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Relevant bibliographies by topics / Model figures for war games etc / Journal articles
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Published: 4 June 2021
Last updated: 1 February 2022
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1
Postnikova,YekaterinaG., and ArtyomE.Lyubetsky. "Fears of Submarine Sailors during the Great Patriotic War (with Reference to the Battlefield Diaries of Georgy I. Sennikov)." Izvestia of the Ural federal university. Series 2. Humanities and Arts 22, no.4 (202) (2020): 190–207. http://dx.doi.org/10.15826/izv2.2020.22.4.071.
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The purpose of this article is a historical and anthropological examination of the phenomenon of fear, the methods of its manifestation and overcoming in the shadow of war. The authors refer to battlefield and postwar diaries from 1943–1946 of G. I. Sennikov, a submarine sailor of the Northern Fleet, marine electrician of “М-107” and “М-119”. The authors use methods of historiographical and mythopoetic analysis, and the biographic method. In Sennikov’s battlefield diary, the authors observe the sailor’s analytical approach to the problem of fear: his story is not just a documentation and detailed description of the physical signs of horror, but also a classification of the types of fear, exploration of different aspects of a person’s fear at war, and an attempt to get an insight into the essence of this phenomenon. The research reveals that the young sailor perceived the war as a death-defying admission and initiation at the ultimate threshold and is described with the help of archetypical figures: a monster ship, a coffin boat, the sea, etc. The young man who found himself in the extremely harsh wartime conditions identifies such characteristic features of a submarine sailor’s psychology as sailor fatalism, a certain superstitious religiousness (belief in signs, dreams, “marked” spaces and taboos, amulets, and taboo systems). In his diaries, G. I. Sennikov does not only identify superstitious religiousness and ritual activities as the most efficient weapon against fear, but also creativity, laughter, games, and, most significantly, personal values, the authority of commanding officers, and conviction that Soviet submarine sailors fight for the right cause, on the side of the good, saving the world from the horrors of fascism.
2
Munendra, Adhen Willy, and Ria Lumintuarso. "PENGEMBANGAN MODEL PEMBELAJARAN LEMPAR LEMBING UNTUK SISWA SEKOLAH MENENGAH PERTAMA (SMP)." Jurnal Keolahragaan 3, no.2 (October28, 2015): 127–38. http://dx.doi.org/10.21831/jk.v3i2.6224.
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Penelitian ini bertujuan untuk menghasilkan model pembelajaran lempar lembing untuk siswa SMP yang layak digunakan. Model pembelajaran yang dikembangkan diharapkan untuk digunakan guru SMP sebagai salah satu bentuk pembelajaran lempar lembing yang baik dan efektif. Penelitian pengembangan ini dilakukan dengan mengadaptasi langkah-langkah penelitian pengembangan sebagai berikut: (1) studi pendahuluan, (2) analisis terhadap informasi yang telah dikumpulkan, (3) mengembangkan produk awal (draf produk), (4) validasi ahli dan revisi, (5) uji coba skala kecil dan revisi, (6) uji coba lapangan skala besar dan revisi, dan (7) diseminasi produk hasil pengembangan. Uji coba skala kecil dilakukan 20 siswa terhadap siswa kelas 8 SMP Negeri 2 Karangnongko Klaten. Uji coba skala besar dilakukan terhadap 60 siswa kelas 8 SMP Negeri 1 Karangnongko dan SMP Negeri 1 Kemalang Klaten. Teknik analisis data yang digunakan yaitu analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Hasil penelitian ini berupa buku panduan dan CD model pembelajaran lempar lembing untuk siswa SMP, yang berisikan sepuluh model permainan, yaitu permainan: (1) kasvol; (2) bola estafet; (3) target papan; (4) target bola; (5) lempar angka; (6) perang bola; (7) parsim; (8) tardus; (9) pahsim, dan (10) pahdus. Dari hasil penilaian para ahli materi, dapat ditarik kesimpulan bahwa model pembelajaran lempar lembing yang disusun sangat baik dan efektif, sehingga layak digunakan untuk pembelajaran lempar lembing pada siswa SMP. Kata kunci: pengembangan, model pembelajaran lempar lembing DEVELOPING A JAVELIN THROWING TEACHING MODEL FOR SECONDARY SCHOOL STUDENTS Abstract This research aims to produce a javelin throwing teaching model for junior high school students. This javelin throwing teaching model is expected to be used by teacher as a form of good and effective javelin throwing teaching. This research and development was conducted by adapting the steps of research development including: (1) preliminary study, (2) analysis of the gathered information, (3) developing the initial product, (4) expert’s validation and revision, (5) small scale trials and revision, (6) large-scale field trial and revision, and (7) dissemination of the product. The small scale trial was conducted in Karangnongko Klaten 2 State Junior High School with 20 second grade students. The large scale trial was conducted in Karangnongko Klaten 1 State Junior High School and Kemalang Klaten 1 State Junior High School with 60 second grade students The data were analysed using the descriptive quantitative and descriptive qualitative analyses The product of this research is a guide book and CD of javelin throwing teaching model for junior high school students, which contain ten games models, namely, the game model of: (1) kasvol; (2) relay; (3) board target; (4) ball target; (5) figures throwing; (6) ball war; (7) parsim; (8) tardus; (9) pahsim, and (10) pahdus. From the assessment of the subject-matter experts evaluation, it can be concluded that the developed javelin throwing teaching model is a good effective and feasible for the teaching of javelin throwing to junior high school students. Keywords: development, javelin throwing teaching model
3
Waszkiel, Halina. "The Puppet Theatre in Poland." Problems of Interaction Between Arts, Pedagogy and the Theory and Practice of Education 51, no.51 (October3, 2018): 164–79. http://dx.doi.org/10.34064/khnum1-51.09.
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Background, problems and innovations of the study. The modern Puppet Theater in Poland is a phenomenon that is very difficult for definition and it opposes its own identification itself. Problems here start at the stage of fundamental definitions already. In English, the case is simpler: “doll” means a doll, a toy, and “puppet” is a theatrical puppet, as well as in French functions “poupée” and “marionette” respectively. In Polish, one word serves both semantic concepts, and it is the reason that most identify the theater of puppets with theater for children, that is a big mistake. Wanting to get out of this hassle, some theaters have thrown out their puppet signage by skipping their own names. Changes in names were intended only to convey information to viewers that in these theaters do not always operate with puppets and not always for the children’s audience. In view of the use of the word “animation” in Polish, that is, “vitalization”, and also the “animator”, that is, “actor who is animating the puppet”, the term “animant” is suggested, which logically, in our opinion, is used unlike from the word “puppet”. Every subject that is animated by animator can be called an animant, starting with classical puppets (glove puppets, cane puppets, excretory puppets, silhouette puppets, tantamarees, etc.) to various plastic shapes (animals, images of fantastic creatures or unrelated to any known), any finished products (such as chairs, umbrellas, cups), as well as immaterial, which are animated in the course of action directed by the actor, either visible to viewers or hidden. In short, the animator animates the animant. If the phenomenon of vitalization does not come, that is, the act of giving “the animant” the illusion of life does not occur, then objects on the stage remain only the requisite or elements of scenography. Synopsis of the main material of the study. In the past, puppet performances, whether fair or vernacular, were seen by everyone who wanted, regardless of age. At the turn of the XIX–XX centuries, the puppet theater got divided into two separate areas – theater for adults and the one for children. After the war, the professional puppet theater for adults became a branch of the puppet theater for children. In general, little has changed so far. The only puppet theater that plays exclusively for adults is “Theater – the Impossible Union”, under the direction of Mark Khodachinsky. In the Polish puppet theater the literary model still dominates, that is, the principle of starting to work on the performance from the choice of drama. There is no such literary work, old or modern, which could not be adapted for the puppet theater. The only important thing is how and why to do it, what significance carries the use of animants, and also, whether the applying of animation does the audience mislead, as it happens when under the name of the puppet theater at the festival shows performances that have nothing in common with puppets / animations. What special the puppet theater has to offer the adult audience? The possibilities are enormous, and in the historical perspective may be many significant achievements, but this does not mean that the masterpieces are born on the stones. The daily offer of theaters varies, and in reality the puppet theaters repertoire for adults is quite modest. The metaphorical potential of puppets equally well justifies themselves, both in the classics and in modern drama. The animants perfectly show themselves in a poetry theater, fairy-tale, conventional and surrealistic. The puppet theater has an exceptional ability to embody inhuman creatures. These can be figures of deities, angels, devils, spirits, envy, death. At the puppet scenes, also animals act; come alive ordinary household items – chairs, umbrellas, fruits and vegetables, whose animation gives not only an interesting comic effect or grotesque, but also demonstrates another, more empathic view of the whole world around us. In the theater of dolls there is no limit to the imagination of creators, because literally everything can became an animant. You need only puppeteers. The puppet theater in Poland, for both children and adults, has strong organizational foundations. There are about 30 institutional theaters (city or voivodship), as well as an increasing number of “independent theaters”. The POLUNIMA, that is, the Polish branch of the UNIMA International Union of Puppets, operates. The valuable, bilingual (Polish–English) quarterly magazine “Puppet Theater” is being issued. The number of puppet festivals is increasing rapidly, and three of them are devoted to the adult puppet theater: “Puppet is also a human” in Warsaw, “Materia Prima” in Krakow, “Metamorphoses of Puppets” in Bialystok. There is no shortage of good dramas for both adults and children (thanks to the periodical “New Art for Children and Youth” published by the Center for Children’s Arts in Poznan). Conclusions. One of the main problems is the lack of vocational education in the field of the scenography of the puppet theater. The next aspect – creative and now else financial – the puppet show is more difficult, in general more expensive and more time-consuming in preparation than the performance in the drama theater. Actor-puppeteer also gets a task those three times heavier: to play live (as an actor in a drama theater), while playing a puppet and with a puppet. Consequently, the narrative of dramatic story on the stage is triple: the actor in relation to the viewer, the puppet in relation to the viewer, the actor in relation to the puppet. The director also works double – both the actor and the puppet should be led. It is necessary to observe the effect that arises from the actions of both stage partners. So the second threat seems to be absurd, but, alas, it is very real – the escape of puppeteers from puppets. The art of the puppet theater requires hard work, and by its nature, it is more chamber. This art is important for gourmets, poets, admirers of animation skills, as well as the searchers for new artistic ways in the theater, in wide understanding. Fortunately, there are some real fans of the puppet theater, and their admiration for the miracle of animation is contagious.
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Bender, Stuart Marshall. "You Are Not Expected to Survive: Affective Friction in the Combat Shooter Game Battlefield 1." M/C Journal 20, no.1 (March15, 2017). http://dx.doi.org/10.5204/mcj.1207.
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IntroductionI stumble to my feet breathing heavily and, over the roar of a tank, a nearby soldier yells right into my face: “We’re surrounded! We have to hold this line!” I follow him, moving past burning debris and wounded men being helped walk back in the opposite direction. Shells explode around me, a whistle sounds, and then the Hun attack; shadowy figures that I fire upon as they approach through the battlefield fog and smoke. I shoot some. I take cover behind walls as others fire back. I reload the weapon. I am hit by incoming fire, and a red damage indicator appears onscreen, so I move to a better cover position. As I am hit again and again, the image becomes blurry and appears as if in slow-motion, the sound also becoming muffled. As an enemy wielding a flame-thrower appears and blasts me with thick fire, my avatar gasps and collapses. The screen fades to black.So far, so very normal in the World War One themed first-person shooter Battlefield 1 (Electronic Arts 2016). But then the game does something unanticipated. I expect to reappear—or respawn—in the same scenario to play better, to stay in the fight longer. Instead, the camera view switches to an external position, craning upwards cinematically from my character’s dying body. Text superimposed over the view indicates the minimalist epitaph: “Harvey Nottoway 1889-1918.” The camera view then races backwards, high over the battlefield and finally settles into position behind a mounted machine-gun further back from the frontline as the enemy advances closer. Immediately I commence shooting, mowing down German troops as they enter our trenches. Soon I am hit and knocked away from the machine-gun. Picking up a shotgun I start shooting the enemy at close-quarters, until I am once again overrun and my character collapses. Now the onscreen text states I was playing as “Dean Stevenson 1899-1918.”I have attempted this prologue to the Battlefield 1 campaign a number of times. No matter how skilfully I play, or how effectively I simply run away and hide from the combat, this pattern continues: the structure of the game forces the player’s avatar to be repeatedly killed in order for the narrative to progress. Over a series of player deaths, respawning as an entirely new character each time, the combat grows in ferocity and the music also becomes increasingly frenetic. The fighting turns to hand-to-hand combat, or shovel-to-head combat to be more precise, and eventually an artillery barrage wipes everybody out (Figure 1). At this point, the prologue is complete and the gamer may continue in a variety of single-player episodes in different theatres of WW1, each of which is structured according to the normal rules of combat games: when your avatar is killed, you respawn at the most recent checkpoint for a follow-up attempt.What are we to make of this alternative narrative structure deployed by the opening episode of Battlefield 1? In contrast to the normal video-game affordances of re-playability until completion, this narrative necessitation of death is in some ways motivated by the onscreen text that introduces the prologue: “What follows is frontline combat. You are not expected to survive.” Certainly it is true that the rest of the game (either single-player or in its online multiplayer deathmatch mode) follows the predictable pattern of dying, replaying, completing. And also we would not expect Battlefield 1 to be motivated primarily by a kind of historical fidelity given that an earlier instalment in the series, Battlefield 1942 (2002) was described by one reviewer as:a comic book version of WWII. The fact that any player can casually hop into a tank, drive around, hop out and pick off an enemy soldier with a sniper rifle, hop into a plane, parachute out, and then call in artillery fire (within the span of a few minutes) should tell you a lot about the game. (Osborne)However what is happening in this will-to-die structure of the game’s prologue represents an alternative and affectively unsettling game experience both in its ludological structure as well as its affective impact. Defamiliarization and Humanization Drawing upon a phenomenology of game-play, whereby the scholar examines the game “as played” (see Atkins and Kryzwinska; Keogh; Wilson) to consider how the text reveals itself to the player, I argue that the introductory single-player episode of Battlefield 1 functions to create a defamiliarizing effect on the player. Defamiliarization, the Russian Formalist term for the effect created by art when some unusual aspect of a text challenges accepted perceptions and/or representations (Schklovski; Thompson), is a remarkably common effect created by the techniques used in combat cinema and video-games. This is unsurprising. After all, warfare is one of the very examples Schklovski uses as something that audiences have developed habituated responses to and which artworks must defamiliarize. The effect may be created by many techniques in a text, and in certain cases a work may defamiliarize even its own form. For instance, recent work on the violence in Saving Private Ryan shows that during the lengthy Omaha Beach sequence, the most vivid instances of violence—including the famous shot of a soldier picking up his dismembered arm—occur well after the audience has potentially become inured to the onslaught of the earlier frequent, but less graphic, carnage (Bender Film Style and WW2). To make these moments stand out with equivalent horrific impact against the background of the Normandy beach bloodbath Spielberg also treats them with a stuttered frame effect and accompanying audio distortion, motivated (to use a related Formalist term) by the character’s apparent concussion and temporary disorientation. Effectively a sequence of point of view shots then, this moment in Private Ryan has become a model for many other war texts, and indeed the player’s death in the opening sequence of Battlefield 1 is portrayed using a very similar (though not identical) audio-visual treatment (Figure 2).Although the Formalists never played videogames, recent scholarship has approached the medium from a similar perspective. For example, Brendan Keogh has focused on the challenges to traditional videogame pleasure generated by the 2012 dystopian shooter Spec Ops: The Line. Keogh notes that the game developers intended to create displeasure and “[forcing] the player to consider what is obscured in the pixilation of war” by, for instance, having them kill fellow American troops in order for the game narrative to continue (Keogh 9). In addition, the game openly taunts the player’s expectations of entertainment based, uncritical run-and-gun gameplay with onscreen text during level loading periods such as “Do you feel like a hero yet?” (8).These kinds of challenges to the expectations of entertainment in combat shooters are found also in one sequence from the 2009 game Call of Duty: Modern Warfare 2 in which the player—as an undercover operative—is forced to participate in a terrorist attack in which civilians are killed (Figure 3). While playing that level, titled “No Russian,” Timothy Welsh argues: “The player may shoot the unarmed civilians or not; the level still creeps slowly forward regardless” (Welsh 409). In Welsh’s analysis, this level emerges as an unusual attempt by a popular video game to “humanize” the non-playing characters that are ordinarily gunned down without any critical and self-reflective thought by the player in most shooter games. The player is forced into a scenario in which they must make a highly difficult ethical choice, but the game will show civilians being killed either way.In contrast to the usual criticisms of violent video games—eg., that they may be held responsible for school shootings, increased adolescent aggression and so on —the “No Russian” sequence drew dramatic complaints of being a “terrorist simulator” (Welsh 389). But for Welsh this ethical choice facing the player, to shoot or not to shoot civilians, raises the game to a textual experience offering self-inspection. As in the fictional theme park of Westworld (HBO 2016), it does not really matter to the digital victim if a player kills them, but it should—and does—matter to the player. There are no external consequences to killing a computer game character composed only of pixels, or killing/raping a robot in the Westworld theme park, however there are internal consequences: it makes you a killer, or a rapist (see Harris and Bloom).Thus, from the perspective of defamiliarization, the game can be regarded as creating the effect that Matthew Payne has labelled “critical displeasure.” Writing about the way this is created by Spec Ops, Payne argues that:the result is a game that wields its affective distance as a critique of the necessary illusion that all military shooters trade in, but one that so few acknowledge. In particular, the game’s brutal mise-en-scène, its intertextual references to other war media, and its real and imagined opportunities for player choice, create a discordant feeling that lays bare the ease with which most video war games indulge in their power fantasies. (Payne 270)There is then, a minor tradition of alternative military-themed video game works that attempt to invite or enable the player to conduct a kind of ethical self-examination around their engagement with interactive representations of war via particular incursions of realism. The critical displeasure invoked by texts such as Spec Ops and the “No Russian” level of Call of Duty is particularly interesting in light of another military game that was ultimately cancelled by the publisher after it received public criticism. Titled Six Days in Fallujah, the game was developed with the participation of Marines who had fought in that real life battle and aimed to depict the events as they unfolded in 2004 during the campaign in Iraq. As Justin Rashid argues:the controversy that arose around Six Days in Fallujah was, of course, a result of the view that commercial video games can only ever be pure entertainment; games do not have the authority or credibility to be part of a serious debate. (Rashid 17)On this basis, perhaps a criterial attribute of an acceptable alternative military game is that there is enough familiarity to evoke some critical distance, but not too much familiarity that the player must think about legitimately real-life consequences and impact. After all, Call of Duty was a successful release, even amid the controversy of “No Russian.” This makes sense as the level does not really challenge the overall enjoyment of the game. The novelty of the level, on the one hand, is that it is merely one part of the general narrative and cannot be regarded as representative of the whole game experience. On the other hand, because none of the events and scenarios have a clear indexical relationship to real-world terrorist attacks (at least prior to the Brussels attack in 2016) it is easy to play the ethical choice of shooting or not shooting civilians as a mental exercise rather than a reflection on something that really happened. This is the same lesson learned by the developers of the 2010 game Medal of Honor who ultimately changed the name of the enemy soldiers from “The Taliban” to “OPFOR” (standing in for a generic “Opposing Forces”) after facing pressure from the US and UK Military who claimed that the multiplayer capacities of the game enabled players to play as the Taliban (see Rashid). Conclusion: Affective Friction in Battlefield 1In important ways then, these game experiences are precursors to Battlefield 1’s single player prologue. However, the latter does not attempt a wholesale deconstruction of the genre—as does Spec Ops—or represent an attempt to humanise (or perhaps re-humanise) the non-playable victim characters as Welsh suggests “No Russian” attempts to do. Battlefield 1’s opening structure of death-and-respawn-as-different-character can be read as humanizing the player’s avatar. But most importantly, I take Battlefield’s initially unusual gameplay as an aesthetic attempt to set a particular tone to the game. Motivated by the general cultural attitude of deferential respect for the Great War, Battlefield 1 takes an almost austere stance toward the violence depicted, paradoxically even as this impact is muted in the later gameplay structured according to normal multiplayer deathmatch rules of run-and-gun killing. The futility implied by the player’s constant dying is clearly motivated by an attempt at realism as one of the cultural memories of World War One is the sheer likelihood of being killed, whether as a frontline soldier or a citizen of a country engaged in combat (see Kramer). For Battlefield 1, the repeated dying is really part of the text’s aesthetic engagement. For this reason I prefer the term affective friction rather than critical displeasure. The austere tone of the game is indicated early, just prior to the prologue gameplay with onscreen text that reads:Battlefield 1 is based on events that unfolded over 100 years agoMore than 60 million soldiers fought in “The War to End All Wars”It ended nothing.Yet it changed the world forever. At a simple level, the player’s experience of being killed in order for the next part of the narrative to progress evokes this sense of futility. There have been real responses indicating this, for instance one reviewer argues that the structure is “a powerful treatment” (Howley). But there is potential for increased engagement with the game itself as the structure breaks the replay-cycle of usual games. For instance, another reviewer responds to the overall single-player campaign by suggesting “It is not something you can sit down and play through and not experience on a higher level than just clicking a mouse and tapping a keyboard” (Simpson). This affective friction amplifies, and draws attention to, the other advances in violent stylistics presented in the game. For instance, although the standard onscreen visual distortions are used to show character damage and the direction from which the attack came, the game does use slow-motion to draw out the character’s death. In addition, the game features incidental battlefield details of shell-shock, such as soldiers simply holding the head in their hands, frozen as the battle rages around them (Figure 4). The presence of flame-thrower troops, and subsequently the depictions of characters running as they burn to death are also significant developments in violent aesthetics from earlier games. These elements of violence are constitutive of the affective friction. We may marvel at the technical achievement of such real-time rendering of dynamic fire and the artistic care given to animate deaths and shell-shock depictions. But simultaneously, these “violent delights”—to borrow from Westworld’s citation of Shakespeare—are innovations upon the depictions of earlier games, even contemporary, combat games. Indeed, one critic has almost ashamedly noted: “For a game about one of the most horrific wars in human history, it sure is pretty” (Kain).These violent depictions show a continuation in the tradition of increased detail which has been linked to a model of “reported realism” as a means of understanding audience’s claims of realism in combat films and modern videogames as a result primarily of their hypersaturated audio-visual texture (Bender "Blood Splats"). Here, saturation refers not to the specific technical quality of colour saturation but to the densely layered audio-visual structure often found in contemporary films and videogames. For example, thick mixing of soundtracks, details of gore, and nuanced movements (particularly of dying characters) all contribute to a hypersaturated aesthetic which tends to prompt audiences to make claims of realism for a combat text regardless of whether or not these viewers/players have any real world referent for comparison. Of course, there are likely to be players who will simply blast through any shooter game, giving no regard to the critical displeasure offered by Spec Ops narrative choices or the ethical dilemma of “No Russian.” There are also likely to be players who bypass the single-player campaign altogether and only bother with the multiplayer deathmatch experience, which functions in the same way as it does in other shooter games, including the previous Battlefield games. But perhaps the value of this game’s attempt at alternative storytelling, with its emphasis on tone and affect, is that even the “kill-em-all” player may experience a momentary impact from the violence depicted. This is particularly important given that, to borrow from Stephanie Fisher’s argument in regard to WW2 games, many young people encounter the history of warfare through such popular videogames (Fisher). In the centenary period of World War One, especially in Australia amid the present Anzac commemorative moment, the opportunity for young audiences to engage with the significance of the events. As a side-note, the later part of the single-player campaign even has a Gallipoli sequence, though the narrative of this component is designed as an action-hero adventure. Indeed, this is one example of how the alternative dying-to-continue structure of the prologue creates an affective friction against the normal gameplay and narratives that feature in the rest of the text. The ambivalent ways in which this unsettling opening scenario impacts on the remainder of the game-play, including for instance its depiction of PTSD, is illustrated by some industry reviewers. As one reviewer argues, the game does generate the feeling that “war isn’t fun — except when it is” (Plante). From this view, the cognitive challenge created by the will to die in the prologue creates an affective friction with the normalised entertainment inherent in the game’s multiplayer run-and-gun components that dominate the rest of Battlefield 1’s experience. Therefore, although Battlefield 1 ultimately proves to be an entertainment-oriented combat shooter, it is significant that the developers of this major commercial production decided to include an experimental structure to the prologue as a way of generating tone and affect in a fresh way. ReferencesAtkins, Barry, and Tanya Kryzwinska. "Introduction: Videogame, Player, Text." Videogame, Player, Text. Eds. Atkins, Barry and Tanya Kryzwinska. Manchester: Manchester University Press, 2007.Bender, Stuart Marshall. "Blood Splats and Bodily Collapse: Reported Realism and the Perception of Violence in Combat Films and Videogames." Projections 8.2 (2014): 1-25.Bender, Stuart Marshall. Film Style and the World War II Combat Film. Newcastle, UK: Cambridge Scholars Publishing, 2013.Fisher, Stephanie. "The Best Possible Story? Learning about WWII from FPS Video Games." Guns, Grenades, and Grunts: First-Person Shooter Games. Eds. Gerald A. Voorhees, Josh Call and Katie Whitlock. New York: Continuum, 2012. 299-318.Harris, Sam, and Paul Bloom. "Waking Up with Sam Harris #56 – Abusing Dolores." Sam Harris 12 Dec. 2016. Howley, Daniel. "Review: Beautiful Battlefield 1 Gives the War to End All Wars Its Due Respect." Yahoo! 2016. Kain, Erik. "'Battlefield 1' Is Stunningly Beautiful on PC." Forbes 2016.Keogh, Brendan. Spec Ops: The Line's Conventional Subversion of the Military Shooter. Paper presented at DiGRA 2013: Defragging Game Studies.Kramer, Alan. Dynamic of Destruction: Culture and Mass Killing in the First World War. UK: Oxford University Press, 2007. Osborne, Scott. "Battlefield 1942 Review." Gamesport 2002. Payne, Matthew Thomas. "War Bytes: The Critique of Militainment in Spec Ops: The Line." Critical Studies in Media Communication 31.4 (2014): 265-82. Plante, Chris. "Battlefield 1 Is Excellent Because the Series Has Stopped Trying to Be Call of Duty." The Verge 2016. Rashid, Justin. Terrorism in Video Games and the Storytelling War against Extremism. Paper presented at Hawaii International Conference on Arts and Humanities, 9-12 Jan. 2011.Schklovski, Viktor. "Sterne's Tristram Shandy: Stylistic Commentary." Trans. Lee T. Lemon and Marion J. Reis. Russian Formalist Criticism: Four Essays. Lincoln: University of Nebraska Press, 1965. 25-60.Simpson, Campbell. "Battlefield 1 Isn't a Game: It's a History Lesson." Kotaku 2016. Thompson, Kristin. Breaking the Glass Armor: Neoformalist Film Analysis. New Jersey: Princeton University Press, 1988. Welsh, Timothy. "Face to Face: Humanizing the Digital Display in Call of Duty: Modern Warfare 2." Guns, Grenade, and Grunts: First-Person Shooter Games. Eds. Gerald A. Voorhees, Josh. Call, and Katie Whitlock. New York: Continuum, 2012. 389-414. Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." PhD diss. Brisbane: Griffith University, 2007.
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Kellner, Douglas. "Engaging Media Spectacle." M/C Journal 6, no.3 (June1, 2003). http://dx.doi.org/10.5204/mcj.2202.
