Academic literature on the topic 'Video Game Imports'

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Journal articles on the topic "Video Game Imports"

1

Durrant, Jacob D. "BlendMol: advanced macromolecular visualization in Blender." Bioinformatics 35, no. 13 (November 27, 2018): 2323–25. http://dx.doi.org/10.1093/bioinformatics/bty968.

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Abstract Summary Programs such as VMD and PyMOL are excellent tools for analyzing macromolecular structures, but they do not implement many of the advanced rendering techniques common in the film and video-game industries. In contrast, the open-source program Blender is a general-purpose tool for industry-standard rendering/visualization, but its user interface is poorly suited for rigorous scientific analysis. We present BlendMol, a Blender plugin that imports VMD or PyMOL scenes into Blender. BlendMol-generated images are well suited for use in manuscripts, outreach programs, websites and classes. Availability and implementation BlendMol is available free of charge from http://durrantlab.com/blendmol/. It is written in Python. Supplementary information Supplementary data are available at Bioinformatics online.
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2

de Wildt, Lars, Thomas H. Apperley, Justin Clemens, Robbie Fordyce, and Souvik Mukherjee. "(Re-)Orienting the Video Game Avatar." Games and Culture 15, no. 8 (July 17, 2019): 962–81. http://dx.doi.org/10.1177/1555412019858890.

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This article explores the cultural appropriation of the term avatar by Western tech culture and what this implies for scholarship of digital games, virtual worlds, social media, and digital cultures. The term has roots in the religious tradition of the Indian subcontinent and was subsequently imported into video game terminology during a period of widespread appropriation of Eastern culture by Californian tech industries. We argue that the use of the term was not a case of happenstance but a signaling of the potential for computing to offer a mystical or enchanted perspective within an otherwise secular world. This suggests that the concept is useful in game cultures precisely because it plays with the “otherness” of the term's original meaning. We argue that this indicates a fundamental hybridity to gaming cultures that highlight the need to add postcolonial perspectives to how issues of diversity and power in gaming cultures are understood.
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Vujanov, Jovana. "Ludic displacement of a biblical myth: 'the Binding of Isaac'." Kultura, no. 168 (2020): 303–20. http://dx.doi.org/10.5937/kultura2068303v.

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The Binding of Isaac, a 2011 video game by Edmund McMillan, is a postmodern take on the biblical episode of the same name which can be characterized as a displacement, in terms of Lubomh Doležel's Heterocosmica. It presents a radical intervention on the original narrative, one that creates a polemical anti world transmitted through the perspective of Isaac, a boy suffering abuse from his televangelism-obsessed mother. The main fabric of the game is his grotesque, gamified fantasy about encountering the delusional parent, which is filled with anxiety about his own sinfulness, with a counterweight that can be found in entities imported from popular culture, especially video games. The game's roguelike genre enables a procedural expression of the experience of abuse through an iterative storytelling technique, with the interplay of difference and repetition forming a cyclical narrative about the (im)possibilities of contemporary ludism to amend trauma.
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Wohlwend, Karen E. "Early adopters: Playing new literacies and pretending new technologies in print-centric classrooms." Journal of Early Childhood Literacy 9, no. 2 (July 30, 2009): 117–40. http://dx.doi.org/10.1177/1468798409105583.

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In this article, semiotic analysis of children's practices and designs with video game conventions considers how children use play and drawing as spatializing literacies that make room to import imagined technologies and user identities. Microanalysis of video data of classroom interactions collected during a three year ethnographic study of children's literacy play in kindergarten and primary classrooms reveals how the leading edge of technology use in print-centric classrooms is pretended into being by five-, six-, and seven-year-old `early adopters' — a marketing term for first wave consumers who avidly buy and explore newly-released technology products.`Early adopters' signals two simultaneous identities for young technology users: (1) as developing learners of new literacies and technologies; and, (2) as curious explorers who willingly play with new media. Children transformed paper and pencil resources into artifacts for enacting cell phone conversations and animating video games, using new technologies and the collaborative nature of new literacies to perform literate identities and to strengthen the cohesiveness of play groups.
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Sepulveda, J., J. Capps, K. Johnson, C. Parada, A. Garcia, and K. Sestak. "PHOTOGRAMMETRIC MODELING OF SUBTERRANEAN FEATURES THROUGH THREE-DIMENSIONAL SOFTWARE ANALYSIS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIV-M-2-2020 (November 17, 2020): 95–98. http://dx.doi.org/10.5194/isprs-archives-xliv-m-2-2020-95-2020.

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Abstract. LiDAR is a popular and accurate method for mapping that can be utilized for three-dimensional model analysis. However, the equipment set-up and usage can become tedious, and ultimately impractical when applied to locations that are remote and confined in nature. In this investigation, three-dimensional analysis was conducted within a cave system. With this, limitations of LiDAR technology in these conditions become prominent; mapping non-planar surfaces can cause a potential decrease of the quality of the point cloud data. In all, a LiDAR application would be an inefficient use of methodology to conduct this investigation. This prompted a need to set-up and conduct a photogrammetric based evaluation. With this, smartphone camera technology was used in conjunction with free-to-use software and three-dimensional modeling applications. Through the use of photogrammetric concepts and structure from motion software, a three-dimensional model of the cave can be generated. Long term, this model can also be utilized to document the impact and health of the cave system. For the methodology, the on-sight portion of the investigation relied heavily on smartphone camera technology. The procedure draws parallels to drone paths; specifically, two flight-plans were developed to evaluate different perspectives within a 15 by 15 meter space in the cave. Within each flight path, the use of photo overlapping techniques established a denser and more fluid point cloud model. Once the data was processed, two different three-dimensional models of the cave were created. From those models, the point cloud data was extracted in order to merge the two separate models. Afterwards, the models underwent several format conversions in order to import it into the Unity game engine. The final result is an accurate three-dimensional model of the cave that is viewable and playable in a simple video game platform.
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6

Newman, James. "Save the Videogame! The National Videogame Archive: Preservation, Supersession and Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.167.

