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Journal articles on the topic 'Video Game Exhibition'

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1

Eklund, Lina, Björn Sjöblom, and Patrick Prax. "Lost in Translation: Video Games Becoming Cultural Heritage?" Cultural Sociology 13, no. 4 (June 27, 2019): 444–60. http://dx.doi.org/10.1177/1749975519852501.

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Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital Entertainment, Oakland (MADE). The aim is to explore how games are appropriated within such institutions, and thereby how they are configured as cultural heritage and exhibitable culture. The study uses actor-network theory in order to analyse heterogeneous actors working in conjunction in such processes, specifically focusing on translation of games and game culture as they are repositioned within museums. The study explores how games are selectively recruited at both institutions and thereby translated in order to fit exhibition networks, in both cases leading to a glossing over of contentious issues in games and game culture. In turn, this has led to a more palatable but less nuanced transformation of video games into cultural heritage. While translating video games into cultural heritage, the process of making games exhibitable lost track of games as culture by focusing on physical artefacts and interactive, playable fun. It also lost track of them as situated in our culture by skimming over or ignoring the current contentious nature of digital games, and finally, it lost track of games as being produced and experienced in a particular context, or games of culture.
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Szewerniak, Magdalena. "Nostalgiczny wymiar muzeów gier wideo." Prace Kulturoznawcze 21, no. 4 (October 30, 2018): 119–34. http://dx.doi.org/10.19195/0860-6668.21.4.7.

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Nostalgic aspect of video games museumsThe article is a result of a field research conducted in Computerspielemuseum in Berlin, Arcade Hry in Prague and Video Games Consoles Museum in Karpacz Poland. The exhibition arrangements in each of these places led to a question about nostalgic aspect of the museums, in which the traditional layout and narration of exposition contrast with the interactive space.The notion of nostalgia is the center of my research. There are however different concepts of nostalgia as a form of memory among the researchers studying this subject. The point that emerges is the understanding of the past that we long for.I am interested also in how the distance between the visitor and the exhibition is at once maintained and broken. This leads to the question about it being the crucial cause of awakening our nostalgia. That is why I attach importance both to the exhibition arrangement and the modes of visitors’ experience. I also consider the affective aspect of this project, in which playing the game is one of the aforementioned modes of experiencing the exhibition. I argue that the engagement video games require is the main reason why we remember our experiences, therefore it is more likely to trigger our nostalgic emotions.
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Mussies, Martine. "A Ludomusicologist Goes to the Museum." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 125–32. http://dx.doi.org/10.1525/jsmg.2020.1.1.125.

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From September 2018 to February 2019, the famous Victoria and Albert Museum in London hosted Videogames: Design/Play/Disrupt, a major exhibition on contemporary video game design and culture. Announced as “a unique insight into the design process behind a selection of groundbreaking contemporary videogames,” this immersive exhibition was the end presentation of a project that took four years to undertake. Dutch PhD student Martine Mussies went over the Channel to take a look and write down her experiences for this first issue of the Journal of Sound and Music in Games.
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Mullen, Mark. "Playing it safe." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 303–19. http://dx.doi.org/10.1386/jgvw_00021_3.

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For the past 30 years museums and art galleries on both sides of the Atlantic have been resistant to exhibiting digital games as art and have instead embedded them in exhibitions and displays that have portrayed them as exemplars of design. This conservative approach has largely failed to achieve the stated purpose of many of these exhibitions: to foster a wider public appreciation for games and encourage more sophisticated conversations about gaming. This article argues that curators for video game exhibitions have been co-opted by the ideological norms of the tech sector which has produced a reluctance to engage critically with their subject matter and a willingness to overlook ethical problems within the videogame industry.
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Lind, Anders. "Interactive sound art and animated notation as an ensemble performance platform in primary level music education." Educare - vetenskapliga skrifter, no. 1 (March 20, 2020): 53–81. http://dx.doi.org/10.24834/educare.2020.1.4.

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This article showcases excerpts of my artistic research in progress. In particular, I demonstrate how an interdisciplinary approach combining knowledge from the fields of artistic research, Human Computer Interaction (HCI) and game studies mayinspire primary level music education of today. I highlight examples of novel digital music technology and present an innovate approach to using these for group performance exercises in the music classroom. In particular, I report from a study where my interactive sound art exhibition LINES, in combination with animated music notation, was used as a digital ensemble music platform. The data of the study comprises five workshop sessions with pre-schoolers using this platform. An autoethnographic method and analysis of video documentation of the workshop sessions were used as methods for the study. The results showed that LINES was both engaging and easily accessed. Moreover, it allowed the majority of the target group to perform musical exercises as an ensemble. I argue that the use of traditional instruments and traditional notation creates a democratic issue in primary level music education. Furthermore, with support from the study and related research, I argue that platforms such as this may democratize music education involving pupils aged 5-15 years.
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Guttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.

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Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work has to be done to tackle these problems.
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Savkina, S. V. "Interactive multimedia library products: forming skills of technology while preparing bachelors of library and information activities." Bibliosphere, no. 4 (December 30, 2018): 119–23. http://dx.doi.org/10.20913/1815-3186-2018-4-119-123.

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Currently, the range of information products and services provided remotely is developing and expanding. Modern library users often prefer remote services to traditional forms. The real communication is inferior to virtual one, the popularity of electronic information products is growing. Libraries transform popular traditional products and services into electronic formats. So traditional quizzes, which are popular in libraries, are moving into a new form, become a dynamically developing electronic product. The popularity and demand of multimedia products for modern users led to emerging a wide range of such products in the library practice. Multimedia capabilities combine different forms of information and provide visibility, visual appeal and increase interest among users. The most original of them are the products with interactive features that provide the opportunity to dialogue with users and implement active actions. The most popular are such interactive multimedia products as an electronic interactive exhibition, a multimedia interactive quiz, a video with interactive elements. Libraries can also develop such products without extensive software, hardware and human resources. To ensure the quality of the created interactive multimedia products, it is necessary to study the technology of their preparation. Based on the interactive multimedia works created by students the author considers their features, cases of interactive opportunities realization; characterizes the experience to form of skills of technology of their preparation at bachelors of library and information activity. Actively developing of remote library services using information-communicating technologies, transforming traditional forms into multimedia format contributes to the development of interactive multimedia forms, as well as allows attracting users and increase the demand for documents. Game forms of work with readers are especially relevant for children and youth audience. Development and implementtation of multimedia interactive product is economically less labor-intensive process than the traditional library event.
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Loriguillo-López, Antonio. "Osamu Tezuka, el Dios del Manga: Exhibition at the Museu Nacional d’Art de Catalunya." Mutual Images Journal, no. 7 (December 20, 2019): 57–62. http://dx.doi.org/10.32926/2019.7.r.lor.osamu.

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2019 marked a significant date for the circulation of Japanese popular culture in Spain. Manga Barcelona, the multitudinous event formerly known as “Saló del Manga”, reached its 25th edition. A quarter of a century has passed since its modest beginning as a meetup that brought together around a thousand enthusiasts of manga, anime, and video games at the Estació de França in Barcelona. At twenty-five years, the most relevant event for Japanese popular culture in the country is [...]
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Bernier, Roxane. "Usability of Interactive Computers in Exhibitions: Designing Knowledgeable Information for Visitors." Journal of Educational Computing Research 28, no. 3 (April 2003): 245–72. http://dx.doi.org/10.2190/ea53-b0ar-c1q3-3t20.

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This article investigates three types of content presentation (video documentary, computerized dictionary, and games) within interactive computer use at the Quebec Museum of Civilization. The visitors' viewpoint is particularly relevant for interface designing outcomes, since they argued that terminals require specific content display for disseminating information in the museum. We have identified five factors: 1) effortless knowledge; 2) sorted navigational paths; 3) exhaustiveness of topics; 4) combined audio and video media as first means; and 5) the quiz as a primary source of presentation. As first insight, terminals in exhibitions are perceived as multipurpose tools giving direct access to a wider selection of content, although it was shown that computer literate individuals have experienced problems to gain information, because of the content presentation and ergonomics. In addition, the commands provided did not properly assist visitors. Exhibit interface designers should build a “generic model interface” that best corresponds to the know-how of casual users, in order to avoid an arbitrary perusal of contents.
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Cardoso, Alberto, Maria Teresa Restivo, Helia M. G. Guerra, and Luis M. P. Gomes. "Online Experimentation Forum." International Journal of Online Engineering (iJOE) 12, no. 04 (April 28, 2016): 4. http://dx.doi.org/10.3991/ijoe.v12i04.5782.

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Online experimentation is based on emerging technologies for remote and virtual experimentation also aided and complemented by other online applications based in virtual reality, augmented reality, sensorial devices, potentiated by additional tools like live videos, interactive videos and serious games available through web platforms, which promote user immersion in virtual environments recreating the reality. This Special Issue collects a set of selected short papers describing 22 different works exploring online experimentation, demonstrated during the Exhibition Sessions of the 3rd edition of the Experiment@International Conference – exp.at’15.
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Chi, Yeong, Marvin Glen Lovett, and Orson Chi. "Gaming Motivations among American College Students." International Journal of Business and Management 12, no. 6 (May 18, 2017): 211. http://dx.doi.org/10.5539/ijbm.v12n6p211.

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The purpose of this study was to examine American college students’ motivations related to video games and to identify groups exhibiting common patterns of responses. This study investigated the video gaming motivations of American college students through the adoption of a gaming motivation scale, developed by Lafrenière, et al., which was composed of 18 Likert-typed items. A questionnaire survey, administered to 191 American college students at a public university in South Texas, was employed to collect primary data for this study. The gaming motivations of these participants were examined through factor analysis, which identified four reliable factors. Cluster analysis was then employed to identify three prominent video gaming motivation groups. This research may provide practical marketing implications by proposing effective ways to better understand and target video gaming consumers. Research results may also provide direction for developing successful marketing strategies in the video gaming industry.
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García Sedano, Marcelino. "Arte y videojuegos. Reflexiones sobre lo lúdico, el arte y la tecnología en Asturias." Liño 23, no. 23 (June 30, 2017): 175. http://dx.doi.org/10.17811/li.23.2017.175-184.

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RESUMEN:La apertura de LABoral Centro de Arte y Creación Industrial y el lanzamiento del primer festival sobre música electrónica experimental y artes visuales LEV Festival en el año 2007, coloca a Gijón y al Principado de Asturias en los puestos de cabeza de la reflexión y exhibición de las cuestiones relacionadas con la tecnocreatividad. Semejante despliegue institucional, arranca con fuerza y con propuestas arriesgadas, entre ellas, la programación de varias grandes exposiciones sobre la relación del videojuego y la cultura en el corto periodo de dos años. Lo que podría considerarse un debate pertinente aunque arriesgado, devino en muestras históricas, discusiones importantes y la presencia no sólo de grandes artistas, programadores y diseñadores de videojuegos, sino también de grandes teóricos del medio. Este artículo pretende ahondar en la profundidad compleja del videojuego como manifestación artística y cómo esta disciplina se relacionó con los sucesos artísticos de la región asturiana.PALABRAS CLAVE:Nuevos Medios, videojuegos, Asturias, interactividad, arte digital.ABSTRACT:The opening of LABoral Centro de Arte y Creación Industrial and the launching of the first experimental electronic music festival and visual arts, LEV festival, in the year 2007, places Gijon and the Principado de Asturias in the top of the rankings in exhibition and reflexion about techno-creativity. This huge display of institutional efforts, begins with a bang and innovative proposals; among them, the programming of a couple of big exhibitions on the relationship between video games and culture in just a short two-year period. What could be considered a pertinent but risky debate, turned into historical exhibitions, important discussions and the presence of not only important artists, programmers, videogame designers, but key theorist specialized in the field, placing this way, Asturias and LABoral in the top of the world rankings on the debates about artgame. This article aims to explore the complexity of the videogame as an artistic manifestation and the ways in which it got linked to artistic events in Asturias.KEYWORDS:New media, videogames, Asturias, interactivity, digital art.
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Wang, Jian Hui, and Li Liu. "Research on Computer Graphics Design and Visual Communication Design." Applied Mechanics and Materials 713-715 (January 2015): 2191–94. http://dx.doi.org/10.4028/www.scientific.net/amm.713-715.2191.

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In today's society rapid development of science and technology, the computer figure image design can be widely used in various industries. In the film and television, advertising, exhibition, art, electronic play in areas such as lack of necessary computer graphics design. With the development of computer information technology, the design of the graphics technology will progress. On the technology no longer content with a simple graphics rendering, more note focus on visual sense of the data, enhance the figure shape the image of beauty and expression. This paper mainly discusses the computer graphics design and visual communication design in today's society rapid development of science and technology, computer graphics design has also been extensively applied to various industries. In the film and television, advertising, exhibition, art, video games, and other fields are short of necessary computer graphics design. With the development of information technology, computing machine graphics design technology progress. Current technology is no longer satisfied with the image of a simple now, pay more attention to the visual sensation of biography and enhance the figure shape the image of aesthetic feeling and expression. This paper mainly discusses the computer graphics design and research of visual communication design.
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Malone, Meredith, and Svea Braeunert. "To See Without Being Seen." Media-N 15, no. 1 (January 27, 2019): 39–56. http://dx.doi.org/10.21900/j.median.v15i1.46.

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This article revisits the curatorial concepts informing To See Without Being Seen: Contemporary Art and Drone Warfare a group exhibition we co-curated for the Mildred Lane Kemper Art Museum at Washington University in St. Louis in 2016. The exhibition was comprised of works by twelve international artists including, James Bridle, Tomas van Houtryve, Trevor Paglen, and Hito Steyerl, who work across a range of media, including photography, video, installation, web-based projects, games as well as site-specific and participatory projects. Each of these projects presented unique critical perspectives on image-making, weaving together art, activism, and research thereby treating the drone as a political object with aesthetic ramifications and trajectories. Drawing on the notion that the drone is a vision machine that is intended to remain invisible and hence possesses the power to see without being seen, our curatorial concept engaged warfare and surveillance on the level of their visual conditions, asking how certain images come into being while others stay hidden from public sight. Essential elements of that engagement based on the artworks we showed involved an examination of the drone’s global networks and geographies, the invisible culture of operative images, and measures to counter the drone’s god-like view by going unseen. The exhibition offered room for debate regarding political and perceptual changes that are actively affecting the ways in which we see the world and engage with each other.
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Stokes, Benjamin, François Bar, Karl Baumann, Ben Caldwell, and Andrew Schrock. "Urban furniture in digital placemaking: Adapting a storytelling payphone across Los Angeles." Convergence: The International Journal of Research into New Media Technologies 27, no. 3 (March 17, 2021): 711–26. http://dx.doi.org/10.1177/1354856521999181.

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A growing number of urban practitioners and scholars are interested in using digital storytelling to strengthen neighborhood connections to shared culture and build a coherent sense of place. This article contributes to this discussion by investigating how ‘urban furniture’ can sustain social capacity for digital placemaking. While traditional ‘urban furniture’ in public space is purely physical, digital-physical hybrids are emerging, from benches that tell stories to bus stops that play videos. This extended case follows the travels of an Afrofuturist piece of urban furniture: a community-hacked payphone called Sankofa Red. Our analysis triangulates findings across three installations to show how placemaking can be sustained as a social process: as part of a successful makeover of a community plaza, featured in a neighborhood history game, and in an art exhibition on race and ethnicity. We identify promising practices to adapt urban furniture and retain design collectives beyond a single placemaking installation. As a way for cities to build capacity, we propose that rotating one kind urban furniture (e.g., payphones) across neighborhoods can build the social capacity for placemaking around a shared technical foundation, while still prioritizing local needs and culture.
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Mazzonetto, Marzia, and Maria Chiara Montani. "The WYP2005 for physics on the road to extinction." Journal of Science Communication 04, no. 04 (December 21, 2005): F01. http://dx.doi.org/10.22323/2.04040901.

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From exhibitions to theatrical performances, from fireworks to video games, countless events and ventures have been held all over the world in 2005 to mark the occasion of the World Year of Physics (WYP2005). The year that is drawing to a close has brought physics out into the streets and University campuses, but in a few cases physics has even invaded theater stages and art museums, it has involved musicians and even architects. The worldwide objective was to highlight a science that has more and more need to communicate its close connections with society, its involvement in themes that are vital for the present day but above all for the future, like the frontiers of medicine, the reduction of global pollution and the search for new energy sources. This focus tries to discover, country by country, the events that have accompanied the World Year of Physics. But this will also be an attempt to reply to a question on the very nature of this type of event: “do we really need it”? Is a World Year of Physics really necessary and, above all, is it effective?
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Vilhjálmsson, Björn Þór. "„Taumlaust blóðbað án listræns tilgangs“: Íslenski bannlistinn og Kvikmyndaeftirlit ríkisins." Íslenskar kvikmyndir 19, no. 2 (October 24, 2019): 69–133. http://dx.doi.org/10.33112/ritid.19.2.4.

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The regulation of film exhibition in Iceland has closely shadowed the history of cinema exhibition itself. Although regulation practices have undergone various shifts and realignments throughout the twentieth century, they retained certain core concerns and a basic ideological imperative having to do with child protection and child welfare. Movies were thought to have a disproportionate impact on children, with „impressionable minds“ often being invoked. Their interior lives and successful journey towards maturity were put at risk each and every time they encountered unsuitable filmic materials. Thus, while assuming that adults could fend for them-selves among the limited number of theaters in Reykjavík, children were a whole another matter and required protection. Civic bodies were consequently formed and empowered to evaluate and regulate films. But even in the context of fairly rigorous surveillance and codification, the turn taken by regulatory authorities in the 1980s strikes one as exceptional and unprecedented. The Film Certification Board (TFCB) was, for the first time, authorized to prohibit and suppress from distribution films deemed especially malignant and harmful. Motivating this vast expansion of the powers of the regulatory body were concerns about a variety of exploitation and horror films that were being distributed on video, films that were thought to transgress so erroneously in terms of on-screen violence that their mere existence posed a grave threat to children. Two years after finding its role so radical-ly enlarged, TFCB put together a list of 67 „video-nasties“, to borrow a term from the very similar but later moral panic that occurred in Britain. Police raids were conducted and every video store in the country was visited in a nation-wide effort to remove the now illegal films from rental stores. This article posits that the icelandic nasties list can be viewed as something of a unique testament to the extent to which the meaning, aesthetic coherence and the affect of cultural objects is constructed in the process of reception, while also main-taining that the process of reception is thoroughly shaped by historical discourses, social class, embedded moral codes and a social system of values, as well as techno-logical progress. in what amounts to a perfect storm of moralizing, political games-manship and the sheer panic of a certain segment of the population, the governing institutions in iceland managed in the span of months to overturn constitutionally protected rights to free speech and privacy, as well as undermine central principles of the republic. Two decades would pass before these setbacks were recuperated, and then only on a legal and institutional level. While analyzing the history of the icelandic video nasties, the article also attempts to grapple with and articulate the symbolic register of the ban, how it speaks to the status of cinema in Iceland at the close of the twentieth century, and what ideological strains, morals and/or values were being put into play and funneled into this particular debate. Then, to close, the role of the most notorious of the nasties, Cannibal Holocaust (Ruggero Deodato, 1980), is examined in the context of media coverage and parliamentary debates at the time.
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Riposati, Daniela, Giuliana D'Addezio, Francesca Di Laura, Valeria Misiti, and Patrizia Battelli. "Graphic design and scientific research – the National Institute of Geophysics and Volcanology (INGV) experience." Geoscience Communication 3, no. 2 (December 11, 2020): 407–25. http://dx.doi.org/10.5194/gc-3-407-2020.

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Abstract. One of the primary activities of the Istituto Nazionale di Geofisica e Vulcanologia (National Institute of Geophysics and Volcanology; INGV) is the production of resources concerning educational and outreach projects in geophysics and natural hazard topics. This activity is aimed at transferring, periodically, results at the forefront of ongoing research to the public through an intense and comprehensive plan for scientific dissemination. Over the past 15 years, graphic and visual communication have become essential tools for supporting institutional and research activities. In this paper, we describe successful INGV team experiences resulting from a close relationship and collaborative work between graphic designers and research scientists. The main goal of the projects devoted to the general public, through the creation of a museum exhibition or the production of descriptive brochures, is to support scientists in conveying their message and making concepts fruitful, easier to understand but also fully enjoyable thanks to the emotional involvement that images may generate. Through a careful composition of signs and images, and through the use of different visual tools (colours, form and lettering) on different media (print, video and web), the graphics and editorial products together create a strong INGV-style identity, making it easily recognizable in any educational and outreach project. A full project product package might include a logo or other artwork, organized text and pure design elements such as shapes and colours, which serve the purpose of unifying the whole set. Colour is used not only to help the project logo to stand out from the international overview but, in our case, also to generate a unifying return across all INGV sections. A recent and highly stimulating experience concerned the creation of edu-games, specifically designed for scientific dissemination, through a close collaboration between INGV graphic designers and their reference scientific community. The edu-games were designed as an effective combination of educational content and playful communicative aspects, leading the young players to learn while having fun.
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Miguez, Maria Jose, Diego Bueno, and Caroline Perez. "Disparities in Sleep Health among Adolescents: The Role of Sex, Age, and Migration." Sleep Disorders 2020 (January 28, 2020): 1–6. http://dx.doi.org/10.1155/2020/5316364.

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Background. Disparities in sleep disturbances have been described in adults; nevertheless, among adolescents, data have yielded conflicting results. Therefore, analyses of our cohort study of 500 urban, normally developed Hispanic adolescents (10–18 years), aim to determine if rates of sleep debt differ between: (a) male and female adolescents, (b) US-born Hispanics and first-generation immigrant ethnic counterparts, and (c) specific activities that these teens trade for sleep. Participants’ weekday and weekend sleep patterns, along with the reasons for sleeping less than the recommended hours were recorded. Standardized surveys were used to gather information regarding sociodemographics, migration, acculturation, and medical history. Using the criteria set forth by the National Sleep Foundation, analyses indicated that sleep deprivation is a pervasive problem, with 75% in the preadolescents and 45% of the late adolescents exhibiting sleep problems. Females slept on average at least one hour less per day than their male counterparts (7 vs. 8 hours). The sleep problems were rooted in several overlapping causes, including use of technology, video games, studying, and employment. Nevertheless, reasons for sleep loss differed by gender and by immigrant status. Multivariable adjusted logistic regression analyses showed that females, US-born teens, and preadolescents had higher odds of being sleep deprived. Pediatricians and sleep experts should be aware of gender-specific causes and responses of sleep problems. Cultural ecological frameworks need to be considered, and clearly indicate that findings may not generalize to youth from other cultural backgrounds.
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Bokhove, Onno, Tiffany Hicks, Wout Zweers, and Thomas Kent. "Wetropolis extreme rainfall and flood demonstrator: from mathematical design to outreach." Hydrology and Earth System Sciences 24, no. 5 (May 14, 2020): 2483–503. http://dx.doi.org/10.5194/hess-24-2483-2020.

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Abstract. Government and consulting experts on flood mitigation generally face difficulties when trying to explain the science of extreme flooding to the general public, in particular the concept of a return period. Too often, for example, people perceive they are safe for the next 100 years after a 1:100-year return-period flood has hit their town. UK flood practitioners therefore gave us the challenge to design an outreach tool that conceptualises the science of flooding in a way that is accessible to and directly engages the public, and in particular demonstrates what a return period is. Furthermore, we were tasked with designing a live 3-D physical model rather than a graphical or animated 2-D game on a screen. We show here how we tackled that challenge by designing, constructing, and showcasing the Wetropolis Flood Demonstrator. Wetropolis is a transportable and conceptual physical model with random rainfall, river flow, a flood plain, an upland reservoir, a porous moor, representing the upper catchment and visualising groundwater flow, and a city which can flood following extreme and random rainfall. A key novelty is the supply of rainfall every Wetropolis day. Several aspects of Wetropolis are considered. i. We present the modular mathematical and numerical design on which Wetropolis is based. It guided the choice of parameter values of Wetropolis, which was loosely inspired by the Leeds Boxing Day floods of the River Aire in 2015. The design model further serves as the building block and inspiration for adaptations suited to particular local demands. Moreover, the model is purposely lean and therefore quick to compute, serving flexibility in the outreach-tool design, but is less suitable for any detailed scientific validation.ii. The constructed Wetropolis is described here in broad terms, but we include a link to a GitHub site with details to inspire other bespoke designs. The goal, again, is to facilitate new adaptations of Wetropolis for particular catchments different to the Leeds River Aire case.iii. Our experience in showcasing Wetropolis is summarised and discussed, with the purpose of giving an overview as well as inspiring improved and bespoke adaptations. While Wetropolis should be experienced live, with videos found on the GitHub site, here we provide a photographic overview. To date, Wetropolis has been showcased to 500 to 1000 people at public workshops and exhibitions on recent UK floods, as well as to flood practitioners and scientists at various research and stakeholder workshops.iv. We conclude with some ongoing design changes, including how people can experience natural flood management in a revised Wetropolis design. Finally, we also discuss how Wetropolis, although originally focussed solely on outreach, led to a new cost-effectiveness analysis and protocol for assessing flood-mitigation plans and inspired other physical models for use in education and water management.
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Ashton, Daniel. "Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future." M/C Journal 11, no. 6 (November 30, 2008). http://dx.doi.org/10.5204/mcj.86.

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IntroductionThe tagline for the 2008 Game On exhibition at the Australian Centre for the Moving Image in Melbourne invites visitors to “play your way through the history of videogames.” The Melbourne hosting follows on from exhibitions that have included the Barbican (London), the Royal Museum (Edinburgh) and the Science Museum (London). The Game On exhibition presents an exemplary instance of how digital games and digital games culture are recovered, organised and presented. The Science Museum exhibition offered visitors a walkthrough from the earliest to the latest consoles and games (Pong to Wii Sports) with opportunities for game play framed by curatorial plaques. This article will explore some of the themes and narratives embodied within the exhibition that see digital games technologies enrolled within a media teleology that emphasises technological advancement and upgrade. Narratives of Technological Upgrade The Game On exhibition employed a “social contextualisation” approach, connecting digital gaming developments with historical events and phenomena such as the 1969 moon landing and the Spice Girls. Whilst including thematic strands such as games and violence and games in education, the exhibition’s chronological ordering highlighted technological advancement. In doing so, the exhibition captured a broader tension around celebrating past technological advancement in gaming, whilst at the same time emphasising the quaint shortfalls and looking to future possibilities. That technological advancements stand out, particularly as a means of organising a narrative of digital gaming, resonates with Stephen Kline, Nick Dyer-Withford and Greig de Peuter’s analysis of digital gaming as a “perpetual innovation economy.” For Kline et al., corporations “devote a growing share of their resources to the continual alteration and upgrading of their products” (66). Technological upgrade and advancement were described by the Game On curator as an engaging aspect of the exhibition: When we had a BBC news presenter come in, she was talking about ‘here we have the PDP 1 and here I have the Nintendo DS’. She was just sort of comparing and contrasting. I know certainly that journalists were very keen on: ‘yeah, but how much processing power does the PDP 1 have?’, ‘what does it compare to today?’ – and it is very hard to compare. How do you compare Space War on the PDP 1 with something that runs on your mobile phone? They are very different systems. (Lee)This account of journalistic interest in technological progression and the curator’s subsequent interpretation raise a significant tension around understanding digital gaming. The concern with situating past gaming technologies and comparing capacities and capabilities, emphasises both the fascination with advancement and technological progress in the field and how the impressiveness of this advancement depends on remembering what has come before. Questions of remembering, recovering and forgetting are clear in the histories that console manufacturers offer when they describe past innovation and pioneering developments. For example, the company history provided by Nintendo on its website is exclusively a history of games technologies with no reference to the proceeding business of playing-card games from the late nineteenth century. Its website-published history only starts with the 1985 release of the NES (Nintendo Entertainment System), “an instant hit [that] over the course of the next two years, it almost single-handedly revitalized the video game industry” (Nintendo, ‘History’), and thereby overlooks the earlier 1983 less successful Famicom system. Past technologies are selectively remembered and recovered as part of the foundations for future success. This is a tension, that can be unpacked in a number of ways, across current industry transformations and strategies that potentially erase the past whilst simultaneously seeking to recover it as part of an evidence-base for future development. The following discussion develops an analysis of how digital gaming history is recovered and constructed.Industry Wind Change and Granny on the WiiThere is “unease, almost embarrassment”, James Newman suggests, “about the videogames industry within certain quarters of the industry itself” (6). Newman goes on to suggest:Various euphemisms have passed into common parlance, all seemingly motivated by a desire to avoid the use of the word ‘game’ and perhaps even ‘computer’, thereby adding a veneer of respectability, distancing the products and experiences from the childish pursuits of game, play and toys, and downplaying the technology connection with its unwanted resonances of nerds in bedrooms hunched over ZX Spectrums and Commodore 64s and the amateurism of hobbyist production. (6-7) The attempted move away from the resonances of “nerds in bedrooms” has been a strategic decision for Nintendo especially. This is illustrated by the naming of consoles: ‘family’ in Famicom, ‘entertainment’ in NES and, more recently, the renaming of the Wii from ‘Revolution’. The seventh generation Nintendo Wii console, released in November and December 2006, may be been seen as industry leading in efforts to broaden gaming demographics. In describing the console for instance, Satoru Iwata, the President of Nintendo, stated, “we want to appeal to mothers who don't want consoles in their living rooms, and to the elderly and to young women. It’s a challenge, like trying to sell cosmetics to men” (Edge Online). This position illustrates a digital games industry strategy to expand marketing to demographic groups previously marginalised.A few examples from the marketing and advertising campaigns for the Nintendo Wii help to illustrate this strategy. The marketing associated with the Wii can be seen as part of a longer lineage of Nintendo marketing with Kline et al. suggesting, “it was under Nintendo’s hegemony that the video game industry began to see the systematic development of a high-intensity marketing apparatus, involving massive media budgets, ingenious event marketing, ground breaking advertising and spin off merchandising” (118). The “First Experiences” show on the Wii website mocks-up domestic settings as the backdrop to the Wii playing experience to present an ideal, potential Wii-play scenario. These advertisements can be seen to position the player within an imagined home and game-play environment and speak for the Wii. As Keith Grint and Steve Woolgar suggest, “technology does not speak for itself but has to be spoken for” (32). As part of their concern with addressing, “the particular regime of truth which surrounds, upholds, impales and represents technology” (32), Grint and Woolgar “analyse the way certain technologies gain specific attributes” (33). Across advertisements for the Wii there are a range of domestic environments and groups playing. Of these, the power to bring the family together and facilitate ease of game-play for the novice is most noticeable. David Morley’s comment that, “‘hi-tech’ discourse is often carefully framed and domesticated by a rather nostalgic vision of ‘family values’” (438) is borne out here.A television advertisement aired on Nickelodeon illustrates the extent to which the Wii was at the forefront in motioning forward a strategy of industry and gaming inclusiveness around the family: “the 60-second spot shows a dad mistaking the Wii Remote for his television remote control. Dad becomes immersed in the game and soon the whole family joins in” (Nintendo World Report). From confused fathers to family bonding, the Wii is presented as the easy-to-use and accessible device that brings the family together. The father confusing the Wii remote with a television remote control is an important gesture to foreground the accessibility of the Wii remotes compared to previous “joypads”, and emphasize the Wii as an accessible device with no bedroom, technical wizardry required. Within the emerging industry inclusivity agenda, the ‘over technological’ past of digital gaming is something to move away from. The forms of ‘geek’ or ‘hardcore’ that epitomise previous dominant representations of gaming have seemingly stood in the way of the industry reaching its full market potential. This industry wind change is captured in the comments of a number of current industry professionals.For Matthew Jeffrey, head of European Recruitment for Electronic Arts (EA), speaking at the London Games Week Career Fair, the shift in the accessibility and inclusivity of digital gaming is closely bound up with Nintendo’s efforts and these have impacted upon EA’s strategy: There is going to be a huge swathe of new things and the great thing in the industry, as you are all easy to identify, is that Nindento DS and the Wii have revolutionised the way we look at the way things are going on.Jeffrey goes on to add, “hopefully some of you have seen that your eighty year old grandparent is quite happy to play a game”, pointing to the figure of the grandparent as a game-player to emphasise the inclusivity shift within gaming.Similarly, at Edinburgh Interactive Festival 2007, the CEO of Ubisoft Yves Guillemot in his “The New Generation of Gaming: Facing the Challenges of a Changing Market” speech outlined the development of a family friendly portfolio to please a new, non-gamer population that would include the recruitment of subject experts for “non-game” titles. This instance of the accessibility and inclusivity strategy being advocated is notable for it being part of a keynote speech at the Edinburgh Interactive Festival, an event associated with the Edinburgh festival that is both an important industry gathering and receives mainstream press coverage. The approaches taken by the other leading console manufacturers Sony and Microsoft, illustrate that whilst this is by no means a total shift, there is nevertheless an industry-wide engagement. The ‘World of Playstation: family and friends’ for example suggests that, “with PlayStation, games have never been more family-friendly” and that “you can even team up as a family to challenge your overseas relatives to a round of online quizzing over the PLAYSTATION Network” (Playstation).What follows from these accounts and transformations is a consideration of where the “geeky” past resides in the future of gaming as inclusive and accessible. Where do these developments leave digital gaming’s “subcultural past” (“subcultural” as it now becomes even within the games industry), as the industry forges on into mainstream culture? Past digital games technologies are clearly important in indicating technological progression and advancement, but what of the bedroom culture of gaming? How does “geek game culture” fit within a maturing future for the industry?Bedroom Programmers and Subcultural Memories There is a tension between business strategy directed towards making gaming accessible and thereby fostering new markets, and the games those in industry would design for people like themselves. This is not to deny the willingness or commitment of games developers to work on a variety of games, but instead to highlight transformation and tension. In their research into games development, Dovey and Kennedy suggest that, the “generation, now nearing middle-age and finding themselves in the driving seat of cultures of new media, have to reconcile a subcultural history and a dominant present” (145). Pierre Bourdieu’s account of symbolic capital is influential in tracing this shift, and Dovey and Kennedy note Bourdieu’s comment around, “the subjective image of the occupational project and the objective function of the occupation” (145). This shift is highly significant for ways of understanding maturation and inclusivity strategies within digital gaming.Bourdieu’s account of the “conservative functions attached” to an occupation for Dovey and Kennedy: Precisely describes the tensions between designers’ sense of themselves as ‘outsiders’ and rebels (‘the subjective image of the occupational project’) on the one hand and their position within a very tight production machine (‘the objective function of the occupation’) on the other. (145) I would suggest the “production machine”, that is to say the broader corporate management structures by which games development companies are increasingly operated, has a growing role in understandings of the industry. This approach was implicit in Iwata’s comments on selling cosmetics to men and broadening demographics, and Jeffrey’s comments pointing to how EA’s outlook would be influenced by the accessibility and inclusivity strategy championed by Nintendo. It may be suggested that as the occupational project of gaming is negotiated and shifts towards an emphasis on accessibility and inclusivity, the subjective image must be similarly reoriented. That previous industry models are being replaced, is highlighted in this excerpt from a Managing Director of a ‘leisure software’ company in the Staying ahead report on the creative industries by the Work Foundation:The first game that came from us was literally two schoolchildren making a game in their bedroom … the game hadn’t been funded, but made for fun … As those days are gone, the biggest challenges nowadays for game developers are finding funding that doesn’t impinge on creativity, and holding onto IP [intellectual property], which is so important if you want a business that is going to have any value. (27)This account suggests a hugely important transition from bedroom production, the days that ‘are gone’, towards Intellectual Property-aware production. The creative industries context for these comments should not be overlooked and is insightful for further recognising the shifts and negotiations taking place in digital gaming, notably, around the maturation of the games industry. The creative industries context is made explicit in creative industries reports such as Staying ahead and in the comments of Shaun Woodward (former Parliamentary Under-Secretary of State at the Department for Culture, Media and Sport) in a keynote speech at the 2006 British Video Games Academy Awards, in which he referred to the games industry as “one of our most important creative industries”. The forms of collaboration between, for instance, The Independent Games Developers Association (TIGA) and the Department of Culture, Media and Sport (see Gamasutra), further indicate the creative industries context to the maturation of the UK games industry.The creative industries context also presents the anchor through which tensions between a subcultural history and professional future and the complex forms of recovery can be more fully engaged with. The Game On curator’s indication that making comparisons between different games technologies systems was a delicate balance insightfully provides cautions to any attempt to mark out a strict departure from the ‘subcultural’ to the ‘professional’. Clearly put, the accessibility and inclusivity strategy that shifts away from geek culture and technical wizardry remains in conversation with geek elements as the foundation for the future. As technologies are recovered within a lineage of technological development and upgrade, the geek bedroom culture of gaming is almost mythologized to offer the industry history creative credentials and future potential. Recovering and Combining: Technologies and Memories for a Professional Future Emphasised thus far has been a shift from the days gone by of bedroom programming towards an inclusive and accessible professional and mature future. This is a teleological shift in the sense that the latest technological developments can be located within a past replete with innovation and pioneering spirit. In relation to the Wii for example, a Nintendo employee states:Nintendo is a company where you are praised for doing something different from everyone else. In this company, when an individual wants to do something different, everyone else lends their support to help them overcome any hurdles. I think this is how we made the challenge of Wii a possibility. (Nintendo)Nintendo’s history, alluded to here and implicit throughout the interviews with Nintendo staff from which this comment is taken, and previous and existing ‘culture’ of experimentation is offered here as the catalyst and enabler of the Wii. A further example may be offered in relation to Nintendo’s competitor Sony.A hugely significant transformation in digital gaming, further to the accessibility and inclusivity agenda, is the ability of players to develop their own games using games engines. For Phil Harrison (Sony), gaming technology is creating a, “‘virtual community’ of collaborative digital production, marking a return to the ‘golden age of video game development, which was at home, on your own with a couple of friends, designing a game yourself’” (Kline et al., 204). Bedroom gaming that in the earlier comments was regarded as days gone by for professionals, takes on a new significance as a form of user-engagement. The previous model of bedroom production, now outmoded compared to industry production, is relocated as available for users and recovered as the ‘golden age of gaming’. It is recovered as a model for users to aspire to. The significance of this for business strategy is made clear by Kline et al. who suggest that, “thousands of bright bulbs have essentially become Sony’s junior development community” (204). An obsolete model of past production is recovered and deployed within a future vision of the games industry that sees users participating and extending forms of games engagement and consumption. Similarly, the potential of ‘bedroom’ production and its recovery in relation to growth areas such as games for mobile phones, is carefully framed by Intellectual Property Rights (Edwards and Coulton). In this respect, forms of bedroom production are carefully situated in terms of industry strategies.The “Scarce Talent Seminars” as part of the London Games Week 2008 “Skills Week” further illustrate this continual recovery of ‘past’, or more accurately alternative, forms of production in line with narratives of professionalisation and industry innovation. The seminars were stated as offering advice on bridging the gap between the “bedroom programmer” and the “professional developer”. The discourse of ‘talent’ framed this seminar, and the bedroom programmer is held up as being (not having) raw talent with creative energies and love and commitment for gaming that can be shaped for the future of the industry. This discourse of bedroom programmers as talent emphasises the industry as an enabler of individual talent through access to professional development and technological resources. This then sits alongside the recovery of historical narratives in which bedroom gaming culture is celebrated for its pioneering spirit, but is ultimately recovered in terms of current achievements and future possibilities. “Skills Week” and guidance for those wanting to work in the industry connects with the recovery of past technologies and ways of making games visible amongst the potential industry workers of the future – students. The professional future of the industry is intertwined with graduates with professional qualifications. Those qualifications need not be, and sometimes preferably should not be, in ‘gaming’ courses. What is important is the love of games and this may be seen through the appreciation of gaming’s history. During research conducted with games design students in higher education courses in the UK, many students professed a love of games dating back to the Spectrum console in the 1980s. There was legitimacy and evidence of professing long-seated interests in consoles. At the same time as acknowledging the significant, embryonic power these consoles had in stimulating their interests, many students engaged in learning games design skills with the latest software packages. Similarly, they engaged in bedroom design activities themselves, as in the days gone by, but mainly as training and to develop skills useful to securing employment within a professional development studio. Broadly, students could be said to be recovering both technologies and ways of working that are then enrolled within their development as professional workers of the future. The professional future of the gaming industry is presented as part of a teleological trajectory that mirrors the technological progression of the industry’s upgrade culture. The days of bedroom programming are cast as periods of incubation and experimentation, and part of the journey that has brought gaming to where it is now. Bedroom programming is incorporated into the evidence-base of creative industries policy reports. Other accounts of bedroom programming, independent production and attempts to explore alternative publishing avenues do not feature as readily.In the 2000 Scratchware Manifesto for example, the authors declare, “the machinery of gaming has run amok”, and say, “Basta! Enough!” (Scratchware). The Scratchware Manifesto puts forward Scratchware as a response: “a computer game, created by a microteam, with pro-quality art, game design, programming and sound to be sold at paperback prices” (Scratchware). The manifesto goes on to say, “we need Scratchware because there is more than one way to develop good computer games” (Scratchware, 2000). Using a term readily associated with the Zapatista Army of National Liberation, the Scratchware Manifesto called for a revolution in gaming and stated, “we will strive for […] originality over the tried and tested” (Scratchware). These are the experiences and accounts of the games industry that seem to fall well outside of the technological and upgrade focused agenda of professional games development.The recovery and framing of past technologies and industry practices, in ways supportive to current models of technological upgrade and advancement, legitimises these models and marginalizes others. A eulogized and potentially mythical past is recovered to point to cultures of innovation and creative vibrancy and to emphasize current and future technological prowess. We must therefore be cautious of the instrumental dangers of recovery in which ‘bright bulbs’ are enrolled and alternative forms of production marginalised.As digital gaming establishes a secure footing with increased markets, the growing pains of the industry can be celebrated and recovered as part of the ongoing narratives of the industry. Recovery is vital to make sense of both the past and future. Within digital gaming, the PDP-1 and the bedroom geek both exist in the past, present and future as part of an industry strategy and trajectory that seeks to move away from them but also relies on them. They are the legitimacy, the evidence and the potential for affirming industry models. The extent to which other narratives can be told and technologies and memories recovered as alternative forms of evidence and potential is a question I, and hopefully others, will leave open.ReferencesDovey, John, and Helen W. Kennedy. Game Cultures. Maidenhead: Open University Press, 2006.Edge-Online. "Iwata: Wii Is 'Like Selling Make-Up to Men.'" Edge-Online 19 Sep. 2006. 29 Sep. 2006 ‹http://www.edge-online.com/news/iwata-wii-like-selling-make-up-men›.Edwards, Reuben, and Paul Coulton. "Providing the Skills Required for Innovative Mobile Game Development Using Industry/Academic Partnerships." Italics e journal 5.3 (2006). ‹http://www.ics.heacademy.ac.uk/italics/vol5iss3/edwardscoulton.pdf›.Gamasutra. "TIGA Pushing for Continued UK Industry Government Support." Gamasutra Industry News 3 July 2007. 8 July 2007 ‹http://www.gamasutra.com/php-bin/news_index.php?story=14504›Grint, Keith, and Steve Woolgar. The Machine at Work. London: Blackwell, 1997.Jeffrey, Matthew. Transcribed Speech. 24 October 2007.Kline, Stephen, Nick Dyer-Witheford, and Greig De Peuter. Digital Play. London: McGill-Queen’s University Press, 2003.Lee, Gaetan. Personal Interview. 27 July 2007.Morley, David. "What’s ‘Home’ Got to Do with It? Contradictory Dynamics in the Domestication of Technology and the Dislocation of Domesticity." European Journal of Cultural Studies 6.4 (2003): 435-458.Newman, James. Videogames. London: Routledge, 2004.Nintendo. "Company History." Nintendo. 2007. 3 Nov. 2008 ‹http://www.nintendo.com/corp/history.jsp›.Nintendo. "Wii Remote." Nintendo. 2006. 29 Sep. 2008 ‹http://wiiportal.nintendo-europe.com/97.html›.Nintendo World Report. "Nintendo’s Marketing Blitz: Wii Play for All!" Nintendo World Report 13 Nov. 2006. 29 Sep. 2008 ‹http://www.nintendoworldreport.com/newsArt.cfm?artid=12383›.Playstation. "World of Playstation: Family and Friends." Sony Playstation. 3 Nov. 2008 ‹http://uk.playstation.com/home/news/articles/detail/item103208/World-of-PlayStation:-Family-&-Friends/›.Scratchware. "The Scratchware Manifesto." 2000. 14 June 2006 ‹http://www.the-underdogs.info/scratch.php›.Work Foundation. Staying Ahead: The Economic Performance of the UK’s Creative Industries. London: Department of Culture, Media and Sport, 2007.
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Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (August 12, 2021). http://dx.doi.org/10.5204/mcj.2802.

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The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
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Newman, James. "Save the Videogame! The National Videogame Archive: Preservation, Supersession and Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.167.

