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1

Boyd, David John. "‘Wolves or People?’." Journal of Anime and Manga Studies 1 (October 11, 2020): 1–34. http://dx.doi.org/10.21900/j.jams.v1.236.

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This essay examines an alternative eco-familial reading of Mamoru Hosoda’s manga film, Wolf Children (2012) through an analysis of Japanese extinction anxieties further exacerbated by 3/11. By reading the film through a minor history of the extinction of the Honshu wolf as a metaphor for 3/11, I argue that an examination of the degradation of Japanese preindustrial “stem family” and the fabulative expression of species cooperation and hybridity can more effectively be framed by the popular Japanese imaginary as a lupine apocalypse. In a reading of Deleuze and Guattari on becoming-animal, the omnipresence of lupine loss in the institutions of the home, work, and schools of contemporary Japan, interrogated in many manga, anime, and video game series like Wolf Children, further reveals the ambivalence of post-3/11 artists as they approach family and the State in seeking out more nonhuman depictions of Japan. In this reading of becoming-wolf, Hosoda’s resituates the family/fairy-tale film as a complex critique of the millennial revival of a nuclear Japan in the age of economic and environmental precarity and collapse. I hope to explore the nuances and contradictions of Hosoda’s recapitulation of family through a celebration of Deleuzo-Guattarian pack affects and an introduction of the possibilities of “making kin,” as Donna Haraway explains, at the ends of the Anthropocene.
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Loriguillo-López, Antonio. "Osamu Tezuka, el Dios del Manga: Exhibition at the Museu Nacional d’Art de Catalunya." Mutual Images Journal, no. 7 (December 20, 2019): 57–62. http://dx.doi.org/10.32926/2019.7.r.lor.osamu.

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2019 marked a significant date for the circulation of Japanese popular culture in Spain. Manga Barcelona, the multitudinous event formerly known as “Saló del Manga”, reached its 25th edition. A quarter of a century has passed since its modest beginning as a meetup that brought together around a thousand enthusiasts of manga, anime, and video games at the Estació de França in Barcelona. At twenty-five years, the most relevant event for Japanese popular culture in the country is [...]
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Oóhagan, Dr Minako. "MANGA, ANIME AND VIDEO GAMES: GLOBALIZING JAPANESE CULTURAL PRODUCTION." Perspectives 14, no. 4 (July 24, 2007): 242–47. http://dx.doi.org/10.1080/09076760708669041.

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4

Takeshi, Kawamura, and Sara Jansen. "The Lost Babylon." TDR/The Drama Review 44, no. 1 (March 2000): 114–35. http://dx.doi.org/10.1162/10542040051058942.

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Kawamura Takeshi's play, set in a “for real” amusement park, explores the impulses to violence present in manga (comics), films, video games, and on the internet. According to Kawamura, this is “a new Japan where citizens will have to learn to defend themselves.” Act II is published in its entirety.
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Kiryakos, Senan, and Shigeo Sugimoto. "Building a bibliographic hierarchy for manga through the aggregation of institutional and hobbyist descriptions." Journal of Documentation 75, no. 2 (March 6, 2019): 287–313. http://dx.doi.org/10.1108/jd-06-2018-0089.

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Purpose Multiple studies have illustrated that the needs of various users seeking descriptive bibliographic data for pop culture resources (e.g. manga, anime, video games) have not been properly met by cultural heritage institutions and traditional models. With a focus on manga as the central resource, the purpose of this paper is to address these issues to better meet user needs. Design/methodology/approach Based on an analysis of existing bibliographic metadata, this paper proposes a unique bibliographic hierarchy for manga that is also extendable to other pop culture sources. To better meet user requirements of descriptive data, an aggregation-based approach relying on the Object Reuse and Exchange-Open Archives Initiative (OAI-ORE) model utilized existing, fan-created data on the web. Findings The proposed hierarchy is better able to portray multiple entities of manga as they exist across data providers compared to existing models, while the utilization of OAI-ORE-based aggregation to build and provide bibliographic metadata for said hierarchy resulted in levels of description that more adequately meet user demands. Originality/value Though studies have proposed alternative models for resources like games or comics, manga has remained unexamined. As manga is a major component of many popular multimedia franchises, a focus here with the intention while building the model to support other resource types provides a foundation for future work seeking to incorporate these resources.
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Wilson, Virginia. "Boys are Reading, but their Choices are not Valued by Teachers and Librarians." Evidence Based Library and Information Practice 4, no. 3 (September 21, 2009): 46. http://dx.doi.org/10.18438/b8h91w.

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A Review of: McKechnie, Lynne (E.F.). “ ‘Spiderman is not for Babies’ (Peter, 4 Years): The ‘Boys and Reading Problem’ from the Perspective of the Boys Themselves.” The Canadian Journal of Information and Library Science 30.1/2 (2006): 57-67. Objective – This study looks at what constitutes legitimate reading material for boys and how this material is defined in light of assessed gender differences in reading, and is part of a larger, ongoing research project on the role of public libraries in the development of youth as readers. Design – Semi-structured, qualitative interviews and book inventories. Setting – The research originated from the MLIS 566 (Literature for Children and Young Adults) class at the Faculty of Information and Media Studies, University of Western Ontario, London, Ontario, Canada. Subjects – Forty-three boys, ages four through twelve, were interviewed. Most of the boys lived in Ontario, although a few came from other Canadian provinces. Methods – Library school students who were registered in a Literature for Children and Young Adults class interviewed children and young adults about their reading and information practice as part of a “Book Ownership Case Study” assignment. The researcher also interviewed children and young adults, for a total of 137 case studies. For the purpose of this article, a data subset for the 43 boys included in the larger project was analyzed. The boys ranged in age from four to twelve years. The mean age was eight and the median age was nine. The theoretical perspective of reader response theory was used to situate the study. This theory has the relationship between the text and the reader as its focus, and it suggests that to understand the reading habits of boys, there needs to be recognition that the experts about their reading are the boys themselves. The interviews, which explored reading preferences and practices, were qualitative, semi-structured, and took thirty minutes to complete. In addition to the interview, each boy’s personal book and information material collection was inventoried. The researcher used a grounded theory approach to analyze the inventory and interview data to pull out themes related to the research questions. Grounded theory “uses a prescribed set of procedures for analyzing data and constructing a theoretical model” from the data (Leedy and Ormrod 154). Main Results – The collection inventories revealed that all 43 study participants had personal collections of reading materials. The collections ranged from eight volumes to 398 volumes. There was a mean volume total of 108 and a median of 98 books per boy. In addition to books, other materials were in the collections. Video recordings were owned by 36 (83.7%) of the boys, 28 (65.1%) of participants had computer software, 28 (65.1%) owned audio recordings, and 21 (48.8%) of the collections also included magazines. In the interview data analysis, a number of themes were revealed. All of the boys except one owned fiction. Some genres appeared frequently and were different than the ones found in the inventories taken of the girls in the larger study. Genres in the boys’ collections included fantasy, science fiction, sports stories, and humorous stories. The boys also discussed genres they did not enjoy: classic children’s fiction, such as The Adventures of Robin Hood, love stories, and “books about groups of girls” (61). All but five boys had series books such as Animorphs, Captain Underpants, Redwall, and Magic Treehouse in their collections. All study participants except for one owned non-fiction titles. When asked what their favourite book was, many of the boys chose a non-fiction title. Holdings included subjects such as “jokes, magic, sports, survival guides, crafts, science, dictionaries, maps, nature, and dinosaurs” (62). In addition to books, the boys reported owning and reading a wide range of other materials. Comics, manga, magazines, pop-up and other toy books, sticker books, colouring books, puzzle books, and catalogues were among the collection inventories. Only one boy read the newspaper. Another theme that emerged from the interview data was “gaming as story” (63). The boys who read video game manuals reported reading to learn about the game, and also reading to experience the game’s story. One boy’s enjoyment of the manual and the game came from the narrative found within. Various reading practices were explored in the interviews. Formats that featured non-linear reading were popular. Illustrations were important. Pragmatic reading, done to support other activities (e.g., Pokeman), was “both useful and pleasurable” (54). And finally, the issue of what counts as reading emerged from the data. Many boys discounted the reading that “they liked the best as not really being reading” (65). Some of the boys felt that reading novels constituted reading but that the reading of computer manuals or items such as science fair project books was “not really reading” (65). A distinction was made between real books and information books by the boys. Conclusions – The researcher explored what has been labelled as the “problem” of boys reading in this paper. She found that the 43 boys in this study are reading, but what they are reading has been undervalued by society and by the boys themselves. Collection inventories found a large number of non-fiction books, computer magazines, comic books, graphic novels, and role-playing game manuals—items not necessarily privileged by libraries, schools, or even by the boys themselves. The researcher suggests that “part of the ‘boys and reading problem’ then lies in what we count as reading” (66). By keeping what boys are actually reading in mind when it comes to collection development and library programming, children’s librarians can “play a central role in legitimizing the reading practices of boys” (66).
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Fitriani, Indah, Lina Meilinawati, and N. Rinaju Purnomowulan. "Otaku Subculture Character in Japanese Poetry Anthology Otaku Senryu." Jurnal Humaniora 28, no. 2 (November 12, 2016): 176. http://dx.doi.org/10.22146/jh.v28i2.16400.