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In the contemporary era, media spectacle organizes and mobilizes economic life, political conflict, social interactions, culture, and everyday life. My recently published book Media Spectacle explores a profusion of developments in hi-tech culture, media-driven society, and spectacle politics. Spectacle culture involves everything from film and broadcasting to Internet cyberculture and encompasses phenomena ranging from elections to terrorism and to the media dramas of the moment. For ‘Logo’, I am accordingly sketching out briefly a terrain I probe in detail in the book from which these examples are taken.1 During the past decades, every form of culture and significant forms of social life have become permeated by the logic of the spectacle. Movies are bigger and more spectacular than ever, with high-tech special effects expanding the range of cinematic spectacle. Television channels proliferate endlessly with all-day movies, news, sports, specialty niches, re-runs of the history of television, and whatever else can gain an audience. The rock spectacle reverberates through radio, television, CDs, computers networks, and extravagant concerts. The Internet encircles the world in the spectacle of an interactive and multimedia cyberculture. Media culture excels in creating megaspectacles of sports championships, political conflicts, entertainment, "breaking news" and media events, such as the O.J. Simpson trial, the Death of Princess Diana, or the sex or murder scandal of the moment. Megaspectacle comes as well to dominate party politics, as the political battles of the day, such as the Clinton sex scandals and impeachment, the 36 Day Battle for the White House after Election 2000, and the September 11 terrorist attacks and subsequent Terror War. These dramatic media passion plays define the politics of the time, and attract mass audiences to their programming, hour after hour, day after day. The concept of "spectacle" derives from French Situationist theorist Guy Debord's 1972 book Society of the Spectacle. "Spectacle," in Debord's terms, "unifies and explains a great diversity of apparent phenomena" (Debord 1970: #10). In one sense, it refers to a media and consumer society, organized around the consumption of images, commodities, and spectacles. Spectacles are those phenomena of media culture which embody contemporary society's basic values, and dreams and nightmares, putting on display dominant hopes and fears. They serve to enculturate individuals into its way of life, and dramatize its conflicts and modes of conflict resolution. They include sports events, political campaigns and elections, and media extravaganzas like sensational murder trials, or the Bill Clinton sex scandals and impeachment spectacle (1998-1999). As we enter a new millennium, the media are becoming ever more technologically dazzling and are playing an increasingly central role in everyday life. Under the influence of a postmodern image culture, seductive spectacles fascinate the denizens of the media and consumer society and involve them in the semiotics of a new world of entertainment, information, a semiotics of a new world of entertainment, information, and drama, which deeply influence thought and action. For Debord: "When the real world changes into simple images, simple images become real beings and effective motivations of a hypnotic behavior. The spectacle as a tendency to make one see the world by means of various specialized mediations (it can no longer be grasped directly), naturally finds vision to be the privileged human sense which the sense of touch was for other epochs; the most abstract, the most mystifiable sense corresponds to the generalized abstraction of present day society" (#18). Today, however, I would maintain it is the multimedia spectacle of sight, sound, touch, and, coming to you soon, smell that constitutes the multidimensional sense experience of the new interactive spectacle. For Debord, the spectacle is a tool of pacification and depoliticization; it is a "permanent opium war" (#44) which stupefies social subjects and distracts them from the most urgent task of real life -- recovering the full range of their human powers through creative praxis. The concept of the spectacle is integrally connected to the concept of separation and passivity, for in passively consuming spectacles, one is separated from actively producing one's life. Capitalist society separates workers from the products of their labor, art from life, and consumption from human needs and self-directing activity, as individuals passively observe the spectacles of social life from within the privacy of their homes (#25 and #26). The situationist project by contrast involved an overcoming of all forms of separation, in which individuals would directly produce their own life and modes of self-activity and collective practice. Since Debord's theorization of the society of the spectacle in the 1960s and 1970s, spectacle culture has expanded in every area of life. In the culture of the spectacle, commercial enterprises have to be entertaining to prosper and as Michael J. Wolf (1999) argues, in an "entertainment economy," business and fun fuse, so that the E-factor is becoming major aspect of business.2 Via the "entertainmentization" of the economy, television, film, theme parks, video games, casinos, and so forth become major sectors of the national economy. In the U.S., the entertainment industry is now a $480 billion industry, and consumers spend more on having fun than on clothes or health care (Wolf 1999: 4).3 In a competitive business world, the "fun factor" can give one business the edge over another. Hence, corporations seek to be more entertaining in their commercials, their business environment, their commercial spaces, and their web sites. Budweiser ads, for instance, feature talking frogs who tell us nothing about the beer, but who catch the viewers' attention, while Taco Bell deploys a talking dog, and Pepsi uses Star Wars characters. Buying, shopping, and dining out are coded as an "experience," as businesses adopt a theme-park style. Places like the Hard Rock Cafe and the House of Blues are not renowned for their food, after all; people go there for the ambience, to buy clothing, and to view music and media memorabilia. It is no longer good enough just to have a web site, it has to be an interactive spectacle, featuring not only products to buy, but music and videos to download, games to play, prizes to win, travel information, and "links to other cool sites." To succeed in the ultracompetitive global marketplace, corporations need to circulate their image and brand name so business and advertising combine in the promotion of corporations as media spectacles. Endless promotion circulates the McDonald’s Golden Arches, Nike’s Swoosh, or the logos of Apple, Intel, or Microsoft. In the brand wars between commodities, corporations need to make their logos or “trademarks” a familiar signpost in contemporary culture. Corporations place their logos on their products, in ads, in the spaces of everyday life, and in the midst of media spectacles like important sports events, TV shows, movie product placement, and wherever they can catch consumer eyeballs, to impress their brand name on a potential buyer. Consequently, advertising, marketing, public relations and promotion are an essential part of commodity spectacle in the global marketplace. Celebrity too is manufactured and managed in the world of media spectacle. Celebrities are the icons of media culture, the gods and goddesses of everyday life. To become a celebrity requires recognition as a star player in the field of media spectacle, be it sports, entertainment, or politics. Celebrities have their handlers and image managers to make sure that their celebrities continue to be seen and positively perceived by publics. Just as with corporate brand names, celebrities become brands to sell their Madonna, Michael Jordan, Tom Cruise, or Jennifer Lopez product and image. In a media culture, however, celebrities are always prey to scandal and thus must have at their disposal an entire public relations apparatus to manage their spectacle fortunes, to make sure their clients not only maintain high visibility but keep projecting a positive image. Of course, within limits, “bad” and transgressions can also sell and so media spectacle contains celebrity dramas that attract public attention and can even define an entire period, as when the O.J. Simpson murder trials and Bill Clinton sex scandals dominated the media in the mid and late 1990s. Entertainment has always been a prime field of the spectacle, but in today's infotainment society, entertainment and spectacle have entered into the domains of the economy, politics, society, and everyday life in important new ways. Building on the tradition of spectacle, contemporary forms of entertainment from television to the stage are incorporating spectacle culture into their enterprises, transforming film, television, music, drama, and other domains of culture, as well as producing spectacular new forms of culture such as cyberspace, multimedia, and virtual reality. For Neil Gabler, in an era of media spectacle, life itself is becoming like a movie and we create our own lives as a genre like film, or television, in which we become "at once performance artists in and audiences for a grand, ongoing show" (1998: 4). On Gabler’s view, we star in our own "lifies," making our lives into entertainment acted out for audiences of our peers, following the scripts of media culture, adopting its role models and fashion types, its style and look. Seeing our lives in cinematic terms, entertainment becomes for Gabler "arguably the most pervasive, powerful and ineluctable force of our time--a force so overwhelming that it has metastasized into life" to such an extent that it is impossible to distinguish between the two (1998: 9). As Gabler sees it, Ralph Lauren is our fashion expert; Martha Stewart designs our sets; Jane Fonda models our shaping of our bodies; and Oprah Winfrey advises us on our personal problems.4 Media spectacle is indeed a culture of celebrity who provide dominant role models and icons of fashion, look, and personality. In the world of spectacle, celebrity encompasses every major social domain from entertainment to politics to sports to business. An ever-expanding public relations industry hypes certain figures, elevating them to celebrity status, and protects their positive image in the never-ending image wars and dangers that a celebrity will fall prey to the machinations of negative-image and thus lose celebrity status, and/or become figures of scandal and approbation, as will some of the players and institutions that I examine in Media Spectacle (Kellner 2003). Sports has long been a domain of the spectacle with events like the Olympics, World Series, Super Bowl, World Soccer Cup, and NBA championships attracting massive audiences, while generating sky-high advertising rates. These cultural rituals celebrate society's deepest values (i.e. competition, winning, success, and money), and corporations are willing to pay top dollar to get their products associated with such events. Indeed, it appears that the logic of the commodity spectacle is inexorably permeating professional sports which can no longer be played without the accompaniment of cheerleaders, giant mascots who clown with players and spectators, and raffles, promotions, and contests that feature the products of various sponsors. Sports stadiums themselves contain electronic reproduction of the action, as well as giant advertisem*nts for various products that rotate for maximum saturation -- previewing environmental advertising in which entire urban sites are becoming scenes to boost consumption spectacles. Arenas, like the United Center in Chicago, America West Arena in Phoenix, on Enron Field in Houston are named after corporate sponsors. Of course, after major corporate scandals or collapse, like the Enron spectacle, the ballparks must be renamed! The Texas Ranger Ballpark in Arlington, Texas supplements its sports arena with a shopping mall, office buildings, and a restaurant in which for a hefty price one can watch the athletic events while eating and drinking.5 The architecture of the Texas Rangers stadium is an example of the implosion of sports and entertainment and postmodern spectacle. A man-made lake surrounds the stadium, the corridor inside is modeled after Chartes Cathedral, and the structure is made of local stone that provides the look of the Texas Capitol in Austin. Inside there are Texas longhorn cattle carvings, panels of Texas and baseball history, and other iconic signifiers of sports and Texas. The merging of sports, entertainment, and local spectacle is now typical in sports palaces. Tropicana Field in Tampa Bay, Florida, for instance, "has a three-level mall that includes places where 'fans can get a trim at the barber shop, do their banking and then grab a cold one at the Budweiser brew pub, whose copper kettles rise three stories. There is even a climbing wall for kids and showroom space for car dealerships'" (Ritzer 1998: 229). Film has long been a fertile field of the spectacle, with "Hollywood" connoting a world of glamour, publicity, fashion, and excess. Hollywood film has exhibited grand movie palaces, spectacular openings with searchlights and camera-popping paparazzi, glamorous Oscars, and stylish hi-tech film. While epic spectacle became a dominant genre of Hollywood film from early versions of The Ten Commandments through Cleopatra and 2001 in the 1960s, contemporary film has incorporated the mechanics of spectacle into its form, style, and special effects. Films are hyped into spectacle through advertising and trailers which are ever louder, more glitzy, and razzle-dazzle. Some of the most popular films of the late 1990s were spectacle films, including Titanic, Star Wars -- Phantom Menace, Three Kings, and Austin Powers, a spoof of spectacle, which became one of the most successful films of summer 1999. During Fall 1999, there was a cycle of spectacles, including Topsy Turvy, Titus, Cradle Will Rock, Sleepy Hollow, The Insider, and Magnolia, with the latter featuring the biblical spectacle of the raining of frogs in the San Fernando Valley, in an allegory of the decadence of the entertainment industry and deserved punishment for its excesses. The 2000 Academy Awards were dominated by the spectacle Gladiator, a mediocre film that captured best picture award and best acting award for Russell Crowe, thus demonstrating the extent to which the logic of the spectacle now dominates Hollywood film. Some of the most critically acclaimed and popular films of 2001 are also hi-tech spectacle, such as Moulin Rouge, a film spectacle that itself is a delirious ode to spectacle, from cabaret and the brothel to can-can dancing, opera, musical comedy, dance, theater, popular music, and film. A postmodern pastiche of popular music styles and hits, the film used songs and music ranging from Madonna and the Beatles to Dolly Parton and Kiss. Other 2001 film spectacles include Pearl Harbor, which re-enacts the Japanese attack on the U.S. that propelled the country to enter World War II, and that provided a ready metaphor for the September 11 terror attacks. Major 2001 film spectacles range from David Lynch’s postmodern surrealism in Mulholland Drive to Steven Spielberg’s blending of his typically sentimental spectacle of the family with the formalist rigor of Stanley Kubrick in A.I. And the popular 2001 military film Black-Hawk Down provided a spectacle of American military heroism which some critics believed sugar-coated the actual problems with the U.S. military intervention in Somalia, causing worries that a future U.S. adventure by the Bush administration and Pentagon would meet similar problems. There were reports, however, that in Somalian cinemas there were loud cheers as the Somalians in the film shot down the U.S. helicopter, and pursued and killed American soldiers, attesting to growing anti-American sentiment in the Muslim world against Bush administration policies. Television has been from its introduction in the 1940s a promoter of consumption spectacle, selling cars, fashion, home appliances, and other commodities along with consumer life-styles and values. It is also the home of sports spectacle like the Super Bowl or World Series, political spectacles like elections (or more recently, scandals), entertainment spectacle like the Oscars or Grammies, and its own spectacles like breaking news or special events. Following the logic of spectacle entertainment, contemporary television exhibits more hi-tech glitter, faster and glitzier editing, computer simulations, and with cable and satellite television, a fantastic array of every conceivable type of show and genre. TV is today a medium of spectacular programs like The X-Files or Buffy, the Vampire Slayer, and spectacles of everyday life such as MTV's The Real World and Road Rules, or the globally popular Survivor and Big Brother series. Real life events, however, took over TV spectacle in 2000-2001 in, first, an intense battle for the White House in a dead-heat election, that arguably constitutes one of the greatest political crimes and scandals in U.S. history (see Kellner 2001). After months of the Bush administration pushing the most hardright political agenda in memory and then deadlocking as the Democrats took control of the Senate in a dramatic party re-affiliation of Vermont’s Jim Jeffords, the world was treated to the most horrifying spectacle of the new millennium, the September 11 terror attacks and unfolding Terror War that has so far engulfed Afghanistan and Iraq. These events promise an unending series of deadly spectacle for the foreseeable future.6 Hence, we are emerging into a new culture of media spectacle that constitutes a novel configuration of economy, society, politics, and everyday life. It involves new cultural forms, social relations, and modes of experience. It is producing an ever-proliferating and expanding spectacle culture with its proliferating media forms, cultural spaces, and myriad forms of spectacle. It is evident in the U.S. as the new millennium unfolds and may well constitute emergent new forms of global culture. Critical social theory thus faces important challenges in theoretically mapping and analyzing these emergent forms of culture and society and the ways that they may contain novel forms of domination and oppression, as well as potential for democratization and social justice. Works Cited Debord, Guy. Society of the Spectacle. Detroit: Black and Red, 1967. Gabler, Neil. Life the Movie. How Entertainment Conquered Reality. New York: Alfred A. Knopf, 1998. Kellner, Douglas. Grand Theft 2000. Lanham, Md.: Rowman and Littlefield, 2001. Kellner, Douglas. From 9/11 to Terror War: Dangers of the Bush Legacy. Lanham, Md.: Rowman and Littlefield, 2003. Kellner, Douglas. Media Spectacle. London and New York: Routledge, 2003. Ritzer, George. The McDonaldization Thesis: Explorations and Extensions. Thousand Oaks, Cal. and London: Sage, 1998. Wolf, Michael J. Entertainment Economy: How Mega-Media Forces are Transforming Our Lives. New York: Times Books, 1999. Notes 1 See Douglas Kellner, Media Spectacle. London and New York: Routledge, 2003. 2 Wolf's book is a detailed and useful celebration of the "entertainment economy," although he is a shill for the firms and tycoons that he works for and celebrates them in his book. Moreover, while entertainment is certainly an important component of the infotainment economy, it is an exaggeration to say that it drives it and is actually propelling it, as Wolf repeatedly claims. Wolf also downplays the negative aspects of the entertainment economy, such as growing consumer debt and the ups and downs of the infotainment stock market and vicissitudes of the global economy. 3 Another source notes that "the average American household spent $1,813 in 1997 on entertainment -- books, TV, movies, theater, toys -- almost as much as the $1,841 spent on health care per family, according to a survey by the US Labor Department." Moreover, "the price we pay to amuse ourselves has, in some cases, risen at a rate triple that of inflation over the past five years" (USA Today, April 2, 1999: E1). The NPD Group provided a survey that indicated that the amount of time spent on entertainment outside of the home –- such as going to the movies or a sport event – was up 8% from the early to the late 1990s and the amount of time in home entertainment, such as watching television or surfing the Internet, went up 2%. Reports indicate that in a typical American household, people with broadband Internet connections spend 22% more time on all-electronic media and entertainment than the average household without broadband. See “Study: Broadband in homes changes media habits” (PCWORLD.COM, October 11, 2000). 4 Gabler’s book is a synthesis of Daniel Boorstin, Dwight Macdonald, Neil Poster, Marshall McLuhan, and other trendy theorists of media culture, but without the brilliance of a Baudrillard, the incisive criticism of an Adorno, or the understanding of the deeper utopian attraction of media culture of a Bloch or Jameson. Likewise, Gabler does not, a la cultural studies, engage the politics of representation, or its economics and political economy. He thus ignores mergers in the culture industries, new technologies, the restructuring of capitalism, globalization, and shifts in the economy that are driving the impetus toward entertainment. Gabler does get discuss how new technologies are creating new spheres of entertainment and forms of experience and in general describes rather than theorizes the trends he is engaging. 5 The project was designed and sold to the public in part through the efforts of the son of a former President, George W. Bush. Young Bush was bailed out of heavy losses in the Texas oil industry in the 1980s by his father's friends and used his capital gains, gleaned from what some say as illicit insider trading, to purchase part-ownership of a baseball team to keep the wayward son out of trouble and to give him something to do. The soon-to-be Texas governor, and future President of the United States, sold the new stadium to local taxpayers, getting them to agree to a higher sales tax to build the stadium which would then become the property of Bush and his partners. This deal allowed Bush to generate a healthy profit when he sold his interest in the Texas Rangers franchise and to buy his Texas ranch, paid for by Texas tax-payers (for sources on the scandalous life of George W. Bush and his surprising success in politics, see Kellner 2001 and the further discussion of Bush Jr. in Chapter 6). 6 See Douglas Kellner, From 9/11 to Terror War: Dangers of the Bush Legacy. Lanham, Md.: Rowman and Littlefield Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Kellner, Douglas. "Engaging Media Spectacle " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0306/09-mediaspectacle.php>. APA Style Kellner, D. (2003, Jun 19). Engaging Media Spectacle . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0306/09-mediaspectacle.php>
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Habel, Chad Sean. "Doom Guy Comes of Age: Mediating Masculinities in Power Fantasy Video Games." M/C Journal 21, no.2 (April25, 2018). http://dx.doi.org/10.5204/mcj.1383.
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Abstract:
Introduction: Game Culture and GenderAs texts with the potential to help mediate specific forms of identity, video games are rich and complex sites for analysis. A tendency, however, still exists in scholarship to treat video games as just another kind of text, and work that explores the expression of masculine identity persists in drawing from cinematic analysis without proper consideration of game design and how these games are played (Triana). For example, insights from studies into horror cinema may illuminate the relationship between players and game systems in survival horror video games (Habel & Kooyman), but further study is needed to explore how people interact with the game.This article aims to build towards a scholarly definition of the term “Power Fantasy”, a concept that seems well established in wider discourse but is not yet well theorised in the scholarly literature. It does so through a case of the most recent reboot of Doom (2016), a game that in its original incarnation established an enduring tradition for high-action Power Fantasy. In the first-person shooter game Doom, the player fills the role of the “Doom Guy”, a faceless hero who shuttles between Earth and Hell with the sole aim of eviscerating demonic hordes as graphically as possible.How, then, do we begin to theorise the kind of automediation that an iconic game text like Doom facilitates? Substantial work has been done to explore player identification in online games (see Taylor; Yee). Shaw (“Rethinking”) suggests that single-player games are unexplored territory compared to the more social spaces of Massively Multiplayer Online games and other multiplayer experiences, but it is important to distinguish between direct identification with the avatar per se and the ways in which the game text mediates broader gender constructions.Abstract theorisation is not enough, though. To effectively understand this kind of automediation we also need a methodology to gain insights into its processes. The final part of this article, therefore, proposes the analysis of “Let’s Play” videos as a kind of gender identity performance which gives insight into the automediation of dominant masculine gender identities through Power Fantasy video games like Doom. This reflexive performance works to denaturalise gender construction rather than reinforce stable hegemonic identities.Power Fantasy and Gender IdentityPower Fantasy has become an established trope in online critiques and discussions of popular culture. It can be simply defined as “character imagines himself taking revenge on his bullies” (TVTropes). This trope takes on special resonance in video games, where the players themselves live out the violent revenge fantasy in the world of the game.The “power fantasy” of games implies escapism and meaninglessness, evoking outsize explosions and equally outsized displays of dominance. A “power gamer” is one who plays with a single-minded determination to win, at the expense of nuance, social relationships between players, or even their own pleasure in play. (Baker)Many examples apply this concept of Power Fantasy in video games: from God of War to Metroid: Prime and Grand Theft Auto, this prevalent trope of game design uses a kind of “agency mechanics” (Habel & Kooyman) to convince the player that they are becoming increasingly skilful in the game, when in reality the game is simply decreasing in difficulty (PBS Digital Studios). The operation of the Power Fantasy trope is also gendered; in a related trope known as “I Just Want To Be a Badass”, “males are somewhat more prone to harbour [the] wish” to feel powerful (TVTropes). More broadly, even though the game world is obviously not real, playing it requires “an investment in and commitment to a type of masculine performance that is based on the Real (particularly if one is interested in ‘winning’, pummelling your opponent, kicking ass, etc.)” (Burrill 2).Indeed, there is a perceived correlation (if not causation) between the widespread presence of Power Fantasy video games and how “game culture as it stands is shot through with sexism, racism, hom*ophobia, and other biases” (Baker). Golding and van Deventer undertake an extended exploration of this disconcerting side of game culture, concluding that games have “become a venue for some of the more unsophisticated forms of patriarchy” (213) evidenced in the highly-publicised GamerGate movement. This saw an alignment between the label of “gamer” and extreme misogyny, abuse and harassment of women and other minorities in the industry.We have, then, a tentative connection between dominant gameplay forms based on high skill that may be loosely characterised as “Power Fantasy” and some of the most virulent toxic gender expressions seen in recent times. More research is needed to gain a clearer understanding of precisely what Power Fantasy is. Baker’s primary argument is that “power” in games can also be characterised as “power to” or “power with”, as well as the more traditional “power over”. Kurt Squire uses the phrase “Power Fantasy” as a castaway framing for a player who seeks an alternative reward to the usual game progression in Sid Meier’s Civilisation. More broadly, much scholarly work concerning gameplay design and gender identity has been focussed on the hot-button question of videogame violence and its connection to real-world violence, a question that this article avoids since it is well covered elsewhere. Here, a better understanding of the mediation of gender identity through Power Fantasy in Doom can help to illuminate how games function as automedia.Auto-Mediating Gender through Performance in Doom (2016) As a franchise, Doom commands near-incomparable respect as a seminal text of the first-person shooter genre. First released in 1993, it set the benchmark for 3D rendered graphics, energetic sound design, and high-paced action gameplay that was visceral and deeply immersive. It is impossible to mention more recent reboots without recourse to its first seminal instalment and related game texts: Kim Justice suggests a personal identification with it in a 29-minute video analysis entitled “A Personal History of Demon Slaughter”. Doom is a cherished game for many players, possibly because it evokes memories of “boyhood” gaming and all its attendant gender identity formation (Burrill).This identification also arises in livestreams and playthroughs of the game. YouTuber and game reviewer Markiplier describes nostalgically and at lengths his formative experiences playing it (and recounts a telling connection with his father who, he explains, introduced him to gaming), saying “Doom is very important to me […] this was the first game that I sat down and played over and over and over again.” In contrast, Wanderbots confesses that he has never really played Doom, but acknowledges its prominent position in the gaming community by designating himself outside the identifying category of “Doom fan”. He states that he has started playing due to “gushing” recommendations from other gamers. The nostalgic personal connection is important, even in absentia.For the most part, the critical and community response to the 2016 version of Doom was approving: Gilroy admits that it “hit all the right power chords”, raising the signature trope in reference to both gameplay and music (a power chord is a particular technique of playing heavy metal guitar often used in heavy metal music). Doom’s Metacritic score is currently a respectable 85, and, the reception is remarkably consistent between critics and players, especially for such a potentially divisive game (Metacritic). Commentators tend to cite its focus on its high action, mobility, immersion, sound design, and general faithfulness to the spirit of the original Doom as reasons for assessments such as “favourite game ever” (Habel). Game critic Yahtzee’s uncharacteristically approving video review in the iconic Zero Punctuation series is very telling in its assessment of the game’s light narrative framing:Doom seems to have a firm understanding of its audience because, while there is a plot going on, the player-character couldn’t give a half an ounce of deep fried sh*t; if you want to know the plot then pause the game and read all the fluff text in the character and location database, sipping daintily from your pink teacup full of puss* juice, while the game waits patiently for you to strap your bollocks back on and get back in the fray. (Yahtzee)This is a strident expression of the gendered expectations and response to Doom’s narratological refusal, which is here cast as approvingly masculine and opposed to a “feminine” desire for plot or narrative. It also feeds into a discourse which sees the game as one which demands skill, commitment, and an achievement orientation cast within an exclusivist ideology of “toxic meritocracy” (Paul).In addition to examining reception, approaches to understanding how Doom functions as a “Power Fantasy” or “badass” trope could take a variety of forms. It is tempting to undertake a detailed analysis of its design and gameplay, especially since these feed directly into considerations of player interaction. This could direct a critical focus towards gameplay design elements such as traversal and mobility, difficulty settings, “glory kills”, and cinematic techniques in the same vein as Habel and Kooyman’s analysis of survival horror video games in relation to horror cinema. However, Golding and van Deventer warn against a simplistic analysis of decontextualized gameplay (29-30), and there is a much more intriguing possibility hinted at by Harper’s notion of “Play Practice”.It is useful to analyse a theoretical engagement with a video game as a thought-experiment. But with the rise of gaming as spectacle, and particularly gaming as performance through “Let’s Play” livestreams (or video on demand) on platforms such as TwitchTV and YouTube, it becomes possible to analyse embodied performances of the gameplay of such video games. This kind of analysis allows the opportunity for a more nuanced understanding of how such games mediate gender identities. For Judith Butler, gender is not only performed, it is also performative:Because there is neither an “essence” that gender expresses or externalizes nor an objective ideal to which gender aspires, and because gender is not a fact, the various acts of gender create the idea of gender, and without those acts, there would be no gender at all. (214)Let’s Play videos—that show a player playing a game in real time with their commentary overlaying the on screen action—allow us to see the performative aspects of gameplay. Let’s Plays are a highly popular and developing form: they are not simple artefacts by any means, and can be understood as expressive works in their own right (Lee). They are complex and multifaceted, and while they do not necessarily provide direct insights into the player’s perception of their own identification, with sufficient analysis and unpacking they help us to explore both the construction and denaturalisation of gender identity. In this case, we follow Josef Nguyen’s analysis of Let’s Plays as essential for expression of player identity through performance, but instead focus on how some identity construction may narrow rather than expand the diversity range. T.L. Taylor also has a monograph forthcoming in 2018 titled Watch Me Play: Twitch and the Rise of Game Live Streaming, suggesting the time is ripe for such analysis.These performances are clear in ways we have already discussed: for example, both SplatterCat and Markiplier devote significant time to describing their formative experiences playing Doom as a background to their gameplay performance, while Wanderbots is more distanced. There is no doubt that these videos are popular: Markiplier, for example, has attracted nearly 5 million views of his Doom playthrough. If we see gameplay as automediation, though, these videos become useful artefacts for analysis of gendered performance through gameplay.When SplatterCat discovers the suit of armor for the game’s protagonist, Doom Guy, he half-jokingly remarks “let us be all of the Doom Guy that we can possibly be” (3:20). This is an aspirational mantra, a desire for enacting the game’s Power Fantasy. Markiplier speaks at length about his nostalgia for the game, specifically about how his father introduced him to Doom when he was a child, and he expresses hopes that he will again experience “Doom’s original super-fast pace and just pure unadulterated action; Doom Guy is a badass” (4:59). As the action picks up early into the game, Markiplier expresses the exhilaration and adrenaline that accompany performances of this fastpaced, highly mobile kind of gameplay, implying that he is becoming immersed in the character and, by performing Doom Guy, inhabiting the “badass” role and thus enacting a performance of Power Fantasy:Doom guy—and I hope I’m playing Doom guy himself—is just the embodiment of kickass. He destroys everything and he doesn’t give a f*ck about what he breaks in the process. (8:45)This performance of gender through the skilled control of Doom Guy is, initially, unambiguously mediated as Power Fantasy: in control, highly skilled, suffused with Paul’s ‘toxic meritocracy. A similar sentiment is expressed in Wanderbots’ playthrough when the player-character dispenses with narrative/conversation by smashing a computer terminal: “Oh I like this guy already! Alright. Doom Guy does not give a sh*t. It’s like Wolf Blascowicz [sic], but like, plus plus” (Wanderbots). This is a reference to another iconic first-person shooter franchise, Wolfenstein, which also originated in the 1980s and has experienced a recent successful reboot, and which operates in a similar Power Fantasy mode. This close alignment between these two streamers’ performances suggests significant coherence in both genre and gameplay design and the ways in which players engage with the game as a gendered performative space.Nonetheless, there is no simple one-to-one relationship here—there is not enough evidence to argue that this kind of gameplay experience leads directly to the kind of untrammelled misogyny we see in game culture more broadly. While Gabbiadini et al. found evidence in an experimental study that a masculinist ideology combined with violent video game mechanics could lead to a lack of empathy for women and girls who are victims of violence, Ferguson and Donnellan dispute this finding based on poor methodology, arguing that there is no evidence for a causal relationship between gender, game type and lack of empathy for women and girls. This inconclusiveness in the research is mirrored by an ambiguity in the gendered performance of males playing through Doom, where the Power Fantasy is profoundly undercut in multiple ways.Wanderbots’ Doom playthrough is literally titled ‘I have no idea what I’m Dooming’ and he struggles with particular mechanics and relatively simple progression tools early in the game: this reads against masculinist stereotypes of superior and naturalised gameplay skill. Markiplier’s performance of the “badass” Doom Guy is undercut at various stages: in encountering the iconic challenge of the game, he mentions that “I am halfway decent… not that good at video games” (9:58), and on the verge of the protagonist’s death he admits “If I die this early into my first video I’m going to be very disappointed, so I’m going to have to kick it up a notch” (15:30). This suggests that rather than being an unproblematic and simple expression of male power in a fantasy video game world, the gameplay performances of Power Fantasy games are ambiguous and contested, and not always successfully performed via the avatar. They therefore demonstrate a “kind of gender performance [which] will enact and reveal the performativity of gender itself in a way that destabilizes the naturalized categories of identity and desire” (Butler 211). This cuts across the empowered performance of videogame mastery and physical dominance over the game world, and suggests that the automediation of gender identity through playing video games is a complex phenomenon urgently in need of further theorisation.ConclusionUltimately, this kind of analysis of the mediation of hegemonic gender identities is urgent for a cultural product as ubiquitous as video games. The hyper-empowered “badass” digital avatars of Power Fantasy video games can be expected to have some shaping effect on the identities of those who play them, evidenced by the gendered gameplay performance of Doom briefly explored here. This is by no means a simple or unproblematic process, though. Much further research is needed to test the methodological insights possible by using video performances of gameplay as explorations of the auto-mediation of gender identities through video games.ReferencesBaker, Meguey. “Problematizing Power Fantasy.” The Enemy 1.2 (2015). 18 Feb. 2018 <http://theenemyreader.org/problematizing-power-fantasy/>.Burrill, Derrick. Die Tryin’: Video Games, Masculinity, Culture. New York: Peter Lang, 2008.Butler, Judith. Gender Trouble. 10th ed. London: Routledge, 2002.Ferguson, Christopher, and Brent Donellan. “Are Associations between “Sexist” Video Games and Decreased Empathy toward Women Robust? A Reanalysis of Gabbiadini et al. 2016.” Journal of Youth and Adolescence 46.12 (2017): 2446–2459.Gabbiadini, Alessandro, Paolo Riva, Luca Andrighetto, Chiara Volpato, and Brad J. Bushman. “Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.” PloS One 11.4 (2016). 14 Apr. 2018 <http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0152121>.Gilroy, Joab. “Doom: Review.” IGN, 16 May 2016. 22 Feb. 2018 <http://au.ign.com/articles/2016/05/16/doom-review-2?page=1>.Golding, Dan, and Leena van Deventer. Game Changers: From Minecraft to Misogyny, the Fight for the Future of Videogames. South Melbourne: Affirm, 2016.Habel, Chad, and Ben Kooyman. “Agency Mechanics: Gameplay Design in Survival Horror Video Games”. Digital Creativity 25.1 (2014):1-14.Habel, Chad. “Doom: Review (PS4).” Game Truck Australia, 2017. 22 Feb. 2018 <http://www.gametruckaustralia.com.au/review-doom-2016-ps4/>.Harper, Todd. The Culture of Digital Fighting Games: Performance and Practice. London: Routledge, 2013.Kim Justice. “Doom: A Personal History of Demon Slaughter.” YouTube, 16 Jan. 2017. 22 Feb. 2018 <https://www.youtube.com/watch?v=JtvoENhvkys>.Lee, Patrick. “The Best Let’s Play Videos Offer More than Vicarious Playthroughs.” The A.V. Club, 24 Apr. 2015. 22 Feb. 2018 <https://games.avclub.com/the-best-let-s-play-videos-offer-more-than-vicarious-pl-1798279027>.Markiplier. “KNEE-DEEP IN THE DEAD | DOOM – Part 1.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=pCygvprsgIk>.Metacritic. “Doom (PS4).” 22 Feb. 2018 <http://www.metacritic.com/game/playstation-4/doom>.Nguyen, Josef. “Performing as Video Game Players in Let’s Plays.” Transformative Works and Cultures 22 (2016). <http://journal.transformativeworks.org/index.php/twc/article/view/698>.Paul, Christopher. The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst. Minneapolis: U of Minnesota P, 2018.PBS Digital Studios. “Do Games Give Us Too Much Power?” 2017. 18 Feb. 2018 <https://www.youtube.com/watch?v=9COt-_3C0xI>.Shaw, Adrienne. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity.” New Media and Society 14.1 (2012): 28-44.———. “Rethinking Game Studies: A Case Study Approach to Video Game Play and Identification.” Critical Studies in Media Communication 30.5 (2013): 347-361.SplatterCatGaming. “DOOM 2016 PC – Gameplay Intro – #01 Let's Play DOOM 2016 Gameplay.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=tusgsunWEIs>.Squire, Kurt. “Open-Ended Video Games: A Model for Developing Learning for the Interactive Age.” The Ecology of Games: Connecting Youth, Games, and Learning. Ed. Katie Salen. Cambridge, MA: MIT P, 2008. 167–198.Boellstorff, Tom, Bonnie Nardi, Celia Pearce, and T.L. Taylor. Ethnography and Virtual Worlds: A Handbook of Method. Princeton, NJ: Princeton UP, 2012.Triana, Benjamin. “Red Dead Maculinity: Constructing a Conceptual Framework for Analysing the Narrative and Message Found in Video Games.” Journal of Games Criticism 2.2 (2015). 12 Apr. 2018 <http://gamescriticism.org/articles/triana-2-2/>.TVTropes. Playing With / Power Fantasy. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/PlayingWith/PowerFantasy>.———. I Just Want to Be a Badass. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/Main/IJustWantToBeBadass>.Wanderbots. “Let’s Play Doom (2016) – PC Gameplay Part I – I Have No Idea What I’m Dooming!” YouTube, 18 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=AQSMNhWAf0o>.Yee, Nick. “Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games.” Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. Eds. Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Sun. Cambridge, MA: MIT P, 2008. 83-96.Yahtzee. “Doom (2016) Review.” Zero Punctuation, 8 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=HQGxC8HKCD4>.
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Newman, James. "Save the Videogame! The National Videogame Archive: Preservation, Supersession and Obsolescence." M/C Journal 12, no.3 (July15, 2009). http://dx.doi.org/10.5204/mcj.167.