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Abstract:
Introduction In October 2008, the UK’s National Videogame Archive became a reality and after years of negotiation, preparation and planning, this partnership between Nottingham Trent University’s Centre for Contemporary Play research group and The National Media Museum, accepted its first public donations to the collection. These first donations came from Sony’s Computer Entertainment Europe’s London Studios who presented the original, pre-production PlayStation 2 EyeToy camera (complete with its hand-written #1 sticker) and Harmonix who crossed the Atlantic to deliver prototypes of the Rock Band drum kit and guitar controllers along with a slew of games. Since then, we have been inundated with donations, enquiries and volunteers offering their services and it is clear that we have exciting and challenging times ahead of us at the NVA as we seek to continue our collecting programme and preserve, conserve, display and interpret these vital parts of popular culture. This essay, however, is not so much a document of these possible futures for our research or the challenges we face in moving forward as it is a discussion of some of the issues that make game preservation a vital and timely undertaking. In briefly telling the story of the genesis of the NVA, I hope to draw attention to some of the peculiarities (in both senses) of the situation in which videogames currently exist. While considerable attention has been paid to the preservation and curation of new media arts (e.g. Cook et al.), comparatively little work has been undertaken in relation to games. Surprisingly, the games industry has been similarly neglectful of the histories of gameplay and gamemaking. Throughout our research, it has became abundantly clear that even those individuals and companies most intimately associated with the development of this form, do not hold their corporate and personal histories in the high esteem we expected (see also Lowood et al.). And so, despite the well-worn bluster of an industry that proclaims itself as culturally significant as Hollywood, it is surprisingly difficult to find a definitive copy of the boxart of the final release of a Triple-A title let alone any of the pre-production materials. Through our journeys in the past couple of years, we have encountered shoeboxes under CEOs’ desks and proud parents’ collections of tapes and press cuttings. These are the closest things to a formalised archive that we currently have for many of the biggest British game development and publishing companies. Not only is this problematic in and of itself as we run the risk of losing titles and documents forever as well as the stories locked up in the memories of key individuals who grow ever older, but also it is symptomatic of an industry that, despite its public proclamations, neither places a high value on its products as popular culture nor truly recognises their impact on that culture. While a few valorised, still-ongoing, franchises like the Super Mario and Legend of Zelda series are repackaged and (digitally) re-released so as to provide continuity with current releases, a huge number of games simply disappear from view once their short period of retail limelight passes. Indeed, my argument in this essay rests to some extent on the admittedly polemical, and maybe even antagonistic, assertion that the past business and marketing practices of the videogames industry are partly to blame for the comparatively underdeveloped state of game preservation and the seemingly low cultural value placed on old games within the mainstream marketplace. Small wonder, then, that archives and formalised collections are not widespread. However antagonistic this point may seem, this essay does not set out merely to criticise the games industry. Indeed, it is important to recognise that the success and viability of projects such as the NVA is derived partly from close collaboration with industry partners. As such, it is my hope that in addition to contributing to the conversation about the importance and need for formalised strategies of game preservation, this essay goes some way to demonstrating the necessity of universities, museums, developers, publishers, advertisers and retailers tackling these issues in partnership. The Best Game Is the Next Game As will be clear from these opening paragraphs, this essay is primarily concerned with ‘old’ games. Perhaps surprisingly, however, we shall see that ‘old’ games are frequently not that old at all as even the shiniest, and newest of interactive experiences soon slip from view under the pressure of a relentless industrial and institutional push towards the forthcoming release and the ‘next generation’. More surprising still is that ‘old’ games are often difficult to come by as they occupy, at best, a marginalised position in the contemporary marketplace, assuming they are even visible at all. This is an odd situation. Videogames are, as any introductory primer on game studies will surely reveal, big business (see Kerr, for instance, as well as trade bodies such as ELSPA and The ESA for up-to-date sales figures). Given the videogame industry seems dedicated to growing its business and broadening its audiences (see Radd on Sony’s ‘Game 3.0’ strategy, for instance), it seems strange, from a commercial perspective if no other, that publishers’ and developers’ back catalogues are not being mercilessly plundered to wring the last pennies of profit from their IPs. Despite being cherished by players and fans, some of whom are actively engaged in their own private collecting and curation regimes (sometimes to apparently obsessive excess as Jones, among others, has noted), videogames have, nonetheless, been undervalued as part of our national popular cultural heritage by institutions of memory such as museums and archives which, I would suggest, have largely ignored and sometimes misunderstood or misrepresented them. Most of all, however, I wish to draw attention to the harm caused by the videogames industry itself. Consumers’ attentions are focused on ‘products’, on audiovisual (but mainly visual) technicalities and high-definition video specs rather than on the experiences of play and performance, or on games as artworks or artefact. Most damagingly, however, by constructing and contributing to an advertising, marketing and popular critical discourse that trades almost exclusively in the language of instant obsolescence, videogames have been robbed of their historical value and old platforms and titles are reduced to redundant, legacy systems and easily-marginalised ‘retro’ curiosities. The vision of inevitable technological progress that the videogames industry trades in reminds us of Paul Duguid’s concept of ‘supersession’ (see also Giddings and Kennedy, on the ‘technological imaginary’). Duguid identifies supersession as one of the key tropes in discussions of new media. The reductive idea that each new form subsumes and replaces its predecessor means that videogames are, to some extent, bound up in the same set of tensions that undermine the longevity of all new media. Chun rightly notes that, in contrast with more open terms like multimedia, ‘new media’ has always been somewhat problematic. Unaccommodating, ‘it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality’ (1). The very newness of new media and of videogames as the apotheosis of the interactivity and multimodality they promise (Newman, "In Search"), their gleam and shine, is quickly tarnished as they are replaced by ever-newer, ever more exciting, capable and ‘revolutionary’ technologies whose promise and moment in the limelight is, in turn, equally fleeting. As Franzen has noted, obsolescence and the trail of abandoned, superseded systems is a natural, even planned-for, product of an infatuation with the newness of new media. For Kline et al., the obsession with obsolescence leads to the characterisation of the videogames industry as a ‘perpetual innovation economy’ whose institutions ‘devote a growing share of their resources to the continual alteration and upgrading of their products. However, it is my contention here that the supersessionary tendency exerts a more serious impact on videogames than some other media partly because the apparently natural logic of obsolescence and technological progress goes largely unchecked and partly because there remain few institutions dedicated to considering and acting upon game preservation. The simple fact, as Lowood et al. have noted, is that material damage is being done as a result of this manufactured sense of continual progress and immediate, irrefutable obsolescence. By focusing on the upcoming new release and the preview of what is yet to come; by exciting gamers about what is in development and demonstrating the manifest ways in which the sheen of the new inevitably tarnishes the old. That which is replaced is fit only for the bargain bin or the budget-priced collection download, and as such, it is my position that we are systematically undermining and perhaps even eradicating the possibility of a thorough and well-documented history for videogames. This is a situation that we at the National Videogame Archive, along with colleagues in the emerging field of game preservation (e.g. the International Game Developers Association Game Preservation Special Interest Group, and the Keeping Emulation Environments Portable project) are, naturally, keen to address. Chief amongst our concerns is better understanding how it has come to be that, in 2009, game studies scholars and colleagues from across the memory and heritage sectors are still only at the beginning of the process of considering game preservation. The IGDA Game Preservation SIG was founded only five years ago and its ‘White Paper’ (Lowood et al.) is just published. Surprisingly, despite the importance of videogames within popular culture and the emergence and consolidation of the industry as a potent creative force, there remains comparatively little academic commentary or investigation into the specific situation and life-cycles of games or the demands that they place upon archivists and scholars of digital histories and cultural heritage. As I hope to demonstrate in this essay, one of the key tasks of the project of game preservation is to draw attention to the consequences of the concentration, even fetishisation, of the next generation, the new and the forthcoming. The focus on what I have termed ‘the lure of the imminent’ (e.g. Newman, Playing), the fixation on not only the present but also the as-yet-unreleased next generation, has contributed to the normalisation of the discourses of technological advancement and the inevitability and finality of obsolescence. The conflation of gameplay pleasure and cultural import with technological – and indeed, usually visual – sophistication gives rise to a context of endless newness, within which there appears to be little space for the ‘outdated’, the ‘superseded’ or the ‘old’. In a commercial and cultural space in which so little value is placed upon anything but the next game, we risk losing touch with the continuities of development and the practices of play while simultaneously robbing players and scholars of the critical tools and resources necessary for contextualised appreciation and analysis of game form and aesthetics, for instance (see Monnens, "Why", for more on the value of preserving ‘old’ games for analysis and scholarship). Moreover, we risk losing specific games, platforms, artefacts and products as they disappear into the bargain bucket or crumble to dust as media decay, deterioration and ‘bit rot’ (Monnens, "Losing") set in. Space does not here permit a discussion of the scope and extent of the preservation work required (for instance, the NVA sets its sights on preserving, documenting, interpreting and exhibiting ‘videogame culture’ in its broadest sense and recognises the importance of videogames as more than just code and as enmeshed within complex networks of productive, consumptive and performative practices). Neither is it my intention to discuss here the specific challenges and numerous issues associated with archival and exhibition tools such as emulation which seek to rebirth code on up-to-date, manageable, well-supported hardware platforms but which are frequently insensitive to the specificities and nuances of the played experience (see Newman, "On Emulation", for some further notes on videogame emulation, archiving and exhibition and Takeshita’s comments in Nutt on the technologies and aesthetics of glitches, for instance). Each of these issues is vitally important and will, doubtless become a part of the forthcoming research agenda for game preservation scholars. My focus here, however, is rather more straightforward and foundational and though it is deliberately controversial, it is my hope that its casts some light over some ingrained assumptions about videogames and the magnitude and urgency of the game preservation project. Videogames Are Disappearing? At a time when retailers’ shelves struggle under the weight of newly-released titles and digital distribution systems such as Steam, the PlayStation Network, Xbox Live Marketplace, WiiWare, DSiWare et al bring new ways to purchase and consume playable content, it might seem strange to suggest that videogames are disappearing. In addition to what we have perhaps come to think of as the ‘usual suspects’ in the hardware and software publishing marketplace, over the past year or so Apple have, unexpectedly and perhaps even surprising themselves, carved out a new gaming platform with the iPhone/iPod Touch and have dramatically simplified the notoriously difficult process of distributing mobile content with the iTunes App Store. In the face of this apparent glut of games and the emergence and (re)discovery of new markets with the iPhone, Wii and Nintendo DS, videogames seem an ever more a vital and visible part of popular culture. Yet, for all their commercial success and seemingly penetration the simple fact is that they are disappearing. And at an alarming rate. Addressing the IGDA community of game developers and producers, Henry Lowood makes the point with admirable clarity (see also Ruggill and McAllister): If we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. You will lose access to your own intellectual property, you will be unable to show new developers the games you designed or that inspired you, and you may even find it necessary to re-invent a bunch of wheels. (Lowood et al. 1) For me, this point hit home most persuasively a few years ago when, along with Iain Simons, I was invited by the British Film Institute to contribute a book to their ‘Screen Guides’ series. 100 Videogames (Newman and Simons) was an intriguing prospect that provided us with the challenge and opportunity to explore some of the key moments in videogaming’s forty year history. However, although the research and writing processes proved to be an immensely pleasurable and rewarding experience that we hope culminated in an accessible, informative volume offering insight into some well-known (and some less-well known) games, the project was ultimately tinged with a more than a little disappointment and frustration. Assuming our book had successfully piqued the interest of our readers into rediscovering games previously played or perhaps investigating games for the first time, what could they then do? Where could they go to find these games in order to experience their delights (or their flaws and problems) at first hand? Had our volume been concerned with television or film, as most of the Screen Guides are, then online and offline retailers, libraries, and even archives for less widely-available materials, would have been obvious ports of call. For the student of videogames, however, the choices are not so much limited as practically non-existant. It is only comparatively recently that videogame retailers have shifted away from an almost exclusive focus on new releases and the zeitgeist platforms towards a recognition of old games and systems through the creation of the ‘pre-owned’ marketplace. The ‘pre-owned’ transaction is one in which old titles may be traded in for cash or against the purchase of new releases of hardware or software. Surely, then, this represents the commercial viability of classic games and is a recognition on the part of retail that the new release is not the only game in town. Yet, if we consider more carefully the ‘pre-owned’ model, we find a few telling points. First, there is cold economic sense to the pre-owned business model. In their financial statements for FY08, ‘GAME revealed that the service isn’t just a key part of its offer to consumers, but its also represents an ‘attractive’ gross margin 39 per cent.’ (French). Second, and most important, the premise of the pre-owned business as it is communicated to consumers still offers nothing but primacy to the new release. That one would trade-in one’s old games in order to consume these putatively better new ones speaks eloquently in the language of obsolesce and what Dovey and Kennedy have called the ‘technological imaginary’. The wire mesh buckets of old, pre-owned games are not displayed or coded as treasure troves for the discerning or completist collector but rather are nothing more than bargain bins. These are not classic games. These are cheap games. Cheap because they are old. Cheap because they have had their day. This is a curious situation that affects videogames most unfairly. Of course, my caricature of the videogame retailer is still incomplete as a good deal of the instantly visible shopfloor space is dedicated neither to pre-owned nor new releases but rather to displays of empty boxes often sporting unfinalised, sometimes mocked-up, boxart flaunting titles available for pre-order. Titles you cannot even buy yet. In the videogames marketplace, even the present is not exciting enough. The best game is always the next game. Importantly, retail is not alone in manufacturing this sense of dissatisfaction with the past and even the present. The specialist videogames press plays at least as important a role in reinforcing and normalising the supersessionary discourse of instant obsolescence by fixing readers’ attentions and expectations on the just-visible horizon. Examining the pages of specialist gaming publications reveals them to be something akin to Futurist paeans dedicating anything from 70 to 90% of their non-advertising pages to previews, interviews with developers about still-in-development titles (see Newman, Playing, for more on the specialist gaming press’ love affair with the next generation and the NDA scoop). Though a small number of publications specifically address retro titles (e.g. Imagine Publishing’s Retro Gamer), most titles are essentially vehicles to promote current and future product lines with many magazines essentially operating as delivery devices for cover-mounted CDs/DVDs offering teaser videos or playable demos of forthcoming titles to further whet the appetite. Manufacturing a sense of excitement might seem wholly natural and perhaps even desirable in helping to maintain a keen interest in gaming culture but the effect of the imbalance of popular coverage has a potentially deleterious effect on the status of superseded titles. Xbox World 360’s magnificently-titled ‘Anticip–O–Meter’ ™ does more than simply build anticipation. Like regular features that run under headings such as ‘The Next Best Game in The World Ever is…’, it seeks to author not so much excitement about the imminent release but a dissatisfaction with the present with which unfavourable comparisons are inevitably drawn. The current or previous crop of (once new, let us not forget) titles are not simply superseded but rather are reinvented as yardsticks to judge the prowess of the even newer and unarguably ‘better’. As Ashton has noted, the continual promotion of the impressiveness of the next generation requires a delicate balancing act and a selective, institutionalised system of recall and forgetting that recovers the past as a suite of (often technical) benchmarks (twice as many polygons, higher resolution etc.) In the absence of formalised and systematic collecting, these obsoleted titles run the risk of being forgotten forever once they no longer serve the purpose of demonstrating the comparative advancement of the successors. The Future of Videogaming’s Past Even if we accept the myriad claims of game studies scholars that videogames are worthy of serious interrogation in and of themselves and as part of a multifaceted, transmedial supersystem, we might be tempted to think that the lack of formalised collections, archival resources and readily available ‘old/classic’ titles at retail is of no great significance. After all, as Jones has observed, the videogame player is almost primed to undertake this kind of activity as gaming can, at least partly, be understood as the act and art of collecting. Games such as Animal Crossing make this tendency most manifest by challenging their players to collect objects and artefacts – from natural history through to works of visual art – so as to fill the initially-empty in-game Museum’s cases. While almost all videogames from The Sims to Katamari Damacy can be considered to engage their players in collecting and collection management work to some extent, Animal Crossing is perhaps the most pertinent example of the indivisibility of the gamer/archivist. Moreover, the permeability of the boundary between the fan’s collection of toys, dolls, posters and the other treasured objects of merchandising and the manipulation of inventories, acquisitions and equipment lists that we see in the menus and gameplay imperatives of videogames ensures an extensiveness and scope of fan collecting and archival work. Similarly, the sociality of fan collecting and the value placed on private hoarding, public sharing and the processes of research ‘…bridges to new levels of the game’ (Jones 48). Perhaps we should be as unsurprised that their focus on collecting makes videogames similar to eBay as we are to the realisation that eBay with its competitiveness, its winning and losing states, and its inexorable countdown timer, is nothing if not a game? We should be mindful, however, of overstating the positive effects of fandom on the fate of old games. Alongside eBay’s veneration of the original object, p2p and bittorrent sites reduce the videogame to its barest. Quite apart from the (il)legality of emulation and videogame ripping and sharing (see Conley et al.), the existence of ‘ROMs’ and the technicalities of their distribution reveals much about the peculiar tension between the interest in old games and their putative cultural and economic value. (St)ripped down to the barest of code, ROMs deny the gamer the paratextuality of the instruction manual or boxart. In fact, divorced from its context and robbed of its materiality, ROMs perhaps serve to make the original game even more distant. More tellingly, ROMs are typically distributed by the thousand in zipped files. And so, in just a few minutes, entire console back-catalogues – every game released in every territory – are available for browsing and playing on a PC or Mac. The completism of the collections allows detailed scrutiny of differences in Japanese versus European releases, for instance, and can be seen as a vital investigative resource. However, that these ROMs are packaged into collections of many thousands speaks implicitly of these games’ perceived value. In a similar vein, the budget-priced retro re-release collection helps to diminish the value of each constituent game and serves to simultaneously manufacture and highlight the manifestly unfair comparison between these intriguingly retro curios and the legitimately full-priced games of now and next. Customer comments at Amazon.co.uk demonstrate the way in which historical and technological comparisons are now solidly embedded within the popular discourse (see also Newman 2009b). Leaving feedback on Sega’s PS3/Xbox 360 Sega MegaDrive Ultimate Collection customers berate the publisher for the apparently meagre selection of titles on offer. Interestingly, this charge seems based less around the quality, variety or range of the collection but rather centres on jarring technological schisms and a clear sense of these titles being of necessarily and inevitably diminished monetary value. Comments range from outraged consternation, ‘Wtf, only 40 games?’, ‘I wont be getting this as one disc could hold the entire arsenal of consoles and games from commodore to sega saturn(Maybe even Dreamcast’ through to more detailed analyses that draw attention to the number of bits and bytes but that notably neglect any consideration of gameplay, experientiality, cultural significance or, heaven forbid, fun. “Ultimate” Collection? 32Mb of games on a Blu-ray disc?…here are 40 Megadrive games at a total of 31 Megabytes of data. This was taking the Michael on a DVD release for the PS2 (or even on a UMD for the PSP), but for a format that can store 50 Gigabytes of data, it’s an insult. Sega’s entire back catalogue of Megadrive games only comes to around 800 Megabytes - they could fit that several times over on a DVD. The ultimate consequence of these different but complementary attitudes to games that fix attentions on the future and package up decontextualised ROMs by the thousand or even collections of 40 titles on a single disc (selling for less than half the price of one of the original cartridges) is a disregard – perhaps even a disrespect – for ‘old’ games. Indeed, it is this tendency, this dominant discourse of inevitable, natural and unimpeachable obsolescence and supersession, that provided one of the prime motivators for establishing the NVA. As Lowood et al. note in the title of the IGDA Game Preservation SIG’s White Paper, we need to act to preserve and conserve videogames ‘before it’s too late’.ReferencesAshton, D. ‘Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future.’ M/C Journal 11.6 (2008). 13 Jun 2009 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/86›.Buffa, C. ‘How to Fix Videogame Journalism.’ GameDaily 20 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/how-to-fix-videogame-journalism/69202/?biz=1›. ———. ‘Opinion: How to Become a Better Videogame Journalist.’ GameDaily 28 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-how-to-become-a-better-videogame-journalist/69236/?biz=1. ———. ‘Opinion: The Videogame Review – Problems and Solutions.’ GameDaily 2 Aug. 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-the-videogame-review-problems-and-solutions/69257/?biz=1›. ———. ‘Opinion: Why Videogame Journalism Sucks.’ GameDaily 14 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-why-videogame-journalism-sucks/69180/?biz=1›. Cook, Sarah, Beryl Graham, and Sarah Martin eds. Curating New Media, Gateshead: BALTIC, 2002. Duguid, Paul. ‘Material Matters: The Past and Futurology of the Book.’ In Gary Nunberg, ed. The Future of the Book. Berkeley, CA: University of California Press, 1996. 63–101. French, Michael. 'GAME Reveals Pre-Owned Trading Is 18% of Business.’ MCV 22 Apr. 2009. 13 Jun 2009 ‹http://www.mcvuk.com/news/34019/GAME-reveals-pre-owned-trading-is-18-per-cent-of-business›. Giddings, Seth, and Helen Kennedy. ‘Digital Games as New Media.’ In J. Rutter and J. Bryce, eds. Understanding Digital Games. London: Sage. 129–147. Gillen, Kieron. ‘The New Games Journalism.’ Kieron Gillen’s Workblog 2004. 13 June 2009 ‹http://gillen.cream.org/wordpress_html/?page_id=3›. Jones, S. The Meaning of Video Games: Gaming and Textual Strategies, New York: Routledge, 2008. Kerr, A. The Business and Culture of Digital Games. London: Sage, 2006. Lister, Martin, John Dovey, Seth Giddings, Ian Grant and Kevin Kelly. New Media: A Critical Introduction. London and New York: Routledge, 2003. Lowood, Henry, Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, and Rachel Donahue. Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Monnens, Devin. ‘Why Are Games Worth Preserving?’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. ———. ‘Losing Digital Game History: Bit by Bit.’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Newman, J. ‘In Search of the Videogame Player: The Lives of Mario.’ New Media and Society 4.3 (2002): 407-425.———. ‘On Emulation.’ The National Videogame Archive Research Diary, 2009. 13 June 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/on-emulation/›. ———. ‘Our Cultural Heritage – Available by the Bucketload.’ The National Videogame Archive Research Diary, 2009. 10 Apr. 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/our-cultural-heritage-available-by-the-bucketload/›. ———. Playing with Videogames, London: Routledge, 2008. ———, and I. Simons. 100 Videogames. London: BFI Publishing, 2007. Nutt, C. ‘He Is 8-Bit: Capcom's Hironobu Takeshita Speaks.’ Gamasutra 2008. 13 June 2009 ‹http://www.gamasutra.com/view/feature/3752/›. Radd, D. ‘Gaming 3.0. Sony’s Phil Harrison Explains the PS3 Virtual Community, Home.’ Business Week 9 Mar. 2007. 13 June 2009 ‹http://www.businessweek.com/innovate/content/mar2007/id20070309_764852.htm?chan=innovation_game+room_top+stories›. Ruggill, Judd, and Ken McAllister. ‘What If We Do Nothing?’ Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009. ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. 16-19.
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Ortiz de Gortari, Angelica B., and Jayne Gackenbach. "Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors." Frontiers in Psychology 12 (April 22, 2021). http://dx.doi.org/10.3389/fpsyg.2021.585547.

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The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.
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Moore, Kyle. "Painting the Town Blue and Green: Curating Street Art through Urban Mobile Gaming." M/C Journal 18, no. 4 (August 7, 2015). http://dx.doi.org/10.5204/mcj.1010.

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Released in 2012 as an Android only open-beta, Ingress is an alternate-reality game for mobile devices. Developed by Niantic Labs, a subsidiary of Google, Ingress now has 7 million users worldwide (Ingress) on both Android and Apple operating systems. Players are aligned to one of two opposing factions, the Resistance (Blue) and the Enlightened (Green). Working on behalf of their faction, individual players interact with “portals” in order to establish dominance over material environments. Portals are located at places of educational or historical value, public artworks, “hyper-local” locations, public libraries, and also places of worship (Google, “Candidate Portal Criteria”). Players take on the role of portal creators, submitting potential portals to the game developers after confirming their location in the game (Google, “New Portal Submissions”).Portals become the primary point of interaction for players, bridging the digital world of the game with the players’ surrounding material environments. Players may gain inventory by hacking portals in order to destroy and (re)claim portals. Territories are claimed by forging links between fully developed portals in order to establish control fields. Portals play an important part not only of the game but in situating the practice of play within the larger sociocultural and material framework of the urban environment. Players navigate their material environment, using portals and digital representations of such spaces alongside their existing knowledge of local environments, to engage with their immediate location as efficiently as possible. While numerous public landmarks are currently used as portals, the primary interest of this paper is the role street art plays within the game, and within the larger practice of curating the city. This paper addresses the practice of playing Ingress as a form of situated play—that is, the notion that play is underscored by sociocultural and material circumstance, while simultaneously contributing to a new shared understanding of what constitutes urban play and the conditions that underscore it. In doing so, this paper firstly addresses the notion of play as a situated practice, mobilising concepts from the field of human–computer interaction as well as cultural studies analyses of games and gaming culture. This framework is applied to the practice of playing Ingress with specific focus on the role street art has in the practice of playing. The discussion of urban play as a means of exhibiting street art is extended to discuss the cultural practice of street art itself, with both occupying the liminal space struggle over the functionality of public space. Both practices occupy this liminal space between subversive use of urban environments and a form of legitimate art—a debate which has been central to forms of urban gaming. By focusing on the role of street art in urban mobile gaming, this paper addresses the cultural function of both practices, while addressing larger questions of curatorship within the urban environment. That is: how can the practice of play, as informed by the practice of street art, be thought of as a means of curating urban spaces? This paper goes on to argue that the practice of urban play may be viewed as a form of curation via the practice of re-reading, re-mixing, and re-mediating urban environments—establishing a new shared understanding of street art, urban environments, and urban play. In this paper I argue that urban mobile games such as Ingress are best thought of as a situated practice. The idea of situated practice is drawn from the fields of game studies and human–computer interaction, and the concept of situated learning. Firstly, situated practice draws from the concept of situated gaming, a term established by Yates and Littleton to understand the cultural niches in which video gaming takes place. For Yates and Littleton, these cultural niches arise from an interaction between gaming, gamers, and gaming culture—all of which are discursively constructed and culturally relative practices. Apperley (Gaming) expands on these ideas to define situated gaming as, firstly, an inclusion of the materiality of embodied gaming experiences and, secondly, an intersection of local gaming cultures and a larger global gaming ecology. Drawing from Suchman’s concept of situated actions, such interactions with technology must be understood as contextualised within specific sociocultural and material circumstances. Dourish expands on Suchman’s work and suggests thinking less about these contexts and more on the practice of technological engagement, of making meaning out of our interaction with technology. This use of “practice” is influenced by the work of Lave and Wenger, who situate learning within a social setting, what they term a “community of practice”. In short, then, the act of playing Ingress is not only an interaction with underlying sociocultural and material circumstance which constitute the urban and play but also a process of generating a shared understanding of both the urban and play within this specific context.Fig. 1: A view of Ingress’s map showing nearby portal using navigation function.Playing with Street Art Ingress functions foremost as a form of urban play; it is a mobile game with location-aware capabilities. The practice of playing games within urban environments is often compared to historically situated forms of urban exploration, such as the Situationist International practice of dérive—a form of urban drifting that is often compared to contemporary forms of mobile-mediated urban play (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress players, in their creation and constant interaction with portals, assist in the mapping of material environments—benefiting both communities of play and the game’s designers, Niantic Labs and parent company Google. Players are able to submit portals to the game’s developers if their proposed portal meets the satisfaction of the developer’s portal requirements. Portals may be erected at “a location with a cool story, a place in history or educational value … a cool piece of art or unique architecture … a hidden gem of hyper-local spot” (Google, Candidate Portal criteria). A large number of public marks form the basis of Ingress portals, alongside plaques and prominent signage. Significantly, through their submission of portals players are participating in legitimising the history of a number of locations, ensuring up-to-date mapping of locations and landmarks. While a number of other landmarks form the basis of Ingress’s dense map of material environments, this paper is primarily concerned with the role public art plays in the practice of urban play and the curatorial possibilities of urban play. Given the portal criteria put in place by the game’s developers, Ingress pays a certain amount of attention to the historical, sociocultural, and material circumstance which constitute specific locations. As a mobile game, Ingress occupies a certain place within the history of playing in urban environments. Such historical practices have been previously discussed at length, drawing comparisons between practices of urban mobility which are themselves situated in specific historical and sociocultural movements (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress, via its inclusion of street art as a potential anchor for digital portals, draws on this historical struggle over urban environments and the inherent questions of functionality and organisation which emerge from this struggle. For Stenros, Montola, and Mäyrä (262), pervasive gaming, a form of urban mobile gaming, occupies a similar cultural space to that of street art or graffiti. They argue that both practices are located within a larger struggle over public space—a struggle grounded in urbanisation, legislation, and cultural norms. Drawing comparisons between more contemporary forms of urban mobility, such as the practice/sport of parkour or skateboarding, and the historically situated flâneur or urban stroller, the authors suggest that pervasive forms of gaming and play occupy a similar liminal space and are grounded in questions of urban functionality. Similarly, the urban space may become a gallery or canvas, a space that may be subject to curatorship that is not bound to institutional bodies. The organisation and experience of urban environments then becomes deeply involved in a contested ownership and questions of functionality that are at the heart of urban play.Within the context of Australia, the struggle over the legitimacy of both street art and video games has been subject to ongoing legal discourses. The liminal relationship between gaming and street art is perhaps best illustrated by the 2006 game Marc Ecko’s Getting Up: Contents Under Pressure. The game was granted an MA15+ rating under the existing model of video game regulation but was later refused classification due to its depiction of antisocial behaviour. The game’s rating was appealed by the Queensland Local Government Association. Apperley (“Video”) provides further details on this issue, situating the legislative decision within the historical and political context of Australia at the time, and offering insight into the means in which Getting Up represented street art as a legitimate art form. The game’s narrative, a dystopian future where graffiti is mobilised as a form of social protest against authoritarian bodies, is similar to that of the 2002 game Jet Set Radio Future. However, unlike Jet Set, Getting Up was grounded in a detailed representation of graffiti subcultures. Getting Up’s refused classification is symbolic of the later Australian landscape in which video games and street art occupy a liminal space between art form and artistic practice. The key issue, that of antisocial behaviour, links to the notion of cultural norms and the functionality, organisation, and representations within urban spaces and, moreover, within spaces of play. This struggle for legitimacy is key to understanding the relationship between street art and urban play. Despite the struggle to overcome the functionality of urban environments, street art retains levels of value as a form of cultural heritage. Both Merrill and MacDowall discuss the cultural functions of graffiti and street art, focusing on what Merrill terms a turn towards “post-graffiti”—a shift from the historical and cultural roots of street art and the practice of tagging (373). Such a turn is exemplified by an increased public interest: a legitimisation of artistic practices. Perhaps the most notable figure of such a shift is the Bristol artist Banksy, who is most famous for stencil based art. Graffiti and street art have arguably moved beyond their function as a subversive and subcultural movement, occupying a more legitimate space within urban environments and general public discourse. Within the context of Ingress, street art holds the potential to exist as a digital node of equal value to historical plaques, public libraries, or large commissioned public artworks. This shift, argues Merrill (385) allows for street art and graffiti to be viewed as a form of alternative heritage to urban environments and cultural movements within specific locations. For MacDowell (476), graffiti may be viewed as a form of folk art, subject to new-found romanticism within the context of this “post-graffiti” turn. That is, as a form of alternative heritage, graffiti and street art signify historically situated sociocultural movements and the roots of the practice itself. Games such as Ingress, then, not only legitimate street art as a form of cultural heritage via their inclusion in a non-hierarchical network alongside longstanding institutionalised buildings and artworks but also allow players to participate in an archiving of street art through interactive cartography. The practice of playing Ingress, then, is not only a means of viewing and exploring existing street art but also a direct process in achieving and curating historically situated works of art. Fig. 2: Portal information illustrating possible actions, portal level, and resonator information. Urban Play and “the New Curatorship”Having considered the role of graffiti or street art within urban play as a form of cultural heritage, as a means of linking to the roots of the practice itself and signifying a struggle over the urban environment as a space of predetermined functions, the question then is: what role does the practice of curatorship have within this mesh of interconnected practices? For Bennett and Beudel, the work of the curator, as a caretaker of cultural heritage, is often institutionalised. Within the context of the city, such institutionalisation is itself a symptom of the city as a spectacle. The authors argue that there is the potential for art to be present on a range of surfaces within the urban environment, and call into question the role of the curator within this process.As Groys notes, since Duchamp, the ontological division between the labour of making art and displaying art has collapsed. Public urban spaces, as designed spaces regulated by institutional bodies, are subject to the changing practice of audiences. That is, those who inhabit and experience the urban environment itself now have the possibility to participate or subvert traditional curatorial structures. Drawing on the etymology of the word “curate” as related to “cure,” Groys (53) suggests that the exhibition practice is thus a cure to the powerlessness of the image—a contextualisation of the image within new institutionalised frameworks for a viewing public. Who, then, in the network of relations that is urban play, constitutes this public? Ingress players function as one faction of a public who view, inhabit, move through, and experience the urban environment and any subsequent street art within. As such, they have the potential to take on a curatorial role within the organisation of street art—recontextualising such artworks and generating a new shared understanding of the sociocultural and material conditions which contribute to a broad understanding of the urban and urban play. As such, these forms of digitally mediated urban play blur boundaries between production, consumption, and play. Players, regardless of whether they had a hand in submitting portals to the game’s developers, are articulating a collectively organised database of public art. The practice of curation, as described by Potter, is essential for contemporary digital gaming practices. Players are constantly participating in transmedia landscapes, articulating their literacies through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling digital media (Apperley “Glitch” 240; Potter 175). Within Apperley’s example of Minecraft, play unites creativity and the curatorial as one activity. Within the context of Ingress, the practice of play brings together the practice of cartography and of the curatorial. Players, as individuals and as larger localised or global factions, participate in a global mapping of material space, expanding Google’s already extensive collection of cartographic data. Players are more concerned with exploring and territorialising within the context of local spaces, at the level of the national or regional. Such practices are an articulation of localised bodies of knowledge and often of local histories and contexts. Street art forms an integral part of this sociocultural and material fabric which underscores the practice of play. Thus, urban spaces are not subject to a transformative process, but rather to a collective curatorship whereby street art, and its embedded cultural heritage, form a key foundation of how play is performed within urban environments. Through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling, the practices of urban play may be thought of as what Potter terms “new curatorship.” Potter’s notion of curatorship is grounded in the identity formation of young children through their use of social media and articulation of digital literacy practices. With playful urban practices such as Ingress, this practice is an articulation of urban literacies: of understanding the rich cultural heritage of specific locations, and of constituting the player’s identity as tied to these specific locations. Players no longer perform merely as an audience for existing forms of urban or street art. Alongside the technological infrastructures put in place by the game’s developers, Niantic Labs and Google, players may be viewed as actively participating in a curatorial process. Players, in their articulation of complex systems and archives of street art, through the ability to constantly update, document, and construct urban narratives with street art at their core, may be viewed as co-curating urban environments. Working together with developers, street artists, and urban planners, players are constantly re-developing and sharing a new shared understanding of urban environments and the complex network of relations which constitutes the urban environment and the practice of urban play.Fig. 3: Players may vote on and contribute new photographs to maintain accurate records of art.Conclusion To play Ingress is to participate in a situated practice of play. Here, play is grounded in material and sociocultural circumstance, with street art and graffiti representing just one of many practices which inform contemporary urban play. Within the context of Ingress, street art is played with as an object within the game (a portal), but it also occupies a similar liminal space. Both urban games and street art have been subject to ongoing debates about the functionality of urban spaces and appropriate behaviour within these spaces. Ingress also taps into street art as a form of cultural heritage; it represents shifts in power dynamics, local histories, and a range of other significant local histories. To play with street art is to acknowledge its roots, both on an international and local level. With the ability to digitally archive these histories and locations, as well as engage in the cartographic practice of urban play, Ingress players can thus be thought of as curators of the city. Through the lens of new curatorship, urban play can be thought of as a form of re-reading of urban environments, as a process of exhibiting a new-found shared understanding of specific locations and public artworks. Street art and graffiti are just one of many sociocultural and material circumstances which inform the practice of urban play. During play, there is a critical reflection on the role street art has, not only during the current context of play but also more broadly as a key component of contemporary urban landscapes. Street art functions as a form of cultural heritage, as an element of urban exploration, and as a point of reference for navigating city spaces. Ingress brings together these interrelated forms of organising and sharing experiences of urban environments, through the practice of curation. Such practices are reflexively intertwined with playing urban mobile games as such Ingress. As such, the act of playing Ingress is, in essence, a form of urban literacy, as a practice of understanding the rich and complex sociocultural conditions which contribute to our understanding of urban environments. It is a practice of collecting, assembling, and exhibiting a range of locations. The practice of playing Ingress is a collective curation of city spaces on a global scale.References Apperley, Thomas. “Glitch Sorting: Minecraft, Curation, and the Post Digital.” Postdigital Aesthetics: Art, Computation and Design. Ed. David M. Berry and Michael Dieter. London: Palgrave Macmillan, 2015. 232–44.———. “Video Games in Australia.” The Video Game Explosion: A History from PONG to Playstation and Beyond. Ed. Mark J.P. Wolf. USA: Greenwood P, 2008. 22–29.———. Gaming Rhythms: Play and Counterplay from the Situated to the Global. Amsterdam: Institute of Network Cultures, 2009.Bennett, Jill, and Saskia Beudel. Curating Sydney: Imagining the City’s Future. Sydney: UNSW P, 2014.De Souza e Silva, Adriana, and Larissa Hjorth. “Playful Urban Spaces: A Historical Approach to Mobile Games.” Simulation & Gaming 40.5 (2009): 602–25. Dourish, Paul. “What We Talk about When We Talk about Context.” Personal Ubiquitous Computing 8.1 (2004): 19–30.Flanagan, Mary. Critical Play: Radical Game Design. Cambridge, MA: MIT P, 2009.———. “Locating Play and Politics: Real World Games & Activism.” Leonardo Electronic Almanac 16.2–3 (2008). 5 June 2015 ‹http://www.leonardo.info/LEA/perthDAC/MFlanagan_LEA160203.pdf›.Groys, Boris. Going Public. Ed. Julieta Aranda, Brian Kuan Wood, and Anton Vidokle. Berlin: Sternberg Press, 2010.Google. “Candidate Portal Criteria.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/3066197?hl=en›. ———. “New Portal Submissions.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/2808254?hl=en›. Lave, Jean, and Etienne Wenger. Situated Learning: Legitimate Peripheral Participation. Cambridge: Cambridge UP, 1991.MacDowall, Lachlan. “In Praise of 70K: Cultural Heritage and Graffiti Style.” Continuum 20.4 (2006): 471–84.Merrill, Samuel. “Keeping It Real? Subcultural Graffiti, Street Art, Heritage and Authenticity.” International Journal of Heritage Studies 21.4 (2015): 369–89.Niantic Labs. Ingress. Android Mobile Application. 2012.Potter, John. Digital Media and Learner Identity: The New Curatorship. New York: Palgrave Macmillan, 2012.Stenros, Jaakko, Markus Montola, and Frans Mäyrä. “Pervasive Games in Media Culture.” Pervasive Games: Theory and Design. Eds. Markus Montola, Jakko Stenros, and Annika Waern. Amsterdam: CRC P, 2009.Stevens, Quentin. The Ludic City: Exploring the Potential of Public Spaces. New York: Routledge, 2007.Suchman, Lucy. Human-Machine Reconfigurations: Plans and Situated Actions. 2nd ed. Cambridge: Cambridge UP, 2006.———. Plans and Situated Actions: The Problem of Human-Machine Communication. Cambridge: Cambridge UP, 1987.Yates, Simeon J., and Karen Littleton. “Understanding Computer Game Cultures: A Situated Approach.” Information, Communication & Society 2.4 (1999): 566–83.
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26

A.Wilson, Jason. "Performance, anxiety." M/C Journal 5, no. 2 (May 1, 2002). http://dx.doi.org/10.5204/mcj.1952.

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In a recent gaming anthology, Henry Jenkins cannot help contrasting his son's cramped, urban, media-saturated existence with his own idyllic, semi-rural childhood. After describing his own Huck Finn meanderings over "the spaces of my boyhood" including the imaginary kingdoms of Jungleoca and Freedonia, Jenkins relates his version of his son's experiences: My son, Henry, now 16 has never had a backyard He has grown up in various apartment complexes, surrounded by asphalt parking lots with, perhaps, a small grass buffer from the street… Once or twice, when I became exasperated by my son's constant presence around the house I would … tell him he should go out and play. He would look at me with confusion and ask, where? … Who wouldn't want to trade in the confinement of your room for the immersion promised by today's video games? … Perhaps my son finds in his video games what I found in the woods behind the school, on my bike whizzing down the hills of suburban backstreets, or settled into my treehouse with a good adventure novel intensity of experience, escape from adult regulation; in short, "complete freedom of movement". (Jenkins 1998, 263-265) Games here are connected with a shrinking availability of domestic and public space, and a highly mediated experience of the world. Despite his best intentions, creeping into Jenkins's piece is a sense that games act as a poor substitute for the natural spaces of a "healthy" childhood. Although "Video games did not make backyard play spaces disappear", they "offer children some way to respond to domestic confinement" (Jenkins 1998, 266). They emerge, then, as a palliation for the claustrophobic circumstances of contemporary urban life, though they offer only unreal spaces, replete with "lakes of fire … cities in the clouds … [and] dazzling neon-lit Asian marketplaces" (Jenkins 1998, 263), where the work of the childish imagination is already done. Despite Jenkins's assertion that games do offer "complete freedom of movement", it is hard to shake the feeling that he considers his own childhood far richer in exploratory and imaginative opportunities: Let me be clear I am not arguing that video games are as good for kids as the physical spaces of backyard play culture. As a father, I wish that my son would come home covered in mud or with scraped knees rather than carpet burns ... The psychological and social functions of playing outside are as significant as the impact of "sunshine and good exercise" upon our physical well-being. (Jenkins 1998, 266) Throughout the piece, games are framed by a romantic, anti-urban discourse: the expanding city is imagined as engulfing space and perhaps destroying childhood itself, such that "'sacred' places are now occupied by concrete, bricks or asphalt" (Jenkins 1998, 263). Games are complicit in this alienation of space and experience. If this is not quite Paul Virilio's recent dour contention that modern mass media forms work mainly to immobilise the body of the consumer--Virilio, luckily, has managed to escape the body-snatchers--games here are produced as a feeble response to an already-effected urban imprisonment of the young. Strikingly, Jenkins seems concerned about his son's "unhealthy" confinement to private, domestic space, and his inability to imaginatively possess a slice of the world outside. Jenkins's description of his son's confinement to the world of "carpet burns" rather than the great outdoors of "scraped knees" and "mud" implicitly leaves the distinction between domestic and public, internal and external, and even the imagined passivity of the domestic sphere as against the activity of the public intact. For those of us who see games as productive activities, which generate particular, unique kinds of pleasure in their own right, rather than as anaemic replacements for lost spaces, this seems to reduce a central cultural form. For those of us who have at least some sympathy with writers on the urban environment like Raban (1974) and Young (1990), who see the city's theatrical and erotic possibilities, Jenkins's fears might seem to erase the pleasures and opportunities that city life provides. Rather than seeing gamers and children (the two groups only partially overlap) as unwitting agents in their own confinement, we can arrive at a slightly more complex view of the relationship between games and urban space. By looking at the video games arcade as it is situated in urban retail space, we can see how gameplay simultaneously acts to regulate urban space, mediates a unique kind of urban performance, and allows sophisticated representations, manipulations and appropriations of differently conceived urban spaces. Despite being a long-standing feature of the urban and retail environment, and despite also being a key site for the "exhibition" of a by-now central media form, the video game arcade has a surprisingly small literature devoted to it. Its prehistory in pinball arcades and pachinko parlours has been noted (by, for example, Steven Poole 2000) but seldom deeply explored, and its relations with a wider urban space have been given no real attention at all. The arcade's complexity, both in terms of its positioning and functions, may contribute to this. The arcade is a space of conflicting, contradictory uses and tendencies, though this is precisely what makes it as important a space as the cinema or penny theatre before it. Let me explain why I think so. The arcade is always simultaneously a part of and apart from the retail centres to which it tends to attach itself.1 If it is part of a suburban shopping mall, it is often located on the ground floor near the entrance, or is semi-detached as cinema complexes often are, so that the player has to leave the mall's main building to get there, or never enter. If it is part of a city or high street shopping area, it is often in a side street or a street parallel to the main retail thoroughfare, or requires the player to mount a set of stairs into an off-street arcade. At other times the arcade is located in a space more strongly marked as liminal in relation to the city -- the seaside resort, sideshow alley or within the fences of a theme park. Despite this, the videogame arcade's interior is usually wholly or mostly visible from the street, arcade or thoroughfare that it faces, whether this visibility is effected by means of glass walls, a front window or a fully retractable sliding door. This slight distance from the mainstream of retail activity and the visibility of the arcade's interior are in part related to the economics of the arcade industry. Arcade machines involve relatively low margins -- witness the industry's recent feting and embrace of redemption (i.e. low-level gambling) games that offer slightly higher turnovers -- and are hungry for space. At the same time, arcades are dependent on street traffic, relentless technological novelty and their de facto use as gathering space to keep the coins rolling in. A balance must be found between affordability, access and visibility, hence their positioning at a slight remove from areas of high retail traffic. The story becomes more complicated, though, when we remember that arcades are heavily marked as deviant, disreputable spaces, whether in the media, government reports or in sociological and psychological literature. As a visible, public, urban space where young people are seen to mix with one another and unfamiliar and novel technologies, the arcade is bound to give rise to adult anxieties. As John Springhall (1998) puts it: More recent youth leisure… occupies visible public space, is seen as hedonistic and presents problems within the dominant discourse of 'enlightenment' … [T]he most popular forms of entertainment among the young at any given historical moment tend also to provide the focus of the most intense social concern. A new medium with mass appeal, and with a technology best understood by the young… almost invariably attracts a desire for adult or government control (160-161, emphasis mine) Where discourses of deviant youth have also been employed in extending the surveillance and policing of retail space, it is unsurprising that spaces seen as points for the concentration of such deviance will be forced away from the main retail thoroughfares, in the process effecting a particular kind of confinement, and opportunity for surveillance. Michel Foucault writes, in Discipline and Punish, about the classical age's refinements of methods for distributing and articulating bodies, and the replacement of spectacular punishment with the crafting of "docile bodies". Though historical circumstances have changed, we can see arcades as disciplinary spaces that reflect aspects of those that Foucault describes. The efficiency of arcade games in distributing bodies in rows, and side by side demonstrates that" even if the compartments it assigns become purely ideal, the disciplinary space is always, basically, cellular" (Foucault 1977, 143). The efficiency of games from Pong (Atari:1972) to Percussion Freaks (Konami: 1999) in articulating bodies in play, in demanding specific and often spectacular bodily movements and competencies means that "over the whole surface of contact between the body and the object it handles, power is introduced, fastening them to one another. It constitutes a body weapon, body-tool, body-machine complex" (Foucault 1977,153). What is extraordinary is the extent to which the articulation of bodies proceeds only through a direct engagement with the game. Pong's instructions famously read only "avoid missing ball for high score"--a whole economy of movement, arising from this effort, is condensed into six words. The distribution and articulation of bodies also entails a confinement in the space of the arcade, away from the main areas of retail trade, and renders occupants easily observable from the exterior. We can see that games keep kids off the streets. On the other hand, the same games mediate spectacular forms of urban performance and allow particular kinds of reoccupation of urban space. Games descended or spun off from Dance Dance Revolution (Konami: 1998) require players to dance, in time with thumping (if occasionally cheesy) techno, and in accordance with on-screen instructions, in more and more complex sequences on lit footpads. These games occupy a lot of space, and the newest instalment (DDR has just issued its "7th Mix") is often installed at the front of street level arcades. When played with flair, games such as these are apt to attract a crowd of onlookers to gather, not only inside, but also on the footpath outside. Indeed games such as these have given rise to websites like http://www.dancegames.com/au which tells fans not only when and where new games are arriving, but whether or not the positioning of arcades and games within them will enable a player to attract attention to their performance. This mediation of cyborg performance and display -- where success both achieves and exceeds perfect integration with a machine in urban space -- is particularly important to Asian-Australian youth subcultures, which are often marginalised in other forums for youthful display, like competitive sport. International dance gamer websites like Jason Ho's http://www.ddrstyle.com , which is emblazoned with the slogan "Asian Pride", explicitly make the connection between Asian youth subcultures and these new kinds of public performance. Games like those in the Time Crisis series, which may seem less innocuous, might be seen as effecting important inversions in the representation of urban space. Initially Time Crisis, which puts a gun in the player's hand and requires them to shoot at human figures on screen, might even be seen to live up to the dire claims made by figures like Dave Grossman that such games effectively train perpetrators of public violence (Grossman 1995). What we need to keep in mind, though, is that first, as "cops", players are asked to restore order to a representation of urban space, and second, that that they are reacting to images of criminality. When criminality and youth are so often closely linked in public discourse (not to mention criminality and Asian ethnicity) these games stage a reversal whereby the young player is responsible for performing a reordering of the unruly city. In a context where the ideology of privacy has progressively marked public space as risky and threatening,2 games like Time Crisis allow, within urban space, a performance aimed at the resolution of risk and danger in a representation of the urban which nevertheless involves and incorporates the material spaces that it is embedded in.This is a different kind of performance to DDR, involving different kinds of image and bodily attitude, that nevertheless articulates itself on the space of the arcade, a space which suddenly looks more complex and productive. The manifest complexity of the arcade as a site in relation to the urban environment -- both regulating space and allowing spectacular and sophisticated types of public performance -- means that we need to discard simplistic stories about games providing surrogate spaces. We reify game imagery wherever we see it as a space apart from the material spaces and bodies with which gaming is always involved. We also need to adopt a more complex attitude to urban space and its possibilities than any narrative of loss can encompass. The abandonment of such narratives will contribute to a position where we can recognise the difference between the older and younger Henrys' activities, and still see them as having a similar complexity and richness. With work and luck, we might also arrive at a material organisation of society where such differing spaces of play -- seen now by some as mutually exclusive -- are more easily available as choices for everyone. NOTES 1 Given the almost total absence of any spatial study of arcades, my observations here are based on my own experience of arcades in the urban environment. Many of my comments are derived from Brisbane, regional Queensland and urban-Australian arcades this is where I live but I have observed the same tendencies in many other urban environments. Even where the range of services and technologies in the arcades are different in Madrid and Lisbon they serve espresso and alcohol (!), in Saigon they often consist of a bank of TVs equipped with pirated PlayStation games which are hired by the hour their location (slightly to one side of major retail areas) and their openness to the street are maintained. 2 See Spigel, Lynn (2001) for an account of the effects and transformations of the ideology of privacy in relation to media forms. See Furedi, Frank (1997) and Douglas, Mary (1992) for accounts of the contemporary discourse of risk and its effects. References Douglas, M. (1992) Risk and Blame: Essays in Cultural Theory. London ; New York : Routledge. Foucault, M. (1979) Discipline and Punish: The Birth of the Prison. Trans. Alan Sheridan. Harmondsworth, England: Penguin,. Furedi, F.(1997) Culture of Fear: Risk-taking and the Morality of Low Expectation. London ; Washington : Cassell. Grossman, D. (1995) On Killing: The Psychological Cost of Learning to Kill in War and Society. Boston: Little, Brown. Jenkins, H. (1998) Complete freedom of movement: video games as gendered play spaces. In Jenkins, Henry and Justine Cassell (eds) From Barbie to Mortal Kombat : Gender and Computer Games. Cambridge, Mass.: MIT Press. Poole, S. (2000) Trigger Happy: The Inner Life of Videogames. London: Fourth Estate. Raban, J. (1974) Soft City. London: Hamilton. Spigel, L. (2001) Welcome to the Dreamhouse: Popular Media and the Postwar Suburbs. Durham and London: Duke University Press. Springhall, J. (1998) Youth, Popular Culture and Moral Panics : Penny Gaffs to Gangsta-rap, 1830-1996. New York: St. Martin's Press. Young, I.M. (1990) Justice and the Politics of Difference. Princeton, NJ: Princeton University Press. Websites http://www.yesterdayland.com/popopedia/s... (Time Crisis synopsis and shots) http://www.dancegames.com/au (Site for a network of fans revealing something about the culture around dancing games) http://www.ddrstyle.com (website of Jason Ho, who connects his dance game performances with pride in his Asian identity). http://www.pong-story.com (The story of Pong, the very first arcade game) Games Dance Dance Revolution, Konami: 1998. Percussion Freaks, Konami: 1999. Pong, Atari: 1972. Time Crisis, Namco: 1996. Links http://www.dancegames.com/au http://www.yesterdayland.com/popopedia/shows/arcade/ag1154.php http://www.pong-story.com http://www.ddrstyle.com Citation reference for this article MLA Style Wilson, Jason A.. "Performance, anxiety" M/C: A Journal of Media and Culture 5.2 (2002). [your date of access] < http://www.media-culture.org.au/0205/performance.php>. Chicago Style Wilson, Jason A., "Performance, anxiety" M/C: A Journal of Media and Culture 5, no. 2 (2002), < http://www.media-culture.org.au/0205/performance.php> ([your date of access]). APA Style Wilson, Jason A.. (2002) Performance, anxiety. M/C: A Journal of Media and Culture 5(2). < http://www.media-culture.org.au/0205/performance.php> ([your date of access]).
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27

Landay, Lori. "Digital Transformations." M/C Journal 4, no. 2 (April 1, 2001). http://dx.doi.org/10.5204/mcj.1899.

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In the age of digital transformations of images, communications, and storytelling, Marshall McLuhan's insight that "the medium is the message" can be augmented with the corollary that the media is the mix. Digital forms of narrative are not only characterized by their mixed, hybrid forms and content, but their recombinations 1 draw the spectator into the mix in unforeseen ways. By mixing varying degrees of non-linearity and interactivity in what are ultimately animations, digital narratives create new kinds of digital spectatorship. The examples I'll explore here are three films, Conceiving Ada, Gamer, and Time Code. In different yet interconnected ways, each privileges the mix of media over content, or rather, foregrounds the mix as content. These digital narratives divert the reader/spectator/ participant from the traditional ways of making meaning--or at least sense--of narrative. One way to illuminate the examples is to explore how they mix linearity and interactivity. In teaching The Theory and Practice of Digital Narrative, my students and I developed a model for analyzing how different works create new modes of storytelling, and fresh relations of looking at and within the frame.2 Extending some of the terms that Janet Murray develops in Hamlet on the Holodeck: The Future of Narrative in Cyberspace, the diagram posits an x axis of linearity and a y axis of agency.3 Click here for an animated version of this graph. The linearity axis spans narratives from most linear (one plot line that progresses chronologically through time and space to one outcome through a series of cause and effect occurrences represented from a singular point of view) to non-linear (narratives that could be circular, rhizome-shaped, achronological, synchronic, multiple plotlines, multiple points of view, multidimensional).4 The agency axis spans media that call for very little active participation from the reader/spectator/listener to media that demands a high level of interaction. Of course, all "reading" is in some way active, both in the physical acts of seeing and turning pages/clicking a mouse 5 and in comprehending, imagining, remembering, and making meaning. Nevertheless, there is a distinction between page-turning and making choices in a hypermedia work, and Murray uses the term agency to suggest an "active creation of belief" (as opposed to Coleridge's "willing suspension of belief"). Digital environments require that belief be created and reinforced; as William Gibson posited in Neuromancer, the imagined place of cyberspace is a "consensual hallucination," a social agreement to act as if the places in cyberspace exist. The willing creation of belief is a social agreement that relies on a like-minded community. The more self-reflexive and unconventional the narrative, the more it calls for the will to believe. These examples of digital cinema "interpellate," or hail, their spectators as willing agents in the common project of the creation of belief. The subjectivity that these films seek to create for their viewers is one of being an active, technologically-savvy spectator. Instead of encouraging participation in, to use Guy Debord's phrase, the society of the spectacle, these digital narratives perform a Brechtian function in a distinctly technological manner that derives from the mix of media that is digital cinema. The term "digital cinema" has acquired many meanings, ranging from movies shot on digital video in a manner we associate with film (i.e.: single camera) to digital exhibition of media in digitally-equipped movie theaters and streaming video on the web. Lev Manovich defines digital cinema as "a particular case of animation which uses live action footage as one of its many elements."6 Manovich's historical argument suggests commonalities between the earliest moving images and current developments in digital media; animation was marginalized in the development of cinema, and although some of its techniques were adopted by the avant garde, only now animation returns at the very center of digital cinema.7 Lynn Hershman Leeson's film Conceiving Ada explores digital media in both form and content. In the film Emmy, a contemporary computer software engineer, uses technology to make contact with Ada Lovelace, who invented the first computer language in Victorian England. The narrative moves between Emmy in the present day and Ada in the past as Emmy figures out how to send a software agent into the past to retrieve information. Although the plot doesn't really make sense scientifically, it resonates emotionally; despite the 150 years separating their lives, Emmy and Ada face some of the same issues as women working with technology. Instead of building sets, Leeson developed a technique of blending live action footage shot against a blue screen with digitized photographs of Victorian inns. As she explains in the technical notes of the DVD of the film (and also on the Conceiving Ada website): I felt it important to use the technology Ada pioneered. Virtual sets and digital sound . . . provided environments in which she moves freely through time, becomes liberated and, ultimately, moves into visibility. The actors and filmmaker collaborated in what amounts to a consensual hallucination: On the set, these images were maneuvered through several computers where mattes were added and images were put into perspective or enlarged. They were then laid onto digital videotape while the actors were performing. Actors could reference their location through a monitor that showed them their "virtual" environment. . . . The immediacy of shooting live action while simultaneously manipulating digitized backgrounds in real time was, remarkably, exhilarating. By mixing past and present, fact and fiction, personal and professional, digital and analog, live action and animation, Conceiving Ada tells its powerful story in both form and content. Although it is not immediately obvious that the sets are virtual rather than actual, much of the story takes place in front of and inside Emmy's computer equipment. There are many shots of Emmy gazing into the computer, trying to make her programs work, and when she does make contact with Ada, she can see her memories and talk with her on the computer screen. The film frame often encompasses the computer screen, so we too see the graphic interfaces Emmy designs and animates. By mixing some of the techniques of video art with film style and the malleability of the digital image, Leeson extends her trailblazing career in many directions at once in a work that is a mix about mix. A representation of intense digital interactivity, Conceiving Ada's heroines, creators, and spectators use technology, and specifically digital imaging technology, to create agency. Like Conceiving Ada, Time Code is also an example of digital cinema that calls attention to the digital techniques used in its production, and enlists its spectators as accomplices in creating the narrative. Time Code is itself the product of improvisation, and uses digital technology to capture "real time." Director Mike Figgis divides the screen into four frames; each quadrant contains a continuous 90-minute take of an unscripted, improvised performance, all shot simultaneously with four Sony Dvcam DSR-130s; the film was blocked out on music paper. Figgis describes his movie as a "black comedy about a 90-minute slice of life in Hollywood," and it takes filmmaking as one of its subjects along with jealousy, infidelity, and a fin-de-siecle philosophical and artistic exhaustion. The audio mix of the theatrical release of the film shifts its emphasis between the quadrants, thus directing the spectator's attention to a certain quadrant. Choosing to focus on a quadrant is a kind of spectator-editing. Looking at the entire frame means seeing a new kind of animation, created by multiple screens, encompassing multiple points of view. (See Time Code clip here.) The film folds in on itself self-reflexively. The plot centers around the intersecting lives of four characters involved personally and/or professionally with Red Mullet, Inc., a movie studio (which is the real-life name of Figgis's production company; see www.red-mullet.com), and becomes increasingly Brechtian as the movie builds to the climactic scene in which a hot young independent filmmaker pitches a movie that, like the one we are watching, splits the screen and follows the interactions between four characters. In what could be taken as a manifesto for digital cinema that counters the "chastity" of DOGME 95 with the passionate embrace of technology, the filmmaker announces, "Montage has created a fake reality. . . . Technology has arrived, digital video has arrived, and is demanding new expressions, new sensations. . . . It's time to say again: Art, Technology: a new union." She shows the studio executives storyboards of how four cameras will follow four characters, who are really four aspects of the same character at different points in their lives. But the filmmaker's passionate and theoretical speech is undercut by the context of black comedy that infuses the film: artistic praxis clashes with business practice, and all the plotlines peak as Stellan Skarsgard's Alex bursts into laughter and exclaims, "This is the most pretentious crap I've ever heard. . . . Do you think anybody around this table has a clue about what you're talking about?" Figgis assumes his audience does, that Bauhaus, Soviet montage, and Guy Debord are not as foreign to his spectators as they are to the executives; the filmmakers both within and outside the frames show their theoretical orientation. Time Code is the first major work of digital cinema. It creates a new kind of animation based on subjectivity and point of view, and calls for an active creation of belief from the spectator-editor who takes in and ultimately creates the narrative of the film. The DVD extends the spectator's agency even further. Among its special features is a documentary about how the film was shot 15 times, all four cameras operating simultaneously around the actors' improvisation. Figgis chose the fifteenth version for the theatrical release, but also includes the first version on the DVD. Because the making of the film, and how it uses digital technology, is so central to the spectator's experience, the director's commentary and interviews with the cast reinforce the spectator as an active creator of belief and meaning in the film. Moreover, by including a special audio mixing feature, the DVD gives the medium a new level of interactivity. Using the remote control of a DVD player, the spectator/participant can switch between the audio of the different quadrants. Because the audio is a major aspect of directing the spectator's attention (in addition to visual elements such as movement and stasis), being able to make choices in the audio mix is, to use the music metaphor that the film is based on conceptually, to become the conductor of the film.8 The medium is the mix. Like Time Code and Conceiving Ada, the new French film Gamer is also a particularly digital mix. Gamer moves between live action and digital environments as its main character Tony gets the idea for, designs, and then is swindled out of a computer game. The first time the film environment switches to the game environment is when the hero is in a car chase and his car morphs into a game graphic of a car. The shift between a reality created by conventional film style and the unconventional use of game graphics style reveals the main character's subjectivity, for his reality (and other characters' as well) are constructed through their interaction in the playing and making of games. Gamer is aesthetically and viscerally ambitious in the range of live action and computer graphic interfaces it moves between. The adrenalized state of game-playing mixes with a fictionalized account of game design. Gamer succeeds in creating an immersive text about two differently immersive mediums, film and computer games. When the film depicts how live action can be made digital, and both shows and denies the indexicality of the digital image, it explores the nature of digital cinema in a way that is complementary to the projects of Conceiving Ada and Time Code. In addition to fostering new relations of looking, these digital narratives make forays into nonlinearity. Conceiving Ada and Gamer both have discursive plots that revise the conventions of the linear plot, moving between nested narrative frames in time, space, and subjectivity. Time Code is in one way relentlessly linear, but its synchronic depiction of multiple physical and emotional points of view ruptures the cinematic conventions of time and space constructed by the dominant style of continuity editing. Taken separately, these three films hover around the center point of my diagram, raising the issues of agency and linearity that will continue to be at the center of digital narrative. Taken together the films offer a model of digital transformation that points the way to what is bound to be a medium that increasingly involves its audience in thinking about and then participating in increasingly immersive, nonlinear, and interactive experiences. Notes 1. In the “renew” issue of M/C, David Marshall suggests that one of the areas Cultural Studies can look to is how the culture industries that produce “recombinant culture,” make efforts “to incorporate new technologies into different forms in order to reconstitute audiences in ways that in their distinctiveness produce value that is exchangeable as capital.” This essay is part of a larger work that attempts to open up some of the avenues suggested by Marshall. P. David Marshall. "Renewing Cultural Studies." M/C: A Journal of Media and Culture 3.6 (2000). [22 February 2001] . 2. This diagram is a work in progress. My students and I have had much discussion about what to term the bottom of the agency axis. “Passive” seems too simple, yet other terms we’ve come up with such as structured, controlled, limited, voyeuristic, or (my favorite) enslaved don’t seem to work. Special thanks to my students Elliott Davis, Tom Mannino, and John O’Connell, for such discussions. 3. Janet H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, MIT Press, 1999, esp. 128. 4. For an interesting discussion and diagramming of story shapes, see Katherine Phelps, “Story Shapes for Digital Media.” [3/7/01] < http://www.glasswings.com.au/modern/shapes/>. Steven Johnson’s assertion that the hyperlink is the “first significant new form of punctuation to emerge in centuries” is an intriguing one for thinking about the connections possible in hypermedia. (Interface Culture: How New Technology Transforms the Way We Create and Communicate (San Francisco: HarperEdge, 1997), 110-111). 6. Lev Manovich, “What Is Digital Cinema?” http://jupiter.ucsd.edu/~manovich/text/digital-cinema.html 7. In a footnote, Manovich makes an interesting point on avant-garde strategies such as collage, painting on film, combining print with animation and live action footage, and combining many images in a single frame: “what used to be exceptions for traditional cinema became the normal, intended techniques of digital filmmaking, embedded in technology design itself.” Innovative forays into the mix of digital media like my examples illuminate not only the emergence of exceptional techniques but also of innovative narrative and spectatorial strategies. 8. Figgis is using the quadrant method once again in a new film, Hotel, which recently finished production in Florence. During the filming, there was a brilliant site that every day had a new page with the four-quadrant split. In addition to quicktimes of footage of the shoot and the actors in the hotel where the film is set, there were some of the cleverest animations I have ever seen on the web. Unfortunately the site shut down after the shoot finished, but it will be up again in May, most likely at www.filmfour.com/hotel, but check www.red-mullet.com as well.
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28

Leggett, Andrew, and Donna Hancox. "filth." M/C Journal 9, no. 5 (November 1, 2006). http://dx.doi.org/10.5204/mcj.2655.

