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1

Li, Feiyi. "Study on the Sony Pictures Entertainment with a Positive Outlook for the Next Decade." Highlights in Business, Economics and Management 3 (January 20, 2023): 212–14. http://dx.doi.org/10.54097/hbem.v3i.4743.

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Throughout the history of the development of human social civilization, the development of entertainment is an indispensable part of it. In the past few decades or even nearly a hundred years, the entire media and entertainment industry has undergone a new qualitative development. However, in the past two years, due to the COVID-19 pandemic, some traditional companies and industries have been greatly affected, and the entire media and entertainment industry has also undergone tremendous changes. Among them, the development of Sony Pictures Entertainment Inc. has been improved, as it is likely to have better development potential in the next decade.
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2

Lee, Judith Yaross. "Assaults of Laughter." Studies in American Humor 1, no. 1 (April 1, 2015): v—xiv. http://dx.doi.org/10.5325/studamerhumor.1.1.v.

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ABSTRACT: Attacks on Sony Pictures Entertainment and Charlie Hebdo at the end of 2014 and the start of 2015 called the world's attention to the basic premise of this journal: comic arts matter as cultural products, and of all genres of comic art satire may matter most. But the important public topics of press freedom, attackers' motives, and responses to terrorism should not deflect humor scholars from urgent questions of our own: is satire funny? why should satire not prompt offense, even outrage? and why do visual media such as film, but especially cartoons, draw so much ire?
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Dykstra, Josiah, Kelly Shortridge, Jamie Met, and Douglas Hough. "Opportunity Cost of Action Bias in Cybersecurity Incident Response." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 1116–20. http://dx.doi.org/10.1177/1071181322661490.

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The hours and days immediately following the discovery of a cyber intrusion can be stressful and chaotic for victims. Without a documented and well-rehearsed incident response plan, people are prone to costly fear-based reactions. Action bias is the human tendency to favor action over inaction. It feels better for victims to do something even if rushed decisions are suboptimal to thoughtful, careful alternatives. Furthermore, the null baseline of doing nothing or watchful waiting can sometimes be advantageous. This paper describes an application of opportunity cost to action bias. While these insights are not yet backed by empirical data, this is the first work to examine the intersection of opportunity cost with action bias in cybersecurity incident response. Using Sony Pictures Entertainment as a case study, we discuss the implications of opportunity costs from acting prematurely and, conversely, the opportunity costs of waiting to act.
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Maksyshko, Nataliia, and Oksana Vasylieva. "Comparative analysis of the stock quotes dynamics for IT-sector and the entertainment industry companies based on the characteristics of memory depth." SHS Web of Conferences 107 (2021): 01003. http://dx.doi.org/10.1051/shsconf/202110701003.

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The article is devoted to the study and comparative analysis of the stock quotes dynamics for the world’s leading companies in the IT sector and the entertainment industry. Today, these areas are developing the fastest and most powerful, which attracts the attention of investors around the world. This is due to the rapid development of digital communication technologies, the growth of intellectualization and individualization of goods and services, and so on. These spheres have strong development potential, but the question to how their companies’ stock quotes respond to the impact of such a natural but crisis phenomenon as the COVID-19 pandemic remains open. Based on the nonlinear paradigm of the financial markets dynamics, the paper considers and conducts a comprehensive fractal analysis of the quotations dynamics for six leading companies (Apple Inc., Tesla Inc., Alphabet Inc., The Walt Disney Company, Sony Corporation, Netflix) in this area before and during the COVID-19 pandemic. As a result of the application of the rescaled range analysis (R/S analysis), the presence of the persistence property and long-term memory in the stock quotes dynamics for all companies and its absence in their time series of profitability was confirmed. The application of the method of sequential R/S analysis made it possible to construct fuzzy sets of memory depths for the considered time series and to deepen the analysis of the dynamics due to the quantitative characteristics calculated on their basis. Taking into account the characteristics of memory depth in the dynamics of quotations made it possible to conduct a comparative analysis of the dynamics, both under the influence of the natural crisis situation and in terms of investing in different terms. The peculiarities of the delayed profitability dynamics of quotations for each of the companies are also taken into consideration and compared. The developed recommendations can be used in investment activities in the stock market.
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Hangen, T. J. "September Dawn. Dir. by Christopher Cain. Prod. by Christopher Cain and Scott Duthie. September Dawn/Voice Pictures, 2007. 110 mins. (Sony Home Entertainment, http://www.sonypictures.com/)." Journal of American History 95, no. 1 (June 1, 2008): 288. http://dx.doi.org/10.2307/25095603.

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Angelini, Alessandro M. "Saneamento Básico, O Filme, a film by Jorge Furtado. Distributed by Columbia/Sony Pictures Home Entertainment do Brasil, Brazil, 112 minutes, Color, 2007. https://www.sonypictures.com.br." Journal of Latin American and Caribbean Anthropology 17, no. 3 (November 2012): 539–41. http://dx.doi.org/10.1111/j.1935-4940.2012.01271.x.

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7

Williams, Joann K. "Book & Resource ReviewsShackleton's Way: Leadership Lessons From the Great Antarctic Explorer edited by MorrellMargot and CapparellStephanie. New York, NY: Penquin Press, 2001. 226 pages, hard coverShackleton: The Greatest Survival Story of all Time (Motion Picture) by Writer/Director SturridgeCharles, RobertsSelwyn, Producer. A&E Television Network, 2002.The Endurance: Shackleton's Legendary Antarctic Expedition (Documentary) by Writers AlexanderCaroline and DormanJoseph, Producer/Director and ButlerGeorge. Columbia TriStar Home Entertainment and Sony Pictures, 2003." Academy of Management Learning & Education 5, no. 4 (December 2006): 532–34. http://dx.doi.org/10.5465/amle.2006.23473217.

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"Seven Years in Tibet. Produced and directed by Jean-Jacques Annaud; screenplay by Becky Johnston, based on the book by Heinrich Harrer. 1997; color; 139 minutes. Distributor: Sony Pictures Entertainment/TriStar and Kundun. Produced by Barbara De Fina; directed by Martin Scorsese; screenplay by Melissa Mathison, based on the life story of the Dalai Lama. 1997; color; 128 minutes. Distributor: Buena Vista Pictures." American Historical Review, April 1998. http://dx.doi.org/10.1086/ahr/103.2.636.

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9

Finn, Mark. "Computer Games and Narrative Progression." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1876.

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As one of the more visible manifestations of the boom in new media, computer games have attracted a great deal of attention, both from the popular press, and from academics. In the case of the former, much of this coverage has focussed on the perceived danger games pose to the young mind, whether that danger be physical (in terms of bodily atrophy due to inactivity) or social (in terms of anti-social and even violent behaviour, caused by exposure to specific types of content). The massacre at Columbine High School in the United States seems to have further fuelled these fears, with several stories focusing on the fact that the killers were both players of violent video games (Dickinson 1999; Hansen 1999). These concerns have also found their way into political circles, promoting a seemingly endless cycle of inquiries and reports (for example, see Durkin 1995; Durkin and Aisbett 1999). Academic discourse on the subject has, perhaps somewhat surprisingly, tended to adopt a similar line, tracing out a return to the dark days of media effects theory. This is especially true of those studies that focus on the psychological aspects of computer game usage. For example, Scott (1995) conducted a study specifically aimed at investigating "to what extent, if any, aggressive computer game playing would have on individuals of different personality composition, and in which particular aspects of aggressiveness this might be experienced" (Scott 1995, 122). Similarly, Ballard (1999) examined the relationship between gender and violent computer games arguing that the level of violence depicted in a game directly affects the interaction between players of different genders. Almost without exception, these studies come from the experimental tradition of media research, often employing laboratory experiments in order to test their hypotheses. As the problems with this methodology have been covered extensively elsewhere (for example, see Hall 1982; Murdock and Golding 1977; Lowery and DeFleur 1983) I will not go into detail here, except to point out that most experimental research underestimates the importance of physical context in media use. Other studies have attempted to approach the subject from a more qualitative perspective, often utilising theories derived from post-structuralism to examine the construction of identity in games. For example, Alloway and Gilbert (1998) explore relationship between computer games and notions of masculinity, arguing that simplistic notions of effects dramatically underestimate the sophistication of the readers. Similarly, Beavis (1998) argues that it is necessary to more fully explore the relationship between games players and games before engaging in debates about the social benefits or dangers of the medium. According to Beavis: Other studies have attempted to approach the subject from a more qualitative perspective, often utilising theories derived from post-structuralism to examine the construction of identity in games. For example, Alloway and Gilbert (1998) explore relationship between computer games and notions of masculinity, arguing that simplistic notions of effects dramatically underestimate the sophistication of the readers. Similarly, Beavis (1998) argues that it is necessary to more fully explore the relationship between games players and games before engaging in debates about the social benefits or dangers of the medium. According to Beavis: However, while arguments like that of Beavis clearly take the debate in another direction, in many cases the writers find themselves mired in the same ideological paradigm as the effects theorists. While stressing the need for a more nuanced conceptualisation of the game-player relationship, Beavis also implies that games are potentially destructive, stating that "young people need to be helped to critique and resist the subject positions and ideologies of video games" (Beavis, 1998). In response, the games industry itself has launched several attacks on the academic community, many of which, ironically, are framed in the kind of aggressive terminology the researchers are themselves concerned about. For example, Green argues, But for a group of academics to draw sweeping conclusions about an industry they are so obviously clueless about, based on a ludicrous, half-assed experiment that sounds like something out of a Simpsons episode, adds absolutely nothing to the discussion. (136) While it could be argued that Green's "from the hip" response itself adds little to the dialogue, it does serve to highlight one of the more surprising aspects of the computer games debate. As Green asserts, it is apparent that many of the scholars conducting research into computer games seem to know very little about the subject they are studying, a situation analogous to television researchers watching only cinematic films. Indeed, given the descriptions some researchers give of particular games, it is doubtful that they have actually played the game themselves, raising questions about the extent to which they are authorities in the area. This paper is, at least in part, aimed at rectifying this situation, by providing some broad commentary on the specific characteristics of the game medium. For the sake of convenience, I will be focussing mainly on games available on home consoles such as the Sony Playstation, and will restrict my argument to single-player games. Computer games are clearly a distinct form of media; while many are played through established technology like televisions and computers, there would seem to be something intrinsically different about their mode of address. This is primarily a function of their interactivity; unlike most forms of media, computer games respond to direct input from their audience. However, at the same time, games also display characteristics that are, at least superficially, similar to existing media forms. While games are often categorised according to the type of action required of the player (eg shooting, driving, puzzle-solving etc), they can also readily be categorised into the same genres used for other entertainment media such as films and video cassettes. Games can be based on sports, action, drama, comedy and even music, although admittedly the broad category of "simulation" game has no direct counterpart in film and video, except, perhaps philosophically, for documentary. Film and television genres are traditionally defined in terms of a set of key textual characteristics, with iconography, setting and narrative being perhaps the most obvious. Applying these notions to computer games it soon becomes clear why the generic classifications used for other media have been so easily adapted to the new medium. For example, the iconography of an action film like Face Off (explosions, guns, corpses etc) can all be found in an action game such as Syphon Filter. Similarly, the settings of horror films like I Know What You Did Last Summer (old houses, dark alleys etc) are all faithfully reproduced in horror games like Resident Evil. These correlations are true of most filmic genres and computer games, to such an extent that there is a growing trend in crossover production of "game of the film" (eg. Tomorrow Never Dies, Die Hard, Independence Day) and "film of the game" (Pokémon, Mortal Kombat) texts. When we turn our attention to narrative, however, the situation becomes somewhat more complex. Like films and television programs, games usually have definite beginning and end points, but what happens between these points seems, at least superficially, to be dramatically different. Regardless of their genre, films and television programs are self-propelling entities; the actions of the characters drive the narrative forward toward some kind of resolution. In the case of a television series, this resolution might only be partial, but at the end of the program's duration there is still some kind of finality to the narrative process, albeit temporary. Games, on the other hand, are designed for extended and often repeated playing, and as such necessarily resist narrative closure, and therefore have to provide pleasure for the player in other ways. In some cases, games adopt a strategy that is similar in many ways to episodic television; the game is divided in into several "sub-games", with overall narrative resolution only being achieved through the successful completion of the sub-games. A good example of this is Dreamworks' Medal of Honor, a first-person action game set is World War Two. In order to complete the game, players must successfully carry out a series of missions, which are themselves divided into several tasks. In keeping with the action orientation of the genre, these tasks usually involve destroying some piece of military equipment, and players are rewarded based upon their proficiency in carrying them out. What is especially interesting about games like Medal of Honor is their ability to create an illusion of narrative freedom; players can effectively dictate the course the narrative takes depending on how they perform certain tasks. Resident Evil and its sequels take this concept one step further, creating a virtual gaming environment in which the player is seemingly free to go wherever they want. However, while the players are free to dictate the narrative flow at the level of what I have termed the sub-game, completion of the overall game (and therefore narrative closure) requires the player to follow a rigidly pre-established path through the game's levels. Players could in theory spend days wandering the desolate landscape of Resident Evil 2, but they just wouldn't get anywhere. Other genres of game present different problems in terms of narrative progression, and indeed some would argue that certain games progress without possessing a narrative at all. Racing games are the most obvious example of this; driving around the same track for up to 80 laps does not constitute a narrative as it is traditionally conceptualised. However, racing games are increasingly adopting narrative conventions in order to deepen the gaming experience. Formula One 99, for example, allows the player to take the place of any of the drivers from the 1999 Formula One season, accruing points depending on finishing position in the same way as the real championship. In this context, each race operates as a sub-game, and the successful completion of each race allows the game as a whole to be completed. A slightly different take on the idea of a racing narrative is taken by Gran Turismo, a game that quickly became the most successful title from Sony's Polyphony Digital. Over the traditional racing format, Polyphony superimposed a narrative based on the game's own fictional economy. Players begin the game with enough credits to purchase a low-performance vehicle, which can then be upgraded as players win races and earn enough credits to afford the necessary parts. In this way, Gran Turismo generates a narrative that is described by the player's quest to constantly purchase faster and better cars, a narrative which, given the game's 400-car menu, can take months to reach its conclusion. One aspect of computer game narratives that has surprisingly received little attention to this point is the introductory video: the short animated sequence used to set the scene for the game that follows. Typically, these sequences are created entirely from computer generated images, and in terms of genre, perform a similar function to film trailers. As well as introducing the main characters, introductory videos inform the player about the type of game they're about to play, whether it be a racing game like Gran Turismo or a sports simulation like Cricket 2000. More importantly, introductory videos also work to discursively position the player within the narrative, providing them with information about the subject positions they are permitted to assume. For fighting-based action games like Tekken and its sequels, the introductory video provides information about all the characters in the game, telling the player that they can assume any one of the multiple identities the game offers. Other games, like Medal of Honor, are much more restrictive in terms of their subject possibilities, allowing the player to adopt only one role in the single-player version. In fact, the introductory video for Medal of Honor explicitly positions the player in a very narrowly-defined role, using a first person voice over to instruct the player that they will be acting as a particular American soldier, "Jimmy Patterson". However, even games that offer very limited latitude in terms of subject positioning can still be open to radical interpretation. The very interactivity that differentiates games from other forms of audio-visual media means that players can actively "read against" the narrative provided for them, driving the game toward new (but still inherently limited) conclusions. For example, players of Medal of Honor can attempt to achieve the game's goals through stealth rather than violence, a tactic which, interestingly, always results in a lower score. Similarly, players of some racing games can usurp the game's internal logic, substituting the goal of a race win with one of vehicular destruction. The key here is that pleasure seems to be derived through a complex relationship between the player-driven narrative and the narrative imposed by the game engine. This notion of the "resistant" reading of game narratives serves to demonstrate that the relationship between the player and game text is more complex than it at first appears; certainly it is more complex than simple media effects studies imply. What is needed now is a more rigorous investigation of both the textual characteristics of the game medium, and of how players interact with those characteristics. It is only after such an investigation has been carried out that a more constructive dialogue on the socio-cultural implications of game playing can be begun. References Alloway, N., and P. Gilbert. "Video Game Culture: Playing with Masculinity, Violence and Pleasure." Wired-up: Young People and the Electronic Media. Ed. S. Howard. London: UCL Press, 1996. Ballard, M. E. "Video Game Violence and Confederate Gender: Effects on Reward and Punishment Given." Sex Roles: A Journal of Research Oct. 1999: 541. Beavis, C. "Computer Games: Youth Culture, Resistant Readers and Consuming Passions." 1998. 23 Mar. 2000 <http://www.swin.edu.au/aare/98pap/bea98139.php>. Dickinson, A. "Where Were the Parents?" Time 153.17 (1999): 40. Durkin, K., and K. Aisbett. Computer Games and Australians Today. Sydney: Office of Film and Literature Classification, 1999. Durkin, K. Computer Games: Their Effects on Young People. Sydney: Office of Film and Literature Classification, 1995. Green, J. "The Violence Problem -- And My Humble Solution: Kill the Academics." Computer Gaming World July 2000: 136. Hall, S. "The Rediscovery of Ideology; The Return of the Repressed in Media Studies." Culture, Society and The Media. Ed. M. Gurevitch et al. London: Methuen, 1982. Hansen, G. "The Violent World of Video Games." Insight on the News 15.24: 14. Lowery, S., and M. L. DeFleur. Milestones in Mass Communications Research: Media Effects. New York: Longman, 1983. Murdock, G., and P. Golding. "Capitalism, Communication and Class Relations." Mass Communication and Society. Ed. J. Curran et al. London: Edward Arnold, 1977. Scott, D. "The Effect of Video Games on Feelings of Aggression." The Journal of Psychology 129.2 (1995): 121-134. Games and Films Cited Face Off. Film. Paramount Pictures, 1997. Formula One 99. Sony Playstation Game. Psygnosis, 1999. Gran Turismo. Sony Playstation Game. Polyphony Digital, 1999. I Know What You Did Last Summer. Film. Sony Pictures, 1997. Independence Day. Sony Playstation Game. Fox Interactive, 1998. Mortal Kombat. New Line Pictures, 1995. Pokémon. Film. Warner Brothers, 1999. Resident Evil. Sony Playstation Game. Capcom, 1997. Resident Evil 2. Sony Playstation Game. Capcom, 1998. Syphon Filter. Sony Playstation Game. Sony Interactive, 1999. Tekken. Sony Playstation Game. Namco, 1997. Tomorrow Never Dies. Sony Playstation Game. Electronic Arts, 1999. Citation reference for this article MLA style: Mark Finn. "Computer Games and Narrative Progression." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/narrative.php>. Chicago style: Mark Finn, "Computer Games and Narrative Progression," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/narrative.php> ([your date of access]). APA style: Mark Finn. (2000) Computer games and narrative progression. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/narrative.php> ([your date of access]).
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10

Lerner, Miriam Nathan. "Narrative Function of Deafness and Deaf Characters in Film." M/C Journal 13, no. 3 (June 28, 2010). http://dx.doi.org/10.5204/mcj.260.