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This paper focuses on one the subcultures existing in Japan, known as otaku. Subculture is a forum for youth community media and technology enthusiasts, like manga (Japanese comics), anime (Japanese cartoons), video games, computers, and the Internet. In the process, otaku who initially labeled negatively has contributed significantly to Japan as the most advanced industrialized country in Asia, not only in the field of culture, but also in the fields of science and economics. Using data from Japanese poem anthology (senryu) in Otaku Senryu(OS), this paper focuses on 1) distinctiveness of otaku character and; 2) factors supporting construction of otaku’s character. The method applies Riffaterre’s semiotic approach. The result obtained is that the otaku distinctiveness lies in their tendency to not be able to escape media and technology. Media and technology have transformed them into a difficult person in interacting and communicating directly with others as they have become introverted, obsessive, and also consumptive.
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8

Balgimbayeva, Nargiz. "The Re-creation of Yōkai Character Images in the Context of Contemporary Japanese Popular Culture: An Example of the Yo-kai Watch Anime Series." Mutual Images Journal, no. 6 (June 20, 2019): 21–51. http://dx.doi.org/10.32926/2018.6.bal.recre.

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Supernatural creatures have always been an irreplaceable element of Japanese culture. Starting from the oldest collection of myths such as Kojiki to modern manga, anime and video games – they have always attracted the attention of people of all ages. However, modern yōkai have changed dramatically in terms of both visual representation and their role in the context of the work they appear in. The images of yōkai used in modern popular culture are re-created in various ways in order to appeal to tastes of different kinds of audience. Undoubtedly, the yōkai of today are not what they used to look like before: the element of fear may still be there, but after watching a TV series about yōkai both children and adults would most likely to refer to them as kawaī not kowai. To explain these changes, the author will present the yōkai image re-creation process taking place in Japanese animation on the example of the Yo-kai Watch anime TV series (the original Japanese TV series), the influence of which can be seen in modern contemporary Japanese culture.
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9

Gough, Simon. "Media mix and character marketing in Madoka Magica." East Asian Journal of Popular Culture 6, no. 1 (April 1, 2020): 59–76. http://dx.doi.org/10.1386/eapc_00015_1.

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This article examines the development of the media franchise Mahō shōjo Madoka magika/Puella Magi Madoka Magica from the perspective of the growth of character media ecologies. Originating as a 2011 anime series, Madoka Magica presented a critically acclaimed narrative featuring a dark, traumatic take on the magical girl genre of media. Outside this narrative context, however, Madoka Magica has developed into a vibrant array of media products, including manga, video games, character merchandising and cross-promotional brand marketing, with little to no reference in these products to the dark context of the chronologically prior characters. Characters who were brutally killed in one context become smiling ambassadors for convenience stores in another; the monsters fought against become cohabiting associates, if not allies, between texts. By focusing on the marketing, proliferation and malleability of the Madoka Magica characters, and the brand’s evident emphasis on the characters’ affective potential outside the narrative context of the original series, this article highlights the multiplicity of characters within the brand’s officially produced media mix. Examining the production of the brand as a totality of products becomes a staging point for future analysis into character marketing more broadly, and the divergent approaches to such marketing across a global context.
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Cahyono, Agus Budi. "STRATEGI BELAJAR KELOLOSAN JAPANESE LANGUAGE PROFICIENCY TEST N1 (STUDI KASUS MAHASISWA SASTRA JEPANG)." Paramasastra 4, no. 1 (September 9, 2017). http://dx.doi.org/10.26740/parama.v4i1.1480.

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Japanese Language Proficiency Test (JLPT) organized by The Japan Foundation twice a year in July and December is an international test which aims to measure the Japanese language skill of Japanese language learners around the world. JLPT has 5 levels in which level N5 is the lowest or basic level, while N1 is the highest or proficient level which is considered on par with the Japanese native speakers. Level IV students in school year 2016/2017 who have been able to achieve JLPT level N1 are proud achievements for Japanese Literature Study Program of Brawijaya University. Therefore, this research aims to see the learning strategy of Japanese language used by students who achieved JLPT level N1 in period II of 2016. In fact, they never visit Japan to stay, study, or even travel. The learning strategies of students studied through foreign language learning strategy as revealed by Oxford (1990) are memory, cognitive, and compensation in the category of direct strategy as well as metacognitive, affective, and social strategies in the category of indirect strategy. The used research methodology is qualitative research methodology of case study through questionnaire, interview, and observation. The research shows the result that learning strategy of Japanese language used by students to achieve JLPT level N1 are memory, cognitive, metacognitive, and compensation strategies by using several medias from anime (Japanese cartoon), Japanese movie, video game, Japanese songs, and even Japanese books like manga (Japanese comic) and novel. These students seldom use affective and social strategies. It is known from their lecturer that these students are less proficient in socialization and oral production.
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Sánchez-López, Rubén, Ibon Echeazarra, and Julen Castellano. "Systematic review of declarative tactical knowledge evaluation tools based on game-play scenarios in soccer." Quality & Quantity, July 24, 2021. http://dx.doi.org/10.1007/s11135-021-01204-9.

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AbstractIn the last two decades, the analysis of tactical knowledge has become a research channel of increasing interest, contributing to the development of ad-hoc tools to carry out this task. The aim of this study is to collect evaluation tools which allow to measure the declarative tactical knowledge (DTK) in soccer. Five databases (Web of Sciences, Pub Med, SportDiscus, Psycinfo and Eric) were used for the literature search based on PRISMA (Preferred Reporting Items for Systematic Review and Meta-Analyses) guidelines, according to five inclusion/exclusion criteria: (i) tools that determinate DTK in soccer players, (ii) come from primary sources, that is, published for the first time, (iii) show game-play scenarios in video sequences or static images via questionnaires, (iv) have been submitted to a process of validity and reliability, (v) and avoid the use of verbal language. Nine tools were selected and analyzed in this systematic review: Soccer decision-making tests (McMorris, in Percept Mot Ski 85(2):467, 1997), Protocol for the evaluation of declarative tactical knowledge (Mangas, in Conhecimento declarativo no futebol: Estudo comparativo em praticantes federados e não-federados, do escalão de sub-14, Dissertação de Mestrado, Faculdade de Desporto da Universidade do Porto, 1999), Questionnaire for the evaluation of tactical comprehension applied to football—CECTAF—(De la Vega, in Cultura, Ciencia y Deporte, 2002. https://repositorio.uam.es/bitstream/handle/10486/1723/11535_vega_marcos_ricardodela.pdf?sequence=1), Decision making instrument for Soccer (Fontana, in The development of a decision making instrument for soccer, Master’s degree dissertation, University of Pittsburgh, 2004. http://d-scholarship.pitt.edu/10124/), Game Understanding Test (Blomqvist et al., in Phys Educ Sport Pedagogy 10(2):107–119, 2005), Offensive Football Tactical Knowledge Test—TCTOF—(Serra-Olivares and García-López, in Revista Internacional De Medicina y Ciencias De La Actividad Física y Del Deporte 16(63):521–536, 2016. https://doi.org/10.15366/rimcafd2016.63.008), Video-based decision-making test (Keller et al., in Int J Sports Sci Coach 13(6):1057–1066, 2018. https://doi.org/10.1177/1747954118760778), Decision-Making form IOS application (Bennett et al., in J Sci Med Sport 22(6):729–734, 2019. https://doi.org/10.1016/j.jsams.2018.12.011) and TacticUP video test for soccer (Machado and Teoldo, in Front Psychol, 2020. https://doi.org/10.3389/fpsyg.2020.01690). Most of the tools did not pass many of the criteria proposed to assess their quality. Fundamentally, it can be concluded that few tools show specific tactical scores based on game principles or subroles that allow identifying possible points of improvement in the knowledge that players have on specific aspects of the game. For this reason, and based on the other findings found in this review, future studies should consider: (i) the importance of designing tools that reflect scores based on tactical principles and game subroles; (ii) the advantages and disadvantages of designing tools based on static images or video sequences; (iii) the need to design tools that can access the DTK of young children; (iv) the requirement to design tools that present game-play scenarios in the first person; (v) the essentiality of facing the tools designed to rigorous processes of validity and reliability.
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Marshall, P. David. "Seriality and Persona." M/C Journal 17, no. 3 (June 11, 2014). http://dx.doi.org/10.5204/mcj.802.