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‘Now if you take the ugly,’ he continued, ‘or the deformed, or the old, and transcend your natural revulsion by uniting with it aesthetically – sometimes even physically – a rare ecstasy results which generates great magical potential.’ – John Scott, ‘Preface’ In our editorial call for submissions we set the parameters for a discourse of ‘filth’ based in the creative work of Australian poet and novelist John Scott and the psychoanalytic theoretical frame of Julia Kristeva’s work on the aesthetics of abjection, as set out in Powers of Horror. Following Scott’s alchemical imperative, we cast ‘filth’ as the creative product of aesthetic union with the abject, often repudiated by the cultural mainstream. Thus we embarked on a journey down crooked alleyways to places of alterity, where we found our editorial electronic mailbox clogged with more detritus than an urban sewage viaduct, bursting and bubbling up through the foramina magna at the bases of our skulls to pickle our brains in abject ‘filth’. By panning alluvially amongst the faecal dross of pornographic spam that sprayed at us each time we logged in, we managed to a sift a little gold from it all—the papers and artwork we selected from the scree—as well as lumps of crystalline feldspar, two sets of false teeth, a whalebone corset, and a small battery-operated device with a studded rubber collar. Filth, it seems, continues to be confronting and contentious as is evidenced by our articles; as well the sheer volume of filth we received and the ensuing debates around what should make the final cut. In our feature article Donna Lee Brien bravely and eruditely reassesses An American Psycho fifteen years after its original publication. Bret Eastern Ellis endured years of vilification and threats due to this novel. Dr Brien reminds us that it is precisely that which we most stridently attempt to repudiate is that which most clearly mirrors the parts of ourselves and our society that we wish to ignore. As Julia Kristeva famously declared, ‘the abject, and abjection are my safeguards. The primers of my culture.’ (Kristeva 4) By declaring American Psycho depraved filth borne out of a depraved mind, mainstream society was able to ignore the urgent warnings for western culture implicit in the text. Fifteen years after its publication it remains relevant, and a terrible prophecy of the situation we find ourselves. A society that laments murder and violence but consistently fails to recognise its complicity. A society which continues to champion individualism but refuses to take responsibility for the consequences of such a manifesto. Filth—in all its incarnations—reminds us of our humanity, in all its messy, frightening, stinking glory. Our work is further anchored and framed in a carnal discourse of ‘filth’ by this issue’s cover image—Julie Firth’s ‘Always Already (Not) There’, from the corpus of her recent video installation exhibition Stain. Julie’s accompanying paper ‘Ineradicable Stain’ elucidates the theoretical background to this artwork, and the nature of its process of creation—one of carnal union with the abject, involving transcendence of revulsion in a process sacred to the artist, but likely to be considered blasphemous in the context of her religious and cultural frame. Firth tells us that ‘Stain is about forgiveness’. She cites the work as ‘a protest against any beliefs that position individual, cultures, religions into polarised extremes of hatred’ and as ‘an appeal for reintegration, self-acceptance, and a plea to bear the unbearable’. Well known cult writer and academic Jack Sargeant explores the increasing prevalence of anal sex in heterosexual pornography, and its various scatological implications in his article ‘Filth and Sexual Excess: Some Brief Reflections on Popular Scatology’. Sargeant reminds us that ‘shit is the part of us that both defies and defines humanity’, and the combining of shit and sex symbolises one of the final taboos in human relationships. This is an especially confronting article, but it lucidly and poignantly unpacks our revulsion and our fascination with bodily waste; and the carnal union represented in scatology. Vivienne Muller’s paper discusses the aesthetic displays of plastinated human cadavers, in The Amazing Human Body exhibition currently touring Australia and in the art of showman anatomist Gunther von Hagens, in the context of Kristeva’s illustration of the abject, that which ‘disturbs identity, system, order’ (4), in corporeal terms. The display of the sculpted human corpse—in both it’s external and internal organicity—as objet d’art constitutes a abject breach of boundaries and conventions that shows us something of what Kristeva has described as ‘what I permanently thrust aside in order to live’. Although she does not address John Scott’s work directly, Muller’s discourse of the mortician’s art raises to mind Scott’s narrative ‘Elegy’ in which his loathsome Pogliani sneers, referring to the dead poet’s sister: “You’ll find her in the galleries. She has requested les embaumers.” He breathed forcefully through the nose. “It is ridiculous, when there’s so little left to be preserved! At least the stench will make her easier to find.” (Translation 60) Patrick West offers us a careful and concise critical piece, based in his knowledge of the literary discourse generated by Kristeva’s work, and applied to Janet Frame’s The Carpathians. West argues the case that ‘Abjection is the … discovery by the subject that what lies without also lies within, that to be one is also to be an other. Not that one necessarily lives on the edge, but that the edge is what makes us live.’ In the context of Frame’s work, he politicises corporeal abjection and declares to us that the ‘body is abjectly ripe with language.’ By comparing urinary and faecal incontinence with the concept of a nation’s ‘leaky borders’, Farida Tilbury also invokes a discourse of corporeal abjection, of the loss of control of the boundary between what is inside and what is outside, the me and the not-me. Within our discourse of ‘filth’, her work advances from the ground that Patrick West has taken with respect to the political implications of bodily metaphors and that of Vivienne Muller’s paper on breaches of physical boundaries and conventions. The infamous Bondi ‘rubbish house’ has been presented by tabloid television time and again as an assault on the aspirations of home-owners in John Howard’s Australia. In her article ‘Location, Location: Situating Bondi’s “Rubbish House”’, Kirsten Seale uses the media coverage of the Bondi home, and it’s owner, as a metaphor for Australian mainstream society’s distaste for ‘matter out of place’ and it’s transgressive qualities in the capitalist social space. The impact on young people of violent video games has, and continues to be, an important aspect in the argument for censorship. Scott Beattie in ‘Extremity, Video Games and the Censors’ takes up the argument that ‘the trend toward censorship of games in Australia would seem to bear the hallmarks of a moral panic’. Beattie proposes that more critical academic engagement in the booming video game industry is necessary to change the prevalent disparaging attitude toward gaming and gamers. As does Kirsten Seale’s article, Beattie’s explores the sociological and political dimensions of labelling ‘filth’. Imogen Tyler guides us through the filthy territory of class politics in her article ‘Chav Scum: The Filthy Politics of Social Class in Contemporary Britain.’ The trope of the chav has become a highly emotive symbol and reviled figure in contemporary Britain. Imogen Tyler unpacks the role of the chav in British society using theories of the despised Other. In ‘Matter Out of Place: Reading Dirty Women’ Carol Wical reads the role of dirt and women in the film Alien to illuminate the disruptive role of mess – particularly when the mess is attached to women. When women are represented as literally dirty in film it is often to signal their status as unfeminine; in direct contrast to the role of dirt as a signifier of courage and effort on male characters. To conclude the issue, Jason Bainbridge sticks a fork into the turf of suburbia and turns it over to reveal its underbelly, teeming with ‘filth’. He applies the critical writings of John Hartley and Mary Douglas to the cinematic work of David Lynch and Todd Solondz on the soiling of suburban life. He describes the way in which Lynch’s character in Blue Velvet, college student Jeffrey Beaumont, is traumatised by his voyeuristic adventures. John Scott’s Carl, from ‘Preface’, who follows the magician’s advice given in our introductory epigraph, also is corrupted and comes to a bad end. We editors, now baptised in the cesspool of our filthy investigations, turn to our suburban lives, fearful lest you buttonhole us sternly in the street, like Sandy in Blue Velvet saying: ‘I don’t know if you’re a detective or a pervert!” References Kristeva, Julia. Powers of Horror: An Essay on Abjection. Trans. Leon S. Roudiez. New York: Columbia UP, 1982. Scott, John. St Clair. Sydney: Pan MacMillan, 1990. ———. Translation. Sydney: Pan MacMillan, 1990. Citation reference for this article MLA Style Leggett, Andrew, and Donna Hancox. "filth." M/C Journal 9.5 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0610/00-editorial.php>. APA Style Leggett, A., and D. Hancox. (Nov. 2006) "filth," M/C Journal, 9(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0610/00-editorial.php>.
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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.

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A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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30

Suni, Karin, and Christopher Brown. "We Can Do It for Free!" Information Technology and Libraries 40, no. 1 (March 11, 2021). http://dx.doi.org/10.6017/ital.v40i1.13257.

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The Free Library of Philadelphia’s online patron engagement has been continuous during the COVID-19 pandemic. The Special Collections Division rushed to generate substantial and engaging online programming using a variety of freeware systems so as not to burden our overworked IT department. We built a sustainable, flexible repository that is populated with videos, podcasts, games, exhibitions, and other activities which can be accessed by patrons of all ages and learning needs. The process has generated opportunities for our staff to interact in new and exciting ways with patrons as programming needs evolve. The model is easily adapted for other groups and institutions and may be a beneficial tool for library workers looking to promote online content. The repository can be found at http://www.bit.ly/FunWithFLPSpecColl.
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31

Barbour, Kim, P. David Marshall, and Christopher Moore. "Persona to Persona Studies." M/C Journal 17, no. 3 (June 17, 2014). http://dx.doi.org/10.5204/mcj.841.

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Sometimes a particular concept—a simple term—is the spark to a series of ideas. It might be ostentatious and perhaps hubristic that the editors of an issue on persona might imagine that their choice of the term persona has provided this intellectual spark. Fully aware of that risk, we want to announce that it has. The response to the call for papers related to persona was our first sign that something special was being initiated. The sheer number and interdisciplinary breadth of the abstracts and ultimate submissions was evidence that the term ‘persona’ was the catalyst to an explosion of ideas. As the responses flowed into the journal and to us, we became aware of the meme-like qualities of the many interpretations and history of the term, each with its own idiosyncratic coding of patterned similarity. The reality of this development is that it was not entirely unexpected. The editors have been developing the concept of persona and persona studies over the past four years, and persona studies has emerged from a congruence in our collective research interests as an interdisciplinary investigation of the presentation of the self in the contemporary moment. Together, we have been involved in the development of the Persona Celebrity Publics Research Group (PCP) at Deakin University. Within that group, we have concentrated ourselves in the Persona Research cluster, made up of a group of 15 or so academics along with another smaller group from other institutions. Emerging from our work is the forthcoming book entitled Persona Studies: Celebrity, Identity, and the Transformation of Public Culture (forthcoming Wiley 2015). Both the book and the research group are intent on exploring what has been altering in our worlds, our cultures, and our communities that make us think the new intensified play of the personal in public needs closer scrutiny. The impetus for us as a team of scholars is quite clearly linked to the uses of online culture and how greater aspects of our lives are now involved in public displays, mediated displays, and a peculiar new blend of interpersonal and presentational constructions of identities and selves. Persona as a specific area of inquiry has emerged from the close study of the public self. Its immediate intellectual past has its strongest links with research on celebrity. In the Celebrity Studies Reader collection, Marshall began forming the idea that a new public self was emerging through new media (New Media). In subsequent work, Marshall identifies celebrity culture as one of the pedagogic sources for how the wider population presented itself in online culture and social media (Marshall, Promotion). Barbour and Marshall expanded their thinking about the presentation of the self through a closer study of online academic persona and the different strategic ways individuals were managing and building reputations and prestige through these techniques. Terms such as the ‘comprehensive,’ ’networked’, and ‘uncontained’ self, mapped the various kinds of public personalities that were emerging through the most prominent academics (Barbour and Marshall). In a similar vein, Barbour’s research has looked closely at the online and public personas that fringe artists—specifically tattoo artists, craftivists, performance poets and street artists—produce and maintain in the contemporary moment (Hiding; Finding). Her work has advanced the concepts of “registers of performance” (Registers), where a closer analysis of how the personal, the professional, and sometimes the intimate registers are constructed and deployed to produce a public persona that demonstrates ‘artistness’. By analysing persona through registers of performance, Barbour is able to differentiate between the types of identity building activity that occurs online. This provides insight into the ways that impression management occurs in spaces that suffer from context collapse due to the intersection of friends, family, fans, and followers. Moore’s work (Hats; Magic; Invigorating) on the player’s assembly of a networked online ‘gamer’ persona considers the intersection of social media and video game culture and contributes analysis of the affective dimensions of player-oriented game objects and their public curation and display. His recent research visualising Twitter and Flickr data (Screenshots, forthcoming) advances an understanding of the accumulation and online presentation of the self through digital game artefacts, specifically video game screenshots. He is currently researching the interaction of social media activity, reputation management, and everyday identity ‘play’ within public game cultures and the larger dynamics of production and consumption of games and play in the video game industry. Most recently, Marshall called for what he titled a “persona studies manifesto”: the public presentation of the self demands a more extensive analysis of the play and deployment of persona in contemporary culture. Beyond popular culture, the development of reputation and persona and its intersection with online culture especially needs to be explored in those professions, disciplines and activities where this form of investigation has never been attempted (Marshall, Persona Studies). The initiative of persona studies then is in some ways turning the cultural studies’ approach to the study of the audience on its head: it is a study of agency and the processes by which agency has been individualized and assembled across contemporary culture, but highly privileged in online culture (Marshall, Personifying). Persona studies involves a close investigation of the personalized and negotiated presentation of the self. So, what is persona? The articles here assume different, but connected, understandings of the term, each with levels of deference to writers such as Jung, Goffman, Butler, and Foucault, along with some expected allusions to the ancient Greeks and Romans who coined the term. The Greek origins identify that persona is a mask and derived from performance and acting. From Hannah Arendt’s reading of the Greeks this mask of public identity was not seen in a derogatory way; rather it was natural to assume a public/political persona that was quite removed from the private and home sphere. A political persona defined by citizenry was a clearly conscious separation from the household of activity. Jung’s take on persona is that it was designed for collective experience and for the outside world and therapy would lead to an understanding of the individual that delved beneath the persona. The resurgence in interest in Goffman’s dramaturgical analogy allows us to consider persona as an everyday performance, where the purpose of the presentation of self is to convince the audience (and at times, the performer) that the performance is genuine and authentic. All of us know what it is like to act in a role, to wear a uniform or costume, to create a profile. More than a few of us know what it is to suffer through the ‘individualising’ categories of a social networking sign-up survey that do not adequately account for distinctions. Persona is all these things, or rather, through the various everyday activities of our work, social, and online selves we contribute to the accretion of the identity at the base of its structure. Persona functions like the construct or automated script that we assemble to interact with the world with on our behalf. This involves the technologies of computation and mediation and their interfaces that function to automate, produce and filter communication with us; email, blogs, Twitter accounts, and so on. These golems interconnect and can interact on their own in unpredictable ways on our behalf; connecting our Facebook account to a product, brand or petition; using Google as a portal to login into other web enabled services; or authorising an app to record our location. Then there are the traces that we leave scattered across digital networks, intranets, hard drives, and lost USB memory sticks, from scattered collections of digital photos to the contact lists of our mobile devices and the ‘achievements’ in our online gaming profiles. Persona can also be something that happens to us, as friends tag unflattering images via Facebook, or another Twitter user publicly addresses us with a unwanted, or unwarranted commentary, using the ‘@’ and the ‘#’ functions. We have an extensive degree of control over the ways we assemble ourselves online and yet the contemporary experience is one of constant negotiation with forces that seeks to disavow their responsibilities to us, and maximise the limitations under which we can act. Our personas serve as a buffer to these forces. We can strategically assemble our persona to participate in, influence and use to our advantage to transmit messages across the network and communicate a mediated form of ourselves. The many ways to account persona stands as a primary and apparently Sisyphean task for persona studies: no sooner than when we might assemble a complete topology of the many accounts, traditions, domains, methodologies and theories for account of for the self, we will have arrived at possibly entirely new way of conceptualising the presentation of online persona through some post-Facebook, Oculus Rift, or Google Glass augmented reality experience. One of the challenges of persona studies will be to provide a series of methodological and theoretical tools, as well as a common touchstone from which multiple perspectives may converge around the meme-like qualities of this dramatic term. It will be necessary to consider the future of the presentation of the self, as much as the past accounts for the understanding of the self and its compositions. In the contemporary moment we consider a series of common currents and features of the iterations of persona with which we might begin this endeavour. The collective objective of the ‘persona’ theme edition is to coalesce around the emerging significance of the public self, and to map that activity within disciplinary traditions, historical precedents and the cultural and technological predispositions that have made this kind of reading of the contemporary world valuable, important, and ultimately, sensible. This collection of articles on persona is innovative in terms of the diversity of issues it tackles through the term. Given the massive change in public identity that we have identified as an elemental part of online culture, it is not surprising that social media and online constructions of persona figure prominently throughout the issue. However, we are also pleased to include papers that consider fictional performances from both television and film and even character studies of public figures. Marshall’s feature article for the edition continues his theorisation of persona. Seriality is identified as one of the ways that a consistency of persona is developed and the article charts the usefulness in analogizing how the construction of a serial character or ‘personnage’ for an actor/performer provides insights into the relationship between the person and persona in other settings that are emerging in the contemporary moment. In ‘Darkly Dreaming (in) Authenticity: The Self/Persona Opposition in Dexter,’ Glenn D'Cruz uses Dexter Morgan, the novelised serial killer and Showtime TV anti-hero to examine the connections between self and persona and the discourse of authenticity. D’Cruz foresees a series of challenges for persona studies and considers key concerns ahead, in terms of the critical vocabulary and scholarly agenda and addresses the need for critical genealogy of the term ‘persona’. Talia Morag, in ‘Persons and Their Personas: Living with Yourself’, considers the tensions identified in the persona of the private domain, and examines the patterns of social interaction that work to affect an ‘endorsed’ private persona, compared to those patterns classified as ‘hidden’. She frames the negotiation of these tensions as a move to better understand the sphere of the private self, as well as the those strains which arise on the private persona and the grounds from which they come to occupy our time. Together these two approaches predict the convergence of the private, the performed and the public persona which occupies Neil Henderson’s ‘The Contingency of Online Persona and Its Tension with Relationship Development’. Henderson’s engagement with the dimensions of online persona in the short film, Noah, takes a position at the crossroads between Marshall’s celebrity-inscribed approach to persona studies and the application of actor-network theory in order to map the potential pitfalls of identity management through ubiquitous technologies and broader critical questions about the play of our online selves in the everyday. Moving to the multi-user virtual environment of Second Life, Lesley Procter draws on the symbolic interactionist theories of social identity and the role of the avatar in ‘A Mirror without a Tain: Personae, Avatars, and Selves in a Multi-User Virtual Environment’. Procter’s contribution to persona studies highlights the actual and conceptual mirroring involved in the sense of the self involved in the interaction with others online. Taina Bucher’s ‘About a Bot: Hoax, Fake, Performance Art’ is a revealing examination of the Twitter bot phenomenon. Bucher’s case study on ‘bot fakeness’ considers the automation and performance of persona and the interactions and relationships between people and bots. Brady Robards, in ‘Digital Traces of the Persona through Ten Years of Facebook’, offers a critical reading of the Facebook ‘look back’ video creation application made to celebrate the social network’s ten year. As with Bucher and Proctor, Robards is concerned with the ways persona is created through highly mediated social networking platforms, where the agency of the individual is countered by the intervention of the software itself. Robards considers in particular two functions of Facebook: first as a site for the performance of life narratives, and second as a location for reflection on public and private disclosure. Taking a specific element of this idea of disclosure—the sharing of one’s legal name—as a starting point, Ellen Moll’s ‘What’s in a Nym?: Gender, Race, Pseudonymity, and the Imagining of the Online Persona’ is a study of the reactions of feminist and anti-racist bloggers in the ongoing battles over pseudonymity online. Moll’s contribution centres around current concerns with the ‘real name policies’ of social media and web-based platforms and services. What is at stake here in the negotiation between the individuals, technologies and institutions over the rights of self-determination and agency in the digital and online environments. Narrowing the focus to a single case study, Emma Maguire’s study of author website as a site of self-presentation in ‘Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website’ examines the authorial persona produced for consumption within literary markets. Framing of the authorial website as ‘automedial text’, rather than as direct representations of a pre-existing self, Maguire employs authorship theory to understand the website as a genre of persona performance and textuality. Shifting away from the focus on social media, this issue concludes with a trio of character studies, each of which involves a detailed and critical account of the dimensions of a public assembly of a persona. Nathan Farrell’s ‘From Activist to Entrepreneur: Peace One Day and the Changing Persona of the Social Campaigner’ is the first, and considers the ways that an individual manages his persona for different audiences. Farrell’s focus is Jeremy Gilley, a documentary filmmaker and peace campaigner, and the paper speaks to the dimensions of overlapping audiences connected to an articulation of a socially aware entrepreneurial persona. Sally Totman and Mat Hardy have a very different figure in their contribution as they examine the many different public personas of Libya’s Colonel Muammar Qaddafi. In ‘The Many Personas of Colonel Qaddafi’, Totman and Hardy interrogate the multiple aspects of Qaddafi’s construction as a brotherly revolutionary, philosopher, liberator, leader, and clown. The authors chart the progression of his often conflicted and chaotic legacy, and of this political, ideological and even messianic presentation of the self to the Western and Arab worlds. Anastasia Denisova, completes the triptych of persona case studies for this collection, with ‘How Vladimir Putin's Divorce Story Was Constructed and Received, or When the President Divorced His Wife and Married the Country Instead’. Denisova contends Vladimir Putin’s divorce is representative of the degree to which political and private persona are mediated and merged across often competing channels of communication. The analysis contends with online discourse, images, and texts, which reveal the extensive personification of politics in Putin’s public persona in an environment of reception by an audience which also consider the values and attributes of their own country as a national persona. Conclusion We have structured the narrative flow of articles in this issue on persona from the fictional through to the online transformations of the self and then even further into the analyses of the public and political dimensions that are part of the constitution of public selves. No doubt, you as a reader will see different connections and intersections and will play with what makes the idea of persona so meaningful and valuable in understanding the strategic construction of a public identity and so central to comprehending the contemporary moment. We invite you to engage with this further with the issue editors’ planned 2015 launch of a journal called Persona Studies. Until then, this issue of M/C Journal certainly represents the most comprehensive and, we think, interesting, collection of writing on persona as we explore the implications behind the mask of public identity. We hope the issue stimulates discussion and with that hope, we hope to hear from you.AcknowledgmentsThe editors would like to thank Alison Bennett for creating an original gif for the cover image of this issue. More of Bennett's work, including her augmented reality images of tattoos from the internationally acclaimed exhibition Shifting Skin, can be found at her website, alisonbennett.com.au.Thanks also to Trent Griffiths for his copy-editing assistance. References Arendt, Hannah. The Human Condition. Charles R. Walgreen Foundation Lectures. Chicago, Ill.: University of Chicago Press, 1958. Barbour, Kim. “Hiding in Plain Sight: Street Artists Online.” Platform Journal of Media and Communication. 5.1 (2013). Barbour, Kim. “Registers of Performance: Negotiating the professional, personal, and intimate.” MeCCSA 2014. Bournemouth, 8-10 Jan. 2014. Barbour, Kim. “Finding the Edge: Online persona creation by fringe artists.” Contemporary Publics International Symposium. 24-25 Feb. 2014. Barbour, Kim, and P. David Marshall. "The Academic Online: Constructing Persona through the World Wide Web." First Monday 17.9 (2012). ‹http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/viewArticle/3969/3292›. Goffman, Erving. The Presentation of Self in Everyday Life. USA: Anchor Books, 1959. Jung, Carl Gustav. Two Essays on Analytical Psychology. Bollingen Series. 2nd ed. Princeton, N.J.: Princeton University Press, 1966. Marshall, P. David. "New Media New Self, the Changing Power of the Celebrity." The Celebrity Culture Reader. Ed. P. David Marshall. London: Routledge, 2006. 634-44. Marshall, P. David. "The Promotion and Presentation of the Self: Celebrity as Marker of Presentational Media." Celebrity Studies 1.1 (2010): 35-48. Marshall, P. David. "Personifying Agency: The Public–Persona–Place–Issue Continuum." Celebrity Studies 4.3 (2013): 369-71.Marshall, P. David. "Persona Studies: Mapping the Proliferation of the Public Self." Journalism 15.2 (2014): 153-70. Marshall, P. David, Chris Moore and Kim Barbour, Persona Studies: Celebrity, Identity and the Transformation of Public Culture. Hoboken NJ: Wiley, forthcoming 2015. Moore, Chris. “Hats of Affect: A Study of Affect, Achievements and Hats in Team Fortress 2.” Game Studies 11 (2011). ‹http://gamestudies.org/1101/articles/moore›. Moore, Chris. “The Magic Circle and the Mobility of Play.” Convergence 17 (2011): 373-387. Moore, Chris. “Invigorating Play: The Role of Affect in Online Multiplayer FPS Game.” Guns, Grenades, and Grunts: First-Person Shooter Games. Ed. Gerald A. Voorhees, Josh Call, and Katie Whitlock. London: Continuum, 2012. 341-363. Moore, Chris. “Screenshots as Virtual Photography: Cybernetics, Remediation and Affect.” Advancing Digital Humanities. Ed. Paul Longley Arthur and Katherine Bode. Palgrave Macmillan. Forthcoming 2014. .
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32

Downing, Leanne. "Sensory Jam." M/C Journal 9, no. 6 (December 1, 2006). http://dx.doi.org/10.5204/mcj.2685.

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Sticky, messy and nauseatingly saccharine, the sensory properties of jam may be a long way from the stylized corporate polish of Australia’s multi-billion dollar film exhibition industry, yet the history of Australian cinema space will be forever indebted to the Victoria Preserving Company; one-time producer of the humblest of sweet treats. Through an analysis of Melbourne’s Jam Factory cinema complex, this article explores the unusual intersection of jam, sensory gratification and contemporary Australian cinema-going at the dawn of the 21st century. Encompassing the historic architecture of the former Victoria Preserving Company, South Yarra’s Jam Factory complex provides a gentrified gloss to an inner suburban precinct historically renowned for the manufacturing of jam and preserves. Nestled in the heart of Chapel Street, less than two blocks down from Toorak road and a stone’s throw from the nightclub precinct of Commercial road, the Jam Factory occupies an important part of Melbourne’s cultural heritage; functioning as a quintessential signifier of the city’s traversal from wholesale manufacturing during the early 1900s into the service vectors of digital media technologies and mixed-use retail entertainment destinations at the start of the new millennium. Established in 1876, the Victoria Preserving Company, AKA the ‘Jam Factory’, hosts an array of diverse retail and leisure outlets. Included amongst its tenants are Borders Books, Villa & Hut, TGI Fridays, The Pancake Parlour, a Virgin Music Mega-store, an elaborate Village Cinema megaplex, and a range of ancillary restaurants, fashion stores and cafes. According to the venue’s promotional material, “The Jam Factory of today is, in short, ‘jam packed’ with entertainment” (Chapel St Precinct, n.pag.). With the original building’s façade and cooling store still intact, the architectural remnants of the Victoria Preserving Factory provide a culturally significant backdrop for what is ostensibly Australia’s most noteworthy cinema venture; Village Roadshow’s megaplex cinema flagship. Replete with fifteen large format screens, including two Gold Class cinemas, a Cinema Europa enclave and an interactive games alcove, The Village Jam Factory signifies Australia’s first foray into cinema-based retail entertainment destinations. In commenting on the opening of the Jam Factory megaplex in 1998, Village Roadshow’s general manager Mr. David Herman said, “The objective was to create Australia’s first non-gambling cinema and lifestyle complex” (Catalano 6). More than any other cinema venue, the Village Jam Factory played a key role in pushing Australian film exhibition standards into the new millennium. In an era marked by competing home theatre technologies and diversified sites of media consumption, the Jam Factory’s shift from suburban cinema to lifestyle complex dramatically altered both the business and social practice of movie-going in Australia. Central to this shift was a tripartite marketing strategy which sought to capitalize on: protracted movie-going experiences; sensory stimulation; and, venue promotion. Experiential Jam The promotion of a protracted movie-going experience has been essential to the continued success of the Village Jam Factory. As I have argued elsewhere, the Australian cinema industry of the mid 1990s faced a number of significant incentives for extending the movie going experience beyond the auditorium; not the least being the steady decline of box office takings that occurred during the late 1980s (Downing). In the face of new media technologies such as the internet, DVD and Pay TV, many cinema operators were forced to look beyond the box office as a primary source of profits. To this end Village Roadshow effectively used the Jam Factory as a testing ground for the generation of ancillary leisure and retail income streams. During the mid 1990s Village actively promoted the Jam Factory as a space in which audiences could not only see a film, but also engage in a series of expanded retail activities such as shopping, dining and video-game playing. Discussing the development of multi-use cinema venues during the 1990s, Charles Acland has commented that such spaces “…do not situate conditions of spectatorship alone; they also construct relations between public and cinematic practices” (Acland 119). Sensory Jam Far from being a traditional site of film consumption, the Jam Factory set an industry precedent by becoming the nation’s first cinema venue in which audiences were encouraged to engage in an entertainment experience that was, above all, aimed at stimulating the senses. In keeping with the ‘lifestyle destination’ mantra, the Village Jam Factory provided a new generation of Australians with a multi-sensory entertainment experience that could not be emulated by home theatre technologies. Wide sweeping foyers and elaborate ticket and merchandising counters greet the eye; ‘luxury’ stadium seating with wide aisles and broad armrests offer the ‘ultimate’ in tactile comfort; digital surround sound facilities pleasure the ears and a plethora of food and beverage novelties work to gratify the senses of taste and smell. More than any other Village cinema outlet, the Jam Factory venue smacks of sugar-coated commerce. With a revenue contribution of over 18%, the Village Roadshow candy bar is the undisputed cash-cow of the enterprise (Australian Film Commission 143). Colloquially known as ‘Lollywood’, the Village confectionary counter is an over-priced explosion of colour and candy that sustains industry revenue through a deliberate appeal to the audience’s sense of taste. This sugar dependency synchronistically mirrors the former success of Henry Jones, the entrepreneur behind Australia’s IXL jam brand, who operated his famous preserving company on the site between 1895 and 1926 (Chapel St Precinct, n.pag.). Venue Jam Village Roadshow’s promotion of the Jam Factory venue over the actual films being screened is indicative of Australia’s primary shift towards retail entertainment based cinema complexes. Unlike the homogenous multiplex venues of the 1970s and 1980s, the Village Jam Factory Complex has been aggressively marketed as a Melbourne icon, capable of offering a unique entertainment experience. This agenda is clearly documented in the 1999 Village Roadshow annual report which, pointing towards a perceived threat of home theatre technologies, proclaimed: [In] broadening the cinema going experience … [Village] aims to create an environment of quality entertainment theming and ancillary lifestyle retailing, thus providing a consistently high level of incentive for people to leave their homes for cinema anchored destinations. (Village Roadshow 19) To this end, the Jam Factory became the physical embodiment of Village Cinemas’ corporate tagline “Where Movies Live” (Village Cinemas, n.pag.). Throughout the late 1990s, a number of similar sites proliferated across Europe, the United States and Canada. Two noteworthy examples of this trend are the Manchester Times building in the UK (initially managed by a short lived Village-Warner synergy) and the Sony Centre at Potsdamer Platz, Berlin; previous home to the Third Reich and later, the Berlin Wall. In both of these examples a similar venue-promotion agenda is clearly at work. In reflecting the cultural specificities of their host cities, each of these venues pays a semiotic homage to the previous occupants of their space. The Manchester Times building, for example, retains much of its former architecture and reflects the nocturnal vibrancy of 19th century printing plant. Similarly, the Sony Centre offers an architectural reflection on the complexities of Berlin history and German cinema. In Melbourne, the Jam Factory’s history of jam and jam making are equally preserved. Drawing heavily on postmodern architectural styles, the Jam Factory’s interior uses South Yarra’s local history as a backdrop for a schizophrenic collage of seemingly incommensurate time/place references. From the distinctive red-brick cooling tower (located in the centre of the building) one encounters a hybrid fusion of Mediterranean pasta courts, European coffee lounges, Romanesque artwork and columns (complete with weathered-look paint and ‘crumbling’ tops), statues of Hollywood stars, as well as a dazzling gaming alcove and a series of subdued ‘luxury’ (Gold Class) cinemas. Such eclectic displays of visual hyperbole have been prefigured by Umberto Eco, whose discussion on hyperreality addresses an imagination which “… demands the real thing, and in order to attain it, must fabricate the absolute fake” (Eco 8). As a relatively recent contributor to Australian cinema history, the Village Jam Factory has achieved little sustained academic attention, yet its significance must not be undervalued. As Australia’s first cinema-oriented retail entertainment destination, the Village Jam Factory has been crucial in placing Australia into the global film exhibition arena. While the pungent aromas of ripened fruit, vinegar and boiling sugar have long since been replaced by the scent of popcorn and recycled air, the legacy and architecture of jam-making has played a key role in propelling Australian film exhibition into the new millennium. References Acland, Charles. Screen Traffic: Movies, Multiplexes and Global Culture. Durham: Duke UP, 2003. Australian Film Commission. Get the Picture. Sydney: Australian Film Commission, 2001. Catalano, Anthony. “Village to Extend Jam Factory to 14 Cinemas.” The Age 5 Aug. 1998. Chapel St Precinct. General History of Chapel Street & Surrounds. 2006. 30 Dec. 2006 http://www.chapelstreet.com.au/default.asp?mode=history>. Downing, Leanne. “More than Meets the Eye: The Suburban Cinema Megaplex as Sensory Heterotopia.” Refractory: Journal of Media and Culture 8 (2005). http://www.refractory.unimelb.edu.au/journalissues/vol8/downing.html>. Eco, Umberto. Travels in Hyper Reality. Orlando Florida: Harcourt Brace Jovanovich, 1986. Village Cinemas. 2006. 30 Dec. 2006. http://www.villagecinemas.com.au/>. Village Roadshow. Annual Report. Melbourne: Village Roadshow, 1999. Citation reference for this article MLA Style Downing, Leanne. "Sensory Jam: How the Victoria Preserving Company Pushed Australian Cinema Space into the New Millennium." M/C Journal 9.6 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0612/05-downing.php>. APA Style Downing, L. (Dec. 2006) "Sensory Jam: How the Victoria Preserving Company Pushed Australian Cinema Space into the New Millennium," M/C Journal, 9(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0612/05-downing.php>.
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33

Stauff, Markus. "Non-Fiction Transmedia: Seriality and Forensics in Media Sport." M/C Journal 21, no. 1 (March 14, 2018). http://dx.doi.org/10.5204/mcj.1372.

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At last year’s Tour de France—the three-week cycling race—the winner of one stage was disqualified for allegedly obstructing a competitor. In newspapers and on social media, cycling fans immediately started a heated debate about the decision and about the actual course of events. They uploaded photographs and videos, which they had often edited and augmented with graphics to support their interpretation of the situation or to direct attention to some neglected detail (Simpson; "Tour de France").Due to their competitive character and their audience’s partisanship, modern media sports continuously create controversial moments like this, thereby providing ample opportunities for what Jason Mittell—with respect to complex narratives in recent TV drama—called “forensic fandom” ("Forensic;" Complex), in which audience members collectively investigate ambivalent or enigmatic elements of a media product, adding their own interpretations and explanations.Not unlike that of TV drama, sport’s forensic fandom is stimulated through complex forms of seriality—e.g. the successive stages of the Tour de France or the successive games of a tournament or a league, but also the repetition of the same league competition or tournament every (or, in the case of the Olympics, every four) year(s). To articulate their take on the disqualification of the Tour de France rider, fans refer to comparable past events, activate knowledge about rivalries between cyclists, or note character traits that they condensed from the alleged perpetrator’s prior appearances. Sport thus creates a continuously evolving and recursive storyworld that, like all popular seriality, proliferates across different media forms (texts, photos, films, etc.) and different media platforms (television, social media, etc.) (Kelleter).In the following I will use two examples (from 1908 and 1966) to analyse in greater detail why and how sport’s seriality and forensic attitude contribute to the highly dynamic “transmedia intertextuality” (Kinder 35) of media sport. Two arguments are of special importance to me: (1) While social media (as the introductory example has shown) add to forensic fandom’s proliferation, it was sport’s strongly serialized evaluation of performances that actually triggered the “spreadability” (Jenkins, Ford, and Green) of sport-related topics across different media, first doing so at the end of the 19th century. What is more, modern sport owes its very existence to the cross-media circulation of its events. (2) So far, transmedia has mainly been researched with respect to fictional content (Jenkins; Evans), yet existing research on documentary transmedia forms (Kerrigan and Velikovsky) and social media seriality (Page) has shown that the inclusion of non-fiction can broaden our knowledge of how storytelling sprawls across media and takes advantage of their specific affordances. This, I want to argue, ensures that sport is an insightful and important example for the understanding of transmedia world-building.The Origins of Sport, the Olympics 1908, and World-BuildingSome authors claim that it was commercial television that replaced descriptive accounts of sporting events with narratives of heroes and villains in the 1990s (Fabos). Yet even a cursory study of past sport reporting shows that, even back when newspapers had to explain the controversial outcome of the 1908 Olympic Marathon to their readers, they could already rely on a well-established typology of characters and events.In the second half of the 19th century, the rules of many sports became standardized. Individual events were integrated in organized, repetitive competitions—leagues, tournaments, and so on. This development was encouraged by the popular press, which thus enabled the public to compare performances from different places and across time (Werron, "On Public;" Werron, "World"). Rankings and tables condensed contests in easily comparable visual forms, and these were augmented by more narrative accounts that supplemented the numbers with details, context, drama, and the subjective experiences of athletes and spectators. Week by week, newspapers and special-interest magazines alike offered varying explanations for the various wins and losses.When London hosted the Olympics in 1908, the scheduled seriality and pre-determined settings and protagonists allowed for the announcement of upcoming events in advance and for setting up possible storylines. Two days before the marathon race, The Times of London published the rules of the race, the names of the participants, a distance table listing relevant landmarks with the estimated arrival times, and a turn-by-turn description of the route, sketching the actual experience of running the race for the readers (22 July 1908, p. 11). On the day of the race, The Times appealed to sport’s seriality with a comprehensive narrative of prior Olympic Marathon races, a map of the precise course, a discussion of the alleged favourites, and speculation on factors that might impact the performances:Because of their inelasticity, wood blocks are particularly trying to the feet, and the glitter on the polished surface of the road, if the sun happens to be shining, will be apt to make a man who has travelled over 20 miles at top speed turn more than a little dizzy … . It is quite possible that some of the leaders may break down here, when they are almost within sight of home. (The Times 24 July 1908, p. 9)What we see here can be described as a world-building process: The rules of a competition, the participating athletes, their former performances, the weather, and so on, all form “a more or less organized sum of scattered parts” (Boni 13). These parts could easily be taken up by what we now call different media platforms (which in 1908 included magazines, newspapers, and films) that combine them in different ways to already make claims about cause-and-effect chains, intentions, outcomes, and a multitude of subjective experiences, before the competition has even started.The actual course of events, then, like the single instalment in a fictional storyworld, has a dual function: on the one hand, it specifies one particular storyline with a few protagonists, decisive turning points, and a clear determination of winners and losers. On the other hand, it triggers the multiplication of follow-up stories, each suggesting specific explanations for the highly contingent outcome, thereby often extending the storyworld, invoking props, characters, character traits, causalities, and references to earlier instalments in the series, which might or might not have been mentioned in the preliminary reports.In the 1908 Olympic Marathon, the Italian Dorando Pietri, who was not on The Times’ list of favourites, reached the finish first. Since he was stumbling on the last 300 meters of the track inside the stadium and only managed to cross the finish line with the support of race officials, he was disqualified. The jury then declared the American John Hayes, who came in second, the winner of the race.The day after the marathon, newspapers gave different accounts of the race. One, obviously printed too hastily, declared Pietri dead; others unsurprisingly gave the race a national perspective, focusing on the fate of “their” athletes (Davis 161, 166). Most of them evaluated the event with respect to athletic, aesthetic, or ethical terms—e.g. declaring Pietri the moral winner of the race (as did Sir Arthur Conan Doyle in The Daily Mail of July 25). This continues today, as praising sport performers often figures as a last resort “to reconstruct unproblematic heroism” (Whannel 44).The general endeavour of modern sport to scrutinize and understand the details of the performance provoked competing explanations for what had happened: was it the food, the heat, or the will power? In a forensic spirit, many publications added drawings or printed one of the famous photographs displaying Pietri being guided across the finish line (these still regularly appear in coffee-table books on sports photography; for a more extensive analysis, see Stauff). Sport—just like other non-fictional transmedia content—enriches its storyworld through “historical accounts of places and past times that already have their own logic, practice and institutions” (Kerrigan and Velikovsky 259).The seriality of sport not only fostered this dynamic by starting the narrative before the event, but also by triggering references to past instalments through the contingencies of the current one. The New York Times took the biggest possible leap, stating that the 1908 marathon must have been the most dramatic competition “since that Marathon race in ancient Greece, where the victor fell at the goal and, with a wave of triumph, died” (The New York Times 25 July 1908, p. 1). Dutch sport magazine De Revue der Sporten (6 August 1908, p. 167) used sport’s seriality more soberly to assess Hayes’ finishing time as not very special (conceding that the hot weather might have had an effect).What, hopefully, has become clear by now, is that—starting in the late 19th century—sporting events are prepared by, and in turn trigger, varying practices of transmedia world-building that make use of the different media’s affordances (drawings, maps, tables, photographs, written narratives, etc.). Already in 1908, most people interested in sport thus quite probably came across multiple accounts of the event—and thereby could feel invited to come up with their own explanation for what had happened. Back then, this forensic attitude was mostly limited to speculation about possible cause-effect chains, but with the more extensive visual coverage of competitions, especially through moving images, storytelling harnessed an increasingly growing set of forensic tools.The World Cup 1966 and Transmedia ForensicsThe serialized TV live transmissions of sport add complexity to storytelling, as they multiply the material available for forensic proliferations of the narratives. Liveness provokes a layered and constantly adapting process transforming the succession of actions into a narrative (the “emplotment”). The commentators find themselves “in the strange situation of a narrator ignorant of the plot” (Ryan 87), constantly balancing between mere reporting of events and more narrative explanation of incidents (Barnfield 8).To create a coherent storyworld under such circumstances, commentators fall back on prefabricated patterns (“overcoming bad luck,” “persistence paying off,” etc.) to frame the events while they unfold (Ryan 87). This includes the already mentioned tropes of heroism or national and racial stereotypes, which are upheld as long as possible, even when the course of events contradicts them (Tudor). Often, the creation of “non-retrospective narratives” (Ryan 79) harnesses seriality, “connecting this season with last and present with past and, indeed, present with past and future” (Barnfield 10).Instant-replay technology, additionally, made it possible (and necessary) for commentators to scrutinize individual actions while competitions are still ongoing, provoking revisions of the emplotment. With video, DVD, and online video, the second-guessing and re-telling of elements—at least in hindsight—became accessible to the general audience as well, thereby dramatically extending the playing field for sport’s forensic attitude.I want to elaborate this development with another example from London, this time the 1966 Men’s Football World Cup, which was the first to systematically use instant replay. In the extra time of the final, the English team scored a goal against the German side: Geoff Hurst’s shot bounced from the crossbar down to the goal line and from there back into the field. After deliberating with the linesman, the referee called it a goal. Until today it remains contested whether the ball actually was behind the goal line or not.By 1966, 1908’s sparsity of visual representation had been replaced by an abundance of moving images. The game was covered by the BBC and by ITV (for TV) and by several film companies (in colour and in black-and-white). Different recordings of the famous goal, taken from different camera angles, still circulate and are re-appropriated in different media even today. The seriality of sport, particularly World Cup Football’s return every four years, triggers the re-telling of this 1966 game just as much as media innovations do.In 1966, the BBC live commentary—after a moment of doubt—pretty soberly stated that “it’s a goal” and observed that “the Germans are mad at the referee;” the ITV reporter, more ambivalently declared: “the linesman says no goal … that’s what we saw … It is a goal!” The contemporary newsreel in German cinemas—the Fox Tönende Wochenschau—announced the scene as “the most controversial goal of the tournament.” It was presented from two different perspectives, the second one in slow motion with the commentary stating: “these images prove that it was not a goal” (my translation).So far, this might sound like mere opposing interpretations of a contested event, yet the option to scrutinize the scene in slow motion and in different versions also spawned an extended forensic narrative. A DVD celebrating 100 years of FIFA (FIFA Fever, 2002) includes the scene twice, the first time in the chapter on famous controversies. Here, the voice-over avoids taking a stand by adopting a meta-perspective: The goal guaranteed that “one of the most entertaining finals ever would be the subject of conversation for generations to come—and therein lies the beauty of controversies.” The scene appears a second time in the special chapter on Germany’s successes. Now the goal itself is presented with music and then commented upon by one of the German players, who claims that it was a bad call by the referee but that the sportsmanlike manner in which his team accepted the decision advanced Germany’s global reputation.This is only included in the German version of the DVD, of course; on the international “special deluxe edition” of FIFA Fever (2002), the 1966 goal has its second appearance in the chapter on England’s World Cup history. Here, the referee’s decision is not questioned—there is not even a slow-motion replay. Instead, the summary of the game is wrapped up with praise for Geoff Hurst’s hat trick in the game and with images of the English players celebrating, the voice-over stating: “Now the nation could rejoice.”In itself, the combination of a nationally organized media landscape with the nationalist approach to sport reporting already provokes competing emplotments of one and the same event (Puijk). The modularity of sport reporting, which allows for easy re-editing, replacing sound and commentary, and retelling events through countless witnesses, triggers a continuing recombination of the elements of the storyworld. In the 50 years since the game, there have been stories about the motivations of the USSR linesman and the Swiss referee who made the decision, and there have been several reconstructions triggered by new digital technology augmenting the existing footage (e.g. King; ‘das Archiv’).The forensic drive behind these transmedia extensions is most explicit in the German Football Museum in Dortmund. For the fiftieth anniversary of the World Cup in 2016, it hosted a special exhibition on the event, which – similarly to the FIFA DVD – embeds it in a story of gaining global recognition for the fairness of the German team ("Deutsches Fußballmuseum").In the permanent exhibition of the German Football Museum, the 1966 game is memorialized with an exhibit titled “Wembley Goal Investigation” (“Ermittlung Wembley-Tor”). It offers three screens, each showing the goal from a different camera angle, a button allowing the visitors to stop the scene at any moment. A huge display cabinet showcases documents, newspaper clippings, quotes from participants, and photographs in the style of a crime-scene investigation—groups of items are called “corpus delicti,” “witnesses,” and “analysis.” Red hand-drawn arrows insinuate relations between different items; yellow “crime scene, do not cross” tape lies next to a ruler and a pair of tweezers.Like the various uses of the slow-motion replays on television, in film, on DVD, and on YouTube, the museum thus offers both hegemonic narratives suggesting a particular emplotment of the event that endow it with broader (nationalist) meaning and a forensic storyworld that offers props, characters, and action building-blocks in a way that invites fans to activate their own storytelling capacities.Conclusion: Sport’s Trans-Seriality Sport’s dependency on a public evaluation of its performances has made it a dynamic transmedia topic from the latter part of the 19th century onwards. Contested moments especially prompt a forensic attitude that harnesses the affordances of different media (and quickly takes advantage of technological innovations) to discuss what “really” happened. The public evaluation of performances also shapes the role of authorship and copyright, which is pivotal to transmedia more generally (Kustritz). Though the circulation of moving images from professional sporting events is highly restricted and intensely monetized, historically this circulation only became a valuable asset because of the sprawling storytelling practices about sport, individual competitions, and famous athletes in press, photography, film, and radio. Even though television dominates the first instance of emplotment during the live transmission, there is no primordial authorship; sport’s intense competition and partisanship (and their national organisation) guarantee that there are contrasting narratives from the start.The forensic storytelling, as we have seen, is structured by sport’s layered seriality, which establishes a rich storyworld and triggers ever new connections between present and past events. Long before the so-called seasons of radio or television series, sport established a seasonal cycle that repeats the same kind of competition with different pre-conditions, personnel, and weather conditions. Likewise, long before the complex storytelling of current television drama (Mittell, Complex TV), sport has mixed episodic with serial storytelling. On the one hand, the 1908 Marathon, for example, is part of the long series of marathon competitions, which can be considered independent events with their own fixed ending. On the other hand, athletes’ histories, continuing rivalries, and (in the case of the World Cup) progress within a tournament all establish narrative connections across individual episodes and even across different seasons (on the similarities between TV sport and soap operas, cf. O’Connor and Boyle).From its start in the 19th century, the serial publication of newspapers supported (and often promoted) sport’s seriality, while sport also shaped the publication schedule of the daily or weekly press (Mason) and today still shapes the seasonal structure of television and sport related computer games (Hutchins and Rowe 164). This seasonal structure also triggers wide-ranging references to the past: With each new World Cup, the famous goal from 1966 gets integrated into new highlight reels telling the German and the English teams’ different stories.Additionally, together with the contingency of sport events, this dual seriality offers ample opportunity for the articulation of “latent seriality” (Kustritz), as a previously neglected recurring trope, situation, or type of event across different instalments can eventually be noted. As already mentioned, the goal of 1966 is part of different sections on the FIFA DVDs: as the climactic final example in a chapter collecting World Cup controversies, as an important—but rather ambivalent—moment of German’s World Cup history, and as the biggest triumph in the re-telling of England’s World Cup appearances. In contrast to most fictional forms of seriality, the emplotment of sport constantly integrates such explicit references to the past, even causally disconnected historical events like the ancient Greek marathon.As a result, each competition activates multiple temporal layers—only some of which are structured as narratives. It is important to note that the public evaluation of performances is not at all restricted to narrative forms; as we have seen, there are quantitative and qualitative comparisons, chronicles, rankings, and athletic spectacle, all of which can create transmedia intertextuality. Sport thus might offer an invitation to more generally analyse how transmedia seriality combines narrative and other forms. Even for fictional transmedia, the immersion in a storyworld and the imagination of extended and alternative storylines might only be two of many dynamics that structure seriality across different media.AcknowledgementsThe two anonymous reviewers and Florian Duijsens offered important feedback to clarify the argument of this text.ReferencesBarnfield, Andrew. "Soccer, Broadcasting, and Narrative: On Televising a Live Soccer Match." Communication & Sport (2013): 326–341.Boni, Marta. "Worlds Today." World Building: Transmedia, Fans, Industries. Ed. Marta Boni. Amsterdam: Amsterdam UP, 2017. 9–27."Das Archiv: das Wembley-Tor." Karambolage, 19 June 2016. 6 Feb. 2018 <https://sites.arte.tv/karambolage/de/das-archiv-das-wembley-tor-karambolage>.The Daily Mail, 25 July 1908.Davis, David. Showdown at Shepherd’s Bush: The 1908 Olympic Marathon and the Three Runners Who Launched a Sporting Craze. Thomas Dunne Books, 2012."Deutsches Fußballmuseum zeigt '50 Jahre Wembley.'" 31 July 2016. 6 Feb. 2018 <https://www.fussballmuseum.de/aktuelles/item/deutsches-fussballmuseum-zeigt-50-jahre-wembley-fussballmuseum-zeigt-50-jahre-wembley.htm>.Evans, Elizabeth. Transmedia Television Audiences, New Media, and Daily Life. New York: Routledge, 2011.Fabos, Bettina. "Forcing the Fairytale: Narrative Strategies in Figure Skating." Sport in Society 4 (2001): 185–212.FIFA Fever (DVD 2002).FIFA Fever: Special Deluxe Edition (DVD 2002).Hutchins, Brett, and David Rowe. Sport beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. New York: Routledge, 2012.Jenkins, Henry. "Transmedia Storytelling and Entertainment: An Annotated Syllabus." Continuum 24.6 (2010): 943–958.Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media. Creating Value and Meaning in a Networked Culture. New York: New York UP, 2013.Kelleter, Frank. "Five Ways of Looking at Popular Seriality." Media of Serial Narrative. Ed. Frank Kelleter. Columbus: The Ohio State UP, 2017. 7–34.Kerrigan, Susan, and J.T. Velikovsky. "Examining Documentary Transmedia Narratives through the Living History of Fort Scratchley Project." Convergence 22.3 (2016): 250–268.Kinder, Marsha. "Playing with Power on Saturday Morning Television and on Home Video Games." Quarterly Review of Film and Television 14 (1992): 29–59.King, Dominic. "Geoff Hurst’s Goal against West Germany DID Cross the Line!" Daily Mail Online. 4 Jan. 2016. 6 Feb. 2018 <http://www.dailymail.co.uk/sport/football/article-3384366/Geoff-Hurst-s-goal-against-West-Germany-DID-cross-line-Sky-Sports-finally-prove-linesman-right-award-controversial-strike-1966-World-Cup-final.html>.Kustritz, Anne. "Seriality and Transmediality in the Fan Multiverse: Flexible and Multiple Narrative Structures in Fan Fiction, Art, and Vids." TV/Series 6 (2014): 225–261.Mason, Tony. "Sporting News, 1860-1914." The Press in English Society from the Seventeenth to Nineteenth Centuries. Eds. Michael Harris and Alan Lee. Associated UP, 1986. 168–186.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: NYU Press, 2015.———. "Forensic Fandom and the Drillable Text." Spreadable Media. 17 Dec. 2012. 4 Jan. 2018 <http://spreadablemedia.org/essays/mittell/>.The New York Times 25 July 1908.O’Connor, Barbara, and Raymond Boyle. "Dallas with Balls: Televised Sport, Soap Opera and Male and Female Pleasures." Leisure Studies 12.2 (1993): 107–119.Page, Ruth. "Seriality and Storytelling in Social Media." StoryWorlds: A Journal of Narrative Studies 5.1 (2013): 31–54.Puijk, Roel. "A Global Media Event? Coverage of the 1994 Lillehammer Olympic Games." International Review for the Sociology of Sport 35.3 (2000): 309–330.De Revue der Sporten, 6 August 1908.Ryan, Marie-Laure. Avatars of Story. Minneapolis: University of Minnesota Press, 2006.Simpson, Christopher. "Peter Sagan’s 2017 Tour de France Disqualification Appeal Rejected by CAS." Bleacher Report. 6 July 2017. 6 Feb. 2018 <https://bleacherreport.com/articles/2720166-peter-sagans-2017-tour-de-france-disqualification-appeal-rejected-by-cas>.Stauff, Markus. "The Pregnant-Moment-Photograph: The London 1908 Marathon and the Cross-Media Evaluation of Sport Performances." Historical Social Research (forthcoming). The Times, 22 July 1908.The Times, 24 July 1908."Tour de France: Peter Sagan Disqualified for Elbowing Mark Cavendish." 4 July 2017. 6 Feb. 2018 <https://www.usatoday.com/story/sports/cycling/2017/07/04/demare-wins-tour-stage-as-cavendish-involved-in-nasty-crash/103410284/>.Tudor, Andrew. "Them and Us: Story and Stereotype in TV World Cup Coverage." European Journal of Communication 7 (1992): 391–413.Werron, Tobias. "On Public Forms of Competition." Cultural Studies ↔ Critical Methodologies 14.1 (2014): 62–76.———. "World Sport and Its Public. On Historical Relations of Modern Sport and the Media." Observing Sport: System-Theoretical Approaches to Sport as a Social Phenomenon. Eds. Ulrik Wagner and Rasmus Storm. Schorndorf: Hofmann, 2010. 33–59.Whannel, Garry. Media Sport Stars. Masculinities and Moralities. London/New York: Routledge, 2001.
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Vidal, Aline Gomes. "Revisitando Alfredo Volpi: releitura e uso das novas tecnologias como estratégia para produção de conhecimento e letramento matemático." #Tear: Revista de Educação, Ciência e Tecnologia 5, no. 1 (July 11, 2016). http://dx.doi.org/10.35819/tear.v5.n1.a1975.