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Abstract:
Introduction In October 2008, the UK’s National Videogame Archive became a reality and after years of negotiation, preparation and planning, this partnership between Nottingham Trent University’s Centre for Contemporary Play research group and The National Media Museum, accepted its first public donations to the collection. These first donations came from Sony’s Computer Entertainment Europe’s London Studios who presented the original, pre-production PlayStation 2 EyeToy camera (complete with its hand-written #1 sticker) and Harmonix who crossed the Atlantic to deliver prototypes of the Rock Band drum kit and guitar controllers along with a slew of games. Since then, we have been inundated with donations, enquiries and volunteers offering their services and it is clear that we have exciting and challenging times ahead of us at the NVA as we seek to continue our collecting programme and preserve, conserve, display and interpret these vital parts of popular culture. This essay, however, is not so much a document of these possible futures for our research or the challenges we face in moving forward as it is a discussion of some of the issues that make game preservation a vital and timely undertaking. In briefly telling the story of the genesis of the NVA, I hope to draw attention to some of the peculiarities (in both senses) of the situation in which videogames currently exist. While considerable attention has been paid to the preservation and curation of new media arts (e.g. Cook et al.), comparatively little work has been undertaken in relation to games. Surprisingly, the games industry has been similarly neglectful of the histories of gameplay and gamemaking. Throughout our research, it has became abundantly clear that even those individuals and companies most intimately associated with the development of this form, do not hold their corporate and personal histories in the high esteem we expected (see also Lowood et al.). And so, despite the well-worn bluster of an industry that proclaims itself as culturally significant as Hollywood, it is surprisingly difficult to find a definitive copy of the boxart of the final release of a Triple-A title let alone any of the pre-production materials. Through our journeys in the past couple of years, we have encountered shoeboxes under CEOs’ desks and proud parents’ collections of tapes and press cuttings. These are the closest things to a formalised archive that we currently have for many of the biggest British game development and publishing companies. Not only is this problematic in and of itself as we run the risk of losing titles and documents forever as well as the stories locked up in the memories of key individuals who grow ever older, but also it is symptomatic of an industry that, despite its public proclamations, neither places a high value on its products as popular culture nor truly recognises their impact on that culture. While a few valorised, still-ongoing, franchises like the Super Mario and Legend of Zelda series are repackaged and (digitally) re-released so as to provide continuity with current releases, a huge number of games simply disappear from view once their short period of retail limelight passes. Indeed, my argument in this essay rests to some extent on the admittedly polemical, and maybe even antagonistic, assertion that the past business and marketing practices of the videogames industry are partly to blame for the comparatively underdeveloped state of game preservation and the seemingly low cultural value placed on old games within the mainstream marketplace. Small wonder, then, that archives and formalised collections are not widespread. However antagonistic this point may seem, this essay does not set out merely to criticise the games industry. Indeed, it is important to recognise that the success and viability of projects such as the NVA is derived partly from close collaboration with industry partners. As such, it is my hope that in addition to contributing to the conversation about the importance and need for formalised strategies of game preservation, this essay goes some way to demonstrating the necessity of universities, museums, developers, publishers, advertisers and retailers tackling these issues in partnership. The Best Game Is the Next Game As will be clear from these opening paragraphs, this essay is primarily concerned with ‘old’ games. Perhaps surprisingly, however, we shall see that ‘old’ games are frequently not that old at all as even the shiniest, and newest of interactive experiences soon slip from view under the pressure of a relentless industrial and institutional push towards the forthcoming release and the ‘next generation’. More surprising still is that ‘old’ games are often difficult to come by as they occupy, at best, a marginalised position in the contemporary marketplace, assuming they are even visible at all. This is an odd situation. Videogames are, as any introductory primer on game studies will surely reveal, big business (see Kerr, for instance, as well as trade bodies such as ELSPA and The ESA for up-to-date sales figures). Given the videogame industry seems dedicated to growing its business and broadening its audiences (see Radd on Sony’s ‘Game 3.0’ strategy, for instance), it seems strange, from a commercial perspective if no other, that publishers’ and developers’ back catalogues are not being mercilessly plundered to wring the last pennies of profit from their IPs. Despite being cherished by players and fans, some of whom are actively engaged in their own private collecting and curation regimes (sometimes to apparently obsessive excess as Jones, among others, has noted), videogames have, nonetheless, been undervalued as part of our national popular cultural heritage by institutions of memory such as museums and archives which, I would suggest, have largely ignored and sometimes misunderstood or misrepresented them. Most of all, however, I wish to draw attention to the harm caused by the videogames industry itself. Consumers’ attentions are focused on ‘products’, on audiovisual (but mainly visual) technicalities and high-definition video specs rather than on the experiences of play and performance, or on games as artworks or artefact. Most damagingly, however, by constructing and contributing to an advertising, marketing and popular critical discourse that trades almost exclusively in the language of instant obsolescence, videogames have been robbed of their historical value and old platforms and titles are reduced to redundant, legacy systems and easily-marginalised ‘retro’ curiosities. The vision of inevitable technological progress that the videogames industry trades in reminds us of Paul Duguid’s concept of ‘supersession’ (see also Giddings and Kennedy, on the ‘technological imaginary’). Duguid identifies supersession as one of the key tropes in discussions of new media. The reductive idea that each new form subsumes and replaces its predecessor means that videogames are, to some extent, bound up in the same set of tensions that undermine the longevity of all new media. Chun rightly notes that, in contrast with more open terms like multimedia, ‘new media’ has always been somewhat problematic. Unaccommodating, ‘it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality’ (1). The very newness of new media and of videogames as the apotheosis of the interactivity and multimodality they promise (Newman, "In Search"), their gleam and shine, is quickly tarnished as they are replaced by ever-newer, ever more exciting, capable and ‘revolutionary’ technologies whose promise and moment in the limelight is, in turn, equally fleeting. As Franzen has noted, obsolescence and the trail of abandoned, superseded systems is a natural, even planned-for, product of an infatuation with the newness of new media. For Kline et al., the obsession with obsolescence leads to the characterisation of the videogames industry as a ‘perpetual innovation economy’ whose institutions ‘devote a growing share of their resources to the continual alteration and upgrading of their products. However, it is my contention here that the supersessionary tendency exerts a more serious impact on videogames than some other media partly because the apparently natural logic of obsolescence and technological progress goes largely unchecked and partly because there remain few institutions dedicated to considering and acting upon game preservation. The simple fact, as Lowood et al. have noted, is that material damage is being done as a result of this manufactured sense of continual progress and immediate, irrefutable obsolescence. By focusing on the upcoming new release and the preview of what is yet to come; by exciting gamers about what is in development and demonstrating the manifest ways in which the sheen of the new inevitably tarnishes the old. That which is replaced is fit only for the bargain bin or the budget-priced collection download, and as such, it is my position that we are systematically undermining and perhaps even eradicating the possibility of a thorough and well-documented history for videogames. This is a situation that we at the National Videogame Archive, along with colleagues in the emerging field of game preservation (e.g. the International Game Developers Association Game Preservation Special Interest Group, and the Keeping Emulation Environments Portable project) are, naturally, keen to address. Chief amongst our concerns is better understanding how it has come to be that, in 2009, game studies scholars and colleagues from across the memory and heritage sectors are still only at the beginning of the process of considering game preservation. The IGDA Game Preservation SIG was founded only five years ago and its ‘White Paper’ (Lowood et al.) is just published. Surprisingly, despite the importance of videogames within popular culture and the emergence and consolidation of the industry as a potent creative force, there remains comparatively little academic commentary or investigation into the specific situation and life-cycles of games or the demands that they place upon archivists and scholars of digital histories and cultural heritage. As I hope to demonstrate in this essay, one of the key tasks of the project of game preservation is to draw attention to the consequences of the concentration, even fetishisation, of the next generation, the new and the forthcoming. The focus on what I have termed ‘the lure of the imminent’ (e.g. Newman, Playing), the fixation on not only the present but also the as-yet-unreleased next generation, has contributed to the normalisation of the discourses of technological advancement and the inevitability and finality of obsolescence. The conflation of gameplay pleasure and cultural import with technological – and indeed, usually visual – sophistication gives rise to a context of endless newness, within which there appears to be little space for the ‘outdated’, the ‘superseded’ or the ‘old’. In a commercial and cultural space in which so little value is placed upon anything but the next game, we risk losing touch with the continuities of development and the practices of play while simultaneously robbing players and scholars of the critical tools and resources necessary for contextualised appreciation and analysis of game form and aesthetics, for instance (see Monnens, "Why", for more on the value of preserving ‘old’ games for analysis and scholarship). Moreover, we risk losing specific games, platforms, artefacts and products as they disappear into the bargain bucket or crumble to dust as media decay, deterioration and ‘bit rot’ (Monnens, "Losing") set in. Space does not here permit a discussion of the scope and extent of the preservation work required (for instance, the NVA sets its sights on preserving, documenting, interpreting and exhibiting ‘videogame culture’ in its broadest sense and recognises the importance of videogames as more than just code and as enmeshed within complex networks of productive, consumptive and performative practices). Neither is it my intention to discuss here the specific challenges and numerous issues associated with archival and exhibition tools such as emulation which seek to rebirth code on up-to-date, manageable, well-supported hardware platforms but which are frequently insensitive to the specificities and nuances of the played experience (see Newman, "On Emulation", for some further notes on videogame emulation, archiving and exhibition and Takesh*ta’s comments in Nutt on the technologies and aesthetics of glitches, for instance). Each of these issues is vitally important and will, doubtless become a part of the forthcoming research agenda for game preservation scholars. My focus here, however, is rather more straightforward and foundational and though it is deliberately controversial, it is my hope that its casts some light over some ingrained assumptions about videogames and the magnitude and urgency of the game preservation project. Videogames Are Disappearing? At a time when retailers’ shelves struggle under the weight of newly-released titles and digital distribution systems such as Steam, the PlayStation Network, Xbox Live Marketplace, WiiWare, DSiWare et al bring new ways to purchase and consume playable content, it might seem strange to suggest that videogames are disappearing. In addition to what we have perhaps come to think of as the ‘usual suspects’ in the hardware and software publishing marketplace, over the past year or so Apple have, unexpectedly and perhaps even surprising themselves, carved out a new gaming platform with the iPhone/iPod Touch and have dramatically simplified the notoriously difficult process of distributing mobile content with the iTunes App Store. In the face of this apparent glut of games and the emergence and (re)discovery of new markets with the iPhone, Wii and Nintendo DS, videogames seem an ever more a vital and visible part of popular culture. Yet, for all their commercial success and seemingly penetration the simple fact is that they are disappearing. And at an alarming rate. Addressing the IGDA community of game developers and producers, Henry Lowood makes the point with admirable clarity (see also Ruggill and McAllister): If we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. You will lose access to your own intellectual property, you will be unable to show new developers the games you designed or that inspired you, and you may even find it necessary to re-invent a bunch of wheels. (Lowood et al. 1) For me, this point hit home most persuasively a few years ago when, along with Iain Simons, I was invited by the British Film Institute to contribute a book to their ‘Screen Guides’ series. 100 Videogames (Newman and Simons) was an intriguing prospect that provided us with the challenge and opportunity to explore some of the key moments in videogaming’s forty year history. However, although the research and writing processes proved to be an immensely pleasurable and rewarding experience that we hope culminated in an accessible, informative volume offering insight into some well-known (and some less-well known) games, the project was ultimately tinged with a more than a little disappointment and frustration. Assuming our book had successfully piqued the interest of our readers into rediscovering games previously played or perhaps investigating games for the first time, what could they then do? Where could they go to find these games in order to experience their delights (or their flaws and problems) at first hand? Had our volume been concerned with television or film, as most of the Screen Guides are, then online and offline retailers, libraries, and even archives for less widely-available materials, would have been obvious ports of call. For the student of videogames, however, the choices are not so much limited as practically non-existant. It is only comparatively recently that videogame retailers have shifted away from an almost exclusive focus on new releases and the zeitgeist platforms towards a recognition of old games and systems through the creation of the ‘pre-owned’ marketplace. The ‘pre-owned’ transaction is one in which old titles may be traded in for cash or against the purchase of new releases of hardware or software. Surely, then, this represents the commercial viability of classic games and is a recognition on the part of retail that the new release is not the only game in town. Yet, if we consider more carefully the ‘pre-owned’ model, we find a few telling points. First, there is cold economic sense to the pre-owned business model. In their financial statements for FY08, ‘GAME revealed that the service isn’t just a key part of its offer to consumers, but its also represents an ‘attractive’ gross margin 39 per cent.’ (French). Second, and most important, the premise of the pre-owned business as it is communicated to consumers still offers nothing but primacy to the new release. That one would trade-in one’s old games in order to consume these putatively better new ones speaks eloquently in the language of obsolesce and what Dovey and Kennedy have called the ‘technological imaginary’. The wire mesh buckets of old, pre-owned games are not displayed or coded as treasure troves for the discerning or completist collector but rather are nothing more than bargain bins. These are not classic games. These are cheap games. Cheap because they are old. Cheap because they have had their day. This is a curious situation that affects videogames most unfairly. Of course, my caricature of the videogame retailer is still incomplete as a good deal of the instantly visible shopfloor space is dedicated neither to pre-owned nor new releases but rather to displays of empty boxes often sporting unfinalised, sometimes mocked-up, boxart flaunting titles available for pre-order. Titles you cannot even buy yet. In the videogames marketplace, even the present is not exciting enough. The best game is always the next game. Importantly, retail is not alone in manufacturing this sense of dissatisfaction with the past and even the present. The specialist videogames press plays at least as important a role in reinforcing and normalising the supersessionary discourse of instant obsolescence by fixing readers’ attentions and expectations on the just-visible horizon. Examining the pages of specialist gaming publications reveals them to be something akin to Futurist paeans dedicating anything from 70 to 90% of their non-advertising pages to previews, interviews with developers about still-in-development titles (see Newman, Playing, for more on the specialist gaming press’ love affair with the next generation and the NDA scoop). Though a small number of publications specifically address retro titles (e.g. Imagine Publishing’s Retro Gamer), most titles are essentially vehicles to promote current and future product lines with many magazines essentially operating as delivery devices for cover-mounted CDs/DVDs offering teaser videos or playable demos of forthcoming titles to further whet the appetite. Manufacturing a sense of excitement might seem wholly natural and perhaps even desirable in helping to maintain a keen interest in gaming culture but the effect of the imbalance of popular coverage has a potentially deleterious effect on the status of superseded titles. Xbox World 360’s magnificently-titled ‘Anticip–O–Meter’ ™ does more than simply build anticipation. Like regular features that run under headings such as ‘The Next Best Game in The World Ever is…’, it seeks to author not so much excitement about the imminent release but a dissatisfaction with the present with which unfavourable comparisons are inevitably drawn. The current or previous crop of (once new, let us not forget) titles are not simply superseded but rather are reinvented as yardsticks to judge the prowess of the even newer and unarguably ‘better’. As Ashton has noted, the continual promotion of the impressiveness of the next generation requires a delicate balancing act and a selective, institutionalised system of recall and forgetting that recovers the past as a suite of (often technical) benchmarks (twice as many polygons, higher resolution etc.) In the absence of formalised and systematic collecting, these obsoleted titles run the risk of being forgotten forever once they no longer serve the purpose of demonstrating the comparative advancement of the successors. The Future of Videogaming’s Past Even if we accept the myriad claims of game studies scholars that videogames are worthy of serious interrogation in and of themselves and as part of a multifaceted, transmedial supersystem, we might be tempted to think that the lack of formalised collections, archival resources and readily available ‘old/classic’ titles at retail is of no great significance. After all, as Jones has observed, the videogame player is almost primed to undertake this kind of activity as gaming can, at least partly, be understood as the act and art of collecting. Games such as Animal Crossing make this tendency most manifest by challenging their players to collect objects and artefacts – from natural history through to works of visual art – so as to fill the initially-empty in-game Museum’s cases. While almost all videogames from The Sims to Katamari Damacy can be considered to engage their players in collecting and collection management work to some extent, Animal Crossing is perhaps the most pertinent example of the indivisibility of the gamer/archivist. Moreover, the permeability of the boundary between the fan’s collection of toys, dolls, posters and the other treasured objects of merchandising and the manipulation of inventories, acquisitions and equipment lists that we see in the menus and gameplay imperatives of videogames ensures an extensiveness and scope of fan collecting and archival work. Similarly, the sociality of fan collecting and the value placed on private hoarding, public sharing and the processes of research ‘…bridges to new levels of the game’ (Jones 48). Perhaps we should be as unsurprised that their focus on collecting makes videogames similar to eBay as we are to the realisation that eBay with its competitiveness, its winning and losing states, and its inexorable countdown timer, is nothing if not a game? We should be mindful, however, of overstating the positive effects of fandom on the fate of old games. Alongside eBay’s veneration of the original object, p2p and bittorrent sites reduce the videogame to its barest. Quite apart from the (il)legality of emulation and videogame ripping and sharing (see Conley et al.), the existence of ‘ROMs’ and the technicalities of their distribution reveals much about the peculiar tension between the interest in old games and their putative cultural and economic value. (St)ripped down to the barest of code, ROMs deny the gamer the paratextuality of the instruction manual or boxart. In fact, divorced from its context and robbed of its materiality, ROMs perhaps serve to make the original game even more distant. More tellingly, ROMs are typically distributed by the thousand in zipped files. And so, in just a few minutes, entire console back-catalogues – every game released in every territory – are available for browsing and playing on a PC or Mac. The completism of the collections allows detailed scrutiny of differences in Japanese versus European releases, for instance, and can be seen as a vital investigative resource. However, that these ROMs are packaged into collections of many thousands speaks implicitly of these games’ perceived value. In a similar vein, the budget-priced retro re-release collection helps to diminish the value of each constituent game and serves to simultaneously manufacture and highlight the manifestly unfair comparison between these intriguingly retro curios and the legitimately full-priced games of now and next. Customer comments at Amazon.co.uk demonstrate the way in which historical and technological comparisons are now solidly embedded within the popular discourse (see also Newman 2009b). Leaving feedback on Sega’s PS3/Xbox 360 Sega MegaDrive Ultimate Collection customers berate the publisher for the apparently meagre selection of titles on offer. Interestingly, this charge seems based less around the quality, variety or range of the collection but rather centres on jarring technological schisms and a clear sense of these titles being of necessarily and inevitably diminished monetary value. Comments range from outraged consternation, ‘Wtf, only 40 games?’, ‘I wont be getting this as one disc could hold the entire arsenal of consoles and games from commodore to sega saturn(Maybe even Dreamcast’ through to more detailed analyses that draw attention to the number of bits and bytes but that notably neglect any consideration of gameplay, experientiality, cultural significance or, heaven forbid, fun. “Ultimate” Collection? 32Mb of games on a Blu-ray disc?…here are 40 Megadrive games at a total of 31 Megabytes of data. This was taking the Michael on a DVD release for the PS2 (or even on a UMD for the PSP), but for a format that can store 50 Gigabytes of data, it’s an insult. Sega’s entire back catalogue of Megadrive games only comes to around 800 Megabytes - they could fit that several times over on a DVD. The ultimate consequence of these different but complementary attitudes to games that fix attentions on the future and package up decontextualised ROMs by the thousand or even collections of 40 titles on a single disc (selling for less than half the price of one of the original cartridges) is a disregard – perhaps even a disrespect – for ‘old’ games. Indeed, it is this tendency, this dominant discourse of inevitable, natural and unimpeachable obsolescence and supersession, that provided one of the prime motivators for establishing the NVA. As Lowood et al. note in the title of the IGDA Game Preservation SIG’s White Paper, we need to act to preserve and conserve videogames ‘before it’s too late’.ReferencesAshton, D. ‘Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future.’ M/C Journal 11.6 (2008). 13 Jun 2009 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/86›.Buffa, C. ‘How to Fix Videogame Journalism.’ GameDaily 20 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/how-to-fix-videogame-journalism/69202/?biz=1›. ———. ‘Opinion: How to Become a Better Videogame Journalist.’ GameDaily 28 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-how-to-become-a-better-videogame-journalist/69236/?biz=1. ———. ‘Opinion: The Videogame Review – Problems and Solutions.’ GameDaily 2 Aug. 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-the-videogame-review-problems-and-solutions/69257/?biz=1›. ———. ‘Opinion: Why Videogame Journalism Sucks.’ GameDaily 14 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-why-videogame-journalism-sucks/69180/?biz=1›. Cook, Sarah, Beryl Graham, and Sarah Martin eds. Curating New Media, Gateshead: BALTIC, 2002. Duguid, Paul. ‘Material Matters: The Past and Futurology of the Book.’ In Gary Nunberg, ed. The Future of the Book. Berkeley, CA: University of California Press, 1996. 63–101. French, Michael. 'GAME Reveals Pre-Owned Trading Is 18% of Business.’ MCV 22 Apr. 2009. 13 Jun 2009 ‹http://www.mcvuk.com/news/34019/GAME-reveals-pre-owned-trading-is-18-per-cent-of-business›. Giddings, Seth, and Helen Kennedy. ‘Digital Games as New Media.’ In J. Rutter and J. Bryce, eds. Understanding Digital Games. London: Sage. 129–147. Gillen, Kieron. ‘The New Games Journalism.’ Kieron Gillen’s Workblog 2004. 13 June 2009 ‹http://gillen.cream.org/wordpress_html/?page_id=3›. Jones, S. The Meaning of Video Games: Gaming and Textual Strategies, New York: Routledge, 2008. Kerr, A. The Business and Culture of Digital Games. London: Sage, 2006. Lister, Martin, John Dovey, Seth Giddings, Ian Grant and Kevin Kelly. New Media: A Critical Introduction. London and New York: Routledge, 2003. Lowood, Henry, Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, and Rachel Donahue. Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Monnens, Devin. ‘Why Are Games Worth Preserving?’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. ———. ‘Losing Digital Game History: Bit by Bit.’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Newman, J. ‘In Search of the Videogame Player: The Lives of Mario.’ New Media and Society 4.3 (2002): 407-425.———. ‘On Emulation.’ The National Videogame Archive Research Diary, 2009. 13 June 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/on-emulation/›. ———. ‘Our Cultural Heritage – Available by the Bucketload.’ The National Videogame Archive Research Diary, 2009. 10 Apr. 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/our-cultural-heritage-available-by-the-bucketload/›. ———. Playing with Videogames, London: Routledge, 2008. ———, and I. Simons. 100 Videogames. London: BFI Publishing, 2007. Nutt, C. ‘He Is 8-Bit: Capcom's Hironobu Takesh*ta Speaks.’ Gamasutra 2008. 13 June 2009 ‹http://www.gamasutra.com/view/feature/3752/›. Radd, D. ‘Gaming 3.0. Sony’s Phil Harrison Explains the PS3 Virtual Community, Home.’ Business Week 9 Mar. 2007. 13 June 2009 ‹http://www.businessweek.com/innovate/content/mar2007/id20070309_764852.htm?chan=innovation_game+room_top+stories›. Ruggill, Judd, and Ken McAllister. ‘What If We Do Nothing?’ Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009. ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. 16-19.
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Burns, Alex, and Axel Bruns. ""Share" Editorial." M/C Journal 6, no.2 (April1, 2003). http://dx.doi.org/10.5204/mcj.2151.
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Does the arrival of the network society mean we are now a culture of collectors, a society of sharers? We mused about these questions while assembling this M/C Journal issue, which has its genesis in a past event of ‘shared’ confusion. Alex Burns booked into Axel Bruns’s hotel room at the 1998 National Young Writer’s Festival (NYWF) in Newcastle. This ‘identity theft’ soon extended to discussion panels and sessions, where some audience members wondered if the NYWF program had typographical errors. We planned, over café latte at Haddon’s Café, to do a co-session at next year’s festival. By then the ‘identity theft’ had spread to online media. We both shared some common interests: the music of Robert Fripp and King Crimson, underground electronica and experimental turntablism, the Internet sites Slashdot and MediaChannel.org, and the creative possibilities of Open Publishing. “If you’re going to use a pseudonym,” a prominent publisher wrote to Alex Burns in 2001, “you could have created a better one than Axel Bruns.” We haven’t yet done our doppelgänger double-act at NYWF but this online collaboration is a beginning. What became clear during the editorial process was that some people and communities were better at sharing than others. Is sharing the answer or the problem: does it open new possibilities for a better, fairer future, or does it destroy existing structures to leave nothing but an uncontrollable mess? The feature article by Graham Meikle elaborates on several themes explored in his insightful book Future Active: Media Activism and the Internet (New York: Routledge, London: Pluto Press, 2002). Meikle’s study of the influential IndyMedia network dissects three ‘compelling founder’s stories’: the Sydney-based Active software team, the tradition of alternative media, and the frenetic energy of ‘DiY culture’. Meikle remarks that each of these ur-myths “highlights an emphasis on access and participation; each stresses new avenues and methods for new people to create news; each shifts the boundary of who gets to speak.” As the IndyMedia movement goes truly global, its autonomous teams are confronting how to be an international brand for Open Publishing, underpinned by a viable Open Source platform. IndyMedia’s encounter with the Founder’s Trap may have its roots in paradigms of intellectual property. What drives Open Source platforms like IndyMedia and Linux, Tom Graves proposes, are collaborative synergies and ‘win-win’ outcomes on a vast and unpredictable scale. Graves outlines how projects like Lawrence Lessig’s Creative Commons and the Free Software Foundation’s ‘GNU Public License’ challenge the Western paradigm of property rights. He believes that Open Source platforms are “a more equitable and sustainable means to manage the tangible and intangible resources of this world we share.” The ‘clash’ between the Western paradigm of property rights and emerging Open Source platforms became manifest in the 1990s through a series of file-sharing wars. Andy Deck surveys how the ‘browser war’ between Microsoft and Netscape escalated into a long-running Department of Justice anti-trust lawsuit. The Motion Picture Association of America targeted DVD hackers, Napster’s attempt to make the ‘Digital Jukebox in the Sky’ a reality was soon derailed by malicious lawsuits, and Time-Warner CEO Gerald Levin depicted pre-merger broadband as ‘the final battleground’ for global media. Whilst Linux and Mozilla hold out promise for a more altruistic future, Deck contemplates, with a reference to George Orwell’s Homage to Catalonia (1938), that Internet producers “must conform to the distribution technologies and content formats favoured by the entertainment and marketing sectors, or else resign themselves to occupying the margins of media activity.” File-sharing, as an innovative way of sharing access to new media, has had social repercussions. Marjorie Kibby reports that “global music sales fell from $41.5 billion in 1995 to $38.5 billion in 1999.” Peer-to-Peer networks like KaZaA, Grokster and Morpheus have surged in consumer popularity while commercial music file subscription services have largely fallen by the wayside. File-sharing has forever changed the norms of music consumption, Kibby argues: it offers consumers “cheap or free, flexibility of formats, immediacy, breadth of choice, connections with artists and other fans, and access to related commodities.” The fragmentation of Australian families into new diversities has co-evolved with the proliferation of digital media. Donell Holloway suggests that the arrival of pay television in Australia has resurrected the ‘house and hearth’ tradition of 1940s radio broadcasts. Internet-based media and games shifted the access of media to individual bedrooms, and changed their spatial and temporal natures. However pay television’s artificial limit of one television set per household reinstated the living room as a family space. It remains to be seen whether or not this ‘bounded’ control will revive family battles, dominance hierarchies and power games. This issue closes with a series of reflections on how the September 11 terrorist attacks transfixed our collective gaze: the ‘sharing’ of media connects to shared responses to media coverage. For Tara Brabazon the intrusive media coverage of September 11 had its precursor in how Great Britain’s media documented the Welsh mining disaster at Aberfan on 20 October 1966. “In the stark grey iconography of September 11,” Brabazon writes, “there was an odd photocopy of Aberfan, but in the negative.” By capturing the death and grief at Aberfan, Brabazon observes, the cameras mounted a scathing critique of industrialisation and the searing legacy of preventable accidents. This verité coverage forces the audience to actively engage with the trauma unfolding on the television screen, and to connect with their own emotions. Or at least that was the promise never explored, because the “Welsh working class community seemed out of time and space in 1960s Britain,” and because political pundits quickly harnessed the disaster for their own electioneering purposes. In the early 1990s a series of ‘humanitarian’ interventions and televised conflicts popularized the ‘CNN Effect’ in media studies circles as a model of how captivated audiences and global media vectors could influence government policies. However the U.S. Government, echoing the coverage of Aberfan, used the ‘CNN Effect’ for counterintelligence and consensus-making purposes. Alex Burns reviews three books on how media coverage of the September 11 carnage re-mapped our ‘virtual geographies’ with disturbing consequences, and how editors and news values were instrumental in this process. U.S. President George W. Bush’s post-September 11 speeches used ‘shared’ meanings and symbols, news values morphed into the language of strategic geography, and risk reportage obliterated the ideal of journalistic objectivity. The deployment of ‘embedded’ journalists during the Second Gulf War (March-April 2003) is the latest development of this unfolding trend. September 11 imagery also revitalized the Holocaust aesthetic and portrayal of J.G. Ballard-style ‘institutionalised disaster areas’. Royce Smith examines why, in the aftermath of the terrorist attacks, macabre photo-manipulations of the last moments became the latest Internet urban legend. Drawing upon the theoretical contributions of Jean Baudrillard, Roland Barthes and others, Smith suggests that these photo-manipulations were a kitsch form of post-traumatic visualisation for some viewers. Others seized on Associated Press wire photos, whose visuals suggested the ‘face of Satan’ in the smoke of the World Trade Center (WTC) ruins, as moral explanations of disruptive events. Imagery of people jumping from the WTC’s North Tower, mostly censored in North America’s press, restored the humanness of the catastrophe and the reality of the viewer’s own mortality. The discovery of surviving artwork in the WTC ruins, notably Rodin’s The Thinker and Fritz Koenig’s The Sphere, have prompted art scholars to resurrect this ‘dead art’ as a memorial to September 11’s victims. Perhaps art has always best outlined the contradictions that are inherent in the sharing of cultural artefacts. Art is part of our, of humanity’s, shared cultural heritage, and is celebrated as speaking to the most fundamental of human qualities, connecting us regardless of the markers of individual identity that may divide us – yet art is also itself dividing us along lines of skill and talent, on the side of art production, and of tastes and interests, on the side of art consumption. Though perhaps intending to share the artist’s vision, some art also commands exorbitant sums of money which buy the privilege of not having to share that vision with others, or (in the case of museums and galleries) to set the parameters – and entry fees – for that sharing. Digital networks have long been promoted as providing the environment for unlimited sharing of art and other content, and for shared, collaborative approaches to the production of that content. It is no surprise that the Internet features prominently in almost all of the articles in this ‘share’ issue of M/C Journal. It has disrupted the existing systems of exchange, but how the pieces will fall remains to be seen. For now, we share with you these reports from the many nodes of the network society – no doubt, more connections will continue to emerge. Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Burns, Alex and Bruns, Axel. ""Share" Editorial" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/01-editorial.php>. APA Style Burns, A. & Bruns, A. (2003, Apr 23). "Share" Editorial. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/01-editorial.php>
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Gemeinboeck, Petra. "Something Third, Other." M/C Journal 6, no.4 (August1, 2003). http://dx.doi.org/10.5204/mcj.2241.
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In a networked virtual world, interconnected participants are able to enter a dialogue and to interact with one another; they cannot actually do so, however, with the remote participants, but rather with the interpretation and representation of the data transferred from the remote site(s). The process of the evolving dialogue in such tele-immersive scenarios is complexly interwoven with another liquid, hybrid and oscillating process, that of ‘becoming a subject’. The actual opacity of the individual sites – in that all sources, such as the participants’ appearance, their input and in fact anything connected to the actual and physical site are only represented on the ‘other site’ – holds something ambiguous, almost uncanny, opening the scope of something third, other, in between. This article addresses the issues of disguise inherent to tele-immersive virtual environments and communication; it examines the issue of presence emerging from the interrelationships between the networked participants, their virtual representation and the underlying computer-controlled system, as well as between the virtual place and the physical location. The issue of presence and embodiment in tele-immersive virtual environments differs from other virtual social spaces, such as chat rooms and current forms of online-games, in the human-scale, three-dimensional representation of the space and the user's manifestation – the so-called avatar. One of the main purposes of networking such virtual environments is the visual and acoustic representation of remote participants as they share the same virtual space with one’s Self, and thus create a virtual meeting place somewhere in between the participants’ remote locations. In such an environment, the tele-dialogue evolves based on an almost absurd scenario of disguise: while, locally, one is limited to communicating with an electronically masked opposite, this form of dialogue also implies that one’s Self only appears to our ‘human’ opposite as its computer graphic incarnation, an avatar – with which one is nevertheless identified. In a typical example of a networked scenario, multiple copies of the environment, as well as the representations of the users (avatars) are displayed at all client sites. Yet the fact that all modes of representations appear as an exact duplicate on the ‘other side’ does not represent a system-inherent condition, but is exclusively based on the intention of the programmer/designer and/or a convention shared by users of the tele-immersive environment. One possible reason for this common convention might be found in the primary impetus behind the development of virtual reality technologies, which is the most indistinguishable and controllable electronic replication of our physical reality and its inhabitants. Assuming, however, that the shared data is based on mathematical descriptions and instructions, their form of interpretation and representation is entirely subject to the modality of the program/system – and thus, in most cases, also to the individual system of each remote recipient (client). How an environment is represented remotely and how users (avatars) appear and behave on each client’s site is thus the expression of a (possibly selected) option, whereby the convention of reproduction is only one possible choice. As the temporary inhabitants are not actually able to enter the ‘other’ remote site, the virtual environment likewise cannot extend to another, remote place, but rather is generated at each local site (a server’s location, respectively). Decisions about the extent to which the data content can be reinterpreted, and in which form it is represented, establish political and hierarchical structures. Centralized network architectures, like the ‘master-slave’ model or the ‘server-client’ model, also shape our virtual architectures of communication. The politicization of the virtual terrain is thereby partly inscribed by the environment’s author and partly emerges from the opaque, disguising nature of each remote system’s signal- and data-processing. The author defines whether the participants are able to choose their own form of representation, how ‘permeable’, in general, the environment is designed to be, to what degree the user can modify its evolution and its outgoing and incoming signals, and the importance attributed to the imagination and identity of the participating co-author. However much the users are accommodated, the implementation of such a representing mediator and translator in between will never result in a ‘neutral’ system. According to the aforementioned mathematical encoding of represented realities, any structure and instruction can be modulated, re-associated or replaced, every single frame. Whether implemented as a time-based, narrative, or independently generative structure, such a potentially nonlinear sequence of dynamic, transformative events is very likely to entangle with the participants’ subjective Self and its formation of identity. For N. Katherine Hayles, Cyberspace opens common construction of body borders for transformative configurations, which always carry the trace of ‘the Other’. The simultaneous estrangement of the self from itself and its cybernetic reconstitution as ‘the Other’ produces a “diffusion of subjectivity” that “constitutes a second mirror stage: the Mirror of the Cyborg." (Hayles 1993, 186) In my tele-immersive installation Maya--Veil of Illusion, the interferences and distortions caused by the system as a third, unknown participant – the allegedly ‘other’ in the system’s own reflection of the participants’ dialogue –gain a strange, ambiguous component. The project translates the Hindu-Buddhist notion of ‘Maya’ (Sanskrit: illusion) into an elastic veil, spanned between two remote, networked sites. The relationship between the Self and the virtual representation of one’s Self and of the other remote participant becomes the cast of something third, other in the virtual layer in between. Although the veil’s distorted mirror image remains the untouchable ‘other’, it spatially materialises the other participant’s presence as it penetrates the electronic filter, occupying one’s private local space. (see figures 1,2 and 3) The combination of immersive, embodying representation, networking technology and a performative, systemic translator in between opens yet another chapter in the concept of ‘suspension of disbelief’ in contemporary media. In a tele-immersive virtual environment, the participants not only deal with a simple feedback loop (between themselves and the environment), but rather with a nesting of loops, in which the other (remote) sides are likewise involved. In other words, the participants pursue their dialogue via the dialogue with the virtual environment and the projection of their Selves. As addressed in Maya--Veil of Illusion, the dialogue between the remote participants becomes entirely mediated – and consequently controlled by the underlying computer system, which might be more or less transparent to the users. Click on image to see figures 1,2 and 3: Maya--Veil of Illusion; local site ingold: EVL, UIC Chicago, remote site in blue: IAO Fraunhofer Stuttgart In their realisation, tele-immersive virtual spaces appear much more introverted than extroverted, in the sense of actually stretching across the multiple remote sites. So it seems that we don’t actually travel to distant places but rather bring them into our local environment – together with the (representations of the) remote users. Both the sensuous experience as well as the process of interacting take place locally, ‘at home'. Thereby, the virtual place doesn’t seem to be able to break away from its physical anchorage and the cybernetic transfer of our Self (still) seems to be somewhat uncanny. The most exciting aspect for remote users is commonly the fact that they are connected to other participants, located in Chicago and Tokyo, physical places they can relate to in their mental world map, rather than the fact that all of them actually – virtually – share the same space. Does this imply that the virtual place and the virtual body, materialised in virtually accessible environments, are coupled with one another in a similar way as we experience the physical and cultural boundaries in our daily life? It seems that space, however, will always rub against the body – in whatever form of reality. Once, during a networking event at the Ars Electronica Center (Linz, Austria) (EVL: Alive on the Grid, Ars Electronica Festival, 2001), connected to Amsterdam, Chicago, and some other remote sites worldwide, I was approached by a participant. “I don’t believe that I am really interacting with all these remote people in Europe and America. How can you prove to me that it is not just a technical fake?” Well, I can’t. Works Cited Hayles, N. Katherine. The Seductions of Cyberspace. Conley, Verena (ed.): Rethinking Technologies. Minneapolis: University of Minnesota, 1993. Alive on the Grid: <http://www.evl.uic.edu/art/art_project.php3?indi=209> Maya--Veil of Illusion: <http://www.evl.uic.edu/art/art_project.php3?indi=240> Links http://www.evl.uic.edu/art/art_project.php3?indi=209 http://www.evl.uic.edu/art/art_project.php3?indi=240 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Gemeinboeck, Petra. "Something Third, Other " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0308/09-something3rd.php>. APA Style Gemeinboeck, P. (2003, Aug 26). Something Third, Other . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0308/09-something3rd.php>
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Maybury, Terry. "Home, Capital of the Region." M/C Journal 11, no.5 (August22, 2008). http://dx.doi.org/10.5204/mcj.72.
