Academic literature on the topic 'Video game heroines'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Video game heroines.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Video game heroines"

1

Droumeva, Milena. "Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games." Media and Communication 7, no. 4 (December 20, 2019): 186–97. http://dx.doi.org/10.17645/mac.v7i4.2300.

Full text
Abstract:
Video games are demanding work indeed. So demanding that our screen heroes and heroines are constantly making sounds of strife, struggle, or victory while conducting surrogate labor for us running, fighting, saving worlds. These sounds also represent the very real demanding labor of voice actors, whose burnout and vocal strain have recently come to the fore in terms of the games industries’ labor standards (Cazden, 2017). But do heroes and she-roes sound the same? What are the demands—virtual, physical, and emotional—of maintaining sexist sonic tropes in popular media; demands that are required of the industry, the game program, and the player alike? Based on participatory observations of gameplay (i.e., the research team engaging with the material by playing the games we study), close reading of gendered sonic presence, and a historical content analysis of three iconic arcade fighting games, this article reports on a notable trend: As games self-purportedly and in the eyes of the wider community improve the visual representation of female playable leads important aspects of the vocal representation of women has not only lagged behind but become more exaggeratedly gendered with higher-fidelity bigger-budget game productions. In essence, femininity continues to be a disempowering design pattern in ways far more nuanced than sexualization alone. This media ecology implicates not only the history of best practices for the games industry itself, but also the culture of professional voice acting, and the role of games as trendsetters for industry conventions of media representation. Listening to battle cries is discussed here as a politics of embodiment and a form of emotionally demanding game labor that simultaneously affects the flow and immersion of playing, and carries over toxic attitudes about femininity outside the game context.
APA, Harvard, Vancouver, ISO, and other styles
2

Śmigiel, Łukasz. "Bohaterowie w multimedialnym storytellingu." Dziennikarstwo i Media 13 (January 14, 2021): 113–25. http://dx.doi.org/10.19195/2082-8322.13.8.

Full text
Abstract:
The text concerns a very complex and multifaceted phenomenon of the creation of heroes and heroines in various media messages that take the form of a story. The need to analyze this problem results from the author’s personal experience in building storytelling in advertising, on radio platforms, in the press and in the case of fictional publications. This phenomenon is related not only to the fundamental issues for creating effective communication in the media space (cinematography, literature) but also to pre-viously unknown, innovative forms of building stories (e.g. in podcasting, video games, or applications dedicated to virtual assistants and assistants).
APA, Harvard, Vancouver, ISO, and other styles
3

Adam Flamma. "From Sex Objects to Heroines—A Tough Road for Female Characters in Video Games." Journal of Literature and Art Studies 4, no. 5 (May 28, 2014). http://dx.doi.org/10.17265/2159-5836/2014.05.009.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

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

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
5

Murray, Soraya. "Playing Whiteness in Crisis in The Last of Us and Tomb Raider." Transactions of the Digital Games Research Association 4, no. 3 (October 11, 2019). http://dx.doi.org/10.26503/todigra.v4i3.102.

Full text
Abstract:
This paper examines the white normative figure under duress, through videogames that present a crisis in American narratives of progress: The Last of Us (Naughty Dog, 2013), set in a melancholic post-apocalyptic U.S.; and Tomb Raider (Crystal Dynamics, 2013), a reboot of the now-classic Lara Croft narrative that recasts the heroine as desperate and far from invincible. Using key concepts from critical whiteness studies, popular panics around the demographic shifts in the U.S. away from a white majority, and Richard Dyer’s theorizations, I show how “making whiteness strange” can decouple it from the normative, and rescue it from unattainable ideals and self-annihilating tendencies. Running the gauntlet between representing universal humanity and traumatized victimhood, whiteness in games takes a beating within a fraught post-9/11 and post-Obama moment of national transition. Through critical analysis of identity politics around whiteness in video games, larger cultural stakes are revealed.
APA, Harvard, Vancouver, ISO, and other styles
6

Davies, Elizabeth. "Bayonetta: A Journey through Time and Space." M/C Journal 19, no. 5 (October 13, 2016). http://dx.doi.org/10.5204/mcj.1147.

Full text
Abstract:
Art Imitating ArtThis article discusses the global, historical and literary references that are present in the video game franchise Bayonetta. In particular, references to Dante’s Divine Comedy, the works of Dr John Dee, and European traditions of witchcraft are examined. Bayonetta is modern in the sense that she is a woman of the world. Her character shows how history and literature may be used, re-used, and evolve into new formats, and how modern games travel abroad through time and space.Drawing creative inspiration from other works is nothing new. Ideas and themes, art and literature are frequently borrowed and recast. Carmel Cedro cites Northrop Frye in the example of William Shakespeare and Charles Dickens. These writers created stories and characters that have developed a level of acclaim and resonated with many individuals, resulting in countless homages over the years. The forms that these appropriations take vary widely. Media formats, such as film adaptations and even books, take the core characters or narrative from the original and re-work them into a different context. For example, the novel Treasure Island by Robert Louis Stevenson published in 1883 was adapted into the 2002 Walt Disney animated film Treasure Planet. The film maintained the concepts of the original narrative and retained key characters but re-imaged them to fit the science fiction genre (Clements and Musker).The video-game franchise Bayonetta draws inspiration from distinct sources creating the foundation for the universe and some plot points to enhance the narrative. The main sources are Dante’s Divine Comedy, the projections of John Dee and his mystical practices as well as the medieval history of witches.The Vestibule: The Concept of BayonettaFigure 1: Bayonetta Concept ArtBayonetta ConceptsThe concept of Bayonetta was originally developed by video game designer Hideki Kamiya, known previously for his work including The Devil May Cry and the Resident Evil game series. The development of Bayonetta began with Kamiya requesting a character design that included three traits: a female lead, a modern witch, and four guns. This description laid the foundations for what was to become the hack and slash fantasy heroine that would come to be known as Bayonetta. "Abandon all hope ye who enter here"The Divine Comedy, written by Dante Alighieri during the 1300s, was a revolutionary piece of literature for its time, in that it was one of the first texts that formalised the vernacular Italian language by omitting the use of Latin, the academic language of the time. Dante’s work was also revolutionary in its innovative contemplations on religion, art and sciences, creating a literary collage of such depth that it would continue to inspire hundreds of years after its first publication.Figure 2: Domenico di Michelino’s fresco of Dante and his Divine Comedy, surrounded by depictions of scenes in the textBayonetta explores the themes of The Divine Comedy in a variety of ways, using them as an obvious backdrop, along with subtle homages and references scattered throughout the game. The world of Bayonetta is set in the Trinity of Realities, three realms that co-exist forming the universe: Inferno, Paradiso and the Chaos realm—realm of humans—and connected by Purgitorio—the intersection of the trinity. In the game, Bayonetta travels throughout these realms, primarily in the realm of Purgitorio, the area in which magical and divine entities may conduct their business. However, there are stages within the game where Bayonetta finds herself in Paradiso and the human realm. This is a significant factor relating to The Divine Comedy as these realms also form the areas explored by Dante in his epic poem. The depth of these parallels is not exclusive to factors in Dante’s masterpiece, as there are also references to other art and literature inspired by Dante’s legacy. For example, the character Rodin in Bayonetta runs a bar named “The Gates of Hell.” In 1917 French artist Auguste Rodin completed a sculpture, The Gates of Hell depicting scenes and characters from The Divine Comedy. Rodin’s bar in Bayonetta is manifested as a dark impressionist style of architecture, with an ominous atmosphere. In early concept art, the proprietor of the bar was to be named Mephisto (Kamiya) derived from “Mephistopheles”, another name for the devil in some mythologies. Figure 3: Auguste Rodin's Gate of Hell, 1917Aspects of Dante’s surroundings and the theological beliefs of his time can be found in Bayonetta, as well as in the 2013 anime film adaptation Bayonetta, Bloody Fate. The Christian virtues, revered during the European Middle Ages, manifest themselves as enemies and adversaries that Bayonetta must combat throughout the game. Notably, the names of the cardinal virtues serve as “boss ranked” foes. Enemies within a game, usually present at the end of a level and more difficult to defeat than regular enemies within “Audito Sphere” of the “Laguna Hierarchy” (high levels of the hierarchy within the game), are named in Italian; Fortitudo, Temperantia, Lustitia, and Sapientia. These are the virtues of Classical Greek Philosophy, and reflect Dante’s native language as well as the impact the philosophies of Ancient Greece had on his writings. The film adaption of Bayonetta incorporated many elements from the game. To adjust the game effectively, it was necessary to augment the plot in order to fit the format of this alternate media. As it was no longer carried by gameplay, the narrative became paramount. The diverse plot points of the new narrative allowed for novel possibilities for further developing the role of The Divine Comedy in Bayonetta. At the beginning of the movie, for example, Bayonetta enters as a nun, just as she does in the game, only here she is in church praying rather than in a graveyard conducting a funeral. During her prayer she recites “I am the way into the city of woe, abandon all hope, oh, ye who enter here,” which is a Canto of The Divine Comedy. John Dee and the AngelsDr John Dee (1527—1608), a learned man of Elizabethan England, was a celebrated philosopher, mathematician, scientist, historian, and teacher. In addition, he was a researcher of magic and occult arts, as were many of his contemporaries. These philosopher magicians were described as Magi and John Dee was the first English Magus (French). He was part of a school of study within the Renaissance intelligensia that was influenced by the then recently discovered works of the gnostic Hermes Trismegistus, thought to be of great antiquity. This was in an age when religion, philosophy and science were intertwined. Alchemy and chemistry were still one, and astronomers, such as Johannes Kepler and Tyco Brahe cast horoscopes. John Dee engaged in spiritual experiments that were based in his Christian faith but caused him to be viewed in some circles as dangerously heretical (French).Based on the texts of Hermes Trismegistas and other later Christian philosophical and theological writers such as Dionysius the Areopagite, Dee and his contemporaries believed in celestial hierarchies and levels of existence. These celestial hierarchies could be accessed by “real artificial magic,” or applied science, that included mathematics, and the cabala, or the mystical use of permutations of Hebrew texts, to access supercelestial powers (French). In his experiments in religious magic, Dee was influenced by the occult writings of Heinrich Cornelius Agrippa (1486—1535). In Agrippa’s book, De Occulta Philosophia, there are descriptions for seals, symbols and tables for summoning angels, to which Dee referred in his accounts of his own magic experiments (French). Following his studies, Dee constructed a table with a crystal placed on it. By use of suitable rituals prescribed by Agrippa and others, Dee believed he summoned angels within the crystal, who could be seen and conversed with. Dee did not see these visions himself, but conversed with the angels through a skryer, or medium, who saw and heard the celestial beings. Dee recorded his interviews in his “Spiritual Diaries” (French). Throughout Bayonetta there are numerous seals and devices that would appear to be inspired by the work of Dee or other Renaissance Magi.In these sessions, John Dee, through his skryer Edward Kelley, received instruction from several angels. The angels led him to believe he was to be a prophet in the style of the biblical Elijah or, more specifically like Enoch, whose prophesies were detailed in an ancient book that was not part of the Bible, but was considered by many scholars as divinely inspired. As a result, these experiments have been termed “Enochian conversations.” The prophesies received by Dee foretold apocalyptic events that were to occur soon and God’s plan for the world. The angels also instructed Dee in a system of magic to allow him to interpret the prophesies and participate in them as a form of judge. Importantly, Dee was also taught elements of the supposed angelic language, which came to be known as “Enochian” (Ouellette). Dee wrote extensively about his interviews with the angels and includes statements of their hierarchy (French, Ouellette). This is reflected in the “Laguna Hierarchy” of Bayonetta, sharing similarities in name and appearance of the angels Dee had described. Platinum Games creative director Jean-Pierre Kellams acted as writer and liaison, assisting the English adaptation of Bayonetta and was tasked by Hideki Kamiya to develop Bayonetta’s incantations and subsequently the language of the angels within the game (Kellams).The Hammer of WitchesOne of the earliest and most integral components of the Bayonetta franchise is the fact that the title character is a witch. Witches, sorcerers and other practitioners of magic have been part of folklore for centuries. Hideki Kamiya stated that the concept of” classical witches” was primarily a European legend. In order to emulate this European dimension, he had envisioned Bayonetta as having a British accent which resulted in the game being released in English first, even though Platinum Games is a Japanese company (Kamiya). The Umbra Witch Clan hails from Europe within the Bayonetta Universe and relates more closely to the traditional European medieval witch tradition (Various), although some of the charms Bayonetta possesses acknowledge the witches of different parts of the world and their cultural context. The Evil Harvest Rosary is said to have been created by a Japanese witch in the game. Bayonetta herself and other witches of the game use their hair as a conduit to summon demons and is known as “wicked weaves” within the game. She also creates her tight body suit out of her hair, which recedes when she decides to use a wicked weave. Using hair in magic harks back to a legend that witches often utilised hair in their rituals and spell casting (Guiley). It is also said that women with long and beautiful hair were particularly susceptible to being seduced by Incubi, a form of demon that targets sleeping women for sexual intercourse. According to some texts (Kramer), witches formed into the beings that they are through consensual sex with a devil, as stated in Malleus Maleficarum of the 1400s, when he wrote that “Modern Witches … willingly embrace this most foul and miserable form of servitude” (Kramer). Bayonetta wields her sexuality as proficiently as she does any weapon. This lends itself to the belief that women of such a seductive demeanour were consorts to demons.Purgitorio is not used in the traditional sense of being a location of the afterlife, as seen in The Divine Comedy, rather it is depicted as a dimension that exists concurrently within the human realm. Those who exist within this Purgitorio cannot be seen with human eyes. Bayonetta’s ability to enter and exit this space with the use of magic is likened to the myth that witches were known to disappear for periods of time and were purported to be “spirited away” from the human world (Kamiya).Recipes for gun powder emerge from as early as the 1200s but, to avoid charges of witchcraft due to superstitions of the time, they were hidden by inventors such as Roger Bacon (McNab). The use of “Bullet Arts” in Bayonetta as the main form of combat for Umbra Witches, and the fact that these firearm techniques had been honed by witches for centuries before the witch hunts, implies that firearms were indeed used by dark magic practitioners until their “discovery” by ordinary humans in the Bayonetta universe. In addition to this, that “Lumen Sages” are not seen to practice bullet arts, builds on the idea of guns being a practice of black magic. “Lumen Sages” are the Light counterpart and adversaries of the Umbra Witches in Bayonetta. The art of Alchemy is incorporated into Bayonetta as a form of witchcraft. Players may create their own health, vitality, protective and mana potions through a menu screen. This plays on the taboo of chemistry and alchemy of the 1500s. As mentioned, John Dee's tendency to dabble in such practices was considered by some to be heretical (French, Ouellette).Light and dark forces are juxtaposed in Bayonetta through the classic adversaries, Angels and Demons. The moral flexibility of both the light and dark entities in the game leaves the principles of good an evil in a state of ambiguity, which allows for uninhibited flow in the story and creates a non-linear and compelling narrative. Through this non-compliance with the pop culture counterparts of light and dark, gamers are left to question the foundations of old cultural norms. This historical context lends itself to the Bayonetta story not only by providing additional plot points, but also by justifying the development decisions that occur in order to truly flesh out Bayonetta’s character.ConclusionCompelling story line, characters with layered personality, and the ability to transgress boundaries of time and travel are all factors that provide a level of depth that has become an increasingly important aspect in modern video gameplay. Gamers love “Easter eggs,” the subtle references and embellishments scattered throughout a game that make playing games like Bayonetta so enjoyable. Bayonetta herself is a global traveller whose journeying is not limited to “abroad.” She transgresses cultural, time, and spatial boundaries. The game is a mosaic of references to spatial time dimensions, literary, and historical sources. This mix of borrowings has produced an original gameplay and a unique storyline. Such use of literature, mythology, and history to enhance the narrative creates a quest game that provides “meaningful play” (Howard). This process of creation of new material from older sources is a form of renewal. As long as contemporary culture presents literature and history to new audiences, the older texts will not be forgotten, but these elements will undergo a form of renewal and restoration and the present-day culture will be enhanced as a result. In the words of Bayonetta herself: “As long as there’s music, I’ll keep on dancing.”ReferencesCedro, Carmel. "Dolly Varden: Sweet Inspiration." Australasian Journal of Popular Culture 2.1 (2012): 37-46. French, Peter J. John Dee: The World of an Elizabethan Magus. London: London, Routledge and K. Paul, 1972. Guiley, Rosemary. The Encyclopedia of Demons and Demonology. Infobase Publishing, 2009. Howard, Jeff. Quests: Design, Theory, and History in Games and Narratives. Wellesley, Mass.: A.K. Peters, 2008. Kamiya, Hideki.Bayonetta. Bayonetta. Videogame. Sega, Japan, 2009.Kellams, Jean-Pierre. "Butmoni Coronzon (from the Mouth of the Witch)." Platinum Games 2009.Kramer, Heinrich. The Malleus Maleficarum of Heinrich Kramer and James Sprenger. Eds. Sprenger, Jakob, or joint author, and Montague Summers. New York: Dover, 1971.McNab, C. Firearms: The Illustrated Guide to Small Arms of the World. Parragon, 2008.Ouellette, Francois. "Prophet to the Elohim: John Dee's Enochian Conversations as Christian Apocalyptic Discourse." Master of Arts thesis. ProQuest Dissertations Publishing, 2004.Treasure Planet. The Walt Disney Company, 2003.Various. "Bayonetta Wikia." 2016.
APA, Harvard, Vancouver, ISO, and other styles
7

