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1

Leotta, Alfio. "From Conan the Barbarian to Gunan il guerriero: Re-contextualizing spaghetti sword and sorcery." Journal of Italian Cinema & Media Studies 9, no. 2 (March 1, 2021): 225–43. http://dx.doi.org/10.1386/jicms_00063_1.

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The release of Conan the Barbarian (1982) played a crucial role in the emergence of the sword and sorcery film, a subgenre of fantasy cinema featuring muscular heroes in violent conflict with wizards and other supernatural creatures. Italian genre filmmakers attempted to capitalize on the international popularity of sword and sorcery by quickly producing a number of low-budget films, which emulated the stylistic and narrative features of Conan. Over a period of six years, between 1982 and 1987, the Italian film industry produced almost two dozen sword and sorcery films, which achieved mixed results at the box office. Although recently an increasing number of international film scholars have focused on the critical examination of Italian genre cinema, to date, little attention has been devoted to the study of Italian sword and sorcery. By examining the aesthetic features of four Italian sword and sorcery films (Gunan il guerriero [1982], Ator l’invincibile [1982], Hercules [1983] and The Barbarians [1987]), as well as their modes of production and distribution, this article proposes the first comprehensive critical examination of this filone.
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Płoszaj, Joanna. "Między wzniosłością a upodleniem. Obrazowanie oraz znaczenie śmierci w fantasy przygodowej i mitopoetyckiej." Literatura i Kultura Popularna 23 (May 31, 2018): 75–91. http://dx.doi.org/10.19195/0867-7441.23.6.

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Literary images and functions of death in sword and sorcery and mythopoeic fantasyThis article presents and compares methods of description of death in two primary variants of fantasy literature: sword and sorcery and mythopoeic fantasy. The focus is on works of the precursors of fantasy literature — Robert E. Howard Conan the Barbarian series and John R.R. Tolkien The Lord of the Rings, Silmarillion, and texts of authors who creatively developed two primary types of fantasy literature — Fritz Leiber Fafhrd and the Gray Mouser cycle and Ursula K. Le Guin Earthsea cycle.The analysis is divided into two parts. The first one describes methods of presentation of death and their functions in sword and sorcery literature. In this variant of fantasy many literary images of death can be found, which focus particularly on its biological aspects. The next part shows analogical elements in mythopoeic fantasy, where the descriptions of death are inspired by the medieval chansons de geste.The article shows important differences between methods of presenting of death in sword and sorcery and mythopoeic fantasy and between functions of death in this two primary types of fantasy literature. In sword and sorcery the descriptions of death have great importance in the adventure plot structure, because they are connected with activities and adventures of the main character. In mythopoeic fantasy the kind of a character’s death often shows moral condition of this character. Moreover, death in mythopoeic fantasy is important for the balance and stability of created world.
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GULANOWSKI, PIOTR. "Robert Ervin Howard’s Vision of the Supernatural in Beyond the Black River." Journal of Education Culture and Society 4, no. 2 (January 10, 2020): 340–49. http://dx.doi.org/10.15503/jecs20132.340.349.

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The plot and the presented world of Robert Ervin Howard’s Beyond the Black River are representative of sword and sorcery, a subgenre of fantasy fiction that Howard is claimed to have pioneered. It has been proposed that the worlds in fantasy fiction are coherently organised, natural, and material. Nevertheless, supernatural elements that are not consis-tent with the structure of the universe are present. The struggle between the structured worlds and the chaotic supernatural that is resolved by an intervention of a barbarian hero constitute the essence of the sword and sorcery subgenre. These elements can also be found in Beyond the Black River by Howard, who employs contrastive images to present the super-natural.
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Murphy, Brian. "From Pulps to Paperbacks: The Role of Medium in the Development of Sword‐and‐Sorcery Fiction." Journal of American Culture 44, no. 1 (March 2021): 43–53. http://dx.doi.org/10.1111/jacc.13231.

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5

Ceasar Huang, Erick, Sharon Sherry Huang, and Cheng-Hua Tsai. "Gray Code in the Solution of the Nine Rings Chinese Game." Journal of Mathematics Research 9, no. 6 (October 11, 2017): 24. http://dx.doi.org/10.5539/jmr.v9n6p24.

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The main purpose of this project is to explore the nine chain ringed game and to solve it through various ways including induction and recursive methods. Associating this game with the binary codes and where the two numbers represent whether the respective ring is on the 1st row-the ring being on the sword or the 2nd row-the ring being off the sword. First, we explored the problem with two mathematical models to find the existing patterns. Then, by the usage of induction, we found the general form of the quickest number of moves needed depending on the number of rings without the repetition of any situation. Hence we called this path a beautiful solution. Similarly, by the usage of induction, we determined the smallest number of steps needed to get from one situation to another situation. Meanwhile, we also formulated nonrepeating sequences to represent which ring will be moved at which step of the beautiful solution’s procedure. Finally, we concluded the project by aggregating the data into a generating function.
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6

Wright, Andrea. "A sheep in wolf's clothing? The problematic representation of women and the female body in 1980s sword and sorcery cinema." Journal of Gender Studies 21, no. 4 (December 2012): 401–11. http://dx.doi.org/10.1080/09589236.2012.681183.

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7

Kelly, Scott M., and Alex Nealon. "Game and Technology Co. v. Activision Blizzard – a look at how inter partes reviews change the game in patent suits." Interactive Entertainment Law Review 2, no. 2 (December 2019): 88–94. http://dx.doi.org/10.4337/ielr.2019.02.05.

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A June 2019 appellate decision marked the end of the patent assertion by Game and Technology Co. (GAT) against Activision Blizzard and Riot Games. 1 The patents at issue related to equipping virtual avatars with game items. Activision Blizzard was able to successfully invalidate the patent through inter partes review (IPR) proceedings at the US Patent and Trademark Office. This case illustrates the important role that IPRs play in US patent litigation, as well as the double-edged sword of obtaining very broad patent claims. The article walks through the history of the assertion, the invalidity arguments at the USPTO, and the final decision on appeal to the Federal Circuit, and discusses how IPRs may provide an effective response to patent assertions in the US.
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Coanda, Iulia, and Stef Aupers. "Mechanisms of Disclosure: A Socio-technical Perspective on Sociality in Massively Multiplayer Online Role-playing Games." Television & New Media 21, no. 3 (January 29, 2019): 315–33. http://dx.doi.org/10.1177/1527476418824557.

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It is a mainstay in game studies that Massively Multiplayer Online Role-Playing Games are boasting social relations and community formation. Considering games as “sociotechnical” environments, this article studies how the usage of external communication technologies in an online video game guild shapes the members’ social dynamics. Based on a one-year ethnographic study of a women’s guild in The Elder Scrolls Online (TESO), the analysis shows that the infrastructure of TESO guards anonymous interaction by default and contributes to the game as a “safe space.” The displacement of guild communication to media platforms outside the game, however, unleashed mechanisms of disclosure: a leakage of information from the private, domestic domain via TeamSpeak and the “sharing” imperative of personal information on Facebook. Such techno-induced forms of personal disclosure act as a double-edged sword: they strengthen the guild’s social bonds but, simultaneously, breed tensions, peer-to-peer surveillance, and social control within the guild.
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9

Franklin, Seb. "Racial Capitalism and the Informatics of Value." Social Text 39, no. 2 (June 1, 2021): 69–91. http://dx.doi.org/10.1215/01642472-8903620.

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Abstract This article takes the presentation of mechanical and informatic models in Samuel Delany's Neveryóna as an occasion to examine the relations of force, abstraction, information, and differential valuation that constitute racial capitalism. In order to do this, the article considers the continuities and divergences between the principles those models demonstrate, the lessons on value and economic determination that precede them, and Delany's subsequent presentation of surplus populations, intricated “free” and slave labor, and the modes of racialized differentiation that shape and are shaped in the interstices of those social formations. In Delany's sword-and-sorcery bildungsroman, the models illustrate the abstract logic of value, show that logic to be informatic in character, and point toward a dialectical relationship between this informatic logic and the concrete practices of dispossession that produce and operate through ascriptive race and gender regimes. Value's abstract operations are too often understood to be incommensurable with such regimes, yet Delany's presentation deploys the language and processes associated with informatics to reveal an essential relationship between the abstract network that results from value's mediating function and the modes of ascription and concrete violence that, as a result of such mediation, tend to be associated with precapitalist or noncapitalist social formations.
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Luo, Fu Bi. "Game Analysis on the Shareholders, the Manager and the Auditor in Equity Incentive Process." Advanced Materials Research 787 (September 2013): 997–1001. http://dx.doi.org/10.4028/www.scientific.net/amr.787.997.

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Equity incentive is a two-edged sword. In this paper, a three party game model among shareholders, the manager and auditor is built to study the equity incentives negative effects. The results are: the probability of the manager and the auditors collusion to manipulate accounting information is negative connected with the shareholders punishment, and is positive connected with the monitoring cost. Shareholders should improve the technical ability and measures to punish the manager and auditor heavily when they collude to manipulate financial information; Shareholders and the regulatory agencies should give no chance to the manager and the auditor to obtain extra income from accounting information manipulation as much as possible.
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11

Balietti, Stefano, Robert L. Goldstone, and Dirk Helbing. "Peer review and competition in the Art Exhibition Game." Proceedings of the National Academy of Sciences 113, no. 30 (July 11, 2016): 8414–19. http://dx.doi.org/10.1073/pnas.1603723113.

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To investigate the effect of competitive incentives under peer review, we designed a novel experimental setup called the Art Exhibition Game. We present experimental evidence of how competition introduces both positive and negative effects when creative artifacts are evaluated and selected by peer review. Competition proved to be a double-edged sword: on the one hand, it fosters innovation and product diversity, but on the other hand, it also leads to more unfair reviews and to a lower level of agreement between reviewers. Moreover, an external validation of the quality of peer reviews during the laboratory experiment, based on 23,627 online evaluations on Amazon Mechanical Turk, shows that competition does not significantly increase the level of creativity. Furthermore, the higher rejection rate under competitive conditions does not improve the average quality of published contributions, because more high-quality work is also rejected. Overall, our results could explain why many ground-breaking studies in science end up in lower-tier journals. Differences and similarities between the Art Exhibition Game and scholarly peer review are discussed and the implications for the design of new incentive systems for scientists are explained.
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Wahyuningtyas, Sri, Widowati Widowati, and Herning Puspitarini. "Alih Wahana Game Touken Ranbu Menjadi Drama Musikal sebagai Representasi Identitas Latar dan Budaya Jepang." Nusa: Jurnal Ilmu Bahasa dan Sastra 13, no. 1 (February 28, 2018): 99. http://dx.doi.org/10.14710/nusa.13.1.99-109.

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This paper adopts the phenomenon of electronic literature or hybrid literature in the form of online game namely Touken Ranbu which is converted to a musical drama entitled Touken Ranbu Bakumatsu Tenrouden. The object is examined by using transformation studies which is related to the technology utilization as a means to elevate culture and history to be recognized by society. The problem identification in this paper is analyzing the similarity and difference in the game and musical drama of Touken Ranbu as well as the setting and cultural elements contained in it.The result of this paper is that there are similarity in the theme and differences in additional of characters, plot, and setting. Moreover, the cultural setting and Japan cultural elements which are highlighted in the object are in the form of sword symbol and samurai figure as a symbol of the struggle and life view of the society. Therefore, through a literary work in the form of Touken Ranbu game dan the musical drama, culture and history could be a learning which is bequeathed to the young generation.
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13

Böttcher, Niels, Héctor P. Martínez, and Stefania Serafin. "Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception." International Journal of Computer Games Technology 2013 (2013): 1–16. http://dx.doi.org/10.1155/2013/371374.

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A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audio affects their motor-behavior, and (3) procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.
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14

Roquet, Paul. "Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR." Journal of Visual Culture 19, no. 1 (April 2020): 65–80. http://dx.doi.org/10.1177/1470412920906260.

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This article rethinks the notion of virtual reality (VR) as an ‘empathy machine’ by examining how VR directs emotional identification not toward the subjects of particular VR titles, but toward VR developers themselves. Tracing how both positive and negative empathy circulates around characters in one of the most influential VR fictions of the 2010s, the light novel series-turned-anime series Sword Art Online (2009–), as well as the real-life figure of Palmer Luckey, creator of the Oculus Rift headset that launched the most recent VR revival, the author shows how empathetic identification ultimately tends to target the VR game master, the head architect of the VR world. These figures often already inhabit a socially privileged position. A better understanding of how VR channels empathy towards VR creators points to the need to ensure a broader range of people have opportunities to take up the role of VR game master for themselves.
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15

Westlin, Joseph, Eric Anthony Day, and Michael G. Hughes. "Learner-Controlled Practice Difficulty and Task Exploration in an Active-Learning Gaming Environment." Simulation & Gaming 50, no. 6 (September 27, 2019): 812–31. http://dx.doi.org/10.1177/1046878119877672.

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Background. With the use of computer-based simulations and games becoming increasingly common in education and organizational contexts for delivering training and instruction, learners are being granted unprecedented control over their learning. This increase in learner control leaves large differences in how learners challenge themselves and explore their learning environments. Learners can benefit from task difficulty, an aspect of challenge, when they are neither overwhelmed nor underwhelmed. The purpose of the present lab study was to test a model of how encouraging learners to challenge themselves with greater task difficulty when practicing a video game could be a “double-edged sword” in terms of their skill-based learning. Method. Using a first-person shooter computer game as the criterion task, 120 undergraduate males were randomly assigned to one of two groups. Half of the participants were encouraged to practice at a difficulty level that matched their skill level, while the other half were encouraged to practice at a difficulty that greatly exceeded their skill. Exploratory behavior was reflected in the variety of weapons used. Results. Findings supported a model of inconsistent mediation predicting that difficulty encouragement instructions would lead to higher selected practice difficulty, which in turn would have positive direct effects on skill transfer yet negative indirect effects through exploratory behavior. Discussion. The present study demonstrated that encouraging learners to practice at high levels of task difficulty is a “double-edged sword.” Although high levels of task difficulty can help in the preparation for future difficulties, it can also undermine exploratory behavior which is an important aspect of the learning process. This research speaks to the potential of encouraging learners to practice under difficult conditions without undermining their learning.
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Nagel, Daniel. "The Quest for a Clean Slate Building and Protecting Reputation in the Cyberworld." International Review of Information Ethics 19 (July 1, 2013): 22–31. http://dx.doi.org/10.29173/irie335.

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ICT technology has multiplied the possibilities for presenting who one is in the Cyberworld. The means for creating, maintaining but also of losing a good reputation have increased exponentially with an international audience now just a click away. However, these means can also be employed for abusive or, at least, purposes for which they were not intended, with undesired revelations, cyber-bullying and the creation of fake identities potentially ending in cyber-homicide. The Quest for a Clean Slate thus comprises multiple obstacles at various levels much like an adventure video game; no sooner are the obstacles, opponents and traps defeated or overcome and the level accomplished, than the next level begins presenting a whole host of new challenges and threats. The reputation warrior, equipped with a sword entitled "freedom to self-determination" and a humble shield entitled "legal redress", is thus thrown into the ever expanding and changing landscape of swamps and wilderness that is the Cyberworld. This paper attempts to present a sneak preview into the various levels of the Quest for a Clean Slate, the online reputation game, depicting its challenges, pitfalls and the possible means for overcoming these latter.
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Athab, Nabeel Abdulkadhim, Wissam Riad Hussein, and Ahmed Amer Mohamed Ali. "A Comparative Study for Movement of Sword Fencing Stabbed According to the Technical Programming in the Game of Fencing Wheelchairs Class B." Indian Journal of Public Health Research & Development 10, no. 5 (2019): 1344. http://dx.doi.org/10.5958/0976-5506.2019.01183.5.

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18

Schmelter, Thereza, Levente Hernadi, Marc Aurel Störmer, Frank Steinicke, and Kristian Hildebrand. "Interaction Based Redirected Walking." Proceedings of the ACM on Computer Graphics and Interactive Techniques 4, no. 1 (April 26, 2021): 1–16. http://dx.doi.org/10.1145/3451264.

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With a significant improvement in virtual reality (VR) devices, the number of interaction-based applications for consumers and industrial products is naturally increasing. As a result, many people can use VR in their homes or offices where they are limited by the physical tracking space. One way to overcome this limitation of natural walking is to use perception-inspired locomotion techniques such as redirected walking (RDW). RDW utilizes imperfections of human perception to introduce small changes like rotations or translations to steer the user away from the tracking boundaries. In this work we evaluate the detection threshold for discrete manipulation rotations to reorient the users in the scene during interactions. We show the thresholds of five most common interactions (Looking, Picking Up, Throwing, Shooting and Sword Fighting) that can be used as a distraction for RDW, which was confirmed in a user study. Based on the findings we propose a novel steer-to-action technique that helps game developers to improve VR games experiences.
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Muñoz González, Juan Manuel, Carmen De Castro Castro, and Ana Isabel Brazo Millán. "The adventure of an adventure videogame in French." Digital Education Review, no. 39 (June 30, 2021): 257–69. http://dx.doi.org/10.1344/der.2021.39.257-269.

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With the understanding that videogames have become a powerful resource not only for entertainment but also as an educational resource for foreign language teaching today, the objective of this study was to examine the use of the videogame Broken Sword for the teaching of French as a second language in a higher education setting. To assess the suitability of the video game as a foreign language teaching tool, a quantitative methodology based on a 22-item ad hoc questionnaire was used, through which we collected the assessment of the students. Despite the expectations and the high degree of participation and cooperation of the students surveyed, the results revealed an attitude of indifference regarding the videogame’s contributions to language learning. We considered the results to be very positive, as for many of the students this exercise was not only a test with a language that they did not master yet, but also had technical difficulties that they had to overcome. The challenge of this experience invites us to continue working with new videogames titles and to improve our future methodological interventions.
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20

Yee, Thomas B. "Battle Hymn of the God-Slayers." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 2–19. http://dx.doi.org/10.1525/jsmg.2020.1.1.2.

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“God is dead,” declared philosopher Friedrich Nietzsche, “… and we have killed him” (1887)—a proclamation that numerous video game protagonists could aptly say by journey's end. The prominent god-slayer trope in video game storylines casts the gameworld's god(s) as the final boss, to be slain by players, inviting connection to real-world religious ideas. Adequate scholarly attention has not been given to the musical features of the god-slayer trope—specifically, the bosses’ unique battle tracks—to discover what the music's meaning contributes to the trope. Quantitative analysis of video games featuring the god-slayer trope reveals that the bosses’ battle tracks may strategically combine rock and sacred music topics for significant semiotic effect. This article explores the meanings associated with rock and sacred music topics, using analytic methods from the burgeoning field of musical semiotics. By invoking music-theoretic work in topic theory (Monelle 2006, Hatten 2004), agential modalities (Tarasti 1994), and virtual agency (Hatten 2018), I argue that the rock and the sacred music topics initially appear to conflict—but the trope serves as a hermeneutic premise for a meaningful and productive synthesis uniquely fit for the narrative god-slayer trope. Xenoblade Chronicles (2010) forms a striking case study, with its tracks “Zanza” and “The God-Slaying Sword” exemplifying the sacred-rock trope and its semiotic meaning in relation to the game's plot—a narratively apt battle hymn for the game's god-slaying protagonists. Using a cultural-historical lens, the conclusion explores connections between the narrative god-slayer trope and the descent of Japan's god-emperor from divinity to humanity.
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Guo, J. Hung, Yung Chin Lin, Kuo Lan Su, and Bo Yi Li. "Motion Planning of Multiple Pattern Formation for Mobile Robots." Applied Mechanics and Materials 284-287 (January 2013): 1877–82. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.1877.