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No man [...] can wear one face to himself and another to the multitude, without finally getting bewildered as to which one may be true. (Nathaniel Hawthorne Scarlet Letter – as seen and pondered by Tony Soprano at Bowdoin College, The Sopranos, Season 1, Episode 5: “College”)The fictitious is a particular and varied source of insight into the everyday world. The idea of seriality—with its variations of the serial, series, seriated—is very much connected to our patterns of entertainment. In this essay, I want to begin the process of testing what values and meanings can be drawn from the idea of seriality into comprehending the play of persona in contemporary culture. From a brief overview of the intersection of persona and seriality as well as a review of the deployment of seriality in popular culture, the article focuses on the character/ person-actor relationship to demonstrate how seriality produces persona. The French term for character—personnage—will be used to underline the clear relations between characterisation, person, and persona which have been developed by the recent work by Lenain and Wiame. Personnage, through its variation on the word person helps push the analysis into fully understanding the particular and integrated configuration between a public persona and the fictional role that an actor inhabits (Heinich).There are several qualities related to persona that allow this movement from the fictional world to the everyday world to be profitable. Persona, in terms of origins, in and of itself implies performance and display. Jung, for instance, calls persona a mask where one is “acting a role” (167); while Goffman considers that performance and roles are at the centre of everyday life and everyday forms and patterns of communication. In recent work, I have use persona to describe how online culture pushes most people to construct a public identity that resembles what celebrities have had to construct for their livelihood for at least the last century (“Persona”; “Self”). My work has expanded to an investigation of how online persona relates to individual agency (“Agency”) and professional postures and positioning (Barbour and Marshall).The fictive constructions then are intensified versions of what persona is addressing: the fabrication of a role for particular directions and ends. Characters or personnages are constructed personas for very directed ends. Their limitation to the study of persona as a dimension of public culture is that they are not real; however, when one thinks of the actor who takes on this fictive identity, there is clearly a relationship between the real personality and that of the character. Moreover, as Nayar’s analysis of highly famous characters that are fictitious reveals, these celebrated characters, such as Harry Potter or Wolverine, sometime take on a public presence in and of themselves. To capture this public movement of a fictional character, Nayar blends the terms celebrity with fiction and calls these semi-public/semi-real entities “celefiction”: the characters are famous, highly visible, and move across media, information, and cultural platforms with ease and speed (18-20). Their celebrity status underlines their power to move outside of their primary text into public discourse and through public spaces—an extra-textual movement which fundamentally defines what a celebrity embodies.Seriality has to be seen as fundamental to a personnage’s power of and extension into the public world. For instance with Harry Potter again, at least some of his recognition is dependent on the linking or seriating the related books and movies. Seriality helps organise our sense of affective connection to our popular culture. The familiarity of some element of repetition is both comforting for audiences and provides at least a sense of guarantee or warranty that they will enjoy the future text as much as they enjoyed the past related text. Seriality, though, also produces a myriad of other effects and affects which provides a useful background to understand its utility in both the understanding of character and its value in investigating contemporary public persona. Etymologically, the words “series” and seriality are from the Latin and refer to “succession” in classical usage and are identified with ancestry and the patterns of identification and linking descendants (Oxford English Dictionary). The original use of the seriality highlights its value in understanding the formation of the constitution of person and persona and how the past and ancestry connect in series to the current or contemporary self. Its current usage, however, has broadened metaphorically outwards to identify anything that is in sequence or linked or joined: it can be a series of lectures and arguments or a related mark of cars manufactured in a manner that are stylistically linked. It has since been deployed to capture the production process of various cultural forms and one of the key origins of this usage came from the 19th century novel. There are many examples where the 19th century novel was sold and presented in serial form that are too numerous to even summarise here. It is useful to use Dickens’ serial production as a defining example of how seriality moved into popular culture and the entertainment industry more broadly. Part of the reason for the sheer length of many of Charles Dickens’ works related to their original distribution as serials. In fact, all his novels were first distributed in chapters in monthly form in magazines or newspapers. A number of related consequences from Dickens’ serialisation are relevant to understanding seriality in entertainment culture more widely (Hayward). First, his novel serialisation established a continuous connection to his readers over years. Thus Dickens’ name itself became synonymous and connected to an international reading public. Second, his use of seriality established a production form that was seen to be more affordable to its audience: seriality has to be understood as a form that is closely connected to economies and markets as cultural commodities kneaded their way into the structure of everyday life. And third, seriality established through repetition not only the author’s name but also the name of the key characters that populated the cultural form. Although not wholly attributable to the serial nature of the delivery, the characters such as Oliver Twist, Ebenezer Scrooge or David Copperfield along with a host of other major and minor players in his many books become integrated into everyday discourse because of their ever-presence and delayed delivery over stories over time (see Allen 78-79). In the same way that newspapers became part of the vernacular of contemporary culture, fictional characters from novels lived for years at a time in the consciousness of this large reading public. The characters or personnages themselves became personalities that through usage became a way of describing other behaviours. One can think of Uriah Heep and his sheer obsequiousness in David Copperfield as a character-type that became part of popular culture thinking and expressing a clear negative sentiment about a personality trait. In the twentieth century, serials became associated much more with book series. One of the more successful serial genres was the murder mystery. It developed what could be described as recognisable personnages that were both fictional and real. Thus, the real Agatha Christie with her consistent and prodigious production of short who-dunnit novels was linked to her Belgian fictional detective Hercule Poirot. Variations of these serial constructions occurred in children’s fiction, the emerging science fiction genre, and westerns with authors and characters rising to related prominence.In a similar vein, early to mid-twentieth century film produced the film serial. In its production and exhibition, the film serial was a déclassé genre in its overt emphasis on the economic quality of seriality. Thus, the film serial was generally a filler genre that was interspersed before and after a feature film in screenings (Dixon). As well as producing a familiarity with characters such as Flash Gordon, it was also instrumental in producing actors with a public profile that grew from this repetition. Flash Gordon was not just a character; he was also the actor Buster Crabbe and, over time, the association became indissoluble for audiences and actor alike. Feature film serials also developed in the first half-century of American cinema in particular with child actors like Shirley Temple, Mickey Rooney and Judy Garland often reprising variations of their previous roles. Seriality more or less became the standard form of delivery of broadcast media for most of the last 70 years and this was driven by the economies of production it developed. Whether the production was news, comedy, or drama, most radio and television forms were and are variation of serials. As well as being the zenith of seriality, television serials have been the most studied form of seriality of all cultural forms and are thus the greatest source of research into what serials actually produced. The classic serial that began on radio and migrated to television was the soap opera. Although most of the long-running soap operas have now disappeared, many have endured for more than 30 years with the American series The Guiding Light lasting 72 years and the British soap Coronation Street now in its 64th year. Australian nighttime soap operas have managed a similar longevity: Neighbours is in its 30th year, while Home and Away is in its 27th year. Much of the analyses of soap operas and serials deals with the narrative and the potential long narrative arcs related to characters and storylines. In contrast to most evening television serials historically, soap operas maintain the continuity from one episode to the next in an unbroken continuity narrative. Evening television serials, such as situation comedies, while