Mesch, Claudia. "Racing Berlin." M/C Journal 3, no. 3 (June 1, 2000). http://dx.doi.org/10.5204/mcj.1845.

Full text
Abstract:
Bracketed by a quotation from famed 1950s West German soccer coach S. Herberger and the word "Ende", the running length of the 1998 film Run Lola Run, directed by Tom Tykwer, is 9 minutes short of the official duration of a soccer match. Berlin has often been represented, in visual art and in cinematic imagery, as the modern metropolis: the Expressionist and Dadaist painters, Walter Ruttmann, Fritz Lang and Rainer Werner Fassbinder all depicted it as the modernising city. Since the '60s artists have staged artworks and performances in the public space of the city which critiqued the cold war order of that space, its institutions, and the hysterical attempt by the German government to erase a divided past after 1990. Run Lola Run depicts its setting, Berlin, as a cyberspace obstacle course or environment usually associated with interactive video and computer games. The eerie emptiness of the Berlin of Run Lola Run -- a fantasy projected onto a city which has been called the single biggest construction site in Europe -- is necessary to keep the protagonist Lola moving at high speed from the West to the East part of town and back again -- another fantasy which is only possible when the city is recast as a virtual environment. In Run Lola Run Berlin is represented as an idealised space of bodily and psychic mobility where the instantaneous technology of cyberspace is physically realised as a utopia of speed. The setting of Run Lola Run is not a playing field but a playing level, to use the parlance of video game technology. Underscored by other filmic devices and technologies, Run Lola Run emulates the kinetics and structures of a virtual, quasi-interactive environment: the Berlin setting of the film is paradoxically rendered as an indeterminate, but also site specific, entertainment complex which hinges upon the high-speed functioning of multiple networks of auto-mobility. Urban mobility as circuitry is performed by the film's super-athletic Lola. Lola is a cyber character; she recalls the 'cyberbabe' Lara Croft, heroine of the Sega Tomb Raider video game series. In Tomb Raider the Croft figure is controlled and manipulated by the interactive player to go through as many levels of play, or virtual environments, as possible. In order for the cyber figure to get to the next level of play she must successfully negotiate as many trap and puzzle mechanisms as possible. Speed in this interactive virtual game results from the skill of an experienced player who has practiced coordinating keyboard commands with figure movements and who is familiar with the obstacles the various environments can present. As is the case with Lara Croft, the figure of Lola in Run Lola Run reverses the traditional gender relations of the action/adventure game and of 'damsel in distress' narratives. Run Lola Run focusses on Lola's race to save her boyfriend from a certain death by obtaining DM 100,000 and delivering it across town in twenty minutes. The film adds the element of the race to the game, a variable not included in Tomb Raider. Tykwer repeats Lola's trajectory from home to the location of her boyfriend Manni thrice in the film, each time ending her quest with a different outcome. As in a video game, Lola can therefore be killed as the game unwinds during one turn of play, and on the next attempt she, and also we as viewers or would-be interactive players, would have learned from her previous 'mistakes' and adjust her actions accordingly. The soundtrack of Run Lola Run underscores the speed and mobility of Berlin by means of the fast/slow/fast rhythm of the film, which proceeds primarily at the pace of techno music. This quick rhythm is syncopated with pauses in the forward-moving action brought on by Lola's superhuman screams or by the death of a protagonist. These events mark the end of one turn of 'play' and the restart of Lola's route. Tykwer visually contrasts Lola's linear mobility and her physical and mental capacity for speed with her boyfriend Manni's centripetal fixity, a marker of his helplessness, throughout the film. Manni, a bagman-in-training for a local mafioso, has to make his desperate phone calls from a single phone booth in the borough of Charlottenburg after he bungles a hand-off of payment money by forgetting it on the U-Bahn (the subway). In a black and white flashback sequence, viewers learn about Manni's ill-fated trip to the Polish border with a shipment of stolen cars. In contrast to his earlier mobility, Manni becomes entrapped in the phone booth as a result of his ineptitude. A spiral store sign close to the phone booth symbolizes Manni's entrapment. Tykwer contrasts this circular form with the lines and grids Lola transverses throughout the film. Where at first Lola is also immobilised after her moped is stolen by an 'unbelieveably fast' thief, her quasi-cybernetic thought process soon restores her movement. Tykwer visualizes Lola's frantic thinking in a series of photographic portraits which indicates her consideration of who she can contact to supply a large sum of money. Lola not only moves but thinks with the fast, even pace of a computer working through a database. Tykwer then repeats overhead shots of gridded pavement which Lola follows as she runs through the filmic frame. The grid, emblem of modernity and structure of the metropolis, the semiconductor, and the puzzles of a virtual environment, is necessary for mobility and speed, and is performed by the figure of Lola. The grid is also apparent in the trajectories of traffic of speeding bikes, subway trains,and airplanes passing overhead, which all parallel Lola's movements in the film. The city/virtual environment is thus an idealised nexus of local, national and global lines of mobility and communication.: -- OR -- Tykwer emphasised the arbitrariness of the setting of Run Lola Run, insisting it could easily have been set in any other urban centre such as New York City or Beijing. At no point does the film make explicit that the space of action is Berlin; in fact the setting of the film is far less significant than the filmic self-reflexivity Tykwer explores in Run Lola Run. Berlin becomes a postmodernist filmic text in which earlier films by Lang, Schlöndorff, von Sternberg and Wenders are cited in intertextual fashion. It is not by chance that the protagonist of Run Lola Run shares the name of Marlene Dietrich's legendary character in von Sternberg's The Blue Angel. The running, late-20th-century Lola reconnects with and gains power from the originary Lola Lola as ur-Star of German cinema. The high overhead shots of Run Lola Run technologically exceed those used by Lang in M in 1931 but still quote his filmic text; the spiral form, placed in a shop window in M, becomes a central image of Run Lola Run in marking the immobile spot that Manni occupies. Repeated several times in the film, Lola's scream bends events, characters and chance to her will and slows the relentless pace of the narrative. This vocal punctuation recalls the equally willful vocalisations of Oskar Matzerath in Schlöndorff's Tin Drum (1979). Tykwer's radical expansions and compressions of time in Run Lola Run rely on the temporal exploitation of the filmic medium. The film stretches 20 minutes of 'real time' in the lives of its two protagonists into the 84 minutes of the film. Tykwer also distills the lives of the film's incidental or secondary characters into a few still images and a few seconds of filmic time in the 'und dann...' [and then...] sequences of all three episodes. For example, Lola's momentary encounter with an employee of her father's bank spins off into two completely different life stories for this woman, both of which are told through four or five staged 'snapshots' which are edited together into a rapid sequence. The higher-speed photography of the snapshot keeps up the frenetic pace of Run Lola Run and causes the narrative to move forward even faster, if only for a few seconds. Tykwer also celebrates the technology of 35 mm film in juxtaposing it to the fuzzy imprecision of video in Run Lola Run. The viewer not only notes how scenes shot on video are less visually beautiful than the 35 mm scenes which feature Lola or Manni, but also that they seem to move at a snail's pace. For example, the video-shot scene in Lola's banker-father's office also represents the boredom of his well-paid but stagnant life; another video sequence visually parallels the slow, shuffling movement of the homeless man Norbert as he discovers Manni's forgotten moneybag on the U-Bahn. Comically, he breaks into a run when he realises what he's found. Where Wim Wenders's Wings of Desire made beautiful cinematographic use of Berlin landmarks like the Siegessäule in black and white 35 mm, Tykwer relegates black and white to flashback sequences within the narrative and rejects the relatively meandering contemplation of Wenders's film in favour of the linear dynamism of urban space in Run Lola Run. -- OR -- Tykwer emphasised the arbitrariness of the setting of Run Lola Run, insisting it could easily have been set in any other urban centre such as New York City or Beijing. Nevertheless he establishes the united Berlin as the specific setting of the film. While Run Lola Run does not explicitly indicate that the space of action is Berlin, viewers are clear of the setting: a repeated establishing shot of the Friedrichstrasse U-Bahn stop, a central commuting street near the Brandenburg Gate in the former East Berlin which has undergone extensive reconstruction since 1990, begins each episode of the film. The play between the locality of Berlin and its role as the universal modernist metropolis is a trope of German cinema famously deployed by Fritz Lang in M, where the setting is also never explicitly revealed but implied by means of the use of the Berlin dialect in the dialogue of the film1. The soundtrack of Run Lola Run underscores the speed and mobility of Berlin by means of the fast/slow/fast rhythm of the film which proceeds primarily at the pace of techno music. Techno is also closely identified with the city of Berlin through its annual Techno Festival, which seems to grow larger with each passing year. Quick techno rhythm is syncopated with pauses in the forward-moving action brought on by Lola's superhuman screams or by the death of a protagonist. Berlin is also made explicit as Tykwer often stages scenes at clearly-marked street intersections which identify particular locations or boroughs thoughout east and west Berlin. The viewer notes that Lola escapes her father's bank during one episode and faces Unter den Linden; several scenes unfold on the banks of the river Spree; Lola sprints between the Altes Museum and the Berlin Cathedral. Manni's participation in a car-theft ring points to the Berlin-focussed activity of actual Eastern European and Russian crime syndicates; the film features an interlude at the Polish border where Manni delivers a shipment of stolen Mercedes to underworld buyers, which has to do with the actual geographic proximity of Berlin to Eastern European countries. Tykwer emphasised the arbitrariness of the setting of Run Lola Run, insisting it could easily have been set in any other urban centre such as New York City or Beijing. Nevertheless he establishes the united Berlin as the specific setting of the film. While Run Lola Run does not explicitly indicate that the space of action is Berlin, viewers are clear of the setting: a repeated establishing shot of the Friedrichstrasse U-Bahn stop, a central commuting street near the Brandenburg Gate in the former East Berlin which has undergone extensive reconstruction since 1990, begins each episode of the film. The play between the locality of Berlin and its role as the universal modernist metropolis is a trope of German cinema famously deployed by Fritz Lang in M, where the setting is also never explicitly revealed but implied by means of the use of the Berlin dialect in the dialogue of the film1. The soundtrack of Run Lola Run underscores the speed and mobility of Berlin by means of the fast/slow/fast rhythm of the film which proceeds primarily at the pace of techno music. Techno is also closely identified with the city of Berlin through its annual Techno Festival, which seems to grow larger with each passing year. Quick techno rhythm is syncopated with pauses in the forward-moving action brought on by Lola's superhuman screams or by the death of a protagonist. Berlin is also made explicit as Tykwer often stages scenes at clearly-marked street intersections which identify particular locations or boroughs thoughout east and west Berlin. The viewer notes that Lola escapes her father's bank during one episode and faces Unter den Linden; several scenes unfold on the banks of the river Spree; Lola sprints between the Altes Museum and the Berlin Cathedral. Manni's participation in a car-theft ring points to the Berlin-focussed activity of actual Eastern European and Russian crime syndicates; the film features an interlude at the Polish border where Manni delivers a shipment of stolen Mercedes to underworld buyers, which has to do with the actual geographic proximity of Berlin to Eastern European countries. Yet the speed of purposeful mobility is demanded in the contemporary united and globalised Berlin; lines of action or direction must be chosen and followed and chance encounters become traps or interruptions. Chance must therefore be minimised in the pursuit of urban speed, mobility, and commications access. In the globalised Berlin, Tykwer compresses chance encounters into individual snapshots of visual data which are viewed in quick succession by the viewer. Where artists such Christo and Sophie Calle had investigated the initial chaos of German reunification in Berlin, Run Lola Run rejects the hyper-contemplative and past-obsessed mood demanded by Christo's wrapping of the Reichstag, or Calle's documentation of the artistic destructions of unification3. Run Lola Run recasts Berlin as a network of fast connections, lines of uninterrupted movement, and productive output. It is therefore perhaps not surprising that Tykwer's idealised and embodied representation of Berlin as Lola has been politically appropriated as a convenient icon by the city's status quo: an icon of the successful reconstruction and rewiring of a united Berlin into a fast global broadband digital telecommunications network4. Footnotes See Edward Dimendberg's excellent discussion of filmic representations of the metropolis in "From Berlin to Bunker Hill: Urban Space, Late Modernity, and Film Noir in Fritz Lang's and Joseph Losey's M." Wide Angle 19.4 (1997): 62-93. This is despite the fact that the temporal parameters of the plot of Run Lola Run forbid the aimlessness central to spazieren (strolling). See Walter Benjamin, "A Berlin Chronicle", in Reflections. Ed. Peter Demetz. Trans. Edmund Jephcott. New York: Schocken, 1986. 3-60. See Sophie Calle, The Detachment. London: G+B Arts International and Arndt & Partner Gallery, n.d. The huge success of Tykwer's film in Germany spawned many red-hair-coiffed Lola imitators in the Berlin populace. The mayor of Berlin sported Lola-esque red hair in a poster which imitated the one for the film, but legal intercession put an end to this trendy political statement. Brian Pendreigh. "The Lolaness of the Long-Distance Runner." The Guardian 15 Oct. 1999. I've relied on William J. Mitchell's cultural history of the late 20th century 'rebuilding' of major cities into connection points in the global telecommunications network, City of Bits: Space, Place, and the Infobahn. Cambridge: MIT P, 1995. Citation reference for this article MLA style: Claudia Mesch. "Racing Berlin: The Games of Run Lola Run." M/C: A Journal of Media and Culture 3.3 (2000). [your date of access] <http://www.api-network.com/mc/0006/speed.php>. Chicago style: Claudia Mesch, "Racing Berlin: The Games of Run Lola Run," M/C: A Journal of Media and Culture 3, no. 3 (2000), <http://www.api-network.com/mc/0006/speed.php> ([your date of access]). APA style: Claudia Mesch. (2000) Racing Berlin: the games of Run Lola run. M/C: A Journal of Media and Culture 3(3). <http://www.api-network.com/mc/0006/speed.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
8

Chin, Bertha. "Locating Anti-Fandom in Extratextual Mash-Ups." M/C Journal 16, no. 4 (August 12, 2013). http://dx.doi.org/10.5204/mcj.684.

