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1

Astuti, Yulia Windi, Amak Yunus, and Moh Ahsan. "PERILAKU NON PLAYER CHARACTER (NPC) PADA GAME FPS “ZOMBIE COLONIAL WARS” MENGGUNAKAN FINITE STATE MACHINE (FSM)." Kurawal - Jurnal Teknologi, Informasi dan Industri 2, no. 1 (March 20, 2019): 53–63. http://dx.doi.org/10.33479/kurawal.2019.2.1.53-63.

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Penerapan kecerdasan buatan (AI) dalam sebuah game merupakan salah satu inovasi teknologi. Variasi game salah satunya adalah First Person Shooter (FPS). Kecerdasan buatan yang dikembangkan untuk merancang perilaku Non Player Character (NPC) dimana NPC dapat berperilaku secara bertahap dan berurutan sesuai state. Oleh sebab itu dikembangkan dengan menerapkan metode Finite State Machine (FSM) pada game “Zombie Colonial Wars”. Penerapan metode Finite State Machine (FSM) dalam game Zombie Colonial Wars berfungsi untuk melihat variasi respon perilaku pada NPC sesuai interaksi yang dilakukan oleh player. Hasil dari penelitian ini adalah game zombie colonial wars menghasilkan sebuah kecerdasan buatan pada perilaku NPC dengan mengimplementasikan metode finite state machine sehingga musuh dapat berperilaku berdasarkan interaksi yang telah dilakukan oleh player.
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Arfyanti, Ita, Salmon Salmon, Nursobah Nursobah, and Sugeng Suryani. "DEVELOPMENT ZOMBIE HUNTER BATTLEGROUND WITH FINITE STATE MACHINE DAN COLLISION DETECTION." Journal of Technopreneurship and Information System (JTIS) 3, no. 3 (February 3, 2021): 12–18. http://dx.doi.org/10.36085/jtis.v3i3.1392.

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Penelitian ini membuat bagaimana membangun game 2D yang bertemakan tentang seorang ksatria/samurai yang memiliki misi untuk memburu seluruh zombie yang ingin menguasai dunia. Adapun latar belakang dalam mengambil tema game zombie dengan genre side scrolling game agar permainan ini mudah dimainkan dan menambah eksperimen pemain. Pada penelitian game yang dibangun menggunakan tahapan pengembang multimedia dan juga menggunakan metode finite state machine dan collision detection, dimana di dalam pengembang multimedia ada 6 (enam) tahapan yaitu: konsep, desain, pengumpulan materi, penyusunan, tes dan distribusi. Adapun alat bantu pengembangan sistemnya menggunakan Flowchart. Dan diharapkan game atau permainan tersebut dapat menghibur pemainnya atau menjadikan sebagai sarana hiburan. Hasil penerapan collision detection membuat karakter pemain dan musuh menjadi interaktif dan dapat saling menyerang.Kata Kunci— Game, Zombie Hunter, Finite State Machine, Collision Detection.
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Zhang, Shiqi. "Reflections on Chinese Zombie Enterprises From the Perspective of Nash Equilibrium Theory." Asian Business Research 4, no. 1 (January 18, 2019): 1. http://dx.doi.org/10.20849/abr.v4i1.539.

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This paper gives the game analysis on zombie enterprises, banks and governments using Nash equilibrium theory in order to explore how to break the predicament of Chinese zombie enterprises. The optimal scheme is that the government does not provide subsidies for zombie enterprises, banks do not offer loans for zombie enterprises, and zombie enterprises apply for bankruptcy liquidation. Then According to the conclusions, put forward relevant policy suggestions to the government, banks and zombie enterprises.
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Kusumah, Fitrah Satrya Fajar, Hersanto Fajri, and Muhammad Al Barake. "Game 3D "Zombie Attack" dengan Menerapkan AI Pada NPC." KREA-TIF 7, no. 1 (May 16, 2019): 20. http://dx.doi.org/10.32832/kreatif.v7i1.2044.

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<p><em>Game</em> merupakan salah satu media hiburan yang banyak diminati oleh masyarakat. Pengembangan genre <em>Game</em> yang begitu pesat, menyebabkan <em>Game</em> semakin menarik banyak masyarakat. Setiap jenis <em>Game</em> memiliki keunggulan dan kekurangan masing-masing. Kecerdasan buatan diperlukan untuk menentukan prilaku apa saja yang dilakukan pada kondisi-kondisi tertentu. <em>Game</em> <em>Zombie Attack</em> yang dibangun ini merupakan jenis <em>Game</em> yaitu <em>First Person Shooter</em>, dengan melibatkan berbagai macam pola kecerdasan buatan yang ditanamkan pada <em>non-player character</em> (NPC). Metode pengembangannya adalah dengan pendekatan berorientasi objek dimulai dengan mengembangkan modal-modal dan environtment yang ada Penggambaran skema objeknya menggunakan <em>Unified Modelling Language</em> (UML) sebagai pemodelan aplikasi. Berdasarkan hasil pengujian yang dilakukan dapat disimpulkan bahwa ,aplikasi permainan <em>Zombie Attack</em> telah berhasil mengimplementasikan <em>Artificial intelligence </em>Pada<em> </em>NPC. dan dapat menjadi sarana hiburan.</p>
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Blevins, Amy E., Elizabeth Kiscaden, and Jason Bengtson. "Courting Apocalypse: Creating a Zombie-Themed Evidence-Based Medicine Game." Medical Reference Services Quarterly 36, no. 4 (October 2, 2017): 313–22. http://dx.doi.org/10.1080/02763869.2017.1369239.

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6

Roselló, Jarod. "I’m not afraid: Zombies, video games, and life after death." Contemporary Issues in Early Childhood 18, no. 2 (June 2017): 145–61. http://dx.doi.org/10.1177/1463949117714077.

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My daughter has always been drawn to the frightening and the spooky, with a special interest in zombies. When she was four years old, she and I played a zombie video game together which instigated a series of zombie-related events. This article is a collection of metonymic moments rendered in comics and writing, that revisits these events as memories and experiences grouped conceptually, aesthetically, and narratively around zombies. Presented as a series of narrative fragments, this article explores the tension between parenthood and childhood, and considers the chaotic, unpredictable, and pedagogical entanglements between storytelling, literacy, drawing, and playing.
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Carter, Marcus. "The first week of the zombie apocalypse: The influences of game temporality." Journal of Gaming & Virtual Worlds 7, no. 1 (March 1, 2015): 59–75. http://dx.doi.org/10.1386/jgvw.7.1.59_1.

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Benkert, Bethany. "Hope for Change in the Post-Apocalypse." Digital Literature Review 5 (January 13, 2018): 39–54. http://dx.doi.org/10.33043/dlr.5.0.39-54.

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This paper explores the portrayal of gender in the post-apocalypse by looking at the postapocalyptic video game The Last of Us. The paper uses scholarship on apocalypse, videogames, and gender to show that while the game adheres to some gender stereotypes it ultimately represents progress in its representation of gender roles. The paper uses examples of the game’s portrayal of its characters and its depiction of the consequences of violent masculinity in a zombie apocalypse to illustrate how a post-apocalyptic video game can take steps towards imagining new gender roles in the post-apocalypse.
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9

Martin, Paul. "Race, Colonial History and National Identity: Resident Evil 5 as a Japanese Game." Games and Culture 13, no. 6 (February 22, 2016): 568–86. http://dx.doi.org/10.1177/1555412016631648.

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Resident Evil 5 is a zombie game made by Capcom, featuring a White American protagonist and set in Africa. This article argues that approaching this as a Japanese game reveals aspects of a Japanese racial and colonial social imaginary that are missed if this context of production is ignored. In terms of race, the game presents hybrid racial subjectivities that can be related to Japanese perspectives of Blackness and Whiteness, where these terms are two poles of difference and identity through which an essentialized Japanese identity is constructed in what Iwabuchi calls “strategic hybridism.” In terms of colonialism, the game echoes structures of Japanese colonialism through which Japanese colonialism is obliquely memorialized and a “normal” Japanese global subjectivity can be performed.
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Christie, Michael Patria, and Andreas -. "Pemanfaatan Beahvior Tree dan Fuzzy Waypoint Tactic pada Game Strategi "War of Zombies”." Journal of Intelligent System and Computation 2, no. 1 (July 15, 2021): 40–46. http://dx.doi.org/10.52985/insyst.v2i1.146.

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Dalam video game jaman sekarang, hampir semua permainan memakai kecerdasan buatan sebagai cara agar non-player karakter agar dapat berinteraksi dengan game. Karena itu pada penelitian ini bertujuan untuk mencoba menerapkan kecerdasan buatan behavior tree dan juga Fuzzy waypoint tactic. Project game “War of Zombies” ini merupakan permainan strategi dimana pemain yang berperan sebagai zombie mencoba melenyapkan manusia sebagai musuhnya. Pada permainan ini selain waypoint tactic dan behavior tree terdapat beberapa metode kecerdasan buatan yang diterapkan seperti A* pathfinding, djikstra dan juga fuzzy logic. Behavior tree merupakan metode panduan berisi langkah-langkah bagi karakter untuk menyelesaikan suatu tugas. Sedangkan fuzzy waypoint tactic merupakan cara bagi developer untuk memberitahu lokasi-lokasi strategis yang dapat membantu karakter dalam menyelesaikan tugas, seperti misalnya bersembunyi atau menembak. Pada game bertema strategi seperti ini, fuzzy logic sangat membantu untuk membuat suatu keputusan bagi karakter. Selain itu, fuzzy logic juga merupakan metode yang baik dalam waypoint tactic untuk menentukan lokasi strategis yang paling menguntungkan diantara pilihan-pilihan lokasi yang telah disediakan. Behavior tree juga merupakan metode yang baik dalam mengatur perilaku setiap karakter yang ada pada game strategi.
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11

Colăcel, Onoriu. "Speech Acts in Post-Apocalyptic Games: The Last of Us (2014)." Messages, Sages, and Ages 4, no. 1 (August 1, 2017): 41–50. http://dx.doi.org/10.1515/msas-2017-0004.

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Abstract Among everything else post-apocalyptic video games have come to stand for, notions of in-group versus out-group communication are paramount. The Last of Us (2014, Naughty Dog/Sony Computer Entertainment) is a case in point. I look into the game’s use of subtitles and didactic texts in order to find out to the extent speech acts shape the player’s understanding of what the video game is. As an understudied aspect of video games, HUD or menu elements, as well as characters’ exchanges and voice-over narration, disclose what it is like to be alive, dead or in-between. Essentially, they show the tensions between the avatar and the gamer: the hero makes all of the decisions by himself and the player has to abide or stop playing all together. The avatar’s identity comes alive through speech acts, while the player is left outside decision-making processes. Survival horror gaming, with a religious twist, gives insight into the in-game discussion on the representation of the zombie rather than on the zombie experience as such. On screen, the interplay between speech acts and written language amounts to a procedural language, which suggests that variability in language creates an environment conducive to learning. Particularly, language use is all about group values and communication styles that should help gamers tell apart friends from enemies, good from evil and, finally, people from zombies.
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12

Singh, Amritesh. "THE QUEEN’S QUEENDOM: NEGOTIATING THE RHETORIC OF THE ELIZABETH–ANJOU COURTSHIP (1572–1584)." Gender Questions 2, no. 1 (September 21, 2016): 98–110. http://dx.doi.org/10.25159/2412-8457/1567.

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This article juxtaposes the letters written by Elizabeth I to her last suitor, Francis, Duke of Anjou, with John Stubbs’ virulent tract The discoverie of a gaping gulf (1578) that opposed the match to propose that Elizabeth I challenged her belligerent male subjects in a game of semiotic control. I suggest that Elizabeth I fashioned her own ‘queendom’ – a discursive realm that complemented her political kingdom – where she attempted to formulate a code of masculinity that would celebrate gynaecocracy and facilitate a consummation of her sexuality. I show how, in her correspondence with Anjou, Elizabeth I sought to create a model husband for herself who would be sympathetic and subordinate to her political authority. I tease out the playful intercourse between the amorous and the political in Elizabeth I’s language to argue that she insisted on a unique union of her two bodies (the male body politic and the female body natural) which has largely gone unnoticed in current scholarship. Through a close engagement with Elizabethan rhetorical practices, this article aims to inspire a more nuanced reading of gendered identities in early modern England.
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13

Alraddadi, Safaa, Fahad Alqurashi, Georgios Tsaramirsis, Amany Al Luhaybi, and Seyed M. Buhari. "Aroma Release of Olfactory Displays Based on Audio-Visual Content." Applied Sciences 9, no. 22 (November 14, 2019): 4866. http://dx.doi.org/10.3390/app9224866.

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Variant approaches used to release scents in most recent olfactory displays rely on time for decision making. The applicability of such an approach is questionable in scenarios like video games or virtual reality applications, where the specific content is dynamic in nature and thus not known in advance. All of these are required to enhance the experience and involvement of the user while watching or participating virtually in 4D cinemas or fun parks, associated with short films. Recently, associating the release of scents to the visual content of the scenario has been studied. This research enhances one such work by considering the auditory content along with the visual content. Minecraft, a computer game, was used to collect the necessary dataset with 1200 audio segments. The Inception v3 model was used to classified the sound and image dataset. Further ground truth classification on this dataset resulted in four classes: grass, fire, thunder, and zombie. Higher accuracies of 91% and 94% were achieved using the transfer learning approach for the sound and image models, respectively.
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Lin, Jih-Hsuan Tammy. "Fear in virtual reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game." Computers in Human Behavior 72 (July 2017): 350–61. http://dx.doi.org/10.1016/j.chb.2017.02.057.

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15

Bustomi, Tommy, Nursobah Nursobah, and Jan-Jan Jaelani. "DESAIN & PENGEMBANGAN WEB-SERVICE PELAYANAN TERPADU SATU PINTU (PTSP) KEMENTERIAN AGAMA (KEMENAG) KUTAI TIMUR." Journal of Technopreneurship and Information System (JTIS) 3, no. 3 (February 3, 2021): 19–25. http://dx.doi.org/10.36085/jtis.v3i3.1393.