maintaining long arcs over their run are episodic in nature: the structure of the story is generally concluded in the given episode with at least partial closure in a manner that is never engaged with in the never-ending soap opera serials.Although there are other cultural forms that deploy seriality in their structures—one can think of comic books and manga as two obvious other connected and highly visible serial sources—online and video games represent the other key media platform of serials in contemporary culture. Once again, a “horizon of expectation” (Jauss and De Man 23) motivates the iteration of new versions of games by the industry. New versions of games are designed to build on gamer loyalties while augmenting the quality and possibilities of the particular game. Game culture and gamers have a different structural relationship to serials which at least Denson and Jahn-Sudmann describe as digital seriality: a new version of a game is also imagined to be technologically more sophisticated in its production values and this transformation of the similitude of game structure with innovation drives the economy of what are often described as “franchises.” New versions of Minecraft as online upgrades or Call of Duty launches draw the literal reinvestment of the gamer. New consoles provide a further push to serialisation of games as they accentuate some transformed quality in gameplay, interaction, or quality of animated graphics. Sports franchises are perhaps the most serialised form of game: to replicate new professional seasons in each major sport, the sports game transforms with a new coterie of players each year.From these various venues, one can see the centrality of seriality in cultural forms. There is no question that one of the dimensions of seriality that transcends these cultural forms is its coordination and intersection with the development of the industrialisation of culture and this understanding of the economic motivation behind series has been explored from some of the earliest analyses of seriality (see Hagedorn; Browne). Also, seriality has been mined extensively in terms of its production of the pleasure of repetition and transformation. The exploration of the popular, whether in studies of readers of romance fiction (Radway), or fans of science fiction television (Tulloch and Jenkins; Jenkins), serials have provided the resource for the exploration of the power of the audience to connect, engage and reconstruct texts.The analysis of the serialisation of character—the production of a public personnage—and its relation to persona surprisingly has been understudied. While certain writers have remarked on the longevity of a certain character, such as Vicky Lord’s 40 year character on the soap opera One Life to Live, and the interesting capacity to maintain both complicated and hidden storylines (de Kosnik), and fan audience studies have looked at the parasocial-familiar relationship that fan and character construct, less has been developed about the relationship of the serial character, the actor and a form of twinned public identity. Seriality does produce a patterning of personnage, a structure of familiarity for the audience, but also a structure of performance for the actor. For instance, in a longitudinal analysis of the character of Fu Manchu, Mayer is able to discern how a patterning of iconic form shapes, replicates, and reiterates the look of Fu Manchu across decades of films (Mayer). Similarly, there has been a certain work on the “taxonomy of character” where the serial character of a television program is analysed in terms of 6 parts: physical traits/appearance; speech patterns, psychological traits/habitual behaviours; interaction with other characters; environment; biography (Pearson quoted in Lotz).From seriality what emerges is a particular kind of “type-casting” where the actor becomes wedded to the specific iteration of the taxonomy of performance. As with other elements related to seriality, serial character performance is also closely aligned to the economic. Previously I have described this economic patterning of performance the “John Wayne Syndrome.” Wayne’s career developed into a form of serial performance where the individual born as Marion Morrison becomes structured into a cultural and economic category that determines the next film role. The economic weight of type also constructs the limits and range of the actor. Type or typage as a form of casting has always been an element of film and theatrical performance; but it is the seriality of performance—the actual construction of a personnage that flows between the fictional and real person—that allows an actor to claim a persona that can be exchanged within the industry. Even 15 years after his death, Wayne remained one of the most popular performers in the United States, his status unrivalled in its close definition of American value that became wedded with a conservative masculinity and politics (Wills).Type and typecasting have an interesting relationship to seriality. From Eisenstein’s original use of the term typage, where the character is chosen to fit into the meaning of the film and the image was placed into its sequence to make that meaning, it generally describes the circumscribing of the actor into their look. As Wojcik’s analysis reveals, typecasting in various periods of theatre and film acting has been seen as something to be fought for by actors (in the 1850s) and actively resisted in Hollywood in 1950 by the Screen Actors Guild in support of more range of roles for each actor. It is also seen as something that leads to cultural stereotypes that can reinforce the racial profiling that has haunted diverse cultures and the dangers of law enforcement for centuries (Wojcik 169-71). Early writers in the study of film acting, emphasised that its difference from theatre was that in film the actor and character converged in terms of connected reality and a physicality: the film actor was less a mask and more a sense of “being”(Kracauer). Cavell’s work suggested film over stage performance allowed an individuality over type to emerge (34). Thompson’s semiotic “commutation” test was another way of assessing the power of the individual “star” actor to be seen as elemental to the construction and meaning of the film role Television produced with regularity character-actors where performance and identity became indissoluble partly because of the sheer repetition and the massive visibility of these seriated performances.One of the most typecast individuals in television history was Leonard Nimoy as Spock in Star Trek: although the original Star Trek series ran for only three seasons, the physical caricature of Spock in the series as a half-Vulcan and half-human made it difficult for the actor Nimoy to exit the role (Laws). Indeed, his famous autobiography riffed on this mis-identity with the forceful but still economically powerful title I am Not Spock in 1975. When Nimoy perceived that his fans thought that he was unhappy in his role as Spock, he published a further tome—I Am Spock—that righted his relationship to his fictional identity and its continued source of roles for the previous 30 years. Although it is usually perceived as quite different in its constitution of a public identity, a very similar structure of persona developed around the American CBS news anchor Walter Cronkite. With his status as anchor confirmed in its power and centrality to American culture in his desk reportage of the assassination and death of President Kennedy in November 1963, Cronkite went on to inhabit a persona as the most trusted man in the United States by the sheer gravitas of hosting the Evening News stripped across every weeknight at 6:30pm for the next 19 years. In contrast to Nimoy, Cronkite became Cronkite the television news anchor, where persona, actor, and professional identity merged—at least in terms of almost all forms of the man’s visibility.From this vantage point of understanding the seriality of character/personnage and how it informs the idea of the actor, I want to provide a longer conclusion about how seriality informs the concept of persona in the contemporary moment. First of all, what this study reveals is the way in which the production of identity is overlaid onto any conception of identity itself. If we can understand persona not in any negative formulation, but rather as a form of productive performance of a public self, then it becomes very useful to see that these very visible public blendings of performance and the actor-self can make sense more generally as to how the public self is produced and constituted. My final and concluding examples will try and elucidate this insight further.In 2013, Netflix launched into the production of original drama with its release of House of Cards. The series itself was remarkable for a number of reasons. First among them, it was positioned as a quality series and clearly connected to the lineage of recent American subscription television programs such as The Sopranos, Six Feet Under, Dexter, Madmen, The Wire, Deadwood, and True Blood among a few others. House of Cards was an Americanised version of a celebrated British mini-series. In the American version, an ambitious party whip, Frank Underwood, manoeuvres with ruthlessness and the calculating support of his wife closer to the presidency and the heart and soul of American power. How the series expressed quality was at least partially in its choice of actors. The role of Frank Underwood was played by the respected film actor Kevin Spacey. His wife, Clare, was played by the equally high profile Robin Warren. Quality was also expressed through the connection of the audience of viewers to an anti-hero: a personnage that was not filled with virtue but moved with Machiavellian acuity towards his objective of ultimate power. This idea of quality emerged in many ways from the successful construction of the character of Tony Soprano by James Gandolfini in the acclaimed HBO television series