Full text
Abstract:
Fan cultural production, be it in the form of fan fiction, art or videos are often celebrated in fan studies as evidence of fan creativity, fans’ skills in adopting technology and their expert knowledge of the texts. As Jenkins argues, “the pleasure of the form centers on the fascination in watching familiar images wrenched free from their previous contexts and assigned alternative meanings” (227). However, can fan mash-up videos can also offer an alternative view, not of one’s fandom, but of anti-fandom? Fan pleasure is often seen as declaring love for a text through juxtaposing images to sound in a mash-up video, but this paper will argue that it can also demonstrate hate. Specifically, can these videos affirm anti-fandom readings of a particular text, when clips from two (or more) different texts, seemingly of the same genre and targeting the same demographics, are edited together to offer an alternative story? In 2009, a video entitled Buffy vs Edward: Twilight Remixed (hereafter BvE) (See Video 1) was uploaded to YouTube, juxtaposing clips from across the seven series of Buffy, the Vampire Slayer and the first film of the Twilight series. Twilight is a series of novels written by Stephenie Meyer which was adapted into a successful series of five films between the period of 2008 and 2012. Its vampire-centric romance story has resulted in numerous comparisons to, among others, the cult and popular television series, Buffy the Vampire Slayer (hereafter Buffy) created by Joss Whedon, which aired from 1997 to 2003. In BvE, which has over three million views to date and reportedly has been translated into thirty different languages, Jonathan McIntosh, the video’s creator, “changes Edward Cullen from a smouldering, sparkly antihero into a self-obsessed stalker who's prone to throwing tantrums. Buffy Summers reacts to him with disdain and dwindling patience, assertively rebuking his every self-indulgence” (Leduc). By editing together clips from two texts seemingly of the same genre and targeting the same demographics, this video affirms an anti-fandom reading of Twilight. Video 1: Buffy vs Edward: Twilight RemixedOn the first viewing of the video, I was struck by how accurately it portrayed my own misgivings about Twilight, and by how I had wished Bella Swan was more like Buffy Summers and been a positive role model for girls and women. The content of the video mash-up—along with fan reactions to it—suggests and perpetuates an anti-fandom reading of Twilight via Buffy, by positioning the latter as a text with higher cultural value, in terms of its influence and representations of female characters. As McIntosh himself clarifies in an interview, “the audience is not supposed to go “Oh, see how TV is stupid?” They’re supposed to go “Oh, see how Buffy was awesome!”” (ikat381). As such, the BvE mash-up can be read, not just as a criticism of popular commercial texts, but also as an anti-fan production. Much work surrounding fan culture extrapolates on fans’ love for a text, but I’d like to propose that mash-ups such as BvE reaffirms anti-fandom readings of derided texts via another that is deemed—and presented—as culturally more valuable. In this essay, BvE will be used as an example of how anti-fandom productions can reinforce the audience’s opinion of a despised text. When BvE first launched, it was circulated widely among Buffy fandom, and the narrative of the mash-up, and its implications were debated rather fiercely on Whedonesque.com [http://whedonesque.com/comments/20883], one of the main sites for Joss Whedon’s fandom. Comparisons between the two texts, despite existing in different mediums (film vs. television), were common among general media—some survey respondents reveal they were persuaded to read the books or watch the first film by its assumed similarities to Buffy— as both feature somewhat similar storylines on the surface: a young, teenaged (human) girl falling in love with a vampire, and were presumably aimed at the same demographics of teenaged and college-aged girls. The similarities seem to end there though, for while Buffy is often hailed as a feminist text, Twilight is dismissed as anti-feminist, down to its apparently rabid and overly-emotional (female) fanbase. As one Buffy fan on Whedonesque clarifies: Buffy was more real than Bella ever thought of being. Buffy was flawed, made mistakes, bad decisions and we never saw her sort out a healthy romantic relationship but she was still a tremendous role model not for just teen girl but teen boys as well. […] Bella's big claim to fame seems to be she didn't sleep with her boyfriend before marriage but that was his choice, not hers. BvE appears to reflect the above comparison, as McIntosh justifies the video as “a pro-feminist visual critique of Edward’s character and generally creepy behaviour”—essentially a problem that Buffy, as a vampire slayer and a feminist icon can solve (for the greater good). For the purpose of this paper, I was interested to see if those who are active in fandom in general are aware of the BvE video, and if it informs or reaffirms their anti-fandom views of Twilight. Methodology A short online survey was devised with this in mind and a link to the survey was provided via Twitter (the link was retweeted 27 times), with the explanation that it is on Twilight anti-fandom and the BvE mash-up video. It was further shared on Facebook, by friends and peers. At the same time, I also requested for the link to be posted by the administrators of Whedonesque.com. Despite the posting at Whedonesque, the survey was not particularly aimed at Buffy fans, but rather fans in general who are familiar with both texts. The survey received 419 responses in the span of 24 hours, suggesting that the topic of (Twilight) anti-fandom is one that fans—or anti-fans—are passionately engaged with. Out of the 419 responses, 357 people have seen BvE, and 208 have read the book(s) and/or saw the film(s). The other 211 respondents came into contact with Twilight through paratexts, “semi-textual fragments that surround and position the work” (Gray New 72), such as trailers, word-of-mouth and news outlets. Anti-Fandom, Twilight, and the Buffy vs Edward Mash-Up Fan studies have given us insights into the world of fandom, informing us about the texts that fans love, what fans do with those texts and characters, and how fans interact with one another within the context of fandom. As Henry Jenkins explains: Fan culture finds that utopian dimension within popular culture a site for constructing an alternative culture. Its society is responsive to the needs that draw its members to commercial entertainment, most especially the desire for affiliation, friendship, community (282). Fan studies has obviously progressed from Jenkins’s initial observations as fan scholars subsequently proceed to complicate and augment the field. However, many gaps and silences remain to be filled: Hills (2002) […] argued that fandom is ‘not a thing that can be picked over analytically’ (pp. xi-xii) and separated into neat categories, but is a performative, psychological action that differs according to person, fandom, and generation (Sheffield and Merlo 209). In a 2003 article, Jonathan Gray reflects that in fan scholars’ enthusiasm to present the many interesting facets of fan culture, “reception studies are distorting our understanding of the text, the consumer and the interaction between them” (New Audiences 68). So while there is the friendship, affiliation and sense of community where fans share their mutual affection for their favourite texts and characters, there are also those who engage critically with the texts that they dislike. Gray identifies them as the anti-fans, arguing that these anti-fans are not “against fandom per se, […] but they strongly dislike a given text or genre, considering it inane, stupid, morally bankrupt and/or aesthetic drivel” (New New Audiences 70). Most anti-fans’ encounter with their hated text will not merely be through the text itself, but also through its surrounding paratexts, such as trailers and press articles. These paratextual pieces inform the anti-fan about the text, as much as the original text itself, and together they add to the formation of the anti-fannish identity: Rather than engaging the text directly, […] anti-fans often respond to a “text” they construct from paratextual fragments such as news coverage or word-of-mouth, reading, watching, and learning all they can about a show, book, or person in order to better understand and criticize the text (and, very often, its fans) (Sheffield and Merlo 209). Media attention directed at the Twilight franchise, as well as the attention Twilight fans receive has made it a popular subject in both fan and anti-fan studies. Dan Haggard, in a 2010 online posting, commented on the fascinating position of Twilight fans in popular culture: The Twilight fan is interesting because of reports (however well substantiated) of a degree of extremism that goes beyond what is acceptable, even when considered from a perspective relative to standard fan obsession. The point here is not so much whether Twilight fans are any more extreme than standard fans, but that there is a perception that they are so. (qtd. in Pinkowitz) Twilight fans are more often than not, described as “rabid” and “frenzied” (Click), particularly by the media. This is, of course, in total opposition to the identity of the fan as effective consumer or productive (free) labourer, which scholars like Baym and Burnett, for example, have observed. The anti-fandom in this case seems to go beyond the original text (both the books and the film franchises), extending to the fans themselves. Pinkowitz explains that the anti-fans she examined resent the success Twilight has amassed as they consider the books to be poorly written and they “strongly dislike the popular belief that the Twilight books are good literature and that they deserve the fanaticism its rabid fans demonstrate”. Some survey respondents share this view, criticising that the “writing is horrible”, the books have “awful prose” and “melodramatic characterisations”. Sheffield and Merlo demonstrate that the “most visible Twilight anti-fan behaviors are those that mock or “snark” about the “rabid” Twilight fans, who they argue, “give other fans a bad name”” (210). However, BvE presents another text with which Twilight can be compared to in the form of Buffy. As one survey respondent explains: Bella is a weak character who lacks agency. She lacks the wit, will-power, and determination that makes Buffy such a fun character. […] She is a huge step back especially compared to Buffy, but also compared to almost any modern heroine. Paul Booth argues that for mash-ups, or remixes, to work, as audiences, we are expected to understand—and identify—the texts that are referenced, even if they may be out of context: “we as audiences must be knowledgeable about both sources, as well as the convergence of them, in order to make sense of the final product”. Survey respondents have commented that the mash-up was “more about pleasing Buffy fans”, and that it was “created with an agenda, by someone who hates Twilight and loves Buffy,” which gives “a biased introduction to Buffy”. On the other hand, others have commented that the mash-up “makes [Twilight] seem better than it actually is”, and that it “reinforced [their] perceptions” of Twilight as a weaker text. Booth also suggests that mash-ups create new understandings of taste, of which I would argue that is reinforced through BvE, which McIntosh describes as a “metaphor for the ongoing battle between two opposing visions of gender roles in the 21st century”. In fact, many of the survey respondents share McIntosh’s view, criticising Twilight as an anti-feminist text that, for all its supposed cultural influence, is sending a dangerous message to young girls who are the target demographic of the franchise. As they reflect: It bothers me that so many people (and especially women) love and embrace the story, when at its crux it is about a woman trying to choose between two men. Neither men are particularly good/safe for her, but the book romanticizes the possible violence toward Bella. The idea that Bella is nothing without Edward, that her entire life is defined by this man. She gives up her life—literally—to be with him. It is unhealthy and obsessive. It also implies to women that stalking behaviour like Edward's is romantic rather than illegal. I think what bothers me the most is how Meyers presents an abusive relationship where the old guy (but he's sparkly and pretty, so it's ok) in question stalks the heroine, has her kidnapped, and physically prevents her from seeing whom she wants to see is portrayed as love. In a good way. These testimonials show that fans take a moral stand towards Twilight’s representation of women, specifically Bella Swan. Twilight acts in counterpoint to a text like Buffy, which is critically acclaimed and have been lauded for its feminist representation (the idea that a young, petite girl has the power to fight vampires and other supernatural creatures). The fact that Buffy is a chronological older text makes some fans lament that the girl-power and empowerment that was showcased in the 1990s has now regressed down to the personification of Bella Swan. Gray argues that anti-fandom is also about expectations of quality and value: “of what a text should be like, of what is a waste of media time and space, of what morality or aesthetics texts should adopt, and of what we would like to see others watch or read” (New 73). This notion of taste, and cultural value comes through again as respondents who are fans of Buffy testify: It's not very well-written. I strongly dislike the weak parallels one could draw between the two. Yes Angel and Spike went through a creepy stalking phase with Buffy, and yes for a while there was some romantic triangle action but there was so much more going on. […] My biggest issue is with Bella's characterization. She has flaws and desires but she is basically a whiney, mopey blob. She is a huge step back especially compared to Buffy, but also compared to almost any modern heroine. There is tremendous richness in Buffy—themes are more literate, historically allusive and psychologically deeper than boy-meets-girl, girl submits, boy is tamed. Edward Cullen is white-faced and blank; Spike and Angel are white-faced and shadowed, hollowed, sculpted—occasionally tortured. Twilight invites teen girls to project their desires; Spike and Angel have qualities which are discovered. Buffy the character grows and evolves. Her environment changes as she experiences the world around her. Decisions that she made in high school were re-visited years later, and based on her past experiences, she makes different choices. Bella, however, loses nothing. There's no consequence to her being turned. There's no growth to her character. The final act in the mash-up video, of Buffy slaying Edward can be seen as a re-empowerment for those who do not share the same love for Twilight as its fans do. In the follow-up to his 2003 article that launched the concept of anti-fandom, Gray argues that: Hate or dislike of a text can be just as powerful as can a strong and admiring, affective relationship with a text, and they can produce just as much activity, identification, meaning, and “effects” or serve just as powerfully to unite and sustain a community or subculture (Antifandom 841). Conclusion The video mash-up, in this case, can be read as an anti-fandom reading of Twilight via Buffy, in which the superiority of Buffy as a text is repeatedly reinforced. When asked if the mash-up video would encourage the survey respondents to consider watching Twilight (if they have not before), the respondents’ answers range from a repeated mantra of “No”, to “It makes me want to burn every copy”, to “Not unless it is to mock, or for the purpose of a drinking game”. Not merely resorting to mocking, what McIntosh’s mash-up video has given Twilight anti-fans is yet another paratextual fragment with which to read the text (as in, Edward Cullen is creepy and controlling, therefore he deserves to be slayed, as should have happened if he was in the Buffy universe instead of Twilight). In other words, what I am suggesting here is that anti-fandom can be enforced through the careful framing of a mash-up video, such as that of the Buffy vs Edward: Twilight Remixed mash-up, where the text considered more culturally valuable is used to read and comment on the one considered less valuable. References Baym, Nancy, and Robert Burnett. Amateur Experts: International Fan Labour in Swedish Independent Music. Copenhagen, Denmark, 2008. Booth, Paul. “Mashup as Temporal Amalgam: Time, Taste, and Textuality.” Transformative Works and Cultures 9 (2012): n. pag. 3 Apr. 2013 < http://journal.transformativeworks.org/index.php/twc/article/view/297/285 >. Click, Melissa. “‘Rabid’, ‘Obsessed’, and ‘Frenzied’: Understanding Twilight Fangirls and the Gendered Politics of Fandom.” Flow 11.4 (2009): n. pag. 18 June 2013 < http://flowtv.org/2009/12/rabid-obsessed-and-frenzied-understanding-twilight-fangirls-and-the-gendered-politics-of-fandom-melissa-click-university-of-missouri/ >. Gray, Jonathan. “Antifandom and the Moral Text: Television without Pity and Textual Dislike.” American Behavioral Scientist 48 (2005): 840–858. ———. “New Audiences, New Textualities: Anti-Fans and Non-Fans.” International Journal of Cultural Studies 6.1 (2003): 64–81. Hills, Matt. Fan Cultures. London: Routledge, 2002. ikat381. “Total Recut Interviews Jonathan McIntosh about Buffy vs. Edward.” Total Recut 24 Dec. 2009. 20 July 2013 < http://www.totalrecut.com/permalink.php?perma_id=265 >. Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. New York: Routledge, 1992. Leduc, Martin. “The Two-Source Illusion: How Vidding Practices Changed Jonathan McIntosh’s Political Remix Videos.” Transformative Works and Cultures 9 (2012): n. pag. 19 July 2013 < http://journal.transformativeworks.org/index.php/twc/article/view/379/274 >. McIntosh, Jonathan. “Buffy vs Edward: Twilight Remixed.” Rebelliouspixels 20 June 2009. 2 Apr. 2013 < http://www.rebelliouspixels.com/2009/buffy-vs-edward-twilight-remixed >. Pinkowitz, Jacqueline. “‘The Rabid Fans That Take [Twilight] Much Too Seriously’: The Construction and Rejection of Excess in Twilight Antifandom.” Transformative Works and Cultures 7 (2011): n. pag. 21 June 2013 < http://journal.transformativeworks.org/index.php/twc/article/view/247/253 >. Sheffield, Jessica, and Elyse Merlo. “Biting Back: Twilight Anti-Fandom and the Rhetoric of Superiority.” Bitten by Twilight: Youth Culture, Media and the Vampire Franchise. Eds. Melissa Click, Jessica Stevens Aubrey, & Elizabeth Behm-Morawitz. New York: Peter Lang Publishers, 2010. 207–224.
APA, Harvard, Vancouver, ISO, and other styles
9