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Aplikasi Pelayanan Terpadu Satu Pintu (PTSP) merupakan pemberian pelayanan terhadap beberapa jenis pelayanan yang diselenggarakan secara terintegrasi dalam satu tempat dan dikontrol oleh sistem pengendalian manajement. Di dalam Aplikasi PTSP ini ada dua jenis pelayanan yaitu costumer servivce (Cs) dan front office (FO) , di kedua jenis pelayanan itu mempunyai fungsi pelayanan yang berbeda CS berfungsi memberikan pelayanan kepada masyarakat maupun pegawai yang mau melakukan konsultasi meliputi, Ibadah Haji dan Umrah, Pernikahan, Wakaf, Zakat, Kenaikan Pangkat, Kepegawaian sedangkan FO Memberikan pelayanan kepada masyarakat berupa permohonan pindah sekolah, legaliser ijazah, rekomendasi masjid, rekomendasi paspor, Permohonan Arah kiblat, permohonan doa, permohonan rohaniawan, Permohonan data tempat Ibadah, Permohonan data Pernikahan. Aplikasi PTSP ini dikembangkan dengan metode pengembangan sistem Prototype, metode pengumpulan data dengan wawancara, observasi dan studi pustaka, analisa perancangan sistem dengan menggunakan UML (Unifield Modeling Language). Dalam membangun Aplikasi PTSP informasi digunakan bahasa pemrograman PHP, Basis Data MySQL, Web Server Local apache, Adobe Dreamweaver CS6 sebagai editor web, dan adobe photoshop sebagai editor image. Hasil dari penelitian ini dengan dikembangkannya aplikasi PTSP berbasis web mempermudah petugas kantor dalam pelayanan pengarsipan pencatatan history dan mempermudah dalam melayani masyarakat umum serta memberikan kemudahan kepada masyarakat ketika akan melakukan pelayanan.Kata Kunci— Game, Zombie Hunter, Finite State Machine, Collision Detection.
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Kharchenko, Oleksandr. "How Ukraine May Convey Truth about the War to the World." Diplomatic Ukraine, no. XIX (2018): 792–97. http://dx.doi.org/10.37837/2707-7683-2018-49.

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The fifth year of confrontation with Russian aggressor and violent war in eastern Ukraine – which made the country to bleed – brought the cold understanding that this tragedy which was carried to the peaceful land of Ukraine, this dreadful mixture of cruelty, hostility, lies, military treachery and dishonour, this flow of a hatred and fear that every day pours into Ukraine from Russian “zombie boxes”, all these troubles will stay here for a long time. Therefore, we have to determine an evident thing. Those democratic norms of freedom of speech, pluralism, diversity of thoughts and views, which Ukraine has struggled for and continues to fight for so long – all these achievements were also stricken by the war. They did not disappear but have clearly changed. War sharpened them. Occupation of Crimea and Russian aggression in eastern Ukraine divided the information space into the “black” and “white” where halftones are hard to find between. Therefore, today calls for pacifism or non-acceptance of violence resemble readiness to capitulation and perceived as a part of hostile information game. However, what shall we do, if Ukrainian journalists are demanded the maximum pluralism from some international organizations and the unconditional adherence to the slightest nuances of freedom of speech from the Ukrainian authorities? How Ukraine can reveal all this “hybridity” of Ukrainian realia, so that European officials could understand it? For instance, last autumn, a year after the correspondent of Ukrinform, Roman Sushchenko, had been illegally arrested in Moscow, we sent this news to three dozen European news agencies. Do you know how many agencies responded? The one. On the other hand, if a journalist of the France Press or the Associated Press gets illegally arrested in the same manner, you may not even doubt that support will be much more tangible. Ukrinform has recently become a part of the Ukrainian Multimedia Broadcasting Platform. It is probably the first time in the modern history of Ukraine when media platform demonstrates a systematic approach to the Ukrainian information presence abroad. What matters is that approach helps the representatives of the Ukrainian authorities to assert themselves and the country as part of the globalized world, to seek and find the right decisions so that Ukraine is perceived as peaceful, proud and happy country, to the joy of its neighbours and its own citizens. Keywords: Ukrinform, mass media, hybrid war, propaganda, Russian regime.
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Anderson, Martin. "Estonian Composers (combined Book and CD Review)." Tempo 59, no. 232 (April 2005): 60–66. http://dx.doi.org/10.1017/s0040298205210161.

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Ancient Song Recovered: The Life and Music of Veljo Tormis, by Mimi S. Daitz. Pendragon Press, $54.00/£36.00.The Works of Eduard Tubin: Thematic-Bibliographical Catalogue of Works by Vardo Rumessen. International Eduard Tubin Society/Gehrmans Musikförlag, E.57.TORMIS: ‘Vision of Estonia’ II. The Ballad of Mary's Land; Reflections with Hando Runnel; Days of Outlawry; God Protect Us from War; Journey of the War Messenger; Let the Sun Shine!; Voices from Tammsaare's Herdboy Days; Forget-me-not; Mens' Songs. Estonian National Male Choir c. Ants Soots. Alba NCD 20.TORMIS: ‘Vision of Estonia’ III. The Singer; Songs of the Ancient Sea; Plague Memory; Bridge of Song; Going to War; Dialectical Aphorisms; Song about a Level Land; We Are Given; An Aboriginal Song; The Estonians' Political Parties Game; Song about Keeping Together; Martinmas Songs; Shrovetide Songs; Three I Had Those Words of Beauty. Estonian National Male Choir c. Ants Soots. Alba NCD 23.TAMBERG: Cyrano de Bergerac. Soloists, Orchestra and Chorus of Estonian National Opera c. Paul Mägi. CPO 999 832-2 (2-CD set).ROSENVALD: Violin Concerto Nos. 11 and 2, Quasi una fantasia2; Two Pastorales3; Sonata capricciosa4; Symphony No. 35; Nocturne6. 1,2Lemmo Erendi (vln), Tallinn CO c. Neeme Järvi, 2Estonian State SO c. Jüri Alperten; 3Estonian State SO c. Vello Pähn; 4Valentina Gontšarova (vln); 56Estonian State SO c. Neeme Järvi. Antes BM-CD 31.9197.DEAN: Winter Songs. TÜÜR: Architectonics I. VASKS: Music for a Deceased Friend. PÄRT: Quintettino. NIELSEN: Wind Quintet. Berlin Philharmonic Wind Quintet, with Daniel Norman (tenor), c. Hermann Bäumer. BIS-CD–1332.TULEV: Quella sera; Gare de l'Est; Adiós/Œri Ráma in memoriam; Isopo; Be Lost in the Call. NYYD Ensemble c. Olari Elts. Eesti Raadio ERCD047.ESTONIAN COMPOSERS I: MÄGI: Vesper.1 KANGRO: Display IX.2 SUMERA: Shakespeare's Sonnets Nos. 8 & 90.3TAMBERG: Desiderium Concordiae.4 TULEV: String Quartet No. 1.5 EESPERE: Glorificatio.6 TORMIS: Kevade: Suite.71Estonian National SO c. Aivo Välja; 24NYYD Ensemble c. Olari Elts; 3Pirjo Levadi (soprano), Mikk Mikiver (narrator), Estonian National Boys' Choir, Estonian National SO c. Paul Mägi; 5Tallinn String Quartet; 6Kaia Urb (sop), Academic Male Choir of Tallinn Technical University c. Arvo Volmer; 7Estonian National SO c. Paul Mägi Eesti Raadio ERCD 031.ESTONIAN COMPOSERS II: TULVE: Traces.1 TALLY: Swinburne.2 KÕRVITS: Stream.3 STEINER: Descendants of Cain.4 KAUMANN: Long Play.5 LILL: Le Rite de Passage.6 SIMMER: Water of Life.71,5,6NYYD Ensemble c. Olari Elts; 2Ardo-Ran Varres (narrator), Iris Oja (sop), Alar Pintsaar (bar), Vambola Krigul (perc), Külli Möls (accordion), Robert Jürjendal (elec guitar); 3Virgo Veldi (sax), Madis Metsamart (perc); 4The Bowed Piano Ensemble c. Timo Steiner; 7Teet Järvi (vlc), Monika Mattieson (fl). Eesti Raadio ERCD032.ESTONIAN COMPOSERS III: GRIGORJEVA: Con misterio;1On Leaving. SUMERA: Pantomime; The Child of Dracula and Zombie. 1Tui Hirv (sop), 1Iris Oja (mezzo), 1Joosep Vahermägi (ten), 1Jaan Arder (bar), Hortus Musicus c. Andres Mustonen. Eeesti Raadio ERCD 045ESTONIAN COMPOSERS IV: KRIGUL: Walls.1 JÜRGENS: Redblueyellow.2 KÕRVER: Pre.3 KOTTA: Variations.4 SIIMER: Two Pieces.5 KAUMANN: Ausgewählte Salonstücke.6 AINTS: Trope.7 STEINER: In memoriam.81,6New Tallinn Trio; 2Liis Jürgens (harp); 3,8Voces Musicales Ensemble c. Risto Joost; 4Mati Mikalai (pno); 5Mikk Murdvee (vln), Tarmo Johannes (fl), Toomas Vavilov (cl), Mart Siimer (organ); 7Tarmo Johannes (fl). Eeesti Raadio ERCD 046.BALTIC VOICES 2: SISASK: Five songs from Gloria Patri. TULEV: And then in silence there with me be only You. NØRGÅRD: Winter Hymn. GRIGORJEVA: On Leaving (1999). SCHNITTKE: Three Sacred Hymns. Estonian Philharmonic Chamber Choir c. Paul Hillier. Harmonia Mundi HMU 907331.SCHNITTKE: Concerto for Chorus; Voices of Nature. PÄRT: Dopo la vittoria; Bogoróditse Djévo; I am the True Vine. Swedish Radio Choir c. Tõnu Kaljuste. BIS-CD-1157.PÄRT: Es sang vor langen Jahren; Stabat Mater; Magnificat; Nunc Dimittis; My Heart's in the Highlands; Zwei Sonatinen; Spiegel im Spiegel. Chamber Domaine; Stephen de Pledge (pno), Stephen Wallace (counter-ten), Choir of St Mary's Cathedral, Edinburgh c. Matthew Owens. Black Box BBM1071.
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18

Beattie, Scott. "Extremity, Video Games and the Censors." M/C Journal 9, no. 5 (November 1, 2006). http://dx.doi.org/10.5204/mcj.2669.

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If Blake is right and the path of excess leads to the tower of wisdom then video games ought to provide plenty of shortcuts along the way. Wading through gore, dismemberment and the occasional bout of torture, violent games have pushed the limits of depiction of violence. While even video nasties pad the ‘money shot’ scenes of extremity with exposition and story (however flimsy), video games concentrate more carnage per minute than any other media form – so why are so many of us increasingly drawn to them as a leisure activity? Of course it is wrong to lump all video games together with violent games, as game critics are liable to do. US lawyer and anti-video game campaigner Jack Thompson describes games as ‘murder simulators’ that train players into violent responses through operant conditioning and rewards. He describes game playing as an antisocial, “”masturbatory activity”:http://www.netjak.com/review.php/1091”. Indeed it is mainly through the conduct of critics like Thompson and censors that games are visible in mainstream culture, which is ironic given the large audience that games have. In Australia, video games have been at the vanguard of the steady censorship creep which has been occurring over the last few years, banning games outright or forcing local distributors censored versions. Unless they are regular visitors to the Office of Film and Literature Classification website, or one of the watchdog sites, such as Refused Classification, most Australians are unaware that they are watching censored films, playing censored games. Earlier in 2006 the graffiti game Marc Ecko’s Getting Up: Contents under Pressure was banned on a little-used regulation that it promoted crime (in this case the crime was graffiti and fare evasion; the OFLC did not have an issue with the violence in the game). Since then, these ‘crime promotion’ principles have been extended to ban Islamic books, a return to direct political censorship in Australia. So what is it about games that have stirred regulators into action? Why are games convenient scapegoats to extend the net of censorship? It is certainly not because game playing is not a minority activity – a recent survey conducted by Bond University indicated that 76% of Australian households have game hardware, that the average age of gamers is 24 and that 38% of gamers were female. Perhaps it has to do with ambivalence toward the extreme content in games, even from those who play them. With a brief excursion through a set of recent video games I can sneak up behind the unsuspecting and slit their throats (Splinter Cell), shake down prostitutes (Grand Theft Auto), torture enemies with power tools (The Punisher) and tear off someone’s arm and beat them with it (Stubbs the Zombie). These are just the interactive elements, if we figure in the horrors we observe rather than perform in games like the Resident Evil or Silent Hill series we have a catalogue of extremity that surpasses the video nasties of the 1980s. The extremity does collect around violence and horror, sexual content is largely missing, at least from the games available through game retailers (the adult industry has their own interactive content). Recently the first Sex in Video Games conference was held in San Francisco, flagging emerging trends in this area. One of the more high profile games to be banned for sexual content in Australia, then released in an edited form was Grand Theft Auto: San Andreas because of the ‘hot coffee’ sexual content. What is striking about this content is that is was only accessible through a downloaded modification in the PC version and not accessible from the console versions – which did not stop the censors banning all versions of the game entirely. These concerns about extreme violence and sexual content are made more complicated when we go beyond elements scripted by game designers and begin to consider interactively generated content, emergent gameplay, online interaction and the ability to modify games. It is clear that this is media that is very different to older media forms, yet too often we criticise and censor the gaming experience using film as a benchmark. Concepts of realism, impact and justification are borrowed directly from film analysis, primarily because we lack a critical language to understand and discuss video games. But 50 Cent: Bulletproof is different to Salo, on so many levels. We do not understand the impact that video games have on us, and particularly the effect that they have on children. Media studies research does not help, being intractably locked between the those who see media as programming human behaviour and those who believe audiences are in control. As a result is all too easy to give into moral panics, on the basis of what games might do. Games are also a convenient scapegoat for other social problems, such as with the Columbine massacre. Regulators therefore take a conservative stance on video game dangers, using children as the benchmark for everyone. In Australia there is no R rating available to games. If games fulfil the criteria for an R, they are Refused Classification, in the same category as child pornography and extreme violent pornography. The federal laws control commercial distributors but the classification decisions also feed into ancillary state laws which give police wide powers to detain, search and prosecute those who distribute informally. This is of concern for game players but more worrying now that the principles used to regulate games have been extended to political texts. In Australia we also have the unusual principle that media which promote crime or instruct in the matter of crime can be refused classification and fall into the same regulatory net. This was the principle under which Getting Up was banned but has potential for growth to other games and media generally. There have only been a few decisions in this area but they make clear that censors have very broad discretion (most crime movies could fall foul of this provision), that the regulators have very little empirical evidence on what causes criminality and that they adopt a zero tolerance attitude to satire. So what does this increasing surveillance mean for the future of video games? For mainstream gaming not much, the industry has always had peripheral controversy. From the blocky extremity of 1982’s Custer’s Revenge to modern games like Reservoir Dogs (banned in Australia in June 2006) some developers have pushed the boundaries, usually overtly courting controversy but the backlash seems to be gaining momentum. The trend toward censorship of games in Australia would seem to bear the hallmarks of a moral panic, if not for the medium’s widespread penetration into our culture and the size of the audience. Most of the games which have been banned have passed unnoticed not being commercially successful or reviewed well overseas, but this censorship sets ugly precedents. Video games are yet to really develop an avant garde or art-house, but if they are, this process will be hampered by legal controls that do not understand the medium and are not committed to free expression as an ideal. It is clear that, for various reasons, there is little serious public discourse around games beyond what is lead by pro-censorship critics and regulators. The statistics indicate that the majority of Australians play games or at least have contact with someone who does, yet games enjoy little of the public discussion and criticism that films or television do, where the audience is presumed to be broader. Many gamers are even embarrassed to discuss their hobby, putting it on par with consumption of pornography as embarrassing, juvenile or as Thompson would suggest masturbatory. But just as pornography has become subject of more serious critical attention despite the potential cringe, so to do games. Part of the change will come as there is more critical academic engagement. This is not suggesting that games should ‘grow up’ or aspire to art. Part of their appeal lies in their engagement with the id, the potential for extremity. Rather than argue that games are valid despite their excesses, might we perhaps look to the excesses in order to understand the appeal? Don’t knock the pleasures of beating someone to death with their own arm until you’ve tried it. Citation reference for this article MLA Style Beattie, Scott. "Extremity, Video Games and the Censors." M/C Journal 9.5 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0610/08-beattie.php>. APA Style Beattie, S. (Nov. 2006) "Extremity, Video Games and the Censors," M/C Journal, 9(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0610/08-beattie.php>.
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19

Stewart, Kevin. "The Zombie Aesthetics and the Post-Apocalyptic Franchise." Kinema: A Journal for Film and Audiovisual Media, April 10, 2007. http://dx.doi.org/10.15353/kinema.vi.1170.