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The article designs the multiple pattern formation controls of the multi-robot system according to two arms’ gesture of the player, and uses flood fill searching algorithm and A* searching algorithm to program the motion paths. The inertia module detects two arms’ gesture of the player. We use the inertia module to be embedded in the two arms, and use mobile robots to present the movement scenario of pattern formation exchange on the grid based motion platform. We have been developed some pattern formations applying in the war game, such as rectangle pattern formation, long snake pattern formation, L pattern formation, sword pattern formation, cone pattern formation and so on. We develop the user interface for variety pattern formation exchange according to the minimum displacement on the supervised computer. The mobile robot receives the command from the supervised compute, and transmits the status of environment to the supervised computer via wireless RF interface. Players can use variety arms’ gesture to control the multiple mobile robots to executed pattern formation exchange. In the experimental results, the supervised computer can decides the arm gesture using fusion algorithms. Mobile robots can receive the pattern formation command from the supervised computer, and change the original pattern formation to the assigned pattern formation on the motion platform, and avoid other mobile robots.
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Vuong, Thanh H. "La colonisation du Viet Nam et le colonialisme vietnamien." Études internationales 18, no. 3 (April 12, 2005): 545–71. http://dx.doi.org/10.7202/702210ar.

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To attack the rules is to outmaneuver the friends and foes at the lower level of the game of policies and alliances. The rules are at the higher level of the context of that game, the historical and cultural context of warring Viet Nam. What makes Viet Nam unique is its social organization based on a loosely knitted network of villages through deep and strong relations capable of repelling intruders and invading neighbors, both moving and still like the moon underneath. Here, the chinese civilization has made a new nation assimilating the model and resisting the domination. Elsewhere, the be same chinese civilisation has made another chinese provinces. History of Viet Nam is written by an advancing front of modest and primitive villages from a delta to the next, from the gulf of Tonkin to the gulf of Siam, « vietnamizing » the nature and the peoples on its passage by the plow and the sword. South Viet Nam was cambodian land a century ago and the french colonial administration put an end to the siamese-vietnamese « condominium » over Cambodia after a short 0 to 0 fight between Siam and Viet Nam, the first claiming its western part of the vietnamese colony de facto and de jure. Cambodia was then ruled by a vietnamese general governor assisted by two lieutenant governors. The present vietnamese occupation of Cambodia, in this perspective, may be both a « prelude » to the continuation of this advancing front of villages, the confrontation between Viet Nam and Thailand (fancy and hegemonostic name for Siam since 1939) for the leadership of South East Asia and a « fugue » for warring Viet Nam to solve its political and economical problems, a country and people forged in war and for war during these four decades. The vietnamese claim of the Mekong river as a link may be translated in german word as « Anschluss » or reunification.
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Li, He. "China’s economic statecraft toward East Asia." Social Transformations in Chinese Societies 16, no. 2 (November 16, 2020): 151–66. http://dx.doi.org/10.1108/stics-04-2020-0010.

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Purpose Economic statecraft is a critical aspect of China’s foreign policy and has played a vital role in China’s relations with its Asian neighbors. The Chinese economic ties with Asia are significant not only because China is the second largest economy in today’s world but also because it has an important impact on regional economic co‐operation and international supply chains. Relentless growth in military buildup and more assertive foreign policy led many pundits to focus almost exclusively on political and military aspects of the Chinese grand strategy in Asia. The purpose of this study is to re‐examine this picture by studying China’s economic statecraft in the region. Design/methodology/approach This paper will address following research questions: How does the Chinese foreign economic policy serve its political aspirations in East Asia? Why has China increasingly relied on a combination of economic pressures and incentives to achieve its foreign policy objectives? How effective is China’s economic diplomacy as a strategic weapon? What are the limitations of such policy? What challenges does Beijing face in exercising its economic power in East Asia? Findings Beijing has a comprehensive, long-term grand strategy in Asia, and economic statecraft is a major component of it. Economic statecraft is a double-edged sword. It has given the People’s Republic of China more political influence but frictions and disputes between China and its trading partners are growing as well. Even with the slower growth of the Chinese economy, China will continue to be a game changer for the region. The economic diplomacy has long been part of the foreign policy toolkit used by the People’s Republic of China and will play more important role in the years to come. Research limitations/implications Thus far, China’s expanding economic ties with many countries in the world have not generated significant spillover effects. Although China is the dominant economic partner for every country in East Asia, its “soft power” remains to be weak. With the slower growth of the Chinese economy, another looming issue is whether China is going to be able to make a shift away from a trade- and export-led growth model that brought its dramatic economic success. All these could lead China’s economic statecraft less potent. Meanwhile, it should be noted that Asian economies that once relied on the USA are reaching a turning point as China comes to the fore, a trend that may challenge the existing international order. Should this momentum continue, it could alter the balance of power between Washington and Beijing in the region. Practical implications For Beijing, economic statecraft concerns both the economic dimension of foreign policy and the strategic dimension of economic policy. Although there is a growing literature on China’s soft power and military capabilities, the study of the economic dimensions of China’s foreign policy remains underdeveloped. With rising confidence and sophistication, Beijing has deployed economic resources to achieve geopolitical aims. Originality/value Needless to say, China’s economic statecraft has already triggered heated debate in the United States, Asia and elsewhere in the international community. However, the study of the Chinese economic diplomacy has received relatively little scholarly attention in the English-speaking world. This paper will fill a gap in the analysis and literature.
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Horelova, V. S. "The Kharkiv actresses Polina Kumanchenko and Lidiya Krynytska in the image of a mother in the films “Human’s blood is not water”, “Dmytro Horytsvit”, “People don’t know the all” and “Lymerivna”." Aspects of Historical Musicology 17, no. 17 (September 15, 2019): 130–47. http://dx.doi.org/10.34064/khnum2-17.09.

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Background. Domestic cultural space is in urgent need of selfpreservation, and a renaissance of national self-identity of the Ukrainian cinema is connected with the state interest in this topic. There are the discussions around the attempts to revive the Ukrainian poetic cinema with its inherent mythological outlook erasing the boundaries between imaginary and real. It is logical, that the further development and studying of national cinema is impossible without revise of creative work of actors of the past; they were the bearers of poetic worldview, guided by folk traditions and customs. The tendency to the study of the forgotten names would help to bring back to their proper place the classics of Ukrainian cinematography. In the national scientific circles, there is an interest in the revival of forgotten names of cultural figures, and theater and filmmakers, in particular. Nevertheless, creativity of some Kharkiv actors, among them, Polina Kumanchenko and Lidia Krynytska, undeservedly deprived of attention in the scientific environment. The object of this research is the creativity of representatives of the Kharkiv acting school – Polina Kumanchenko and Lidiya Krynytska. The aim of the author is to study the performing manner of the actresses, to identify the peculiar facets of their playing, and, as a result, the certain traditions that are inherent the Kharkiv local artistic environment. The interpretation of the image of a mother in the performance of the mentioned actors is the subject of studying. Methods of analysis, synthesis, classification are the basis of this study and used for the scientific validity of the findings. We used the method of comparison in the considering of the mother images created by Kumanchenko and Krynytska. Research results. As the key in the cultural aspect, should be considered the fact that the image of the mother in Ukrainian mentality is iconic, associated with the image of the Earth, since the essence of both is the function of the “giver of life”, fertility. The worldview of Maria, the personage of P. Kumanchenko, is fixated on owning the land, because thanks to her, a person exists and continues his family. Like her ancestors, Maria is going to become a link in the further transfer of land to her descendants, passing to them the “genetic code” of love of Ukrainian peasants for the Earth. She is expecting a second child, and therefore, through her actions, she seeks to provide her children with stability, which is possible only with land. The actress focuses the attention of the viewer on expressive gestures, sudden movements to emphasize the active behavior of her heroine; at the same time, the extremely expressive regard of P. Kumanchenko, shown in close-up, convey the true thoughts and feelings of Maria, whose soul inhabits somewhere in her own, unreal world. In the first of the films of the trilogy by M. Makarenko (director) –“Human’s blood is not water”, – the actor’s decision of P. Kumanchenko presents a presentiment of happiness and stability that arises in her heroine’s soul against the background of her everyday suffering life – just like the Earth awaits spring blossoming after a long winter. Later we observe the changes that have occurred in the character of Maria along with her motherhood and confidence in the future. The actress gives her heroine a new external expressiveness: smooth movements, a gentle mysterious smile, elusive tenderness. The second part of the trilogy (“Dmytro Horytsvit”), presents P. Kumanchenko in a small episode. We see her in the light national costume, with tragic wringed hands, against the background of the burning home, where her child remained. The episode can be interpreted as an allegory: a mockery of fertile land devastated by fires, wars, destruction. However, just as a new cycle is needed for a ravaged Earth to bloom again, so for Maria the salvation of her daughter becomes the impetus for a new rebirth. The main idea of the film is embedded in this episode – the eternal pain of the Ukrainian land and its eternal revival. Based on the analysis of the role of Maria in the interpretation of P. Kumanchenko, we can talk about the embodiment in the mother image the idea of cyclicity of nature and life, coming from the ancient cults of the Earth. Thus, the influence of mythopoetics traced in the images created by the actresses, due to their symbolic similarity with the image of the mythological Mother Earth. In the film “Lymerivna” (directed by V. Lapoknysh) the image of a mother was created by actress L. Krynytska, which played Lymerykha – the mother of the main heroine. This is a passive woman, broken by life circumstances, who is going with the stream and is not able to deal with everyday problems. It would seem that both, Maria and Lymerykha, are united by a love for children and a desire to give them happiness. However, each of them has its own strategy of behavior. Unlike Maria, Lymerykha made tears the main tool on the way to her aim – to break the will of her daughter. It was her tears pushed Lymerykha’s daughter to a tragic death. The game of L. Krynitska outlines the “two-faced” path of the heroine’s behavior, reveals the “white” and “black” sides of her nature. That is, the actor’s task of L. Krynitska was to embody the image of a person with a “double bottom”. The manner of performing of this role may be partially explained by the etymology of the surname “Lymar”, which the heroine received when she got married. Lymar is a manufacturer, which make the harness for horses. Such a sign surname symbolizes her life – “horse harnessing”, a yoke that Lymerykha is afraid to throw off, because she does not know how to bear responsibility for her own destiny. There are also unifying links between the heroines of P. Kumanchenko and L. Krynytska: both manipulate by their motherhood. The cycles in the life events of both heroines are also clearly outlined. In Maria’s case, it is association with modifications in the state of the Earth due to natural changes in the seasons or terrible destructions, because of war or natural disasters. For Lymerykha, the cyclic existence is characterized, limited by the inability to overcome slavish psychology – to throw off the yoke, the “sword of Damocles,” which dominates her. In one of the scenes, the scenery symbolically emphasizes the essence of her being: a windmill, whose wings are constantly spinning. P. Kumanchenko and L. Krynytska are the Kharkiv actresses of the Drama Theater named after T. G. Shevchenko, and the influence of the actor’s system of his outstanding director Les Kurbas on the performing style of both cannot be overlooked. In the acting of the performers, the use of the “laws of Kurbas” is clearly traced: “the law of thrift”, “the law of fixation”, “the law of light-andshade”, etc. Conclusions. We analyzed both the differences and the unifying features in the interpretation of the image of the mother by Kharkov actresses. In the images created by P. Kumanchenko and L. Krynytska there is a relationship with the mythopoetic worldview. Тhanks to a number of artistic and meaningful associations, we can talk about the embodiment in the image of a woman-mother of the symbolic hypostases of Mother-Earth and the idea of the cyclical nature of life, which comes from ancient agricultural cults. The work with imaginary symbolism (a horse harness appears as a symbol of the enslavement of Women-Mother Earth) take place, as and a complete organics embodiment of the mythopoietic aspect inherent the Kharkiv acting school (Les Kurbas’s aesthetics) and, in general, the Ukrainian drama and cinema (A. Dovzhenko). A deeper analysis of various aspects of the performing work of Kharkiv actors, in particular, searching for the traditions in the actor’s game of Kharkovians, as well as more detailed studying of Les Kurbas’s methodological influence makes up the prospects of our study. The specifics of actor’s art of the Kharkiv school can serve as an example to follow in the training of actors and directors.
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Ntokos, Konstantinos. "Swords and sorcery: a structural gamification framework for higher education using role-playing game elements." Research in Learning Technology 27 (October 3, 2019). http://dx.doi.org/10.25304/rlt.v27.2272.

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Atkinson, Sean. "Soaring Through the Sky." Music Theory Online 25, no. 2 (July 2019). http://dx.doi.org/10.30535/mto.25.2.1.

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In this article, I explore the analytical potential of musical topics and tropes in the study of video game music. Following Neumeyer (2015), Almén (2008), and Hatten (1994), I establish a methodology with which to approach musical topics in video game music. By way of a case study, I begin by defining the soaring topic through a historical and cultural examination of flying in cinema and video games. Flying, and more specifically soaring, has been a staple in film from the earliest days of cinema, and the music that accompanies it is also found in video games that prominently feature flying. I then engage the music of flying sequences in two specific video games, Final Fantasy IV (1991) and The Legend of Zelda: Skyward Sword (2011). The resulting analyses demonstrate that this approach helps to unpack the complex narratives found in video games.
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Boleslavsky, Raphael, Mehdi Shadmehr, and Konstantin Sonin. "Media Freedom in the Shadow of a Coup." Journal of the European Economic Association, August 29, 2020. http://dx.doi.org/10.1093/jeea/jvaa040.

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Abstract Popular protests and palace coups are the two domestic threats to dictators. We show that free media, which informs citizens about their rulers, is a double-edged sword that alleviates one threat, but exacerbates the other. Informed citizens may protest against a ruler, but they may also protest to restore her after a palace coup. We develop a model in which citizens engage in a regime-change global game, and media freedom is a ruler’s instrument for Bayesian persuasion, used to manage the competing risks of coups and protests. A coup switches the status quo from being in the ruler’s favor to being against her. This introduces convexities in the ruler’s Bayesian persuasion problem, causing her to benefit from an informed citizenry. Rulers tolerate freer press when citizens are pessimistic about them, or coups signal information about them to citizens.
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Maroof Rasikh, Mohammad. "Sport from an Islamic perspective." Addaiyan Journal of Arts, Humanities and Social Sciences, June 28, 2021, 86–92. http://dx.doi.org/10.36099/ajahss.3.6.7.

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The participation of the Prophet (PBUH) in sports such as running, wrestling, horse riding, and so on is a great example of the legitimacy of sports. In regard to the purpose of sports in Islam, the first goal is to strengthen the human body so that it can perform its duties and responsibilities more effectively. Exercise is the nourishment of the body and mind, giving humans the necessary strength and abilities. Some rules and regulations for sports laid by Islam which should be followed by Muslims are as follow: • Exercise should not interfere with an athlete’s main duties and responsibilities. • Mixing between men and women is not allowed on sports teams. It is forbidden in Islam and Muslims should avoid it. • Gambling and betting are not permitted in games, and any game that becomes a gambling tool is haram (not permitted). • In sports competitions, other living creatures should not be harmed. Some games that took place during the time of Prophet Muhammad, peace and blessing upon him are wrestling, shooting arrows, sports with weapons (sword and knives), and horse riding.
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Marquis, Nicolas. "“What Can I Do to Get Out of It?”: How Self-Help Readers Make Use of the Language Game of Resilience." M/C Journal 16, no. 5 (August 20, 2013). http://dx.doi.org/10.5204/mcj.693.