Mathur, Suchitra. "From British “Pride” to Indian “Bride”." M/C Journal 10, no. 2 (May 1, 2007). http://dx.doi.org/10.5204/mcj.2631.

Full text
Abstract:
The release in 2004 of Gurinder Chadha’s Bride and Prejudice marked yet another contribution to celluloid’s Austen mania that began in the 1990s and is still going strong. Released almost simultaneously on three different continents (in the UK, US, and India), and in two different languages (English and Hindi), Bride and Prejudice, however, is definitely not another Anglo-American period costume drama. Described by one reviewer as “East meets West”, Chadha’s film “marries a characteristically English saga [Austen’s Pride and Prejudice] with classic Bollywood format “transforming corsets to saris, … the Bennetts to the Bakshis and … pianos to bhangra beats” (Adarsh). Bride and Prejudice, thus, clearly belongs to the upcoming genre of South Asian cross-over cinema in its diasporic incarnation. Such cross-over cinema self-consciously acts as a bridge between at least two distinct cinematic traditions—Hollywood and Bollywood (Indian Hindi cinema). By taking Austen’s Pride and Prejudice as her source text, Chadha has added another dimension to the intertextuality of such cross-over cinema, creating a complex hybrid that does not fit neatly into binary hyphenated categories such as “Asian-American cinema” that film critics such as Mandal invoke to characterise diaspora productions. An embodiment of contemporary globalised (post?)coloniality in its narrative scope, embracing not just Amritsar and LA, but also Goa and London, Bride and Prejudice refuses to fit into a neat East versus West cross-cultural model. How, then, are we to classify this film? Is this problem of identity indicative of postmodern indeterminacy of meaning or can the film be seen to occupy a “third” space, to act as a postcolonial hybrid that successfully undermines (neo)colonial hegemony (Sangari, 1-2)? To answer this question, I will examine Bride and Prejudice as a mimic text, focusing specifically on its complex relationship with Bollywood conventions. According to Gurinder Chadha, Bride and Prejudice is a “complete Hindi movie” in which she has paid “homage to Hindi cinema” through “deliberate references to the cinema of Manoj Kumar, Raj Kapoor, Yash Chopra and Karan Johar” (Jha). This list of film makers is associated with a specific Bollywood sub-genre: the patriotic family romance. Combining aspects of two popular Bollywood genres, the “social” (Prasad, 83) and the “romance” (Virdi, 178), this sub-genre enacts the story of young lovers caught within complex familial politics against the backdrop of a nationalist celebration of Indian identity. Using a cinematic language that is characterised by the spectacular in both its aural and visual aspects, the patriotic family romance follows a typical “masala” narrative pattern that brings together “a little action and some romance with a touch of comedy, drama, tragedy, music, and dance” (Jaikumar). Bride and Prejudice’s successful mimicry of this language and narrative pattern is evident in film reviews consistently pointing to its being very “Bollywoodish”: “the songs and some sequences look straight out of a Hindi film” says one reviewer (Adarsh), while another wonders “why this talented director has reduced Jane Austen’s creation to a Bollywood masala film” (Bhaskaran). Setting aside, for the moment, these reviewers’ condemnation of such Bollywood associations, it is worthwhile to explore the implications of yoking together a canonical British text with Indian popular culture. According to Chadha, this combination is made possible since “the themes of Jane Austen’s novels are a ‘perfect fit’ for a Bollywood style film” (Wray). Ostensibly, such a comment may be seen to reinforce the authority of the colonial canonical text by affirming its transnational/transhistorical relevance. From this perspective, the Bollywood adaptation not only becomes a “native” tribute to the colonial “master” text, but also, implicitly, marks the necessary belatedness of Bollywood as a “native” cultural formation that can only mimic the “English book”. Again, Chadha herself seems to subscribe to this view: “I chose Pride and Prejudice because I feel 200 years ago, England was no different than Amritsar today” (Jha). The ease with which the basic plot premise of Pride and Prejudice—a mother with grown-up daughters obsessed with their marriage—transfers to a contemporary Indian setting does seem to substantiate this idea of belatedness. The spatio-temporal contours of the narrative require changes to accommodate the transference from eighteenth-century English countryside to twenty-first-century India, but in terms of themes, character types, and even plot elements, Bride and Prejudice is able to “mimic” its master text faithfully. While the Bennets, Bingleys and Darcy negotiate the relationship between marriage, money and social status in an England transformed by the rise of industrial capitalism, the Bakshis, Balraj and, yes, Will Darcy, undertake the same tasks in an India transformed by corporate globalisation. Differences in class are here overlaid with those in culture as a middle-class Indian family interacts with wealthy non-resident British Indians and American owners of multinational enterprises, mingling the problems created by pride in social status with prejudices rooted in cultural insularity. However, the underlying conflicts between social and individual identity, between relationships based on material expediency and romantic love, remain the same, clearly indicating India’s belated transition from tradition to modernity. It is not surprising, then, that Chadha can claim that “the transposition [of Austen to India] did not offend the purists in England at all” (Jha). But if the purity of the “master” text is not contaminated by such native mimicry, then how does one explain the Indian anglophile rejection of Bride and Prejudice? The problem, according to the Indian reviewers, lies not in the idea of an Indian adaptation, but in the choice of genre, in the devaluation of the “master” text’s cultural currency by associating it with the populist “masala” formula of Bollywood. The patriotic family romance, characterised by spectacular melodrama with little heed paid to psychological complexity, is certainly a far cry from the restrained Austenian narrative that achieves its dramatic effect exclusively through verbal sparring and epistolary revelations. When Elizabeth and Darcy’s quiet walk through Pemberley becomes Lalita and Darcy singing and dancing through public fountains, and the private economic transaction that rescues Lydia from infamy is translated into fisticuff between Darcy and Wickham in front of an applauding cinema audience, mimicry does smack too much of mockery to be taken as a tribute. It is no wonder then that “the news that [Chadha] was making Bride and Prejudice was welcomed with broad grins by everyone [in Britain] because it’s such a cheeky thing to do” (Jha). This cheekiness is evident throughout the film, which provides a splendid over-the-top cinematic translation of Pride and Prejudice that deliberately undermines the seriousness accorded to the Austen text, not just by the literary establishment, but also by cinematic counterparts that attempt to preserve its cultural value through carefully constructed period pieces. Chadha’s Bride and Prejudice, on the other hand, marries British high culture to Indian popular culture, creating a mimic text that is, in Homi Bhabha’s terms, “almost the same, but not quite” (86), thus undermining the authority, the primacy, of the so-called “master” text. This postcolonial subversion is enacted in Chadha’s film at the level of both style and content. If the adaptation of fiction into film is seen as an activity of translation, of a semiotic shift from one language to another (Boyum, 21), then Bride and Prejudice can be seen to enact this translation at two levels: the obvious translation of the language of novel into the language of film, and the more complex translation of Western high culture idiom into the idiom of Indian popular culture. The very choice of target language in the latter case clearly indicates that “authenticity” is not the intended goal here. Instead of attempting to render the target language transparent, making it a non-intrusive medium that derives all its meaning from the source text, Bride and Prejudice foregrounds the conventions of Bollywood masala films, forcing its audience to grapple with this “new” language on its own terms. The film thus becomes a classic instance of the colony “talking back” to the metropolis, of Caliban speaking to Prospero, not in the language Prospero has taught him, but in his own native tongue. The burden of responsibility is shifted; it is Prospero/audiences in the West that have the responsibility to understand the language of Bollywood without dismissing it as gibberish or attempting to domesticate it, to reduce it to the familiar. The presence in Bride and Prejudice of song and dance sequences, for example, does not make it a Hollywood musical, just as the focus on couples in love does not make it a Hollywood-style romantic comedy. Neither The Sound of Music (Robert Wise, 1965) nor You’ve Got Mail (Nora Ephron, 1998) corresponds to the Bollywood patriotic family romance that combines various elements from distinct Hollywood genres into one coherent narrative pattern. Instead, it is Bollywood hits like Dilwale Dulhaniya Le Jayenge (Aditya Chopra, 1995) and Pardes (Subhash Ghai, 1997) that constitute the cinema tradition to which Bride and Prejudice belongs, and against which backdrop it needs to be seen. This is made clear in the film itself where the climactic fight between Darcy and Wickham is shot against a screening of Manoj Kumar’s Purab Aur Paschim (East and West) (1970), establishing Darcy, unequivocally, as the Bollywood hero, the rescuer of the damsel in distress, who deserves, and gets, the audience’s full support, denoted by enthusiastic applause. Through such intertextuality, Bride and Prejudice enacts a postcolonial reversal whereby the usual hierarchy governing the relationship between the colony and the metropolis is inverted. By privileging through style and explicit reference the Indian Bollywood framework in Bride and Prejudice, Chadha implicitly minimises the importance of Austen’s text, reducing it to just one among several intertextual invocations without any claim to primacy. It is, in fact, perfectly possible to view Bride and Prejudice without any knowledge of Austen; its characters and narrative pattern are fully comprehensible within a well-established Bollywood tradition that is certainly more familiar to a larger number of Indians than is Austen. An Indian audience, thus, enjoys a home court advantage with this film, not the least of which is the presence of Aishwarya Rai, the Bollywood superstar who is undoubtedly the central focus of Chadha’s film. But star power apart, the film consolidates the Indian advantage through careful re-visioning of specific plot elements of Austen’s text in ways that clearly reverse the colonial power dynamics between Britain and India. The re-casting of Bingley as the British Indian Balraj re-presents Britain in terms of its immigrant identity. White British identity, on the other hand, is reduced to a single character—Johnny Wickham—which associates it with a callous duplicity and devious exploitation that provide the only instance in this film of Bollywood-style villainy. This re-visioning of British identity is evident even at the level of the film’s visuals where England is identified first by a panning shot that covers everything from Big Ben to a mosque, and later by a snapshot of Buckingham Palace through a window: a combination of its present multicultural reality juxtaposed against its