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Introduction Films with deaf characters often do not focus on the condition of deafness at all. Rather, the characters seem to satisfy a role in the story that either furthers the plot or the audience’s understanding of other hearing characters. The deaf characters can be symbolic, for example as a metaphor for isolation representative of ‘those without a voice’ in a society. The deaf characters’ misunderstanding of auditory cues can lead to comic circumstances, and their knowledge can save them in the case of perilous ones. Sign language, because of its unique linguistic properties and its lack of comprehension by hearing people, can save the day in a story line. Deaf characters are shown in different eras and in different countries, providing a fictional window into their possible experiences. Films shape and reflect cultural attitudes and can serve as a potent force in influencing the attitudes and assumptions of those members of the hearing world who have had few, if any, encounters with deaf people. This article explores categories of literary function as identified by the author, providing examples and suggestions of other films for readers to explore. Searching for Deaf Characters in Film I am a sign language interpreter. Several years ago, I started noticing how deaf characters are used in films. I made a concerted effort to find as many as I could. I referred to John Shuchman’s exhaustive book about deaf actors and subject matter, Hollywood Speaks; I scouted video rental guides (key words were ‘deaf’ or ‘disabled’); and I also plugged in the key words ‘deaf in film’ on Google’s search engine. I decided to ignore the issue of whether or not the actors were actually deaf—a political hot potato in the Deaf community which has been discussed extensively. Similarly, the linguistic or cultural accuracy of the type of sign language used or super-human lip-reading talent did not concern me. What was I looking for? I noticed that few story lines involving deaf characters provide any discussion or plot information related to that character’s deafness. I was puzzled. Why is there signing in the elevator in Jerry Maguire? Why does the guy in Grand Canyon have a deaf daughter? Why would the psychosomatic response to a trauma—as in Psych Out—be deafness rather than blindness? I concluded that not being able to hear carried some special meaning or fulfilled a particular need intrinsic to the plot of the story. I also observed that the functions of deaf characters seem to fall into several categories. Some deaf characters fit into more than one category, serving two or more symbolic purposes at the same time. By viewing and analysing the representations of deafness and deaf characters in forty-six films, I have come up with the following classifications: Deafness as a plot device Deaf characters as protagonist informants Deaf characters as a parallel to the protagonist Sign language as ‘hero’ Stories about deaf/hearing relationships A-normal-guy-or-gal-who-just-happens-to-be-deaf Deafness as a psychosomatic response to trauma Deafness as metaphor Deafness as a symbolic commentary on society Let your fingers do the ‘talking’ Deafness as Plot Device Every element of a film is a device, but when the plot hinges on one character being deaf, the story succeeds because of that particular character having that particular condition. The limitations or advantages of a deaf person functioning within the hearing world establish the tension, the comedy, or the events which create the story. In Hear No Evil (1993), Jillian learns from her hearing boyfriend which mechanical devices cause ear-splitting noises (he has insomnia and every morning she accidentally wakes him in very loud ways, eg., she burns the toast, thus setting off the smoke detector; she drops a metal spoon down the garbage disposal unit). When she is pursued by a murderer she uses a fire alarm, an alarm/sprinkler system, and a stereo turned on full blast to mask the sounds of her movements as she attempts to hide. Jillian and her boyfriend survive, she learns about sound, her boyfriend learns about deafness, and she teaches him the sign for orgasm. Life is good! The potential comic aspects of deafness may seem in this day and age to be shockingly politically incorrect. While the slapstick aspect is often innocent and means no overt harm or insult to the Deaf as a population, deafness functions as the visual banana peel over which the characters figuratively stumble in the plot. The film, See No Evil, Hear No Evil (1989), pairing Gene Wilder with Richard Pryor as deaf and blind respectively, is a constant sight gag of lip-reading miscues and lack-of-sight gags. Wilder can speak, and is able to speech read almost perfectly, almost all of the time (a stereotype often perpetuated in films). It is mind-boggling to imagine the detail of the choreography required for the two actors to convince the audience of their authenticity. Other films in this category include: Suspect It’s a Wonderful Life Murder by Death Huck Finn One Flew over the Cuckoo’s NestThe Shop on Main StreetRead My Lips The Quiet Deaf Characters as Protagonist Informants Often a deaf character’s primary function to the story is to give the audience more information about, or form more of an affinity with, the hearing protagonist. The deaf character may be fascinating in his or her own right, but generally the deafness is a marginal point of interest. Audience attitudes about the hearing characters are affected because of their previous or present involvement with deaf individuals. This representation of deafness seems to provide a window into audience understanding and appreciation of the protagonist. More inferences can be made about the hearing person and provides one possible explanation for what ensues. It is a subtle, almost subliminal trick. There are several effective examples of this approach. In Gas, Food, Lodging (1992), Shade discovers that tough-guy Javier’s mother is deaf. He introduces Shade to his mother by simple signs and finger-spelling. They all proceed to visit and dance together (mom feels the vibrations on the floor). The audience is drawn to feel ‘Wow! Javier is a sensitive kid who has grown up with a beautiful, exotic, deaf mother!’ The 1977 film, Looking for Mr. Goodbar presents film-goers with Theresa, a confused young woman living a double life. By day, she is a teacher of deaf children. Her professor in the Teacher of the Deaf program even likens their vocation to ‘touching God’. But by night she cruises bars and engages in promiscuous sexual activity. The film shows how her fledgling use of signs begins to express her innermost desires, as well as her ability to communicate and reach out to her students. Other films in this category include: Miracle on 34th Street (1994 version)Nashville (1975, dir. Robert Altman)The Family StoneGrand CanyonThere Will Be Blood Deaf Characters as a Parallel to the Protagonist I Don’t Want to Talk about It (1993) from Argentina, uses a deaf character to establish an implied parallel story line to the main hearing character. Charlotte, a dwarf, is friends with Reanalde, who is deaf. The audience sees them in the first moments of the film when they are little girls together. Reanalde’s mother attempts to commiserate with Charlotte’s mother, establishing a simultaneous but unseen story line somewhere else in town over the course of the story. The setting is Argentina during the 1930s, and the viewer can assume that disability awareness is fairly minimal at the time. Without having seen Charlotte’s deaf counterpart, the audience still knows that her story has contained similar struggles for ‘normalcy’ and acceptance. Near the conclusion of the film, there is one more glimpse of Reanalde, when she catches the bridal bouquet at Charlotte’s wedding. While having been privy to Charlotte’s experiences all along, we can only conjecture as to what Reanalde’s life has been. Sign Language as ‘Hero’ The power of language, and one’s calculated use of language as a means of escape from a potentially deadly situation, is shown in The River Wild (1996). The reason that any of the hearing characters knows sign language is that Gail, the protagonist, has a deaf father. Victor appears primarily to allow the audience to see his daughter and grandson sign with him. The mother, father, and son are able to communicate surreptitiously and get themselves out of a dangerous predicament. Signing takes an iconic form when the signs BOAT, LEFT, I-LOVE-YOU are drawn on a log suspended over the river as a message to Gail so that she knows where to steer the boat, and that her husband is still alive. The unique nature of sign language saves the day– silently and subtly produced, right under the bad guys’ noses! Stories about Deaf/Hearing Relationships Because of increased awareness and acceptance of deafness, it may be tempting to assume that growing up deaf or having any kind of relationship with a deaf individual may not pose too much of a challenge. Captioning and subtitling are ubiquitous in the USA now, as is the inclusion of interpreters on stages at public events. Since the inception of USA Public Law 94-142 and section 504 in 1974, more deaf children are ‘mainstreamed’ into public schools than ever before. The Americans with Disabilities Act was passed in 1993, opening the doors in the US for more access, more job opportunities, more inclusion. These are the external manifestations of acceptance that most viewers with no personal exposure to deafness may see in the public domain. The nuts and bolts of growing up deaf, navigating through opposing philosophical theories regarding deaf education, and dealing with parents, siblings, and peers who can’t communicate, all serve to form foundational experiences which an audience rarely witnesses. Children of a Lesser God (1986), uses the character of James Leeds to provide simultaneous voiced translations of the deaf student Sarah’s comments. The audience is ushered into the world of disparate philosophies of deaf education, a controversy of which general audiences may not have been previously unaware. At the core of James and Sarah’s struggle is his inability to accept that she is complete as she is, as a signing not speaking deaf person. Whether a full reconciliation is possible remains to be seen. The esteemed teacher of the deaf must allow himself to be taught by the deaf. Other films in this category include: Johnny Belinda (1949, 1982)Mr. Holland’s OpusBeyond SilenceThe Good ShepherdCompensation A Normal Guy-or-Gal-Who-Just-Happens-to-Be-Deaf The greatest measure of equality is to be accepted on one's own merits, with no special attention to differences or deviations from whatever is deemed ‘the norm.’ In this category, the audience sees the seemingly incidental inclusion of a deaf or hearing-impaired person in the casting. A sleeper movie titled Crazy Moon (1986) is an effective example. Brooks is a shy, eccentric young hearing man who needs who needs to change his life. Vanessa is deaf and works as a clerk in a shop while takes speech lessons. She possesses a joie de vivre that Brooks admires and wishes to emulate. When comparing the way they interact with the world, it is apparent that Brooks is the one who is handicapped. Other films in this category include: Sympathy for Mr. Vengeance (South Korea, 1992)Liar, LiarRequiem for a DreamKung Fu HustleBangkok DangerousThe Family StoneDeafness as a Psychosomatic Response to Trauma Literature about psychosomatic illnesses enumerates many disconcerting and disruptive physiological responses. However, rarely is there a PTSD response as profound as complete blockage of one of the five senses, ie; becoming deaf as a result of a traumatic incident. But it makes great copy, and provides a convenient explanation as to why an actor needn't learn sign language! The rock group The Who recorded Tommy in 1968, inaugurating an exciting and groundbreaking new musical genre – the rock opera. The film adaptation, directed by Ken Russell, was released in 1975. In an ironic twist for a rock extravaganza, the hero of the story is a ‘deaf, dumb, and blind kid.’ Tommy Johnson becomes deaf when he witnesses the murder of his father at the hands of his step-father and complicit mother. From that moment on, he is deaf and blind. When he grows up, he establishes a cult religion of inner vision and self-discovery. Another film in this category is Psych Out. Deafness as a Metaphor Hearing loss does not necessarily mean complete deafness and/or lack of vocalization. Yet, the general public tends to assume that there is utter silence, complete muteness, and the inability to verbalize anything at all. These assumptions provide a rich breeding ground for a deaf character to personify isolation, disenfranchisement, and/or avoidance of the harsher side of life. The deafness of a character can also serve as a hearing character’s nemesis. Mr. Holland’s Opus (1995) chronicles much of the adult life of a beleaguered man named Glenn Holland whose fondest dream is to compose a grand piece of orchestral music. To make ends meet he must teach band and orchestra to apparently disinterested and often untalented students in a public school. His golden son (named Cole, in honor of the jazz great John Coltrane) is discovered to be deaf. Glenn’s music can’t be born, and now his son is born without music. He will never be able to share his passion with his child. He learns just a little bit of sign, is dismissive of the boy’s dreams, and drifts further away from his family to settle into a puddle of bitterness, regrets, and unfulfilled desires. John Lennon’s death provides the catalyst for Cole’s confrontation with Glenn, forcing the father to understand that the gulf between them is an artificial one, perpetuated by the unwillingness to try. Any other disability could not have had the same effect in this story. Other films in this category include: Ramblin’ RoseBabelThe Heart Is a Lonely HunterA Code Unkown Deafness as a Symbolic Commentary on Society Sometimes films show deafness in a different country, during another era, and audiences receive a fictionalized representation of what life might have been like before these more enlightened times. The inability to hear and/or speak can also represent the more generalized powerlessness that a culture or a society’s disenfranchised experience. The Chinese masterpiece To Live (1994) provides historical and political reasons for Fenxi’s deafness—her father was a political prisoner whose prolonged absence brought hardship and untended illness. Later, the chaotic political situation which resulted in a lack of qualified doctors led to her death. In between these scenes the audience sees how her parents arrange a marriage with another ‘handicapped’ comrade of the town. Those citizens deemed to be crippled or outcast have different overt rights and treatment. The 1996 film Illtown presents the character of a very young teenage boy to represent the powerlessness of youth in America. David has absolutely no say in where he can live, with whom he can live, and the decisions made all around him. When he is apprehended after a stolen car chase, his frustration at his and all of his generation’s predicament in the face of a crumbling world is pounded out on the steering wheel as the police cars circle him. He is caged, and without the ability to communicate. Were he to have a voice, the overall sense of the film and his situation is that he would be misunderstood anyway. Other films in this category include: Stille Liebe (Germany)RidiculeIn the Company of Men Let Your Fingers Do the ‘Talking’ I use this heading to describe films where sign language is used by a deaf character to express something that a main hearing character can’t (or won’t) self-generate. It is a clever device which employs a silent language to create a communication symbiosis: Someone asks a hearing person who knows sign what that deaf person just said, and the hearing person must voice what he or she truly feels, and yet is unable to express voluntarily. The deaf person is capable of expressing the feeling, but must rely upon the hearing person to disseminate the message. And so, the words do emanate from the mouth of the person who means them, albeit self-consciously, unwillingly. Jerry Maguire (1996) provides a signed foreshadowing of character metamorphosis and development, which is then voiced for the hearing audience. Jerry and Dorothy have just met, resigned from their jobs in solidarity and rebellion, and then step into an elevator to begin a new phase of their lives. Their body language identifies them as separate, disconnected, and heavily emotionally fortified. An amorous deaf couple enters the elevator and Dorothy translates the deaf man’s signs as, ‘You complete me.’ The sentiment is strong and a glaring contrast to Jerry and Dorothy’s present dynamic. In the end, Jerry repeats this exact phrase to her, and means it with all his heart. We are all made aware of just how far they have traveled emotionally. They have become the couple in the elevator. Other films in this category include: Four Weddings and a FuneralKnowing Conclusion This has been a cursory glance at examining the narrative raison d’etre for the presence of a deaf character in story lines where no discussion of deafness is articulated. A film’s plot may necessitate hearing-impairment or deafness to successfully execute certain gimmickry, provide a sense of danger, or relational tension. The underlying themes and motifs may revolve around loneliness, alienation, or outwardly imposed solitude. The character may have a subconscious desire to literally shut out the world of sound. The properties of sign language itself can be exploited for subtle, undetectable conversations to assure the safety of hearing characters. Deaf people have lived during all times, in all places, and historical films can portray a slice of what their lives may have been like. I hope readers will become more aware of deaf characters on the screen, and formulate more theories as to where they fit in the literary/narrative schema. ReferencesMaltin, Leonard. Leonard Maltin’s 2009 Movie Guide. Penguin Group, 2008.Shuchman, John S. Hollywood Speaks. Urbana and Chicago: University of Illinois Press, 1988. Filmography Babel. Dir. Alejandro Gonzalez Inarritu. Central Films, 2006. DVD. Bangkok Dangerous. Dir. Pang Brothers. Film Bangkok, 1999. VHS. Beyond Silence. Dir. Caroline Link. Miramax Films, 1998. DVD. Children of a Lesser God. Dir. Randa Haines. Paramount Pictures, 1985. DVD. A Code Unknown. Dir. Michael Heneke. MK2 Editions, 2000. DVD. Compensation. Dir. Zeinabu Irene Davis. Wimmin with a Mission Productions, 1999. VHS. Crazy Moon. Dir. Allan Eastman. Allegro Films, 1987. VHS. The Family Stone. Dir. Mike Bezucha. 20th Century Fox, 2005. DVD. Four Weddings and a Funeral. Dir. Mike Newell. Polygram Film Entertainment, 1994. DVD. Gas, Food, Lodging. Dir. Allison Anders. IRS Media, 1992. DVD. The Good Shepherd. Dir. Robert De Niro. Morgan Creek, TriBeCa Productions, American Zoetrope, 2006. DVD. Grand Canyon. Dir. Lawrence Kasdan, Meg Kasdan. 20th Century Fox, 1991. DVD. Hear No Evil. Dir. Robert Greenwald. 20th Century Fox, 1993. DVD. The Heart Is a Lonely Hunter. Dir. Robert Ellis Miller. Warner Brothers, 1968. DVD. Huck Finn. Stephen Sommers. Walt Disney Pictures, 1993. VHS. I Don’t Want to Talk about It. Dir. Maria Luisa Bemberg. Mojame Productions, 1994. DVD. Knowing. Dir. Alex Proyas. Escape Artists, 2009. DVD. Illtown. Dir. Nick Gomez. 1998. VHS. In the Company of Men. Dir. Neil LaBute. Alliance Atlantis Communications,1997. DVD. It’s a Wonderful Life. Dir. Frank Capra. RKO Pictures, 1947. DVD. Jerry Maguire. Dir. Cameron Crowe. TriSTar Pictures, 1996. DVD. Johnny Belinda. Dir. Jean Nagalesco. Warner Brothers Pictures, 1948. DVD. Kung Fu Hustle. Dir. Stephen Chow. Film Production Asia, 2004. DVD. Liar, Liar. Dir. Tom Shadyac. Universal Pictures, 1997. DVD. Looking for Mr. Goodbar. Dir. Richard Brooks. Paramount Miracle on 34th Street. Dir. Les Mayfield. 20th Century Fox, 1994. DVD. Mr. Holland’s Opus. Dir. Stephen Hereck. Hollywood Pictures, 1996. DVD Murder by Death. Dir. Robert Moore. Columbia Pictures, 1976. VHS. Nashville. Dir. Robert Altman. Paramount Pictures, 1975. DVD. One Flew over the Cuckoo’s Nest. Dir. Milos Forman. United Artists, 1975. DVD. The Perfect Circle. Dir. Ademir Kenovic. 1997. DVD. Psych Out. Dir. Richard Rush. American International Pictures, 1968. DVD. The Quiet. Dir. Jamie Babbit. Sony Pictures Classics, 2005. DVD. Ramblin’ Rose. Dir. Martha Coolidge. Carolco Pictures, 1991. DVD. Read My Lips. Dir. Jacques Audiard. Panthe Films, 2001. DVD. Requiem for a Dream. Dir. Darren Aronofsky. Artisan Entertainment, 2000. DVD. Ridicule. Dir. Patrice Laconte. Miramax Films, 1996. DVD. The River Wild. Dir. Curtis Hanson. Universal Pictures, 1995. DVD. See No Evil, Hear No Evil. Dir. Arthur Hiller. TriSTar Pictures,1989. DVD. The Shop on Main Street. Dir. Jan Kadar, Elmar Klos. Barrandov Film Studio, 1965. VHS. Stille Liebe. Dir. Christoph Schaub. T and C Film AG, 2001. DVD. Suspect. Dir. Peter Yates. Tri-Star Pictures, 1987. DVD. Sympathy for Mr. Vengeance. Dir. Park Chan-wook. CJ Entertainments, Tartan Films, 2002. DVD. There Will Be Blood. Dir. Paul Thomas Anderson. Paramount Vantage, Miramax Films, 2007. DVD. To Live. Dir. Zhang Yimou. Shanghai Film Studio and ERA International, 1994. DVD. What the Bleep Do We Know?. Dir. Willam Arntz, Betsy Chasse, Mark Vicente. Roadside Attractions, 2004. DVD.
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Hawley, Erin. "Re-imagining Horror in Children's Animated Film." M/C Journal 18, no. 6 (March 7, 2016). http://dx.doi.org/10.5204/mcj.1033.