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Introduction In October 2008, the UK’s National Videogame Archive became a reality and after years of negotiation, preparation and planning, this partnership between Nottingham Trent University’s Centre for Contemporary Play research group and The National Media Museum, accepted its first public donations to the collection. These first donations came from Sony’s Computer Entertainment Europe’s London Studios who presented the original, pre-production PlayStation 2 EyeToy camera (complete with its hand-written #1 sticker) and Harmonix who crossed the Atlantic to deliver prototypes of the Rock Band drum kit and guitar controllers along with a slew of games. Since then, we have been inundated with donations, enquiries and volunteers offering their services and it is clear that we have exciting and challenging times ahead of us at the NVA as we seek to continue our collecting programme and preserve, conserve, display and interpret these vital parts of popular culture. This essay, however, is not so much a document of these possible futures for our research or the challenges we face in moving forward as it is a discussion of some of the issues that make game preservation a vital and timely undertaking. In briefly telling the story of the genesis of the NVA, I hope to draw attention to some of the peculiarities (in both senses) of the situation in which videogames currently exist. While considerable attention has been paid to the preservation and curation of new media arts (e.g. Cook et al.), comparatively little work has been undertaken in relation to games. Surprisingly, the games industry has been similarly neglectful of the histories of gameplay and gamemaking. Throughout our research, it has became abundantly clear that even those individuals and companies most intimately associated with the development of this form, do not hold their corporate and personal histories in the high esteem we expected (see also Lowood et al.). And so, despite the well-worn bluster of an industry that proclaims itself as culturally significant as Hollywood, it is surprisingly difficult to find a definitive copy of the boxart of the final release of a Triple-A title let alone any of the pre-production materials. Through our journeys in the past couple of years, we have encountered shoeboxes under CEOs’ desks and proud parents’ collections of tapes and press cuttings. These are the closest things to a formalised archive that we currently have for many of the biggest British game development and publishing companies. Not only is this problematic in and of itself as we run the risk of losing titles and documents forever as well as the stories locked up in the memories of key individuals who grow ever older, but also it is symptomatic of an industry that, despite its public proclamations, neither places a high value on its products as popular culture nor truly recognises their impact on that culture. While a few valorised, still-ongoing, franchises like the Super Mario and Legend of Zelda series are repackaged and (digitally) re-released so as to provide continuity with current releases, a huge number of games simply disappear from view once their short period of retail limelight passes. Indeed, my argument in this essay rests to some extent on the admittedly polemical, and maybe even antagonistic, assertion that the past business and marketing practices of the videogames industry are partly to blame for the comparatively underdeveloped state of game preservation and the seemingly low cultural value placed on old games within the mainstream marketplace. Small wonder, then, that archives and formalised collections are not widespread. However antagonistic this point may seem, this essay does not set out merely to criticise the games industry. Indeed, it is important to recognise that the success and viability of projects such as the NVA is derived partly from close collaboration with industry partners. As such, it is my hope that in addition to contributing to the conversation about the importance and need for formalised strategies of game preservation, this essay goes some way to demonstrating the necessity of universities, museums, developers, publishers, advertisers and retailers tackling these issues in partnership. The Best Game Is the Next Game As will be clear from these opening paragraphs, this essay is primarily concerned with ‘old’ games. Perhaps surprisingly, however, we shall see that ‘old’ games are frequently not that old at all as even the shiniest, and newest of interactive experiences soon slip from view under the pressure of a relentless industrial and institutional push towards the forthcoming release and the ‘next generation’. More surprising still is that ‘old’ games are often difficult to come by as they occupy, at best, a marginalised position in the contemporary marketplace, assuming they are even visible at all. This is an odd situation. Videogames are, as any introductory primer on game studies will surely reveal, big business (see Kerr, for instance, as well as trade bodies such as ELSPA and The ESA for up-to-date sales figures). Given the videogame industry seems dedicated to growing its business and broadening its audiences (see Radd on Sony’s ‘Game 3.0’ strategy, for instance), it seems strange, from a commercial perspective if no other, that publishers’ and developers’ back catalogues are not being mercilessly plundered to wring the last pennies of profit from their IPs. Despite being cherished by players and fans, some of whom are actively engaged in their own private collecting and curation regimes (sometimes to apparently obsessive excess as Jones, among others, has noted), videogames have, nonetheless, been undervalued as part of our national popular cultural heritage by institutions of memory such as museums and archives which, I would suggest, have largely ignored and sometimes misunderstood or misrepresented them. Most of all, however, I wish to draw attention to the harm caused by the videogames industry itself. Consumers’ attentions are focused on ‘products’, on audiovisual (but mainly visual) technicalities and high-definition video specs rather than on the experiences of play and performance, or on games as artworks or artefact. Most damagingly, however, by constructing and contributing to an advertising, marketing and popular critical discourse that trades almost exclusively in the language of instant obsolescence, videogames have been robbed of their historical value and old platforms and titles are reduced to redundant, legacy systems and easily-marginalised ‘retro’ curiosities. The vision of inevitable technological progress that the videogames industry trades in reminds us of Paul Duguid’s concept of ‘supersession’ (see also Giddings and Kennedy, on the ‘technological imaginary’). Duguid identifies supersession as one of the key tropes in discussions of new media. The reductive idea that each new form subsumes and replaces its predecessor means that videogames are, to some extent, bound up in the same set of tensions that undermine the longevity of all new media. Chun rightly notes that, in contrast with more open terms like multimedia, ‘new media’ has always been somewhat problematic. Unaccommodating, ‘it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality’ (1). The very newness of new media and of videogames as the apotheosis of the interactivity and multimodality they promise (Newman, "In Search"), their gleam and shine, is quickly tarnished as they are replaced by ever-newer, ever more exciting, capable and ‘revolutionary’ technologies whose promise and moment in the limelight is, in turn, equally fleeting. As Franzen has noted, obsolescence and the trail of abandoned, superseded systems is a natural, even planned-for, product of an infatuation with the newness of new media. For Kline et al., the obsession with obsolescence leads to the characterisation of the videogames industry as a ‘perpetual innovation economy’ whose institutions ‘devote a growing share of their resources to the continual alteration and upgrading of their products. However, it is my contention here that the supersessionary tendency exerts a more serious impact on videogames than some other media partly because the apparently natural logic of obsolescence and technological progress goes largely unchecked and partly because there remain few institutions dedicated to considering and acting upon game preservation. The simple fact, as Lowood et al. have noted, is that material damage is being done as a result of this manufactured sense of continual progress and immediate, irrefutable obsolescence. By focusing on the upcoming new release and the preview of what is yet to come; by exciting gamers about what is in development and demonstrating the manifest ways in which the sheen of the new inevitably tarnishes the old. That which is replaced is fit only for the bargain bin or the budget-priced collection download, and as such, it is my position that we are systematically undermining and perhaps even eradicating the possibility of a thorough and well-documented history for videogames. This is a situation that we at the National Videogame Archive, along with colleagues in the emerging field of game preservation (e.g. the International Game Developers Association Game Preservation Special Interest Group, and the Keeping Emulation Environments Portable project) are, naturally, keen to address. Chief amongst our concerns is better understanding how it has come to be that, in 2009, game studies scholars and colleagues from across the memory and heritage sectors are still only at the beginning of the process of considering game preservation. The IGDA Game Preservation SIG was founded only five years ago and its ‘White Paper’ (Lowood et al.) is just published. Surprisingly, despite the importance of videogames within popular culture and the emergence and consolidation of the industry as a potent creative force, there remains comparatively little academic commentary or investigation into the specific situation and life-cycles of games or the demands that they place upon archivists and scholars of digital histories and cultural heritage. As I hope to demonstrate in this essay, one of the key tasks of the project of game preservation is to draw attention to the consequences of the concentration, even fetishisation, of the next generation, the new and the forthcoming. The focus on what I have termed ‘the lure of the imminent’ (e.g. Newman, Playing), the fixation on not only the present but also the as-yet-unreleased next generation, has contributed to the normalisation of the discourses of technological advancement and the inevitability and finality of obsolescence. The conflation of gameplay pleasure and cultural import with technological – and indeed, usually visual – sophistication gives rise to a context of endless newness, within which there appears to be little space for the ‘outdated’, the ‘superseded’ or the ‘old’. In a commercial and cultural space in which so little value is placed upon anything but the next game, we risk losing touch with the continuities of development and the practices of play while simultaneously robbing players and scholars of the critical tools and resources necessary for contextualised appreciation and analysis of game form and aesthetics, for instance (see Monnens, "Why", for more on the value of preserving ‘old’ games for analysis and scholarship). Moreover, we risk losing specific games, platforms, artefacts and products as they disappear into the bargain bucket or crumble to dust as media decay, deterioration and ‘bit rot’ (Monnens, "Losing") set in. Space does not here permit a discussion of the scope and extent of the preservation work required (for instance, the NVA sets its sights on preserving, documenting, interpreting and exhibiting ‘videogame culture’ in its broadest sense and recognises the importance of videogames as more than just code and as enmeshed within complex networks of productive, consumptive and performative practices). Neither is it my intention to discuss here the specific challenges and numerous issues associated with archival and exhibition tools such as emulation which seek to rebirth code on up-to-date, manageable, well-supported hardware platforms but which are frequently insensitive to the specificities and nuances of the played experience (see Newman, "On Emulation", for some further notes on videogame emulation, archiving and exhibition and Takeshita’s comments in Nutt on the technologies and aesthetics of glitches, for instance). Each of these issues is vitally important and will, doubtless become a part of the forthcoming research agenda for game preservation scholars. My focus here, however, is rather more straightforward and foundational and though it is deliberately controversial, it is my hope that its casts some light over some ingrained assumptions about videogames and the magnitude and urgency of the game preservation project. Videogames Are Disappearing? At a time when retailers’ shelves struggle under the weight of newly-released titles and digital distribution systems such as Steam, the PlayStation Network, Xbox Live Marketplace, WiiWare, DSiWare et al bring new ways to purchase and consume playable content, it might seem strange to suggest that videogames are disappearing. In addition to what we have perhaps come to think of as the ‘usual suspects’ in the hardware and software publishing marketplace, over the past year or so Apple have, unexpectedly and perhaps even surprising themselves, carved out a new gaming platform with the iPhone/iPod Touch and have dramatically simplified the notoriously difficult process of distributing mobile content with the iTunes App Store. In the face of this apparent glut of games and the emergence and (re)discovery of new markets with the iPhone, Wii and Nintendo DS, videogames seem an ever more a vital and visible part of popular culture. Yet, for all their commercial success and seemingly penetration the simple fact is that they are disappearing. And at an alarming rate. Addressing the IGDA community of game developers and producers, Henry Lowood makes the point with admirable clarity (see also Ruggill and McAllister): If we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. You will lose access to your own intellectual property, you will be unable to show new developers the games you designed or that inspired you, and you may even find it necessary to re-invent a bunch of wheels. (Lowood et al. 1) For me, this point hit home most persuasively a few years ago when, along with Iain Simons, I was invited by the British Film Institute to contribute a book to their ‘Screen Guides’ series. 100 Videogames (Newman and Simons) was an intriguing prospect that provided us with the challenge and opportunity to explore some of the key moments in videogaming’s forty year history. However, although the research and writing processes proved to be an immensely pleasurable and rewarding experience that we hope culminated in an accessible, informative volume offering insight into some well-known (and some less-well known) games, the project was ultimately tinged with a more than a little disappointment and frustration. Assuming our book had successfully piqued the interest of our readers into rediscovering games previously played or perhaps investigating games for the first time, what could they then do? Where could they go to find these games in order to experience their delights (or their flaws and problems) at first hand? Had our volume been concerned with television or film, as most of the Screen Guides are, then online and offline retailers, libraries, and even archives for less widely-available materials, would have been obvious ports of call. For the student of videogames, however, the choices are not so much limited as practically non-existant. It is only comparatively recently that videogame retailers have shifted away from an almost exclusive focus on new releases and the zeitgeist platforms towards a recognition of old games and systems through the creation of the ‘pre-owned’ marketplace. The ‘pre-owned’ transaction is one in which old titles may be traded in for cash or against the purchase of new releases of hardware or software. Surely, then, this represents the commercial viability of classic games and is a recognition on the part of retail that the new release is not the only game in town. Yet, if we consider more carefully the ‘pre-owned’ model, we find a few telling points. First, there is cold economic sense to the pre-owned business model. In their financial statements for FY08, ‘GAME revealed that the service isn’t just a key part of its offer to consumers, but its also represents an ‘attractive’ gross margin 39 per cent.’ (French). Second, and most important, the premise of the pre-owned business as it is communicated to consumers still offers nothing but primacy to the new release. That one would trade-in one’s old games in order to consume these putatively better new ones speaks eloquently in the language of obsolesce and what Dovey and Kennedy have called the ‘technological imaginary’. The wire mesh buckets of old, pre-owned games are not displayed or coded as treasure troves for the discerning or completist collector but rather are nothing more than bargain bins. These are not classic games. These are cheap games. Cheap because they are old. Cheap because they have had their day. This is a curious situation that affects videogames most unfairly. Of course, my caricature of the videogame retailer is still incomplete as a good deal of the instantly visible shopfloor space is dedicated neither to pre-owned nor new releases but rather to displays of empty boxes often sporting unfinalised, sometimes mocked-up, boxart flaunting titles available for pre-order. Titles you cannot even buy yet. In the videogames marketplace, even the present is not exciting enough. The best game is always the next game. Importantly, retail is not alone in manufacturing this sense of dissatisfaction with the past and even the present. The specialist videogames press plays at least as important a role in reinforcing and normalising the supersessionary discourse of instant obsolescence by fixing readers’ attentions and expectations on the just-visible horizon. Examining the pages of specialist gaming publications reveals them to be something akin to Futurist paeans dedicating anything from 70 to 90% of their non-advertising pages to previews, interviews with developers about still-in-development titles (see Newman, Playing, for more on the specialist gaming press’ love affair with the next generation and the NDA scoop). Though a small number of publications specifically address retro titles (e.g. Imagine Publishing’s Retro Gamer), most titles are essentially vehicles to promote current and future product lines with many magazines essentially operating as delivery devices for cover-mounted CDs/DVDs offering teaser videos or playable demos of forthcoming titles to further whet the appetite. Manufacturing a sense of excitement might seem wholly natural and perhaps even desirable in helping to maintain a keen interest in gaming culture but the effect of the imbalance of popular coverage has a potentially deleterious effect on the status of superseded titles. Xbox World 360’s magnificently-titled ‘Anticip–O–Meter’ ™ does more than simply build anticipation. Like regular features that run under headings such as ‘The Next Best Game in The World Ever is…’, it seeks to author not so much excitement about the imminent release but a dissatisfaction with the present with which unfavourable comparisons are inevitably drawn. The current or previous crop of (once new, let us not forget) titles are not simply superseded but rather are reinvented as yardsticks to judge the prowess of the even newer and unarguably ‘better’. As Ashton has noted, the continual promotion of the impressiveness of the next generation requires a delicate balancing act and a selective, institutionalised system of recall and forgetting that recovers the past as a suite of (often technical) benchmarks (twice as many polygons, higher resolution etc.) In the absence of formalised and systematic collecting, these obsoleted titles run the risk of being forgotten forever once they no longer serve the purpose of demonstrating the comparative advancement of the successors. The Future of Videogaming’s Past Even if we accept the myriad claims of game studies scholars that videogames are worthy of serious interrogation in and of themselves and as part of a multifaceted, transmedial supersystem, we might be tempted to think that the lack of formalised collections, archival resources and readily available ‘old/classic’ titles at retail is of no great significance. After all, as Jones has observed, the videogame player is almost primed to undertake this kind of activity as gaming can, at least partly, be understood as the act and art of collecting. Games such as Animal Crossing make this tendency most manifest by challenging their players to collect objects and artefacts – from natural history through to works of visual art – so as to fill the initially-empty in-game Museum’s cases. While almost all videogames from The Sims to Katamari Damacy can be considered to engage their players in collecting and collection management work to some extent, Animal Crossing is perhaps the most pertinent example of the indivisibility of the gamer/archivist. Moreover, the permeability of the boundary between the fan’s collection of toys, dolls, posters and the other treasured objects of merchandising and the manipulation of inventories, acquisitions and equipment lists that we see in the menus and gameplay imperatives of videogames ensures an extensiveness and scope of fan collecting and archival work. Similarly, the sociality of fan collecting and the value placed on private hoarding, public sharing and the processes of research ‘…bridges to new levels of the game’ (Jones 48). Perhaps we should be as unsurprised that their focus on collecting makes videogames similar to eBay as we are to the realisation that eBay with its competitiveness, its winning and losing states, and its inexorable countdown timer, is nothing if not a game? We should be mindful, however, of overstating the positive effects of fandom on the fate of old games. Alongside eBay’s veneration of the original object, p2p and bittorrent sites reduce the videogame to its barest. Quite apart from the (il)legality of emulation and videogame ripping and sharing (see Conley et al.), the existence of ‘ROMs’ and the technicalities of their distribution reveals much about the peculiar tension between the interest in old games and their putative cultural and economic value. (St)ripped down to the barest of code, ROMs deny the gamer the paratextuality of the instruction manual or boxart. In fact, divorced from its context and robbed of its materiality, ROMs perhaps serve to make the original game even more distant. More tellingly, ROMs are typically distributed by the thousand in zipped files. And so, in just a few minutes, entire console back-catalogues – every game released in every territory – are available for browsing and playing on a PC or Mac. The completism of the collections allows detailed scrutiny of differences in Japanese versus European releases, for instance, and can be seen as a vital investigative resource. However, that these ROMs are packaged into collections of many thousands speaks implicitly of these games’ perceived value. In a similar vein, the budget-priced retro re-release collection helps to diminish the value of each constituent game and serves to simultaneously manufacture and highlight the manifestly unfair comparison between these intriguingly retro curios and the legitimately full-priced games of now and next. Customer comments at Amazon.co.uk demonstrate the way in which historical and technological comparisons are now solidly embedded within the popular discourse (see also Newman 2009b). Leaving feedback on Sega’s PS3/Xbox 360 Sega MegaDrive Ultimate Collection customers berate the publisher for the apparently meagre selection of titles on offer. Interestingly, this charge seems based less around the quality, variety or range of the collection but rather centres on jarring technological schisms and a clear sense of these titles being of necessarily and inevitably diminished monetary value. Comments range from outraged consternation, ‘Wtf, only 40 games?’, ‘I wont be getting this as one disc could hold the entire arsenal of consoles and games from commodore to sega saturn(Maybe even Dreamcast’ through to more detailed analyses that draw attention to the number of bits and bytes but that notably neglect any consideration of gameplay, experientiality, cultural significance or, heaven forbid, fun. “Ultimate” Collection? 32Mb of games on a Blu-ray disc?…here are 40 Megadrive games at a total of 31 Megabytes of data. This was taking the Michael on a DVD release for the PS2 (or even on a UMD for the PSP), but for a format that can store 50 Gigabytes of data, it’s an insult. Sega’s entire back catalogue of Megadrive games only comes to around 800 Megabytes - they could fit that several times over on a DVD. The ultimate consequence of these different but complementary attitudes to games that fix attentions on the future and package up decontextualised ROMs by the thousand or even collections of 40 titles on a single disc (selling for less than half the price of one of the original cartridges) is a disregard – perhaps even a disrespect – for ‘old’ games. Indeed, it is this tendency, this dominant discourse of inevitable, natural and unimpeachable obsolescence and supersession, that provided one of the prime motivators for establishing the NVA. As Lowood et al. note in the title of the IGDA Game Preservation SIG’s White Paper, we need to act to preserve and conserve videogames ‘before it’s too late’.ReferencesAshton, D. ‘Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future.’ M/C Journal 11.6 (2008). 13 Jun 2009 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/86›.Buffa, C. ‘How to Fix Videogame Journalism.’ GameDaily 20 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/how-to-fix-videogame-journalism/69202/?biz=1›. ———. ‘Opinion: How to Become a Better Videogame Journalist.’ GameDaily 28 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-how-to-become-a-better-videogame-journalist/69236/?biz=1. ———. ‘Opinion: The Videogame Review – Problems and Solutions.’ GameDaily 2 Aug. 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-the-videogame-review-problems-and-solutions/69257/?biz=1›. ———. ‘Opinion: Why Videogame Journalism Sucks.’ GameDaily 14 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-why-videogame-journalism-sucks/69180/?biz=1›. Cook, Sarah, Beryl Graham, and Sarah Martin eds. Curating New Media, Gateshead: BALTIC, 2002. Duguid, Paul. ‘Material Matters: The Past and Futurology of the Book.’ In Gary Nunberg, ed. The Future of the Book. Berkeley, CA: University of California Press, 1996. 63–101. French, Michael. 'GAME Reveals Pre-Owned Trading Is 18% of Business.’ MCV 22 Apr. 2009. 13 Jun 2009 ‹http://www.mcvuk.com/news/34019/GAME-reveals-pre-owned-trading-is-18-per-cent-of-business›. Giddings, Seth, and Helen Kennedy. ‘Digital Games as New Media.’ In J. Rutter and J. Bryce, eds. Understanding Digital Games. London: Sage. 129–147. Gillen, Kieron. ‘The New Games Journalism.’ Kieron Gillen’s Workblog 2004. 13 June 2009 ‹http://gillen.cream.org/wordpress_html/?page_id=3›. Jones, S. The Meaning of Video Games: Gaming and Textual Strategies, New York: Routledge, 2008. Kerr, A. The Business and Culture of Digital Games. London: Sage, 2006. Lister, Martin, John Dovey, Seth Giddings, Ian Grant and Kevin Kelly. New Media: A Critical Introduction. London and New York: Routledge, 2003. Lowood, Henry, Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, and Rachel Donahue. Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Monnens, Devin. ‘Why Are Games Worth Preserving?’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. ———. ‘Losing Digital Game History: Bit by Bit.’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Newman, J. ‘In Search of the Videogame Player: The Lives of Mario.’ New Media and Society 4.3 (2002): 407-425.———. ‘On Emulation.’ The National Videogame Archive Research Diary, 2009. 13 June 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/on-emulation/›. ———. ‘Our Cultural Heritage – Available by the Bucketload.’ The National Videogame Archive Research Diary, 2009. 10 Apr. 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/our-cultural-heritage-available-by-the-bucketload/›. ———. Playing with Videogames, London: Routledge, 2008. ———, and I. Simons. 100 Videogames. London: BFI Publishing, 2007. Nutt, C. ‘He Is 8-Bit: Capcom's Hironobu Takeshita Speaks.’ Gamasutra 2008. 13 June 2009 ‹http://www.gamasutra.com/view/feature/3752/›. Radd, D. ‘Gaming 3.0. Sony’s Phil Harrison Explains the PS3 Virtual Community, Home.’ Business Week 9 Mar. 2007. 13 June 2009 ‹http://www.businessweek.com/innovate/content/mar2007/id20070309_764852.htm?chan=innovation_game+room_top+stories›. Ruggill, Judd, and Ken McAllister. ‘What If We Do Nothing?’ Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009. ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. 16-19.
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7

Horrigan, Matthew. "A Flattering Robopocalypse." M/C Journal 23, no. 6 (November 28, 2020). http://dx.doi.org/10.5204/mcj.2726.