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Introduction Resilience is, as a concept and as a discourse, a cultural resource that has experienced a growing importance over the last two decades, especially in the field of psychology. In September 2013, the most important database for scientific productions in psychology (www.psycinfo.org) contained more than 14,000 references concerning resilience. In French-speaking countries, for example, each new book by Boris Cyrulnik, the famous neuropsychiatrist who imported the notion of resilience into the psychological field, sells like hotcakes, with total sales of several million copies (see Marquis). Generally considered as the individual’s tendency to cope with stress and adversity, resilience is not only a successful but also a much-debated concept. Is every human potentially resilient, as Masten puts it, or should this notion only apply, in a Darwinian perspective, to the strongest of us? Should resilience be understood as a process in which culture and environment play important roles, as Ungar shows, or as an individual ability? Should we make a distinction between resilient and non-resilient? Does resilience automatically imply having been deeply traumatised, as Cyrulnik puts it? The main reason why these debates have taken such an important place in psychology is that using the concept of resilience is likely to take on, except for its scientific use, a normative or an evaluative dimension. To avoid this shortcoming, most recent works on resilience clearly insist upon the fact that being resilient is not a character trait or an indicator of the power of a person's will (Rutter). It is a multidimensional ecological process. However, nowadays resilience has become a common sense notion, a cultural resource mobilised by the layman or by self-help (SH) books. Accordingly, “resilience” will not be considered here as a scientific concept but rather as a common sense category. Drawing on an analysis of the success of such books, this article intends to show why a description of the common sense uses of this cultural resource is of prime importance when it comes to understanding some salient characteristics of liberal-individualistic societies, especially by comparison with traditional societies. In fact the success of the discursive category of resilience tells something about ourselves, as people living in societies where personal autonomy is highly valued. Therefore, the description of these common sense uses will show how the “resilience” category also constitutes a resource to evaluate both oneself and others as well as an tool to measure one’s own will or the others’, which is exactly what most psychologists try to avoid doing in their theorisation of resilience. Confidence and Breach in Everyday Life Risk management is part of human life. Actually, we spend most of our time minimising the risks we are running when engaging with the world. This attitude is neither a rational action nor a conscious one. It is, in fact, quite the reverse. In everyday life, we simply trust the world. As Luhmann says, confidence is a sine qua non condition of our existence. Our everyday life turns into a close-meshed fabric that makes us feel secure as it ensures consistency over time. This security enables us to avoid the issue of the relevance of our expectations or of the success of our acts. The common sense attitude we are describing here refers to what the American pragmatists call the “practice regime”, in which our main concern is to make sure that life goes on. But a breach might arise (in the form of a more or less tragic event, a change in one’s routine, a vague unease, etc.). What used to be obvious (and above all unquestioned) now becomes uncertain. Such a breach may seriously lead us to question our involvement with a world that has suddenly become strange, threatening, or complete nonsense. The Reading of Self-Help Books: Mobilising Resilience as a Cultural Reaction to Breaches It may be interesting to observe what people do, in the moments when disquiet has invaded their existence, in order to overcome misfortune, both at a symbolic and operative level. My hypothesis is that our attitude towards misfortune is in line with a specific cultural context. Like Illouz, I understand culture as the way we make sense of who we are through actions shaped by values, key images and scenarios, ideals, and habits of thought; through the stories we use to frame our own and others’ experience; through the accounts we use to explain our own and others’ failures and successes; through what we feel entitled to; through the moral categories we use to hierarchize our social world. (8) In other words: in order to allow life to come back to normal after a breach, people resort to the resources their own culture makes available to them. Nowadays resilience has become one such cultural resource that we use to construct our attitude towards misfortune. The question put here is not whether people are really resilient or not, but why this category experiences such traction in liberal-individualistic societies. Therefore, I have made a sociological study of a well-know social phenomenon: in particular, the reading of SH books, in which the discursive tropes of trauma and resilience are indeed very present. Sociologists too often refer to SH books as having hypothetical effects, or consequences. However, unlike what one might find in a literature review, I haven’t tried to make the success of these books a sign or a cause of the decline of society or of the individual, or of a more reflexive society with happier citizens. As numerous authors shown (including Barker and Petley), it is extremely difficult to assess the impact of cultural resources (for example cinema, books, and all forms of media) on individuals and a fortiori on groups of human through scientific procedures. Needless to say, these books have a bad reputation in academic circles, and this negative reputation is maintained because we actually know very little about how they are used by their readers. To overcome this shortcoming, I have tried to provide an answer to the apparently naïve question as to how reading SH literature can make sense to people who praise the virtues of these books, and the claim that they “have changed their life”, readily resorting to the tropes of resilience and trauma. To put it another way, I tried to understand how readers could know “how to go about” these books and have the expertise “to perform these texts” (Alexander) so they can bring them a degree of help, relief and satisfaction. With this objective in mind, I have explored an empirical field of about a hundred SH books, conducted 50 in-depth conversations with readers of SH books, and examined around 300 letters to three well-known authors of such texts. So why do people that read SH books containing such specific content have no trouble finding a meaning, as well as a symbolic and operative effectiveness, in them? My hypothesis is that these books make use of what Wittgenstein calls a “language game”. A “language game” is constituted by a set of (common sense) words and concepts that we mobilise when confronted with specific situations. In contemporary societies, people experiencing a breach in the fabric of their life will probably summon up a particular “language game” influenced by a psychological vision of the world to express and explain what has happened, what the consequences of this breach are, and what possibilities there are to get out of this situation. “Resilience” is one of the most prominent notions of this “language game”. It is not only to be found in the SH books, but also in the discourse of the readers of such books. What does this particular “language game” look like? What role does resilience play in it ? Two characteristics can be observed. First, this “language game” seems to give an extremely important signal of "interiority", an entity that pervades SH readers’ discourse. More precisely SH readers experience (and explain) that they are being inhabited by a “true self” that is the guardian of the “truth” about themselves, but is also the source of an unsuspected power of action. In a supposedly democratic anthropology, people making use of this “language game” consider that all human beings have such interiority, and can therefore harness the hidden resources it contains. In such narratives the pursuit of and engagement with this “true self” are endowed with important qualities. In short, these actions are considered to be the solution to most of our problems. The second characteristic, leading from the first, is that when faced with misfortune, be it big or small, the readers of SH books place great value on "working on the self”. Generally speaking, only efficient action in dealing with our problems finds favour in their eyes. To be precise, in such people’s discourses, having been traumatized is endowed with the power of revealing who we really are and what we are really capable of. Furthermore, such people come to believe that having suffered makes you a survivor, from now on entitled to become a reference for other people on their road to their “true self”. Let us look at a letter to a famous French-speaking SH book author: I want to thank you for your book “Being Genuine: Stop Being Nice, Start Being Real”, which allowed me to identify two problems that stop me from being who I really am: my lack of self-esteem and of self-confidence. Your book was a revelation to me. At the age of 39, I have at last understood how the 26 years spent with my parents created an attitude of submission and passivity in myself, which caused my lack of self-esteem and self-confidence. I have now decided to tackle these problems and to begin a therapy, in order to get rid of all these limiting issues. I feel that it will offer me a rebirth. Thank you so much. (my translation) This letter illustrates clearly how the “language game” is mobilised. It is used first to translate (or to put words on) a vague unease that relies on interiority (“who I really am”, “lack of self-esteem”, “in myself”, etc.) and secondly to create possibilities action to deal with the unease that has now been defined (“tackle the problem”, “begin a therapy”, “get rid of”, etc.). To sum it up, there is no doubt that, contrary to the stance often observed in the scientific literature on resilience, in the SH readers’ eyes, resilience is first a personal capacity, and even more precisely a question of will, and only second a process depending on contextual elements. The Discourse around Sorcery in Azande’s Society as a Point of Comparison I would like now to give an indication of the way reading such books and drawing on this “language game” constitute a practical attitude towards everyday risks, and how this is particularly adapted to our liberal-individualistic culture, in which the question of personal autonomy and individual responsibility is of unprecedented importance (Ehrenberg): in such cultural contexts each individual is expected to be the entrepreneur of his own life. To make this point clearer, I will briefly sketch a comparison with another practical attitude that has been well-documented in anthropological work: the “language game” of sorcery, which is practiced in many traditional societies but also in some parts of the western societies (Favret-Saada). The first anthropologist to have gone beyond the issue of the reality of magic was Evans-Pritchard. During the first half of the 20th century, he studied the use of sorcery in a tribe of South Sudan: the Azande. Evans-Pritchard thought that such a phenomenon could only be understood if the social institutions making a form of magical thinking plausible were taken into account. On the basis of his fieldwork, he considered the types of situations in which the Azande resorted to magic. His answer was that magic (which is notably present in accusations of sorcery) only intervenes in difficult times and more precisely when two things coincide. The first is the fact that an event (even a totally explicable one) arises, the second is the fact that it happens to the person in question, at that precise moment. For example the Azande understand that it was lightning that made the tree fall down, but they wondered why lightning struck in that place, at that time, above the head of that person in particular. For them, such phenomenon could not remain unexplained. They understood what caused their misfortune, but they needed to find a reason for it all the same. When faced with adversity, the Azande will always wonder: "who is holding a grudge against me”, and “who has got reasons to cast a spell on me?" The discourse around sorcery is what Winch later called an "attitude towards contingencies", which he defines as the “way of dealing (symbolically) with misfortunes and their disruptive effect on a man’s relations with his fellows, with ways in which life can go on despite such disruptions” (321). In this sense, reading SH books and mobilizing the category of resilience both have a similar function, just as praying does: this practice and the corresponding “language game” also testify of an attitude towards contingencies. As is the case with magical practices, both are socially instituted systems of interpretations that enable the people in question to find some meaning to misfortune and to go on living after it (in this matter, Masten’s consideration of resilience as “ordinary magic” is interesting). Nevertheless, the ways these two attitudes towards contingencies enable people to make sense and to set up possible actions are very different. The two systems of accountability are not alike. The Azande’s attitude is fundamentally projective (the responsibility or blame for a misfortune is shifted to somebody else, most of the time to a sorcerer). On the other hand, the attitude of the readers of SH books is introspective: the question that is socially valued is not “who is holding a grudge against me?”, but “what can I do to get out of it?”. In SH readers’ eyes, this is the very question to be answered in order to be considered as a resilient person. The sorcery system makes it possible to consider that the responsibility for the misfortune and the responsibility for the end of it go to the same entity: the sorcerer. In the SH readers’ attitude towards contingencies, these two responsibilities are uncoupled: while “another” is often held responsible for the misfortune, the person that experienced the misfortune is always considered responsible for getting over it: they are supposed to pick themselves up and improve themselves. Likewise, the projective attitude (which is characteristic of the discussions on sorcery) is highly discredited in the “language game” of resilience used by the SH readers. It is considered as the sign of a fake resilience. This is obvious from the distrust that is present in their discourse towards the character of the "victim", as well as towards the figure of the “complaint”, as the following excerpts from interviews with readers clearly show:Woman, 64 years old: People reading SH books are people who want to feel good, find their place in the world and solve the problems arising from their past. They are people who try to get over victimisation and to responsibilise themselves. Woman, 35 years old: I find it a good thing that more and more people read SH books. But a lot of other people continue to consider themselves as the genuine victims of their parents or of their education, and they need a lot of time to get through it. As for me, I believe that we have what we need in ourselves: we choose what we want, and we have what we want. Man, 40 years old: We need to get out of the vicious circle that makes us consider that “the others” are always responsible for our problems. For example: “Oh if I am unemployed, it is because society does not provide me with a job”. Well, maybe, but the good question is “why don’t you have a job while other people do?” It is useless to accuse society. The question is: “which actions do you take to get a job? (my translation for the three quotes) This “language game”, which so enhances both interiority as the resource of meaning and power, and efficient work on one’s own self, allows us to consider others or the environment as responsible for our own misfortune. Yet, it certainly doesn’t allow us to wait passively for things to improve on their own. In the common sense use of resilience, improvement must be caused in a proactive way by exploring our inner resources. In the end, this “language game” is indeed what people try to put into practice when they read SH books: these books build up their conviction that, whatever the situation they find themselves in (and whoever is responsible for it), they can always do something to it, they can always make use of this event to improve themselves. SH books and the “language game”, which resilience is a part of, enable the readers to consider all their problems as finding a solution in a more efficient practice of their interiority. Conclusion: The Evaluative Dimension of Resilience The “language game” of SH books is not only employed by readers as a means to make problems manageable. It is also experienced as a powerful resource for assessing oneself and others. The main finding of this article is the hiatus that exists between the scientific interpretations of resilience as an analytic (thus not normative) resource and the way this notion is mobilized in the common sense by laypeople in their everyday lives order to evaluate responsibilities. It is exactly as if people could not help asking the question: “if this person is not resilient and can’t cope with adversity, isn’t it, at least partly, their own fault?” The reason of this hiatus is that resilience is used in a cultural context where autonomy has taken an unprecedented importance. The key message of SH books, which is endorsed by most readers, is that happiness, well-being and resilience are a matter of personal choice. Behind the democratic proposition of SH books: “everybody has the ability to manage, everybody might be resilient,” lurks a much more meritocratic attitude: namely, “if you cannot come to terms with a problem, it is because you don’t really want to”. In the world of SH books, people who do not “put on a brave face”, or who do not work at being consistent with themselves, who content themselves with the secondary benefits of a life that does not really suit them, who expect solutions to drop down from heaven, – in a word people who do not show what SH readers consider as a genuinely resilient behaviour – only have themselves to blame. This phrase (“only have themselves to blame”), has negative connotations in French-speaking sociological discourses, but is not attached to such negativity in the mind of SH readers that get the most out of such books. “Blaming oneself as the only one responsible”, not for what happened but for what we do/don’t do to get through it, is exactly what the “language game” mobilising resilience and its emphasis on interiority and efficient activity allow. This is what readers are seeking when reading SH books. Indeed, people seeking a solution to their problems would ask: what is the use of reading books saying there is nothing to do to improve our situation? Thus, when using the “language game” of resilience, the SH book readers willingly accept the consequence that their problems have now been brought out into the open: the consequence being that people should take the responsibility for the fact that their problems persist (due to their own failure to act) or disappear (due to their actions). This theory of the consequence of one’s actions is today criticised by sociologists, notably French-speaking ones. References Alexander, Jeffrey. “Cultural Pragmatics: Social Performance between Ritual and Strategy.” Sociological Theory 22 (2004): 527–573. Barker, Martin, and Julian Petley, eds. Ill Effects: The Media/Violence Debate: London: Routledge, 2001. Cyrulnik, Boris. Parler d’Amour au Bord du Gouffre. Paris: Odile Jacob, 2004. Ehrenberg, Alain. La Société du Malaise. Paris: Odile Jacob, 2010. Evans-Pritchard, Edward E. Sorcellerie, Oracles et Magie chez les Azandé. Paris: Gallimard, 1972. Favret-Saada, Jeanne. Les Mots, la Mort, les Sorts. La Sorcellerie dans le Bocage. Paris: Gallimard, 1977. Hazleden, Rebecca. “Promises of Peace and Passion: Enthusing the Readers of Self-Help.” M/C Journal 12.2 (2009). 1 Aug. 2013 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/124>. Illouz, Eva. Saving the Modern Soul: Therapy, Emotions, and the Culture of Self-Help. Berkeley: U of California P, 2008. Luhmann Niklas. La Confiance: Un Mécanisme de Réduction de la Complexité Sociale. Paris: Economica, 2006. Marquis, Nicolas. “Se Remettre en Jeu quand Rien ne va Plus: Une Réflexion Sociologique sur la Catégorie de la Résilience. ” Recherches Sociologiques et Anthropologiques 40.1 (2009): 93–110. Masten Ann S., “Ordinary Magic: Resilience Processes in Development.” American Psychologist 56.3 (2001): 227–238. McGee Micki. Self-Help, Inc.: Makeover Culture in American Life. New York: Oxford UP, 2005. Rutter, Michael. “Resilience Reconsidered: Conceptual Considerations, Empirical Findings, and Policy Implications.” Handbook of Early Childhood Intervention. Eds. Jack P. Shonkoff and Samuel J. Meisels. New York: Cambridge UP, 2000. 651–682. Ungar, Michael. “Resilience across Cultures.” British Journal of Social Work 38.2 (2008): 218–235. Winch, Peter. “Understanding a Primitive Society.” American Philosophical Quarterly 1 (1964): 307–324. Wittgenstein, Ludwig. Recherches Philosophiques. Paris: Gallimard, 2005.
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Tan, Jennifer Pei-Ling, Elizabeth Koh, Christin Rekha Jonathan, and Simon Yang. "Learner Dashboards a Double-Edged Sword? Students’ Sense-Making of a Collaborative Critical Reading and Learning Analytics Environment for Fostering 21st Century Literacies." Journal of Learning Analytics 4, no. 1 (March 14, 2017). http://dx.doi.org/10.18608/jla.2017.41.7.

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The affordances of learning analytics (LA) tools and solutions are being increasingly harnessed for enhancing 21st century pedagogical and learning strategies and outcomes. However, use cases and empirical understandings of students’ experiences with LA tools and environments aimed at fostering 21st century literacies, especially in the K-12 schooling sector and in Asian education contexts remain relatively scarce in the field. Our paper addresses this knowledge gap in two ways. First, we present a first iteration design of a computer-supported collaborative critical reading and LA environment, WiREAD, and its 16-week implementation in a Singapore high school. Second, we foreground students’ evaluative accounts of the benefits and drawbacks associated with this techno-pedagogical innovation. Our analysis of students’ collective sense-making pointed to a number of potentialities and perils associated with the design and use of LA dashboards. Positives included (1) fostering greater self-awareness, reflective and self-regulatory learning dispositions, (2) enhancing learning motivation and engagement, and (3) nurturing connective literacy among students. The motivational value of peer-referenced LA visualisations for stimulating healthy competition and game-like learning was identified, alongside the perils of these serving to demoralise, pressurise and trigger complacency in learners. By focusing on students’ experiences and interpretations of how the LA dashboard visualizations impacted their learning motivation and outcomes, this paper aims to shed insights into the pedagogical complexities of designing LA that considers the voices of learners as a critical stakeholder group.
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de Wit, Jan, Alicia van der Kraan, and Joep Theeuwes. "Live Streams on Twitch Help Viewers Cope With Difficult Periods in Life." Frontiers in Psychology 11 (November 20, 2020). http://dx.doi.org/10.3389/fpsyg.2020.586975.

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Live streaming platforms such as Twitch that facilitate participatory online communities have become an integral part of game culture. Users of these platforms are predominantly teenagers and young adults, who increasingly spend time socializing online rather than offline. This shift to online behavior can be a double-edged sword when coping with difficult periods in life such as relationship issues, the death of a loved one, or job loss. On the one hand, platforms such as Twitch offer pleasure, distraction, and relatedness with others to help with coping, and the increased sense of anonymity and control could stimulate self-disclosure. However, the prevalence of trolling and memes may also discourage people from opening up, and relationships that are built online—especially those with microcelebrity streamers—could be perceived as more meaningful than they actually are. To create a deeper understanding of Twitch as a new media platform embedded in game culture, and how users perceive its potential as a coping mechanism, we have conducted a first exploration by means of a survey. The questions focused on general Twitch behavior, the difficult period in life, and the role of Twitch during this period. It was distributed online among people who considered themselves active Twitch users, and who had gone through a difficult period. Eighty-four participants completed the entire survey. The majority of participants indicated that Twitch helped them cope, and that it became a larger part of their lives during the difficult period compared to regular viewing. Recurring themes were the entertainment, distraction, and sense of community Twitch offers. Viewing behavior during difficult periods appears to remain largely the same in terms of the streamers that are watched, although time spent viewing increases, and there is a change toward more time spent actively watching rather than having the stream on in the background. With this work, we aim to create a deeper understanding of Twitch as a platform, and its importance for gamers that are going through difficult periods in life.
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Harju, Anu A. "A Relational Approach to the Digital Self: Plus-Sized Bloggers and the Double-Edged Sword of Market-Compromised Identity." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1385.