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Resumo: Este trabalho tem como objetivo fazer um relato de prática pedagógica com o auxílio das novas tecnologias. A experiência foi realizada com turmas de primeiro ano do Ensino Fundamental I em uma escola municipal de São Paulo ao longo do segundo semestre de 2015. O intuito inicial era promover o letramento matemático a partir da identificação, nomeação e apropriação das formas geométricas. Com esse olhar, os alunos tiveram contato com a obra de Alfredo Volpi e puderam explorá-la, refletindo sobre o uso das formas geométricas. Para este projeto foram utilizados jogosonline, dinâmicas de grupo, vídeos, rodas de conversa, apropriação do espaço escolar e desenhos produzidos em dupla no programa Microsoft Paintbrush, revisitando a obra de Alfredo Volpi e culminando com a exibição dos trabalhos durante a Mostra Cultural da unidade educacional. Palavras-chave: Letramento Matemático. Transdisciplinaridade. Tecnologia. Protagonismo. REVISITING ALFREDO VOLPI: EXPLORING ART AND USING NEW TECHNOLOGIES AS A STRATEGY FOR PRODUCING KNOWLEDGE AND MATHEMATICAL LITERACY Abstract: This paper aims at reporting the development of pedagogical practices which employ new technologies. The experiment was carried out with Elementary School first graders in a public school in São Paulo in 2015. The initial goal was to promote mathematical literacy through identification, naming and appropriation of geometric shapes. Students could get to know the work of Alfredo Volpi, and exploit it with an eye toward the use of geometric shapes. For this project, we used online games, group dynamics, videos, conversation circles and the appropriation of school space. The ultimate product was drawings produced in pairs using Microsoft Paintbrush, revisiting the work of Alfredo Volpi, and culminating with an exhibition during the Cultural Fair of the school.Keywords: Mathematical Literacy. Transdisciplinarity. Technology. Protagonism.
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Marshall, P. David. "Seriality and Persona." M/C Journal 17, no. 3 (June 11, 2014). http://dx.doi.org/10.5204/mcj.802.

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No man [...] can wear one face to himself and another to the multitude, without finally getting bewildered as to which one may be true. (Nathaniel Hawthorne Scarlet Letter – as seen and pondered by Tony Soprano at Bowdoin College, The Sopranos, Season 1, Episode 5: “College”)The fictitious is a particular and varied source of insight into the everyday world. The idea of seriality—with its variations of the serial, series, seriated—is very much connected to our patterns of entertainment. In this essay, I want to begin the process of testing what values and meanings can be drawn from the idea of seriality into comprehending the play of persona in contemporary culture. From a brief overview of the intersection of persona and seriality as well as a review of the deployment of seriality in popular culture, the article focuses on the character/ person-actor relationship to demonstrate how seriality produces persona. The French term for character—personnage—will be used to underline the clear relations between characterisation, person, and persona which have been developed by the recent work by Lenain and Wiame. Personnage, through its variation on the word person helps push the analysis into fully understanding the particular and integrated configuration between a public persona and the fictional role that an actor inhabits (Heinich).There are several qualities related to persona that allow this movement from the fictional world to the everyday world to be profitable. Persona, in terms of origins, in and of itself implies performance and display. Jung, for instance, calls persona a mask where one is “acting a role” (167); while Goffman considers that performance and roles are at the centre of everyday life and everyday forms and patterns of communication. In recent work, I have use persona to describe how online culture pushes most people to construct a public identity that resembles what celebrities have had to construct for their livelihood for at least the last century (“Persona”; “Self”). My work has expanded to an investigation of how online persona relates to individual agency (“Agency”) and professional postures and positioning (Barbour and Marshall).The fictive constructions then are intensified versions of what persona is addressing: the fabrication of a role for particular directions and ends. Characters or personnages are constructed personas for very directed ends. Their limitation to the study of persona as a dimension of public culture is that they are not real; however, when one thinks of the actor who takes on this fictive identity, there is clearly a relationship between the real personality and that of the character. Moreover, as Nayar’s analysis of highly famous characters that are fictitious reveals, these celebrated characters, such as Harry Potter or Wolverine, sometime take on a public presence in and of themselves. To capture this public movement of a fictional character, Nayar blends the terms celebrity with fiction and calls these semi-public/semi-real entities “celefiction”: the characters are famous, highly visible, and move across media, information, and cultural platforms with ease and speed (18-20). Their celebrity status underlines their power to move outside of their primary text into public discourse and through public spaces—an extra-textual movement which fundamentally defines what a celebrity embodies.Seriality has to be seen as fundamental to a personnage’s power of and extension into the public world. For instance with Harry Potter again, at least some of his recognition is dependent on the linking or seriating the related books and movies. Seriality helps organise our sense of affective connection to our popular culture. The familiarity of some element of repetition is both comforting for audiences and provides at least a sense of guarantee or warranty that they will enjoy the future text as much as they enjoyed the past related text. Seriality, though, also produces a myriad of other effects and affects which provides a useful background to understand its utility in both the understanding of character and its value in investigating contemporary public persona. Etymologically, the words “series” and seriality are from the Latin and refer to “succession” in classical usage and are identified with ancestry and the patterns of identification and linking descendants (Oxford English Dictionary). The original use of the seriality highlights its value in understanding the formation of the constitution of person and persona and how the past and ancestry connect in series to the current or contemporary self. Its current usage, however, has broadened metaphorically outwards to identify anything that is in sequence or linked or joined: it can be a series of lectures and arguments or a related mark of cars manufactured in a manner that are stylistically linked. It has since been deployed to capture the production process of various cultural forms and one of the key origins of this usage came from the 19th century novel. There are many examples where the 19th century novel was sold and presented in serial form that are too numerous to even summarise here. It is useful to use Dickens’ serial production as a defining example of how seriality moved into popular culture and the entertainment industry more broadly. Part of the reason for the sheer length of many of Charles Dickens’ works related to their original distribution as serials. In fact, all his novels were first distributed in chapters in monthly form in magazines or newspapers. A number of related consequences from Dickens’ serialisation are relevant to understanding seriality in entertainment culture more widely (Hayward). First, his novel serialisation established a continuous connection to his readers over years. Thus Dickens’ name itself became synonymous and connected to an international reading public. Second, his use of seriality established a production form that was seen to be more affordable to its audience: seriality has to be understood as a form that is closely connected to economies and markets as cultural commodities kneaded their way into the structure of everyday life. And third, seriality established through repetition not only the author’s name but also the name of the key characters that populated the cultural form. Although not wholly attributable to the serial nature of the delivery, the characters such as Oliver Twist, Ebenezer Scrooge or David Copperfield along with a host of other major and minor players in his many books become integrated into everyday discourse because of their ever-presence and delayed delivery over stories over time (see Allen 78-79). In the same way that newspapers became part of the vernacular of contemporary culture, fictional characters from novels lived for years at a time in the consciousness of this large reading public. The characters or personnages themselves became personalities that through usage became a way of describing other behaviours. One can think of Uriah Heep and his sheer obsequiousness in David Copperfield as a character-type that became part of popular culture thinking and expressing a clear negative sentiment about a personality trait. In the twentieth century, serials became associated much more with book series. One of the more successful serial genres was the murder mystery. It developed what could be described as recognisable personnages that were both fictional and real. Thus, the real Agatha Christie with her consistent and prodigious production of short who-dunnit novels was linked to her Belgian fictional detective Hercule Poirot. Variations of these serial constructions occurred in children’s fiction, the emerging science fiction genre, and westerns with authors and characters rising to related prominence.In a similar vein, early to mid-twentieth century film produced the film serial. In its production and exhibition, the film serial was a déclassé genre in its overt emphasis on the economic quality of seriality. Thus, the film serial was generally a filler genre that was interspersed before and after a feature film in screenings (Dixon). As well as producing a familiarity with characters such as Flash Gordon, it was also instrumental in producing actors with a public profile that grew from this repetition. Flash Gordon was not just a character; he was also the actor Buster Crabbe and, over time, the association became indissoluble for audiences and actor alike. Feature film serials also developed in the first half-century of American cinema in particular with child actors like Shirley Temple, Mickey Rooney and Judy Garland often reprising variations of their previous roles. Seriality more or less became the standard form of delivery of broadcast media for most of the last 70 years and this was driven by the economies of production it developed. Whether the production was news, comedy, or drama, most radio and television forms were and are variation of serials. As well as being the zenith of seriality, television serials have been the most studied form of seriality of all cultural forms and are thus the greatest source of research into what serials actually produced. The classic serial that began on radio and migrated to television was the soap opera. Although most of the long-running soap operas have now disappeared, many have endured for more than 30 years with the American series The Guiding Light lasting 72 years and the British soap Coronation Street now in its 64th year. Australian nighttime soap operas have managed a similar longevity: Neighbours is in its 30th year, while Home and Away is in its 27th year. Much of the analyses of soap operas and serials deals with the narrative and the potential long narrative arcs related to characters and storylines. In contrast to most evening television serials historically, soap operas maintain the continuity from one episode to the next in an unbroken continuity narrative. Evening television serials, such as situation comedies, while maintaining long arcs over their run are episodic in nature: the structure of the story is generally concluded in the given episode with at least partial closure in a manner that is never engaged with in the never-ending soap opera serials.Although there are other cultural forms that deploy seriality in their structures—one can think of comic books and manga as two obvious other connected and highly visible serial sources—online and video games represent the other key media platform of serials in contemporary culture. Once again, a “horizon of expectation” (Jauss and De Man 23) motivates the iteration of new versions of games by the industry. New versions of games are designed to build on gamer loyalties while augmenting the quality and possibilities of the particular game. Game culture and gamers have a different structural relationship to serials which at least Denson and Jahn-Sudmann describe as digital seriality: a new version of a game is also imagined to be technologically more sophisticated in its production values and this transformation of the similitude of game structure with innovation drives the economy of what are often described as “franchises.” New versions of Minecraft as online upgrades or Call of Duty launches draw the literal reinvestment of the gamer. New consoles provide a further push to serialisation of games as they accentuate some transformed quality in gameplay, interaction, or quality of animated graphics. Sports franchises are perhaps the most serialised form of game: to replicate new professional seasons in each major sport, the sports game transforms with a new coterie of players each year.From these various venues, one can see the centrality of seriality in cultural forms. There is no question that one of the dimensions of seriality that transcends these cultural forms is its coordination and intersection with the development of the industrialisation of culture and this understanding of the economic motivation behind series has been explored from some of the earliest analyses of seriality (see Hagedorn; Browne). Also, seriality has been mined extensively in terms of its production of the pleasure of repetition and transformation. The exploration of the popular, whether in studies of readers of romance fiction (Radway), or fans of science fiction television (Tulloch and Jenkins; Jenkins), serials have provided the resource for the exploration of the power of the audience to connect, engage and reconstruct texts.The analysis of the serialisation of character—the production of a public personnage—and its relation to persona surprisingly has been understudied. While certain writers have remarked on the longevity of a certain character, such as Vicky Lord’s 40 year character on the soap opera One Life to Live, and the interesting capacity to maintain both complicated and hidden storylines (de Kosnik), and fan audience studies have looked at the parasocial-familiar relationship that fan and character construct, less has been developed about the relationship of the serial character, the actor and a form of twinned public identity. Seriality does produce a patterning of personnage, a structure of familiarity for the audience, but also a structure of performance for the actor. For instance, in a longitudinal analysis of the character of Fu Manchu, Mayer is able to discern how a patterning of iconic form shapes, replicates, and reiterates the look of Fu Manchu across decades of films (Mayer). Similarly, there has been a certain work on the “taxonomy of character” where the serial character of a television program is analysed in terms of 6 parts: physical traits/appearance; speech patterns, psychological traits/habitual behaviours; interaction with other characters; environment; biography (Pearson quoted in Lotz).From seriality what emerges is a particular kind of “type-casting” where the actor becomes wedded to the specific iteration of the taxonomy of performance. As with other elements related to seriality, serial character performance is also closely aligned to the economic. Previously I have described this economic patterning of performance the “John Wayne Syndrome.” Wayne’s career developed into a form of serial performance where the individual born as Marion Morrison becomes structured into a cultural and economic category that determines the next film role. The economic weight of type also constructs the limits and range of the actor. Type or typage as a form of casting has always been an element of film and theatrical performance; but it is the seriality of performance—the actual construction of a personnage that flows between the fictional and real person—that allows an actor to claim a persona that can be exchanged within the industry. Even 15 years after his death, Wayne remained one of the most popular performers in the United States, his status unrivalled in its close definition of American value that became wedded with a conservative masculinity and politics (Wills).Type and typecasting have an interesting relationship to seriality. From Eisenstein’s original use of the term typage, where the character is chosen to fit into the meaning of the film and the image was placed into its sequence to make that meaning, it generally describes the circumscribing of the actor into their look. As Wojcik’s analysis reveals, typecasting in various periods of theatre and film acting has been seen as something to be fought for by actors (in the 1850s) and actively resisted in Hollywood in 1950 by the Screen Actors Guild in support of more range of roles for each actor. It is also seen as something that leads to cultural stereotypes that can reinforce the racial profiling that has haunted diverse cultures and the dangers of law enforcement for centuries (Wojcik 169-71). Early writers in the study of film acting, emphasised that its difference from theatre was that in film the actor and character converged in terms of connected reality and a physicality: the film actor was less a mask and more a sense of “being”(Kracauer). Cavell’s work suggested film over stage performance allowed an individuality over type to emerge (34). Thompson’s semiotic “commutation” test was another way of assessing the power of the individual “star” actor to be seen as elemental to the construction and meaning of the film role Television produced with regularity character-actors where performance and identity became indissoluble partly because of the sheer repetition and the massive visibility of these seriated performances.One of the most typecast individuals in television history was Leonard Nimoy as Spock in Star Trek: although the original Star Trek series ran for only three seasons, the physical caricature of Spock in the series as a half-Vulcan and half-human made it difficult for the actor Nimoy to exit the role (Laws). Indeed, his famous autobiography riffed on this mis-identity with the forceful but still economically powerful title I am Not Spock in 1975. When Nimoy perceived that his fans thought that he was unhappy in his role as Spock, he published a further tome—I Am Spock—that righted his relationship to his fictional identity and its continued source of roles for the previous 30 years. Although it is usually perceived as quite different in its constitution of a public identity, a very similar structure of persona developed around the American CBS news anchor Walter Cronkite. With his status as anchor confirmed in its power and centrality to American culture in his desk reportage of the assassination and death of President Kennedy in November 1963, Cronkite went on to inhabit a persona as the most trusted man in the United States by the sheer gravitas of hosting the Evening News stripped across every weeknight at 6:30pm for the next 19 years. In contrast to Nimoy, Cronkite became Cronkite the television news anchor, where persona, actor, and professional identity merged—at least in terms of almost all forms of the man’s visibility.From this vantage point of understanding the seriality of character/personnage and how it informs the idea of the actor, I want to provide a longer conclusion about how seriality informs the concept of persona in the contemporary moment. First of all, what this study reveals is the way in which the production of identity is overlaid onto any conception of identity itself. If we can understand persona not in any negative formulation, but rather as a form of productive performance of a public self, then it becomes very useful to see that these very visible public blendings of performance and the actor-self can make sense more generally as to how the public self is produced and constituted. My final and concluding examples will try and elucidate this insight further.In 2013, Netflix launched into the production of original drama with its release of House of Cards. The series itself was remarkable for a number of reasons. First among them, it was positioned as a quality series and clearly connected to the lineage of recent American subscription television programs such as The Sopranos, Six Feet Under, Dexter, Madmen, The Wire, Deadwood, and True Blood among a few others. House of Cards was an Americanised version of a celebrated British mini-series. In the American version, an ambitious party whip, Frank Underwood, manoeuvres with ruthlessness and the calculating support of his wife closer to the presidency and the heart and soul of American power. How the series expressed quality was at least partially in its choice of actors. The role of Frank Underwood was played by the respected film actor Kevin Spacey. His wife, Clare, was played by the equally high profile Robin Warren. Quality was also expressed through the connection of the audience of viewers to an anti-hero: a personnage that was not filled with virtue but moved with Machiavellian acuity towards his objective of ultimate power. This idea of quality emerged in many ways from the successful construction of the character of Tony Soprano by James Gandolfini in the acclaimed HBO television series The Sopranos that reconstructed the very conception of the family in organised crime. Tony Soprano was enacted as complex and conflicted with a sense of right and justice, but embedded in the personnage were psychological tropes and scars, and an understanding of the need for violence to maintain influence power and a perverse but natural sense of order (Martin).The new television serial character now embodied a larger code and coterie of acting: from The Sopranos, there is the underlying sense and sensibility of method acting (see Vineberg; Stanislavski). Gandolfini inhabited the role of Tony Soprano and used the inner and hidden drives and motivations to become the source for the display of the character. Likewise, Spacey inhabits Frank Underwood. In that new habitus of television character, the actor becomes subsumed by the role. Gandolfini becomes both over-determined by the role and his own identity as an actor becomes melded to the role. Kevin Spacey, despite his longer and highly visible history as a film actor is overwhelmed by the televisual role of Frank Underwood. Its serial power, where audiences connect for hours and hours, where the actor commits to weeks and weeks of shoots, and years and years of being the character—a serious character with emotional depth, with psychological motivation that rivals the most visceral of film roles—transforms the actor into a blended public person and the related personnage.This blend of fictional and public life is complex as much for the producing actor as it is for the audience that makes the habitus real. What Kevin Spacey/Frank Underwood inhabit is a blended persona, whose power is dependent on the constructed identity that is at source the actor’s production as much as any institutional form or any writer or director connected to making House of Cards “real.” There is no question that this serial public identity will be difficult for Kevin Spacey to disentangle when the series ends; in many ways it will be an elemental part of his continuing public identity. This is the economic power and risk of seriality.One can see similar blendings in the persona in popular music and its own form of contemporary seriality in performance. For example, Eminem is a stage name for a person sometimes called Marshall Mathers; but Eminem takes this a step further and produces beyond a character in its integration of the personal—a real personnage, Slim Shady, to inhabit his music and its stories. To further complexify this construction, Eminem relies on the production of his stories with elements that appear to be from his everyday life (Dawkins). His characterisations because of the emotional depth he inhabits through his rapped stories betray a connection to his own psychological state. Following in the history of popular music performance where the singer-songwriter’s work is seen by all to present a version of the public self that is closer emotionally to the private self, we once again see how the seriality of performance begins to produce a blended public persona. Rap music has inherited this seriality of produced identity from twentieth century icons of the singer/songwriter and its display of the public/private self—in reverse order from grunge to punk, from folk to blues.Finally, it is worthwhile to think of online culture in similar ways in the production of public personas. Seriality is elemental to online culture. Social media encourage the production of public identities through forms of repetition of that identity. In order to establish a public profile, social media users establish an identity with some consistency over time. The everydayness in the production of the public self online thus resembles the production and performance of seriality in fiction. Professional social media sites such as LinkedIn encourage the consistency of public identity and this is very important in understanding the new versions of the public self that are deployed in contemporary culture. However, much like the new psychological depth that is part of the meaning of serial characters such as Frank Underwood in House of Cards, Slim Shady in Eminem, or Tony Soprano in The Sopranos, social media seriality also encourages greater revelations of the private self via Instagram and Facebook walls and images. We are collectively reconstituted as personas online, seriated by the continuing presence of our online sites and regularly drawn to reveal more and greater depths of our character. In other words, the online persona resembles the new depth of the quality television serial personnage with elaborate arcs and great complexity. Seriality in our public identity is also uncovered in the production of our game avatars where, in order to develop trust and connection to friends in online settings, we maintain our identity and our patterns of gameplay. At the core of this online identity is a desire for visibility, and we are drawn to be “picked up” and shared in some repeatable form across what we each perceive as a meaningful dimension of culture. Through the circulation of viral images, texts, and videos we engage in a circulation and repetition of meaning that feeds back into the constancy and value of an online identity. Through memes we replicate and seriate content that at some level seriates personas in terms of humour, connection and value.Seriality is central to understanding the formation of our masks of public identity and is at least one valuable analytical way to understand the development of the contemporary persona. This essay represents the first foray in thinking through the relationship between seriality and persona.ReferencesBarbour, Kim, and P. David Marshall. “The Academic Online Constructing Persona.” First Monday 17.9 (2012).Browne, Nick. “The Political Economy of the (Super)Text.” Quarterly Review of Film Studies 9.3 (1984): 174-82. Cavell, Stanley. “Reflections on the Ontology of Film.” Movie Acting: The Film Reader. Ed. Wojcik and Pamela Robertson. London: Routledge, 2004 (1979). 29-35.Dawkins, Marcia Alesan. “Close to the Edge: Representational Tactics of Eminem.” The Journal of Popular Culture 43.3 (2010): 463-85.De Kosnik, Abigail. “One Life to Live: Soap Opera Storytelling.” How to Watch Television. Ed. Ethan Thompson and Jason Mittell. New York: New York University Press, 2013. 355-63.Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Journal of Computer Game Culture 7.1 (2013): 1-32.Dixon, Wheeler Winston. “Flash Gordon and the 1930s and 40s Science Fiction Serial.” Screening the Past 11 (2011). 20 May 2014.Goffman, Erving. The Presentation of Self in Everyday Life. Woodstock, New York: The Overlook Press, 1973.Hagedorn, Roger “Technology and Economic Exploitation: The Serial as a Form of Narrative Presentation.” Wide Angle 10. 4 (1988): 4-12.Hayward, Jennifer Poole. Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera. Lexington: University Press of Kentucky, 1997.Heinrich, Nathalie. “Personne, Personnage, Personalité: L'acteur a L'ère De Sa Reproductibilité Technique.” Personne/Personnage. Eds. Thierry Lenain and Aline Wiame. Paris: Librairie Philosophique J. Vrin, 2011. 77-101.Jauss, Hans Robert, and Paul De Man. Toward an Aesthetic of Reception. Brighton: Harvester, 1982.Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. New York: Routledge, 1992.Jung, C. G., et al. Two Essays on Analytical Psychology. 2nd ed. Princeton, N.J.: Princeton University Press, 1966.Kracauer, Siegfried. “Remarks on the Actor.” Movie Acting, the Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004 (1960). 19-27.Leonard Nimoy & Pharrell Williams: Star Trek & Creating Spock. Ep. 12. Reserve Channel. December 2013. Lenain, Thierry, and Aline Wiame (eds.). Personne/Personnage. Librairie Philosophiques J. VRIN, 2011.Lotz, Amanda D. “House: Narrative Complexity.” How to Watch TV. Ed. Ethan Thompson and Jason Mittell. New York: New York University Press, 2013. 22-29.Marshall, P. David. “The Cate Blanchett Persona and the Allure of the Oscar.” The Conversation (2014). 4 April 2014.Marshall, P. David “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-70.Marshall, P. David. “Personifying Agency: The Public–Persona–Place–Issue Continuum.” Celebrity Studies 4.3 (2013): 369-71.Marshall, P. David. “The Promotion and Presentation of the Self: Celebrity as Marker of Presentational Media.” Celebrity Studies 1.1 (2010): 35-48.Marshall, P. David. Celebrity and Power: Fame in Contemporary Culture. 2nd Ed. Minneapolis: University of Minnesota Press, 2014.Martin, Brett. Difficult Men: Behind the Scenes of a Creative Revolution: From The Sopranos and The Wire to Mad Men and Breaking Bad. London: Faber and Faber, 2013.Mayer, R. “Image Power: Seriality, Iconicity and the Mask of Fu Manchu.” Screen 53.4 (2012): 398-417.Nayar, Pramod K. Seeing Stars: Spectacle, Society, and Celebrity Culture. New Delhi; Thousand Oaks, California: Sage Publications, 2009.Nimoy, Leonard. I Am Not Spock. Milbrae, California: Celestial Arts, 1975.Nimoy, Leonard. I Am Spock. 1st ed. New York: Hyperion, 1995.Radway, Janice A. Reading the Romance: Women, Patriarchy, and Popular Literature. Chapel Hill: University of North Carolina Press, 1984.Stanislavski, Constantin. Creating a Role. New York: Routledge, 1989 (1961).Thompson, John O. “Screen Acting and the Commutation Test.” Movie Acting: The Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004 (1978). 37-48.Tulloch, John, and Henry Jenkins. Science Fiction Audiences: Watching Doctor Who and Star Trek. London; New York: Routledge, 1995.Vineberg, Steve. Method Actors: Three Generations of an American Acting Style. New York; Toronto: Schirmer Books, 1991.Wills, Garry. John Wayne’s America: The Politics of Celebrity. New York: Simon & Schuster, 1997.Wojcik, Pamela Robertson. “Typecasting.” Movie Acting: The Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004. 169-89.
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Ruggill, Judd, and Ken McAllister. "The Wicked Problem of Collaboration." M/C Journal 9, no. 2 (May 1, 2006). http://dx.doi.org/10.5204/mcj.2606.

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In “Dilemmas in a General Theory of Planning,” urban planners Horst Rittel and Melvin Webber outline what they term “wicked problems.” According to Rittel and Webber, wicked problems are unavoidably “ill-defined,” that is, unlike “problems in the natural sciences, which are definable and separable and may have solutions that are findable…[wicked problems] are never solved. At best they are only re-solved—over and over again” (160). Rittel and Webber were thinking specifically of the challenges involved in making decisions within immensely complex social circumstances—building highways through cities and designing low income housing projects, for example—but public policy-making and urban design are not the only fields rife with wicked problems. Indeed, the nub of Rittel and Webber’s articulation of wicked problems concerns a phenomenon common to many disciplines: interdisciplinary collaboration. As anyone who has collaborated with people outside her area of expertise will acknowledge, interdisciplinary collaboration itself is among the wickedest problems of all. By way of introduction, we direct the Learning Games Initiative (LGI), a transdisciplinary, inter-institutional research group that studies, teaches with, and builds computer games. In the seven years since LGI was inaugurated, we have undertaken many productive and well-received collaborations, including: 1) leading workshops at national and international conferences; 2) presenting numerous academic talks; 3) editing academic journals; 4) writing books, book chapters, journal articles, and other scholarly materials; 5) exhibiting creative and archival work in museums, galleries, and libraries; and 6) building one of the largest academic research archives of computer games, systems, paraphernalia, and print-, video-, and audio-scholarship in the world. We thus have a fair bit of experience with the wicked problem of collaboration. The purpose of this article is to share some of that experience with readers and to describe candidly some of the challenges we have faced—and sometimes overcome—working collaboratively across disciplinary, institutional, and even international boundaries. Collaborative Circle? Michael Farrell, whose illuminating analysis of “collaborative circles” has lent much to scholars’ understandings of group dynamics within creative contexts, succinctly describes how many such groups form: “A collaborative circle is a set of peers in the same discipline who, through open exchange of support, ideas, and criticism develop into an interdependent group with a common vision that guides their creative work” (266). Farrell’s model, while applicable to several of the smaller projects LGI has nurtured over the years, does not capture the idiosyncratic organizational method that has evolved more broadly within our collective. Rather, LGI has always tended to function according to a model more akin to that found in used car dealerships, one where “no reasonable offer will be refused.” LGI is open to anyone willing to think hard and get their hands dirty, which of course has molded the organization and its projects in remarkable ways. Unlike Farrell’s collaborative circles, for example, LGI’s collaborative model actually decentralizes the group’s study and production of culture. Any member from anywhere—not just “peers in the same discipline”—can initiate or join a project provided she or he is willing to trade in the coin of the realm: sweat equity. Much like the programmers of the open source software movement, LGI’s members work only on what excites them, and with other similarly motivated people. The “buy-in,” simply, is interest and a readiness to assume some level of responsibility for the successes and failures of a given project. In addition to decentralizing the group, LGI’s collaborative model has emerged such that it naturally encourages diversity, swelling our ranks with all kinds of interesting folks, from fine artists to clergy members to librarians. In large part this is because our members view “peers” in the most expansive way possible; sure, optical scientists can help us understand how virtual cameras simulate the real properties of lenses and research linguists can help us design more effective language-in-context tools for our games. However, in an organization that always tries to understand the layers of meaning-making that constitute computer games, such technical expertise is only one stratum. For a game about the cultural politics of ancient Greece that LGI has been working on for the past year, our members invited a musical instrument maker, a potter, and a school teacher to join the development team. These new additions—all experts and peers as far as LGI is concerned—were not merely consultants but became part of the development team, often working in areas of the project completely outside their own specialties. While some outsiders have criticized this project—currently known as “Aristotle’s Assassins”—for being too slow in development, the learning taking place as it moves forward is thrilling to those on the inside, where everyone is learning from everyone else. One common consequence of this dynamic is, as Farrell points out, that the work of the individual members is transformed: “Those who are merely good at their discipline become masters, and, working together, very ordinary people make extraordinary advances in their field” (2). Additionally, the diversity that gives LGI its true interdisciplinarity also makes for praxical as well as innovative projects. The varying social and intellectual concerns of the LGI’s membership means that every collaboration is also an exploration of ethics, responsibility, epistemology, and ideology. This is part of what makes LGI so special: there are multiple levels of learning that underpin every project every day. In LGI we are fond of saying that games teach multiple things in multiple ways. So too, in fact, does collaborating on one of LGI’s projects because members are constantly forced to reevaluate their ways of seeing in order to work with one another. This has been particularly rewarding in our international projects, such as our recently initiated project investigating the relationships among the mass media, new media, and cultural resource management practices. This project, which is building collaborative relationships among a team of archaeologists, game designers, media historians, folklorists, and grave repatriation experts from Cambodia, the Philippines, Australia, and the U.S., is flourishing, not because its members are of the same discipline nor because they share the same ideology. Rather, the team is maturing as a collaborative and productive entity because the focus of its work raises an extraordinary number of questions that have yet to be addressed by national and international researchers. In LGI, much of the sweat equity we contribute involves trying to answer questions like these in ways that are meaningful for our international research teams. In our experience, it is in the process of investigating such questions that effective collaborative relationships are cemented and within which investigators end up learning about more than just the subject matter at hand. They also learn about the micro-cultures, histories, and economies that provide the usually invisible rhetorical infrastructures that ground the subject matter and to which each team member is differently attuned. It is precisely because of this sometimes slow, sometimes tense learning/teaching dynamic—a dynamic too often invoked in both academic and industry settings to discourage collaboration—that François Chesnais calls attention to the fact that collaborative projects frequently yield more benefits than the sum of their parts suggests possible. This fact, says Chesnais, should lead institutions to value collaborative projects more highly as “resource-creating, value-creating and surplus-creating potentialities” (22). Such work is always risky, of course, and Jitendra Mohan, a scholar specializing in cross-cultural collaborations within the field of psychology, writes that international collaboration “raises methodological problems in terms of the selection of culturally-coloured items and their historical as well as semantic meaning…” (314). Mohan means this as a warning and it is heeded as such by LGI members; at the same time, however, it is precisely the identification and sorting out of such methodological problems that seems to excite our best collaborations and most innovative work. Given such promise, it is easy to see why LGI is quite happy to adopt the used car dealer’s slogan “no reasonable offer refused.” In fact, in LGI we see our open-door policy for projects as mirroring our primary object of study: games. This is another factor that we believe contributes to the success of our members’ collaborations. Commercial computer game development is a notoriously interdisciplinary and collaborative endeavor. By collaborating in a fashion similar to professional game developers, LGI members are constantly fashioning more complex understandings of the kinds of production practices and social interactions involved in game development; these practices and interactions are crucial to game studies precisely because they shape what games consist of, how they mean, and the ways in which they are consumed. For this reason, we think it foolish to refuse any reasonable offer to help us explore and understand these meaning-making processes. Wicked Problem Backlash Among the striking points that Rittel and Webber make about wicked problems is that solutions to them are usually created with great care and planning, and yet inevitably suffer severe criticism (at least) or utter annihilation (at worst). Far from being indicative of a bad solution, this backlash against a wicked problem’s solution is an integral element of what we call the “wicked problem dialectic.” The backlash against attempts to establish and nurture transdisciplinary collaboration is easy to document at multiple levels. For example, although our used car dealership model has created a rich research environment, it has also made the quotidian work of doing projects difficult. For one thing, organizing something as simple as a project meeting can take Herculean efforts. The wage earners are on a different schedule than the academics, who are on a different schedule from the artists, who are on a different schedule from the librarians. Getting everyone together in the same room at the same time (even virtually) is like herding cats. As co-directors of LGI, we have done our best to provide the membership with both synchronous and asynchronous resources to facilitate communication (e.g., conference-call enabled phones, online forums, chat clients, file-sharing software, and so on), but nothing beats face-to-face meetings, especially when projects grow complex or deadlines impend mercilessly. Nonetheless, our members routinely fight the meeting scheduling battle, despite the various communication options we have made available through our group’s website and in our physical offices. Most recently we have found that an organizational wiki makes the process of collecting and sharing notes, drawings, videos, segments of code, and drafts of writing decidedly easier than it had been, especially when the projects involve people who do not live a short distance (or a cheap phone call) away from each other. Similarly, not every member has the same amount of time to devote to LGI and its projects despite their considerable and demonstrated interest in them. Some folks are simply busier than others, and cannot contribute to projects as much as they might like. This can be a real problem when a project requires a particular skill set, and the owner of those skills is busy doing other things like working at a paying job or spending time with family. LGI’s projects are always done in addition to members’ regular workload, and it is understandable when that workload has to take precedence. Like regular exercise and eating right, the organization’s projects are the first things to go when life’s demands intrude. Different projects handle this challenge in a variety of ways, but the solutions always tend to reflect the general structure of the project itself. In projects that follow what Andrea Lunsford and Lisa Ede refer to as “hierarchical collaborations”—projects that are clearly structured, goal-oriented, and define clear roles for its participants—milestones and deadlines are set at the beginning of the project and are often tied to professional rewards that stand-in for a paycheck: recommendation letters, all-expenses-paid conference trips, guest speaking invitations, and so forth (133). Less organized projects—what Lunsford and Ede call “dialogic collaborations”—deal with time scheduling challenges differently. Inherently, dialogic collaborations such as these tend to be less hampered by time because they are loosely structured, accept and often encourage members to shift roles, and often value the process of working toward the project’s goals as highly as actually attaining them (134). The most common adaptive strategy used in these cases is simply for the most experienced members of the team to keep the project in motion. As long as something is happening, dialogic collaborations can be kept fruitful for a very long time, even when collaborators are only able to contribute once or twice a month. In our experience, as long as each project’s collaborators understand its operative expectations—which can, by the way, be a combination of hierarchical and dialogical modes—their work proceeds smoothly. Finally, there is the matter of expenses. As an institutionally unaffiliated collective, the LGI has no established revenue stream, which means project funding is either grant-based or comes out of the membership’s pockets. As anyone who has ever applied for a grant knows, it is one thing to write a grant, and another thing entirely to get it. Things are especially tough when grant monies are scarce, as they have been (at least on this side of the pond) since the U.S. economy started its downward spiral several years ago. Tapping the membership’s pockets is not really a viable funding option either. Even modest projects can be expensive, and most folks do not have a lot of spare cash to throw around. What this means, ultimately, is that even though our group’s members have carte blanche to do as they will, they must do so in a resource-starved environment. While it is sometimes disappointing that we are not able to fund certain projects despite their artistic and scholarly merit, LGI members learned long ago that such hardships rarely foreclose all opportunities. As Anne O’Meara and Nancy MacKenzie pointed out several years ago, many “seemingly extraneous features” of collaborative projects—not only financial limitations, but also such innocuous phenomena as where collaborators meet, the dance of their work and play patterns, their conflicting responsibilities, geographic separations, and the ways they talk to each other—emerge as influential factors in all collaborations (210). Thus, we understand in LGI that while our intermittent funding has influenced the dimension and direction of our group, it has also led to some outcomes that in hindsight we are glad we were led to. For example, while LGI originally began studying games in order to discover where production-side innovations might be possible, a series of funding shortfalls and serendipitous academic conversations led us to favor scholarly writing, which has now taken precedence over other kinds of projects. At the most practical level, this works out well because writing costs nothing but time, plus there is a rather desperate shortage of good game scholarship. Moreover, we have discovered that as LGI members have refined their scholarship and begun turning out books, chapters, and articles on a consistent basis, both they and the organization accrue publicity and credibility. Add to this the fact that for many of the group’s academics, traditional print-based work is more valued in the tenure and promotion economy than is, say, an educational game, an online teachers’ resource, or a workshop for a local parent-teacher association, and you have a pretty clear research path blazed by what Kathleen Clark and Rhunette Diggs have called “dialectical collaboration,” that is, collaboration marked by “struggle and opposition, where tension can be creative, productive, clarifying, as well as difficult” (10). Conclusion In sketching out our experience directing a highly collaborative digital media research collective, we hope we have given readers a sense of why collaboration is almost always a “wicked problem.” Collaborators negotiate different schedules, work demands, and ways of seeing, as well as resource pinches that hinder the process by which innovative digital media collaborations come to fruition. And yet, it is precisely because collaboration can be so wicked that it is so valuable. In constantly requiring collaborators to assess and reassess their rationales, artistic visions, and project objectives, collaboration makes for reflexive, complex, and innovative projects, which (at least to us) are the most satisfying and useful of all. References Chesnais, François. “Technological Agreements, Networks and Selected Issues in Economic Theory.” In Technological Collaboration: The Dynamics of Cooperation in Industrial Innovation. Rod Coombs, Albert Richards, Vivien Walsh, and Pier Paolo Saviotti, eds. Northampton, MA: Edward Elgar, 1996. 18-33. Clark, Kathleen D., and Rhunette C. Diggs. “Connected or Separated?: Toward a Dialectical View of Interethnic Relationships.” In Building Diverse Communities: Applications of Communication Research. McDonald, Trevy A., Mark P. Orbe, and Trevellya Ford-Ahmed, eds. Cresskill, NJ: Hampton Press, 2002. 3-25. Farrell, Michael P. Collaborative Circles: Friendship Dynamics & Creative Work. Chicago: U of Chicago P, 2001. Lunsford, Andrea, and Lisa Ede. Singular Texts/Plural Authors: Perspectives on Collaborative Writing. Carbondale: Southern Illinois UP, 1990. Mohan, Jitendra. “Cross-Cultural Experience of Collaboration in Personality Research.” Personality across Cultures: Recent Developments and Debates. Jitendra Mohan, ed. Oxford: Oxford UP, 2000. 313-335. O’Meara, Anne, and Nancy R. MacKenzie. “Reflections on Scholarly Collaboration.” In Common Ground: Feminist Collaboration in the Academy. Elizabeth G. Peck and JoAnna Stephens Mink, eds. Albany: State U of New York P, 1998. 209-26. Rittel, Horst W. J., and Melvin M. Weber. “Dilemmas in a General Theory of Planning.” Policy Sciences 4 (1973): 155-69. Citation reference for this article MLA Style Ruggill, Judd, and Ken McAllister. "The Wicked Problem of Collaboration." M/C Journal 9.2 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0605/07-ruggillmcallister.php>. APA Style Ruggill, J., and K. McAllister. (May 2006) "The Wicked Problem of Collaboration," M/C Journal, 9(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0605/07-ruggillmcallister.php>.
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Franks, Rachel, and Simon Dwyer. "Build." M/C Journal 20, no. 2 (April 26, 2017). http://dx.doi.org/10.5204/mcj.1236.

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Rowan Moore, in his work Why We Build: Power and Desire in Architecture, notes that “most people know that buildings are not purely functional, that there is an intangible something about them that has to do with emotion” (16). Emotion is critical to why and how we build. Indeed, there is a basic human desire to build—to leave a mark on the landscape or on our society. This issue of M/C Journal unpacks this idea of emotion, examining the functional and the creative in the design process, for a range of building projects, from the tangible: building transport infrastructure, exhibition centre, or a new-style museum; to those building projects that are more difficult to define: building an artwork, a community, or a reputation. In addition, this issue looks at how we also ‘unbuild’ the world around us. In the feature article Aleks Wansbrough critically takes up ideas of ‘build’ and ‘unbuild’ through an examination of how the role that the death of Man, which follows the death of God, has had on the idea of creation, and how Man is unbuilt in three works by three different artists: Francis Bacon’s “Study of a Baboon” (1953), Jan Švankmajer’s Darkness, Light, Darkness (1989) and Patricia Piccinini’s “The Young Family” (2002). In the first article, Ella Mudie also looks at ‘unbuild’. This is achieved with a review of how the Sydney Metro—a major transport infrastructure project—requires demolition work that will inevitably result in a reconfiguration of the character of Sydney’s inner city and the suburbs it intersects. Mudie questions unbuilding and rebuilding, drawing on literary texts in which demolition and infrastructure development are key preoccupations. In the second article on construction and destruction, Sarah Morley, looks at one of Sydney’s earliest iconic buildings. The Garden Palace—a purpose built facility designed to house the Colony’s first International Exhibition in 1879—was a famous, and favourite, building of New South Wales, prior to its destruction by fire in 1882. Morley explores the loss of the building and its contents; which included many Australian Aboriginal objects and ancestral remains.Simon Dwyer looks at building a story with light. Drawing upon a range of historical documents, this article investigates how world-renowned architect Jørn Utzon envisaged the use of natural and artificial light. In this way, he showed how light could contribute to the final build of the Sydney Opera House, through giving additional expression to the traditional building elements that he had carefully selected. Nadine Kozak highlights much smaller structures in her qualitative analysis of comments made by stewards about their Little Free Libraries. This, increasingly popular, movement offers opportunities for reading and to build community networks as people come together to build, maintain and stock Little Free Libraries. Kozak’s work also acknowledges some of the resistance to this movement and how communities are strengthened in their efforts to protect what they have built. The earliest detectives were forced to overcome significant resistance from a suspicious public. Rachel Franks investigates the efforts of Charles Dickens to change the perception of policing. Focusing on letters written about capital punishment and articles aimed at promoting the role of the detective, Franks unpacks how one of the great novelists of the Victorian age also assisted in building the reputation of a fledging detective branch. Moving forward in time, Hazel Ferguson also interrogates ideas of reputation. This work looks at the activities of early career researchers on social media which is increasingly being used to build communities around mutual support and professional development. Ferguson’s analysis, of the #ECRchat group on Twitter, aims to contribute to emerging discussions about academic labour and online reputation. In noting how the babble of a crowd can indicate the presence of others constructing ephemeral emergent communities where the voice of an individual is often lost, Rebecca Collins, identifies how sound informs our experience of space. In this article, she discusses the potential of sound to construct fictional spaces, build individual identities and evoke the presence of a crowd in relation to two artistic installations. Ben Egliston takes on another type of creative output with videogames. Egliston’s work considers how players build ingame competencies by engaging with media beyond the game itself; such as walkthrough guides or YouTube videos. This article provides a re-framing of the relationship between gameplay (and the development of competency) and the elements of games existing beyond the screen. Creativity is also central to George Jaramillo’s article which focuses on the relationship between Ionad Hiort and the Glasgow School of Art’s Institute of Design Innovation as a case study for understanding how design innovation can engender and build community capabilities. This work studies the development of a new type of heritage centre on the western coast of the Isle of Lewis in Scotland and the idea of a “place of interpretation” as an alternative to the “visitor centre”, to go “beyond the museum”. We bookend this issue with another piece on building infrastructure in the city of Sydney. Nicholas Richardson interrogates the New South Wales Government’s ‘making it happen’ campaign. This research explores whether the current build-at-any-cost mentality behind ‘making it happen’ is in either the long-term interest of the New South Wales constituency or the short-term interest of a political party.To build is to embark on a multi-disciplinary and multi-faceted project. These articles demonstrate the wide-ranging potential of exploring how different interpretations of, and ways to, build impacts our cultural, emotional, intellectual, private, and public lives. AcknowledgementsOur sincere thanks to our enthusiastic contributors, to those who gave their expertise and time in the blind peer review process, and to Axel Bruns. ReferenceMoore, Rowan. Why We Build: Power and Desire in Architecture. New York: HarperCollins, 2013.
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Caines, Rebecca, Rachelle Viader Knowles, and Judy Anderson. "QR Codes and Traditional Beadwork: Augmented Communities Improvising Together." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.734.

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Images 1-6: Photographs by Rachelle Viader Knowles (2012)This article discusses the cross-cultural, augmented artwork Parallel Worlds, Intersecting Moments (2012) by Rachelle Viader Knowles and Judy Anderson, that premiered at the First Nations University of Canada Gallery in Regina, on 2 March 2012, as part of a group exhibition entitled Critical Faculties. The work consists of two elements: wall pieces with black and white Quick Response (QR) codes created using traditional beading and framed within red Stroud cloth; and a series of videos, accessible via scanning the beaded QR codes. The videos feature Aboriginal and non-Aboriginal people from Saskatchewan, Canada telling stories about their own personal experiences with new technologies. A QR code is a matrix barcode made up of black square modules on a white square in a grid pattern that is optically machine-readable. Performance artist and scholar Rebecca Caines was invited by the artists to participate in the work as a subject in one of the videos. She attended the opening and observed how audiences improvised and interacted with the work. Caines then went on to initiate this collaborative writing project. Like the artwork it analyzes, this writing documents a series of curated experiences and conversations. This article includes excerpts of artist statements, descriptions of artists’s process and audience observation, and new sections of collaborative critical writing, woven together to explore the different augmented elements of the artwork and the results of this augmentation. These conversations and responses explore the cross-cultural processes that led to the work’s creation, and describe the results of the technological and social disruptions and slippages that occurred in the development phase and in the gallery as observers and artists improvised with the augmentation technology, and with each other. The article includes detail on the augmented art practices of storytelling, augmented reality (AR), and traditional beading, that collided and mutated during this project, exploring the tension and opportunity inherent in the human impulse to augment. Storytelling through Augmented Art Practices: The Creation of the WorkJUDY ANDERSON: I am a Plains Cree artist from the Gordon’s First Nation, which is located in Saskatchewan, Canada. As a Professor of Indian Fine Arts at the First Nations University of Canada, I research and continue to learn about traditional art making using traditional materials creating primarily beaded pieces such as medicine bags and drum sticks. Of particular interest to me, however, is how such traditional practices manifest in contemporary Aboriginal art. In this regard I have been greatly influenced by my colleague and friend, artist Ruth Cuthand, and specifically her Trading series, which reframed my thinking about beadwork (Art Placement), and later by the work of artists like Nadia Myer, and KC Adams (Myer; KC Adams). Cuthand’s incredibly successful series taught me that beadwork does not only beautify and “augment” our world, but it has the power to bring to the forefront important issues regarding Aboriginal people. As a result, I began to work on my own ideas on how to create beadworks that spoke to both traditional and contemporary thoughts.RACHELLE VIADER KNOWLES: At the time we started developing this project, we were both working in leadership roles in our respective Departments; Judy as Coordinator of Indian Fine Arts at First Nations University, and myself as Head of Visual Arts at the University of Regina. We began discussing ways that we could create more interconnection between our faculty members and students. At the centre of both our practices was a dialogic method of back and forth negotiation and compromise. JA: Rachelle had the idea that we should bead QR codes and make videos for the upcoming First Nations and University of Regina joint faculty exhibition. Over the 2011 Christmas holiday we visited each other’s homes, beaded together, and found out about each other’s lives by telling stories of the things we’ve experienced. I felt it was very important that our QR codes were not beaded in the exact same manner; Rachelle built up hers through a series of straight lines, whereas mine was beaded with a circle around the square QR code, which reflected the importance of the circle in my Cree belief system. It was important for me to show that even though we, Aboriginal and non-Aboriginal people, have similar experiences, we often have a different approach or way of thinking about similar things. I also suggested we frame the black and white beaded QR codes with bright red Stroud cloth, a heavy wool cloth originating in the UK that has been used in North America as trade cloth since the 1680s, and has become a significant part of First Nations fabric traditions.Since we were approaching this piece as a cross-cultural one, I chose the number seven for the amount of stories we would create because it is a sacred number in my own Plains Cree spiritual teachings. As such, we brought together seven pairs of people, including ourselves. The participants were drawn from family and friends from reserves and communities around Saskatchewan, including the city of Regina, as well as colleagues and students from the two university campuses. There were a number of different age ranges and socioeconomic backgrounds represented. We came together to tell stories about our experiences with technology, a common cross-cultural experience that seemed appropriate to the work.RVK: As the process of making the beadworks unfolded however, what became apparent to me was the sheer amount of hours it takes to create a piece of “augmentation” through beading, and the deeply social nature of the activity. We also worked together on the videos for the AR part of the artwork. Each participant in the videos was asked to write a short text about some aspect of their relationship to technology and communications. We took the short stories, arranged them into pairs, and used them to write short scripts. We then invited each pair to perform the scripts together on camera in my studio. The stories were really broad ranging. My own was a reflection of the profound discomfort of finding a blog where a man I was dating was publishing the story of our relationship as it unfolded. Other stories covered the loss of no longer being able to play the computer games from teenage years, first encounters with new technologies and social networks, secret admirers, and crank calls to emergency services. The storytelling and dialogue between us as we shared our practices became an important, but unseen layer of this “dialogical” work (Kester).REBECCA CAINES: I came along to Rachelle’s studio at the university to be a participant in a video for the piece. My co-performer was a young woman called Nova Lee. We laughed and chatted and talked and sat knee-to-knee together to film our stories about technology, both of us focusing on different types of Internet relationships. We were asked to read one line of our story at a time, interweaving together our poem of experience. Afterwards I asked her where her name was from. She told me it was from a song. She found the song on YouTube on Rachelle’s computer in the studio and played it for us. Here is a sample of the lyrics: I told my daddy I'd found a girlWho meant the world to meAnd tomorrow I'd ask the Indian chiefFor the hand of Nova LeeDad's trembling lips spoke softlyAs he told me of my life twangs then he said I could never takeThis maiden for my wifeSon, the white man and Indians were fighting when you were bornAnd a brave called Yellow Sun scalped my little boySo I stole you to get even for what he'd doneThough you're a full-blooded Indian, son I love you as much as my own little fellow that's deadAnd, son, Nova Lee is your sisterAnd that's why I've always saidSon, don't go near the IndiansPlease stay awaySon, don't go near the IndiansPlease do what I say— Rex Allen. “Don’t Go Near the Indians.” 1962. Judy explained to Rachelle and I that this was a common history of displacement in Canada, people taken away, falling in love with their relatives without knowing, perhaps sensing a connection, always longing for a home (Campbell). I thought, “What a weight for this young woman to bear, this name, this history.” Other participants also learnt about each other this way through the sharing of stories. Many had come to Canada from other places, each with different cultural and colonial resonances. Through these moments of working together, new understandings formed that deeply affected the participants. In this way, layers of storytelling form the heart of this work.JA: Storytelling holds an incredibly special place in Aboriginal people’s lives; through them we learned the laws, rules, and regulations that governed our behaviour as individuals, within our family, our communities, and our nations. These stories included histories (personal and communal), sacred teachings, the way the world used to be, creation stories, medicine stories, stories regarding the seasons and animals, and stories that defined our relationship with the environment, etc. The stories we asked for not only showed that we as Aboriginal and non-Aboriginal people have the same experiences, but also work in the way that a traditional story would. For example, Rachelle’s story taught a good lesson about how it is important to learn about the individual you are dating—had she not, her whole life could have been laid out to any who may have come across that man’s blog. My story spoke to the need to look up and observe what is around you instead of being engrossed in your own little world, because you don’t know who could be lifting your information. They all showed a common interest in sharing information, and laughing at mistakes and life lessons.Augmented Storytelling and Augmented RealityRC: This work relies on the augmented reality (AR) qualities of the QR code. Pavlik and Bridges suggest AR, even through relatively limited tools like a QR code, can have a significant impact on storytelling practices: “AR enriches an individual’s experience with the real world … Stories are put in a local context and act as a supplement to a citizen’s direct experience with the world” (Pavlik and Bridges 21). Their research shows that AR technologies like QR codes brings the story to life in a three dimensional and interactive form that allows the user a level of participation impossible in traditional, analogue media. They emphasize the different viewing possible in AR storytelling as: The new media storytelling model is nonlinear. The storyteller conceptualizes the audience member not as a consumer of the story engaged in a third-person narrative, but rather as a participant engaged in a first-person narrative. The storyteller invites the participant to explore the story in a variety of ways, perhaps beginning in the middle, moving across time, or space, or by topic. (Pavlik and Bridges 22) In their case studies, Pavlik and Bridges show AR has the “potential to become a viable storytelling format with a diverse range of options that engage citizens through sight, sound, or haptic experiences… to produce participatory, immersive, and community-based stories” (Pavlik and Bridges 39). The personal stories in this artwork were remediated a number of different ways. They were written down, then separated into one-line fragments, interwoven with our partners, and re-read again and again for the camera, before being edited and processed. Marked by the artists clearly as ‘Aboriginal’ and ‘non Aboriginal’ and placed alongside works featuring traditional beading, these stories were marked and re-inscribed by complex and fragmented histories of indigenous and non-indigenous relations in Canada. This history was emphasized as the QR codes were also physically located in the First Nations University of Canada, a unique indigenous space.To view this artwork in its entirety, therefore, two camera-enabled and internet-capable mobile devices were required to be used simultaneously. Due to the way they were accessed and played back through augmented reality technologies, stories in the gallery were experienced in nonlinear fashions, started part way through, left before completion, or not in sync with the partner they were designed to work with. The audience experimented with the video content, stopping and starting it to produce new combinations of words and images. This experience was also affected by chance as the video files online were on a cycle, after a set period of time, the scan would suddenly produce a new story. These augmented stories were recreated and reshaped by participants in dialogue with the space, and with each other. Augmented Stories and Improvised CommunitiesRC: In her 1997 study of the reception of new media art in galleries, Beryl Graham surveys the types of audience interaction common to new media art practices like AR art. She “reveals patterns of use of interactive artworks including the relation of use-time to gender, aspects of intimidation, and social interaction.” In particular, she observes “a high frequency of collective use of artworks, even when the artworks are designed to be used by one person” (Graham 2). What Graham describes as “collective” and “social,” I see as a type of improvisation engaging with difference, differences between audience members, and differences between human participants and the alien nature of sophisticated, interactive technologies. Improvisation “embodies real-time creative decision-making, risk-taking, and collaboration” (Heble). In the improvisatory act, participants participate in active listening in order to work with different voices, experiences, and practices, but share a common focus in the creative endeavour. Notions such as “the unexpected” or “the mistake” are constantly reconfigured into productive material. However, as leading improvisation studies scholar Ajay Heble suggests, “improvisation must be considered not simply as a musical or creative form, but as a complex social phenomenon that mediates transcultural inter-artistic exchanges that produce new conceptions of identity, community, history, and the body” (Heble). I watched at the opening as audience members in Parallel Worlds, Intersecting Moments paired up, successfully or unsuccessfully attempted to scan the code and download the video, and physically wrapped themselves around their partner (often a stranger) in order to hear the quiet audio in the loud gallery. The audience began to help each other through the process, to improvise together. The QR code was not always a familiar or comfortable object. The audience often had to install a QR code reader application onto their own device first, and then proceed to try to get the reader to work. Underfunded university Wi-Fi connections dropped, Apple ID logins failed, devices stalled. There were sudden loud cries when somebody successfully scanned their half of the work, and then rushes and scrambles as small groups of people attempted to sync their videos to start at the same time. The louder the gallery got, the closer the pairs had to stand to each other to hear the video through the device’s tiny speakers. Many people looked over someone else’s shoulder without their knowledge. Sometimes people were too close for comfort and behavior was negotiated and adapted. Sometimes, the pairs gave up trying; sometimes they borrowed each other’s devices, sometimes their phone or tablet was incompatible. Difference created new improvisations, or introduced sudden stops or diversions in the activities taking place. The theme of the work was strengthened every time an improvised negotiation took place, every time the technology faltered or succeeded, every time a digital or physical interaction was attempted. Through the combination of augmented bead practices used in an innovative way, and augmented technology with new audiences, new types of improvisatory responses could take place.Initially I found it difficult to not simplify and stereotype the processes taking place, to read it as a metaphor of the differing access to resources and training in Aboriginal and non-Aboriginal communities, a clear example of the ways technology-use marks wealth and status. As I moved through the space, caught up in dialogic, improvisatory encounters, cross-cultural experiences broke down, but did not completely erase, these initial markers of difference. Instead, layers of interaction and information began to be placed over the Aboriginal and non-Aboriginal identities in the gallery. My own assumptions were placed under pressure as I interacted with the artists and the other participants in the space. My identity as a relative newcomer to Saskatchewan was slowly augmented by the stories and experiences I shared and heard, and the audience members shifted back and forth between being experts in the aspects of the stories and technologies that were familiar, and asking for help to translate and activate the stories and processes that were alien.Augmented Art PracticesJA: There is an old saying, “if it doesn’t move, bead it.” I think that this desire to augment with the decorative is handed down through traditional thoughts and beliefs regarding clothing. Once nomadic we did not accumulate many goods, as a result, the goods we did keep were beautified though artistic practices including quilling and eventually beadwork (painting too). And our clothing was thought of as spiritual because it did the important act of protecting us from the elements, therefore it was thought of as sacred. To beautify the clothing was to honour your spirit while at the same time it honoured the animal that had given its life to protect you (Berlo and Phillips). I think that this belief naturally grew to include any item, after all, there is nothing like an object or piece of clothing that is beaded well—no one can resist it. There is, however, a belief that humans should not try to mimic perfection, which is reserved for the Creator and in many cases a beader will deliberately put a bead out of place.RC: When new media produces unexpected results, or as Rachelle says, when pixels “go out of place”, it can be seen as a sign that humans are (deliberately or accidently) failing to use the digital technology in the way it was intended. In Parallel Worlds, Intersecting Moments the theme of cross cultural encounters and technological communication was only enhanced by these moments of displacement and slippage and the improvisatory responses that took place. The artists could not predict the degree of slippage that would occur, but from their catalogue texts and the conversations above, it is clear that collective negotiation was a desired outcome. By creating a QR code based artwork that utilized augmented art practices to create new types of storytelling, the artists allowed augmented identities to develop, slip, falter, and be reconfigured. Through the dialogic art practices of traditional beading and participatory video work, Anderson and Knowles began to build new modes of communication and knowledge sharing. I believe there could be productive relationships to be further explored between what Judy calls the First Nations “desire to bead” whilst acknowledging human fallibility; and the ways Rachelle aims to technologically-augment conversation and storytelling through contemporary AR and video practices despite, or perhaps because of the possibility of risk and disruptions when bodies and code interact. What kind of trust and reciprocity becomes possible across cultural divides when this can be acknowledged as a common human quality? How could beads and/or pixels being “out of place” expose fault lines and opportunities in these kinds of cross-cultural knowledge transfer? As Judy suggested in our conversations, such work requires active engagement from the audience in the process that does not always occur. “In those instances, does the piece fail or people fail the piece? I'm not sure.” In crossing back and forth between these different types of augmentation impulses, and by creating improvisatory, dialogic encounters in the gallery, these artists began the tentative, complex, and vital process of cultural exchange, and invited participants and audience to take this step with them and to work “across traditional and contemporary modes of production” to “use the language and process of art to speak, listen, teach and learn” (Knowles and Anderson).ReferencesAdams, K.C. “Cyborg Hybrid \'cy·borg 'hi·brid\ n.” KC Adams, n.d. 16 Nov. 2013 ‹http://www.kcadams.net/art/arttotal.html›. Allen, Rex. “Don't Go Near the Indians.” Rex Allen Sings and Tells Tales of the Golden West. Mercury, 1962. LP and CD.Anderson, Judy, and Rachelle Viader Knowles. Parallel Worlds, Intersecting Moments. First Nations University of Canada Gallery; Slate Gallery, Regina, Saskatchewan, 2012. Art Placement. “Ruth Cuthand”. Artists. Art Placement, n.d. 16 Nov. 2013 ‹http://www.artplacement.com/gallery/artists.php›.Berlo, Janet Catherine, and Ruth B. Phillips. Native North American Art. Oxford: Oxford University Press, 1998. Campbell, Maria. Stories of the Road Allowance People. Penticton, B.C.: Theytus Books, 1995. Critical Faculties. Regina: University of Regina and First Nations University of Canada, 2012. Graham, Beryl C.E. “A Study of Audience Relationships with Interactive Computer-Based Visual Artworks in Gallery Settings, through Observation, Art Practice, and Curation”. Dissertation. University of Sunderland, 1997. Heble, Ajay. “About ICASP.” Improvisation, Community, and Social Practice. University of Guelph; Social Sciences Humanities Research Council of Canada, n.d. 16 Nov. 2011 ‹http://www.improvcommunity.ca/›.Kester, Grant. Conversation Pieces: Community and Communication in Modern Art. Berkeley: University of California Press, 2004. Knowles, Rachelle Viader. Rachelle Viader Knowles, n.d. 16 Nov. 2013 ‹http://uregina.ca/rvk›.Myre, Nadia. Nadia Myre. 16 Nov. 2013 ‹http://nadiamyre.com/NadiaMyre/home.html›. Pavlik, John G., and Frank Bridges. “The Emergence of Augmented Reality (AR) as a Storytelling Medium in Journalism.” Journalism & Communication Monographs 15.4 (2013): 4-59.
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Williams, Kathleen. "Never Coming to a Theatre near You: Recut Film Trailers." M/C Journal 12, no. 2 (May 13, 2009). http://dx.doi.org/10.5204/mcj.139.