continued self-representation in terms of an imperial tradition embodied by the monarchy. This reductionist re-visioning of white Britain’s imperial identity is foregrounded in the film by the re-casting of Darcy as an American entrepreneur, which effectively shifts the narratorial focus from Britain to the US. Clearly, with respect to India, it is now the US which is the imperial power, with London being nothing more than a stop-over on the way from Amritsar to LA. This shift, however, does not in itself challenge the more fundamental West-East power hierarchy; it merely indicates a shift of the imperial centre without any perceptible change in the contours of colonial discourse. The continuing operation of the latter is evident in the American Darcy’s stereotypical and dismissive attitude towards Indian culture as he makes snide comments about arranged marriages and describes Bhangra as an “easy dance” that looks like “screwing in a light bulb with one hand and patting a dog with the other.” Within the film, this cultural snobbery of the West is effectively challenged by Lalita, the Indian Elizabeth, whose “liveliness of mind” is exhibited here chiefly through her cutting comebacks to such disparaging remarks, making her the film’s chief spokesperson for India. When Darcy’s mother, for example, dismisses the need to go to India since yoga and Deepak Chopra are now available in the US, Lalita asks her if going to Italy has become redundant because Pizza Hut has opened around the corner? Similarly, she undermines Darcy’s stereotyping of India as the backward Other where arranged marriages are still the norm, by pointing out the eerie similarity between so-called arranged marriages in India and the attempts of Darcy’s own mother to find a wife for him. Lalita’s strategy, thus, is not to invert the hierarchy by proving the superiority of the East over the West; instead, she blurs the distinction between the two, while simultaneously introducing the West (as represented by Darcy and his mother) to the “real India”. The latter is achieved not only through direct conversational confrontations with Darcy, but also indirectly through her own behaviour and deportment. Through her easy camaraderie with local Goan kids, whom she joins in an impromptu game of cricket, and her free-spirited guitar-playing with a group of backpacking tourists, Lalita clearly shows Darcy (and the audience in the West) that so-called “Hicksville, India” is no different from the so-called cosmopolitan sophistication of LA. Lalita is definitely not the stereotypical shy retiring Indian woman; this jean-clad, tractor-riding gal is as comfortable dancing the garbha at an Indian wedding as she is sipping marguerites in an LA restaurant. Interestingly, this East-West union in Aishwarya Rai’s portrayal of Lalita as a modern Indian woman de-stabilises the stereotypes generated not only by colonial discourse but also by Bollywood’s brand of conservative nationalism. As Chadha astutely points out, “Bride and Prejudice is not a Hindi film in the true sense. That rikshawallah in the front row in Patna is going to say, ‘Yeh kya hua? Aishwarya ko kya kiya?’ [What did you do to Aishwarya?]” (Jha). This disgruntlement of the average Indian Hindi-film audience, which resulted in the film being a commercial flop in India, is a result of Chadha’s departures from the conventions of her chosen Bollywood genre at both the cinematic and the thematic levels. The perceived problem with Aishwarya Rai, as articulated by the plaintive question of the imagined Indian viewer, is precisely her presentation as a modern (read Westernised) Indian heroine, which is pretty much an oxymoron within Bollywood conventions. In all her mainstream Hindi films, Aishwarya Rai has conformed to these conventions, playing the demure, sari-clad, conventional Indian heroine who is untouched by any “anti-national” western influence in dress, behaviour or ideas (Gangoli,158). Her transformation in Chadha’s film challenges this conventional notion of a “pure” Indian identity that informs the Bollywood “masala” film. Such re-visioning of Bollywood’s thematic conventions is paralleled, in Bride and Prejudice, with a playfully subversive mimicry of its cinematic conventions. This is most obvious in the song-and-dance sequences in the film. While their inclusion places the film within the Bollywood tradition, their actual picturisation creates an audio-visual pastiche that freely mingles Bollywood conventions with those of Hollywood musicals as well as contemporary music videos from both sides of the globe. A song, for example, that begins conventionally enough (in Bollywood terms) with three friends singing about one of them getting married and moving away, soon transforms into a parody of Hollywood musicals as random individuals from the marketplace join in, not just as chorus, but as developers of the main theme, almost reducing the three friends to a chorus. And while the camera alternates between mid and long shots in conventional Bollywood fashion, the frame violates the conventions of stylised choreography by including a chaotic spill-over that self-consciously creates a postmodern montage very different from the controlled spectacle created by conventional Bollywood song sequences. Bride and Prejudice, thus, has an “almost the same, but not quite” relationship not just with Austen’s text but also with Bollywood. Such dual-edged mimicry, which foregrounds Chadha’s “outsider” status with respect to both traditions, eschews all notions of “authenticity” and thus seems to become a perfect embodiment of postcolonial hybridity. Does this mean that postmodern pastiche can fulfill the political agenda of postcolonial resistance to the forces of globalised (neo)imperialism? As discussed above, Bride and Prejudice does provide a postcolonial critique of (neo)colonial discourse through the character of Lalita, while at the same time escaping the trap of Bollywood’s explicitly articulated brand of nationalism by foregrounding Lalita’s (Westernised) modernity. And yet, ironically, the film unselfconsciously remains faithful to contemporary Bollywood’s implicit ideological framework. As most analyses of Bollywood blockbusters in the post-liberalisation (post-1990) era have pointed out, the contemporary patriotic family romance is distinct from its earlier counterparts in its unquestioning embrace of neo-conservative consumerist ideology (Deshpande, 187; Virdi, 203). This enthusiastic celebration of globalisation in its most recent neo-imperial avatar is, interestingly, not seen to conflict with Bollywood’s explicit nationalist agenda; the two are reconciled through a discourse of cultural nationalism that happily co-exists with a globalisation-sponsored rampant consumerism, while studiously ignoring the latter’s neo-colonial implications. Bride and Prejudice, while self-consciously redefining certain elements of this cultural nationalism and, in the process, providing a token recognition of neo-imperial configurations, does not fundamentally question this implicit neo-conservative consumerism of the Bollywood patriotic family romance. This is most obvious in the film’s gender politics where it blindly mimics Bollywood conventions in embodying the nation as a woman (Lalita) who, however independent she may appear, not only requires male protection (Darcy is needed to physically rescue Lakhi from Wickham) but also remains an object of exchange between competing systems of capitalist patriarchy (Uberoi, 207). At the film’s climax, Lalita walks away from her family towards Darcy. But before Darcy embraces the very willing Lalita, his eyes seek out and receive permission from Mr Bakshi. Patriarchal authority is thus granted due recognition, and Lalita’s seemingly bold “independent” decision remains caught within the politics of patriarchal exchange. This particular configuration of gender politics is very much a part of Bollywood’s neo-conservative consumerist ideology wherein the Indian woman/nation is given enough agency to make choices, to act as a “voluntary” consumer, within a globalised marketplace that is, however, controlled by the interests of capitalist patriarchy. The narrative of Bride and Prejudice perfectly aligns this framework with Lalita’s project of cultural nationalism, which functions purely at the personal/familial level, but which is framed at both ends of the film by a visual conjoining of marriage and the marketplace, both of which are ultimately outside Lalita’s control. Chadha’s attempt to appropriate and transform British “Pride” through subversive postcolonial mimicry, thus, ultimately results only in replacing it with an Indian “Bride,” with a “star” product (Aishwarya Rai / Bride and Prejudice / India as Bollywood) in a splendid package, ready for exchange and consumption within the global marketplace. All glittering surface and little substance, Bride and Prejudice proves, once again, that postmodern pastiche cannot automatically double as politically enabling postcolonial hybridity (Sangari, 23-4). References Adarsh, Taran. “Balle Balle! From Amritsar to L.A.” IndiaFM Movie Review 8 Oct. 2004. 19 Feb. 2007 http://indiafm.com/movies/review/7211/index.html>. Austen, Jane. Pride and Prejudice. 1813. New Delhi: Rupa and Co., 1999. Bhabha, Homi. “Of Mimicry and Man: The Ambivalence of Colonial Discourse.” The Location of Culture. Routledge: New York, 1994. 85-92. Bhaskaran, Gautam. “Classic Made Trivial.” The Hindu 15 Oct. 2004. 19 Feb. 2007 http://www.hinduonnet.com/thehindu/fr/2004/10/15/stories/ 2004101502220100.htm>. Boyum, Joy Gould. Double Exposure: Fiction into Film. Calcutta: Seagull Books, 1989. Bride and Prejudice. Dir. Gurinder Chadha. Perf. Aishwarya Ray and Martin Henderson. Miramax, 2004. Deshpande, Sudhanva. “The Consumable Hero of Globalized India.” Bollyworld: Popular Indian Cinema through a Transnational Lens. Eds. Raminder Kaur and Ajay J. Sinha. New Delhi: Sage, 2005. 186-203. Gangoli, Geetanjali. “Sexuality, Sensuality and Belonging: Representations of the ‘Anglo-Indian’ and the ‘Western’ Woman in Hindi Cinema.” Bollyworld: Popular Indian Cinema through a Transnational Lens. Eds. Raminder Kaur and Ajay J. Sinha. New Delhi: Sage, 2005. 143-162. Jaikumar, Priya. “Bollywood Spectaculars.” World Literature Today 77.3/4 (2003): n. pag. Jha, Subhash K. “Bride and Prejudice is not a K3G.” The Rediff Interview 30 Aug. 2004. 19 Feb. 2007 http://in.rediff.com/movies/2004/aug/30finter.htm>. Mandal, Somdatta. Film and Fiction: Word into Image. New Delhi: Rawat Publications, 2005. Prasad, M. Madhava. Ideology of the Hindi Film: A Historical Construction. New Delhi: Oxford UP, 1998. Sangari, Kumkum. Politics of the Possible: Essays on Gender, History, Narratives, Colonial English. New Delhi: Tulika, 1999. Uberoi, Patricia. Freedom and Destiny: Gender, Family, and Popular Culture in India. New Delhi: Oxford UP, 2006. Virdi, Jyotika. The Cinematic Imagination: Indian Popular Films as Social History. Delhi: Permanent Black, 2003. Wray, James. “Gurinder Chadha Talks Bride and Prejudice.” Movie News 7 Feb. 2005. 19 Feb. http://movies.monstersandcritics.com/news/article_4163.php/ Gurinder_Chadha_Talks_Bride_and_Prejudice>. Citation reference for this article MLA Style Mathur, Suchitra. "From British “Pride” to Indian “Bride”: Mapping the Contours of a Globalised (Post?)Colonialism." M/C Journal 10.2 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0705/06-mathur.php>. APA Style Mathur, S. (May 2007) "From British “Pride” to Indian “Bride”: Mapping the Contours of a Globalised (Post?)Colonialism," M/C Journal, 10(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0705/06-mathur.php>.
APA, Harvard, Vancouver, ISO, and other styles
10

Rutherford, Amanda, and Sarah Baker. "The Disney ‘Princess Bubble’ as a Cultural Influencer." M/C Journal 24, no. 1 (March 15, 2021). http://dx.doi.org/10.5204/mcj.2742.