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There is, in our sense of place, little cognisance of what lies underground. Yet our sense of place, instinctive, unconscious, primeval, has its own underground: the secret spaces which mirror our insides; the world beneath the skin. Our roots lie beneath the ground, with the minerals and the dead. (Hughes 83) The-Home-and-Away-Game Imagine the earth-grounded, “diagrammatological” trajectory of a footballer who as one member of a team is psyching himself up before the start of a game. The siren blasts its trumpet call. The footballer bursts out of the pavilion (where this psyching up has taken place) to engage in the opening bounce or kick of the game. And then: running, leaping, limping after injury, marking, sliding, kicking, and possibly even passing out from concussion. Finally, the elation accompanying the final siren, after which hugs, handshakes and raised fists conclude the actual match on the football oval. This exit from the pavilion, the course the player takes during the game itself, and return to the pavilion, forms a combination of stasis and movement, and a return to exhausted stasis again, that every player engages with regardless of the game code. Examined from a “diagrammatological” perspective, a perspective Rowan Wilken (following in the path of Gilles Deleuze and W. J. T. Mitchell) understands as “a generative process: a ‘metaphor’ or way of thinking — diagrammatic, diagrammatological thinking — which in turn, is linked to poetic thinking” (48), this footballer’s scenario arises out of an aerial perspective that depicts the actual spatial trajectory the player takes during the course of a game. It is a diagram that is digitally encoded via a sensor on the footballer’s body, and being an electronically encoded diagram it can also make available multiple sets of data such as speed, heartbeat, blood pressure, maybe even brain-wave patterns. From this limited point of view there is only one footballer’s playing trajectory to consider; various groupings within the team, the whole team itself, and the diagrammatological depiction of its games with various other teams might also be possible. This singular imagining though is itself an actuality: as a diagram it is encoded as a graphic image by a satellite hovering around the earth with a Global Positioning System (GPS) reading the sensor attached to the footballer which then digitally encodes this diagrammatological trajectory for appraisal later by the player, coach, team and management. In one respect, this practice is another example of a willing self-surveillance critical to explaining the reflexive subject and its attribute of continuous self-improvement. According to Docker, Official Magazine of the Fremantle Football Club, this is a technique the club uses as a part of game/play assessment, a system that can provide a “running map” for each player equipped with such a tracking device during a game. As the Fremantle Club’s Strength and Conditioning Coach Ben Tarbox says of this tactic, “We’re getting a physiological profile that has started to build a really good picture of how individual players react during a game” (21). With a little extra effort (and some sizeable computer processing grunt) this two dimensional linear graphic diagram of a footballer working the football ground could also form the raw material for a three-dimensional animation, maybe a virtual reality game, even a hologram. It could also be used to sideline a non-performing player. Now try another related but different imagining: what if this diagrammatological trajectory could be enlarged a little to include the possibility that this same player’s movements could be mapped out by the idea of home-and-away games; say over the course of a season, maybe even a whole career, for instance? No doubt, a wide range of differing diagrammatological perspectives might suggest themselves. My own particular refinement of this movement/stasis on the footballer’s part suggests my own distinctive comings and goings to and from my own specific piece of home country. And in this incessantly domestic/real world reciprocity, in this diurnally repetitive leaving and coming back to home country, might it be plausible to think of “Home as Capital of the Region”? If, as Walter Benjamin suggests in the prelude to his monumental Arcades Project, “Paris — the Capital of the Nineteenth Century,” could it be that both in and through my comings and goings to and from this selfsame home country, my own burgeoning sense of regionality is constituted in every minute-by-minutiae of lived experience? Could it be that this feeling about home is manifested in my every day-to-night manoeuvre of home-and-away-and-away-and-home-making, of every singular instance of exit, play/engage, and the return home? “Home, Capital of the Region” then examines the idea that my home is that part of the country which is the still-point of eternal return, the bedrock to which I retreat after the daily grind, and the point from which I start out and do it all again the next day. It employs, firstly, this ‘diagrammatological’ perspective to illustrate the point that this stasis/movement across country can make an electronic record of my own psychic self-surveillance and actualisation in-situ. And secondly, the architectural plan of the domestic home (examined through the perspective of critical regionalism) is used as a conduit to illustrate how I am physically embedded in country. Lastly, intermingling these digressive threads is chora, Plato’s notion of embodied place and itself an ancient regional rendering of this eternal return to the beginning, the place where the essential diversity of country decisively enters the soul. Chora: Core of Regionality Kevin Lynch writes that, “Our senses are local, while our experience is regional” (10), a combination that suggests this regional emphasis on home-and-away-making might be a useful frame of reference (simultaneously spatiotemporal, both a visceral and encoded communication) for me to include as a crucial vector in my own life-long learning package. Regionality (as, variously, a sub-generic categorisation and an extension/concentration of nationality, as well as a recently re-emerged friend/antagonist to a global understanding) infuses my world of home with a grounded footing in country, one that is a site of an Eternal Return to the Beginning in the micro-world of the everyday. This is a point John Sallis discusses at length in his analysis of Plato’s Timaeus and its founding notion of regionality: chora. More extended absences away from home-base are of course possible but one’s return to home on most days and for most nights is a given of post/modern, maybe even of ancient everyday experience. Even for the continually shifting nomad, nightfall in some part of the country brings the rest and recreation necessary for the next day’s wanderings. This fundamental question of an Eternal Return to the Beginning arises as a crucial element of the method in Plato’s Timaeus, a seemingly “unstructured” mythic/scientific dialogue about the origins and structure of both the psychically and the physically implaced world. In the Timaeus, “incoherence is especially obvious in the way the natural sequence in which a narrative would usually unfold is interrupted by regressions, corrections, repetitions, and abrupt new beginnings” (Gadamer 160). Right in the middle of the Timaeus, in between its sections on the “Work of Reason” and the “Work of Necessity”, sits chora, both an actual spatial and bodily site where my being intersects with my becoming, and where my lived life criss-crosses the various arts necessary to articulating a recorded version of that life. Every home is a grounded chora-logical timespace harness guiding its occupant’s thoughts, feelings and actions. My own regionally implaced chora (an example of which is the diagrammatological trajectory already outlined above as my various everyday comings and goings, of me acting in and projecting myself into context) could in part be understood as a graphical realisation of the extent of my movements and stationary rests in my own particular timespace trajectory. The shorthand for this process is ‘embedded’. Gregory Ulmer writes of chora that, “While chorography as a term is close to choreography, it duplicates a term that already exists in the discipline of geography, thus establishing a valuable resonance for a rhetoric of invention concerned with the history of ‘place’ in relation to memory” (Heuretics 39, original italics). Chorography is the geographic discipline for the systematic study and analysis of regions. Chora, home, country and regionality thus form an important multi-dimensional zone of interplay in memorialising the game of everyday life. In light of these observations I might even go so far as to suggest that this diagrammatological trajectory (being both digital and GPS originated) is part of the increasingly electrate condition that guides the production of knowledge in any global/regional context. This last point is a contextual connection usefully examined in Alan J. Scott’s Regions and the World Economy: The Coming Shape of Global Production, Competition, and Political Order and Michael Storper’s The Regional World: Territorial Development in a Global Economy. Their analyses explicitly suggest that the symbiosis between globalisation and regionalisation has been gathering pace since at least the end of World War Two and the Bretton Woods agreement. Our emerging understanding of electracy also happens to be Gregory Ulmer’s part-remedy for shifting the ground under the intense debates surrounding il/literacy in the current era (see, in particular, Internet Invention). And, for Tony Bennett, Michael Emmison and John Frow’s analysis of “Australian Everyday Cultures” (“Media Culture and the Home” 57–86), it is within the home that our un.conscious understanding of electronic media is at its most intense, a pattern that emerges in the longer term through receiving telegrams, compiling photo albums, listening to the radio, home- and video-movies, watching the evening news on television, and logging onto the computer in the home-office, media-room or home-studio. These various generalisations (along with this diagrammatological view of my comings and goings to and from the built space of home), all point indiscriminately to a productive confusion surrounding the sedentary and nomadic opposition/conjunction. If natural spaces are constituted in nouns like oceans, forests, plains, grasslands, steppes, deserts, rivers, tidal interstices, farmland etc. (and each categorisation here relies on the others for its existence and demarcation) then built space is often seen as constituting its human sedentary equivalent. For Deleuze and Guatteri (in A Thousand Plateaus, “1227: Treatise on Nomadology — The War Machine”) these natural spaces help instigate a nomadic movement across localities and regions. From a nomadology perspective, these smooth spaces unsettle a scientific, numerical calculation, sometimes even aesthetic demarcation and order. If they are marked at all, it is by heterogenous and differential forces, energised through constantly oscillating intensities. A Thousand Plateaus is careful though not to elevate these smooth nomadic spaces over the more sedentary spaces of culture and power (372–373). Nonetheless, as Edward S. Casey warns, “In their insistence on becoming and movement, however, the authors of A Thousand Plateaus overlook the placial potential of settled dwelling — of […] ‘built places’” (309, original italics). Sedentary, settled dwelling centred on home country may have a crust of easy legibility and order about it but it also formats a locally/regionally specific nomadic quality, a point underscored above in the diagrammatological perspective. The sedentary tendency also emerges once again in relation to home in the architectural drafting of the domestic domicile. The Real Estate Revolution When Captain Cook planted the British flag in the sand at Botany Bay in 1770 and declared the country it spiked as Crown Land and henceforth will come under the ownership of an English sovereign, it was also the moment when white Australia’s current fascination with real estate was conceived. In the wake of this spiking came the intense anxiety over Native Title that surfaced in late twentieth century Australia when claims of Indigenous land grabs would repossess suburban homes. While easily dismissed as hyperbole, a rhetorical gesture intended to arouse this very anxiety, its emergence is nonetheless an indication of the potential for political and psychic unsettling at the heart of the ownership and control of built place, or ‘settled dwelling’ in the Australian context. And here it would be wise to include not just the gridded, architectural quality of home-building and home-making, but also the home as the site of the family romance, another source of unsettling as much as a peaceful calming. Spreading out from the boundaries of the home are the built spaces of fences, bridges, roads, railways, airport terminals (along with their interconnecting pathways), which of course brings us back to the communications infrastructure which have so often followed alongside the development of transport infrastructure. These and other elements represent this conglomerate of built space, possibly the most significant transformation of natural space that humanity has brought about. For the purposes of this meditation though it is the more personal aspect of built space — my home and regional embeddedness, along with their connections into the global electrosphere — that constitutes the primary concern here. For a sedentary, striated space to settle into an unchallenged existence though requires a repression of the highest order, primarily because of the home’s proximity to everyday life, of the latter’s now fading ability to sometimes leave its presuppositions well enough alone. In settled, regionally experienced space, repressions are more difficult to abstract away, they are lived with on a daily basis, which also helps to explain the extra intensity brought to their sometimes-unsettling quality. Inversely, and encased in this globalised electro-spherical ambience, home cannot merely be a place where one dwells within avoiding those presuppositions, I take them with me when I travel and they come back with me from afar. This is a point obliquely reflected in Pico Iyer’s comment that “Australians have so flexible a sense of home, perhaps, that they can make themselves at home anywhere” (185). While our sense of home may well be, according to J. Douglas Porteous, “the territorial core” of our being, when other arrangements of space and knowledge shift it must inevitably do so as well. In these shifts of spatial affiliation (aided and abetted by regionalisation, globalisation and electronic knowledge), the built place of home can no longer be considered exclusively under the illusion of an autonomous sanctuary wholly guaranteed by capitalist property relations, one of the key factors in its attraction. These shifts in the cultural, economic and psychic relation of home to country are important to a sense of local and regional implacement. The “feeling” of autonomy and security involved in home occupation and/or ownership designates a component of this implacement, a point leading to Eric Leed’s comment that, “By the sixteenth century, literacy had become one of the definitive signs — along with the possession of property and a permanent residence — of an independent social status” (53). Globalising and regionalising forces make this feeling of autonomy and security dynamic, shifting the ground of home, work-place practices and citizenship allegiances in the process. Gathering these wide-ranging forces impacting on psychic and built space together is the emergence of critical regionalism as a branch of architectonics, considered here as a theory of domestic architecture. Critical Regionality Critical regionalism emerged out of the collective thinking of Liane Lefaivre and Alexander Tzonis (Tropical Architecture; Critical Regionalism), and as these authors themselves acknowledge, was itself deeply influenced by the work of Lewis Mumford during the first part of the twentieth century when he was arguing against the authority of the international style in architecture, a style epitomised by the Bauhaus movement. It is Kenneth Frampton’s essay, “Towards a Critical Regionalism: Six Points for an Architecture of Resistance” that deliberately takes this question of critical regionalism and makes it a part of a domestic architectonic project. In many ways the ideas critical regionalism espouses can themselves be a microcosm of this concomitantly emerging global/regional polis. With public examples of built-form the power of the centre is on display by virtue of a building’s enormous size and frequently high-cultural aesthetic power. This is a fact restated again and again from the ancient world’s agora to Australia’s own political bunker — its Houses of Parliament in Canberra. While Frampton discusses a range of aspects dealing with the universal/implaced axis across his discussion, it is points five and six that deserve attention from a domestically implaced perspective. Under the sub-heading, “Culture Versus Nature: Topography, Context, Climate, Light and Tectonic Form” is where he writes that, Here again, one touches in concrete terms this fundamental opposition between universal civilization and autochthonous culture. The bulldozing of an irregular topography into a flat site is clearly a technocratic gesture which aspires to a condition of absolute placelessness, whereas the terracing of the same site to receive the stepped form of a building is an engagement in the act of “cultivating” the site. (26, original italics) The “totally flat datum” that the universalising tendency sometimes presupposes is, within the critical regionalist perspective, an erroneous assumption. The “cultivation” of a site for the design of a building illustrates the point that built space emerges out of an interaction between parallel phenomena as they contrast and/or converge in a particular set of timespace co-ordinates. These are phenomena that could include (but are not limited to) geomorphic data like soil and rock formations, seismic activity, inclination and declension; climatic considerations in the form of wind patterns, temperature variations, rainfall patterns, available light and dark, humidity and the like; the building context in relation to the cardinal points of north, south, east, and west, along with their intermediary positions. There are also architectural considerations in the form of available building materials and personnel to consider. The social, psychological and cultural requirements of the building’s prospective in-dwellers are intermingled with all these phenomena. This is not so much a question of where to place the air conditioning system but the actuality of the way the building itself is placed on its site, or indeed if that site should be built on at all. A critical regionalist building practice, then, is autochthonous to the degree that a full consideration of this wide range of in-situ interactions is taken into consideration in the development of its design plan. And given this autochthonous quality of the critical regionalist project, it also suggests that the architectural design plan itself (especially when it utilised in conjunction with CAD and virtual reality simulations), might be the better model for designing electrate-centred projects rather than writing or even the script. The proliferation of ‘McMansions’ across many Australian suburbs during the 1990s (generally, oversized domestic buildings designed in the abstract with little or no thought to the above mentioned elements, on bulldozed sites, with powerful air-conditioning systems, and no verandas or roof eves to speak of) demonstrates the continuing influence of a universal, centralising dogma in the realm of built place. As summer temperatures start to climb into the 40°C range all these air-conditioners start to hum in unison, which in turn raises the susceptibility of the supporting infrastructure to collapse under the weight of an overbearing electrical load. The McMansion is a clear example of a built form that is envisioned more so in a drafting room, a space where the architect is remote-sensing the locational specificities. In this envisioning (driven more by a direct line-of-sight idiom dominant in “flat datum” and economic considerations rather than architectural or experiential ones), the tactile is subordinated, which is the subject of Frampton’s sixth point: It is symptomatic of the priority given to sight that we find it necessary to remind ourselves that the tactile is an important dimension in the perception of built form. One has in mind a whole range of complementary sensory perceptions which are registered by the labile body: the intensity of light, darkness, heat and cold; the feeling of humidity; the aroma of material; the almost palpable presence of masonry as the body senses it own confinement; the momentum of an induced gait and the relative inertia of the body as it traverses the floor; the echoing resonance of our own footfall. (28) The point here is clear: in its wider recognition of, and the foregrounding of my body’s full range of sensate capacities in relation to both natural and built space, the critical regionalist approach to built form spreads its meaning-making capacities across a broader range of knowledge modalities. This tactility is further elaborated in more thoroughly personal ways by Margaret Morse in her illuminating essay, “Home: Smell, Taste, Posture, Gleam”. Paradoxically, this synaesthetic, syncretic approach to bodily meaning-making in a built place, regional milieu intensely concentrates the site-centred locus of everyday life, while simultaneously, the electronic knowledge that increasingly underpins it expands both my body’s and its region’s knowledge-making possibilities into a global gestalt, sometimes even a cosmological one. It is a paradoxical transformation that makes us look anew at social, cultural and political givens, even objective and empirical understandings, especially as they are articulated through national frames of reference. Domestic built space then is a kind of micro-version of the multi-function polis where work, pleasure, family, rest, public display and privacy intermingle. So in both this reduction and expansion in the constitution of domestic home life, one that increasingly represents the location of the production of knowledge, built place represents a concentration of energy that forces us to re-imagine border-making, order, and the dynamic interplay of nomadic movement and sedentary return, a point that echoes Nicolas Rothwell’s comment that “every exile has in it a homecoming” (80). Albeit, this is a knowledge-making milieu with an expanded range of modalities incorporated and expressed through a wide range of bodily intensities not simply cognitive ones. Much of the ambiguous discontent manifested in McMansion style domiciles across many Western countries might be traced to the fact that their occupants have had little or no say in the way those domiciles have been designed and/or constructed. In Heidegger’s terms, they have not thought deeply enough about “dwelling” in that building, although with the advent of the media room the question of whether a “building” securely borders both “dwelling” and “thinking” is now open to question. As anxieties over border-making at all scales intensifies, the complexities and un/sureties of natural and built space take ever greater hold of the psyche, sometimes through the advance of a “high level of critical self-consciousness”, a process Frampton describes as a “double mediation” of world culture and local conditions (21). Nearly all commentators warn of a nostalgic, romantic or a sentimental regionalism, the sum total of which is aimed at privileging the local/regional and is sometimes utilised as a means of excluding the global or universal, sometimes even the national (Berry 67). Critical regionalism is itself a mediating factor between these dispositions, working its methods and practices through my own psyche into the local, the regional, the national and the global, rejecting and/or accepting elements of these domains, as my own specific context, in its multiplicity, demands it. If the politico-economic and cultural dimensions of this global/regional world have tended to undermine the process of border-making across a range of scales, we can see in domestic forms of built place the intense residue of both their continuing importance and an increased dependency on this electro-mediated world. This is especially apparent in those domiciles whose media rooms (with their satellite dishes, telephone lines, computers, television sets, games consuls, and music stereos) are connecting them to it in virtuality if not in reality. Indeed, the thought emerges (once again keeping in mind Eric Leed’s remark on the literate-configured sense of autonomy that is further enhanced by a separate physical address and residence) that the intense importance attached to domestically orientated built place by globally/regionally orientated peoples will figure as possibly the most viable means via which this sense of autonomy will transfer to electronic forms of knowledge. If, however, this here domestic habitué turns his gaze away from the screen that transports me into this global/regional milieu and I focus my attention on the physicality of the building in which I dwell, I once again stand in the presence of another beginning. This other beginning is framed diagrammatologically by the building’s architectural plans (usually conceived in either an in-situ, autochthonous, or a universal manner), and is a graphical conception that anchors my body in country long after the architects and builders have packed up their tools and left. This is so regardless of whether a home is built, bought, rented or squatted in. Ihab Hassan writes that, “Home is not where one is pushed into the light, but where one gathers it into oneself to become light” (417), an aphorism that might be rephrased as follows: “Home is not where one is pushed into the country, but where one gathers it into oneself to become country.” For the in-and-out-and-around-and-about domestic dweller of the twenty-first century, then, home is where both regional and global forms of country decisively enter the soul via the conduits of the virtuality of digital flows and the reality of architectural footings. Acknowledgements I’m indebted to both David Fosdick and Phil Roe for alerting me to the importance to the Fremantle Dockers Football Club. The research and an original draft of this essay were carried out under the auspices of a PhD scholarship from Central Queensland University, and from whom I would also like to thank Denis Cryle and Geoff Danaher for their advice. References Benjamin, Walter. “Paris — the Capital of the Nineteenth Century.” Charles Baudelaire: A Lyric Poet in the Era of High Capitalism. Trans. Quintin Hoare. London: New Left Books, 1973. 155–176. Bennett, Tony, Michael Emmison and John Frow. Accounting for Tastes: Australian Everyday Cultures. Cambridge: Cambridge UP, 1999. Berry, Wendell. “The Regional Motive.” A Continuous Harmony: Essays Cultural and Agricultural. San Diego: Harcourt Brace. 63–70. Casey, Edward S. The Fate of Place: A Philosophical History. Berkeley: U of California P, 1997. Deleuze, Gilles and Félix Guattari. A Thousand Plateaus: Capitalism and Schizophrenia. Trans. Brian Massumi. Minneapolis: U of Minneapolis P, 1987. Deleuze, Gilles. “The Diagram.” The Deleuze Reader. Ed. Constantin Boundas. Trans. Constantin Boundas and Jacqueline Code. New York: Columbia UP, 1993. 193–200. Frampton, Kenneth. “Towards a Critical Regionalism: Six Points for an Architecture of Resistance.” The Anti-Aesthetic: Essays on Post-Modern Culture. Ed. Hal Foster. Port Townsend: Bay Press, 1983. 16–30. Gadamer, Hans-Georg. “Idea and Reality in Plato’s Timaeus.” Dialogue and Dialectic: Eight Hermeneutical Studies on Plato. Trans. P. Christopher Smith. New Haven: Yale UP, 1980. 156–193. Hassan, Ihab. “How Australian Is It?” The Best Australian Essays. Ed. Peter Craven. Melbourne: Black Inc., 2000. 405–417. Heidegger, Martin. “Building Dwelling Thinking.” Poetry, Language, Thought. Trans. Albert Hofstadter. New York: Harper and Row, 1971. 145–161. Hughes, John. The Idea of Home: Autobiographical Essays. Sydney: Giramondo, 2004. Iyer, Pico. “Australia 1988: Five Thousand Miles from Anywhere.” Falling Off the Map: Some Lonely Places of the World. London: Jonathon Cape, 1993. 173–190. “Keeping Track.” Docker, Official Magazine of the Fremantle Football Club. Edition 3, September (2005): 21. Leed, Eric. “‘Voice’ and ‘Print’: Master Symbols in the History of Communication.” The Myths of Information: Technology and Postindustrial Culture. Ed. Kathleen Woodward. Madison, Wisconsin: Coda Press, 1980. 41–61. Lefaivre, Liane and Alexander Tzonis. “The Suppression and Rethinking of Regionalism and Tropicalism After 1945.” Tropical Architecture: Critical Regionalism in the Age of Globalization. Eds. Alexander Tzonis, Liane Lefaivre and Bruno Stagno. Chichester, West Sussex: Wiley-Academy, 2001. 14–58. Lefaivre, Liane and Alexander Tzonis. Critical Regionalism: Architecture and Identity in a Globalized World. New York: Prestel, 2003. Lynch, Kevin. Managing the Sense of a Region. Cambridge, Massachusetts: MIT P, 1976. Mitchell, W. J. T. “Diagrammatology.” Critical Inquiry 7.3 (1981): 622–633. Morse, Margaret. “Home: Smell, Taste, Posture, Gleam.” Home, Exile, Homeland: Film, Media, and the Politics of Place. Ed. Hamid Naficy. New York and London: Routledge, 1999. 63–74. Plato. Timaeus and Critias. Trans. Desmond Lee. Harmondsworth: Penguin Classics, 1973. Porteous, J. Douglas. “Home: The Territorial Core.” Geographical Review LXVI (1976): 383-390. Rothwell, Nicolas. Wings of the Kite-Hawk: A Journey into the Heart of Australia. Sydney: Pidador, 2003. Sallis, John. Chorology: On Beginning in Plato’s Timaeus. Bloomington: Indianapolis UP, 1999. Scott, Allen J. Regions and the World Economy: The Coming Shape of Global Production, Competition, and Political Order. Oxford: Oxford University Press, 1998. Storper, Michael. The Regional World: Territorial Development in a Global Economy. New York: The Guildford Press, 1997. Ulmer, Gregory L. Heuretics: The Logic of Invention. New York: John Hopkins UP, 1994. Ulmer, Gregory. Internet Invention: Literacy into Electracy. Longman: Boston, 2003. Wilken, Rowan. “Diagrammatology.” Illogic of Sense: The Gregory Ulmer Remix. Eds. Darren Tofts and Lisa Gye. Alt-X Press, 2007. 48–60. Available at http://www.altx.com/ebooks/ulmer.html. (Retrieved 12 June 2007)
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Seigworth,GregoryJ. "The Affect of Corn." M/C Journal 8, no.6 (December1, 2005). http://dx.doi.org/10.5204/mcj.2467.
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Abstract:
Rather than trying to lead an audience into a suspension of disbelief, cornball artists who get their own joke hope everyone will play along, or anyway enjoy the joke, which suggests that successful corn involves a suspension of embarrassment, or else a revel in it. (Marcus 323) Sure, it was corny as anything, pretentious, and silly beyond reason. But it felt so refreshing to see a band so absolutely devoid of irony and hipster chic, to see them perform and actually have enough sense and gravitas to not take themselves so damned seriously. And I think that, for a lot of people (myself included), that was a breath of fresh air. If there had been even the slightest trace of irony in the Illinoisemakers’ performance, the crowd would have picked up on it, and I doubt Sufjan and Co would have made it out with their pom-poms intact. (Morehead) The club was packed tight but I managed to find a spot to stand for the next two hours, squeezed along the rail of the upstairs balcony, looking down almost directly at the top of Sufjan Stevens’s head and, in front of him, an unusually hushed audience of fresh-faced indie rock kids. In conversation with some of the club’s staff a few days after the show, they would confide in me that they were unnerved by the evening’s crowd: “Where did these people come from?”, just “too well-behaved” for an all-ages show, there was something vaguely eerie about the level of rapt attention, about their/our unembarrassed affection for the on-stage spectacle. After all, with his gender-split six-piece back-up band (why have just one glockenspiel when two could be better?) dressed in matching cheerleader uniforms (offering between-song cheers and “spirit fingers” and a show-closing human pyramid) and himself all decked-out in a silk American flag jumpsuit, which may or may not have also had a cape, it would be tempting to see and hear 30-year-old Sufjan Stevens and his band – known, on this tour, as the Illinoisemakers – as “kitsch” or “camp”, but that’s not quite it. The affective tone is a bit too far off the mark – the archly self-ironic quotation marks – to qualify as camp or kitsch (or, for that matter, it is also far too waxing to fit any thesis about the waning of affect, such as Fredric Jameson’s notion of “blank parody”). Migrating elsewhere, this affect locates its heartfelt kernel, unabashedly, as corn. Susan Sontag, in her 1964 essay Notes on “Camp”, helped to set out the critical coordinates for the camp sensibility. Among them, an affection for the affectations of artifice and exaggeration, a rewiring of the logics of taste (bad can be good!) in order to account for an excessiveness and/or a “failed seriousness” that doubles back to slip quotation marks around itself, often undertaking a kind of historical salvage operation whereby the once-banal might now be redeemed as fantastic. As a significant subset of (non-naïve) camp, kitsch pertains to the more intentionally frivolous or ostentatious, and it inheres, most immediately, in the practices/objects produced through the camp sensibility. In sum, camp and kitsch take pleasure and refuge in affectedness, and regularly draw upon a particular relationship to the past: a past not to be conserved as it once was but to be transformed toward different, potentially more liberating ends within the present. The sensibility of corn occupies an almost coincidental space in our contemporary moment (where else could it be?) but its initial impulse faces in the other direction: rather than a past, it seeks to redeem a future for the present. Although by no means bypassing the powers of being affected (though without ironically turning this affectedness upon itself), cornball art sets to work by fictively divulging capacities to affect among existing constellations of forces and aesthetic figures, finding hidden-in-plain-sight alliances and branchings, offering a glimpse of a future not quite in view. That is, if camp and especially kitsch are the sound of a world chortling in the mirror at the sight of its own enlightened cynicism, corn gives voice to the near-impossible belief, in the face of all-available evidence to the contrary, that traversing the dreadfully familiar still holds the chance potential for imagining (and perhaps creating) a world that is decidedly otherwise. A work of (“successful”) corn actively dedicates itself to conjuring up an affective topography – opening the way for the possibility of collective inhabitation or contagion – within and around the hollows and shadows of the cliché and the commonplace, extracting from the field of its circulation the tiniest differences and variations. Although camp and kitsch are “statistically” on the political left (in the same way that Roland Barthes claims that “myth” is statistically on the right), corn has no intrinsic political valence. Making itself at home in the midst of the already known and patently obvious, corn’s stubborn (“silly beyond reason”) act of faith in the conversion of the banal becomes the future-oriented task of the always-to-be-made. The fabulist potential of corn then is that, beginning in the middle of nowhere, it can deliver us somewhere else: even if somewhere else is inevitably right here (no-where turned now-here). Corn’s politics don’t arrive in advance but only through its own act of creative, patchwork assembling. Rather than camp’s self-inoculating wink of solidarity (often delivered from arm’s length), whatever might be the coming politics of corn, it is precisely in its articulations and the expanse of its arms-wide embrace. Sufjan Stevens is already a fairly complex tangle of articulations all by himself: a plainly quirky musical composer-arranger and multi-instrumentalist (imagine Philip Glass writing “twee lo-fi” scores for a local community theater) / simultaneously straightforward balladeer and goofy-assed cheerleader-bandleader / fabulating geo-philosopher / practicing Christian (Episcopalian) of the non-evangelical variety / undeterred and affectionate chronicler of an increasingly unsettled America. What keeps this tangle of articulations from falling into a mess of contradictions is his earnestly cornball conceit as a musical surveyor – with or without a cape – of the vast American landscape. Stevens’s new Come on Feel the Illinoise and his 2003 release Greetings from Michigan serve merely as the first two states in an ambitious and admittedly foolhardy “50 States” project. Stevens re-conjures these states as immensely intimate geographies of the everyday mundane (folding laundry, wasp stings, zoo visits), of the cosmically mythic (UFOs, God, ghosts), and through figures, events and places, both past and present (Mary Todd Lincoln, the Black Hawk War, Decatur, his stepmother). In and across his musical compositions, there are no conceptual, lyrical or moral hierarchies (no above or below, including God); everything is situated alongside each other. Nothing is subordinated to anything else, and all are linked as one. Describing his “poetics of landscape”, Stevens says: I think this is a complicated subject, this idea of environment and geography shaping our doctrines, our behavior, our memory, even our inclinations … Now, our life is not a series of compartments. Here is our health. Here is our diet. Here is our genealogy. Here is our religion. Here is our politics. Here is our job. No, these things are all one big thing. Landscape is the palate of all activity. We live and move on the surface of this planet. Of course the character of that geography informs us. Even more, it determines us, and we affect it as well. It’s correlative … (Dodd). Although everything is already in immanence, it is also always to be articulated. Or, in the case of Sufjan Stevens’s rewrite of the United States’ national anthem, it is still all to be re-articulated: reclaiming God from the religious right while declaiming America’s militarism. The affective-aesthetic resonance of these articulations, through corn’s familiar traversal of the recurring same, serves as a selective ontology that comes to guide what falls out or rises up – the difference in repetition – into resources for hope in the present (Massumi). By nurturing these hopeful fall-outs and rise-ups into their next iterations, and by sustaining them into ever-expanding and self-varying accumulation, corn’s peculiar affective sensibility invokes its ethical task and, thus, its capacity to deliver its audience – though there are no guarantees – from nowhere (especially given the present sorry state of affairs on the US political left). It takes landscape as the palate of its activity, and then “populate[s] it with other instances, with other poetic, novelistic, or even pictorial or musical entities” (Deleuze and Guattari 66-7), populates it with a people to come. At present, it is safe to say that Sufjan Stevens is almost precisely nowhere, a mere speck on the popular music landscape of North America – at least as such matters might be determined through sales statistics or mainstream radio airplay. But a growing number of US music critics, journalists, and music bloggers have begun to take notice. See, for example, the critics at Amazon.com in the US or Metacritic.com – a Website that cross-tabulates critical reviews (mostly US and British) of film, television, music, etc – where, in both, Stevens’s Illinoise stands as the number one music release for 2005. All of which might add up, of course, to next to nothing (a temporary crush, this year’s model, a critical darling). Except that, wedged along the balcony rail as I observed the evening’s crowd in resonant conjunction with Stevens and his band, there seemed and still seems every reason to believe or every reason to want to believe that a reconfigured, newly-weird and corn-fed America may be nudging its way onto the horizon as an emergent, fledgling generational sensibility. Or, so, that’s the infectious hope anyway … admittedly as naïve as any before it. Think of it as a manifestation of what Deleuze calls the need for belief (and not its suspension) in the world. In this world (this world now: no waiting for a next one) belief that operates, in one way, through “the powers of the false” (fabulation): supplanting the close-to-expired effectivity of “speaking truth to power” anytime too soon. Deleuze and Guattari maintain that, “belief becomes a genuine concept only when it is made into belief in this world and is connected rather than projected” (92). To connect. To fabulate. To pass into the landscape. To create the conditions for a people-who-are-missing. But, more than any other ingredient to be drawn as political necessity from the contemporary moment, it is belief – unembarrassed by its open expression, unfettered by irony’s built-in self-protection mechanism – that sets corn apart from camp and kitsch. It is belief in this world that sets Sufjan Stevens’s music and its live performance, as corn, into motion: belief as force for belonging. Corn lends itself, almost by its very nature (albeit its fictive nature), to such gathering-up, to collective enunciation. “All things go / All things go / To re-create us / All things grow / All things grow”, Stevens sings in part of the chorus of his Chicago (arguably the centrepiece of Illinoise), his voice supported – both live and on record – by what feels like every other voice in its vicinity. But, in the song, Chicago serves as just a momentary passing through on the way to somewhere else, on the way to New York and beyond that: “Freedom from myself and from the land”. In the sliver of this moment (beyond one state or two, a nation or land dissolving into what develops), the affect of corn reveals its opening on to a boundless expansion of landscape, out past the amber waves of grain, the majesty of purple mountains, and God shedding his grace, pom-poms intact. References Deleuze, Gilles, and Felix Guattari. What is Philosophy? Trans. H. Tomlinson, and G. Burchell. New York: Columbia UP, 1994. Dodd, J. “Feature Interview with Sufjan Stevens.” Bandoppler #5. 10 Oct. 2005 http://www.bandoppler.com/5_F_Sufjan.htm>. Marcus, G. Ranters and Crowd Pleasers: Punk in Pop Music, 1977-92. New York: Anchor, 1993. Massumi, Brian. “Navigating Movements.” In M. Zournazi, Hope: New Philosophies for Change. New York: Routledge, 2002. This interview with Massumi is also available online: http://www.21cmagazine.com/issue2/massumi.html>. Morehead, J. “Omaha, Lift Up Your Weary Head.” OpusZine.com 23 Sep. 2005. http://www.opuszine.com/blog/entry.html?ID=1276>. Sontag, Susan. “Notes on ‘Camp’.” Against Interpretation. New York: Farrar, Straus & Giroux, 1966. Citation reference for this article MLA Style Seigworth, Gregory J. "The Affect of Corn." M/C Journal 8.6 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0512/12-seigworth.php>. APA Style Seigworth, G. (Dec. 2005) "The Affect of Corn," M/C Journal, 8(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0512/12-seigworth.php>.
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Bruns, Axel. "Fight for Survival." M/C Journal 6, no.1 (February1, 2003). http://dx.doi.org/10.5204/mcj.2142.
