a number of sources: David Bowie, the Sex Pistols, the Manchester rave scene, European Amiga art, rumors of the historic avant gardes from Dada to Fluxus. They came together in 1994, at a meeting in the Swiss resort town of Weggis on Lake Lucerne. While the staging of the founding meeting looks like a rerun of the origins of the Situationist International, the wording of the invitation might suggest the founding of a pop music boy band: “fun, money and the new world?” One of the – many – stories about the origins of the name Dada has it being chosen at random from a bilingual dictionary. The name etoy, in an update on that procedure, was spat out by a computer program designed to make four letter words at random. Ironically, both Dada and etoy, so casually chosen, would inspire furious struggles over the ownership of these chancey 4-bit words. The group decided to make money by servicing the growing rave scene. Being based in Vienna and Zurich, the group needed a way to communicate, and chose to use the internet. This was a far from obvious thing to do in 1994. Connections were slow and unreliable. Sometimes it was easier to tape a hard drive full of clubland graphics to the underside of a seat on the express train from Zurich to Vienna and simply email instructions to meet the train and retrieve it. The web was a primitive instrument in 1995 when etoy built its first website. They launched it with a party called etoy.FASTLANE, an optimistic title when the web was anything but. Coco, a transsexual model and tabloid sensation, sang a Japanese song while suspended in the air. She brought media interest, and was anointed etoy’s lifestyle angel. As Wishart and Bochsler write, “it was as if the Seven Dwarfs had discovered their Snow White.” (Wishart & Boschler: 33) The launch didn’t lead to much in the way of a music deal or television exposure. The old media were not so keen to validate the etoy dream of lifting themselves into fame and fortune by their bootstraps. And so etoy decided to be stars of the new media. The slogan was suitably revised: “etoy: the pop star is the pilot is the coder is the designer is the architect is the manager is the system is etoy.” (Wishart & Boschler: 34) The etoy boys were more than net.artists, they were artists of the brand. The brand was achieving a new prominence in the mid-90s. (Klein: 35) This was a time when capitalism was hollowing itself out in the overdeveloped world, shedding parts of its manufacturing base. Control of the circuits of commodification would rest less on the ownership of the means of production and more on maintaining a monopoly on the flows of information. The leading edge of the ruling class was becoming self-consciously vectoral. It controlled the flow of information about what to produce – the details of design, the underlying patents. It controlled the flows of information about what is produced – the brands and logos, the slogans and images. The capitalist class is supplanted by a vectoral class, controlling the commodity circuit through the vectors of information. (Wark) The genius of etoy was to grasp the aesthetic dimension of this new stage of commodification. The etoy boys styled themselves not so much as a parody of corporate branding and management groupthink, but as logical extension of it. They adopted matching uniforms and called themselves agents. In the dada-punk-hiphop tradition, they launched themselves on the world as brand new, self-created, self-named subjects: Agents Zai, Brainhard, Gramazio, Kubli, Esposto, Udatny and Goldstein. The etoy.com website was registered in 1995 with Network Solutions for a $100 fee. The homepage for this etoy.TANKSYSTEM was designed like a flow chart. As Gramazio says: “We wanted to create an environment with surreal content, to build a parallel world and put the content of this world into tanks.” (Wishart & Boschler: 51) One tank was a cybermotel, with Coco the first guest. Another tank showed you your IP number, with a big-brother eye looking on. A supermarket tank offered sunglasses and laughing gas for sale, but which may or may not be delivered. The underground tank included hardcore photos of a sensationalist kind. A picture of the Federal Building in Oklamoma City after the bombing was captioned in deadpan post-situ style “such work needs a lot of training.” (Wishart & Boschler: 52) The etoy agents were by now thoroughly invested in the etoy brand and the constellation of images they had built around it, on their website. Their slogan became “etoy: leaving reality behind.” (Wishart & Boschler: 53) They were not the first artists fascinated by commodification. It was Warhol who said “good art is good business.”(Warhol ) But etoy reversed the equation: good business is good art. And good business, in this vectoral age, is in its most desirable form an essentially conceptual matter of creating a brand at the center of a constellation of signifiers. Late in 1995, etoy held another group meeting, at the Zurich youth center Dynamo. The problem was that while they had build a hardcore website, nobody was visiting it. Agents Gooldstein and Udatny thought that there might be a way of using the new search engines to steer visitors to the site. Zai and Brainhard helped secure a place at the Vienna Academy of Applied Arts where Udatny could use the computer lab to implement this idea. Udatny’s first step was to create a program that would go out and gather email addresses from the web. These addresses would form the lists for the early examples of art-spam that etoy would perpetrate. Udatny’s second idea was a bit more interesting. He worked out how to get the etoy.TANKSYSTEM page listed in search engines. Most search engines ranked pages by the frequency of the search term in the pages it had indexed, so etoy.TANKSYSTEM would contain pages of selected keywords. Porn sites were also discovering this method of creating free publicity. The difference was that etoy chose a very carefully curated list of 350 search terms, including: art, bondage, cyberspace, Doom, Elvis, Fidel, genx, heroin, internet, jungle and Kant. Users of search engines who searched for these terms would find dummy pages listed prominently in their search results that directed them, unsuspectingly, to etoy.com. They called this project Digital Hijack. To give the project a slightly political aura, the