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Digital Articulations of the Relational Self Identity continues to be one of the enduring topics in digital media research. This interdisciplinary take on the digital self extends the discussion in my dissertation (Harju) of contemporary articulations of the relational self in the digital context by focusing on potentiality of the evolving self. I adopt a relational approach to being (Gergen Relational) where the self is seen as always already a product of relations, borne out of them as well as dependent on them (Gergen Realities). The self as fluid and processual is reflective of our liquid times (Bauman), of globalisation and digitalisation where we are surrounded by global flows of images, taste and trends (Appadurai).The view of the self as a process underlies future-oriented action, emphasing the becoming of the self. The process of becoming implies the potential of the self that can be narrated into existence. The relational view of the self, perhaps indirectly, also posits the self as a temporal interface between the present and the future, as a site where change unfolds. It is therefore important to critically reflect on the kinds of potentialities we can discover and engage with and the kinds of futures (Berardi) we can construct.Extending Gergen’s conceptualisation of the kinds of relations to include non-human actors (e.g. media technologies) as well socio-cultural and economic forces allows me to explore the conflicting forces shaping the self, for example, the influence the market exerts on self-construction together with the media logics that guide digital self-production practices. Because of the market’s dominant position in today’s imagination, I seek to explore the relational processes of inclusion and exclusion that position individuals relative to as well as in terms of the market as more or less included or excluded subjects (Harju).The digital environment is a unique setting for identity projects as it provides spatial and temporal flexibility, the possibility for curation, consideration and reconstruction. At the same time, it lacks a certain historicity; as Smith and Watson note, the self constructed online lacks narrative beginning and end that in “analog life writing [are] distinguishable by birth or death” (90). While it is tempting therefore to assume that self-construction online is free from all constraints, this is not necessarily so as the self is nevertheless produced within the wider socio-cultural context in which it also needs to “make sense,” these conditions persisting across these modes of being. Self as a relational process inevitably connects what for analytical purposes may be called online and offline social spaces as there is a processual linkage, a relational flow, that connects any online entity to a form outside the digital realm.Media institutions and the process of mediation (Rak Boom!) shape the autobiographical practices (Poletti), and the notion of automedia was introduced as a way to incorporate images, text and technologies as constitutive in autobiographic accounts (Smith and Watson) and help see online life as life instead of mere representation (Rak "Life"). The automedial approach rejects essentialist accounts of the self, assuming rather that the self is called into being and constructed in and by the materiality of the medium, in the process of mediation. This furthermore entails a move beyond the literary in terms of autobiographies toward consideration of the enabling and restricting roles of media technologies in the kinds of selves that can be constructed (Maguire 74).Viewing the self as always already relationally emergent (Gergen Relational) and combining this view with the framework of automedial construction of the self allows us to bring into the examination of the digital self the socio-cultural and economic forces and the diverse discourses meeting at the site of the self. Importantly, the relational approach prioritises relations and therefore the self is constituted in a relational flow in a process of becoming, placing importance on the kinds of relational configurations where the becoming of the self takes place.This paper explores how the digital self is forged under the joint pressures of consumerist logic and media logics in the contemporary society where “being a consumer” is the predominant subjectivity (Firat; Bauman). I draw on sociology of consumption to examine the relational tensions shaping identity construction of marginalised individuals. To empirically illustrate the discussion I draw on a previous study (Harju and Huovinen) on plus-sized fashion blogging and examine fatshion blogging as a form of automedia (see also Rak "Digital" on blogs).Plus-Sized Fashion Bloggers and Market-Mediated IdentityPlus-sized fashion bloggers, “fatshionistas,” actively seek social and cultural inclusion by way of fashion. As a collective activity, plus-sized fashion blogging is more than diary writing (see also Rak Digital) but also more than fashion blogging: the blogs constitute “networked, collective and active consumer resistance,” illuminating “marginalised consumers’ identity work at the intersection of commercial culture and the counter-representations of traditional femininity” (Harju and Huovinen 1603). Blogging resistant or subversive identities into being is thus also a form of activism and political action (Connell). As a form of automedia and autobiographical production, fatshion blogging has as its agenda the construction of alternative subjectivities and carving out a legitimate social space in the “fatosphere,” “a loosely interconnected network of online resources aimed at creating a safe space where individuals can counter fat prejudice, resist misconceptions of fat, engage in communal experiences and promote positive understandings of fat” (Gurrieri and Cherrier 279). Fashion blogs are rich in self-images portraying “fat fashion”: thus, not only fashion as a physical medium and the images representative of such materiality, but also the body acts as a medium.Plus-sized fashion bloggers feel marginalised as women due to body size but they also face rejection in and by the market. Normalised discourses around fashion and the female body as one that is fashioned render fashion blogging an avenue to normativity (Berlant): the symbolic power of taste (Bourdieu) embedded in fashion is harnessed to construct the desired self and to mobilise discourses of acceptable subjectivity. However, it is these very discourses that also construct the “state of being fat” as deviant and stigmatise the larger body as something falling outside the definition of good taste (LeBesco).The description on the Fatshionista! Livejournal page summarizes the agenda that despite the focus on fashion carries political undertones:Welcome, fatshionistas! We are a diverse fat-positive, anti-racist, disabled-friendly, trans-inclusive, queer-flavored, non-gender-specific community, open to everyone. Here we will discuss the ins and outs of fat fashions, seriously and stupidly--but above all--standing tall, and with panache. We fatshionistas are self-accepting despite The Man's Saipan-made boot at our chubby, elegant throats. We are silly, and serious, and want shit to fit.In a previous study (Harju and Huovinen) on the conflicted identity construction of plus-sized fashion bloggers (see also Gurrieri and Cherrier; Limatius) we found the complex performative tactics used in constructing the plus-sized blogger identity both resisted the market as well as embraced it: the bloggers seek similarity via appeals to normativity (see also Coleman and Figueroa) yet underline difference by rejecting the demands of normative ideals.The bloggers’ similarity seeking tactics (Harju and Huovinen) emphasise shared commonalities with the feminine ideals (ultra-femininity, posing and girliness) and on the face of it contribute to reproducing not only the gendered self but also the market-compromised self that endorses a very specific type of femininity. The plus-sized blogger identity, although inherently subversive as it seeks to challenge and expand the repertoire and imagery available to women, nevertheless seeks inclusion by way of the market, the very same that rejected them as “consumers”. This relational tension is negotiated on the blogs, and resistance emerges through articulating difference.Thus, the bloggers’ diversity asserting tactics (Harju and Huovinen) add to the complexity of the identity project and constitute explicit resistance, giving rise to resistant consumer identity. Bodily differences are highlighted (e.g. the bigger body is embraced, skin and body revealed rather than concealed) as the bloggers take control of how they are represented, using media to challenge the market that defines acceptable femininity in ways that ostracises fat women. The contradictory processes at the site of the self give rise to relational tension (Gergen Relational) and blogging offers a site for collective negotiation. For the plus-sized bloggers, to be included means no longer occupying the margins: self-images displaying the fat body contribute to corporeal empowerment (Harju and Huovinen) where flaunting the fat body helps construct the identity of a “fatshionista” blogger liberated from shame and stigma attached to the bigger body:I decided to start this blog after being a regular poster on the Fatshionista LiveJournal community. Finding that community changed my whole outlook on life, I was fat (still am) & unhappy with myself (not so much now). I was amazed to find a place where fat people celebrated their bodies, instead of being ashamed. (Harju and Huovinen 1614).The fatshion blog as a form of automedia is driven by the desire for change in the social circumstances where self-construction can take place, toward the future potential of the self, by diversifying acceptable subject positions and constructing novel identification points for fat women. The means are limited, however, and despite the explicit agenda of promoting body positivity, the collective aspirations are rooted in consumption and realised in the realm of fashion and the market.The question, therefore, is whether resistance outside the market is possible when so much of our social existence is bound up with the market and consumerist logic, or whether the desire for inclusion, manifest in aspirational normativity (Berlant) with the promise of social acceptance linked to normative way of life, necessitates market participation and the adoption of consumer subjectivity? Consumer subjectivity offers normative intelligibility in the various expressions of identity, providing tools for the becoming of an included subject. However, it raises the question of whether resistant identity can occur outside the market and outside the logic of consumption when it seeks social inclusion.Market-compromised identity is a double-edged sword; while participation via the market may help construct a self that is intelligible, market participation also disciplines the subject to take part in a certain way, of becoming a certain type of consuming subject, all the time harnessing the self for the benefit of the market. With no beginning or an end, the digital self is in constant processual flux, responding to conflicting relational input. The market adds to this complexity as “the neoliberal subject is compelled to participate in society as both an enthusiastic consumer and as a self-controlled subject” (Guthman 193).Social Imaginaries as Horizons of Constrained Possibility Identity possibilities are inscribed in the popular imagination, and the concept of social imaginary (Castoriadis; Taylor) provides a useful lens through which to examine articulations of the digital self. Social imaginaries are not unitary constructions and different imaginaries are evoked in different contexts. Likewise, although often shared, they are nevertheless unique to the individual, presenting as a terrain of conceivable action befitting of the individual engaged in the act of imagining.In our socially saturated times relational input is greater than ever (Gergen Relational). Imagining now draws on a wider range of identity possibilities, the ways of imagining the self being reflective of the values of any given time. Both consumption and media infiltrate the social imagination which today is not only compromised by market logic but has become constitutive of a terrain where the parameters for inclusion, change and resistance are limited. Practices of performing desirable femininity normalise a certain way of being and strike a constitutive boundary between what is desirable and what is not. The plus-sized fashion blogging makes visible the lack of diversity in the popular imagination (Harju and Huovinen) while fatshion blogging also reveals what possibilities there are for inclusion (i.e. via consumption and by mobilising normative femininity) and where the boundaries of identity work lie (see also Connell).The fat body is subjected to discipline (Giovanelli and Ostertag; LeBesco) and “becoming fat” is regularly viewed as a lack of control. Not limited to fat subjects, the prevalent discourses of the self emphasise control and responsibility for the self (rather than community), often masquerading as self-approval. The same discourses, however, highlight work on the self (McRobbie) and cultivating the self by various means of self-management or self-tracking (Rettberg). Such self-disciplining carries the implication of the self as somewhat lacking (Skeggs Imagining, Exchange), of being in some way unintelligible (Butler).In plus-sized blogging, the fat body needs to be subjected to fashioning to become intelligible within the dominant discourses in the public sphere. The fatshionista community is a politically oriented movement that rejects the normative demands governing the body, yet regimes of ‘self-improvement’ are evident on the individual blogs displaying the fashioned body, which is befitting of the normative understandings of the female subject as sexualised, as something to be consumed (see also Maguire). Contrary to the discourses of fat female subjects where the dimension of sexuality is largely absent, this is also linked to the problematics related to the visibility of female subjects. The negotiation of relational tension is manifest as negotiation of competing discourses where bloggers adopt the hegemonic visual discourses to subvert the stigmatising discourses that construct the fat female subject as lacking. Utilising media logics (e.g. micro-celebrity) to gain visibility as fat subjects is an important aspect of the fatshionistas’ automedial self-construction.I argue that social imaginaries that feed into identity construction and offer pathways to normalcy cannot be seen simply and only as enabling, but instead they construct horizons of constrained possibility (Harju), thereby imposing limitations to the kind of acceptable identity positions marginalised individuals can seek. Digital productions form chains of symbolic entities and acquire their meaning by being interconnected as well as by being connected to popular social imaginaries. Thus, the narrative construction of the self in the digital production, and the recognition of the self in the becoming, is the very utility of the digital object. This is because through the digital artefact the individual becomes relationally linked to chains of significations (Harju). Through such linkages and subverted discourses, the disenfranchised may become enfranchised.Toward Horizons of Potentiality and PossibilityThe relational self is a process under continual change and thus always becoming. This approach opens up new avenues for exploring the complexities of the digital self that is never ‘just’ a reproduction. Automedia entails both the media about the maker (the subject) and the process of mediating the self (Rak "Life" 161) The relational approach helps overcome the binary distinction in modes of being (online versus offline), instead bringing into focus the relational flow between various articulations of the self in different relational scenarios. Then perhaps the question is not “what kinds of selves become or are borne digital” (Rak Life 177), but what kinds of selves are possible in the first place under the current conditions that include the digital as one mode of being, mediating the becoming, with the digital as one relational space of articulation of the self among many.Where in On Being Online I discussed the constraining effects of market ideology embedded in social imaginaries on how the self can be articulated, Berardi in his book Futurability offers a more optimistic take, noting how the different paths we take result in different possibilities becoming realised, resulting in different social realities in the future. Future is not a linear development from the present; rather, the present harbours the potential for multiple futures. Berardi notes how the “[f]uture is not prescribed but inscribed, so it must be selected and extracted through interpretation” (236). Despite the dominant code - which in our times is consumption (Baudrillard) - hindering the process of interpretation, there is hope in Berardi’s notion of inscribed possibilities for resistance and change, for different ways of being and becoming.This is the space the plus-sized fashion bloggers occupy as they grasp the potentialities in the present and construct new ways of being that unfold as different social realities in the future. In blogging, platform affordances together with other media technologies are intertwined with future-oriented life narration in the construction of the fatshionista identity which involves retrospective interpretation of life experiences as a fat woman as well as self-liberation in the form of conscious rejection of the dominant discourses around fat female subjects.The digital self is able to negotiate such diverse, even conflicting forces in the active shaping of the social reality of its existence. Blogging as automedia can constitute an act of carving out alternative futures not limited to the digital realm. Perhaps when freed from aspirational normativity (Berlant) we are able to recover hope in the inscribed possibilities that might also hide the potential for a transition from a subjectivity enslaved to the market logic (see Firat Violence) to a self actively engaged in changing the social circumstances and the conditions in which subjectivity is construed (see Firat and Dholakia). In the becoming, the digital self occupies a place between the present and the future, enmeshed in various discourses of aspiration, mediated by material practices of consumption and articulated within the limits of current media practices (Harju). A self in the making, it is variably responsive to the multitude of relational forces continually flowing at the site of it.Although the plus-sized bloggers’ identity work can be seen as an attempt to transform or discipline the self into something more intelligible that better fits the existing narratives of the self, they are also adding new narratives to the repertoire. If we adopt the view of self-conception as discourse about the self, that is, “the performance of languages available in the public sphere” (Gergen, Realities 185) whereby the self is made culturally intelligible by way of narration within ongoing relationships, we can see how the existing cultural discourses of the self are not only inclusive, but also alienating and othering. There is a need for identity politics that encourage the production of alternative discourses of the self for more inclusive practices of imagining. Blogging as automedia is not only a way of making visible that which occupies the margins, it also actively contributes to diversifying identification points in the public sphere that are not limited to the digital, but have implications regarding the production of social realities, regardless of the mode in which these are experienced.ReferencesAppadurai, Arjun. Modernity at Large: Cultural Dimensions of Globalization. Minneapolis: University of Minnesota P, 1996.Baudrillard, Jean. The Consumer Society: Myths and Structures. Trans. C. Turner. London: Sage, 1998 [1970].Bauman, Zygmunt. “The Self in Consumer Society.” The Hedgehog Review: Critical Refections on Contemporary Culture 1 (1999): 35-40. ———. Liquid Modernity. Cambridge: Polity, 2000.———. “Consuming Life.” Journal of Consumer Culture 1 (2001): 9–29.———, and Benedetto Vecchi. Identity: Conversations with Benedetto Vecchi. Cambridge: Polity, 2004.Berlant, Lauren. “Nearly Utopian, Nearly Normal: Post-Fordist Affect in La Promesse and Rosetta.” Public Culture 19 (2007): 273-301.Bourdieu, Pierre. Distinction: A Social Critique of the Judgement of Taste. London: Routledge. 1986.Butler, Judith. Gender Trouble: Feminism and the Subversion of Identity. London: Routledge. 2006 [1990].Castoriadis, Cornelius. “Radical Imagination and the Social Instituting Imaginary.” Rethinking Imagination: Culture and Creativity. Eds. G. Robinson and J.F. Rundell. Abingdon: Routledge, 1994. 136-154.Coleman, Rebecca, and Mónica Moreno Figueroa. “Past and Future Perfect? Beauty, Affect and Hope.” Journal for Cultural Research 14 (2010): 357-373.Connell, Catherine. “Fashionable Resistance: Queer “Fa(t)shion Blogging as Counterdiscourse.” Women’s Studies Quarterly 41 (2013): 209-224.Firat, Fuat A. “The Consumer in Postmodernity.” NA - Advances in Consumer Research 18 (1991): 70-76. ———. “Violence in/by the Market.” Journal of Marketing Management, 2018.Firat, Fuat A., and Nikhilesh Dholakia. “From Consumer to Construer: Travels in Human Subjectivity.” Journal of Consumer Culture 17 (2016): 504-522.Franco “Bifo” Berardi. Futurability: The Age of Impotence and the Horizon of Possibility. London: Verso, 2017. Gergen, Kenneth J. Realities and Relationships: Soundings in Social Construction. Cambridge: Harvard University P. 1994.———. Relational Being: Beyond Self and Community. New York: Oxford University P., 2009.Giovanelli, Dina, and Stephen Ostertag. “Controlling the Body: Media Representations, Body Size, and Self-Discipline.” Fat Studies Reader. Eds. E. 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U of Massachusetts P, 2004.Limatius, Hanna. “’There Really Is Nothing like Pouring Your Heart Out to a Fellow Fat Chick’: Constructing a Body Positive Blogger Identity in Plus-Size Fashion Blogs.” Token: A Journal of English Linguistics 6 (2017).Maguire, Emma. “Self-Branding, Hotness, and Girlhood in the Video Blogs of Jenna Marbles.” Biography 38.1 (2015): 72-86.McRobbie, Angela. “Post-Feminism and Popular Culture.” Feminist Media Studies 4 (2004): 255-264. Poletti, Anna. “What's Next? Mediation.” a/b: Auto/Biography Studies 32 (2017): 263-266.Rak, Julie. “The Digital Queer: Weblogs and Internet Identity.” Biography 28 (2005): 166-182.———. Boom! Manufacturing Memoir for the Popular Market. Waterloo: Wilfred Laurier UP. 2013.———. “Life Writing versus Automedia: The Sims 3 Game as a Life Lab.” Biography 38 (2015): 155-180.Rettberg, Jill W. “Self-Representation in Social Media.” Sage Handbook of Social Media. Eds. J. Burgess, A. Marwick, and T. Poell, 2017. 5 Feb. 2018 <http://hdl.handle.net/1956/13073>.Skeggs, Beverley. “Exchange, Value and Affect: Bourdieu and ‘the Self’.” The Sociological Review 52 (2004): 75-95.———. “Imagining Personhood Differently: Person Value and Autonomist Working-Class Value Practices.” The Sociological Review 59 (2011): 496-513.Smith, Sidonie, and Julia Watson. “Virtually Me.” Identity Technologies: Constructing the Self Online. Eds. A. Poletti and J. Rak. University of Wisconsin Press, 2014. 70-95.Taylor, Charles. “Modern Social Imaginaries.” Public Culture 14 (2002): 91-124.
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Egliston, Ben. "Building Skill in Videogames: A Play of Bodies, Controllers and Game-Guides." M/C Journal 20, no. 2 (April 26, 2017). http://dx.doi.org/10.5204/mcj.1218.