The Sopranos that reconstructed the very conception of the family in organised crime. Tony Soprano was enacted as complex and conflicted with a sense of right and justice, but embedded in the personnage were psychological tropes and scars, and an understanding of the need for violence to maintain influence power and a perverse but natural sense of order (Martin).The new television serial character now embodied a larger code and coterie of acting: from The Sopranos, there is the underlying sense and sensibility of method acting (see Vineberg; Stanislavski). Gandolfini inhabited the role of Tony Soprano and used the inner and hidden drives and motivations to become the source for the display of the character. Likewise, Spacey inhabits Frank Underwood. In that new habitus of television character, the actor becomes subsumed by the role. Gandolfini becomes both over-determined by the role and his own identity as an actor becomes melded to the role. Kevin Spacey, despite his longer and highly visible history as a film actor is overwhelmed by the televisual role of Frank Underwood. Its serial power, where audiences connect for hours and hours, where the actor commits to weeks and weeks of shoots, and years and years of being the character—a serious character with emotional depth, with psychological motivation that rivals the most visceral of film roles—transforms the actor into a blended public person and the related personnage.This blend of fictional and public life is complex as much for the producing actor as it is for the audience that makes the habitus real. What Kevin Spacey/Frank Underwood inhabit is a blended persona, whose power is dependent on the constructed identity that is at source the actor’s production as much as any institutional form or any writer or director connected to making House of Cards “real.” There is no question that this serial public identity will be difficult for Kevin Spacey to disentangle when the series ends; in many ways it will be an elemental part of his continuing public identity. This is the economic power and risk of seriality.One can see similar blendings in the persona in popular music and its own form of contemporary seriality in performance. For example, Eminem is a stage name for a person sometimes called Marshall Mathers; but Eminem takes this a step further and produces beyond a character in its integration of the personal—a real personnage, Slim Shady, to inhabit his music and its stories. To further complexify this construction, Eminem relies on the production of his stories with elements that appear to be from his everyday life (Dawkins). His characterisations because of the emotional depth he inhabits through his rapped stories betray a connection to his own psychological state. Following in the history of popular music performance where the singer-songwriter’s work is seen by all to present a version of the public self that is closer emotionally to the private self, we once again see how the seriality of performance begins to produce a blended public persona. Rap music has inherited this seriality of produced identity from twentieth century icons of the singer/songwriter and its display of the public/private self—in reverse order from grunge to punk, from folk to blues.Finally, it is worthwhile to think of online culture in similar ways in the production of public personas. Seriality is elemental to online culture. Social media encourage the production of public identities through forms of repetition of that identity. In order to establish a public profile, social media users establish an identity with some consistency over time. The everydayness in the production of the public self online thus resembles the production and performance of seriality in fiction. Professional social media sites such as LinkedIn encourage the consistency of public identity and this is very important in understanding the new versions of the public self that are deployed in contemporary culture. However, much like the new psychological depth that is part of the meaning of serial characters such as Frank Underwood in House of Cards, Slim Shady in Eminem, or Tony Soprano in The Sopranos, social media seriality also encourages greater revelations of the private self via Instagram and Facebook walls and images. We are collectively reconstituted as personas online, seriated by the continuing presence of our online sites and regularly drawn to reveal more and greater depths of our character. In other words, the online persona resembles the new depth of the quality television serial personnage with elaborate arcs and great complexity. Seriality in our public identity is also uncovered in the production of our game avatars where, in order to develop trust and connection to friends in online settings, we maintain our identity and our patterns of gameplay. At the core of this online identity is a desire for visibility, and we are drawn to be “picked up” and shared in some repeatable form across what we each perceive as a meaningful dimension of culture. Through the circulation of viral images, texts, and videos we engage in a circulation and repetition of meaning that feeds back into the constancy and value of an online identity. Through memes we replicate and seriate content that at some level seriates personas in terms of humour, connection and value.Seriality is central to understanding the formation of our masks of public identity and is at least one valuable analytical way to understand the development of the contemporary persona. This essay represents the first foray in thinking through the relationship between seriality and persona.ReferencesBarbour, Kim, and P. David Marshall. “The Academic Online Constructing Persona.” First Monday 17.9 (2012).Browne, Nick. “The Political Economy of the (Super)Text.” Quarterly Review of Film Studies 9.3 (1984): 174-82. Cavell, Stanley. “Reflections on the Ontology of Film.” Movie Acting: The Film Reader. Ed. Wojcik and Pamela Robertson. London: Routledge, 2004 (1979). 29-35.Dawkins, Marcia Alesan. “Close to the Edge: Representational Tactics of Eminem.” The Journal of Popular Culture 43.3 (2010): 463-85.De Kosnik, Abigail. “One Life to Live: Soap Opera Storytelling.” How to Watch Television. Ed. Ethan Thompson and Jason Mittell. New York: New York University Press, 2013. 355-63.Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Journal of Computer Game Culture 7.1 (2013): 1-32.Dixon, Wheeler Winston. “Flash Gordon and the 1930s and 40s Science Fiction Serial.” Screening the Past 11 (2011). 20 May 2014.Goffman, Erving. The Presentation of Self in Everyday Life. Woodstock, New York: The Overlook Press, 1973.Hagedorn, Roger “Technology and Economic Exploitation: The Serial as a Form of Narrative Presentation.” Wide Angle 10. 4 (1988): 4-12.Hayward, Jennifer Poole. Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera. Lexington: University Press of Kentucky, 1997.Heinrich, Nathalie. “Personne, Personnage, Personalité: L'acteur a L'ère De Sa Reproductibilité Technique.” Personne/Personnage. Eds. Thierry Lenain and Aline Wiame. Paris: Librairie Philosophique J. Vrin, 2011. 77-101.Jauss, Hans Robert, and Paul De Man. Toward an Aesthetic of Reception. Brighton: Harvester, 1982.Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. New York: Routledge, 1992.Jung, C. G., et al. Two Essays on Analytical Psychology. 2nd ed. Princeton, N.J.: Princeton University Press, 1966.Kracauer, Siegfried. “Remarks on the Actor.” Movie Acting, the Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004 (1960). 19-27.Leonard Nimoy & Pharrell Williams: Star Trek & Creating Spock. Ep. 12. Reserve Channel. December 2013. Lenain, Thierry, and Aline Wiame (eds.). Personne/Personnage. Librairie Philosophiques J. VRIN, 2011.Lotz, Amanda D. “House: Narrative Complexity.” How to Watch TV. Ed. Ethan Thompson and Jason Mittell. New York: New York University Press, 2013. 22-29.Marshall, P. David. “The Cate Blanchett Persona and the Allure of the Oscar.” The Conversation (2014). 4 April 2014.Marshall, P. David “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-70.Marshall, P. David. “Personifying Agency: The Public–Persona–Place–Issue Continuum.” Celebrity Studies 4.3 (2013): 369-71.Marshall, P. David. “The Promotion and Presentation of the Self: Celebrity as Marker of Presentational Media.” Celebrity Studies 1.1 (2010): 35-48.Marshall, P. David. Celebrity and Power: Fame in Contemporary Culture. 2nd Ed. Minneapolis: University of Minnesota Press, 2014.Martin, Brett. Difficult Men: Behind the Scenes of a Creative Revolution: From The Sopranos and The Wire to Mad Men and Breaking Bad. London: Faber and Faber, 2013.Mayer, R. “Image Power: Seriality, Iconicity and the Mask of Fu Manchu.” Screen 53.4 (2012): 398-417.Nayar, Pramod K. Seeing Stars: Spectacle, Society, and Celebrity Culture. New Delhi; Thousand Oaks, California: Sage Publications, 2009.Nimoy, Leonard. I Am Not Spock. Milbrae, California: Celestial Arts, 1975.Nimoy, Leonard. I Am Spock. 1st ed. New York: Hyperion, 1995.Radway, Janice A. Reading the Romance: Women, Patriarchy, and Popular Literature. Chapel Hill: University of North Carolina Press, 1984.Stanislavski, Constantin. Creating a Role. New York: Routledge, 1989 (1961).Thompson, John O. “Screen Acting and the Commutation Test.” Movie Acting: The Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004 (1978). 37-48.Tulloch, John, and Henry Jenkins. Science Fiction Audiences: Watching Doctor Who and Star Trek. London; New York: Routledge, 1995.Vineberg, Steve. Method Actors: Three Generations of an American Acting Style. New York; Toronto: Schirmer Books, 1991.Wills, Garry. John Wayne’s America: The Politics of Celebrity. New York: Simon & Schuster, 1997.Wojcik, Pamela Robertson. “Typecasting.” Movie Acting: The Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004. 169-89.
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Leggett, Andrew, and Donna Hancox. "filth." M/C Journal 9, no. 5 (November 1, 2006). http://dx.doi.org/10.5204/mcj.2655.