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All we hear is radio gaga, radio googoo, radio blahblah Radio, what’s new? Radio, someone still loves you Queen, “Radio Gaga” Someone still loves radio—and more people are beginning to discover its online form, Webcasting, as an alternative to terrestrial radio stations. Online radio allows listeners to swap local radio fare for more exotic programming, turning everyday PCs into world receivers, and offers a large variety of special-interest Webcasts catering to very genre-specific tastes. (Spinner.com, one of the largest commercial Webcasters, offers some 175 channels from Abstract Beats to Zydeco, for example.) For independent music labels whose content would never be played on mainstream terrestrial radio, Webcasting has become a major source of exposure. Unlike filesharing, however, Webcasts remain largely ephemeral: no permanent copy of radio content can be created on the user’s computer unless authorised by the Webcaster, or unless users specifically seek out software like Streambox VCR which circumvents such restrictions. Yet in the U.S. the year 2002 saw a protracted battle for the future of webcasting, waged between the Recording Industry Association of America (RIAA) and its royalty collection agency SoundExchange on one side, and a loose coalition of Webcasters on the other. Mirroring the sustained attack on filesharing services, the battle over Webcasting demonstrates once again the hardline position the RIAA has adopted in its dealings with new media music services. In the filesharing arena, we have seen the demise of early services such as Napster and their replacement with deliberately crippled, recording industry-run alternatives or more powerful underground services. In its approach to Webcasting, the RIAA similarly attempted to push through a solution that would have made Internet radio unaffordable to any but the major players in the industry. Its involvement in this fight provides a useful illustration of the shortcomings of the music industry’s strategy for dealing with new, Internet-based media. Casus Belli Prior to 2002, the battlelines had been drawn already. When the grandly named Digital Millennium Copyright Act (DMCA) became law in the U.S. in late October 1998, it introduced a requirement for royalties to be paid by online stations. Rates for such fees were to be determined according to a ‘willing buyer/willing seller’ model—in other words, they were expected to reflect what would be ‘standard’ fees in an established digital media market, as determined by an independent Copyright Arbitration Royalty Panel (CARP). Once set, royalties dating back to the date of passage of the DMCA were then to be paid retroactively by Webcasters. While agreements over performing rights (royalties due to the authors of copyrighted material) resulted in a requirement for Webcasters to pay an average rate of around 3% of their annual revenue, no decision had yet been made about royalties for sound recordings (due to the actual performers of a specific piece) as late as 2001, raising fears of a significant backlog of accumulated fees for at least three years suddenly burdening an industry which had yet to prove its profitability. Some Webcasters even pre-emptively began pulling the plug on their channels (see e.g. Borland). The Copyright Arbitration Royalty Panel (CARP) on Webcasting held its deliberations on a royalty fee structure during the second half of 2001, with submissions by the key parties. The RIAA demanded a payment of around 0.4¢ per song/ per listener. By contrast the Digital Media Association, on behalf of Webcasters, offered 0.14¢ per song/per hour (regardless of the number of listeners). The CARP recommendation markedly reduced the RIAA’s proposed fees, but retained the suggested per song/per listener royalty structure. Librarian of Congress James H. Billington rejected this recommendation but replaced it with a virtually identical model of 0.07¢ per song/per listener for commercial Webcasters, or about 18% of the original RIAA rate (Copyright Office). This still meant significant royalty fees for Webcasters: assuming an average of 10 songs per hour and 100 listeners per channel at any one time, Webcasters broadcasting only one channel, 24 hours a day, would have to pay around $6,100 per year (and this retroactively back to 1998), even though this small audience would be unlikely to generate any income. This fee punished stations for becoming moderately popular, as increasing average audience to 1000 would increase payable royalties to $61,000, while profit might still prove elusive. This was prohibitively expensive for smaller, start-up players, and contributed to a growing list of Webcasters switching off their streams in the belief that they had lost their fight for survival. By contrast U.S. terrestrial radio stations are exempt altogether from paying any royalties to the RIAA because their work is seen as providing a ‘promotional service’ to the music industry. Examining the RIAA Strategy and Its Motives Any negotiator worth their salt will make an opening offer aimed at maximising the eventual outcome of the negotiation, so the initial RIAA demand of 0.4¢ per song/per listener should perhaps be seen as ambitious. Nonetheless, the RIAA’s entire strategy in this conflict seemed geared more towards the terminal frustration of hopeful Webcaster aspirations. The strongest evidence to suggest that the RIAA never negotiated in good faith stems from June 2002 comments by erstwhile Broadcast.com founder Mark Cuban, who in 1999 was involved in negotiating a deal between his company (then newly acquired by Yahoo!) and the RIAA to set royalty rates for Broadcast.com streams. Cuban revealed that buyer and seller in this case were willing first and foremost to price out of the market any potential competition to Broadcast.com from smaller, start-up Webcast operators—this was the reason for choosing the per-song/per-listener fee structure over a percentage-of-revenue approach: I hated the [per-song/listener] price points and explained why they were too high. HOWEVER, … I, as Broadcast.com, didn’t want percent-of-revenue pricing. Why? Because it meant every “Tom, Dick, and Harry” webcaster could come in and undercut our pricing because we had revenue and they didn’t. … The Yahoo! deal I worked on, if it resembles the deal the CARP ruling was built on, was designed so that there would be less competition, and so that small webcasters who needed to live off of a “percentage-of-revenue” to survive, couldn’t. (qtd. in Maloney & Hanson) Therefore, the RIAA consciously presented to the CARP a pricing structure which was not representative of an agreement between willing buyer and seller, but rather an agreement designed to achieve specific objectives: to punish very small operators for becoming more popular, hence discouraging hobbyists from turning professional; make Webcasting unaffordable for independent, small to medium operations; open the market only to major players with significant revenue streams; encourage amalgamation of independent stations into larger networks, and incorporate networks into the bigger media organisations. Indeed, Levy cites the “testimony of an RIAA-backed economist who told the government fee panel [CARP] that a dramatic shakeout in Webcasting is ‘inevitable and desirable because it will bring about market consolidation’”—and ‘consolidation’ (thus excluding small business from the Webcasting market) was clearly the underlying motive of RIAA strategy during the fights of 2002. Reasons for such anti-competitive policies are speculative but the conduct suggests that it represents the interests of an oligopoly of major entertainment producers, defending their interests from independent and alternative upstarts emerging with the information age, whilst claiming to protect the entire music community from exploitation by digital media operators. For three years running music industry sales have been in decline, and “forecasts see sales sliding another six percent in 2003—a fall felt most by the big five music giants—Universal, Sony, Warner, EMI and BMG—which account for 70 percent of sales” (Warner & Marr). The transnationals have consistently attributed this decline to the impact of CD burning, filesharing and other Internet technologies for music transmission. Yet the RIAA was successful in shutting down Napster, and there are a host of other reasons for the downturn: There have been no major musical trends to emerge as major drivers of music sales since the advent of grunge in the early 1990s--“while record sales are dropping, they are also spreading into diverse genres” (Childress), Western economies have continued to skirt recession with a marked decrease in consumer spending, 15 years after the introduction of the CD medium, the initial waves of listeners replacing their vinyl records with CD re-releases and remasters (once a major source of income for labels) have subsided, CD prices remain high, even compared to DVD movie releases, and There is a growing backlash against the practices of an “industry founded on exploitation, oiled by deceit, riven with theft and fuelled by greed” (Fripp 9) and there are calls to boycott major labels altogether, and increased political scrutiny. Hence some observers have read the RIAA’s attacks on filesharing and Webcasts as the actions of an industry fighting for its own survival. Wired quotes former Billboard editor Timothy White as saying that 2003 “could determine whether the music business as we know it survives” (reported in Maloney, “Wired”), and this sentiment is echoed in other reports on the state of the music industry. Alternatively, analysts have noted “the industry released around 27,000 titles in 2001, down from a peak of 38,900 in 1999. Since year-on-year unit sales have dropped a mere 10.3 per cent, it’s clear that demand has held up extremely well: despite higher prices, consumers retain the CD buying habit” (Orlowski). Whether signs of an industry in decline or not, the RIAA’s uncompromising policies in its fight against unpoliced Internet music technologies have caused headaches amongst its own supporters. (A recent Wired article speaks of “civil war inside Sony” over such issues—see Rose.) The Time-Warner-Netscape-AOL conglomerate might find the benefits from its support of the RIAA will be negated by the new royalty fees required of Spinner.com in its new incarnation as ‘Radio@Netscape Plus’, or by the downturn in AOL Broadband’s ability to sign up customers as incentives such as access to filesharing and Web radio dry up. Postscript: Conflict Resolution in the Webcast Wars (?) Without significant policy shifts by the RIAA it has fallen to U.S. politicians to force an uneasy truce in the Webcast conflict. This intervention was prompted by dissatisfaction with the industry’s disregard for the stated aim of the Digital Millennium Copyright Act to cultivate not hinder business in new Internet technologies and the view that CARP had been tricked into accepting a flawed Yahoo!/RIAA deal as the basis for its fee structure recommendations. Following several attempts at legislation and emergency negotiations small Webcasters won a reprieve from the per song/per listener royalty structure which they had been threatened with, and will now pay a percentage of their revenue. This agreement is built on the “Small Webcaster Settlement Act,” which acknowledges that small Webcasters “have expressed their desire for a fee based on a percentage of revenue,” it rejects the CARP recommendations and the Librarian’s rulings as unsuitable for small operators, and instead requires the RIAA and small commercial Webcasters to develop their own structures in the spirit of this bill. While this solution generates division of the Webcast market into smaller and larger operators (and possibly makes the move from the first to the second group, who do pay per song/per listener royalties, all the more daunting), the new structure should be able to ensure its aim of protecting content diversity in Webcasting. That is until the industry finds a new battleground on which to engage Internet-based music technologies. Works Cited Borland, John. “Ad Disputes Tune Web Radio Out.” CNET News.com 11 April 2001. 9 Jan. 2003 <http://news.com.com/2100-1023-255673.htm...>. Childress, Donna J. “Boomers Key to Record Sales.” AARP: The Magazine Mar.-Apr. 2003. 12 Feb. 2003 <http://www.aarpmagazine.org/lifestyle/Ar...>. Copyright Office, Library of Congress, USA. “Summary of the Determination of the Librarian of Congress on Rates and Terms for Webcasting and Ephemeral Recordings.” 8 July. 2002. 9 Jan. 2003 <http://www.copyright.gov/carp/webcasting...>. Fripp, Robert. “Discipline Global Mobile: A Small, Mobile and Independent Record Company.” CD booklet. Space Groove. ProjeKct Two. Discipline Global Mobile, 1998. 9-10. Levy, Steven. “Labels to Net Radio: Die Now.” Newsweek 15 July 2002: 51. Lieberman, David. “States Settle CD Price-Fixing Case.” USA Today 1 Oct. 2002. 18 Jan. 2003 <http://www.usatoday.com/life/music/news/...>. Love, Courtney. “Courtney Love Does the Math.” Salon Magazine 14 June 2000. 18 Jan. 2003 <http://archive.salon.com/tech/feature/20...>. Maloney, Paul. “CARP, Congress, & Compromise: Radio and the Internet in 2002.” RAIN: Radio and Internet Newsletter, 6, 7, 8, and 13 Jan. 2003. 18 Jan. 2003 <http://www.kurthanson.com/archive/news/0...>, <http://www.kurthanson.com/archive/news/0...>, <http://www.kurthanson.com/archive/news/0...>, and <http://www.kurthanson.com/archive/news/0...>. ---. “Wired Examines Music Industry Woes in Four-Article Feature.” RAIN: Radio and Internet Newsletter, 15 Jan. 2003. 18 Jan. 2003 <http://www.kurthanson.com/archive/news/0...>. Maloney, Paul, and Kurt Hanson. “Cuban Says Yahoo!’s RIAA Deal Was Designed to Stifle Competition!” RAIN: Radio and Internet Newsletter, 24 June 2002. 9 Jan. 2003 <http://www.kurthanson.com/archive/news/0...>. Orlowski, Andrew. “Missing RIAA Figures Shoot Down ‘Piracy’ Canard.” The Register 16 Dec. 2002. 12 Feb. 2003 <http://www.theregister.co.uk/content/6/2...>. Rose, Frank. “The Civil War inside Sony.” Wired 11.02 (Feb. 2003). 12 Feb. 2003 <http://www.wired.com/wired/archive/11.02...>. Sidelsky, Barry. “Internet Radio Basics: Copyright Primer and Update.” RAIN: Radio and Internet Newsletter, 28/29 Oct. 2002. 9 Jan. 2003 <http://www.kurthanson.com/archive/news/1...> and <http://www.kurthanson.com/archive/news/1...>. “Small Webcaster Settlement Act.” U.S. Congress, 14 Nov. 2002. 9 Jan. 2003 <http://frwebgate.access.gpo.gov/cgi-bin/...>. Warner, Bernhard, and Merissa Marr. “Battered Record Execs Set to Face the Music.” Reuters 17 Jan. 2003. 18 Jan. 2003 <http://www.reuters.com/newsArticle.jhtml...> Links http://www.reuters.com/newsArticle.jhtml?type=musicNews&amp;storyID=2065414 http://www.spinner.com/ http://www.boycott-riaa.com/ http://www.kurthanson.com/archive/news/010603/index.asp http://www.kurthanson.com/archive/news/010803/index.asp http://www.soundexchange.com/ http://www.theregister.co.uk/content/6/28588.html http://www.kurthanson.com/archive/news/062402/index.asp#story1 http://frwebgate.access.gpo.gov/cgi- in/getdoc.cgi?dbname=107_cong_bills&amp;docid=f:h5469eas.txt.pdf http://www.kurthanson.com/archive/news/011303/index.asp#story2 http://www.kurthanson.com/archive/news/102802/index.asp http://www.aarpmagazine.org/lifestyle/Articles/a2003-01-08-recordsales http://www.broadcast.com/ http://www.kurthanson.com/archive/news/010703/index.asp http://www.kurthanson.com/silenced.asp http://www.usatoday.com/life/music/news/2002-09-30-cd-settlement_x.htm http://www.riaa.org/ http://www.digmedia.org/ http://www.yahoo.com/ http://www.google.com/search?q=streambox+vcr&amp;ie=UTF-8&amp;oe=UTF-8&amp;hl=en&amp;meta= http://radio.netscape.com/ http://www.kurthanson.com/archive/news/102902/index.asp http://www.wired.com/wired/archive/11.02/sony.html http://www.napster.com/ http://news.com.com/2100-1023-255673.html?legacy=cnet http://www.wired.com/ http://archive.salon.com/tech/feature/2000/06/14/love/ http://www.copyright.gov/carp/webcasting_rates_final.html Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Bruns, Axel. "Fight for Survival" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/07-fightforsurvival.php>. APA Style Bruns, A., (2003, Feb 26). Fight for Survival. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/07-fightforsurvival.html
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Williams, Graeme Henry. "Australian Artists Abroad." M/C Journal 19, no.5 (October13, 2016). http://dx.doi.org/10.5204/mcj.1154.
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At the start of the twentieth century, many young Australian artists travelled abroad to expand their art education and to gain exposure to the modern art movements of Europe. Most of these artists were active members of artist associations such as the Victorian Artists Society or the New South Wales Society of Artists. Male artists from Victoria were generally also members of the Melbourne Savage Club, a club with a strong association with the arts.This paper investigates the dual function of the club, as a space where the artists felt “at home” in the familiar environment that the club offered whilst they were abroad and, at the same time, a meeting space where they could engage in a stimulating artistic environment and gain introductions to leading figures in the art world. For those artists who chose England, London’s arts clubs played a large role, for it was in these establishments that they discussed, exhibited, shared, and met with their English counterparts. The club environment in London would have a significant impact on male Australian artists, as it offered a space where they were integrated into the English art world, which enhanced their experience whilst abroad.Artists were seldom members of Australia’s early gentlemen’s clubs, however, in the late nineteenth century Melbourne, artists formed less formal social groupings with exotic names such as the Prehistoric Order of Cannibals, the Buonarotti Club, and the Ishmael Club (Mead). Melbourne artists congregated in these clubs until the Melbourne Savage Club, modelled on the London Savage Club (1857)—a club whose membership was restricted to practitioners in the performing and visual arts—opened its doors in 1894.The Melbourne Savage Club had its origins in the Metropolitan Music Club, established in the late 1880s by a group of professional and amateur musicians and music lovers. The club initially admitted musicians and people from the dramatic professions free-of-charge, however, author Randolph Bedford (1868–1941) and artist Alf Vincent (1874–1915) were not content to be treated on a different basis to the musicians and actors, and two months after Vincent joined the club, at a Special General Meeting, the club resolved to vary Rule 6, “to admit landscape or portrait painters and sculptors without entrance fee” (Melbourne Savage Club). At another Special General Meeting, a year later, the rule was altered to admit “recognised members of the musical, dramatic and artistic professions and sculptors without payment of entrance fee” (Melbourne Savage Club).This resulted in an immediate influx of prominent Victorian male artists (Williams) and the Melbourne Savage Club became their place of choice to gather and enjoy the fellowship the club offered and to share ideas in a convivial atmosphere. When the opportunity arose for them to travel to London in the early twentieth century, they met in London’s famous art clubs. Membership of the Melbourne Savage Club not only conferred rights to visit reciprocal clubs whilst in London, but also facilitated introductions to potential patrons. The London clubs were the venue of choice for visiting artists to meet their fellow artist expatriates and to share experiences and, importantly, to meet with their British counterparts, exhibit their works, and establish valuable contacts.The London Savage Club attracted many Australian expatriates. Not only is it the grandfather of London’s bohemian clubs but also it was the model for arts clubs the world over. Founded in 1857, the qualification for admission was (and still is) to be, “a working man in literature or art, and a good fellow” (Halliday vii). If a candidate met these requirements, he would be cordially received “come whence he may.” This was embodied in the club’s first rules which required applicants for membership to be from a restricted range of pursuits relating to the arts thought to be commensurate with its bohemian ideals, namely art, literature, drama, or music.The second London arts club that attracted expatriate Australian artists was the New English Arts Club, founded in 1886 by young English artists returning from studying art in Paris. Members of The New English Arts Club were influenced by the Impressionist style as opposed to the academic art shown at the Royal Academy. As a meeting place for Australia’s expatriate artists, the New English Arts Club had a particular influence, as it exposed them to significant early Modern artist members such as John Singer Sargent (1856–1925), Walter Sickert (1860–1942), William Orpen (1878–1931) and Augustus John (1878–1961) (Corbett and Perry; Thornton; Melbourne Savage Club).The third, and arguably the most popular with the expatriate Australian artists’ club, was the Chelsea Arts Club, a bohemian club formed in 1891 by local working artists looking for a place to go to “meet, talk, eat and drink” (Cross).Apart from the American-born founding member, James McNeill Whistler (1834–1903), amongst the biggest Chelsea names at the time of the influx of travelling young Australian artists were modernists Sir William Orpen, Augustus John, and John Sargent. The opportunity to mix with these leading British contemporary artists was irresistible to these antipodean artists (55).When Melbourne artist, Miles Evergood (1871–1939) arrived in London from America in 1910, he had been an active exhibiting member of the Salmagundi Club, a New York artists’ club. Almost immediately he joined the New English Arts Club and the Chelsea Arts Club. Hammer tells of him associating with “writer Israel Zangwill, sculptor Jacob Epstein, and anti-academic artists including Walter Sickert, Augustus John, John Lavery, John Singer Sargent and C.R.W. Nevison, who challenged art values in Britain at the beginning of the century” (Hammer 41).Arthur Streeton (1867–1943) used the Chelsea Arts Club as his postal address, as did many expatriate artists. The Melbourne Savage Club archives contain letters and greetings, with news from abroad, written from artist members back to their “Brother Savages” (Various).In late 1902, Streeton wrote to fellow artist and Savage Club member Tom Roberts (1856–1931) from London:I belong to the Chelsea Arts Club now, & meet the artists – MacKennel says it’s about the most artistic club (speaking in the real sense) in England. … They all seem to be here – McKennal, Longstaff, Mahony, Fullwood, Norman, Minns, Fox, Plataganet Tudor St. George Tucker, Quinn, Coates, Bunny, Alston, K, Sonny Pole, other minor lights and your old friend and admirer Smike – within 100 yards of here – there must be 30 different studios. (Streeton 94)Whilst some of the artists whom Streeton mentioned were studying at either the Royal Academy or the Slade School, it was the clubs like the Chelsea Arts Club where they were most likely to encounter fellow Australian artists. Tom Roberts was obviously attentive to Streeton’s enthusiastic account and, when he returned to London the following year to work on his commission for The Big Picture of the 1901 opening of the first Commonwealth Parliament, he soon joined. Roberts, through his expansive personality, became particularly active in London’s Australian expatriate artistic community and later became Vice-President of the Chelsea Arts Club. Along with Streeton and Roberts, other visiting Melbourne Savage Club artists joined the Chelsea Arts Club. They included, John Longstaff (1861–1941), James Quinn (1869–1951), George Coates (1869–1930), and Will Dyson (1880–1938), along with Sydney artists Henry Fullwood (1863–1930), George Lambert (1873–1930), and Will Ashton (1881–1963) (Croll 95). Smith describes the exodus to London and Paris: “It was the Chelsea Arts Club that the Heidelberg School established its last and least distinguished camp” (Smith, Smith and Heathcote 152).Streeton, who retained his Chelsea Arts Club membership when he returned for a while to Australia, wrote to Roberts in 1907, “I miss Chelsea & the Club-boys” (Streeton 107). In relation to Frederick McCubbin’s pending visit he wrote: “Prof McCubbin left here a week ago by German ‘Prinz Heinrich.’ … You’ll introduce him at the Chelsea Club and I hope they make him an Hon. Member, etc” (Streeton et al. 85). McCubbin wrote, after an evening at the Chelsea Arts Club, following a visit to the Royal Academy: “Tonight, I am dining with Australian artists in Soho, and shall be there to greet my old friends. How glad I am! Longstaff will be there, and Frank Stuart, Roberts, Fullwood, Pontin, Coates, Quinn, and Tucker’s brother, and many others from all around” (MacDonald, McCubbin and McCubbin 75). Impressed by the work of Turner he wrote to his wife Annie, following avisit to the Tate Gallery:I went yesterday with Fullwood and G. Coates and Tom Roberts for a ramble … to the Tate Gallery – a beautiful freestone building facing the river through a portico into the gallery where the lately found turners are exhibited – these are not like the greater number of pictures in the National Gallery – they represent his different periods, but are mostly in his latest style, when he had realised the quality of light (McCubbin).Clearly Turner’s paintings had a profound impression on him. In the same letter he wrote:they are mostly unfinished but they are divine – such dreams of colour – a dozen of them are like pearls … mist and cloud and sea and land, drenched in light … They glow with tender brilliancy that radiates from these canvases – how he loved the dazzling brilliancy of morning or evening – these gems with their opal colour – you feel how he gloried in these tender visions of light and air. He worked from darkness into light.The Chelsea Arts Club also served as a venue for artists to entertain and host distinguished visitors from home. These guests included; Melbourne Savage Club artist member Alf Vincent (Joske 112), National Gallery of Victoria (NGV) Trustee and popular patron of the arts, Professor Baldwin Spencer (1860–1929), Professor Frederick S. Delmer (1864–1931) and conductor George Marshall-Hall (1862–1915) (Mulvaney and Calaby 329; Streeton 111).Artist Miles Evergood arrived in London in 1910, and visited the Chelsea Arts Club. He mentions expatriate Australian artists gathering at the Club, including Will Dyson, Fred Leist (1873–1945), David Davies (1864–1939), Will Ashton (1881–1963), and Henry Fullwood (Hammer 41).Most of the Melbourne Savage Club artist members were active in the London Savage Club. On one occasion, in November 1908, Roberts, with fellow artist MacKennal in the Chair, attended the Australian Artists’ Dinner held there. This event attracted twenty-five expatriate Australian artists, all residing in London at the time (McQueen 532).These London arts clubs had a significant influence on the expatriate Australian artists for they became the “glue” that held them together whilst abroad. Although some artists travelled abroad specifically to take up places at the Royal Academy School or the Slade School, only a minority of artists arriving in London from Australia and other British colonies were offered positions at these prestigious schools. Many artists travelled to “try their luck.” The arts clubs of London, whilst similarly discerning in their membership criteria, generally offered a visiting “brother-of-the-brush” a warm welcome as a professional courtesy. They featured the familiar rollicking all-male “Smoke Nights” a feature of the Melbourne Savage Club. With a greater “artist” membership than the clubs in Australia, expatriate artists were not only able to catch up with their friends from Australia, but also they could associate with England’s finest and most progressive artists in a familiar congenial environment. The clubs were a “home away from home” and described by Underhill as, “an artistic Earl’s Court” (Underhill 99). Most importantly, the clubs were a centre for discourse, arguably even more so than were the teaching academies. Britain’s leading modernist artists were members of the Chelsea Arts Club and the New English Arts Club and mixed freely with the visiting Australian artists.Many Australian artists, such as Miles Evergood and George Bell (1878–1966), held anti-academic views similar to English club members and embraced the new artistic trends, which they would bring back to Australia. Streeton had no illusions about the relative worth of the famed institutions and the exhibitions held by clubs such as the New English. Writing to Roberts before he joins him in London, he describes the Royal Academy as having, “an inartistic atmosphere” and claims he “hasn’t the least desire to go again” (Streeton 77). His preference lay with a concurrent “International Exhibition”, which featured works by Rodin, Whistler, Condor, Degas, and others who were setting the pace rather than merely continuing the academic traditions.Architect Hardy Wilson (1881–1955) served as secretary of The Chelsea Arts Club. When he returned to Australia he brought back with him a number of British works by Streeton and Lambert for an exhibition at the Guild Hall Melbourne (Underhill 92). Artists and Bohemians, a history of the Chelsea Arts Club, makes special reference of its world-wide contacts and singles out many of its prominent Australian members for specific mention including; Sir John William (Will) Ashton OBE, later Director of the Art Gallery of New South Wales, and Will Dyson, whose illustrious career as an Australian war artist was described in some detail. Dyson’s popularity led to his later appointment as Chairman of the Chelsea Arts Club where he initiated an ambitious rebuilding program, improving staff accommodation, refurbishing the members’ areas, and adding five bedrooms for visiting members (Bross 87-90).Whilst the influence of travel abroad on Australian artists has been noted, the importance of the London Clubs has not been fully explored. These clubs offered artists a space where they felt “at home” and a familiar environment whilst they were abroad. The clubs functioned as a meeting space where they could engage in a stimulating artistic environment and gain introductions to leading figures in the art world. For those artists who chose England, London’s arts clubs played a large role, for it was in these establishments that they discussed, exhibited, shared, and met with their English counterparts. The club environment in London had a significant impact on male Australian artists as it offered a space where they were integrated into the English art world which enhanced their experience whilst abroad and influenced the direction of their art.ReferencesCorbett, David Peters, and Lara Perry, eds. English Art, 1860–1914: Modern Artists and Identity. Manchester: Manchester University Press, 2000.Croll, Robert Henderson. Tom Roberts: Father of Australian Landscape Painting. Melbourne: Robertson & Mullens, 1935.Cross, Tom. Artists and Bohemians: 100 Years with the Chelsea Arts Club. 1992. 1st ed. London: Quiller Press, 1992.Gray, Anne, and National Gallery of Australia. McCubbin: Last Impressions 1907–17. 1st ed. Parkes, A.C.T.: National Gallery of Australia, 2009.Halliday, Andrew, ed. The Savage Papers. 1867. 1st ed. London: Tinsley Brothers, 1867.Hammer, Gael. Miles Evergood: No End of Passion. Willoughby, NSW: Phillip Mathews, 2013.Joske, Prue. Debonair Jack: A Biography of Sir John Longstaff. 1st ed. Melbourne: Claremont Publishing, 1994.MacDonald, James S., Frederick McCubbin, and Alexander McCubbin. The Art of F. McCubbin. Melbourne: Lothian Book Publishing, 1916.McCaughy, Patrick. Strange Country: Why Australian Painting Matters. Ed. Paige Amor. The Miegunyah Press, 2014.McCubbin, Frederick. Papers, Ca. 1900–Ca. 1915. Melbourne.McQueen, Humphrey. Tom Roberts. Sydney: Macmillan, 1996.Mead, Stephen. "Bohemia in Melbourne: An Investigation of the Writer Marcus Clarke and Four Artistic Clubs during the Late 1860s – 1901.” PhD thesis. Melbourne: University of Melbourne, 2009.Melbourne Savage Club. Secretary. Minute Book: Melbourne Savage Club. Club Minutes (General Committee). Melbourne: Savage Archives.Mulvaney, Derek John, and J.H. Calaby. So Much That Is New: Baldwin Spencer, 1860–1929, a Biography. Carlton, Vic.: Melbourne University Press, 1985.Smith, Bernard, Terry Smith, and Christopher Heathcote. Australian Painting, 1788–2000. 4th ed. South Melbourne, Vic.: Oxford University Press, 2001.Streeton, Arthur, et al. Smike to Bulldog: Letters from Sir Arthur Streeton to Tom Roberts. Sydney: Ure Smith, 1946.Streeton, Arthur, ed. Letters from Smike: The Letters of Arthur Streeton, 1890–1943. Melbourne: Oxford University Press, 1989.Thornton, Alfred, and New English Art Club. Fifty Years of the New English Art Club, 1886–1935. London: New English Art Club, Curwen Press 1935.Underhill, Nancy D.H. Making Australian Art 1916–49: Sydney Ure Smith Patron and Publisher. South Melbourne: Oxford University Press, 1991.Various. Melbourne Savage Club Correspondence Book: 1902–1916. Melbourne: Melbourne Savage Club.Williams, Graeme Henry. "A Socio-Cultural Reading: The Melbourne Savage Club through Its Collections." Masters of Arts thesis. Melbourne: Deakin University, 2013.
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Lindop, Samantha Jane. "The Homme Fatal and the Subversion of Suspicion in Mr Brooks and The Killer Inside Me." M/C Journal 15, no.1 (September13, 2011). http://dx.doi.org/10.5204/mcj.379.