pages the user was directed to contained an appeal for the release of convicted hacker Kevin Mitnick. This was the project that won them a Golden Nica statuette at Ars Electronica in 1996, which Gramazio allegedly lost the same night playing roulette. It would also, briefly, require that they explain themselves to the police. Digital Hijack also led to the first splits in the group, under the intense pressure of organizing it on a notionally collective basis, but with the zealous Agent Zai acting as de facto leader. When Udatny was expelled, Zai and Brainhard even repossessed his Toshiba laptop, bought with etoy funds. As Udatny recalls, “It was the lowest point in my life ever. There was nothing left; I could not rely on etoy any more. I did not even have clothes, apart from the etoy uniform.” (Wishart & Boschler: 104) Here the etoy story repeats a common theme from the history of the avant gardes as forms of collective subjectivity. After Digital Hijack, etoy went into a bit of a slump. It’s something of a problem for a group so dependent on recognition from the other of the media, that without a buzz around them, etoy would tend to collapse in on itself like a fading supernova. Zai spend the early part of 1997 working up a series of management documents, in which he appeared as the group’s managing director. Zai employed the current management theory rhetoric of employee ‘empowerment’ while centralizing control. Like any other corporate-Trotskyite, his line was that “We have to get used to reworking the company structure constantly.” (Wishart & Boschler: 132) The plan was for each member of etoy to register the etoy trademark in a different territory, linking identity to information via ownership. As Zai wrote “If another company uses our name in a grand way, I’ll probably shoot myself. And that would not be cool.” (Wishart & Boschler:: 132) As it turned out, another company was interested – the company that would become eToys.com. Zai received an email offering “a reasonable sum” for the etoy.com domain name. Zai was not amused. “Damned Americans, they think they can take our hunting grounds for a handful of glass pearls….”. (Wishart & Boschler: 133) On an invitation from Suzy Meszoly of C3, the etoy boys traveled to Budapest to work on “protected by etoy”, a work exploring internet security. They spent most of their time – and C3’s grant money – producing a glossy corporate brochure. The folder sported a blurb from Bjork: “etoy: immature priests from another world” – which was of course completely fabricated. When Artothek, the official art collection of the Austrian Chancellor, approached etoy wanting to buy work, the group had to confront the problem of how to actually turn their brand into a product. The idea was always that the brand was the product, but this doesn’t quite resolve the question of how to produce the kind of unique artifacts that the art world requires. Certainly the old Conceptual Art strategy of selling ‘documentation’ would not do. The solution was as brilliant as it was simple – to sell etoy shares. The ‘works’ would be ‘share certificates’ – unique objects, whose only value, on the face of it, would be that they referred back to the value of the brand. The inspiration, according to Wishart & Boschsler, was David Bowie, ‘the man who sold the world’, who had announced the first rock and roll bond on the London financial markets, backed by future earnings of his back catalogue and publishing rights. Gramazio would end up presenting Chancellor Viktor Klima with the first ‘shares’ at a press conference. “It was a great start for the project”, he said, “A real hack.” (Wishart & Boschler: 142) For this vectoral age, etoy would create the perfect vectoral art. Zai and Brainhard took off next for Pasadena, where they got the idea of reverse-engineering the online etoy.TANKSYSTEM by building an actual tank in an orange shipping container, which would become etoy.TANK 17. This premiered at the San Francisco gallery Blasthaus in June 1998. Instant stars in the small world of San Francisco art, the group began once again to disintegrate. Brainhard and Esposito resigned. Back in Europe in late 1998, Zai was preparing to graduate from the Vienna Academy of Applied Arts. His final project would recapitulate the life and death of etoy. It would exist from here on only as an online archive, a digital mausoleum. As Kubli says “there was no possibility to earn our living with etoy.” (Wishart & Boschler: 192) Zai emailed eToys.com and asked them if them if they would like to place a banner ad on etoy.com, to redirect any errant web traffic. Lawyers for eToys.com offered etoy $30,000 for the etoy.com domain name, which the remaining members of etoy – Zai, Gramazio, Kubli – refused. The offer went up to $100,000, which they also refused. Through their lawyer Peter Wild they demanded $750,000. In September 1999, while etoy were making a business presentation as their contribution to Ars Electronica, eToys.com lodged a complaint against etoy in the Los Angeles Superior Court. The company hired Bruce Wessel, of the heavyweight LA law firm Irell & Manella, who specialized in trademark, copyright and other intellectual property litigation. The complaint Wessel drafted alleged that etoy had infringed and diluted the eToys trademark, were practicing unfair competition and had committed “intentional interference with prospective economic damage.” (Wishart & Boschler: 199) Wessel demanded an injunction that would oblige etoy to cease using its trademark and take down its etoy.com website. The complaint also sought to prevent etoy from selling shares, and demanded punitive damages. Displaying the aggressive lawyering for which he was so handsomely paid, Wessel invoked the California Unfair Competition Act, which was meant to protect citizens from fraudulent business scams. Meant as a piece of consumer protection legislation, its sweeping scope made it available for inventive suits such as Wessel’s against etoy. Wessel was able to use pretty much everything from the archive etoy built against it. As Wishart and Bochsler write, “The court papers were like a delicately curated catalogue of its practices.” (Wishart & Boschler: 199) And indeed, legal documents in copyright and trademark cases may be the most perfect literature of the vectoral age. The Unfair Competition claim was