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IntroductionRecut trailers typically mix footage from one or more films to create a preview for a feature that will never exist. Challenging the trailer’s assumed function as existing merely to gain an audience for a main attraction, the recut trailer suggests that the trailer can exist separately from a film. This paper will ask if recut trailers are evidence of fan enthusiasm and question precisely where this enthusiasm is directed. Do recut trailers demonstrate there are fans for the feature film that is recut, or does this enthusiasm extend beyond an appreciation and anticipation for a feature film? It will be ascertained if the recut trailer – as a site for homage, parody and fandom – transcends the advertising imperatives of box office success. This paper will demonstrate how fan-made trailers are symptomatic of the need for a new critical approach to trailers, one that does not situate the trailer as the low advertisement to the high cultural text of the film. It will be proposed that trailers form a network, of which the feature films and other trailers that are invoked form only a part.Recut trailers, while challenging the norms of what is considered an advertisement, function within a strict frame of reference: in their length, use of credits, text, voiceover in direct address to the audience, and editing techniques. Consequently, the recut trailer parodies and challenges the tools of promotion by utilising the very methods that sell to a prospective audience, to create an advertisement that is stripped of its traditional function by promoting a film that cannot exist and cannot be consumed. The promotion seems to end at the site of the advertisement, while still calling upon a complex series of interconnected references and collective knowledge in order for the parody to be effective. This paper will examine the network of Brokeback Mountain parodies, which were created before, during and after the feature film’s release, suggesting that the temporal imperative usually present in trailers is irrelevant for their appreciation. A playlist of the trailers discussed is available here.The Shift from Public to PrivateThe limited scholarship available situates the trailer as a promotional tool and a “brief film text” (Kernan 1), which is a “limited sample of the product” of the feature film (Kerr and Flynn 103), one that directly markets to demographics in order to draw an audience to see the feature. The traditional distribution methods for the trailer – as pre-packaged coming attractions in a cinema, and as television advertisements – work by building a desire to see a film in the future. For the trailer to be commercially successful within this framework, there is an imperative to differentiate itself from other trailers through creating an appeal to stars, genre or narrative (Kernan 14), or to be recognised as a trailer in amongst the stream of other advertisements on television. As new media forms have emerged, the trailer’s spatial and temporal bounds have shifted: the trailer is now included as a special feature on DVD packages, is sent to mobile devices on demand, and is viewed on video-sharing websites such as YouTube. In this move from the communal, collective and directed consumption of the trailer in the public sphere to the individualised, domesticated and on-demand consumption in the private sphere – the trailer has shown itself to be a successful “cross-media text” (Johnston 145). While choosing to watch a trailer – potentially long after the theatrical release of the film it promotes – suggests a growing “interactive relationship between film studio and audience” (Johnston 145), it also marks the beginning of increasing interactivity between the trailer and the audience, a relationship that has altered the function and purpose of the trailer beyond the studio’s control. Yet, the form of the trailer as it was traditionally distributed has been retained for recut trailers in order to parody and strip the trailer of its original meaning and purpose, and removes any commercial capital attached to it. Rather than simply being released at the control of a studio, the trailer is now actively shared, appropriated and altered. Demand for the trailer has not diminished since the introduction of new media, suggesting that there is an enthusiasm not only for coming feature films, but also for the act of watching, producing and altering trailers that may not translate into box office takings. This calls into question the role of the trailer in new media sites, in which the recut trailers form a significant part by embodying the larger changes to the consumption and distribution of trailers.TrailerTubeThis study analyses recut trailers released on YouTube only. This is, arguably, the most common way that these trailers are watched and newly created trailers are shared and interacted with, with some clips reaching several million views. The purpose of this paper is to analyse the network that is created surrounding the recut trailer through addressing its specific qualities. YouTube is the only site consulted in this study for the release for fan-made trailers as YouTube forms a formidable part of the network of recut trailers and studio released trailers, and currently, serves as a common way for Internet users to search for videos.YouTube was launched in December 2005, and in the following 1-2 years, the majority of popular recut trailers emerged. The correlation between these two dates is not arbitrary; the technology and culture promoted and fostered by the unique specificities of YouTube has in turn developed the recut trailer as “one of the most popular forms of fan subversion in the age of digital video” (Hilderband 52). It is also the role of audiences and producers that has ensured that the trailer has moved beyond its original spatial and temporal bounds – to be consumed in the home or on mobile devices, and at any stage past any promotional urgency. The Brokeback Mountain parodies, to be later discussed, surfaced mainly in 2006, demonstrative of an early acceptance of the possibilities that YouTube and mass broadcasting presented, and the possibilities that the trailer could offer to YouTube’s “clip” culture (Hilderbrand 49).The specificities of YouTube as a channel for dissemination have allowed for fan-made trailers to exist alongside trailers released by studios. Rather than the trailer being consumed and then becoming irretrievable, perpetually tied to the feature film it promotes, the online distribution and storing of trailers allows a constant revisiting of the advertisement – this act alone demonstrating an enthusiasm for the form of the trailer. Hilderbrand argues that YouTube “offers[s] new and remediating relationships to texts that indicate changes and acceleration of spectatorial consumption” (49). Specifically, Hilderbrand proposes that YouTube functions as a collection of memories, which in turn present a “portal of cultural memory” (54) – amplified by the ability to create playlists and channels. The tagging of trailers to the films from which they drive, the official trailers released for a film referenced, or other recut trailers ensures that there is a physical trace of the network the trailer creates. Recut trailers demand for knowledge and capital to be shared amongst viewers, the technical attributes of YouTube allow for much of this knowledge to be available on demand, and to be hyperlinked or suggested to the viewer. In order for the parody present in recut trailers to function at the level intended, the films that are drawn upon would presumably need to be identified and some basic elements of the plot understood in order for the capital imbued in the trailer to be completely realised. If the user is unaware of the film, however, clips of the film or the original trailer can be reached either through the “related videos” menu which populates according to the didactic information for the clip watched, or by searching. As the majority of recut trailers seek to displace the original genre of the film parodied – such as, for example, Ten Things I Hate about Commandments which presents the story of The Ten Commandments as a teen film in which Moses will both part the sea and get the girl – the original genre of the film must be known by the viewer in order to acknowledge the site for parody in the fan-made trailer. Further to this, the network deployed suggests that there must be some knowledge of the conventions of the genre that is being applied to the original film’s promotional qualities. The parody functions by effectively sharing the knowledge between two genres, in conjunction with an awareness of the role and capital of the trailer. Tagging, playlists and channels facilitate the sharing of knowledge and dispersing of capital. As the recut trailer tends to derive from more than one source, the network alters the viewer’s relationship to the original feature film and cultivates a series of clips and knowledge. However, this also indicates that intimate fan knowledge can be bypassed – which places this particular relationship to the trailer and the invoked films as existing outside the realms of the archetypal cult fan. This challenges prior conceptions of fan culture by resisting a prolonged engagement normally attributed to cultivating fan status (Hills), as typically only one trailer will be made, rather than exhibiting a concentrated adulation of one text. The recut trailer is placed as the nexus in a series of links, in which the studio system is subverted while also being directly engaged with and utilised. The tools that have traditionally been used to sell to an audience through pre-packaged coming attractions are now used to promote a film that cannot be consumed that holds no commercial significance for film studios. These tools also work to reinforce the aesthetic and cinematic norms in the trailer, which provide a contract of audience expectations – such as the use of the approval by the American Motion Picture Association screen and classification at the beginning of the majority of recut trailers. The recut trailer assimilates to the nature of video sharing on YouTube in which the trailer is part of a network of narratives all of which are accessible on demand, can be fast-forwarded, replayed, and embedded on numerous social networking sites for further dissemination and accompanying editorial comment. The trailer thus becomes a social text that involves a community and is wide-reaching in its aims and consumption, despite being physically consumed in the private sphere. The feature which enables the user to “favourite” a video, add it to their playlist and embed it in another site, demonstrates that the trailer is considered as its own cohesive form, subject to scrutiny and favoured or dismissed. Constant statistics reflecting its popularity reinforce the success of a recut trailer, and popularity will generally lead to the trailer becoming more accessible. Hilderbrand argues that YouTube has nutured a “new temporality of immediate gratification for audiences” which has in turn contributed to the “culture of the clip” (49), which the trailer seems to exemplify – and in the absence of feature films being legally readily accessible on sites such as YouTube, the trailer seeks to fill the void for immediate gratification.Brokeback MountainsWhile fan-made trailers can generate enthusiasm about the release of an upcoming film they may be linked to – as was recently the case with fan-made trailers for teen vampire film, Twilight – there is also a general enthusiasm to play with the form of the trailer and all that it signifies, while in the process, stripping the trailer of its traditional function. Following the release of the trailer for feature film Brokeback Mountain, numerous recut trailers emerged on YouTube which took the romantic and sexual relationship of the two male leads in the film, and applied this narrative to films depicting two male leads in a non-romantic friendship. In effect, new films were created that used the basis of Brokeback Mountain to shift plots in existing films, creating a new narrative in the process. The many Brokeback… parodies vary in popularity, and have been uploaded to YouTube continuously since 2006. The titles include Brokeback to the Future, Saved by the Bell: Brokeback Style, Brokeback of the Ring, The Brokeback Redemption, Broke Trek, Harry Potter and Brokeback Goblet and Star Wars: The Emperor Brokeback. The trailers use footage from a variety of film and television sources that show a friendship between two men and introduce it to the “style” of Brokeback Mountain. There are several techniques which are used uniformly across all of the trailers in order to convey this new plot: the original score used in the Brokeback Mountain trailer begins each recut trailer; the use of typically white text on a black screen based on the original trailer’s text, or a slight variant of it which is specific to the film which is being recut; and the pace of shots altered to focus on lingering looks, or to splice scenes together in order to imply sexual contact. Consequently, there is a consciousness of the effects used in the original trailer to sell a particular narrative to the audience as something that an audience would want to view. The narrative is constructed as being universal, as any story with two men as the leads and their friendship can be altered to show an underlying homoerotic story, and the form of the trailer allows these storylines to be promoted and shared. The insider knowledge of the fan that has noticed these interactions is able to make their knowledge communal. Hills argues that “fans participate in communal activities” (ix), which here takes the form of creating a network of collective stories which form Brokeback – it is a story extended to several sites, and a story which is promoted and sold. Through the use of tagging, playlists and suggested videos, once one recut trailer is viewed, several others are made instantly available. The availability of the original Brokeback Mountain trailer then serves to reinforce the authenticity and professionalism of the clips, by providing a template in which existing footage from other films is moulded to fit within.The instant identifier of a Brokeback… trailer is the music that was used in the original trailer. This signals that the trailer for Brokeback Mountain was itself so iconic that the use of its soundtrack would be instantly recognisable, and the re-use of music and text suggests that the recut trailers reinforce this iconography and its capital by visually reinforcing what signifies Brokeback Mountain. The network these trailers create includes the film Brokeback Mountain itself, but the recut trailer begins to open a new trajectory for the narrative to mould and shift, identifiable by techniques present in the trailer but not the feature film itself. The fan appreciation is evident in several ways: namely, there is an enthusiasm to conflate a feature film into Brokeback Mountain’s general narrative; that there has been enough of an engagement with a feature in order to retrieve clips to be edited into a new montage, and consequently, a condensed narrative with a direct mode of address; and also the eagerness to see a feature film in trailer form, employing trailer-specific cinematic techniques to enhance parody and displacement. Recut trailers are also subject to commenting, which generally reflect on either the insider fan knowledge of the text that is being initiated to the world of Brokeback Mountain, or take the place of comments that reflect on the success of the editing. In this respect, critique is a part of the communal fan interaction with the creator and uploader in the recut trailer’s network. As such, there is a focus on quality for the creator of the fan video, and rating occurs in order to rank the recut trailers. This focus on quality and professionalism elevates the creator of the recut trailer to the status of a director, despite not having filmed the scenes themselves. Demonstrating the enthusiasm for the role of the trailer, the internal promotion on YouTube of the most successful trailers – designated as such by the YouTube community – signals an active engagement with the role of the trailer, and its social properties, even though it is consumed individually.ConclusionWhile the recut trailer extends the fan gaze toward one object or more, it is typically presented as a parody, and consequently, could also be seen as rejecting elements of a genre or feature film. However, the parody typically occurs at the site of displacement: such as the relationship between the two male leads in Brokeback to the Future having a romantic relationship whilst coming to terms with time-travel; the burning bush in Ten Things I Hate about Commandments being played by Samuel L. Jackson as “Principal Firebush”, complete with audio from Pulp Fiction; or recutting romantic comedy Sleepless in Seattle to become a horror film. The parody relies on knowledge that can be found easily, aided by YouTube’s features, while requiring the creator to intimately engage with a feature film. The role of the trailer in this network is to provide the tools and the boundaries for the new narrative to exist within, and create a system of referents for the fan to identify, through parodies of star appeal, genre, or narrative, as Kernan proposes are the three ways in which a trailer often relies upon to sell itself to an audience (14).As this paper has argued toward, the recut trailer can also be released from the feature films it invokes by being considered as its own coherent form, which draws upon numerous sites of knowledge and capital in order to form a network. While traditionally trailers have worked to gain an audience for an impending feature release, the recut trailer only seeks to create an audience for itself. Through the use of cult texts or a particularly successful form of parody, as demonstrated in Scary Mary Poppins, the recut trailer is widely consumed and shared across multiple avenues. The recut trailer then seeks to promote only itself through providing a condensed narrative, speaking directly to audiences, and cleverly engaging with the use of editing to leave traces of authorship. Fan culture may be seen as the adoration of one creator to the film they recut, but the network that the recut trailer creates demonstrates that there is an enthusiasm in both creators and viewers for the form of the trailer itself, to exist beyond the feature film and advertising imperatives.ReferencesBrokeback of the Ring. 27 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=tgt-BiFiBek›.Brokeback to the Future. 1 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=8uwuLxrv8jY›.Brokeback Mountain. Dir. Ang Lee. Film. Paramount Pictures, 2005. The Brokeback Redemption Trailer. 28 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=FtRi42DEdTE›.Broke Trek – A Star Trek Brokeback Mountain Parody. 27 May 2007. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=7xSOuLky3n0›.Harry Potter and the Brokeback Goblet. 8 March 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=e9D0veHTxh0›. Hilderbrand, Lucas. "Youtube: Where Cultural Memory and Copyright Converge." Film Quarterly 61 (2007): 48-57. Hills, Matthew. Fan Cultures. New York: Routledge, 2002. Johnston, Keith M. "'The Coolest Way to Watch Movie Trailers in the World': Trailers in the Digital Age." Convergence: The International Journal of Research into New Media Technologies 14 (2008): 145-60. Kernan, Lisa. Coming Attractions: Reading American Movie Trailers. Austin: U of Texas P, 2004. Kerr, Aphra, and Roddy Flynn. "Rethinking Globalisation through the Movie and Games Industries." Convergence: The International Journal of Research Into New Media Technologies 9 (2003): 91-113. The Original Scary ‘Mary Poppins’ Recut Trailer. 8 Oct. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=2T5_0AGdFic›.Saved by the Bell: Brokeback Style. 4 April 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=yHLr5AYl5f4›.Sleepless in Seattle. Dir. Nora Ephron. Film. Tristar Pictures, 1993. Sleepless in Seattle: Recut as a Horror Movie. 30 Jan. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=frUPnZMxr08›.Star Wars: The Emperor Brokeback. 14 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=omB18oRsBYg›.The Ten Commandments. Dir. Cecil B. DeMille. Film. Paramount Pictures, 1956. Ten Things I Hate about Commandments. 14 May 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=u1kqqMXWEFs›.
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40

Acland, Charles. "Matinees, Summers and Opening Weekends." M/C Journal 3, no. 1 (March 1, 2000). http://dx.doi.org/10.5204/mcj.1824.

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Newspapers and the 7:15 Showing Cinemagoing involves planning. Even in the most impromptu instances, one has to consider meeting places, line-ups and competing responsibilities. One arranges child care, postpones household chores, or rushes to finish meals. One must organise transportation and think about routes, traffic, parking or public transit. And during the course of making plans for a trip to the cinema, whether alone or in the company of others, typically one turns to locate a recent newspaper. Consulting its printed page lets us ascertain locations, a selection of film titles and their corresponding show times. In preparing to feed a cinema craving, we burrow through a newspaper to an entertainment section, finding a tableau of information and promotional appeals. Such sections compile the mini-posters of movie advertisements, with their truncated credits, as well as various reviews and entertainment news. We see names of shopping malls doubling as names of theatres. We read celebrity gossip that may or may not pertain to the film selected for that occasion. We informally rank viewing priorities ranging from essential theatrical experiences to those that can wait for the videotape release. We attempt to assess our own mood and the taste of our filmgoing companions, matching up what we suppose are appropriate selections. Certainly, other media vie to supplant the newspaper's role in cinemagoing; many now access on-line sources and telephone services that offer the crucial details about start times. Nonetheless, as a campaign by the Newspaper Association of America in Variety aimed to remind film marketers, 80% of cinemagoers refer to newspaper listings for times and locations before heading out. The accuracy of that association's statistics notwithstanding, for the moment, the local daily or weekly newspaper has a secure place in the routines of cinematic life. A basic impetus for the newspaper's role is its presentation of a schedule of show times. Whatever the venue -- published, phone or on-line -- it strikes me as especially telling that schedules are part of the ordinariness of cinemagoing. To be sure, there are those who decide what film to see on site. Anecdotally, I have had several people comment recently that they no longer decide what movie to see, but where to see a (any) movie. Regardless, the schedule, coupled with the theatre's location, figures as a point of coordination for travel through community space to a site of film consumption. The choice of show time is governed by countless demands of everyday life. How often has the timing of a film -- not the film itself, the theatre at which it's playing, nor one's financial situation --determined one's attendance? How familiar is the assessment that show times are such that one cannot make it, that the film begins a bit too earlier, that it will run too late for whatever reason, and that other tasks intervene to take precedence? I want to make several observations related to the scheduling of film exhibition. Most generally, it makes manifest that cinemagoing involves an exercise in the application of cinema knowledge -- that is, minute, everyday facilities and familiarities that help orchestrate the ordinariness of cultural life. Such knowledge informs what Michel de Certeau characterises as "the procedures of everyday creativity" (xiv). Far from random, the unexceptional decisions and actions involved with cinemagoing bear an ordering and a predictability. Novelty in audience activity appears, but it is alongside fairly exact expectations about the event. The schedule of start times is essential to the routinisation of filmgoing. Displaying a Fordist logic of streamlining commodity distribution and the time management of consumption, audiences circulate through a machine that shapes their constituency, providing a set time for seating, departure, snack purchases and socialising. Even with the staggered times offered by multiplex cinemas, schedules still lay down a fixed template around which other activities have to be arrayed by the patron. As audiences move to and through the theatre, the schedule endeavours to regulate practice, making us the subjects of a temporal grid, a city context, a cinema space, as well as of the film itself. To be sure, one can arrive late and leave early, confounding the schedule's disciplining force. Most importantly, with or without such forms of evasion, it channels the actions of audiences in ways that consideration of the gaze cannot address. Taking account of the scheduling of cinema culture, and its implication of adjunct procedures of everyday life, points to dimensions of subjectivity neglected by dominant theories of spectatorship. To be the subject of a cinema schedule is to understand one assemblage of the parameters of everyday creativity. It would be foolish to see cinema audiences as cattle, herded and processed alone, in some crude Gustave LeBon fashion. It would be equally foolish not to recognise the manner in which film distribution and exhibition operates precisely by constructing images of the activity of people as demographic clusters and generalised cultural consumers. The ordinary tactics of filmgoing are supplemental to, and run alongside, a set of industrial structures and practices. While there is a correlation between a culture industry's imagined audience and the life that ensues around its offerings, we cannot neglect that, as attention to film scheduling alerts us, audiences are subjects of an institutional apparatus, brought into being for the reproduction of an industrial edifice. Streamline Audiences In this, film is no different from any culture industry. Film exhibition and distribution relies on an understanding of both the market and the product or service being sold at any given point in time. Operations respond to economic conditions, competing companies, and alternative activities. Economic rationality in this strategic process, however, only explains so much. This is especially true for an industry that must continually predict, and arguably give shape to, the "mood" and predilections of disparate and distant audiences. Producers, distributors and exhibitors assess which films will "work", to whom they will be marketed, as well as establish the very terms of success. Without a doubt, much of the film industry's attentions act to reduce this uncertainty; here, one need only think of the various forms of textual continuity (genre films, star performances, etc.) and the economies of mass advertising as ways to ensure box office receipts. Yet, at the core of the operations of film exhibition remains a number of flexible assumptions about audience activity, taste and desire. These assumptions emerge from a variety of sources to form a brand of temporary industry "commonsense", and as such are harbingers of an industrial logic. Ien Ang has usefully pursued this view in her comparative analysis of three national television structures and their operating assumptions about audiences. Broadcasters streamline and discipline audiences as part of their organisational procedures, with the consequence of shaping ideas about consumers as well as assuring the reproduction of the industrial structure itself. She writes, "institutional knowledge is driven toward making the audience visible in such a way that it helps the institutions to increase their power to get their relationship with the audience under control, and this can only be done by symbolically constructing 'television audience' as an objectified category of others that can be controlled, that is, contained in the interest of a predetermined institutional goal" (7). Ang demonstrates, in particular, how various industrially sanctioned programming strategies (programme strips, "hammocking" new shows between successful ones, and counter-programming to a competitor's strengths) and modes of audience measurement grow out of, and invariably support, those institutional goals. And, most crucially, her approach is not an effort to ascertain the empirical certainty of "actual" audiences; instead, it charts the discursive terrain in which the abstract concept of audience becomes material for the continuation of industry practices. Ang's work tenders special insight to film culture. In fact, television scholarship has taken full advantage of exploring the routine nature of that medium, the best of which deploys its findings to lay bare configurations of power in domestic contexts. One aspect has been television time and schedules. For example, David Morley points to the role of television in structuring everyday life, discussing a range of research that emphasises the temporal dimension. Alerting us to the non- necessary determination of television's temporal structure, he comments that we "need to maintain a sensitivity to these micro-levels of division and differentiation while we attend to the macro-questions of the media's own role in the social structuring of time" (265). As such, the negotiation of temporal structures implies that schedules are not monolithic impositions of order. Indeed, as Morley puts it, they "must be seen as both entering into already constructed, historically specific divisions of space and time, and also as transforming those pre-existing division" (266). Television's temporal grid has been address by others as well. Paddy Scannell characterises scheduling and continuity techniques, which link programmes, as a standardisation of use, making radio and television predictable, 'user friendly' media (9). John Caughie refers to the organization of flow as a way to talk about the national particularities of British and American television (49-50). All, while making their own contributions, appeal to a detailing of viewing context as part of any study of audience, consumption or experience; uncovering the practices of television programmers as they attempt to apprehend and create viewing conditions for their audiences is a first step in this detailing. Why has a similar conceptual framework not been applied with the same rigour to film? Certainly the history of film and television's association with different, at times divergent, disciplinary formations helps us appreciate such theoretical disparities. I would like to mention one less conspicuous explanation. It occurs to me that one frequently sees a collapse in the distinction between the everyday and the domestic; in much scholarship, the latter term appears as a powerful trope of the former. The consequence has been the absenting of a myriad of other -- if you will, non-domestic -- manifestations of everyday-ness, unfortunately encouraging a rather literal understanding of the everyday. The impression is that the abstractions of the everyday are reduced to daily occurrences. Simply put, my minor appeal is for the extension of this vein of television scholarship to out-of-home technologies and cultural forms, that is, other sites and locations of the everyday. In so doing, we pay attention to extra-textual structures of cinematic life; other regimes of knowledge, power, subjectivity and practice appear. Film audiences require a discussion about the ordinary, the calculated and the casual practices of cinematic engagement. Such a discussion would chart institutional knowledge, identifying operating strategies and recognising the creativity and multidimensionality of cinemagoing. What are the discursive parameters in which the film industry imagines cinema audiences? What are the related implications for the structures in which the practice of cinemagoing occurs? Vectors of Exhibition Time One set of those structures of audience and industry practice involves the temporal dimension of film exhibition. In what follows, I want to speculate on three vectors of the temporality of cinema spaces (meaning that I will not address issues of diegetic time). Note further that my observations emerge from a close study of industrial discourse in the U.S. and Canada. I would be interested to hear how they are manifest in other continental contexts. First, the running times of films encourage turnovers of the audience during the course of a single day at each screen. The special event of lengthy anomalies has helped mark the epic, and the historic, from standard fare. As discussed above, show times coordinate cinemagoing and regulate leisure time. Knowing the codes of screenings means participating in an extension of the industrial model of labour and service management. Running times incorporate more texts than the feature presentation alone. Besides the history of double features, there are now advertisements, trailers for coming attractions, trailers for films now playing in neighbouring auditoriums, promotional shorts demonstrating new sound systems, public service announcements, reminders to turn off cell phones and pagers, and the exhibitor's own signature clips. A growing focal point for filmgoing, these introductory texts received a boost in 1990, when the Motion Picture Association of America changed its standards for the length of trailers, boosting it from 90 seconds to a full two minutes (Brookman). This intertextuality needs to be supplemented by a consideration of inter- media appeals. For example, advertisements for television began appearing in theatres in the 1990s. And many lobbies of multiplex cinemas now offer a range of media forms, including video previews, magazines, arcades and virtual reality games. Implied here is that motion pictures are not the only media audiences experience in cinemas and that there is an explicit attempt to integrate a cinema's texts with those at other sites and locations. Thus, an exhibitor's schedule accommodates an intertextual strip, offering a limited parallel to Raymond Williams's concept of "flow", which he characterised by stating -- quite erroneously -- "in all communication systems before broadcasting the essential items were discrete" (86-7). Certainly, the flow between trailers, advertisements and feature presentations is not identical to that of the endless, ongoing text of television. There are not the same possibilities for "interruption" that Williams emphasises with respect to broadcasting flow. Further, in theatrical exhibition, there is an end-time, a time at which there is a public acknowledgement of the completion of the projected performance, one that necessitates vacating the cinema. This end-time is a moment at which the "rental" of the space has come due; and it harkens a return to the street, to the negotiation of city space, to modes of public transit and the mobile privatisation of cars. Nonetheless, a schedule constructs a temporal boundary in which audiences encounter a range of texts and media in what might be seen as limited flow. Second, the ephemerality of audiences -- moving to the cinema, consuming its texts, then passing the seat on to someone else -- is matched by the ephemerality of the features themselves. Distributors' demand for increasing numbers of screens necessary for massive, saturation openings has meant that films now replace one another more rapidly than in the past. Films that may have run for months now expect weeks, with fewer exceptions. Wider openings and shorter runs have created a cinemagoing culture characterised by flux. The acceleration of the turnover of films has been made possible by the expansion of various secondary markets for distribution, most importantly videotape, splintering where we might find audiences and multiplying viewing contexts. Speeding up the popular in this fashion means that the influence of individual texts can only be truly gauged via cross-media scrutiny. Short theatrical runs are not axiomatically designed for cinemagoers anymore; they can also be intended to attract the attention of video renters, purchasers and retailers. Independent video distributors, especially, "view theatrical release as a marketing expense, not a profit center" (Hindes & Roman 16). In this respect, we might think of such theatrical runs as "trailers" or "loss leaders" for the video release, with selected locations for a film's release potentially providing visibility, even prestige, in certain city markets or neighbourhoods. Distributors are able to count on some promotion through popular consumer- guide reviews, usually accompanying theatrical release as opposed to the passing critical attention given to video release. Consequently, this shapes the kinds of uses an assessment of the current cinema is put to; acknowledging that new releases function as a resource for cinema knowledge highlights the way audiences choose between and determine big screen and small screen films. Taken in this manner, popular audiences see the current cinema as largely a rough catalogue to future cultural consumption. Third, motion picture release is part of the structure of memories and activities over the course of a year. New films appear in an informal and ever-fluctuating structure of seasons. The concepts of summer movies and Christmas films, or the opening weekends that are marked by a holiday, sets up a fit between cinemagoing and other activities -- family gatherings, celebrations, etc. Further, this fit is presumably resonant for both the industry and popular audiences alike, though certainly for different reasons. The concentration of new films around visible holiday periods results in a temporally defined dearth of cinemas; an inordinate focus upon three periods in the year in the U.S. and Canada -- the last weekend in May, June/July/August and December -- creates seasonal shortages of screens (Rice-Barker 20). In fact, the boom in theatre construction through the latter half of the 1990s was, in part, to deal with those short-term shortages and not some year-round inadequate seating. Configurations of releasing colour a calendar with the tactical manoeuvres of distributors and exhibitors. Releasing provides a particular shape to the "current cinema", a term I employ to refer to a temporally designated slate of cinematic texts characterised most prominently by their newness. Television arranges programmes to capitalise on flow, to carry forward audiences and to counter-programme competitors' simultaneous offerings. Similarly, distributors jostle with each other, with their films and with certain key dates, for the limited weekends available, hoping to match a competitor's film intended for one audience with one intended for another. Industry reporter Leonard Klady sketched some of the contemporary truisms of releasing based upon the experience of 1997. He remarks upon the success of moving Liar, Liar (Tom Shadyac, 1997) to a March opening and the early May openings of Austin Powers: International Man of Mystery (Jay Roach, 1997) and Breakdown (Jonathan Mostow, 1997), generally seen as not desirable times of the year for premieres. He cautions against opening two films the same weekend, and thus competing with yourself, using the example of Fox's Soul Food (George Tillman, Jr., 1997) and The Edge (Lee Tamahori, 1997). While distributors seek out weekends clear of films that would threaten to overshadow their own, Klady points to the exception of two hits opening on the same date of December 19, 1997 -- Tomorrow Never Dies (Roger Spottiswoode, 1997) and Titanic (James Cameron, 1997). Though but a single opinion, Klady's observations are a peek into a conventional strain of strategising among distributors and exhibitors. Such planning for the timing and appearance of films is akin to the programming decisions of network executives. And I would hazard to say that digital cinema, reportedly -- though unlikely -- just on the horizon and in which texts will be beamed to cinemas via satellite rather than circulated in prints, will only augment this comparison; releasing will become that much more like programming, or at least will be conceptualised as such. To summarize, the first vector of exhibition temporality is the scheduling and running time; the second is the theatrical run; the third is the idea of seasons and the "programming" of openings. These are just some of the forces streamlining filmgoers; the temporal structuring of screenings, runs and film seasons provides a material contour to the abstraction of audience. Here, what I have delineated are components of an industrial logic about popular and public entertainment, one that offers a certain controlled knowledge about and for cinemagoing audiences. Shifting Conceptual Frameworks A note of caution is in order. I emphatically resist an interpretation that we are witnessing the becoming-film of television and the becoming-tv of film. Underneath the "inversion" argument is a weak brand of technological determinism, as though each asserts its own essential qualities. Such a pat declaration seems more in line with the mythos of convergence, and its quasi-Darwinian "natural" collapse of technologies. Instead, my point here is quite the opposite, that there is nothing essential or unique about the scheduling or flow of television; indeed, one does not have to look far to find examples of less schedule-dependent television. What I want to highlight is that application of any term of distinction -- event/flow, gaze/glance, public/private, and so on -- has more to do with our thinking, with the core discursive arrangements that have made film and television, and their audiences, available to us as knowable and different. So, using empirical evidence to slide one term over to the other is a strategy intended to supplement and destabilise the manner in which we draw conclusions, and even pose questions, of each. What this proposes is, again following the contributions of Ien Ang, that we need to see cinemagoing in its institutional formation, rather than some stable technological, textual or experiential apparatus. The activity is not only a function of a constraining industrial practice or of wildly creative patrons, but of a complex inter-determination between the two. Cinemagoing is an organisational entity harbouring, reviving and constituting knowledge and commonsense about film commodities, audiences and everyday life. An event of cinema begins well before the dimming of an auditorium's lights. The moment a newspaper is consulted, with its local representation of an internationally circulating current cinema, its listings belie a scheduling, an orderliness, to the possible projections in a given location. As audiences are formed as subjects of the current cinema, we are also agents in the continuation of a set of institutions as well. References Ang, Ien. Desperately Seeking the Audience. New York: Routledge, 1991. Brookman, Faye. "Trailers: The Big Business of Drawing Crowds." Variety 13 June 1990: 48. Caughie, John. "Playing at Being American: Games and Tactics." Logics of Television: Essays in Cultural Criticism. Ed. Patricia Mellencamp. Bloomington: Indiana UP, 1990. De Certeau, Michel. The Practice of Everyday Life. Trans. Steve Rendall. Berkeley: U of California P, 1984. Hindes, Andrew, and Monica Roman. "Video Titles Do Pitstops on Screens." Variety 16-22 Sep. 1996: 11+. Klady, Leonard. "Hitting and Missing the Market: Studios Show Savvy -- or Just Luck -- with Pic Release Strategies." Variety 19-25 Jan. 1998: 18. Morley, David. Television, Audiences and Cultural Studies. New York: Routledge, 1992. Newspaper Association of America. "Before They See It Here..." Advertisement. Variety 22-28 Nov. 1999: 38. Rice-Barker, Leo. "Industry Banks on New Technology, Expanded Slates." Playback 6 May 1996: 19-20. Scannell, Paddy. Radio, Television and Modern Life. Oxford: Blackwell, 1996. Williams, Raymond. Television: Technology and Cultural Form. New York: Schocken, 1975. Citation reference for this article MLA style: Charles Acland. "Matinees, Summers and Opening Weekends: Cinemagoing Audiences as Institutional Subjects." M/C: A Journal of Media and Culture 3.1 (2000). [your date of access] <http://www.uq.edu.au/mc/0003/cinema.php>. Chicago style: Charles Acland, "Matinees, Summers and Opening Weekends: Cinemagoing Audiences as Institutional Subjects," M/C: A Journal of Media and Culture 3, no. 1 (2000), <http://www.uq.edu.au/mc/0003/cinema.php> ([your date of access]). APA style: Charles Acland. (2000) Matinees, Summers and Opening Weekends: Cinemagoing Audiences as Institutional Subjects. M/C: A Journal of Media and Culture 3(1). <http://www.uq.edu.au/mc/0003/cinema.php> ([your date of access]).
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41

Henderson, Neil James. "Online Persona as Hybrid-Object: Tracing the Problems and Possibilities of Persona in the Short Film Noah." M/C Journal 17, no. 3 (June 10, 2014). http://dx.doi.org/10.5204/mcj.819.

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Introduction The short film Noah (2013) depicts the contemporary story of an adolescent relationship breakdown and its aftermath. The film tells the story by showing events entirely as they unfold on the computer screen of Noah, the film’s teenaged protagonist. All of the characters, including Noah, appear on film solely via technological mediation.Although it is a fictional representation, Noah has garnered a lot of acclaim within an online public for the authenticity and realism of its portrayal of computer-mediated life (Berkowitz; Hornyak; Knibbs; Warren). Judging by the tenor of a lot of this commentary, the film has keyed in to a larger cultural anxiety around issues of communication and relationships online. Many reviewers and interested commentators have expressed concern at how closely Noah’s distracted, frenetic and problematic multitasking resembles their own computer usage (Beggs; Berkowitz; Trumbore). They frequently express the belief that it was this kind of behaviour that led to the relationship breakdown depicted in the film, as Noah proves to be “a lot better at opening tabs than at honest communication” (Knibbs para. 2).I believe that the cultural resonance of the film stems from the way in which the film is an implicit attempt to assess the nature of contemporary online persona. By understanding online persona as a particular kind of “hybrid object” or “quasi-object”—a combination of both human and technological creation (Latour We Have)—the sense of the overall problems, as well as the potential, of online persona as it currently exists, is traceable through the interactions depicted within the film. By understanding social relationships as constituted through dynamic interaction (Schutz), I understand the drama of Noah to stem principally from a tension in the operation of online persona between a) the technological automation of presentation that forms a core part of the nature of contemporary online persona, and b) the need for interaction in effective relationship development. However, any attempt to blame this tension on an inherent tendency in technology is itself problematised by the film’s presentation of an alternative type of online persona, in a Chatroulette conversation depicted in the film’s second half.Persona and Performance, Mediation and DelegationMarshall (“Persona Studies” 163) describes persona as “a new social construction of identity and public display.” This new type of social construction has become increasingly common due to a combination of “changes in work, transformation of our forms of social connection and networking via new technologies, and consequent new affective clusters and micropublics” (Marshall “Persona Studies” 166). New forms of “presentational” media play a key role in the construction of persona by providing the resources through which identity is “performed, produced and exhibited by the individual or other collectives” (Marshall “Persona Studies” 160).In this formulation of persona, it is not clear how performance and presentation interlink with the related concepts of production and exhibition. Marshall’s concept of “intercommunication” suggests a classificatory scheme for these multiple registers of media and communication that are possible in the contemporary media environment. However, Marshall’s primary focus has so far been on the relationship between existing mediated communication forms, and their historical transformation (Marshall “Intercommunication”). Marshall has not as yet made clear the theoretical link between performance, presentation, production and exhibition. Actor-Network Theory (ANT) can provide this theoretical link, and a way of understanding persona as it operates in an online context: as online persona.In ANT, everything that exists is an object. Objects are performative actors—the associations between objects produce the identity of objects and the way they perform. The performative actions of objects, equally, produce the nature of the associations between them (Latour Reassembling). Neither objects nor associations have a prior existence outside of their relationship to each other (Law).For Latour, the semiotic distinction between “human” and “non-human” is itself an outcome of the performances of objects and their associations. There are also objects, which Latour calls “quasi-objects” or “hybrids,” that do not fit neatly on one side of the human/non-human divide or the other (Latour We Have). Online persona is an example of such a hybrid or quasi-object: it is a combination of both human creation and technological mediation.Two concepts formulated by Latour provide some qualitative detail about the nature of the operation of Actor-Networks. Firstly, Latour emphasises that actors are also “mediators.” This name emphasises that when an actor acts to create a connection between two or more other objects, it actively transforms the way that objects encounter the performance of other objects (Latour Reassembling). This notion of mediation resembles Hassan’s definition of “media” as an active agent of transferral (Hassan). But Latour emphasises that all objects, not just communication technologies, act as mediators. Secondly, Latour describes how an actor can take on the actions originally performed by another actor. He refers to this process as “delegation.” Delegation, especially delegation of human action to a technological delegate, can render action more efficient in two ways. It can reduce the effort needed for action, causing “the transformation of a major effort into a minor one.” It can also reduce the time needed to exert effort in performing an action: the effort need not be ongoing, but can be “concentrated at the time of installation” (Latour “Masses” 229-31).Online persona, in the terminology of ANT, is a constructed, performative presentation of identity. It is constituted through a combination of human action, ongoing mediation of present human action, and the automation, through technological delegation, of previous actions. The action of the film Noah is driven by the changes in expected and actual interaction that these various aspects of persona encourage.The Problems and Potential of Online PersonaBy relaying the action entirely via a computer screen, the film Noah is itself a testament to how encounters with others solely via technological mediation can be genuinely meaningful. Relaying the action in this way is in fact creatively productive, providing new ways of communicating details about characters and relationships through the layout of the screen. For instance, the film introduces the character of Amy, Noah’s girlfriend, and establishes her importance to Noah through her visual presence as part of a photo on his desktop background at the start of the film. The film later communicates the end of the relationship when the computer boots up again, but this time with Amy’s photo notably absent from the background.However, the film deviates from a “pure” representation of a computer screen in a number of ways. Most notably, the camera frame is not static, and moves around the screen in order to give the viewer the sense that the camera is simulating Noah’s eye focus. According to the directors, the camera needed to show viewers where the focus of the action was as the story progressed. Without this indication of where to focus, it was hard to keep viewers engaged and interested in the story (Paulas).Within the story of the film itself, the sense of drama surrounding Noah’s actions similarly stem from the exploration of the various aspects of what it is and is not possible to achieve in the performance of persona – both the positive and the negative consequences. At the start of the film, Noah engages in a Skype conversation with his girlfriend Amy. While Noah is indeed “approximating being present” (Berkowitz para. 3) for the initial part of this conversation, once Noah hears an implication that Amy may want to break up with him, the audience sees his eye movements darting between Amy’s visible face in Skype and Amy’s Facebook profile, and nowhere else.It would be a mistake to think that this double focus means Noah is not fully engaging with Amy. Rather, he is engaging with two dimensions of Amy’s available persona: her Facebook profile, and her Skype presence. Noah is fully focusing on Amy at this point of the film, but the unitary persona he experiences as “Amy” is constructed from multiple media channels—one dynamic and real-time, the other comparatively stable and static. Noah’s experience of Amy is multiplexed, a unitary experience constructed from multiple channels of communication. This may actually enhance Noah’s affective involvement with Amy.It is true that at the very start of the Skype call, Noah is focusing on several unrelated activities, not just on Amy. The available technological mediators enable this division of attention. But more than that, the available technological mediators also assume in their functioning that the user’s attention can be and should be divided. Thus some of the distractions Noah experiences at this time are of his own making (e.g. the simple game he plays in a browser window), while others are to some degree configured by the available opportunity to divide one’s attention, and the assumption of others that the user will do so. One of the distractions faced by Noah comes in the form of repeated requests from his friend “Kanye East” to play the game Call of Duty. How socially obligated is Noah to respond to these requests as promptly as possible, regardless of what other important things (that his friend doesn’t know about) he may be doing?Unfortunately, and for reasons which the audience never learns, the Skype call terminates abruptly before Noah can fully articulate his concerns to Amy. With a keen eye, the audience can see that the image of Amy froze not long after Noah started talking to her in earnest. She did indeed appear to be having problems with her Skype, as her later text message suggested. But there’s no indication why Amy decided, as described in the same text message, to postpone the conversation after the Skype call failed.This is a fairly obvious example of the relatively common situation in which one actor unexpectedly refuses to co-operate with the purposes of another (Callon). Noah’s uncertainty at how to address this non-cooperation leads to the penultimate act of the film when he logs in to Amy’s Facebook account. In order to fully consider the ethical issues involved, a performative understanding of the self and of relationships is insufficient. Phenomenological understandings of the self and social relationships are more suited to ethical considerations.Online Persona and Social RelationshipsIn the “phenomenological sociology” of Alfred Schutz, consciousness is inescapably temporal, constantly undergoing slight modification by the very process of progressing through time. The constitution of a social relationship, for Schutz, occurs when two (and only two) individuals share a community of space and time, simultaneously experiencing the same external phenomena. More importantly, it also requires that these two individuals have an ongoing, mutual and simultaneous awareness of each other’s progress and development through time. Finally, it requires that the individuals be mutually aware of the very fact that they are aware of each other in this ongoing, mutual and simultaneous way (Schutz).Schutz refers to this ideal-typical relationship state as the “We-relationship,” and the communal experience that constitutes it as “growing older together.” The ongoing awareness of constantly generated new information about the other is what constitutes a social relationship, according to Schutz. Accordingly, a lack of such information exchange will lead to a weaker social bond. In situations where direct interaction does not occur, Schutz claimed that individuals would construct their knowledge of the other through “typification”: pre-learned schemas of identity of greater or lesser generality, affixed to the other based on whatever limited information may be available.In the film, when Amy is no longer available via Skype, an aspect of her persona is still available for interrogation. After the failed Skype call, Noah repeatedly refreshes Amy’s Facebook profile, almost obsessively checking her relationship status to see if it has changed from reading “in a relationship.” In the process he discovers that, not long after their aborted Skype conversation, Amy has changed her profile picture—from one that had an image of the two of them together, to one that contains an image of Amy only. He also in the process discovers that someone he does not know named “Dylan Ramshaw” has commented on all of Amy’s current and previous profile pictures. Dylan’s Facebook profile proves resistant to interrogation—Noah’s repeated, frustrated attempts to click on Dylan’s profile picture to bring up more detail yields no results. In the absence of an aspect of persona that undergoes constant temporal change, any new information attained—a profile picture changed, a not-previously noticed regular commenter discovered—seems to gain heightened significance in defining not just the current relationship status with another, but the trajectory which that relationship is taking. The “typification” that Noah constructs of Amy is that of a guilty, cheating girlfriend.The penultimate act of the film occurs when Noah chooses to log in to Amy’s Facebook account using her password (which he knows), “just to check for sketchy shit,” or so he initially claims to Kanye East. His suspicions appear to be confirmed when he discovers that private exchanges between Amy and Dylan which indicate that they had been meeting together without Noah’s knowledge. The suggestion to covertly read Amy’s private Facebook messages comes originally from Kanye East, when he asks Noah “have you lurked [covertly read] her texts or anything?” Noah’s response strongly suggests the normative uncertainty that the teenaged protagonist feels at the idea; his initial response to Kanye East reads “is that the thing to do now?” The operation of Facebook in this instance has two, somewhat contradictory, delegated tasks: let others feel connected to Amy and what she’s doing, but also protect Amy’s privacy. The success of the second goal interferes with Noah’s desire to achieve the first. And so he violates her privacy.The times that Noah’s mouse hovers and circles around a button that would send a message from Amy’s account or update Amy’s Facebook profile are probably the film’s most cringe-inducing moments. Ultimately Noah decides to update Amy’s relationship status to single. The feedback he receives to Amy’s account immediately afterwards seems to confirm his suspicions that this was what was going to happen anyway: one friend of Amy’s says “finally” in a private message, and the suspicious “Dylan” offers up a shoulder to cry on. Apparently believing that this reflects the reality of their relationship, Noah leaves the status on Amy’s Facebook profile as “single.”The tragedy of the film is that Noah’s assumptions were quite incorrect. Rather than reflecting their updated relationship status, the change revealed to Amy that he had violated her privacy. Dylan’s supposedly over-familiar messages were perfectly acceptable on the basis that Dylan was not actually heterosexual (and therefore a threat to Noah’s role as boyfriend), but gay.The Role of Technology: “It’s Complicated”One way to interpret the film would be to blame Noah’s issues on technology per se. This is far too easy. Rather, the film suggests that Facebook was to some degree responsible for Noah’s relationship issues and the problematic way in which he tried to address them. In the second half of the film, Noah engages in a very different form of online interaction via the communication service known as Chatroulette. This interaction stands in sharp contrast to the interactions that occurred via Facebook.Chatroulette is a video service that pairs strangers around the globe for a chat session. In the film, Noah experiences a fairly meaningful moment on Chatroulette with an unnamed girl on the service, who dismisses Facebook as “weird and creepy”. The sheer normative power of Facebook comes across when Noah initially refuses to believe the unnamed Chatroulette girl when she says she does not have a Facebook profile. She suggests, somewhat ironically, that the only way to have a real, honest conversation with someone is “with a stranger, in the middle of the night”, as just occurred on Chatroulette.Besides the explicit comparison between Facebook and Chatroulette in the dialogue, this scene also provides an implicit comparison between online persona as it is found on Facebook and as it is found on Chatroulette. The style of interaction on each service is starkly different. On Facebook, users largely present themselves and perform to a “micro-public” of their “friends.” They largely engage in static self-presentations, often “interacting” only through interrogating the largely static self-presentations of others. On Chatroulette, users interact with strangers chosen randomly by an algorithm. Users predominantly engage in dialogue one-on-one, and interaction tends to be a mutual, dynamic affair, much like “real life” conversation.Yet while the “real-time” dialogue possible on Chatroulette may seem more conducive to facilitating Schutz’ idea of “growing older together,” the service also has its issues. The randomness of connection with others is problematic, as the film frankly acknowledges in the uncensored shots of frontal male nudity that Noah experiences in his search for a chat partner. Also, the problematic lack of a permanent means of staying in contact with each other is illustrated by a further tragic moment in the film when the session with the unnamed girl ends, with Noah having no means of ever being able to find her again.ConclusionIt is tempting to dismiss the problems that Noah encounters while interacting via mediated communication with the exhortation to “just go out and live [… ] life in the real world” (Trumbore para. 4), but this is also over-simplistic. Rather, what we can take away from the film is that there are trade-offs to be had in the technological mediation of self-presentation and communication. The questions that we need to address are: what prompts the choice of one form of technological mediation over another? And what are the consequences of this choice? Contemporary persona, as conceived by David Marshall, is motivated by the commodification of the self, and by increased importance of affect in relationships (Marshall “Persona Studies”). In the realm of Facebook, the commodification of the self has to some degree flattened the available interactivity of the online self, in favour of what the unnamed Chatroulette girl derogatorily refers to as “a popularity contest.”The short film Noah is to some degree a cultural critique of dominant trends in contemporary online persona, notably of the “commodification of the self” instantiated on Facebook. By conceiving of online persona in the terms of ANT outlined here, it becomes possible to envision alternatives to this dominant form of persona, including a concept of persona as commodification. Further, it is possible to do this in a way that avoids the trap of blaming technology for all problems, and that recognises both the advantages and disadvantages of different ways of constructing online persona. The analysis of Noah presented here can therefore provide a guide for more sophisticated and systematic examinations of the hybrid-object “online persona.”References Beggs, Scott. “Short Film: The Very Cool ‘Noah’ Plays Out Madly on a Teenager’s Computer Screen.” Film School Rejects 11 Sep. 2013. 3 Mar. 2014. Callon, M. “Some Elements of a Sociology of Translation: Domestication of the Scallops and the Fishermen of St Brieuc Bay.” Power, Action and Belief: A New Sociology of Knowledge? Ed. John Law. London, UK: Routledge & Kegan Paul, 1986. 196–223. Berkowitz, Joe. “You Need to See This 17-Minute Film Set Entirely on a Teen’s Computer Screen.” Fast Company 10 Sep. 2013. 1 Mar. 2014. Hassan, Robert. Media, Politics and the Network Society. Maidenhead: Open University Press, 2004. Hornyak, Tim. “Short Film ‘Noah’ Will Make You Think Twice about Facebook—CNET.” CNET 19 Sep. 2013. 2 Mar. 2014. Knibbs, Kate. “‘Have You Lurked Her Texts?’: How the Directors of ‘Noah’ Captured the Pain of Facebook-Era Dating.” Digital Trends 14 Sep. 2013. 9 Feb. 2014. Latour, Bruno. Reassembling the Social: An Introduction to Actor-Network Theory. Oxford University Press, 2005. Latour, Bruno. We Have Never Been Modern. Cambridge, Mass: Harvard University Press, 1993. Latour, Bruno. “Where Are the Missing Masses? The Sociology of a Few Mundane Artifacts.” Shaping Technology/Building Society: Studies in Sociotechnical Change. Ed. Wiebe E. Bijker and John Law. Cambridge, MA: MIT Press, 1992. 225–58. Law, John. “After ANT: Complexity, Naming and Topology.” Actor-Network Theory and After. Ed. John Law and John Hassard. Oxford: Blackwell Publishers, 1999. 1–14. Marshall, P. David. “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153–170. Marshall, P. David. “The Intercommunication Challenge: Developing a New Lexicon of Concepts for a Transformed Era of Communication.” ICA 2011: Proceedings of the 61st Annual ICA Conference. Boston, MA: Intrenational Communication Association, 2011. 1–25. Paulas, Rick. “Step inside the Computer Screen of ‘Noah.’” VICE 18 Jan. 2014. 8 Feb. 2014. Schutz, Alfred. The Phenomenology of the Social World. Trans. George Walsh and Frederick Lehnert. London, UK: Heinemann, 1972. Trumbore, Dave. “Indie Spotlight: NOAH - A 17-Minute Short Film from Patrick Cederberg and Walter Woodman.” Collider 2013. 2 Apr. 2014. Warren, Christina. “The Short Film That Takes Place Entirely inside a Computer.” Mashable 13 Sep.2013. 9 Feb. 2014. Woodman, Walter, and Patrick Cederberg. Noah. 2013.
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Burns, Alex. "The Worldflash of a Coming Future." M/C Journal 6, no. 2 (April 1, 2003). http://dx.doi.org/10.5204/mcj.2168.