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IntroductionIn his now-seminal book, Pilgrim in the Microworld (1983), David Sudnow details his process of learning to play the game Breakout on the Atari 2600. Sudnow develops an account of his graduation from a novice (having never played a videogame prior, and middle-aged at time of writing) to being able to fluidly perform the various configurative processes involved in an acclimated Breakout player’s repertoire.Sudnow’s account of videogame skill-development is not at odds with common-sense views on the matter: people become competent at videogames by playing them—we get used to how controllers work and feel, and to the timings of the game and those required of our bodies, through exposure. We learn by playing, failing, repeating, and ultimately internalising the game’s rhythms—allowing us to perform requisite actions. While he does not put it in as many words, Sudnow’s account affords parity to various human and nonhuman stakeholders involved in videogame-play: technical, temporal, and corporeal. Essentially, his point is that intertwined technical systems like software and human-interface devices—with their respective temporal rhythms, which coalesce and conflict with those of the human player—require management to play skilfully.The perspective Sudnow develops here is no doubt important, but modes of building competency cannot be strictly fixed around a player-videogame relationship; a relatively noncontroversial view in game studies. Videogame scholars have shown that there is currency in understanding how competencies in gameplay arise from engaging with ancillary objects beyond the thresholds of player-game relations; the literature to date casting a long shadow across a broad spectrum of materials and practices. Pursuing this thread, this article addresses the enterprise (and conceptualisation) of ‘skill building’ in videogames (taken as the ability to ‘beat games’ or cultivate the various competencies to do so) via the invocation of peripheral objects or practices. More precisely, this article develops the perspective that we need to attend to the impacts of ancillary objects on play—positioned as hybrid assemblage, as described in the work of writers like Sudnow. In doing so, I first survey how the intervention of peripheral game material has been researched and theorised in game studies, suggesting that many accounts deal too simply with how players build skill through these means—eliding the fact that play works as an engine of many moving parts. We do not simply become ‘better’ at videogames by engaging peripheral material. Furthering this view, I visit recent literature broadly associated with disciplines like post-phenomenology, which handles the hybridity of play and its extension across bodies, game systems, and other gaming material—attending to how skill building occurs; that is, through the recalibration of perceptual faculties operating in the bodily and temporal dimensions of videogame play. We become ‘better’ at videogames by drawing on peripheral gaming material to augment how we negotiate the rhythms of play.Following on from this, I conclude by mobilising post-phenomenological thinking to further consider skill-building through peripheral material, showing how such approaches can generate insights into important and emerging areas of this practice. Following recent games research, such as the work of James Ash, I adopt Bernard Stiegler’s formulation of technicity—pointing toward the conditioning of play through ancillary gaming objects: focusing particularly on the relationship between game skill, game guides, and embodied processes of memory and perception.In short, this article considers videogame skill-building, through means beyond the game, as a significant recalibration of embodied, temporal, and technical entanglements involved in play. Building Skill: From Guides to BodiesThere is a handsome literature that has sought to conceptualise the influence of ancillary game material, which can be traced to earlier theories of media convergence (Jenkins). More incisive accounts (pointing directly at game-skill) have been developed since, through theoretical rubrics such as paratext and metagaming. A point of congruence is the theme of relation: the idea that the locus of understanding and meaning can be specified through things outside the game. For scholars like Mia Consalvo (who popularised the notion of paratext in game studies), paratexts are a central motor in play. As Consalvo suggests, paratexts are quite often primed to condition how we do things in and around videogames; there is a great instructive potential in material like walkthrough guides, gaming magazines and cheating devices. Subsequent work has since made productive use of the concept to investigate game-skill and peripheral material and practice. Worth noting is Chris Paul’s research on World of Warcraft (WoW). Paul suggests that players disseminate high-level strategies through a practice known as ‘Theorycraft’ in the game’s community: one involving the use of paratextual statistics applications to optimise play—the results then disseminated across Web-forums (see also: Nardi).Metagaming (Salen and Zimmerman 482) is another concept that is often used to position the various extrinsic objects or practices installed in play—a concept deployed by scholars to conceptualise skill building through both games and the things at their thresholds (Donaldson). Moreover, the ability to negotiate out-of-game material has been positioned as a form of skill in its own right (see also: Donaldson). Becoming familiar with paratextual resources and being able to parse this information could then constitute skill-building. Ancillary gaming objects are important, and as some have argued, central in gaming culture (Consalvo). However, critical areas are left unexamined with respect to skill-building, because scholars often fail to place paratexts or metagaming in the contexts in which they operate; that is, amongst the complex technical, embodied and temporal conjunctures of play—such as those described by Sudnow. Conceptually, much of what Sudnow says in Microworld undergirds the post-human, object-oriented, or post-phenomenological literature that has begun to populate game studies (and indeed media studies more broadly). This materially-inflected writing takes seriously the fact that technical objects (like videogames) and human subjects are caught up in the rhythms of each other; digital media exists “as a mode or cluster of operations in consort with matter”, as Anna Munster tells us (330).To return to videogames, Patrick Crogan and Helen Kennedy argue that gameplay is about a “technicity” between human and nonhuman things, irreducible to any sole actor. Play is a confluence of metastable forces and conditions, a network of distributed agencies (see also Taylor, Assemblage). Others like Brendan Keogh forward post-phenomenological approaches (operating under scholars like Don Ihde)—looking past the subject-centred nature of videogame research. Ultimately, these theorists situate play as an ‘exploded diagram’, challenging anthropocentric accounts.This position has proven productive in research on ‘skilled’ or ‘high-level’ play (fertile ground for considering competency-development). Emma Witkowski, T.L. Taylor (Raising), and Todd Harper have suggested that skilled play in games emerges from the management of complex embodied and technical rhythms (echoing the points raised prior by Sudnow).Placing Paratexts in PlayWhile we have these varying accounts of how skill develops within and beyond player-game relationships, these two perspectives are rarely consolidated. That said, I address some of the limited body of work that has sought to place the paratext in the complex and distributed conjunctures of play; building a vocabulary and framework via encounters with what could loosely be called post-phenomenological thinking (not dissimilar to the just surveyed accounts). The strength of this work lies in its development of a more precise view of the operational reality of playing ‘with’ paratexts. The recent work of Darshana Jayemanne, Bjorn Nansen, and Thomas Apperley theorises the outward expansion of games and play, into diverse material, social, and spatial dimensions (147), as an ‘aesthetics of recruitment’. Consideration is given to ‘paratextual’ play and skill. For instance, they provide the example of players invoking the expertise they have witnessed broadcast through Websites like Twitch.tv or YouTube—skill-building operating here across various fronts, and through various modalities (155). Players are ‘recruited’, in different capacities, through expanded interfaces, which ultimately contour phenomenological encounters with games.Ash provides a fine-grained account in research on spatiotemporal perception and videogames—one much more focused on game-skill. Ash examines how high-level communities of players cultivate ‘spatiotemporal sensitivity’ in the game Street Fighter IV through—in Stiegler’s terms—‘exteriorising’ (Fault) game information into various data sets—producing what he calls ‘technicity’. In this way, Ash suggests that these paratextual materials don’t merely ‘influence play’ (Technology 200), but rather direct how players perceive time, and habituate exteriorised temporal rhythms into their embodied facility (a translation of high-level play). By doing so, the game can be played more proficiently. Following the broadly post-phenomenological direction of these works, I develop a brief account of two paratextual practices. Like Ash, I deploy the work of Stiegler (drawing also on Ash’s usage). I utilise Stiegler’s theoretical schema of technicity to roughly sketch how some other areas of skill-building via peripheral material can be placed within the context of play—looking particularly at the conditioning of embodied faculties of player anticipation, memory and perception through play and paratext alike. A Technicity of ParatextThe general premise of Stiegler’s technicity is that the human cannot be thought of independent from their technical supplements—that is, ‘exterior’ technical objects which could include, but are not limited to, technologies (Fault). Stiegler argues that the human, and their fundamental memory structure is finite, and as such is reliant on technical prostheses, which register and transmit experience (Fault 17). This technical supplement is what Stiegler terms ‘tertiary retention’. In short, for Stiegler, technicity can be understood as the interweaving of ‘lived’ consciousness (Cinematic 21) with tertiary retentional apparatus—which is palpably felt in our orientations in and toward time (Fault) and space (including the ‘space’ of our bodies, see New Critique 11).To be more precise, tertiary retention conditions the relationship between perception, anticipation, and subjective memory (or what Stiegler—by way of phenomenologist Edmund Husserl, whose work he renovates—calls primary retention, protention, and secondary retention respectively). As Ash demonstrates (Technology), Stiegler’s framework is rich with potential in investigating the relationship between videogames and their peripheral materials. Invoking technicity, we can rethink—and expand on—commonly encountered forms of paratexts, such as game guides or walkthroughs (an example Consalvo gives in Cheating). Stiegler’s framework provides a means to assess the technical organisation (through both games and paratexts) of embodied and temporal conditions of ‘skilled play’. Following Stiegler, Consalvo’s example of a game guide is a kind of ‘exteriorisation of play’ (to the guide) that adjusts the embodied and temporal conditions of anticipation and memory (which Sudnow would tell us are key in skill-development). To work through an example, if I was playing a hard game (such as Dark Souls [From Software]), the general idea is that I would be playing from memories of the just experienced, and with expectations of what’s to come based on everything that’s happened prior (following Stiegler). There is a technicity in the game’s design here, as Ash would tell us (Technology 190-91). By way of Stiegler (and his reading of Heidegger), Ash argues a popular trend in game design is to force a technologically-mediated interplay between memory, anticipation, and perception by making videogames ‘about’ a “a future outside of present experience” (Technology 191), but hinging this on past-memory. Players then, to be ‘skilful’, and move forward through the game environment without dying, need to manage cognitive and somatic memory (which, in Dark Souls, is conventionally accrued through trial-and-error play; learning through error incentivised through punitive game mechanics, such as item-loss). So, if I was playing against one of the game’s ‘bosses’ (powerful enemies), I would generally only be familiar with the way they manoeuvre, the speed with which they do so, and where and when to attack based on prior encounter. For instance, my past-experience (of having died numerous times) would generally inform me that using a two-handed sword allows me to get in two attacks on a boss before needing to retreat to avoid fatal damage. Following Stiegler, we can understand the inscription of videogame experience in objects like game guides as giving rise to anticipation and memory—albeit based on a “past that I have not lived but rather inherited as tertiary retentions” (Cinematic 60). Tertiary retentions trigger processes of selection in our anticipations, memories, and perceptions. Where videogame technologies are traditionally the tertiary retentions in play (Ash, Technologies), the use of game-guides refracts anticipation, memory, and perception through joint systems of tertiary retention—resulting in the outcome of more efficiently beating a game.To return to my previous example of navigating Dark Souls: where I might have died otherwise, via the guide, I’d be cognisant to the timings within which I can attack the boss without sustaining damage, and when to dodge its crushing blows—allowing me to eventually defeat it and move toward the stage’s end (prompting somatic and cognitive memory shifts, which influence my anticipation in-game). Through ‘neurological’ accounts of technology—such as Stiegler’s technicity—we can think more closely about how playing with a skill-building apparatus (like a game guide) works in practice; allowing us to identify how various situations ingame can be managed via deferring functions of the player (such as memory) to exteriorised objects—shifting conditions of skill building. The prism of technicity is also useful in conceptualising some of the new ways players are building skill beyond the game. In recent years, gaming paratexts have transformed in scope and scale. Gaming has shifted into an age of quantification—with analytics platforms which harvest, aggregate, and present player data gaining significant traction, particularly in competitive and multiplayer videogames. These platforms perform numerous operations that assist players in developing skill—and are marketed as tools for players to improve by reflecting on their own practices and the practices of others (functioning similarly to the previously noted practice of TheoryCraft, but operating at a wider scale). To focus on one example, the WarCraftLogs application in WoW (Image 1) is a highly-sophisticated form of videogame analytics; the perspective of technicity providing insights into its functionality as skill-building apparatus.Image 1: WarCraftLogs. Image credit: Ben Egliston. Following Ash’s use of Stiegler (Technology), quantifying the operations that go into playing WoW can be conceptualised as what Stiegler calls a system of traces (Technology 196). Because of his central thesis of ‘technical existence’, Stiegler maintains that ‘interiority’ is coincident with technical support. As such, there is no calculation, no mental phenomena, that does not arise from internal manipulation of exteriorised symbols (Cinematic 52-54). Following on with his discussion of videogames, Ash suggests that in the exteriorisation of gameplay there is “no opposition between gesture, calculation and the representation of symbols” (Technology 196); the symbols working as an ‘abbreviation’ of gameplay that can be read as such. Drawing influence from this view, I show that ‘Big Data’ analytics platforms like WarCraftLogs similarly allow users to ‘read’ play as a set of exteriorised symbols—with significant outcomes for skill-building; allowing users to exteriorise their own play, examine the exteriorised play of others, and compare exteriorisations of their own play with those of others. Image 2: WarCraftLogs Gameplay Breakdown. Image credit: Ben Egliston.Image 2 shows a screenshot of the WarCraftLogs interface. Here we can see the exteriorisation of gameplay, and how the platform breaks down player inputs and in-game occurrences (written and numeric, like Ash’s game data). The screenshot shows a ‘raid boss’ (where players team up to defeat powerful computer-controlled enemies)—atomising the sequence of inputs a player has made over the course of the encounter. This is an accurate ledger of play—a readout that can speak to mechanical performance (specific ingame events occurred at a specific time), as well as caching and providing parses of somatic inputs and execution (e.g. ability to trace the rates at which players expend in-game resources can provide insights into rapidity of button presses). If information falls outside what is presented, players can work with an Application Programming Interface to develop customised readouts (this is encouraged through other game-data platforms, like OpenDota in Dota 2). Through this system, players can exteriorise their own input and output or view the play of others—both useful in building skill. The first point here—of exteriorising one’s own experience—resonates with Stiegler’s renovation of Husserl's ‘temporal object’—that is, an object that exists in and is formed through time—through temporal fluxes of what appears, what happens and what manifests itself in disappearing (Cinematic 14). Stiegler suggests that tertiary retentional apparatus (e.g. a gramophone) allow us to re-experience a temporal object (e.g. a melody) which would otherwise not be possible due to the finitude of human memory.To elaborate, Stiegler argues that primary memories recede into secondary memory (which is selective reactivation of perception), but through technologies of recording, (such as game-data) we can re-experience these things verbatim. So ultimately, games analytics platforms—as exteriorised technologies of recording—facilitate this after-the-fact interplay between primary and secondary memory where players can ‘audit’ their past performance, reflecting on well-played encounters or revising error. These platforms allow the detailed examination of responses to game mechanics, and provide readouts of the technical and embodied rhythms of play (which can be incorporated into future play via reading the data). Beyond self-reflection, these platforms allow the examination of other’s play. The aggregation and sorting of game-data makes expertise both visible and legible. To elaborate, players are ranked on their performance based on all submitted log-data, offering a view of how expertise ‘works’.Image 3: Top-Ranking Players in WarCraftLogs. Image credit: Ben Egliston.Image 3 shows the top-ranked players on an encounter (the top 10 of over 100,000 logs), which means that these players have performed most competently out of all gameplay parses (the metric being most damage dealt per-second in defeating a boss). Users of the platform can look in detail at the actions performed by top players in that encounter—reading and mobilising data in a similar manner to game-guides; markedly different, however, in terms of the scope (i.e. there are many available logs to draw from) and richness of the data (more detailed and current—with log rankings recalibrated regularly). Conceptually, we can also draw parallels with previous work (see: Ash, Technology)—where the habituation of expert game data can produce new videogame technicities; ways of ‘experiencing’ play as ‘higher-level’ organisation of space and time (Ash, Technology). So, if a player wanted to ‘learn from the experts’ they would restructure their own rhythms of play around high-level logs which provide an ordered readout of various sequences of inputs involved in playing well. Moreover, the platform allows players to compare their logs to those of others—so these various introspective and outward-facing uses can work together, conditioning anticipations with inscriptions of past-play and ‘prosthetic’ memories through other’s log-data. In my experience as a WoW player, I often performed better (or built skill) by comparing and contrasting my own detailed readouts of play to the inputs and outputs of the best players in the world.To summarise, through technicity, I have briefly shown how exteriorising play shifts the conditions of skill-building from recalibrating msnesic and anticipatory processes through ‘firsthand’ play, to reworking these functions through engaging both games and extrinsic objects, like game guides and analytics platforms. Additionally, by reviewing and adopting various usages of technicity, I have pointed out how we might more holistically situate the gaming paratext in skill building. Conclusion There is little doubt—as exemplified through both scholarly and popular interest—that paratextual videogame material reframes modes of building game skill. Following recent work, and by providing a brief account of two paratextual practices (venturing the framework of technicity, via Stiegler and Ash—showing the complication of memory, perception, and anticipation in skill-building), I have contended that videogame-skill building—via paratextual material—can be rendered a process of operating outside of, but still caught up in, the complex assemblages of time, bodies, and technical architectures described by Sudnow at this article’s outset. Additionally, by reviewing and adopting ideas associated with technics and post-phenomenology, this article has aimed to contribute to the development of more ‘complete’ accounts of the processes and practices comprising skill building regimens of contemporary videogame players.References Ash, James. “Technology, Technicity and Emerging Practices of Temporal Sensitivity in Videogames.” Environment and Planning A 44.1 (2012): 187-201.———. “Technologies of Captivation: Videogames and the Attunement of Affect.” Body and Society 19.1 (2013): 27-51.Consalvo, Mia. Cheating: Gaining Advantage in Videogames. Cambridge: Massachusetts Institute of Technology P, 2007. Crogan, Patrick, and Helen Kennedy. “Technologies between Games and Culture.” Games and Culture 4.2 (2009): 107-14.Donaldson, Scott. “Mechanics and Metagame: Exploring Binary Expertise in League of Legends.” Games and Culture (2015). 4 Jun. 2015 <http://journals.sagepub.com/doi/abs/10.1177/1555412015590063>.From Software. Dark Souls. Playstation 3 Game. 2011.Harper, Todd. The Culture of Digital Fighting Games: Performance and Practice. New York: Routledge, 2014.Jayemanne, Darshana, Bjorn Nansen, and Thomas H. Apperley. “Postdigital Interfaces and the Aesthetics of Recruitment.” Transactions of the Digital Games Research Association 2.3 (2016): 145-72.Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.Keogh, Brendan. “Across Worlds and Bodies.” Journal of Games Criticism 1.1 (2014). Jan. 2014 <http://gamescriticism.org/articles/keogh-1-1/>.Munster, Anna. “Materiality.” The Johns Hopkins Guide to Digital Media. Eds. Marie-Laure Ryan, Lori Emerson, and Benjamin J. Robertson. Baltimore: Johns Hopkins UP, 2014. 327-30. Nardi, Bonnie. My Life as Night Elf Priest: An Anthropological Account of World of Warcraft. Ann Arbor: Michigan UP, 2010. OpenDota. OpenDota. Web browser application. 2017.Paul, Christopher A. “Optimizing Play: How Theory Craft Changes Gameplay and Design.” Game Studies: The International Journal of Computer Game Research 11.2 (2011). May 2011 <http://gamestudies.org/1102/articles/paul>.Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge: Massachusetts Institute of Technology P, 2004.Stiegler, Bernard. Technics and Time, 1: The Fault of Epimetheus. Stanford: Stanford UP, 1998.———. For a New Critique of Political Economy. Cambridge: Polity, 2010.———. Technics and Time, 3: Cinematic Time and the Question of Malaise. Stanford: Stanford UP, 2011.Sudnow, David. Pilgrim in the Microworld. New York: Warner Books, 1983.Taylor, T.L. “The Assemblage of Play.” Games and Culture 4.4 (2009): 331-39.———. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge: Massachusetts Institute of Technology P, 2012.WarCraftLogs. WarCraftLogs. Web browser application. 2016.Witkowski, Emma. “On the Digital Playing Field: How We ‘Do Sport’ with Networked Computer Games.” Games and Culture 7.5 (2012): 349-74.
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34

Goodall, Jane. "Looking Glass Worlds: The Queen and the Mirror." M/C Journal 19, no. 4 (August 31, 2016). http://dx.doi.org/10.5204/mcj.1141.