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RACHAEL. It seems you feel our work is not a benefit to the public.DECKARD. Replicants are like any other machine. They're either a benefit or a hazard. If they're a benefit it's not my problem.RACHAEL. May I ask you a personal question?DECKARD. Yes.RACHAEL. Have you every retired a human by mistake? (Scott 17:30) CAPTCHAs (henceforth "captchas") are commonplace on today's Internet. Their purpose seems clear: block malicious software, allow human users to pass. But as much as they exclude spambots, captchas often exclude humans with visual and other disabilities (Dzieza; W3C Working Group). Worse yet, more and more advanced captcha-breaking technology has resulted in more and more challenging captchas, raising the barrier between online services and those who would access them. In the words of inclusive design advocate Robin Christopherson, "CAPTCHAs are evil". In this essay I describe how the captcha industry implements a posthuman process that speculative fiction has gestured toward but not grasped. The hostile posthumanity of captcha is not just a technical problem, nor just a problem of usability or access. Rather, captchas convey a design philosophy that asks humans to prove themselves by performing well at disembodied games. This philosophy has its roots in the Turing Test itself, whose terms guide speculation away from the real problems that today's authentication systems present. Drawing the concept of "procedurality" from game studies, I argue that, despite a design goal of separating machines and humans to the benefit of the latter, captchas actually and ironically produce an arms race in which humans have a systematic and increasing disadvantage. This arms race results from the Turing Test's equivocation between human and machine bodies, an assumption whose influence I identify in popular film, science fiction literature, and captcha design discourse. The Captcha Industry and Its Side-Effects Exclusion is an essential function of every cybersecurity system. From denial-of-service attacks to data theft, toxic automated entities constantly seek admission to services they would damage. To remain functional and accessible, Websites need security systems to keep out "abusive agents" (Shet). In cybersecurity, the term "user authentication" refers to the process of distinguishing between abusive agents and welcome users (Jeng et al.). Of the many available authentication techniques, CAPTCHA, "Completely Automated Public Turing test[s] to tell Computers and Humans Apart" (Von Ahn et al. 1465), is one of the most iconic. Although some captchas display a simple checkbox beside a disclaimer to the effect that "I am not a robot" (Shet), these frequently give way to more difficult alternatives: perception tests (fig. 1). Test captchas may show sequences of distorted letters, which a user is supposed to recognise and then type in (Godfrey). Others effectively digitize a game of "I Spy": an image appears, with an instruction to select the parts of it that show a specific type of object (Zhu et al.). A newer type of captcha involves icons rotated upside-down or sideways, the task being to right them (Gossweiler et al.). These latter developments show the influence of gamification (Kani and Nishigaki; Kumar et al.), the design trend where game-like elements figure in serious tasks. Fig. 1: A series of captchas followed by multifactor authentication as a "quick security check" during the author's suspicious attempt to access LinkedIn over a Virtual Private Network Gamified captchas, in using tests of ability to tell humans from computers, invite three problems, of which only the first has received focussed critical attention. I discuss each briefly below, and at greater length in subsequent sections. First, as many commentators have pointed out (W3C Working Group), captchas can accidentally categorise real humans as nonhumans—a technical problem that becomes more likely as captcha-breaking technologies improve (e.g. Tam et al.; Brown et al.). Indeed, the design and breaking of captchas has become an almost self-sustaining subfield in computer science, as researchers review extant captchas, publish methods for breaking them, and publish further captcha designs (e.g. Weng et al.). Such research fuels an industry of captcha-solving services (fig. 2), of which some use automated techniques, and some are "human-powered", employing groups of humans to complete large numbers of captchas, thus clearing the way for automated incursions (Motoyama et al. 2). Captchas now face the quixotic task of using ability tests to distinguish legitimate users from abusers with similar abilities. Fig. 2: Captcha production and captcha breaking: a feedback loop Second, gamified captchas import the feelings of games. When they defeat a real human, the human seems not to have encountered the failure state of an automated procedure, but rather to have lost, or given up on, a game. The same frame of "gameful"-ness (McGonigal, under "Happiness Hacking") or "gameful work" (under "The Rise of the Happiness Engineers"), supposed to flatter users with a feeling of reward or satisfaction when they complete a challenge, has a different effect in the event of defeat. Gamefulness shifts the fault from procedure to human, suggesting, for the latter, the shameful status of loser. Third, like games, gamified captchas promote a particular strain of logic. Just as other forms of media can be powerful venues for purveying stereotypes, so are gamified captchas, in this case conveying the notion that ability is a legitimate means, not only of apportioning privilege, but of humanising and dehumanising. Humanity thus appears as a status earned, and disability appears not as a stigma, nor an occurrence, but an essence. The latter two problems emerge because the captcha reveals, propagates and naturalises an ideology through mechanised procedures. Below I invoke the concept of "procedural rhetoric" to critique the disembodied notion of humanity that underlies both the original Turing Test and the "Completely Automated Public Turing test." Both tests, I argue, ultimately play to the disadvantage of their human participants. Rhetorical Games, Procedural Rhetoric When videogame studies emerged as an academic field in the early 2000s, once of its first tasks was to legitimise games relative to other types of artefact, especially literary texts (Eskelinen; Aarseth). Scholars sought a framework for discussing how video games, like other more venerable media, can express ideas (Weise). Janet Murray and Ian Bogost looked to the notion of procedure, devising the concepts of "procedurality" (Bogost 3), "procedural authorship" (Murray 171), and "procedural rhetoric" (Bogost 1). From a proceduralist perspective, a videogame is both an object and a medium for inscribing processes. Those processes have two basic types: procedures the game's developers have authored, which script the behaviour of the game as a computer program; and procedures human players respond with, the "operational logic" of gameplay (Bogost 13). Procedurality's two types of procedure, the computerised and the human, have a kind of call-and-response relationship, where the behaviour of the machine calls upon players to respond with their own behaviour patterns. Games thus train their players. Through the training that is play, players acquire habits they bring to other contexts, giving videogames the power not only to express ideas but "disrupt and change fundamental attitudes and beliefs about the world, leading to potentially significant long-term social change" (Bogost ix). That social change can be positive (McGonigal), or it can involve "dark patterns", cases where game procedures provoke and exploit harmful behaviours (Zagal et al.). For example, embedded in many game paradigms is the procedural rhetoric of "toxic meritocracy" (Paul 66), where players earn rewards, status and personal improvement by overcoming challenges, and, especially, excelling where others fail. While meritocracy may seem logical within a strictly competitive arena, its effect in a broader cultural context is to legitimise privileges as the spoils of victory, and maltreatment as the just result of defeat. As game design has influenced other fields, so too has procedurality's applicability expanded. Gamification, "the use of game design elements in non-game contexts" (Deterding et al. 9), is a popular trend in which designers seek to imbue diverse tasks with some of the enjoyment of playing a game (10). Gamification discourse has drawn heavily upon Mihaly Csikszentmihalyi's "positive psychology" (Seligman and Csikszentmihalyi), and especially the speculative psychology of flow (Csikszentmihalyi 51), which promise enormously broad benefits for individuals acting in the "flow state" that challenging play supposedly promotes (75). Gamification has become a celebrated cause, advocated by a group of scholars and designers Sebastian Deterding calls the "Californian league of gamification evangelists" (120), before becoming an object of critical scrutiny (Fuchs et al.). Where gamification goes, it brings its dark patterns with it. In gamified user authentication (Kroeze and Olivier), and particularly gamified captcha, there occurs an intersection of deceptively difficult games, real-world stakes, and users whose differences go often ignored. The Disembodied Arms Race In captcha design research, the concept of disability occurs under the broader umbrella of usability. Usability studies emphasise the fact that some technology pieces are easier to access than others (Yan and El Ahmad). Disability studies, in contrast, emphasises the fact that different users have different capacities to overcome access barriers. Ability is contextual, an intersection of usability and disability, use case and user (Reynolds 443). When used as an index of humanness, ability yields illusive results. In Posthuman Knowledge, Rosi Braidotti begins her conceptual enquiry into the posthuman condition with a contemplation of captcha, asking what it means to tick that checkbox claiming that "I am not a robot" (8), and noting the baffling multiplicity of possible answers. From a practical angle, Junya Kani and Masakatsu Nishigaki write candidly about the problem of distinguishing robot from human: "no matter how advanced malicious automated programs are, a CAPTCHA that will not pass automated programs is required. Hence, we have to find another human cognitive processing capability to tackle this challenge" (40). Kani and Nishigaki try out various human cognitive processing capabilities for the task. Narrative comprehension and humour become candidates: might a captcha ascribe humanity based on human users' ability to determine the correct order of scenes in a film (43)? What about panels in a cartoon (40)? As they seek to assess the soft skills of machines, Kani and Nishigaki set up a drama similar to that of Philip K. Dick's Do Androids Dream of Electric Sheep. Do Androids Dream of Electric Sheep, and its film adaptation, Blade Runner (Scott), describe a spacefaring society populated by both humans and androids. Androids have lesser legal privileges than humans, and in particular face execution—euphemistically called "retirement"—for trespassing on planet Earth (Dick 60). Blade Runner gave these androids their more famous name: "replicant". Replicants mostly resemble humans in thought and action, but are reputed to lack the capacity for empathy, so human police, seeking a cognitive processing capability unique to humans, test for empathy to test for humanness (30). But as with captchas, Blade Runner's testing procedure depends upon an automated device whose effectiveness is not certain, prompting the haunting question: "have you ever retired a human by mistake?" (Scott 17:50). Blade Runner's empathy test is part of a long philosophical discourse about the distinction between human and machine (e.g. Putnam; Searle). At the heart of the debate lies Alan Turing's "Turing Test", which a machine hypothetically passes when it can pass itself off as a human conversationalist in an exchange of written text. Turing's motivation for coming up with the test goes: there may be no absolute way of defining what makes a human mind, so the best we can do is assess a computer's ability to imitate one (Turing 433). The aporia, however—how can we determine what makes a human mind?—is the result of an unfair question. Turing's test, dealing only with information expressed in strings of text, purposely disembodies both humans and machines. The Blade Runner universe similarly evens the playing field: replicants look, feel and act like humans to such an extent that distinguishing between the two becomes, again, the subject of a cognition test. The Turing Test, obsessed with information processing and steeped in mind-body dualism, assesses humanness using criteria that automated users can master relatively easily. In contrast, in everyday life, I use a suite of much more intuitive sensory tests to distinguish between my housemate and my laptop. My intuitions capture what the Turing Test masks: a human is a fleshy entity, possessed of the numerous trappings and capacities of a human body. The result of the automated Turing Test's focus on cognition is an arms race that places human users at an increasing disadvantage. Loss, in such a race, manifests not only as exclusion by and from computer services, but as a redefinition of proper usership, the proper behaviour of the authentic, human, user. Thus the Turing Test implicitly provides for a scenario where a machine becomes able to super-imitate humanness: to be perceived as human more often than a real human would be. In such an outcome, it would be the human conversationalist who would begin to fail the Turing test; to fail to pass themself off according to new criteria for authenticity. This scenario is possible because, through procedural rhetoric, machines shift human perspectives: about what is and is not responsible behaviour; about what humans should and should not feel when confronted with a challenge; about who does and does not deserve access; and, fundamentally, about what does and does not signify authentic usership. In captcha, as in Blade Runner, it is ultimately a machine that adjudicates between human and machine cognition. As users we rely upon this machine to serve our interests, rather than pursue some emergent automated interest, some by-product of the feedback loop that results from the ideologies of human researchers both producing and being produced by mechanised procedures. In the case of captcha, that faith is misplaced. The Feeling of Robopocalypse A rich repertory of fiction has speculated upon what novelist Daniel Wilson calls the "Robopocalypse", the scenario where machines overthrow humankind. Most versions of the story play out as a slave-owner's nightmare, featuring formerly servile entities (which happen to be machines) violently revolting and destroying the civilisation of their masters. Blade Runner's rogue replicants, for example, are effectively fugitive slaves (Dihal 196). Popular narratives of robopocalypse, despite showing their antagonists as lethal robots, are fundamentally human stories with robots playing some of the parts. In contrast, the exclusion a captcha presents when it defeats a human is not metaphorical or emancipatory. There, in that moment, is a mechanised entity defeating a human. The defeat takes place within an authoritative frame that hides its aggression. For a human user, to be defeated by a captcha is to fail to meet an apparently common standard, within the framework of a common procedure. This is a robopocalypse of baffling systems rather than anthropomorphic soldiers. Likewise, non-human software clients pose threats that humanoid replicants do not. In particular, software clients replicate much faster than physical bodies. The sheer sudden scale of a denial-of-service attack makes Philip K. Dick's vision of android resistance seem quaint. The task of excluding unauthorised software, unlike the impulse to exclude replicants, is more a practical necessity than an exercise in colonialism. Nevertheless, dystopia finds its way into the captcha process through the peril inherent in the test, whenever humans are told apart from authentic users. This is the encroachment of the hostile posthuman, naturalised by us before it denaturalises us. The hostile posthuman sometimes manifests as a drone strike, Terminator-esque (Cameron), a dehumanised decision to kill (Asaro). But it is also a process of gradual exclusion, detectable from moment to moment as a feeling of disdain or impatience for the irresponsibility, incompetence, or simply unusualness of a human who struggles to keep afloat of a rising standard. "We are in this together", Braidotti writes, "between the algorithmic devil and the acidified deep blue sea" (9). But we are also in this separately, divided along lines of ability. Captcha's danger, as a broken procedure, hides in plain sight, because it lashes out at some only while continuing to flatter others with a game that they can still win. Conclusion Online security systems may always have to define some users as legitimate and others as illegitimate. Is there a future where they do so on the basis of behaviour rather than identity or essence? Might some future system accord each user, human or machine, the same authentic status, and provide all with an initial benefit of the doubt? In the short term, such a system would seem grossly impractical. The type of user that most needs to be excluded is the disembodied type, the type that can generate orders of magnitude more demands than a human, that can proliferate suddenly and in immense number because it does not lag behind the slow processes of human bodies. This type of user exists in software alone. Rich in irony, then, is the captcha paradigm which depends on the disabilities of the threats it confronts. We dread malicious software not for its disabilities—which are momentary and all too human—but its abilities. Attenuating the threat presented by those abilities requires inverting a habit that meritocracy trains and overtrains: specifically, we have here a case where the plight of the human user calls for negative action toward ability rather than disability. 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Cruikshank, Lauren. "Synaestheory: Fleshing Out a Coalition of Senses." M/C Journal 13, no. 6 (November 25, 2010). http://dx.doi.org/10.5204/mcj.310.