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THE ZOMBIE AESTHETICS AND THE POST-APOCALYPTIC FRANCHISEON MARCH 22nd 1996, Japanese video game company Capcom Inc. released Biohazard, the first of their new immersive zombie survival-horror role playing games (RPGs) for the Sony PlayStation. Released in the West as Resident Evil, George A. Romero's model of the animated cadaver and Lucio Fulci's command of the atmospheric combined to provide the main inspiration for the game's visual and narrative aesthetic (Poole, 79): a complete and immersive reworking of the zombie genre by Tokyo based video game producer Shinji Mikami. Although not the first video game franchise to attain cult recognition or make a successful transfer to the big screen - Lara Croft and the Tomb Raider franchise come to mind - a determination, "to repackage the zombie as a mainstream monster and an icon of cool" (Russell, 171) clearly paid off: The Resident Evil games had succeeded...
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Shakir, Shanaz. "A Social Zombie: The Performative Nature of Contemporary (British) Zombie Cinema Fandom." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 8, no. 5 (August 30, 2015). http://dx.doi.org/10.31165/nk.2015.85.396.

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It may be tempting to brush zombies aside as irrelevant, pop cultural ephemera but zombies have followed vampires out, through film and into wider culture, as icon and metaphor. Zombie popular culture, in addition to movies, books, and video games includes individuals routinely donning complex homemade costumes to march in zombie walks and/or engage in role-playing games like Humans vs. Zombies (See companies like Zed events <http://www.zedevents.co.uk> paintballing, or airsofting). There is even a mobile phone application circulating around college and university campuses, that purportedly helps new students get to know each other through role-playing a zombie-themed game of tag (other mobile phone applications include Zombie, Run! which is a combination of pedometer, GPS, scary soundtrack & zombie newscasts to make jogging fun). This is not to mention zombie related merchandise, (for example undead teds <http://www.undeadteds.com> and living dead dolls <http://www.livingdeaddolls.com>) zombie music, (for example, Rob Zombie, White Zombie & Zombina and the Skeletones) and zombie fan-sites (all things zombie <http://allthingszombie.com> and the Zombie Media Database <http://www.zmdb.org>). The ways in which the cinematic spectatorship of the zombie has transformed, extending the spatial, experiential, interactive and phenomenological understanding of horror cinema within the digital context is an interesting one. In particular the relationship between bodies, spaces and technologies provides a philosophical interrogation of contemporary zombie experience. The performance-centric nature of this new zombie fandom can be seen as a new formulation of cinematic immersion and a new notion of interactive play. In this article I examine the ethnographic case study of combat-ops-UK’s airsofting (paintball, without the paint) event - The Hungry Games - in which I performed zombification. I explore how such fan practices enhance the possibilities of cinematic fandom, interrogating the use of new media technologies in enhancing the pleasures (and terrors) that performing as a zombie or zombie-victim add to the cinematic experience. KEY WORDS Horror, Film, Movies, Zombies, Zombie, Dead, Corpse, Living, Walking, British
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Švelch, Jaroslav. "Always Already Monsters—BioShock’s (2007) ‘Splicers’ as Computational Others." Nordlit, no. 42 (November 11, 2019). http://dx.doi.org/10.7557/13.5015.

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The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and ‘splicers’—its most numerous, zombie-like enemies. I combine two methodological perspectives on the ‘manufacturing’ of splicers by analyzing [a] the title’s developer commentary and other official paratexts to trace the design of splicers, and [b] the game’s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are ‘computational others’, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam’s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers’ masks and bodily disintegration, [c] justifying splicers’ blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized.
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Barnett, Tully, and Ben Kooyman. "Repackaging Popular Culture: Commentary and Critique in Community." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 5, no. 2 (August 31, 2012). http://dx.doi.org/10.31165/nk.2012.52.272.

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Contemporaneous with the collision of Science Fiction/Fantasy with the mainstream evident in the success of nerd culture show The Big Bang Theory (2007- ), Joss Whedon’s The Avengers (2012), the growth of Comic Con audiences and so on, Dan Harmon developed Community (2009- ), a sitcom depicting a study group at a second-rate community college. The show exemplifies a recent gravitation away from the multi-camera, laugh-track driven sitcom formula, alternating between “straight” episodes dealing with traditional sitcom premises, though always inflected with self-aware acumen, and more ambitious, unconventional episodes featuring outlandish premises, often infused with the trappings of genre and geek fandom. The show presents apocalyptic action- and Western-style paintball wars, epidemics that evoke zombie cinema, a Yahtzee game that spirals into alternate timelines, and a high-stakes Dungeons and Dragons game that blurs the boundaries between reality and fantasy. Both the straight and the unconventional episodes ultimately serve the same purpose, examining the intersection between nerd culture and everyday life. This essay discusses a number of episodes which exemplify Community’s intersections between everyday life and popular culture, charting the show’s evolving preoccupation with pop culture and intertwining of reality and fantasy. It discusses Community’s self-referentiality as a sitcom, its ambitious and elaborate recreations of and homages to pop culture artefacts, and its explicit gravitation towards Science Fiction and Telefantasy in its third season. Through its various homages to popular culture and ongoing depiction of fan culture, we posit that the show is both a work of fandom and a work about fandom, advocating for the pivotal role of fandom in everyday life and for popular culture as a tool for interpreting, comprehending and navigating life. In this respect, the show contributes to the long history of both the sitcom and Telefantasy as vehicles for cultural commentary.
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23

Dixon, Ian. "Film Writing Adapted for Game Narrative: Myth or Error?" M/C Journal 20, no. 1 (March 15, 2017). http://dx.doi.org/10.5204/mcj.1225.