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Abstract:
Introduction It is very common for children’s films to adapt, rework, or otherwise re-imagine existing cultural material. Such re-imaginings are potential candidates for fidelity criticism: a mode of analysis whereby an adaptation is judged according to its degree of faithfulness to the source text. Indeed, it is interesting that while fidelity criticism is now considered outdated and problematic by adaptation theorists (see Stam; Leitch; and Whelehan) the issue of fidelity has tended to linger in the discussions that form around material adapted for children. In particular, it is often assumed that the re-imagining of cultural material for children will involve a process of “dumbing down” that strips the original text of its complexity so that it is more easily consumed by young audiences (see Semenza; Kellogg; Hastings; and Napolitano). This is especially the case when children’s films draw from texts—or genres—that are specifically associated with an adult readership. This paper explores such an interplay between children’s and adult’s culture with reference to the re-imagining of the horror genre in children’s animated film. Recent years have seen an inrush of animated films that play with horror tropes, conventions, and characters. These include Frankenweenie (2012), ParaNorman (2012), Hotel Transylvania (2012), Igor (2008), Monsters Inc. (2001), Monster House (2006), and Monsters vs Aliens (2009). Often diminishingly referred to as “kiddie horror” or “goth lite”, this re-imagining of the horror genre is connected to broader shifts in children’s culture, literature, and media. Anna Jackson, Karen Coats, and Roderick McGillis, for instance, have written about the mainstreaming of the Gothic in children’s literature after centuries of “suppression” (2); a glance at the titles in a children’s book store, they tell us, may suggest that “fear or the pretence of fear has become a dominant mode of enjoyment in literature for young people” (1). At the same time, as Lisa Hopkins has pointed out, media products with dark, supernatural, or Gothic elements are increasingly being marketed to children, either directly or through product tie-ins such as toys or branded food items (116-17). The re-imagining of horror for children demands our attention for a number of reasons. First, it raises questions about the commercialisation and repackaging of material that has traditionally been considered “high culture”, particularly when the films in question are seen to pilfer from sites of the literary Gothic such as Mary Shelley’s Frankenstein (1818) or Bram Stoker’s Dracula (1897). The classic horror films of the 1930s such as James Whale’s Frankenstein (1931) also have their own canonical status within the genre, and are objects of reverence for horror fans and film scholars alike. Moreover, aficionados of the genre have been known to object vehemently to any perceived simplification or dumbing down of horror conventions in order to address a non-horror audience. As Lisa Bode has demonstrated, such objections were articulated in many reviews of the film Twilight, in which the repackaging and simplifying of vampire mythology was seen to pander to a female, teenage or “tween” audience (710-11). Second, the re-imagining of horror for children raises questions about whether the genre is an appropriate source of pleasure and entertainment for young audiences. Horror has traditionally been understood as problematic and damaging even for adult viewers: Mark Jancovich, for instance, writes of the long-standing assumption that horror “is moronic, sick and worrying; that any person who derives pleasure from the genre is moronic, sick and potentially dangerous” and that both the genre and its fans are “deviant” (18). Consequently, discussions about the relationship between children and horror have tended to emphasise regulation, restriction, censorship, effect, and “the dangers of imitative violence” (Buckingham 95). As Paul Wells observes, there is a “consistent concern […] that horror films are harmful to children, but clearly these films are not made for children, and the responsibility for who views them lies with adult authority figures who determine how and when horror films are seen” (24). Previous academic work on the child as horror viewer has tended to focus on children as consumers of horror material designed for adults. Joanne Cantor’s extensive work in this area has indicated that fright reactions to horror media are commonly reported and can be long-lived (Cantor; and Cantor and Oliver). Elsewhere, the work of Sarah Smith (45-76) and David Buckingham (95-138) has indicated that children, like adults, can gain certain pleasures from the genre; it has also indicated that children can be quite media savvy when viewing horror, and can operate effectively as self-censors. However, little work has yet been conducted on whether (and how) the horror genre might be transformed for child viewers. With this in mind, I explore here the re-imagining of horror in two children’s animated films: Frankenweenie and ParaNorman. I will consider the way horror tropes, narratives, conventions, and characters have been reshaped in each film with a child’s perspective in mind. This, I argue, does not make them simplified texts or unsuitable objects of pleasure for adults; instead, the films demonstrate that the act of re-imagining horror for children calls into question long-held assumptions about pleasure, taste, and the boundaries between “adult” and “child”. Frankenweenie and ParaNorman: Rewriting the Myth of Childhood Innocence Frankenweenie is a stop-motion animation written by John August and directed by Tim Burton, based on a live-action short film made by Burton in 1984. As its name suggests, Frankenweenie re-imagines Shelley’s Frankenstein by transforming the relationship between creator and monster into that between child and pet. Burton’s Victor Frankenstein is a young boy living in a small American town, a creative loner who enjoys making monster movies. When his beloved dog Sparky is killed in a car accident, young Victor—like his predecessor in Shelley’s novel—is driven by the awfulness of this encounter with death to discover the “mysteries of creation” (Shelley 38): he digs up Sparky’s body, drags the corpse back to the family home, and reanimates him in the attic. This coming-to-life sequence is both a re-imagining of the famous animation scene in Whale’s film Frankenstein and a tender expression of the love between a boy and his dog. The re-imagined creation scene therefore becomes a site of negotiation between adult and child audiences: adult viewers familiar with Whale’s adaptation and its sense of electric spectacle are invited to rethink this scene from a child’s perspective, while child viewers are given access to a key moment from the horror canon. While this blurring of the lines between child and adult is a common theme in Burton’s work—many of his films exist in a liminal space where a certain childlike sensibility mingles with a more adult-centric dark humour—Frankenweenie is unique in that it actively re-imagines as “childlike” a film and/or work of literature that was previously populated by adult characters and associated with adult audiences. ParaNorman is the second major film from the animation studio Laika Entertainment. Following in the footsteps of the earlier Laika film Coraline (2009)—and paving the way for the studio’s 2014 release, Boxtrolls—ParaNorman features stop-motion animation, twisted storylines, and the exploration of dark themes and spaces by child characters. The film tells the story of Norman, an eleven year old boy who can see and communicate with the dead. This gift marks him as an outcast in the small town of Blithe Hollow, which has built its identity on the historic trial and hanging of an “evil” child witch. Norman must grapple with the town’s troubled past and calm the spirit of the vengeful witch; along the way, he and an odd assortment of children battle zombies and townsfolk alike, the latter appearing more monstrous than the former as the film progresses. Although ParaNorman does not position itself as an adaptation of a specific horror text, as does Frankenweenie, it shares with Burton’s film a playful intertextuality whereby references are constantly made to iconic films in the horror genre (including Halloween [1978], Friday the 13th [1980], and Day of the Dead [1985]). Both films were released in 2012 to critical acclaim. Interestingly, though, film critics seemed to disagree over who these texts were actually “for.” Some reviewers described the films as children’s texts, and warned that adults would likely find them “tame and compromised” (Scott), “toothless” (McCarthy) or “sentimental” (Bradshaw). These comments carry connotations of simplification: the suggestion is that the conventions and tropes of the horror genre have been weakened (or even contaminated) by the association with child audiences, and that consequently adults cannot (or should not) take pleasure in the films. Other reviewers of ParaNorman and Frankenweenie suggested that adults were more likely to enjoy the films than children (O’Connell; Berardinelli; and Wolgamott). Often, this suggestion came together with a warning about scary or dark content: the films were deemed to be too frightening for young children, and this exclusion of the child audience allowed the reviewer to acknowledge his or her own enjoyment of and investment in the film (and the potential enjoyment of other adult viewers). Lou Lumenick, for instance, peppers his review of ParaNorman with language that indicates his own pleasure (“probably the year’s most visually dazzling movie so far”; the climax is “too good to spoil”; the humour is “deliciously twisted”), while warning that children as old as eight should not be taken to see the film. Similarly, Christy Lemire warns that certain elements of Frankenweenie are scary and that “this is not really a movie for little kids”; she goes on to add that this scariness “is precisely what makes ‘Frankenweenie’ such a consistent wonder to watch for the rest of us” (emphasis added). In both these cases a line is drawn between child and adult viewers, and arguably it is the film’s straying into the illicit area of horror from the confines of a children’s text that renders it an object of pleasure for the adult viewer. The thrill of being scared is also interpreted here as a specifically adult pleasure. This need on the part of critics to establish boundaries between child and adult viewerships is interesting given that the films themselves strive to incorporate children (as characters and as viewers) into the horror space. In particular, both films work hard to dismantle the myths of childhood innocence—and associated ideas about pleasure and taste—that have previously seen children excluded from the culture of the horror film. Both the young protagonists, for instance, are depicted as media-literate consumers or makers of horror material. Victor is initially seen exhibiting one of his home-made monster movies to his bemused parents, and we first encounter Norman watching a zombie film with his (dead) grandmother; clearly a consummate horror viewer, Norman decodes the film for Grandma, explaining that the zombie is eating the woman’s head because, “that’s what they do.” In this way, the myth of childhood innocence is rewritten: the child’s mature engagement with the horror genre gives him agency, which is linked to his active position in the narrative (both Norman and Victor literally save their towns from destruction); the parents, meanwhile, are reduced to babbling stereotypes who worry that their sons will “turn out weird” (Frankenweenie) or wonder why they “can’t be like other kids” (ParaNorman). The films also rewrite the myth of childhood innocence by depicting Victor and Norman as children with dark, difficult lives. Importantly, each boy has encountered death and, for each, his parents have failed to effectively guide him through the experience. In Frankenweenie Victor is grief-stricken when Sparky dies, yet his parents can offer little more than platitudes to quell the pain of loss. “When you lose someone you love they never really leave you,” Victor’s mother intones, “they just move into a special place in your heart,” to which Victor replies “I don’t want him in my heart—I want him here with me!” The death of Norman’s grandmother is similarly dismissed by his mother in ParaNorman. “I know you and Grandma were very close,” she says, “but we all have to move on. Grandma’s in a better place now.” Norman objects: “No she’s not, she’s in the living room!” In both scenes, the literal-minded but intelligent child seems to understand death, loss, and grief while the parents are unable to speak about these “mature” concepts in a meaningful way. The films are also reminders that a child’s first experience of death can come very young, and often occurs via the loss of an elderly relative or a beloved pet. Death, Play, and the Monster In both films, therefore, the audience is invited to think about death. Consequently, there is a sense in each film that while the violent and sexual content of most horror texts has been stripped away, the dark centre of the horror genre remains. As Paul Wells reminds us, horror “is predominantly concerned with the fear of death, the multiple ways in which it can occur, and the untimely nature of its occurrence” (10). Certainly, the horror texts which Frankenweenie and ParaNorman re-imagine are specifically concerned with death and mortality. The various adaptations of Frankenstein that are referenced in Frankenweenie and the zombie films to which ParaNorman pays homage all deploy “the monster” as a figure who defies easy categorisation as living or dead. The othering of this figure in the traditional horror narrative allows him/her/it to both subvert and confirm cultural ideas about life, death, and human status: for monsters, as Elaine Graham notes, have long been deployed in popular culture as figures who “mark the fault-lines” and also “signal the fragility” of boundary structures, including the boundary between human and not human, and that between life and death (12). Frankenweenie’s Sparky, as an iteration of the Frankenstein monster, clearly fits this description: he is neither living nor dead, and his monstrosity emerges not from any act of violence or from physical deformity (he remains, throughout the film, a cute and lovable dog, albeit with bolts fixed to his neck) but from his boundary-crossing status. However, while most versions of the Frankenstein monster are deliberately positioned to confront ideas about the human/machine boundary and to perform notions of the posthuman, such concerns are sidelined in Frankenweenie. Instead, the emphasis is on concerns that are likely to resonate with children: Sparky is a reminder of the human preoccupation with death, loss, and the question of why (or whether, or when) we should abide by the laws of nature. Arguably, this indicates a re-imagining of the Frankenstein tale not only for child audiences but from a child’s perspective. In ParaNorman, similarly, the zombie–often read as an articulation of adult anxieties about war, apocalypse, terrorism, and the deterioration of social order (Platts 551-55)—is re-used and re-imagined in a childlike way. From a child’s perspective, the zombie may represent the horrific truth of mortality and/or the troublesome desire to live forever that emerges once this truth has been confronted. More specifically, the notion of dealing meaningfully with the past and of honouring rather than silencing the dead is a strong thematic undercurrent in ParaNorman, and in this sense the zombies are important figures who dramatise the connections between past and present. While this past/present connection is explored on many levels in ParaNorman—including the level of a town grappling with its dark history—it is Norman and his grandmother who take centre stage: the boundary-crossing figure of the zombie is re-realised here in terms of a negotiation with a presence that is now absent (the elderly relative who has died but is still remembered). Indeed, the zombies in this film are an implicit rebuke to Norman’s mother and her command that Norman “move on” after his grandmother’s death. The dead are still present, this film playfully reminds us, and therefore “moving on” is an overly simplistic and somewhat disrespectful response (especially when imposed on children by adult authority figures.) If the horror narrative is built around the notion that “normality is threatened by the Monster”, as Robin Wood has famously suggested, ParaNorman and Frankenweenie re-imagine this narrative of subversion from a child’s perspective (31). Both films open up a space within which the child is permitted to negotiate with the destabilising figure of the monster; the normality that is “threatened” here is the adult notion of the finality of death and, relatedly, the assumption that death is not a suitable subject for children to think or talk about. Breaking down such understandings, Frankenweenie and ParaNorman strive not so much to play with death (a phrase that implies a certain callousness, a problematic disregard for human life) but to explore death through the darkness of play. This is beautifully imaged in a scene from ParaNorman in which Norman and his friend Neil play with the ghost of Neil’s recently deceased dog. “We’re going to play with a dead dog in the garden,” Neil enthusiastically announces to his brother, “and we’re not even going to have to dig him up first!” Somewhat similarly, film critic Richard Corliss notes in his review of Frankenweenie that the film’s “message to the young” is that “children should play with dead things.” Through this intersection between “death” and “play”, both films propose a particularly child-like (although not necessarily child-ish) way of negotiating horror’s dark territory. Conclusion Animated film has always been an ambiguous space in terms of age, pleasure, and viewership. As film critic Margaret Pomeranz has observed, “there is this perception that if it’s an animated film then you can take the little littlies” (Pomeranz and Stratton). Animation itself is often a signifier of safety, fun, nostalgia, and childishness; it is a means of addressing families and young audiences. Yet at the same time, the fantastic and transformative aspects of animation can be powerful tools for telling stories that are dark, surprising, or somehow subversive. It is therefore interesting that the trend towards re-imagining horror for children that this paper has identified is unfolding within the animated space. It is beyond the scope of this paper to fully consider what animation as a medium brings to this re-imagining process. However, it is worth noting that the distinctive stop-motion style used in both films works to position them as alternatives to Disney products (for although Frankenweenie was released under the Disney banner, it is visually distinct from most of Disney’s animated ventures). The majority of Disney films are adaptations or re-imaginings of some sort, yet these re-imaginings look to fairytales or children’s literature for their source material. In contrast, as this paper has demonstrated, Frankenweenie and ParaNorman open up a space for boundary play: they give children access to tropes, narratives, and characters that are specifically associated with adult viewers, and they invite adults to see these tropes, narratives, and characters from a child’s perspective. Ultimately, it is difficult to determine the success of this re-imagining process: what, indeed, does a successful re-imagining of horror for children look like, and who might be permitted to take pleasure from it? Arguably, ParaNorman and Frankenweenie have succeeded in reshaping the genre without simplifying it, deploying tropes and characters from classic horror texts in a meaningful way within the complex space of children’s animated film. References Berardinelli, James. “Frankenweenie (Review).” Reelviews, 4 Oct. 2012. 6 Aug. 2014 ‹http://www.reelviews.net/php_review_template.php?identifier=2530›. Bode, Lisa. “Transitional Tastes: Teen Girls and Genre in the Critical Reception of Twilight.” Continuum: Journal of Media & Cultural Studies 24.5 (2010): 707-19. Bradshaw, Peter. “Frankenweenie: First Look Review.” The Guardian, 11 Oct. 2012. 6 Aug. 2014 ‹http://www.theguardian.com/film/2012/oct/10/frankenweenie-review-london-film-festival-tim-burton›. Buckingham, David. Moving Images: Understanding Children’s Emotional Responses to Television. Manchester and New York: Manchester University Press, 1996. Cantor, Joanne. “‘I’ll Never Have a Clown in My House’ – Why Movie Horror Lives On.” Poetics Today 25.2 (2004): 283-304. Cantor, Joanne, and Mary Beth Oliver. “Developmental Differences in Responses to Horror”. The Horror Film. Ed. Stephen Prince. New Brunswick, NJ: Rutgers UP, 2004. 224-41. Corliss, Richard. “‘Frankenweenie’ Movie Review: A Re-Animated Delight”. Time, 4 Oct. 2012. 6 Aug. 2014 ‹http://entertainment.time.com/2012/10/04/tim-burtons-frankenweenie-a-re-animated-delight/›. Frankenweenie. Directed by Tim Burton. Walt Disney Pictures, 2012. Graham, Elaine L. Representations of the Post/Human: Monsters, Aliens and Others in Popular Culture. Manchester: Manchester UP, 2002. Hastings, A. Waller. “Moral Simplification in Disney’s The Little Mermaid.” The Lion and the Unicorn 17.1 (1993): 83-92. Hopkins, Lisa. Screening the Gothic. Austin: U of Texas P, 2005. Jackson, Anna, Karen Coats, and Roderick McGillis. “Introduction.” The Gothic in Children’s Literature: Haunting the Borders. Eds. Anna Jackson, Karen Coats, and Roderick McGillis. New York: Routledge, 2008. 1-14. Jancovich, Mark. “General Introduction.” Horror: The Film Reader. Ed. Mark Jancovich. London: Routledge, 2002. 1-19. Kellogg, Judith L. “The Dynamics of Dumbing: The Case of Merlin.” The Lion and the Unicorn 17.1 (1993): 57-72. Leitch, Thomas. “Twelve Fallacies in Contemporary Adaptation Theory.” Criticism 45.2 (2003): 149-71. Lemire, Christy. “‘Frankenweenie’ Review: Tim Burton Reminds Us Why We Love Him.” The Huffington Post, 2 Oct. 2012. 6 Aug. 2014 ‹http://www.huffingtonpost.com/2012/10/03/frankenweenie-review-tim-burton_n_1935142.html›. Lumenick, Lou. “So Good, It’s Scary (ParaNorman Review)”. New York Post, 17 Aug. 2012. 3 Jun. 2015 ‹http://nypost.com/2012/08/17/so-good-its-scary/›. McCarthy, Todd. “Frankenweenie: Film Review.” The Hollywood Reporter, 20 Sep. 2012. 6 Aug. 2014 ‹http://www.hollywoodreporter.com/movie/frankenweenie/review/372720›. Napolitano, Marc. “Disneyfying Dickens: Oliver & Company and The Muppet Christmas Carol as Dickensian Musicals.” Studies in Popular Culture 32.1 (2009): 79-102. O’Connell, Sean. “Middle School and Zombies? Awwwkward!” Washington Post, 17 Aug. 2012. 3 Jun. 2015 ‹http://www.washingtonpost.com/gog/movies/paranorman,1208210.html›. ParaNorman. Directed by Chris Butler and Sam Fell. Focus Features/Laika Entertainment, 2012. Platts, Todd K. “Locating Zombies in the Sociology of Popular Culture”. Sociology Compass 7 (2013): 547-60. Pomeranz, Margaret, and David Stratton. “Igor (Review).” At the Movies, 14 Dec. 2008. 6 Aug. 2014 ‹http://www.abc.net.au/atthemovies/txt/s2426109.htm›. Scott, A.O. “It’s Aliiiive! And Wagging Its Tail: ‘Frankenweenie’, Tim Burton’s Homage to Horror Classics.” New York Times, 4 Oct. 2012. 6 Aug. 2014 ‹http://www.nytimes.com/2012/10/05/movies/frankenweenie-tim-burtons-homage-to-horror-classics.html›. Semenza, Gregory M. Colón. “Teens, Shakespeare, and the Dumbing Down Cliché: The Case of The Animated Tales.” Shakespeare Bulletin 26.2 (2008): 37-68. Shelley, Mary. Frankenstein, or, The Modern Prometheus. Hertfordshire: Wordsworth Editions, 1993 [1818]. Smith, Sarah J. Children, Cinema and Censorship: From Dracula to the Dead End Kids. London: I.B. Tauris, 2005. Stam, Robert. “Introduction: The Theory and Practice of Adaptation.” Literature and Film: A Guide to the Theory and Practice of Film Adaptation. Eds. Robert Stam and Alessandra Raengo. Oxford: Blackwell, 2005. 1-52. Wells, Paul. The Horror Genre: From Beelzebub to Blair Witch. London: Wallflower, 2000. Whelehan, Imelda. “Adaptations: the Contemporary Dilemmas.” Adaptations: From Text to Screen, Screen to Text. Eds. Deborah Cartmell and Imelda Whelehan. London: Routledge, 1999. 3-19. Wolgamott, L. Kent. “‘Frankenweenie’ A Box-Office Bomb, But Superior Film.” Lincoln Journal Star, 10 Oct. 2012. 18 Aug. 2014 ‹http://journalstar.com/entertainment/movies/l-kent-wolgamott-frankenweenie-a-box-office-bomb-but-superior/article_42409e82-89b9-5794-8082-7b5de3d469e2.html›. Wood, Robin. “The American Nightmare: Horror in the 70s.” Horror: The Film Reader. Ed. Mark Jancovich. London: Routledge, 2002. 25-32.
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Graf, Shenja van der. "Blogging Business." M/C Journal 7, no. 4 (October 1, 2004). http://dx.doi.org/10.5204/mcj.2395.