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The femme fatale of film noir has come to be regarded as an expression or symptom of male paranoia about the shifting dynamics of gendered power relations in patriarchal Western culture. This theoretical perspective is influenced by Freudian psychoanalytic theory, which, according to philosopher Paul Ricoeur, is grounded in the “School of Suspicion” because it sees consciousness as false, an illusion shrouding darker, disturbing truths (Ricoeur 33). However, while the femme fatale has become firmly established as a subject of suspicion, her male incarnation, the homme fatal, has generally been overlooked and any research that has been done on the figure to date has attempted to align him with the same latent anxieties as those underpinning the femme fatale. I will explore the validity of this assumption by examining the neo-noir films Mr Brooks (Bruce A. Evans, 2007) and The Killer Inside Me (Michael Winterbottom, 2010). Earl Brooks (Kevin Costner), the eponymous character in Mr Brooks, is a husband, father, extremely wealthy and successful businessman, philanthropist, and Portland Chamber of Commerce man of the year. But this homme fatal character is also a “deadly man” who has a powerful addiction to serial murder. On the one hand Earl enjoys killing immensely, but the rational, logical part of his mind tells him that he should stop before he gets caught. This creates an internal battle which is played out on screen, with these two sides of Earl’s psyche portrayed by two different people: realistic Earl and reckless, indulgent Marshall (William Hurt). In The Killer Inside Me, Deputy Sheriff and homme fatal Lou Ford (Casey Affleck) narrates the tale of how he came to be a brutal and sad*stic serial killer, offering a variety of psychoanalytically grounded reasons and excuses for his despicable behaviour that ultimately leave the audience no more enlightened about his state of mind at the end of the film than at the beginning. I will argue that these figures are problematic within the context of Ricoeur’s theory of suspicion and that the self-reflexive insight and knowledge of Freudian theory depicted by these hommes fatals suggests that the construct cannot be read merely as a male incarnation of the femme fatale. Rather than being a subject or object of paranoid expression, I contend that the homme fatal is instead a catalyst for it. Psychoanalysis and the School of SuspicionThe premise of Freudian theory is that our consciousness is just the surface of our mental apparatus, and that hidden underneath in the unconscious part of our mind is a vast body of other material such as fears and desires that we have repressed because they are too disturbing for the conscious mind to contend with. Although we are unaware of these buried emotions they still impact upon our lives, surfacing in the form of neurotic symptoms (Freud 357–58). For Freud, the latent content of the psyche can be brought to the fore through psychoanalysis and by accessing and understanding unpalatable truths, the manifest symptoms they create can be alleviated (358). Thus, for Ricoeur psychoanalysis functions as a “demystification of meaning” (32) because it seeks to explain irrational symptoms. Ricoeur argues that Freud and fellow theorists Karl Marx and Friedrich Nietzsche are “masters of suspicion” (35) because of their common view of consciousness as false, opening the path for critical interpretation as an “exercise of suspicion” (33). However, suspicious interpretation is not just a practice for mental health practitioners and philosophers. It also has an established history as a method for exploring the relationship between socio-cultural anxieties and their expression in film and popular culture. According to literary theorist Rita Felski, the popularity of the use of psychoanalysis to study culture is partly inspired by the deeply ingrained and taken-for-granted nature of Freudian schemata (5), but a suspicious analysis also brings with it a form of substantive pleasure: “a sense of prowess in the exercise of ingenious interpretation, the satisfying economy and elegance of explanatory patterns; the gratifying charge of inciting surprise or admiration in fellow readers” (Felski 18). In film theory psychoanalysis is a well-recognised way of exploring underlying socio-cultural fears and anxieties that manifest on screen through visual and narrative depictions. The Femme Fatale and SuspicionThe femme fatale of film noir is a popular subject for suspicious interpretation by feminist film scholars including Mary Ann Doane, Elisabeth Bronfen, Pam Cook, and Kate Stables. Her beautiful, powerfully seductive exterior juxtaposed with a cold, cunning, and ruthless interior has earned the femme fatale a reputation as a manifestation of male fears about female sexuality and feminism (Doane 3). As Bronfen asserts: “One could speak of her as a male fantasy, articulating both fascination for the sexually aggressive woman, as well as anxieties about female domination” (106). In classic film noir of the 1940s and 1950s the femme fatale is generally considered to represent a projection of paranoid male fears over increased economic and sexual independence of women generated by World War II (Cook 70). Similarly, in neo-noir productions such as Basic Instinct (Paul Verhoeven, 1992) and The Last Seduction (John Dahl, 1994), the femme fatale is seen to function as an expression of anxiety over the postmodern collapse of traditional roles governing sexual difference occasioned by second-wave feminist movements, along with an increased presence of women in the public sphere (Stables 167). For example, in both Basic Instinct and The Last Seduction the femmes fatales are successful businesswomen who are also ruthless killers with an insatiable appetite for sex, wealth, and power. The Homme FatalWhile the femme fatale has been prowling around the dark alleys of noir, another deadly creature, the homme fatal, has also been skulking in the cinematic landscape. He can be found in early thrillers such as Alfred Hitchco*ck’s 1941 classic Suspicion, George Cukor’s Gaslight (1944), Experiment Perilous (Jacques Tourner, 1944), and A Kiss Before Dying (Gerd Oswald, 1956). He can also be located in many neo-noir thrillers including Blue Steel (Kathryn Bigelow, 1990), Internal Affairs (Mike Figgis, 1990), Guilty as Sin (Sidney Lumet, 1993), In The Cut (Jane Campion, 2003), Twisted (Phillip Kaufman, 2004), Taking Lives (J.D. Caruso, 2004), as well as Mr Brooks and The Killer Inside Me. One of the few scholars to examine the homme fatal from a psychoanalytic perspective is Margaret Cohen. In her paper “The ‘Homme Fatal,’ the Phallic Father, and the New Man” Cohen explores breakdown of gender divisions to emerge in neo-noir thrillers of the 1980s and 1990s, which saw a popular movement towards films featuring a female investigator pitted against a deadly male (for example, Internal Affairs, Blue Steel, and Guilty as Sin). Focusing on Internal Affairs, Cohen contends that corrupt cop and homme fatal Dennis Peck (Richard Gere) is a “larger-than-life alternative to the femme fatale” (113). Like the deadly woman, Peck has no morals, he is obsessed with power and wealth, and has no qualms about employing his sex appeal or collapsing sexual intimacy into business in order to get what he wants (Cohen 115–16). According to Cohen, just as the femme fatale is a manifestation of male paranoia about social transformations of gendered power, Internal Affairs crystallises male anxieties about the transformations in gender roles and the place of the new man in 1980s and 1990s postmodern culture (114). However, while hommes fatals such as Dennis Peck can be aligned with the femme fatale as a subject or object of psychoanalytic interpretation regarding repressed fears, other hommes fatals subvert such an analysis through their predisposed insight into psychoanalytic theory and suspicious interpretation. Aside from the films Mr Brooks and The Killer Inside Me, which I will explore in detail in the coming section, the hommes fatals in Gaslight and Experiment Perilous display a knowledge of Freudian theory, using it to convince their female victims that they are insane, and in Taking Lives the homme fatal uses his psychological prowess to fool a female FBI behavioural specialist assigned to profile him. The psychoanalytical insight depicted by these deadly men is something the femme fatale is not ordinarily privy to (with the exception of Catherine Trammell [Sharon Stone] in Basic Instinct, who has a degree in psychology). This suggests that the homme fatal is not simply a male incarnation of the female archetype, but rather a figure with a certain insight into latent socio-cultural anxieties who deliberately sabotages suspicious interpretation. Pleasure, Subversion, and the Homme Fatal Part of the pleasure of a suspicious analysis of a text is that it allows the critical theorist to act as a detective—“solving mysteries, nailing down answers, piecing together a coherent narrative, explaining away ambiguity through interpretation of clues” (Felski 13). However, in The Killer Inside Me, homme fatal Lou Ford subverts this process, using his knowledge of psychoanalysis in a way that prevents him from being subject to suspicious interpretation. In her paper on the source text from which Winterbottom’s film was adapted, “Being’s Wound: (Un) Explaining Evil in Jim Thompson’s The Killer Inside Me,” literary theorist Dorothy Clark argues that “if Lou Ford provides a Grand Narrative, it is one in which he uses the appearance/reality outer/inner world motif to pitch to us a too-apparent Freudian psychoanalytic explanation for his actions” (54). A suspicious reading of The Killer Inside Me is disrupted and subverted by Lou’s employment of a psychoanalytic model to explain what he calls “the sickness.” By offering up a rational explanation for his otherwise irrational behaviour and grounding it in suspicion, Lou continually constructs and then deconstructs the narrative in such a way that it “conceals rather than reveals, continually eluding containment and definition” (Clark 59). According to Clark (51), what distinguishes The Killer Inside Me from the standard detective narrative is that rather than progressing from a state of enigma to one of knowledge, the story eludes knowledge, becoming increasingly complex and uncertain. Although Clark’s discussion focuses on the hard-boiled novel by Jim Thompson (1952), her observations about the character of Lou Ford are equally relevant to the 2010 neo-noir cinematic remake, which is a direct adaptation of the original novel. (Many classic films noir are reworkings of hard-boiled novels. For example, director Robert Montgomery’s 1947 film The Lady in the Lake was based on a novel originally written in 1943 by Raymond Chandler.) In the film The Killer Inside Me, as in the novel, Lou pragmatically detaches himself from his behaviour, and his dialogue creates a continuous state of puzzlement and perplexity that constantly undermines any attempt at understanding through interpretation. In Mr Brooks, any effort at a suspicious reading is equally well thwarted, but the strategy employed is the polar opposite to that used in The Killer Inside Me. In a more conventional “whodunit” narrative structure, Brooks, known as the “thumbprint killer,” might be presented as a mystery. The audience might be provided with the same clues and limited insights that Detective Atwood (Demi Moore) is given, embarking on the same journey of reconstruction, conjecture, and interpretation that she does. A picture might gradually emerge about the killer: his motivations, his rationale, what his fetishes and weak points are, and ultimately, who he is. Instead, the audience is presented not only with the identity of the killer, but the inner-most workings of his mind. According to psychoanalytic theorists, the psychical mechanism that cuts off unpleasant repressed material, blocking it from entering and disrupting the consciousness, is the ego. For Freud, the ego responds to the external world and is grounded in common sense, control, planning, and intellectual rationale (“Ego & Id” 363). However, the repressed can still communicate with the ego through the id. The psychical id is where the powerful pleasure principle reigns unrestricted; it is the primitive, infantile part of the mind in which immediate satisfaction is all that counts, despite the ego’s best attempts to “bring the influence of the external world to bear upon the id and its tendencies” (Freud, “Ego & Id” 363). For Freud, the psyche also contains a third element—the super-ego, a portion of the ego that sets itself over the rest of the ego, creating a tension that is felt consciously as a sense of guilt (Freud, “Ego & Super-Ego” 374). It is a part of Earl’s psyche that only surfaces when he realises that his daughter may have inherited the same killing impulses as him. In Mr Brooks, Marshall represents Earl’s id. He is like an evil clown, set up in opposition to the controlled, methodical, and sensible Earl, whose primary concern is that he might get caught. All Marshall wants to do is have “fun.” With pleasure his sole preoccupation, much of the film centres on the various levels of conflict between Earl and Marshall. Sometimes they are like best friends, laughing together, united in their pursuit of pleasure; at other times, when Earl tries to ignore Marshall or control him by attending Alcoholics Anonymous meetings (without revealing the nature of his own addiction), it becomes a battle of wills, with Marshall trying to undermine, goad, and torment Earl into giving in to his impulses. Early in the film Marshall’s persistence pays off when Earl breaks his two-year drought and surrenders to Marshall, indulging in the pure ecstasy of murder. Here, the play between the two characters clearly represents the psychical interaction between the ego and the id. This interplay provides the audience with seemingly transparent insight into the latent mechanisms of Earl’s psyche, eluding enigma entirely and jumping straight into knowledge of the most intimate kind. One cannot speculate about Earl’s latent thoughts because they are there, laid bare on the screen. Further, Earl makes no apologies for his behaviour. He kills because he likes and enjoys it, period, a fact that Marshall is continually reminding him of. His desire to stop is motivated only by the logical, rational, common sense part of his psyche, his ego. Despite the two different approaches to the subject of the killer inside them, both Earl and Lou manage to successfully subvert a suspicious analysis and with it the pleasure to be found in such an investigation. Lou does so by playing games with the audience’s assumptions that there is an underlying reason for his behaviour, expending a great deal of energy providing psychoanalytically grounded excuses for it: he is the victim of childhood sexual trauma, a victim of elemental human passion, he has dementia praecox, he has paranoid schizophrenia, he wants revenge, he is a flower misplaced and wrongly labelled a weed, or perhaps he is just cold-blooded and as smart as hell (Clark 46–49). Mr Brooks, on the other hand, cuts right through all the diversionary tactics and gets straight to the core of what really motivates Earl—a raw instinctual desire for pleasure. Conclusion In feminist film theory (and Western culture in general) suspicious interpretation has become a deeply ingrained and almost taken-for-granted way of understanding meaning. Part of the popularity of a suspicious analysis is the pleasure readers/viewers/critics find in the mystery-solving process of interpretation and the chance to act as detective. However, the neo-noir thrillers Mr Brooks and The Killer Inside Me exhibit a self-reflexive insight into Freudian theory, the school of suspicion, and the assumptions that accompany it, using that knowledge to deliberately subvert the opportunity for suspicious analysis. Lou plays guessing games with the audience’s desire to solve the riddle of his psyche, generating his own pleasure in the process. In Mr Brooks the audience is denied the opportunity for speculation when it comes to Earl’s mind because the innermost workings of it are laid bare for all to see, leaving no room for interpretation. The only pleasure to be had is Earl’s—the raw and brutal pleasure of killing. In patriarchal Western society the femme fatale is considered to be symptomatic of male paranoia surrounding the breakdown of gender difference and power relations. While, as Cohen suggests, this may also be true of the homme fatal, the figure’s propensity to undermine understanding through psychoanalysis suggests that as a male manifestation of male paranoia the construct of the homme fatal is an insightful catalyst of fear rather than a subject or object of it. ReferencesA Kiss Before Dying. Dir. Gerd Oswald, 1956.Blue Steel. Dir. Kathryn Bigelow, 1990.Bronfen, Elisabeth. “Femme Fatale: Negotiations of Tragic Desire.” New Literary History. 35.1 (2004): 103–16. Clark, Dorothy. “Being’s Wound: (Un) Explaining Evil in Jim Thompson’s The Killer Inside Me.” The Journal of Popular Culture. 42.1 (2009): 49–65. Cohen, Margaret. “The ‘Homme Fatal,’ the Phallic Father, and the New Man.” Cultural Critique. 23 (1992–93): 111–36. Copjec, Joan. Shades of Noir: A Reader. New York: Verso, 1993. Doane, Mary Ann. Femme Fatales: Feminism, Film Theory, Psychoanalysis. New York: Routledge, 1991. Experiment Perilous. Dir. Jacques Tourner. RKO, 1944.Felski, Rita. “Suspicious Minds.” Poetics Today. 32.2 (2011) 215–34. Freud, Sigmund. On Metapsychology: The Theory of Psychoanalysis, Beyond the Pleasure Principle, The Ego and the Id and Other Works. London: Penguin, 1991. Gaslight. Dir. George Cukor. MGM, 1944.Guilty as Sin. Dir. Sidney Lumet. Hollywood Pictures, 1993.Internal Affairs. Dir. Mike Figgis. Paramount Pictures, 1990.In The Cut. Dir. Jane Campion. Screen Gems / Columbia Pictures, 2003.Killer Inside Me, The. Dir. Michael Winterbottom. Icon, 2010.Mr Brooks. Dir. Bruce A. Evans. Metro – Goldwyn – Mayer, 2007.Ricoeur, Paul. Freud and Philosophy: An Essay on Interpretation. New Haven: Yale UP, 1970. Spicer, Andrew. Film Noir. Harlow: Pearson Education, 2002. Suspicion. Dir. Alfred Hitchco*ck. RKO, 1941.Taking Lives. Dir. D. J. Caruso. Warner Brothers, 2004.Thompson, Jim. The Killer Inside Me. London: Orion, 2006.
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Noyce, Diana Christine. "Coffee Palaces in Australia: A Pub with No Beer." M/C Journal 15, no.2 (May2, 2012). http://dx.doi.org/10.5204/mcj.464.
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The term “coffee palace” was primarily used in Australia to describe the temperance hotels that were built in the last decades of the 19th century, although there are references to the term also being used to a lesser extent in the United Kingdom (Denby 174). Built in response to the worldwide temperance movement, which reached its pinnacle in the 1880s in Australia, coffee palaces were hotels that did not serve alcohol. This was a unique time in Australia’s architectural development as the economic boom fuelled by the gold rush in the 1850s, and the demand for ostentatious display that gathered momentum during the following years, afforded the use of richly ornamental High Victorian architecture and resulted in very majestic structures; hence the term “palace” (Freeland 121). The often multi-storied coffee palaces were found in every capital city as well as regional areas such as Geelong and Broken Hill, and locales as remote as Maria Island on the east coast of Tasmania. Presented as upholding family values and discouraging drunkenness, the coffee palaces were most popular in seaside resorts such as Barwon Heads in Victoria, where they catered to families. Coffee palaces were also constructed on a grand scale to provide accommodation for international and interstate visitors attending the international exhibitions held in Sydney (1879) and Melbourne (1880 and 1888). While the temperance movement lasted well over 100 years, the life of coffee palaces was relatively short-lived. Nevertheless, coffee palaces were very much part of Australia’s cultural landscape. In this article, I examine the rise and demise of coffee palaces associated with the temperance movement and argue that coffee palaces established in the name of abstinence were modelled on the coffee houses that spread throughout Europe and North America in the 17th and 18th centuries during the Enlightenment—a time when the human mind could be said to have been liberated from inebriation and the dogmatic state of ignorance. The Temperance Movement At a time when newspapers are full of lurid stories about binge-drinking and the alleged ill-effects of the liberalisation of licensing laws, as well as concerns over the growing trend of marketing easy-to-drink products (such as the so-called “alcopops”) to teenagers, it is difficult to think of a period when the total suppression of the alcohol trade was seriously debated in Australia. The cause of temperance has almost completely vanished from view, yet for well over a century—from 1830 to the outbreak of the Second World War—the control or even total abolition of the liquor trade was a major political issue—one that split the country, brought thousands onto the streets in demonstrations, and influenced the outcome of elections. Between 1911 and 1925 referenda to either limit or prohibit the sale of alcohol were held in most States. While moves to bring about abolition failed, Fitzgerald notes that almost one in three Australian voters expressed their support for prohibition of alcohol in their State (145). Today, the temperance movement’s platform has largely been forgotten, killed off by the practical example of the United States, where prohibition of the legal sale of alcohol served only to hand control of the liquor traffic to organised crime. Coffee Houses and the Enlightenment Although tea has long been considered the beverage of sobriety, it was coffee that came to be regarded as the very antithesis of alcohol. When the first coffee house opened in London in the early 1650s, customers were bewildered by this strange new drink from the Middle East—hot, bitter, and black as soot. But those who tried coffee were, reports Ellis, soon won over, and coffee houses were opened across London, Oxford, and Cambridge and, in the following decades, Europe and North America. Tea, equally exotic, entered the English market slightly later than coffee (in 1664), but was more expensive and remained a rarity long after coffee had become ubiquitous in London (Ellis 123-24). The impact of the introduction of coffee into Europe during the seventeenth century was particularly noticeable since the most common beverages of the time, even at breakfast, were weak “small beer” and wine. Both were safer to drink than water, which was liable to be contaminated. Coffee, like beer, was made using boiled water and, therefore, provided a new and safe alternative to alcoholic drinks. There was also the added benefit that those who drank coffee instead of alcohol began the day alert rather than mildly inebriated (Standage 135). It was also thought that coffee had a stimulating effect upon the “nervous system,” so much so that the French called coffee une boisson intellectuelle (an intellectual beverage), because of its stimulating effect on the brain (Muskett 71). In Oxford, the British called their coffee houses “penny universities,” a penny then being the price of a cup of coffee (Standage 158). Coffee houses were, moreover, more than places that sold coffee. Unlike other institutions of the period, rank and birth had no place (Ellis 59). The coffee house became the centre of urban life, creating a distinctive social culture by treating all customers as equals. Egalitarianism, however, did not extend to women—at least not in London. Around its egalitarian (but male) tables, merchants discussed and conducted business, writers and poets held discussions, scientists demonstrated experiments, and philosophers deliberated ideas and reforms. For the price of a cup (or “dish” as it was then known) of coffee, a man could read the latest pamphlets and newsletters, chat with other patrons, strike business deals, keep up with the latest political gossip, find out what other people thought of a new book, or take part in literary or philosophical discussions. Like today’s Internet, Twitter, and Facebook, Europe’s coffee houses functioned as an information network where ideas circulated and spread from coffee house to coffee house. In this way, drinking coffee in the coffee house became a metaphor for people getting together to share ideas in a sober environment, a concept that remains today. According to Standage, this information network fuelled the Enlightenment (133), prompting an explosion of creativity. Coffee houses provided an entirely new environment for political, financial, scientific, and literary change, as people gathered, discussed, and debated issues within their walls. Entrepreneurs and scientists teamed up to form companies to exploit new inventions and discoveries in manufacturing and mining, paving the way for the Industrial Revolution (Standage 163). The stock market and insurance companies also had their birth in the coffee house. As a result, coffee was seen to be the epitome of modernity and progress and, as such, was the ideal beverage for the Age of Reason. By the 19th century, however, the era of coffee houses had passed. Most of them had evolved into exclusive men’s clubs, each geared towards a certain segment of society. Tea was now more affordable and fashionable, and teahouses, which drew clientele from both sexes, began to grow in popularity. Tea, however, had always been Australia’s most popular non-alcoholic drink. Tea (and coffee) along with other alien plants had been part of the cargo unloaded onto Australian shores with the First Fleet in 1788. Coffee, mainly from Brazil and Jamaica, remained a constant import but was taxed more heavily than tea and was, therefore, more expensive. Furthermore, tea was much easier to make than coffee. To brew tea, all that is needed is to add boiling water, coffee, in contrast, required roasting, grinding and brewing. According to Symons, until the 1930s, Australians were the largest consumers of tea in the world (19). In spite of this, and as coffee, since its introduction into Europe, was regarded as the antidote to alcohol, the temperance movement established coffee palaces. In the early 1870s in Britain, the temperance movement had revived the coffee house to provide an alternative to the gin taverns that were so attractive to the working classes of the Industrial Age (Clarke 5). Unlike the earlier coffee house, this revived incarnation provided accommodation and was open to men, women and children. “Cheap and wholesome food,” was available as well as reading rooms supplied with newspapers and periodicals, and games and smoking rooms (Clarke 20). In Australia, coffee palaces did not seek the working classes, as clientele: at least in the cities they were largely for the nouveau riche. Coffee Palaces The discovery of gold in 1851 changed the direction of the Australian economy. An investment boom followed, with an influx of foreign funds and English banks lending freely to colonial speculators. By the 1880s, the manufacturing and construction sectors of the economy boomed and land prices were highly inflated. Governments shared in the wealth and ploughed money into urban infrastructure, particularly railways. Spurred on by these positive economic conditions and the newly extended inter-colonial rail network, international exhibitions were held in both Sydney and Melbourne. To celebrate modern technology and design in an industrial age, international exhibitions were phenomena that had spread throughout Europe and much of the world from the mid-19th century. According to Davison, exhibitions were “integral to the culture of nineteenth century industrialising societies” (158). In particular, these exhibitions provided the colonies with an opportunity to demonstrate to the world their economic power and achievements in the sciences, the arts and education, as well as to promote their commerce and industry. Massive purpose-built buildings were constructed to house the exhibition halls. In Sydney, the Garden Palace was erected in the Botanic Gardens for the 1879 Exhibition (it burnt down in 1882). In Melbourne, the Royal Exhibition Building, now a World Heritage site, was built in the Carlton Gardens for the 1880 Exhibition and extended for the 1888 Centennial Exhibition. Accommodation was required for the some one million interstate and international visitors who were to pass through the gates of the Garden Palace in Sydney. To meet this need, the temperance movement, keen to provide alternative accommodation to licensed hotels, backed the establishment of Sydney’s coffee palaces. The Sydney Coffee Palace Hotel Company was formed in 1878 to operate and manage a number of coffee palaces constructed during the 1870s. These were designed to compete with hotels by “offering all the ordinary advantages of those establishments without the allurements of the drink” (Murdoch). Coffee palaces were much more than ordinary hotels—they were often multi-purpose or mixed-use buildings that included a large number of rooms for accommodation as well as ballrooms and other leisure facilities to attract people away from pubs. As the Australian Town and Country Journal reveals, their services included the supply of affordable, wholesome food, either in the form of regular meals or occasional refreshments, cooked in kitchens fitted with the latest in culinary accoutrements. These “culinary temples” also provided smoking rooms, chess and billiard rooms, and rooms where people could read books, periodicals and all the local and national papers for free (121). Similar to the coffee houses of the Enlightenment, the coffee palaces brought businessmen, artists, writers, engineers, and scientists attending the exhibitions together to eat and drink (non-alcoholic), socialise and conduct business. The Johnson’s Temperance Coffee Palace located in York Street in Sydney produced a practical guide for potential investors and businessmen titled International Exhibition Visitors Pocket Guide to Sydney. It included information on the location of government departments, educational institutions, hospitals, charitable organisations, and embassies, as well as a list of the tariffs on goods from food to opium (1–17). Women, particularly the Woman’s Christian Temperance Union (WCTU) were a formidable force in the temperance movement (intemperance was generally regarded as a male problem and, more specifically, a husband problem). Murdoch argues, however, that much of the success of the push to establish coffee palaces was due to male politicians with business interests, such as the one-time Victorian premiere James Munro. Considered a stern, moral church-going leader, Munro expanded the temperance movement into a fanatical force with extraordinary power, which is perhaps why the temperance movement had its greatest following in Victoria (Murdoch). Several prestigious hotels were constructed to provide accommodation for visitors to the international exhibitions in Melbourne. Munro was responsible for building many of the city’s coffee palaces, including the Victoria (1880) and the Federal Coffee Palace (1888) in Collins Street. After establishing the Grand Coffee Palace Company, Munro took over the Grand Hotel (now the Windsor) in 1886. Munro expanded the hotel to accommodate some of the two million visitors who were to attend the Centenary Exhibition, renamed it the Grand Coffee Palace, and ceremoniously burnt its liquor licence at the official opening (Murdoch). By 1888 there were more than 50 coffee palaces in the city of Melbourne alone and Munro held thousands of shares in coffee palaces, including those in Geelong and Broken Hill. With its opening planned to commemorate the centenary of the founding of Australia and the 1888 International Exhibition, the construction of the Federal Coffee Palace, one of the largest hotels in Australia, was perhaps the greatest monument to the temperance movement. Designed in the French Renaissance style, the façade was embellished with statues, griffins and Venus in a chariot drawn by four seahorses. The building was crowned with an iron-framed domed tower. New passenger elevators—first demonstrated at the Sydney Exhibition—allowed the building to soar to seven storeys. According to the Federal Coffee Palace Visitor’s Guide, which was presented to every visitor, there were three lifts for passengers and others for luggage. Bedrooms were located on the top five floors, while the stately ground and first floors contained majestic dining, lounge, sitting, smoking, writing, and billiard rooms. There were electric service bells, gaslights, and kitchens “fitted with the most approved inventions for aiding proficients [sic] in the culinary arts,” while the luxury brand Pears soap was used in the lavatories and bathrooms (16–17). In 1891, a spectacular financial crash brought the economic boom to an abrupt end. The British economy was in crisis and to meet the predicament, English banks withdrew their funds in Australia. There was a wholesale collapse of building companies, mortgage banks and other financial institutions during 1891 and 1892 and much of the banking system was halted during 1893 (Attard). Meanwhile, however, while the eastern States were in the economic doldrums, gold was discovered in 1892 at Coolgardie and Kalgoorlie in Western Australia and, within two years, the west of the continent was transformed. As gold poured back to the capital city of Perth, the long dormant settlement hurriedly caught up and began to emulate the rest of Australia, including the construction of ornately detailed coffee palaces (Freeman 130). By 1904, Perth had 20 coffee palaces. When the No. 2 Coffee Palace opened in Pitt Street, Sydney, in 1880, the Australian Town and Country Journal reported that coffee palaces were “not only fashionable, but appear to have acquired a permanent footing in Sydney” (121). The coffee palace era, however, was relatively short-lived. Driven more by reformist and economic zeal than by good business sense, many were in financial trouble when the 1890’s Depression hit. Leading figures in the temperance movement were also involved in land speculation and building societies and when these schemes collapsed, many, including Munro, were financially ruined. Many of the palaces closed or were forced to apply for liquor licences in order to stay afloat. Others developed another life after the temperance movement’s influence waned and the coffee palace fad faded, and many were later demolished to make way for more modern buildings. The Federal was licensed in 1923 and traded as the Federal Hotel until its demolition in 1973. The Victoria, however, did not succumb to a liquor licence until 1967. The Sydney Coffee Palace in Woolloomooloo became the Sydney Eye Hospital and, more recently, smart apartments. Some fine examples still survive as reminders of Australia’s social and cultural heritage. The Windsor in Melbourne’s Spring Street and the Broken Hill Hotel, a massive three-story iconic pub in the outback now called simply “The Palace,” are some examples. Tea remained the beverage of choice in Australia until the 1950s when the lifting of government controls on the importation of coffee and the influence of American foodways coincided with the arrival of espresso-loving immigrants. As Australians were introduced to the espresso machine, the short black, the cappuccino, and the café latte and (reminiscent of the Enlightenment), the post-war malaise was shed in favour of the energy and vigour of modernist thought and creativity, fuelled in at least a small part by caffeine and the emergent café culture (Teffer). Although the temperance movement’s attempt to provide an alternative to the ubiquitous pubs failed, coffee has now outstripped the consumption of tea and today’s café culture ensures that wherever coffee is consumed, there is the possibility of a continuation of the Enlightenment’s lively discussions, exchange of news, and dissemination of ideas and information in a sober environment. References Attard, Bernard. “The Economic History of Australia from 1788: An Introduction.” EH.net Encyclopedia. 5 Feb. (2012) ‹http://eh.net/encyclopedia/article/attard.australia›. Blainey, Anna. “The Prohibition and Total Abstinence Movement in Australia 1880–1910.” Food, Power and Community: Essays in the History of Food and Drink. Ed. Robert Dare. Adelaide: Wakefield Press, 1999. 142–52. Boyce, Francis Bertie. “Shall I Vote for No License?” An address delivered at the Convention of the Parramatta Branch of New South Wales Alliance, 3 September 1906. 3rd ed. Parramatta: New South Wales Alliance, 1907. Clarke, James Freeman. Coffee Houses and Coffee Palaces in England. Boston: George H. Ellis, 1882. “Coffee Palace, No. 2.” Australian Town and Country Journal. 17 Jul. 1880: 121. Davison, Graeme. “Festivals of Nationhood: The International Exhibitions.” Australian Cultural History. Eds. S. L. Goldberg and F. B. Smith. Cambridge: Cambridge UP, 1989. 158–77. Denby, Elaine. Grand Hotels: Reality and Illusion. London: Reaktion Books, 2002. Ellis, Markman. The Coffee House: A Cultural History. London: Weidenfeld & Nicolson, 2004. Federal Coffee Palace. The Federal Coffee Palace Visitors’ Guide to Melbourne, Its Suburbs, and Other Parts of the Colony of Victoria: Views of the Principal Public and Commercial Buildings in Melbourne, With a Bird’s Eye View of the City; and History of the Melbourne International Exhibition of 1880, etc. Melbourne: Federal Coffee House Company, 1888. Fitzgerald, Ross, and Trevor Jordan. Under the Influence: A History of Alcohol in Australia. Sydney: Harper Collins, 2009. Freeland, John. The Australian Pub. Melbourne: Sun Books, 1977. Johnson’s Temperance Coffee Palace. International Exhibition Visitors Pocket Guide to Sydney, Restaurant and Temperance Hotel. Sydney: Johnson’s Temperance Coffee Palace, 1879. Mitchell, Ann M. “Munro, James (1832–1908).” Australian Dictionary of Biography. Canberra: National Centre of Biography, Australian National U, 2006-12. 5 Feb. 2012 ‹http://adb.anu.edu.au/biography/munro-james-4271/text6905›. Murdoch, Sally. “Coffee Palaces.” Encyclopaedia of Melbourne. Eds. Andrew Brown-May and Shurlee Swain. 5 Feb. 2012 ‹http://www.emelbourne.net.au/biogs/EM00371b.htm›. Muskett, Philip E. The Art of Living in Australia. New South Wales: Kangaroo Press, 1987. Standage, Tom. A History of the World in 6 Glasses. New York: Walker & Company, 2005. Sydney Coffee Palace Hotel Company Limited. Memorandum of Association of the Sydney Coffee Palace Hotel Company, Ltd. Sydney: Samuel Edward Lees, 1879. Symons, Michael. One Continuous Picnic: A Gastronomic History of Australia. Melbourne: Melbourne UP, 2007. Teffer, Nicola. Coffee Customs. Exhibition Catalogue. Sydney: Customs House, 2005.
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Acland, Charles. "Matinees, Summers and Opening Weekends." M/C Journal 3, no.1 (March1, 2000). http://dx.doi.org/10.5204/mcj.1824.