probably aimed at getting the suit heard in a Californian rather than a Federal court in which intellectual property issues were less frequently litigated. The central aim of the eToys suit was the trademark infringement, but on that head their claims were not all that strong. According to the 1946 Lanham Act, similar trademarks do not infringe upon each other if there they are for different kinds of business or in different geographical areas. The Act also says that the right to own a trademark depends on its use. So while etoy had not registered their trademark and eToys had, etoy were actually up and running before eToys, and could base their trademark claim on this fact. The eToys case rested on a somewhat selective reading of the facts. Wessel claimed that etoy was not using its trademark in the US when eToys was registered in 1997. Wessel did not dispute the fact that etoy existed in Europe prior to that time. He asserted that owning the etoy.com domain name was not sufficient to establish a right to the trademark. If the intention of the suit was to bully etoy into giving in, it had quite the opposite effect. It pissed them off. “They felt again like the teenage punks they had once been”, as Wishart & Bochsler put it. Their art imploded in on itself for lack of attention, but called upon by another, it flourished. Wessel and eToys.com unintentionally triggered a dialectic that worked in quite the opposite way to what they intended. The more pressure they put on etoy, the more valued – and valuable – they felt etoy to be. Conceptual business, like conceptual art, is about nothing but the management of signs within the constraints of given institutional forms of market. That this conflict was about nothing made it a conflict about everything. It was a perfectly vectoral struggle. Zai and Gramazio flew to the US to fire up enthusiasm for their cause. They asked Wolfgang Staehle of The Thing to register the domain toywar.com, as a space for anti-eToys activities at some remove from etoy.com, and as a safe haven should eToys prevail with their injunction in having etoy.com taken down. The etoy defense was handled by Marcia Ballard in New York and Robert Freimuth in Los Angeles. In their defense, they argued that etoy had existed since 1994, had registered its globally accessible domain in 1995, and won an international art prize in 1996. To counter a claim by eToys that they had a prior trademark claim because they had bought a trademark from another company that went back to 1990, Ballard and Freimuth argued that this particular trademark only applied to the importation of toys from the previous owner’s New York base and thus had no relevance. They capped their argument by charging that eToys had not shown that its customers were really confused by the existence of etoy. With Christmas looming, eToys wanted a quick settlement, so they offered Zurich-based etoy lawyer Peter Wild $160,000 in shares and cash for the etoy domain. Kubli was prepared to negotiate, but Zai and Gramazio wanted to gamble – and raise the stakes. As Zai recalls: “We did not want to be just the victims; that would have been cheap. We wanted to be giants too.” (Wishart & Boschler: 207) They refused the offer. The case was heard in November 1999 before Judge Rafeedie in the Federal Court. Freimuth, for etoy, argued that federal Court was the right place for what was essentially a trademark matter. Robert Kleiger, for eToys, countered that it should stay where it was because of the claims under the California Unfair Competition act. Judge Rafeedie took little time in agreeing with the eToys lawyer. Wessel’s strategy paid off and eToys won the first skirmish. The first round of a quite different kind of conflict opened when etoy sent out their first ‘toywar’ mass mailing, drawing the attention of the net.art, activism and theory crowd to these events. This drew a report from Felix Stalder in Telepolis: “Fences are going up everywhere, molding what once seemed infinite space into an overcrowded and tightly controlled strip mall.” (Stalder ) The positive feedback from the net only emboldened etoy. For the Los Angeles court, lawyers for etoy filed papers arguing that the sale of ‘shares’ in etoy was not really a stock offering. “The etoy.com website is not about commerce per se, it is about artist and social protest”, they argued. (Wishart & Boschler: 209) They were obliged, in other words, to assert a difference that the art itself had intended to blur in order to escape eToy’s claims under the Unfair Competition Act. Moreover, etoy argued that there was no evidence of a victim. Nobody was claiming to have been fooled by etoy into buying something under false pretences. Ironically enough, art would turn out in hindsight to be a more straightforward transaction here, involving less simulation or dissimulation, than investing in a dot.com. Perhaps we have reached the age when art makes more, not less, claim than business to the rhetorical figure of ‘reality’. Having defended what appeared to be the vulnerable point under the Unfair Competition law, etoy went on the attack. It was the failure of eToys to do a proper search for other trademarks that created the problem in the first place. Meanwhile, in Federal Court, lawyers for etoy launched a counter-suit that reversed the claims against them made by eToys on the trademark question. While the suits and counter suits flew, eToys.com upped their offer to settle to a package of cash and shares worth $400,000. This rather puzzled the etoy lawyers. Those choosing to sue don’t usually try at the same time to settle. Lawyer Peter Wild advised his clients to take the money, but the parallel tactics of eToys.com only encouraged them to dig in their heels. “We felt that this was a tremendous final project for etoy”, says Gramazio. As Zai says, “eToys was our ideal enemy – we were its worst enemy.” (Wishart & Boschler: 210) Zai reported the offer to the net in another mass mail. Most people advised them to take the money, including Doug Rushkoff and Heath Bunting. Paul Garrin counseled fighting on. The etoy agents offered to settle for $750,000. The case came to court in late November 1999 before Judge Shook. The Judge accepted the plausibility of the eToys version of the facts on the trademark issue, which included the purchase of a registered trademark from another