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SuicideGirls.com In September 2001 two entrepreneurs Missy (coal-black Betty Page bangs and numerous tattoos) and Sean launched SuicideGirls.com. With their backgrounds in graphic design, programming and photography, they came up with the idea of launching an alternative adult site that started out as “a kind of an art project” — it grew out of an interest in Bunny Yeager’s pinup photos, where the control and attitude of the sexy women were emphasized, only now it was about pierced and tattooed females. Missy describes the portrayal of women on the site in the following words: The site is about the girls being in control and being in charge of how they’re portrayed. It’s also proof that sexuality and beauty aren’t mutually exclusive of intelligence, and we wanted to showcase all of the girls, but leave people guessing a little bit. There’s no need to go full-blown porno. SuicideGirls.com is an adult community that offers a mix of eroticism, creativity, personality and intelligence. SuicideGirls is about so-called empowered eroticism; it provides a site where girls outside of mainstream culture can express their individual style through soft erotic images, and web logs. Every week the site introduces new SuicideGirls, every day new pictures are added; a full national calendar of events is frequently updated and is searchable by location, date or keyword — members can be looked up by name, age, location or keywords; the site also features a magazine section with original fiction, articles and interviews with celebrities. What makes this site especially interesting is that each SuicideGirl has her own page featuring a pertinent profile with personal information such as age, stats, body mods, favorite books, music, sex positions, and current crushes. She can also put up pictures and video materials — including a web cam — of herself, express her thoughts and share her daily experiences in a blog, comment on other blogs and message boards, chat in designated chat rooms, and organize online and offline events. Kate78, Texan-born, is a regular blogger. She writes about her studies in Kansas City, a city she has come to hate after she learned that her car insurance could only be renewed in Texas. She describes herself as a “punk rock chick” — illustrated by pictures that show her with long spiky hair; she has got her nose pierced and her many tattoos — and a “suicidegirl”. There are plenty of blogs — e.g. LiveJournal, Blogspot, Punklog — where girls write about wanting to become a SuicideGirl. The girls are mainly motivated by a wish to share their bodily art paralleled by a sense of being in control over their image and admirers (they keep control over the photo sets and shoots). SuicideGirls.com is foremost an online community and therefore girls from all over the world can potentially become a SuicideGirl, as long as they have access to the Internet in order to publish to their personal page. These girls are in charge of their own online presentation, supported by a lively community where both women and men interact by reading and posting to the girls and each other’s blogs. In addition, members of the site can also post local events to the SuicideGirl calendar or the message boards, comment on pictures, and even hook up with one another. With the ability for members to create their own page, with their own profile picture and personal information, members can search for one another based on location, age, sex and personal preferences. Indeed, not only the SuicideGirls themselves have online pages to fill: subscribers to SuicideGirls.com have similar ‘privileges’, with the exception that they have to pay a small fee of $4 per month — though they can never refer to themselves as SuicideGirl: anyone entering the site has to log in as either ‘SuicideGirl’ or ‘Member’. Thus, SuicideGirls.com mixes a DIY attitude with alternative culture — especially Gothic, Punk and Emo — resulting in an appealing grassroots approach to sexuality that is of interest to both women and men. At the same time, the public identity of a SuicideGirl is constructed within a particular textual context dependent on commercial drivers. Through attracting fans on the basis of her “autonomous” self-representation — Goth fans, for instance — she brings in customers, raising questions about the tensions between “grassroots” self-representation and corporate branding. Collaborative Eroticism as Business Model We should document the interactions that occur among media consumers, between media consumers and media texts and between media consumers and media producers. The new participatory culture is taking shape at the intersection between three trends: 1) new tools and technologies enable consumers to archive, annotate, appropriate and re-circulate media content; 2) a range of subcultures promote do-it-yourself (DIY) media production, a discourse that shapes how consumers have deployed those technologies; and 3) economic trends favoring the horizontally integrated media conglomerates encourage the flow of images, ideas and narratives across multiple media channels and demand more active modes of spectatorship” (Jenkins 157). Traditionally the organization of economic production is based on the idea that individuals order their productive activities either on managerial hierarchies, or on production that is based on market prices (Benkler). Peer production represents a new mode of organizing that is not based on relations of dependence (managerial hierarchies) nor relations of independence (markets) rather peer production involves relations of interdependence. Peer production is a heterarchy characterized by relations of minimal hierarchy and by organizational heterogeneity (Stark). While traditionally structured organizations attempt to maximize internal order and control by enforcing a hierarchical system and establishing standards and clear lines of authority (Powell), heterarchies exist through permitting and even fostering a diversity of organizational logics and minimizing conformity (Chan). With the introduction of Mosaic and the Pentium chip in the mid-1990s the notion of the organization of production profoundly changed. The Internet could be used for more than looking up information or sending email. Instead, it offers a structure where participants are not organized by managerial hierarchies nor governed by price signals rather where people formed networks to collaborate in open source software projects or effectively constructing ‘user-created search engines’ for the exchange of e.g., music files, games (KaZaA, Gnutella), news and chat. While the present moment is marked by a legal standoff between robust communities of users (cultural co-producers) and the established media industry (particularly the music and film industry), some elements of the corporate media world have taken a different approach, embracing the new technological use rather than attempting to outlaw it. These corporations have found their way to online participatory networks and are attempting to use them for their own good. For instance, companies like Coca-Cola, BMW, and Apple offer online spaces – often in the form of thinly veiled advertisements (‘advertainment’) – where people can play games, watch movies, share files and the like in order to create or promote a company’s product, service or brand. They crucially rely upon blurring the boundaries between production, distribution and consumption, encouraging the target audience to work for them. Whether by playing games with embedded advertising, or inadvertently sending marketing information back to advertisers, or simply by passing advertising texts within one’s circle of friends, the target audience and the larger dynamic of participatory networks are ‘used’ by corporations to achieve their ends. SuicideGirls.com is a good example example of this emerging mode of (commons-based) peer production in a digitally networked environment – i.e. groups of individuals who participate in online shared spaces driven by diverse motivations, and serving corporate as well as community needs. The SuicideGirls’ blogs are the shared currency that binds SuicideGirls.com and its erotic consumers together as a “community”: SuicideGirls.com taps into online communities by enabling collaborative eroticism. Moving beyond adult entertainment, this trend of using blogs for commercial purposes raises interesting questions regarding, on the one hand, the cultural status of online blogging from a commercial perspective, e.g., how should we consider the cultural status of artifacts such as blogs that have commerce at the core of their identity: Can we speak of a displacement of aesthetic experience by the branding experience, or might these two experiences be seen as part of a continuum?; and, on the other hand, regarding participatory culture in a commercially mediated environment: e.g., What is the status of b2c, c2c, and p2p in a commercially structured network; What are the implications for user appropriation? The answers to these questions among others studied by various academic disciplines may contribute to the building of a framework for examining the consequences of this strategic shift towards relating to, reaching out to and linking online customers in a commercial web (b)log. Acknowledgement Anja Rau, thank you for your feedback. References Banerjee, A. “A Simple Model of Herd Behavior.” Quarterly Journal of Economics 1992: 797-817. Barabási, A. L. Linked: The New Science of Networks. Cambridge, MA: Perseus Publishing, 2002. Benkler, Y. “Coase’s Penguin, or, Linux and The Nature of the Firm.” Yale Law Journal, Winter v.04.3 2002-03. http://personal.uncc.edu/alblanch/SOVC.pdf. http://www.dcs.napier.ac.uk/~mm/socbytes/feb2002_i/9.html Castells, M. The Rise of the Network Society. Oxford: Blackwell, 2000. Castells, M. The Internet Galaxy: Reflections on the Internet, Business and Society. Oxford: Oxford University Press, 2001. Chan, A. Collaborative News Networks: Distributed Editing, Collective Action, and the Construction of Online News on Slashdot.org. Thesis M.Sc. at MIT’s Comparative Media Studies, 2002). http://www.marketing.unsw.edu.au/HTML/mktresearch/workingpapers/Cowley_Rossiter02_6.pdf http://www.xdreze.org/vitae1.pfd Du Gay, P.& Pryke, M. Cultural Economy. London: Sage Publications, 2002. Dyer, R., Stars (Revised). London: British Film Institute, 1998. Hagel, J. & Armstrong, A. Net Gain: Expanding Markets Through Virtual Communities. USA: McKinsey & Company, Inc., 1997.; Hebditch, D. and Anning, N. Porn Gold: Inside the Pornography Business. London: Faber & Faber, 1988. Jenkins, H. “Interactive audiences?” In Harries, D., ed. The New Media Book. London: British Film Institute, 2002. Kottler, P. Marketing Management: The Millennium Edition. Upper Saddle River, NJ: Prentice Hall, 2000. Mayzlin, D. Promotional Chat on the Internet. PhD dissertation, MIT, Sloan School of Management, 2001. Oram, A. Peer-To-Peer: Harnessing the Power of Disruptive Technologies. Sebastopol: O’Reilly & Associates, 2001. O’Toole, L. Pornocopia: Porn, Sex, Technology and Desire. London: Serpent’s Tail, 1998. Pine, J. and Gilmore, J. The Experience Economy: Work is Theatre & Every Business a Stage. Boston: Harvard Business School Press, 1999. Powell, W. “Neither Market nor Hierarchy: Network Forms of Organization.” Research in Organizational Behavior, 12, 1990: 295-336. Schmitt, B. & Simonson, A. Marketing Aesthetics: The Strategic Management of Brands, Identity, and Image. New York: The Free Press, 1997. Slater, D. Consumer Culture and Modernity. Cambridge: Polity Press, 1997.Slater, D. and Tonkiss, F. Market Society: Markets and Modern Social Theory. Cambridge: Polity Press, 2001. http://www.stanford.edu/~woodyp/papers/capitalist_firm.pdf Stone, A. R. The War of Desire and Technology at the Close of the Mechanical Age. Cambridge, MA: MIT Press, 1996. Sunstein C. Behavioral Law and Economics. Cambridge University Press, 2000. Thompson, J.B. The Media and Modernity: A Social Theory of the Media. Cambridge: Polity Press, 1995. Watts, D. and Strogatz, S. “Collective Dynamics of ‘Small-World’ Networks.” Nature, 393, 1998: 440-442. Williams, L. Hard Core: Power, Pleasure and the ‘Frenzy of the Visible’. London: Pandora Press, 1990. MLA Style Van der Graf, Shenja. "Blogging Business: SuicideGirls.com." M/C Journal 7.4 (2004). 10 October 2004 <http://www.media-culture.org.au/0410/07_suicide.php>. APA Style Van der Graf, S. (2004 Oct 11). Blogging Business: SuicideGirls.com, M/C Journal, 7(4). Retrieved Oct 10 2004 from <http://www.media-culture.org.au/0410/07_suicide.php>
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13

Warner, Kate. "Relationships with the Past: How Australian Television Dramas Talk about Indigenous History." M/C Journal 20, no. 5 (October 13, 2017). http://dx.doi.org/10.5204/mcj.1302.

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In recent years a number of dramas focussing on Indigenous Australians and Australian history have appeared on the ABC, one of Australia's two public television channels. These dramas have different foci but all represent some aspects of Australian Indigenous history and how it interacts with 'mainstream' representations of Australian history. The four programs I will look at are Cleverman (Goalpost Pictures, 2016-ongoing), Glitch (Matchbox Films, 2015-ongoing), The Secret River (Ruby Entertainment, 2015) and Redfern Now (Blackfella Films, 2012), each of which engages with the past in a unique way.Clearly, different creators, working with different plots and in different genres will have different ways of representing the past. Redfern Now and Cleverman are both produced by Indigenous creators whereas the creators of The Secret River and Glitch are white Australians. Redfern Now and The Secret River are in a realist mode, whereas Glitch and Cleverman are speculative fiction. My argument proceeds on two axes: first, speculative genres allow for more creative ways of representing the past. They give more freedom for the creators to present affective representations of the historical past. Speculative genres also allow for more interesting intellectual examinations of what we consider to be history and its uncertainties. My second axis argues, because it is hard to avoid when looking at this group of texts, that Indigenous creators represent the past in different ways than non-Indigenous creators. Indigenous creators present a more elliptical vision. Non-Indigenous creators tend to address historical stories in more overt ways. It is apparent that even when dealing with the same histories and the same facts, the understanding of the past held by different groups is presented differently because it has different affective meanings.These television programs were all made in the 2010s but the roots of their interpretations go much further back, not only to the history they represent but also to the arguments about history that have raged in Australian intellectual and popular culture. Throughout most of the twentieth century, indigenous history was not discussed in Australia, until this was disturbed by WEH Stanner's reference in the Boyer lectures of 1968 to "our great Australian silence" (Clark 73). There was, through the 1970s and 80s, increased discussion of Indigenous history, and then in the 1990s there was a period of social and cultural argument known locally as the 'History Wars'. This long-running public disagreement took place in both academic and public arenas, and involved historians, other academics, politicians, journalists and social commentators on each side. One side argued that the arrival of white people in Australia led to frontier wars, massacre, attempted genocide and the ongoing oppression of Indigenous people (Reynolds). The other posited that when white people arrived they killed a few Aborigines but mostly Aboriginal people were killed by disease or failure to 'defend' their culture (Windschuttle). The first viewpoint was revisionist from the 1960s onwards and the second represented an attempt at counter-revision – to move the understanding of history back to what it was prior to the revision. The argument took place not only among historians, but was taken up by politicians with Paul Keating, prime minister 1993-1996, holding the first view and John Howard, prime minister 1996-2007, aggressively pursuing the second. The revisionist viewpoint was championed by historians such as Henry Reynolds and Lyndall Ryan and academics and Aboriginal activists such as Tony Birch and Aileen Moreton Robinson; whereas the counter-revisionists had Keith Windschuttle and Geoffrey Blainey. By and large the revisionist viewpoint has become dominant and the historical work of the counter-revisionists is highly disputed and not accepted.This argument was prominent in Australian cultural discourse throughout the 1990s and has never entirely disappeared. The TV shows I am examining were not made in the 1990s, nor were they made in the 2000s - it took nearly twenty years for responses to the argument to make the jump from politicians' speeches and opinion pieces to television drama. John Ellis argues that the role of television in popular discourse is "working through," meaning contentious issues are first raised in news reports, then they move to current affairs, then talk shows and documentaries, then sketch comedy, then drama (Ellis). Australian Indigenous history was extensively discussed in the news, current affairs and talk shows in the 1990s, documentaries appeared somewhat later, notably First Australians in 2008, but sketch comedy and drama did not happen until in 2014, when Black Comedy's programme first aired, offering sketches engaging often and fiercely with indigenous history.The existence of this public discourse in the political and academic realms was reflected in film before television. Felicity Collins argues that the "Blak Wave" of Indigenous film came to exist in the context of, and as a response to, the history wars (Collins 232). This wave of film making by Indigenous film makers included the works of Rachel Perkins, Warwick Thornton and Ivan Sen – whose films chronicled the lives of Indigenous Australians. There was also what Collins calls "back-tracking films" such as Rabbit-Proof Fence (2002) and The Tracker (2010) made by white creators that presented arguments from the history wars for general audiences. Collins argues that both the "blak wave" and the "back track" created an alternative cultural sphere where past injustices are acknowledged. She says: "the films of the Blak Wave… cut across the history wars by turning an Indigenous gaze on the colonial past and its afterlife in the present" (Collins 232). This group of films sees Indigenous gazes relate the past and present whereas the white gaze represents specific history. In this article I examine a similar group of representations in television programs.History is not an innocent discourse. In western culture 'history' describes a certain way of looking at the past that was codified in the 19th century (Lloyd 375). It is however not the only way to look at the past, theorist Mark Day has described it as a type of relation with the past and argues that other understandings of the past such as popular memory and mythology are also available (Day). The codification of history in the 19th century involved an increased reliance on documentary evidence, a claim to objectivity, a focus on causation and, often though not always, a focus on national, political history. This sort of history became the academic understanding of history – which claims to be, if not objective, at least capable of disinterest; which bases its arguments on facts and which can establish its facts through reference to documentary records (Froeyman 219). Aileen Moreton-Robinson would call this "white patriarchal knowledge" that seeks to place the indigenous within its own type of knowledge production ("The White Man's Burden" 414). The western version of history tends to focus on causation and to present the past as a coherent narrative leading to the current point in time. This is not an undisputed conception of history in the western academy but it is common and often dominant.Post-colonialist analyses of history argue that western writing about non-western subjects is biased and forces non-westerners into categories used to oppress them (Anderson 44). These categories exist ahistorically and deny non-westerners the ability to act because if history cannot be perceived then it is difficult to see the future. That is to say, because non-western subjects in the past are not seen as historical actors, as people whose actions effected the future, then, in the present, they are unable to access to powerful arguments from history. Historians' usual methodology casts Indigenous people as the 'subjects' of history which is about them, not by them or for them (Tuhiwai Smith 7, 30-32, 144-5). Aboriginal people are characterised as prehistoric, ancient, timeless and dying (Birch 150). This way of thinking about Indigenous Australia removes all agency from Aboriginal actors and restoring agency has been a goal of Aboriginal activists and historians. Aileen Moreton Robinson discusses how Aboriginal resistance is embodied through "oral history (and) social memory," engaging with how Aboriginal actors represent themselves and are represented in relation to the past and historical settings is an important act ("Introduction" 127).Redfern Now and Cleverman were produced through the ABC's Indigenous Department and made by Indigenous filmmakers, whereas Glitch and The Secret River are from the ABC drama department and were made by white Australians. The different programs also have different generic backgrounds. Redfern Now and The Secret River are different forms of realist texts; social realism and historical realism. Cleverman and Glitch, however, are speculative fiction texts that can be argued to be in the mode of magical realism, they "denaturalise the real and naturalise the marvellous" they are also closely tied ideas of retelling colonial stories and "resignify(ing) colonial territories and pasts" (Siskind 834-5).Redfern Now was produced by Blackfella Films for the ABC. It was, with much fanfare, released as the first drama made for television, by Aboriginal people and about Aboriginal people (Blundell). The central concerns of the program are issues in the present, its plots and settings are entirely contemporary. In this way it circumvents the idea and standard representation of Indigenous Australians as ancient and timeless. It places the characters in the program very much in the present.However, one episode "Stand Up" does obliquely engage with historical concerns. In this episode a young boy, Joel Shields, gets a scholarship to an expensive private school. When he attends his first school assembly he does not sing the national anthem with the other students. This leads to a dispute with the school that forms the episode's plot. As punishment for not singing Joel is set an assignment to research the anthem, which he does and he finds the song off-putting – with the words 'boundless plains to share' particularly disconcerting. His father supports him saying "it's not our song" and compares Joel singing it to a "whitefella doing a corrobboree". The national anthem stands metaphorically for the white hegemony in Australia.The school itself is also a metaphor for hegemony. The camerawork lingers on the architecture which is intended to imply historical strength and imperviousness to challenge or change. The school stands for all the force of history white Australia can bring to bear, but in Australia, all architecture of this type is a lie, or at least an exaggeration – the school cannot be more than 200 years old and is probably much more recent.Many of the things the program says about history are conveyed in half sentences or single glances. Arguably this is because of its aesthetic mode – social realism – that prides itself on its mimicry of everyday life and in everyday life people are unlikely to set out arguments in organised dot-point form. At one point the English teacher quotes Orwell, "those who control the past control the future", which seems overt but it is stated off-screen as Joel walks into the room. This seeming aside is a statement about history and directly recalls central arguments of the history wars, which make strong political arguments about the effects of the past, and perceptions of the past, on the present and future. Despite its subtlety, this story takes place within the context of the history wars: it is about who controls the past. The subtlety of the discussion of history allows the film makers the freedom to comment on the content and effects of history and the history wars without appearing didactic. They discuss the how history has effected the present history without having to make explicit historical causes.The other recent television drama in the realist tradition is The Secret River. This was an adaptation of a novel by Kate Grenville. It deals with Aboriginal history from the perspective of white people, in this way it differs from Redfern Now which discusses the issues from the perspective of Aboriginal people. The plot concerns a man transported to Australia as a convict in the early 19th century. The man is later freed and, with his family, attempts to move to the Hawksbury river region. The land they try to settle is, of course, already in use by Aboriginal people. The show sets up the definitional conflict between the idea of settler and invader and suggests the difference between the two is a matter of perspective. Of the shows I am examining, it is the most direct in its representation of historical massacre and brutality. It represents what Felicity Collins described as a back-tracking text recapitulating the colonial past in the light of recovered knowledge. However, from an Indigenous perspective it is another settler tale implying Aboriginal people were wiped out at the time of colonisation (Godwin).The Secret River is told entirely from the perspective of the invaders. Even as it portrays their actions as wrong, it also suggests they were unavoidable or inevitable. Therefore it does what many western histories of Indigenous people do – it classifies and categorises. It sets limits on interpretation. It is also limited by its genre, as a straightforward historical drama and an adaptation, it can only tell its story in a certain way. The television series, like the book before it, prides itself on its 'accurate' rendition of an historical story. However, because it comes from such a very narrow perspective it falls into the trap of categorising histories that might have usefully been allowed to develop further.The program is based on a novel that attracted controversy of its own. It became part of ongoing historiographical debate about the relationship between fiction and history. The book's author Kate Grenville claimed to have written a kind of affectively accurate history that actual history can never convey because the emotions of the past are hidden from the present. The book was critiqued by historians including Inge Clendinnen, who argued that many of the claims made about its historical accuracy were largely overblown (Clendinnen). The book is not the same as the TV program, but the same limitations identified by Clendinnen are present in the television text. However, I would not agree with Clendinnen that formal history is any better. I argue that the limitation of both these mimetic genres can be escaped in speculative fiction.In Glitch, Yurana, a small town in rural Victoria becomes, for no apparent reason, the site of seven people rising from the dead. Each person is from a different historical period. None are Indigenous. They are not zombies but simply people who used to be dead. One of the first characters to appear in the series is an Aboriginal teenager, Beau, we see from his point of view the characters crawling from their graves. He becomes friendly with one of the risen characters, Patrick Fitzgerald, who had been the town's first mayor. At first Fitzgerald's story seems to be one of working class man made good in colonial Australia - a standard story of Australian myth and historiography. However, it emerges that Fitzgerald was in love with an Aboriginal woman called Kalinda and Beau is his descendant. Fitzgerald, once he becomes aware of how he has been remembered by history, decides to revise the history of the town – he wants to reclaim his property from his white descendants and give it to his Indigenous descendants. Over the course of the six episodes Fitzgerald moves from being represented as a violent, racist boor who had inexplicably become the town's mayor, to being a romantic whose racism was mostly a matter of vocabulary. Beau is important to the plot and he is a sympathetic character but he is not central and he is a child. Indigenous people in the past have no voice in this story – when flashbacks are shown they are silent, and in the present their voices are present but not privileged or central to the plot.The program demonstrates a profoundly metaphorical relationship with the past – the past has literally come to life bringing with it surprising buried histories. The program represents some dominant themes in Australian historiography – other formerly dead characters include a convict-turned-bush-ranger, a soldier who was at Gallipoli, two Italian migrants and a girl who died as a result of sexual violence – but it does not engage directly with Indigenous history. Indigenous people's stories are told only in relation to the stories of white people. The text's magical realism allows a less prescriptive relationship with the past than in The Secret River but it is still restricted in its point of view and allows only limited agency to Aboriginal actors.The text's magical realism allows for a thought-provoking representation of relationships with the past. The town of Yurana is represented as a place deeply committed to the representation and glorification of its past. Its main street contains statues of its white founders and war memorials, one of its main social institutions is the RSL, its library preserves relics of the past and its publican is a war history buff. All these indicate that the past is central to the town's identity. The risen dead however dispute and revise almost every aspect of this past. Even the history that is unmentioned in the town's apparent official discourse, such as the WWII internment camp and the history of crimes, is disputed by the different stories of the past that the risen dead have to tell. This indicates the uncertainty of the past, even when it seems literally set in stone it can still be revised. Nonetheless the history of Indigenous people is only revised in ways that re-engage with white history.Cleverman is a magical realist text profoundly based in allegory. The story concerns the emergence into a near future society of a group of people known as the "Hairies." It is never made clear where they came from or why but it seems they appeared recently and are unable to return. They are an allegory for refugees. Hairypeople are part of many Indigenous Australian stories, the show's creator, Ryan Griffen, stated that "there are different hairy stories throughout Australia and they differ in each country. You have some who are a tall, some are short, some are aggressive, some are friendly. We got to sort of pick which ones will fit for us and create the Hairies for our show" (Bizzaca).The Hairies are forced to live in an area called the Zone, which, prior to the arrival of the Hairy people, was a place where Aboriginal people lived. This place might be seen as a metaphor for Redfern but it is also an allegory for Australia's history of displacing Aboriginal people and moving and restricting them to missions and reserves. The Zone is becoming increasingly securitised and is also operating as a metaphor for Australia's immigration detention centres. The prison the Hairy characters, Djukura and Bunduu, are confined to is yet another metaphor, this time for both the over-representation of Aboriginal people in prison and the securitisation of immigration detention. These multiple allegorical movements place Australia's present refugee policies and historical treatment of Aboriginal people within the same lens. They also place the present, the past and the future within the same narrative space.Most of the cast is Aboriginal and much of the character interaction is between Aboriginal people and Hairies, with both groups played by Indigenous actors. The disadvantages suffered by Indigenous people are part of the story and clearly presented as affecting the behaviour of characters but within the story Aboriginal people are more advantaged than Hairies, as they have systems, relationships and structures that Hairy people lack. The fact that so much of the interaction in the story is between Indigenous people and Hairies is important: it can be seen to be an interaction between Aboriginal people and Aboriginal mythology or between Indigenous past and present. It demonstrates Aboriginal identities being created in relation to other Aboriginal identities and not in relation to white people, where in this narrative, Aboriginal people have an identity other than that allowed for in colonialist terms.Cleverman does not really engage with the history of white invasion. The character who speaks most about this part of Aboriginal history and whose stated understanding of himself is based on that identity is Waruu. But Waruu is also a villain whose self-identity is also presented as jealous and dishonest. However, despite only passing mentions of westernised history the show is deeply concerned with a relationship with the past. The program engages with Aboriginal traditions about the past that have nothing to do with white history. It presents a much longer view of history than that of white Australia. It engages with the Aboriginal tradition of the Cleverman - demonstrated in the character of Uncle Jimmy who passes a nulla nulla (knob-headed hardwood club), as a symbol of the past, to his nephew Koen and tells him he is the new Cleverman. Cleverman demonstrates a discussion of Australian history with the potential to ignore white people. It doesn't ignore them, it doesn't ignore the invasion but it presents the possibility that it could be ignored.There is a danger in this sort of representation of the past that Aboriginal people could be relegated to the type of ahistorical, metahistorical myths that comprise colonialist history's representation of Indigenous people (Birch). But Cleverman's magical realist, near future setting tends to undermine this. It grounds representation in history through text and metaphor and then expands the definition.The four programs have different relationships with the past but all of them engage with it. The programs are both restrained and freed by the genres they operate in. It is much easier to escape the bounds of formal history in the genre of magical realism and both Glitch and Cleverman do this but have significantly different ways of dealing with history. "Stand up" and The Secret River both operate within more formally realist structures. The Secret River gives us an emotional reading of the past and a very affective one. However, it cuts off avenues of interpretation by presenting a seemingly inevitable tragedy. Through use of metaphor and silence "Stand up" presents a much more productive relationship with the past – seeing it as an ongoing argument rather than a settled one. Glitch engages with the past as a topic that is not settled and that can therefore be changed whereas Cleverman expands our definition of past and understanding of the past through allegory.It is possible to draw further connections. Those stories created by Indigenous people do not engage with the specifics of traditional dominant Australian historiography. However, they work with the assumption that everyone already knows this historiography. They do not re-present the pain of the past, instead they deal with it in oblique terms with allegory. Whereas the programs made by non-Indigenous Australians are much more overt in their representation of the sins of the past, they overtly engage with the History Wars in specific historical arenas in which those wars were fought. The non-Indigenous shows align themselves with the revisionist view of history but they do so in a very different way than the Indigenous shows.ReferencesAnderson, Ian. "Introduction: The Aboriginal Critique of Colonial Knowing." Blacklines: Contemporary Critical Writing by Indigenous Australians. Ed. Michele Grossman. Melbourne: Melbourne University Press, 2003.Birch, Tony. "'Nothing Has Changed': The Making and Unmaking of Koori Culture." Blacklines: Contemporary Critical Writing by Indigenous Australians. Ed. Michele Grossman. Melbourne: Melbourne University Press, 2003.Bizzaca, Chris. "The World of Cleverman." Screen Australia 2016.Blundell, Graeme. "Redfern Now Delves into the Lives of Ordinary People." The Australian 26 Oct. 2013: News Review.Clark, Anna. History's Children: History Wars in the Classroom. Sydney: New South, 2008.Clendinnen, Inga. “The History Question: Who Owns the Past?” The Quarterly Essay. Melbourne: Black Inc., 2006.Collins, Felicity. "After Dispossession: Blackfella Films and the Politics of Radical Hope." The Routledge Companion to Cinema and Politics. Eds. Yannis Tzioumakis and Claire Molloy. New York: Routledge, 2016.Day, Mark. "Our Relations with the Past." Philosophia 36.4 (2008): 417-27.Ellis, John. Seeing Things: Television in the Age of Uncertainty. London: I.B. Tauris, 2000.Froeyman, Anton. "The Ideal of Objectivity and the Public Role of the Historian: Some Lessons from the Historikerstreit and the History Wars." Rethinking History 20.2 (2016): 217-34.Godwin, Carisssa Lee. "Shedding the 'Victim Narrative' for Tales of Magic, Myth and Superhero Pride." The Conversation 2016.Lloyd, Christopher. "Historiographic Schools." A Companion to the Philosophy of History and Historiography Ed. Tucker, Aviezer. Oxford: Wiley-Blackwell, 2009.Moreton-Robinson, Aileen. "Introduction: Resistance, Recovery and Revitalisation." Blacklines: Contemporary Critical Writing by Indigenous Australians. Ed. Michele Grossman. Melbourne: Melbourne University Press, 2003.———. "The White Man's Burden." Australian Feminist Studies 26.70 (2011): 413-31.Reynolds, Henry. The Other Side of the Frontier: Aboriginal Resistance to the European Invasion of Australia. 2nd ed. Ringwood, Vic.: Penguin Books, 1995.Siskind, Mariano. "Magical Realism." The Cambridge History of Postcolonial Literature. Vol. 2. Ed. Ato Quayson. Cambridge: Cambridge University Press, 2012. 833-68.Tuhiwai Smith, Linda. Decolonizing Methodologies Research and Indigenous Peoples. 2nd ed. London: Zed Books, 2012.Windschuttle, Keith. The Fabrication of Aboriginal History. Paddington, NSW: Macleay Press, 2002.
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14