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‘Now if you take the ugly,’ he continued, ‘or the deformed, or the old, and transcend your natural revulsion by uniting with it aesthetically – sometimes even physically – a rare ecstasy results which generates great magical potential.’ – John Scott, ‘Preface’ In our editorial call for submissions we set the parameters for a discourse of ‘filth’ based in the creative work of Australian poet and novelist John Scott and the psychoanalytic theoretical frame of Julia Kristeva’s work on the aesthetics of abjection, as set out in Powers of Horror. Following Scott’s alchemical imperative, we cast ‘filth’ as the creative product of aesthetic union with the abject, often repudiated by the cultural mainstream. Thus we embarked on a journey down crooked alleyways to places of alterity, where we found our editorial electronic mailbox clogged with more detritus than an urban sewage viaduct, bursting and bubbling up through the foramina magna at the bases of our skulls to pickle our brains in abject ‘filth’. By panning alluvially amongst the faecal dross of pornographic spam that sprayed at us each time we logged in, we managed to a sift a little gold from it all—the papers and artwork we selected from the scree—as well as lumps of crystalline feldspar, two sets of false teeth, a whalebone corset, and a small battery-operated device with a studded rubber collar. Filth, it seems, continues to be confronting and contentious as is evidenced by our articles; as well the sheer volume of filth we received and the ensuing debates around what should make the final cut. In our feature article Donna Lee Brien bravely and eruditely reassesses An American Psycho fifteen years after its original publication. Bret Eastern Ellis endured years of vilification and threats due to this novel. Dr Brien reminds us that it is precisely that which we most stridently attempt to repudiate is that which most clearly mirrors the parts of ourselves and our society that we wish to ignore. As Julia Kristeva famously declared, ‘the abject, and abjection are my safeguards. The primers of my culture.’ (Kristeva 4) By declaring American Psycho depraved filth borne out of a depraved mind, mainstream society was able to ignore the urgent warnings for western culture implicit in the text. Fifteen years after its publication it remains relevant, and a terrible prophecy of the situation we find ourselves. A society that laments murder and violence but consistently fails to recognise its complicity. A society which continues to champion individualism but refuses to take responsibility for the consequences of such a manifesto. Filth—in all its incarnations—reminds us of our humanity, in all its messy, frightening, stinking glory. Our work is further anchored and framed in a carnal discourse of ‘filth’ by this issue’s cover image—Julie Firth’s ‘Always Already (Not) There’, from the corpus of her recent video installation exhibition Stain. Julie’s accompanying paper ‘Ineradicable Stain’ elucidates the theoretical background to this artwork, and the nature of its process of creation—one of carnal union with the abject, involving transcendence of revulsion in a process sacred to the artist, but likely to be considered blasphemous in the context of her religious and cultural frame. Firth tells us that ‘Stain is about forgiveness’. She cites the work as ‘a protest against any beliefs that position individual, cultures, religions into polarised extremes of hatred’ and as ‘an appeal for reintegration, self-acceptance, and a plea to bear the unbearable’. Well known cult writer and academic Jack Sargeant explores the increasing prevalence of anal sex in heterosexual pornography, and its various scatological implications in his article ‘Filth and Sexual Excess: Some Brief Reflections on Popular Scatology’. Sargeant reminds us that ‘shit is the part of us that both defies and defines humanity’, and the combining of shit and sex symbolises one of the final taboos in human relationships. This is an especially confronting article, but it lucidly and poignantly unpacks our revulsion and our fascination with bodily waste; and the carnal union represented in scatology. Vivienne Muller’s paper discusses the aesthetic displays of plastinated human cadavers, in The Amazing Human Body exhibition currently touring Australia and in the art of showman anatomist Gunther von Hagens, in the context of Kristeva’s illustration of the abject, that which ‘disturbs identity, system, order’ (4), in corporeal terms. The display of the sculpted human corpse—in both it’s external and internal organicity—as objet d’art constitutes a abject breach of boundaries and conventions that shows us something of what Kristeva has described as ‘what I permanently thrust aside in order to live’. Although she does not address John Scott’s work directly, Muller’s discourse of the mortician’s art raises to mind Scott’s narrative ‘Elegy’ in which his loathsome Pogliani sneers, referring to the dead poet’s sister: “You’ll find her in the galleries. She has requested les embaumers.” He breathed forcefully through the nose. “It is ridiculous, when there’s so little left to be preserved! At least the stench will make her easier to find.” (Translation 60) Patrick West offers us a careful and concise critical piece, based in his knowledge of the literary discourse generated by Kristeva’s work, and applied to Janet Frame’s The Carpathians. West argues the case that ‘Abjection is the … discovery by the subject that what lies without also lies within, that to be one is also to be an other. Not that one necessarily lives on the edge, but that the edge is what makes us live.’ In the context of Frame’s work, he politicises corporeal abjection and declares to us that the ‘body is abjectly ripe with language.’ By comparing urinary and faecal incontinence with the concept of a nation’s ‘leaky borders’, Farida Tilbury also invokes a discourse of corporeal abjection, of the loss of control of the boundary between what is inside and what is outside, the me and the not-me. Within our discourse of ‘filth’, her work advances from the ground that Patrick West has taken with respect to the political implications of bodily metaphors and that of Vivienne Muller’s paper on breaches of physical boundaries and conventions. The infamous Bondi ‘rubbish house’ has been presented by tabloid television time and again as an assault on the aspirations of home-owners in John Howard’s Australia. In her article ‘Location, Location: Situating Bondi’s “Rubbish House”’, Kirsten Seale uses the media coverage of the Bondi home, and it’s owner, as a metaphor for Australian mainstream society’s distaste for ‘matter out of place’ and it’s transgressive qualities in the capitalist social space. The impact on young people of violent video games has, and continues to be, an important aspect in the argument for censorship. Scott Beattie in ‘Extremity, Video Games and the Censors’ takes up the argument that ‘the trend toward censorship of games in Australia would seem to bear the hallmarks of a moral panic’. Beattie proposes that more critical academic engagement in the booming video game industry is necessary to change the prevalent disparaging attitude toward gaming and gamers. As does Kirsten Seale’s article, Beattie’s explores the sociological and political dimensions of labelling ‘filth’. Imogen Tyler guides us through the filthy territory of class politics in her article ‘Chav Scum: The Filthy Politics of Social Class in Contemporary Britain.’ The trope of the chav has become a highly emotive symbol and reviled figure in contemporary Britain. Imogen Tyler unpacks the role of the chav in British society using theories of the despised Other. In ‘Matter Out of Place: Reading Dirty Women’ Carol Wical reads the role of dirt and women in the film Alien to illuminate the disruptive role of mess – particularly when the mess is attached to women. When women are represented as literally dirty in film it is often to signal their status as unfeminine; in direct contrast to the role of dirt as a signifier of courage and effort on male characters. To conclude the issue, Jason Bainbridge sticks a fork into the turf of suburbia and turns it over to reveal its underbelly, teeming with ‘filth’. He applies the critical writings of John Hartley and Mary Douglas to the cinematic work of David Lynch and Todd Solondz on the soiling of suburban life. He describes the way in which Lynch’s character in Blue Velvet, college student Jeffrey Beaumont, is traumatised by his voyeuristic adventures. John Scott’s Carl, from ‘Preface’, who follows the magician’s advice given in our introductory epigraph, also is corrupted and comes to a bad end. We editors, now baptised in the cesspool of our filthy investigations, turn to our suburban lives, fearful lest you buttonhole us sternly in the street, like Sandy in Blue Velvet saying: ‘I don’t know if you’re a detective or a pervert!” References Kristeva, Julia. Powers of Horror: An Essay on Abjection. Trans. Leon S. Roudiez. New York: Columbia UP, 1982. Scott, John. St Clair. Sydney: Pan MacMillan, 1990. ———. Translation. Sydney: Pan MacMillan, 1990. Citation reference for this article MLA Style Leggett, Andrew, and Donna Hancox. "filth." M/C Journal 9.5 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0610/00-editorial.php>. APA Style Leggett, A., and D. Hancox. (Nov. 2006) "filth," M/C Journal, 9(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0610/00-editorial.php>.
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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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15