company that went back to 1990. He issued an injunction on their behalf, and added in his statement that he was worried about “the great danger of children being exposed to profane and hardcore pornographic issues on the computer.” (Wishart & Boschler: 222) The injunction was all eToys needed to get Network Solutions to shut down the etoy.com domain. Zai sent out a press release in early December, which percolated through Slashdot, rhizome, nettime (Staehle) and many other networks, and catalyzed the net community into action. A debate of sorts started on investor websites such as fool.com. The eToys stock price started to slide, and etoy ‘warriors’ felt free to take the credit for it. The story made the New York Times on 9th December, Washington Post on the 10th, Wired News on the 11th. Network Solutions finally removed the etoy.com domain on the 10th December. Zai responded with a press release: “this is robbery of digital territory, American imperialism, corporate destruction and bulldozing in the way of the 19th century.” (Wishart & Boschler: 237) RTMark set up a campaign fund for toywar, managed by Survival Research Laboratories’ Mark Pauline. The RTMark press release promised a “new internet ‘game’ designed to destroy eToys.com.” (Wishart & Boschler: 239) The RTMark press release grabbed the attention of the Associated Press newswire. The eToys.com share price actually rose on December 13th. Goldman Sachs’ e-commerce analyst Anthony Noto argued that the previous declines in the Etoys share price made it a good buy. Goldman Sachs was the lead underwriter of the eToys IPO. Noto’s writings may have been nothing more than the usual ‘IPOetry’ of the time, but the crash of the internet bubble was some months away yet. The RTMark campaign was called ‘The Twelve Days of Christmas’. It used the Floodnet technique that Ricardo Dominguez used in support of the Zapatistas. As Dominguez said, “this hysterical power-play perfectly demonstrates the intensions of the new net elite; to turn the World Wide Web into their own private home-shopping network.” (Wishart & Boschler: 242) The Floodnet attack may have slowed the eToys.com server down a bit, but it was robust and didn’t crash. Ironically, it ran on open source software. Dominguez claims that the ‘Twelve Days’ campaign, which relied on individuals manually launching Floodnet from their own computers, was not designed to destroy the eToys site, but to make a protest felt. “We had a single-bullet script that could have taken down eToys – a tactical nuke, if you will. But we felt this script did not represent the presence of a global group of people gathered to bear witness to a wrong.” (Wishart & Boschler: 245) While the eToys engineers did what they could to keep the site going, eToys also approached universities and businesses whose systems were being used to host Floodnet attacks. The Thing, which hosted Dominguez’s eToys Floodnet site was taken offline by The Thing’s ISP, Verio. After taking down the Floodnet scripts, The Thing was back up, restoring service to the 200 odd websites that The Thing hosted besides the offending Floodnet site. About 200 people gathered on December 20th at a demonstration against eToys outside the Museum of Modern Art. Among the crowd were Santas bearing signs that said ‘Coal for eToys’. The rally, inside the Museum, was led by the Reverend Billy of the Church of Stop Shopping: “We are drowning in a sea of identical details”, he said. (Wishart & Boschler: 249-250) Meanwhile etoy worked on the Toywar Platform, an online agitpop theater spectacle, in which participants could act as soldiers in the toywar. This would take some time to complete – ironically the dispute threatened to end before this last etoy artwork was ready, giving etoy further incentives to keep the dispute alive. The etoy agents had a new lawyer, Chris Truax, who was attracted to the case by the publicity it was generating. Through Truax, etoy offered to sell the etoy domain and trademark for $3.7 million. This may sound like an insane sum, but to put it in perspective, the business.com site changed hands for $7.5 million around this time. On December 29th, Wessel signaled that eToys was prepared to compromise. The problem was, the Toywar Platform was not quite ready, so etoy did what it could to drag out the negotiations. The site went live just before the scheduled court hearings, January 10th 2000. “TOYWAR.com is a place where all servers and all involved people melt and build a living system. In our eyes it is the best way to express and document what’s going on at the moment: people start to about new ways to fight for their ideas, their lifestyle, contemporary culture and power relations.” (Wishart & Boschler: 263) Meanwhile, in a California courtroom, Truax demanded that Network Solutions restore the etoy domain, that eToys pay the etoy legal expenses, and that the case be dropped without prejudice. No settlement was reached. Negotiations dragged on for another two weeks, with the etoy agents’ attention somewhat divided between two horizons – art and law. The dispute was settled on 25th January. Both parties dismissed their complaints without prejudice. The eToys company would pay the etoy artists $40,000 for legal costs, and contact Network Solutions to reinstate the etoy domain. “It was a pleasure doing business with one of the biggest e-commerce giants in the world” ran the etoy press release. (Wishart & Boschler: 265) That would make a charming end to the story. But what goes around comes around. Brainhard, still pissed off with Zai after leaving the group in San Francisco, filed for the etoy trademark in Austria. After that the internal etoy wranglings just gets boring. But it was fun while it lasted. What etoy grasped intuitively was the nexus between the internet as a cultural space and the transformation of the commodity economy in a yet-more abstract direction – its becoming-vectoral. They zeroed in on the heart of the new era of conceptual business – the brand. As Wittgenstein says of language, what gives words meaning is other words, so too for brands. What gives brands meaning is other brands. There is a syntax for brands as there is for words. What etoy discovered is how to insert a new brand into that syntax. The place of eToys as a brand depended on their business competition with other brands – with Toys ‘R’ Us, for example. For etoy, the syntax they discovered for relating their brand to another one was a legal opposition. What made etoy interesting was their lack of moral posturing. Their abandonment of leftist rhetorics opened them up to exploring the territory where media and business meet, but it also made them vulnerable to being consumed by the very dialectic that created the possibility of staging etoy in the first place. By abandoning obsolete political strategies, they discovered a media tactic, which collapsed for want of a new strategy, for the new vectoral terrain on which we find ourselves. Works Cited Negri, Antonio. Time for Revolution. Continuum, London, 2003. Warhol, Andy. From A to B and Back Again. Picador, New York, 1984. Stalder, Felix. ‘Fences in Cyberspace: Recent events in the battle over domain names’. 