Cesarini, Paul. "‘Opening’ the Xbox." M/C Journal 7, no. 3 (July 1, 2004). http://dx.doi.org/10.5204/mcj.2371.

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“As the old technologies become automatic and invisible, we find ourselves more concerned with fighting or embracing what’s new”—Dennis Baron, From Pencils to Pixels: The Stage of Literacy Technologies What constitutes a computer, as we have come to expect it? Are they necessarily monolithic “beige boxes”, connected to computer monitors, sitting on computer desks, located in computer rooms or computer labs? In order for a device to be considered a true computer, does it need to have a keyboard and mouse? If this were 1991 or earlier, our collective perception of what computers are and are not would largely be framed by this “beige box” model: computers are stationary, slab-like, and heavy, and their natural habitats must be in rooms specifically designated for that purpose. In 1992, when Apple introduced the first PowerBook, our perception began to change. Certainly there had been other portable computers prior to that, such as the Osborne 1, but these were more luggable than portable, weighing just slightly less than a typical sewing machine. The PowerBook and subsequent waves of laptops, personal digital assistants (PDAs), and so-called smart phones from numerous other companies have steadily forced us to rethink and redefine what a computer is and is not, how we interact with them, and the manner in which these tools might be used in the classroom. However, this reconceptualization of computers is far from over, and is in fact steadily evolving as new devices are introduced, adopted, and subsequently adapted for uses beyond of their original purpose. Pat Crowe’s Book Reader project, for example, has morphed Nintendo’s GameBoy and GameBoy Advance into a viable electronic book platform, complete with images, sound, and multi-language support. (Crowe, 2003) His goal was to take this existing technology previously framed only within the context of proprietary adolescent entertainment, and repurpose it for open, flexible uses typically associated with learning and literacy. Similar efforts are underway to repurpose Microsoft’s Xbox, perhaps the ultimate symbol of “closed” technology given Microsoft’s propensity for proprietary code, in order to make it a viable platform for Open Source Software (OSS). However, these efforts are not forgone conclusions, and are in fact typical of the ongoing battle over who controls the technology we own in our homes, and how open source solutions are often at odds with a largely proprietary world. In late 2001, Microsoft launched the Xbox with a multimillion dollar publicity drive featuring events, commercials, live models, and statements claiming this new console gaming platform would “change video games the way MTV changed music”. (Chan, 2001) The Xbox launched with the following technical specifications: 733mhz Pentium III 64mb RAM, 8 or 10gb internal hard disk drive CD/DVD ROM drive (speed unknown) Nvidia graphics processor, with HDTV support 4 USB 1.1 ports (adapter required), AC3 audio 10/100 ethernet port, Optional 56k modem (TechTV, 2001) While current computers dwarf these specifications in virtually all areas now, for 2001 these were roughly on par with many desktop systems. The retail price at the time was $299, but steadily dropped to nearly half that with additional price cuts anticipated. Based on these features, the preponderance of “off the shelf” parts and components used, and the relatively reasonable price, numerous programmers quickly became interested in seeing it if was possible to run Linux and additional OSS on the Xbox. In each case, the goal has been similar: exceed the original purpose of the Xbox, to determine if and how well it might be used for basic computing tasks. If these attempts prove to be successful, the Xbox could allow institutions to dramatically increase the student-to-computer ratio in select environments, or allow individuals who could not otherwise afford a computer to instead buy and Xbox, download and install Linux, and use this new device to write, create, and innovate . This drive to literally and metaphorically “open” the Xbox comes from many directions. Such efforts include Andrew Huang’s self-published “Hacking the Xbox” book in which, under the auspices of reverse engineering, Huang analyzes the architecture of the Xbox, detailing step-by-step instructions for flashing the ROM, upgrading the hard drive and/or RAM, and generally prepping the device for use as an information appliance. Additional initiatives include Lindows CEO Michael Robertson’s $200,000 prize to encourage Linux development on the Xbox, and the Xbox Linux Project at SourceForge. What is Linux? Linux is an alternative operating system initially developed in 1991 by Linus Benedict Torvalds. Linux was based off a derivative of the MINIX operating system, which in turn was a derivative of UNIX. (Hasan 2003) Linux is currently available for Intel-based systems that would normally run versions of Windows, PowerPC-based systems that would normally run Apple’s Mac OS, and a host of other handheld, cell phone, or so-called “embedded” systems. Linux distributions are based almost exclusively on open source software, graphic user interfaces, and middleware components. While there are commercial Linux distributions available, these mainly just package the freely available operating system with bundled technical support, manuals, some exclusive or proprietary commercial applications, and related services. Anyone can still download and install numerous Linux distributions at no cost, provided they do not need technical support beyond the community / enthusiast level. Typical Linux distributions come with open source web browsers, word processors and related productivity applications (such as those found in OpenOffice.org), and related tools for accessing email, organizing schedules and contacts, etc. Certain Linux distributions are more or less designed for network administrators, system engineers, and similar “power users” somewhat distanced from that of our students. However, several distributions including Lycoris, Mandrake, LindowsOS, and other are specifically tailored as regular, desktop operating systems, with regular, everyday computer users in mind. As Linux has no draconian “product activation key” method of authentication, or digital rights management-laden features associated with installation and implementation on typical desktop and laptop systems, Linux is becoming an ideal choice both individually and institutionally. It still faces an uphill battle in terms of achieving widespread acceptance as a desktop operating system. As Finnie points out in Desktop Linux Edges Into The Mainstream: “to attract users, you need ease of installation, ease of device configuration, and intuitive, full-featured desktop user controls. It’s all coming, but slowly. With each new version, desktop Linux comes closer to entering the mainstream. It’s anyone’s guess as to when critical mass will be reached, but you can feel the inevitability: There’s pent-up demand for something different.” (Finnie 2003) Linux is already spreading rapidly in numerous capacities, in numerous countries. Linux has “taken hold wherever computer users desire freedom, and wherever there is demand for inexpensive software.” Reports from technology research company IDG indicate that roughly a third of computers in Central and South America run Linux. Several countries, including Mexico, Brazil, and Argentina, have all but mandated that state-owned institutions adopt open source software whenever possible to “give their people the tools and education to compete with the rest of the world.” (Hills 2001) The Goal Less than a year after Microsoft introduced the The Xbox, the Xbox Linux project formed. The Xbox Linux Project has a goal of developing and distributing Linux for the Xbox gaming console, “so that it can be used for many tasks that Microsoft don’t want you to be able to do. ...as a desktop computer, for email and browsing the web from your TV, as a (web) server” (Xbox Linux Project 2002). Since the Linux operating system is open source, meaning it can freely be tinkered with and distributed, those who opt to download and install Linux on their Xbox can do so with relatively little overhead in terms of cost or time. Additionally, Linux itself looks very “windows-like”, making for fairly low learning curve. To help increase overall awareness of this project and assist in diffusing it, the Xbox Linux Project offers step-by-step installation instructions, with the end result being a system capable of using common peripherals such as a keyboard and mouse, scanner, printer, a “webcam and a DVD burner, connected to a VGA monitor; 100% compatible with a standard Linux PC, all PC (USB) hardware and PC software that works with Linux.” (Xbox Linux Project 2002) Such a system could have tremendous potential for technology literacy. Pairing an Xbox with Linux and OpenOffice.org, for example, would provide our students essentially the same capability any of them would expect from a regular desktop computer. They could send and receive email, communicate using instant messaging IRC, or newsgroup clients, and browse Internet sites just as they normally would. In fact, the overall browsing experience for Linux users is substantially better than that for most Windows users. Internet Explorer, the default browser on all systems running Windows-base operating systems, lacks basic features standard in virtually all competing browsers. Native blocking of “pop-up” advertisements is still not yet possible in Internet Explorer without the aid of a third-party utility. Tabbed browsing, which involves the ability to easily open and sort through multiple Web pages in the same window, often with a single mouse click, is also missing from Internet Explorer. The same can be said for a robust download manager, “find as you type”, and a variety of additional features. Mozilla, Netscape, Firefox, Konqueror, and essentially all other OSS browsers for Linux have these features. Of course, most of these browsers are also available for Windows, but Internet Explorer is still considered the standard browser for the platform. If the Xbox Linux Project becomes widely diffused, our students could edit and save Microsoft Word files in OpenOffice.org’s Writer program, and do the same with PowerPoint and Excel files in similar OpenOffice.org components. They could access instructor comments originally created in Microsoft Word documents, and in turn could add their own comments and send the documents back to their instructors. They could even perform many functions not yet capable in Microsoft Office, including saving files in PDF or Flash format without needing Adobe’s Acrobat product or Macromedia’s Flash Studio MX. Additionally, by way of this project, the Xbox can also serve as “a Linux server for HTTP/FTP/SMB/NFS, serving data such as MP3/MPEG4/DivX, or a router, or both; without a monitor or keyboard or mouse connected.” (Xbox Linux Project 2003) In a very real sense, our students could use these inexpensive systems previously framed only within the context of entertainment, for educational purposes typically associated with computer-mediated learning. Problems: Control and Access The existing rhetoric of technological control surrounding current and emerging technologies appears to be stifling many of these efforts before they can even be brought to the public. This rhetoric of control is largely typified by overly-restrictive digital rights management (DRM) schemes antithetical to education, and the Digital Millennium Copyright Act (DMCA). Combined,both are currently being used as technical and legal clubs against these efforts. Microsoft, for example, has taken a dim view of any efforts to adapt the Xbox to Linux. Microsoft CEO Steve Ballmer, who has repeatedly referred to Linux as a cancer and has equated OSS as being un-American, stated, “Given the way the economic model works - and that is a subsidy followed, essentially, by fees for every piece of software sold - our license framework has to do that.” (Becker 2003) Since the Xbox is based on a subsidy model, meaning that Microsoft actually sells the hardware at a loss and instead generates revenue off software sales, Ballmer launched a series of concerted legal attacks against the Xbox Linux Project and similar efforts. In 2002, Nintendo, Sony, and Microsoft simultaneously sued Lik Sang, Inc., a Hong Kong-based company that produces programmable cartridges and “mod chips” for the PlayStation II, Xbox, and Game Cube. Nintendo states that its company alone loses over $650 million each year due to piracy of their console gaming titles, which typically originate in China, Paraguay, and Mexico. (GameIndustry.biz) Currently, many attempts to “mod” the Xbox required the use of such chips. As Lik Sang is one of the only suppliers, initial efforts to adapt the Xbox to Linux slowed considerably. Despite that fact that such chips can still be ordered and shipped here by less conventional means, it does not change that fact that the chips themselves would be illegal in the U.S. due to the anticircumvention clause in the DMCA itself, which is designed specifically to protect any DRM-wrapped content, regardless of context. The Xbox Linux Project then attempted to get Microsoft to officially sanction their efforts. They were not only rebuffed, but Microsoft then opted to hire programmers specifically to create technological countermeasures for the Xbox, to defeat additional attempts at installing OSS on it. Undeterred, the Xbox Linux Project eventually arrived at a method of installing and booting Linux without the use of mod chips, and have taken a more defiant tone now with Microsoft regarding their circumvention efforts. (Lettice 2002) They state that “Microsoft does not want you to use the Xbox as a Linux computer, therefore it has some anti-Linux-protection built in, but it can be circumvented easily, so that an Xbox can be used as what it is: an IBM PC.” (Xbox Linux Project 2003) Problems: Learning Curves and Usability In spite of the difficulties imposed by the combined technological and legal attacks on this project, it has succeeded at infiltrating this closed system with OSS. It has done so beyond the mere prototype level, too, as evidenced by the Xbox Linux Project now having both complete, step-by-step instructions available for users to modify their own Xbox systems, and an alternate plan catering to those who have the interest in modifying their systems, but not the time or technical inclinations. Specifically, this option involves users mailing their Xbox systems to community volunteers within the Xbox Linux Project, and basically having these volunteers perform the necessary software preparation or actually do the full Linux installation for them, free of charge (presumably not including shipping). This particular aspect of the project, dubbed “Users Help Users”, appears to be fairly new. Yet, it already lists over sixty volunteers capable and willing to perform this service, since “Many users don’t have the possibility, expertise or hardware” to perform these modifications. Amazingly enough, in some cases these volunteers are barely out of junior high school. One such volunteer stipulates that those seeking his assistance keep in mind that he is “just 14” and that when performing these modifications he “...will not always be finished by the next day”. (Steil 2003) In addition to this interesting if somewhat unusual level of community-driven support, there are currently several Linux-based options available for the Xbox. The two that are perhaps the most developed are GentooX, which is based of the popular Gentoo Linux distribution, and Ed’s Debian, based off the Debian GNU / Linux distribution. Both Gentoo and Debian are “seasoned” distributions that have been available for some time now, though Daniel Robbins, Chief Architect of Gentoo, refers to the product as actually being a “metadistribution” of Linux, due to its high degree of adaptability and configurability. (Gentoo 2004) Specifically, the Robbins asserts that Gentoo is capable of being “customized for just about any application or need. ...an ideal secure server, development workstation, professional desktop, gaming system, embedded solution or something else—whatever you need it to be.” (Robbins 2004) He further states that the whole point of Gentoo is to provide a better, more usable Linux experience than that found in many other distributions. Robbins states that: “The goal of Gentoo is to design tools and systems that allow a user to do their work pleasantly and efficiently as possible, as they see fit. Our tools should be a joy to use, and should help the user to appreciate the richness of the Linux and free software community, and the flexibility of free software. ...Put another way, the Gentoo philosophy is to create better tools. When a tool is doing its job perfectly, you might not even be very aware of its presence, because it does not interfere and make its presence known, nor does it force you to interact with it when you don’t want it to. The tool serves the user rather than the user serving the tool.” (Robbins 2004) There is also a so-called “live CD” Linux distribution suitable for the Xbox, called dyne:bolic, and an in-progress release of Slackware Linux, as well. According to the Xbox Linux Project, the only difference between the standard releases of these distributions and their Xbox counterparts is that “...the install process – and naturally the bootloader, the kernel and the kernel modules – are all customized for the Xbox.” (Xbox Linux Project, 2003) Of course, even if Gentoo is as user-friendly as Robbins purports, even if the Linux kernel itself has become significantly more robust and efficient, and even if Microsoft again drops the retail price of the Xbox, is this really a feasible solution in the classroom? Does the Xbox Linux Project have an army of 14 year olds willing to modify dozens, perhaps hundreds of these systems for use in secondary schools and higher education? Of course not. If such an institutional rollout were to be undertaken, it would require significant support from not only faculty, but Department Chairs, Deans, IT staff, and quite possible Chief Information Officers. Disk images would need to be customized for each institution to reflect their respective needs, ranging from setting specific home pages on web browsers, to bookmarks, to custom back-up and / or disk re-imaging scripts, to network authentication. This would be no small task. Yet, the steps mentioned above are essentially no different than what would be required of any IT staff when creating a new disk image for a computer lab, be it one for a Windows-based system or a Mac OS X-based one. The primary difference would be Linux itself—nothing more, nothing less. The institutional difficulties in undertaking such an effort would likely be encountered prior to even purchasing a single Xbox, in that they would involve the same difficulties associated with any new hardware or software initiative: staffing, budget, and support. If the institutional in question is either unwilling or unable to address these three factors, it would not matter if the Xbox itself was as free as Linux. An Open Future, or a Closed one? It is unclear how far the Xbox Linux Project will be allowed to go in their efforts to invade an essentially a proprietary system with OSS. Unlike Sony, which has made deliberate steps to commercialize similar efforts for their PlayStation 2 console, Microsoft appears resolute in fighting OSS on the Xbox by any means necessary. They will continue to crack down on any companies selling so-called mod chips, and will continue to employ technological protections to keep the Xbox “closed”. Despite clear evidence to the contrary, in all likelihood Microsoft continue to equate any OSS efforts directed at the Xbox with piracy-related motivations. Additionally, Microsoft’s successor to the Xbox would likely include additional anticircumvention technologies incorporated into it that could set the Xbox Linux Project back by months, years, or could stop it cold. Of course, it is difficult to say with any degree of certainty how this “Xbox 2” (perhaps a more appropriate name might be “Nextbox”) will impact this project. Regardless of how this device evolves, there can be little doubt of the value of Linux, OpenOffice.org, and other OSS to teaching and learning with technology. This value exists not only in terms of price, but in increased freedom from policies and technologies of control. New Linux distributions from Gentoo, Mandrake, Lycoris, Lindows, and other companies are just now starting to focus their efforts on Linux as user-friendly, easy to use desktop operating systems, rather than just server or “techno-geek” environments suitable for advanced programmers and computer operators. While metaphorically opening the Xbox may not be for everyone, and may not be a suitable computing solution for all, I believe we as educators must promote and encourage such efforts whenever possible. I suggest this because I believe we need to exercise our professional influence and ultimately shape the future of technology literacy, either individually as faculty and collectively as departments, colleges, or institutions. Moran and Fitzsimmons-Hunter argue this very point in Writing Teachers, Schools, Access, and Change. One of their fundamental provisions they use to define “access” asserts that there must be a willingness for teachers and students to “fight for the technologies that they need to pursue their goals for their own teaching and learning.” (Taylor / Ward 160) Regardless of whether or not this debate is grounded in the “beige boxes” of the past, or the Xboxes of the present, much is at stake. Private corporations should not be in a position to control the manner in which we use legally-purchased technologies, regardless of whether or not these technologies are then repurposed for literacy uses. I believe the exigency associated with this control, and the ongoing evolution of what is and is not a computer, dictates that we assert ourselves more actively into this discussion. We must take steps to provide our students with the best possible computer-mediated learning experience, however seemingly unorthodox the technological means might be, so that they may think critically, communicate effectively, and participate actively in society and in their future careers. About the Author Paul Cesarini is an Assistant Professor in the Department of Visual Communication & Technology Education, Bowling Green State University, Ohio Email: pcesari@bgnet.bgsu.edu Works Cited http://xbox-linux.sourceforge.net/docs/debian.php>.Baron, Denis. “From Pencils to Pixels: The Stages of Literacy Technologies.” Passions Pedagogies and 21st Century Technologies. Hawisher, Gail E., and Cynthia L. Selfe, Eds. Utah: Utah State University Press, 1999. 15 – 33. Becker, David. “Ballmer: Mod Chips Threaten Xbox”. News.com. 21 Oct 2002. http://news.com.com/2100-1040-962797.php>. http://news.com.com/2100-1040-978957.html?tag=nl>. http://archive.infoworld.com/articles/hn/xml/02/08/13/020813hnchina.xml>. http://www.neoseeker.com/news/story/1062/>. http://www.bookreader.co.uk>.Finni, Scott. “Desktop Linux Edges Into The Mainstream”. TechWeb. 8 Apr 2003. http://www.techweb.com/tech/software/20030408_software. http://www.theregister.co.uk/content/archive/29439.html http://gentoox.shallax.com/. http://ragib.hypermart.net/linux/. http://www.itworld.com/Comp/2362/LWD010424latinlinux/pfindex.html. http://www.xbox-linux.sourceforge.net. http://www.theregister.co.uk/content/archive/27487.html. http://www.theregister.co.uk/content/archive/26078.html. http://www.us.playstation.com/peripherals.aspx?id=SCPH-97047. http://www.techtv.com/extendedplay/reviews/story/0,24330,3356862,00.html. http://www.wired.com/news/business/0,1367,61984,00.html. http://www.gentoo.org/main/en/about.xml http://www.gentoo.org/main/en/philosophy.xml http://techupdate.zdnet.com/techupdate/stories/main/0,14179,2869075,00.html. http://xbox-linux.sourceforge.net/docs/usershelpusers.html http://www.cnn.com/2002/TECH/fun.games/12/16/gamers.liksang/. Citation reference for this article MLA Style Cesarini, Paul. "“Opening” the Xbox" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0406/08_Cesarini.php>. APA Style Cesarini, P. (2004, Jul1). “Opening” the Xbox. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0406/08_Cesarini.php>
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15