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J.J. Gittes (Jack Nicholson) is appalled to learn that his lover is a victim of incest in Robert Towne and Roman Polanski’s definitive, yet subversive film Chinatown (Roman Polanski, 1974). Similarly, Ethan Mars (Pascale Langdale), the hero of the electronic game Heavy Rain (David Cage, 2010), is equally devastated to find his child has been abducted. One a cinema classic of the detective genre, the other a sophisticated electronic game: both ground-breaking, both compelling, but delivered in contrasting media. So, what do Chinatown and Heavy Rain have in common from the writer’s point of view? Can the writer of games learn from the legacy of film storytelling yet find alternative rules for new media? This article attempts to answer these questions making reference to the two works above to illuminate the gap between games writing and traditional screenwriting scholarship.Western commercial cinema has evolved to place story centrally and Chinatown is an example of a story’s potential as film art and entertainment concurrently. Media convention derives from the lessons of previous relatable art forms such as pictorial art, literature and architecture in the case of film; board games and centuries of physical gaming in the case of games design. Therefore, the invention of new media such as online and electronic gaming relies, in part, on the rules of film. However, game play has reassessed screenwriting and its applicability to this new media rendering many of these rules redundant. If Marshall McLuhan’s adage “the medium is the message” is correct, then despite the reliance of one medium on the traditions of its predecessor, gaming is simply not cinema. This article considers writing for games as axiomatically unconventional and calls for radical reinventions of storytelling within the new media.In order to investigate games writing, I will first revisit some of the rules of cinematic construction as inherited from an original Aristotelian source (Cleary). These rules require: a single focussed protagonist driving the plot; a consistent story form with narrative drive or story engine; the writer to avoid the repeated dramatic beat and; a reassessment of thematic concerns for the new technology. We should also investigate game-centric terminology such as “immersion” and “agency” to see how electronic gaming as an essentially postmodern phenomenon reciprocates, yet contrasts to, its cinematic predecessor (Murray, Hamlet 98/126). Must the maker of games subscribe to the filmmaker’s toolbox when the field is so very different? In order to answer this question, I will consider some concepts unique to games technology, firstly, the enduring debate known as ludology versus narratology. Gaming rhetoric since the late 1990s has questioned the efficacy of the traditional film narrative when adapted to game play. Players are still divided between the narratologists’ view, which holds that story within games is inevitable and the ludologists’ opinion, which suggests that traditional narrative has no place within the spatially orientated freedom of game play. Originally espousing the benefits of ludology, Janet H Murray argues that the essential formalism of gaming separates it from narrative, which Aarseth describes as representing “'colonialist' intrusions” on game play (46). Mimetic aspects inherited from narrative principles should remain incidental rather than forming an overarching hegemony within the game (Murray, "Last Word"). In this way, the ludologists suggest that game development has been undermined by the persistence of the narrative debate and Murray describes game studies as a “multi-dimensional, open-ended puzzle” worth solving on its own terms (indeed, cinema of attractions compelled viewers for thirty years before narrative cinema became dominant in the early twentieth century.Gaming history has proved this argument overblown and Murray herself questions the validity of this spurious debate within game play. She now includes the disclaimer that, ironically, most ludologists are trained in narratology and thus debate a “phantom of their own creation” (Murray, "Last Word"). This implies a contemporary opposition to ludology’s original meaning and impacts upon screenwriting principles in game making. Two further key concepts, which divide the medium of game entirely from the art of cinema are “immersion” and “agency” (Murray, Hamlet 98/126). Murray likens immersion to the physical sensation of being “submerged in water” pointing out that players enjoy the psychologically immersive phenomenon of delving into an undiscovered reality (Murray, Hamlet 98). Although distinct from the passive experience of cinema viewing, this immersion is like the experience of leaving the ordinary world and diving into the special world as Christopher Vogler’s screenwriting theory suggests. The cinema audience is encouraged to immerse themselves in the new world of Gittes’s Chinatown from the comfort of their familiar one. Similarly, the light-hearted world of the summer home contrasts Heavy Rain’s decent into urban, neo-noir corruption. Contrary to its cinematic cousin, the immediacy and subjectivity of the new media experience is more tangible and controllable, which renders immersion in games more significant and brings us to the next gaming concept, agency.To describe agency, Murray uses the complex metaphor of participatory dance, with its predetermined structures, “social formulas” and limited opportunities to change the overall “plot” of the dance: “The slender story is designed to unfold in the same way no matter what individual audience members may do to join the fun” (Hamlet 126-27). In electronic gaming, time-honoured gaming traditions from chess and board games serve as worthy predecessors. In this way, sophisticated permutations of outcome based on the player’s choice create agency, which is “the satisfying power to take meaningful action and see the results of our decisions and choices” (Murray, Hamlet 126). Bearing this in mind, when narrative enters game play, a world of possibility opens up (Murray, Hamlet).So where do the old rules of cinema apply within gaming and where is the maker of games able to find alternatives based on their understanding of agency and immersion? McLuhan’s unconventional scholarship leads the way, by pointing out the alternativity of the newer media. I consider that the rules of cinematic construction are also often disregarded by the casual viewer/player, but of utmost importance to the professional screenwriter.Amongst these rules is the screenwriting convention of having a single protagonist. This is a being fuelled with desire and a clear, visually rendered, actively negotiated goal. This principle persists in cinema according to Aristotle’s precepts (Cleary). The protagonist is a single entity making decisions and taking actions, even if that entity is a collection of individuals acting as one (Dethridge). The exploits of this main character (facing an opposing force of antagonism) determine the path of the story and for that reason a clear, single-minded narrative line is echoed in a single story form (McKee). For example, the baffling depth of meaning in Chinatown still emanates from protagonist J.J. Gittes’s central determination: to solve the crime suggested by the Los Angeles water shortage. The audience’s ability to identify and empathise with Gittes is paramount when he discovers the awful perversion his love interest, Evelyn Mulwray (Faye Dunaway), has been subjected to. However, the world of Chinatown remains intriguing as a string of corruption is revealed though a detective plot fuelled by our hero’s steadfast need to know the truth. In this way, a single protagonist’s desire line creates a solid story form. Conversely, in computer games (and despite the insistence of Draconian screenwriting lecturers who insist on replicating cinematic rules) the effect of a multiple protagonist plot still allows for the essential immersion in an imaginative world. In Heavy Rain, for example, the search for clues through the eyes of several related characters including a hapless father, a hangdog, ageing detective and a hyper-athletic single mother still allows for immersion. The player/interactor’s actions still create agency even as they change avatars from scene to scene. The player also negotiates for mastery of their character’s actions in order to investigate their situation, facts and world. However, each time the player switches their character allegiance, they revert to square one of their potential identification with that character. Indeed, in Heavy Rain, the player keenly aware of the chilling effect generated by the father losing his child in a busy shopping mall, but then another avatar steps forward, then another and the player must learn about new and unfamiliar characters on a scene-by-scene basis. The accumulative identification with a hero like Chinatown’s Gittes, begins with an admiration for his streetwise charm, then strengthens through his unfolding disillusionment and is cemented with Polanski’s brilliant invention: the death of Evelyn Mulwray replete with its politico-sexual implications (Polanski). However, does this mean cinematic identification is superior to game play’s immersion and agency? McLuhan might argue it is not and that the question is meaningless given that the “message” of games is axiomatically different. Traditional screenwriting scholarship therefore falters in the new medium. Further, Heavy Rain’s multi-protagonist miasma conforms to a new breed of structure: the mosaic plot, which according to Murray mirrors the internet’s click and drag mentality. In this sense, a kaleidoscopic world opens in pockets of revelation before the player. This satisfies the interactor in a postmodernist sense: an essential equality of incoming information in random, nonlinear connections. Indeed electronic games of this nature are a triumph of postmodernism and of ludology’s influence on the narratologist’s perspective. Although a story form including clues and detection still drives the narrative, the mosaic realisation of character and situation (which in a film’s plot might seem meandering and nonsensical) is given life by the agency and immersion provided by gaming (Truby).Back in traditional screenwriting principles, there is still the need for a consistent and singular story form providing a constant narrative drive (McKee). As mentioned, this arises from the protagonist’s need. For example a revenge plot relies on the hero’s need for vengeance; a revelation plot like Chinatown hinges on detection. However, first time screenwriting students’ tendency to visualise a story based unconsciously on films they have previously seen (as a bricolage of character moments arranged loosely around a collection of received ideas) tends to undermine the potential effectiveness of their story form. This lack of singularity in filmic writing indicates a misunderstanding of story logic. This propensity in young screenwriters derives from a belief that if the rendered filmic experience means something to them, it will necessarily mean something to an audience. Not so: an abandoned story drive or replaced central character diminishes the audience’s enjoyment and even destroys suspension of disbelief. Consequently, the story becomes bland and confusing. On investigation, it appears the young screenwriter does not realise that they are playing out an idea in their head, which is essentially a bricolage in the postmodern sense. Although this might lead to some titillating visual displays it fails to engage the audience as the result of their participation in an emotional continuum (Hayward). In contradistinction to film, games thrive on such irregularities in story, assuming radically different effects. For example, in cinema, the emotional response of a mass audience is a major draw card: if the filmic story is an accumulation of cause and effect responses, which steadily drive the stakes up until resolution, then it is the emotional “cathexis” as by-product of conflict that the audience resonates with (Freud 75; Chekhov). Does this transfer to games? Do notions such as feeling and empathy actually figure in game play at all? Or is this simply an activity rewarding the interactor with agency in lieu of deeper, emotive experiences? This final question could be perceived as anti-gaming sentiment given that games such as Heavy Rain suggest just such an emotional by-product. Indeed, the mechanics of gaming have the ability to push the stakes even higher than their cinematic counterparts, creating more complex emotionality in the player. In this way, the intentional psychological malaise of Heavy Rain solicits even greater emotion from players due to their inherent act of will. Where cinema renders the audience emotional by virtue of its passivity, no such claim is possible in the game. For example, where in Chinatown, Gittes tortures his lover by repeatedly slapping her, in Heavy Rain the character must actively perform torture on themself in order to solve the mystery. Further, the potential for engagement is extended given there are fourteen possible endings to Heavy Rain. In this way, although the film viewer’s emotional response is tempered by guessing the singular outcome, the multiple endings of this electronic game prevent such prescience (films can have multiple endings, but game mechanics lend the new media more readily to this function, therefore, game books with dice-rolling options are a stronger precedent then cinema).Also effective for the construction of cinema is Aristotle’s warning that the repetition of story and expositional information without rising stakes or any qualification of meaning creates a sense of “dramatic stall” for the audience (Aristotle). This is known as a repeated dramatic story beat and it is the stumbling block of many first time screenwriters. The screenplay should be an inventive effort to overcome escalating obstacles and an accumulative cause and effect chain on the part of the protagonist (Truby). The modern screenwriter for film needs to recognise any repeated beat in their early drafting and delete or alter the repetitive material. What then are the implications of repeated dramatic beats for the game writer? The game form known as “first person shooter” (FPS) depends on the appearance of an eternally regenerating (indeed re-spawning) enemy. In an apocalyptic zombie shooter game, for example, many hordes of zombies die unequivocally without threatening the interactor’s intrigue. Presumably, the antagonists are not intended to pose intellectual opposition for the gamer. Rather, the putrefying zombies present themselves for the gamer’s pugilistic satisfaction, again and again. For the game, therefore, the repeated beat is a distinct advantage. They may come harder and faster, but they are still zombies to be dispatched and the stakes have not necessarily risen. Who cares if this is a succession of repeated beats? It is just good clean fun, right? This is where the ludologists hold sway: to impose principles such as non-repeated beats and rising stakes on the emergence of a world based on pure game play offers no consequence for the FPS game. Nevertheless, the problem is exacerbated in “role play games” (RPG) of which Heavy Rain is an example. Admittedly, the gamer derives effective horror as our hero negotiates his way amongst a sea of disassociated shoppers searching for his lost child. The very fact of gamer agency should abnegate the problem, but does not, it merely heightens the sense of existential hopelessness: turning face after face not finding the child he is searching for is a devastating experience exacerbated by active agency (as opposed to the accepting passivity of cinema spectatorship). The rising panic in the game and the repetition of the faces of impassive shoppers also supports the player’s ongoing disorientation. The iconic appearance of the gruff clown handing out balloons further heightens the panic the gamer/protagonist experiences here. These are examples of repeated beats, yet effective due to player agency. The shoppers only persist until the gamer masters the situation and is able to locate the missing child. Thus, it is the capacity of the gamer to circumvent such repetition, which actually propels the game forward. If the gamer is adept, they will overcome the situation easily; if they are inexperienced, the repetition will continue. So, why apply traditional narrative constrictions on game play within a narrative game?Another crucial aspect of story is theme, which in the young writer reflects a postmodernist fetishisation of plot over story. In fact, theme is one of the first concepts to be ignored when a film student puts pen to paper (or finger to keyboard) when designing their game. In this way, the themes students choose to ignore resurface despite their lack of conscious application of them. They write plot, and plot in abundance (imperative for the modern writer (Truby)), which the mosaic structure of games accommodates for seamlessly. However, plot is causative and postmodern interpretations do not necessarily require the work of art to “say” anything beyond the “message” trapped in the clichés of their chosen genre (McLuhan). In concentrating on plot, therefore, the young writer says what they are unaware they are saying. At its most innocuous level this creates cliché. At its worst, it erases history and celebrates an attitude of unexamined ignorance toward the written material (Hayward). In extreme cases, student writers of both media support fascism, celebrate female masochism, justify rape (with or without awareness), or create nihilistic and derivative art, which sensationalises violence to a degree not possible within film technology. This is ironic given that postmodernism is defined, in part, by a canny reaction to modernist generation of meaning and cynicism toward the technology of violence. In all this postmodernism, that illusive chestnut known as “originality” (a questionable imperative still haunting the conventional screenplay despite the postmodernist declamation that there is no such thing) should also be considered. Although the game writer can learn from the lessons of the screenwriter, the problems of game structure and expression are unique to the new medium and therefore alternative to film. Adhering to traditional understandings of screenwriting in games is counterproductive to the development of the form and demands new assessment. If gaming students are liberated from narratologist impositions of cinematic story structures, will this result in better or more thoughtful games? Further to the ludologists’ original protestation against the ““colonialist” intrusions” of narrative on game play, film writing must recede where appropriate (Aarseth). Then again, if a ludologist approach to game creation renders the student writer free of filmic dogma, why do they impose the same stories repetitively? What gain comes from ignoring the Aristotelian traditions of storytelling–especially as derived from screen culture? I suggest that storytelling, to echo McLuhan’s statement, must necessarily change with the new medium: the differences are illuminating. The younger, nonlinear form embodies the player as protagonist and therefore should not need to impose the single protagonist regime from film. Story engine has been replaced by player agency and game mechanics, which also allows for inventive usage of the repeated beat. Indeed, postmodern and ludological concerns embedded within mosaic plots almost entirely replace the need for any consistency of story form while still subverting the expectations of modernism? Genre rules are partly reinvented by the form and therefore genre conventions in gaming are still in their infancy. Indeed, the very amorality of nihilistic game designers opens a space for burgeoning post-postmodernist concerns regarding ethics and faith within art. In any case, the game designer may choose the lessons of film writing’s modernist legacy if story is to be effective within the new medium. However, as meaning derives from traditional form, it might be wiser to allow the new medium its own reinvention of writing rules. Given Heavy Rain’s considerable contribution to detective genre in game play by virtue of its applying story within new media, I anticipate further developments that might build on Chinatown’s legacy in the future of gaming, but on the game play’s own terms.ReferencesAarseth, Espen. Genre Trouble: Narrativism and the Art of Simulation. First Person: New Media as Story, Performance, and Game. Cambridge, Mass.: MIT P, 2004. Aristotle. Poetics. Australia: Penguin Classics, 1997.Chekhov, Michael. Lessons for the Professional Actor. New York: Performing Arts Journal Publications, 1985.Chinatown. Roman Polanski. Paramount Golden Classics, 2011.Cleary, Stephen. “'What Would Aristotle Do?' Ancient Wisdom for Modern Screenwriters.” Stephen Cleary Lecture Series, 1 May 2011. Melbourne, Vic.: Victorian College of the Arts.Dethridge, Lisa. Writing Your Screenplay. Australia: Allen & Unwin, 2003.Freud, Sigmund. “On Narcissism: An Introduction.” On Metapsychology: The Theory of Psychoanalysis. Middlesex: Pelican, 1984. 65-97.Hayward, Susan. Cinema Studies: The Key Concepts. London: Routledge, 2006.Heavy Rain. David Cage. Quantic Dream, 2010.McKee, Robert. Story: Substance, Structure, Style and the Principles of Screenwriting. UK: Methuen, 1999. McLuhan, Marshall. “The Medium Is the Message.” Understanding Media: The Extensions of Man. Cambridge, Mass.: MIT P, 1994. 1-18.Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster / Free Press, 1997.Murray, Janet H. “The Last Word on Ludology v Narratology in Game Studies.” Keynote Address. DiGRA, Vancouver, 17 June 2005.Polanski, Roman, dir. DVD Commentary. Chinatown. Paramount Golden Classics, 2011.Truby, John. The Anatomy of Story: 22 Steps to Becoming a Master Storyteller. New York: Farrar, Straus and Giroux, 2008.Vogler, Christopher. The Writer’s Journey: Mythic Structure for Storytellers and Screenwriters. London: Boxtree, 1996.
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Usmar, Patrick. "Born To Die: Lana Del Rey, Beauty Queen or Gothic Princess?" M/C Journal 17, no. 4 (July 24, 2014). http://dx.doi.org/10.5204/mcj.856.