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Abstract:
Newspapers and the 7:15 Showing Cinemagoing involves planning. Even in the most impromptu instances, one has to consider meeting places, line-ups and competing responsibilities. One arranges child care, postpones household chores, or rushes to finish meals. One must organise transportation and think about routes, traffic, parking or public transit. And during the course of making plans for a trip to the cinema, whether alone or in the company of others, typically one turns to locate a recent newspaper. Consulting its printed page lets us ascertain locations, a selection of film titles and their corresponding show times. In preparing to feed a cinema craving, we burrow through a newspaper to an entertainment section, finding a tableau of information and promotional appeals. Such sections compile the mini-posters of movie advertisem*nts, with their truncated credits, as well as various reviews and entertainment news. We see names of shopping malls doubling as names of theatres. We read celebrity gossip that may or may not pertain to the film selected for that occasion. We informally rank viewing priorities ranging from essential theatrical experiences to those that can wait for the videotape release. We attempt to assess our own mood and the taste of our filmgoing companions, matching up what we suppose are appropriate selections. Certainly, other media vie to supplant the newspaper's role in cinemagoing; many now access on-line sources and telephone services that offer the crucial details about start times. Nonetheless, as a campaign by the Newspaper Association of America in Variety aimed to remind film marketers, 80% of cinemagoers refer to newspaper listings for times and locations before heading out. The accuracy of that association's statistics notwithstanding, for the moment, the local daily or weekly newspaper has a secure place in the routines of cinematic life. A basic impetus for the newspaper's role is its presentation of a schedule of show times. Whatever the venue -- published, phone or on-line -- it strikes me as especially telling that schedules are part of the ordinariness of cinemagoing. To be sure, there are those who decide what film to see on site. Anecdotally, I have had several people comment recently that they no longer decide what movie to see, but where to see a (any) movie. Regardless, the schedule, coupled with the theatre's location, figures as a point of coordination for travel through community space to a site of film consumption. The choice of show time is governed by countless demands of everyday life. How often has the timing of a film -- not the film itself, the theatre at which it's playing, nor one's financial situation --determined one's attendance? How familiar is the assessment that show times are such that one cannot make it, that the film begins a bit too earlier, that it will run too late for whatever reason, and that other tasks intervene to take precedence? I want to make several observations related to the scheduling of film exhibition. Most generally, it makes manifest that cinemagoing involves an exercise in the application of cinema knowledge -- that is, minute, everyday facilities and familiarities that help orchestrate the ordinariness of cultural life. Such knowledge informs what Michel de Certeau characterises as "the procedures of everyday creativity" (xiv). Far from random, the unexceptional decisions and actions involved with cinemagoing bear an ordering and a predictability. Novelty in audience activity appears, but it is alongside fairly exact expectations about the event. The schedule of start times is essential to the routinisation of filmgoing. Displaying a Fordist logic of streamlining commodity distribution and the time management of consumption, audiences circulate through a machine that shapes their constituency, providing a set time for seating, departure, snack purchases and socialising. Even with the staggered times offered by multiplex cinemas, schedules still lay down a fixed template around which other activities have to be arrayed by the patron. As audiences move to and through the theatre, the schedule endeavours to regulate practice, making us the subjects of a temporal grid, a city context, a cinema space, as well as of the film itself. To be sure, one can arrive late and leave early, confounding the schedule's disciplining force. Most importantly, with or without such forms of evasion, it channels the actions of audiences in ways that consideration of the gaze cannot address. Taking account of the scheduling of cinema culture, and its implication of adjunct procedures of everyday life, points to dimensions of subjectivity neglected by dominant theories of spectatorship. To be the subject of a cinema schedule is to understand one assemblage of the parameters of everyday creativity. It would be foolish to see cinema audiences as cattle, herded and processed alone, in some crude Gustave LeBon fashion. It would be equally foolish not to recognise the manner in which film distribution and exhibition operates precisely by constructing images of the activity of people as demographic clusters and generalised cultural consumers. The ordinary tactics of filmgoing are supplemental to, and run alongside, a set of industrial structures and practices. While there is a correlation between a culture industry's imagined audience and the life that ensues around its offerings, we cannot neglect that, as attention to film scheduling alerts us, audiences are subjects of an institutional apparatus, brought into being for the reproduction of an industrial edifice. Streamline Audiences In this, film is no different from any culture industry. Film exhibition and distribution relies on an understanding of both the market and the product or service being sold at any given point in time. Operations respond to economic conditions, competing companies, and alternative activities. Economic rationality in this strategic process, however, only explains so much. This is especially true for an industry that must continually predict, and arguably give shape to, the "mood" and predilections of disparate and distant audiences. Producers, distributors and exhibitors assess which films will "work", to whom they will be marketed, as well as establish the very terms of success. Without a doubt, much of the film industry's attentions act to reduce this uncertainty; here, one need only think of the various forms of textual continuity (genre films, star performances, etc.) and the economies of mass advertising as ways to ensure box office receipts. Yet, at the core of the operations of film exhibition remains a number of flexible assumptions about audience activity, taste and desire. These assumptions emerge from a variety of sources to form a brand of temporary industry "commonsense", and as such are harbingers of an industrial logic. Ien Ang has usefully pursued this view in her comparative analysis of three national television structures and their operating assumptions about audiences. Broadcasters streamline and discipline audiences as part of their organisational procedures, with the consequence of shaping ideas about consumers as well as assuring the reproduction of the industrial structure itself. She writes, "institutional knowledge is driven toward making the audience visible in such a way that it helps the institutions to increase their power to get their relationship with the audience under control, and this can only be done by symbolically constructing 'television audience' as an objectified category of others that can be controlled, that is, contained in the interest of a predetermined institutional goal" (7). Ang demonstrates, in particular, how various industrially sanctioned programming strategies (programme strips, "hammocking" new shows between successful ones, and counter-programming to a competitor's strengths) and modes of audience measurement grow out of, and invariably support, those institutional goals. And, most crucially, her approach is not an effort to ascertain the empirical certainty of "actual" audiences; instead, it charts the discursive terrain in which the abstract concept of audience becomes material for the continuation of industry practices. Ang's work tenders special insight to film culture. In fact, television scholarship has taken full advantage of exploring the routine nature of that medium, the best of which deploys its findings to lay bare configurations of power in domestic contexts. One aspect has been television time and schedules. For example, David Morley points to the role of television in structuring everyday life, discussing a range of research that emphasises the temporal dimension. Alerting us to the non- necessary determination of television's temporal structure, he comments that we "need to maintain a sensitivity to these micro-levels of division and differentiation while we attend to the macro-questions of the media's own role in the social structuring of time" (265). As such, the negotiation of temporal structures implies that schedules are not monolithic impositions of order. Indeed, as Morley puts it, they "must be seen as both entering into already constructed, historically specific divisions of space and time, and also as transforming those pre-existing division" (266). Television's temporal grid has been address by others as well. Paddy Scannell characterises scheduling and continuity techniques, which link programmes, as a standardisation of use, making radio and television predictable, 'user friendly' media (9). John Caughie refers to the organization of flow as a way to talk about the national particularities of British and American television (49-50). All, while making their own contributions, appeal to a detailing of viewing context as part of any study of audience, consumption or experience; uncovering the practices of television programmers as they attempt to apprehend and create viewing conditions for their audiences is a first step in this detailing. Why has a similar conceptual framework not been applied with the same rigour to film? Certainly the history of film and television's association with different, at times divergent, disciplinary formations helps us appreciate such theoretical disparities. I would like to mention one less conspicuous explanation. It occurs to me that one frequently sees a collapse in the distinction between the everyday and the domestic; in much scholarship, the latter term appears as a powerful trope of the former. The consequence has been the absenting of a myriad of other -- if you will, non-domestic -- manifestations of everyday-ness, unfortunately encouraging a rather literal understanding of the everyday. The impression is that the abstractions of the everyday are reduced to daily occurrences. Simply put, my minor appeal is for the extension of this vein of television scholarship to out-of-home technologies and cultural forms, that is, other sites and locations of the everyday. In so doing, we pay attention to extra-textual structures of cinematic life; other regimes of knowledge, power, subjectivity and practice appear. Film audiences require a discussion about the ordinary, the calculated and the casual practices of cinematic engagement. Such a discussion would chart institutional knowledge, identifying operating strategies and recognising the creativity and multidimensionality of cinemagoing. What are the discursive parameters in which the film industry imagines cinema audiences? What are the related implications for the structures in which the practice of cinemagoing occurs? Vectors of Exhibition Time One set of those structures of audience and industry practice involves the temporal dimension of film exhibition. In what follows, I want to speculate on three vectors of the temporality of cinema spaces (meaning that I will not address issues of diegetic time). Note further that my observations emerge from a close study of industrial discourse in the U.S. and Canada. I would be interested to hear how they are manifest in other continental contexts. First, the running times of films encourage turnovers of the audience during the course of a single day at each screen. The special event of lengthy anomalies has helped mark the epic, and the historic, from standard fare. As discussed above, show times coordinate cinemagoing and regulate leisure time. Knowing the codes of screenings means participating in an extension of the industrial model of labour and service management. Running times incorporate more texts than the feature presentation alone. Besides the history of double features, there are now advertisem*nts, trailers for coming attractions, trailers for films now playing in neighbouring auditoriums, promotional shorts demonstrating new sound systems, public service announcements, reminders to turn off cell phones and pagers, and the exhibitor's own signature clips. A growing focal point for filmgoing, these introductory texts received a boost in 1990, when the Motion Picture Association of America changed its standards for the length of trailers, boosting it from 90 seconds to a full two minutes (Brookman). This intertextuality needs to be supplemented by a consideration of inter- media appeals. For example, advertisem*nts for television began appearing in theatres in the 1990s. And many lobbies of multiplex cinemas now offer a range of media forms, including video previews, magazines, arcades and virtual reality games. Implied here is that motion pictures are not the only media audiences experience in cinemas and that there is an explicit attempt to integrate a cinema's texts with those at other sites and locations. Thus, an exhibitor's schedule accommodates an intertextual strip, offering a limited parallel to Raymond Williams's concept of "flow", which he characterised by stating -- quite erroneously -- "in all communication systems before broadcasting the essential items were discrete" (86-7). Certainly, the flow between trailers, advertisem*nts and feature presentations is not identical to that of the endless, ongoing text of television. There are not the same possibilities for "interruption" that Williams emphasises with respect to broadcasting flow. Further, in theatrical exhibition, there is an end-time, a time at which there is a public acknowledgement of the completion of the projected performance, one that necessitates vacating the cinema. This end-time is a moment at which the "rental" of the space has come due; and it harkens a return to the street, to the negotiation of city space, to modes of public transit and the mobile privatisation of cars. Nonetheless, a schedule constructs a temporal boundary in which audiences encounter a range of texts and media in what might be seen as limited flow. Second, the ephemerality of audiences -- moving to the cinema, consuming its texts, then passing the seat on to someone else -- is matched by the ephemerality of the features themselves. Distributors' demand for increasing numbers of screens necessary for massive, saturation openings has meant that films now replace one another more rapidly than in the past. Films that may have run for months now expect weeks, with fewer exceptions. Wider openings and shorter runs have created a cinemagoing culture characterised by flux. The acceleration of the turnover of films has been made possible by the expansion of various secondary markets for distribution, most importantly videotape, splintering where we might find audiences and multiplying viewing contexts. Speeding up the popular in this fashion means that the influence of individual texts can only be truly gauged via cross-media scrutiny. Short theatrical runs are not axiomatically designed for cinemagoers anymore; they can also be intended to attract the attention of video renters, purchasers and retailers. Independent video distributors, especially, "view theatrical release as a marketing expense, not a profit center" (Hindes & Roman 16). In this respect, we might think of such theatrical runs as "trailers" or "loss leaders" for the video release, with selected locations for a film's release potentially providing visibility, even prestige, in certain city markets or neighbourhoods. Distributors are able to count on some promotion through popular consumer- guide reviews, usually accompanying theatrical release as opposed to the passing critical attention given to video release. Consequently, this shapes the kinds of uses an assessment of the current cinema is put to; acknowledging that new releases function as a resource for cinema knowledge highlights the way audiences choose between and determine big screen and small screen films. Taken in this manner, popular audiences see the current cinema as largely a rough catalogue to future cultural consumption. Third, motion picture release is part of the structure of memories and activities over the course of a year. New films appear in an informal and ever-fluctuating structure of seasons. The concepts of summer movies and Christmas films, or the opening weekends that are marked by a holiday, sets up a fit between cinemagoing and other activities -- family gatherings, celebrations, etc. Further, this fit is presumably resonant for both the industry and popular audiences alike, though certainly for different reasons. The concentration of new films around visible holiday periods results in a temporally defined dearth of cinemas; an inordinate focus upon three periods in the year in the U.S. and Canada -- the last weekend in May, June/July/August and December -- creates seasonal shortages of screens (Rice-Barker 20). In fact, the boom in theatre construction through the latter half of the 1990s was, in part, to deal with those short-term shortages and not some year-round inadequate seating. Configurations of releasing colour a calendar with the tactical manoeuvres of distributors and exhibitors. Releasing provides a particular shape to the "current cinema", a term I employ to refer to a temporally designated slate of cinematic texts characterised most prominently by their newness. Television arranges programmes to capitalise on flow, to carry forward audiences and to counter-programme competitors' simultaneous offerings. Similarly, distributors jostle with each other, with their films and with certain key dates, for the limited weekends available, hoping to match a competitor's film intended for one audience with one intended for another. Industry reporter Leonard Klady sketched some of the contemporary truisms of releasing based upon the experience of 1997. He remarks upon the success of moving Liar, Liar (Tom Shadyac, 1997) to a March opening and the early May openings of Austin Powers: International Man of Mystery (Jay Roach, 1997) and Breakdown (Jonathan Mostow, 1997), generally seen as not desirable times of the year for premieres. He cautions against opening two films the same weekend, and thus competing with yourself, using the example of Fox's Soul Food (George Tillman, Jr., 1997) and The Edge (Lee Tamahori, 1997). While distributors seek out weekends clear of films that would threaten to overshadow their own, Klady points to the exception of two hits opening on the same date of December 19, 1997 -- Tomorrow Never Dies (Roger Spottiswoode, 1997) and Titanic (James Cameron, 1997). Though but a single opinion, Klady's observations are a peek into a conventional strain of strategising among distributors and exhibitors. Such planning for the timing and appearance of films is akin to the programming decisions of network executives. And I would hazard to say that digital cinema, reportedly -- though unlikely -- just on the horizon and in which texts will be beamed to cinemas via satellite rather than circulated in prints, will only augment this comparison; releasing will become that much more like programming, or at least will be conceptualised as such. To summarize, the first vector of exhibition temporality is the scheduling and running time; the second is the theatrical run; the third is the idea of seasons and the "programming" of openings. These are just some of the forces streamlining filmgoers; the temporal structuring of screenings, runs and film seasons provides a material contour to the abstraction of audience. Here, what I have delineated are components of an industrial logic about popular and public entertainment, one that offers a certain controlled knowledge about and for cinemagoing audiences. Shifting Conceptual Frameworks A note of caution is in order. I emphatically resist an interpretation that we are witnessing the becoming-film of television and the becoming-tv of film. Underneath the "inversion" argument is a weak brand of technological determinism, as though each asserts its own essential qualities. Such a pat declaration seems more in line with the mythos of convergence, and its quasi-Darwinian "natural" collapse of technologies. Instead, my point here is quite the opposite, that there is nothing essential or unique about the scheduling or flow of television; indeed, one does not have to look far to find examples of less schedule-dependent television. What I want to highlight is that application of any term of distinction -- event/flow, gaze/glance, public/private, and so on -- has more to do with our thinking, with the core discursive arrangements that have made film and television, and their audiences, available to us as knowable and different. So, using empirical evidence to slide one term over to the other is a strategy intended to supplement and destabilise the manner in which we draw conclusions, and even pose questions, of each. What this proposes is, again following the contributions of Ien Ang, that we need to see cinemagoing in its institutional formation, rather than some stable technological, textual or experiential apparatus. The activity is not only a function of a constraining industrial practice or of wildly creative patrons, but of a complex inter-determination between the two. Cinemagoing is an organisational entity harbouring, reviving and constituting knowledge and commonsense about film commodities, audiences and everyday life. An event of cinema begins well before the dimming of an auditorium's lights. The moment a newspaper is consulted, with its local representation of an internationally circulating current cinema, its listings belie a scheduling, an orderliness, to the possible projections in a given location. As audiences are formed as subjects of the current cinema, we are also agents in the continuation of a set of institutions as well. References Ang, Ien. Desperately Seeking the Audience. New York: Routledge, 1991. Brookman, Faye. "Trailers: The Big Business of Drawing Crowds." Variety 13 June 1990: 48. Caughie, John. "Playing at Being American: Games and Tactics." Logics of Television: Essays in Cultural Criticism. Ed. Patricia Mellencamp. Bloomington: Indiana UP, 1990. De Certeau, Michel. The Practice of Everyday Life. Trans. Steve Rendall. Berkeley: U of California P, 1984. Hindes, Andrew, and Monica Roman. "Video Titles Do Pitstops on Screens." Variety 16-22 Sep. 1996: 11+. Klady, Leonard. "Hitting and Missing the Market: Studios Show Savvy -- or Just Luck -- with Pic Release Strategies." Variety 19-25 Jan. 1998: 18. Morley, David. Television, Audiences and Cultural Studies. New York: Routledge, 1992. Newspaper Association of America. "Before They See It Here..." Advertisem*nt. Variety 22-28 Nov. 1999: 38. Rice-Barker, Leo. "Industry Banks on New Technology, Expanded Slates." Playback 6 May 1996: 19-20. Scannell, Paddy. Radio, Television and Modern Life. Oxford: Blackwell, 1996. Williams, Raymond. Television: Technology and Cultural Form. New York: Schocken, 1975. Citation reference for this article MLA style: Charles Acland. "Matinees, Summers and Opening Weekends: Cinemagoing Audiences as Institutional Subjects." M/C: A Journal of Media and Culture 3.1 (2000). [your date of access] <http://www.uq.edu.au/mc/0003/cinema.php>. Chicago style: Charles Acland, "Matinees, Summers and Opening Weekends: Cinemagoing Audiences as Institutional Subjects," M/C: A Journal of Media and Culture 3, no. 1 (2000), <http://www.uq.edu.au/mc/0003/cinema.php> ([your date of access]). APA style: Charles Acland. (2000) Matinees, Summers and Opening Weekends: Cinemagoing Audiences as Institutional Subjects. M/C: A Journal of Media and Culture 3(1). <http://www.uq.edu.au/mc/0003/cinema.php> ([your date of access]).
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Hackett,LisaJ. "Designing for Curves." M/C Journal 24, no.4 (August12, 2021). http://dx.doi.org/10.5204/mcj.2795.
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Abstract:
Retro fashion trends continue to be a feature of the contemporary clothing market, providing alternate configurations of womanhood from which women can fashion their identities (Hackett). This article examines the design attributes of 1950s-style clothing, that some women choose to wear over more contemporary styles. The 1950s style can be located in a distinctly hourglass design that features a small waist with distinct bust and hips. This article asks: what are the design features of this style that lead women to choose it over contemporary fashion? Taking a material culture approach, it firstly looks at the design features of the garments and the way they are marketed. Secondly, it draws upon interviews and a survey conducted with women who wear these clothes. Thirdly, it investigates the importance of this silhouette to the women who wear it, through the key concepts of body shape and size. Clothing styles of the 1950s were influenced by the work of Christian Dior, particularly his "New Look" collection of 1947. Dior’s design focus was on emphasising female curves, featuring full bust and flowing skirts cinched in with a narrow waist (Dior), creating an exaggerated hourglass shape. The look was in sharp contrast to fashion designs of the Second World War and offered a different conceptualisation of the female body, which was eagerly embraced by many women who had grown weary of rationing and scarcity. Post-1950s, fashion designers shifted their focus to a slimmer ideal, often grounded in narrow hips and a smaller bust. Yet not all women suit this template; some simply do not have the right body shape for this ideal. Additionally, the intervening years between the 1950s and now have also seen an incremental increase in body sizes so that a slender figure no longer represents many women. High-street brand designers, such as Review, Kitten D’Amour and Collectif, have recognised these issues, and in searching for an alternative conceptualisation of the female body have turned to the designs of the 1950s for their inspiration. The base design of wide skirts which emphasise the relative narrowness of the waist is arguably more suited to many women today, both in terms of fit and shape. Using a material culture approach, this article will examine these design features to uncover why women choose this style over more contemporary designs. Method This article draws upon a material culture study of 1950s-designed clothes and why some contemporary women choose to wear 1950s-style clothing as everyday dress. Material culture is “the study through artefacts of the beliefs—values, ideas, attitudes and assumptions—of a particular community or society at a given time” (Prown 1). The premise is that a detailed examination of a culture’s relationship with its objects cannot be undertaken without researching the objects themselves (Hodder 174). Thus both the object is analysed and the culture is surveyed about their relationship with the object. In this study, analysis was conducted in March and September 2019 on the 4,286 items of clothing available for sale by the 19 brands that the interview subjects wear, noting the design features that mark the style as "1950s" or "1950s-inspired". Further, a quantitative analysis of the types of clothing (e.g. dress, skirt, trousers, etc.) was undertaken to reveal where the design focus lay. A secondary analysis of the design brands was also undertaken, examining the design elements they used to market their products. In parallel, two cohorts of women who wear 1950s-style clothing were examined to ascertain the social meanings of their clothing choices. The first group comprised 28 Australian women who participated in semi-structured interviews. The second cohort responded to an international survey that was undertaken by 229 people who sew and wear historic clothing. The survey aimed to reveal the meaning of the clothes to those who wear them. Both sets of participants were found through advertising the study on Facebook in 2018. The interview subjects were selected with the requirement that they self-identified as wearing 1950s-style clothing on a daily basis. The survey examined home dressmakers who made historic-style clothing and asked them a range of questions regarding their sewing practice and the wearing of the clothes. Literature Review While subcultures have adopted historic clothing styles as part of their aesthetic (Hebdige), the more mainstream wearing of clothing from alternative eras as an everyday fashion choice has its roots in the hippy movement of the late 1960s (Cumming 109). These wearers are not attempting to “‘rebel’ against society, nor … explicitly ‘subvert’ items that are offered by mainstream culture” (Veenstra and Kuipers 362-63), rather they are choosing styles that both fit in with contemporary styles, yet are drawn from a different design ideal. Wearers of vintage clothing often feel that modern clothing is designed for an ideal body size or shape which differed markedly from their own (Smith and Blanco 360-61). The fashion industry has long been criticised for its adherence to an ultra-thin body shape and it is only in the last decade or so that small changes have begun to be made (Hackett and Rall 270-72). While plus-size models have begun to appear in advertising and on cat-walks, and fashion brands have begun to employ plus-sized fit models, the shift to inclusivity has been limited as the models persistently reflect the smaller end of the “plus” spectrum and continue to have slim, hourglass proportions (Gruys 12-13). The overwhelming amount of clothing offered for sale remains within the normative AU8-16 clothing range. This range is commonly designated “standard” with any sizes above this “plus-sized”. Yet women around the world do not fit neatly into this range and the average woman in countries such as Australia and the United States are at the upper edge of normative size ranges. In Australia, the average woman is around an AU16 (Olds) and in the US they are in the lower ranges of plus sizes (Gruys) which calls into question the validity of the term “plus-sized”. Closely related to body size, but distinctly different, is the concept of body shape. Body shape refers to the relative dimensions of the body, and within fashion, this tends to focus on the waist, hips and bust. Where clothing from the 1960s onwards has generally presented a slim silhouette, 1950s-style clothing offers an arguably different body shape. Christian Dior’s 1947 "New Look" design collection came to dominate the style of the 1950s. Grounded in oversized skirts, cinched waists, full bust, and curved lines of the mid-nineteenth century styles, Dior sought to design for “flower-like women” (Dior 24) who were small and delicate, yet had full hips and busts. While Dior’s iteration was an exaggerated shape that required substantial body structuring through undergarments, the pronounced hourglass design shape became identified with 1950s-style clothing. By the 1960s the ideal female body shape had changed dramatically, as demonstrated by the prominent model of that decade, the gamine Twiggy. For the next few decades, iterations of this hyper-thin design ideal were accelerated and fashion models in magazines consistently decreased in size (Sypeck et al.) as fashion followed trends such as "heroin chic", culminating in the "size zero" scandals that saw models' BMI and waist-to-height rations plummet to dangerously unhealthy sizes (Hackett and Rall 272-73; Rodgers et al. 287-88). The majority of the fashion industry, it appears, is not designing for the average woman. Discrimination against “fat” people leads to industry practices that actively exclude them from product offerings (Christel). This has been variously located as being entrenched anywhere from the top of the industry (Clements) to the entry level, where design students are taught their trade using size 8 models (Rutherford-Black et al.). By restricting their designs in terms of size and shape offering, clothing brands collectively restrict the ability of people whose bodies fall outside that arbitrary range to fashion their identity but are eager nonetheless to participate in fashion (Church Gibson; Peters). This resulting gap provides an opportunity for brands to differentiate their product offering with alternate designs that cater to this group. Findings 1950s-Style Clothing There are several key styles that could arguably be identified as “1950s”; however, one of the findings in this study was that the focus of the designs was on the voluptuous style of the 1950s associated with Dior’s New Look, featuring a cinched-in waist, full bust, and predominantly wide, flowing skirts. A count of the garments available for sale on the websites of these brands found that the focus is overwhelmingly on dresses (64% of the 4,286 garments on offer), with skirts and bifurcated garments being marketed in far smaller numbers, 10% (679) and 7% (467) respectively. The majority of the skirts were wide, with just a few being narrow, often in a hobble-skirt style. Both styles emphasise wide hips and narrow waists. The high number of dresses with voluminous skirts suggest that this design aesthetic is popular amongst their customers; these women are seeking designs that are based on a distinctly, if exaggerated, female form. Many of the brands surveyed have an extended size collection, outside the normative AU8-16, with one brand going as high as a UK32. Sizing standards have ceased to be universally used by clothing designers, with brands often creating their own size scales, making it difficult to make direct size comparisons between the brands (Hackett and Rall, 267). Despite this, the analysis found that many of these brands have extended their sizing ranges well into the plus-sized bracket, with one brand going up to a size 32. In most brands, the exact same designs are available throughout the sizes rather than having a separate dedicated plus-size range. Only one design brand had a dedicated separate "plus-size" range where the clothing differed from their "standard-sized" ranges. Further, many of the brands did not use terminology separating sizes into “standard” or “plus-size”. Beyond the product offering, this analysis also looked at the size of the models that design brands use to market their clothes. Four brands did not use models, displaying the clothes in isolation. Eight of the brands used a range of models of different sizes to advertise their clothes, reflecting the diversity of the product range. Seven of the brands did not, preferring to use models of smaller size, usually around a size AU8, with a couple using the occasional model who was a size AU12. Body Shape There were two ideal body shapes in the 1950s. The first was a voluptuous hourglass shape of a large bust and hips, with a small cinched-in waist. The second was more slender, as exemplified by women such as Grace Kelly and Audrey Hepburn, this was “a subdued and classy sensuality, often associated with the aristocrat and high fashion” (Mazur). It is the first that has come to be the silhouette most commonly associated with the decade among this cohort, and it is this conceptualisation of a curvy ideal that participants in this study referenced when discussing why they wear these clothes: I'm probably like a standard Australia at 5'10" but I am curvy. A lot of corporate clothes I don't think are really made to fit women in the way they probably could and they could probably learn a bit from looking back a bit more at the silhouettes for you know, your more, sort of average women with curves. (Danielle) The 50s styles suit my figure and I wear that style on an everyday basis. (Survey Participant #22) As these women note, this curvy ideal aligns with their own figures. There was also a sense that the styles of the 1950s were more forgiving, and thus suited a wider range of body shapes, than more contemporary styles: these are the styles of clothes I generally wear as the 50’s and 60’s styles flatter the body and are flattering to most body types. (Survey Participant #213) In contrast, some participants chose the style because it created the illusion of a body shape they did not naturally possess. For example, Emma stated: I’m very tall and I found that modern fast fashion is often quite short on me whereas if it’s either reproduction or vintage stuff it tends to suit me better in length. It gives me a bit of shape; I’m like a string bean, straight up and down. (Emma) For others it allows them to control or mask elements of their body: okay, so the 1950s clothes I find give you a really feminine shape. They always consider the fact that you have got a waist. And my waist [inaudible]. My hips I always want to hide, so those full skirts always do a good job at hiding those hips. I feel… I feel pretty in them. (Belinda) Underlying both these statements is the desire to create a feminine silhouette, which in turn increases feelings of being attractive. This reflects Christian Dior’s aim to ground his designs in femininity. This locating of the body ideal in exaggerated curves and equating it to a sense of femininity was reflected by a number of participants. The sensory appeal of 1950s designs led to one participant feeling “more feminine because of that tiny waist and heels on” (Rosy). This reflects Dior’s design aim to create highly feminine clothing styles. Another participant mused upon this in more detail: I love how pretty they make me feel. The tailoring involved to fit your individual body to enhance your figure, no matter your size, just amazes me. In by-gone eras, women dressed like women, and men like men ... not so androgynous and sloppy like today. I also like the idea of teaching the younger generation about history ... and debunking a lot of information and preconceived notions that people have. But most of all ... THE PRETTY FACTOR! (Survey Participant #130) Thus the curvy style is conceived to be distinctly feminine and thus a clear marker of the female identity of the person wearing the clothes. Body Size Participants were also negotiating the relative size of their bodies when it came to apparel choice. Body size is closely related to body shape and participants often negotiated both when choosing which style to wear. For example, Skye stated how “my bust and my waist and my hips don’t fit a standard [size]”, indicating that, for her, both issues impacted on her ability to wear contemporary clothing. Ashleigh concurred, stating: I was a size 8, but I was still a very hourglass sized 8. So modern stuff doesn’t even work with me when I’m skinnier and that shape. (Ashleigh) Body size is not just about measurements around the hips and torso, it also affects the ability to choose clothing for those at the higher and lower ends of the height spectrum. Gabrielle discussed her height, saying: so I’m really tall, got quite big hips … . So I quite like that it cinches the waist a bit, goes over the hips and hides a little bit [laughs] I don’t know … I really like that about it I guess. (Gabrielle) For Gabrielle, her height creates a further dimension for her to negotiate. In this instance, contemporary fashion is too short for her to feel comfortable wearing it. The longer skirts of 1950s style clothing provide the desired coverage of her body. The curvy contours of 1950s-designed clothing were found by some participants to be compatible with their body size, particularly for those in the large size ranges. The following statement typifies this point of view: the later styles are mostly small waist/full skirt that flatters my plus size figure. I also find them the most romantic/attractive. (Survey Participant #74) The desire to feel attractive in clothes when negotiating body size reflects the concerns participants had regarding shape. For this cohort, 1950s-style clothing presents a solution to these issues. Discussion The clothing designs of the 1950s focus on a voluptuous body shape that is in sharp contrast to the thin ideal of contemporary styles. The women in this study state that contemporary designs just do not suit their body shape, and thus they have consciously sought out a style that is designed along lines that do. The heavy reliance on skirts and dresses that cinch at the waist and flare wide over the hips suggests that the base silhouette of the 1950s designed clothing is flattering for a wide range of female shapes, both in respect to shape and size. The style is predominantly designed around flared skirts which serves to reduce the fit focus to the waist and bust, thus women do not have to negotiate hip size when purchasing or wearing clothes. By removing one to the three major fit points in clothing, the designers are able to cater to a wider range of body shapes. This is supported in the interviews with women across the spectrum of body shapes, from those who note that they can "hide their wider hips" and to those women who use the style to create an hourglass shape. The wider range of sizes available in the 1950s-inspired clothing brands suggests that the flexibility of the style also caters to a wide range of body sizes. Some of the brands also market their clothes using models with diverse body sizes. Although this is, in some cases, limited to the lower end of the “plus”-size bracket, others did include models who were at the higher end. This suggests that some of these brands recognise the market potential of this style and that their customers are welcoming of body diversity. The focus on a relatively smaller waist to hip and bust also locates the bigger body in the realm of femininity, a trait that many of the respondents felt these clothes embodied. The focus on the perceived femininity of this style, at any size, is in contrast to mainstream fashion. This suggests that contemporary fashion designers are largely continuing to insist on a thin body ideal and are therefore failing to cater for a considerable section of the market. Rather than attempting to get their bodies to fit into fashion, these women are finding alternate styles that fit their bodies. The fashion brands analysed did not create an artificial division of sizing into “standard” and “plus” categories, reinforcing the view that these brands are size-inclusive and the styles are meant for all women. This posits the question of why the fashion industry continues this downward trajectory in body size. Conclusion The design of 1950s-inspired clothing provides an alternate silhouette through which women can fashion their identity. Designers of this style are catering to an alternate concept of feminine beauty than the one provided by contemporary fashion. Analysis of the design elements reveals that the focus is on a narrow waist below a full bust, with wide flowing skirts. In addition, women in this study felt these designs catered for a wide variety of body sizes and shapes. The women interviewed and surveyed in this study feel that designers of contemporary styles do not cater for their body size and/or shape, whereas 1950s-style clothing provides a silhouette that flatters them. Further, they felt the designs achieved femininity through the accentuating of feminine curves. The dominance of the dress, a highly gendered garment, within this modern iteration of 1950s-style underscores this association with femininity. This reflects Christian Dior’s design ethos which placed emphasis on female curves. This was to become one of the dominating influences on the clothing styles of the 1950s and it still resonates today with the clothing choices of the women in this study. References Christel, Deborah A. "It's Your Fault You're Fat: Judgements of Responsibility and Social Conduct in the Fashion Industry." Clothing Cultures 1.3 (2014): 303-20. DOI: 10.1386/cc.1.3.303_1. Church Gibson, Pamela. "'No One Expects Me Anywhere': Invisible Women, Ageing and the Fashion Industry." Fashion Cultures: Theories, Explorations and Analysis, eds. Stella Bruzzi and Pamela Church Gibson. Routledge, 2000. 79-89. Clements, Kirstie. "Former Vogue Editor: The Truth about Size Zero." The Guardian, 6 July 2013. <https://www.theguardian.com/fashion/2013/jul/05/vogue-truth-size-zero-kirstie-clements>. Cumming, Valerie. Understanding Fashion History. Batsford, 2004. Dior, Christian. Dior by Dior: The Autobiography of Christian Dior. Trans. Antonia Fraser. V&A Publishing, 1957 [2018]. Gruys, Kjerstin. "Fit Models, Not Fat Models: Body Inclusiveness in the Us Fit Modeling Job Market." Fat Studies (2021): 1-14. Hackett, L.J. "‘Biography of the self’: Why Australian Women Wear 1950s Style Clothing." Fashion, Style and Popular Culture 16 Apr. 2021. <http://doi.org/10.1386/fspc_00072_1>. Hackett, L.J., and D.N. Rall. “The Size of the Problem with the Problem of Sizing: How Clothing Measurement Systems Have Misrepresented Women’s Bodies from the 1920s – Today.” Clothing Cultures 5.2 (2018): 263-83. DOI: 10.1386/cc.5.2.263_1. Hebdige, Dick. Subculture the Meaning of Style. Methuen & Co Ltd, 1979. Hodder, Ian. The Interpretation of Documents and Material Culture. Sage, 2012. Mazur, Allan. "US Trends in Feminine Beauty and Overadaptation." Journal of Sex Research 22.3 (1986): 281-303. Olds, Tim. "You’re Not Barbie and I’m Not GI Joe, So What Is a Normal Body?" The Conversation, 2 June 2014. Peters, Lauren Downing. "You Are What You Wear: How Plus-Size Fashion Figures in Fat Identity Formation." Fashion Theory 18.1 (2014): 45-71. DOI: 10.2752/175174114X13788163471668. Prown, Jules David. "Mind in Matter: An Introduction to Material Culture Theory and Method." Winterthur Portfolio 17.1 (1982): 1-19. DOI: 10.1086/496065. Rodgers, Rachel F., et al. "Results of a Strategic Science Study to Inform Policies Targeting Extreme Thinness Standards in the Fashion Industry." International Journal of Eating Disorders 50.3 (2017): 284-92. DOI: 10.1002/eat.22682. Rutherford-Black, Catherine, et al. "College Students' Attitudes towards Obesity: Fashion, Style and Garment Selection." Journal of Fashion Marketing and Management 4.2 (2000): 132-39. Smith, Dina, and José Blanco. "‘I Just Don't Think I Look Right in a Lot of Modern Clothes…’: Historically Inspired Dress as Leisure Dress." Annals of Leisure Research 19.3 (2016): 347-67. Sypeck, Mia Foley, et al. "No Longer Just a Pretty Face: Fashion Magazines' Depictions of Ideal Female Beauty from 1959 to 1999." International Journal of Eating Disorders 36.3 (2004): 342-47. DOI: 10.1002/eat.20039. Veenstra, Aleit, and Giselinde Kuipers. "It Is Not Old-Fashioned, It Is Vintage, Vintage Fashion and the Complexities of 21st Century Consumption Practices." Sociology Compass 7.5 (2013): 355-65. DOI: 10.1111/soc4.12033.
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Wilken, Rowan. "Walkie-Talkies, Wandering, and Sonic Intimacy." M/C Journal 22, no.4 (August14, 2019). http://dx.doi.org/10.5204/mcj.1581.