Kennedy, Ümit. "Exploring YouTube as a Transformative Tool in the “The Power of MAKEUP!” Movement." M/C Journal 19, no. 4 (August 31, 2016). http://dx.doi.org/10.5204/mcj.1127.

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IntroductionSince its launch in 2005, YouTube has fast become one of the most popular video sharing sites, one of the largest sources of user generated content, and one of the most frequently visited sites globally (Burgess and Green). As YouTube’s popularity has increased, more and more people have taken up the site’s invitation to “Broadcast Yourself.” Vlogging (video blogging) on YouTube has increased in popularity, creating new genres and communities. Vlogging not only allows individuals to create their own mediated content for mass consumption—making it a site for participatory culture (Burgess and Green; Jenkins) and resembling contemporary forms of entertainment such as reality television—but it also allows individuals to engage in narrative and identity forming practices. Through filming their everyday lives, and presenting themselves on camera, YouTubers are engaging in a process of constructing and presenting their identity online. They often form communities around these identities and continue the practice in dialogue and collaboration with their communities of viewers on YouTube. Because of YouTube’s mass global reach, the ability to create one’s own mediated content and the ability to publicly play with and project different self representations becomes a powerful tool allowing YouTubers to publicly challenge social norms and encourage others to do the same. This paper will explore these features of YouTube using the recent “The Power of MAKEUP!” movement, started by NikkieTutorials, as an example. Through a virtual ethnography of the movement as developed by Christine Hine—following the people, dialogue, connections, and narratives that emerged from Nikkie’s original video—this paper will demonstrate that YouTube is not only a tool for self transformation, but has wider potential to transform norms in society. This is achieved mainly through mobilising communities that form around transformative practices, such as makeup transformations, on YouTube. Vlogging as an Identity Forming Practice Vlogging on YouTube is a contemporary form of autobiography in which individuals engage in a process of documenting their life on a daily or weekly basis and, in doing so, constructing their identity online. Although the aim of beauty vlogs is to teach new makeup techniques, demonstrate and review new products, or circulate beauty-related information, the videos include a large amount of self-disclosure. Beauty vloggers reveal intimate things about themselves and actively engage in the practice of self-representation while filming. Beauty vlogging is unique to other vlogging genres as it almost always involves an immediate transformation of the physical self in each video. The vloggers typically begin with their faces bare and “natural” and throughout the course of the video transform their faces into how they want to be seen, and ultimately, who they want to be that day, using makeup. Thus the process of self-representation is multi-dimensional as not only are they presenting the self, but they are also visually constructing the self on camera. The construction of identity that beauty vloggers engage in on YouTube can be likened to what Robert Ezra Park and later Erving Goffman refer to as the construction and performance of a mask. In his work Race and Culture, Park states that the original meaning of the word person is a mask (249). Goffman responds to this statement in his work The Presentation of Self in Everyday Life, saying the mask is “our truer self, the self we would like to be” (30). Beauty vloggers are engaging in the process of constructing their mask—their truer self and the self they would like to be—both through their performance on YouTube, and through the visual transformation that takes place on camera. Their performance on YouTube not only communicates a desired identity, but through their performance they realise this identity. The process of filming and the visual process of constructing or transforming the self on camera through makeup brings the subject into being. Scholarship in the fields of Life Writing and Digital Media including Autobiography, Automedia and Persona Studies has acknowledged and explored the ways narratives and identities—both online and offline—are constructed, created, shaped, chosen, and invented by the individual/author (Garner; Bridger; Eakin; Maguire; Poletti and Rak; Marshall; Smith and Watson). It is widely accepted that all representations of the self are constructed. Crucially, it is the process of documenting or communicating the self that is identity forming (Richardson; Bridger), as the process, including writing, filming, and posting, brings the subject or self into being (Neuman). The individual embodies their performance and realises the self through it. Park and Goffman argue that we all engage in this process of performing and realising the self through the roles we play in society. The significance of the beauty vlogger performance and transformation is the space in which it occurs and the community that it fosters. YouTube as a Transformative Tool and MirrorThe space in which beauty vloggers play with and transform the self on camera is significant as digital technologies such as YouTube invite exploration of the self. Networked digital media (Meikle and Young) invite multiplicity, heterogeneity, and fragmentation in/of identity performances (Bolter; Gergen; Turkle, "Parallel Lives"). These technologies create opportunities for defining and re-defining the self (Bolter 130), as they allow people to present a more multi-mediated self, using both audio-visual components and text (Papacharissi 643).YouTube, in particular, allows the individual to experiment with the self, and document an ongoing transformation, through film (Kavoori). Many scholars have described this ongoing process of identity construction online using the metaphor of “the mirror” (see Kavoori; Raun; and Procter as recent examples). In his research on trans gender vlogging on YouTube, Tobias Raun explores the theme of the mirror. He describes vlogging as a “transformative medium for working on, producing and exploring the self” (366). He argues the vlog acts as a mirror allowing the individual to try out and assume various identities (366). He writes, the mirroring function of the vlog “invites the YouTuber to assume the shape of a desired identity/representation, constantly assuming and evaluating oneself as an attractive image, trying out different ‘styles of the flesh’ (Butler 177), poses and appearances” (367). In reference to trans gender vlogging, Raun writes, “The vlog seems to serve an important function in the transitioning process, and is an important part of a process of self-invention, serving as a testing ground for experimentations with, and manifestations of (new) identities” (367). The mirror (vlog) gives the individual a place/space to construct and perform their mask (identity), and an opportunity to see the reflection and adjust the mask (identity) accordingly. An important feature of the vlog as a mirror is the fact that it is less like a conventional mirror and more like a window with a reflective surface. On YouTube the vlog always involves an audience, who not only watch the performance, but also respond to it. This is in keeping with Goffman’s assertion that there is always an audience involved in any performance of the self. On YouTube, Raun argues, “the need to represent oneself goes hand in hand with the need to connect and communicate” (Raun 369). Networked digital media such as YouTube are inherently social. They invite participation (Smith; Sauter)and community through community building functions such as the ability to like, subscribe, and comment. Michael Strangelove refers to YouTube as a social space, “as a domain of self-expression, community and public confession” (4). The audience and community are important in the process of identity construction and representation as they serve a crucial role in providing feedback and encouragement, legitimising the identity being presented. As Raun writes, the vlog is an opportunity “for seeing one’s own experiences and thoughts reflected in others” (366). Raun identifies that for the trans gender vloggers in his study, simply knowing there is an audience watching their vlogs is enough to affirm their identity. He writes the vlog can be both “an individual act of self validation and . . . a social act of recognition and encouragement” (368). However, in the case of beauty vlogging the audience do more than watch, they form communities embodying and projecting the performance in everyday life and thus collectively challenge social norms, as seen in the “The Power of MAKEUP!” movement. Exploring the “The Power of MAKEUP!” MovementOn 10 May 2015, Nikkie, a well-known beauty vlogger, uploaded a video to her YouTube channel NikkieTutorials titled “The Power of MAKEUP!” Nikkie’s video can be watched here. In her video Nikkie challenges “makeup shaming,” arguing that makeup is not only fun, but can “transform” you into who you want to be. Inspired by an episode of the reality television show RuPaul’s Drag Race, in which the competing drag queens transform half of their face into “glam” (drag), and leave the other half of their face bare (male), Nikkie demonstrates that anyone can use makeup as a transformative tool. In her video Nikkie mirrors the drag queen transformations, transforming half her face into “glam” and leaving the other half of her face bare, as shown in Figure 1. In only transforming half of her face, Nikkie emphasises the scope of the transformation, demonstrating just how much you can change your appearance using only makeup on your face. Nikkie’s video communicates that both a transformed “glam” image and an “unedited” image of the self are perfectly fine, “there are no rules” and neither representations of the self should bring you shame. Figure 1: thumbnail of Nikkie’s videoNikkie’s video started a movement and spread throughout the beauty community on YouTube as a challenge. Other famous beauty vloggers, and everyday makeup lovers, took on the challenge of creating YouTube videos or posting pictures on Instagram of their faces half bare and half transformed using makeup with the tag #thepowerofmakeupchallenge. Since its release in May 2015, Nikkie’s video has been watched over thirty million times, has been liked over five hundred and thirty thousand times, and has received over twenty three thousand comments, many of which echo Nikkie’s experience of “makeup shaming.” “The power of makeup” video went viral and was picked up not only by the online beauty community but also by mainstream media with articles by Huffington Post, Yahoo.com, Marie Claire, BuzzFeed, DailyLife, POPSUGAR, Enews, Urbanshowbiz, BoredPanda, and kickvick among others. On Instagram, thousands of everyday makeup lovers have recreated the transformation and uploaded their pictures of the finished result. Various hashtags have been created around this movement and can be searched on Instagram including #thepowerofmakeupchallenge, #powerofmakeupchallenge, #powerofmakeup. Nikkie’s Instagram page dedicated to the challenge can be seen here. “The power of makeup” video is a direct reaction against what Nikkie calls “makeup shaming”—the idea that makeup is bad, and the assumption that the leading motivation for using makeup is insecurity. In her video Nikkie also reacts to the idea that the made-up-girl is “not really you,” or worse is “fake.” In the introduction to her video Nikkie says,I’ve been noticing a lot lately that girls have been almost ashamed to say that they love makeup because nowadays when you say you love makeup you either do it because you want to look good for boys, you do it because you’re insecure, or you do it because you don’t love yourself. I feel like in a way lately it’s almost a crime to love doing your makeup. So after last weeks RuPaul’s Drag Race with the half drag half male, I was inspired to show you the power of makeup. I notice a lot that when I don’t wear makeup and I have my hair up in a bun and I meet people and I show them picture of my videos or, or whatever looks I have done, they look at me and straight up tell me “that is not you.” They tell me “that’s funny” because I don’t even look like that girl on the picture. So without any further ado I’m going to do half my face full on glam—I’m truly going to transform one side of my face—and the other side is going to be me, raw, unedited, nothing, me, just me. So let’s do it.In her introduction, Nikkie identifies a social attitude that many of her viewers can relate to, that the made-up face isn’t the “real you.” This idea reveals an interesting contradiction in social attitude. As this issue of Media/Culture highlights, the theme of transformation is increasingly popular in contemporary society. Renovation shows, weight loss shows, and “makeover” shows have increased in number and popularity around the world (Lewis). Tania Lewis attributes this to an international shift towards “the real” on television (447). Accompanying this turn towards “the real,” confession, intimacy, and authenticity are now demanded and consumed as entertainment (Goldthwaite; Dovey; King). Sites such as YouTube are arguably popular because they offer real stories, real lives, and have a core value of authenticity (Strangelove; Wesch; Young; Tolson). The power of makeup transformations are challenging because they juxtapose a transformation against the natural, on the self. By only transforming half their face, the beauty vloggers juxtapose the “makeover” (transformation) with “authenticity” (the natural). The power of makeup movement is therefore caught between two contemporary social values. However, the desire for authenticity, and the lack of acceptance that the transformed image is authentic seems to be the main criticism that the members of this movement receive. Beauty vloggers identify a strong social value that “natural” is “good” and any attempt to alter the natural is taboo. Even in the commercial world “natural beauty” is celebrated and features heavily in the marketing and advertising campaigns of popular beauty, cosmetic, and skincare brands. Consider Maybelline’s emphasis on “natural beauty” in their byline “Maybe she’s born with it. Maybe it’s Maybelline.” This is not the way the members of “the power of makeup” movement use and celebrate makeup. They use and celebrate makeup as a transformative and identity forming tool, and their use of makeup is most often criticised for not being natural. In her recreation of Nikkie’s video, Evelina Forsell says “people get upset when I’m not natural.” Like Nikkie, Evelina reveals she often receives the criticism that “the person with a full on face with makeup is not you.” Evelina’s video can be watched here.“The power of makeup” movement and its participants challenge this criticism that the made-up self is not the “real” self. Evelina directly responds to this criticism in her video, stating “when I have a full face of makeup . . . that’s still me, but a more . . . creative me, I guess.” The beauty vloggers in this movement use makeup and YouTube as extensions of the self, as tools for self-expression, self-realisation, and ongoing transformation. Beauty vloggers are demonstrating that makeup is a tool and extension of the self that allows them to explore and play with their self-representations. In the same way that technology enables the individual to extend and “reinvent him/herself online” (Papacharissi 645), so does makeup. And in the same way that technology becomes an extension of the self, or even a second self (Turkle, The Second Self; Vaast) so does makeup. Makeup is a tool and technique of the self. Vlogging is about storytelling (Kavoori), but it is also collective—it’s about telling collective stories (Raun 373) which can be seen in various vlogging genres. As Geert Lovink suggests, YouTube is one of the largest databases of global shared experience. YouTube’s global popularity can be attributed to Strangelove’s assertion that “there’s nothing more interesting to real people . . . than authentic stories told about other real people” (65). Individuals are drawn to Nikkie’s experience, seeing themselves reflected in her story. Famous beauty vloggers on YouTube, and everyday beauty lovers, find community in the collective experience of feeling shame for loving makeup and using makeup to transform and communicate their identity. Effectively, the movement forms communities of practice (Wenger) made up of hundreds of people brought together by the shared value and use of makeup as a transformative tool. The online spaces where these activities take place (mainly on YouTube and Instagram) form affinity spaces (Gee) where the community come together, share information, learn and develop their practice. Hundreds of YouTubers from all over the world took up Nikkie’s invitation to demonstrate the power of makeup by transforming themselves on camera. From well-established beauty vloggers with millions of viewers, to amateur beauty lovers with YouTube channels, many people felt moved by Nikkie’s example and embodied the message, adapting the transformation to suit their circumstances. The movement includes both men and women, children and adults. Some transformations are inspirational such as Shalom Blac’s in which she talks about accepting the scars that are all over her face, but also demonstrates how makeup can make them disappear. Shalom has almost five million views on her “POWER OF MAKEUP” video, and has been labelled “inspirational” by the media. Shalom Blac’s video can be watched here and the media article labelling her as “inspirational” can be viewed here. Others, such as PatrickStarrr, send a powerful message that “It’s okay to be yourself.” Unlike a traditional interpretation of that statement, Patrick is communicating that it is okay to be the self that you construct, on any given day. Patrick also has over four million views on his video which can be watched here. During her transformation, Nikkie points out each feature of her face that she does not like and demonstrates how she can change it using makeup. Nikkie’s video is primarily a tutorial, educating viewers on different makeup techniques that can manipulate the appearance of their natural features into how they would like them to appear. These techniques are also reproduced and embodied through the various contributors to the movement. Thus the tutorial is an educational tool enabling others to use makeup for their own self representations (see Paul A. Soukup for an overview of YouTube as an educational tool). A feminist perspective may deconstruct the empowering, educational intentions of Nikkie’s video, insisting that conceptions of beauty are a social construct (Travis, Meginnis, and Bardari) and should not be re-enforced by encouraging women (and men) to use make-up to feel good. However, this sort of discourse does not appear in the movement, and this paper seeks to analyse the movement as its contributors frame and present it. Rather, “the power of makeup” movement falls within a postfeminist framework celebrating choice, femininity, independence, and the individual construction of modern identity (McRobbie; Butler; Beck, Giddens and Lash). Postfeminism embraces postmodern notions of identity in which individuals are “called up to invent their own structures” (McRobbie 260). Through institutions such as education young women have “become more independent and able,” and “‘dis-embedded’ from communities where gender roles were fixed” (McRobbie 260). Angela McRobbie attributes this to the work of scholars such as Anthony Giddens and Ulrich Beck and their emphasis on individualisation and reflexive modernisation. These scholars take a Foucauldian approach to identity construction in the modern age, where the individual must choose their own structures “internally and individualistically” (260), engaging in an ongoing process of self-monitoring and self-improvement, and resulting in the current self-help culture (McRobbie). In addition to being an educational and constructive tool, Nikkie’s video is also an exercise in self-branding and self-promotion(see Marwick; Duffy and Hund; and van Nuenen for scholarship on self-branding). Through her ongoing presence on YouTube, presenting this video in conjunction with her other tutorials, Nikkie is establishing herself as a beauty vlogger/guru. Nikkie lists all of the products that she uses in her transformation below her video with links to where people can buy them. She also lists her social media accounts, ways that people can connect with her, and other videos that people might be interested in watching. There are also prompts to subscribe, both during her video and in the description bar below her video. Nikkie’s transformation is both an ongoing endeavour to create her image and public persona as a beauty vlogger, and a physical transformation on camera. There is also a third transformation that takes place because her vlog is in the public sphere and consequently mobilises a movement. The transformation is of the way people talk about and eventually perceive makeup. Nikkie’s video aims to end makeup shaming and promote makeup as an empowering tool. With each recreation of her video, with each Instagram photo featuring the transformation, and with each mainstream media article featuring the movement, #thepowerofmakeup movement community are transforming the image of the made-up girl—transforming the association of makeup with presenting an inauthentic identity—in society. ConclusionThe “The Power of MAKEUP!” movement, started by NikkieTutorials, demonstrates one way in which people are using YouTube as a transformative tool, and mirror, to document, construct, and present their identity online, using makeup. Through their online transformation the members of the movement not only engage in a process of constructing and presenting their identity, but they form communities who share a love of makeup and its transformative potential. By embodying Nikkie’s original message to rid makeup shaming and transform the self into a desired identity, the movement re-enforces the “made-up” image of the self as real and authentic, and challenges conceptions that the “made-up” image is “fake” and inauthentic. Ultimately, this case study explores YouTube as a site that allows individuals to play with, construct, and present their identity. YouTube is a tool with which, and a space in which, people can transform themselves, and in doing so create communities which can work together to publicly challenge social norms.References Beck, Ulrich, Anthony Giddens, and Scott Lash. Reflexive Modernization: Politics, Tradition and Aesthetics in the Modern Social Order. Cambridge, England: Polity Press in association with Blackwell Publishers, 1994. Bolter, Jay David. "Virtual Reality and the Redefinition of Self." Communication and Cyberspace: Social Interaction in an Electronic Environment. Eds. Ronald L. 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Taylor, Alison. "“There’s Suspicion, Nothing More” — Suspicious Readings of Michael Haneke’s Caché (Hidden, 2005)." M/C Journal 15, no. 1 (September 13, 2011). http://dx.doi.org/10.5204/mcj.384.