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Closer examination of contemporary art forms including music videos in addition to the Gothic’s literature legacy is essential, “as it is virtually impossible to ignore the relationship the Gothic holds to popular culture” (Piatti-Farnell ii). This article critically examines how Gothic themes and modes are used in the music videos of Lana Del Rey; particularly the “ways in which Gothic is dispersed through contemporary non-literary media” (Spooner and McEvoy 2). This work follows the argument laid down by Edwards and Monnet who describe Gothic’s assimilation into popular culture —Pop Gothic— as a powerful pop cultural force, not merely a subcultural or cult expression. By interpreting Del Rey’s work as a both a component of, and a contributor to, the Pop Gothic advance, themes of social climate, consumer culture, gender identity, sexuality and the male gaze can be interrogated. Indeed the potential for a collective crisis of these issues in early 21st Century western culture is exposed, “the façade of carnivalised surfaces is revealed to hide the chaos and entropy of existential emptiness.” (Yeo 17). Gothic modes have been approximated by Pop Gothic into the mainstream (Edwards and Monnet) as a driving force behind these contradictions and destabilisations. The Gothic has become ubiquitous within popular culture and continues to exert influence. This is easily reflected in the $392 million the first Twilight movie grossed at the box office (Edwards and Monnet). Examples are abundant in pop culture across music, film and television. Edwards and Monnet cite the movies Zombieland and Blade in the Pop Gothic march, along with TV shows including Buffy the Vampire Slayer, Being Human, True Blood as well as Lady Gaga’s Fame Monster music album. Edwards and Monnet observe that the Gothic aesthetics of the 1980s and 1990s, “melancholy and imagery associated with death, dying and the undead” (3), shifted from the corners of subculture to the mainstream of millennial popular culture. With this shift comes the rebelliousness and melancholy that characterises Gothic texts. This is evident when a pop star of Lana Del Rey’s popularity —her Summertime Sadness video alone has over 160 million views on youtube.com (YouTube)— narratively represents themes of death and suicide repeatedly in her videos. In two of Lana Del Rey’s music videos —Blue Jeans and Born to Die— either she or a representation of her persona dies. In a third video, Summertime Sadness, her companion takes her own life and Lana ultimately follows suit. Themes of death and loss are just the most obvious of Gothic elements present in Del Rey’s work. Del Rey’s songs and videos speak of the American dream, of aestheticised beauty, of being immaculately presented, well dressed and having hair “beauty queen style”, as in Summertime Sadness. She depicts an excess of hedonistic consumption and love that knows no bounds, not even death. Much of the delivery has resonance with the Gothic; performatively, visually and musically, and shows a subversion and fatalism that juxtaposes, contests and contradicts pop cultural tropes (Macfarlane). This contrary nature of the Gothic, as characterised by Botting, can provoke a sense of otherness; the uncanny, including “displays of uncontrolled passion, violent emotion or flights of fancy to portrayals of perversion or obsession” (Gothic 2). It is argued that these characteristics have been commodified into merchandisable and mainstream stylistic representations (Edwards and Monnet). Del Rey’s visual work uses this otherness and representation of repressed darkness as subversion or contestation to the bubble gum consumerist, fairy tale sexualisation of the Katy Perry brand of neo-liberal pop music that floods the mainstream (Macfarlane). Del Rey also harnesses the Gothic mode in her music, underscoring social anxieties through moments of sound which act as “a sonic imp, this music enters perception through the back door, and there it does its destabilising work” (van Elferen 137). As potential psychosocial sources of this otherness in the Gothic (Botting, Gothic), Jung argued that as a collective consciousness by repressing our darkest side, we can be dislocated from it. Further he argued that many modern ills —conflict, war, disenfranchisement, poverty— stem from culturally rationalised divisions of ‘good vs evil’ (Tacey). Providing a space for these dark sides to surface, Swirski comments that cultural product can act "as a social barometer and a cultural diagnostic tool. It identifies social trends and cultural patterns and weaves elaborate counterfactuals- literary fictions- that hang human faces on large-scale human abstractions such as society and culture" (1). Jung proposes the large-scale social abstraction; that to truly live with ourselves we need embrace the otherness inside us— to learn to live with it (Tacey). The Gothic may enable this living with, rather than living without. Jung asserts that we now rely so much on what we can touch, taste and own, that western culture has become a “creed without substance” (Tacey 32). In more concrete terms, Hoffie argues that popular media today tells stories: in terms of disaster and crisis: weather patterns: disastrous. Climate Change: disastrous. Global Financial Crisis: disastrous. Political situations: disastrous. Unemployment: disastrous. And so on. The high-pitched wail of this lament corrodes the peaks and troughs of potential emotional responsiveness; the vapours of benumbing apathy steam upwards like a bewitching spell. All stands still. Action, like in a bad dream, seems impossible. (14) This apathy in the face of crisis or disaster is well expressed in Del Rey’s work through the Gothic influenced lyrics and videos; she describes her partner as so good looking as to be “sick as cancer” in Blue Jeans and that her lover left her because he was “chasing paper”. Represented here is the social current that the need to acquire goods in late capitalism’s climate “of unrestrained consumerism” (Heine and Thakur 2) is her lover’s priority over companionship. Revealing more of the Gothic aesthetic is that her videos and songs represent this loss, they depict “disturbances of sanity and security” (Botting, Gothic 2) and thematically reflect the social climate of “disaster and crisis” (Hoffie 14). This sense of otherness through Gothic influences of the uncanny, death and melancholy have a significant impact on creative expression creating music videos that play like a kind of half remembered nightmare (Botting, Love Your Zombie; Macfarlane). In the black and white video for Blue Jeans the opening shot shows an image of Del Rey rippling and blurred, framed by circular waves of water as black as oil. The powerful Gothic aesthetic of the abyss is rendered here, “to convey the figurative meaning of a catastrophic situation seen as likely to occur whereby the individual will sink to immeasurable intellectual, ethical or moral depths” (Edwards and Monnet 9). This abyss is represented as Del Rey sings to her ghostly tattooed lover that she will love him until “the end of time” and climaxes in the suggestion that he drowns her. As in Edwards and Monnet‘s description of zombie films, Del Rey’s videos narratively “suggest that the postmodern condition is itself a form of madness that disseminates cultural trauma and erases historical memory” (8). This view is evident in contrasting Del Rey’s interview comment that she finds conversations about feminism boring (Cooper). Yet in her song delivery and lyrics she retains an ironic tone regards feminine power. This combination helps “produce a darkly funny and carnivalesque representation of sex and waste under late capitalism” (Edwards and Monnet 8). Further evidence of these ironies and distorted juxtapositions of loss and possession are evident in the song Radio. The video —a bricolage of retrospective fashion imagery— and lyrics hint at the persistent desire for goods in US western culture (Heine and Thakur). Simultaneously in her song Radio, she is corruptibly engorged by consumption and being consumed (Mulvey) as she sings that life is “sweet like cinnamon, a fucking dream on Ritalin”. The video itself represents distorted dreams hyper-real on Ritalin. Del Rey’s work speaks of an excess; the overflow of sensations, sexual excess, of buying, of having, of owning, and at the same time the absence; of loss or not knowing what to have (Botting, Love Your Zombie). Exemplified by the lyrics in What Makes Us Girls, “do I know what I want?” and again in Radio “American dreams came true somehow, I swore I’d chase until I was dead”. Increasingly it is evident that Del Rey sings “as a woman who does not know what she wants” (Vigier 5). She illustrates the “endemic narcissism” (Hoffie 15) of contemporary western culture. Del Rey therefore clearly delineates much of “the loneliness, emptiness, and alienation that results from rampant consumerism and materialism under advanced capitalism” (Edwards and Monnet 8). As a theme of this representation, Del Rey implies a sense of commodified female sexual energy through the male gaze (Mulvey), along with a sense of wasted youth and opportunity in the carnivalesque National Anthem. The video, shot as if on Super 8 film, tells the story of Del Rey’s ‘character’ married to a hedonistic style of president. It is reminiscent of the JFK story including authentic and detailed presentation of costume —especially Del Rey’s Jackie Onassis fashions— the couple posing in presidential gardens with handsome mixed-race children. Lavish lifestyles are depicted whilst the characters enjoy drinking, gambling and consumerist excess, Del Rey sings "It's a love story for the new age, For the six page, We're on a quick sick rampage, Wining and dining, Drinking and driving, Excessive buying, Overdose and dyin'". In National Anthem sexual excess is one of the strongest themes communicated. Repeatedly depicted are distinct close up shots of his hand on her thigh, and vice versa. Without being sexually explicit in itself, it is an overtly sexual reference, communicating something of sexual excess because of the sheer number of times it is highlighted in close-up shots. This links to the idea of the Gothic use of jouissance, a state of: excessive energies that burst in and beyond circuits of pleasure: intensities are read in relation to a form of subjectivity that finds itself briefly and paradoxically in moments of extreme loss. (Botting, Love Your Zombie 22) Del Rey represents these moments of loss —of herself, of her man, of her power, of her identity being subsumed by his— as intense pleasure, indicated in the video through sexual referencing. Botting argues that these excesses create anxieties; that in the pursuit of postmodern excess, of ownership, of consumption: the subject internalises the inconsistencies and contradictions of capitalism, manifesting pathologies not of privation but overabundance: stress, eating disorders, self-harming, and a range of anxieties. (Love Your Zombie 22) These anxieties are further expressed in National Anthem. Del Rey sings to her lover that he cannot keep his “pants on” and she must “hold you like a python”. The python in this tale simultaneously symbolises the exotic, erotic and dangerous entrapment by her male suitor. Edwards and Monnet argue for the Gothic monster, whose sign is further referenced as Del Rey swims with crocodiles in Blue Jeans. Here the male power, patriarchy and dominance is represented as monstrous. In the video she shares the pool with her beau yet we only see Del Rey swim and writhe with the crocodiles. Analogous of her murderous lover, this adds a powerful otherness to the scene and reinforces the symbols of threatening masculinity and impeding disaster. This expression of monstrousness creates a cathartic tension as it “puts the ‘pop’ in Pop Goth: its popularity is based on the frisson of selling simultaneous aversion from and attraction to self-destruction and cultural taboo” (Edwards and Monnet 9). In a further representation of anxieties Del Rey conforms to the sexual object persona in large part through her retro pin-up iconography —meticulous attention to costume, continuous posing and pouting— and song lyrics (Buszek). As in National Anthem her lyrics talk of devotion and male strength to protect and to “keep me safe in his bell tower”. Her videos, whilst they may show some of her strength, ultimately reside in patriarchal resolution (Mulvey). She is generally confounded by the male figures in her videos appearing to be very much alone and away from them: most notably in Blue Jeans, Born to Die and Video Games. In two cases it is suggested she is murdered by the male figures of her love. Her costume and appearance —iconic 1960’s swimsuits, pantsuits and big hairstyles in National Anthem— portray something of the retro pin-up. Buszek argues that at one time “young feminists may poke fun at the pin-up, but they do so in ways that betray affinities with, even affection for, the genre itself” (3). Del Rey simultaneously adheres to and confronts these normative gender roles, as is characteristic of the Gothic mode (Botting, Gothic). These very Gothic contradictions are also evident in Del Rey’s often ironic or mocking song delivery, undermining apparent heteronormative sexual and gender positioning. In National Anthem she sings, as if parodying women who might sincerely ask, “do you think he’ll buy me lots of diamonds?”. Her conformity is however, subverted. In Del Rey’s videos, clear evidence exists in her facial expressions where she consistently portrays Gothic elements of uncertainty, sorrow, grief and a pervading sense that she does not belong in this world (Botting, Gothic). Whilst depicted as a brooding and mourning widow —simultaneously playing the mistress luxuriating on a lion skin rug— in National Anthem Del Rey sings, “money is the anthem of success” without a smile or sense of any attachment to the lyrics. In the same song she sings “God you’re so handsome” without a trace of glee, pleasure or optimism. In the video for Blue Jeans she sings, “I will love you til the end of time” staring sorrowfully into the distance or directly at the camera. This confident yet ‘dead stare’ emphasises the overall juxtaposition of the largely positive lyrical expression, with the sorrowful facial expression and low sung notes. Del Rey signifies repeatedly that something is amiss; that the American dream is over and that even with apparent success within this sphere, there exists only emptiness and isolation (Botting, Love Your Zombie). Further contradictions exist as Lana Del Rey walks this blurred line —as is the Gothic mode— between heteronormative and ambiguous gender roles (Botting, Gothic; Edwards and Monnet). Lana Del Rey oscillates between positions of strength and independence —shown in her deadpan to-camera delivery— to that of weakness and subjugation. As she plays narrator, Del Rey symbolically reclaims some power as she retells the tragic story of Born to Die from her throne. Represented here Del Rey’s persona exerts a troubled malevolence, with two tigers calmly sat by her side: her benevolent pets, or symbols of contrived excess. She simultaneously presents the angelic —resplendent in sheer white dress and garland ‘crown’ headdress of the spurned bride in the story— and the stoic as she stares down the camera. Del Rey is powerful and in many senses threatening. At one point she draws a manicured thumbnail across her neck in a cut-throat gesture; a movement echoed later by her lover. Her character ultimately walks symbolically —and latently— to her death. She neither remedies her position as subservient, subordinate female nor revisits any kind of redemption for the excessive male dominance in her videos. The “excess is countered by greater excess” (Botting Love Your Zombie 27) and leads to otherness. In this reading of Del Rey’s work, there are representations that remain explicitly Pop Gothic, eliciting sensations of paranoia and fear, overloading her videos with these signs (Yeo). These signs elicit the otherness of the Gothic mode; expressed in visual symbols of violence, passion or obsession (Botting, Gothic). In our digital visual age, subjecting an eager viewer to this excess of signs creates the conditions for over-reading of a growing gender or consumerist paranoia, enabled by the Gothic, “paranoia stems from an excessive over-reading of signs and is a product of interpretation, misinterpretation and re-interpretation based on one’s knowledge or lack of it” (Yeo 22). Del Rey stimulates these sensations of paranoia partly through interlaying intertextual references. She does this thematically —Gothic melancholy— and pop culturally channelling Marilyn Monroe and other fashion iconography, as well as through explicit textual references, as in her most recent single Ultraviolence. In Ultraviolence, Del Rey sings “He hit me and it felt like a kiss”. Effortlessly and simultaneously she celebrates and lays bare her pain; however the intertextual reference to the violent controversy of the film A Clockwork Orange serves to aestheticise the domestic violence she describes. With Del Rey it may be that as meaning is sought amongst the texts as Macfarlane wrote about Lady Gaga, Del Rey’s “truth is ultimately irrelevant in the face of its interlayed performance” (130). Del Rey’s Gothic mode of ambiguity, of transgressed boundaries and unclear lines, shows “this ambience of perpetually deferred climax is no stranger to contemporary culture” (Hoffie 15) and may go some way to expressing something of the “lived experience of her audience” (Vigier 1). Hermes argues that in post-feminist pop culture, strong independent post-feminist women can be characterised by their ability to break traditional taboos, question or hold up for interrogation norms and traditions, but that ultimately narrative arches tend to restore the patriarchal norm. Edwards and Monnet assert that the Gothic in Pop Gothic cultural representation can become “post-race, post-sexuality, post-gender” (6). In places Del Ray exhibits this postmodernism but through the use of Gothic mode goes outside political debates and blurs clear lines of feminist discourse (Botting, Love Your Zombie). Whilst a duality in the texts exists; comments on consumerism, the emptiness of capitalist society and a suicidal expression of hopelessness, are undermined as she demonstrates conformity to subservient gender roles and her ambiguously ironic need to be “young and beautiful”. To be consumed by her man thus defines her value as an object within a consumerist neo-liberal trope (Jameson). This analysis goes some way to confirming Hermes’ assertion that in this post-feminist climate there has been a “loss of a political agenda, or the foundation for a new one, where it signposts the overcoming of unproductive old distinctions between feminist and feminine” (79). Hermes further argues, with reference to television shows Ally McBeal and Sex and the City, that presentation of female characters or personas has moved forward; the man is no longer the lone guarantor of a woman’s happiness. Yet many of the tropes in Del Rey’s work are familiar; overwhelming love for her companion equal only to the emphasis on physical appearance. Del Rey breaks taboos —she is powerful, sexual and a romantic predator, without being a demon seductress— and satirises consumerist excess and gender inequality; yet she remains sexually and politically subservient to the whim and sometimes violently expressed or implied male gaze (Mulvey). Del Rey may well represent something of Vigier’s assertion that whilst society has clear direction for the ‘success’ of women, “that real liberation and genuine satisfaction elude them” (1). In closing, there is no clear answer as to whether Del Rey is a Beauty Queen or Gothic Princess; she is neither and she is both. In Vigier’s words, “self-exploitation or self-destruction cannot be the only choices open to young women today” (13). Del Rey’s work is provocative on multiple levels. It hints at the pull of rampant consumerism and the immediacy of narcissistic desires, interlinked with contradictions which indicate the potential for social crises. This is shown in Del Rey’s use of the Gothic — otherness, the monstrous, darkness and death— and its juxtaposition with heteronormative gender representations which highlights the persistent commodification of the female body, its subjugation to male power and the potential for deep anxieties in 21st-century identity. References Blue Jeans. Dir. Yoann Lemoine. Perf. Lana Del Rey. Interscope Records, 2012. Botting, Fred. Gothic. New York: Routledge, 2014. Botting, Fred. "Love Your Zombie." The Gothic in Contemporary Literature and Popular Culture. Ed. Edwards, Justin and Agnieszka Monnet. New York: Routledge, 2012. 19-36. Buszek, Maria. Pin-Up Grrrls Feminism, Sexuality and Popular Culture. London: Duke University Press, 2006. Cooper, Duncan. "Lana Del Rey Cover Interview." Fader, June 2014. Edwards, Justin, and Agnieszka Monnet. "Introduction." The Gothic in Contemporary Literature and Popular Culture. Eds. Justin Edwards and A. Monnet. New York: Routledge, 2012. 1-18. Heine, Jorge, and Ramesh Thakur. The Dark Side of Globalisation. New York: UN UP, 2011. Hermes, Joke. "The Tragic Success of Feminism." Feminism in Popular Culture. Eds. Joanne Hollows and Rachel Moseley. New York: Berg, 2006. 79-95. Hoffie, Pat. "Deadly Ennui." Artlink Magazine 32.4 (2012): 15-16. Jameson, Fredric. "Globalisation and Political Strategy." New Left Review 2.4 (2000): 49-68. Lana Del Rey. "Radio." Born To Die. Interscope Records, 2012. "Lana Del Rey - Summertime Sadness" YouTube, n.d. 12 June 2014 ‹http://www.youtube.com/watch?v=nVjsGKrE6E8›. Lana Del Rey. "This Is What Makes Us Girls." Born To Die. Interscope Records, 2012. Macfarlane, K. "The Monstrous House of Gaga." The Gothic in Contemporary Literature and Popular Culture. Ed. Justin Edwards and A. Monnet. New York: Routledge, 2012. 114-134. Mestrovic, Stjepan. Postemotional Society. London: Sage, 1997. Mulvey, Laura. Visual and other Pleasures. New York: Palgrave Macmillan, 2009. National Anthem. Dir. Anthony Mandler. Perf. Lana Del Rey. Interscope Records, 2012. Paglia, Camille. Lady Gaga and the Death of Sex. 12 Sep. 2010. 2 June 2014 ‹http://www.thesundaytimes.co.uk/sto/public/magazine/article389697.ece›. Piatti-Farnell, Lorna. "Introduction: a Place for Contemporary Gothic." Aeternum: the Journal of Contemporary Gothic Studies 1.1 (2014): i-iv. Spooner, Catherine, and Emma McEvoy. The Routledge Companion to Gothic. New York: Routledge, 2007. Summertime Sadness. Dir. Chris Sweeney. Perf. Lana Del Rey. Interscope Records, 2013. Swirski, Peter. American Utopia and Social Engineering in Literature, Social Thought, and Political History. New York: Routledge, 2011. Tacey, David. The Jung Reader. New York: Routledge, 2012. Van Elferen, Isabella. "Spectural Liturgy, Transgression, Ritual and Music in Gothic." The Gothic in Contemporary Literature and Popular Culture. Eds. Justin Edwards and A. Monnet. New York: Routledge, 2012. 135-147. Vigier, Catherine. "The Meaning of Lana Del Rey." Zeteo: The Journal of Interdisciplinary Writing Fall (2012): 1-16. Yeo, David. "Gothic Paranoia in David Fincher's Seven, The Game and Fight Club." Aeternum: The Journal Of Contemporary Gothic Studies 1.1 (2014): 16-25. Young and Beautiful. Dir. Chris Sweeney. Perf. Lana Del Rey. Interscope Records, 2013.
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Middlemost, Renee. "The Simpsons Do the Nineties." M/C Journal 21, no. 5 (December 6, 2018). http://dx.doi.org/10.5204/mcj.1468.