19 Jun 2003. <http://felix.openflows.org/html/fences.php>. Wark, McKenzie. ‘A Hacker Manifesto [version 4.0]’ 19 Jun 2003. http://subsol.c3.hu/subsol_2/contributors0/warktext.html. Klein, Naomi. No Logo. Harper Collins, London, 2000. Wishart, Adam & Regula Bochsler. Leaving Reality Behind: etoy vs eToys.com & Other Battles to Control Cyberspace Ecco Books, 2003. Staehle, Wolfgang. ‘<nettime> etoy.com shut down by US court.’ 19 Jun 2003. http://amsterdam.nettime.org/Lists-Archives/nettime-l-9912/msg00005.html Links http://amsterdam.nettime.org/Lists-Archives/nettime-l-9912/msg00005.htm http://felix.openflows.org/html/fences.html http://subsol.c3.hu/subsol_2/contributors0/warktext.html Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Wark, McKenzie. "Toywars" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0306/02-toywars.php>. APA Style Wark, M. (2003, Jun 19). Toywars. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0306/02-toywars.php>
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Hassler-Forest, Dan. "“Two Birds with One Stone”: Transmedia Serialisation in Twin Peaks." M/C Journal 21, no. 1 (2018). http://dx.doi.org/10.5204/mcj.1364.

Full text
Abstract:
It happened 27 years ago, in the autumn of 1990, but I remember it as if it were yesterday. Having set apart some of the cash I’d been given for my seventeenth birthday, I caught a train into the city with only one thing in mind: buying a copy of the newly-released book The Secret Diary of Laura Palmer. Having breathlessly devoured the eight-episode first season of Twin Peaks as it was broadcast on BBC2 from 23 October until 11 December 1990 (BBC), acquiring a copy of the “actual” diary that potentially held vital clues to the series’ central mystery—who killed Laura Palmer?—offered a temptation impossible for any fan to resist.Somewhat predictably, the actual rewards proved rather limited: while the diary’s contents certainly fleshed out Laura Palmer’s background and inner life as a character, thereby laying some of the groundwork for the prequel film Twin Peaks: Fire Walk with Me (1992), plot spoilers were carefully avoided by skipping over crucial entries with several blank pages marked as “page missing.” Thus, eager fans were simultaneously granted advance insight into future narrative developments while also being denied answers to key questions. Similarly, the publication of franchise novels The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes (1991) and Welcome to Twin Peaks: Access Guide to the Town (1991), as well as the audio cassette tape “Diane…” The Twin Peaks Tapes of Agent Cooper (1990), added further background and depth to the TV series’ ongoing storyworld by offering more details about characters, locations, and back story. Most crucially, these transmedia expansions in many ways foreshadowed the larger development of 21st-century transmedia serialisation practices.When American premium cable channel Showtime finally returned fans to the world of Twin Peaks in an 18-episode weekly series airing from 21 May to 3 September 2017, the franchise promised to revive the characters, locations, and mythology so fondly remembered by the show’s original viewers, as well as the later generations who had discovered Twin Peaks via reruns, VHS recordings, DVD and Blu-ray discs, or video streaming services. Identified variously as Twin Peaks: The Return, Twin Peaks: Season Three, and Twin Peaks: A Limited Event Series, the new series (hereafter Twin Peaks 2017) appeared in a media-industrial context where the revival of nostalgic television favourites has become fashionable and lucrative.In a hyper-competitive marketplace where many platforms are frantically vying for audience attention and engagement, reviving existing storyworlds with dedicated fan cultures offers an obvious advantage and competitive edge (Weinstock 14–16). At the same time, Twin Peaks seemed especially appropriate to revisit, having been singled out so often as an early paradigm for the 21st century’s alleged “Golden Age of Television” (Telotte 64). As a spectacularly short-lived pop-culture phenomenon, Twin Peaks quickly became a jealously guarded cult favourite watched over by a dedicated global fandom. Yet, its influence on 21st century television culture is often explained by the series’ combination of long-form storytelling and cinematic style with a complex and ever-expanding mythological deep structure, alongside its then-unusual emphasis on television authorship in the figure of auteurist film director David Lynch.However, more specifically related to the theme of this special issue, Twin Peaks has repeatedly adopted transmedia forms for serialised storytelling and world-building in ways that build upon the franchise’s own cultural legacy while also embracing contemporary media-industrial practices. While relatively limited in terms of the number of media texts, these practices illustrate the rich potential for the transmedia expansion of franchises that exist primarily within a single medium. In order to map out the key transmedia connections within this rich and surprisingly diverse franchise, I will first offer a few terms that help distinguish basic forms of transmedia multitexts (Parody 210–218) from each other, before moving on to a more detailed analysis of the transmedia forms that have come to surround, enhance, and enrich Twin Peaks 2017.Transmedia Models In his essay “Transmediality and the Politics of Adaptation,” Jens Eder develops a basic typology of transmedia multitexts (or “constellations”) that provides a helpful entrance for this discussion. While Henry Jenkins’ oft-cited but rather broadly worded description of transmedia storytelling gave media scholars a provocative starting point (97–98), it also clearly exaggerated the degree of organised and consistent cross-platform development of fictional storyworlds. Eder’s model adds a much-needed emphasis on the hierarchical structures that we inevitably encounter both within the various transmedia multitexts, and in the industries and audiences that engage with them. Eder’s typology distinguishes between four basic models (75–77).The form of transmedia storytelling that Jenkins foregrounded in Convergence Culture, with The Matrix (1999) as his primary example, constitutes what Eder’s essay describes as integration: the various media texts form a single and more or less coherent narrative whole, with each medium making the most of its medium-specific qualities and affordances. While this model is frequently cited as a kind of ideal or even default definition of transmedia storytelling, it is important to note that it is also fairly rare, as it requires a staggering amount of planning and coordination. Far more common is the expansion model, in which one primary media text (often referred to as the “mothership”) is expanded via a range of “satellite texts.” Most commonly, the mothership would be a costly, labour-intensive, and high-profile mass media production, like a feature film, television series, or AAA video game, while the expansions are much less expensive and clearly secondary texts that function simultaneously as world-building expansions and as entrance points to the franchise. A third model is the participation strategy, in which audience activity is integrated into the production cycle, as with game shows where audiences use apps, websites, or other satellite media to vote on or otherwise affect the ongoing narrative. Finally, multiple exploitation indicates a form of multitext in which a theoretically limitless number of transmedia texts exist alongside each other, without depending on any of the others to create meaning—for which a predominantly non-narrative transmedia brand like Hello Kitty may come to mind as an example.Clearly, these four paradigms are neither exhaustive nor mutually exclusive. But they do help to emphasise not only the diverse forms transmedia multitexts can take, but also that each of these is thoroughly embedded within media-industrial practices. Thus, Eder’s typology helpfully foregrounds the inherent connections between transmedia as a narrative form—transmedia storytelling—and the political economy in which it circulates—transmedia franchising (see Johnson). In the case of Twin Peaks 2017, the forms of transmedia expansion that were pioneered alongside the original series effectively combine transmedia storytelling forms with contemporary industrial practices and digital fandom (Booth 25).The production practices of the television industry at the time Twin Peaks 2017 was broadcast are defined in the first place by their transitional character. Since the early 2010s, both television networks and cable channels like Showtime face growing pressure from industrial “disruptors” like Netflix, Hulu, and Amazon, which offer increasingly competitive video-on-demand (VOD) services (Lotz 132–133). Besides the obvious advantages of accessibility, mobility, and individual control, a key innovation that many of these VOD services have embraced is the “full-drop season” (Mittell 41), which does away with the traditional week-long wait between episodes. Taken alongside the long-term decline of traditional television audiences, the rise of cable-cutting and other digital entertainment alternatives, and the ongoing growth of what Chuck Tryon has dubbed “on-demand culture” (5), broadcasters embedded within television’s traditional industrial framework are forced to innovate in order to attract sufficient advertisers and/or subscribers.Within this hyper-competitive media environment, traditional television networks have been using cross-platform strategies to lure viewers back to weekly programming. In her analysis of the transmedia campaign surrounding the niche-marketed breakout TV hit Glee, Valerie Wee showed how the clever combination of licensed Twitter accounts and carefully timed releases of musical tracks via Apple’s iTunes Store helped Fox transform the weekly episodes into minor media events (7–8). While social media and other new digital services are generally seen as obvious competitors with traditional media platforms like network television, Wee’s analysis of Glee’s innovative use of transmedia practices shows that they can also be used to increase viewers’ engagement with weekly broadcasts.Twin Peaks 2017: The NovelsAs a more recent high-profile television production designed to be a media phenomenon for the cultural elite, Twin Peaks 2017 used similar methods to facilitate what Matt Hills has described as “just-in-time fandom”: a carefully regulated form of fan culture in which the most invested viewers are constantly forced to keep up with shifting production and distribution practices in order to stay abreast of the cultural conversation (140–141). For Twin Peaks 2017, this involved not only the meticulous synchronisation of digital music releases, but also the publication of two separate novels that elegantly bookended the new season’s broadcast.The first of these books, The Secret History of Twin Peaks, was published in October 2016, a good six months ahead of the new season’s premiere. Rather than introducing any of the third season’s new characters or filling in the blanks between the original series and the revival, the book instead expanded the storyworld in the opposite direction. Presented as an elaborate collection of annotated historical records, The Secret History of Twin Peaks begins with facsimiles of “historical documents” dating back to the early 19th century, before proceeding to map out a wide-ranging mythological superstructure for the franchise that spans two centuries of American history. Both foreshadowing the third season’s more expansive narrative framework and embellishing the franchise’s mythological superstructure, the book gave readers new information about the organisation of Twin Peaks’ storyworld without even hinting at the new