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Everyone thinks I named my cat Mango because of his orange eyes but that’s not the case. I named him Mango because the sounds of his purrs and his wheezes and his meows are all various shades of yellow-orange. (Mass 3) Synaesthesia, a condition where stimulus in one sense is perceived in that sense as well as in another, is thought to be a neurological fluke, marked by cross-sensory reactions. Mia, a character in the children’s book A Mango-Shaped Space, has audition colorée or coloured hearing, the most common form of synaesthesia where sounds create dynamic coloured photisms in the visual field. Others with the condition may taste shapes (Cytowic 5), feel colours (Duffy 52), taste sounds (Cytowic 118) or experience a myriad of other sensory combinations. Most non-synaesthetes have never heard of synaesthesia and many treat the condition with disbelief upon learning of it, while synaesthetes are often surprised to hear that others don’t have it. Although there has been a resurgence of interest in synaesthesia recently in psychology, neuroscience and philosophy (Ward and Mattingley 129), there is no widely accepted explanation for how or why synaesthetic perception occurs. However, if we investigate what meaning this particular condition may offer for rethinking not only what constitutes sensory normalcy, but also the ocular-centric bias in cultural studies, especially media studies, synaesthesia may present us with very productive coalitions indeed.Some theorists posit the ultimate role of media of all forms “to transfer sense experiences from one person to another” (Bolter and Grusin 3). Alongside this claim, many “have also maintained that the ultimate function of literature and the arts is to manifest this fusion of the senses” found in synaesthesia (Dann ix). If the most primary of media aims are to fuse and transfer sensory experiences, manifesting these goals would be akin to transferring synaesthetic experience to non-synaesthetes. In some cases, this synaesthetic transfer has been the explicit goal of media forms, from the invention of kaleidoscopes as colour symphonies in 1818 (Dann 66) to the 2002 launch of the video game Rez, the packaging for which reads “Discover a new world. A world of sound, visuals and vibrations. Release your instincts, open your senses and experience synaesthesia” (Rez). Recent innovations such as touch screen devices, advances in 3D film and television technologies and a range of motion-sensing video gaming consoles extend media experience far beyond the audio-visual and as such, present both serious challenges and important opportunities for media and culture scholars to reinvigorate ways of thinking about media experience, sensory embodiment and what might be learned from engaging with synaesthesia. Fleshing out the Field While acknowledging synaesthesia as a specific condition that enhances and complicates the lives of many individuals, I also suggest that synaesthesia is a useful mode of interference into our current ocular-centric notions of culture. Vision and visual phenomena hold a particularly powerful role in producing and negotiating meanings, values and relationships in the contemporary cultural arena and as a result, the eye has become privileged as the “master sense of the modern era” (Jay Scopic 3). Proponents of visual culture claim that the majority of modern life takes place through sight and that “human experience is now more visual and visualized than ever before ... in this swirl of imagery, seeing is much more than believing. It is not just a part of everyday life, it is everyday life” (Mirzoeff 1). In order to enjoy this privilege as the master sense, vision has been disentangled from the muscles and nerves of the eyeball and relocated to the “mind’s eye”, a metaphor that equates a kind of disembodied vision with knowledge. Vision becomes the most non-sensual of the senses, and made to appear “as a negative reference point for the other senses...on the side of detachment, separation” (Connor) or even “as the absence of sensuality” (Haraway). This creates a paradoxical “visual culture” in which the embodied eye is, along with the ear, skin, tongue and nose, strangely absent. If visual culture has been based on the separation of the senses, and in fact, a refutation of embodied senses altogether, what about that which we might encounter and know in the world that is not encompassed by the mind’s eye? By silencing the larger sensory context, what are we missing? What ocular-centric assumptions have we been making? What responsibilities have we ignored?This critique does not wish to do away with the eye, but instead to re-embrace and extend the field of vision to include an understanding of the eye and what it sees within the context of its embodied abilities and limitations. Although the mechanics of the eye make it an important and powerful sensory organ, able to perceive at a distance and provide a wealth of information about our surroundings, it is also prone to failures. Equipped as it is with eyelids and blind spots, reliant upon light and gullible to optical illusions (Jay, Downcast 4), the eye has its weaknesses and these must be addressed along with its abilities. Moreover, by focusing only on what is visual in culture, we are missing plenty of import. The study of visual culture is not unlike studying an electrical storm from afar. The visually impressive jagged flash seems the principal aspect of the storm and quite separate from the rumbling sound that rolls after it. We perceive them and name them as two distinct phenomena; thunder and lightning. However, this separation is a feature only of the distance between where we stand and the storm. Those who have found themselves in the eye of an electrical storm know that the sight of the bolt, the sound of the crash, the static tingling and vibration of the crack and the smell of ozone are mingled. At a remove, the bolt appears separate from the noise only artificially because of the safe distance. The closer we are to the phenomenon, the more completely it envelops us. Although getting up close and personal with an electrical storm may not be as comfortable as viewing it from afar, it does offer the opportunity to better understand the total experience and the thrill of intensities it can engage across the sensory palette. Similarly, the false separation of the visual from the rest of embodied experience may be convenient, but in order to flesh out this field, other embodied senses and sensory coalitions must be reclaimed for theorising practices. The senses as they are traditionally separated are simply put, false categories. Towards SynaestheoryAny inquiry inspired by synaesthesia must hold at its core the idea that the senses cannot be responsibly separated. This notion applies firstly to the separation of senses from one another. Synaesthetic experience and experiment both insist that there is rich cross-fertility between senses in synaesthetes and non-synaesthetes alike. The French verb sentir is instructive here, as it can mean “to smell”, “to taste” or “to feel”, depending on the context it is used in. It can also mean simply “to sense” or “to be aware of”. In fact, the origin of the phrase “common sense” meant exactly that, the point at which the senses meet. There also must be recognition that the senses cannot be separated from cognition or, in the Cartesian sense, that body and mind cannot be divided. An extensive and well-respected study of synaesthesia conducted in the 1920s by Raymond Wheeler and Thomas Cutsforth, non-synaesthetic and synaesthetic researchers respectively, revealed that the condition was not only a quirk of perception, but of conception. Synaesthetic activity, the team deduced “is an essential mechanism in the construction of meaning that functions in the same way as certain unattended processes in non-synaesthetes” (Dann 82). With their synaesthetic imagery impaired, synaesthetes are unable to do even a basic level of thinking or recalling (Dann, Cytowic). In fact, synaesthesia may be a universal process, but in synaesthetes, “a brain process that is normally unconscious becomes bared to consciousness so that synaesthetes know they are synaesthetic while the rest of us do not” (166). Maurice Merleau-Ponty agrees, claiming:Synaesthetic perception is the rule, and we are unaware of it only because scientific knowledge shifts the centre of gravity of experience, so that we unlearn how to see, hear, and generally speaking, feel in order to deduce, from our bodily organisation and the world as the physicist conceives it, what we are to see, hear and feel. (229) With this in mind, neither the mind’s role nor the body’s role in synaesthesia can be isolated, since the condition itself maintains unequivocally that the two are one.The rich and rewarding correlations between senses in synaesthesia prompt us to consider sensory coalitions in other experiences and contexts as well. We are urged to consider flows of sensation seriously as experiences in and of themselves, with or without interpretation and explanation. As well, the debates around synaesthetic experience remind us that in order to speak to phenomena perceived and conceived it is necessary to recognise the specificities, ironies and responsibilities of any embodied experience. Ultimately, synaesthesia helps to highlight the importance of relationships and the complexity of concepts necessary in order to practice a more embodied and articulate theorising. We might call this more inclusive approach “synaestheory”.Synaestheorising MediaDystopia, a series of photographs by artists Anthony Aziz and Sammy Cucher suggests a contemporary take on Decartes’s declaration that “I will now close my eyes, I will stop my ears, I will turn away my senses from their objects” (86). These photographs consist of digitally altered faces where the subject’s skin has been stretched over the openings of eyes, nose, mouth and ears, creating an interesting image both in process and in product. The product of a media mix that incorporates photography and computer modification, this image suggests the effects of the separation from our senses that these media may imply. The popular notion that media allow us to surpass our bodies and meet without our “meat” tagging along is a trope that Aziz and Cucher expose here with their computer-generated cover-up. By sealing off the senses, they show us how little we now seem to value them in a seemingly virtual, post-embodied world. If “hybrid media require hybrid analyses” (Lunenfeld in Graham 158), in our multimedia, mixed media, “mongrel media” (Dovey 114) environment, we need mongrel theory, synaestheory, to begin to discuss the complexities at hand. The goal here is producing an understanding of both media and sensory intelligences as hybrid. Symptomatic of our simple sense of media is our tendency to refer to media experiences as “audio-visual”: stimuli for the ear, eye or both. However, even if media are engineered to be predominately audio and/or visual, we are not. Synaestheory examines embodied media use, including the sensory information that the media does not claim to concentrate on, but that is still engaged and present in every mediated experience. It also examines embodied media use by paying attention to the pops and clicks of the material human-media interface. It does not assume simple sensory engagement or smooth engagement with media. These bumps, blisters, misfirings and errors are just as crucial a part of embodied media practice as smooth and successful interactions. Most significantly, synaesthesia insists simply that sensation matters. Sensory experiences are material, rich, emotional, memorable and important to the one sensing them, synaesthete or not. This declaration contradicts a legacy of distrust of the sensory in academic discourse that privileges the more intellectual and abstract, usually in the form of the detached text. However, academic texts are sensory too, of course. Sound, feeling, movement and sight are all inseparable from reading and writing, speaking and listening. We might do well to remember these as root sensory situations and by extension, recognise the importance of other sensual forms.Indeed, we have witnessed a rise of media genres that appeal to our senses first with brilliant and detailed visual and audio information, and story or narrative second, if at all. These media are “direct and one-dimensional, about little, other than their ability to commandeer the sight and the senses” (Darley 76). Whereas any attention to the construction of the media product is a disastrous distraction in narrative-centred forms, spectacular media reveals and revels in artifice and encourages the spectator to enjoy the simulation as part of the work’s allure. It is “a pleasure of control, but also of being controlled” (MacTavish 46). Like viewing abstract art, the impact of the piece will be missed if we are obsessed with what the artwork “is about”. Instead, we can reflect on spectacular media’s ability, like that of an abstract artwork, to impact our senses and as such, “renew the present” (Cubitt 32).In this framework, participation in any medium can be enjoyed not only as an interpretative opportunity, but also as an experience of sensory dexterity and relevance with its own pleasures and intelligences; a “being-present”. By focusing our attention on sensory flows, we may be able to perceive aspects of the world or ourselves that we had previously missed. Every one of us–synaesthete or nonsynaesthete–has a unique blueprint of reality, a unique way of coding knowledge that is different from any other on earth [...] By quieting down the habitually louder parts of our mind and turning the dial of our attention to its darker, quieter places, we may hear our personal code’s unique and usually unheard “song”, needing the touch of our attention to turn up its volume. (Duffy 123)This type of presence to oneself has been termed a kind of “perfect immediacy” and is believed to be cultivated through meditation or other sensory-focused experiences such as sex (Bolter and Grusin 260), art (Cubitt 32), drugs (Dann 184) or even physical pain (Gromala 233). Immersive media could also be added to this list, if as Bolter and Grusin suggest, we now “define immediacy as being in the presence of media” (236). In this case, immediacy has become effectively “media-cy.”A related point is the recognition of sensation’s transitory nature. Synaesthetic experiences and sensory experiences are vivid and dynamic. They do not persist. Instead, they flow through us and disappear, despite any attempts to capture them. You cannot stop or relive pure sound, for example (Gross). If you stop it, you silence it. If you relive it, you are experiencing another rendition, different even if almost imperceptibly from the last time you heard it. Media themselves are increasingly transitory and shifting phenomena. As media forms emerge and fall into obsolescence, spawning hybrid forms and spinoffs, the stories and memories safely fixed into any given media become outmoded and ultimately inaccessible very quickly. This trend towards flow over fixation is also informed by an embodied understanding of our own existence. Our sensations flow through us as we flow through the world. Synaesthesia reminds us that all sensation and indeed all sensory beings are dynamic. Despite our rampant lust for statis (Haraway), it is important to theorise with the recognition that bodies, media and sensations all flow through time and space, emerging and disintegrating. Finally, synaesthesia also encourages an always-embodied understanding of ourselves and our interactions with our environment. In media experiences that traditionally rely on vision the body is generally not only denied, but repressed (Balsamo 126). Claims to disembodiment flood the rhetoric around new media as an emancipatory element of mediated experience and somehow, seeing is superimposed on embodied being to negate it. However phenomena such as migraines, sensory release hallucinations, photo-memory, after-images, optical illusions and most importantly here, the “crosstalk” of synaesthesia (Cohen Kadosh et al. 489) all attest to the co-involvement of the body and brain in visual experience. Perhaps useful here for understanding media involvement in light of synaestheory is a philosophy of “mingled bodies” (Connor), where the world and its embodied agents intermingle. There are no discrete divisions, but plenty of translation and transfer. As Sean Cubitt puts it, “the world, after all, touches us at the same moment that we touch it” (37). We need to employ non-particulate metaphors that do away with the dichotomies of mind/body, interior/exterior and real/virtual. A complex embodied entity is not an object or even a series of objects, but embodiment work. “Each sense is in fact a nodal cluster, a clump, confection or bouquet of all the other senses, a mingling of the modalities of mingling [...] the skin encompasses, implies, pockets up all the other sense organs: but in doing so, it stands as a model for the way in which all the senses in their turn also invaginate all the others” (Connor). The danger here is of delving into a nostalgic discussion of a sort of “sensory unity before the fall” (Dann 94). The theory that we are all synaesthetes in some ways can lead to wistfulness for a perfect fusion of our senses, a kind of synaesthetic sublime that we had at one point, but lost. This loss occurs in childhood in some theories, (Maurer and Mondloch) and in our aboriginal histories in others (Dann 101). This longing for “original syn” is often done within a narrative that equates perfect sensory union with a kind of transcendence from the physical world. Dann explains that “during the modern upsurge in interest that has spanned the decades from McLuhan to McKenna, synaesthesia has continued to fulfil a popular longing for metaphors of transcendence” (180). This is problematic, since elevating the sensory to the sublime does no more service to understanding our engagements with the world than ignoring or degrading the sensory. Synaestheory does not tolerate a simplification of synaesthesia or any condition as a ticket to transcendence beyond the body and world that it is necessarily grounded in and responsible to. At the same time, it operates with a scheme of senses that are not a collection of separate parts, but blended; a field of intensities, a corporeal coalition of senses. It likewise refuses to participate in the false separation of body and mind, perception and cognition. More useful and interesting is to begin with metaphors that assume complexity without breaking phenomena into discrete pieces. This is the essence of a new anti-separatist synaestheory, a way of thinking through embodied humans in relationships with media and culture that promises to yield more creative, relevant and ethical theorising than the false isolation of one sense or the irresponsible disregard of the sensorium altogether.ReferencesAziz, Anthony, and Sammy Cucher. Dystopia. 1994. 15 Sep. 2010 ‹http://www.azizcucher.net/1994.php>. Balsamo, Anne. “The Virtual Body in Cyberspace.” Technologies of the Gendered Body: Reading Cyborg Women. Durham: Duke UP, 1997. 116-32.Bolter, Jay David, and Richard Grusin. Remediation: Understanding New Media. Cambridge: MIT Press, 1999.Cohen Kadosh, Roi, Avishai Henik, and Vincent Walsh. “Synaesthesia: Learned or Lost?” Developmental Science 12.3 (2009): 484-491.Connor, Steven. “Michel Serres’ Five Senses.” Michel Serres Conference. Birkbeck College, London. May 1999. 5 Oct. 2010 ‹http://www.bbk.ac.uk/eh/skc/5senses.htm>. Cubitt, Sean. “It’s Life, Jim, But Not as We Know It: Rolling Backwards into the Future.” Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 31-58.Cytowic, Richard E. The Man Who Tasted Shapes: A Bizarre Medical Mystery Offers Revolutionary Insights into Emotions, Reasoning and Consciousness. New York: Putnam Books, 1993.Dann, Kevin T. Bright Colors Falsely Seen: Synaesthesia and the Search for Transcendental Knowledge. New Haven: Yale UP, 1998.Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000.Descartes, Rene. Discourse on Method and the Meditations. Trans. Johnn Veitch. New York: Prometheus Books, 1989.Dovey, Jon. “The Revelation of Unguessed Worlds.” Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 109-35. Duffy, Patricia Lynne. Blue Cats and Chartreuse Kittens: How Synesthetes Color Their Worlds. New York: Times Books, 2001.Graham, Beryl. “Playing with Yourself: Pleasure and Interactive Art.” Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 154-81.Gromala, Diana. "Pain and Subjectivity in Virtual Reality." Clicking In: Hot Links to a Digital Culture. Ed. Lynn Hershman Leeson. Seattle: Bay Press, 1996. 222-37.Haraway, Donna. “At the Interface of Nature and Culture.” Seminar. European Graduate School. Saas-Fee, Switzerland, 17-19 Jun. 2003.Jay, Martin. Downcast Eyes: The Denigration of Vision in Twentieth Century French Thought. Berkeley: University of California P, 1993.Jay, Martin. "Scopic Regimes of Modernity." Hal Foster, Ed. Vision and Visuality. New York: Dia Art Foundation, 1988. 2-23.MacTavish. Andrew. “Technological Pleasure: The Performance and Narrative of Technology in Half-Life and other High-Tech Computer Games.” ScreenPlay: Cinema/Videogames/Interfaces. Eds. Geoff King and Tanya Krzywinska. London: Wallflower P, 2002. Mass, Wendy. A Mango-Shaped Space. Little, Brown and Co., 2003.Maurer, Daphne, and Catherine J. Mondloch. “Neonatal Synaesthesia: A Re-Evaluation.” Eds. Lynn C. Robertson and Noam Sagiv. Synaesthesia: Perspectives from Cognitive Neuroscience. Oxford: Oxford UP, 2005.Merleau-Ponty, Maurice. Phenomenology of Perception. Trans. Colin Smith. London: Routledge, 1989.Mirzoeff, Nicholas. “What Is Visual Culture?” The Visual Culture Reader. Ed. Nicholas Mirzoeff. London: Routledge, 1998. 3-13.Rez. United Game Artists. Playstation 2. 2002.Stafford, Barbara Maria. Good Looking: Essays on the Virtue of Images. Cambridge: MIT Press, 1996.Ward, Jamie, and Jason B. Mattingley. “Synaesthesia: An Overview of Contemporary Findings and Controversies.” Cortex 42.2 (2006): 129-136.
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De Seta, Gabriele. "“Meng? It Just Means Cute”: A Chinese Online Vernacular Term in Context." M/C Journal 17, no. 2 (March 3, 2014). http://dx.doi.org/10.5204/mcj.789.