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Now in its thirtieth season, in 2018, The Simpsons is a popular culture phenomenon. The series is known as much for its social commentary as its humour and celebrity appearances. Nonetheless, The Simpsons’ ratings have declined steadily since the early 2000s, and fans have grown more vocal in their calls for the program’s end. This article provides a case study of episode “That 90s Show” (S19, E11) as a flashpoint that exemplifies fan desires for the series’ conclusion. This episode is one of the most contentious in the program’s history, with online outrage at the retconning of canon and both fans and anti-fans (Gray) of The Simpsons demanding its cancellation or “fan euthanasia”. The retconning of the canon in this episode makes evident the perceived decline in the quality of the series, and the regard for fan desires. “That 90s Show” is ultimately a failed attempt to demonstrate the continued relevance of the series to audiences, and popular culture at large, via its appeal to 1990s nostalgia.“That 90s Show”“That 90s Show” begins with Bart and Lisa’s discovery of Marge’s Springfield University diploma. This small incident indicates an impending timeline shift and “retcon”; canonically Marge never attended college, having fallen pregnant with Bart shortly after completing high school. The episode then offers an extended flashback to Marge and Homer’s life in the 1990s. The couple are living together in the Springfield Place apartment complex, with Homer working a variety of menial jobs to support Marge while she attends college. Homer and Marge subsequently break up, and Marge begins to date Professor Stephan August. In his despair, Homer can no longer perform R & B ballads with his ensemble. The band changes genres, and their new incarnation, Sadgasm, are soon credited with initiating the grunge movement. Sadgasm gain worldwide fame for their songs “Margerine” (a version of “Glycerine” by Bush), and “Politically Incorrect/Shave Me” (set to the melody of “Rape Me” by Nirvana) – which is later parodied in the episode by guest star Weird Al Yankovic as “BrainFreeze”. Homer develops an addiction to oversized, sweetened Starbucks coffee, and later, insulin, becoming a recluse despite the legion of fans camped out on his front lawn.Marge and Professor August soon part company due to his rejection of heteronormative marriage rituals. Upon her return to campus, Marge observes an MTV report on Sadgasm’s split, and Homer’s addiction, and rushes to Homer’s bedside to help him through recovery. Marge and Homer resume their relationship, and the grunge movement ends because Homer claims he “was too happy to ever grunge again.”While the episode rates a reasonable 6.1 on IMDB, fan criticism has largely focused on the premise of the episode, and what has been perceived to be the needless retconning of The Simpsons canon. Critic Robert Canning notes: “…what ‘That 90s Show’ did was neither cool nor interesting. Instead, it insulted lifelong Simpsons fans everywhere. With this episode, the writers chose to change the history of the Simpson family.” Canning observes that the episode could have worked if the flashback had been to the 1980s which supports canonicity, rather than a complete “retcon”. The term “retcon” (retroactive continuity) originates from narrative devices used in North American superhero comics, and is now broadly applied to fictional narrative universes. Andrew Friedenthal (10-11) describes retconning as “… a revision of the fictional universe in order to make the universe fresh and exciting for contemporary readers, but it also involves the influence of the past, as it directly inscribes itself upon that past.” While Amy Davis, Jemma Gilboy and James Zborowski (175-188) have highlighted floating timelines as a feature of long running animation series’ where characters remain the same age, The Simpsons does not fully adhere to this trope: “… one of the ‘rules’ of the ‘comic-book time’ or ‘floating timeline’ trope is that ‘you never refer to specific dates’… a restriction The Simpsons occasionally eschews” (Davis, Gilboy, and Zborowski 177).For many fans, “That 90s Show” becomes abstruse by erasing Marge and Homer’s well-established back story from “The Way We Was” (S2, E12). In the established narrative, Marge and Homer had met, fell in love and graduated High School in 1974; shortly after Marge fell pregnant with Bart, resulting in the couple’s shotgun wedding. “That 90s Show” disregards the pre-existing timeline, extending their courtship past high school and adding the couple’s breakup, and Homer’s improbable invention of grunge. Fan responses to “That 90s Show” highlight this episode of The Simpsons as a flashpoint for the sharp decline of quality in the series (despite having long since “jumped the shark”); but also, a decline in regard for the desires of fans. Thus, “That 90s Show” fails not only in rewriting its canon, and inserting the narrative into the 1990s; it also fails to satiate its loyal audience by insisting upon its centrality to 1990s pop culture.While fans have been vocal in online forums about the shift in the canon, they have also reflected upon the tone-deaf portrayal of the 1990s itself. During the course of the episode many 90s trends are introduced, the most contentious of which is Homer’s invention of grunge with his band Sadgasm. While playing a gig at Springfield University a young man in the audience makes a frantic phone call, shouting over the music: “Kurt, it’s Marvin. Your cousin, Marvin Cobain. You know that new sound you’re looking for…?,” thrusting the receiver towards the stage. The link to Nirvana firmly established, the remainder of the episode connects Homer’s depression and musical expression more and more blatantly to Kurt Cobain’s biography, culminating in Homer’s seclusion and near-overdose on insulin. Fans have openly debated the appropriateness of this narrative, and whether it is disrespectful to Cobain’s legacy (see Amato). Henry Jenkins (41) has described this type of debate as a kind of “moral economy” where fans “cast themselves not as poachers but as loyalists, rescuing essential elements of the primary text ‘misused’ by those who maintain copyright control over the program materials.” In this example, many original fans of The Simpsons felt the desire to rescue both Cobain’s and The Simpsons’ legacy from a poorly thought-out retcon seen to damage the legacy of both.While other trends associated with the 90s (Seinfeld; Beanie babies; Weird Al Yankovic; Starbucks; MTV VJs) all feature, it is Homer’s supposed invention of grunge which most overtly attempts to rewrite the 90s and reaffirm The Simpsons’ centrality to 90s pop culture. As the rest of this article will discuss, by rewriting the canon, and the 1990s, “That 90s Show” has two unrealised goals— firstly, to captivate an audience who have grown up with The Simpsons, via an appeal to nostalgia; and secondly, inserting themselves into the 1990s as an effort to prove the series’ relevance to a new generation of audience members who were born during that decade, and who have a nostalgic craving for the media texts of their childhood (Atkinson). Thus, this episode is indicative of fan movement towards an anti-fan position, by demanding the series’ end, or “fan euthanasia” (Williams 106; Booth 75-86) and exposing the “… dynamic spectrum of emotional reactions that fandom can generate” (Booth 76-77).“Worst. Episode. Ever”: Why “That 90s Show” FailedThe failure of “That 90s Show” can be framed in terms of audience reception— namely the response of original audience members objecting to the retconning of The Simpsons’ canon. Rather than appealing to a sense of nostalgia among the audience, “That 90s Show” seems only to suggest that the best episodes of The Simpsons aired before the end of the 1990s. Online forums devoted to The Simpsons concur that the series was at its peak between Seasons 1-10 (1989-1999), and that subsequent seasons have failed to match that standard. British podcaster Sol Harris spent four months in 2017 watching, rating, and charting The Simpsons’ declining quality (Kostarelis), with the conclusion that series’ downfall began from Season 11 onwards (despite a brief spike following The Simpsons Movie (2007)). Any series that aired on television post-1999 has been described as “Zombie Simpsons” by fans on the Dead Homer Society forum: “a hopelessly mediocre imitation that bears only a superficial resemblance to the original. It is the unwanted sequel, the stale spinoff, the creative dry hole that is kept pumping in the endless search for more money. It is Zombie Simpsons” (Sweatpants). It is essential to acknowledge the role of economics in the continuation of The Simpsons, particularly in terms of the series’ affiliation with the Fox Network. The Simpsons was the first series screened on Fox to reach the Top 30 programs in the US, and despite its overall decline, it is still one of the highest rating programs for the 18-49 demographic, enabling Fox to charge advertisers accordingly for a so-called “safe” slot (Berg). During its run, it has been estimated variously that Fox has been building towards a separate Simpsons cable channel, thus the consistent demand for new content; and, that the series has earned in excess of $4.6 billion for Fox in merchandising alone (Berg). Laura Bradley outlines how the legacy of The Simpsons beyond Season 30 has been complicated by the ongoing negotiations for Disney to buy 20th Century Fox – under these arrangements, The Simpsons would likely be screened on ABC or Hulu, should Disney continue producing the series (Bradley). Bradley emphasises the desire for fan euthanasia of the Zombie Simpsons, positing that “the series itself could end at Season 30, which is what most fans of the show’s long-gone original iteration would probably prefer.”While more generous fans expand the ‘Golden Age’ of The Simpsons to Season 12 (Power), the Dead Homer Society argues that their Zombie Simpsons theory is proven by the rise of “Jerkass Homer”, where Homer’s character changed from delightful doofus to cruel and destructive idiot (Sweatpants; Holland). The rise of Jerkass Homer coincides with the moment where Chris Plante claims The Simpsons “jumped the shark”. The term “jumping the shark” refers to the peak of a series before its inevitable, and often sharp, decline (Plante). In The Simpsons, this moment has been variously debated as occurring during S8, E23 “Homer’s Enemy” (Plante), or more popularly, S9, E2 “The Principle and the Pauper” (Chappell; Cinematic) – which like “That 90s Show”, received a vitriolic response for its attempt to retcon the series’ narrative history. “The Principal and the Pauper” focuses on Principal Skinner, and the revelation that he had assumed the identity of his (presumed dead during the Vietnam War) Army Sergeant, Seymour Skinner. The man we have known as Skinner is revealed to be “no-good-nik” Armin Tanzarian. This episode is loathed not only by audiences, but in hindsight, The Simpsons’ creative team. Voice actor Harry Shearer was scathing in his assessment:You’re taking something that an audience has built eight years or nine years of investment in and just tossed it in the trash can for no good reason, for a story we’ve done before with other characters. It’s so arbitrary and gratuitous, and it’s disrespectful to the audience. (Wilonsky)The retcon present in both “That 90s Show” and “The Principal and the Pauper” proves that long-term fans of The Simpsons have been forgotten in Groening’s quest to reach the pinnacle of television longevity. On this basis, it is unsurprising that fans have been demanding the end of the series since the turn of the millennium.As a result, fans such as the Dead Homer Society maintain a nostalgic longing for the Golden Age of The Simpsons, while actively campaigning for the program’s cancellation, a practice typically associated with anti-fans. Jonathan Gray coined the term “anti fan” to describe “… the active and vocal dislike or hate of a program, genre, or personality (841). For Gray, the study of anti-fans emphasises that the hatred of a text can “… produce just as much activity, identification, meaning, and ‘effects’ or serve just as powerfully to unite and sustain a community or subculture” (841). Gray also stresses the discourse of morality used by anti-fans to validate their reading position, particularly against texts that are broadly popular. This argument is developed further by Jenkins and Paul Booth.