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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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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16

Marcheva, Marta. "The Networked Diaspora: Bulgarian Migrants on Facebook." M/C Journal 14, no. 2 (November 17, 2010). http://dx.doi.org/10.5204/mcj.323.

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Abstract:
The need to sustain and/or create a collective identity is regularly seen as one of the cultural priorities of diasporic peoples and this, in turn, depends upon the existence of a uniquely diasporic form of communication and connection with the country of origin. Today, digital media technologies provide easy information recording and retrieval, and mobile IT networks allow global accessibility and participation in the redefinition of identities. Vis-à-vis our understanding of the proximity and connectivity associated with globalisation, the role of ICTs cannot be underestimated and is clearly more than a simple instrument for the expression of a pre-existing diasporic identity. Indeed, the concept of “e-diaspora” is gaining popularity. Consequently, research into the role of ICTs in the lives of diasporic peoples contributes to a definition of the concept of diaspora, understood here as the result of the dispersal of all members of a nation in several countries. In this context, I will demonstrate how members of the Bulgarian diaspora negotiate not only their identities but also their identifications through one of the most popular community websites, Facebook. My methodology consists of the active observation of Bulgarian users belonging to the diaspora, the participation in groups and forums on Facebook, and the analysis of discourses produced online. This research was conducted for the first time between 1 August 2008 and 31 May 2009 through the largest 20 (of 195) Bulgarian groups on the French version of Facebook and 40 (of over 500) on the English one. It is important to note that the public considered to be predominantly involved in Facebook is a young audience in the age group of 18-35 years. Therefore, this article is focused on two generations of Bulgarian immigrants: mostly recent young and second-generation migrants. The observed users are therefore members of the Bulgarian diaspora who have little or no experience of communism, who don’t feel the weight of the past, and who have grown up as free and often cosmopolitan citizens. Communist hegemony in Bulgaria began on 9 September 1944, when the army and the communist militiamen deposed the country’s government and handed power over to an anti-fascist coalition. During the following decades, Bulgaria became the perfect Soviet satellite and the imposed Stalinist model led to sharp curtailing of the economic and social contacts with the free world beyond the Iron Curtain. In 1989, the fall of the Berlin Wall marked the end of the communist era and the political and economic structures that supported it. Identity, Internet, and Diaspora Through the work of Mead, Todorov, and boyd it is possible to conceptualise the subject in terms of both of internal and external social identity (Mead, Todorov, boyd). In this article, I will focus, in particular, on social and national identities as expressions of the process of sharing stories, experiences, and understanding between individuals. In this respect, the phenomenon of Facebook is especially well placed to mediate between identifications which, according to Freud, facilitate the plural subjectivities and the establishment of an emotional network of mutual bonds between the individual and the group (Freud). This research also draws on Goffman who, from a sociological point of view, demystifies the representation of the Self by developing a dramaturgical theory (Goffman), whereby identity is constructed through the "roles" that people play on the social scene. Social life is a vast stage where the actors are required to adhere to certain socially acceptable rituals and guidelines. It means that we can consider the presentation of Self, or Others, as a facade or a construction of socially accepted features. Among all the ICTs, the Internet is, by far, the medium most likely to facilitate free expression of identity through a multitude of possible actions and community interactions. Personal and national memories circulate in the transnational space of the Internet and are reshaped when framed from specific circumstances such as those raised by the migration process. In an age of globalisation marked by the proliferation of population movements, instant communication, and cultural exchanges across geographic boundaries, the phenomenon of the diaspora has caught the attention of a growing number of scholars. I shall be working with Robin Cohen’s definition of diaspora which highlights the following common features: (1) dispersal from an original homeland; (2) the expansion from a homeland in search of work; (3) a collective memory and myth about the homeland; (4) an idealisation of the supposed ancestral homeland; (5) a return movement; (6) a strong ethnic group consciousness sustained over a long time; (7) a troubled relationship with host societies; (8) a sense of solidarity with co-ethnic members in other countries; and (9) the possibility of a distinctive creative, enriching life in tolerant host countries (Cohen). Following on this earlier work on the ways in which diasporas give rise to new forms of subjectivity, the concept of “e-diaspora” is now rapidly gaining in popularity. The complex association between diasporic groups and ICTs has led to a concept of e-diasporas that actively utilise ICTs to achieve community-specific goals, and that have become critical for the formation and sustenance of an exilic community for migrant groups around the globe (Srinivasan and Pyati). Diaspora and the Digital Age Anderson points out two key features of the Internet: first, it is a heterogeneous electronic medium, with hardly perceptible contours, and is in a state of constant development; second, it is a repository of “imagined communities” without geographical or legal legitimacy, whose members will probably never meet (Anderson). Unlike “real” communities, where people have physical interactions, in the imagined communities, individuals do not have face-to-face communication and daily contact, but they nonetheless feel a strong emotional attachment to the nation. The Internet not only opens new opportunities to gain greater visibility and strengthen the sense of belonging to community, but it also contributes to the emergence of a transnational public sphere where the communities scattered in various locations freely exchange their views and ideas without fear of restrictions or censorship from traditional media (Appadurai, Bernal). As a result, the Web becomes a virtual diasporic space which opens up, to those who have left their country, a new means of confrontation and social participation. Within this new diasporic space, migrants are bound in their disparate geographical locations by a common vision or myth about the homeland (Karim). Thanks to the Internet, the computer has become a primary technological intermediary between virtual networks, bringing its members closer in a “global village” where everyone is immediately connected to others. Thus, today’s diasporas are not the diaspora of previous generations in that the migration is experienced and negotiated very differently: people in one country are now able to continue to participate actively in another country. In this context, the arrival of community sites has increased the capacity of users to create a network on the Internet, to rediscover lost links, and strengthen new ones. Unlike offline communities, which may weaken once their members have left the physical space, online communities that are no longer limited by the requirement of physical presence in the common space have the capacity to endure. Identity Strategies of New Generations of Bulgarian Migrants It is very difficult to quantify migration to or from Bulgaria. Existing data is not only partial and limited but, in some cases, give an inaccurate view of migration from Bulgaria (Soultanova). Informal data confirm that one million Bulgarians, around 15 per cent of Bulgaria’s entire population (7,620,238 inhabitants in 2007), are now scattered around the world (National Statistical Institute of Bulgaria). The Bulgarian migrant is caught in a system of redefinition of identity through the duration of his or her relocation. Emigrating from a country like Bulgaria implies a high number of contingencies. Bulgarians’ self-identification is relative to the inferiority complex of a poor country which has a great deal to do to catch up with its neighbours. Before the accession of Bulgaria to the European Union, the country was often associated with what have been called “Third World countries” and seen as a source of crime and social problems. Members of the Bulgarian diaspora faced daily prejudice due to the bad reputation of their country of origin, though the extent of the hostility depended upon the “host” nation (Marcheva). Geographically, Bulgaria is one of the most eastern countries in Europe, the last to enter the European Union, and its image abroad has not facilitated the integration of the Bulgarian diaspora. The differences between Bulgarian migrants and the “host society” perpetuate a sentiment of marginality that is now countered with an online appeal for national identity markers and shared experiences. Facebook: The Ultimate Social Network The Growing Popularity of Facebook With more than 500 million active members, Facebook is the most visited website in the world. In June 2007, Facebook experienced a record annual increase of 270 per cent of connections in one year (source: comScore World Metrix). More than 70 translations of the site are available to date, including the Bulgarian version. What makes it unique is that Facebook positively encourages identity games. Moreover, Facebook provides the symbolic building blocks with which to build a collective identity through shared forms of discourse and ways of thinking. People are desperate to make a good impression on the Internet: that is why they spend so much time managing their online identity. One of the most important aspects of Facebook is that it enables users to control and manage their image, leaving the choice of how their profile appears on the pages of others a matter of personal preference at any given time. Despite some limitations, we will see that Facebook offers the Bulgarian community abroad the possibility of an intense and ongoing interaction with fellow nationals, including the opportunity to assert and develop a complex new national/transnational identity. Facebook Experiences of the Bulgarian Diaspora Created in the United States in 2004 and extended to use in Europe two or three years later, Facebook was quickly adopted by members of the Bulgarian diaspora. Here, it is very important to note that, although the Internet per se has enabled Bulgarians across the globe to introduce Cyrillic script into the public arena, it is definitely Facebook that has made digital Cyrillic visible. Early in computer history, keyboards with the Cyrillic alphabet simply did not exist. Thus, Bulgarians were forced to translate their language into Latin script. Today, almost all members of the Bulgarian