Full text
Abstract:
The Walt Disney Company has been creating magical fairy tales since the early 1900s and is a trusted brand synonymous with wholesome, family entertainment (Wasko). Over time, this reputation has resulted in the Disney brand’s huge financial growth and influence on audiences worldwide. (Wohlwend). As the largest global media powerhouse in the Western world (Beattie), Disney uses its power and influence to shape the perceptions and ideologies of its audience. In the twenty-first century there has been a proliferation of retellings of Disney fairy tales, and Kilmer suggests that although the mainstream perception is that these new iterations promote gender equity, new cultural awareness around gender stereotypes, and cultural insensitivity, this is illusory. Tangled, for example, was a popular film selling over 10 million DVD copies and positioned as a bold new female fairy tale character; however, academics took issue with this position, writing articles entitled “Race, Gender and the Politics of Hair: Disney’s Tangled Feminist Messages”, “Tangled: A Celebration of White Femininity”, and “Disney’s Tangled: Fun, But Not Feminist”, berating the film for its lack of any true feminist examples or progressiveness (Kilmer). One way to assess the impact of Disney is to look at the use of shape shifting and transformation in the narratives – particularly those that include women and young girls. Research shows that girls and women are often stereotyped and sexualised in the mass media (Smith et al.; Collins), and Disney regularly utilises body modification and metamorphosis within its narratives to emphasise what good and evil ‘look’ like. These magical transformations evoke what Marina Warner refers to as part of the necessary surprise element of the fairy tale, while creating suspense and identity with storylines and characters. In early Disney films such as the 1937 version of Snow White, the queen becomes the witch who brings a poison apple to the princess; and in the 1959 film Sleeping Beauty the ‘bad’ fairy Maleficent shapeshifts into a malevolent dragon. Whilst these ‘good to evil’ (and vice versa) tropes are easily recognised, there are additional transformations that are arguably more problematic than those of the increasingly terrifying monsters or villains. Disney has created what we have coined the ‘princess bubble’, where the physique and behaviour of the leading women in the tales has become a predictor of success and good fortune, and the impression is created of a link between their possession of beauty and the ‘happily-ever-after’ outcome received by the female character. The value, or worth, of a princess is shown within these stories to often increase according to her ability to attract men. For example, in Brave, Queen Elinor showcases the extreme measures taken to ‘present’ her daughter Merida to male suitors. Merida is preened, dressed, and shown how to behave to increase her value to her family, and whilst she manages to persuade them to set aside their patriarchal ideologies in the end, it is clear what is expected from Merida in order to gain male attention. Similarly, Cinderella, Aurora, and Snow White are found to be of high ‘worth’ by the princes on account of their beauty and form. We contend, therefore, that the impression often cast on audiences by Disney princesses emphasises that beauty = worth, no matter how transgressive Disney appears to be on the surface. These princesses are flawlessly beautiful, capable of winning the heart of the prince by triumphing over their less attractive rivals – who are often sisters or other family members. This creates the illusion among young audiences that physical attractiveness is enough to achieve success, and emphasises beauty as the priority above all else. Therefore, the Disney ‘princess bubble’ is highly problematic. It presents a narrow range of acceptability for female characters, offers a distorted view of gender, and serves to further engrain into popular culture a flawed stereotype on how to look and behave that negates a fuller representation of female characters. In addition, Armando Maggi argues that since fairy tales have been passed down through generations, they have become an intrinsic part of many people’s upbringing and are part of a kind of universal imaginary and repository of cultural values. This means that these iconic cultural stories are “unlikely to ever be discarded because they possess both a sentimental value and a moral ‘soundness’” (Rutherford 33), albeit that the lessons to be learnt are at times antiquated and exclusionary in contemporary society. The marketing and promotion of the Disney princess line has resulted in these characters becoming an extremely popular form of media and merchandise for young girls (Coyne et al. 2), and Disney has received great financial benefit from the success of its long history of popular films and merchandise. As a global corporation with influence across multiple entertainment platforms, from its streaming channel to merchandise and theme parks, the gender portrayals therefore impact on culture and, in particular, on how young audiences view gender representation. Therefore, it could be argued that Disney has a social responsibility to ensure that its messages and characters do not skew or become damaging to the psyche of its young audiences who are highly impressionable. When the representation of gender is examined, however, Disney tends to create highly gendered performances in both the early and modern iterations of fairy tales, and the princess characters remain within a narrow range of physical portrayals and agency. The Princess Bubble Although there are twelve official characters within the Disney princess umbrella, plus Elsa and Anna from the Disney Frozen franchise, this article examines the eleven characters who are either born or become royalty through marriage, and exhibit characteristics that could be argued to be the epitome of feminine representation in fairy tales. The characters within this ‘princess bubble’ are Snow White, Cinderella, Aurora, Ariel, Belle, Jasmine, Tiana, Rapunzel, Merida, Elsa, and Anna. The physical appearance of those in the princess bubble also connects to displays around the physical aspects of ethnicity. Nine out of eleven are white skinned, with Jasmine having lightened in skin tone over time, and Tiana now having a tanned look rather than the original dark African American complexion seen in 2009 (Brucculieri). This reinforces an ideology that being white is superior. Every princess in our sample has thick and healthy long hair, the predominant colour being blonde. Their eyes are mostly blue, with only three possessing a dark colour, a factor which reinforces the characteristics and representation of white ethnic groups. Their eyes are also big and bulbous in shape, with large irises and pupils, and extraordinarily long eyelashes that create an almost child-like look of innocence that matches their young age. These princesses have an average age of sixteen years and are always naïve, most without formal education or worldly experience, and they have additional distinctive traits which include poise, elegance and other desired feminine characteristics – like kindness and purity. Ehrenreich and Orenstein note that the physical attributes of the Disney princesses are so evident that the creators have drawn criticism for over-glamorising them, and for their general passiveness and reliance on men for their happiness. Essentially, these women are created in the image of the ultimate male fantasy, where an increased value is placed on the virginal look, followed by a perfect tiny body and an ability to follow basic instructions. The slim bodies of these princesses are disproportionate, and include long necks, demure shoulders, medium- to large-sized perky breasts, with tiny waists, wrists, ankles and feet. Thus, it can be argued that the main theme for those within the princess bubble is their physical body and beauty, and the importance of being attractive to achieve success. The importance of the physical form is so valued that the first blessing given by the fairies to Aurora from Sleeping Beauty is the gift of physical beauty (Rutherford). Furthermore, Tanner et al. argue that the "images of love at first sight in the films encourage the belief that physical appearance is the most important thing", and these fairy tales often reflect a pattern that the prince cannot help but to instantly fall in love with these women because they are so striking. In some instances, like the stories of Cinderella and Snow White, these princesses have not uttered a single word to their prince before these men fall unconditionally and hopelessly in love. Cinderella need only to turn up at the ball as the best dressed (Parks), while Snow White must merely “wait prettily, because someday her prince will come" (Inge) to reestablish her as royalty. Disney emphasises that these princesses win their man solely on the basis that they are the most beautiful girls in the land. In Sleeping Beauty, the prince overhears Aurora’s singing and that sets his heart aflame to the point of refusing to wed the woman chosen for him at birth by the king. Fortunately, she is one and the same person, so the patriarchy survives, but this idea of beauty, and of 'love at first sight', continues to be a central part of Disney movies today, and shows that “Disney Films are vehicles of powerful gender ideologies” (Hairianto). These princesses within the bubble of perfection have priority placed on their physical and sexual beauty (Dietz), formulating a kind of ‘beauty contest motif’. Examples include Gaston, who does not love Belle in Beauty and the Beast, but simply wants her as his trophy wife because he deems her to be the most beautiful girl in the town. Ariel, from The Little Mermaid, looks as if she "was modeled after a slightly anorexic Barbie doll with thin waist and prominent bust. This representation portrays a dangerous model for young women" (Zarranz). The sexualisation of the characters continues as Jasmine has “a delicate nose and small mouth" (Lacroix), with a dress that can be considered as highly sexualised and unsuitable for a girl of sixteen (Lacroix). In Tangled, Rapunzel is held hostage in the tower by Mother Gothel because she is ‘as fragile as a flower’ and needs to be ‘kept safe’ from the harms in the world. But it is her beauty that scares the witch the most, because losing Rapunzel would leave the old woman without her magical anti-aging hair. She uses scare tactics to ensure that Rapunzel remains unseen to the world. These examples are all variations of the beauty theme, as the princesses all fall within narrow and predictable tropes of love at first sight where the woman is rescued and initiated into womanhood by being chosen by a man. Disney’s Progressive Representation? At times Disney’s portrayal of princesses appears illusively progressive, by introducing new and different variations of princesses into the fold – such as Merida in the 2012 film Brave. Unfortunately, this is merely an illusion as the ‘body-perfect’ image remains an all-important ideal to snare a prince. Merida, the young and spirited teenage princess, begins her tale determined not to conform to the desired standards set for a woman of her standing; however, when the time comes for her to be married, there is no negotiating with her mother, the queen, on dress compliance. Merida is clothed against her will to re-identify her in the manner which her parents deem appropriate. Her ability to express her identity and individuality removed, now replaced by a masked version, and thus with