season’s plot. Meanwhile, the simultaneous release of the audiobook featured the voices of several original cast members, thereby both authorising this transmedia expansion as consistent with the existing franchise and playing into the nostalgia that inevitably fuels most viewers’ interest in these television revivals.Almost a year later, and a mere six weeks after the final two episodes had been broadcast, the book’s companion volume Twin Peaks: The Final Dossier (2017) was published. Similar in form but also shorter and less ambitious in narrative scope and graphic design, this second novel consisted of a collection of written FBI files on all major characters. These files, diegetically written and compiled by third-season newcomer Special Agent Tammy Preston, give plentiful background information on events preceding the third season, as well as providing some obvious hints about its enigmatic finale. Taken together, the two books perfectly match Eder’s “expansion” model: they not only expand and enrich the existing storyworld through transmedia storytelling, but they do so in such a way that the contents are carefully synchronised with the release of a serialised television event. The first book broadened the mythological framework while providing a more elaborate history for the storyworld, but did so without “spoiling” narrative developments in the third season, or providing essential information that would disadvantage more casual viewers. In this sense, its obvious similarity to The Secret Diary of Laura Palmer also added further layers of nostalgia for forensic fans eager to re-immerse themselves in the Twin Peaks storyworld (Mittell 43).At the same time, the books also provided a convenient way to resolve a longstanding tension within Twin Peaks authorship (Abbott 175–176). While director David Lynch has most commonly been singled out as the defining “visionary” behind the franchise and its appeal, his co-writer Mark Frost has somewhat uncomfortably shared the credit for the series. Therefore, as Twitter campaigns and online fan activism demonstrated all too clearly that Lynch was indeed the single most vital ingredient for a return to Twin Peaks, the two books gave Frost an avenue to express his own claim to authorship in ways that were emphatically his. The occasional public interviews and other paratexts clearly illustrated this practical division of authorial labour, with Lynch commenting at one point that he hadn’t even read The Secret History of Twin Peaks, noting en passant that the book represents his (i.e. Frost’s) history of Twin Peaks—while the episodes are, by implication, primarily Lynch’s (Hibberd).While it is obviously quite possible to read both books after (or before, or during) one’s first viewing of Twin Peaks 2017, the books’ narrative contents and their publication dates were clearly synchronised with Showtime’s broadcast schedule in ways that enhance its serialised structure. As a franchise that has embellished the (more or less) linear narrative movement of its television “mothership” with transmedia expansions largely dedicated to the series’ pre-history, the novels bookending Twin Peaks 2017 underline the revival’s “event-ness” while also acknowledging and respecting the franchise’s spoiler-averse fan culture. For just as the almost comically oblique series promos reassured fans about the revival’s authenticity while refusing to give even the slightest indication of what would happen, the first novel offered a deep dive into the storyworld’s mythology without hinting at what lay ahead. By the same token, the second book offered forensic fans a post-broadcast coda with great narrative closure, while Frost’s ambiguous status as an author left them free to speculate about alternative meanings. Both novels thereby functioned as expansions that supported Showtime’s broadcast of weekly episodes through cross-platform transmedia serialisation.Twin Peaks 2017: The SoundtracksSimilarly, the release schedule of two soundtrack albums playfully participated in the strategy of encouraging fan speculation in response to Showtime’s weekly broadcast schedule. The two soundtracks did this in different ways, and for slightly different reasons. One album contained the instrumental score, while the other was filled with tracks by a wide variety of popular artists. For both albums, the track list was kept secret until the release date, which closely followed the final episode’s broadcast. However, fans who pre-ordered either of these albums via Apple’s iTunes Music Store would see new tracks become available on a week-by-week basis just after a new episode had aired. For the instrumental soundtrack, keeping the track list secret served a clear purpose with regard to spoiler culture: for instance, while actor Carel Struycken is a familiar face from the original two seasons, his appearance in the opening scene of Twin Peaks 2017 is decidedly ambiguous, and his character’s name is pointedly referred to in the episode’s end credits as a series of seven question marks. The explicit suggestion that this iconic actor’s return represented a new mystery strongly encouraged fan speculation, while teasing a reveal that may or may not be forthcoming as the series progressed.The question in this case was answered by the incremental release of the soundtrack album long before it was confirmed within the text of the series proper: the character’s second appearance, in episode eight, was again followed by end credits that identified him only with question marks. But the day after, a new track “The Fireman” became available to those who had pre-ordered the digital soundtrack. Forensic fans within online communities like welcometotwinpeaks.com and the Twin Peaks wiki were quick to decode the seven question marks as representing the seven letters of the word “Fireman”—and from there on, to theorise that his function within the franchise’s mythology must be to help combat the evil associated with fire (as expressed throughout the franchise with the phrase “Fire Walk With Me”). And indeed, these fan theories were validated after the character’s third appearance, in episode 14, where the end credits identified him definitively as “The Fireman.”For the other soundtrack album, containing vocal performances of tracks featured in the series, a similar release strategy further encouraged