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Abstract:
Michael Haneke’s film Caché tells the story of a bourgeois family in peril. The comfortable lives of the Laurents—husband Georges (Daniel Auteuil), wife Anne (Juliette Binoche), and teenage son Pierrot (Lester Makedonsky)—are disrupted when surveillance tapes of their home and private conversations are delivered to them anonymously. Ostensibly Caché sits in a familiar generic framework: the thriller narrative of a family under threat is reminiscent of films such as The Desperate Hours (1955), Cape Fear (1962), and Straw Dogs (1971). The weight of outside forces causes tension within the family dynamic and Georges spends much of the film playing detective (unravelling clues from the tapes and from his past). This framing draws us in; it is presumed that the mystery of the family’s harassment will finally be solved, and yet Haneke’s treatment of this material undermines viewer expectations. This paper examines the process of suspicious reading when applied to a film that encourages such a method, only to thwart the viewer’s attempts to come to a definitive meaning. I argue that Caché plays with generic expectations in order to critique the interpretive process, and consider what implications this has for suspicious readers. Caché positions us as detective. Throughout the film we follow Georges’s investigation to unravel the film’s central enigma: Who is sending the tapes? The answer to this, however, is never revealed. Instead viewers are left with more questions than answers; it seems that for every explanation there is a circumventing intricacy. This lack of narrative closure within the surface framework of a psychological thriller has proven fertile ground for critics, scholars, and home viewers alike as they painstakingly try to ascertain the elusive culprit. Character motives are scrutinised, performances are analysed, specific shots are dissected, and various theories have been canvassed. The viewer becomes ensnared in the hermeneutics of suspicion, a critical reading strategy that literary theorist Rita Felski has compared to the hard-boiled crime story, a scenario in which critic becomes detective, and text becomes criminal suspect to be “scrutinized, interrogated, and made to yield its hidden secrets” (224). Like Georges, the viewer becomes investigator, sifting through the available evidence in the vain hope that with scrupulous attention the film will surrender its mystery.Of course, Haneke is not unique in his withholding of a film’s enigma. David Lynch’s surreal neo-noir Lost Highway (1997) and Mulholland Drive (2001) have garnered a similar response and continue to be debated. Film scholar Mark Cousins compares Caché’s reception at Cannes to other landmark film and television examples:Where Dallas made people ask ‘who?’, Twin Peaks ‘what?’, the genre-bending films of the last decade ‘how?’ and The Crying Game was about the implications of the answer, Caché’s conversational buzz was more circular. Yes, we asked ‘who?’ Then, when it was clear this question was not answered by the film, we considered why it was not answered. (225–6)Felski’s meditation on the hermeneutics of suspicion touches on this issue, considering literary texts as preemptive of our mistrust. Extending Felski’s reasoning here as applicable to other forms of cultural expression, I would like to argue that Caché is a film that “matches and exceeds the critic’s own vigilance” for it is already involved in “subverting the self-evident, challenging the commonplace, [and] relentlessly questioning idées fixes and idées recus” (Felski 217). Caché challenges fixed and received ideas pertaining to audience expectations of the thriller film, subverting generic conventions that traditionally see the enigma resolved, the culprit apprehended, and order restored. More than simply refusing closure, Caché casts doubt on the very clues it offers up as evidence. Such a text performs “a meta-commentary on the traps of interpretation, a knowing anticipation and exposure of all possible hermeneutic blunders” (Felski 217). Throughout her essay, Felski highlights the lures and pitfalls of suspicious reading practices. Felski warns that attempts to gain mastery over texts by drawing to light purportedly obscured meanings are often as concerned with self-congratulatory demonstrations of skill in drawing hitherto unmade connections as they are with the texts themselves (230). While I do not wish to endorse suspicious reading as an unproblematic approach, the present paper considers what happens when readers encounter a text that seemingly cannot be approached in any other way. Unlike the realist literary narratives and mystery stories drawn on by Felski, Caché resists a manifest meaning in both form and content, making it nearly impossible for viewers not to search for latent meaning.So where are suspicious readers left when the texts interrogated refuse to bend to the demands placed on them? This is the question I will be examining in the remainder of this paper through the questions Caché poses and the care it takes in ensuring its enigmatic quality. I will proceed by breaking down what I believe to be the three possible avenues of response—Caché as impossible puzzle, inconclusive puzzle, or wrong puzzle—and their implications.I The Impossible Puzzle Caché opens with a static frame long take of a Parisian residential street. This could be mistaken for a still image until a pedestrian bustles past. A woman leaves her house centre frame. A cyclist turns the corner. “Well?” a male voice intones. “Nothing,” a female replies. The voices come from off-screen, and soon after the image is interrupted by fast forward lines, revealing that what we have been watching is not an image of the present moment but a video cassette of time already elapsed; the voices belong to our protagonists, Georges and Anne, commenting on its content and manipulating its playback. From the opening moments it becomes clear that we cannot be certain of what we are seeing or when we are seeing it.This presents an intriguing tension between form and content that complicates our attempts to gather evidence. Haneke pares back style in a manner reminiscent of the films of Robert Bresson or the work of the Italian neo-realists. Caché’s long takes, naturalistic lighting, and emphasis on the everyday suggest a realist aesthetic; the viewer can invest faith in these images because they ascribe to a familiar paradigm, one in which artifice is apparently minimal. This notion that a realist aesthetic equates to straightforward images is at odds, however, with both the thriller narrative (in which solutions must be concealed before they can be uncovered) and Haneke’s constant undermining of the ontology of the image; throughout the film, viewers will be disoriented by Haneke’s manipulation of time and space with unclear or retroactive distinctions between past, present, video, dream, memory, and reality.An additional contention might be the seemingly impossible placement of the hidden camera. In the same tape, Georges leaves the house and walks towards the camera, unaware of it. The shot indicates the camera must be elevated in the street, and at one point it appears that Georges is looking right at it. A later recording takes place in the apartment of Georges’s suspect, Majid. Viewers are given ample opportunity to scour the mise en scène to find what apparently is not there. Perhaps the camera is just too well hidden. But if this is not the case and we can neither locate nor conceive of the camera’s placement because it simply cannot be there, this would seem to break the rules of the game. If we are to formulate theories as to the culprit at large, what good is our evidence if it is unreliable? Viewers could stop here and conclude that a puzzle without a solution amounts to a film without a point. “Well?” Georges asks in the film’s opening. “Nothing,” Anne replies. Case closed. Short of giving up on a solution, one might conclude (as Antoine Doinel has) that those looking within the film for a perpetrator are looking in the wrong place. When the motives or opportunities of on-screen characters do not add up, perhaps it is Haneke one should turn to. Those familiar with Haneke’s earlier film Funny Games (1997) will know he is not afraid to break the tacit rules by which we suspend our disbelief if there is a point to be made. Film scholar David Sorfa concludes it is in fact the audience who send the tapes; Caché’s narrative is fuelled by the desire of viewers who want to see a film (102). Tempting though these solutions might be (Georges does not see the camera because he is a fictional character in a film unaware of its creator), as critic Roger Ebert has pointed out, such theories render both the film’s content, and any analysis of it, without purpose: It introduces a wild card. It essentially means that no analysis of the film is relevant, because nothing need make sense and no character actions need be significant. Therefore, the film would have the appearance of a whodunit but with no who and no dunnit. (“Caché: A Riddle”)The Caché as impossible puzzle avenue leaves the suspicious reader without reason to engage. If there can be no reward for our efforts, we are left without incentive. Alternately, if we conclude that Haneke is but the puppet master sadistically toying with his characters, we are left at a similar juncture; our critical enquiry has all the consequence of the trite “but it was all a dream…” scenario. “Well?” “Nothing.” I suspect there is more to Caché than that. A film so explicit in its stimulation of suspicious reading seems to merit our engagement. However, this is not to say that our attention will be satisfied with the neatly tied up solution we might expect. II The Inconclusive Puzzle When, one evening, Pierrot does not come home as expected, Georges and Anne conclude the boy has been kidnapped. They interpret their son’s absence as an escalation in the “campaign of terror” that had hitherto consisted of surveillance videos, odd phone calls, and childlike but portent drawings. With police assistance, Georges goes to confront his suspect, Majid. An Algerian boy from his childhood, now middle aged and disadvantaged because of lies Georges told as a child, Majid has already (quite convincingly) denied any knowledge of the tapes. At the door they meet Majid’s son who is equally perplexed at the accusation of kidnapping. The pair are arrested and an exhausted Georges returns home to explain the situation to his wife:Georges: So now they’re both in the cage for the night.Anne: And then?Georges: Then they’ll let them go. If there’s no proof, they have to. There’s suspicion, nothing more.The next day a sullen Pierrot returns home, having stayed the night at a friend’s without notifying his parents. His clear disdain for his mother is revealed as he rejects her affection and accuses her of having an affair. Pierrot likewise treats his father with disinterest, raising viewer suspicion that he might have a motive for tormenting his parents with the videotapes. Pierrot is just one cog in the family’s internal mechanism of suspicion, however. Whether or not Anne is actually having an affair can only be speculated; she denies it, but other scenes open the way to our suspicion. Anne is rightly suspicious of Georges’s reluctance to be open about his past as his proclivity to lie is gradually revealed. In short, Haneke deliberately layers the film with complexity and ambiguity; numerous characters could be implicated, and many questions are raised but few are answered.This suggests that suspicious readers might have recourse to Haneke as author of the text. Haneke, however, celebrates Caché’s ambiguity and his decision to leave the film open: “The truth is always hidden…that’s how it is in the real world. We never, ever know what the truth is. There are a thousand versions of the truth. It depends on your point of view” (Haneke). In interview, Haneke’s language also raises suspicion. At times he speaks knowingly (refusing to reveal important dialogue that occurs in the film’s final shot—an extreme long shot, the characters too distant to be heard), and at other times he seems as uncertain as his viewers (commenting on Anne’s denial of an affair, Haneke remarks “I believe her because she plays it very seriously. But you never know”) (Haneke).Despite this reluctance to offer explanations, Haneke’s status as an auteur with recurring concerns and an ever-developing vision prompts suspicious readers to evaluate Caché in light of his greater oeuvre. Those suspecting Pierrot of wanting to punish his parents might find their theory bolstered by Benny’s Video (1992), Haneke’s film about a teenage boy who murders a friend and then turns in his parents to the police for helping him cover it up. Furthermore, Das Weiße Band (The White Ribbon, 2009) is set in a small German village on the eve of World War One and the narrative strongly suggests the town’s children are responsible for a series of malicious crimes. Whilst malign children in Haneke’s other works cannot explain Caché’s mystery, his oeuvre provides a greater context in which to consider the film, and regenerates discussion as viewers look for patterns in the subject matter Haneke chooses to explore. Regarding Caché as an inconclusive puzzle shifts the emphasis from a neatly packaged solution to a renewable process of discovery. To suggest that there is an answer to be found in the text, a culprit who escapes apprehension but is at least present to be caught, gives suspicious readers cause to engage and re-engage. It is to assume that the film is not without a point. Close attention may reward us with meaningful nuances that colour our interpretation. Haneke’s obsessive attention to detail also seems to suggest that nothing on screen is accidental or arbitrary, that our concentration is warranted, and that active viewing is a necessity even if our expectations and desires for closure may not be granted.Caché ends without revealing its secret. Georges’s suspect Majid has committed suicide (perhaps due to the trauma dredged up by Georges’s accusations), Majid’s son has confronted Georges at his work place (“I wondered how it feels, a man’s life on your conscience?”), and Georges has refused any responsibility for his actions in the distant and recent past. Of the film’s conclusion, cinema theorist Martine Beugnet writes:In the end […] we watch him draw the curtains, take a sleeping pill and go to bed: an emphatic way of signifying the closure of an episode, the return to normality—the conclusion of the film. Yet the images ‘refuse’ to comply: behind the closing credits, the questioning gaze not only persists but affirms its capacity to reinvent itself. (230)The images Beugnet is referring to are the two final shots, which are both static long takes. The first is an extreme long shot, taken from the darkness of a barn into the bright courtyard of the family estate of Georges’s childhood. A child (Majid) is forcibly removed from the home and taken away in a car (presumably to an orphanage due to the lies told by a jealous Georges). This shot is followed by the film’s closing shot, another extreme long shot, this time of the front steps of Pierrot’s school. The frame is cluttered with children and parents, and our eyes are not directed anywhere in particular. Some viewers will notice Pierrot chatting with Majid’s son (a potentially revealing conversation that cannot be heard), others will not see the two young men hidden in the crowd. Eventually the credits roll over this image.Georges’s attempts to shut out the world seem undermined by these images, as Beugnet writes they “‘refuse’ to comply” to this notion of conclusion. Instead of bringing closure to the narrative, they raise more questions. What and when are they? One cannot be sure. The first shot may be a dream or a memory; its placement after a shot of Georges going to bed might encourage us to connect the two. The second shot at the school could be more surveillance footage, or possibly another dream. It might imply the boys have conspired together. It might imply Majid’s son is confronting Pierrot with information about his father. It could be interpreted as the end of the narrative, but it could also be the beginning. Some read it as threatening, others as hopeful. It might imply so many things. However, this “questioning gaze” that persists and reinvents itself is not just the gaze of the film. It is also the gaze of the suspicious reader. From the initial hype upon the film’s Cannes release in 2005, to the various theories circulating in online forums, to Ebert’s scrupulous re-evaluation of the film’s enigma in 2010, to the ever developing body of scholarly work on Haneke’s films, it seems Caché’s mileage for suspicious readers is still running strong, not least because “whodunit?” may be the wrong question.III The Wrong PuzzleOliver C. Speck has remarked that Caché is “Haneke’s most accessible film, but also the most densely layered,” leading the viewer “on a search for clues that always ends in frustration” (97). For Ebert, the film’s lack of resolution leaves the viewer “feeling as the characters feel, uneasy, violated, spied upon, surrounded by faceless observers” (“Caché”). Cousins likewise comments on the process Caché instigates: The film structures our experience in a generically gripping way but then the structure melts away at the moment when it should most cohere, requiring us to look back along its length (the structure’s length and the film’s) to work out where we went wrong. But we did not go wrong. We went where we were told to go, we took the hand of the narrative that, in the final stages, slipped away, leaving us without co-ordinates. (226)The "whodunit” of Caché cannot be definitively proven. Ultimately, viewers can have suspicion, nothing more. So where are we left as suspicious readers when texts such as Caché surpass our own critical vigilance? We can throw in the towel and claim that an impossible puzzle does not deserve our efforts. We can accept that the text has out-played us; it is an inconclusive but compelling puzzle that does not provide enough links in the hermeneutic chain for us to find the closure we seek. Alternately, when the answer is not forthcoming, we can hypothesise that perhaps we have been asking the wrong question; whodunit is beside the point, simply a Hitchcockian MacGuffin (the object or objective that the protagonists seek) introduced to bait us into confronting much more important questions. Perhaps instead we should be asking what Caché can tell us about colonial histories, guilt, vision, or the ontology of cinema itself.This is the avenue many scholars have taken, and the avenue Haneke (rather than his film necessarily) would have us take. The “who did what, when, why, and how” might be regarded as beside the point. In an interview with Andrew O’Hehir, Haneke is quoted:These superficial questions are the glue that holds the spectator in place, and they allow me to raise underlying questions that they have to grapple with. It’s relatively unimportant who sent the tapes, but by engaging with that the viewer must engage questions that are far less banal.Catherine Wheatley agrees, arguing Caché’s open ending renders the epistemological questions of the guilty party and their motives irrelevant, giving preference to questions raised by how this chain of events affect Georges, and by extension the viewer (163–4). By refusing to divulge its secrets, Caché both incites and critiques the interpretive process, encouraging us to take up the role of detective only to anticipate and exceed our investigative efforts. Caché’s subversion of the self-evident is as much a means to launch its thriller narrative as it is a way of calling into question our very understanding of what “self-evident” means. Where Felski describes suspicious interpretations of realist texts (those that attempt to unmask the ideologies concealed behind an illusion of transparency and totality), from its opening moments, Caché is already and constantly unmasking itself. The film’s resistance of a superficial reading seems to make suspicious interpretation inevitable. Wherever viewer suspicion is directed, however, it relies on engagement. Without reason to engage, viewers are left with an impossible puzzle where critical involvement and attention is of no consequence. “Who is sending the tapes?” may be an unimportant or unanswerable question, but it must always be a valid one. It is this query that incites and fuels the interpretive process. As there can only ever be suspicion, nothing more, perhaps it is the question rather than “the answer” that is of utmost significance.Works CitedBeugnet, Martine. “Blind Spot.” Screen 48.2 (2007): 227–31.Benny’s Video. Dir. Michael Haneke. Madman, 1992.Caché (Hidden). Dir. Michael Haneke. Sony Pictures Classics, 2005. Cape Fear. Dir. J. Lee Thompson. Universal, 1962.Cousins, Mark. “After the End: Word of Mouth and Caché.” Screen 48.2 (2007): 223–6.Desperate Hours, The. Dir. William Wyler. Paramount, 1955.Doinel, Antoine. “(Un)hidden Camera: The ‘Real’ Sender of the Tapes.” Mubi.com. Mubi. n.d. 10 Apr. 2011. ‹http://mubi.com/topics/461›. Ebert, Roger. “Caché.” Roger Ebert.com. Chicago Sun-Times. 13 Jan. 2006. 25 Feb. 2011. ‹http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/20060112/REVIEWS/51220007›.---. “Caché: A Riddle, Wrapped in a Mystery, Inside an Enigma [Response to Readers].” Roger Ebert’s Journal. Chicago Sun-Times. 18 Jan. 2010. 2 Apr. 2011. ‹http://blogs.suntimes.com/ebert/2010/01/a_riddle_wrapped_in_a_mystery.html›.Felski, Rita. “Suspicious Minds.” Poetics Today 32.2 (2011): 215–34.Funny Games. Dir. Michael Haneke. Madman, 1997.Haneke, Michael. “Hidden: Interview with Michael Haneke by Serge Toubiana.” DVD Special Features. Hidden (Caché). Dir. Michael Haneke. Madman, 2005.Lost Highway. Dir. David Lynch. Universal, 1997.Mulholland Drive. Dir. David Lynch. Reel, 2001.O’Hehir, Andrew. “Michael Haneke’s ‘White Ribbon.’” Salon.com. Salon. 2 Jan. 2010. 2 Apr. 2011. ‹http://www.salon.com/entertainment/movies/andrew_ohehir/2010/01/02/haneke›.Sorfa, David. “Uneasy Domesticity in the Films of Michael Haneke.” Studies in European Cinema 3.2 (2006): 93–104.Speck, Oliver C. Funny Frames: The Filmic Concepts of Michael Haneke. New York: Continuum, 2010.Straw Dogs. Dir. Sam Peckinpah. MRA, 1971.Wheatley, Catherine. Michael Haneke’s Cinema: The Ethic of the Image. New York: Berghahn Books, 2009.White Ribbon, The (Das Weiße Band). Dir. Michael Haneke. Artificial Eye, 2009.
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Ellis, Katie, and Mike Kent. "iTunes Is Pretty (Useless) When You’re Blind: Digital Design Is Triggering Disability When It Could Be a Solution." M/C Journal 11, no. 3 (July 2, 2008). http://dx.doi.org/10.5204/mcj.55.