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Abstract:
As Lewis Carroll’s Alice comes to the end of her journey through the looking glass world, she has also come to the end of her patience with its strange power games and arbitrations. At every stage of the adventure, she has encountered someone who wants to dictate rules and protocols, and a lesson on table manners from the Red Queen finally triggers rebellion. “I can’t stand this any more,” Alice cries, as she seizes the tablecloth and hurls the entire setting into chaos (279). Then, catching hold of the Red Queen, she gives her a good shaking, until the rigid contours of the imperious figure become fuzzy and soft. At this point, the hold of the dream dissolves and Alice, awakening on the other side of the mirror, realises she is shaking the kitten. Queens have long been associated with ideas of transformation. As Alice is duly advised when she first looks out across the chequered landscape of the looking glass world, the rules of chess decree that a pawn may become a queen if she makes it to the other side. The transformation of pawn to queen is in accord with the fairy tale convention of the unspoiled country girl who wins the heart of a prince and is crowned as his bride. This works in a dual register: on one level, it is a story of social elevation, from the lowest to the highest rank; on another, it is a magical transition, as some agent of fortune intervenes to alter the determinations of the social world. But fairy tales also present us with the antithesis and adversary of the fortune-blessed princess, in the figure of the tyrant queen who works magic to shape destiny to her own ends. The Queen and the mirror converge in the cultural imaginary, working transformations that disrupt the order of nature, invert socio-political hierarchies, and flout the laws of destiny. In “Snow White,” the powers of the wicked queen are mediated by the looking glass, which reflects and affirms her own image while also serving as a panopticon, keep the entire realm under surveillance, to pick up any signs of threat to her pre-eminence. All this turbulence in the order of things lets loose a chaotic phantasmagoria that is prime material for film and animation. Two major film versions of “Snow White” have been released in the past few years—Mirror Mirror (2012) and Snow White and the Huntsman (2012)—while Tim Burton’s animated 3D rendition of Alice in Wonderland was released in 2010. Alice through the Looking Glass (2016) and The Huntsman: Winter’s War, the 2016 prequel to Snow White and the Huntsman, continue the experiment with state-of-the-art-techniques in 3D animation and computer-generated imaging to push the visual boundaries of fantasy. Perhaps this escalating extravagance in the creation of fantasy worlds is another manifestation of the ancient lore and law of sorcery: that the magic of transformation always runs out of control, because it disrupts the all-encompassing design of an ordered world. This principle is expressed with poetic succinctness in Ursula Le Guin’s classic story A Wizard of Earthsea, when the Master Changer issues a warning to his most gifted student: But you must not change one thing, one pebble, one grain of sand, until you know what good and evil will follow on that act. The world is in balance, in Equilibrium. A wizard's power of Changing and Summoning can shake the balance of the world. It is dangerous, that power. (48)In Le Guin’s story, transformation is only dangerous if it involves material change; illusions of all kinds are ultimately harmless because they are impermanent.Illusions mediated by the mirror, however, blur the distinction Le Guin is making, for the mirror image supposedly reflects a real world. And it holds the seductive power of a projected narcissism. Seeing what we wish for is an experience that can hold us captive in a way that changes human nature, and so leads to dangerous acts with material consequences. The queen in the mirror becomes the wicked queen because she converts the world into her image, and in traditions of animation going back to Disney’s original Snow White (1937) the mirror is itself an animate being, with a spirit whose own determinations become paramount. Though there are exceptions in the annals of fairy story, powers of transformation are typically dark powers, turbulent and radically elicit. When they are mediated through the agency of the mirror, they are also the powers of narcissism and autocracy. Through a Glass DarklyIn her classic cultural history of the mirror, Sabine Melchior-Bonnet tracks a duality in the traditions of symbolism associated with it. This duality is already evident in Biblical allusions to the mirror, with references to the Bible itself as “the unstained mirror” (Proverbs 7.27) counterpointed by images of the mortal condition as one of seeing “through a glass darkly” (1 Corinthians 13.12).The first of these metaphoric conventions celebrates the crystalline purity of a reflecting surface that reveals the spiritual identity beneath the outward form of the human image. The church fathers drew on Plotinus to evoke “a whole metaphysics of light and reflection in which the visible world is the image of the invisible,” and taught that “humans become mirrors when they cleanse their souls (Melchior-Bonnet 109–10). Against such invocations of the mirror as an intermediary for the radiating presence of the divine in the mortal world, there arises an antithetical narrative, in which it is portrayed as distorting, stained, and clouded, and therefore an instrument of delusion. Narcissus becomes the prototype of the human subject led astray by the image itself, divorced from material reality. What was the mirror if not a trickster? Jean Delumeau poses this question in a preface to Melchior-Bonnet’s book (xi).Through the centuries, as Melchior-Bonnet’s study shows, these two strands are interwoven in the cultural imaginary, sometimes fused, and sometimes torn asunder. With Venetian advances in the techniques and technologies of mirror production in the late Renaissance, the mirror gained special status as a possession of pre-eminent beauty and craftsmanship, a means by which the rich and powerful could reflect back to themselves both the self-image they wanted to see, and the world in the background as a shimmering personal aura. This was an attempt to harness the numinous influence of the divinely radiant mirror in order to enhance the superiority of leading aristocrats. By the mid seventeenth century, the mirror had become an essential accessory to the royal presence. Queen Anne of Austria staged a Queen’s Ball in 1633, in a hall surrounded by mirrors and tapestries. The large, finely polished mirror panels required for this kind of display were made exclusively by craftsmen at Murano, in a process that, with its huge furnaces, its alternating phases of melting and solidifying, its mysterious applications of mercury and silver, seemed to belong to the transformational arts of alchemy. In 1664, Louis XIV began to steal unique craftsmen from Murano and bring them to France, to set up the Royal Glass and Mirror Company whose culminating achievement was the Hall of Mirrors at Versailles.The looking glass world of the palace was an arena in which courtiers and visitors engaged in the high-stakes challenge of self-fashioning. Costume, attitude, and manners were the passport to advancement. To cut a figure at court was to create an identity with national and sometimes international currency. It was through the art of self-fashioning that the many princesses of Europe, and many more young women of title and hereditary distinction, competed for the very few positions as consort to the heir of a royal house. A man might be born to be king, but a woman had to become a queen.So the girl who would be queen looks in the mirror to assess her chances. If her face is her fortune, what might she be? A deep relationship with the mirror may serve to enhance her beauty and enable her to realise her wish, but like all magical agents, the mirror also betrays anyone with the hubris to believe they are in control of it. In the Grimm’s story of “Snow White,” the Queen practises the ancient art of scrying, looking into a reflective surface to conjure images of things distant in time and place. But although the mirror affords her the seer’s visionary capacity to tell what will be, it does not give her the power to control the patterns of destiny. Driven to attempt such control, she must find other magic in order to work the changes she desires, and so she experiments with spells of self-transformation. Here the doubleness of the mirror plays out across every plane of human perception: visual, ethical, metaphysical, psychological. A dynamic of inherent contradiction betrays the figure who tries to engage the mirror as a servant. Disney’s original 1937 cartoon shows the vain Queen brewing an alchemical potion that changes her into the very opposite of all she has sought to become: an ugly, ill-dressed, and impoverished old woman. This is the figure who can win and betray trust from the unspoiled princess to whom the arts of self-fashioning are unknown. In Tarsem Singh’s film Mirror Mirror, the Queen actually has two mirrors. One is a large crystal egg that reflects back a phantasmagoria of palace scenes; the other, installed in a primitive hut on an island across the lake, is a simple looking glass that shows her as she really is. Snow White and the Huntsman portrays the mirror as a golden apparition, cloaked and faceless, that materialises from within the frame to stand before her. This is not her reflection, but with every encounter, she takes on more of its dark energies, until, in another kind of reversal, she becomes its image and agent in the wider world. As Ursula Le Guin’s sage teaches the young magician, magic has its secret economies. You pay for what you get, and the changes wrought will come back at you in ways you would never have foreseen. The practice of scrying inevitably leads the would-be clairvoyant into deeper levels of obscurity, until the whole world turns against the seer in a sequence of manifestations entirely contrary to his or her framework of expectation. Ultimately, the lesson of the mirror is that living in obscurity is a defining aspect of the human condition. Jorge Luis Borges, the blind writer whose work exhibits a life-long obsession with mirrors, surveys a range of interpretations and speculations surrounding the phrase “through a glass darkly,” and quotes this statement from Leon Bloy: “There is no human being on earth capable of declaring with certitude who he is. No one knows what he has come into this world to do . . . or what his real name is, his enduring Name in the register of Light” (212).The mirror will never really tell you who you are. Indeed, its effects may be quite the contrary, as Alice discovers when, within a couple of moves on the looking glass chessboard, she finds herself entering the wood of no names. Throughout her adventures she is repeatedly interrogated about who or what she is, and can give no satisfactory answer. The looking glass has turned her into an estranged creature, as bizarre a species as any of those she encounters in its landscapes.Furies“The furies are at home in the mirror,” wrote R. S. Thomas in his poem “Reflections” (265). They are the human image gone haywire, the frightening other of what we hope to see in our reflection. As the mirror is joined by technologies of the moving image in twentieth-century evolutions of the myth, the furies have been given a new lease of life on the cinema screen. In Disney’s 1937 cartoon of Snow White, the mirror itself has the face of a fury, which emerges from a pool of blackness like a death’s head before bringing the Queen’s own face into focus. As its vision comes into conflict with hers, threatening the dissolution of the world over which she presides, the mirror’s face erupts into fire.Computer-generated imaging enables an expansive response to the challenges of visualisation associated with the original furies of classical mythology. The Erinyes are unstable forms, arising from liquid (blood) to become semi-materialised in human guise, always ready to disintegrate again. They are the original undead, hovering between mortal embodiment and cadaverous decay. Tearing across the landscape as a flock of birds, a swarm of insects, or a mass of storm clouds, they gather into themselves tremendous energies of speed and motion. The 2012 film Snow White and the Huntsman, directed by Rupert Sanders, gives us the strongest contemporary realisation of the archaic fury. Queen Ravenna, played by Charlize Theron, is a virtuoso of the macabre, costumed in a range of metallic exoskeletons and a cloak of raven’s feathers, with a raised collar that forms two great black wings either side of her head. Powers of dematerialisation and rematerialisation are central to her repertoire. She undergoes spectacular metamorphosis into a mass of shrieking birds; from the walls around her she conjures phantom soldiers that splinter into shards of black crystal when struck by enemy swords. As she dies at the foot of the steps leading up to the great golden disc of her mirror, her face rapidly takes on the great age she has disguised by vampiric practices.Helena Bonham Carter as the Red Queen in Burton’s Alice in Wonderland is a figure midway between Disney’s fairy tale spectre and the fully cinematic register of Theron’s Ravenna. Bonham Carter’s Queen, with her accentuated head and pantomime mask of a face, retains the boundaries of form. She also presides over a court whose visual structures express the rigidities of a tyrannical regime. Thus she is no shape-shifter, but energies of the fury are expressed in her voice, which rings out across the presence chamber of the palace and reverberates throughout the kingdom with its calls for blood. Alice through the Looking Glass, James Bobin’s 2016 sequel, puts her at the centre of a vast destructive force field. Alice passes through the mirror to encounter the Lord of Time, whose eternal rule must be broken in order to break the power of the murdering Queen; Alice then opens a door and tumbles in free-fall out into nothingness. The place where she lands is a world not of daydream but of nightmare, where everything will soon be on fire, as the two sides in the chess game advance towards each other for the last battle. This inflation of the Red Queen’s macabre aura and impact is quite contrary to what Lewis Carroll had in mind for his own sequel. In some notes about the stage adaptation of the Alice stories, he makes a painstaking distinction between the characters of the queen in his two stories.I pictured to myself the Queen of Hearts as a sort of embodiment of ungovernable passion—a blind and aimless Fury. The Red Queen I pictured as a Fury, but of another type; her passion must be cold and calm—she must be formal and strict, yet not unkindly; pedantic to the 10th degree, the concentrated essence of governesses. (86)Yet there is clearly a temptation to erase this distinction in dramatisations of Alice’s adventures. Perhaps the Red Queen as a ‘not unkindly’ governess is too restrained a persona for the psychodynamic mythos surrounding the queen in the mirror. The image itself demands more than Carroll wants to accord, and the original Tenniel illustrations give a distinctly sinister look to the stern chess queen. In their very first encounter, the Red Queen contradicts every observation Alice makes, confounds the child’s sensory orientation by inverting the rules of time and motion, and assigns her the role of pawn in the game. Kafka or Orwell would not have been at all relaxed about an authority figure who practises mind control, language management, and identity reassignment. But here Carroll offers a brilliant modernisation of the fairy story tradition. Under the governance of the autocratic queen, wonderland and the looking glass world are places in which the laws of science, logic, and language are overturned, to be replaced by the rules of the queen’s games: cards and croquet in the wonderland, and chess in the looking glass world. Alice, as a well-schooled Victorian child, knows something of these games. She has enough common sense to be aware of how the laws of gravity and time and motion are supposed to work, and if she boasts of being able to believe six impossible things before breakfast, this signifies that she has enough logic to understand the limits of possibility. She would also have been taught about species and varieties and encouraged to make her own collections of natural forms. But the anarchy of the queen’s world extends into the domain of biology: species of all kinds can talk, bodies dissolve or change size, and transmutations occur instantaneously. Thus the world-warping energies of the Erinyes are re-imagined in an absurdist’s challenge to the scientist’s universe and the logician’s mentality.Carroll’s instinct to tame the furies is in accord with the overall tone and milieu of his stories, which are works of quirky charm rather than tales of terror, but his two queens are threatening enough to enable him to build the narrative to a dramatic climax. For film-makers and animators, though, it is the queen who provides the dramatic energy and presence. There is an over-riding temptation to let loose the pandemonium of the original Erinyes, exploiting their visual terror and their classical association with metamorphosis. FashioningThere is some sociological background to the coupling of the queen and the mirror in fairy story. In reality, the mirror might assist an aspiring princess to become queen by enchanting the prince who was heir to the throne, but what was the role of the looking glass once she was crowned? Historically, the self-imaging of the queen has intense and nervous resonances, and these can be traced back to Elizabeth I, whose elaborate persona was fraught with newly interpreted symbolism. Her portraits were her mirrors, and they reflect a figure in whom the qualities of radiance associated with divinity were transferred to the human monarch. Elizabeth developed the art of dressing herself in wearable light. If she lacked for a halo, she made up for it with the extravagant radiata of her ruffs and the wreaths of pearls around her head. Pearls in mediaeval poetry carried the mystique of a luminous microcosm, but they were also mirrors in themselves, each one a miniature reflecting globe. The Ditchely portrait of 1592 shows her standing as a colossus between heaven and earth, with the changing planetary light cycle as background. This is a queen who rules the world through the mediation of her own created image. It is an inevitable step from here to a corresponding intervention in the arrangement of the world at large, which involves the armies and armadas that form the backdrop to her other great portraits. And on the home front, a regime of terror focused on regular public decapitations and other grisly executions completes the strategy to remaking the world according to her will. Renowned costume designer Eiko Ishioka created an aesthetic for Mirror Mirror that combines elements of court fashion from the Elizabethan era and the French ancien régime, with allusions to Versailles. Formality and mannerism are the keynotes for the palace scenes. Julia Roberts as the Queen wears a succession of vast dresses that are in defiance of human scale and proportion. Their width at the hem is twice her height, and 100,000 Svarovski crystals were used for their embellishment. For the masked ball scene, she makes her entry as a scarlet peacock with a high arching ruff of pure white feathers. She amuses herself by arranging her courtiers as pieces on a chess-board. So stiffly attired they can barely move more than a square at a time, and with hats surmounted by precariously balanced ships, they are a mock armada from which the Queen may sink individual vessels on a whim, by ordering a fatal move. Snow White and the Huntsman takes a very different approach to extreme fashioning. Designer Colleen Atwood suggests the shape-shifter in the Queen’s costumes, incorporating materials evoking a range of species: reptile scales, fluorescent beetle wings from Thailand, and miniature bird skulls. There is an obvious homage here to the great fashion designer Alexander McQueen, whose hallmark was a fascination with the organic costuming of creatures in feathers, fur, wool, scales, shells, and fronds. Birds were everywhere in McQueen’s work. His 2006 show Widows of Culloden featured a range of headdresses that made the models look as if they had just walked through a flock of birds in full flight. The creatures were perched on their heads with outstretched wings askance across the models’ faces, obscuring their field of vision. As avatars from the spirit realm, birds are emblems of otherness, and associated with metempsychosis, the transmigration of souls. These resonances give a potent mythological aura to Theron’s Queen of the dark arts.Mirror Mirror and Snow White and the Huntsman accordingly present strikingly contrasted versions of self-fashioning. In Mirror Mirror we have an approach driven by traditions of aristocratic narcissism and courtly persona, in which form is both rigid and extreme. The Queen herself, far from being a shape-shifter, is a prisoner of the massive and rigid architecture that is her costume. Snow White and the Huntsman gives us a more profoundly magical interpretation, where form is radically unstable, infused with strange energies that may at any moment manifest themselves through violent transformation.Atwood was also costume designer for Burton’s Alice in Wonderland, where an invented framing story foregrounds the issue of fashioning as social control. Alice in this version is a young woman, being led by her mother to a garden party where a staged marriage proposal is to take place. Alice, as the social underling in the match, is simply expected to accept the honour. Instead, she escapes the scene and disappears down a rabbit hole to return to the wonderland of her childhood. In a nice comedic touch, her episodes of shrinking and growing involve an embarrassing separation from her clothes, so divesting her also of the demure image of the Victorian maiden. Atwood provides her with a range of fantasy party dresses that express the free spirit of a world that is her refuge from adult conformity.Alice gets to escape the straitjacket of social formation in Carroll’s original stories by overthrowing the queen’s game, and with it her micro-management of image and behaviour. There are other respects, though, in which Alice’s adventures are a form of social and moral fashioning. Her opening reprimand to the kitten includes some telling details about her own propensities. She once frightened a deaf old nurse by shouting suddenly in her ear, “Do let’s pretend that I’m a hungry hyaena and you’re a bone!” (147). Playing kings and queens is one of little Alice’s favourite games, and there is more than a touch of the Red Queen in the way she bosses and manages the kitten. It is easy to laud her impertinence in the face of the tyrannical characters she meets in her fantasies, but does she risk becoming just like them?As a story of moral self-fashioning, Alice through the Looking Glass cuts both ways. It is at once a critique of the Victorian social straitjacket, and a child’s fable about self-improvement. To be accorded the status of queen and with it the freedom of the board is also to be invested with responsibilities. If the human girl is the queen of species, how will she measure up? The published version of the story excludes an episode known to editors as “The Wasp in a Wig,” an encounter that takes place as Alice reaches the last ditch before the square upon which she will be crowned. She is about to jump the stream when she hears a sigh from woods behind her. Someone here is very unhappy, and she reasons with herself about whether there is any point in stopping to help. Once she has made the leap, there will be no going back, but she is reluctant to delay the move, as she is “very anxious to be a Queen” (309). The sigh comes from an aged creature in the shape of a wasp, who is sitting in the cold wind, grumbling to himself. Her kind enquiries are greeted with a succession of waspish retorts, but she persists and does not leave until she has cheered him up. The few minutes devoted “to making the poor old creature comfortable,” she tells herself, have been well spent.Read in isolation, the episode is trite and interferes with the momentum of the story. Carroll abandoned it on the advice of his illustrator John Tenniel, who wrote to say it didn’t interest him in the least (297). There is interest of another kind in Carroll’s instinct to arrest Alice’s momentum at that critical stage, with what amounts to a small morality tale, but Tenniel’s instinct was surely right. The mirror as a social object is surrounded by traditions of self-fashioning that are governed by various modes of conformity: moral, aesthetic, political. Traditions of myth and fantasy allow wider imaginative scope for the role of the mirror, and by association, for inventive speculation about human transformation in a world prone to extraordinary upheavals. ReferencesBorges, Jorge Luis. “Mirrors of Enigma.” Labyrinths: Selected Stories and Other Writings. Eds. Donald A. Yates and James Irby. New York: New Directions, 2007. 209–12. Carroll, Lewis. Alice through the Looking Glass. In The Annotated Alice. Ed. Martin Gardner. London: Penguin, 2000.The King James Bible.Le Guin, Ursula. The Earthsea Quartet. London: Penguin, 2012.Melchior-Bonnet, Sabine. The Mirror: A History. Trans. Katherine H. Jewett. London: Routledge, 2014.Thomas, R.S. “Reflections.” No Truce with the Furies, Collected Later Poems 1988–2000. Hexham, Northumberland: Bloodaxe, 2011.
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35

Vaughan, Christopher. "If It Bleeds, It Leads." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2136.