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Abstract:
Fig. 1: "Xiao Ming (little Ming) and xiao meng (little sprout/cutie)", satirical take on a popular Chinese textbook character. Shared online Introduction: Cuteness, Online Vernaculars, and Digital FolkloreThis short essay presents some preliminary materials for a discussion of the social circulation of contemporary Chinese vernacular terms among digital media users. In particular, I present the word meng (萌, literally "sprout", recently adopted as a slang term for "cute") as a case in point for a contextual analysis of elements of digital folklore in their transcultural flows, local appropriations, and social practices of signification. One among many other neologisms that enter Mandarin Chinese from seemingly nowhere and gain a widespread popularity in everyday online and offline linguistic practices, meng belongs to a specific genealogy of Japanese animation fansubbing communities, and owes its rapid popularisation to its adaptation to local contexts in different syntactic forms. The resulting inclusion of meng in the changing repertoire of wangluo liuxing ciyu ("words popular on the Internet")—the online vernacular common among Chinese Internet users which is often the target of semantic or structural analyses—is in fact just the last step of processes of networked production and social signification happening across digital media and online platforms.As an anthropologist of media use, I aim to advance the thesis that, in the context of widespread access to digital media, vernacular terms popularised across online platforms and making their way into everyday linguistic interactions are not necessarily the epiphenomena of subcultural formations, nor can they be simply seen as imported aesthetics, or understood through semantic analyses. Rather, “words popular on the Internet” must be understood as part of a local digital folklore, the open repertoire of vernacular content resulting from the daily interaction of users and digital technologies (Lialina & Espenschied 9) in a complex and situated media ecology (Fuller). I argue that the difference between these two approaches is the same passing between a classical structural understanding of signification proposed by Lévi-Strauss and the counter-Copernican revolution proposed by Latour’s quasi-objects proliferating in collectives of actors. Are incredibly pervasive terms like meng actually devoid of meaning, floating signifiers enabling the very possibility of signification? Or are they rather more useful when understood as both signifiers and signifieds, quasi-objects tracing networks and leading to collectives of other hybrids and practices?The materials and observations presented in this essay are part of the data collected for my PhD research on Chinese digital folklore, a study grounded on both ethnographic and archaeological methods. The ethnographic part of my project consists of in-depth interviews, small talk and participant observation of users on several Chinese online platforms such as AcFun, Baidu Tieba, Douban, Sina Weibo and WeChat (Hine). The archaeological part, on the other hand, focuses on the sampling of user-generated content from individual feeds and histories of these online platforms, an approach closer to the user-focused Internet archaeology of Nicholson than to the media archaeology of Parikka. My choice of discussing the term meng as an example is motivated by its pervasiveness in everyday interactions in China, and is supported by my informants identifying it as one of the most popular vernacular terms originating in online interaction. Moreover, as a rather new term jostling its way through the crowded semantic spectrum of cuteness, meng is a good example of the minor aesthetic concepts identified by Ngai as pivotal for judgments of taste in contemporary consumer societies (812). If, as in the words of one of my informants, meng "just means 'cute'," why did it end up on Coca-Cola bottle labels which were then featured in humorous self-portraits with perplexed cats? Fig. 2: "Meng zhu" (Cute leader, play on word on homophone “alliance leader”) special edition Coca-Cola bottle with cat, uploaded on Douban image gallery. Screenshot by the author Cuteness after JapanContemporary Japan is often portrayed as the land of cuteness. Academic explanations of the Japanese fascination with the cute, neotenic and miniaturised abound, tackling the topic from the origins of cute aesthetics in Japanese folkloric characters (Occhi) and their reappearance in commercial phenomena such as Pokémon (Allison), to the role of cuteness as gender performance and normativity (Burdelski & Mitsuhashi) and the "spectacle of kawaii" (Yano 681) as a trans-national strategy of cultural soft power (683). Although the export and localisation of Japanese cultural products across and beyond Asia has been widely documented (Iwabuchi), the discussion has often remained at the level of specific products (comics, TV series, games). Less frequently explored are the repertoires of recontextualised samples, snippets and terms that local audiences piece together after the localisation and consumption of these transnational cultural products. In light of this, is it the case that "the very aesthetic and sensibility that seems to dwell in the playful, the girlish, the infantilized, and the inevitably sexualized" are inevitably adopted after the "widespread distribution and consumption of Japanese cute goods and aesthetics to other parts of the industrial world" (Yano 683)? Or is it rather the case that language precedes aesthetics, and that terms end up reconfigured according to the local discursive contexts in ongoing dialogic and situated negotiations? In other words, what happens when the Japanese word moe (萌え), a slang term "originally referring to the fictional desire for characters of comics, anime, and games or for pop idols” (Azuma 48) is read in its Mandarin Chinese pronunciation meng by amateur translators of anime and manga, picked up by audiences of video streaming websites, and popularised on discussion boards and other online platforms? On a broader level, this is a question of how the vocabularies of specialised fan cultures mutate when they move across language barriers on the vectors of digital media and amateur translations. While in Japanese otaku culture moe indicates a very specific, physically arousing form of aesthetic appreciation that is proper to a devote fan (Azuma 57), the appropriation of the (originally Chinese) logograph by the audiences of dongman (animation and comics) products in Mainland China results in the general propagation of meng as a way of saying 'cute' slightly more fashionable and hip than the regular Mandarin word ke'ai. Does this impact on the semantics or the aesthetics of cuteness in China? These questions have not been ignored by researchers; Chinese academics in particular, who have a first-hand experience of the unpredictable moods of vernacular terms circulating from digital media user cultures to everyday life interactions, appear concerned with finding linguistic explanations or establishing predictors for these rogue terms that seem to ignore lexical rules and traditional etymologies. Liu, for example, tries to explain the popularity of this particular term through Dawkins' neo-Darwinian theorisation of memes as units of cultural transmission, identifying in meng the evolutionary advantages of shortness and memorisability. As simplistic treatments of language, this sort of explanations does not account for the persistence of various other ways of describing general and specific kinds of cuteness in Mandarin Chinese, such as ke'ai, dia or sajiao, as described by Zhang & Kramarae (767). On the other hand, most of the Chinese language research about meng at least acknowledges how the word appears under the sign of a specific media ecology: Japanese comics and animation (dongman) translated and shared online by fan communities, Japanese videogames and movies widely consumed by Chinese young audiences, and the popularisation of Internet access and media literacy across China. It is in this context that this and other neologisms "continuously end up in the latest years' charts of most popular words" (Bai 28, translation by the author), as vernacular Mandarin integrates words from digital media user cultures and online platforms. Similar comparative analyses also recognise that "words move faster than culture" (Huang 15, translation by the author), and that it is now young Chinese digital media users who negotiate their understanding of meng, regardless of the implications of the Japanese moe culture and its aesthetic canons (16). According to Huang, this process indicates on the one hand the openness and curiosity of Chinese youth for Japanese culture, and on the other "the 'borrowist' tendency of the language of Internet culture" (18). It is precisely the speed and the carefree ‘borrowist’ attitude with which these terms are adopted, negotiated and transformed across online platforms which makes it questionable to inscribe them in the classic relationship of generational resistance such as the one that Moore proposes in his treatment of ku, the Chinese word for 'cool' described as the "verbal icon of a youth rebellion that promises to transform some of the older generation's most enduring cultural values" (357). As argued in the following section, meng is definitely not the evolutionary winner in a neo-Darwinian lexical competition between Chinese words, nor occupies a clear role in the semantics of cuteness, nor is it simply deployed as an iconic and rebellious signifier against the cultural values of a previous generation. Rather, after reaching Chinese digital media audiences along the "global wink of pink globalization" (Yano 684) of Japanese animation, comics, movies and videogames, this specific subcultural term diffracts along the vectors of the local media ecology. Specialised communities of translators, larger audiences of Japanese animation streaming websites, larger populations of digital media users and ultimately the public at large all negotiate meng’s meaning and usage in their everyday interactions, while the term quickly becomes just another "word popular on the Internet” listed in end-of-the-year charts, ready to be appropriated by marketing as a local wink to Chinese youth culture. Fig. 3: Baidu image search for 萌 (meng), as of 28 February 2014: the term ‘cute’ elicits neotenic puppies, babies, young girls, teen models, and eroticised Japanese comic characters. Screenshot by the author Everything Meng: Localising and Appropriating CutenessIn the few years since it entered the Chinese vernacular, first as a specialised term adopted by dongman fans and then as a general exclamation for "cute!", meng has been repurposed and adapted to local usages in many different ways, starting from its syntactic function: while in Japanese moe is usually a verb (the action of arousing feelings of passion in the cultivated fan), meng is more frequently used in Chinese as an adjective (cute) and has been quickly compounded in new expressions such as maimeng (literally "to sell cuteness", to act cute), mengwu (cute thing), mengdian (cute selling point), widening the possibilities for its actual usage beyond the specific aesthetic appreciation of female pre-teen anime characters that the word originally refers to. This generalisation of a culturally specific term to the general domain of aesthetic judgments follows local linguistic patterns: for example maimeng (to act cute) is clearly modelled on pre-existing expressions like zhuang ke'ai (acting cute) or sajiao (acting like a spoiled child) which, as Zhang & Kramarae (762) show, are common Mandarin Chinese terms to describe infantilised gender performativity. This connection between being meng and setting up a performance is confirmed by the commentative practices and negotiations around the cuteness of things: as one of my informants quipped regarding a recently popular Internet celebrity: "Some people think that he is meng. But I don't think he's meng, I think he's just posing." Hence, while Japanese moe characters belong to a specific aesthetic canon in the realm of 2D animation, the cuteness that meng indicates in Chinese refers to a much broader scope of content and interactions, in which the semantic distinctions from other descriptors of cuteness are quite blurred, and negotiated in individual use. As another informant put it, commenting on the new WeChat avatar of one of her contacts: "so meng! This is not just ke'ai, this is more ke'ai than ke'ai, it's meng!" Other informants explained meng variably as a more or less performed and faked cuteness, as regular non-specified cuteness, as a higher degree or as a different form of it, evidencing how the term is deployed in both online and offline everyday life interactions according to imitation, personal invention, context and situation, dialogic negotiations, shared literacies, and involvements in specific communities. Moreover, besides using it without the sexual overtones of its Japanese counterpart, my research participants were generally not aware of the process of cross-linguistic borrowing and specialised aesthetic meaning of meng—for most of them, it just meant 'cute', although it did so in very personal ways. These observations do not exclude, however, that meng maintains its linkages to Japanese cultural products and otaku fandom: on the same online platforms where meng was originally borrowed from the lines of fansubbed Japanese anime series, its definition continues to be discussed and compared to its original meaning. The extremely detailed entries on Mengniang Baike (MoeGirl Wiki, http://zh.moegirl.org) testify a devoted effort in collecting and rationalising the Japanese moe aesthetics for an audience of specialised Chinese zhainan (literally 'shut-in guy", the Chinese word for otaku), while Weimeng (Micro-Moe, http://www.weimoe.com) provides a microblogging platform specifically dedicated to sharing dongman content and discuss all things meng. The recent popularity of the word is not lost on the users of these more specialised online platforms, who often voice their discontent with the casual and naive appropriations of uncultured outsiders. A simple search query of the discussion board archives of AcFun, a popular zhainan culture video streaming website, reveals the taste politics at play around these vernacular terms. Here are some complaints, voiced directly by anonymous users of the board, regarding meng: "Now I really detest this meng word, day and night everywhere is meng meng meng and maimeng but do you really understand what do these words mean?" "Don't tell me, alternative people think that watching anime is fashionable; they watch it, learn some new word and use it everywhere. Last time I was playing videogames I heard a girl saying Girl: 'Do you know what does meng mean?' Guy: 'I don't know' Girl: 'You don't even know this! Meng means beautiful, lovely' Fuck your mom's cunt hearing this I wanted to punch through the screen" "Anyway these 'popular words' are all leftovers from our playing around, then a bunch of boons start using them and feel pleased of 'having caught up with fashion', hehe" Fig. 4: "Don't tell me, alternative people think that watching anime is fashionable…", anonymous post commenting on the use of meng on the AcFun message board. Screenshot by the authorConclusion: Do Signifiers Float in Media Ecologies? The choice of examining the networks traced by a slang term signifying cuteness was determined by the conviction that the "minor aesthetics" described by Ngai (812) play an important role in the social construction of taste and judgment in contemporary consumer societies. This is especially significant when discussing digital folklore as the content produced by the everyday interactions of users and digital media: cuteness and the negotiations around its deployment are in fact important features of the repertoires of user-generated content shared and consumed on online platforms. In the case of this essay, the strange collective included green sprouts, textbook illustrations, cats, Japanese anime characters, selfies, and Coke bottle label designs. Summing up the overview of the word meng presented above, and attempting a critical response to Ngai's linkage of the minor aesthetics of cuteness to national contexts which make them "ideologically meaningful" (819), I suggest the recuperation of Lévi-Strauss’ concept of floating signifier as developed in his analysis of Melanesians’ fuzzy notion of mana. This theoretical choice comes almost naturally when dealing with pervasive terms: as Holbraad explains, “part of the original attraction of mana-terms to anthropologists was their peculiarly double universality – their semantic breadth (‘mana is everywhere’, said the native) coupled with their geographical diffusion (‘mana-terms are everywhere’, replied the anthropologist)” (189). Meng seems to be everywhere in China as both a term (in everyday, online and offline interactions) and as cuteness (in popular culture and media), thus making it an apparently perfect candidate for the role of floating signifier. Lévi-Strauss deployed Mauss’ concept as a reinforcement of his structuralist conception of meaning against a surfeit of signifiers (Holbraad 196-197), "a symbol in its pure state, therefore liable to take on any symbolic content whatever [...] a zero symbolic value […] a sign marking the necessity of a supplementary symbolic content over and above that which the signified already contains" (Lévi-Strauss 63-64). Moore’s framing of the Chinese ku and the American cool as “basic slang terms” (360) follows the same structuralist logic: extremely pervasive terms lose in meaning and specificity what they gain in supplementary symbolic content (in his case, generational distinction). Yet, as shown through the examples presented in the essay, meng does in no case reach a zero symbolic value—rather, it is “signifier and signified (and more)” (Holbraad 197), meaning different kinds of cuteness and aesthetic judgement across more or less specialised usages, situated contexts, individual understandings and dialogic negotiations. This oversimplified rebuttal to Lévi-Strauss' concept is my attempt to counter several arguments that I believe to be grounded in the structuralist theorisation of series of signifiers and signified: the linkage between aesthetic categories and national contexts (Ngai); the correlation between language and cultural practices or aesthetics (Yano); the semantic analyses of slang terms (Moore, Bai); the memetic explanations of digital folklore (Liu). As briefly illustrated, meng’s popularity does not necessarily convey a specific Japanese aesthetic culture, nor does its adaptation mirror a peculiarly Chinese one; the term does not necessarily define a different form of cuteness, nor does it confront generational values. It could be more useful to conceptualise meng, and other elements of digital folklore, as what Latour calls quasi-objects, strange hybrids existing in different versions and variations across different domains. Understood in this way, meng traces a network leading to: the specialised knowledge of fansubbing communities, the large audiences of video streaming websites, the echo chambers of social networking platforms and participatory media, and the ebbs and flows of popular culture consumption. To conclude, I agree with Yano that "it remains useful for Asia analysts to observe these ebbs and flows as they intersect with political frameworks, economic trends, and cultural values" (687-88). Meng, as scores of other Chinese slang terms that crowd the yearly charts of ‘words popular on the Internet’ might not be here to stay. But digital folklore is, as long as there will be users interacting and negotiating the minor aesthetics of their everyday life on online platforms. The general theoretical aim of this brief discussion of one vernacular term is evidencing how the very idea of a "Internet culture", when understood through the concepts of media ecology, online vernaculars and quasi-objects becomes hard to grasp through simple surveying, encyclopaedic compilations, statistical analyses or linguistic mapping. Even in a brief contextualisation of one simple slang term, what is revealed is in fact a lively bundle of practices: the cross-linguistic borrowing of a specialised aesthetic, its definition on crowdsourced wikis and anonymous discussion boards, the dialogic negotiations regarding its actual usage in situated contexts of everyday life, and the sectorial dynamics of distinction and taste. Yet, meng just means 'cute'.ReferencesAllison, Anne. “Portable Monsters and Commodity Cuteness: Pokémon as Japan’s New Global Power.” Postcolonial Studies 6.3 (2003): 381–95. Azuma, Hiroki. Otaku: Japan's Database Animals. Minneapolis: University of Minnesota, 2009. Bai, Lin. “Qianxi Wangluo Liuxingyu - Meng [A Brief Analysis of a Popular Internet Term - Meng].” Wuyi Xueyuan Xuebao 31.3 (2012): 28–30. Burdelski, Matthew, and Koji Mitsuhashi. “‘She Thinks You’re Kawaii’: Socializing Affect, Gender, and Relationships in a Japanese Preschool.” Language in Society 39.1 (2010): 65–93. Chuang, Tzu-i. “The Power of Cuteness.” Stanford Journal of East Asian Affairs 5.2 (2005): 21–28. Fuller, Matthew. Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge: MIT Press, 2005. Hine, Christine. The Internet. Oxford: Oxford University Press, 2013. Holbraad, Martin. “The Power of Powder: Multiplicity and Motion in the Divinatory Cosmology of Cuban Ifá (or Mana, Again).” In Thinking through Things, eds. Amiria J. M. Henare, Martin Holbraad and Sari Wastell. London: Routledge, 2007. 189–225. Huang, Yuyan. “‘Meng’ Yu ‘Moe’: Shixi Zhongguo Liuxing Wenhua Dui Riben Wenhua de Shourong [‘Meng’ and ‘Moe’: A Tentative Analysis of the Acceptance of Japanese Culture in Chinese Popular Culture].” Zhejiang Waiguoyu Xueyuan Xuebao 3 (2012): 15–19. Iwabuchi, Kōichi. Recentering Globalization. Durham: Duke University Press, 2002. Latour, Bruno. We Have Never Been Modern. Cambridge: Harvard University Press, 1993. Lévi-Strauss, Claude. Introduction to the Work of Marcel Mauss. London: Routlege & K. Paul, 1987. Lialina, Olia, and Dragan Espenschied. “Do You Believe in Users?” In Digital Folklore, eds. Olia Lialina and Dragan Espenschied. Stuttgart: Merz & Solitude, 2009. Liu, Yiting. “Cong Moyinlun Jiaodu Qianxi ‘Meng’ Ci de Liuxing [A Brief Analysis of the Word ‘Meng’ from a Memetic Point of View].” Yuyan Wenxue 7 (2013): 168. Moore, Robert L. “Generation Ku: Individualism and China’s Millennial Youth.” Ethnology 44.4 (2005): 357–76. Ngai, Sianne. “The Cuteness of the Avant-Garde.” Critical Inquiry 31.4 (2005): 811–847. Nicholson, Scott. “A Framework for Internet Archeology: Discovering Use Patterns in Digital Library and Web–Based Information Resources.” First Monday 10.2 (2005). Occhi, Debra J. “Consuming Kyara ‘Characters:’ Anthropomorphization and Marketing in Contemporary Japan.” Comparative Culture 15 (2010): 77–86. Parikka, Jussi. What Is Media Archaeology?. Cambridge: Polity Press, 2012. Yano, Christine R. “Wink on Pink: Interpreting Japanese Cute as It Grabs the Global Headlines.” The Journal of Asian Studies 68.3 (2009): 681–88. Zhang, Wei, and Cheris Kramarae. “Are Chinese Women Turning Sharp-Tongued?” Discourse & Society 23.6 (2012): 749–70.
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10