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Abstract:
Introduction This year, 2008, marks the tenth anniversary of the portable MP3 player. MPMan F10, the first such device to utilise the MP3-encoding format, was launched in March 1998 (Smith). However it was not until April 2003 when Apple Inc launched the iPod that the market began the massive growth that has made the devices almost ubiquitous in everyday life. In 2006 iPods were rated as more popular than beer amongst college students in the United States, according to Student Monitor. Beer had only previously surpassed in popularity once before, in 1997, by the Internet (Zeff). This year will also see the launch in Australia of the latest offering in this line of products – the iPhone – which incorporates the popular MP3 player in an advanced mobile phone. The iPhone features a touch-sensitive flat screen that serves as the interface for its operating system. While the design is striking, it also generates accessibility problems. There are obvious implications for those with vision impairments when there are no physical markers to point towards the phone’s functions (Crichton). This article critically examines the promise of Internet-based digital technology to open up the world to people with disabilities, and the parallel danger that the social construction of disability in the digital environment will simply come to mirror pre-existing analogue discrimination. This paper explores how technologies and innovations designed to improve access by the disabled actually enhance access for all users. The first part of the paper focuses on ‘Web 2.0’ and digital access for people with disability, particularly those with vision impairment. The online software that drives the iPod and iPhone and exclusively delivers content to these devices is iTunes. While iTunes seems on the surface to provide enormous opportunity for the vision impaired to access a broad selection of audio content, its design actually works to inhibit access to the platform for this group. Apple promotes the use of iTunes in educational settings through the iTunes U channel, and this potentially excludes those who have difficulty with access to the technology. Critically, it is these excluded people who, potentially, could benefit the most from the new technology. We consider the difficulty experienced by users of screen readers and braille tablets in relation to iTunes and highlight the potential problems for universities who seek to utilise iTunes U. In the second part of the paper we reframe disability accessibility as a principle of universal access and design and outline how changes made to assist users with disability can enhance the learning experience of all students using the Lectopia lecture recording and distribution system as an example. The third section of the paper situates these digital developments within the continuum of disability theory deploying Finkelstein’s three stages of disability development. The focus then shifts to the potential of online virtual worlds such as Second Life to act as a place where the promise of technology to mediate for disability might be realised. Goggin and Newell suggest that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. This article argues that accessibility must be addressed through the context of design and shared open standards for digital platforms. Web 2.0 and Accessibility The World Wide Web based its successful development on a set of common standards that worked across different software and operating systems. This interoperability held out great opportunity for the implementation of enabling software for those with disability, particularly sight and hearing impairments. The increasing sophistication and diversification of online content has confounded this initial promise. Websites have become more complex, particularly with the rise of ‘Web 2.0’ and the associated trends in coding and website design. This has aggravated attempts to mediate this content for a disabled audience through software (Zajicek). As Wood notes, ‘these days many computers are used principally to access the Internet – and there is no telling what a blind person will encounter there’. As the content requiring translation – either from text into audio or onto a braille tablet, or from audio into text captions – become less standardised and more complex, it becomes both harder for software to act as a translator, and harder to navigate this media once translated. This is particularly the case when links are generated ‘on the fly’ for each view of a website and where images replace words as hyperlinks. These problems can trace their origin to before the development of the World Wide Web. Reihing, addressing another Apple product in 1987 notes: The Apple Macintosh is particularly hard to use because it depends heavily on graphics. Some word processors ‘paint’ pictures of letters on the screen instead of using standard computer codes, and speech or braille devices can’t cope (in Goggin and Newell). Web 2.0 sites loaded with Ajax and other forms of Java scripting present a particular challenge for translation software (Zajicek). iTunes, an iconic Web 2.0 application, is a further step away from easily translated content as proprietary software that while operating though the Internet, does not conform to Web standards. Many translation software packages are unable to read the iTunes software at all or are limited and only able to read part of the page, but not enough of it to use the program (Furendal). As websites utilising ‘Web 2.0’ technology increase in popularity they become less attractive to users who are visually impaired, particularly because the dynamic elements can not be accessed using screen readers provided with the operating system (Bigham, Prince and Ladner). While at one level this presents an inability for a user with a disability to engage with the popular software, it also meant that universities seeking to use iTunes U to deliver content were excluding these students. To Apple’s credit they have taken some of these access concerns on board with the recent release of both the Apple operating system and iTunes, to better enable Apple’s own access software to translate the iTunes screen for blind users. However this also illustrates the problems with this type of software operating outside of nominated standards as there are still serious problems with access to iTunes on Microsoft’s dominant Windows operating system (Furendal). While Widows provides its own integrated screen reading software, the company acknowledges that this is not sufficiently powerful for regular use by disabled users who will need to use more specialised programs (Wood). The recent upgrade of the standard Windows operating system from XP to Vista seems to have abandoned the previous stipulation that there was a keyboard shortcut for each operation the system performed – a key requirement for those unable to use a visual interface on the screen to ‘point and click’ with a mouse (Wood). Other factors, such as the push towards iTunes U, explored in the next section, explain the importance of digital accessibility for everyone, not just the disabled as this technology becomes ubiquitous. The use of Lectopia in higher education demonstrates the value of flexibility of delivery to the whole student population, inclusive of the disabled. iPods and Higher Education iTunes is the enabling software supporting the iPod and iPhone. As well as commercial content, iTunes also acts as a distribution medium for other content that is free to use. It allows individuals or organisations to record and publish audio and video files – podcasts and vodcasts – that can be automatically downloaded from the Internet and onto individual computers and iPods as they become available. Significantly this technology has provided opportunities for educational use. iTunes U has been developed by Apple to facilitate the delivery of content from universities through the service. While Apple has acknowledged that this is, in part, a deliberate effort to drive the uptake of iTunes (Udell), there are particular opportunities for the distribution of information through this channel afforded by the technology. Duke University in the United States was an early adopter, distributing iPods to each of its first-year students for educational use as early as 2004 (Dean). A recent study of students at The University of Western Australia (UWA) by Williams and Fardon found that students who listen to lectures through portable media players such as iPods (the ‘Pod’ in iPod stands for ‘portable on demand’) have a higher attendance rate at lectures than those who do not. In 1998, the same year that the first portable MP3 player was being launched, the Lectopia (or iLecture) lecture recording and distribution system was introduced in Australia at UWA to enable students with disabilities better access to lecture materials. While there have been significant criticisms of this platform (Brabazon), the broad uptake and popularity of this technology, both at UWA and at many universities across Australia, demonstrates how changes made to assist disability can potentially help the broader community. This underpins the concept of ‘universal design’ where consideration given to people with disability also improves the lives of people without disability. A report by the Australian Human Rights and Equal Opportunity Commission, examined the accessibility of digital technology. Disability issues, such as access to digital content, were reframed as universal design issues: Disability accessibility issues are more accurately perceived in many cases as universal access issues, such that appropriate design for access by people with disabilities will improve accessibility and usability for … the community more generally. The idea of universal access was integral to Tim Berners-Lee’s original conception of the Web – however the platform has developed into a more complex and less ordered environment that can stray from agreed standards (Edwards, "Stop"). iTunes comes with its own accessibility issues. Furendal demonstrated that its design has added utility for some impairments notably dyslexia and colour blindness. However, as noted above, iTunes is highly problematic for those with other vision impairment particularly the blind. It is an example of the condition noted by Regan: There exists a false perception among designers that accessibility represents a restriction on creativity. There are few examples that exist in the world that can dissuade designers of this notion. While there are no technical reasons for this division between accessibility and design, the notion exists just the same. The invisibility of this issue confirms that while an awareness of differing abilities can assist all users, this blinkered approach to diverse visual acuities is not only blocking social justice imperatives but future marketing opportunities. The iPhone is notable for problems associated with use by people with disabilities, particularly people with hearing (Keizer) and vision impairments (Crichton). In colder climates the fact that the screen would not be activated by a gloved hand has also been a problem, its design reflects bias against not just the physically impaired. Design decisions reflect the socially constructed nature of disability where disability is related to how humans have chosen to construct the world (Finkelstein ,"To Deny"). Disability Theory and Technology Nora Groce conducted an anthropological study of Martha’s Vineyard in the United States. During the nineteenth century the island had an unusually high incidence of deafness. In response to this everyone on the island was able to communicate in sign language, regardless of the hearing capability, as a standard mode of communication. As a result the impairment of deafness did not become a disability in relation to communication. Society on the island was constructed to be inclusive without regard to a person’s hearing ability. Finkelstein (Attitudes) identified three stages of disability ‘creation’ to suggest disability (as it is defined socially) can be eradicated through technology. He is confident that the third phase, which he argues has been occurring in conjunction with the information age, will offset many of the prejudicial attitudes established during the second phase that he characterised as the industrial era. Digital technologies are often presented as a way to eradicate disability as it is socially constructed. Discussions around the Web and the benefits for people with disability usually centre on accessibility and social interaction. Digital documents on the Internet enable people with disability greater access than physical spaces, such as libraries, especially for the visually impaired who are able to make use of screen readers. There are more than 38 million blind people who utilise screen reading technology to access the Web (Bigham, Prince and Ladner). A visually impaired person is able to access digital texts whereas traditional, analogue, books remain inaccessible. The Web also allows people with disability to interact with others in a way that is not usually possible in general society. In a similar fashion to arguments that the Web is both gender and race neutral, people with disability need not identify as disabled in online spaces and can instead be judged on their personality first. In this way disability is not always a factor in the social encounter. These arguments however fail to address several factors integral to the social construction of disability. While the idea that a visually impaired person can access books electronically, in conjunction with a screen reader, sounds like a disability-free utopia, this is not always the case as ‘digital’ does not always mean ‘accessible’. Often digital documents will be in an image format that cannot be read by the user’s screen reader and will need to be converted and corrected by a sighted person. Sapey found that people with disabilities are excluded from informational occupations. Computer programming positions were fourth least likely of the 58 occupations examined to employ disabled people. As Rehing observed in 1987, it is a fantasy to think that accessibility for blind people simply means turning on a computer (Rehing in Goggin and Newell). Although it may sound empowering for people with disability to interact in an environment where they can live out an identity different from the rhythm of their daily patterns, the reality serves to decrease the visibility of disability in society. Further, the Internet may not be accessible for people with disability as a social environment in the first place. AbilityNet’s State of the eNation Web Accessibility Report: Social Networking Sites found a number of social networking sites including the popular MySpace and Facebook are inaccessible to users with a number of different disabilities, particularly those with a visual impairment such as blindness or a cognitive disability like dyslexia. This study noted the use of ‘Captcha’ – ‘Completely Automated Public Turing test to tell Computers and Humans Apart’ – technology designed to differentiate between a person signing up for an account and an automated computer process. This system presents an image of a word deliberately blurred and disfigured so that it cannot be readily identified by a computer, which can only be translated by a human user. This presents an obstacle to people with a visual impairment, particularly those relying on transcription software that will, by design, not be able to read the image, as well as those with dyslexia who may also have trouble translating the image on the screen. Virtual Worlds and New Possibilities The development of complex online virtual worlds such as Second Life presents their own set of challenges for access, for example, the use of Captcha. However they also afford opportunity. With over a million residents, there is a diversity of creativity. People are using Second Life to try on different identities or campaign for causes relevant in the real world. For example, Simon Stevens (Simon Walsh in SL), runs the nightclub Wheelies in the virtual world and continues to use a wheelchair and helmet in SL – similar to his real-life self: I personally changed Second Life’s attitude toward disability when I set up ‘Wheelies’, its first disability nightclub. This was one of those daft ideas which grew and grew and… has remained a central point for disability issues within Second Life. Many new Disabled users make contact with me for advice and wheelies has helped some of them ‘come out’ and use a wheelchair (Carter). Able-bodied people are also becoming involved in raising disability awareness through Second Life, for example Fez Richardson is developing applications for use in Second Life so that the non-disabled can experience the effects of impairment in this virtual realm (Cassidy) Tertiary Institutions are embracing the potential of Second Life, utilising the world as a virtual classroom. Bates argues that Second Life provides a learning environment free of physical barriers that has the potential to provide an enriched learning experience for all students regardless of whether they have a disability. While Second Life might be a good environment for those with mobility impairment there are still potential access problems for the vision and hearing impaired. However, Second Life has recently become open source and is actively making changes to aid accessibility for the visually impaired including an audible system where leaves rustle to denote a tree is nearby, and text to speech software (Sierra). Conclusion Goggin and Newell observe that new technology is a prominent component of social, cultural and political changes with the potential to mitigate for disability. The uneven interface of the virtual and the analogue, as demonstrated by the implementation and operation of iTunes, indicates that this mitigation is far from an inevitable consequence of this development. However James Edwards, author of the Brothercake blog, is optimistic that technology does have an important role in decreasing disability in wider society, in line with Finkelstein’s third phase: Technology is the last, best hope for accessibility. It's not like the physical world, where there are good, tangible reasons why some things can never be accessible. A person who's blind will never be able to drive a car manually; someone in a wheelchair will never be able to climb the steps of an ancient stone cathedral. Technology is not like the physical world – technology can take any shape. Technology is our slave, and we can make it do what we want. With technology there are no good reasons, only excuses (Edwards, "Technology"). Internet-based technologies have the potential to open up the world to people with disabilities, and are often presented as a way to eradicate disability as it is socially constructed. While Finkelstein believes new technologies characteristic of the information age will offset many of the prejudicial attitudes established during the industrial revolution, where technology was established around able-bodied norms, the examples of the iPhone and Captcha illustrate that digital technology is often constructed in the same social world that people with disability are routinely disabled by. The Lectopia system on the other hand enables students with disabilities to access lecture materials and highlights the concept of universal access, the original ideology underpinning design of the Web. Lectopia has been widely utilised by many different types of students, not just the disabled, who are seeking flexibility. While we should be optimistic, we must also be aware as noted by Goggin and Newell the Internet cannot be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Accessibility is a universal design issue that potentially benefits both those with a disability and the wider community. References AbilityNet Web Accessibility Team. State of the eNation Web Accessibility Reports: Social Networking Sites. AbilityNet. January 2008. 12 Apr. 2008 ‹http://www.abilitynet.org.uk/docs/enation/2008SocialNetworkingSites.pdf›. Bates, Jacqueline. "Disability and Access in Virtual Worlds." Paper presented at Alternative Format Conference, LaTrobe University, Melbourne, 21–23 Jan. 2008. Bigham, Jeffrey P., Craig M. Prince, and Richard E. Ladner . "WebAnywhere: A Screen Reader On-the-Go." Paper presented at 17th International World Wide Web Conference, Beijing, 21–22 April 2008. 29 Apr. 2008 ‹http://webinsight.cs.washington.edu/papers/webanywhere-html/›. Brabazon, Tara. "Socrates in Earpods: The iPodification of Education." Fast Capitalism 2.1, (July 2006). 8 June 2008 ‹http://www.uta.edu/huma/agger/fastcapitalism/2_1/brabazon.htm›. Carter, Paul. "Virtually the Same." Disability Now (May 2007). Cassidy, Margaret. "Flying with Disability in Second Life." Eureka Street 18.1 (10 Jan. 2008): 22-24. 15 June 2007 ‹http://www.eurekastreet.com.au/article.aspx?aeid=4849›. Crichton, Paul. "More on the iPhone…" Access 2.0. BBC.co.uk 22 Jan. 2007. 12 Apr. 2008 ‹http://www.bbc.co.uk/blogs/access20/2007/01/more_on_the_iphone.shtml›. Dean, Katie. "Duke Gives iPods to Freshmen." Wired Magazine (20 July 2004). 29 Apr. 2008 ‹http://www.wired.com/entertainment/music/news/2004/07/64282›. Edwards, James. "Stop Using Ajax!" Brothercake (24 April 2008). 1 May 2008 ‹http://dev.opera.com/articles/view/stop-using-ajax›. –––. "Technology Is the Last, Best Hope for Accessibility." Brothercake 13 Mar. 2007. 1 May 2008 ‹http://www.brothercake.com/site/resources/reference/hope›. Finkelstein, Victor. "To Deny or Not to Deny Disability." Magic Carpet 27.1 (1975): 31-38. 1 May 2008 ‹http://www.independentliving.org/docs1/finkelstein.html›. –––. Attitudes and Disabled People: Issues for Discussion. Geneva: World Rehabilitation Fund, 1980. 1 May 2008 ‹http://www.leeds.ac.uk/disability-studies/archiveuk/finkelstein/attitudes.pdf›. Furendal, David. "Downloading Music and Videos from the Internet: A Study of the Accessibility of The Pirate Bay and iTunes store." Presentation at Uneå University, 24 Jan. 2007. 13 Apr. 2008 ‹http://www.david.furendal.com/Accessibility.aspx›. Groce, Nora E. Everyone Here Spoke Sign Language: Hereditary Deafness on Martha's Vineyard. Cambridge, MA: Harvard University, 1985. Goggin, Gerard, and Christopher Newell. Digital Disability: The Social Construction of Disability in New Media. Oxford: Rowman & Littlefield, 2003. Human Rights and Equal Opportunities Commission. Accessibility of Electronic Commerce and New Service and Information Technologies for Older Australians and People with a Disability. 31 March 2000. 30 Apr. 2008 ‹http://www.hreoc.gov.au/disability_rights/inquiries/ecom/ecomrep.htm#BM2_1›. Keizer, Gregg. "Hearing Loss Group Complains to FCC about iPhone." Computerworld (20 Sep. 2007). 12 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9037999›. Regan, Bob. "Accessibility and Design: A Failure of the Imagination." ACM International Conference Proceedings Series 63: Proceedings of The 2004 International Cross-disciplinary Workshop on Web Accessibility (W4A). 29–37. Sapey, Bob. "Disablement in the Information Age." Disability and Society 15.4 (June 2000): 619–637. Sierra. "IBM Project: Second Life Accessible for Blind People." Techpin (24 Sep. 2007). 3 May 2008 ‹http://www.techpin.com/ibm-project-second-life-accessible-for-blind-people/›. Smith, Tony. "Ten Years Old: The World’s First MP3 Player." Register Hardware (10 Mar. 2008). 12 Apr. 2008 ‹http://www.reghardware.co.uk/2008/03/10/ft_first_mp3_player/›. Udell, Jon. "The iTunes U Agenda." InfoWorld (22 Feb. 2006). 13 Apr. 2008 ‹http://weblog.infoworld.com/udell/2006/02/22.html›. Williams, Jocasta, and Michael Fardon. "Perpetual Connectivity: Lecture Recordings and Portable Media Players." Proceedings from Ascilite, Singapore, 2–5 Dec. 2007. 1084–1092. Wood, Lamont. "Blind Users Still Struggle with 'Maddening' Computing Obstacles." Computerworld (16 Apr. 2008). 27 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9077118&source=NLT_AM&nlid=1›. Zajicek, Mary. "Web 2.0: Hype or Happiness?" Paper presented at International Cross-Disciplinary Conference on Web Accessibility, Banff, Canada, 2–9 May 2007. 12 Apr. 2008 ‹http://www.w4a.info/2007/prog/k2-zajicek.pdf›. Zeff, Robbin. "Universal Design across the Curriculum." New Directions for Higher Education 137 (Spring 2007): 27–44.
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