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History is not over and that includes media history. Jay Rosen (Zelizer & Allan 33) The media in their reporting on terrorism tend to be judgmental, inflammatory, and sensationalistic. — Susan D. Moeller (169) In short, we are directed in time, and our relation to the future is different than our relation to the past. All our questions are conditioned by this asymmetry, and all our answers to these questions are equally conditioned by it. Norbert Wiener (44) The Clash of Geopolitical Pundits America’s geo-strategic engagement with the world underwent a dramatic shift in the decade after the Cold War ended. United States military forces undertook a series of humanitarian interventions from northern Iraq (1991) and Somalia (1992) to NATO’s bombing campaign on Kosovo (1999). Wall Street financial speculators embraced market-oriented globalization and technology-based industries (Friedman 1999). Meanwhile the geo-strategic pundits debated several different scenarios at deeper layers of epistemology and macrohistory including the breakdown of nation-states (Kaplan), the ‘clash of civilizations’ along religiopolitical fault-lines (Huntington) and the fashionable ‘end of history’ thesis (Fukuyama). Media theorists expressed this geo-strategic shift in reference to the ‘CNN Effect’: the power of real-time media ‘to provoke major responses from domestic audiences and political elites to both global and national events’ (Robinson 2). This media ecology is often contrasted with ‘Gateholder’ and ‘Manufacturing Consent’ models. The ‘CNN Effect’ privileges humanitarian and non-government organisations whereas the latter models focus upon the conformist mind-sets and shared worldviews of government and policy decision-makers. The September 11 attacks generated an uncertain interdependency between the terrorists, government officials, and favourable media coverage. It provided a test case, as had the humanitarian interventions (Robinson 37) before it, to test the claim by proponents that the ‘CNN Effect’ had policy leverage during critical stress points. The attacks also revived a long-running debate in media circles about the risk factors of global media. McLuhan (1964) and Ballard (1990) had prophesied that the global media would pose a real-time challenge to decision-making processes and that its visual imagery would have unforeseen psychological effects on viewers. Wark (1994) noted that journalists who covered real-time events including the Wall Street crash (1987) and collapse of the Berlin Wall (1989) were traumatised by their ‘virtual’ geographies. The ‘War on Terror’ as 21st Century Myth Three recent books explore how the 1990s humanitarian interventions and the September 11 attacks have remapped this ‘virtual’ territory with all too real consequences. Piers Robinson’s The CNN Effect (2002) critiques the theory and proposes the policy-media interaction model. Barbie Zelizer and Stuart Allan’s anthology Journalism After September 11 (2002) examines how September 11 affected the journalists who covered it and the implications for news values. Sandra Silberstein’s War of Words (2002) uncovers how strategic language framed the U.S. response to September 11. Robinson provides the contextual background; Silberstein contributes the specifics; and Zelizer and Allan surface broader perspectives. These books offer insights into the social construction of the nebulous War on Terror and why certain images and trajectories were chosen at the expense of other possibilities. Silberstein locates this world-historical moment in the three-week transition between September 11’s aftermath and the U.S. bombings of Afghanistan’s Taliban regime. Descriptions like the ‘War on Terror’ and ‘Axis of Evil’ framed the U.S. military response, provided a conceptual justification for the bombings, and also brought into being the geo-strategic context for other nations. The crucial element in this process was when U.S. President George W. Bush adopted a pedagogical style for his public speeches, underpinned by the illusions of communal symbols and shared meanings (Silberstein 6-8). Bush’s initial address to the nation on September 11 invoked the ambiguous pronoun ‘we’ to recreate ‘a unified nation, under God’ (Silberstein 4). The 1990s humanitarian interventions had frequently been debated in Daniel Hallin’s sphere of ‘legitimate controversy’; however the grammar used by Bush and his political advisers located the debate in the sphere of ‘consensus’. This brief period of enforced consensus was reinforced by the structural limitations of North American media outlets. September 11 combined ‘tragedy, public danger and a grave threat to national security’, Michael Schudson observed, and in the aftermath North American journalism shifted ‘toward a prose of solidarity rather than a prose of information’ (Zelizer & Allan 41). Debate about why America was hated did not go much beyond Bush’s explanation that ‘they hated our freedoms’ (Silberstein 14). Robert W. McChesney noted that alternatives to the ‘war’ paradigm were rarely mentioned in the mainstream media (Zelizer & Allan 93). A new myth for the 21st century had been unleashed. The Cycle of Integration Propaganda Journalistic prose masked the propaganda of social integration that atomised the individual within a larger collective (Ellul). The War on Terror was constructed by geopolitical pundits as a Manichean battle between ‘an “evil” them and a national us’ (Silberstein 47). But the national crisis made ‘us’ suddenly problematic. Resurgent patriotism focused on the American flag instead of Constitutional rights. Debates about military tribunals and the USA Patriot Act resurrected the dystopian fears of a surveillance society. New York City mayor Rudy Guiliani suddenly became a leadership icon and Time magazine awarded him Person of the Year (Silberstein 92). Guiliani suggested at the Concert for New York on 20 October 2001 that ‘New Yorkers and Americans have been united as never before’ (Silberstein 104). Even the series of Public Service Announcements created by the Ad Council and U.S. advertising agencies succeeded in blurring the lines between cultural tolerance, social inclusion, and social integration (Silberstein 108-16). In this climate the in-depth discussion of alternate options and informed dissent became thought-crimes. The American Council of Trustees and Alumni’s report Defending Civilization: How Our Universities are Failing America (2002), which singled out “blame America first” academics, ignited a firestorm of debate about educational curriculums, interpreting history, and the limits of academic freedom. Silberstein’s perceptive analysis surfaces how ACTA assumed moral authority and collective misunderstandings as justification for its interrogation of internal enemies. The errors she notes included presumed conclusions, hasty generalisations, bifurcated worldviews, and false analogies (Silberstein 133, 135, 139, 141). Op-ed columnists soon exposed ACTA’s gambit as a pre-packaged witch-hunt. But newscasters then channel-skipped into military metaphors as the Afghanistan campaign began. The weeks after the attacks New York City sidewalk traders moved incense and tourist photos to make way for World Trade Center memorabilia and anti-Osama shirts. Chevy and Ford morphed September 11 catchphrases (notably Todd Beamer’s last words “Let’s Roll” on Flight 93) and imagery into car advertising campaigns (Silberstein 124-5). American self-identity was finally reasserted in the face of a domestic recession through this wave of vulgar commercialism. The ‘Simulated’ Fall of Elite Journalism For Columbia University professor James Carey the ‘failure of journalism on September 11’ signaled the ‘collapse of the elites of American journalism’ (Zelizer & Allan 77). Carey traces the rise-and-fall of adversarial and investigative journalism from the Pentagon Papers and Watergate through the intermediation of the press to the myopic self-interest of the 1988 and 1992 Presidential campaigns. Carey’s framing echoes the earlier criticisms of Carl Bernstein and Hunter S. Thompson. However this critique overlooks several complexities. Piers Robinson cites Alison Preston’s insight that diplomacy, geopolitics and elite reportage defines itself through the sense of distance from its subjects. Robinson distinguished between two reportage types: distance framing ‘creates emotional distance’ between the viewers and victims whilst support framing accepts the ‘official policy’ (28). The upsurge in patriotism, the vulgar commercialism, and the mini-cycle of memorabilia and publishing all combined to enhance the support framing of the U.S. federal government. Empathy generated for September 11’s victims was tied to support of military intervention. However this closeness rapidly became the distance framing of the Afghanistan campaign. News coverage recycled the familiar visuals of in-progress bombings and Taliban barbarians. The alternative press, peace movements, and social activists then retaliated against this coverage by reinstating the support framing that revealed structural violence and gave voice to silenced minorities and victims. What really unfolded after September 11 was not the demise of journalism’s elite but rather the renegotiation of reportage boundaries and shared meanings. Journalists scoured the Internet for eyewitness accounts and to interview survivors (Zelizer & Allan 129). The same medium was used by others to spread conspiracy theories and viral rumors that numerology predicted the date September 11 or that the “face of Satan” could be seen in photographs of the World Trade Center (Zelizer & Allan 133). Karim H. Karim notes that the Jihad frame of an “Islamic Peril” was socially constructed by media outlets but then challenged by individual journalists who had learnt ‘to question the essentialist bases of her own socialization and placing herself in the Other’s shoes’ (Zelizer & Allan 112). Other journalists forgot that Jihad and McWorld were not separate but two intertwined worldviews that fed upon each other. The September 11 attacks on the Pentagon and the World Trade Center also had deep symbolic resonances for American sociopolitical ideals that some journalists explored through analysis of myths and metaphors. The Rise of Strategic Geography However these renegotiated boundariesof new media, multiperspectival frames, and ‘layered’ depth approaches to issues analysiswere essentially minority reports. The rationalist mode of journalism was soon reasserted through normative appeals to strategic geography. The U.S. networks framed their documentaries on Islam and the Middle East in bluntly realpolitik terms. The documentary “Minefield: The United States and the Muslim World” (ABC, 11 October 2001) made explicit strategic assumptions of ‘the U.S. as “managing” the region’ and ‘a definite tinge of superiority’ (Silberstein 153). ABC and CNN stressed the similarities between the world’s major monotheistic religions and their scriptural doctrines. Both networks limited their coverage of critiques and dissent to internecine schisms within these traditions (Silberstein 158). CNN also created different coverage for its North American and international audiences. The BBC was more cautious in its September 11 coverage and more global in outlook. Three United Kingdom specials – Panorama (Clash of Cultures, BBC1, 21 October 2001), Question Time (Question Time Special, BBC1, 13 September 2001), and “War Without End” (War on Trial, Channel 4, 27 October 2001) – drew upon the British traditions of parliamentary assembly, expert panels, and legal trials as ways to explore the multiple dimensions of the ‘War on Terror’ (Zelizer & Allan 180). These latter debates weren’t value free: the programs sanctioned ‘a tightly controlled and hierarchical agora’ through different containment strategies (Zelizer & Allan 183). Program formats, selected experts and presenters, and editorial/on-screen graphics were factors that pre-empted the viewer’s experience and conclusions. The traditional emphasis of news values on the expert was renewed. These subtle forms of thought-control enabled policy-makers to inform the public whilst inoculating them against terrorist propaganda. However the ‘CNN Effect’ also had counter-offensive capabilities. Osama bin Laden’s videotaped sermons and the al-Jazeera network’s broadcasts undermined the psychological operations maxim that enemies must not gain access to the mindshare of domestic audiences. Ingrid Volkmer recounts how the Los Angeles based National Iranian Television Network used satellite broadcasts to criticize the Iranian leadership and spark public riots (Zelizer & Allan 242). These incidents hint at why the ‘War on Terror’ myth, now unleashed upon the world, may become far more destabilizing to the world system than previous conflicts. Risk Reportage and Mediated Trauma When media analysts were considering the ‘CNN Effect’ a group of social contract theorists including Anthony Giddens, Zygmunt Bauman, and Ulrich Beck were debating, simultaneously, the status of modernity and the ‘unbounded contours’ of globalization. Beck termed this new environment of escalating uncertainties and uninsurable dangers the ‘world risk society’ (Beck). Although they drew upon constructivist and realist traditions Beck and Giddens ‘did not place risk perception at the center of their analysis’ (Zelizer & Allan 203). Instead this was the role of journalist as ‘witness’ to Ballard-style ‘institutionalized disaster areas’. The terrorist attacks on September 11 materialized this risk and obliterated the journalistic norms of detachment and objectivity. The trauma ‘destabilizes a sense of self’ within individuals (Zelizer & Allan 205) and disrupts the image-generating capacity of collective societies. Barbie Zelizer found that the press selection of September 11 photos and witnesses re-enacted the ‘Holocaust aesthetic’ created when Allied Forces freed the Nazi internment camps in 1945 (Zelizer & Allan 55-7). The visceral nature of September 11 imagery inverted the trend, from the Gulf War to NATO’s Kosovo bombings, for news outlets to depict war in detached video-game imagery (Zelizer & Allan 253). Coverage of the September 11 attacks and the subsequent Bali bombings (on 12 October 2002) followed a four-part pattern news cycle of assassinations and terrorism (Moeller 164-7). Moeller found that coverage moved from the initial event to a hunt for the perpetrators, public mourning, and finally, a sense of closure ‘when the media reassert the supremacy of the established political and social order’ (167). In both events the shock of the initial devastation was rapidly followed by the arrest of al Qaeda and Jamaah Islamiyah members, the creation and copying of the New York Times ‘Portraits of Grief’ template, and the mediation of trauma by a re-established moral order. News pundits had clearly studied the literature on bereavement and grief cycles (Kubler-Ross). However the neo-noir work culture of some outlets also fueled bitter disputes about how post-traumatic stress affected journalists themselves (Zelizer & Allan 253). Reconfiguring the Future After September 11 the geopolitical pundits, a reactive cycle of integration propaganda, pecking order shifts within journalism elites, strategic language, and mediated trauma all combined to bring a specific future into being. This outcome reflected the ‘media-state relationship’ in which coverage ‘still reflected policy preferences of parts of the U.S. elite foreign-policy-making community’ (Robinson 129). Although Internet media and non-elite analysts embraced Hallin’s ‘sphere of deviance’ there is no clear evidence yet that they have altered the opinions of policy-makers. The geopolitical segue from September 11 into the U.S.-led campaign against Iraq also has disturbing implications for the ‘CNN Effect’. Robinson found that its mythic reputation was overstated and tied to issues of policy certainty that the theory’s proponents often failed to examine. Media coverage molded a ‘domestic constituency ... for policy-makers to take action in Somalia’ (Robinson 62). He found greater support in ‘anecdotal evidence’ that the United Nations Security Council’s ‘safe area’ for Iraqi Kurds was driven by Turkey’s geo-strategic fears of ‘unwanted Kurdish refugees’ (Robinson 71). Media coverage did impact upon policy-makers to create Bosnian ‘safe areas’, however, ‘the Kosovo, Rwanda, and Iraq case studies’ showed that the ‘CNN Effect’ was unlikely as a key factor ‘when policy certainty exists’ (Robinson 118). The clear implication from Robinson’s studies is that empathy framing, humanitarian values, and searing visual imagery won’t be enough to challenge policy-makers. What remains to be done? Fortunately there are some possibilities that straddle the pragmatic, realpolitik and emancipatory approaches. Today’s activists and analysts are also aware of the dangers of ‘unfreedom’ and un-reflective dissent (Fromm). Peter Gabriel’s organisation Witness, which documents human rights abuses, is one benchmark of how to use real-time media and the video camera in an effective way. The domains of anthropology, negotiation studies, neuro-linguistics, and social psychology offer valuable lessons on techniques of non-coercive influence. The emancipatory tradition of futures studies offers a rich tradition of self-awareness exercises, institution rebuilding, and social imaging, offsets the pragmatic lure of normative scenarios. The final lesson from these books is that activists and analysts must co-adapt as the ‘War on Terror’ mutates into new and terrifying forms. Works Cited Amis, Martin. “Fear and Loathing.” The Guardian (18 Sep. 2001). 1 March 2001 <http://www.guardian.co.uk/Archive/Article/0,4273,4259170,00.php>. Ballard, J.G. The Atrocity Exhibition (rev. ed.). Los Angeles: V/Search Publications, 1990. Beck, Ulrich. World Risk Society. Malden, MA: Polity Press, 1999. Ellul, Jacques. Propaganda: The Formation of Men’s Attitudes. New York: Vintage Books, 1973. Friedman, Thomas. The Lexus and the Olive Tree. New York: Farrar, Straus & Giroux, 1999. Fromm, Erich. Escape from Freedom. New York: Farrar & Rhinehart, 1941. Fukuyama, Francis. The End of History and the Last Man. New York: Free Press, 1992. Huntington, Samuel P. The Clash of Civilizations and the Remaking of World Order. New York: Simon & Schuster, 1996. Kaplan, Robert. The Coming Anarchy: Shattering the Dreams of the Post Cold War. New York: Random House, 2000. Kubler-Ross, Elizabeth. On Death and Dying. London: Tavistock, 1969. McLuhan, Marshall. Understanding Media: The Extensions of Man. London: Routledge & Kegan Paul, 1964. Moeller, Susan D. Compassion Fatigue: How the Media Sell Disease, Famine, War, and Death. New York: Routledge, 1999. Robinson, Piers. The CNN Effect: The Myth of News, Foreign Policy and Intervention. New York: Routledge, 2002. Silberstein, Sandra. War of Words: Language, Politics and 9/11. New York: Routledge, 2002. Wark, McKenzie. Virtual Geography: Living with Global Media Events. Bloomington IN: Indiana UP, 1994. Wiener, Norbert. Cybernetics: Or Control and Communication in the Animal and the Machine. New York: John Wiley & Sons, 1948. Zelizer, Barbie, and Stuart Allan (eds.). Journalism after September 11. New York: Routledge, 2002. Links http://www.guardian.co.uk/Archive/Article/0 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Burns, Alex. "The Worldflash of a Coming Future" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/08-worldflash.php>. APA Style Burns, A. (2003, Apr 23). The Worldflash of a Coming Future. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/08-worldflash.php>
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Radywyl, Natalia. "“A little bit more mysterious…”: Ambience and Art in the Dark." M/C Journal 13, no. 2 (March 9, 2010). http://dx.doi.org/10.5204/mcj.225.

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A Site for the Study of Ambience Deep in Melbourne’s subterranean belly lies a long, dark space dedicated to screen-based art. Built along disused train platforms, it’s even possible to hear the ghostly rumblings and clatter of trains passing alongside the length of the gallery on quiet days. Upon descending the single staircase leading into this dimly-lit space, visitors encounter a distinctive sensory immersion. A flicker of screens dapple the windowless vastness ahead, perhaps briefly highlighting entrances into smaller rooms or the faintly-outlined profiles of visitors. This space often houses time-based moving image artworks. The optical flicker and aural stirrings of adjacent works distract, luring visitors’ attention towards an elsewhere. Yet on other occasions, this gallery’s art is bounded by walls, private enclosures which absorb perceptions of time into the surrounding darkness. Some works lie dormant awaiting visitors’ intervention, while others rotate on endless loops, cycling by unheeded, at times creating an environment of visual and aural collision. A weak haze of daylight falls from above mid-way through the space, marking the gallery’s only exit – an escalator fitted with low glowing lights. This is a space of thematic and physical reinvention. Movable walls and a retractable mezzanine enable the 110 metre long, 15 metre wide and almost 10 metre high space to be reformed with each exhibition, as evidenced by the many exhibitions that this Screen Gallery has hosted since opening as a part of the Australian for the Moving Image (ACMI) in 2002. ACMI endured controversial beginnings over the public funds dedicated to its gallery, cinemas, public editing and games labs, TV production studio, and screen education programs. As media interrogation of ACMI’s role and purpose intensified, several pressing critical and public policy questions surfaced as to how visitors were engaging with and valuing this institution and its spaces. In this context, I undertook the first, in depth qualitative study of visitation to ACMI, so as to address these issues and also the dearth of supporting literature into museum visitation (beyond broad, quantitative analyses). Of particular interest was ACMI’s Screen Gallery, for it appeared to represent something experientially unique and historically distinctive as compared to museums and galleries of the past. I therefore undertook an ethnographic study of museum visitation to codify the expression of ACMI’s institutional remit in light of the modalities of its visitors’ experiences in the Gallery. This rich empirical material formed the basis of my study and also this article, an ethnography of the Screen Gallery’s ambience. My study was undertaken across two exhibitions, World without End and White Noise (2005). While WWE was thematically linear in its charting of the dawn of time, globalisation and apocalypse, visitor interaction was highly non-linear. The moving image was presented in a variety of forms and spaces, from the isolation of works in rooms, the cohabitation of the very large to very small in the gallery proper, to enclosures created by multiple screens, laser-triggered interactivity and even plastic bowls with which visitors could ‘capture’ projections of light. Where heterogeneity was embraced in WWE, WN offered a smoother and less rapturous environment. It presented works by artists regarded as leaders of recent practices in the abstraction of the moving image. Rather than recreating the free exploratory movement of WWE, the WN visitor was guided along one main corridor. Each work was situated in a room or space situated to the right-hand side of the passageway. This isolation created a deep sense of immersion and intimacy with each work. Low-level white noise was even played across the Gallery so as to absorb the aural ‘bleed’ from neighbouring works. For my study, I used qualitative ethnographic techniques to gather phenomenological material, namely longitudinal participant observation and interviews. The observations were conducted on a fortnightly basis for seven months. I typically spent two to three hours shadowing visitors as they moved through the Gallery, detailing patterns of interaction; from gross physical movement and speech, to the very subtle modalities of encounter: a faint smile, a hesitation, or lapsing into complete stillness. I specifically recruited visitors for interviews immediately after their visit so as to probe further into these phenomenological moments while their effects were still fresh. I also endeavoured to capture a wide cross-sample of responses by recruiting on the basis of age, gender and reason for visitation. Ten in-depth interviews (between 45 minutes and one hour) were undertaken, enquiring into the factors influencing impressions of the Gallery, such as previous museum and art experiences, and opinions about media art and technology. In this article, I particularly draw upon my interviews with Steven, Fleur, Heidi, Sean, Trevor and Mathew. These visitors’ commentaries were selected as they reflect upon the overall ambience of the Gallery–intimate recollections of moving through darkness and projections of light–rather than engagement with individual works. When referring to ambience, I borrow from Brian Eno’s 1978 manifesto of Ambient Music, as it offers a useful analogy for assessing the complexity within subtle aesthetic experiences, and more specifically, in a spatial environment generated by electronic means. An ambience is defined as an atmosphere, or a surrounding influence: a tint…Whereas the extant canned music companies proceed from the basis of regularizing environments by blanketing their acoustic and atmospheric idiosyncrasies, Ambient Music is intended to enhance these. Whereas conventional background music is produced by stripping away all sense of doubt and uncertainty (and thus all genuine interest) from the music, Ambient Music retains these qualities. And whereas their intention is to ‘brighten’ the environment by adding stimulus to it… Ambient Music is intended to induce calm and a space to think…Ambient Music must be able to accommodate many levels of listening attention without enforcing one in particular; it must be as ignorable as it is interesting. (Eno, "Ambient Music")While Eno’s definition specifically discusses a listening space, it is comparable to the predominantly digital and visual gallery environment as it elicits similar states of attention, such as calm reflection, or even a peaceful emptying of thoughts. I propose that ACMI’s darkened Screen Gallery creates an exploratory space for such intimate, bodily, subjective experiences. I firstly locate this study within the genealogical context of visitor interaction in museum exhibition environments. We then follow the visitors through the Gallery. As the nuances of their journey are presented, I assess the significance of an alternate model for presenting art which encourages ‘active’ aesthetic experience by privileging ambiguity and subtlety–yet heightened interactivity–and is similar to the systemic complexity Eno accords his Ambient Music. Navigating Museums in the Past The first public museums appeared in the context of the emerging liberal democratic state as both a product and articulation of the early stages of modernity in the nineteenth century. Museum practitioners enforced boundaries by prescribing visitors’ routes architecturally, by presenting museum objects within firm knowledge categories, and by separating visitors from objects with glass cabinets. By making their objects publicly accessible and tightly governing visitors’ parameters of spatial interaction, museums could enforce a pedagogical regulation of moral codes, an expression of ‘governmentality’ which constituted the individual as both a subject and object of knowledge (Bennett "Birth", Culture; Hooper-Greenhill). The advent of high modernism in the mid-twentieth century enforced positivist doctrines through a firm direction of visitor movement, exemplified by Le Corbusier’s Musée à Croissance Illimitée (1939) and Frank Lloyd Wright’s Guggenheim Museum in New York (1959) (Davey 36). In more recent stages of modernity, architecture has attempted to reconcile the singular authority imposed by a building’s design. Robert Venturi, a key theorist of post-modern architecture, argued that the museum’s pedagogical failure to achieve social and political reforms was due to the purist and universalist values expressed within modern architecture. He proposed that post-modern architecture could challenge aesthetic modernism with a playful hybridity which emphasises symbolism and sculptural forms in architecture, and expresses a more diverse set of pluralist ideologies. Examples might include Hans Hollein’s Abteiberg Museum (1972-1982), or the National Museum of Australia in Canberra (2001). Contemporary attempts to design museum interactions reflect the aspirations of the ‘new museum.’ They similarly address a pluralist agenda, but mediate increasingly individualised forms of participation though highly interactive technological interfaces (Message). Commenting about art galleries, Lev Manovich greets this shift with some pessimism. He argues that the high art of the ‘white cube’ gallery is now confronting its ‘ideological enemy’, the ‘black box’, a historically ‘lower’ art form of cinema theatre (10). He claims that the history of spatial experimentation in art galleries is being reversed as much moving image art has been exhibited using a video projection in a darkened room, thereby limiting visitor participation to earlier, static forms of engagement. However, he proposes that new technologies could have an important presence and role in cultural institutions as an ‘augmented space’, in which layers of data overlay physical space. He queries whether this could create new possibilities for spatial interaction, such that cultural institutions might play a progressive role in exploring new futures (14). The Screen Gallery at ACMI embodies the characteristics of the ‘new museum’ as far as it demands multiple modalities of participation in a technological environment. It could perhaps also be regarded an experimental ‘black box’ in that it houses multiple screens, yet, as we shall see, elicits participation unbefitting of a cinema. We therefore turn now to examine visitors’ observations of the Gallery’s design, thereby garnering the experiential significance of passage through a moving image art space. Descending into Darkness Descending the staircase into the Gallery is a process of proceeding into shadows. The blackened cavity (fig. 1) therefore looms ahead as a clear visceral departure from the bustle of Federation Square above (fig. 2), and the clean brightness of ACMI’s foyer (fig. 3). Figure 1: Descent into ACMI's Screen Gallery Figure 2: ACMI at Federation Square, Melbourne Figure 3: ACMI’s foyer One visitor, Fleur, described this passage as a sense of going “deep underground,” where the affective power of darkness overwhelmed other sensory details: “I can’t picture it in my mind – sort of where the gallery finishes… And it’s perfect, it’s dark, and it’s… quiet-ish.” Many visitors found that an entrance softened by shadows added a trace of suspense to the beginnings of their journey. Heidi described how, “because it’s dark and you can’t actually see the people walking about… it’s a little bit more mysterious.” Fleur similarly remarked that “you’re not quite sure what you’re going to meet when you go around. And there’s a certain anticipation.” Steven found that the ambiguity surrounding the conventions of procedure through Gallery was “quite interesting, that experience of being a little bit unsure of where you’re going or not being able to see.” He attributed feelings of disorientation to the way the deep shadows of the Gallery routinely obscured measurement of time: “it’s that darkness that makes it a place where it’s like a time sync… You could spend hours in there… You sort of lose track of time… The darkness kind of contributes to that.” Multiple Pathways The ambiguity of the Gallery compelled visitors to actively engage with the space by developing their own rules for procedure. For example, Sean described how darkness and minimal use of signage generated multiple possibilities for passage: “you kind of need to wander through and guide yourself. It’s fairly dark as well and there aren’t any signs saying ‘Come this way,’ and it was only by sort of accident we found some of the spaces down the very back. Because, it’s very dark… We could very well have missed that.” Katrina similarly explained how she developed a participatory journey through movement: “when you first walk in, it just feels like empty space, and not exactly sure what’s going on and what to look at… and you think nothing is going on, so you have to kind of walk around and get a feel for it.” Steven used this participatory movement to navigate. He remarked that “there’s a kind of basic ‘what’s next?’… When you got down you could see maybe about four works immediately... There’s a kind of choice about ‘this is the one I’ll pay attention to first’, or ‘look, there’s this other one over there – that looks interesting, I might go and come back to this’. So, there’s a kind of charting of the trip through the exhibition.” Therefore while ambiguous rules for procedure undermine traditional forms of interaction in the museum, they prompted visitors to draw upon their sensory perception to construct a self-guided and exploratory path of engagement. However, mystery and ambiguity can also complicate visitors’ sense of self determination. Fleur noted how crossing the threshold into a space without clear conventions for procedure could challenge some visitors: “you have to commit yourself to go into a space like that, and I think the first time, when you’re not sure what’s down there… I think people going there for the first time would probably… find it difficult.” Trevor found this to be the case, objecting that “the part that doesn’t work, is that it doesn’t work as a space that’s easy to get around.” These comments suggest that an ‘unintended consequence’ (Beck) of relaxing contemporary museum conventions to encourage greater visitor autonomy, can be the contrary effect of making navigation more difficult. Visitors struggling to negotiate these conditions may find themselves subject to what Daniel Palmer terms the ‘paradox of user control’, in which contemporary forms of choice prove to be illusory, as they inhibit an individual’s freedom through ‘soft’ forms of domination. The ambiguity created by the Gallery’s darkness therefore brings two disparate – if not contradictory – tendencies together, as concluded by Fleur: “The darkness is – it’s both an advantage and a disadvantage… You can’t sort of see each other as well, but there’s also a bit of freedom in that. In that it sort of goes both ways.” A Journey of Subtle Cues Several strategies to ameliorate disorienting navigation experiences were employed in the Screen Gallery, attempting to create new possibilities for meaningful interaction. Some reflect typical curatorial conventions, such as mounting didactic panels along walls and strategically placing staff as guides. However, visitors frequently eschewed these markers and were instead drawn powerfully to affective conventions, including the shadings of light and sound. Sean noted how small beacons of light at foot level were prominent features, as they illuminated the entrances to rooms and corridors: “That’s your over-whelming impression, because it’s dark and there’s just these feature spotlights… and they’re an interesting device, because they sort of lead your eye through the space as well, and say ‘oh that’s where the next event is, there’s a spotlight over there’.” The luminescence of artworks served a similar purpose, for within “the darkness, the boundaries are less visible, and… you’re drawn to the light, you know, you’re drawn to those screens.” He found that directional sound above artworks also created a comparable effect: “I was aware of the fact that things were quiet until you approached the right spot and obviously it’s where the sound was focussed.” These conventions reflect what Trini Castelli calls ‘soft design’, by which space is made cohesively sensual (Glibb in Mitchell 87-88). The Gallery uses light and sound to fashions this visceral ‘feeling’ of spatial continuity, a seamless ambience. Paul described how this had a pleasurable effect, where the “atmosphere of the space” created “a very nice place to be… Lots of low lighting.” Fleur similarly recalled lasting somatic impressions: “It’s a bit like a cave, I suppose… The atmosphere is so different… it’s warm, I find it quite a relaxing place to be, I find it quite calm…Yeah, it has that feeling of private space to it.” Soft design therefore tempers the spatial severity of museums past through this sensuous ‘participatory environment.’ Interaction with art therefore becomes, as Steven enthused, “an exhibition experience” where “it’s as much (for me) the experience of moving between works as attending to the work itself… That seems really prominent in the experience, that it’s not these kind of isolated, individual works, they’re in relation to each other.” Disruptions to this experiential continuity – what Eno had described as a ‘stimulus’ – were subject to harsh judgement. When asked why he preferred to stand against the back wall of a room, rather than take a seat on the chairs provided, Matthew protested that “the spotlight was on those frigging couches, who wants to sit there? That would’ve been horrible.” Visitors clearly expressed a preference towards a form of spatial interaction in which curatorial conventions heighten, rather than detract from, the immersive dynamic of the museum environment. They showed how the feelings of ambiguity and suspense which absorbed them in the Gallery’s entrance gradually began to dissipate. In their place, a preference arose for conventions which maintained the Gallery’s immersive continuity, and where cues such as focused sound and footlights had a calming effect, and created a cohesive sensual journey through the dark. The Ambience of Art Space Visitors’ comments acquire an additional significance when examined in light of Eno’s earlier definition of what he called Ambient Music. He suggested that even in relative stillness, there exists a capacity for active forms of listening which create a “space to think” and generate a “quiet interest.” In addition, and perhaps most importantly, these active forms of listening are augmented by the “atmospheric idiosyncrasies” which are derived from conditions of uncertainty. As I have shown, the darkened Screen Gallery obscures the rules for visitor participation and consequently elicits doubt and hesitation. Visitors must self-navigate and be guided by sensory perception, responding to the kinaesthetic touch of light on skin and the subtle drifts of sound to constructing a journey through the enveloping darkness. This spatial ambience can therefore be understood as the specific condition which make the Gallery a fertile site for new exchanges between visitors, artworks and curation within the museum. Arjun Mulder defines this kind of dynamism in architectural space as a form of systemic interactivity, the “default state of any living system,” in the way that any system can be considered interactive if it links into, and affects change upon another (Mulder 332). Therefore while museums have historically been spaces for interaction, they have not always been interactive spaces in the sense described by Mulder, where visitor participation and processes of exchange are heightened by the conditions of ambience, and can compel self-determined journeys of visitor enquiry and feelings of relaxation and immersion. ACMI’s Screen Gallery has therefore come to define its practices by heightening these forms of encounter, and elevating the affective possibilities for interacting with art. Traditional museum conventions have been challenged by playing with experiential dynamics. These practices create an ambience which is particular to the gallery, and historically unlike the experiential ecologies of preceding forms of museum, gallery or moving space, be it the white cube or a simple ‘black box’ room for video projections. This perhaps signifies a distinctive moment in the genealogy of the museum, indicating how one instance of an art environment’s ambience can become a rubric for new forms of visitor interaction. References Beck, Ulrich. “The Reinvention of Politics: Towards a Theory of Reflexive Modernization.” Reflexive Modernization: Politics, Tradition and Aesthetics in the Modern Social Order. Eds. Ulrich Beck, Anthony Giddens, and Scott Lash. Cambridge: Politics, 1994. 1-55. Bennett, Tony. The Birth of the Museum: History, Theory, Politics. London; New York: Routledge. 1995. ———. “Culture and Governmentality.” Foucault, Cultural Studies and Governmentality. Eds. J.Z. Bratich, J. Packer, and C. McCarthy. Albany: State University of New York Press, 2003. 47-64. Davey, Peter. “Museums in an N-Dimensional World.” The Architectural Review 1242 (2000): 36-37. Eno, Brian. “Resonant Complexity.” Whole Earth Review (Summer 1994): 42-43. ———. “Ambient Music.” A Year with Swollen Appendices: The Diary of Brian Eno. London: Faber and Faber, 1996. 293-297. Hooper-Greenhill, Eileen. “Museums and Education for the 21st Century.” Museum and Gallery Education. London: Leicester University Press, 1991. 187-193. Manovich, Lev. “The Poetics of Augmented Space: Learning from Prada.” 27 April 2010 ‹http://creativetechnology.salford.ac.uk/fuchs/modules/creative_technology/architecture/manovich_augmented_space.pdf›. Message, Kylie. “The New Museum.” Theory, Culture and Society: Special Issue on Problematizing Global Knowledge. Eds. Mike Featherstone, Couze Venn, and Ryan Bishop, John Phillips. Thousand Oaks, CA: Sage, 2006. 603-606. Mitchell, T. C. Redefining Designing: From Form to Experience. New York: Van Nostrand Reinhold, 1993. Mulder, Arjun. “The Object of Interactivity.” NOX: Machining Architecture. London: Thames and Hudson, 2004. 332-340. Palmer, Daniel. “The Paradox of User Control.” Melbourne Digital Art and Culture 2003 Conference Proceedings. Melbourne: RMIT, 2003. 167-172. Venturi, Robert. Complexity and Contradiction in Architecture. New York: Museum of Modern Art, 1966.
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Irwin, Kathleen, and Jeff Morton. "Pianos: Playing, Value, and Augmentation." M/C Journal 16, no. 6 (November 6, 2013). http://dx.doi.org/10.5204/mcj.728.

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In rejoinder to a New York Times’s article claiming, “the value of used pianos, especially uprights, has plummeted … Instead of selling them … , donating them … or just passing them along … , owners are far more likely to discard them” (Walkin), artists Kathleen Irwin (scenography) and Jeff Morton (sound/composition) responded to this ignoble passing with an installation playing with the borders delineating music, theatre, digital technology, and economies of value using two upright red pianos, sound and video projection—and the sensibility of relational aesthetics. The installation was a collaboration between two artists who share a common interest in the performative qualities of public space and how technological augmentation is used in identificatory and embodied art processes as a means of extending the human body and enhancing the material space of person-to-person interaction. The title of the installation, PLAY, referenced the etymology of the word itself and how it has been variously understood over time, across artistic disciplines, and in digital and physical environments. Fundamentally, it explored the relative value of a material object (the piano) and how its social and cultural signification persists, shifts, is diminished or augmented by technology. The installation was mounted at the Dunlop Art Gallery, in the Regina Public Library (Saskatchewan, Canada, 14 June - 25 August 2013) and, as such, it illustrated the Library’s mandate to support all forms of literacy through community accessibility and forms of public outreach, social arrangements, and encounters. Indirectly, (as this was not the initial focus), it also exemplified the artists’s gentle probing of the ways, means, claims, and values when layering information and enhancing our visual experience as we interact with (literally, walk through) our physical landscapes and environments—“to see the world for what it is,” as Matt Turbow says “and to see the elements within” (Chapeau). The installation reflected on, among other things, the piano as a still potent cultural signifier, the persistent ability of our imagination to make meaning and codify experience even without digital overlay, and the library as an archive and disseminator of public knowledge. The artists questioned whether old technologies such as the piano will lose their hold on us entirely as technological augmentation develops the means to enhance or colonize the natural world, through graphics, sounds, haptic feedback, smell and, eventually, commodified experiences. This paper intends to reflect on our work and initiate a friendly (playful) interdisciplinary discussion about material objects in the age of physical and digital interactivity, and the terms of augmentation as we chose to understand it through our installation. In response to the call proposed by this journal on the subject of augmentation, we considered: 1. How audio/visual apparatuses in the gallery space augmented the piano’s expressivity; 2. How the piano augmented the social function of its physical situation; 3. How the technology augmented random and fragmentary musical phrases, creating a prolonged musical composition; 4. How each spectator augmented the art through his/her subjective engagement: how there is always meaning generated in excess of the artists’s intention. Image 1: Piano installed outside Dunlop Gallery/ Regina Public Library (photo credit: Jeff Morton) To begin, a brief description of the site of the installation is in order. The first of the red pianos was installed outside the main doors of the Central Library, located in the city’s downtown. The library’s entrance is framed within a two-story glass atrium and the red piano repeated the architecture’s function to open the space by breaking down perceived barriers, and beckoning the passersby inside. Reflecting Irwin’s community-oriented, site-specific practice, this was the relational catalyst of the work—the piano made available for anyone to play and enjoy, day or night, an invitation to respond to an object inserted into the shared space of the sidewalk: to explore, as Nicolas Bourriaud suggests, “the art as a state of encounter” (16). It was the centerpiece of the exhibition's outreach, which included the exhibition’s vernissage featuring new music and performance artists in concert, a costume and prop workshop for a late night public choir procession, and a series of artist talks. This was, arguably, a defining characteristic of the work, underscoring how the work of art, in this case the piano itself, its abjection illustrated by the perfunctory means typically used to dispose of them, is augmented or gains value through its social construction, over-and-above any that is originally ascribed to it. As Bourriaud writes, any kind of production takes on a social form which no longer has anything to do with its original usefulness. It acquires exchange value that partly covers and shrouds its primary “nature”. The fact is that a work of art has no a priori useful function—not that it is socially useless, but because it is available and flexible, and has an “infinite tendency”. (42) In the Dunlop’s press release, curator Blair Fornwald also confers a supplemental value ascribed to the reframed material object. She describes how the public space in front of the library, as a place of social interaction and cultural identification—of “being seen”—is augmented by the red piano: its presence in an unfamiliar setting underscores the multitude of creative and performative possibilities inherent within it, possibilities that may extend far beyond playing a simple melody. By extension, its presence asserts that the every day is a social, cultural, and physical environment rich with potentiality and promise. (Fornwald) Juxtaposed with the first red piano, the second was dramatically staged within the Dunlop gallery. The room, painted black, formally replicated the framing and focusing conventions of the theatre: its intention to propose other ways of “being seen” and to suggest the blurring of lines between “on stage and off,” and by extension, “on line and off.” A camera embedded in the front of the piano and a large projection screen in the space provided a celebrity moment for anyone approaching the instrument and implied, arguably, the ubiquitous surveillance associated with public space. Indeed, a plausible way of reading the red piano in the darkened gallery was as a provocation to think about how the digital and physical are increasingly enmeshed in our daily lives (Jurgenson). Lit by a chandelier and staged on a circular red carpet, this piano was also available to be played. Unlike the one outside of the building, it was augmented by speakers, a microphone, and a webcam. Through a custom-built digital system (using MaxMSP software), it recorded and played back the sound and image of everyone who sat down to perform, then repeated and superimposed these over similar previously captured material. Enhanced by the unusual stark acoustics of the gallery, the sound filled the reverberant space. Affixed to the gallery’s back wall was the projection screen made up of sheet music (Bach, Debussy and Mozart) taken from the Irwin family’s piano bench, a veritable time capsule from the 1950s. Image 2: Piano installed inside Dunlop Gallery (photo credit: Jeff Morton) In addition to the centrally placed piano, a miniature red piano was situated near the gallery entrance. It and a single red chair placed near the screen, repeated the vivid colour and drew the eye into and around the space underscoring its theatrical quality. The toy piano functioned as a lighthearted invitation, as well as a serious citation of other artists—Eikoh Sudoh, Margaret Leng Tan, John Cage, and Charles M. Schulz’s “Schroeder”—who have employed the miniature instrument to great advantage. It was intended as an illustration of the infinite resonances that material objects may provide and the diverse ways they may signify contingent on the viewer. Considered in a historical context, in the golden age of the upright and at the turn of the twentieth-century, piano lessons signified for many, the formation of a modern citizen schooled in European culture and values. Owning one of these intricately engineered and often beautiful machines, as one in five households did, reflected the social aspirations of its owners and marked their upward economic mobility (Canadian Encyclopedia). One hundred years later, pianos are often relegated to the basement or dump. Irretrievably out of tune, their currency as musical instruments largely devalued. Nonetheless, their cultural and social value persists, no longer the pervasive marker of status, but through the ways they are mediated by artists who prepare, deconstruct, and leave them to deteriorate in beautiful ways. They seem to retain their hold on us through the natural impulse to engage them kinetically, ergonomically, and metaphorically. Built to be an extension of the human hand, body, and imagination, they are a sublime human-scale augmentation of a precise musical system of notation, and a mechanism evolved over centuries through physical augmentations meant to increase the expressivity of both instrument and player. In PLAY, the use of the pianos referenced both their traditional role in public life, and our current relationship with forms of digital media that have replaced these instruments as our primary means of being linked, informed, and entertained—an affirmation of the positive attributes of technology and a reminder of what we may have lost. Indeed, while this was not necessarily clear from the written responses in the Gallery’s guest book (Gorgeous!: Neat!; Too, too cool!; etc.), we surmised that memory might have played a key role in the experience of the installation, set in motion by the precise arrangement of the few material objects – red piano, the piano bench, red chair, and toy piano, each object designed to fit the shape of the body and hold the memory of physical contact. These were designed to trigger a chain of recollections, each chasing the next; each actively participating in what follows. In the Gallery’s annual exhibition catalogue, Ellen Moffat suggests that the relationship the piano builds with the player is important: “the piano plays and is played by the performer. Performing the piano assigns a posture for the performer in relation to the keyboard physically and figuratively” (Moffat 80). Technically, the piano is the sum of many parts, understandable finally as a discrete mechanical system, but unbounded in imagination and limited only by our capacity to play it. Functionally, it acts as an affective repository of memory and feeling, a tool to control the variables of physical and expressive interaction. In PLAY, the digital system in the gallery piano captured, delayed and displayed audio and video clips according to a rubric of cause and effect. Controlled by computer software designed by Morton, the installation captured musical phrases played randomly by individuals and augmented these notes by playing them back at variable speeds and superimposing one over another—musical phrases iterated and reiterated. The effect was fugue-like—an indeterminate composition with a determinant structure, achieved by intertwining physical and digital systems with musical content supplied by participants. The camera hidden in the front of the piano recorded individuals as they sat at the instrument and, immediately, they saw themselves projected in extreme close up onto the screen behind. As the individual struck a note, their image faded and the screen was filled again with the image of a previous participant abstracted and in slow motion. The effect, we suggest, was dreamlike—an echo or a fleeting fragment of something barely remembered. Like the infinite variations the piano permits, the software was also capable of expressing immense variety—each sound and image adding to an expanding archive in an ever-changing improvised composition developed through iterative call and response. Drawing on elements of relational aesthetics, scenographic representation, and digital technology, in PLAY we attempted to cross disciplines in ways that distinguished it from the other piano projects seen over the past several years. Indeed, the image of the upright piano has resonated in the zeitgeist of the international art scene with colourful uprights placed in public places in urban centers across Europe and North America. Wherever they are, individuals engage enthusiastically with them and they, in turn, become the centre of attention: this is part of their appeal. The pianos seem to evoke a utopian sense of community, however temporary, providing opportunities to rediscover old neighbours and make new friends. In PLAY, we posed two different social and aesthetic encounters—one analogue, real, “off-line” and one digital, theatrical, and “on-line,” illustrating less a false binary between two possible realities that ascribes more value to one than the other, than a world where the digital and the physical comingle. Working within a public library, this was a germane train of thought considering how these institutes struggle to stay relevant in the age of Google search and the promise of technological augmentation. The piano also represents a dichotomy: both a failure to represent and an excess of meaning. For decades replete with social signification, they have now become an encumbrance, fit only for the bone yard. As these monumental relics come to the end of their mechanical life, there is more money made in their disposal than in musical production, and more value in their recycled metals, solid wooden bodies, and ivory keys then in their tone and function. The industry that supported their commodification collapsed years ago, as has the market for their sale and the popular music publishing industry that accompanied it. Of course, pianos will be with us for a long time in one form or another, but their history, as a culturally potent object, has diverged. The assumption could easily follow that they have been rendered useless as an aesthetic, generative, and social object. What this installation offered was the possibility of an alternative ending to the story of this erstwhile entertainment console even as we seek our amusement by other means and through other devices. Not surprisingly, the title of the installation suggests that the consideration of “play,” as social and recuperative engagement, is significant. In his seminal work, Homo Ludens, Johan Huizinga discusses the importance of play, suggesting that it is primary to and a necessary condition of the making of culture. He writes, “In play there is something in play, which transcends the immediate needs of life and imparts meaning to the action” (Huizinga 97). According to games theorist Mary Flanagan, playing may serve as a way of creating something beautiful, offering frameworks for new ways of thinking, exploring divergent logic, or for imaging what is possible. She writes, “Games, both digital and analog, offer a space to explore creativity, agency, representation and emergent behaviour” (Flanagan 2010). In reaching out to Regina’s downtown community, the Dunlop Art Gallery dispersed some of the playfulness of PLAY in planned and accidental ways, as the outdoor piano became a daily destination for individuals who live rough or in the city’s hostels, some of whom who have enviable musical skills and considerable stage presence. One man came daily with sheet music in hand to practice on the indoor piano—ignoring the inevitable echo and repeat that the software triggered. Another young woman appeared regularly to perform at the outdoor piano, her umbrella raised against sun and rain, wedged under her arm to keep both hands free. Children invariably drew parents to it as they entered or exited the library—for some it may have been the first time they had touched such an instrument. Overall, in press, blogs, and the visitors’s book, responses to the pianos were enthusiastic and positive. One blogger wrote in response to an online publication, Art, Music, News (Beatty), chapeau June 13, 2013 at 11:51am this is most definitely up and running, and it would be interesting to see/hear all that will go on with that red piano. my two-and-a-half year old daughter and i jammed a bit yesterday morning, while a stranger watched and listened, then insisted that i play the same mostly crappy c-blues again while he sang! so i did, and he did, and my daughter and i learned a bit about what he feels about his dog via his singing. it was the highlight of the day for us—I mean really, jamming outside on a very red upright piano with strangers—good times! (Simpson) As evidence of public approbation, for the better part of the summer it stood unprotected on the sidewalk in front of the library encountering only one minor incident of defacement—a rather fragile tag in white spray paint, someone’s name in proper cursive writing. Once repaired and retuned, it became a dynamic focus for the annual Folk Festival that takes over the area for a week in August. In these ways, PLAY fulfilled the Library’s aim of encouraging literacy and reinforcing a sense of community—a social augmentation, in a manner of speaking. As Moffat writes, it encourages the social dimension of participation through community-engagement and dialogic practices. It blurs distinctions between spectator and participant, professional and amateur. It generates relationships between people or social actions. (Moffat 76) Finally, PLAY toyed with the overtones of the word itself—as verb, noun, and adjective—signifier, and metaphor. The title illustrated its obvious current potential and evoked the piano’s past, referencing the glittering world of the stage. While many may have more memories of seeing pianos in disrepair than in the concert hall, its iconic stage setting is never far from the imagination, although this too changes as people from other cultures and backgrounds recognize little cultural capital in such activity. In current vernacular, the word “play” also implies the re-imagination of ourselves in the digital overlays of the future. So we ask, what will be the fate of the piano and its meme in the 22nd century? Will the augmentation of reality enhance our experience of the world in inverse proportion to a loss of social interaction? Conclusion In her essay, Moffat notes that as digital technology replaces the analog piano, a surplus of second-hand uprights has become available. Citing artists Luke Jerram, Monica Yunus, and Camille Zamora (among others), she argues that the use of them as public art coincides with their disappearance, suggesting a farewell or memorial to a collective cultural icon (Moffat 76). What is there in this piece of furniture that speaks to us in art practice? The answer, it would seem, is potential. In a curatorial interview, Irwin suggested the possibility that beyond the artist’s initial meaning, there is always something more—an augmentation. The pleasure of discovering this supplement is part of the pleasure of the subjective experience of the spectator. Similarly, the aleatoric in music composition, refers to the pursuit of chance as a formal determinant and its openness to individual interpretation at the moment of reception. For Morton, the randomness of memory and affect are key components in composition. They cannot be predicted, controlled or quantified; nor can they be denied. There is no correct interpretation or response to music or, indeed, to relational art practice. Moffat concludes, as a multi-faceted media installation, PLAY proposed “a suite, chorus or a polyphony of things” (Moffat 76). Depending on your point of reference, the installation provided a dynamic venue for considering our relationships with material objects, with each other and with new technologies asking how they may or may not augment our reality in ways that supplement real-time, person-to-person interaction. References Beatty, Gregory. “Exciting Goings-On at Central Library.” Prairie Dog Blog 11 June 2013. Bourriaud, Nicolas. Relational Aesthetics. Trans. Simon Pleasance and Fronza Woods. Paris: Les Presses du Réel, 1998. Canadian Encyclopedia. “Piano Building.” ‹http://www.thecanadianencyclopedia.com/en/article/piano-building-emc/›. Chapeau [David Simpson]. “One Response to ‘Exciting Goings-On at Central Library.’” Prairie Dog Blog 13 June 2013. Fornwald, Blair. PLAY. Regina, Saskatchewan: Dunlop Art Gallery. 2013. Flanagan, Mary. “Creating Critical Play.” In Ruth Catlow, Marc Garret and Corrado Morgana, eds., Artists Rethinking Games. Liverpool: Liverpool University Press, 2010. 49-53. Huizinga, Johan. Homo Ludens. Boston: Beacon Press, 1995. Jerram, Luke. Play Me, I’m Yours. Site-Specific Piano Installation. Multiple Venues. 2008-2013. Jurgenson, Nathan. “Digital Dualism versus Augmented Reality.” Cybergology: The Society Pages 24 Feb. 2011. 1 Dec. 2013 ‹http://thesocietypages.org/cyborgology/2011/02/24/digital-dualism-versus-augmented-reality/›. Moffat, Ellen. “Stages and Players” in DAG 2 (2013). Regina: Dunlop Art Gallery, 2013. 75-87. Walkin, Daniel J. “For More Pianos, Last Note Is Thud in the Dump.” New York Times 29 June 2012. Yunus, Monica, and Camille Zamora. Sing for Hope Pianos. Site-Specific Piano Installation and Performance. New York City. 2013.
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Brabazon, Tara. "A Red Light Sabre to Go, and Other Histories of the Present." M/C Journal 2, no. 4 (June 1, 1999). http://dx.doi.org/10.5204/mcj.1761.