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Abstract:
IntroductionThis short article examines contemporary artistic use of walkie-talkies across two projects: Saturday (2002) by Sabrina Raaf and Walk That Sound (2014) by Lukatoyboy. Drawing on Dominic Pettman’s notion of sonic intimacy, I argue that both artists incorporate walkie-talkies as part of their explorations of mediated wandering, and in ways that seek to capture sonic ambiances and intimacies. One thing that is striking about both these works is that they rethink what’s possible with walkie-talkies; both artists use them not just as low-tech, portable devices for one-to-one communication over distance, but also—and more strikingly—as (covert) recording equipment for capturing, while wandering, snippets of intimate conversation between passers-by and the “voice” of the surrounding environment. Both artworks strive to make the familiar strange. They prompt us to question our preconceived perceptions of, and affective engagements with, the people and places around us, to listen more attentively to the voices of others (and the “Other”), and to aurally inhabit in new ways the spaces and places we find ourselves in and routinely pass through.The walkie-talkie is an established, simple communication device, consisting of a two-way radio transceiver with a speaker and microphone (in some cases, the speaker is also used as the microphone) and an antenna (Wikipedia). Walkie-talkies are half-duplex communication devices, meaning that they use a single radio channel: only one radio on the channel can transmit at a time, but many can listen; when a user wishes to talk, they must turn off the receiver and turn on the transmitter by pressing a push-to-talk button (Wikipedia). In some models, static—known as squelch—is produced each time the push-to-talk button is depressed. The push-to-talk button is a feature of both projects: in Saturday, it transforms the walkie-talkie into a cheap, portable recorder-transmitter. In Walk That Sound, rapid fire exchanges of conversation using the push-to-talk button feature strongly.Interestingly, walkie-talkies were developed during World War Two. While they continue to be used within certain industrial settings, they are perhaps best known as a “quaint” household toy and “fun tool” (Smith). Early print ads for walkie-talkie toys marketed them as a form of both spyware for kids (with the Gabriel Toy Co. releasing a 007-themed walkie-talkie set) and as a teletechnology for communication over distance—“how thrilling to ‘speak through space!’”, states one ad (Statuv “New!”). What is noteworthy about these early ads is that they actively promote experimental use of walkie-talkies. For instance, a 1953 ad for Vibro-Matic “Space Commander” walkie-talkies casts them as media transmission devices, suggesting that, with them, one can send and receive “voice – songs – music” (Statuv “New!”). In addition, a 1962 ad for the Knight-Kit walkie-talkie imagines “you’ll find new uses for this exciting walkie-talkie every day” (Statuv “Details”). Resurgent interest in walkie-talkies has seen them also promoted more recently as intimate tools “for communication without asking permission to communicate” (“Nextel”); this is to say that they have been marketed as devices for synchronous or immediate communication that overcome the limits of asynchronous communication, such as texting, where there might be substantial delays between the sending of a message and receipt of a response. Within this context, it is not surprising that Snapchat and Instagram have also since added “walkie-talkie” features to their messaging services. The Nextel byline, emphasising “without asking permission”, also speaks to the possibilities of using walkie-talkies as rudimentary forms of spyware.Within art practice that explores mediated forms of wandering—that is, walking while using media and various “remote transmission technologies” (Duclos 233)—walkie-talkies hold appeal for a number of reasons, including their particular aesthetic qualities, such as the crackling or static sound (squelch) that one encounters when using them; their portability; their affordability; and, the fact that, while they can be operated on multiple channels, they tend to be regarded primarily as devices that permit two-way, one-to-one (and therefore intimate, if not secure) remote communication. As we will see below, however, contemporary artists, such as the aforementioned earlier advertisers, have also been very attentive to the device’s experimental possibilities. Perhaps the best known (if possibly apocryphal) example of artistic use of walkie-talkies is by the Situationist International as part of their explorations in urban wandering (a revolutionary strategy called dérive). In the Situationist text from 1960, Die Welt als Labyrinth (Anon.), there is a detailed account of how walkie-talkies were to form part of a planned dérive, which was organised by the Dutch section of the Situationist International, through the city of Amsterdam, but which never went ahead:Two groups, each containing three situationists, would dérive for three days, on foot or eventually by boat (sleeping in hotels along the way) without leaving the center of Amsterdam. By means of the walkie-talkies with which they would be equipped, these groups would remain in contact, with each other, if possible, and in any case with the radio-truck of the cartographic team, from where the director of the dérive—in this case Constant [Nieuwenhuys]—moving around so as to maintain contact, would define their routes and sometimes give instructions (it was also the director of the dérive’s responsibility to prepare experiments at certain locations and secretly arranged events.) (Anon.) This proposed dérive formed part of Situationist experiments in unitary urbanism, a process that consisted of “making different parts of the city communicate with one another.” Their ambition was to create new situations informed by, among other things, encounters and atmospheres that were registered through dérive in order to reconnect parts of the city that were separated spatially (Lefebvre quoted in Lefebvre and Ross 73). In an interview with Kristin Ross, Henri Lefebvre insists that the Situationists “did have their experiments; I didn’t participate. They used all kinds of means of communication—I don’t know when exactly they were using walkie-talkies. But I know they were used in Amsterdam and in Strasbourg” (Lefebvre quoted in Lefebvre and Ross 73). However, as Rebecca Duclos points out, such use “is, in fact, not well documented”, and “none of the more well-known reports on situationist activity […] specifically mentions the use of walkie-talkies within their descriptive narratives” (Duclos 233). In the early 2000s, walkie-talkies also figured prominently, alongside other media devices, in at least two location-based gaming projects by renowned British art collective Blast Theory, Can You See Me Now? (2001) and You Get Me (2008). In the first of these projects, participants in the game (“online players”) competed against members of Blast Theory (“runners”), tracking them through city streets via a GPS-enabled handheld computer that runners carried with them. The goal for online players was to move an avatar they created through a virtual map of the city as multiple runners “pursued their avatar’s geographical coordinates in real-time” (Leorke). As Dale Leorke explains, “Players could see the locations of the runners and other players and exchange text messages with other players” (Leorke 27), and runners could “read players’ messages and communicate directly with each other through a walkie-talkie” (28). An audio stream from these walkie-talkie conversations allowed players to eavesdrop on their pursuers (Blast Theory, Can You See Me Now?).You Get Me was similarly structured, with online players and “runners” (eight teenagers who worked with Blast Theory on the game). Remotely situated online players began the game by listening to the “personal geography” of the runners over a walkie-talkie stream (Blast Theory, You Get Me). They then selected one runner, and tracked them down by navigating their own avatar, without being caught, through a virtual version of Mile End Park in London, in pursuit of their chosen runner who was moving about the actual Mile End Park. Once their chosen runner was contacted, the player had to respond to a question that the runner posed to them. If the runner was satisfied with the player’s answer, conversation switched to “the privacy of a mobile phone” in order to converse further; if not, the player was thrown back into the game (Blast Theory, You Get Me). A key aim of Blast Theory’s work, as I have argued elsewhere (Wilken), is the fostering of interactions and fleeting intimacies between relative and complete strangers. The walkie-talkie is a key tool in both the aforementioned Blast Theory projects for facilitating these interactions and intimacies.Beyond these well-known examples, walkie-talkies have been employed in productive and exploratory ways by other artists. The focus in this article is on two specific projects: the first by US-based sound artist Sabrina Raaf, called Saturday (2002) and the second by Serbian sound designer Lukatoyboy (Luka Ivanović), titled Walk That Sound (2014). Sonic IntimaciesThe concept that gives shape and direction to the analysis of the art projects by Raaf and Lukatoyboy and their use of walkie-talkies is that of sonic intimacy. This is a concept of emerging critical interest across media and sound studies and geography (see, for example, James; Pettman; Gallagher and Prior). Sonic intimacy, as Dominic Pettman explains, is composed of two simultaneous yet opposing orientations. On the one hand, sonic intimacy involves a “turning inward, away from the wider world, to more private and personal experiences and relationships” (79). While, on the other hand, it also involves a turning outward, to seek and heed “the voice of the world” (79)—or what Pettman refers to as the “vox mundi” (66). Pettman conceives of the “vox mundi” as an “ecological voice”, whereby “all manner of creatures, agents, entities, objects, and phenomena” (79) have the opportunity to speak to us, if only we were prepared to listen to our surroundings in new and different ways. In a later passage, he also refers to the “vox mundi” as a “carrier or potentially enlightening alterity” (83). Voices, Pettman writes, “transgress the neat divisions we make between ‘us’ and ‘them’, at all scales and junctures” (6). Thus, Pettman’s suggestion is that “by listening to the ‘voices’ that lie dormant in the surrounding world […] we may in turn foster a more sustainable relationship with [the] local matrix of specific existences” (85), be they human or otherwise.This formulation of sonic intimacy provides a productive conceptual frame for thinking through Raaf’s and Lukatoyboy’s use of walkie-talkies. The contention in this article is that these two projects are striking for the way that they both use walkie-talkies to explore, simultaneously, this double articulation or dual orientation of sonic intimacy—a turning inwards to capture more private and personal experiences and conversations, and a turning outwards to capture the vox mundi. Employing Pettman’s notion of sonic intimacy as a conceptual frame, I trace below the different ways that these two projects incorporate walkie-talkies in order to develop mediated forms of wandering that seek to capture place-based sonic ambiances and sonic intimacies.Sabrina Raaf, Saturday (2002)US sound artist Sabrina Raaf’s Saturday (2002) is a sound-based art installation based on recordings of “stolen conversations” that Raaf gathered over many Saturdays in Humboldt Park, Chicago. Raaf’s work harks back to the early marketing of walkie-talkie toys as spyware. In Raaf’s hands, this device is used not for engaging in intimate one-to-one conversation, but for listening in on, and capturing, the intimate conversations of others. In other words, she uses this device, as the Nextel slogan goes, for “communication without permission to communicate” (“Nextel”). Raaf’s inspiration for the piece was twofold. First, she has noted that “with the overuse of radio frequency bands for wireless communications, there comes the increased occurrence of crossed lines where a private conversation becomes accidentally shared” (Raaf). Reminiscent of Francis Ford Coppola’s film The Conversation (1974), in which surveillance expert Harry Caul (Gene Hackman) records the conversation of a couple as they walk through crowded Union Square in San Francisco, Raaf used a combination of walkie-talkies, CB radios, and “various other forms of consumer spy […] technology in order to actively harvest such communication leaks” (Raaf). The second source of inspiration was noticing the “sheer quantity of non-phone, low tech, radio transmissions that were constantly being sent around [the] neighbourhood”, transmissions that were easily intercepted. These conversations were eclectic in composition and character:The transmissions included communications between gang members on street corners nearby and group conversations between friends talking about changes in the neighbourhood and their families. There were raw, intimate conversations and often even late night sex talk between potential lovers. (Raaf)What struck Raaf about these conversations, these transmissions, was that there was “a furtive quality” to most of them, and “a particular daringness to their tone”.During her Saturday wanderings, Raaf complemented her recordings of stolen snippets of conversation with recordings of the “voice” of the surrounding neighbourhood—“the women singing out their windows to their radios, the young men in their low rider cars circling the block, the children, the ice cream carts, etc. These are the sounds that are mixed into the piece” (Raaf).Audience engagement with Saturday involves a kind of austere intimacy of its own that seems befitting of a surveillance-inspired sonic portrait of urban and private life. The piece is accessed via an interactive glove. This glove is white in colour and about the size of a large gardening glove, with a Velcro strap that fastens across the hand, like a cycling glove. The glove, which only has coverings for thumb and first two fingers (it is missing the ring and little fingers) is wired into and rests on top of a roughly A4-sized white rectangular box. This box, which is mounted onto the wall of an all-white gallery space at the short end, serves as a small shelf. The displayed glove is illuminated by a discrete, bent-arm desk lamp, that protrudes from the shelf near the gallery wall. Above the shelf are a series of wall-mounted colour images that relate to the project. In order to hear the soundtrack of Saturday, gallery visitors approach the shelf, put on the glove, and “magically just press their fingertips to their forehead [to] hear the sound without the use of their ears” (Raaf). The glove, Raaf explains, “is outfitted with leading edge audio electronic devices called ‘bone transducers’ […]. These transducers transmit sound in a very unusual fashion. They translate sound into vibration patterns which resonate through bone” (Raaf).Employing this technique, Raaf explains, “permits a new way of listening”:The user places their fingers to their forehead—in a gesture akin to Rodin’s The Thinker or of a clairvoyant—in order to tap into the lives of strangers. Pressing different combinations of fingers to the temple yield plural viewpoints and group conversations. These sounds are literally mixed in the bones of the listener. (Raaf) The result is a (literally and figuratively) touching sonic portrait of Humboldt Park, its residents, and the “voice” of its surrounding neighbourhoods. Through the unique technosomatic (Richardson) apparatus—combinations of gestures that convey the soundscape directly through the bones and body—those engaging with Saturday get to hear voices in/of/around Humboldt Park. It is a portrait that combines sonic intimacy in the two forms described earlier in this article. In its inward-focused form, the gallery visitor-listener is positioned as a voyeur of sorts, listening into stolen snippets of private and personal relationships, experiences, and interactions. And, in its outward-focused form, the gallery visitor-listener encounters a soundscape in which an array of agents, entities, and objects are also given a voice. Additional work performed by this piece, it seems to me, is to be found in the intermingling of these two form of sonic intimacy—the personal and the environmental—and the way that they prompt reflection on mediation, place, urban life, others, and intimacy. That is to say that, beyond its particular sonic portrait of Humboldt Park, Saturday works in “clearing some conceptual space” in the mind of the departing gallery visitor such that they might “listen for, if not precisely to, the collective, polyphonic ‘voice of the world’” (Pettman 6) as they go about their day-to-day lives.Lukatoyboy, Walk That Sound (2014)The second project, Walk That Sound, by Serbian sound artist Lukatoyboy was completed for the 2014 CTM festival. CTM is an annual festival event that is staged in Berlin and dedicated to “adventurous music and art” (CTM Festival, “About”). A key project within the festival is CTM Radio Lab. The Lab supports works, commissioned by CTM Festival and Deutschlandradio Kultur – Hörspiel/Klangkunst (among other partnering organisations), that seek to pair and explore the “specific artistic possibilities of radio with the potentials of live performance or installation” (CTM Festival, “Projects”). Lukatoyboy’s Walk That Sound was one of two commissioned pieces for the 2014 CTM Radio Lab. The project used the “commonplace yet often forgotten walkie-talkie” (CTM Festival, “Projects”) to create a moving urban sound portrait in the area around the Kottbusser Tor U-Bahn station in Berlin-Kreuzberg. Walk That Sound recruited participants—“mobile scouts”—to rove around the Kottbusser Tor area (CTM Festival, “Projects”). Armed with walkie-talkies, and playing with “the array of available and free frequencies, and the almost unlimited amount of users that can interact over these different channels”, the project captured the dispatches via walkie-talkie of each participant (CTM Festival, “Projects”). The resultant recording of Walk That Sound—which was aired on Deutschlandradio (see Lukatoyboy), part of a long tradition of transmitting experimental music and sound art on German radio (Cory)—forms an eclectic soundscape.The work juxtaposes snippets of dialogue shared between the mobile scouts, overheard mobile phone conversations, and moments of relative quietude, where the subdued soundtrack is formed by the ambient sounds—the “voice”—of the Kottbusser Tor area. This voice includes distant traffic, the distinctive auditory ticking of pedestrian lights, and moments of tumult and agitation, such as the sounds of construction work, car horns, emergency services vehicle sirens, a bottle bouncing on the pavement, and various other repetitive yet difficult to identify industrial sounds. This voice trails off towards the end of the recording into extended walkie-talkie produced static or squelch. The topics covered within the “crackling dialogues” (CTM Festival, “Projects”) of the mobile scouts ranged widely. There were banal observations (“I just stepped on a used tissue”; “people are crossing the street”; “there are 150 trains”)—wonderings that bear strong similarities with French writer Georges Perec’s well-known experimental descriptions of everyday Parisian life in the 1970s (Perec “An Attempt”). There were also intimate, confiding, flirtatious remarks (“Do you want to come to Turkey with me?”), as well as a number of playfully paranoid observations and quips (“I like to lie”; “I can see you”; “do you feel like you are being recorded?”; “I’m being followed”) that seem to speak to the fraught history of Berlin in particular as well as the complicated character of urban life in general—as Pettman asks, “what does ‘together’ signify in a socioeconomic system so efficient in producing alienation and isolation?” (92).In sum, Walk That Sound is a strangely moving exploration of sonic intimacy, one that shifts between many different registers and points of focus—much like urban wandering itself. As a work, it is variously funny, smart, paranoid, intimate, expansive, difficult to decipher, and, at times, even difficult to listen to. Pettman argues that, “thanks in large part to the industrialization of the human ear […], we have lost the capacity to hear the vox mundi, which is […] the sum total of cacophonous, heterogeneous, incommensurate, and unsynthesizable sounds of the postnatural world” (8). Walk That Sound functions almost like a response to this dilemma. One comes away from listening to it with a heightened awareness of, appreciation for, and aural connection to the rich messiness of the polyphonic contemporary urban vox mundi. ConclusionThe argument of this article is that Sabrina Raaf’s Saturday and Lukatoyboy’s Walk That Sound are two projects that both incorporate walkie-talkies in order to develop mediated forms of wandering that seek to capture place-based sonic ambiances and sonic intimacies. Drawing on Pettman’s notion of “sonic intimacy”, examination of these projects has opened consideration around voice, analogue technology, and what Nick Couldry refers to as “an obligation to listen” (Couldry 580). In order to be heard, Pettman remarks, and “in order to be considered a voice at all”, and therefore as “something worth heeding”, the vox mundi “must arrive intimately, or else it is experienced as noise or static” (Pettman 83). In both the projects discussed here—Saturday and Walk That Sound—the walkie-talkie provides this means of “intimate arrival”. As half-duplex communication devices, walkie-talkies have always fulfilled a double function: communicating and listening. This dual functionality is exploited in new ways by Raaf and Lukatoyboy. In their projects, both artists turn the microphone outwards, such that the walkie-talkie becomes not just a device for communicating while in the field, but also—and more strikingly—it becomes a field recording device. The result of which is that this simple, “playful” communication device is utilised in these two projects in two ways: on the one hand, as a “carrier of potentially enlightening alterity” (Pettman 83), a means of encouraging “potential encounters” (89) with strangers who have been thrown together and who cross paths, and, on the other hand, as a means of fostering “an environmental awareness” (89) of the world around us. In developing these prompts, Raaf and Lukatoyboy build potential bridges between Pettman’s work on sonic intimacy, their own work, and the work of other experimental artists. For instance, in relation to potential encounters, there are clear points of connection with Blast Theory, a group who, as noted earlier, have utilised walkie-talkies and sound-based and other media technologies to explore issues around urban encounters with strangers that promote reflection on ideas and experiences of otherness and difference (see Wilken)—issues that are also implicit in the two works examined. In relation to environmental awareness, their work—as well as Pettman’s calls for greater sonic intimacy—brings renewed urgency to Georges Perec’s encouragement to “question the habitual” and to account for, and listen carefully to, “the common, the ordinary, the infraordinary, the background noise” (Perec “Approaches” 210).Walkie-talkies, for Raaf and Lukatoyboy, when reimagined as field recording devices as much as remote transmission technologies, thus “allow new forms of listening, which in turn afford new forms of being together” (Pettman 92), new forms of being in the world, and new forms of sonic intimacy. Both these artworks engage with, and explore, what’s at stake in a politics and ethics of listening. Pettman prompts us, as urban dweller-wanderers, to think about how we might “attend to the act of listening itself, rather than to a specific sound” (Pettman 1). His questioning, as this article has explored, is answered by the works from Raaf and Lukatoyboy in effective style and technique, setting up opportunities for aural attentiveness and experiential learning. However, it is up to us whether we are prepared to listen carefully and to open ourselves to such intimate sonic contact with others and with the environments in which we live.ReferencesAnon. “Die Welt als Labyrinth.” Internationale Situationiste 4 (Jan. 1960). International Situationist Online, 19 June 2019 <https://www.cddc.vt.edu/sionline/si/diewelt.html>Blast Theory. “Can You See Me Now?” Blast Theory, 19 June 2019 <https://www.blasttheory.co.uk/projects/can-you-see-me-now/>.———. “You Get Me.” Blast Theory, 19 June 2019 <https://wwww.blasttheory.co.uk/projects/you-get-me/>.Cory, Mark E. “Soundplay: The Polyphonous Tradition of German Radio Art.” Wireless Imagination: Sound, Radio, and the Avant-garde. Eds. Douglas Kahn and Gregory Whitehead. Cambridge, MA: MIT P, 1992. 331–371.Couldry, Nick. “Rethinking the Politics of Voice.” Continuum 23.4 (2009): 579–582.CTM Festival. “About.” CTM Festival, 2019. 19 June 2019 <https://www.ctm-festival.de/about/ctm-festival/>.———. “Projects – CTM Radio Lab.” CTM Festival, 2019. 19 June 2019 <https://www.ctm-festival.de/projects/ctm-radio-lab/>.Duclos, Rebecca. “Reconnaissance/Méconnaissance: The Work of Janet Cardiff and George Bures Miller.” Articulate Objects: Voice, Sculpture and Performance. Eds. Aura Satz and Jon Wood. Bern: Peter Lang, 2009. 221–246. Gallagher, Michael, and Jonathan Prior. “Sonic Geographies: Exploring Phonographic Methods.” Progress in Human Geography 38.2 (2014): 267–284.James, Malcom. Sonic Intimacy: The Study of Sound. London: Bloomsbury, forthcoming.Lefebvre, Henri, and Kristin Ross. “Lefebvre on the Situationists: An Interview.” October 79 (Winter 1997): 69–83. Leorke, Dale. Location-Based Gaming: Play in Public Space. Singapore: Palgrave Macmillan, 2019.Lukatoyboy. “Walk That Sound – Deutschlandradiokultur Klangkunst Broadcast 14.02.2014.” SoundCloud. 19 June 2019 <https://soundcloud.com/lukatoyboy/walk-that-sound-deutschlandradiokultur-broadcast-14022014>.“Nextel: Couple. Walkie Talkies Are Good for Something More.” AdAge. 6 June 2012. 18 July 2019 <https://adage.com/creativity/work/couple/27993>.Perec, Georges. An Attempt at Exhausting a Place in Paris. Trans. Marc Lowenthal. Cambridge, MA: Wakefield Press, 2010.———. “Approaches to What?” Species of Spaces and Other Pieces. Rev. ed. Ed. and trans. John Sturrock. Harmondsworth, Middlesex: Penguin, 1999. 209–211.Pettman, Dominic. Sonic Intimacy: Voice, Species, Technics (Or, How to Listen to the World). Stanford, CA: Stanford UP, 2017.Raaf, Sabrina. “Saturday.” Sabrina Raaf :: New Media Artist, 2002. 19 June 2019 <http://raaf.org/projects.php?pcat=2&proj=10>.Richardson, Ingrid. “Mobile Technosoma: Some Phenomenological Reflections on Itinerant Media Devices.” The Fibreculture Journal 6 (2005). <http://six.fibreculturejournal.org/fcj-032-mobile-technosoma-some-phenomenological-reflections-on-itinerant-media-devices/>. Smith, Ernie. “Roger That: A Short History of the Walkie Talkie.” Vice, 23 Sep. 2017. 19 June 2019 <https://www.vice.com/en_us/article/vb7vk4/roger-that-a-short-history-of-the-walkie-talkie>. Statuv. “Details about Allied Radio Knight-Kit C-100 Walkie Talkie CB Radio Vtg Print Ad.” Statuv, 4 Jan. 2016. 18 July 2019 <https://statuv.com/media/74802043788985511>.———. “New! 1953 ‘Space Commander’ Vibro-Matic Walkie-Talkies.” Statuv, 4 Jan. 2016. 18 July 2019 <https://statuv.com/media/74802043788985539>.Wikipedia. “Walkie-Talkie”. Wikipedia, 3 July 2019. 18 July 2019 <https://en.wikipedia.org/wiki/Walkie-talkie>.Wilken, Rowan. “Proximity and Alienation: Narratives of City, Self, and Other in the Locative Games of Blast Theory.” The Mobile Story: Narrative Practices with Locative Technologies. Ed. Jason Farman. New York: Routledge, 2014. 175–191.
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Lund, Curt. "For Modern Children." M/C Journal 24, no.4 (August12, 2021). http://dx.doi.org/10.5204/mcj.2807.
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Abstract:
“...children’s play seems to become more and more a product of the educational and cultural orientation of parents...” — Stephen Kline, The Making of Children’s Culture We live in a world saturated by design and through design artefacts, one can glean unique insights into a culture's values and norms. In fact, some academics, such as British media and film theorist Ben Highmore, see the two areas so inextricably intertwined as to suggest a wholesale “re-branding of the cultural sciences as design studies” (14). Too often, however, everyday objects are marginalised or overlooked as objects of scholarly attention. The field of material culture studies seeks to change that by focussing on the quotidian object and its ability to reveal much about the time, place, and culture in which it was designed and used. This article takes on one such object, a mid-century children's toy tea set, whose humble journey from 1968 Sears catalogue to 2014 thrift shop—and subsequently this author’s basem*nt—reveals complex rhetorical messages communicated both visually and verbally. As material culture studies theorist Jules Prown notes, the field’s foundation is laid upon the understanding “that objects made ... by man reflect, consciously or unconsciously, directly or indirectly, the beliefs of individuals who made, commissioned, purchased or used them, and by extension the beliefs of the larger society to which they belonged” (1-2). In this case, the objects’ material and aesthetic characteristics can be shown to reflect some of the pervasive stereotypes and gender roles of the mid-century and trace some of the prevailing tastes of the American middle class of that era, or perhaps more accurately the type of design that came to represent good taste and a modern aesthetic for that audience. A wealth of research exists on the function of toys and play in learning about the world and even the role of toy selection in early sex-typing, socialisation, and personal identity of children (Teglasi). This particular research area isn’t the focus of this article; however, one aspect that is directly relevant and will be addressed is the notion of adult role-playing among children and the role of toys in communicating certain adult practices or values to the child—what sociologist David Oswell calls “the dedifferentiation of childhood and adulthood” (200). Neither is the focus of this article the practice nor indeed the ethicality of marketing to children. Relevant to this particular example I suggest, is as a product utilising messaging aimed not at children but at adults, appealing to certain parents’ interest in nurturing within their child a perceived era and class-appropriate sense of taste. This was fuelled in large part by the curatorial pursuits of the Museum of Modern Art (MoMA) in New York, coupled with an interest and investment in raising their children in a design-forward household and a desire for toys that reflected that priority; in essence, parents wishing to raise modern children. Following Prown’s model of material culture analysis, the tea set is examined in three stages, through description, deduction and speculation with each stage building on the previous one. Figure 1: Porcelain Toy Tea Set. Description The tea set consists of twenty-six pieces that allows service for six. Six cups, saucers, and plates; a tall carafe with spout, handle and lid; a smaller vessel with a spout and handle; a small round bowl with a lid; a larger oval bowl with a lid, and a coordinated oval platter. The cups are just under two inches tall and two inches in diameter. The largest piece, the platter is roughly six inches by four inches. The pieces are made of a ceramic material white in colour and glossy in texture and are very lightweight. The rim or edge of each piece is decorated with a motif of three straight lines in two different shades of blue and in different thicknesses, interspersed with a set of three black wiggly lines. Figure 2: Porcelain Toy Tea Set Box. The set is packaged for retail purposes and the original box appears to be fully intact. The packaging of an object carries artefactual evidence just as important as what it contains that falls into the category of a “‘para-artefact’ … paraphernalia that accompanies the product (labels, packaging, instructions etc.), all of which contribute to a product’s discourse” (Folkmann and Jensen 83). The graphics on the box are colourful, featuring similar shades of teal blue as found on the objects, with the addition of orange and a silver sticker featuring the logo of the American retailer Sears. The cover features an illustration of the objects on an orange tabletop. The most prominent text that confirms that the toy is a “Porcelain Toy Tea Set” is in an organic, almost psychedelic style that mimics both popular graphics of this era—especially album art and concert posters—as well as the organic curves of steam that emanate from the illustrated teapot’s spout. Additional messages appear on the box, in particular “Contemporary DESIGN” and “handsome, clean-line styling for modern little hostesses”. Along the edges of the box lid, a detail of the decorative motif is reproduced somewhat abstracted from what actually appears on the ceramic objects. Figure 3: Sears’s Christmas Wishbook Catalogue, page 574 (1968). Sears, Roebuck and Co. (Sears) is well-known for its over one-hundred-year history of producing printed merchandise catalogues. The catalogue is another important para-artefact to consider in analysing the objects. The tea set first appeared in the 1968 Sears Christmas Wishbook. There is no date or copyright on the box, so only its inclusion in the catalogue allows the set to be accurately dated. It also allows us to understand how the set was originally marketed. Deduction In the deduction phase, we focus on the sensory aesthetic and functional interactive qualities of the various components of the set. In terms of its function, it is critical that we situate the objects in their original use context, play. The light weight of the objects and thinness of the ceramic material lends the objects a delicate, if not fragile, feeling which indicates that this set is not for rough use. Toy historian Lorraine May Punchard differentiates between toy tea sets “meant to be used by little girls, having parties for their friends and practising the social graces of the times” and smaller sets or doll dishes “made for little girls to have parties with their dolls, or for their dolls to have parties among themselves” (7). Similar sets sold by Sears feature images of girls using the sets with both human playmates and dolls. The quantity allowing service for six invites multiple users to join the party. The packaging makes clear that these toy tea sets were intended for imaginary play only, rendering them non-functional through an all-capitals caution declaiming “IMPORTANT: Do not use near heat”. The walls and handles of the cups are so thin one can imagine that they would quickly become dangerous if filled with a hot liquid. Nevertheless, the lid of the oval bowl has a tan stain or watermark which suggests actual use. The box is broken up by pink cardboard partitions dividing it into segments sized for each item in the set. Interestingly even the small squares of unfinished corrugated cardboard used as cushioning between each stacked plate have survived. The evidence of careful re-packing indicates that great care was taken in keeping the objects safe. It may suggest that even though the set was used, the children or perhaps the parents, considered the set as something to care for and conserve for the future. Flaws in the glaze and applique of the design motif can be found on several pieces in the set and offer some insight as to the technique used in producing these items. Errors such as the design being perfectly evenly spaced but crooked in its alignment to the rim, or pieces of the design becoming detached or accidentally folded over and overlapping itself could only be the result of a print transfer technique popularised with decorative china of the Victorian era, a technique which lends itself to mass production and lower cost when compared to hand decoration. Speculation In the speculation stage, we can consider the external evidence and begin a more rigorous investigation of the messaging, iconography, and possible meanings of the material artefact. Aspects of the set allow a number of useful observations about the role of such an object in its own time and context. Sociologists observe the role of toys as embodiments of particular types of parental messages and values (Cross 292) and note how particularly in the twentieth century “children’s play seems to become more and more a product of the educational and cultural orientation of parents” (Kline 96). Throughout history children’s toys often reflected a miniaturised version of the adult world allowing children to role-play as imagined adult-selves. Kristina Ranalli explored parallels between the practice of drinking tea and the play-acting of the child’s tea party, particularly in the nineteenth century, as a gendered ritual of gentility; a method of socialisation and education, and an opportunity for exploratory and even transgressive play by “spontaneously creating mini-societies with rules of their own” (20). Such toys and objects were available through the Sears mail-order catalogue from the very beginning at the end of the nineteenth century (McGuire). Propelled by the post-war boom of suburban development and homeownership—that generation’s manifestation of the American Dream—concern with home décor and design was elevated among the American mainstream to a degree never before seen. There was a hunger for new, streamlined, efficient, modernist living. In his essay titled “Domesticating Modernity”, historian Jeffrey L. Meikle notes that many early modernist designers found that perhaps the most potent way to “‘domesticate’ modernism and make it more familiar was to miniaturise it; for example, to shrink the skyscraper and put it into the home as furniture or tableware” (143). Dr Timothy Blade, curator of the 1985 exhibition of girls’ toys at the University of Minnesota’s Goldstein Gallery—now the Goldstein Museum of Design—described in his introduction “a miniaturised world with little props which duplicate, however rudely, the larger world of adults” (5). Noting the power of such toys to reflect adult values of their time, Blade continues: “the microcosm of the child’s world, remarkably furnished by the miniaturised props of their parents’ world, holds many direct and implied messages about the society which brought it into being” (9). In large part, the mid-century Sears catalogues capture the spirit of an era when, as collector Thomas Holland observes, “little girls were still primarily being offered only the options of glamour, beauty and parenthood as the stuff of their fantasies” (175). Holland notes that “the Wishbooks of the fifties [and, I would add, the sixties] assumed most girls would follow in their mother’s footsteps to become full-time housewives and mommies” (1). Blade grouped toys into three categories: cooking, cleaning, and sewing. A tea set could arguably be considered part of the cooking category, but closer examination of the language used in marketing this object—“little hostesses”, et cetera—suggests an emphasis not on cooking but on serving or entertaining. This particular category was not prevalent in the era examined by Blade, but the cultural shifts of the mid-twentieth century, particularly the rapid popularisation of a suburban lifestyle, may have led to the use of entertaining as an additional distinct category of role play in the process of learning to become a “proper” homemaker. Sears and other retailers offered a wide variety of styles of toy tea sets during this era. Blade and numerous other sources observe that children’s toy furniture and appliances tended to reflect the style and aesthetic qualities of their contemporary parallels in the adult world, the better to associate the child’s objects to its adult equivalent. The toy tea set’s packaging trumpets messages intended to appeal to modernist values and identity including “Contemporary Design” and “handsome, clean-line styling for modern little hostesses”. The use of this coded marketing language, aimed particularly at parents, can be traced back several decades. In 1928 a group of American industrial and textile designers established the American Designers' Gallery in New York, in part to encourage American designers to innovate and adopt new styles such as those seen in the L’ Exposition Internationale des Arts Decoratifs et Industriels Modernes (1925) in Paris, the exposition that sparked international interest in the Art Deco or Art Moderne aesthetic. One of the gallery founders, Ilonka Karasz, a Hungarian-American industrial and textile designer who had studied in Austria and was influenced by the Wiener Werkstätte in Vienna, publicised her new style of nursery furnishings as “designed for the very modern American child” (Brown 80). Sears itself was no stranger to the appeal of such language. The term “contemporary design” was ubiquitous in catalogue copy of the nineteen-fifties and sixties, used to describe everything from draperies (1959) and bedspreads (1961) to spice racks (1964) and the Lady Kenmore portable dishwasher (1961). An emphasis on the role of design in one’s life and surroundings can be traced back to efforts by MoMA. The museum’s interest in modern design hearkens back almost to the institution’s inception, particularly in relation to industrial design and the aestheticisation of everyday objects (Marshall). Through exhibitions and in partnership with mass-market magazines, department stores and manufacturer showrooms, MoMA curators evangelised the importance of “good design” a term that can be found in use as early as 1942. What Is Good Design? followed the pattern of prior exhibitions such as What Is Modern Painting? and situated modern design at the centre of exhibitions that toured the United States in the first half of the nineteen-fifties. To MoMA and its partners, “good design” signified the narrow identification of proper taste in furniture, home decor and accessories; effectively, the establishment of a design canon. The viewpoints enshrined in these exhibitions and partnerships were highly influential on the nation’s perception of taste for decades to come, as the trickle-down effect reached a much broader segment of consumers than those that directly experienced the museum or its exhibitions (Lawrence.) This was evident not only at high-end shops such as Bloomingdale’s and Macy’s. Even mass-market retailers sought out well-known figures of modernist design to contribute to their offerings. Sears, for example, commissioned noted modernist designer and ceramicist Russel Wright to produce a variety of serving ware and decor items exclusively for the company. Notably for this study, he was also commissioned to create a toy tea set for children. The 1957 Wishbook touts the set as “especially created to delight modern little misses”. Within its Good Design series, MoMA exhibitions celebrated numerous prominent Nordic designers who were exploring simplified forms and new material technologies. In the 1968 Wishbook, the retailer describes the Porcelain Toy Tea Set as “Danish-inspired china for young moderns”. The reference to Danish design is certainly compatible with the modernist appeal; after the explosion in popularity of Danish furniture design, the term “Danish Modern” was commonly used in the nineteen-fifties and sixties as shorthand for pan-Scandinavian or Nordic design, or more broadly for any modern furniture design regardless of origin that exhibited similar characteristics. In subsequent decades the notion of a monolithic Scandinavian-Nordic design aesthetic or movement has been debunked as primarily an economically motivated marketing ploy (Olivarez et al.; Fallan). In the United States, the term “Danish Modern” became so commonly misused that the Danish Society for Arts and Crafts called upon the American Federal Trade Commission (FTC) to legally restrict the use of the labels “Danish” and “Danish Modern” to companies genuinely originating in Denmark. Coincidentally the FTC ruled on this in 1968, noting “that ‘Danish Modern’ carries certain meanings, and... that consumers might prefer goods that are identified with a foreign culture” (Hansen 451). In the case of the Porcelain Toy Tea Set examined here, Sears was not claiming that the design was “Danish” but rather “Danish-inspired”. One must wonder, was this another coded marketing ploy to communicate a sense of “Good Design” to potential customers? An examination of the formal qualities of the set’s components, particularly the simplified geometric forms and the handle style of the cups, confirms that it is unlike a traditional—say, Victorian-style—tea set. Punchard observes that during this era some American tea sets were actually being modelled on coffee services rather than traditional tea services (148). A visual comparison of other sets sold by Sears in the same year reveals a variety of cup and pot shapes—with some similar to the set in question—while others exhibit more traditional teapot and cup shapes. Coffee culture was historically prominent in Nordic cultures so there is at least a passing reference to that aspect of Nordic—if not specifically Danish—influence in the design. But what of the decorative motif? Simple curved lines were certainly prominent in Danish furniture and architecture of this era, and occasionally found in combination with straight lines, but no connection back to any specific Danish motif could be found even after consultation with experts in the field from the Museum of Danish America and the Vesterheim National Norwegian-American Museum (personal correspondence). However, knowing that the average American consumer of this era—even the design-savvy among them—consumed Scandinavian design without distinguishing between the various nations, a possible explanation could be contained in the promotion of Finnish textiles at the time. In the decade prior to the manufacture of the tea set a major design tendency began to emerge in the United States, triggered by the geometric design motifs of the Finnish textile and apparel company Marimekko. Marimekko products were introduced to the American market in 1959 via the Cambridge, Massachusetts-based retailer Design Research (DR) and quickly exploded in popularity particularly after would-be First Lady Jacqueline Kennedy appeared in national media wearing Marimekko dresses during the 1960 presidential campaign and on the cover of Sports Illustrated magazine. (Thompson and Lange). The company’s styling soon came to epitomise a new youth aesthetic of the early nineteen sixties in the United States, a softer and more casual predecessor to the London “mod” influence. During this time multiple patterns were released that brought a sense of whimsy and a more human touch to classic mechanical patterns and stripes. The patterns Piccolo (1953), Helmipitsi (1959), and Varvunraita (1959), all designed by Vuokko Eskolin-Nurmesniemi offered varying motifs of parallel straight lines. Maija Isola's Silkkikuikka (1961) pattern—said to be inspired by the plumage of the Great Crested Grebe—combined parallel serpentine lines with straight and angled lines, available in a variety of colours. These and other geometrically inspired patterns quickly inundated apparel and decor markets. DR built a vastly expanded Cambridge flagship store and opened new locations in New York in 1961 and 1964, and in San Francisco in 1965 fuelled in no small part by the fact that they remained the exclusive outlet for Marimekko in the United States. It is clear that Marimekko’s approach to pattern influenced designers and manufacturers across industries. Design historian Lesley Jackson demonstrates that Marimekko designs influenced or were emulated by numerous other companies across Scandinavia and beyond (72-78). The company’s influence grew to such an extent that some described it as a “conquest of the international market” (Hedqvist and Tarschys 150). Subsequent design-forward retailers such as IKEA and Crate and Barrel continue to look to Marimekko even today for modern design inspiration. In 2016 the mass-market retailer Target formed a design partnership with Marimekko to offer an expansive limited-edition line in their stores, numbering over two hundred items. So, despite the “Danish” misnomer, it is quite conceivable that designers working for or commissioned by Sears in 1968 may have taken their aesthetic cues from Marimekko’s booming work, demonstrating a clear understanding of the contemporary high design aesthetic of the time and coding the marketing rhetoric accordingly even if incorrectly. Conclusion The Sears catalogue plays a unique role in capturing cross-sections of American culture not only as a sales tool but also in Holland’s words as “a beautifully illustrated diary of America, it’s [sic] people and the way we thought about things” (1). Applying a rhetorical and material culture analysis to the catalogue and the objects within it provides a unique glimpse into the roles these objects played in mediating relationships, transmitting values and embodying social practices, tastes and beliefs of mid-century American consumers. Adult consumers familiar with the characteristics of the culture of “Good Design” potentially could have made a connection between the simplified geometric forms of the components of the toy tea set and say the work of modernist tableware designers such as Kaj Franck, or between the set’s graphic pattern and the modernist motifs of Marimekko and its imitators. But for a much broader segment of the population with a less direct understanding of modernist aesthetics, those connections may not have been immediately apparent. The rhetorical messaging behind the objects’ packaging and marketing used class and taste signifiers such as modern, contemporary and “Danish” to reinforce this connection to effect an emotional and aspirational appeal. These messages were coded to position the set as an effective transmitter of modernist values and to target parents with the ambition to create “appropriately modern” environments for their children. 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