“Just Pick a Dead End, and Chill Out till You Die”: Fan EuthanasiaWhile some fans of The Simpsons have moved towards anti-fan practices (active hatred of the series, and/or a refusal to watch the show), many more occupy a “middle-ground”, pleading for a form of “fan euthanasia”; where fans call for their once loved object (and by extension, themselves) to “be put out of its misery” (Booth 76). The shifting relationship of fans of The Simpsons represents an “affective continuum”, where “… fan dissatisfaction arises not because they hate a show, but because they feel betrayed by a show they once loved. Their love of a text has waned, and now they find themselves wishing for a quick end to, a revaluation of, something that no longer lives up to the high standard they once valued” (Booth 78). While calls to end The Simpsons have existing since the end of the Golden Age, other fans (Ramaswamy) have suggested it is more difficult to pinpoint when The Simpsons lost its way. Despite airing well after the Golden Age, “That 90s Show” represents a flashpoint for fans who read the retcon as “… an insult to life-long Simpsons fans everywhere… it’s an episode that rewrites history… for the worse” (Canning). In attempting to appeal to the 90s nostalgia of original fans, ‘That 90s Show’ had the opposite effect; it instead reaffirms the sharp decline of the series since its Golden Age, which ended in the 1990s.Shifting the floating timeline of The Simpsons into the 1990s and overturning the canon to appeal to a new generation is dubious for several reasons. While it is likely that original viewers of The Simpsons (their parents) may have exposed their children to the series, the program’s relevance to Millennials is questionable. In 2015, Todd Schneider data mapped audience ratings for Seasons 1-27, concluding that there has been an 80% decline in viewership between Season 2 (which averaged at over 20 million American viewers per episode) to Season 27 (which averaged at less than 5 million viewers per episode). With the growth of SVOD services during The Simpsons’ run, and the sheer duration of the series, it is perhaps obvious to point out the reduced cultural impact of the program, particularly for younger generations. Secondly, “That 90s Show’s” appeal to nostalgia raises the question of whom nostalgia for the 1990s is aimed at. Atkinson argues that children born in the 1990s feel nostalgia for the era becausewe're emotionally invested in the entertainment from that decade because back then, with limited access to every album/TV show/film ever, the ones you did own meant absolutely everything. These were the last pop-culture remnants from that age when the internet existed without being all-consuming. … no wonder we still 'ship them so hard.Following this argument, if you watched The Simpsons as a child during the 1990s, the nostalgia you feel would be, like your parents, for the Golden Age of The Simpsons, rather than the pale imitation featured in “That 90s Show”. As Alexander Fury writes of the 90s: “perhaps the most important message … in the 90s was the idea of authenticity;” thus, if the children of the 90s are watching The Simpsons, they would look to Seasons 1-10 – when The Simpsons was an authentic representation of ‘90s popular culture.Holland has observed that The Simpsons endures “in part due to the way it adapts and responds to events around it”, citing the recent release of clips responding to current events – including Homer attempting to vote; and Trump’s tenure in the White House (Brockington). Yet the failure of “That 90s Show” marks not only The Simpsons increasingly futile efforts to appeal to a “liberal audience” by responding to contemporary political discourse. The failure to adapt is most notable in Hari Kondabolu’s documentary The Problem With Apu which targeted racist stereotypes, and The Simpsons’ poorly considered response episode (S29, E 15) “No Good Read Goes Unpunished”, the latter of which featured an image of Apu signed with Bart’s catchphrase, “Don’t have a cow, man” (Harmon). Groening has remained staunch, insisting that “it’s a time in our culture where people love to pretend they’re offended”, and that the show “speaks for itself” (Keveney). Groening’s statement was followed by the absence of Apu from the current season (Snierson), and rumours that he would be removed from future storylines (Culbertson).“They’ll Never Stop The Simpsons”The case study of The Simpsons episode “That 90s Show” demonstrates the “affective continuum” occupied at various moments in a fan’s relationship with a text (Booth). To the displeasure of fans, their once loved object has frequently retconned canon to capitalise on popular culture trends such as nostalgia for the 1990s. This episode demonstrates the failure of this strategy, as it both alienated the original fan base, and represented what many fans have perceived to be a sharp decline in The Simpsons’ quality. Arguably the relevance of The Simpsons might also remain in the 1990s. Certainly, the recent questioning of issues regarding representations of race, negative press coverage, and the producers’ feeble response, increases the weight of fan calls to end The Simpsons after Season 30. As they sang in S13, E17, perhaps “[We’ll] Never Stop The Simpsons”, but equally, we may have reached the tipping point where audiences have stopped paying attention.ReferencesAmato, Mike. “411: ‘That 90s Show.” Me Blog Write Good. 12 Dec. 2012. 2 Oct. 2018 <https://meblogwritegood.wordpress.com/2012/12/12/411-that-90s-show/>.Atkinson, S. “Why 90s Kids Can’t Get over the 90s and Are Still So Nostalgic for the Decade.” Bustle. 14 Apr. 2018. 28 Sep. 2018 <https://www.bustle.com/p/why-90s-kids-cant-get-over-the-90s-are-still-so-nostalgic-for-the-decade-56354>.Berg, Madeline. “The Simpsons Signs Renewal Deal for the Record Books.” Forbes. 4 Nov. 2016. 20 Nov. 2018 <https://www.forbes.com/sites/maddieberg/2016/11/04/the-simpsons-signs-renewal-deal-for-the-record-books/#264a50b61b21>.Booth, Paul. “Fan Euthanasia: A Thin Line between Love and Hate.” Everybody Hurts: Transitions, Endings, and Resurrections in Fan Cultures. Ed. Rebecca Williams. Iowa City: University of Iowa Press, 2018. 75-86.Bradley, Laura. “What Disney and Comcast’s Battle over Fox Means for Film and TV Fans.” Vanity Fair. 14 June 2018. 20 Nov. 2018 <https://www.vanityfair.com/hollywood/2018/06/comcast-fox-bid-disney-merger-tv-film-future-explainer>.Brockington, Ariana. “Donald Trump Reconsiders His Life in Simpsons Video ‘A Tale of Two Trumps.” Variety. 23 Mar. 2018. 28 Sep. 2018 <https://variety.com/2018/politics/news/the-simpsons-donald-trump-a-tale-of-two-trumps-1202735526/>.Canning, Robert. “The Simpsons: ‘That 90s Show’ Review.” 28 Jan. 2008. 2 Oct. 2018 <https://au.ign.com/articles/2008/01/28/the-simpsons-that-90s-show-review>.Chappell, Les. “The Simpsons (Classic): ‘The Principal and the Pauper’.” AV Club. 28 June 2015. 20 Nov. 2018 <https://tv.avclub.com/the-simpsons-classic-the-principal-and-the-pauper-1798184317>.Cinematic. “The Principal and the Pauper: The Fall of The Simpsons.” 15 Aug. 2012. 20 Nov. 2018 <https://cinematicfilmblog.com/2012/08/15/the-principal-and-the-pauper-the-fall-of-the-simpsons/>.Culbertson, Alix. “The Simpsons Producer Responds to Apu Controversy.” Sky News. 30 Oct. 2018. 20 Nov. 2018 <https://news.sky.com/story/the-simpsons-indian-character-apu-axed-after-racial-controversy-11537982>.Davis, Amy M., Jemma Gilboy, and James Zborowski. “How Time Works in The Simpsons.” Animation: An Interdisciplinary Journal 10.3 (2015): 175-188.Friedenthal, Andrew. Retcon Game: Retroactive Continuity and the Hyperlinking of America. USA: University Press of Mississippi, 2017.Fury, Alexander. “The Return of the ‘90s.” New York Times. 13 July 2016. 28 Sep. 2018. <https://www.nytimes.com/2016/07/13/t-magazine/fashion/90s-fashion-revival.html>.Gray, Jonathan. “Antifandom and the Moral Text: Television without Pity and Textual Dislike.” American Behavioral Scientist 48.7 (2005): 840-858.Harmon, Steph. “‘Don’t Have a Cow’: The Simpsons Response to Apu Racism Row Criticised as ‘Toothless’.” The Guardian. 10 Apr. 2018. 28 Sep. 2018 <https://www.theguardian.com/tv-and-radio/2018/apr/10/dont-have-a-cow-the-simpsons-response-to-apu-racism-row-criticised-as-toothless>.Holland, Travis. “Why The Simpsons Lost Its Way.” The Conversation. 3 Nov. 2016. 28 Sep. 2018. <https://theconversation.com/why-the-simpsons-has-lost-its-way-67845>.IMDB. “The Simpsons – That 90s Show.” 2 Oct. 2018 <https://www.imdb.com/title/tt1166961/>.Jenkins, Henry. Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: NYU P, 2006.Keveney, Bill. “The Simpsons Exclusive: Matt Groening (Mostly) Remembers the Show’s Record 636 Episodes.” USA Today. 27 Apr. 2018. 20 Nov. 2018 <https://www.usatoday.com/story/life/tv/2018/04/27/thesimpsons-matt-groening-new-record-fox-animated-series/524581002/>.Kostarelis, Stefan. “This Genius Chart That Tracks the Decline in The Simpsons Is Too Real”. Techly. 21 July 2017. 2 Oct. 2018 <https://www.techly.com.au/2017/07/21/british-man-binges-all-simpsons-episodes-in-a-month-charts-decline-in-shows-quality/>.Plante, Chris. “The Simpsons Jumped the Shark in One of Its Best Episodes”. The Verge. 22 Aug. 2014. 20 Nov. 2018 <https://www.theverge.com/2014/8/22/6056915/frank-grimes-the-simpsons-jump-the-shark>.Power, Kevin. “I Watched All 629 Episodes of The Simpsons in a Month. Here’s What I Learned.” Antihuman. 9 Feb. 2018. 1 Oct. 2018 <https://antihumansite.wordpress.com/2018/02/09/i-watched-all-629-episodes-of-the-simpsons-in-a-month-heres-what-i-learned/>.Rabin, Nathan, and Steven Hyden. “Crosstalk: Is It Time for The Simpsons to Call It a Day?” AV Club. 26 July 2007. 20 Nov. 2018 <https://tv.avclub.com/crosstalk-is-it-time-for-the-simpsons-to-call-it-a-day-1798211912>.Ramaswarmy, Chitra. “When Good TV Goes Bad: How The Simpsons Ended Up Gorging on Itself.” The Guardian. 24 Apr. 2017. 28 Sep. 2018 <https://www.theguardian.com/tv-and-radio/2017/apr/24/jump-the-shark-when-good-tv-goes-bad-the-simpsons>.Schneider, Todd. “The Simpsons by the Data.” Todd W. Schneider’s Home Page. 2015. 28 Sep. 2018 <http://toddwschneider.com/posts/the-simpsons-by-the-data/>.Snierson, Dan. “Simpsons Showrunner on Homer’s ‘Cheating’ on Marge, RuPaul’s Guest Spot, Apu Controversy”. Entertainment Weekly. 28 Sep. 2018. 26 Nov. 2018 <https://ew.com/tv/2018/09/28/simpsons-showrunner-season-30-preview/>.Sweatpants, Charlie. “Zombie Simpsons: How the Best Show Ever Became the Broadcasting Undead.” Dead Homer Society. 28 Sep. 2018 <https://deadhomersociety.com/zombiesimpsons/>.Williams, Rebecca. Post-Object Fandom: Television, Identity, and Self-Narrative. New York: Bloomsbury, 2015.
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Kimberley, Maree. "Neuroscience and Young Adult Fiction: A Recipe for Trouble?" M/C Journal 14, no. 3 (June 25, 2011). http://dx.doi.org/10.5204/mcj.371.