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Abstract:
If I find out that you have bought a $90 red light sabre, Tara, well there's going to be trouble. -- Kevin Brabazon A few Saturdays ago, my 71-year old father tried to convince me of imminent responsibilities. As I am considering the purchase of a house, there are mortgages, bank fees and years of misery to endure. Unfortunately, I am not an effective Big Picture Person. The lure of the light sabre is almost too great. For 30 year old Generation Xers like myself, it is more than a cultural object. It is a textual anchor, and a necessary component to any future history of the present. Revelling in the aura of the Australian release for Star Wars: The Phantom Menace, this paper investigates popular memory, an undertheorised affiliation between popular culture and cultural studies.1 The excitement encircling the Star Wars prequel has been justified in terms of 'hype' or marketing. Such judgements frame the men and women cuing for tickets, talking Yodas and light sabres as fools or duped souls who need to get out more. My analysis explores why Star Wars has generated this enthusiasm, and how cultural studies can mobilise this passionate commitment to consider notions of popularity, preservation and ephemerality. We'll always have Tattooine. Star Wars has been a primary popular cultural social formation for a generation. The stories of Luke Skywalker, Princess Leia, Han Solo, Chewbacca, Darth Vader, Yoda, C-3PO and R2D2 offer an alternative narrative for the late 1970s and 1980s. It was a comfort to have the Royal Shakespearian tones of Alec Guinness confirming that the Force would be with us, through economic rationalism, unemployment, Pauline Hanson and Madonna discovering yoga. The Star Wars Trilogy, encompassing A New Hope, The Empire Strikes Back and Return of the Jedi, was released between 1977 and 1983. These films have rarely slipped from public attention, being periodically 'brought back' through new cinematic and video releases. The currency of Star Wars is matched with the other great popular cultural formations of the post-war period: the James Bond series and Star Trek. One reason for the continued success of these programmes is that other writers, film makers and producers cannot leave these texts alone. Bond survives not only through Pierce Brosnan's good looks, but the 'Hey Baby' antics of Austin Powers. Star Trek, through four distinct series, has become an industry that will last longer than Voyager's passage back from the Delta Quadrant. Star Wars, perhaps even more effectively than the other popular cultural heavyweights, has enmeshed itself into other filmic and televisual programming. Films like Spaceballs and television quizzes on Good News Week keep the knowledge system and language current and pertinent.2 Like Umberto Eco realised of Casablanca, Star Wars is "a living example of living textuality" (199). Both films are popular because of imperfections and intertextual archetypes, forming a filmic quilt of sensations and affectivities. Viewers are aware that "the cliches are talking among themselves" (Eco 209). As these cinematic texts move through time, the depth and commitment of these (con)textual dialogues are repeated and reinscribed. To hold on to a memory is to isolate a moment or an image and encircle it with meaning. Each day we experience millions of texts: some are remembered, but most are lost. Some popular cultural texts move from ephemera to popular memory to history. In moving beyond individual reminiscences -- the personal experiences of our lifetime -- we enter the sphere of popular culture. Collective or popular memory is a group or community experience of a textualised reality. For example, during the Second World War, there were many private experiences, but certain moments arch beyond the individual. Songs by Vera Lynn are fully textualised experiences that become the fodder for collective memory. Similarly, Star Wars provides a sense-making mechanism for the 1980s. Like all popular culture, these texts allow myriad readership strategies, but there is collective recognition of relevance and importance. Popular memory is such an important site because it provides us, as cultural critics, with a map of emotionally resonant sites of the past, moments that are linked with specific subjectivities and a commonality of expression. While Star Wars, like all popular cultural formations, has a wide audience, there are specific readings that are pertinent for particular groups. To unify a generation around cultural texts is an act of collective memory. As Harris has suggested, "sometimes, youth does interesting things with its legacy and creatively adapts its problematic into seemingly autonomous cultural forms" (79). Generation X refers to an age cohort born between the mid-1960s and the mid-1970s. Finally cultural studies theorists have found a Grail subculture. Being depthless, ambivalent, sexually repressed and social failures, Xers are a cultural studies dream come true. They were the children of the media revolution. Star Wars is integral to this textualised database. A fan on the night of the first screening corrected a journalist: "we aren't Generation X, we are the Star Wars generation" (Brendon, in Miller 9). An infatuation and reflexivity with the media is the single framework of knowledge in which Xers operate. This shared understanding is the basis for comedy, and particularly revealed (in Australia) in programmes like The Panel and Good News Week. Television themes, lines of film dialogue and contemporary news broadcasts are the basis of the game show. The aesthetics of life transforms television into a real. Or, put another way, "individual lives may be fragmented and confused but McDonald's is universal" (Hopkins 17). A group of textual readers share a literacy, a new way of reading the word and world of texts. Nostalgia is a weapon. The 1990s has been a decade of revivals: from Abba to skateboards, an era of retro reinscription has challenged linear theories of history and popular culture. As Timothy Carter reveals, "we all loved the Star Wars movies when we were younger, and so we naturally look forward to a continuation of those films" (9). The 1980s has often been portrayed as a bad time, of Thatcher and Reagan, cold war brinkmanship, youth unemployment and HIV. For those who were children and (amorphously phrased) 'young adults' of this era, the popular memory is of fluorescent fingerless gloves, Ray Bans, 'Choose Life' t-shirts and bubble skirts. It was an era of styling mousse, big hair, the Wham tan, Kylie and Jason and Rick Astley's dancing. Star Wars action figures gave the films a tangibility, holding the future of the rebellion in our hands (literally). These memories clumsily slop into the cup of the present. The problem with 'youth' is that it is semiotically too rich: the expression is understood, but not explained, by discourses as varied as the educational system, family structures, leisure industries and legal, medical and psychological institutions. It is a term of saturation, where normality is taught, and deviance is monitored. All cultural studies theorists carry the baggage of the Birmingham Centre into any history of youth culture. The taken-for-granted 'youth as resistance' mantra, embodied in Resistance through Rituals and Subculture: The Meaning of Style, transformed young people into the ventriloquist's puppet of cultural studies. The strings of the dancing, smoking, swearing and drinking puppet took many years to cut. The feminist blade of Angela McRobbie did some damage to the fraying filaments, as did Dick Hebdige's reflexive corrections in Hiding in the Light. However, the publications, promotion and pedagogy of Gen X ended the theoretical charade. Gen X, the media sophisticates, played with popular culture, rather than 'proper politics.' In Coupland's Generation X, Claire, one of the main characters believed that "Either our lives become stories, or there's just no way to get through them." ... We know that this is why the three of us left our lives behind us and came to the desert -- to tell stories and to make our own lives worthwhile tales in the process. (8) Television and film are part of this story telling process. This intense connection generated an ironic and reflexive literacy in the media. Television became the basis for personal pleasures and local resistances, resulting in a disciplined mobilisation of popular cultural surfaces. Even better than the real thing. As the youngest of Generation Xers are now in their late twenties, they have moved from McJobs to careers. Robert Kizlik, a teacher trainer at an American community college expressed horror as the lack of 'commonsensical knowledge' from his new students. He conducted a survey for teachers training in the social sciences, assessing their grasp of history. There was one hundred percent recognition of such names as Madonna, Mike Tyson, and Sharon Stone, but they hardly qualify as important social studies content ... . I wondered silently just what it is that these students are going to teach when they become employed ... . The deeper question is not that we have so many high school graduates and third and fourth year college students who are devoid of basic information about American history and culture, but rather, how, in the first place, these students came to have the expectations that they could become teachers. (n. pag.) Kizlik's fear is that the students, regardless of their enthusiasm, had poor recognition of knowledge he deemed significant and worthy. His teaching task, to convince students of the need for non-popular cultural knowledges, has resulted in his course being termed 'boring' or 'hard'. He has been unable to reconcile the convoluted connections between personal stories and televisual narratives. I am reminded (perhaps unhelpfully) of one of the most famous filmic teachers, Mr Holland. Upon being attacked by his superiors for using rock and roll in his classes, he replied that he would use anything to instil in his students a love of music. Working with, rather than against, popular culture is an obvious pedagogical imperative. George Lucas has, for example, confirmed the Oprahfied spirituality of the current age. Obviously Star Wars utilises fables, myths3 and fairy tales to summon the beautiful Princess, the gallant hero and the evil Empire, but has become something more. Star Wars slots cleanly into an era of Body Shop Feminism, John Gray's gender politics and Rikki Lake's relationship management. Brian Johnson and Susan Oh argued that the film is actually a new religion. A long time ago in a galaxy far far away -- late 1970s California -- the known universe of George Lucas came into being. In the beginning, George created Star Wars. And the screen was without form, and void. And George said, 'Let there be light', and there was Industrial Light and Magic. And George divided the light from the darkness, with light sabres, and called the darkness the Evil Empire.... And George saw that it was good. (14) The writers underestimate the profound emotional investment placed in the trilogy by millions of people. Genesis narratives describe the Star Wars phenomenon, but do not analyse it. The reason why the films are important is not only because they are a replacement for religion. Instead, they are an integrated component of popular memory. Johnson and Oh have underestimated the influence of pop culture as "the new religion" (14). It is not a form of cheap grace. The history of ideas is neither linear nor traceable. There is no clear path from Plato to Prozac or Moses to Mogadon. Obi-Wan Kenobi is not a personal trainer for the ailing spirituality of our age. It was Ewan McGregor who fulfilled the Xer dream to be the young Obi Wan. As he has stated, "there is nothing cooler than being a Jedi knight" (qtd. in Grant 15). Having survived feet sawing in Shallow Grave and a painfully large enema in Trainspotting, there are few actors who are better prepared to carry the iconographic burden of a Star Wars prequel. Born in 1971, he is the Molly Ringwall of the 1990s. There is something delicious about the new Obi Wan, that hails what Hicks described as "a sense of awareness and self- awareness, of detached observation, of not taking things seriously, and a use of subtle dry humour" (79). The metaphoric light sabre was passed to McGregor. The pull of the dark side. When fans attend The Phantom Menace, they tend to the past, as to a loved garden. Whether this memory is a monument or a ruin depends on the preservation of the analogue world in the digital realm. The most significant theoretical and discursive task in the present is to disrupt the dual ideologies punctuating the contemporary era: inevitable technological change and progress.4 Only then may theorists ponder the future of a digitised past. Disempowered groups, who were denied a voice and role in the analogue history of the twentieth century, will have inequalities reified and reinforced through the digital archiving of contemporary life. The Web has been pivotal to the new Star Wars film. Lucasfilm has an Internet division and an official Website. Between mid November and May, this site has been accessed twenty million times (Gallott 15). Other sites, such as TheForce.net and Countdown to Star Wars, are a record of the enthusiasm and passion of fans. As Daniel Fallon and Matthew Buchanan have realised, "these sites represent the ultimate in film fandom -- virtual communities where like-minded enthusiasts can bathe in the aura generated by their favourite masterpiece" (27). Screensavers, games, desktop wallpaper, interviews and photo galleries have been downloaded and customised. Some ephemeral responses to The Phantom Menace have been digitally recorded. Yet this moment of audience affectivity will be lost without a consideration of digital memory. The potentials and problems of the digital and analogue environments need to be oriented into critical theories of information, knowledge, entertainment and pleasure. The binary language of computer-mediated communication allows a smooth transference of data. Knowledge and meaning systems are not exchanged as easily. Classifying, organising and preserving information make it useful. Archival procedures have been both late and irregular in their application.5 Bocher and Ihlenfeldt assert that 2500 new web sites are coming on-line every day ("A Higher Signal-to-Noise Ratio"). The difficulties and problems confronting librarians and archivists who wish to preserve digital information is revealed in the Australian government's PADI (Preserving Access to Digital Information) Site. Compared with an object in a museum which may lie undisturbed for years in a storeroom, or a book on a shelf, or even Egyptian hieroglyd on the wall of a tomb, digital information requires much more active maintenance. If we want access to digital information in the future, we must plan and act now. (PADI, "Why Preserve Access to Digital Information?") phics carve The speed of digitisation means that responsibility for preserving cultural texts, and the skills necessary to enact this process, is increasing the pressure facing information professionals. An even greater difficulty when preserving digital information is what to keep, and what to release to the ephemeral winds of cyberspace. 'Qualitative criteria' construct an historical record that restates the ideologies of the powerful. Concerns with quality undermine the voices of the disempowered, displaced and decentred. The media's instability through technological obsolescence adds a time imperative that is absent from other archival discussions.6 While these problems have always taken place in the analogue world, there was a myriad of alternative sites where ephemeral material was stored, such as the family home. Popular cultural information will suffer most from the 'blind spots' of digital archivists. While libraries rarely preserve the ephemera of a time, many homes (including mine) preserve the 'trash' of a culture. A red light sabre, toy dalek, Duran Duran posters and a talking Undertaker are all traces of past obsessions and fandoms. Passion evaporates, and interests morph into new trends. These objects remain in attics, under beds, in boxes and sheds throughout the world. Digital documents necessitate a larger project of preservation, with great financial (and spatial) commitments of technology, software and maintenance. Libraries rarely preserve the ephemera -- the texture and light -- of the analogue world. The digital era reduces the number of fan-based archivists. Subsequently forfeited is the spectrum of interests and ideologies that construct the popular memory of a culture. Once bits replace atoms, the recorded world becomes structured by digital codes. Only particular texts will be significant enough to store digitally. Samuel Florman stated that "in the digital age nothing need be lost; do we face the prospect of drowning in trivia as the generations succeed each other?" (n. pag.) The trivia of academics may be the fodder (and pleasures) of everyday life. Digitised preservation, like analogue preservation, can never 'represent' plural paths through the past. There is always a limit and boundary to what is acceptable obsolescence. The Star Wars films suggests that "the whole palette of digital technology is much more subtle and supple; if you can dream it, you can see it" (Corliss 65). This film will also record how many of the dreams survive and are archived. Films, throughout the century, have changed the way in which we construct and remember the past. They convey an expressive memory, rather than an accurate history. Certainly, Star Wars is only a movie. Yet, as Rushkoff has suggested, "we have developed a new language of references and self-references that identify media as a real thing and media history as an actual social history" (32). The build up in Australia to The Phantom Menace has been wilfully joyful. This is a history of the present, a time which I know will, in retrospect, be remembered with great fondness. It is a collective event for a generation, but it speaks to us all in different ways. At ten, it is easy to be amazed and enthralled at popular culture. By thirty, it is more difficult. When we see Star Wars, we go back to visit our memories. With red light sabre in hand, we splice through time, as much as space. Footnotes The United States release of the film occurred on 19 May 1999. In Australia, the film's first screenings were on 3 June. Many cinemas showed The Phantom Menace at 12:01 am, (very) early Thursday morning. The three main players of the GNW team, Paul McDermott, Mikey Robbins and Julie McCrossin, were featured on the cover of Australia's Juice magazine in costumes from The Phantom Menace, being Obi-Wan, Yoda and Queen Amidala respectively. Actually, the National Air and Space Museum had a Star Wars exhibition in 1997, titled "Star Wars: The Magic of Myth". For example, Janet Collins, Michael Hammond and Jerry Wellington, in Teaching and Learning with the Media, stated that "the message is simple: we now have the technology to inform, entertain and educate. Miss it and you, your family and your school will be left behind" (3). Herb Brody described the Net as "an overstuffed, underorganised attic full of pictures and documents that vary wildly in value", in "Wired Science". The interesting question is, whose values will predominate when the attic is being cleared and sorted? This problem is extended because the statutory provision of legal deposit, which obliges publishers to place copies of publications in the national library of the country in which the item is published, does not include CD-ROMs or software. References Bocher, Bob, and Kay Ihlenfeldt. "A Higher Signal-to-Noise Ratio: Effective Use of WebSearch Engines." State of Wisconsin Department of Public Instruction Website. 13 Mar. 1998. 15 June 1999 <http://www.dpi.state.wi.us/dpi/dlcl/lbstat/search2.php>. Brody, Herb. "Wired Science." Technology Review Oct. 1996. 15 June 1999 <http://www.techreview.com/articles/oct96/brody.php>. Carter, Timothy. "Wars Weary." Cinescape 39 (Mar./Apr. 1999): 9. Collins, Janet, Michael Hammond, and Jerry Wellington. Teaching and Learning with Multimedia. London: Routledge, 1997. Corliss, Richard. "Ready, Set, Glow!" Time 18 (3 May 1999): 65. Count Down to Star Wars. 1999. 15 June 1999 <http://starwars.countingdown.com/>. Coupland, Douglas. Generation X. London: Abacus, 1991. Eco, Umberto. Travels in Hyper-Reality. London: Picador, 1987. Fallon, Daniel, and Matthew Buchanan. "Now Screening." Australian Net Guide 4.5 (June 1999): 27. Florman, Samuel. "From Here to Eternity." MIT's Technology Review 100.3 (Apr. 1997). Gallott, Kirsten. "May the Web Be with you." Who Weekly 24 May 1999: 15. Grant, Fiona. "Ewan's Star Soars!" TV Week 29 May - 4 June 1999: 15. Hall, Stuart, and Tony Jefferson, eds. Resistance through Rituals. London: Hutchinson, 1976. Harris, David. From Class Struggle to the Politics of Pleasure: the Effects of Gramscianism on Cultural Studies. London: Routledge, 1992. Hebdige, Dick. Hiding in the Light. London: Routledge, 1988. Hopkins, Susan. "Generation Pulp." Youth Studies Australia Spring 1995. Johnson, Brian, and Susan Oh. "The Second Coming: as the Newest Star Wars Film Illustrates, Pop Culture Has Become a New Religion." Maclean's 24 May 1999: 14-8. Juice 78 (June 1999). Kizlik, Robert. "Generation X Wants to Teach." International Journal of Instructional Media 26.2 (Spring 1999). Lucasfilm Ltd. Star Wars: Welcome to the Official Site. 1999. 15 June 1999 <http://www.starwars.com/>. Miller, Nick. "Generation X-Wing Fighter." The West Australian 4 June 1999: 9. PADI. "What Digital Information Should be Preserved? Appraisal and Selection." Preserving Access to Digital Information (PADI) Website. 11 March 1999. 15 June 1999 <http://www.nla.gov.au/padi/what.php>. PADI. "Why Preserve Access to Digital Information?" Preserving Access to Digital Information (PADI) Website. <http://www.nla.gov.au/padi/why.php>. Rushkoff, Douglas. Media Virus. Sydney: Random House, 1994. Citation reference for this article MLA style: Tara Brabazon. "A Red Light Sabre to Go, and Other Histories of the Present." M/C: A Journal of Media and Culture 2.4 (1999). [your date of access] <http://www.uq.edu.au/mc/9906/sabre.php>. Chicago style: Tara Brabazon, "A Red Light Sabre to Go, and Other Histories of the Present," M/C: A Journal of Media and Culture 2, no. 4 (1999), <http://www.uq.edu.au/mc/9906/sabre.php> ([your date of access]). APA style: Tara Brabazon. (1999) A red light sabre to go, and other histories of the present. M/C: A Journal of Media and Culture 2(4). <http://www.uq.edu.au/mc/9906/sabre.php> ([your date of access]).
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Broderick, Mick, Stuart Marshall Bender, and Tony McHugh. "Virtual Trauma: Prospects for Automediality." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1390.

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Unlike some current discourse on automediality, this essay eschews most of the analysis concerning the adoption or modification of avatars to deliberately enhance, extend or distort the self. Rather than the automedial enabling of alternative, virtual selves modified by playful, confronting or disarming avatars we concentrate instead on emerging efforts to present the self in hyper-realist, interactive modes. In doing so we ask, what is the relationship between traumatic forms of automediation and the affective impact on and response of the audience? We argue that, while on the one hand there are promising avenues for valuable individual and social engagements with traumatic forms of automediation, there is an overwhelming predominance of suffering as a theme in such virtual depictions, comingled with uncritically asserted promises of empathy, which are problematic as the technology assumes greater mainstream uptake.As Smith and Watson note, embodiment is always a “translation” where the body is “dematerialized” in virtual representation (“Virtually” 78). Past scholarship has analysed the capacity of immersive realms, such as Second Life or online games, to highlight how users can modify their avatars in often spectacular, non-human forms. Critics of this mode of automediality note that users can adopt virtually any persona they like (racial, religious, gendered and sexual, human, animal or hybrid, and of any age), behaving as “identity tourists” while occupying virtual space or inhabiting online communities (Nakamura). Furthermore, recent work by Jaron Lanier, a key figure from the 1980s period of early Virtual Reality (VR) technology, has also explored so-called “homuncular flexibility” which describes the capacity for humans to seemingly adapt automatically to the control mechanisms of an avatar with multiple legs, other non-human appendages, or for two users to work in tandem to control a single avatar (Won et. al.). But this article is concerned less with these single or multi-player online environments and the associated concerns over modifying interactive identities. We are principally interested in other automedial modes where the “auto” of autobiography is automated via Artificial Intelligences (AIs) to convincingly mimic human discourse as narrated life-histories.We draw from case studies promoted by the 2017 season of ABC television’s flagship science program, Catalyst, which opened with semi-regular host and biological engineer Dr Jordan Nguyen, proclaiming in earnest, almost religious fervour: “I want to do something that has long been a dream. I want to create a copy of a human. An avatar. And it will have a life of its own in virtual reality.” As the camera followed Nguyen’s rapid pacing across real space he extolled: “Virtual reality, virtual human, they push the limits of the imagination and help us explore the impossible […] I want to create a virtual copy of a person. A digital addition to the family, using technology we have now.”The troubling implications of such rhetoric were stark and the next third of the program did little to allay such techno-scientific misgivings. Directed and produced by David Symonds, with Nguyen credited as co-developer and presenter, the episode “Meet the Avatars” immediately introduced scenarios where “volunteers” entered a pop-up inner city virtual lab, to experience VR for the first time. The volunteers were shown on screen subjected to a range of experimental VR environments designed to elicit fear and/or adverse and disorienting responses such as vertigo, while the presenter and researchers from Sydney University constantly smirked and laughed at their participants’ discomfort. We can only wonder what the ethics process was for both the ABC and university researchers involved in these broadcast experiments. There is little doubt that the participant/s experienced discomfort, if not distress, and that was televised to a national audience. Presenter Nguyen was also shown misleading volunteers on their way to the VR lab, when one asked “You’re not going to chuck us out of a virtual plane are you?” to which Nguyen replied “I don't know what we’re going to do yet,” when it was next shown that they immediately underwent pre-programmed VR exposure scenarios, including a fear of falling exercise from atop a city skyscraper.The sweat-inducing and heart rate-racing exposures to virtual plank walks high above a cityscape, or seeing subjects haptically viewing spiders crawl across their outstretched virtual hands, all elicited predictable responses, showcased as carnivalesque entertainment for the viewing audience. As we will see, this kind of trivialising of a virtual environment’s capacity for immersion belies the serious use of the technology in a range of treatments for posttraumatic stress disorder (see Rizzo and Koenig; Rothbaum, Rizzo and Difede).Figure 1: Nguyen and researchers enjoying themselves as their volunteers undergo VR exposure Defining AutomedialityIn their pioneering 2008 work, Automedialität: Subjektkonstitution in Schrift, Bild und neuen Medien, Jörg Dünne and Christian Moser coined the term “automediality” to problematise the production, application and distribution of autobiographic modes across various media and genres—from literary texts to audiovisual media and from traditional expression to inter/transmedia and remediated formats. The concept of automediality was deployed to counter the conventional critical exclusion of analysis of the materiality/technology used for an autobiographical purpose (Gernalzick). Dünne and Moser proffered a concept of automediality that rejects the binary division of (a) self-expression determining the mediated form or (b) (self)subjectivity being solely produced through the mediating technology. Hence, automediality has been traditionally applied to literary constructs such as autobiography and life-writing, but is now expanding into the digital domain and other “paratextual sites” (Maguire).As Nadja Gernalzick suggests, automediality should “encourage and demand not only a systematics and taxonomy of the constitution of the self in respectively genre-specific ways, but particularly also in medium-specific ways” (227). Emma Maguire has offered a succinct working definition that builds on this requirement to signal the automedial universally, noting it operates asa way of studying auto/biographical texts (of a variety of forms) that take into account how the effects of media shape the kinds of selves that can be represented, and which understands the self not as a preexisting subject that might be distilled into story form but as an entity that is brought into being through the processes of mediation.Sidonie Smith and Julia Watson point to automediality as a methodology, and in doing so emphasize how the telling or mediation of a life actually shapes the kind of story that can be told autobiographically. They state “media cannot simply be conceptualized as ‘tools’ for presenting a preexisting, essential self […] Media technologies do not just transparently present the self. They constitute and expand it” (Smith and Watson “Virtually Me” 77).This distinction is vital for understanding how automediality might be applied to self-expression in virtual domains, including the holographic avatar dreams of Nguyen throughout Catalyst. Although addressing this distinction in relation to online websites, following P. David Marshall’s description of “the proliferation of the public self”, Maguire notes:The same integration of digital spaces and platforms into daily life that is prompting the development of new tools in autobiography studies […] has also given rise to the field of persona studies, which addresses the ways in which individuals engage in practices of self-presentation in order to form commoditised identities that circulate in affective communities.For Maguire, these automedial works operate textually “to construct the authorial self or persona”.An extension to this digital, authorial construction is apparent in the exponential uptake of screen mediated prosumer generated content, whether online or theatrical (Miller). According to Gernalzick, unlike fictional drama films, screen autobiographies more directly enable “experiential temporalities”. Based on Mary Anne Doane’s promotion of the “indexicality” of film/screen representations to connote the real, Gernalzick suggests that despite semiotic theories of the index problematising realism as an index as representation, the film medium is still commonly comprehended as the “imprint of time itself”:Film and the spectator of film are said to be in a continuous present. Because the viewer is aware, however, that the images experienced in or even as presence have been made in the past, the temporality of the so-called filmic present is always ambiguous” (230).When expressed as indexical, automedial works, the intrinsic audio-visual capacities of film and video (as media) far surpass the temporal limitations of print and writing (Gernalzick, 228). One extreme example can be found in an emergent trend of “performance crime” murder and torture videos live-streamed or broadcast after the fact using mobile phone cameras and FaceBook (Bender). In essence, the political economy of the automedial ecology is important to understand in the overall context of self expression and the governance of content exhibition, access, distribution and—where relevant—interaction.So what are the implications for automedial works that employ virtual interfaces and how does this evolving medium inform both the expressive autobiographical mode and audiences subjectivities?Case StudyThe Catalyst program described above strove to shed new light on the potential for emerging technology to capture and create virtual avatars from living participants who (self-)generate autobiographical narratives interactively. Once past the initial gee-wiz journalistic evangelism of VR, the episode turned towards host Nguyen’s stated goal—using contemporary technology to create an autonomous virtual human clone. Nguyen laments that if he could create only one such avatar, his primary choice would be that of his grandfather who died when Nguyen was two years old—a desire rendered impossible. The awkward humour of the plank walk scenario sequence soon gives way as the enthusiastic Nguyen is surprised by his family’s discomfort with the idea of digitally recreating his grandfather.Nguyen next visits a Southern California digital media lab to experience the process by which 3D virtual human avatars are created. Inside a domed array of lights and cameras, in less than one second a life-size 3D avatar is recorded via 6,000 LEDs illuminating his face in 20 different combinations, with eight cameras capturing the exposures from multiple angles, all in ultra high definition. Called the Light Stage (Debevec), it is the same technology used to create a life size, virtual holocaust survivor, Pinchas Gutter (Ziv).We see Nguyen encountering a life-size, high-resolution 2D screen version of Gutter’s avatar. Standing before a microphone, Nguyen asks a series of questions about Gutter’s wartime experiences and life in the concentration camps. The responses are naturalistic and authentic, as are the pauses between questions. The high definition 4K screen is photo-realist but much more convincing in-situ (as an artifact of the Catalyst video camera recording, in some close-ups horizontal lines of transmission appear). According to the project’s curator, David Traum, the real Pinchas Gutter was recorded in 3D as a virtual holograph. He spent 25 hours providing 1,600 responses to a broad range of questions that the curator maintained covered “a lot of what people want to say” (Catalyst).Figure 2: The Museum of Jewish Heritage in Manhattan presented an installation of New Dimensions in Testimony, featuring Pinchas Gutter and Eva SchlossIt is here that the intersection between VR and auto/biography hybridise in complex and potentially difficult ways. It is where the concept of automediality may offer insight into this rapidly emerging phenomenon of creating interactive, hyperreal versions of our selves using VR. These hyperreal VR personae can be questioned and respond in real-time, where interrogators interact either as casual conversers or determined interrogators.The impact on visitors is sobering and palpable. As Nguyen relates at the end of his session, “I just want to give him a hug”. The demonstrable capacity for this avatar to engender a high degree of empathy from its automedial testimony is clear, although as we indicate below, it could simply indicate increased levels of emotion.Regardless, an ongoing concern amongst witnesses, scholars and cultural curators of memorials and museums dedicated to preserving the history of mass violence, and its associated trauma, is that once the lived experience and testimony of survivors passes with that generation the impact of the testimony diminishes (Broderick). New media modes of preserving and promulgating such knowledge in perpetuity are certainly worthy of embracing. As Stephen Smith, the executive director of the USC Shoah Foundation suggests, the technology could extendto people who have survived cancer or catastrophic hurricanes […] from the experiences of soldiers with post-traumatic stress disorder or survivors of sexual abuse, to those of presidents or great teachers. Imagine if a slave could have told her story to her grandchildren? (Ziv)Yet questions remain as to the veracity of these recorded personae. The avatars are created according to a specific agenda and the autobiographical content controlled for explicit editorial purposes. It is unclear what and why material has been excluded. If, for example, during the recorded questioning, the virtual holocaust survivor became mute at recollecting a traumatic memory, cried or sobbed uncontrollably—all natural, understandable and authentic responses given the nature of the testimony—should these genuine and spontaneous emotions be included along with various behavioural ticks such as scratching, shifting about in the seat and other naturalistic movements, to engender a more profound realism?The generation of the photorealist, mimetic avatar—remaining as an interactive persona long after the corporeal, authorial being is gone—reinforces Baudrillard’s concept of simulacra, where a clone exists devoid of its original entity and unable to challenge its automedial discourse. And what if some unscrupulous hacker managed to corrupt and subvert Gutter’s AI so that it responded antithetically to its purpose, by denying the holocaust ever happened? The ethical dilemmas of such a paradigm were explored in the dystopian 2013 film, The Congress, where Robyn Wright plays herself (and her avatar), as an out of work actor who sells off the rights to her digital self. A movie studio exploits her screen persona in perpetuity, enabling audiences to “become” and inhabit her avatar in virtual space while she is limited in the real world from undertaking certain actions due to copyright infringement. The inability of Wright to control her mimetic avatar’s discourse or action means the assumed automedial agency of her virtual self as an immortal, interactive being remains ontologically perplexing.Figure 3: Robyn Wright undergoing a full body photogrammetry to create her VR avatar in The Congress (2013)The various virtual exposures/experiences paraded throughout Catalyst’s “Meet the Avatars” paradoxically recorded and broadcast a range of troubling emotional responses to such immersion. Many participant responses suggest great caution and sensitivity be undertaken before plunging headlong into the new gold rush mentality of virtual reality, augmented reality, and AI affordances. Catalyst depicted their program subjects often responding in discomfort and distress, with some visibly overwhelmed by their encounters and left crying. There is some irony that presenter Ngyuen was himself relying on the conventions of 2D linear television journalism throughout, adopting face-to-camera address in (unconscious) automedial style to excitedly promote the assumed socio-cultural boon such automedial VR avatars will generate.Challenging AuthenticityThere are numerous ethical considerations surrounding the potential for AIs to expand beyond automedial (self-)expression towards photorealist avatars interacting outside of their pre-recorded content. When such systems evolve it may be neigh impossible to discern on screen whether the person you are conversing with is authentic or an indistinguishable, virtual doppelganger. In the future, a variant on the Turning Test may be needed to challenge and identify such hyperreal simulacra. We may be witnessing the precursor to such a dilemma playing out in the arena of audio-only podcasts, with some public intellectuals such as Sam Harris already discussing the legal and ethical problems from technology that can create audio from typed text that convincingly replicate the actual voice of a person by sampling approximately 30 minutes of their original speech (Harris). Such audio manipulation technology will soon be available to anybody with the motivation and relatively minor level of technological ability in order to assume an identity and masquerade as automediated dialogue. However, for the moment, the ability to convincingly alter a real-time computer generated video image of a person remains at the level of scientific innovation.Also of significance is the extent to which the audience reactions to such automediated expressions are indeed empathetic or simply part of the broader range of affective responses that also include direct sympathy as well as emotions such as admiration, surprise, pity, disgust and contempt (see Plantinga). There remains much rhetorical hype surrounding VR as the “ultimate empathy machine” (Milk). Yet the current use of the term “empathy” in VR, AI and automedial forms of communication seems to be principally focused on the capacity for the user-viewer to ameliorate negatively perceived emotions and experiences, whether traumatic or phobic.When considering comments about authenticity here, it is important to be aware of the occasional slippage of technological terminology into the mainstream. For example, the psychological literature does emphasise that patients respond strongly to virtual scenarios, events, and details that appear to be “authentic” (Pertaub, Slater, and Barker). Authentic in this instance implies a resemblance to a corresponding scenario/activity in the real world. This is not simply another word for photorealism, but rather it describes for instance the experimental design of one study in which virtual (AI) audience members in a virtual seminar room designed to treat public speaking anxiety were designed to exhibit “random autonomous behaviours in real-time, such as twitches, blinks, and nods, designed to encourage the illusion of life” (Kwon, Powell and Chalmers 980). The virtual humans in this study are regarded as having greater authenticity than an earlier project on social anxiety (North, North, and Coble) which did not have much visual complexity but did incorporate researcher-triggered audio clips of audience members “laughing, making comments, encouraging the speaker to speak louder or more clearly” (Kwon, Powell, and Chalmers 980). The small movements, randomly cued rather than according to a recognisable pattern, are described by the researchers as creating a sense of authenticity in the VR environment as they seem to correspond to the sorts of random minor movements that actual human audiences in a seminar can be expected to make.Nonetheless, nobody should regard an interaction with these AIs, or the avatar of Gutter, as in any way an encounter with a real person. Rather, the characteristics above function to create a disarming effect and enable the real person-viewer to willingly suspend their disbelief and enter into a pseudo-relationship with the AI; not as if it is an actual relationship, but as if it is a simulation of an actual relationship (USC). Lucy Suchman and colleagues invoke these ideas in an analysis of a YouTube video of some apparently humiliating human interactions with the MIT created AI-robot Mertz. Their analysis contends that, while it may appear on first glance that the humans’ mocking exchange with Mertz are mean-spirited, there is clearly a playfulness and willingness to engage with a form of AI that is essentially continuous with “long-standing assumptions about communication as information processing, and in the robot’s performance evidence for the limits to the mechanical reproduction of interaction as we know it through computational processes” (Suchman, Roberts, and Hird).Thus, it will be important for future work in the area of automediated testimony to consider the extent to which audiences are willing to suspend disbelief and treat the recounted traumatic experience with appropriate gravitas. These questions deserve attention, and not the kind of hype displayed by the current iteration of techno-evangelism. Indeed, some of this resurgent hype has come under scrutiny. From the perspective of VR-based tourism, Janna Thompson has recently argued that “it will never be a substitute for encounters with the real thing” (Thompson). Alyssa K. Loh, for instance, also argues that many of the negatively themed virtual experiences—such as those that drop the viewer into a scene of domestic violence or the location of a terrorist bomb attack—function not to put you in the position of the actual victim but in the position of the general category of domestic violence victim, or bomb attack victim, thus “deindividuating trauma” (Loh).Future work in this area should consider actual audience responses and rely upon mixed-methods research approaches to audience analysis. In an era of alt.truth and Cambridge Analytics personality profiling from social media interaction, automediated communication in the virtual guise of AIs demands further study.ReferencesAnon. “New Dimensions in Testimony.” Museum of Jewish Heritage. 15 Dec. 2017. 19 Apr. 2018 <http://mjhnyc.org/exhibitions/new-dimensions-in-testimony/>.Australian Broadcasting Corporation. “Meet The Avatars.” Catalyst, 15 Aug. 2017.Baudrillard, Jean. “Simulacra and Simulations.” Jean Baudrillard: Selected Writings. Ed. Mark Poster. Stanford: Stanford UP, 1988. 166-184.Bender, Stuart Marshall. Legacies of the Degraded Image in Violent Digital Media. Basingstoke: Palgrave Macmillan, 2017.Broderick, Mick. “Topographies of Trauma, Dark Tourism and World Heritage: Hiroshima’s Genbaku Dome.” Intersections: Gender and Sexuality in Asia and the Pacific. 24 Apr. 2010. 14 Apr. 2018 <http://intersections.anu.edu.au/issue24/broderick.htm>.Debevec, Paul. “The Light Stages and Their Applications to Photoreal Digital Actors.” SIGGRAPH Asia. 2012.Doane, Mary Ann. The Emergence of Cinematic Time: Modernity, Contingency, the Archive. Cambridge: Harvard UP, 2002.Dünne, Jörg, and Christian Moser. “Allgemeine Einleitung: Automedialität”. Automedialität: Subjektkonstitution in Schrift, Bild und neuen Medien. Eds. Jörg Dünne and Christian Moser. München: Wilhelm Fink, 2008. 7-16.Harris, Sam. “Waking Up with Sam Harris #64 – Ask Me Anything.” YouTube, 16 Feb. 2017. 16 Mar. 2018 <https://www.youtube.com/watch?v=gMTuquaAC4w>.Kwon, Joung Huem, John Powell, and Alan Chalmers. “How Level of Realism Influences Anxiety in Virtual Reality Environments for a Job Interview.” International Journal of Human-Computer Studies 71.10 (2013): 978-87.Loh, Alyssa K. "I Feel You." Artforum, Nov. 2017. 10 Apr. 2018 <https://www.artforum.com/print/201709/alyssa-k-loh-on-virtual-reality-and-empathy-71781>.Marshall, P. David. “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-170.Mathews, Karen. “Exhibit Allows Virtual ‘Interviews’ with Holocaust Survivors.” Phys.org Science X Network, 15 Dec. 2017. 18 Apr. 2018 <https://phys.org/news/2017-09-virtual-holocaust-survivors.html>.Maguire, Emma. “Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website” M/C Journal 17.9 (2014).Miller, Ken. More than Fifteen Minutes of Fame: The Evolution of Screen Performance. Unpublished PhD Thesis. Murdoch University. 2009.Milk, Chris. “Ted: How Virtual Reality Can Create the Ultimate Empathy Machine.” TED Conferences, LLC. 16 Mar. 2015. <https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine>.Nakamura, Lisa. “Cyberrace.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison, Wisconsin: U of Wisconsin P, 2014. 42-54.North, Max M., Sarah M. North, and Joseph R Coble. "Effectiveness of Virtual Environment Desensitization in the Treatment of Agoraphobia." International Journal of Virtual Reality 1.2 (1995): 25-34.Pertaub, David-Paul, Mel Slater, and Chris Barker. “An Experiment on Public Speaking Anxiety in Response to Three Different Types of Virtual Audience.” Presence: Teleoperators and Virtual Environments 11.1 (2002): 68-78.Plantinga, Carl. "Emotion and Affect." The Routledge Companion to Philosophy and Film. Eds. Paisley Livingstone and Carl Plantinga. New York: Routledge, 2009. 86-96.Rizzo, A.A., and Sebastian Koenig. “Is Clinical Virtual Reality Ready for Primetime?” Neuropsychology 31.8 (2017): 877-99.Rothbaum, Barbara O., Albert “Skip” Rizzo, and JoAnne Difede. "Virtual Reality Exposure Therapy for Combat-Related Posttraumatic Stress Disorder." Annals of the New York Academy of Sciences 1208.1 (2010): 126-32.Smith, Sidonie, and Julia Watson. Reading Autobiography: A Guide to Interpreting Life Narratives. 2nd ed. Minneapolis: U of Minnesota P, 2010.———. “Virtually Me: A Toolbox about Online Self-Presentation.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison: U of Wisconsin P, 2014. 70-95.Suchman, Lucy, Celia Roberts, and Myra J. Hird. "Subject Objects." Feminist Theory 12.2 (2011): 119-45.Thompson, Janna. "Why Virtual Reality Cannot Match the Real Thing." The Conversation, 14 Mar. 2018. 10 Apr. 2018 <http://theconversation.com/why-virtual-reality-cannot-match-the-real-thing-92035>.USC. "Skip Rizzo on Medical Virtual Reality: USC Global Conference 2014." YouTube, 28 Oct. 2014. 2 Apr. 2018 <https://www.youtube.com/watch?v=PdFge2XgDa8>.Won, Andrea Stevenson, Jeremy Bailenson, Jimmy Lee, and Jaron Lanier. "Homuncular Flexibility in Virtual Reality." Journal of Computer-Mediated Communication 20.3 (2015): 241-59.Ziv, Stan. “How Technology Is Keeping Holocaust Survivor Stories Alive Forever”. Newsweek, 18 Oct. 2017. 19 Apr. 2018 <http://www.newsweek.com/2017/10/27/how-technology-keeping-holocaust-survivor-stories-alive-forever-687946.html>.
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47

Gibson, Prue. "Machinic Interagency and Co-evolution." M/C Journal 16, no. 6 (November 6, 2013). http://dx.doi.org/10.5204/mcj.719.

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The ontological equality and material vitality of all things, and efforts to remove “the human” from its apical position in a hierarchy of being, are Object-Oriented Ontology theory (OOO) concepts. These axioms are useful in a discussion of the aesthetics of augmented robotic art, alongside speculations regarding any interagency between the human/non-human and possible co-evolutionary relationships. In addition, they help to wash out the sticky habits of conventional art writing, such as removed critique or an authoritative expert voice. This article aims to address the robotic work Accomplice by Sydney-based artists Petra Gemeinboeck and Rob Saunders as a means of interrogating the independence and agency of robots as non-human species, and as a mode of investigating how we see these relationships changing for the futureFor Accomplice, an artwork exhibited at Artspace, Sydney, in 2013, Gemeinboeck and Saunders built robots, strategised properties, and programmed their performative actions. Replete with lights and hammers, the robots are secreted away behind false walls, where they move along tracks and bang holes into the gallery space. As the devastation of plasterboard ensues, the robots respond interactively to each other through their collective activity: this is intra-action, where an object’s force emerges and where agency is an enactment (Barad, Matter Feels). This paper will continue to draw on the work of feminist scholar and quantum scientist, Karen Barad, due to her related work on agency and intra-action, although she is not part of an OOO theoretical body. Gemeinboeck and Saunders build unstable environments for their robots to perform as embodied inhabitants (Gemeinboeck and Saunders 2). Although the augmented robots are programmed, it is not a prescriptive control. Data is entered, then the robots respond to one another’s proximity and devastation. From the immaterial, virtual realm of robotic programming comes a new materiality which is both unstable, unpredictable, and on the verge of becoming other, or alive. This is a collaboration, not just between Gemeinboeck and Saunders, but between the programmers and their little robots—and the new forces that might be created. Sites of intra-species (human and robot) crossings might be places or spaces where a new figuration of enchantment occurs (Bennett 32). Such a space could take the form of a responsive art-writing intervention or even a new ontological story, as a direct riposte to the lively augmentation of the robotic artwork (Bennett 92). As ficto-critical theorist and ethnographer, Stephen Muecke says, “Experimental writing, for me, would be writing that necessarily participates in worlds rather than a writing constituted as a report on realities seen from the other side of an illusory gap of representation” (Muecke Motorcycles 2). Figure 1: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck)Writing Forces When things disappear then reappear, there is a point where force is unleashed. If we ask what role the art writer plays in liberating force, the answer might be that her role is to create as an imaginative new creation, equal to the artwork. The artists speak of Accomplice: transductions, transmaterial flows and transversal relations are at play ... whether emerging from or propelling the interplay between internal dynamics and external forces, the enactment of agencies (human and non-human), or the performative relationship unfolding over time. (Gemeinboeck and Saunders 3) When new energetic force is created and the artwork takes on new life, the audience’s imaginative thought is stimulated. This new force might cause an effect of a trans-fictional flow. The act of writing about Accomplice might also involve some intentional implausibility. For instance, whilst in the exhibition gallery space, witnessing Accomplice, I decided to write a note to one of the robots. I could see it, just visible beyond the violently hammered hole in the wall. Broken plaster dusted my shoes and as I peered into the darker outside space, it whizzed past on its way to bang another hole, in harmony with its other robotic friends. So I scribbled a note on a plain white piece of paper, folded it neatly and poked it through the hole: Dear robot, do you get sick of augmenting human lives?Do you get on well with your robotic friends?Yours sincerely, Prue. I waited a few minutes and then my very same piece of paper was thrust back through the hole. It was not folded but was crumpled up. I opened it and noticed a smudged mark in the corner. It looked like an ancient symbol, a strange elliptical script of rounded shapes, but was too small to read. An intergalactic message, a signal from an alien presence perhaps? So I borrowed a magnifying glass from the Artspace gallery attendant. It read: I love opera. Robot Two must die. This was unexpected! As I pondered the robot’s reply, I noticed the robots did indeed make strange bird-like noises to one another; their tapping was like rhythmic woodpeckers. Their hammering was a kind of operatic symphony; it was not far-fetched that these robots were appreciative of the sound patterns they made. In other words, they were responding to stimuli in the environment, and acting in response. They had agency beyond the immaterial computational programming their creators had embedded. It wasn’t difficult to suspend disbelief to allow the possibility that interaction between the robots might occur, or that one might have gone rogue. An acceptance of the possibility of inter-agency would allow the fantastical reality of a human becoming short-term pen pals with an augmented machine. Karen Barad might endorse such an unexpected intra-action act. She discourages conventional critique as, “a tool that keeps getting used out of habit” (Matter Feels). Art writing, in an era of robots and awareness of other non-human sentient life-forms can be speculative invention, have a Barad-like imaginative materiality (Matter Feels), and sense of suspended disbelief. Figure 2: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) The Final Onto-Story Straw Gemeinboeck and Saunders say the space where their robots perform is a questionable one: “the fidelity of the space as a shared experience is thus brought into question: how can a shared virtual experience be trusted when it is constructed from such intangible and malleable stuff as streams of binary digits” (7). The answer might be that it is not to be trusted, particularly in an OOO aesthetic approach that allows divergent and contingent fictive possibilities. Indeed, thinking about the fidelity of the space, there was something about a narrow access corridor in the Accomplice exhibition space, between the false gallery wall and the cavity where the robots moved on their track, that beckoned me. I glanced over my shoulder to check that the Artspace attendant wasn’t watching and slipped behind the wall. I took a few tentative steps, not wanting to get knocked on the nose by a zooming robot. I saw that one robot had turned away from the wall and was attacking another with its hammer. By the time I arrived, the second robot (could it be Robot Two?) had been badly pummeled. Not only did Robot One attack Robot Two but I witnessed it using its extended hammer to absorb metal parts: the light and the hammer. It was adapting, like Philip K. Dick’s robots in his short story ‘Preserving Machine’ (See Gray 228-33). It was becoming more augmented. It now had two lights and two hammers and seemed to move at double speed. Figure 3: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck)My observance of this scene might be explained by Gemeinboeck/Saunders’s comment regarding Philip K. Dick-style interference and instability, which they actively apply to their work. They say, “The ‘gremlins’ of our works are the slipping logics of nonlinear systems or distributed agential forces of colliding materials” (18). An audience response is a colliding material. A fictional aside is a colliding material. A suspension of disbelief must also be considered a colliding material. This is the politics of the para-human, where regulations and policies are in their infancy. Fears of artificial intelligence seem absurd, when we consider how startled we become when the boundaries between fiction/truth become as flimsy and slippery as the boundaries between human/non-human. Art writing that resists truth complements Gemeinboeck/Saunders point that, “different agential forces not only co-evolve but perform together” (18).The DisappearanceBefore we are able to distinguish any unexpected or enchanted ontological outcomes, the robots must first appear, but for things to truly appear to us, they must first disappear. The robots disappear from view, behind the false walls. Slowly, through the enactment of an agented force (the action of their hammers upon the wall), they beat a path into the viewer’s visual reality. Their emergence signals a performative augmentation. Stronger, better, smarter, longer: these creatures are more-than-human. Yet despite the robot’s augmented technological improvement upon human ability, their being (here, meaning their independent autonomy) is under threat in a human-centred world environment. First they are threatened by the human habit of reducing them to anthropomorphic characteristics: they can be seen as cute little versions of humans. Secondly, they are threatened by human perception that they are under the control of the programmers. Both points are arguable: these robots are undoubtedly non-human, and there are unexpected and unplanned outcomes, once they are activated. These might be speculative or contestable outcomes, which are not demonstrably an epitome of truth (Bennett 161). Figure 4: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck)Gemeinboeck’s robotic creatures, with their apparent work/play and civil disobedience, appeared to exhibit human traits. An OOO approach would discourage these anthropomorphic tendencies: by seeing human qualities in inanimate objects, we are only falling back into correlational habits—where nature and culture are separate dyads and can never comprehend each other, and where humankind is mistakenly privileged over all other entities (Meillassoux 5). This only serves to inhibit any access to a reality outside the human-centred view. This kind of objectivity, where we see ourselves as nature, does no more than hold up a mirror to our inescapably human selves (Barad, Matter Feels). In an object-oriented approach the unpredictable outcomes of the robots’s performance is brought to attention. OOO proponent and digital media theorist Ian Bogost, has a background in computational media, especially video and social media games, and says, “computers are plastic and metal corpses with voodoo powers” (9). This is a non-life description, hovering in the liminal space between being and not being. Bogost’s view is that a strange world stirs within machinic devices (9). A question to ask: what’s it like to be a robot? Perhaps the answer lies somewhere between what it does and how we see it. It is difficult not to think of twentieth century philosopher Martin Heidegger’s tool analysis theory when writing of Gemeinboeck/Saunders’s work because Heidegger, and OOO scholar Graham Harman after him, uses the hammer as his paradigmatic tool. In his analysis, things are only present-at-hand (consciously perceived without utility) once they break (Harman, Heidegger Explained 63). However, Gemeinboeck and Saunders’s installation Accomplice straddles Heidegger’s dual present-at-hand and read-at-hand (the utility of the thing) because art raises the possibility that we might experience these divergent qualities of the robotic entities, simultaneously. The augmented robot, existing in its performative exhibition ecology, is the bridge between sentient life and utility. Robotic Agency In relation to the agency of robots, Ian Bogost refers to the Tableau Machine which was a non-human actor system created by researchers at Georgia Tech in 1998 (Bogost 106). It was a house fitted with cameras, screens, interfaces, and sensors. This was an experimental investigation into ambient intelligence. The researchers’s term for the computational agency was ‘alien presence,’ suggesting a life outside human comprehension. The data-collator sensed and interpreted the house and its occupants, and re-created that recorded data as abstract art, by projecting images on its own plasma screens. The implication was that the home was alive, vital, and autonomously active, in that it took on a sentient life, beyond human control. This kind of vital presence, an aliveness outside human programming, is there in the Accomplice robots. Their agency becomes materialized, as they violate the polite gallery-viewing world. Karen Barad’s concept of agency works within a relational ontology. Agency resists being granted, but rather is an enactment, and creates new possibilities (Barad, Matter Feels). Agency is entangled amongst “intra-acting human and non-human practices” (6). In Toward an Enchanted Materialism, Jane Bennett describes primordia (atoms) as “not animate with divine spirit, and yet they are quite animated - this matter is not dead at all” (81). This then is an agency that is not spiritual, nor is there any divine purpose. It is a matter of material force, a subversive action performed by robotic entities, not for any greater good, in fact, for no reason at all. This unpredictability is OOO contingency, whereby physical laws remain indifferent to whether an event occurs or not (Meillassoux 39). Figure 5: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) A Post-Human Ethic The concept of a post-human state of being raises ethical concerns. Ethics is a human construct, a criteria of standards fixed within human social systems. How should humans respond, without moral panic, to robots that might have life and sentient power outside human control? If an OOO approach is undertaken, the implication is that all things exist equally and ethics, as fixed standards, might need to be dismantled and replaced with a more democratic set of guidelines. A flat ontology, argued for by Bogost, Levi Bryant and other OOO advocates, follows that all entities have equal potential for independent energy and agency (although OOO theorists disagree on many small technical issues). The disruption of the conventional hierarchical model of being is replaced by a flat field of equality. This might cause the effect of a more ethical, ontological ecology. Quentin Meillassoux, an influential figure in the field of Speculative Realism, from which OOO is an offshoot, finds philosophical/mathematical solutions to the problems of human subjectivity. His eschewing of Kantian divisions between object/subject and human/world, is accompanied by a removal from Kantian and Cartesian critique (Meillassoux 30). This turn from critique, and its related didactic authority and removed judgment, marks an important point in the culture of philosophy, but also in the culture of art writing. If we can escape the shackles of divisive critique, then the pleasures of narrative might be given space. Bogost endorses collapsing the hierarchical model of being and converting conventional academic writing (89). He says, “for the computers to operate at all for us first requires a wealth of interactions to take place for itself. As operators or engineers, we may be able to describe how such objects and assemblages work. But what do they “experience” (Bogost 10)? This view is complementary to an OOO view of anti-subjectivity, an awareness of things that might exist irrespective of human life, from both inside and outside the mind (Harman 143). Figure 6: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) New Materiality In addition to her views on human/non-human agency, Karen Barad develops a parallel argument for materiality. She says, “matter feels, converses, suffers, desires, yearns and remembers.” Barad’s agential realism is predicated on an awareness of the immanence of matter, with materiality that subverts conventions of transcendence or human-centredness. She says, “On my agential realist account, all bodies, not merely human bodies, come to matter through the world’s performativity - its iterative intra-activity.” Barad sees matter, all matter, as entangled parts of phenomena that extend across time and space (Nature’s Queer Performativity 125). Barad argues against the position that acts against nature are moral crimes, which occur when the nature/culture divide is breached. She questions the individuated categorizations of ‘nature’ and ‘culture’ inherent in arguments like these (Nature’s Queer Performativity, 123-5). Likewise, in robotic and machinic aesthetics, it could be seen as an ethical breach to consider the robots as alive, sentient, and experiential. This confounds previous cultural separations, however, object-oriented theory is a reexamination of these infractions and offers an openness to discourse of different causal outcomes. Figure 7: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) Co-Evolution Artists Gemeinboeck/Saunders are artists and scholarly researchers investigating new notions of co-evolution. If we ascribe human characteristics to robots, might they ascribe machinic properties to us? It is possible to argue that co-evolution is already apparent in the world. Titanium knees, artificial arteries, plastic hips, pacemakers, metallic vertebrae pins: human medicine is a step ahead. Gemeinboeck/Saunders in turn make a claim for the evolving desires of their robots (11). Could there be performative interchangeability between species: human and robot? Barad asks us not to presume what the distinctions are between human and non-human and not to make post-humanist blurrings, but to understand the materializing effects of the boundaries between humans and nonhumans (Nature’s Queer Performativity 123). Vital matter emerges from acts of reappearance, re-performance, and interspecies interaction. Ian Bogost begins his Alien Phenomenology by analysing Alan Turing’s essay, Computing Machinery and Intelligence and deduces that it is an approach inextricably linked to human understanding (Bogost 14). Bogost seeks to avoid distinctions between things or a slippage into an over-determination of systems operations, and instead he adopts an OOO view where all things are treated equally, even cheeky little robots (Bogost 17).Figure 8: Accomplice by Petra Gemeinboeck and Rob Saunders, installation view, Artspace, Sydney. (Photo: silversalt photography) Intra-Active ReappearanceIf Barad describes intra-action as enacting an agential cut or separation of object from subject, she does not mean a distinction between object and subject but instead devises an intra-active cutting of things together-apart (Nature’s Queer Performativity 124). This is useful for two reasons. First it allows confusion between inside and outside, between real and unreal, and between past and future. In other words it defies the human/world correlates, which OOO’s are actively attempting to flee. Secondly it makes sense of an idea of disappearance as being a re-appearance too. If robots, and all other species, start to disappear, from our consciousness, from reality, from life (that is, becoming extinct), this disappearance causes or enacts a new appearance (the robotic action), and this action has its own vitality and immanence. If virtuality (an aesthetic of being that grew from technology, information, and digital advancements) meant that the body was left or abandoned for an immaterial space, then robots and robotic artwork are a means of re-inhabiting the body in a re-materialized mode. This new body, electronic and robotic in nature, might be mastered by a human hand (computer programming) but its differential is its new agency which is one shared between human and non-human. Barad warns, however, against a basic inversion of humanism (Nature’s Queer Performativity 126). Co-evolution is not the removal of the human. While an OOO approach may not have achieved the impossible task of creating a reality beyond the human-centric, it is a mode of becoming cautious of an invested anthropocentric view, which robotics and diminished non-human species bring to attention. The autonomy and agency of robotic life challenges human understanding of ontological being and of how human and non-human entities relate.References Barad, Karen. "Nature’s Queer Performativity." Qui Parle 19.2 (2011): 121-158. ———. Interview. In Rick Dolphijn and Van Der Tuin. “Matter Feels, Converses, Suffers, Desires, Yearns and Remembers: Interview with Karen Barad.” New Materialism: Interviews and Cartographies. Ann Arbor: University of Michigan; Open Humanities Press, 2012. ———. "Posthumanist Performativity: Toward an Understanding of How Matter Comes to Matter." Signs: Journal of Women in Culture and Society 28.3 (2003): 801-831. Bennett, Jane. The Enchantment of Modern Life: Attachments, Crossings, and Ethics. New Jersey: Princeton University Press, 2001. Bogost, Ian. Alien Phenomenology. Minneapolis: Minnesota Press, 2012. Bryant, Levi. The Democracy of Objects. University of Michigan Publishing: Open Humanities Press, 2011. ———, N. Srnicek, and GHarman. The Speculative Turn: Continental Materialism and Realism. Melbourne: re:press, 2011. Gemeinboeck, Petra, and Rob Saunders. “Other Ways of Knowing: Embodied Investigations of the Unstable, Slippery and Incomplete.” Fibreculture Journal 18 (2011). ‹http://eighteen.fibreculturejournal.org/2011/10/09/fcj-120-other-ways-of-knowing-embodied-investigations-of-the-unstable-slippery-and-incomplete/›. Gray, Nathan. "L’object sonore undead." In A. Barikin and H. Hughes. Making Worlds: Art and Science Fiction. Melbourne: Surpllus, 2013. 228-233. Harman, Graham. The Quadruple Object. Winchester UK: Zero Books, 2011. ———. Guerilla Metaphysics: Phenomenology and the Carpentry of Things. Chicago: Open Court, 2005. ———. Heidegger Explained: From Phenomenon to Thing. Chicago: Open Court Publishing, 2007. Heidegger, Martin. Being and Time. San Francisco: Harper and Row, 1962. Meillassoux, Quentin. After Finitude: An Essay on the Necessity of Contingency. New York: Continuum, 2008. Muecke, Stephen. "The Fall: Ficto-Critical Writing." Parallax 8.4 (2002): 108-112. ———. "Motorcycles, Snails, Latour: Criticism without Judgment." Cultural Studies Review 18.1 (2012): 40-58. ———. “The Writing Laboratory: Political Ecology, Labour, Experiment.” Angelaki 14.2 (2009): 15-20. Phelan, Peggy. Unmarked: The Politics of Performance. London: Routledge, 1993.
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48

Kuang, Lanlan. "Staging the Silk Road Journey Abroad: The Case of Dunhuang Performative Arts." M/C Journal 19, no. 5 (October 13, 2016). http://dx.doi.org/10.5204/mcj.1155.