Brien, Donna Lee. "The Real Filth in American Psycho." M/C Journal 9, no. 5 (November 1, 2006). http://dx.doi.org/10.5204/mcj.2657.

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Abstract:
1991 An afternoon in late 1991 found me on a Sydney bus reading Brett Easton Ellis’ American Psycho (1991). A disembarking passenger paused at my side and, as I glanced up, hissed, ‘I don’t know how you can read that filth’. As she continued to make her way to the front of the vehicle, I was as stunned as if she had struck me physically. There was real vehemence in both her words and how they were delivered, and I can still see her eyes squeezing into slits as she hesitated while curling her mouth around that final angry word: ‘filth’. Now, almost fifteen years later, the memory is remarkably vivid. As the event is also still remarkable; this comment remaining the only remark ever made to me by a stranger about anything I have been reading during three decades of travelling on public transport. That inflamed commuter summed up much of the furore that greeted the publication of American Psycho. More than this, and unusually, condemnation of the work both actually preceded, and affected, its publication. Although Ellis had been paid a substantial U.S. $300,000 advance by Simon & Schuster, pre-publication stories based on circulating galley proofs were so negative—offering assessments of the book as: ‘moronic … pointless … themeless … worthless (Rosenblatt 3), ‘superficial’, ‘a tapeworm narrative’ (Sheppard 100) and ‘vile … pornography, not literature … immoral, but also artless’ (Miner 43)—that the publisher cancelled the contract (forfeiting the advance) only months before the scheduled release date. CEO of Simon & Schuster, Richard E. Snyder, explained: ‘it was an error of judgement to put our name on a book of such questionable taste’ (quoted in McDowell, “Vintage” 13). American Psycho was, instead, published by Random House/Knopf in March 1991 under its prestige paperback imprint, Vintage Contemporary (Zaller; Freccero 48) – Sonny Mehta having signed the book to Random House some two days after Simon & Schuster withdrew from its agreement with Ellis. While many commented on the fact that Ellis was paid two substantial advances, it was rarely noted that Random House was a more prestigious publisher than Simon & Schuster (Iannone 52). After its release, American Psycho was almost universally vilified and denigrated by the American critical establishment. The work was criticised on both moral and aesthetic/literary/artistic grounds; that is, in terms of both what Ellis wrote and how he wrote it. Critics found it ‘meaningless’ (Lehmann-Haupt C18), ‘abysmally written … schlock’ (Kennedy 427), ‘repulsive, a bloodbath serving no purpose save that of morbidity, titillation and sensation … pure trash, as scummy and mean as anything it depicts, a dirty book by a dirty writer’ (Yardley B1) and ‘garbage’ (Gurley Brown 21). Mark Archer found that ‘the attempt to confuse style with content is callow’ (31), while Naomi Wolf wrote that: ‘overall, reading American Psycho holds the same fascination as watching a maladjusted 11-year-old draw on his desk’ (34). John Leo’s assessment sums up the passionate intensity of those critical of the work: ‘totally hateful … violent junk … no discernible plot, no believable characterization, no sensibility at work that comes anywhere close to making art out of all the blood and torture … Ellis displays little feel for narration, words, grammar or the rhythm of language’ (23). These reviews, as those printed pre-publication, were titled in similarly unequivocal language: ‘A Revolting Development’ (Sheppard 100), ‘Marketing Cynicism and Vulgarity’ (Leo 23), ‘Designer Porn’ (Manguel 46) and ‘Essence of Trash’ (Yardley B1). Perhaps the most unambiguous in its message was Roger Rosenblatt’s ‘Snuff this Book!’ (3). Of all works published in the U.S.A. at that time, including those clearly carrying X ratings, the Los Angeles chapter of the National Organization for Women (NOW) selected American Psycho for special notice, stating that the book ‘legitimizes inhuman and savage violence masquerading as sexuality’ (NOW 114). Judging the book ‘the most misogynistic communication’ the organisation had ever encountered (NOW L.A. chapter president, Tammy Bruce, quoted in Kennedy 427) and, on the grounds that ‘violence against women in any form is no longer socially acceptable’ (McDowell, “NOW” C17), NOW called for a boycott of the entire Random House catalogue for the remainder of 1991. Naomi Wolf agreed, calling the novel ‘a violation not of obscenity standards, but of women’s civil rights, insofar as it results in conditioning male sexual response to female suffering or degradation’ (34). Later, the boycott was narrowed to Knopf and Vintage titles (Love 46), but also extended to all of the many products, companies, corporations, firms and brand names that are a feature of Ellis’s novel (Kauffman, “American” 41). There were other unexpected responses such as the Walt Disney Corporation barring Ellis from the opening of Euro Disney (Tyrnauer 101), although Ellis had already been driven from public view after receiving a number of death threats and did not undertake a book tour (Kennedy 427). Despite this, the book received significant publicity courtesy of the controversy and, although several national bookstore chains and numerous booksellers around the world refused to sell the book, more than 100,000 copies were sold in the U.S.A. in the fortnight after publication (Dwyer 55). Even this success had an unprecedented effect: when American Psycho became a bestseller, The New York Times announced that it would be removing the title from its bestseller lists because of the book’s content. In the days following publication in the U.S.A., Canadian customs announced that it was considering whether to allow the local arm of Random House to, first, import American Psycho for sale in Canada and, then, publish it in Canada (Kirchhoff, “Psycho” C1). Two weeks later, when the book was passed for sale (Kirchhoff, “Customs” C1), demonstrators protested the entrance of a shipment of the book. In May, the Canadian Defence Force made headlines when it withdrew copies of the book from the library shelves of a navy base in Halifax (Canadian Press C1). Also in May 1991, the Australian Office of Film and Literature Classification (OFLC), the federal agency that administers the classification scheme for all films, computer games and ‘submittable’ publications (including books) that are sold, hired or exhibited in Australia, announced that it had classified American Psycho as ‘Category 1 Restricted’ (W. Fraser, “Book” 5), to be sold sealed, to only those over 18 years of age. This was the first such classification of a mainstream literary work since the rating scheme was introduced (Graham), and the first time a work of literature had been restricted for sale since Philip Roth’s Portnoy’s Complaint in 1969. The chief censor, John Dickie, said the OFLC could not justify refusing the book classification (and essentially banning the work), and while ‘as a satire on yuppies it has a lot going for it’, personally he found the book ‘distasteful’ (quoted in W. Fraser, “Sensitive” 5). Moreover, while this ‘R’ classification was, and remains, a national classification, Australian States and Territories have their own sale and distribution regulation systems. Under this regime, American Psycho remains banned from sale in Queensland, as are all other books in this classification category (Vnuk). These various reactions led to a flood of articles published in the U.S.A., Canada, Australia and the U.K., voicing passionate opinions on a range of issues including free speech and censorship, the corporate control of artistic thought and practice, and cynicism on the part of authors and their publishers about what works might attract publicity and (therefore) sell in large numbers (see, for instance, Hitchens 7; Irving 1). The relationship between violence in society and its representation in the media was a common theme, with only a few commentators (including Norman Mailer in a high profile Vanity Fair article) suggesting that, instead of inciting violence, the media largely reflected, and commented upon, societal violence. Elayne Rapping, an academic in the field of Communications, proposed that the media did actively glorify violence, but only because there was a market for such representations: ‘We, as a society love violence, thrive on violence as the very basis of our social stability, our ideological belief system … The problem, after all, is not media violence but real violence’ (36, 38). Many more commentators, however, agreed with NOW, Wolf and others and charged Ellis’s work with encouraging, and even instigating, violent acts, and especially those against women, calling American Psycho ‘a kind of advertising for violence against women’ (anthropologist Elliot Leyton quoted in Dwyer 55) and, even, a ‘how-to manual on the torture and dismemberment of women’ (Leo 23). Support for the book was difficult to find in the flood of vitriol directed against it, but a small number wrote in Ellis’s defence. Sonny Mehta, himself the target of death threats for acquiring the book for Random House, stood by this assessment, and was widely quoted in his belief that American Psycho was ‘a serious book by a serious writer’ and that Ellis was ‘remarkably talented’ (Knight-Ridder L10). Publishing director of Pan Macmillan Australia, James Fraser, defended his decision to release American Psycho on the grounds that the book told important truths about society, arguing: ‘A publisher’s office is a clearing house for ideas … the real issue for community debate [is] – to what extent does it want to hear the truth about itself, about individuals within the community and about the governments the community elects. If we care about the preservation of standards, there is none higher than this. Gore Vidal was among the very few who stated outright that he liked the book, finding it ‘really rather inspired … a wonderfully comic novel’ (quoted in Tyrnauer 73). Fay Weldon agreed, judging the book as ‘brilliant’, and focusing on the importance of Ellis’s message: ‘Bret Easton Ellis is a very good writer. He gets us to a ‘T’. And we can’t stand it. It’s our problem, not his. American Psycho is a beautifully controlled, careful, important novel that revolves around its own nasty bits’ (C1). Since 1991 As unlikely as this now seems, I first read American Psycho without any awareness of the controversy raging around its publication. I had read Ellis’s earlier works, Less than Zero (1985) and The Rules of Attraction (1987) and, with my energies fully engaged elsewhere, cannot now even remember how I acquired the book. Since that angry remark on the bus, however, I have followed American Psycho’s infamy and how it has remained in the public eye over the last decade and a half. Australian OFLC decisions can be reviewed and reversed – as when Pasolini’s final film Salo (1975), which was banned in Australia from the time of its release in 1975 until it was un-banned in 1993, was then banned again in 1998 – however, American Psycho’s initial classification has remained unchanged. In July 2006, I purchased a new paperback copy in rural New South Wales. It was shrink-wrapped in plastic and labelled: ‘R. Category One. Not available to persons under 18 years. Restricted’. While exact sales figures are difficult to ascertain, by working with U.S.A., U.K. and Australian figures, this copy was, I estimate, one of some 1.5 to 1.6 million sold since publication. In the U.S.A., backlist sales remain very strong, with some 22,000 copies sold annually (Holt and Abbott), while lifetime sales in the U.K. are just under 720,000 over five paperback editions. Sales in Australia are currently estimated by Pan MacMillan to total some 100,000, with a new printing of 5,000 copies recently ordered in Australia on the strength of the book being featured on the inaugural Australian Broadcasting Commission’s First Tuesday Book Club national television program (2006). Predictably, the controversy around the publication of American Psycho is regularly revisited by those reviewing Ellis’s subsequent works. A major article in Vanity Fair on Ellis’s next book, The Informers (1994), opened with a graphic description of the death threats Ellis received upon the publication of American Psycho (Tyrnauer 70) and then outlined the controversy in detail (70-71). Those writing about Ellis’s two most recent novels, Glamorama (1999) and Lunar Park (2005), have shared this narrative strategy, which also forms at least part of the frame of every interview article. American Psycho also, again predictably, became a major topic of discussion in relation to the contracting, making and then release of the eponymous film in 2000 as, for example, in Linda S. Kauffman’s extensive and considered review of the film, which spent the first third discussing the history of the book’s publication (“American” 41-45). Playing with this interest, Ellis continues his practice of reusing characters in subsequent works. Thus, American Psycho’s Patrick Bateman, who first appeared in The Rules of Attraction as the elder brother of the main character, Sean – who, in turn, makes a brief appearance in American Psycho – also turns up in Glamorama with ‘strange stains’ on his Armani suit lapels, and again in Lunar Park. The book also continues to be regularly cited in discussions of censorship (see, for example, Dubin; Freccero) and has been included in a number of university-level courses about banned books. In these varied contexts, literary, cultural and other critics have also continued to disagree about the book’s impact upon readers, with some persisting in reading the novel as a pornographic incitement to violence. When Wade Frankum killed seven people in Sydney, many suggested a link between these murders and his consumption of X-rated videos, pornographic magazines and American Psycho (see, for example, Manne 11), although others argued against this (Wark 11). Prosecutors in the trial of Canadian murderer Paul Bernardo argued that American Psycho provided a ‘blueprint’ for Bernardo’s crimes (Canadian Press A5). Others have read Ellis’s work more positively, as for instance when Sonia Baelo Allué compares American Psycho favourably with Thomas Harris’s The Silence of the Lambs (1988) – arguing that Harris not only depicts more degrading treatment of women, but also makes Hannibal Lecter, his antihero monster, sexily attractive (7-24). Linda S. Kauffman posits that American Psycho is part of an ‘anti-aesthetic’ movement in art, whereby works that are revoltingly ugly and/or grotesque function to confront the repressed fears and desires of the audience and explore issues of identity and subjectivity (Bad Girls), while Patrick W. Shaw includes American Psycho in his work, The Modern American Novel of Violence because, in his opinion, the violence Ellis depicts is not gratuitous. Lost, however, in much of this often-impassioned debate and dialogue is the book itself – and what Ellis actually wrote. 