population who own a computer use a keyboard that combines the two alphabets, Latin and Cyrillic, and this allows alternation between the two. This is not the case for the majority of Bulgarians living abroad who are forced to use a keyboard specific to their country of residence. Thus, Bulgarians online have adopted a hybrid code to speak and communicate. Since foreign keyboards are not equipped with the same consonants and vowels that exist in the Bulgarian language, they use the Latin letters that best suit the Bulgarian phonetic. Several possible interpretations of these “encoded” texts exist which become another way for the Bulgarian migrants to distinguish and assert themselves. One of these encoded scripts is supplemented by figures. For example, the number “6” written in Bulgarian “шест” is applied to represent the Bulgarian letter “ш.” Bulgarian immigrants therefore employ very specific codes of communication that enhance the feeling of belonging to a community that shares the same language, which is often incomprehensible to others. As the ultimate social networking website, Facebook brings together Bulgarians from all over the world and offers them a space to preserve online memorials and digital archives. As a result, the Bulgarian diaspora privileges this website in order to manage the strong links between its members. Indeed, within months of coming into online existence, Facebook established itself as a powerful social phenomenon for the Bulgarian diaspora and, very soon, a virtual map of the Bulgarian diaspora was formed. It should be noted, however, that this mapping was focused on the new generation of Bulgarian migrants more familiar with the Internet and most likely to travel. By identifying the presence of online groups by country or city, I was able to locate the most active Bulgarian communities: “Bulgarians in UK” (524 members), “Bulgarians in Chicago” (436 members), “Bulgarians studying in the UK” (346 members), “Bulgarians in America” (333 members), “Bulgarians in the USA” (314 members), “Bulgarians in Montreal” (249 members), “Bulgarians in Munich” (241 members), and so on. These figures are based on the “Groups” Application of Facebook as updated in February 2010. Through those groups, a symbolic diasporic geography is imagined and communicated: the digital “border crossing,” as well as the real one, becomes a major identity resource. Thus, Bulgarian users of Facebook are connecting from the four corners of the globe in order to rebuild family links and to participate virtually in the marriages, births, and lives of their families. It sometimes seems that the whole country has an appointment on Facebook, and that all the photos and stories of Bulgarians are more or less accessible to the community in general. Among its virtual initiatives, Facebook has made available to its users an effective mobilising tool, the Causes, which is used as a virtual noticeboard for activities and ideas circulating in “real life.” The members of the Bulgarian diaspora choose to adhere to different “causes” that may be local, national, or global, and that are complementary to the civic and socially responsible side of the identity they have chosen to construct online. Acting as a virtual realm in which distinct and overlapping trajectories coexist, Facebook thus enables users to articulate different stories and meanings and to foster a democratic imaginary about both the past and the future. Facebook encourages diasporas to produce new initiatives to revive or create collective memories and common values. Through photos and videos, scenes of everyday life are celebrated and manipulated as tools to reconstruct, reconcile, and display a part of the history and the identity of the migrant. By combating the feelings of disorientation, the consciousness of sharing the same national background and culture facilitates dialogue and neutralises the anxiety and loneliness of Bulgarian migrants. When cultural differences become more acute, the sense of isolation increases and this encourages migrants to look for company and solidarity online. As the number of immigrants connected and visible on Facebook gets larger, so the use of the Internet heightens their sense of a substantial collective identity. This is especially important for migrants during the early years of relocation when their sense of identity is most fragile. It can therefore be argued that, through the Internet, some Bulgarian migrants are replacing alienating face-to-face contact with virtual friends and enjoying the feeling of reassurance and belonging to a transnational community of compatriots. In this sense, Facebook is a propitious ground for the establishment of the three identity strategies defined by Herzfeld: cultural intimacy (or self-stereotypes); structural nostalgia (the evocation of a time when everything was going better); and the social poetic (the strategies aiming to retrieve a particular advantage and turn it into a permanent condition). In this way, the willingness to remain continuously in virtual contact with other Bulgarians often reveals a desire to return to the place of birth. Nostalgia and outsourcing of such sentiments help migrants to cope with feelings of frustration and disappointment. I observed that it is just after their return from summer holidays spent in Bulgaria that members of the Bulgarian diaspora are most active on the Bulgarian forums and pages on Facebook. The “return tourism” (Fourcade) during the summer or for the winter holidays seems to be a central theme in the forums on Facebook and an important source of emotional refuelling. Tensions between identities can also lead to creative formulations through Facebook’s pages. Thus, the group “You know you’re a Bulgarian when...”, which enjoys very active participation from the Bulgarian diaspora, is a space where everyone is invited to share, through a single sentence, some fact of everyday life with which all Bulgarians can identify. With humour and self-irony, this Facebook page demonstrates what is distinctive about being Bulgarian but also highlights frustration with certain prejudices and stereotypes. Frequently these profiles are characterised by seemingly “glocal” features. The same Bulgarian user could define himself as a Parisian, adhering to the group “You know you’re from Paris when...”, but also a native of a Bulgarian town (“You know you’re from Varna when...”). At the same time, he is an architect (“All architects on Facebook”), supporting the candidacy of Barack Obama, a fan of Japanese manga (“maNga”), of a French actor, an American cinema director, or Indian food. He joins a cause to save a wild beach on the Black Sea coast (“We love camping: Gradina Smokinia and Arapia”) and protests virtually against the slaughter of dolphins in the Faroe Islands (“World shame”). One month, the individual could identify as Bulgarian, but next month he might choose to locate himself in the country in which he is now resident. Thus, Facebook creates a virtual territory without borders for the cosmopolitan subject (Negroponte) and this confirms the premise that the Internet does not lead to the convergence of cultures, but rather confirms the opportunities for diversification and pluralism through multiple social and national affiliations. Facebook must therefore be seen as an advantageous space for the representation and interpretation of identity and for performance and digital existence. Bulgarian migrants bring together elements of their offline lives in order to construct, online, entirely new composite identities. The Bulgarians we have studied as part of this research almost never use pseudonyms and do not seem to feel the need to hide their material identities. This suggests that they are mature people who value their status as migrants of Bulgarian origin and who feel confident in presenting their natal identities rather than hiding behind a false name. Starting from this material social/national identity, which is revealed through the display of surname with a Slavic consonance, members of the Bulgarian diaspora choose to manage their complex virtual identities online. Conclusion Far from their homeland, beset with feelings of insecurity and alienation as well as daily experiences of social and cultural exclusion (much of it stemming from an ongoing prejudice towards citizens from ex-communist countries), it is no wonder that migrants from Bulgaria find relief in meeting up with compatriots in front of their screens. Although some migrants assume their Bulgarian identity as a mixture of different cultures and are trying to rethink and continuously negotiate their cultural practices (often through the display of contradictory feelings and identifications), others identify with an imagined community and enjoy drawing boundaries between what is “Bulgarian” and what is not. The indispensable daily visit to Facebook is clearly a means of forging an ongoing sense of belonging to the Bulgarian community scattered across the globe. Facebook makes possible the double presence of Bulgarian immigrants both here and there and facilitates the ongoing processes of identity construction that depend, more and more, upon new media. In this respect, the role that Facebook plays in the life of the Bulgarian diaspora may be seen as a facet of an increasingly dynamic transnational world in which interactive media may be seen to contribute creatively to the formation of collective identities and the deformation of monolithic cultures. References Anderson, Benedict. L’Imaginaire National: Réflexions sur l’Origine et l’Essor du Nationalisme. Paris: La Découverte, 1983. Appadurai, Ajun. Après le Colonialisme: Les Conséquences Culturelles de la Globalisation. Paris: Payot, 2001. Bernal, Victoria. “Diaspora, Cyberspace and Political Imagination: The Eritrean Diaspora Online.” Global Network 6 (2006): 161-79. boyd, danah. “Social Network Sites: Public, Private, or What?” Knowledge Tree (May 2007). Cohen, Robin. Global Diasporas: An Introduction. London: University College London Press. 1997. Goffman, Erving. La Présentation de Soi. Paris: Editions de Minuit, Collection Le Sens Commun, 1973. Fourcade, Marie-Blanche. “De l’Arménie au Québec: Itinéraires de Souvenirs Touristiques.” Ethnologies 27.1 (2005): 245-76. Freud, Sigmund. “Psychologie des Foules et Analyses du Moi.” Essais de Psychanalyse. Paris: Petite Bibliothèque Payot, 2001 (1921). Herzfeld, Michael. Intimité Culturelle. Presse de l’Université de Laval, 2008. Karim, Karim-Haiderali. The Media of Diaspora. Oxford: Routledge, 2003. Marcheva, Marta. “Bulgarian Diaspora and the Media Treatment of Bulgaria in the French, Italian and North American Press (1992–2007).” Unpublished PhD dissertation. Paris: University Panthéon – Assas Paris 2, 2010. Mead, George Herbert. L’Esprit, le Soi et la Société. Paris: PUF, 2006. Negroponte, Nicholas. Being Digital. Vintage, 2005. Soultanova, Ralitza. “Les Migrations Multiples de la Population Bulgare.” Actes du Dolloque «La France et les Migrants des Balkans: Un État des Lieux.” Paris: Courrier des Balkans, 2005. Srinivasan, Ramesh, and Ajit Pyati. “Diasporic Information Environments: Reframing Immigrant-Focused Information Research.” Journal of the American Society for Information Science and Technology 58.12 (2007): 1734-44. Todorov, Tzvetan. Nous et les Autres: La Réflexion Française sur la Diversité Humaine. Paris: Seuil, 1989.
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