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1

Malone, Cynthia Northcutt. "Multisensory Tristram Shandy." CounterText 2, no. 3 (December 2016): 356–73. http://dx.doi.org/10.3366/count.2016.0065.

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An absorbed reader typically pays little conscious attention to the visual, tactile, and sometimes aural sensory experiences of reading. Unexpected formal and visual features of Laurence Sterne's nine-volume fictional narrative, The Life and Opinions of Tristram Shandy, Gentleman, startle readers out of absorption and call attention to familiar operations like decoding black figures on white paper and turning pages. My edition of Volume I is designed to engage the senses through its visual structure, textures, and unexpected materials (buttons, marbled paper strips, and ribbons) and through formal surprises (interpolated documents, accordion-fold inserts, and paper lace). In its structure and materials, this edition highlights the odd formal features of Sterne's novel and the cognitive work that the narrator requires of earnest and industrious readers.
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2

Xu, Junfang. "A Central Consciousness at Work Beneath the Surface Artlessness: Narrative Strategies in “Tristram Shandy”." International Journal of Applied Linguistics and English Literature 7, no. 3 (May 1, 2018): 137. http://dx.doi.org/10.7575/aiac.ijalel.v.7n.3p.137.

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‘The Life and Opinions of Tristram Shandy, Gentleman’ (hereafter shortened to “Tristram Shandy”) is a unique novel written by British author Laurence Sterne in the eighteenth century. While Sterne’s contemporary readers may have conflicting viewpoints about the artistic value of “Tristram Shandy” because of its surface artlessness and chaos, readers today in the contexts of such twentieth-century critical theories as postmodernism, existentialism, and deconstruction, find it congenial and more intriguing. I argue that despite the apparent chaos of this novel, the author-narrator Tristram is a central consciousness that holds the whole work together. And I believe Sterne narrates his story in such a peculiar way in conformity to his own perception of the outside world. Specifically, this paper aims to explore the inventive narrative strategies employed in Sterne’s “Tristram Shandy” in the three aspects of narrative structure, time-shifting technique and self-conscious narrator. Amazingly, “Tristram Shandy” presents a wholly new notion of creative writing, one that goes beyond its time, and has unbreakable connection with twentieth-century literature.
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3

Donoghue, William. "The Life and Opinions of Tristram Shandy, Gentleman by Laurence Sterne." Scriblerian and the Kit-Cats 34, no. 1-2 (2002): 86–88. http://dx.doi.org/10.1353/scb.2002.0021.

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4

Gerard, W. B. "The Life and Opinions of Tristram Shandy, Gentleman by Laurence Sterne." Scriblerian and the Kit-Cats 38, no. 2 (2006): 309–10. http://dx.doi.org/10.1353/scb.2006.0019.

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5

New, Melvyn. "The Life and Opinions of Tristram Shandy, Gentleman by Laurence Sterne." Scriblerian and the Kit-Cats 46, no. 2 (2014): 167–68. http://dx.doi.org/10.1353/scb.2014.0001.

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6

Yandell, John. "Book review: Laurence Sterne, The life and Opinions of Tristram Shandy, Gentleman." Visual Communication 11, no. 1 (January 25, 2012): 121–25. http://dx.doi.org/10.1177/1470357211424689.

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7

Schmitz-Emans, Monika. "Harlekine und Grabsteine – oder: Wie ediert man den Zufall?" editio 34, no. 1 (November 1, 2020): 96–122. http://dx.doi.org/10.1515/editio-2020-0006.

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AbstractIn Laurence Sterne’s novel The Life and Opinions of Tristram Shandy, Gentleman, typography, ‹mise en page› and the concrete architecture of the book (page, text and chapter structure) become literary means of staging the work. The same applies to special arrangements of page sequences and the selective use of special material. The so-called black page, actually a recto- and verso page, and the marbled page, made of specially produced marbled paper, are spectacular highlights of the novel. The marbled page makes every book copy unique. New editions of Tristram Shandy, however, have often ignored Sterne’s arrangement, often not understood it, sometimes even interpreted it idiosyncratically. A collection of examples of re-stagings of the marbled page and the black page illustrates different forms of semantization of book material.
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8

FREITAS, LUANA FERREIRA DE. "STERNE EM MEMÓRIAS PÓSTUMAS DE BRÁS CUBAS E DOM CASMURRO." Machado de Assis em Linha 7, no. 14 (December 2014): 183–97. http://dx.doi.org/10.1590/s1983-68212014000200012.

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Este trabalho parte da leitura e análise de The Life and Opinions of Tristram Shandy, Gentleman e A Sentimental Journey, de Laurence Sterne, e de Memórias póstumas de Brás Cubas e Dom Casmurro, de Machado de Assis, para fazer um exame da presença de traços estilísticos do texto machadiano explorados por Sterne 132 anos antes. Para tal, serão consideradas a digressão e a subjetividade dos narradores.
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9

Holm, Melanie D. "Laughter, Skepticism, and the Pleasures of Being Misunderstood in Laurence Sterne’s The Life and Opinions of Tristram Shandy, Gentleman." Eighteenth Century 55, no. 4 (2014): 355–75. http://dx.doi.org/10.1353/ecy.2014.0040.