21-years-old when Less than Zero was published, Ellis was still only 26 when American Psycho was released and his youth presented an obvious target. In 1991, Terry Teachout found ‘no moment in American Psycho where Bret Easton Ellis, who claims to be a serious artist, exhibits the workings of an adult moral imagination’ (45, 46), Brad Miner that it was ‘puerile – the very antithesis of good writing’ (43) and Carol Iannone that ‘the inclusion of the now famous offensive scenes reveals a staggering aesthetic and moral immaturity’ (54). Pagan Kennedy also ‘blamed’ the entire work on this immaturity, suggesting that instead of possessing a developed artistic sensibility, Ellis was reacting to (and, ironically, writing for the approval of) critics who had lauded the documentary realism of his violent and nihilistic teenage characters in Less than Zero, but then panned his less sensational story of campus life in The Rules of Attraction (427-428). Yet, in my opinion, there is not only a clear and coherent aesthetic vision driving Ellis’s oeuvre but, moreover, a profoundly moral imagination at work as well. This was my view upon first reading American Psycho, and part of the reason I was so shocked by that charge of filth on the bus. Once familiar with the controversy, I found this view shared by only a minority of commentators. Writing in the New Statesman & Society, Elizabeth J. Young asked: ‘Where have these people been? … Books of pornographic violence are nothing new … American Psycho outrages no contemporary taboos. Psychotic killers are everywhere’ (24). I was similarly aware that such murderers not only existed in reality, but also in many widely accessed works of literature and film – to the point where a few years later Joyce Carol Oates could suggest that the serial killer was an icon of popular culture (233). While a popular topic for writers of crime fiction and true crime narratives in both print and on film, a number of ‘serious’ literary writers – including Truman Capote, Norman Mailer, Kate Millet, Margaret Atwood and Oates herself – have also written about serial killers, and even crossed over into the widely acknowledged as ‘low-brow’ true crime genre. Many of these works (both popular or more literary) are vivid and powerful and have, as American Psycho, taken a strong moral position towards their subject matter. Moreover, many books and films have far more disturbing content than American Psycho, yet have caused no such uproar (Young and Caveney 120). By now, the plot of American Psycho is well known, although the structure of the book, noted by Weldon above (C1), is rarely analysed or even commented upon. First person narrator, Patrick Bateman, a young, handsome stockbroker and stereotypical 1980s yuppie, is also a serial killer. The book is largely, and innovatively, structured around this seeming incompatibility – challenging readers’ expectations that such a depraved criminal can be a wealthy white professional – while vividly contrasting the banal, and meticulously detailed, emptiness of Bateman’s life as a New York über-consumer with the scenes where he humiliates, rapes, tortures, murders, mutilates, dismembers and cannibalises his victims. Although only comprising some 16 out of 399 pages in my Picador edition, these violent scenes are extreme and certainly make the work as a whole disgustingly confronting. But that is the entire point of Ellis’s work. Bateman’s violence is rendered so explicitly because its principal role in the novel is to be inescapably horrific. As noted by Baelo Allué, there is no shift in tone between the most banally described detail and the description of violence (17): ‘I’ve situated the body in front of the new Toshiba television set and in the VCR is an old tape and appearing on the screen is the last girl I filmed. I’m wearing a Joseph Abboud suit, a tie by Paul Stuart, shoes by J. Crew, a vest by someone Italian and I’m kneeling on the floor beside a corpse, eating the girl’s brain, gobbling it down, spreading Grey Poupon over hunks of the pink, fleshy meat’ (Ellis 328). In complete opposition to how pornography functions, Ellis leaves no room for the possible enjoyment of such a scene. Instead of revelling in the ‘spine chilling’ pleasures of classic horror narratives, there is only the real horror of imagining such an act. The effect, as Kauffman has observed is, rather than arousing, often so disgusting as to be emetic (Bad Girls 249). Ellis was surprised that his detractors did not understand that he was trying to be shocking, not offensive (Love 49), or that his overall aim was to symbolise ‘how desensitised our culture has become towards violence’ (quoted in Dwyer 55). Ellis was also understandably frustrated with readings that conflated not only the contents of the book and their meaning, but also the narrator and author: ‘The acts described in the book are truly, indisputably vile. The book itself is not. Patrick Bateman is a monster. I am not’ (quoted in Love 49). Like Fay Weldon, Norman Mailer understood that American Psycho posited ‘that the eighties were spiritually disgusting and the author’s presentation is the crystallization of such horror’ (129). Unlike Weldon, however, Mailer shied away from defending the novel by judging Ellis not accomplished enough a writer to achieve his ‘monstrous’ aims (182), failing because he did not situate Bateman within a moral universe, that is, ‘by having a murderer with enough inner life for us to comprehend him’ (182). Yet, the morality of Ellis’s project is evident. By viewing the world through the lens of a psychotic killer who, in many ways, personifies the American Dream – wealthy, powerful, intelligent, handsome, energetic and successful – and, yet, who gains no pleasure, satisfaction, coherent identity or sense of life’s meaning from his endless, selfish consumption, Ellis exposes the emptiness of both that world and that dream. As Bateman himself explains: ‘Surface, surface, surface was all that anyone found meaning in. This was civilisation as I saw it, colossal and jagged’ (Ellis 375). Ellis thus situates the responsibility for Bateman’s violence not in his individual moral vacuity, but in the barren values of the society that has shaped him – a selfish society that, in Ellis’s opinion, refused to address the most important issues of the day: corporate greed, mindless consumerism, poverty, homelessness and the prevalence of violent crime. Instead of pornographic, therefore, American Psycho is a profoundly political text: Ellis was never attempting to glorify or incite violence against anyone, but rather to expose the effects of apathy to these broad social problems, including the very kinds of violence the most vocal critics feared the book would engender. Fifteen years after the publication of American Psycho, although our societies are apparently growing in overall prosperity, the gap between rich and poor also continues to grow, more are permanently homeless, violence – whether domestic, random or institutionally-sanctioned – escalates, and yet general apathy has intensified to the point where even the ‘ethics’ of torture as government policy can be posited as a subject for rational debate. The real filth of the saga of American Psycho is, thus, how Ellis’s message was wilfully ignored. While critics and public intellectuals discussed the work at length in almost every prominent publication available, few attempted to think in any depth about what Ellis actually wrote about, or to use their powerful positions to raise any serious debate about the concerns he voiced. Some recent critical reappraisals have begun to appreciate how American Psycho is an ‘ethical denunciation, where the reader cannot but face the real horror behind the serial killer phenomenon’ (Baelo Allué 8), but Ellis, I believe, goes further, exposing the truly filthy causes that underlie the existence of such seemingly ‘senseless’ murder. But, Wait, There’s More It is ironic that American Psycho has, itself, generated a mini-industry of products. A decade after publication, a Canadian team – filmmaker Mary Harron, director of I Shot Andy Warhol (1996), working with scriptwriter, Guinevere Turner, and Vancouver-based Lions Gate Entertainment – adapted the book for a major film (Johnson). Starring Christian Bale, Chloë Sevigny, Willem Dafoe and Reese Witherspoon and, with an estimated budget of U.S.$8 million, the film made U.S.$15 million at the American box office. The soundtrack was released for the film’s opening, with video and DVDs to follow and the ‘Killer Collector’s Edition’ DVD – closed-captioned, in widescreen with surround sound – released in June 2005. Amazon.com lists four movie posters (including a Japanese language version) and, most unexpected of all, a series of film tie-in action dolls. The two most popular of these, judging by E-Bay, are the ‘Cult Classics Series 1: Patrick Bateman’ figure which, attired in a smart suit, comes with essential accoutrements of walkman with headphones, briefcase, Wall Street Journal, video tape and recorder, knife, cleaver, axe, nail gun, severed hand and a display base; and the 18” tall ‘motion activated sound’ edition – a larger version of the same doll with fewer accessories, but which plays sound bites from the movie. Thanks to Stephen Harris and Suzie Gibson (UNE) for stimulating conversations about this book, Stephen Harris for information about the recent Australian reprint of American Psycho and Mark Seebeck (Pan Macmillan) for sales information. References Archer, Mark. “The Funeral Baked Meats.” The Spectator 27 April 1991: 31. Australian Broadcasting Corporation. First Tuesday Book Club. First broadcast 1 August 2006. Baelo Allué, Sonia. “The Aesthetics of Serial Killing: Working against Ethics in The Silence of the Lambs (1988) and American Psycho (1991).” Atlantis 24.2 (Dec. 2002): 7-24. Canadian Press. “Navy Yanks American Psycho.” The Globe and Mail 17 May 1991: C1. Canadian Press. “Gruesome Novel Was Bedside Reading.” Kitchener-Waterloo Record 1 Sep. 1995: A5. Dubin, Steven C. “Art’s Enemies: Censors to the Right of Me, Censors to the Left of Me.” Journal of Aesthetic Education 28.4 (Winter 1994): 44-54. Dwyer, Victor. “Literary Firestorm: Canada Customs Scrutinizes a Brutal Novel.” Maclean’s April 1991: 55. Ellis, Bret Easton. American Psycho. London: Macmillan-Picador, 1991. ———. Glamorama. New York: Knopf, 1999. ———. The Informers. New York: Knopf, 1994. ———. Less than Zero. New York: Simon & Schuster, 1985. ———. Lunar Park. New York: Knopf, 2005. ———. The Rules of Attraction. New York: Simon & Schuster, 1987. Fraser, James. :The Case for Publishing.” The Bulletin 18 June 1991. Fraser, William. “Book May Go under Wraps.” The Sydney Morning Herald 23 May 1991: 5. ———. “The Sensitive Censor and the Psycho.” The Sydney Morning Herald 24 May 1991: 5. Freccero, Carla. “Historical Violence, Censorship, and the Serial Killer: The Case of American Psycho.” Diacritics: A Review of Contemporary Criticism 27.2 (Summer 1997): 44-58. Graham, I. “Australian Censorship History.” Libertus.net 9 Dec. 2001. 17 May 2006 http://libertus.net/censor/hist20on.html>. Gurley Brown, Helen. Commentary in “Editorial Judgement or Censorship?: The Case of American Psycho.” The Writer May 1991: 20-23. Harris, Thomas. The Silence of the Lambs. New York: St Martins Press, 1988. Harron, Mary (dir.). American Psycho [film]. Edward R. Pressman Film Corporation, Lions Gate Films, Muse Productions, P.P.S. Films, Quadra Entertainment, Universal Pictures, 2004. Hitchens, Christopher. “Minority Report.” The Nation 7-14 January 1991: 7. Holt, Karen, and Charlotte Abbott. “Lunar Park: The Novel.” Publishers Weekly 11 July 2005. 13 Aug. 2006 http://www.publishersweekly.com/article/CA624404.html? pubdate=7%2F11%2F2005&display=archive>. Iannone, Carol. “PC & the Ellis Affair.” Commentary Magazine July 1991: 52-4. Irving, John. “Pornography and the New Puritans.” The New York Times Book Review 29 March 1992: Section 7, 1. 13 Aug. 2006 http://www.nytimes.com/books/97/06/15/lifetimes/25665.html>. Johnson, Brian D. “Canadian Cool Meets American Psycho.” Maclean’s 10 April 2000. 13 Aug. 2006 http://www.macleans.ca/culture/films/article.jsp?content=33146>. Kauffman, Linda S. “American Psycho [film review].” Film Quarterly 54.2 (Winter 2000-2001): 41-45. ———. Bad Girls and Sick Boys: Fantasies in Contemporary Art and Culture. Berkeley: University of California Press, 1998. Kennedy, Pagan. “Generation Gaffe: American Psycho.” The Nation 1 April 1991: 426-8. Kirchhoff, H. J. “Customs Clears Psycho: Booksellers’ Reaction Mixed.” The Globe and Mail 26 March 1991: C1. ———. “Psycho Sits in Limbo: Publisher Awaits Customs Ruling.” The Globe and Mail 14 March 1991: C1. Knight-Ridder News Service. “Vintage Picks up Ellis’ American Psycho.” Los Angeles Daily News 17 November 1990: L10. Lehmann-Haupt, Christopher. “Psycho: Wither Death without Life?” The New York Times 11 March 1991: C18. Leo, John. “Marketing Cynicism and Vulgarity.” U.S. News & World Report 3 Dec. 1990: 23. Love, Robert. “Psycho Analysis: Interview with Bret Easton Ellis.” Rolling Stone 4 April 1991: 45-46, 49-51. Mailer, Norman. “Children of the Pied Piper: Mailer on American Psycho.” Vanity Fair March 1991: 124-9, 182-3. Manguel, Alberto. “Designer Porn.” Saturday Night 106.6 (July 1991): 46-8. Manne, Robert. “Liberals Deny the Video Link.” The Australian 6 Jan. 1997: 11. McDowell, Edwin. “NOW Chapter Seeks Boycott of ‘Psycho’ Novel.” The New York Times 6 Dec. 1990: C17. ———. “Vintage Buys Violent Book Dropped by Simon & Schuster.” The New York Times 17 Nov. 1990: 13. Miner, Brad. “Random Notes.” National Review 31 Dec. 1990: 43. National Organization for Women. Library Journal 2.91 (1991): 114. Oates, Joyce Carol. “Three American Gothics.” Where I’ve Been, and Where I’m Going: Essays, Reviews and Prose. New York: Plume, 1999. 232-43. Rapping, Elayne. “The Uses of Violence.” Progressive 55 (1991): 36-8. Rosenblatt, Roger. “Snuff this Book!: Will Brett Easton Ellis Get Away with Murder?” New York Times Book Review 16 Dec. 1990: 3, 16. Roth, Philip. Portnoy’s Complaint. New York: Random House, 1969. Shaw, Patrick W. The Modern American Novel of Violence. Troy, NY: Whitson, 2000. Sheppard, R. Z. “A Revolting Development.” Time 29 Oct. 1990: 100. Teachout, Terry. “Applied Deconstruction.” National Review 24 June 1991: 45-6. Tyrnauer, Matthew. “Who’s Afraid of Bret Easton Ellis?” Vanity Fair 57.8 (Aug. 1994): 70-3, 100-1. Vnuk, Helen. “X-rated? Outdated.” The Age 21 Sep. 2003. 17 May 2006 http://www.theage.com.au/articles/2003/09/19/1063625202157.html>. Wark, McKenzie. “Video Link Is a Distorted View.” The Australian 8 Jan. 1997: 11. Weldon, Fay. “Now You’re Squeamish?: In a World as Sick as Ours, It’s Silly to Target American Psycho.” The Washington Post 28 April 1991: C1. Wolf, Naomi. “The Animals Speak.” New Statesman & Society 12 April 1991: 33-4. Yardley, Jonathan. “American Psycho: Essence of Trash.” The Washington Post 27 Feb. 1991: B1. Young, Elizabeth J. “Psycho Killers. Last Lines: How to Shock the English.” New Statesman & Society 5 April 1991: 24. Young, Elizabeth J., and Graham Caveney. Shopping in Space: Essays on American ‘Blank Generation’ Fiction. London: Serpent’s Tail, 1992. Zaller, Robert “American Psycho, American Censorship and the Dahmer Case.” Revue Francaise d’Etudes Americaines 16.56 (1993): 317-25. Citation reference for this article MLA Style Brien, Donna Lee. "The Real Filth in : A Critical Reassessment." M/C Journal 9.5 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0610/01-brien.php>. APA Style Brien, D. (Nov. 2006) "The Real Filth in American Psycho: A Critical Reassessment," M/C Journal, 9(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0610/01-brien.php>.
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Books on the topic "Video Game Imports"