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Abstract:
Historically, science and medicine have been a great source of inspiration for fiction writers. Mary Shelley, in the 1831 introduction to her novel Frankenstein said she was been inspired, in part, by discussions about scientific experiments, including those of Darwin and Galvani. Shelley states “perhaps a corpse would be re-animated; galvanism had given token of such things: perhaps the component parts of a creature might be manufactured, brought together, and endued with vital warmth” (10). Countless other authors have followed her lead, from H.G. Wells, whose mad scientist Dr Moreau takes a lead from Shelley’s Dr Frankenstein, through to popular contemporary writers of adult fiction, such as Michael Crichton and Kathy Reichs, who have drawn on their scientific and medical backgrounds for their fictional works. Science and medicine themed fiction has also proven popular for younger readers, particularly in dystopian settings. Reichs has extended her writing to include the young adult market with Virals, which combines forensic science with the supernatural. Alison Allen-Grey’s 2009 novel, Lifegame, deals with cloning and organ replacement. Nathan Hobby’s The Fur is based around an environmental disaster where an invasive fungal-fur grows everywhere, including in people’s internal organs. Catherine Jinks’ Piggy in the Middle incorporates genetics and biomedical research into its horror-science fiction plot. Brian Caswell’s young adult novel, Cage of Butterflies uses elements of neuroscience as a plot device. However, although Caswell’s novel found commercial and critical success—it was shortlisted in the 1993 Children’s Book Council of Australia (CBCA) Book of the Year Awards Older Readers and was reprinted several times—neuroscience is a field that writers of young adult fiction tend to either ignore or only refer to on the periphery. This paper will explore how neuroscientific and dystopian elements interact in young adult fiction, focusing on the current trend for neuroscientific elements to be something that adolescent characters are subjected to rather than something they can use as a tool of positive change. It will argue that the time is right for a shift in young adult fiction away from a dystopian world view to one where the teenaged characters can become powerful agents of change. The term “neuroscience” was first coined in the 1960s as a way to hybridise a range of disciplines and sub-disciplines including biophsyics, biology and chemistry (Abi-Rached and Rose). Since then, neuroscience as a field has made huge leaps, particularly in the past two decades with discoveries about the development and growth of the adolescent brain; the dismissal of the nature versus nurture dichotomy; and the acceptance of brain plasticity. Although individual scientists had made discoveries relating to brain plasticity in adult humans as far back as the 1960s, for example, it is less than 10 years since neuroplasticity—the notion that nerve cells in human brains and nervous systems are malleable, and so can be changed or modified by input from the environment—was accepted into mainstream scientific thinking (Doidge). This was a significant change in brain science from the once dominant principle of localisation, which posited that specific brain functions were fixed in a specific area of the brain, and that once damaged, the function associated with a brain area could not improve or recover (Burrell; Kolb and Whishaw; Doidge). Furthermore, up until the late 1990s when neuroscientist Jay Giedd’s studies of adolescent brains showed that the brain’s grey matter, which thickens during childhood, thins during adolescence while the white matter thickens, it was widely accepted the human brain stopped maturing at around the age of twelve (Wallis and Dell). The research of Giedd and others showed that massive changes, including those affecting decision-making abilities, impulse control and skill development, take place in the developing adolescent brain (Carr-Gregg). Thus, within the last fifteen years, two significant discoveries within neuroscience—brain plasticity and the maturation of the adolescent brain­—have had a major impact on the way the brain is viewed and studied. Brian Caswell’s Cage of Butterflies, was published too early to take advantage of these neuroscientific discoveries. Nevertheless the novel includes some specific details about how the brains of a group of children within the story, the Babies, have been altered by febrile convulsions to create an abnormality in their brain anatomy. The abnormality is discovered by a CAT scan (the novel predates the use of fMRI brain scans). Due to their abnormal brain anatomy, the Babies are unable to communicate verbally but can communicate telepathically as a “shared mind” with others outside their small group. It is unlikely Caswell would have been aware of brain plasticity in the early 1990s, nevertheless, in the narrative, older teens are able to slowly understand the Babies by focusing on their telepathic messages until, over time, they can understand them without too much difficulty. Thus Caswell has incorporated neuroscientific elements throughout the plot of his novel and provided some neuroscientific explanation for how the Babies communicate. In recent years, several young adult novels, both speculative and contemporary, have used elements of neuroscience in their narratives; however, these novels tend to put neuroscience on the periphery. Rather than embracing neuroscience as a tool adolescent characters can use for their benefit, as Caswell did, neuroscience is typically something that exists around or is done to the characters; it is an element over which they have no control. These novels are found across several sub-genres of young adult fiction, including science fiction, speculative fiction and contemporary fiction. Most place their narratives in a dystopian world view. The dystopian settings reinforce the idea that the world is a dangerous place to live, and the teenaged characters living in the world of the novels are at the mercy of powerful oppressors. This creates tension within the narrative as the adolescents battle authorities for power. Without the ability to use neuroscientific advantages for their own gain, however, the characters’ power to change their worlds remains in the hands of adult authorities and the teenaged characters ultimately lose the fight to change their world. This lack of agency is evident in several dystopian young adult novels published in recent years, including the Uglies series and to a lesser extent Brain Jack and Dark Angel. Scott Westerfeld’s Uglies series is set in a dystopian future world and uses neuroscientific concepts to both reinforce the power of the ruling regime and give limited agency to the protagonists. In the first book in the series, Uglies, the science supports the narrative where necessary but is always subservient to the action. Westerfeld’s intended the Uglies series to focus on action. Westerfield states “I love a good action sequence, and this series is of full of hoverboard chases, escapes through ancient ruins, and leaps off tall buildings in bungee jackets” (Books). Nevertheless, the brain’s ability to rewire itself—the neuroscientific concept of brain plasticity—is a central idea within the Uglies series. In book one, the protagonist Tally Youngblood is desperate to turn 16 so she can join her friends and become a Pretty. However, she discovers the operation to become a Pretty involves not just plastic surgery to alter her looks: a lesion is inflicted on the brain, giving each Pretty the equivalent of a frontal lobotomy. In the next book, Pretties, Tally has undergone the procedure and then becomes one of the elite Specials, and in the third instalment she eventually rejects her Special status and returns to her true nature. This latter process, one of the characters explains, is possible because Tally has learnt to rewire her brain, and so undo the Pretty operation and the procedure that made her a Special. Thus neuroscientific concepts of brain injury and recovery through brain plasticity are prime plot devices. But the narrative offers no explanations for how Tally and some others have the ability to rewire their brains to undo the Pretty operation while most do not. The apparent complexity of the neuroscience is used as a surface plot device rather than as an element that could be explored to add narrative depth. In contrast, the philosophical implications of recent neuroscientific discoveries, rather than the physical, are explored in another recent young adult novel, Dark Angel. David Klass’ novel, Dark Angel, places recent developments in neuroscience in a contemporary setting to explore the nature of good and evil. It tells the story of 17-year-old Jeff, whose ordinary, small-town life implodes when his older brother, Troy, comes home on parole after serving five years for manslaughter. A school assignment forces Jeff to confront Troy’s complex nature. The science teacher asks his class “where does our growing knowledge of the chemical nature of the brain leave us in terms of... the human soul? When we think, are we really making choices or just following chemical pathways?” (Klass 74). This passage introduces a neuroscientific angle into the plot, and may refer to a case brought before the US Supreme Court in 2005 where the court admitted a brief based on brain scans showing that adolescent brains work differently than adult brains (Madrigal). The protagonist, Jeff, explores the nature of good and evil through this neuroscientific framework as the story's action unfolds, and examines his relationship with Troy, who is described in all his creepiness and vulnerability. Again through the teacher, Klass incorporates trauma and its impact on the brain from a neuroscientific perspective: There are psychiatrists and neurologists doing studies on violent lawbreakers...who are finding that these felons share amazingly similar patterns of abusive childhoods, brain injuries, and psychotic symptoms. (Klass 115)Jeff's story is infused with the fallout of his brother’s violent past and present, yet there is no hint of any trauma in Jeff’s or Troy’s childhoods that could be seen as a cause for Troy’s aberrant behaviour. Thus, although Klass’ novel explores more philosophical aspects of neuroscience, like Westerfeld’s novel, it uses developments in neuroscience as a point of interest. The neuroscience in Dark Angel is not embedded in the story but is a lens through which to view the theme of whether people are born evil or made evil. Brain Jack and Being are another two recent young adult novels that explore physical and philosophical aspects of modern neuroscience to some extent. Technology and its possible neurological effects on the brain, particularly the adolescent brain, is a field of research popularised by English neuroscientist Baroness Susan Greenfield. Brian Falkner’s 2010 release, Brain Jack, explores this branch of neuroscience with its cautionary tale of a hands-free device—a cap with small wires that attach to your head called the neuro-headset­—that allows you to control your computer with your thoughts. As more and more people use the neuro-headset, the avatar designed to help people learn to use the software develops consciousness and its own moral code, destroying anyone who it considers a threat by frying their brains. Like Dark Angel and Uglies, Brain Jack keeps the neuroscience on the periphery as an element over which the characters have little or no control, and details about how the neuro-headset affects the brain of its wearers, and how the avatar develops consciousness, are not explored. Conversely, Kevin Brooks’ novel Being explores the nature of consciousness outside the field of neuroscience. The protagonist, Robert, goes into hospital for a routine procedure and discovers that instead of internal organs, he has some kind of hardware. On the run from authorities who are after him for reasons he does not understand, Robert tries frantically to reconstruct his earliest memories to give him some clue as to who, or what, he really is: if he does not have normal human body parts, is he human? However, whether or not he has a human brain, and the implications of either answer for his consciousness, is never addressed. Thus, although the novels discussed above each incorporate neuroscience to some degree, they do so at a cursory level. In the case of Being this is understandable as neuroscience is never explicitly mentioned; rather it is a possible sub-text implied through the theme of consciousness. In Dark Angel, through the teacher as mouthpiece, neuroscience is offered up as a possible explanation for criminal behaviour, which causes the protagonist to question his beliefs and judgements about his brother. However, in Uglies, and to a lesser extent in Brain Jack, neuroscience is glossed over when more detail may have added extra depth and complexity to the novels. Fast-paced action is a common element in much contemporary young adult fiction, and thus it is possible that Westerfeld and Falkner both chose to sacrifice complexity for the sake of action. In Uglies, it is likely this is the case, given Westerfeld’s love of action sequences and his attention to detail about objects created exclusively for his futuristic world. However, Brain Jack goes into explicit detail about computer hacking. Falkner’s dismissal of the neuroscientific aspects of his plot, which could have added extra interest, most likely stems from his passion for computer science (he studied computer science at university) rather than a distaste for or ignorance of neuroscience. Nevertheless Falkner, Westerfeld, Brooks, and to a lesser extent Klass, have each glossed over a source of potential power that could turn the dystopian worlds of their novels into one where the teenaged protagonists hold the power to make lasting change. In each of these novels, neuroscientific concepts are generally used to support a bleak or dystopian world view. In Uglies, the characters have two choices: a life as a lobotomised Pretty or a life on the run from the authorities, where discovery and capture is a constant threat. The USA represented in Brain Jack descends into civil war, where those unknowingly enslaved by the avatar’s consciousness fight against those who refuse to wear the neuro-headsets. The protagonist in Being lives in hiding from the secret authorities who seek to capture and destroy him. Even in Dark Angel, the neuroscience is not a source of comfort or support for the protagonist, whose life, and that of his family, falls apart as a consequence of his older brother’s criminal actions. It is only in the 1990s novel, Cage of Butterflies, that characters use a neuroscientific advantage to improve their situation. The Babies in Caswell’s Cage of Butterflies are initially victims of their brain abnormality; however, with the help of the teenaged characters, along with two adult characters, they are able to use their “condition” to help create a new life for themselves. Telepathically communicating through their “shared mind,” the Babies coordinate their efforts with the others to escape from the research scientists who threaten their survival. In this way, what starts as a neurological disability is turned into an advantage. Cage of Butterflies illustrates how a young adult novel can incorporate neuroscience into its narrative in a way that offers the young adults agency to make positive changes in their lives. Furthermore, with recent neuroscientific discoveries showing that adolescence is a vital time for brain development and growth, there is potential for neuroscience to be explored as an agent of positive change in a new wave of young adult fiction, one that adopts a non-dystopian (if not optimistic) world view. Dystopian young adult fiction has been enjoying enormous popularity in western publishing in the past few years with series such as Chaos Walking, Hunger Games and Maze Runner trilogies topping bestseller lists. Dystopian fiction’s appeal to young adult audiences, states Westerfeld, is because: Teenagers’ lives are constantly defined by rules, and in response they construct their identities through necessary confrontations with authority, large and small. Imagining a world in which those authorities must be destroyed by any means necessary is one way of expanding that game. ("Teenage Wastelands")Teenagers often find themselves in trouble, and are almost as often like to cause trouble. Placing them in a fictional dystopian world gives them room to fight authority; too often, however, the young adult protagonists are never able to completely escape the world the adults impose upon them. For example, the epilogue of James Dashner’s The Maze Runner tells the reader the surviving group have not escaped the makers of the maze, and their apparent rescuers are part of the same group of adult authorities. Caswell’s neurologically evolved Babies, along with their high IQ teenage counterparts, however, provide a model for how young protagonists can take advantage of neuroscientific discoveries to cause trouble for hostile authorities in their fictional worlds. The power of the brain harnessed by adolescents, alongside their hormonal changes, is by its nature a recipe for trouble: it has the potential to give young people an agency and power adults may fear. In the everyday, lived world, neuroscientific tools are always in the hands of adults; however, there needs to be no such constraint in a fictional world. The superior ability of adolescents to grow the white matter of their brains, for example, could give rise to a range of fictional scenarios where the adolescents could use their brain power to brainwash adults in authority. A teenage neurosurgeon might not work well in a contemporary setting but could be credible in a speculative fiction setting. The number of possible scenarios is endless. More importantly, however, it offers a relatively unexplored avenue for teenaged characters to have agency and power in their fictional worlds. Westerfeld may be right in his assertion that the current popularity of dystopian fiction for young adults is a reaction to the highly monitored and controlled world in which they live ("Teenage Wastelands"). However, an alternative world view, one where the adolescents take control and defeat the adults, is just as valid. Such a scenario has been explored in Cory Doctorow’s For the Win, where marginalised and exploited gamers from Singapore and China band together with an American to form a global union and defeat their oppressors. Doctorow uses online gaming skills, a field of expertise where youth are considered superior to adults, to give his characters power over adults in their world. Similarly, the amazing changes that take place in the adolescent brain are a natural advantage that teenaged characters could utilise, particularly in speculative fiction, to gain power over adults. To imbue adolescent characters with such power has the potential to move young adult fiction beyond the confines of the dystopian novel and open new narrative pathways. The 2011 Bologna Children’s Book Fair supports the view that western-based publishing companies will be looking for more dystopian young adult fiction for the next year or two (Roback). However, within a few years, it is possible that the popularity of zombies, werewolves and vampires—and their dominance of fictional dystopian worlds—will pass or, at least change in their representations. The “next big thing” in young adult fiction could be neuroscience. Moreover, neuroscientific concepts could be incorporated into the standard zombie/vampire/werewolf trope to create yet another hybrid to explore: a zombie virus that mutates to give a new breed of undead creature superior intelligence, for example; or a new cross-breed of werewolf that gives humans the advantages of the canine brain with none of the disadvantages. The capacity and complexity of the human brain is enormous, and thus it offers enormous potential to create exciting young adult fiction that explores new territory, giving the teenaged reader a sense of their own power and natural advantages. In turn, this is bound to give them infinite potential to create fictional trouble. References Abi-Rachedm, Rose. “The Birth of the Neuromolecular Gaze.” History of the Human Sciences 23 (2010): 11-36. Allen-Gray, Alison. Lifegame. Oxford: Oxford UP, 2009. Brooks, Kevin. Being. London: Puffin Books, 2007. Burrell, Brian. Postcards from the Brain Museum. New York: Broadway, 2004. Carr-Gregg, Michael. The Princess Bitchface Syndrome. Melbourne: Penguin Books. 2006. Caswell, Brian. A Cage of Butterflies. Brisbane: University of Queensland Press, 1992. Dashner, James. The Maze Runner. Somerset, United Kingdom: Chicken House, 2010. Doctorow, Cory. For the Win. New York: Tor, 2010. Doidge, Norman. The Brain That Changes Itself. Melbourne: Scribe, 2007. Falkner, Brian. Brain Jack. New York: Random House, 2009. Hobby, Nathan. The Fur. Fremantle: Fremantle Press, 2004. Jinks, Catherine. Piggy in the Middle. Melbourne: Penguin, 1998. Klass, David. Dark Angel. New York: HarperTeen, 2007. Kolb, Bryan, and Ian Whishaw. Fundamentals of Human Neuropscychology, New York, Worth, 2009. Lehrer, Jonah. “The Human Brain Gets a New Map.” The Frontal Cortex. 2011. 10 April 2011 ‹http://www.wired.com/wiredscience/2011/04/the-human-brain-atlas/›. Madrigal, Alexis. “Courtroom First: Brain Scan Used in Murder Sentencing.” Wired. 2009. 16 April 2011 ‹http://www.wired.com/wiredscience/2009/11/brain-scan-murder-sentencing/›. Reichs, Kathy. Virals. London: Young Corgi, 2010. Roback, Diane. “Bologna 2011: Back to Business at a Buoyant Fair.” Publishers Weekly. 2011. 17 April 2011 ‹http://www.publishersweekly.com/pw/by-topic/childrens/childrens-industry-news/article/46698-bologna-2011-back-to-business-at-a-buoyant-fair.html›. Shelley, Mary. Frankenstein. London: Arrow Books, 1973. Wallis, Claudia, and Krystina Dell. “What Makes Teens Tick?” Death Penalty Information Centre. 2004. 10 April 2011 ‹http://www.deathpenaltyinfo.org/what-makes-teens-tick-flood-hormones-sure-also-host-structural-changes-brain-can-those-explain-behav›. Wells, H.G. The Island of Dr Moreau. Melbourne: Penguin, 1896. Westerfeld, Scott. Uglies. New York: Simon Pulse, 2005. ———. Pretties. New York: Simon Pulse, 2005. ———. Specials. New York: Simon Pulse, 2006. ———. Books. 2008. 1 Sep. 2010 ‹http://www.scottwesterfeld.com/author/books.htm›. ———. “Teenage Wastelands: How Dystopian YA Became Publishing’s Next Big Thing.” Tor.com 2011. 17 April 2011 ‹http://www.tor.com/blogs/2011/04/teenage-wastelands-how-dystopian-ya-became-publishings-next-big-thing›.
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