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10

Wiehe, Jarred. "No Penis? No Problem: Intersections of Queerness and Disability in Laurence Sterne's The Life and Opinions of Tristram Shandy, Gentleman." Eighteenth Century 58, no. 2 (2017): 177–93. http://dx.doi.org/10.1353/ecy.2017.0015.

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11

Vieira, Willian. "De Shandy a Lísias: uma análise do jogo entre autor, narrador e leitor." Magma, no. 13 (May 11, 2017): 213. http://dx.doi.org/10.11606/issn.2448-1769.mag.2016.126766.

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O artigo a seguir propõe uma comparação crítico-teórica entre The Life and Opinions of Tristam Shandy, Gentleman, de Laurence Sterne e Divórcio, de Ricardo Lísias. Busca-se aproximar o romance do século 18 em primeira pessoa, visto por muitos críticos como sátira genérica com elementos autobiográficos, do romance autoficcional contemporâneo, que repete e exacerba tais elementos e mecanismos ao infinito, a partir da análise do pacto de leitura e da suspensão estatutária entre discursos real e ficcional.
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12

Amory, Hugh. "The Life and Opinions of Tristram Shandy, Gentleman. The Florida edition of the works of Laurence Sterne. Laurence Sterne , Melvyn New , Joan New , Richard A. Davies , W. G. Day." Papers of the Bibliographical Society of America 79, no. 4 (December 1985): 602–11. http://dx.doi.org/10.1086/pbsa.79.4.24303695.

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13

Bromberg, Leora. "Resisting Linear Form: Sterne and Phillips with “nothing between them but / time”." IJournal: Graduate Student Journal of the Faculty of Information 4, no. 2 (May 10, 2019): 1–13. http://dx.doi.org/10.33137/ijournal.v4i2.32551.

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Readers have certain expectations. Out of any given narrative we expect an introduction, body and conclusion. English words should flow logically one after the other, running from the left to right, in straight lines along the page. Any interruption to this linear process of reading may raise a range of emotional responses, whether it be confusion, anger, awe or insight. Early resistance to a linear reading experience is evident in Laurence Sterne’s 1759-1767 novel The Life and Opinions of Tristram Shandy, Gentleman. Unfolding over the course of nine volumes, this narrative is frequently interrupted with unusual visual and typographic experiments that remain puzzling and intriguing to readers to this day. Likely the most expensive and ambitious of Sterne's experiments is the third volume’s marbled page; a single page coated front and back in a layer of marbled paint, painstakingly and seamlessly constrained within the margins of the text-block. This paper explores the impact of these experiments on the reading experience, with particular attention to the marbled page, by looking towards the reception of Sterne in the contemporary work of book artist Tom Phillips. Despite being raised in the same discussions as examples of works that are intensely aware of their own form, there appears to be little analysis of the connection between Sterne and Phillips. Exploring the reception of Sterne in Phillips’ A Humument illuminates not only how Phillips references Sterne, but also how the very form and design of his work emulates a similar resistance to the linearity of reading and literate culture. Keywords: Laurence Sterne, marbled page, Tom Phillips, literate culture, linearity, reception
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14

Descargues-Grant, Madeleine. "Naissance du roman moderne. Bibliographie Laurence Sterne, Vie et opinions de Tristram Shandy, gentilhomme." L'information littéraire Vol. 58, no. 4 (December 1, 2006): 46–51. http://dx.doi.org/10.3917/inli.584.0046.

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15

Umerle, Tomasz. "Contingency and its consequences in Tristram Shandy by Laurence Sterne." Journal of Education Culture and Society 1, no. 1 (January 18, 2020): 70–83. http://dx.doi.org/10.15503/jecs20101.70.83.

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My paper proposes a new approach to the famous novel by Laurence Sterne TristramShandy. In my reading of this work I use the category of contingency which I define by referring to the German philosopher Odo Marquard and literary theories of a monographer of the contigency in literature and film Rafał Koschany. These are the basic inspirations for reflections on Tristram as a character, and simultaneously, narrator in the novel. In my view contingency manifests itself in Sterne's work in a two-fold manner it affects Tristram's life and narration. I will try to focus on the different ways in which these manifestations relate to each other.
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16

Fawcett, Julia H. "Creating Character in “Chiaro Oscuro”: Sterne’s Celebrity, Cibber’s Apology, and the Life of Tristram Shandy." Eighteenth Century 53, no. 2 (2012): 141–61. http://dx.doi.org/10.1353/ecy.2012.0022.

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17

Hayles, N. Katherine. "Combining Close and Distant Reading: Jonathan Safran Foer's Tree of Codes and the Aesthetic of Bookishness." PMLA/Publications of the Modern Language Association of America 128, no. 1 (January 2013): 226–31. http://dx.doi.org/10.1632/pmla.2013.128.1.226.

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Any analysis of reading today must consider contemporary writing practices. The epochal shift from print to digital texts has been under way for some time. Indeed, print books are now so interpenetrated with digital media at every stage of their production that they may more appropriately be considered an output form of digital texts than a separate medium. Much has been written about the end of books, but, as Alan Liu observes, they have been deconstructed almost from the beginning, from the remixing of Bible excerpts according to the liturgical calendar to the experimental fiction of Laurence Sterne's Tristram Shandy to Raymond Queneau's Cent mille milliards de poèmes (“End” 509-11). This tradition notwithstanding, Jessica Pressman correctly detects in some contemporary novels anxiety about the continued life of books and a desire to reassert the book's authority in the face of the exponential expansion of the Web and the ongoing conversion of books into digitized texts, including the several million now available at Google Books and other online venues.
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18

Maksiutenko, Elena V. "They Order�this Matter Better in France�. Yorick the Philosopher and Sentimental Traveller." Alfred Nobel University Journal of Philology 1, no. 21 (2021). http://dx.doi.org/10.32342/2523-4463-2021-1-21-7.

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The article highlights the existing tradition of understanding Laurence Sterne�s literary texts as philosophical. Author uses such research approaches as historical and literary, sociocultural and biographical. The reception of Tristram Shandy and A Sentimental Journey produced by the �English Rabelais� through the philosophical dominant in the poetics is a controversial theme that has its supporters and opponents. Occasionally some researchers totally negate philosophical direction of Sterne�s works, others � though do not deny his interest in the studies of contemporary philosophers, with many of whom Sterne had friendly relations (Hume, d�Holbach, D�Alembert, Diderot), nevertheless accuse the writer for inability to create a consistent system of philosophical ideas and become an original thinker (James Work). In course of time a number of literary critics convinced in inherency of philosophical themes for Sterne�s novels is widening (A. Hadfield, J. Hawley, Sh. Regan, P. Davies, Ch. Lupton). Experts declare that the attempts to distance Sterne�s texts from the intellectual climate of the century lead to the marginalization of his achievement and Sterne has become celebrated by �a coterie of enthusiasts� as �our most influential unread author� (Andrew Hadfield). On the contrary, Martin Battestin in his famous essays written in 1994 � �A Sentimental Journey�: Sterne�s �Work of Redemption� and �Sterne �mong the Philosophes: Body and Soul in �A Sentimental Journey� � insists on the inseparability of Sterne�s novels from the leading philosophical tendencies of the epoch. The first of his papers, �A Sentimental Journey�: Sterne�s �Work of Redemption�, is the subject of the analytical commentary in the present article. Battestin argues that Sterne can be considered the first philosophical novelist in English who discerns Locke�s radically subjectivist implications and demonstrates in the form of his narrative the principles of association of ideas and �durational time�. In A Sentimental Journey Sterne debates the mechanistic doctrines of La Mettrie and his followers, d�Holbach, Diderot and discovers in the passion and sympathy a way of rejecting Hume�s skepticism. Yorick�s figure in A Sentimental Journey, his ability to enjoy the moments of happiness, the restraint to the manifestation of the extremeness of passion transform the canon of travel writing and unnoticeably give it the form of personal journal and self-observation where the plunge into the description of everyday trifles predominates. Sterne�s A Sentimental Journey turns into the model of �the literature of sensibility� ensuring the author with the popularity within the wide range of reading public. The researchers view A Sentimental Journey as a variation of familiar features of Sterne�s style that correlates with the turn to the lyrical psychological form, the attention to the individual consciousness, the world of inner feelings and emotions. The text of the novel becomes refined, the author�s tone is frivolous and full of erotic hints. The narrator intrigues the reader with the insinuating intonation where the ironical, ambiguous and melancholic colors are mixed. In A Sentimental Journey Yorick�s travel notes look like an �imaginary journey� where the factual topography becomes the cause for extensive emotional reflection of the hero who is not constraint with the social conventions and the outer world turns to be the �mirror of the soul� and is reflected in the endless stream of changeable opinions. According to Battestin, Sterne�s emphasis on the liberating function of human sexuality is important. Claiming a spiritual value for eroticism Sterne turns to be the precursor of D. H. Lawrence and the famous final chapters in A Sentimental Journey, �The Grace� and �The Case of Delicacy�, can be viewed as the paradigm of the novel�s leading theme � the human yearning for relationship, the quest for union and sociability. Battestin comes to a conclusion that in A Sentimental Journey Sterne found a way to diminish the disturbing solipsistic implications of the new philosophy that had defined �the small world of Shandy Hall in terms of hobby-horsical self-enclosure�. He proposed to find in human senses, imagination and physiology the means of transcending materialist doctrines and of affirming the possibility of communion.
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19

Bender, Stuart Marshall. "You Are Not Expected to Survive: Affective Friction in the Combat Shooter Game Battlefield 1." M/C Journal 20, no. 1 (March 15, 2017). http://dx.doi.org/10.5204/mcj.1207.

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