the true Merida lost in this transformation, her parents consider Merida to be of renewed merit and benefit to the family. This shows that Disney remains unchanged in its depiction of who may ‘fit’ within the princess bubble, because the rubric is unchanged on how to win the heart of the man. In fact, this film is possibly more troublesome than the rest because it clearly depicts her parents to deem her to be of more value only after her mother has altered her physical appearance. It is only after the total collapse of the royal family that King Fergus has a change of patriarchal heart, and in fact Disney does not portray this rumpled, ripped-sleeved version of the princess in its merchandising campaign. While the fantasy of fairy tales provides enthralling adventures that always end in happiness for the pretty princesses that encounter them, consideration must be given to all those women who have not met the standard and are left in their wake. If women do not conform to the standards of representation, they are presented as outcasts, and happiness eludes them. Cinderella, for example, has two ugly stepsisters, who, no matter how hard they might try, are unable to match her in attractiveness, kindness, or grace. Disney has embraced and not shunned Perrault’s original retelling of the tale, by ensuring that these stepsisters are ugly. They have not been blessed with any attributes whatsoever, and cannot sing, dance, or play music; nor can they sew, cook, clean, or behave respectably. These girls will never find a suitor, let alone a prince, no matter how eager they are to do so. On the physical comparison, Anastasia and Drizella have bodies that are far more rounded and voluptuous, with feet, for example, that are more than double the size of Cinderella’s magical slipper. These women clearly miss the parameters of our princess bubble, emphasising that Disney is continuing to promote dangerous narratives that could potentially harm young audience conceptions of femininity at an important period in their development. Therefore, despite the ‘progressive’ strides made by Disney in response to the vast criticism of their earlier films, the agency afforded to their new generation of princesses does not alter the fact that success comes to those who are beautiful. These beautiful people continue to win every time. Furthermore, Hairianto has found that it is not uncommon for the media to directly or indirectly promote “mental models of how a woman should look, speak and interact with others”, and that Disney uses its pervasive princess influence “to shape perceptions of female identity and desirability. Females are made to measure themselves against the set of values that are meted out by the films” (Hairianto). In the 2017 film Beauty and the Beast, those outside of the princess bubble are seen in the characters of the three maidens from the village who are always trying to look their very best in the hope of attracting Gaston (Rutherford). Gaston is not only disinterested but shows borderline contempt at their glances by permitting his horse to spray mud and dirt all over their fine clothing. They do not meet the beauty standard set, and instead of questioning his cruelty, the audience is left laughing at the horse’s antics. Interestingly, the earlier version of Disney’s Beauty and the Beast portrays these maidens as blonde, slim, and sexy, closely fitting the model of beauty displayed in our princess bubble; however, none match the beauty of Belle, and are therefore deemed inferior. In this manner, Disney is being irresponsible, placing little interest in the psychological ‘safety’ or affect the messages have upon young girls who will never meet these expectations (Ehrenreich; Best and Lowney; Orenstein). Furthermore, bodies are shaped and created by culture. They are central to self-identity, becoming a projection of how we see ourselves. Grosz (xii) argues that our notions of our bodies begin in physicality but are forever shaped by our interactions with social realities and cultural norms. The media are constantly filled with images that “glorify and highlight some kinds of bodies (for example, the young, able-bodied and beautiful) while ignoring or condemning others” (Jones 193), and these influences on gender, ethnicity, sexuality, race, and religion within popular culture therefore play a huge part in identity creation. In Disney films, the princess bubble constantly sings the same song, and “children view these stereotypical roles as the right and only way to behave” (Ewert). In The Princess and the Frog, Tiana’s friend Charlotte is so desperate to ‘catch’ a prince that "she humorously over-applies her makeup and adjusts her ball gown to emphasize her cleavage" (Breaux), but the point is not lost. Additionally, “making sure that girls become worthy of love seems central to Disney’s fairy tale films” (Rutherford 76), and because their fairy tales are so pervasive and popular, young viewers receive a consistent message that being beautiful and having a tiny doll-like body type is paramount. “This can be destructive for developing girls’ views and images of their own bodies, which are not proportioned the way that they see on screen” (Cordwell 21). “The strongly gendered messages present in the resolutions of the movies help to reinforce the desirability of traditional gender conformity” (England et al. 565). Conclusion The princess bubble is a phenomenon that has been seen in Disney’s representation of female characters for decades. Within this bubble there is a narrow range of representation permitted, and attempts to make the characters more progressive have instead resulted in narrow and restrictive constraints, reinforcing dangerous female stereotypes. Kilmer suggests that ultimately these representations fail to break away from “hegemonic assumptions about gender norms, class boundaries, and Caucasian privileging”. Ultimately this presents audiences with strong and persuasive messages about gender performance. Audiences conform their bodies to societal ‘rules’: “as to how we ‘wear’ and ‘use’ our bodies” (Richardson and Locks x), including for example how we should dress, what we should weigh, and how to become popular. In our global hypermediated society, viewers are constantly exposed to princesses and other appropriate bodies. These become internalised ideals and aid in positive and negative thoughts and self-identity, which in turn creates additional pressure on the female body in particular. The seemingly innocent stories with happy outcomes are therefore unrealistic and ultimately excluding of those who cannot or will not ‘fit into the princess bubble’. The princess bubble, we argue, is therefore predictable and restrictive, promoting female passiveness and a reliance of physical traits over intelligence. The dominance of beauty over all else remains the road to female success in the Disney fairy tale film. References Beauty and the Beast. Dirs. Gary Trousdale and Kirk Wise. Walt Disney Productions, 1991. Film. Beauty and the Beast. Dir. Bill Condon. Walt Disney Pictures, 2017. Film. Best, Joel, and Kathleen S. Lowney. “The Disadvantage of a Good Reputation: Disney as a Target for Social Problems Claims.” The Sociological Quarterly 50 (2009): 431–449. doi:10.1111/j.1533-8525.2009.01147.x. Brave. Dirs. Mark Andrews and Brenda Chapman. Walt Disney Pictures, 2012. Film. Breaux, Richard, M. “After 75 Years of Magic: Disney Answers Its Critics, Rewrites African American History, and Cashes in on Its Racist Past.” Journal of African American Studies 14 (2010): 398-416. Cinderella. Dirs. Clyde Geronimi, Wilfred Jackson, and Hamilton Luske. Walt Disney Productions, 1950. Film. Collins, Rebecca L. “Content Analysis of Gender Roles in Media: Where Are We Now and Where Should We Go?” Sex Roles 64 (2011): 290–298. doi:10.1007/s11199-010-9929-5. Cordwell, Caila Leigh. The Shattered Slipper Project: The Impact of the Disney Princess Franchise on Girls Ages 6-12. Honours thesis, Southeastern University, 2016. Coyne, Sarah M., Jennifer Ruh Linder, Eric E. Rasmussen, David A. Nelson, and Victoria Birkbeck. “Pretty as a Princess: Longitudinal Effects of Engagement with Disney Princesses on Gender Stereotypes, Body Esteem, and Prosocial Behavior in Children.” Child Development 87.6 (2016): 1–17. Dietz, Tracey, L. “An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior.” Sex Roles 38 (1998): 425–442. doi:10.1023/a:1018709905920. England, Dawn Elizabeth, Lara Descartes, and Melissa A. Collier-Meek. "Gender Role Portrayal and the Disney Princesses." Sex Roles 64 (2011): 555-567. Ewert, Jolene. “A Tale as Old as Time – an Analysis of Negative Stereotypes in Disney Princess Movies.” Undergraduate Research Journal for the Human Sciences 13 (2014). Grosz, Elizabeth. Volatile Bodies. London, Routledge, 1994. Inge, M. Thomas. “Art, Adaptation, and Ideology: Walt Disney's Snow White and the Seven Dwarfs.” Journal of Popular Film and Television 32.3 (2004): 132-142. Jones, Meredith. “The Body in Popular Culture.” Being Cultural. Ed. Bruce M.Z. Cohen. Auckland University, 2012. 193-210. Kilmer, Alyson. Moving Forward? Problematic Ideology in Twenty-First Century Fairy Tale Films. Central Washington University, 2015. Lacroix, Celeste. “Images of Animated Others: The Orientalization of Disney's Cartoon Heroines from The Little Mermaid to The Hunchback of Notre Dame.” Popular Communications 2.4 (2004): 213-229. Little Mermaid, The. Dirs. Ron Clements and John Musker. Walt Disney Pictures, 1989. Film. Maggi, Armando. Preserving the Spell: Basile's "The Tale of Tales" and Its Afterlife in the Fairy-Tale Tradition. Chicago: University of Chicago Press, 2015. Orenstein, Peggy. Cinderella Ate My Daughter: Dispatches from the Front Lines of the New Girlie-Girl Culture. New York: HarperCollins, 2011. Parks, Kari. Mirror, Mirror: A Look at Self-Esteem & Disney Princesses. Honours thesis. Ball State University, 2012. Pinocchio. Dirs. Hamilton Luske, Ben Sharpsteen, Wilfred Jackson, Jack Kinney, Norm Ferguson, Bill Roberts, and T. Lee. Walt Disney Productions, 1940. Film. Princess and the Frog, The. Dirs. Ron Clements and John Musker. Walt Disney Pictures, 2009. Film. Richardson, Niall, and Adam Locks. Body Studies: The Basics. Routledge, 2014. Rutherford, Amanda M. Happily Ever After? A Critical Examination of the Gothic in Disney Fairy Tale Films. Auckland University of Technology, 2020. Sleeping Beauty. Dirs. Clyde Geronimi, Eric Larson, Wolfgang Reitherman, and Les Clark. Walt Disney Productions, 1959. Film. Smith, Stacey L., Katherine M. Pieper, Amy Granados, and Mark Choueite. “Assessing Gender-Related Portrayals in Topgrossing G-Rated Films.” Sex Roles 62 (2010): 774–786. Snow White and The Seven Dwarfs. Dirs. David Hand, Wilfred Jackson, Ben Sharpsteen, William Cottrell, Perce Pearce, and Larry Morey. Walt Disney Productions, 1937. Film. Tangled. Dirs. Nathan Greno and Byron Howard. Walt Disney Pictures, 2010. Film. Tanner, Litsa RenÉe, Shelley A. Haddock, Toni Schindler Zimmerman, and Lori K. Lund. “Images of Couples and Families in Disney Feature-Length Animated Films.” The American Journal of Family Therapy 31 (2003): 355-373. Warner, Marina. Fantastic Metamorphoses, Other Worlds. London: Oxford UP, 2002. Wasko, Janet. Understanding Disney: The Manufacture of Fantasy. Polity Press, 2001. Wohlwend, Karen E. “Damsels in Discourse: Girls Consuming and Producing Identity Texts through Disney Princess Play.” Reading Research Quarterly 44.1 (2009): 57-83. Zarranaz, L. Garcia. “Diswomen Strike Back? The Evolution of Disney's Femmes in the 1990s.” Atenea 27.2 (2007) 55-65.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Video game heroines"