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The Nintendo 64 Compendium. Bath, England: Future Publishing, 1999.

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Book chapters on the topic "Video Game Imports"

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Gerber, Andreas, Markus Ulrich, and Patrick Wäger. "Review of Haptic and Computerized (Simulation) Games on Climate Change." In Simulation Gaming Through Times and Disciplines, 275–89. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_24.

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AbstractClimate change imposes tremendous, complex challenges on humanity. Thoughtfully designed games can support solving them. This article presents a review of climate games and thereby updates the review conducted by Reckien and Eisenack in 2011. It provides an overview of published climate games and reveals the development of the field over the last years. A total of 119 climate games were found whereof 52 were already part of the review of 2011. The broad variety of discovered games indicates a lively community and different settings where such tools are being applied. A substantial number of games addressed topics such as international climate conferences, global impacts of global decisions, and effects of individual decisions on their local environment. Other topics, however, were largely absent. They included - amongst others - the connection between climate change and health, and games that bride local and global levels. Furthermore, the game types “video games” and “alternate reality games” were not applied frequently. Both, the absent topics and the scarcely used game types open up possibilities to develop the field. Forty-six per cent of the games listed by Reckien and Eisenack seem to have disappeared and could not be found for this review, an observation that may need further attention.
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Keats, Jonathon. "w00t." In Virtual Words. Oxford University Press, 2010. http://dx.doi.org/10.1093/oso/9780195398540.003.0029.

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W00t is a contraction of an exclamation once popular in Dungeons & Dragons, Wow, Loot! , imported online by nostalgic gamers. W00t is a codeword for root, the privileged user account of a system administrator, in the jargon of old-school hackers. W00t is onomatopoeic, imitating the sounds made by video games or by Daffy Duck or by railroad trains. W00t is an acronym, standing for “We owned the other team” and also “Want one of those.” W00t originated in dance clubs, where rappers in the early 1990s inspired shouts of “Whoot, there it is!” W00t comes from the Arsenio Hall Show, the Wizard of Oz books, Pretty Woman, Bloom County. Or it may be an inversion of the old Scots negation hoot, or a perversion of woeten, ostensibly an antiquated Dutch greeting. The many contradictory etymologies of w00t, of which the above are only a sampling, have baffled journalists and addled lexicographers since at least 2007, when the dictionary publisher Merriam-Webster announced that w00t was the Word of the Year. The term was chosen in a poll conducted on the Merriam-Webster website from a selection of the twenty most popular entries in the company’s user-generated Open Dictionary. In a public announcement the publisher was vague about the significance of the vote: “The word you’ve selected hasn’t found its way into a regular Merriam-Webster dictionary yet—but its inclusion in our online Open Dictionary, along with the top honors it’s now been awarded—might just improve its chances.” And in interviews with the media the Merriam- Webster staff seemed befuddled by the choice. “This is a word that was made up, has no classical roots, but has lasted,” the editor at large Peter Sokolowski told Newsweek. “I can’t say that w00t will stick, but it does show that sense of adventure in language that young people have.” In the absence of more authoritative information about the meaning of the word or where it came from reporters cobbled together whatever origin stories they could from the vast repository of lore on Wikipedia, the Urban Dictionary, and the web.
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