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In the mass media, the primacy of ever more intimate perspectives on violent confrontation, which has long been a staple of journalistic profit and practice, has undergone a crucial transformation over the last century. From an overt eagerness to take an active role in the experience of war to a coy, self-promoting emphasis on the risks of the trade, the representation of violent subjects has consistently been filtered through reportorial, yet tremendous change has befallen the role of professional interlocutors in the serving up the experience of war and violent conflict for domestic consumption. The triumph of a technologised perspective has eclipsed journalistic agency, collapsing the distinction between the pen and the sword in a way that reporters, for all their efforts to command the prestige of each, could never achieve. The focus on the fight, narrowed to the point of impact, strips away orienting discourses to produce a dehumanised perspective that is, if no more or less violent in its own right, unquestioning in its pursuit of the vivid sensation violence provides. In this essay, I hope to illuminate some of the relationships between pen and sword that have evolved from the time of my own historical period of specialisation, the Cuban-Spanish-American and Philippine-American wars, to the unfortunate juncture at which we find ourselves a century later. I will begin, however, in the middle, for it is in my own experience of looking for a fight, finding and reporting on it, and then, later, as a historian, reflecting upon the phenomenon in historical comparison with previous correspondents, that I arrived at the conclusions presented here. My work as a “front-line” correspondent took place in environments largely lacking front lines or sophisticated machinery. From skulking about in back alleys to avoid Duvalier’s secret police in Haiti, I had graduated to the “low intensity conflict” of the Philippines. Sporadic and isolated though such violence might be, it was nonetheless my mission to seek it out and capitalise upon it. I felt long past appreciating the news value of being in the line of fire, however, I was soon speeding madly from the scene of my first at-risk gunplay, on February 7, 1986, the day of the Marcos-Aquino election, prelude to the People Power revolution later that month. That violence begets violence, incidental and otherwise, was being made all too clear: as I listened to the thumps representing the likely ends of roadside dogs and cats unfortunate enough to be in the way of the speeding getaway car driven by my Filipino oppositionist hosts, I noted that my ostensibly peaceful guides were vigorously contemplating an armed response. There was news value in the scene, but I was sickened by their rapid descent into revenge mode. My disappointment was not entirely based on aversion to the addictive and infectious power of violence, however: in showing that they, too, were capable of bloodshed, my once-sympathetic guides were spoiling a clean story line. In the moment, knowing my market, I was, it must be admitted, every bit as inclined to value a sharp image over a nuanced portrait as the narrowly focused machine I at other times decry. My article presented the story in diverse detail, but the market logic of its genesis had directed it toward the singular, violent departure point on which I did, indeed, focus when, asked that morning where I wanted to go, I had responded, “Wherever there’s going to be fighting.” In addition to market considerations holding violence as the highest news value, though, my approach had roots in the aspiring war correspondent’s classic infatuation with getting a piece of the action. Just as soldiers need a war to amass the medals and experience necessary for rapid advancement, journalists can extract from exposure to the most arresting stories professional opportunity and, often, the thrill of a lifetime. The cultural capital offered by a role in a good fight is a currency subjected to official devaluation over the years, but in the marketplace of personal identity, war stories retain worth. My students appear to like hearing them; I must admit that I can revel in telling one. Like an accounting of scars and scares past, it celebrates triumph over threats large and small. Even a well-established reputation is no bar to glory-seeking on the basis of proximity to the fight. Top New York Times reporter R.W. Apple’s tale of a bullet passing through the loose folds of his trousers was undermined by the absence of evidence (other reporters could not believe he would throw out so treasured a souvenir), but it only serves to emphasise all the more the delicious appeal to reporters of a physical link to the fighting. Such anecdotes, and the ascendant prestige accorded photojournalists, who must place themselves closer to the action than those who only have to write about it, serve to emphasise the emergence of an informal pecking order based on proximity to peril. This emphasis on risk, with its evocation of potential sacrifice, represents a historical change. Where today facing danger is a featured facet of journalistic practice, a century ago the emphasis was on dishing it out. For example, I found in the Manuscript Division of the U.S. Library of Congress a letter from John Barrett, the first journalist to suggest military action in the Philippines to a national American audience, in which he wrote to his mother of having derived “great pleasure in firing five or six shots at the enemy.” Despite his former rank as consul to Siam and the position of power and distinction he enjoyed as correspondent for both the prestigious North American Review and the widely-read network of newspapers headed by William Randolph Hearst’s New York Journal, Barrett sought parity with simple soldiers whose institutional base more readily connoted glory. "[I] may not be an enlisted soldier but in my way as a correspondent of the greatest daily newspapers of the world—i.e., the most extensively read—bear a responsibility quite equal to a lesser officer unto those who are on the rank.” he wrote to his mother on June 26, 1898, adding, “I would not send any 'fake' account of the battle even if ordered to do so by the editor himself and if I do not send a 'fake' story I must be at the front where I can see what is actually done." Barrett’s location of the “actual” war at the front lines, where hot lead and blood were imagined to flow freely, adhered to a prevailing press perspective valorizing immersion in the fight. As the nineteenth century drew to a close, widespread acceptance was accorded to the notion of the superiority of “hard-won” knowledge, gained through exposure to combat (or perhaps, as in the case of a rival interlocutor of Philippine affairs, Dean Worcester, to alternative threats such head-hunters). In part a reflection of the rough-edged Social Darwinism holding up such survivors as the “fittest” and in part a simple testament to the universal power of warrior myths, battle-certified claims to a higher degree of both patriotism and veracity were an effective rhetorical trump card against the reasoned, impassioned pleas for caution and humanity emerging from the mostly older men of letters leading the anti-imperialist movement. Other reporters of the age also won fame for their activist roles. One of Hearst’s other minions, Karl Decker, engineered an 1897 jailbreak in Cuba that brought to a nationwide audience New York Journal’s tale of the “Cuban girl martyr,” Evangelina Cosio y Cisneros. Other reporters fought alongside the Cuban rebels, sweetening the romantic notion of siding with the underdog—which contributed mightily to the popularity of the “yellow” press’ sensational accounts of war. While the insertion of such blatant reportorial machismo into war reporting has diminished with time and the supposed rise of objectivity as a guiding standard, the interest of media audiences in intimate details of the experience of war has not diminished, and the technologies available to answer such demands have proliferated. From the “living room war” so roundly decried by those who mistakenly saw the seeds of defeat in enhanced public access to the details of war in Vietnam, we have “advanced” to a perspective on warfare that is funneled through the dispassionate gaze of the weapons themselves. The video game metaphor for war, popularised during and since the first Persian Gulf War, gave rise to a missile’s-eye-view that rendered apparently superfluous the role of the reporter. Government restrictions on press access to war zones, instituted in Grenada in 1983 and carried to new lengths in Iraq in 1991, further contributed to the marginalisation of the reportorial agency. It did not help that reporters did so poor and tardy a job of exposing as false the notions of technological infallibility promoted by officialdom. Their failure to question the Big Lie of reported Patriot missile accuracy in striking down Iraqi Scuds only served to support the notion that machines were more reliable than men. Meanwhile, the celebrity of “Scud Stud” Arthur Kent was largely based on his positioning before a pyrotechnic backdrop of flares, tracers, and the occasional missile, which helped keep alive the impression that a reporter’s importance is contingent upon close physical connection with the scene of the fight. Today, we see the new face of war through the lens of the Predator, an unmanned drone that can both gather and disseminate information and issue a deadly strike. The bomber-camera combo dissolves the dated dichotomy constructed as pen vs. sword. All too frequently a false construction in the first place, the “which is mightier?” question nonetheless offered value in its oppositional frame. Even if reporters understood the supremacy of arms, and tied their own identities to their use in diverse and sometimes contradictory fashion, their ability to wield words had a self-interested way of conveying the hazards of war, and thus at least some of its potential human consequences. Akin to the dashboard-cam that has pervaded consciousness in the age of “Cops” and other all-car-chase-all-the-time forms of television, the machine vision that orders and produces audience perceptions of distant fighting has sidelined the reportorial perspective, putting the viewer in the imaginary cockpit. Has the stripping away of reportorial mediation produced any more or less humane or accurate an impression? Despite the often pugnacious and self-glorifying approach of reporters seeking to validate their vitality and influence, the removal of journalistic agency has left the field open for manipulation by the controllers of the bomber-camera combo, and thus has impoverished public understanding of the deadly spiral violence inspires. There is historical precedent, or at least parallel, for this, and it is not encouraging. Public enthusiasm for taking the Philippines was stirred in 1898 by the ease with which the technologically superior new American gunboats destroyed the Spanish fleet in Manila Bay. Newspapers filled page after page with illustrations and descriptions of naval ordnance, inspiring a fusion of technophilia and war fever that helped prepare the way for the United States’ rapid conversion from an anti-imperialist polity into an expanding power with global ambitions and concomitant responsibilities and exposures. What began as an ostensibly diversionary military manoeuver designed to keep Spanish ships from playing a highly unlikely role in reinforcing the defense of Cuba—a preemptive strike, to use a currently popular term—grew, through an initial affinity for the new fighting machines, into an engagement that ended up portending a transoceanic American empire and altered national destinies to go with it. Not long after, bogged down in a grisly and unexpectedly lengthy land war against Filipino independence-seekers, Americans had reason to rethink their assumptions about the ease with which wars could be prosecuted. The Philippine-American war has been largely erased from American history, along with the accounts of the war correspondents who covered it. But the legacy of globalised imperial violence it initiated lives on, with the next installment coming soon. Check your local listings. Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Vaughan, Christopher. "If It Bleeds, It Leads" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/04-ifitbleeds.php>. APA Style Vaughan, C., (2003, Feb 26). If It Bleeds, It Leads. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/04-ifitbleeds.html
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36

Watson, Robert. "E-Press and Oppress." M/C Journal 8, no. 2 (June 1, 2005). http://dx.doi.org/10.5204/mcj.2345.

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From elephants to ABBA fans, silicon to hormone, the following discussion uses a new research method to look at printed text, motion pictures and a teenage rebel icon. If by ‘print’ we mean a mechanically reproduced impression of a cultural symbol in a medium, then printing has been with us since before microdot security prints were painted onto cars, before voice prints, laser prints, network servers, record pressings, motion picture prints, photo prints, colour woodblock prints, before books, textile prints, and footprints. If we accept that higher mammals such as elephants have a learnt culture, then it is possible to extend a definition of printing beyond Homo sapiens. Poole reports that elephants mechanically trumpet reproductions of human car horns into the air surrounding their society. If nothing else, this cross-species, cross-cultural reproduction, this ‘ability to mimic’ is ‘another sign of their intelligence’. Observation of child development suggests that the first significant meaningful ‘impression’ made on the human mind is that of the face of the child’s nurturer – usually its mother. The baby’s mind forms an ‘impression’, a mental print, a reproducible memory data set, of the nurturer’s face, voice, smell, touch, etc. That face is itself a cultural construct: hair style, makeup, piercings, tattoos, ornaments, nutrition-influenced skin and smell, perfume, temperature and voice. A mentally reproducible pattern of a unique face is formed in the mind, and we use that pattern to distinguish ‘familiar and strange’ in our expanding social orbit. The social relations of patterned memory – of imprinting – determine the extent to which we explore our world (armed with research aids such as text print) or whether we turn to violence or self-harm (Bretherton). While our cultural artifacts (such as vellum maps or networked voice message servers) bravely extend our significant patterns into the social world and the traversed environment, it is useful to remember that such artifacts, including print, are themselves understood by our original pattern-reproduction and impression system – the human mind, developed in childhood. The ‘print’ is brought to mind differently in different discourses. For a reader, a ‘print’ is a book, a memo or a broadsheet, whether it is the Indian Buddhist Sanskrit texts ordered to be printed in 593 AD by the Chinese emperor Sui Wen-ti (Silk Road) or the US Defense Department memo authorizing lower ranks to torture the prisoners taken by the Bush administration (Sanchez, cited in ABC). Other fields see prints differently. For a musician, a ‘print’ may be the sheet music which spread classical and popular music around the world; it may be a ‘record’ (as in a ‘recording’ session), where sound is impressed to wax, vinyl, charged silicon particles, or the alloys (Smith, “Elpida”) of an mp3 file. For the fine artist, a ‘print’ may be any mechanically reproduced two-dimensional (or embossed) impression of a significant image in media from paper to metal, textile to ceramics. ‘Print’ embraces the Japanese Ukiyo-e colour prints of Utamaro, the company logos that wink from credit card holographs, the early photographs of Talbot, and the textured patterns printed into neolithic ceramics. Computer hardware engineers print computational circuits. Homicide detectives investigate both sweaty finger prints and the repeated, mechanical gaits of suspects, which are imprinted into the earthy medium of a crime scene. For film makers, the ‘print’ may refer to a photochemical polyester reproduction of a motion picture artifact (the reel of ‘celluloid’), or a DVD laser disc impression of the same film. Textualist discourse has borrowed the word ‘print’ to mean ‘text’, so ‘print’ may also refer to the text elements within the vision track of a motion picture: the film’s opening titles, or texts photographed inside the motion picture story such as the sword-cut ‘Z’ in Zorro (Niblo). Before the invention of writing, the main mechanically reproduced impression of a cultural symbol in a medium was the humble footprint in the sand. The footprints of tribes – and neighbouring animals – cut tracks in the vegetation and the soil. Printed tracks led towards food, water, shelter, enemies and friends. Having learnt to pattern certain faces into their mental world, children grew older and were educated in the footprints of family and clan, enemies and food. The continuous impression of significant foot traffic in the medium of the earth produced the lines between significant nodes of prewriting and pre-wheeled cultures. These tracks were married to audio tracks, such as the song lines of the Australian Aborigines, or the ballads of tramping culture everywhere. A typical tramping song has the line, ‘There’s a track winding back to an old-fashion shack along the road to Gundagai,’ (O’Hagan), although this colonial-style song was actually written for radio and became an international hit on the airwaves, rather than the tramping trails. The printed tracks impressed by these cultural flows are highly contested and diverse, and their foot prints are woven into our very language. The names for printed tracks have entered our shared memory from the intersection of many cultures: ‘Track’ is a Germanic word entering English usage comparatively late (1470) and now used mainly in audio visual cultural reproduction, as in ‘soundtrack’. ‘Trek’ is a Dutch word for ‘track’ now used mainly by ecotourists and science fiction fans. ‘Learn’ is a Proto-Indo-European word: the verb ‘learn’ originally meant ‘to find a track’ back in the days when ‘learn’ had a noun form which meant ‘the sole of the foot’. ‘Tract’ and ‘trace’ are Latin words entering English print usage before 1374 and now used mainly in religious, and electronic surveillance, cultural reproduction. ‘Trench’ in 1386 was a French path cut through a forest. ‘Sagacity’ in English print in 1548 was originally the ability to track or hunt, in Proto-Indo-European cultures. ‘Career’ (in English before 1534) was the print made by chariots in ancient Rome. ‘Sleuth’ (1200) was a Norse noun for a track. ‘Investigation’ (1436) was Latin for studying a footprint (Harper). The arrival of symbolic writing scratched on caves, hearth stones, and trees (the original meaning of ‘book’ is tree), brought extremely limited text education close to home. Then, with baked clay tablets, incised boards, slate, bamboo, tortoise shell, cast metal, bark cloth, textiles, vellum, and – later – paper, a portability came to text that allowed any culture to venture away from known ‘foot’ paths with a reduction in the risk of becoming lost and perishing. So began the world of maps, memos, bills of sale, philosophic treatises and epic mythologies. Some of this was printed, such as the mechanical reproduction of coins, but the fine handwriting required of long, extended, portable texts could not be printed until the invention of paper in China about 2000 years ago. Compared to lithic architecture and genes, portable text is a fragile medium, and little survives from the millennia of its innovators. The printing of large non-text designs onto bark-paper and textiles began in neolithic times, but Sui Wen-ti’s imperial memo of 593 AD gives us the earliest written date for printed books, although we can assume they had been published for many years previously. The printed book was a combination of Indian philosophic thought, wood carving, ink chemistry and Chinese paper. The earliest surviving fragment of paper-print technology is ‘Mantras of the Dharani Sutra’, a Buddhist scripture written in the Sanskrit language of the Indian subcontinent, unearthed at an early Tang Dynasty site in Xian, China – making the fragment a veteran piece of printing, in the sense that Sanskrit books had been in print for at least a century by the early Tang Dynasty (Chinese Graphic Arts Net). At first, paper books were printed with page-size carved wooden boards. Five hundred years later, Pi Sheng (c.1041) baked individual reusable ceramic characters in a fire and invented the durable moveable type of modern printing (Silk Road 2000). Abandoning carved wooden tablets, the ‘digitizing’ of Chinese moveable type sped up the production of printed texts. In turn, Pi Sheng’s flexible, rapid, sustainable printing process expanded the political-cultural impact of the literati in Asian society. Digitized block text on paper produced a bureaucratic, literate elite so powerful in Asia that Louis XVI of France copied China’s print-based Confucian system of political authority for his own empire, and so began the rise of the examined public university systems, and the civil service systems, of most European states (Watson, Visions). By reason of its durability, its rapid mechanical reproduction, its culturally agreed signs, literate readership, revered authorship, shared ideology, and distributed portability, a ‘print’ can be a powerful cultural network which builds and expands empires. But print also attacks and destroys empires. A case in point is the Spanish conquest of Aztec America: The Aztecs had immense libraries of American literature on bark-cloth scrolls, a technology which predated paper. These libraries were wiped out by the invading Spanish, who carried a different book before them (Ewins). In the industrial age, the printing press and the gun were seen as the weapons of rebellions everywhere. In 1776, American rebels staffed their ‘Homeland Security’ units with paper makers, knowing that defeating the English would be based on printed and written documents (Hahn). Mao Zedong was a book librarian; Mao said political power came out of the barrel of a gun, but Mao himself came out of a library. With the spread of wireless networked servers, political ferment comes out of the barrel of the cell phone and the internet chat room these days. Witness the cell phone displays of a plane hitting a tower that appear immediately after 9/11 in the Middle East, or witness the show trials of a few US and UK lower ranks who published prints of their torturing activities onto the internet: only lower ranks who published prints were arrested or tried. The control of secure servers and satellites is the new press. These days, we live in a global library of burning books – ‘burning’ in the sense that ‘print’ is now a charged silicon medium (Smith, “Intel”) which is usually made readable by connecting the chip to nuclear reactors and petrochemically-fired power stations. World resources burn as we read our screens. Men, women, children burn too, as we watch our infotainment news in comfort while ‘their’ flickering dead faces are printed in our broadcast hearths. The print we watch is not the living; it is the voodoo of the living in the blackout behind the camera, engaging the blood sacrifice of the tormented and the unfortunate. Internet texts are also ‘on fire’ in the third sense of their fragility and instability as a medium: data bases regularly ‘print’ fail-safe copies in an attempt to postpone the inevitable mechanical, chemical and electrical failure that awaits all electronic media in time. Print defines a moral position for everyone. In reporting conflict, in deciding to go to press or censor, any ‘print’ cannot avoid an ethical context, starting with the fact that there is a difference in power between print maker, armed perpetrators, the weak, the peaceful, the publisher, and the viewer. So many human factors attend a text, video or voice ‘print’: its very existence as an aesthetic object, even before publication and reception, speaks of unbalanced, and therefore dynamic, power relationships. For example, Graham Greene departed unscathed from all the highly dangerous battlefields he entered as a novelist: Riot-torn Germany, London Blitz, Belgian Congo, Voodoo Haiti, Vietnam, Panama, Reagan’s Washington, and mafia Europe. His texts are peopled with the injustices of the less fortunate of the twentieth century, while he himself was a member of the fortunate (if not happy) elite, as is anyone today who has the luxury of time to read Greene’s works for pleasure. Ethically a member of London and Paris’ colonizers, Greene’s best writing still electrifies, perhaps partly because he was in the same line of fire as the victims he shared bread with. In fact, Greene hoped daily that he would escape from the dreadful conflicts he fictionalized via a body bag or an urn of ashes (see Sherry). In reading an author’s biography we have one window on the ethical dimensions of authority and print. If a print’s aesthetics are sometimes enduring, its ethical relationships are always mutable. Take the stylized logo of a running athlete: four limbs bent in a rotation of action. This dynamic icon has symbolized ‘good health’ in Hindu and Buddhist culture, from Madras to Tokyo, for thousands of years. The cross of bent limbs was borrowed for the militarized health programs of 1930s Germany, and, because of what was only a brief, recent, isolated yet monstrously horrific segment of its history in print, the bent-limbed swastika is now a vilified symbol in the West. The sign remains ‘impressed’ differently on traditional Eastern culture, and without the taint of Nazism. Dramatic prints are emotionally charged because, in depicting Homo sapiens in danger, or passionately in love, they elicit a hormonal reaction from the reader, the viewer, or the audience. The type of emotions triggered by a print vary across the whole gamut of human chemistry. A recent study of three genres of motion picture prints shows a marked differences in the hormonal responses of men compared to women when viewing a romance, an actioner, and a documentary (see Schultheiss, Wirth, and Stanton). Society is biochemically diverse in its engagement with printed culture, which raises questions about equality in the arts. Motion picture prints probably comprise around one third of internet traffic, in the form of stolen digitized movie files pirated across the globe via peer-to-peer file transfer networks (p2p), and burnt as DVD laser prints (BBC). There is also a US 40 billion dollar per annum legitimate commerce in DVD laser pressings (Grassl), which would suggest an US 80 billion per annum world total in legitimate laser disc print culture. The actively screen literate, or the ‘sliterati’ as I prefer to call them, research this world of motion picture prints via their peers, their internet information channels, their television programming, and their web forums. Most of this activity occurs outside the ambit of universities and schools. One large site of sliterate (screen literate) practice outside most schooling and official research is the net of online forums at imdb.com (International Movie Data Base). Imdb.com ‘prints’ about 25,000,000 top pages per month to client browsers. Hundreds of sliterati forums are located at imdb, including a forum for the Australian movie, Muriel’s Wedding (Hogan). Ten years after the release of Muriel’s Wedding, young people who are concerned with victimization and bullying still log on to http://us.imdb.com/title/tt0110598/board/> and put their thoughts into print: I still feel so bad for Muriel in the beginning of the movie, when the girls ‘dump’ her, and how much the poor girl cried and cried! Those girls were such biartches…I love how they got their comeuppance! bunniesormaybemidgets’s comment is typical of the current discussion. Muriel’s Wedding was a very popular film in its first cinema edition in Australia and elsewhere. About 30% of the entire over-14 Australian population went to see this photochemical polyester print in the cinemas on its first release. A decade on, the distributors printed a DVD laser disc edition. The story concerns Muriel (played by Toni Collette), the unemployed daughter of a corrupt, ‘police state’ politician. Muriel is bullied by her peers and she withdraws into a fantasy world, deluding herself that a white wedding will rescue her from the torments of her blighted life. Through theft and deceit (the modus operandi of her father) Muriel escapes to the entertainment industry and finds a ‘wicked’ girlfriend mentor. From a rebellious position of stubborn independence, Muriel plays out her fantasy. She gets her white wedding, before seeing both her father and her new married life as hollow shams which have goaded her abandoned mother to suicide. Redefining her life as a ‘game’ and assuming responsibility for her independence, Muriel turns her back on the mainstream, image-conscious, female gang of her oppressed youth. Muriel leaves the story, having rekindled her friendship with her rebel mentor. My methodological approach to viewing the laser disc print was to first make a more accessible, coded record of the entire movie. I was able to code and record the print in real time, using a new metalanguage (Watson, “Eyes”). The advantage of Coding is that ‘thinks’ the same way as film making, it does not sidetrack the analyst into prose. The Code splits the movie print into Vision Action [vision graphic elements, including text] (sound) The Coding splits the vision track into normal action and graphic elements, such as text, so this Coding is an ideal method for extracting all the text elements of a film in real time. After playing the film once, I had four and a half tightly packed pages of the coded story, including all its text elements in square brackets. Being a unique, indexed hard copy, the Coded copy allowed me immediate access to any point of the Muriel’s Wedding saga without having to search the DVD laser print. How are ‘print’ elements used in Muriel’s Wedding? Firstly, a rose-coloured monoprint of Muriel Heslop’s smiling face stares enigmatically from the plastic surface of the DVD picture disc. The print is a still photo captured from her smile as she walked down the aisle of her white wedding. In this print, Toni Collette is the Mona Lisa of Australian culture, except that fans of Muriel’s Wedding know the meaning of that smile is a magical combination of the actor’s art: the smile is both the flush of dreams come true and the frightening self deception that will kill her mother. Inserting and playing the disc, the text-dominant menu appears, and the film commences with the text-dominant opening titles. Text and titles confer a legitimacy on a work, whether it is a trade mark of the laser print owners, or the household names of stars. Text titles confer status relationships on both the presenters of the cultural artifact and the viewer who has entered into a legal license agreement with the owners of the movie. A title makes us comfortable, because the mind always seeks to name the unfamiliar, and a set of text titles does that job for us so that we can navigate the ‘tracks’ and settle into our engagement with the unfamiliar. The apparent ‘truth’ and ‘stability’ of printed text calms our fears and beguiles our uncertainties. Muriel attends the white wedding of a school bully bride, wearing a leopard print dress she has stolen. Muriel’s spotted wild animal print contrasts with the pure white handmade dress of the bride. In Muriel’s leopard textile print, we have the wild, rebellious, impoverished, inappropriate intrusion into the social ritual and fantasy of her high-status tormentor. An off-duty store detective recognizes the printed dress and calls the police. The police are themselves distinguished by their blue-and-white checked prints and other mechanically reproduced impressions of cultural symbols: in steel, brass, embroidery, leather and plastics. Muriel is driven in the police car past the stenciled town sign (‘Welcome To Porpoise Spit’ heads a paragraph of small print). She is delivered to her father, a politician who presides over the policing of his town. In a state where the judiciary, police and executive are hijacked by the same tyrant, Muriel’s father, Bill, pays off the police constables with a carton of legal drugs (beer) and Muriel must face her father’s wrath, which he proceeds to transfer to his detested wife. Like his daughter, the father also wears a spotted brown print costume, but his is a batik print from neighbouring Indonesia (incidentally, in a nation that takes the political status of its batik prints very seriously). Bill demands that Muriel find the receipt for the leopard print dress she claims she has purchased. The legitimate ownership of the object is enmeshed with a printed receipt, the printed evidence of trade. The law (and the paramilitary power behind the law) are legitimized, or contested, by the presence or absence of printed text. Muriel hides in her bedroom, surround by poster prints of the pop group ABBA. Torn-out prints of other people’s weddings adorn her mirror. Her face is embossed with the clown-like primary colours of the marionette as she lifts a bouquet to her chin and stares into the real time ‘print’ of her mirror image. Bill takes the opportunity of a business meeting with Japanese investors to feed his entire family at ‘Charlie Chan’’s restaurant. Muriel’s middle sister sloppily wears her father’s state election tee shirt, printed with the text: ‘Vote 1, Bill Heslop. You can’t stop progress.’ The text sets up two ironic gags that are paid off on the dialogue track: “He lost,’ we are told. ‘Progress’ turns out to be funding the concreting of a beach. Bill berates his daughter Muriel: she has no chance of becoming a printer’s apprentice and she has failed a typing course. Her dysfunction in printed text has been covered up by Bill: he has bribed the typing teacher to issue a printed diploma to his daughter. In the gambling saloon of the club, under the arrays of mechanically repeated cultural symbols lit above the poker machines (‘A’ for ace, ‘Q’ for queen, etc.), Bill’s secret girlfriend Diedre risks giving Muriel a cosmetics job. Another text icon in lights announces the surf nightclub ‘Breakers’. Tania, the newly married queen bitch who has made Muriel’s teenage years a living hell, breaks up with her husband, deciding to cash in his negotiable text documents – his Bali honeymoon tickets – and go on an island holiday with her girlfriends instead. Text documents are the enduring site of agreements between people and also the site of mutations to those agreements. Tania dumps Muriel, who sobs and sobs. Sobs are a mechanical, percussive reproduction impressed on the sound track. Returning home, we discover that Muriel’s older brother has failed a printed test and been rejected for police recruitment. There is a high incidence of print illiteracy in the Heslop family. Mrs Heslop (Jeannie Drynan), for instance, regularly has trouble at the post office. Muriel sees a chance to escape the oppression of her family by tricking her mother into giving her a blank cheque. Here is the confluence of the legitimacy of a bank’s printed negotiable document with the risk and freedom of a blank space for rebel Muriel’s handwriting. Unable to type, her handwriting has the power to steal every cent of her father’s savings. She leaves home and spends the family’s savings at an island resort. On the island, the text print-challenged Muriel dances to a recording (sound print) of ABBA, her hand gestures emphasizing her bewigged face, which is made up in an impression of her pop idol. Her imitation of her goddesses – the ABBA women, her only hope in a real world of people who hate or avoid her – is accompanied by her goddesses’ voices singing: ‘the mystery book on the shelf is always repeating itself.’ Before jpeg and gif image downloads, we had postcard prints and snail mail. Muriel sends a postcard to her family, lying about her ‘success’ in the cosmetics business. The printed missal is clutched by her father Bill (Bill Hunter), who proclaims about his daughter, ‘you can’t type but you really impress me’. Meanwhile, on Hibiscus Island, Muriel lies under a moonlit palm tree with her newly found mentor, ‘bad girl’ Ronda (Rachel Griffiths). In this critical scene, where foolish Muriel opens her heart’s yearnings to a confidante she can finally trust, the director and DP have chosen to shoot a flat, high contrast blue filtered image. The visual result is very much like the semiabstract Japanese Ukiyo-e woodblock prints by Utamaro. This Japanese printing style informed the rise of European modern painting (Monet, Van Gogh, Picasso, etc., were all important collectors and students of Ukiyo-e prints). The above print and text elements in Muriel’s Wedding take us 27 minutes into her story, as recorded on a single page of real-time handwritten Coding. Although not discussed here, the Coding recorded the complete film – a total of 106 minutes of text elements and main graphic elements – as four pages of Code. Referring to this Coding some weeks after it was made, I looked up the final code on page four: taxi [food of the sea] bq. Translation: a shop sign whizzes past in the film’s background, as Muriel and Ronda leave Porpoise Spit in a taxi. Over their heads the text ‘Food Of The Sea’ flashes. We are reminded that Muriel and Ronda are mermaids, fantastic creatures sprung from the brow of author PJ Hogan, and illuminated even today in the pantheon of women’s coming-of-age art works. That the movie is relevant ten years on is evidenced by the current usage of the Muriel’s Wedding online forum, an intersection of wider discussions by sliterate women on imdb.com who, like Muriel, are observers (and in some cases victims) of horrific pressure from ambitious female gangs and bullies. Text is always a minor element in a motion picture (unless it is a subtitled foreign film) and text usually whizzes by subliminally while viewing a film. By Coding the work for [text], all the text nuances made by the film makers come to light. While I have viewed Muriel’s Wedding on many occasions, it has only been in Coding it specifically for text that I have noticed that Muriel is a representative of that vast class of talented youth who are discriminated against by print (as in text) educators who cannot offer her a life-affirming identity in the English classroom. Severely depressed at school, and failing to type or get a printer’s apprenticeship, Muriel finds paid work (and hence, freedom, life, identity, independence) working in her audio visual printed medium of choice: a video store in a new city. Muriel found a sliterate admirer at the video store but she later dumped him for her fantasy man, before leaving him too. One of the points of conjecture on the imdb Muriel’s Wedding site is, did Muriel (in the unwritten future) get back together with admirer Brice Nobes? That we will never know. While a print forms a track that tells us where culture has been, a print cannot be the future, a print is never animate reality. At the end of any trail of prints, one must lift one’s head from the last impression, and negotiate satisfaction in the happening world. References Australian Broadcasting Corporation. “Memo Shows US General Approved Interrogations.” 30 Mar. 2005 http://www.abc.net.au>. British Broadcasting Commission. “Films ‘Fuel Online File-Sharing’.’’ 22 Feb. 2005 http://news.bbc.co.uk/1/hi/technology/3890527.stm>. Bretherton, I. “The Origins of Attachment Theory: John Bowlby and Mary Ainsworth.” 1994. 23 Jan. 2005 http://www.psy.med.br/livros/autores/bowlby/bowlby.pdf>. Bunniesormaybemidgets. Chat Room Comment. “What Did Those Girls Do to Rhonda?” 28 Mar. 2005 http://us.imdb.com/title/tt0110598/board/>. Chinese Graphic Arts Net. Mantras of the Dharani Sutra. 20 Feb. 2005 http://www.cgan.com/english/english/cpg/engcp10.htm>. Ewins, R. Barkcloth and the Origins of Paper. 1991. 20 Feb. 2005 http://www.justpacific.com/pacific/papers/barkcloth~paper.html>. Grassl K.R. The DVD Statistical Report. 14 Mar. 2005 http://www.corbell.com>. Hahn, C. M. The Topic Is Paper. 20 Feb. 2005 http://www.nystamp.org/Topic_is_paper.html>. Harper, D. Online Etymology Dictionary. 14 Mar. 2005 http://www.etymonline.com/>. Mask of Zorro, The. Screenplay by J McCulley. UA, 1920. Muriel’s Wedding. Dir. PJ Hogan. Perf. Toni Collette, Rachel Griffiths, Bill Hunter, and Jeannie Drynan. Village Roadshow, 1994. O’Hagan, Jack. On The Road to Gundagai. 1922. 2 Apr. 2005 http://ingeb.org/songs/roadtogu.html>. Poole, J.H., P.L. Tyack, A.S. Stoeger-Horwath, and S. Watwood. “Animal Behaviour: Elephants Are Capable of Vocal Learning.” Nature 24 Mar. 2005. Sanchez, R. “Interrogation and Counter-Resistance Policy.” 14 Sept. 2003. 30 Mar. 2005 http://www.abc.net.au>. Schultheiss, O.C., M.M. Wirth, and S.J. Stanton. “Effects of Affiliation and Power Motivation Arousal on Salivary Progesterone and Testosterone.” Hormones and Behavior 46 (2005). Sherry, N. The Life of Graham Greene. 3 vols. London: Jonathan Cape 2004, 1994, 1989. Silk Road. Printing. 2000. 20 Feb. 2005 http://www.silk-road.com/artl/printing.shtml>. Smith, T. “Elpida Licenses ‘DVD on a Chip’ Memory Tech.” The Register 20 Feb. 2005 http://www.theregister.co.uk/2005/02>. —. “Intel Boffins Build First Continuous Beam Silicon Laser.” The Register 20 Feb. 2005 http://www.theregister.co.uk/2005/02>. Watson, R. S. “Eyes And Ears: Dramatic Memory Slicing and Salable Media Content.” Innovation and Speculation, ed. Brad Haseman. Brisbane: QUT. [in press] Watson, R. S. Visions. Melbourne: Curriculum Corporation, 1994. Citation reference for this article MLA Style Watson, Robert. "E-Press and Oppress: Audio Visual Print Drama, Identity, Text and Motion Picture Rebellion." M/C Journal 8.2 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0506/08-watson.php>. APA Style Watson, R. (Jun. 2005) "E-Press and Oppress: Audio Visual Print Drama, Identity, Text and Motion Picture Rebellion," M/C Journal, 8(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0506/08-watson.php>.
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