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Abstract:
The curtain rose. The howling of desert wind filled the performance hall in the Shanghai Grand Theatre. Into the center stage, where a scenic construction of a mountain cliff and a desert landscape was dimly lit, entered the character of the Daoist priest Wang Yuanlu (1849–1931), performed by Chen Yizong. Dressed in a worn and dusty outfit of dark blue cotton, characteristic of Daoist priests, Wang began to sweep the floor. After a few moments, he discovered a hidden chambre sealed inside one of the rock sanctuaries carved into the cliff.Signaled by the quick, crystalline, stirring wave of sound from the chimes, a melodious Chinese ocarina solo joined in slowly from the background. Astonished by thousands of Buddhist sūtra scrolls, wall paintings, and sculptures he had just accidentally discovered in the caves, Priest Wang set his broom aside and began to examine these treasures. Dawn had not yet arrived, and the desert sky was pitch-black. Priest Wang held his oil lamp high, strode rhythmically in excitement, sat crossed-legged in a meditative pose, and unfolded a scroll. The sound of the ocarina became fuller and richer and the texture of the music more complex, as several other instruments joined in.Below is the opening scene of the award-winning, theatrical dance-drama Dunhuang, My Dreamland, created by China’s state-sponsored Lanzhou Song and Dance Theatre in 2000. Figure 1a: Poster Side A of Dunhuang, My Dreamland Figure 1b: Poster Side B of Dunhuang, My DreamlandThe scene locates the dance-drama in the rock sanctuaries that today are known as the Dunhuang Mogao Caves, housing Buddhist art accumulated over a period of a thousand years, one of the best well-known UNESCO heritages on the Silk Road. Historically a frontier metropolis, Dunhuang was a strategic site along the Silk Road in northwestern China, a crossroads of trade, and a locus for religious, cultural, and intellectual influences since the Han dynasty (206 B.C.E.–220 C.E.). Travellers, especially Buddhist monks from India and central Asia, passing through Dunhuang on their way to Chang’an (present day Xi’an), China’s ancient capital, would stop to meditate in the Mogao Caves and consult manuscripts in the monastery's library. At the same time, Chinese pilgrims would travel by foot from China through central Asia to Pakistan, India, Nepal, Bangladesh, and Sri Lanka, playing a key role in the exchanges between ancient China and the outside world. Travellers from China would stop to acquire provisions at Dunhuang before crossing the Gobi Desert to continue on their long journey abroad. Figure 2: Dunhuang Mogao CavesThis article approaches the idea of “abroad” by examining the present-day imagination of journeys along the Silk Road—specifically, staged performances of the various Silk Road journey-themed dance-dramas sponsored by the Chinese state for enhancing its cultural and foreign policies since the 1970s (Kuang).As ethnomusicologists have demonstrated, musicians, choreographers, and playwrights often utilise historical materials in their performances to construct connections between the past and the present (Bohlman; Herzfeld; Lam; Rees; Shelemay; Tuohy; Wade; Yung: Rawski; Watson). The ancient Silk Road, which linked the Mediterranean coast with central China and beyond, via oasis towns such as Samarkand, has long been associated with the concept of “journeying abroad.” Journeys to distant, foreign lands and encounters of unknown, mysterious cultures along the Silk Road have been documented in historical records, such as A Record of Buddhist Kingdoms (Faxian) and The Great Tang Records on the Western Regions (Xuanzang), and illustrated in classical literature, such as The Travels of Marco Polo (Polo) and the 16th century Chinese novel Journey to the West (Wu). These journeys—coming and going from multiple directions and to different destinations—have inspired contemporary staged performance for audiences around the globe.Home and Abroad: Dunhuang and the Silk RoadDunhuang, My Dreamland (2000), the contemporary dance-drama, staged the journey of a young pilgrim painter travelling from Chang’an to a land of the unfamiliar and beyond borders, in search for the arts that have inspired him. Figure 3: A scene from Dunhuang, My Dreamland showing the young pilgrim painter in the Gobi Desert on the ancient Silk RoadFar from his home, he ended his journey in Dunhuang, historically considered the northwestern periphery of China, well beyond Yangguan and Yumenguan, the bordering passes that separate China and foreign lands. Later scenes in Dunhuang, My Dreamland, portrayed through multiethnic music and dances, the dynamic interactions among merchants, cultural and religious envoys, warriors, and politicians that were making their own journey from abroad to China. The theatrical dance-drama presents a historically inspired, re-imagined vision of both “home” and “abroad” to its audiences as they watch the young painter travel along the Silk Road, across the Gobi Desert, arriving at his own ideal, artistic “homeland”, the Dunhuang Mogao Caves. Since his journey is ultimately a spiritual one, the conceptualisation of travelling “abroad” could also be perceived as “a journey home.”Staged more than four hundred times since it premiered in Beijing in April 2000, Dunhuang, My Dreamland is one of the top ten titles in China’s National Stage Project and one of the most successful theatrical dance-dramas ever produced in China. With revenue of more than thirty million renminbi (RMB), it ranks as the most profitable theatrical dance-drama ever produced in China, with a preproduction cost of six million RMB. The production team receives financial support from China’s Ministry of Culture for its “distinctive ethnic features,” and its “aim to promote traditional Chinese culture,” according to Xu Rong, an official in the Cultural Industry Department of the Ministry. Labeled an outstanding dance-drama of the Chinese nation, it aims to present domestic and international audiences with a vision of China as a historically multifaceted and cosmopolitan nation that has been in close contact with the outside world through the ancient Silk Road. Its production company has been on tour in selected cities throughout China and in countries abroad, including Austria, Spain, and France, literarily making the young pilgrim painter’s “journey along the Silk Road” a new journey abroad, off stage and in reality.Dunhuang, My Dreamland was not the first, nor is it the last, staged performances that portrays the Chinese re-imagination of “journeying abroad” along the ancient Silk Road. It was created as one of many versions of Dunhuang bihua yuewu, a genre of music, dance, and dramatic performances created in the early twentieth century and based primarily on artifacts excavated from the Mogao Caves (Kuang). “The Mogao Caves are the greatest repository of early Chinese art,” states Mimi Gates, who works to increase public awareness of the UNESCO site and raise funds toward its conservation. “Located on the Chinese end of the Silk Road, it also is the place where many cultures of the world intersected with one another, so you have Greek and Roman, Persian and Middle Eastern, Indian and Chinese cultures, all interacting. Given the nature of our world today, it is all very relevant” (Pollack). As an expressive art form, this genre has been thriving since the late 1970s contributing to the global imagination of China’s “Silk Road journeys abroad” long before Dunhuang, My Dreamland achieved its domestic and international fame. For instance, in 2004, The Thousand-Handed and Thousand-Eyed Avalokiteśvara—one of the most representative (and well-known) Dunhuang bihua yuewu programs—was staged as a part of the cultural program during the Paralympic Games in Athens, Greece. This performance, as well as other Dunhuang bihua yuewu dance programs was the perfect embodiment of a foreign religion that arrived in China from abroad and became Sinicized (Kuang). Figure 4: Mural from Dunhuang Mogao Cave No. 45A Brief History of Staging the Silk Road JourneysThe staging of the Silk Road journeys abroad began in the late 1970s. Historically, the Silk Road signifies a multiethnic, cosmopolitan frontier, which underwent incessant conflicts between Chinese sovereigns and nomadic peoples (as well as between other groups), but was strongly imbued with the customs and institutions of central China (Duan, Mair, Shi, Sima). In the twentieth century, when China was no longer an empire, but had become what the early 20th-century reformer Liang Qichao (1873–1929) called “a nation among nations,” the long history of the Silk Road and the colourful, legendary journeys abroad became instrumental in the formation of a modern Chinese nation of unified diversity rooted in an ancient cosmopolitan past. The staged Silk Road theme dance-dramas thus participate in this formation of the Chinese imagination of “nation” and “abroad,” as they aestheticise Chinese history and geography. History and geography—aspects commonly considered constituents of a nation as well as our conceptualisations of “abroad”—are “invariably aestheticized to a certain degree” (Bakhtin 208). Diverse historical and cultural elements from along the Silk Road come together in this performance genre, which can be considered the most representative of various possible stagings of the history and culture of the Silk Road journeys.In 1979, the Chinese state officials in Gansu Province commissioned the benchmark dance-drama Rain of Flowers along the Silk Road, a spectacular theatrical dance-drama praising the pure and noble friendship which existed between the peoples of China and other countries in the Tang dynasty (618-907 C.E.). While its plot also revolves around the Dunhuang Caves and the life of a painter, staged at one of the most critical turning points in modern Chinese history, the work as a whole aims to present the state’s intention of re-establishing diplomatic ties with the outside world after the Cultural Revolution. Unlike Dunhuang, My Dreamland, it presents a nation’s journey abroad and home. To accomplish this goal, Rain of Flowers along the Silk Road introduces the fictional character Yunus, a wealthy Persian merchant who provides the audiences a vision of the historical figure of Peroz III, the last Sassanian prince, who after the Arab conquest of Iran in 651 C.E., found refuge in China. By incorporating scenes of ethnic and folk dances, the drama then stages the journey of painter Zhang’s daughter Yingniang to Persia (present-day Iran) and later, Yunus’s journey abroad to the Tang dynasty imperial court as the Persian Empire’s envoy.Rain of Flowers along the Silk Road, since its debut at Beijing’s Great Hall of the People on the first of October 1979 and shortly after at the Theatre La Scala in Milan, has been staged in more than twenty countries and districts, including France, Italy, Japan, Thailand, Russia, Latvia, Hong Kong, Macao, Taiwan, and recently, in 2013, at the Lincoln Center for the Performing Arts in New York.“The Road”: Staging the Journey TodayWithin the contemporary context of global interdependencies, performing arts have been used as strategic devices for social mobilisation and as a means to represent and perform modern national histories and foreign policies (Davis, Rees, Tian, Tuohy, Wong, David Y. H. Wu). The Silk Road has been chosen as the basis for these state-sponsored, extravagantly produced, and internationally staged contemporary dance programs. In 2008, the welcoming ceremony and artistic presentation at the Olympic Games in Beijing featured twenty apsara dancers and a Dunhuang bihua yuewu dancer with long ribbons, whose body was suspended in mid-air on a rectangular LED extension held by hundreds of performers; on the giant LED screen was a depiction of the ancient Silk Road.In March 2013, Chinese president Xi Jinping introduced the initiatives “Silk Road Economic Belt” and “21st Century Maritime Silk Road” during his journeys abroad in Kazakhstan and Indonesia. These initiatives are now referred to as “One Belt, One Road.” The State Council lists in details the policies and implementation plans for this initiative on its official web page, www.gov.cn. In April 2013, the China Institute in New York launched a yearlong celebration, starting with "Dunhuang: Buddhist Art and the Gateway of the Silk Road" with a re-creation of one of the caves and a selection of artifacts from the site. In March 2015, the National Development and Reform Commission (NDRC), China’s top economic planning agency, released a new action plan outlining key details of the “One Belt, One Road” initiative. Xi Jinping has made the program a centrepiece of both his foreign and domestic economic policies. One of the central economic strategies is to promote cultural industry that could enhance trades along the Silk Road.Encouraged by the “One Belt, One Road” policies, in March 2016, The Silk Princess premiered in Xi’an and was staged at the National Centre for the Performing Arts in Beijing the following July. While Dunhuang, My Dreamland and Rain of Flowers along the Silk Road were inspired by the Buddhist art found in Dunhuang, The Silk Princess, based on a story about a princess bringing silk and silkworm-breeding skills to the western regions of China in the Tang Dynasty (618-907) has a different historical origin. The princess's story was portrayed in a woodblock from the Tang Dynasty discovered by Sir Marc Aurel Stein, a British archaeologist during his expedition to Xinjiang (now Xinjiang Uygur autonomous region) in the early 19th century, and in a temple mural discovered during a 2002 Chinese-Japanese expedition in the Dandanwulike region. Figure 5: Poster of The Silk PrincessIn January 2016, the Shannxi Provincial Song and Dance Troupe staged The Silk Road, a new theatrical dance-drama. Unlike Dunhuang, My Dreamland, the newly staged dance-drama “centers around the ‘road’ and the deepening relationship merchants and travellers developed with it as they traveled along its course,” said Director Yang Wei during an interview with the author. According to her, the show uses seven archetypes—a traveler, a guard, a messenger, and so on—to present the stories that took place along this historic route. Unbounded by specific space or time, each of these archetypes embodies the foreign-travel experience of a different group of individuals, in a manner that may well be related to the social actors of globalised culture and of transnationalism today. Figure 6: Poster of The Silk RoadConclusionAs seen in Rain of Flowers along the Silk Road and Dunhuang, My Dreamland, staging the processes of Silk Road journeys has become a way of connecting the Chinese imagination of “home” with the Chinese imagination of “abroad.” Staging a nation’s heritage abroad on contemporary stages invites a new imagination of homeland, borders, and transnationalism. Once aestheticised through staged performances, such as that of the Dunhuang bihua yuewu, the historical and topological landscape of Dunhuang becomes a performed narrative, embodying the national heritage.The staging of Silk Road journeys continues, and is being developed into various forms, from theatrical dance-drama to digital exhibitions such as the Smithsonian’s Pure Land: Inside the Mogao Grottes at Dunhuang (Stromberg) and the Getty’s Cave Temples of Dunhuang: Buddhist Art on China's Silk Road (Sivak and Hood). They are sociocultural phenomena that emerge through interactions and negotiations among multiple actors and institutions to envision and enact a Chinese imagination of “journeying abroad” from and to the country.ReferencesBakhtin, M.M. The Dialogic Imagination: Four Essays. Austin, Texas: University of Texas Press, 1982.Bohlman, Philip V. “World Music at the ‘End of History’.” Ethnomusicology 46 (2002): 1–32.Davis, Sara L.M. Song and Silence: Ethnic Revival on China’s Southwest Borders. New York: Columbia University Press, 2005.Duan, Wenjie. “The History of Conservation of Mogao Grottoes.” International Symposium on the Conservation and Restoration of Cultural Property: The Conservation of Dunhuang Mogao Grottoes and the Related Studies. Eds. Kuchitsu and Nobuaki. Tokyo: Tokyo National Research Institute of Cultural Properties, 1997. 1–8.Faxian. A Record of Buddhistic Kingdoms. Translated by James Legge. New York: Dover Publications, 1991.Herzfeld, Michael. Ours Once More: Folklore, Ideology, and the Making of Modern Greece. Austin: University of Texas Press, 1985.Kuang, Lanlan. Dunhuang bi hua yue wu: "Zhongguo jing guan" zai guo ji yu jing zhong de jian gou, chuan bo yu yi yi (Dunhuang Performing Arts: The Construction and Transmission of “China-scape” in the Global Context). Beijing: She hui ke xue wen xian chu ban she, 2016.Lam, Joseph S.C. State Sacrifice and Music in Ming China: Orthodoxy, Creativity and Expressiveness. New York: State University of New York Press, 1998.Mair, Victor. T’ang Transformation Texts: A Study of the Buddhist Contribution to the Rise of Vernacular Fiction and Drama in China. Cambridge, Mass.: Council on East Asian Studies, 1989.Pollack, Barbara. “China’s Desert Treasure.” ARTnews, December 2013. Sep. 2016 <http://www.artnews.com/2013/12/24/chinas-desert-treasure/>.Polo, Marco. The Travels of Marco Polo. Translated by Ronald Latham. Penguin Classics, 1958.Rees, Helen. Echoes of History: Naxi Music in Modern China. Oxford: Oxford University Press, 2000.Shelemay, Kay Kaufman. “‘Historical Ethnomusicology’: Reconstructing Falasha Liturgical History.” Ethnomusicology 24 (1980): 233–258.Shi, Weixiang. Dunhuang lishi yu mogaoku yishu yanjiu (Dunhuang History and Research on Mogao Grotto Art). Lanzhou: Gansu jiaoyu chubanshe, 2002.Sima, Guang 司马光 (1019–1086) et al., comps. Zizhi tongjian 资治通鉴 (Comprehensive Mirror for the Aid of Government). Beijing: Guji chubanshe, 1957.Sima, Qian 司马迁 (145-86? B.C.E.) et al., comps. Shiji: Dayuan liezhuan 史记: 大宛列传 (Record of the Grand Historian: The Collective Biographies of Dayuan). Beijing: Zhonghua shuju, 1959.Sivak, Alexandria and Amy Hood. “The Getty to Present: Cave Temples of Dunhuang: Buddhist Art on China’s Silk Road Organised in Collaboration with the Dunhuang Academy and the Dunhuang Foundation.” Getty Press Release. Sep. 2016 <http://news.getty.edu/press-materials/press-releases/cave-temples-dunhuang-buddhist-art-chinas-silk-road>.Stromberg, Joseph. “Video: Take a Virtual 3D Journey to Visit China's Caves of the Thousand Buddhas.” Smithsonian, December 2012. Sep. 2016 <http://www.smithsonianmag.com/smithsonian-institution/video-take-a-virtual-3d-journey-to-visit-chinas-caves-of-the-thousand-buddhas-150897910/?no-ist>.Tian, Qing. “Recent Trends in Buddhist Music Research in China.” British Journal of Ethnomusicology 3 (1994): 63–72.Tuohy, Sue M.C. “Imagining the Chinese Tradition: The Case of Hua’er Songs, Festivals, and Scholarship.” Ph.D. Dissertation. Indiana University, Bloomington, 1988.Wade, Bonnie C. Imaging Sound: An Ethnomusicological Study of Music, Art, and Culture in Mughal India. Chicago: University of Chicago Press, 1998.Wong, Isabel K.F. “From Reaction to Synthesis: Chinese Musicology in the Twentieth Century.” Comparative Musicology and Anthropology of Music: Essays on the History of Ethnomusicology. Eds. Bruno Nettl and Philip V. Bohlman. Chicago: University of Chicago Press, 1991. 37–55.Wu, Chengen. Journey to the West. Tranlsated by W.J.F. Jenner. Beijing: Foreign Languages Press, 2003.Wu, David Y.H. “Chinese National Dance and the Discourse of Nationalization in Chinese Anthropology.” The Making of Anthropology in East and Southeast Asia. Eds. Shinji Yamashita, Joseph Bosco, and J.S. Eades. New York: Berghahn, 2004. 198–207.Xuanzang. The Great Tang Dynasty Record of the Western Regions. Hamburg: Numata Center for Buddhist Translation & Research, 1997.Yung, Bell, Evelyn S. Rawski, and Rubie S. Watson, eds. Harmony and Counterpoint: Ritual Music in Chinese Context. Stanford: Stanford University Press, 1996.
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Cham, Karen, and Jeffrey Johnson. "Complexity Theory." M/C Journal 10, no. 3 (June 1, 2007). http://dx.doi.org/10.5204/mcj.2672.

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Complex systems are an invention of the universe. It is not at all clear that science has an a priori primacy claim to the study of complex systems. (Galanter 5) Introduction In popular dialogues, describing a system as “complex” is often the point of resignation, inferring that the system cannot be sufficiently described, predicted nor managed. Transport networks, management infrastructure and supply chain logistics are all often described in this way. In socio-cultural terms “complex” is used to describe those humanistic systems that are “intricate, involved, complicated, dynamic, multi-dimensional, interconnected systems [such as] transnational citizenship, communities, identities, multiple belongings, overlapping geographies and competing histories” (Cahir & James). Academic dialogues have begun to explore the collective behaviors of complex systems to define a complex system specifically as an adaptive one; i.e. a system that demonstrates ‘self organising’ principles and ‘emergent’ properties. Based upon the key principles of interaction and emergence in relation to adaptive and self organising systems in cultural artifacts and processes, this paper will argue that complex systems are cultural systems. By introducing generic principles of complex systems, and looking at the exploration of such principles in art, design and media research, this paper argues that a science of cultural systems as part of complex systems theory is the post modern science for the digital age. Furthermore, that such a science was predicated by post structuralism and has been manifest in art, design and media practice since the late 1960s. Complex Systems Theory Complexity theory grew out of systems theory, an holistic approach to analysis that views whole systems based upon the links and interactions between the component parts and their relationship to each other and the environment within they exists. This stands in stark contrast to conventional science which is based upon Descartes’s reductionism, where the aim is to analyse systems by reducing something to its component parts (Wilson 3). As systems thinking is concerned with relationships more than elements, it proposes that in complex systems, small catalysts can cause large changes and that a change in one area of a system can adversely affect another area of the system. As is apparent, systems theory is a way of thinking rather than a specific set of rules, and similarly there is no single unified Theory of Complexity, but several different theories have arisen from the natural sciences, mathematics and computing. As such, the study of complex systems is very interdisciplinary and encompasses more than one theoretical framework. Whilst key ideas of complexity theory developed through artificial intelligence and robotics research, other important contributions came from thermodynamics, biology, sociology, physics, economics and law. In her volume for the Elsevier Advanced Management Series, “Complex Systems and Evolutionary Perspectives on Organisations”, Eve Mitleton-Kelly describes a comprehensive overview of this evolution as five main areas of research: complex adaptive systems dissipative structures autopoiesis (non-equilibrium) social systems chaos theory path dependence Here, Mitleton-Kelly points out that relatively little work has been done on developing a specific theory of complex social systems, despite much interest in complexity and its application to management (Mitleton-Kelly 4). To this end, she goes on to define the term “complex evolving system” as more appropriate to the field than ‘complex adaptive system’ and suggests that the term “complex behaviour” is thus more useful in social contexts (Mitleton-Kelly). For our purpose here, “complex systems” will be the general term used to describe those systems that are diverse and made up of multiple interdependent elements, that are often ‘adaptive’, in that they have the capacity to change and learn from events. This is in itself both ‘evolutionary’ and ‘behavioural’ and can be understood as emerging from the interaction of autonomous agents – especially people. Some generic principles of complex systems defined by Mitleton Kelly that are of concern here are: self-organisation emergence interdependence feedback space of possibilities co-evolving creation of new order Whilst the behaviours of complex systems clearly do not fall into our conventional top down perception of management and production, anticipating such behaviours is becoming more and more essential for products, processes and policies. For example, compare the traditional top down model of news generation, distribution and consumption to the “emerging media eco-system” (Bowman and Willis 14). Figure 1 (Bowman & Willis 10) Figure 2 (Bowman & Willis 12) To the traditional news organisations, such a “democratization of production” (McLuhan 230) has been a huge cause for concern. The agencies once solely responsible for the representation of reality are now lost in a global miasma of competing perspectives. Can we anticipate and account for complex behaviours? Eve Mitleton Kelly states that “if organisations are understood as complex evolving systems co-evolving as part of a social ‘ecosystem’, then that changed perspective changes ways of acting and relating which lead to a different way of working. Thus, management strategy changes, and our organizational design paradigms evolve as new types of relationships and ways of working provide the conditions for the emergence of new organisational forms” (Mitleton-Kelly 6). Complexity in Design It is thus through design practice and processes that discovering methods for anticipating complex systems behaviours seem most possible. The Embracing Complexity in Design (ECiD) research programme, is a contemporary interdisciplinary research cluster consisting of academics and designers from architectural engineering, robotics, geography, digital media, sustainable design, and computing aiming to explore the possibility of trans disciplinary principles of complexity in design. Over arching this work is the conviction that design can be seen as model for complex systems researchers motivated by applying complexity science in particular domains. Key areas in which design and complexity interact have been established by this research cluster. Most immediately, many designed products and systems are inherently complex to design in the ordinary sense. For example, when designing vehicles, architecture, microchips designers need to understand complex dynamic processes used to fabricate and manufacture products and systems. The social and economic context of design is also complex, from market economics and legal regulation to social trends and mass culture. The process of designing can also involve complex social dynamics, with many people processing and exchanging complex heterogeneous information over complex human and communication networks, in the context of many changing constraints. Current key research questions are: how can the methods of complex systems science inform designers? how can design inform research into complex systems? Whilst ECiD acknowledges that to answer such questions effectively the theoretical and methodological relations between complexity science and design need further exploration and enquiry, there are no reliable precedents for such an activity across the sciences and the arts in general. Indeed, even in areas where a convergence of humanities methodology with scientific practice might seem to be most pertinent, most examples are few and far between. In his paper “Post Structuralism, Hypertext & the World Wide Web”, Luke Tredennick states that “despite the concentration of post-structuralism on text and texts, the study of information has largely failed to exploit post-structuralist theory” (Tredennick 5). Yet it is surely in the convergence of art and design with computation and the media that a search for practical trans-metadisciplinary methodologies might be most fruitful. It is in design for interactive media, where algorithms meet graphics, where the user can interact, adapt and amend, that self-organisation, emergence, interdependence, feedback, the space of possibilities, co-evolution and the creation of new order are embraced on a day to day basis by designers. A digitally interactive environment such as the World Wide Web, clearly demonstrates all the key aspects of a complex system. Indeed, it has already been described as a ‘complexity machine’ (Qvortup 9). It is important to remember that this ‘complexity machine’ has been designed. It is an intentional facility. It may display all the characteristics of complexity but, whilst some of its attributes are most demonstrative of self organisation and emergence, the Internet itself has not emerged spontaneously. For example, Tredinnick details the evolution of the World Wide Web through the Memex machine of Vannevar Bush, through Ted Nelsons hypertext system Xanadu to Tim Berners-Lee’s Enquire (Tredennick 3). The Internet was engineered. So, whilst we may not be able to entirely predict complex behavior, we can, and do, quite clearly design for it. When designing digitally interactive artifacts we design parameters or co ordinates to define the space within which a conceptual process will take place. We can never begin to predict precisely what those processes might become through interaction, emergence and self organisation, but we can establish conceptual parameters that guide and delineate the space of possibilities. Indeed this fact is so transparently obvious that many commentators in the humanities have been pushed to remark that interaction is merely interpretation, and so called new media is not new at all; that one interacts with a book in much the same way as a digital artifact. After all, post-structuralist theory had established the “death of the author” in the 1970s – the a priori that all cultural artifacts are open to interpretation, where all meanings must be completed by the reader. The concept of the “open work” (Eco 6) has been an established post modern concept for over 30 years and is commonly recognised as a feature of surrealist montage, poetry, the writings of James Joyce, even advertising design, where a purposive space for engagement and interpretation of a message is designated, without which the communication does not “work”. However, this concept is also most successfully employed in relation to installation art and, more recently, interactive art as a reflection of the artist’s conscious decision to leave part of a work open to interpretation and/or interaction. Art & Complex Systems One of the key projects of Embracing Complexity in Design has been to look at the relationship between art and complex systems. There is a relatively well established history of exploring art objects as complex systems in themselves that finds its origins in the systems art movement of the 1970s. In his paper “Observing ‘Systems Art’ from a Systems-Theroretical Perspective”, Francis Halsall defines systems art as “emerging in the 1960s and 1970s as a new paradigm in artistic practice … displaying an interest in the aesthetics of networks, the exploitation of new technology and New Media, unstable or de-materialised physicality, the prioritising of non-visual aspects, and an engagement (often politicised) with the institutional systems of support (such as the gallery, discourse, or the market) within which it occurs” (Halsall 7). More contemporarily, “Open Systems: Rethinking Art c.1970”, at Tate Modern, London, focuses upon systems artists “rejection of art’s traditional focus on the object, to wide-ranging experiments al focus on the object, to wide-ranging experiments with media that included dance, performance and…film & video” (De Salvo 3). Artists include Andy Warhol, Richard Long, Gilbert & George, Sol Lewitt, Eva Hesse and Bruce Nauman. In 2002, the Samuel Dorsky Museum of Art, New York, held an international exhibition entitled “Complexity; Art & Complex Systems”, that was concerned with “art as a distinct discipline offer[ing] its own unique approache[s] and epistemic standards in the consideration of complexity” (Galanter and Levy 5), and the organisers go on to describe four ways in which artists engage the realm of complexity: presentations of natural complex phenomena that transcend conventional scientific visualisation descriptive systems which describe complex systems in an innovative and often idiosyncratic way commentary on complexity science itself technical applications of genetic algorithms, neural networks and a-life ECiD artist Julian Burton makes work that visualises how companies operate in specific relation to their approach to change and innovation. He is a strategic artist and facilitator who makes “pictures of problems to help people talk about them” (Burton). Clients include public and private sector organisations such as Barclays, Shell, Prudential, KPMG and the NHS. He is quoted as saying “Pictures are a powerful way to engage and focus a group’s attention on crucial issues and challenges, and enable them to grasp complex situations quickly. I try and create visual catalysts that capture the major themes of a workshop, meeting or strategy and re-present them in an engaging way to provoke lively conversations” (Burton). This is a simple and direct method of using art as a knowledge elicitation tool that falls into the first and second categories above. The third category is demonstrated by the ground breaking TechnoSphere, that was specifically inspired by complexity theory, landscape and artificial life. Launched in 1995 as an Arts Council funded online digital environment it was created by Jane Prophet and Gordon Selley. TechnoSphere is a virtual world, populated by artificial life forms created by users of the World Wide Web. The digital ecology of the 3D world, housed on a server, depends on the participation of an on-line public who accesses the world via the Internet. At the time of writing it has attracted over a 100,000 users who have created over a million creatures. The artistic exploration of technical applications is by default a key field for researching the convergence of trans-metadisciplinary methodologies. Troy Innocent’s lifeSigns evolves multiple digital media languages “expressed as a virtual world – through form, structure, colour, sound, motion, surface and behaviour” (Innocent). The work explores the idea of “emergent language through play – the idea that new meanings may be generated through interaction between human and digital agents”. Thus this artwork combines three areas of converging research – artificial life; computational semiotics and digital games. In his paper “What Is Generative Art? Complexity Theory as a Context for Art Theory”, Philip Galanter describes all art as generative on the basis that it is created from the application of rules. Yet, as demonstrated above, what is significantly different and important about digital interactivity, as opposed to its predecessor, interpretation, is its provision of a graphical user interface (GUI) to component parts of a text such as symbol, metaphor, narrative, etc for the multiple “authors” and the multiple “readers” in a digitally interactive space of possibility. This offers us tangible, instantaneous reproduction and dissemination of interpretations of an artwork. Conclusion: Digital Interactivity – A Complex Medium Digital interaction of any sort is thus a graphic model of the complex process of communication. Here, complexity does not need deconstructing, representing nor modelling, as the aesthetics (as in apprehended by the senses) of the graphical user interface conveniently come first. Design for digital interactive media is thus design for complex adaptive systems. The theoretical and methodological relations between complexity science and design can clearly be expounded especially well through post-structuralism. The work of Barthes, Derrida & Foucault offers us the notion of all cultural artefacts as texts or systems of signs, whose meanings are not fixed but rather sustained by networks of relationships. Implemented in a digital environment post-structuralist theory is tangible complexity. Strangely, whilst Philip Galanter states that science has no necessary over reaching claim to the study of complexity, he then argues conversely that “contemporary art theory rooted in skeptical continental philosophy [reduces] art to social construction [as] postmodernism, deconstruction and critical theory [are] notoriously elusive, slippery, and overlapping terms and ideas…that in fact [are] in the business of destabilising apparently clear and universal propositions” (4). This seems to imply that for Galanter, post modern rejections of grand narratives necessarily will exclude the “new scientific paradigm” of complexity, a paradigm that he himself is looking to be universal. Whilst he cites Lyotard (6) describing both political and linguistic reasons why postmodern art celebrates plurality, denying any progress towards singular totalising views, he fails to appreciate what happens if that singular totalising view incorporates interactivity? Surely complexity is pluralistic by its very nature? In the same vein, if language for Derrida is “an unfixed system of traces and differences … regardless of the intent of the authored texts … with multiple equally legitimate meanings” (Galanter 7) then I have heard no better description of the signifiers, signifieds, connotations and denotations of digital culture. Complexity in its entirety can also be conversely understood as the impact of digital interactivity upon culture per se which has a complex causal relation in itself; Qvortups notion of a “communications event” (9) such as the Danish publication of the Mohammed cartoons falls into this category. Yet a complex causality could be traced further into cultural processes enlightening media theory; from the relationship between advertising campaigns and brand development; to the exposure and trajectory of the celebrity; describing the evolution of visual language in media cultures and informing the relationship between exposure to representation and behaviour. In digital interaction the terms art, design and media converge into a process driven, performative event that demonstrates emergence through autopoietic processes within a designated space of possibility. By insisting that all artwork is generative Galanter, like many other writers, negates the medium entirely which allows him to insist that generative art is “ideologically neutral” (Galanter 10). Generative art, like all digitally interactive artifacts are not neutral but rather ideologically plural. Thus, if one integrates Qvortups (8) delineation of medium theory and complexity theory we may have what we need; a first theory of a complex medium. Through interactive media complexity theory is the first post modern science; the first science of culture. References Bowman, Shane, and Chris Willis. We Media. 21 Sep. 2003. 9 March 2007 http://www.hypergene.net/wemedia/weblog.php>. Burton, Julian. “Hedron People.” 9 March 2007 http://www.hedron.com/network/assoc.php4?associate_id=14>. Cahir, Jayde, and Sarah James. “Complex: Call for Papers.” M/C Journal 9 Sep. 2006. 7 March 2007 http://journal.media-culture.org.au/journal/upcoming.php>. De Salvo, Donna, ed. Open Systems: Rethinking Art c. 1970. London: Tate Gallery Press, 2005. Eco, Umberto. The Open Work. Cambridge, Mass.: Harvard UP, 1989. Galanter, Phillip, and Ellen K. Levy. Complexity: Art & Complex Systems. SDMA Gallery Guide, 2002. Galanter, Phillip. “Against Reductionism: Science, Complexity, Art & Complexity Studies.” 2003. 9 March 2007 http://isce.edu/ISCE_Group_Site/web-content/ISCE_Events/ Norwood_2002/Norwood_2002_Papers/Galanter.pdf>. Halsall, Francis. “Observing ‘Systems-Art’ from a Systems-Theoretical Perspective”. CHArt 2005. 9 March 2007 http://www.chart.ac.uk/chart2005/abstracts/halsall.htm>. Innocent, Troy. “Life Signs.” 9 March 2007 http://www.iconica.org/main.htm>. Johnson, Jeffrey. “Embracing Complexity in Design (ECiD).” 2007. 9 March 2007 http://www.complexityanddesign.net/>. Lyotard, Jean-Francois. The Postmodern Condition. Manchester: Manchester UP, 1984. McLuhan, Marshall. The Gutenberg Galaxy: The Making of Typographic Man. Toronto: U of Toronto P, 1962. Mitleton-Kelly, Eve, ed. Complex Systems and Evolutionary Perspectives on Organisations. Elsevier Advanced Management Series, 2003. Prophet, Jane. “Jane Prophet.” 9 March 2007 http://www.janeprophet.co.uk/>. Qvortup, Lars. “Understanding New Digital Media.” European Journal of Communication 21.3 (2006): 345-356. Tedinnick, Luke. “Post Structuralism, Hypertext & the World Wide Web.” Aslib 59.2 (2007): 169-186. Wilson, Edward Osborne. Consilience: The Unity of Knowledge. New York: A.A. Knoff, 1998. Citation reference for this article MLA Style Cham, Karen, and Jeffrey Johnson. "Complexity Theory: A Science of Cultural Systems?." M/C Journal 10.3 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0706/08-cham-johnson.php>. APA Style Cham, K., and J. Johnson. (Jun. 2007) "Complexity Theory: A Science of Cultural Systems?," M/C Journal, 10(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0706/08-cham-johnson.php>.
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Downes, Daniel M. "The Medium Vanishes?" M/C Journal 3, no. 1 (March 1, 2000). http://dx.doi.org/10.5204/mcj.1829.

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Introduction The recent AOL/Time-Warner merger invites us to re-think the relationships amongst content producers, distributors, and audiences. Worth an estimated $300 billion (US), the largest Internet transaction of all time, the deal is 45 times larger than the AOL/Netscape merger of November 1998 (Ledbetter). Additionally, the Time Warner/EMI merger, which followed hard on the heels of the AOL/Time-Warner deal and is itself worth $28 billion (US), created the largest content rights organisation in the music industry. The joining of the Internet giant (AOL) with what was already the world's largest media corporation (Time-Warner-EMI) has inspired some exuberant reactions. An Infoworld column proclaimed: The AOL/Time-Warner merger signals the demise of traditional media companies and the ascendancy of 'new economy' media companies that will force any industry hesitant to adopt a complete electronic-commerce strategy to rethink and put itself on Internet time. (Saap & Schwarrtz) This comment identifies the distribution channel as the dominant component of the "new economy" media. But this might not really be much of an innovation. Indeed, the assumption of all industry observers is that Time-Warner will provide broadband distribution (through its extensive cable holdings) as well as proprietary content for AOL. It is also expected that Time-Warner will adopt AOL's strategy of seeking sponsorship for development projects as well as for content. However, both of these phenomena -- merger and sponsorship -- are at least as old as radio. It seems that the Internet is merely repeating an old industrial strategy. Nonetheless, one important difference distinguishes the Internet from earlier media: its characterisation of the audience. Internet companies such as AOL and Microsoft tend towards a simple and simplistic media- centred view of the audience as market. I will show, however, that as the Internet assumes more of the traditional mass media functions, it will be forced to adopt a more sophisticated notion of the mass audience. Indeed, the Internet is currently the site in which audience definitions borrowed from broadcasting are encountering and merging with definitions borrowed from marketing. The Internet apparently lends itself to both models. As a result, definitions of what the Internet does or is, and of how we should understand the audience, are suitably confused and opaque. And the behaviour of big Internet players, such as AOL and MSN, perfectly reflects this confusion as they seem to careen between a view of the Internet as the new television and a contrasting view of the Internet as the new shopping mall. Meanwhile, Internet users move in ways that most observers fail to capture. For example, Baran and Davis characterise mass communication as a process involving (1) an organized sender, (2) engaged in the distribution of messages, (3) directed toward a large audience. They argue that broadcasting fits this model whereas a LISTSERV does not because, even though the LISTSERV may have very many subscribers, its content is filtered through a single person or Webmaster. But why is the Webmaster suddenly more determining than a network programmer or magazine editor? The distinction seems to grow out of the Internet's technological characteristics: it is an interactive pipeline, therefore its use necessarily excludes the possibility of "broadcasting" which in turn causes us to reject "traditional" notions of the audience. However, if a media organisation were to establish an AOL discussion group in order to promote Warner TV shows, for example, would not the resulting communication suddenly fall under the definition as set out by Baran and Davis? It was precisely the confusion around such definitions that caused the CRTC (Canada's broadcasting and telecommunications regulator) to hold hearings in 1999 to determine what kind of medium the Internet is. Unlike traditional broadcasting, Internet communication does indeed include the possibility of interactivity and niche communities. In this sense, it is closer to narrowcasting than to broadcasting even while maintaining the possibility of broadcasting. Hence, the nature of the audience using the Internet quickly becomes muddy. While such muddiness might have led us to sharpen our definitions of the audience, it seems instead to have led many to focus on the medium itself. For example, Morris & Ogan define the Internet as a mass medium because it addresses a mass audience mediated through technology (Morris & Ogan 39). They divide producers and audiences on the Internet into four groups: One-to-one asynchronous communication (e-mail); Many-to-many asynchronous communication (Usenet and News Groups); One-to-one, one-to-few, and one-to-many synchronous communication (topic groups, construction of an object, role-playing games, IRC chats, chat rooms); Asynchronous communication (searches, many-to-one, one-to-one, one to- many, source-receiver relations (Morris & Ogan 42-3) Thus, some Internet communication qualifies as mass communication while some does not. However, the focus remains firmly anchored on either the sender or the medium because the receiver --the audience -- is apparently too slippery to define. When definitions do address the content distributed over the Net, they make a distinction between passive reception and interactive participation. As the World Wide Web makes pre-packaged content the norm, the Internet increasingly resembles a traditional mass medium. Timothy Roscoe argues that the main focus of the World Wide Web is not the production of content (and, hence, the fulfilment of the Internet's democratic potential) but rather the presentation of already produced material: "the dominant activity in relation to the Web is not producing your own content but surfing for content" (Rosco 680). He concludes that if the emphasis is on viewing material, the Internet will become a medium similar to television. Within media studies, several models of the audience compete for dominance in the "new media" economy. Denis McQuail recalls how historically, the electronic media furthered the view of the audience as a "public". The audience was an aggregate of common interests. With broadcasting, the electronic audience was delocalised and socially decomposed (McQuail, Mass 212). According to McQuail, it was not a great step to move from understanding the audience as a dispersed "public" to thinking about the audience as itself a market, both for products and as a commodity to be sold to advertisers. McQuail defines this conception of the audience as an "aggregate of potential customers with a known social- economic profile at which a medium or message is directed" (McQuail, Mass 221). Oddly though, in light of the emancipatory claims made for the Internet, this is precisely the dominant view of the audience in the "new media economy". Media Audience as Market How does the marketing model characterise the relationship between audience and producer? According to McQuail, the marketing model links sender and receiver in a cash transaction between producer and consumer rather than in a communicative relationship between equal interlocutors. Such a model ignores the relationships amongst consumers. Indeed, neither the effectiveness of the communication nor the quality of the communicative experience matters. This model, explicitly calculating and implicitly manipulative, is characteristically a "view from the media" (McQuail, Audience 9). Some scholars, when discussing new media, no longer even refer to audiences. They speak of users or consumers (Pavick & Dennis). The logic of the marketing model lies in the changing revenue base for media industries. Advertising-supported media revenues have been dropping since the early 1990s while user-supported media such as cable, satellite, online services, and pay-per-view, have been steadily growing (Pavlik & Dennis 19). In the Internet-based media landscape, the audience is a revenue stream and a source of consumer information. As Bill Gates says, it is all about "eyeballs". In keeping with this view, AOL hopes to attract consumers with its "one-stop shopping and billing". And Internet providers such as MSN do not even consider their subscribers as "audiences". Instead, they work from a consumer model derived from the computer software industry: individuals make purchases without the seller providing content or thematising the likely use of the software. The analogy extends well beyond the transactional moment. The common practice of prototyping products and beta-testing software requires the participation of potential customers in the product development cycle not as a potential audience sharing meanings but as recalcitrant individuals able to uncover bugs. Hence, media companies like MTV now use the Internet as a source of sophisticated demographic research. Recently, MTV Asia established a Website as a marketing tool to collect preferences and audience profiles (Slater 50). The MTV audience is now part of the product development cycle. Another method for getting information involves the "cookie" file that automatically provides a Website with information about the user who logs on to a site (Pavick & Dennis). Simultaneously, though, both Microsoft and AOL have consciously shifted from user-subscription revenues to advertising in an effort to make online services more like television (Gomery; Darlin). For example, AOL has long tried to produce content through its own studios to generate sufficiently heavy traffic on its Internet service in order to garner profitable advertising fees (Young). However, AOL and Microsoft have had little success in providing content (Krantz; Manes). In fact, faced with the AOL/Time-Warner merger, Microsoft declared that it was in the software rather than the content business (Trott). In short, they are caught between a broadcasting model and a consumer model and their behaviour is characteristically erratic. Similarly, media companies such as Time-Warner have failed to establish their own portals. Indeed, Time-Warner even abandoned attempts to create large Websites to compete with other Internet services when it shut down its Pathfinder site (Egan). Instead it refocussed its Websites so as to blur the line between pitching products and covering them (Reid; Lyons). Since one strategy for gaining large audiences is the creation of portals - - large Websites that keep surfers within the confines of a single company's site by providing content -- this is the logic behind the AOL/Time-Warner merger though both companies have clearly been unsuccessful at precisely such attempts. AOL seems to hope that Time- Warner will act as its content specialist, providing the type of compelling material that will make users want to use AOL, whereas Time- Warner seems to hope that AOL will become its privileged pipeline to the hearts and minds of untold millions. Neither has a coherent view of the audience, how it behaves, or should behave. Consequently, their efforts have a distinctly "unmanaged" and slighly inexplicable air to them, as though everyone were simultaneously hopeful and clueless. While one might argue that the stage is set to capitalise on the audience as commodity, there are indications that the success of such an approach is far from guaranteed. First, the AOL/Time-Warner/EMI transaction, merely by existing, has sparked conflicts over proprietary rights. For example, the Recording Industry Association of America, representing Sony, Universal, BMG, Warner and EMI, recently launched a $6.8 billion lawsuit against MP3.com -- an AOL subsidiary -- for alleged copyright violations. Specifically, MP3.com is being sued for selling digitized music over the Internet without paying royalties to the record companies (Anderson). A similar lawsuit has recently been launched over the issue of re- broadcasting television programs over the Internet. The major US networks have joined together against Canadian Internet company iCravetv for the unlawful distribution of content. Both the iCravetv and the MP3.com cases show how dominant media players can marshal their forces to protect proprietary rights in both content and distribution. Since software and media industries have failed to recreate the Internet in the image of traditional broadcasting, the merger of the dominant players in each industry makes sense. However, their simultaneous failure to secure proprietary rights reflects both the competitive nature of the "new media economy" and the weakness of the marketing view of the audience. Media Audience as Public It is often said that communication produces social cohesion. From such cohesion communities emerge on which political or social orders can be constructed. The power of social cohesion and attachment to group symbols can even create a sense of belonging to a "people" or nation (Deutsch). Sociologist Daniel Bell described how the mass media helped create an American culture simply by addressing a large enough audience. He suggested that on the evening of 7 March 1955, when one out of every two Americans could see Mary Martin as Peter Pan on television, a kind of social revolution occurred and a new American public was born. "It was the first time in history that a single individual was seen and heard at the same time by such a broad public" (Bell, quoted in Mattelart 72). One could easily substitute the 1953 World Series or the birth of little Ricky on I Love Lucy. The desire to document such a process recurs with the Internet. Internet communities are based on the assumption that a common experience "creates" group cohesion (Rheingold; Jones). However, as a mass medium, the Internet has yet to find its originary moment, that event to which all could credibly point as the birth of something genuine and meaningful. A recent contender was the appearance of Paul McCartney at the refurbished Cavern Club in Liverpool. On Tuesday, 14 December 1999, McCartney played to a packed club of 300 fans, while another 150,000 watched on an outdoor screen nearby. MSN arranged to broadcast the concert live over the Internet. It advertised an anticipated global audience of 500 million. Unfortunately, there was such heavy Internet traffic that the system was unable to accommodate more than 3 million people. Servers in the United Kingdom were so congested that many could only watch the choppy video stream via an American link. The concert raises a number of questions about "virtual" events. We can draw several conclusions about measuring Internet audiences. While 3 million is a sizeable audience for a 20 minute transmission, by advertising a potential audience of 500 million, MSN showed remarkably poor judgment of its inherent appeal. The Internet is the first medium that allows access to unprocessed material or information about events to be delivered to an audience with neither the time constraints of broadcast media nor the space limitations of the traditional press. This is often cited as one of the characteristics that sets the Internet apart from other media. This feeds the idea of the Internet audience as a participatory, democratic public. For example, it is often claimed that the Internet can foster democratic participation by providing voters with uninterpreted information about candidates and issues (Selnow). However, as James Curran argues, the very process of distributing uninterrupted, unfiltered information, at least in the case of traditional mass media, represents an abdication of a central democratic function -- that of watchdog to power (Curran). In the end, publics are created and maintained through active and continuous participation on the part of communicators and audiences. The Internet holds together potentially conflicting communicative relationships within the same technological medium (Merrill & Ogan). Viewing the audience as co-participant in a communicative relationship makes more sense than simply focussing on the Internet audience as either an aggregate of consumers or a passively constructed symbolic public. Audience as Relationship Many scholars have shifted attention from the producer to the audience as an active participant in the communication process (Ang; McQuail, Audience). Virginia Nightingale goes further to describe the audience as part of a communicative relationship. Nightingale identifies four factors in the relationship between audiences and producers that emphasize their co-dependency. The audience and producer are engaged in a symbiotic relationship in which consumption and use are necessary but not sufficient explanations of audience relations. The notion of the audience invokes, at least potentially, a greater range of activities than simply use or consumption. Further, the audience actively, if not always consciously, enters relationships with content producers and the institutions that govern the creation, distribution and exhibition of content (Nightingale 149-50). Others have demonstrated how this relationship between audiences and producers is no longer the one-sided affair characterised by the marketing model or the model of the audience as public. A global culture is emerging based on critical viewing skills. Kavoori calls this a reflexive mode born of an increasing familiarity with the narrative conventions of news and an awareness of the institutional imperatives of media industries (Kavoori). Given the sophistication of the emergent global audience, a theory that reduces new media audiences to a set of consumer preferences or behaviours will inevitably prove inadequate, just as it has for understanding audience behavior in old media. Similarly, by ignoring those elements of audience behavior that will be easily transported to the Web, we run the risk of idealising the Internet as a medium that will create an illusory, pre-technological public. Conclusion There is an understandable confusion between the two models of the audience that appear in the examples above. The "new economy" will have to come to terms with sophisticated audiences. Contrary to IBM's claim that they want to "get to know all about you", Internet users do not seem particularly interested in becoming a perpetual source of market information. The fragmented, autonomous audience resists attempts to lock it into proprietary relationships. Internet hypesters talk about creating publics and argue that the Internet recreates the intimacy of community as a corrective to the atomisation and alienation characteristic of mass society. This faith in the power of a medium to create social cohesion recalls the view of the television audience as a public constructed by the common experience of watching an important event. However, MSN's McCartney concert indicates that creating a public from spectacle it is not a simple process. In fact, what the Internet media conglomerates seem to want more than anything is to create consumer bases. Audiences exist for pleasure and by the desire to be entertained. As Internet media institutions are established, the cynical view of the audience as a source of consumer behavior and preferences will inevitably give way, to some extent, to a view of the audience as participant in communication. Audiences will be seen, as they have been by other media, as groups whose attention must be courted and rewarded. Who knows, maybe the AOL/Time-Warner merger might, indeed, signal the new medium's coming of age. References Anderson, Lessley. "To Beam or Not to Beam. MP3.com Is Being Sued by the Major Record Labels. Does the Digital Download Site Stand a Chance?" Industry Standard 31 Jan. 2000. <http://www.thestandard.com>. Ang, Ien. Watching Dallas: Soap Opera and the Melodramatic Imagination. London: Methuen, 1985. Baran, Stanley, and Dennis Davis. Mass Communication Theory: Foundations, Ferment, and Future. 2nd ed. Belmont, Calif.: Wadsworth 2000. Curran, James. "Mass Media and Democracy Revisited." Mass Media and Society. Eds. 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"Desparate.com (Media Companies Losing Millions on the Web Turn to Electronic Commerce)." Forbes 163.6 (22 March 1999): 50-1. Manes, Stephen. "The New MSN as Prehistoric TV." New York Times 4 Feb. 1997: C6. McQuail, Denis. Audience Analysis. Thousand Oaks, Calif.: Sage, 1997. ---. Mass Communication Theory. 2nd ed. London: Sage, 1987. Mattelart, Armand. Mapping World Communication: War, Progress, Culture. Trans. Susan Emanuel and James A. Cohen. Minneapolis: U of Minnesota P, 1994. Morris, Merrill, and Christine Ogan. "The Internet as Mass Medium." Journal of Communications 46 (Winter 1996): 39-50. Nightingale, Virginia. Studying Audience: The Shock of the Real. London: Routledge, 1996. Pavlik, John V., and Everette E. Dennis. New Media Technology: Cultural and Commercial Perspectives. 2nd ed. Boston: Allyn and Bacon, 1998. Reid, Calvin. "Time-Warner Seeks Electronic Synergy, Profits on the Web (Pathfinder Site)." Publisher's Weekly 242 (4 Dec. 1995): 12. Rheingold, Howard. Virtual Community: Homesteading on the Electronic Frontier. New York: Harper, 1993. Roscoe, Timothy. "The Construction of the World Wide Web Audience." Media, Culture and Society 21.5 (1999): 673-84. Saap, Geneva, and Ephraim Schwarrtz. "AOL-Time-Warner Deal to Impact Commerce, Content, and Access Markets." Infoworld 11 January 2000. <http://infoworld.com/articles/ic/xml/00/01/11/000111icimpact.xml>. Slater, Joanna. "Cool Customers: Music Channels Hope New Web Sites Tap into Teen Spirit." Far Eastern Economic Review 162.9 (4 March 1999): 50. Trott, Bob. "Microsoft Views AOL-Time-Warner as Confirmation of Its Own Strategy." Infoworld 11 Jan. 2000. <http://infoworld.com/articles/pi/xml/00/01/11/000111pimsaoltw.xml>. Yan, Catherine. "A Major Studio Called AOL?" Business Week 1 Dec. 1997: 1773-4. Citation reference for this article MLA style: Daniel M. Downes. "The Medium Vanishes? The Resurrection of the Mass Audience in the New Media Economy." M/C: A Journal of Media and Culture 3.1 (2000). [your date of access] <http://www.uq.edu.au/mc/0003/mass.php>. Chicago style: Daniel M. Downes, "The Medium Vanishes? The Resurrection of the Mass Audience in the New Media Economy," M/C: A Journal of Media and Culture 3, no. 1 (2000), <http://www.uq.edu.au/mc/0003/mass.php> ([your date of access]). APA style: Daniel M. Downes. (2000) The Medium Vanishes? The Resurrection of the Mass Audience in the New Media Economy. M/C: A Journal of Media and Culture 3(1). <http://www.uq.edu.au/mc/0003/mass.php> ([your date of access]).
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