online engagement and just-in-time fandom. One of the ways in which Twin Peaks 2017 departed from the original series was the novelty of ending most episodes with a live performance at the Twin Peaks Roadhouse by a contemporary musical act. While several of the names had been surmised from the cast list that was circulated widely amongst fans months before the series premiered, it remained unknown at what point in the series any given artist would appear, and in what capacity. Thus, the appearance of high-profile artists like Nine Inch Nails and Eddie Vedder could be experienced as a legitimate surprise, while fans were also rewarded for their weekly engagement with access to the song the day after its appearance via its addition to the pre-ordered album tracks. Thus, in both cases, the soundtrack release strategy gave forensic fans another level of engagement with the series that benefited both Showtime’s industrial practice of weekly broadcasts and the digital sales of non-narrative franchise expansions as another form or transmedia serialisation.ConclusionWhile Twin Peaks has been understandably celebrated (and criticised) for its divergence from television conventions, the new series also serves as a helpful and vivid case study for industrial practices of transmedia serialisation. Following the innovative ways in which the original series expanded its storyworld between seasons through transmedia expansions, Twin Peaks 2017 adapted these practices for its own media-industrial context. The accompanying books and soundtracks strongly emphasised the new series’ “eventness,” while at the same time contributing to the season’s serialised structure. The first novel, preceding the third season, prepared forensic fans for the new series’ elaboration of the storyworld’s mythology, while the second, appearing right after the finale, tied up narrative loose ends and clarified the plot. Meanwhile, the soundtracks’ incremental digital releases encouraged fan speculation, while also rewarding viewers for watching the episodes as they were being broadcast. Thus, to quote the Fireman’s cryptic instruction from the first episode, Twin Peaks 2017 managed to kill two birds with one stone by using transmedia serialisation to combine digital fandom and on-demand culture with traditional broadcast schedules.ReferencesAbbott, Stacey. “‘Doing Weird Things for the Sake of Being Weird’: Directing Twin Peaks.” Return to Twin Peaks. Eds. Jeffrey Andrew Weinstock and Catherine Spooner. Basingstoke: Palgrave Macmillan, 2016. 175–191.BBC. “BBC Genome Project.” <http://genome.ch.bbc.co.uk>.Booth, Paul. Digital Fandom 2.0. New York: Peter Lang, 2016.Eder, Jens. “Transmediality and the Politics of Adaptation.” The Politics of Adaptation: Media Convergence and Ideology. Eds. Dan Hassler-Forest and Pascal Nicklas. Basingstoke: Palgrave Macmillan, 2015. 66–81.Frost, Mark. The Secret History of Twin Peaks. London: Flatiron Books, 2016.———. Twin Peaks: The Final Dossier. London: Flatiron Books, 2017. Frost, Scott. The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes. New York: Simon & Schuster, 1990.Hibberd, James. “Twin Peaks: David Lynch Holds a Weird Press Conference.” Entertainment Weekly 9 Jan 2017. 11 Jan 2018 <http://ew.com/tv/2017/01/09/twin-peaks-david-lynch-press-conference/>.Hills, Matt. Fan Cultures. London: Routledge, 2002.Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.Johnson, Derek. Media Franchising: Creative License and Collaboration in the Culture Industries. New York: New York UP, 2013.Lotz, Amanda D. The Television Will Be Revolutionized. 2nd ed. New York: New York UP, 2014.Lynch, David, Mark Frost, and Richard Saul Wurman. Twin Peaks: An Access Guide to the Town. New York: Pocket Books, 1991.Lynch, Jennifer. The Secret Diary of Laura Palmer. London: Penguin Books, 1990.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: New York UP, 2015.Parody, Clare. “Franchising/Adaptation.” Adaptation 4:2 (2011): 210–18.Telotte, J.P. “‘Complementary Verses’: The Science Fiction of Twin Peaks.” Return to Twin Peaks. Eds. Jeffrey Andrew Weinstock and Catherine Spooner. Basingstoke: Palgrave Macmillan, 2016. 161–174.Tryon, Chuck. On-Demand Culture: Digital Delivery and the Future of Movies. New Brunswick: Rutgers UP, 2013.Wee, Valerie. “Spreading the Glee: Targeting a Youth Audience in the Multimedia, Digital Age.” The Information Society 32:5 (2016): 1–12.Weinstock, Jeffrey Andrew. “Introduction: ‘It Is Happening Again’: New Reflections on Twin Peaks.” Return to Twin Peaks. Eds. Jeffrey Andrew Weinstock and Catherine Spooner. Basingstoke: Palgrave Macmillan, 2016. 1–28.
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Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (2021). http://dx.doi.org/10.5204/mcj.2802.

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Abstract:
The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
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Dissertations / Theses on the topic "Golden Arrow (Express train)"

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El, Gammal Blanche. "L'Orient-Express, configuration littéraire d'un mythe européen (1883-2000)." Doctoral thesis, Universite Libre de Bruxelles, 2016. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/235165.

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Abstract:
Cette étude aborde la manière dont l’Orient-Express a été décrit, perçu et imaginé, et s’efforce de mesurer l’écart entre les représentations communes et ce qui se dégage d’un corpus de textes très divers à travers trois grands axes de réflexion :les évocations des itinéraires de l’Orient- Express, les discours tenus sur le train et ses voyageurs, les thématisations et récupérations littéraires dont il a fait l’objet.L’idée directrice du propos est de montrer comment l’Orient-Express, rêve programmé par de très efficaces campagnes publicitaires et suscité par un imaginaire géographique, historique et littéraire puissant, n’a pu pleinement convaincre les voyageurs, mais aussi les écrivains et les lecteurs qui, semble-t-il, ne cessent de déplorer la disparition d’un train et d’un voyage qui n’ont peut-être jamais existé ou qui ne sont jamais vraiment ceux qu’ils imaginaient.
Doctorat en Langues, lettres et traductologie
info:eu-repo/semantics/nonPublished
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