1

Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Thériault, Pascale. "L’héroïne d’action dans le jeu vidéo et ses représentations de personnages féminins : une figure et ses variations." Thèse, 2016. http://hdl.handle.net/1866/18750.

Full text
Abstract:
Ce mémoire se concentre sur la figure de l’héroïne d’action dans les jeux vidéo. La culture vidéoludique, qui glorifie la masculinité militarisée, tend à sexualiser les personnages féminins et à négliger les préférences des joueuses afin de cibler les hommes et les garçons. La figure de l’héroïne d’action naît du désir d’inclusion des femmes dans la culture du jeu vidéo. Ces protagonistes féminins, bien que souvent objectifiés comme le témoigne le célèbre personnage de Lara Croft, présentent tout de même un potentiel subversif en envahissant l’espace traditionnellement masculin. Ce mémoire analyse quelques protagonistes qui correspondent à la figure de l’héroïne et la remodèlent.
This master thesis focuses on the action heroine trope in video games. The video game culture, which glorifies militarized masculinity, tends to sexualize female characters and to neglect the preferences of female players by targeting men and boys. The action heroine trope is born from the desire to include women in the video game culture. These female protagonists are often sexualized, such as the famous Lara Croft, but they also have a subversive potential by invading a traditional masculine space. This master thesis analyzes a few characters that are modeled and reshaped on the action heroine trope.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Video game heroines"

1

Gēmu & anime kyarakutā dezain bukku 2015: More heroes & heroines : Japanese video game + animation illustration. Tōkyō: Pai Intānashonaru, 2014.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Peterson, Scott. The Joker virus. Mankato, Minn: Capstone Stone Arch Books, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Wreckit Ralph The Junior Novelization. Random House Disney, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Artists, Disney Storybook, ed. Toy box heroes. 2014.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography