Journal articles: 'Guns of the patriots (Game)' – Grafiati (2024)

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Relevant bibliographies by topics / Guns of the patriots (Game) / Journal articles

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Author: Grafiati

Published: 11 December 2022

Last updated: 26 January 2023

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1

Nae, Andrei. "Shakespeare and the Accumulation of Cultural Prestige in Video Games." Acta Universitatis Sapientiae, Film and Media Studies 17, no.1 (October1, 2019): 115–28. http://dx.doi.org/10.2478/ausfm-2019-0018.

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Abstract The present article analyses the manner in which AAA action-adventure games adapt, quote, and reference Shakespeare’s plays in order to borrow the bard’s cultural capital and assert themselves as forms of art. My analysis focuses on three major releases: Metal Gear Solid 4: Guns of the Patriots, BioShock: Infinite, and God of War. The article shows that these games employ narrative content from Shakespeare’s plays in order to adopt traits traditionally associated with the established arts, such as narrative depth and complex characters. In addition to this, explicit intertextual links between the games’ respective storyworlds and the plays are offered as ludic rewards for the more involved players who thoroughly explore game space.1

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2

Barab, Sasha, Michael Thomas, Tyler Dodge, Robert Carteaux, and Hakan Tuzun. "Making learning fun: Quest Atlantis, a game without guns." Educational Technology Research and Development 53, no.1 (March 2005): 86–107. http://dx.doi.org/10.1007/bf02504859.

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3

Mendenhall,DouglasL. "Super Bowl Team Tones: Analyzing Patriots and Seahawks Blogospheres." International Journal of Sport Communication 9, no.2 (May 2016): 129–39. http://dx.doi.org/10.1123/ijsc.2015-0128.

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In an introductory undergraduate media course, Super Bowl XLIX was used as a hands-on vehicle to introduce students to the discipline of mass-media research. From a week before and after Super Bowl XLIX, 269 original blog posts and 91 sets of appended comments from Web sites devoted to the Seattle Seahawks and New England Patriots were analyzed for significant differences using Diction 7.0, a common word-counting program that measures tone in dozens of ways. More than a dozen variations found in the blog messages are used to describe a “team tone” unique to Seahawks blogs and another unique to Patriots blogs. Some elements of these team tones are present across all messages, while others existed only before the game was played or arose only after New England’s dramatic win in the closing moments. Postgame variations include greater optimism in the tone of New England Patriots bloggers and greater hardship and denial in the tone of Seattle Seahawks bloggers. Results are discussed from the perspective of social-identity theory.

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4

Love, Jamie. "Voice of the Patriots: An Interview with Canadian Video Game Performer David Hayter." Canadian Theatre Review 159 (July 2014): 48–51. http://dx.doi.org/10.3138/ctr.159.009.

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5

MUKHERJEE, VIVEKANANDA, and GAUTAM GUPTA. "Of guns and trees: impact of terrorism on forest conservation." Environment and Development Economics 11, no.2 (March22, 2006): 221–33. http://dx.doi.org/10.1017/s1355770x05002767.

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Many terrorist organizations around the world seek shelter in forests and this paper tries to address the impact of this phenomenon on forest conservation. We construct a framework to measure the social loss when a terrorist lives in the forest and has full control over the forest resources. We also consider a game between the terrorists and the government when the government tries to combat them to recover the social loss. We characterize the equilibrium of the game in which the terrorist chooses the optimum rotation length of the forest and the government chooses the optimum combat-effort. We derive the impact of two popular policy measures such as strengthening the combat operations and restricting the sale of timber by the terrorist groups in the market, on forest conservation and find both to be negative.

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6

Grekul, Lisa. "Guns and Tender Cotton: Feminized States in Rawi Hage'sDe Niro's Game." University of Toronto Quarterly 84, no.2 (May 2015): 48–69. http://dx.doi.org/10.3138/utq.14024.

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7

Team, SIGCAS. "Life turns fifty." ACM SIGCAS Computers and Society 49, no.3 (January22, 2021): 10. http://dx.doi.org/10.1145/3447913.3447917.

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Mention to computer scientists, gliders, glider guns, birth and death rules and they smile remembering their efforts to study societal life. October marked the 50th anniversary of the publication of John Conway's game of Life in Martin Garner's Mathematical Games column [1], For the lay person with no knowledge of Life, it's difficulty to imagine how popular a single person game with only a single move (i.e. setting the initial conditions) could be.

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8

Kremer, Michael, and Jack Willis. "Guns, Latrines, and Land Reform: Dynamic Pigouvian Taxation." American Economic Review 106, no.5 (May1, 2016): 83–88. http://dx.doi.org/10.1257/aer.p20161096.

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Dynamically and statically optimal Pigouvian subsidies and taxes on durables will differ in a growing economy. In a dynamic game, consumers may delay purchasing durables with positive externalities, such as latrines, anticipating greater future subsidies. Governments can most cheaply induce optimal purchasing by commiting to make subsidies temporary. Foreign donors may make commitment impossible, generating delays in private investment that more than fully offset the social benefits of transfers. Anticipated future taxes or regulation of durables with negative externalities, such as guns, may encourage current purchase, potentially causing policymakers who would otherwise prefer taxes or regulation to abandon such policies.

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9

Haynes, Susan Turner. "Power Play: A Game Illustrating Power Transition in Authoritarian Regimes." PS: Political Science & Politics 53, no.1 (October24, 2019): 167–71. http://dx.doi.org/10.1017/s104909651900129x.

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ABSTRACTOne of the most alarming trends of the past decade has been the rise in authoritarianism and the growing support of strongman politics among citizens of democratic regimes. College instructors have a unique opportunity to challenge such thinking at a time when many of their students are still forming their political beliefs. Using a game, instructors not only can show students the perils of authoritarianism, they also can potentially expand students’ appreciation of democracy. This article describes a game suitable for this purpose. Students take on the role of workers, soldiers, and rulers in a military dictatorship to learn about the “guns-and-butter tradeoff” and authoritarian uncertainty.

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10

Munton, Don. "The Silent Guns of Two Octobers: Kennedy and Khrushchev Play the Double Game." Journal of Cold War Studies 23, no.4 (2021): 248–51. http://dx.doi.org/10.1162/jcws_r_01047.

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11

Aono, Toshihiko. "The Silent Guns of Two Octobers: Kennedy and Khrushchev Play the Double Game." Diplomacy & Statecraft 33, no.4 (October2, 2022): 856–57. http://dx.doi.org/10.1080/09592296.2022.2143111.

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12

Roebber,PaulJ., BryanM.Burlingame, and Anthony deWinter. "On the existence of momentum in professional football." PLOS ONE 17, no.6 (June7, 2022): e0269604. http://dx.doi.org/10.1371/journal.pone.0269604.

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Using United States National Football League play-by-play data for the 2002–2012 seasons, we train a neural network to predict win probability, based on measures of the game state. This predictor’s performance is comparable to the point spread at the start of the game and improves thereafter with little bias. We define a measure of success as the change in a team’s win probability over the course of a possession, and show that streaks in this measure are highly unlikely to be random. Further, this finding holds when controlling for the effects of clock management in the fourth quarter of football games, when win probability can increase incrementally for the leading team as the game continues. By defining momentum as an increase in win probability over the course of at least three successive changes in possession, we show some ability to anticipate its emergence, based on game state, using a second neural network. The possibility of using this knowledge for strategic advantage is discussed. We consider these results in the context of examples from National Football League games, including that from Super Bowl LI (Atlanta Falcons versus the New England Patriots), and end with some discussion of future extensions to this work.

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13

Lorimer,H. "Guns, game and the grandee: the cultural politics of deerstalking in the Scottish Highlands." Ecumene 7, no.4 (October1, 2000): 403–31. http://dx.doi.org/10.1191/096746000701556851.

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Lorimer, Hayden. "Guns, Game and the Grandee: The Cultural Politics of Deerstalking in the Scottish Highlands." Ecumene 7, no.4 (October 2000): 403–31. http://dx.doi.org/10.1177/096746080000700402.

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15

Andrade, Tonio. "Beyond Guns, Germs, and Steel: European Expansion and Maritime Asia, 1400-1750." Journal of Early Modern History 14, no.1-2 (2010): 165–86. http://dx.doi.org/10.1163/138537810x12632734397142.

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AbstractWhy did Europeans rather than other Eurasians build the world’s first global empires, extending a measure of control, however fragile and contingent, over the oceans of the world? This article suggests that the best place to find an answer to the question is not in Europe but in Asia. Europeans were not alone in creating overseas empires in the early modern period, but the Asian counterparts to the Portuguese, Dutch, and English Empires are little known. Focusing on two of those Asian examples—the Ya’rubi Dynasty of Oman and the Zheng maritime empire of China—the author suggests that although European technology did confer an advantage on European mariners, it was not an insuperable advantage. Asian powers could adopt and adapt European cannons, ships, and nautical charts and beat the Europeans at their own game. Indeed, he suggests, this intra-Eurasian borrowing is a key process of history over the longue durée.

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16

Šegrt, Viktor, Robert Kenward, Marijan Grubešić, and Petar Silić. "A comparison of falconry and hunting with guns with respect to the distribution of local game." Wildlife Biology 14, no.1 (March 2008): 125–28. http://dx.doi.org/10.2981/0909-6396(2008)14[125:acofah]2.0.co;2.

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17

Naranjo,AlbertoJ. "Turf and Illegal Drug Market Competition between Gangs." B.E. Journal of Economic Analysis & Policy 15, no.4 (October1, 2015): 1507–48. http://dx.doi.org/10.1515/bejeap-2013-0161.

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Abstract Street-level illegal drug markets generate much of the violence and intimidation that local communities face nowadays. These markets are mainly driven by territorial gangs who finance their activities through the sale of drugs. Understanding how the existence of both turf and drug market competition may have unintended consequences of law enforcement policies on violence is the main contribution of the paper. We propose a two-stage game-theoretical model where two profit maximizing gangs compete in prices and invest in guns. We find that policies such as traditional or community policing can have different and unexpected effects on the level of violence.

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18

Correa, Hector. "A game theoretic analysis of interactions between law abiding citizens and criminals with respect to ownership of guns." Socio-Economic Planning Sciences 39, no.2 (June 2005): 109–23. http://dx.doi.org/10.1016/j.seps.2004.01.003.

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19

Schofield,TimothyP., Christian Unkelbach, and ThomasF.Denson. "Alcohol consumption increases bias to shoot at Middle Eastern but not White targets." Group Processes & Intergroup Relations 20, no.2 (July27, 2016): 202–15. http://dx.doi.org/10.1177/1368430215603461.

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Alcohol has been implicated in intergroup aggression and hostility. The effect of consuming alcohol relative to a placebo on hostile cognitive biases toward a social category typically stereotyped as threatening and hostile (i.e., Middle Eastern men) was tested. Undergraduates ( N = 81) consumed either an intoxicating dose of alcohol (BrAC = .05% by vol.) or placebo. Then, they played a shooter game in which they were asked to shoot at targets holding guns, but not at targets holding harmless objects. Half of the targets were White and half were Middle Eastern. As predicted, alcohol consumption, relative to a placebo, increased participants’ bias to shoot Middle Eastern targets, but did not affect the shooter bias against White targets. Findings suggest that alcohol may heighten aggressive biases toward outgroups stereotyped as threatening and hostile.

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20

Gnat, Tomasz. "Body Movin’: Ecocritical and Postcolonial Readings of the Travelling Body in the Tomb Raider Series." Postscriptum Polonistyczne 27, no.1 (June30, 2021): 231–46. http://dx.doi.org/10.31261/https://doi.org/10.31261/ps_p.2021.27.13.

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When Lara Croft travels, she travels light – sans suitcase, but in most cases with enough firepower to take opposing forces ranging from dinosaurs to bloodthirsty locals. However, her big guns seems often unnecessary titillation, for she can manage very well without them thanks to her exquisite acrobatic and hand-to-hand combat skills. She will vault over any obstacle, swim across rapid flowing rivers and abseil the steepest ravines. Lara Croft’s travels are often as physical as the virtual world would allow. That physicality returns our attention to the oft forgotten aspect of travelling namely the body of the traveller, not only defined by its position in space, but also by the ordinary and extraordinary circ*mstances of its biological interaction with the surrounding environment.In this paper I would like to explore the interplay between the body of the traveller and contexts it is located in. These contexts range from the narrative and gameplay aspects of the Tomb Raider series, but also go beyond the border of the game and are realised in the transformative and reflective cultural milieu of the game. In particular I want to focus on the representations of Lara Croft as an archetypal “action girl” and “adventurer archaeologist” and how these representations are realised in reference to the changing (maturing?) video game environments. In the framework of postcolonial and ecocritical theories I want to explore the dyads of body/the purported exotic, body/natural environment, as well as physical/mental aspects of travelling.

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21

Mendoza,SaaidA., and ElizabethJ.Parks-Stamm. "Embodying the Police: The Effects of Enclothed Cognition on Shooting Decisions." Psychological Reports 123, no.6 (July4, 2019): 2353–71. http://dx.doi.org/10.1177/0033294119860261.

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The theory of enclothed cognition proposes that wearing physical articles of clothing can trigger psychological processes and behavioral tendencies connected to their symbolic meaning. Furthermore, past research has found that increases in power are associated with greater approach orientation and action tendencies. In this study, we integrate these two literatures to examine how embodying the role of a police officer through wearing a uniform would affect responses on a reaction-time measure known as the Shooter Task. This first-person video game simulation requires participants to shoot or not shoot targets holding guns or objects. The task typically elicits a stereotypical pattern of responses, such that unarmed Black versus White targets are more likely to be mistakenly shot and armed Black versus White targets are more likely to be correctly shot. Based on the relationship between power and action, we hypothesized that participants who were randomly assigned to wear a police uniform would show more shooting errors, particularly false alarms, than control participants. Consistent with our hypotheses, participants in uniform were more likely to shoot unarmed targets, regardless of their race. Moreover, this pattern was partially moderated by attitudes about the police and their abuse of power. Specifically, uniformed participants who justified police use of power were more likely to shoot innocent targets than those who were wary of it. We discuss implications for police perceptions and the theory of enclothed cognition more broadly.

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22

Dassanayake,L., A.Karunarathne, and T.Illangasinghe. "(A174) Epidemiology, Seasonality, and Geo-Distribution of Trap Gun Injuries in Anuradhapura Area." Prehospital and Disaster Medicine 26, S1 (May 2011): s49. http://dx.doi.org/10.1017/s1049023x11001725.

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A trap gun (TG) is a locally manufactured, illegal barreled weapon with a simple trigger mechanism. Trap guns are frequent in agricultural areas of the country. Once the gun is set, it bursts automatically upon the triggering. Since there is no present person selecting the target, the gun injures both animals and humans. A retrospective study was carried out to identify geo-spatial distribution, seasonal variation and injury patterns of TG injuries brought to Teaching Hospital Anuradhapura during 2007 to 2009. A prospective study will identify those in a more detailed manner. The abstract discusses some findings of this ongoing study and the retrospective study. In 2007 there were 107 TG injuries, and 68 in 2008. In 2009 the number increased to 126. Of the victims, 97.5% were males. The mean age was 36.98 years (SD = 11.36), with an age range of 13–69 years and an Inter Quartile Range (IQR) of 29–43 years. The majority of the injuries were lower limb injuries. A significant percentage showed compound fractures and soft tissue injuries. Amputations due to vascular injuries were low (1.5%). Of the cases, 99.5% were from peripheral rural villages. Tap gun injuries are less common during the “Yala” farming season extending from May to September, during which Anuradhapura gets less rain. Yet number of TG victims steadily increases as the “Yala” progresses. This trend continues during the initial half of “Maha” season. It gradually deceases in the latter part of “Maha”. Trap gun injuries remain below average from February to July with the lowest number in April. The incidence of TG injuries is higher in Northwesterly administrative areas throughout the year, which share a common border with the “Wilpattu” game reserve. Further studies should be carried out to identify behavioral and socio-economical risks and economics of TG injuries.

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23

Corbeil, Pierre. "Game Reviews : GUNS OR BUTTER, by William A. Nesbitt and Robin Riddle. (2nd ed.) 3-5 hours. 15-35 players. Available from Creative Enterprises, 4066 Diana Way, Salt Lake City, UT 84124. Enquiries at (801) 277-8974. Teaching guide and materials for 33 players. $30." Simulation & Games 20, no.1 (March 1989): 111–14. http://dx.doi.org/10.1177/104687818902000159.

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24

Jouet, Mugambi. "Guns, identity, and nationhood." Palgrave Communications 5, no.1 (November5, 2019). http://dx.doi.org/10.1057/s41599-019-0349-z.

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Abstract The article provides a theoretical perspective on the symbolic meaning of the right to bear arms in modern America, especially among its conservative movement. Neglecting this issue, scholarship on gun symbolism has commonly focused on guns possessed by offenders in inner-cities, such as juveniles or gang members. Offering a multidisciplinary and comparative outlook, the article explains how guns have become symbols of a worldview under which armed patriots must stand ready to defend America from “tyranny,” “big government,” “socialism,” and other existential threats. In particular, the U.S. conservative movement does not merely perceive the right to bear arms as a means of self-defense against criminals, but as a safeguard against an oppressive government that “patriots” may have to overthrow by force. The article examines the hypothesis that guns foster a sense of belonging in this conception of nationhood. This worldview is not solely limited to politicians, elites, or activists, as it can encompass rank-and-file conservatives. Group identification can rest on sharing radical beliefs that enhance cohesion, including rallying against perceived threats. This mindset helps explain resistance to elementary reforms to regulate firearms. If one believes that an unbridled right to bear arms is not only key to protecting the United States, but also key to what it means to be an American, concessions on gun control become difficult to envision. While conservatives in other Western democracies tend to support significant gun control, a key dimension of American exceptionalism is the relative normalization of a conservative identity in which firearms have acquired a peculiar symbolic value.

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25

Oliveira, Cristiano, and Giácomo Balbinotto Neto. "The Deterrence Effects of Gun Laws in Games with Asymmetric Skills and Information." Review of Law & Economics 11, no.3 (January1, 2015). http://dx.doi.org/10.1515/rle-2012-0016.

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AbstractThis paper presents a game-theoretic model of crime and self-defense with gun use. The main purpose is to evaluate gun control policy effectiveness on crime reduction. The effects of assumption regarding the type of information agent’s possess and some extensions such as criminals’ skills advantage and different costs in gun carrying are studied. The results show that policies that increase gun availability make criminals always carry guns, even if they have a fighting advantage over the victims. The main conclusions are that gun control under complete information assumption leads to a decrease of gun crimes and that such policies are more effective to reduce crime when they affect both criminal’s and victim’s costs. Under incomplete information gun control generates multiple equilibria where criminals alternate between crimes with and without guns. In this case the effects of gun policy on crime depend on the share of population type.

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26

Woo, Xiangling, Nelson Kok Bing Yap, Teck Hock Toh, and Siew Hong Yiek. "Accidental Low-Velocity Penetrating Brain Injury by Glass Marble." Asian Journal of Neurosurgery, July5, 2022. http://dx.doi.org/10.1055/s-0042-1749125.

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AbstractPenetrating brain injury from marble is rare. Marbles, commonly known as “guli” among locals, is a popular children's traditional game in Malaysia. This study discusses two cases of intracranial marble injury, both accidentally shot by children with home-made air guns during the period of Movement Control Order with one elderly patient who passed away. While the diagnosis was uneventful, the management was not straightforward. Strategies of prehospital, operative, postoperative management, and rehabilitation are discussed, including prognostic factors. Because of its rarity, the management of such injuries is complex and nonstandardized.

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27

Bshary, Redouan, Xiang-Yi Li Richter, and Carel van Schaik. "Male services during between-group conflict: the ‘hired gun’ hypothesis revisited." Philosophical Transactions of the Royal Society B: Biological Sciences 377, no.1851 (April4, 2022). http://dx.doi.org/10.1098/rstb.2021.0150.

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In many group-living mammals, philopatric females form the stable core of the group and defend food or shelter against other groups of females. Where males are larger, their participation could give their female group the edge. How can females secure the contribution of males that are neither the father of current infants, nor the dominant male expecting to sire the next generation of infants? It has been proposed that females recruit these males as ‘hired guns’, receiving social support and copulations in exchange for fighting, against the interests of the dominant male. We first develop the logic of this hypothesis in unprecedented detail by considering the potential pay-off consequences for females and males. We then provide empirical evidence for the existence of hired guns in this context in several primate species. The game-theoretical aspects of the phenomenon remain to be studied, as is the distribution across contexts (e.g. predation avoidance) and species of the hired gun phenomenon. This article is part of the theme issue ‘Intergroup conflict across taxa’.

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28

Huang-Isherwood,KeM., and Jorge Peña. "Testing Moral Disengagement and Proteus Effect Predictions on Feelings of Guilt and Self-Empowerment Attributed to Bearing Guns." Frontiers in Psychology 12 (July16, 2021). http://dx.doi.org/10.3389/fpsyg.2021.695086.

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This study (179 participants, mean age 19. 98, 85% female) examined how violence justification via avatar role manipulations affected first-person shooter game players' subsequent feelings of guilt and self-empowerment attributed to bearing guns in the real-world. In support of the moral disengagement in violent video games model, an independent samples t-test suggested that participants assigned to play as gang members shooting at police officers felt guiltier than those assigned to play as police officers shooting at gang members. In support of Proteus effect predictions linked with self-perception and priming mechanisms, a one-way repeated measures analysis of variance suggested that self-empowerment attributed to carrying guns for both avatar roles increased from baseline to after gameplay, but avatar roles did not influence the increase. The lack of influence could be because participants did not adopt avatar behaviors with undesirable connotations. The results highlight avatar-user bonds through which the associations raised by virtual personas affected players' emotions and self-perception when engaging in simulated violence.

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Omkar Durgai, Suraj Holeppagol, Vishalgouda Goudar, Namadeva Patil, Suprit.M, and Rajendra Galagali. "ROTATING SHARP SHOOTING MULTI TARGET MECHANISM FOR MILITARY PRACTICES." international journal of engineering technology and management sciences, July28, 2022, 25–28. http://dx.doi.org/10.46647/ijetms.2022.v06i04.005.

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Flexible shooting games include flexible shooting, parashooting, and adaptive trapshooting. Flexible Arrow is a safe game with excellent accessibility. With a little adjustment and flexible equipment, people with disabilities can compete at a higher level with stronger people. at the skill level, a decrease in normal fluctuations in the gun and a random targeting error were detected. The decrease in the flexibility of the target points is achieved gradually by compensating the movement of the guns associated with the different levels of freedom. The system incorporates pre-designed training, trains the shooter to fully grasp all shots, thereby increasing the accuracy and precision of a series of shots. The purpose of such exercises is to improve the aim or technique of a shotgun.

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30

Dabscheck, Braham. "The Intercept That Changed the Game Forever: Fifty Years of Buckley v Tutty." Sports Law and Governance Journal 1, no.1 (May30, 2022). http://dx.doi.org/10.53300/001c.36118.

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The thirteenth of December 2021 marked the fiftieth anniversary of Buckley v Tutty where the High Court of Australia, in upholding an earlier ruling of the Full Court of the Supreme Court of New South Wales in Tutty v Buckley, found the New South Wales Rugby League’s retain and transfer system to be an unreasonable restraint of trade. The article points to the long-term importance of this decision, especially it being endorsed by lower courts and tribunals in striking down similar employment rules. Prior to the case, Justice Hardie of the Supreme Court of New South Wales found in Elford v Buckley that the NSWRL’s retain and transfer system was not an unreasonable restraint of trade. The article will examine the differences in approach of Justice Hardie in Elford and the Supreme Court of New South Wales and the High Court of Australia, respectively, in Tutty. The article begins with a brief analysis of Nordenfelt v Maxim Nordenfelt Guns and Ammunition which established the modern restraint of trade doctrine. It explores the meaning of ‘carrying on trade’ under this doctrine. It contrasts two possible meanings; ‘absolute freedom’ (subject to contractual and legislative norms) and ‘Hobsonian freedom’. This distinction is used to explain the differences between the Elford and Tutty courts. The article provides an examination of the decisions of courts in previous sports cases – Walker v Crystal Place Football Club, Hawick v Flegg, Eastham v Newcastle United Football Club and Nagle v Feilden – in reaching an understanding of the decision making of the respective courts.

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Piper, Melanie. "Blood on Boylston: Digital Memory and the Dramatisation of Recent History in Patriots Day." M/C Journal 20, no.5 (October13, 2017). http://dx.doi.org/10.5204/mcj.1288.

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IntroductionWhen I saw Patriots Day (Berg 2016) at my local multiplex, a family entered the theatre and sat a few rows in front of me. They had a child with them, a boy who was perhaps nine or ten years old. Upon seeing the kid, I had a physical reaction. Not quite a knee-jerk, but more of an uneasy gut punch. ‘Don't you know what this movie is about?’ I wanted to ask his parents; ‘I’ve seen Jeff Bauman’s bones, and that is not something a child should see.’ I had lived through the 2013 Boston Marathon bombing and subsequent manhunt, and the memories were vivid in my mind as I waited for the movie to start, to re-present the memory on screen. Admittedly, I had lived through it from the other side of the world, watching through the mediated windows of the computer, smartphone, and television screen. Nevertheless, I remembered it in blood-soaked colour detail, brought to me by online photo galleries, social media updates, the failed amateur sleuths of Reddit, and constant cable news updates, breaking news even when the events had temporarily stalled. Alison Landsberg has coined the term “prosthetic memory” to describe how historical events are re-created and imbued with an affective experience through cinema and other sites of mass cultural mediation, allowing those who did not experience the past to form a personal connection to and subjective memory of history (2). For the boy in the cinema, Patriots Day would most likely be his first encounter with and memory of the Boston Marathon bombing. But how does prosthetic memory apply to audience members like me, who had lived through the Boston bombing from a great distance, with personalised memories mediated by the first-person perspective of social media? Does the ease of dissemination of information, particularly eyewitness photographs and videos, create possibilities for a prosthetic experience of the present? Does the online mediation of historical events of the present translate to screen dramatisations? These questions become particularly pertinent when the first-release audience of a film has recent, living memories of the real events depicted on screen.The time between when an event occurs and when it is brought to cinemas in a true-events adaptation is decreasing. Rebecca A. Sheehan argues that the cultural value of instant information has given rise to a trend in the contemporary biopic and historical film that sees our mediated world turned into a temporal "paradox in which the present is figured as both historical and ongoing" (36). Since 2005, Sheehan writes, biographical films that depict the lives of still-living public figures or in other ways comment on the ongoing history of the present have become increasingly frequent. Sheehan cites films such as The Social Network (Fincher 2010), The Queen (Frears 2006), W. (Stone 2008), and Game Change (Roach 2012) as examples of this growing biopic trend (35-36). In addition to the instantaneous remediation of public figures in the contemporary biopic, similarly there is a stable of contemporary historical films based on the true stories of ordinary people involved in extraordinary recent events. Films such as The Impossible (Bayona 2012), World Trade Center (Stone 2006), United 93 (Greengrass 2006), and Deepwater Horizon (Berg 2016) bring the death and destruction of real-world natural disasters or terrorist attacks to a sanitised but experiential cinematic event. The sensitive nature of some of the events in question often see the films labelled “too soon” and exploitative of recent tragedy. Films such as these typically do not have known public figures as their protagonists, but they arise from a similar climate of the demands of televisual and online mediation that Sheehan describes in the “instant biopics” of her study (36). Given this rise of brief temporal space between real events and their dramatisations, in this essay, I examine Patriots Day in light of the role digital experience plays in both its dramatisation and how the film's initial audience may remember the event. As Patriots Day replicates a kind of prosthetic memory of the present, it uses the first-instance digital mediation of the event to form prosthetic memories for future viewers. Through Patriots Day, I seek to gesture toward the possibilities of first-person digital mediation of major news events in shaping dramatisations of the recent past.Digital Memories of the Boston Marathon BombingTo examine the ways the Boston Marathon bombing circulated in online space, I look at the link- and image-based online discussion platform Reddit as an example of engagement with and recirculation of the event, particularly as a form of engagement defined by photographs and videos. Because the Boston Marathon is a televised and widely-reported event, professional videographers and photographers were present at the marathon’s finish line at the time of the first explosion. Thus, the first bomb and its immediate aftermath were captured in news footage and still images. The graphic nature of some of these images depicting the violence of the scene saw traditional print and television outlets cropping or otherwise editing the photographs to make them appropriate for mass broadcast (Hughney). Some online outlets, however, showed these pictures in their unedited form, often accompanied by warnings that required readers to scroll further down the page or click through the warning to see the photographs. These distinctive capabilities of the online environment allowed individuals to choose whether to view the image, while still allowing the uncensored image to circulate and be reposted elsewhere, such as on Reddit. In addition to photos and videos shot by professionals at the finish line, witnesses armed with smart phone cameras and access to social media posted their views of the aftermath to social media like Twitter, enabling the collation of both amateur and professionally shot photographs of the scene by online news aggregators such as Buzzfeed (Broderick). The Reddit community is seen as an essential part of the Boston Bombing story for the way some of its users participated in a form of ‘crowd-sourced’ investigation that resulted in the false identification of suspects (see: Nhan et al.; Tapia et al.; Potts and Harrison). There is another aspect to Reddit’s role in the circulation and mediation of the story, however, as online venues became a go-to source for news on the unfolding event, where information was delivered faster and with greater accuracy than the often-sensationalised television news coverage (Starbird et al. 347). In addition to its role in providing information that is a part of Reddit’s culture that “value[s] evidence of some kind” to support discussion (Potts and Harrison 144), Reddit played a number of roles in the sense-making process that social media can often facilitate during crisis situations (Heverin and Zach). Through its division into “subreddits,” the individual communities and discussion areas that make up the platform, Reddit accommodates an incredibly diverse range of topics and interests. Different areas of Reddit were able to play different roles in the process of sharing information and acting in a community sense-making capacity in the aftermath of the bombing. Among the subreddits involved in attempting to make sense of the event were those that served as appropriate places for posting image galleries of both professional and amateur photographs and videos, drawn from a variety of online sources. Users of subreddits such as /r/WTF and /r/MorbidReality, for example, posted galleries of “NSFL” (Not Safe For Life) images of the bombing and its aftermath (see: touhou_hijack, titan059, f00d4tehg0dz). Additionally, the /r/Boston subreddit issued calls for anyone with photographs or videos related to the attack to upload them to the thread, as well as providing an e-mail address to submit them to the FBI (RichardHerold). The /r/FindBostonBombers subreddit became a hub for analysis of the photographs. The subreddit's investigatory work was picked up by other online and traditional media outlets (including the New York Post cover photo which misidentified two suspects), bringing wider attention to Reddit’s unfolding coverage of the bombing (Potts and Harrison 148). Landsberg’s theory of prosthetic memory, and her application of it, largely relates to mass culture’s role in “the production and dissemination of memories that have no direct connection to a person’s lived past” (20). The possibilities for news events to be recorded and disseminated by smart phones and social media, however, help to create a deeper sense of affective engagement with a distant present, creating prosthetic memories out of the mediated first-hand experiences of others. The graphic nature of the photos and videos of the Boston bombing collected by and shared on sites like Reddit, the ongoing nature of the event (which, from detonation to the capture of Dzokhar Tsarnaev, spanned five days), and the participatory activity of scouring photographs for clues to the identity of the bombers all lend a sense of ongoing, experiential engagement with first-person, audiovisual mediations of the event. These prosthetic memories of the present are, as Landsberg writes of those created from dramatisations or re-creations of the past, transferable, able to belong to those who have no “natural” claim to them (18) with an experiential element that personalises history for those who do not directly experience it (33). If widely disseminated first-person mediations of events like the Boston bombing can be thought of as a prosthetic experience of present history, how will they play a part in the prosthetic memories of the future? How will those who did not live through the Boston bombing, either as a personal experience or a digitally mediated one, incorporate this digital memory into their own experience of its cinematic re-creation? To address this question, I turn to consider Patriots Day. Of particular note is the bombing sequence’s resemblance to digital mediations of the event as a marker of a plausible docudramatic resemblance to reality.The Docudramatic Re-Presentation of Digital MemoryAs a cinematic representation of recent history, Patriots Day sits at a somewhat uncomfortable intersection of fact and fiction, of docudrama and popcorn action movie, more so than an instant history film typically would. Composite characters or entirely invented characters and narratives that play out against the backdrop of real events are nothing out of the ordinary in the historical film. However, Patriots Day's use of real material and that of pure invention coincides, frequently in stark contrast. The film's protagonist, Boston Police Sergeant Tommy Saunders (played by Mark Wahlberg) is a fictional character, the improbable hero of the story who is present at every step of the attack and the manhunt. He is there on Boylston Street when the bombs go off. He is there with the FBI, helping to identify the suspects with knowledge of Boylston Street security cameras that borders on a supernatural power. He is there at the Watertown shootout among exploding cars and one-liner quips. When Dzokhar Tsarnaev is finally located, he is, of course, first on the scene. Tommy Saunders, as embodied by Wahlberg, trades on all the connotations of both the stereotypical Boston Southie and the action hero that are embedded in Wahlberg’s star persona. As a result, Patriots Day often seems to be a depiction of an alternate universe where Mark Wahlberg in a cop uniform almost single-handedly caught a terrorist. The improbability of Saunders as a character in a true-events drama, though, is thoroughly couched in the docudramatic material of historical depiction. Steven N. Lipkin argues that docudrama is a mode of representation that performs a re-creation of memory to persuade us that it is representing the real (1). By conjuring the memory of an event into being in ways that seem plausible and anchored to the evidence of actuality—such as integrating archival footage or an indexical resemblance to the actual event or an actual person—the representational, cinematic, or fictionalised elements of docudrama are imbued with a sense of the reality they claim to represent (Lipkin 3). Patriots Day uses real visual material throughout the film. The integration of evidence is particularly notable in the bombing sequence, which combines archival footage of the 2013 race, surveillance footage of the Tsarnaev brothers approaching the finish line, and a dramatic re-creation that visually resembles the original to such an extent that its integration with archival footage is almost seamless (Landler). The conclusion of the film draws on this evidential connection to the real as well, in the way that docudrama is momentarily suspended to become documentary, as interviews with some of the real people who are depicted as characters in the film close out the story. In addition to its direct use of the actual, Patriots Day's re-creation of the bombing itself bears an indexical resemblance to the event as seen by those who were not there and relies on memories of the bombing's initial mediation to vouch for the dramatisation's accuracy. In the moments before the bombing's re-creation, actual footage of the Tsarnaevs's route down Boylston Street plays, a low ominous tone of the score building over the silent security footage. The fictional Saunders’s fictional wife (Michelle Monaghan) has come to the finish line to bring him a knee brace, and she passes Tamerlan Tsarnaev as she leaves. This shot directly crosses a visual resemblance to the actual (Themo Melikidze playing Tsarnaev, resembling the bomber through physicality and costuming) with the fictional structuring device of the film in the form of Tommy Saunders. Next, in a long shot, we see Tsarnaev bump into a man wearing a grey raglan shirt. The man turns to look at Tsarnaev. From the costuming, it is evident that this man who is not otherwise named is intended to represent Jeff Bauman, the subject of an iconic photograph from the bombing. In the photo, Bauman is shown being taken from the scene in a wheelchair with both legs amputated from below the knee by the blast (another cinematic dramatisation of the Boston bombing, Stronger, based on Bauman’s memoir of the same name, will be released in 2017). In addition to the visual signifier of Bauman from the memorable photograph, reports circulated that Bauman's ability to describe Tsarnaev to the FBI in the immediate aftermath of the bombing was instrumental in identifying the suspects (Hartmann). Here, this digital memory is re-created in a brief but recognisable moment: this is the before picture of Jeff Bauman, this is the moment of identification that was widely circulated and talked about, a memory of that one piece of good news that helped satisfy public curiosity about the status of the iconic Man in the Wheelchair.When the bombs detonate, we are brought into the smoke and ash, closer access than the original mediation afforded by the videographers at the finish line. After the first bomb detonates, the camera follows Saunders as he walks toward the smoke cloud. As the second bomb explodes, we go inside the scene. The sequence cuts from actual security camera footage that captured the blast, to a first-person perspective of the explosion, the resulting fire and smoke, and a shot that resembles the point of view of footage captured on a smart phone. The frame shakes wildly, giving the viewer disorienting flashes of the victims, a sense of the chaos without seeing anything in lasting, specific detail, before the frame tips sideways onto the pavement, stained with blood and littered with debris. Coupled with this is a soundscape that resembles both the subjective experience of a bombing victim and what their smart phone video has captured. There is the rumble of the explosion and muffled sounds of debris hidden under the noise of shockwaves of air hitting a microphone, fading into an electronic whine and tinnitus ring. A later shot shows the frame obscured by smoke, slowly clearing to give us a high angle view of the aftermath, resembling photographs taken from a window overlooking the scene on Boylston Street (see: touhou_hijack). Archival footage of first responders and points of view resembling a running cell phone camera that captures flashes of blood and open wounds combine with shots of the actors playing characters (both fictional and based on real people) that were established at the beginning of the film. There is once again a merging of the re-created and the actual, bound together by a sense of memory that encourages the viewer to take the former as plausible, based on its resemblance to the latter.When Saunders runs for the second bombing site further down the street, he looks down at two bodies on the ground. Framed in close-up, the bloodless, empty expression and bright blue shirt of Krystle Campbell are recognisable. We can ignore the inaccuracies of this element of the digital memory amidst the chaos of the sequence. Campbell died in the first bombing, not the second. The body of a woman in a black shirt is between the camera's position on the re-created Boylston Street and the actor standing in for Campbell, the opposite of how Campbell and her friend Karen Rand lay beside each other in photographs of the bombing aftermath. The police officer who takes Krystle's pulse on film and shakes her head at Wahlberg's character is a brunette, not the blonde in the widely-circulated picture of a first responder at the actual bombing. The most visceral portion of the image is there, though, re-created almost exactly as it appeared at its first point of mediation: the lifeless eyes and gaping mouth, the bright blue t-shirt. The memory of the event is conjured into being, and the cinematic image resembles the most salient elements of the memory enough for the cinematic image to be a plausible re-creation. The cinematic frame is positioned at a lower level to the original still, as though we are on the ground beside her, bringing the viewer even closer to the event, even as the frame crops out her injuries as scene photographs did not, granting a semblance of respectful distance from the real death. This re-creation of Krystle Campbell’s death is a brief flash in the sequence, but a powerful moment of recognition for those who remember its original mediation. The result is a sequence that shows the graphic violence of the actuality it represents in a series of images that invite its viewer to expand the sequence with their memory of the event the way most of them experienced it: on other screens, at the site of its first instance of digital mediation.ConclusionThrough its use of cinematography that resembles actual photographic evidence of the Boston Marathon bombing or imbues the re-creation with a sense of a first-person, digitally mediated account of the event, Patriots Day draws on its audience's digital memory of recent history to claim accuracy in its fictionalisation. Not everyone who sees Patriots Day may be as familiar with the wealth of eyewitness photographs and images of the Boston Marathon bombing as those who may have experienced and followed the events in online venues such as Reddit. Nonetheless, the fact of this material's existence shapes the event's dramatisation as the filmmakers attempt to imbue the dramatisation with a sense of accuracy and fidelity to the event. The influence of digital memory on the film’s representation of the event gestures toward the possibilities for how online engagement with major news events may play a role in their dramatisation moving forward. Events that have had eyewitness visual accounts distributed online, such as the 2015 Bataclan massacre, the 2016 Pulse nightclub shooting, the 2017 Manchester Arena bombing and Westminster Bridge attack, or the 2016 police shooting of Philando Castile that was streamed on Facebook live, may become the subject of future dramatisations of recent history. The dramatic renderings of contemporary history films will undoubtedly be shaped by the recent memory of their online mediations to appeal to a sense of accuracy in the viewer's memory. As recent history films continue, digital memories of the present will help make the prosthetic memories of the future. ReferencesBroderick, Ryan. “Photos from the Scene of the Boston Marathon Explosion (Extremely Graphic).” Buzzfeed News, 16 Apr. 2013. 2 Aug. 2017 <https://www.buzzfeed.com/ryanhatesthis/first-photos-from-the-scene-of-the-boston-marathon-explosion?utm_term=.fw38Byjq1#.peNXWPe8G>.f00d4tehg0dz. “Collection of Photos from the Boston Marathon Bombing (NSFW) (NSFL-Gore).” Reddit, 16 Apr. 2013. 8 Aug. 2017 <https://www.reddit.com/r/WTF/comments/1cfhg4/collection_of_photos_from_the_boston_marathon/>.Hartmann, Margaret. “Bombing Victim in Iconic Photo Was Key to Identifying Boston Suspects.” New York Magazine, 18 Apr. 2013. 8 Aug. 2017 <http://nymag.com/daily/intelligencer/2013/04/bombing-victim-identified-suspects.html>.Heverin, Thomas, and Lisl Zach. “Use of Microblogging for Collective Sense-Making during Violent Crises: A Study of Three Campus Shootings.” Journal of the American Society for Information Science and Technology 63.1 (2012): 34-47. Hughney, Christine. “News Media Weigh Use of Photos of Carnage.” New York Times, 17 Apr. 2013. 2 Aug. 2017 <http://www.nytimes.com/2013/04/18/business/media/news-media-weigh-use-of-photos-of-carnage.html>.Landler, Edward. “Recreating the Boston Marathon Bombing in Patriots Day.” Cinemontage, 21 Dec. 2016. 8 Aug. 2017 <http://cinemontage.org/2016/12/recreating-boston-marathon-bombing-patriots-day/>.Landsberg, Alison. Prosthetic Memory: The Transformation of American Remembrance in the Age of Mass Culture. New York: Columbia U P, 2004. Lipkin, Steven N. Docudrama Performs the Past: Arenas of Argument in Films Based on True Stories. Newcastle upon Tyne: Cambridge Scholars, 2011. Nhan, Johnny, Laura Huey, and Ryan Broll. “Digilantism: An Analysis of Crowdsourcing and the Boston Marathon Bombing.” British Journal of Criminology 57 (2017): 341-361. Patriots Day. Dir. Peter Berg. CBS Films, 2016.Potts, Liza, and Angela Harrison. “Interfaces as Rhetorical Constructions. Reddit and 4chan during the Boston Marathon Bombings.” Proceedings of the 31st ACM International Conference on Design of Communication. Greenville, North Carolina, September-October 2013. 143-150. RichardHerold. “2013 Boston Marathon Attacks: Please Upload Any Photos in Relation to the Attacks That You Have.” Reddit, 15 Apr. 2013. 8 Aug. 2017 <https://www.reddit.com/r/boston/comments/1cf5wp/2013_boston_marathon_attacks_please_upload_any/>.Sheehan, Rebecca A. “Facebooking the Present: The Biopic and Cultural Instantaneity.” The Biopic in Contemporary Film Culture. Eds. Tom Brown and Bélen Vidal. New York: Routledge, 2014. 35-51. Starbird, Kate, Jim Maddock, Mania Orand, Peg Achterman, and Robert M. Mason. “Rumors, False Flags, and Digital Vigilantes: Misinformation on Twitter after the 2013 Boston Marathon Bombing.” iConference 2014 Proceedings. Berlin, March 2014. 654-662. Tapia, Andrea H., Nicolas LaLone, and Hyun-Woo Kim. “Run Amok: Group Crowd Participation in Identifying the Bomb and Bomber from the Boston Marathon Bombing.” Proceedings of the 11th International ISCRAM Conference. Eds. S.R. Hiltz, M.S. Pfaff, L. Plotnick, and P.C. Shih. University Park, Pennsylvania, May 2014. 265-274. titan059. “Pics from Boston Bombing NSFL.” Reddit, 15 Apr. 2013. 8 Aug. 2017 <https://www.reddit.com/r/WTF/comments/1cf0po/pics_from_boston_bombing_nsfl/>.touhou_hijack. “Krystle Campbell Died Screaming. This Sequence of Photos Shows Her Final Moments.” Reddit, 18 Apr. 2013. 8 Aug. 2017 <https://www.reddit.com/r/MorbidReality/comments/1cktrx/krystle_campbell_died_screaming_this_sequence_of/>.

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Madden, Joah Robert. "How many gamebirds are released in the UK each year?" European Journal of Wildlife Research 67, no.4 (July16, 2021). http://dx.doi.org/10.1007/s10344-021-01508-z.

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AbstractLarge numbers of gamebirds (pheasants Phasianus colchicus, red-legged partridges Alectoris rufa and mallard Anus platyrhynchos) are released annually in the UK to support recreational shooting. It is important to know how many of these birds are being released because their release and management has ecological effects on the wildlife and habitats of the UK. There is little regulation governing their release, and consequently, an accurate figure for the numbers being released is unknown. I took 12 different approaches, totalling 4329 estimates of the numbers of birds being released annually, based on a series of datasets that described numbers of birds being held for breeding, rearing or release, being released, managed or shot on game shoots, being shot by individual guns or being recorded during breeding bird surveys. These 12 approaches produced estimates ranging from 14.7 to 106.1 million with a mean of 43.2 million (95% CI 29.0–57.3 million). This suggests that 31.5 million pheasants (range 29.8–33.7 million), 9.1 million red-legged partridges (range 5.6–12.5 million) and 2.6 million mallard (range 0.9–6.0 million) are released annually in the UK. These figures differ substantially from both official records of gamebirds and previous published estimates, and I discuss why such differences may occur. I set these figures in the context of the number and behaviour of shoots operating in the UK. Improved estimates of numbers of gamebird being released are critical if we are to better understand the ecological effects occurring in areas where they are released and managed.

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Tikhonov, Vladimir. "The Rise and Fall of the New Right Movement and the Historical Wars in 2000s South Korea." European Journal of Korean Studies, April1, 2019, 5–36. http://dx.doi.org/10.33526/ejks.20191802.5.

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The present article deals with one of the attempts by South Korea’s privileged stratum to undermine the very basis for any criticisms against the colonial-age behaviour of its institutional—and in many cases familial—forefathers, namely the so-called New Right movement. Simultaneously an academic and political movement, it was launched in 2004 and had been acting as advocates of a new, post-nationalist neo-conservatism until its recent decline, more or less concurrent with the demise of Park Geun-hye (Pak Kûnhye) regime amidst the candlelight vigils and million-strong demonstrations in downtown Seoul in 2016–2017. On the academic plane, New Right aimed at shifting the axiological basis of South Korean nationalism from ethno-nation (minjok) discriminated and oppressed by the Japanese colonialists, to the capitalist ‘civilization’ which colonialism had supposedly helped to transplant onto Korean soil, and the South Korean statehood which allowed so many former members of the colonial-period elites to maintain their socio-economic positions. If the new order of priorities, with the market game rules, industrial growth and modern capitalist statehood put ahead of the traditional shibboleth of the ethno-nation (encompassing the majority of population which might not necessarily benefit, at least, immediately, from all these developments), was to be established, the defence of colonial-age collaboration would no longer be an onerous task. On the contrary, collaborators could be, in such a way, re-interpreted as patriots who had acted out of Korea’s long-term interest in ‘civilizing’ itself with the Japanese ‘help’ rather than pure opportunism. However, New Right never succeeded in putting the conventional South Korean historical paradigm—based, eventually, on the vision of Korea ‘under-developed’ by the colonial capitalism and heavily influenced by various left-nationalistic interpretations of Marxism—upside down. The present article aims at exploring how the movement proceeded and finding out what could have been the decisive factors in its failure. Moreover, it will shed the light on the general tendencies in the development of South Korean historiography in the neo-liberal age, in an attempt to understand to which extent the elite interests may be still influencing the historiographical trends, even despite the downfall of the New Right movement.

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Finn, Mark. "Computer Games and Narrative Progression." M/C Journal 3, no.5 (October1, 2000). http://dx.doi.org/10.5204/mcj.1876.

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As one of the more visible manifestations of the boom in new media, computer games have attracted a great deal of attention, both from the popular press, and from academics. In the case of the former, much of this coverage has focussed on the perceived danger games pose to the young mind, whether that danger be physical (in terms of bodily atrophy due to inactivity) or social (in terms of anti-social and even violent behaviour, caused by exposure to specific types of content). The massacre at Columbine High School in the United States seems to have further fuelled these fears, with several stories focusing on the fact that the killers were both players of violent video games (Dickinson 1999; Hansen 1999). These concerns have also found their way into political circles, promoting a seemingly endless cycle of inquiries and reports (for example, see Durkin 1995; Durkin and Aisbett 1999). Academic discourse on the subject has, perhaps somewhat surprisingly, tended to adopt a similar line, tracing out a return to the dark days of media effects theory. This is especially true of those studies that focus on the psychological aspects of computer game usage. For example, Scott (1995) conducted a study specifically aimed at investigating "to what extent, if any, aggressive computer game playing would have on individuals of different personality composition, and in which particular aspects of aggressiveness this might be experienced" (Scott 1995, 122). Similarly, Ballard (1999) examined the relationship between gender and violent computer games arguing that the level of violence depicted in a game directly affects the interaction between players of different genders. Almost without exception, these studies come from the experimental tradition of media research, often employing laboratory experiments in order to test their hypotheses. As the problems with this methodology have been covered extensively elsewhere (for example, see Hall 1982; Murdock and Golding 1977; Lowery and DeFleur 1983) I will not go into detail here, except to point out that most experimental research underestimates the importance of physical context in media use. Other studies have attempted to approach the subject from a more qualitative perspective, often utilising theories derived from post-structuralism to examine the construction of identity in games. For example, Alloway and Gilbert (1998) explore relationship between computer games and notions of masculinity, arguing that simplistic notions of effects dramatically underestimate the sophistication of the readers. Similarly, Beavis (1998) argues that it is necessary to more fully explore the relationship between games players and games before engaging in debates about the social benefits or dangers of the medium. According to Beavis: Other studies have attempted to approach the subject from a more qualitative perspective, often utilising theories derived from post-structuralism to examine the construction of identity in games. For example, Alloway and Gilbert (1998) explore relationship between computer games and notions of masculinity, arguing that simplistic notions of effects dramatically underestimate the sophistication of the readers. Similarly, Beavis (1998) argues that it is necessary to more fully explore the relationship between games players and games before engaging in debates about the social benefits or dangers of the medium. According to Beavis: However, while arguments like that of Beavis clearly take the debate in another direction, in many cases the writers find themselves mired in the same ideological paradigm as the effects theorists. While stressing the need for a more nuanced conceptualisation of the game-player relationship, Beavis also implies that games are potentially destructive, stating that "young people need to be helped to critique and resist the subject positions and ideologies of video games" (Beavis, 1998). In response, the games industry itself has launched several attacks on the academic community, many of which, ironically, are framed in the kind of aggressive terminology the researchers are themselves concerned about. For example, Green argues, But for a group of academics to draw sweeping conclusions about an industry they are so obviously clueless about, based on a ludicrous, half-assed experiment that sounds like something out of a Simpsons episode, adds absolutely nothing to the discussion. (136) While it could be argued that Green's "from the hip" response itself adds little to the dialogue, it does serve to highlight one of the more surprising aspects of the computer games debate. As Green asserts, it is apparent that many of the scholars conducting research into computer games seem to know very little about the subject they are studying, a situation analogous to television researchers watching only cinematic films. Indeed, given the descriptions some researchers give of particular games, it is doubtful that they have actually played the game themselves, raising questions about the extent to which they are authorities in the area. This paper is, at least in part, aimed at rectifying this situation, by providing some broad commentary on the specific characteristics of the game medium. For the sake of convenience, I will be focussing mainly on games available on home consoles such as the Sony Playstation, and will restrict my argument to single-player games. Computer games are clearly a distinct form of media; while many are played through established technology like televisions and computers, there would seem to be something intrinsically different about their mode of address. This is primarily a function of their interactivity; unlike most forms of media, computer games respond to direct input from their audience. However, at the same time, games also display characteristics that are, at least superficially, similar to existing media forms. While games are often categorised according to the type of action required of the player (eg shooting, driving, puzzle-solving etc), they can also readily be categorised into the same genres used for other entertainment media such as films and video cassettes. Games can be based on sports, action, drama, comedy and even music, although admittedly the broad category of "simulation" game has no direct counterpart in film and video, except, perhaps philosophically, for documentary. Film and television genres are traditionally defined in terms of a set of key textual characteristics, with iconography, setting and narrative being perhaps the most obvious. Applying these notions to computer games it soon becomes clear why the generic classifications used for other media have been so easily adapted to the new medium. For example, the iconography of an action film like Face Off (explosions, guns, corpses etc) can all be found in an action game such as Syphon Filter. Similarly, the settings of horror films like I Know What You Did Last Summer (old houses, dark alleys etc) are all faithfully reproduced in horror games like Resident Evil. These correlations are true of most filmic genres and computer games, to such an extent that there is a growing trend in crossover production of "game of the film" (eg. Tomorrow Never Dies, Die Hard, Independence Day) and "film of the game" (Pokémon, Mortal Kombat) texts. When we turn our attention to narrative, however, the situation becomes somewhat more complex. Like films and television programs, games usually have definite beginning and end points, but what happens between these points seems, at least superficially, to be dramatically different. Regardless of their genre, films and television programs are self-propelling entities; the actions of the characters drive the narrative forward toward some kind of resolution. In the case of a television series, this resolution might only be partial, but at the end of the program's duration there is still some kind of finality to the narrative process, albeit temporary. Games, on the other hand, are designed for extended and often repeated playing, and as such necessarily resist narrative closure, and therefore have to provide pleasure for the player in other ways. In some cases, games adopt a strategy that is similar in many ways to episodic television; the game is divided in into several "sub-games", with overall narrative resolution only being achieved through the successful completion of the sub-games. A good example of this is Dreamworks' Medal of Honor, a first-person action game set is World War Two. In order to complete the game, players must successfully carry out a series of missions, which are themselves divided into several tasks. In keeping with the action orientation of the genre, these tasks usually involve destroying some piece of military equipment, and players are rewarded based upon their proficiency in carrying them out. What is especially interesting about games like Medal of Honor is their ability to create an illusion of narrative freedom; players can effectively dictate the course the narrative takes depending on how they perform certain tasks. Resident Evil and its sequels take this concept one step further, creating a virtual gaming environment in which the player is seemingly free to go wherever they want. However, while the players are free to dictate the narrative flow at the level of what I have termed the sub-game, completion of the overall game (and therefore narrative closure) requires the player to follow a rigidly pre-established path through the game's levels. Players could in theory spend days wandering the desolate landscape of Resident Evil 2, but they just wouldn't get anywhere. Other genres of game present different problems in terms of narrative progression, and indeed some would argue that certain games progress without possessing a narrative at all. Racing games are the most obvious example of this; driving around the same track for up to 80 laps does not constitute a narrative as it is traditionally conceptualised. However, racing games are increasingly adopting narrative conventions in order to deepen the gaming experience. Formula One 99, for example, allows the player to take the place of any of the drivers from the 1999 Formula One season, accruing points depending on finishing position in the same way as the real championship. In this context, each race operates as a sub-game, and the successful completion of each race allows the game as a whole to be completed. A slightly different take on the idea of a racing narrative is taken by Gran Turismo, a game that quickly became the most successful title from Sony's Polyphony Digital. Over the traditional racing format, Polyphony superimposed a narrative based on the game's own fictional economy. Players begin the game with enough credits to purchase a low-performance vehicle, which can then be upgraded as players win races and earn enough credits to afford the necessary parts. In this way, Gran Turismo generates a narrative that is described by the player's quest to constantly purchase faster and better cars, a narrative which, given the game's 400-car menu, can take months to reach its conclusion. One aspect of computer game narratives that has surprisingly received little attention to this point is the introductory video: the short animated sequence used to set the scene for the game that follows. Typically, these sequences are created entirely from computer generated images, and in terms of genre, perform a similar function to film trailers. As well as introducing the main characters, introductory videos inform the player about the type of game they're about to play, whether it be a racing game like Gran Turismo or a sports simulation like Cricket 2000. More importantly, introductory videos also work to discursively position the player within the narrative, providing them with information about the subject positions they are permitted to assume. For fighting-based action games like Tekken and its sequels, the introductory video provides information about all the characters in the game, telling the player that they can assume any one of the multiple identities the game offers. Other games, like Medal of Honor, are much more restrictive in terms of their subject possibilities, allowing the player to adopt only one role in the single-player version. In fact, the introductory video for Medal of Honor explicitly positions the player in a very narrowly-defined role, using a first person voice over to instruct the player that they will be acting as a particular American soldier, "Jimmy Patterson". However, even games that offer very limited latitude in terms of subject positioning can still be open to radical interpretation. The very interactivity that differentiates games from other forms of audio-visual media means that players can actively "read against" the narrative provided for them, driving the game toward new (but still inherently limited) conclusions. For example, players of Medal of Honor can attempt to achieve the game's goals through stealth rather than violence, a tactic which, interestingly, always results in a lower score. Similarly, players of some racing games can usurp the game's internal logic, substituting the goal of a race win with one of vehicular destruction. The key here is that pleasure seems to be derived through a complex relationship between the player-driven narrative and the narrative imposed by the game engine. This notion of the "resistant" reading of game narratives serves to demonstrate that the relationship between the player and game text is more complex than it at first appears; certainly it is more complex than simple media effects studies imply. What is needed now is a more rigorous investigation of both the textual characteristics of the game medium, and of how players interact with those characteristics. It is only after such an investigation has been carried out that a more constructive dialogue on the socio-cultural implications of game playing can be begun. References Alloway, N., and P. Gilbert. "Video Game Culture: Playing with Masculinity, Violence and Pleasure." Wired-up: Young People and the Electronic Media. Ed. S. Howard. London: UCL Press, 1996. Ballard, M. E. "Video Game Violence and Confederate Gender: Effects on Reward and Punishment Given." Sex Roles: A Journal of Research Oct. 1999: 541. Beavis, C. "Computer Games: Youth Culture, Resistant Readers and Consuming Passions." 1998. 23 Mar. 2000 <http://www.swin.edu.au/aare/98pap/bea98139.php>. Dickinson, A. "Where Were the Parents?" Time 153.17 (1999): 40. Durkin, K., and K. Aisbett. Computer Games and Australians Today. Sydney: Office of Film and Literature Classification, 1999. Durkin, K. Computer Games: Their Effects on Young People. Sydney: Office of Film and Literature Classification, 1995. Green, J. "The Violence Problem -- And My Humble Solution: Kill the Academics." Computer Gaming World July 2000: 136. Hall, S. "The Rediscovery of Ideology; The Return of the Repressed in Media Studies." Culture, Society and The Media. Ed. M. Gurevitch et al. London: Methuen, 1982. Hansen, G. "The Violent World of Video Games." Insight on the News 15.24: 14. Lowery, S., and M. L. DeFleur. Milestones in Mass Communications Research: Media Effects. New York: Longman, 1983. Murdock, G., and P. Golding. "Capitalism, Communication and Class Relations." Mass Communication and Society. Ed. J. Curran et al. London: Edward Arnold, 1977. Scott, D. "The Effect of Video Games on Feelings of Aggression." The Journal of Psychology 129.2 (1995): 121-134. Games and Films Cited Face Off. Film. Paramount Pictures, 1997. Formula One 99. Sony Playstation Game. Psygnosis, 1999. Gran Turismo. Sony Playstation Game. Polyphony Digital, 1999. I Know What You Did Last Summer. Film. Sony Pictures, 1997. Independence Day. Sony Playstation Game. Fox Interactive, 1998. Mortal Kombat. New Line Pictures, 1995. Pokémon. Film. Warner Brothers, 1999. Resident Evil. Sony Playstation Game. Capcom, 1997. Resident Evil 2. Sony Playstation Game. Capcom, 1998. Syphon Filter. Sony Playstation Game. Sony Interactive, 1999. Tekken. Sony Playstation Game. Namco, 1997. Tomorrow Never Dies. Sony Playstation Game. Electronic Arts, 1999. Citation reference for this article MLA style: Mark Finn. "Computer Games and Narrative Progression." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/narrative.php>. Chicago style: Mark Finn, "Computer Games and Narrative Progression," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/narrative.php> ([your date of access]). APA style: Mark Finn. (2000) Computer games and narrative progression. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/narrative.php> ([your date of access]).

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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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Davies, Elizabeth. "Bayonetta: A Journey through Time and Space." M/C Journal 19, no.5 (October13, 2016). http://dx.doi.org/10.5204/mcj.1147.

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

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Foith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no.6 (November6, 2013). http://dx.doi.org/10.5204/mcj.729.

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Introduction Ever-enduring advancements in science and technology promise to offer solutions to problems or simply to make life a bit easier. However, not every advancement has only positive effects, but can also have undesired, negative ramifications. This article will take a closer look at Deus Ex: Human Revolution (DXHR), a dystopian video game which promises to put players in the position of deciding whether the science of human enhancement is a way to try to play God, or whether it enables us “to become the Gods we’ve always been striving to be” (Eidos Montreal, “Deus Ex: Human Revolution”). In this article I will argue that DXHR creates a space in which players can virtually witness future technologies for human performance enhancement without the need to alter their own bodies. DXHR is special particularly in two respects: first, the developers have achieved a high credibility and scientific realism of the enhancement technologies depicted in the game which can be described as being “diegetic prototypes” (Kirby, “The Future Is Now ” 43); second, the game directly invites players to reflect upon the impact and morality of human enhancement. It does so through a story in line with the cyberpunk genre, which envisions not only the potential benefits of an emergent technology, but has an even stronger focus on the negative contingencies. The game and its developers foresee a near-future society that is split into two fractions due to human enhancement technologies which come in the form of neuro-implants and mechanical prosthetics; and they foresee a near-future setting in which people are socially and economically forced to undergo enhancement surgery in order to keep up with the augmented competition. DXHR is set in the year 2027 and the player takes control of Adam Jensen, an ex-SWAT police officer who is now the chief of security of Sarif Industries, one of the world's leading biotechnology companies that produce enhancement technologies. Augmented terrorists attack Sarif Industries, abduct the head scientists, and nearly kill Jensen. Jensen merely survives because his boss puts him through enhancement surgery, which replaces many parts of his body with mechanical augmentations. In the course of the game it becomes clear that Jensen has been augmented beyond any life-saving necessity that grants him superhuman abilities and allows him to find and defeat the terrorists, but the augmentations also challenge his humanity. Is Jensen a human, a cyborg, or has he become more machine than man? DXHR grants players the illusion of immersion into a virtual world in which augmentations exist as a matter of fact and in which a certain level of control can be practiced. Players take up the role of a character distinctly more powerful and capable than the person in control, exceeding the limits of human abilities. The superior abilities are a result of scientific and technological advancements implying that every man or woman is able to attain the same abilities by simply acquiring augmentations. Thus, with the help of the playable character, Adam Jensen, the game lets players experience augmentations without any irreparable damages done to their bodies, but the experience will leave a lasting impression on players regarding the science of human enhancement. The experience with augmentations happens through and benefits from the effect of “virtual witnessing”: The technology of virtual witnessing involves the production in a reader’s mind of such an image of an experimental scene as obviates the necessity for either direct witness or replication. Through virtual witnessing the multiplication of witnesses could be, in principle, unlimited. (Shapin and Schaffer 60) In other words, simply by reading about and/or seeing scientific advancements, audiences can witness them without having to be present at the site of creation. The video game, hereby, is itself the medium of virtual witnessing whereby audiences can experience scientific advancements. Nevertheless, the video game is not just about reading or seeing potential future enhancement technologies, but permits players to virtually test-drive augmentations—to actually try out three-dimensionally rendered prototypes on a virtual body. In order to justify this thesis, a couple of things need to be clarified that explain in which ways the virtual witnessing of fictional enhancements in DXHR is a valid claim. Getting into the Game First I want to briefly describe how I investigated the stated issue. I have undertaken an auto-ethnography (Ellis, Adams, and Bochner) of DXHR, which concretely means that I have analytically played DXHR in an explorative fashion (Aarseth) trying to discover as many elements on human enhancement that the game has to offer. This method requires not only close observation of the virtual environment and documentation through field notes and screenshots, but also self-reflection of the actions that I chose to take and that were offered to me in the course of the game. An essential part of analytically playing a game is to be aware that the material requires “the activity of an actual player in order to be accessible for scrutiny” (Iversen), and that the player’s input fundamentally shapes the gaming experience (Juul 42). The meaning of the game is contingent upon the contribution of the player, especially in times in which digital games grant players more and more freedom in terms of narrative construction. In contrast to traditional narrative, the game poses an active challenge to the player which entails the need to become better in relation to the game’s mechanics and hence “studying games … implies interacting with the game rules and exploring the possibilities created by these rules, in addition to studying the graphical codes or the narration that unfolds” (Malliet). It is important to highlight that, although the visual representation of human enhancement technologies has an enormous potential impact on the player’s experience, it is not the only crucial element. Next to the representational shell, the core of the game, i.e. “how game rules and interactions with game objects and other players are structured” (Mäyrä 165), shapes the virtual witnessing of the augmentations in just an important way. Finally, the empirical material that was collected was analyzed and interpreted with the help of close-reading (Bizzocchi and Tanenbaum 395). In addition to the game itself, I have enriched my empirical material with interviews of developers of the game that are partly freely available on the Internet, and with the promotional material such as the trailers and a website (Eidos Montreal, “Sarif Industries”) that was released prior to the game. Sociotechnical Imaginaries In this case study of DXHR I have not only investigated how augmented bodies and enhancement technologies are represented in this specific video game, but also attempted to uncover which “sociotechnical imaginaries” (Jasanoff and Kim) underlie the game and support the virtual witnessing experience. Sociotechnical imaginaries are defined as “collectively imagined forms of social life and social order reflected in the design and fulfillment of nation-specific scientific and/or technological projects” (Jasanoff and Kim 120). The concept appeared to be suitable for this study as it covers and includes “promises, visions and expectations of future possibilities” (Jasanoff and Kim 122) of a technology as well as “implicit understandings of what is good or desirable in the social world writ large” (Jasanoff and Kim 122–23). The game draws upon several imaginaries of human enhancement. For example, the most basic imaginary in the game is that advanced engineered prosthetics and implants will be able to not only remedy dysfunctional parts of the human body, but will be able to upgrade these. Apart from this idea, the two prevailing sociotechnical imaginaries that forward the narrative can be subsumed as the transhumanist and the purist imaginary. The latter views human enhancement, with the help of science and technology, as unnatural and as a threat to humanity particularly through the power that it grants to individuals, while the former transports the opposing view. Transhumanism is: the intellectual and cultural movement that affirms the possibility and desirability of fundamentally improving the human condition through applied reason, especially by developing and making widely available technologies to eliminate aging and to greatly enhance human intellectual, physical, and psychological capacities. (Chrislenko et al.) The transhumanist imaginary in the game views technological development of the body as another step in the human evolution, not as something abhorrent to nature, but a fundamental human quality. Similar ideas can be found in the writings of Sigmund Freud and Arnold Gehlen, who both view the human being’s need to improve as part of its culture. Gehlen described the human as a “Mängelwesen”—a ‘deficient’ creature—who is, in contrast to other species, not specialized to a specific environment, but has the ability to adapt to nearly every situation because of this deficiency (Menne, Trutwin, and Türk). Freud even denoted the human as a “Prothesengott”—a god of prostheses: By means of all his tools, man makes his own organs more perfect—both the motor and the sensory—or else removes the obstacles in the way of their activity. Machinery places gigantic power at his disposal which, like his muscles, he can employ in any direction; ships and aircraft have the effect that neither air nor water can prevent his traversing them. With spectacles he corrects the defects of the lens in his own eyes; with telescopes he looks at far distances; with the microscope he overcomes the limitations in visibility due to the structure of his retina. (Freud 15) Returning to DXHR, how do the sociotechnical imaginaries matter for the player? Primarily, the imaginaries cannot be avoided as they pervade nearly every element in the game, from the main story that hinges upon human enhancement over the many optional side missions, to contextual elements such as a conference on “the next steps in human evolution” (Eidos Montreal, “Deus Ex: Human Revolution”). Most importantly, it impacts the player’s view in a crucial way. Human enhancement technologies are presented as controversial, neither exclusively good nor bad, which require reflection and perhaps even legal regulation. In this way, DXHR can be seen as offering the player a restricted building set of sociotechnical imaginaries of human enhancement, whereby the protagonist, Adam Jensen, becomes the player’s vessel to construct one’s own individual imaginary. In the end the player is forced to choose one of four outcomes to complete the game, and this choice can be quite difficult to make. Anticipation of the Future It is not unusual for video games to feature futuristic technologies that do not exist in the real world, but what makes DXHR distinct from others is that the developers have included an extent of information that goes beyond any game playing necessity (see Figures 1 & 2). Moreover, the information is not fictional but the developers have taken strategic steps to make it credible. Mary DeMarle, the narrative designer, explained at the San Diego Comic-Con in 2011, that a timeline of augmentation was created during the production phase in which the present state of technology was extrapolated into the future. In small incremental steps the developers have anticipated which enhancement technologies might be potentially feasible by the year 2027. Their efforts were supported by the science consultant, Will Rosellini, who voluntarily approached the development team to help. Being a neuroscientist, he could not have been a more fitting candidate for the job as he is actively working and researching in the biotechnology sector. He has co-founded two companies, MicroTransponder Inc., which produces tiny implantable wireless devices to interface with the nervous system to remedy diseases (see Rosellini’s presentation at the 2011 Comic-Con) and Rosellini Scientific, which funds, researches and develops advanced technological healthcare solutions (Rosellini; Rosellini Scientific). Due to the timeline which has been embedded explicitly and implicitly, no augmentation appears as a disembodied technology without history in the game. For example, although the protagonist wears top-notch military arm prostheses that appear very human-like, this prosthesis is depicted as one of the latest iterations and many non-playable characters possess arm prostheses that appear a lot older, cruder and more industrial than those of Jensen. Furthermore, an extensive description employing scientific jargon for each of the augmentations can be read on the augmentation overview screen, which includes details about the material composition and bodily locations of the augmentations. Figure 1: More Info Section of the Cybernetic Arm Prosthesis as it appears in-game (all screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal) More details are provided through eBooks, which are presented in the form of scientific articles or conference proceedings, for which the explorative gamer is also rewarded with valuable experience points upon finding which are used to activate and upgrade augmentations. The eBooks also reflect the timeline as each eBook is equipped with a year of publication between 2001 and 2022. Despite the fact that these articles have been supposedly written by a fictional character, the information is authentic and taken from actual scientific research papers, whereby some of these articles even include a proper scientific citation. Figure 2: Example of a Darrow eBook The fact that a scientist was involved in the production of the game allows classifying the augmentations as “diegetic prototypes” which are “cinematic depictions of future technologies … that demonstrate to large public audiences a technology’s need, benevolence and viability” (“The Future Is Now” 43). Diegetic prototypes are fictional, on-screen depictions of technologies that do not exist in that form in real life and have been created with the help of a science consultant. They have been placed in movies to allay anxieties and doubts and perhaps to even provoke a longing in audiences to see depicted technologies become reality (Kirby, “The Future Is Now” 43). Of course the aesthetic appearance of the prototypes has an impact on audiences’s desire, and particularly the artificial arms of Jensen that have been designed in an alluring fashion as can be seen in the following figure: Figure 3: Adam Jensen and arm prosthesis An important fact about diegetic prototypes—and about prototypes (see Suchman, Trigg, and Blomberg) in general—is that they are put to specific use and are embedded and presented in an identifiable social context. Technological objects in cinema are at once both completely artificial—all aspects of their depiction are controlled—and normalized as practical objects. Characters treat these technologies as a ‘natural’ part of their landscape and interact with these prototypes as if they are everyday parts of their world. … fictional characters are ‘socializing’ technological artifacts by creating meanings for the audience, ‘which is tantamount to making the artifacts socially relevant’. (Kirby, “Lab Coats” 196) The power of DXHR is that the diegetic prototypes—the augmentations—are not only based on real world scientific developments and contextualized in a virtual social space, but that the player has the opportunity to handle the augmentations. Virtual Testing Virtual witnessing of the not-yet-existent augmentations is supported by scientific descriptions, articles, and the appearance of the technologies in DXHR, but the moral and ethical engagement is established by the player’s ability to actively use the augmentations and by the provision of choice how to use them. As mentioned, most of the augmentations are inactive and must first be activated by accumulating and spending experience points on them. This requires the player to make reflections on the potential usage and how a particular augmentation will lead to the successful completion of a mission. This means that the player has to constantly decide how s/he wants to play the game. Do I want to be able to hack terminals and computers or do I rather prefer getting mission-critical information by confronting people in conversation? Do I want to search for routes where I can avoid enemy detection or do I rather prefer taking the direct route through the enemy lines with heavy guns in hands? This recurring reflection of which augmentation to choose and their continuous usage throughout the game causes the selected augmentations to become valuable and precious to the player because they transform from augmentations into frequently used tools that facilitate challenge and reduce difficulty of certain situations. In addition, the developers have ensured that no matter which approach is taken, it will always lead to success. This way the role-playing elements of the game are accentuated and each player will construct their own version of Jensen. However, it may be argued that DXHR goes beyond mere character building. There is a breadth of information and opinions on human enhancement offered, but also choices that are made invite players to reflect upon the topic of human enhancement. Among the most conspicuous instances in the game, that involve the player’s choice, are the conversations with other non-playable characters. These are events in the game which require the player to choose one out of three responses for Jensen, and hence, these determine to some extent Jensen’s attitude towards human enhancement. Thus, in the course of the game players might discover their own conviction and might compose their own imaginary of human enhancement. Conclusion This article has explored that DXHR enables players to experience augmentations without being modified themselves. The game is filled with various sociotechnical imaginaries of prosthetic and neurological human enhancement technologies. The relevance of these imaginaries is increased by a high degree of credibility as a science consultant has ensured that the fictional augmentations are founded upon real world scientific advancements. The main story, and much of the virtual world, hinge upon the existence and controversy of these sorts of technologies. Finally, the medium ‘videogame’ allows taking control of an individual, who is heavily augmented with diegetic prototypes of future enhancement technologies, and it also allows using and testing the increased abilities in various situations and challenges. All these elements combined enable players to virtually witness not-yet-existent, future augmentations safely in the present without the need to undertake any alterations of their own bodies. This, in addition to the fact that the technologies are depicted in an appealing fashion, may create a desire in players to see these augmentations become reality. Nevertheless, DXHR sparks an important incentive to critically think about the future of human enhancement technologies.References Aarseth, Espen. “Playing Research: Methodological Approaches to Game Analysis.” DAC Conference, Melbourne, 2003. 14 Apr. 2013 ‹http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf›. Bizzocchi, J., and J. Tanenbaum. “Mass Effect 2: A Case Study in the Design of Game Narrative.” Bulletin of Science, Technology & Society 32.5 (2012): 393-404. Chrislenko, Alexander, et al. “Transhumanist FAQ.” humanity+. 2001. 18 July 2013 ‹http://humanityplus.org/philosophy/transhumanist-faq/#top›. Eidos Montreal. “Deus Ex: Human Revolution.” Square Enix. 2011. PC. ———. “Welcome to Sarif Industries: Envisioning a New Future.” 2011. 14 Apr. 2013 ‹http://www.sarifindustries.com›. Ellis, Carolyn, Tony E. Adams, and Arthur P. Bochner. “Autoethnography: An Overview.” Forum Qualitative Sozialforschung 12.1 (2010): n. pag. 9 July 2013 ‹http://www.qualitative-research.net/index.php/fqs/article/view/1589/3095›. Freud, Sigmund. Civilization and Its Discontents. Aylesbury, England: Chrysoma Associates Limited, 1929. Iversen, Sara Mosberg. “In the Double Grip of the Game: Challenge and Fallout 3.” Game Studies 12.2 (2012): n. pag. 5 Feb. 2013 ‹http://gamestudies.org/1202/articles/in_the_double_grip_of_the_game›. Jasanoff, Sheila, and Sang-Hyun Kim. “Containing the Atom: Sociotechnical Imaginaries and Nuclear Power in the United States and South Korea.” Minerva 47.2 (2009): 119–146. Juul, Jesper. “A Clash between Game and Narrative.” MA thesis. U of Copenhagen, 1999. 29 May 2013 ‹http://www.jesperjuul.net/thesis/›. Kirby, David A. Lab Coats in Hollywood. Cambridge, Massachusetts: MIT Press, 2011. ———. “The Future Is Now : Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development.” Social Studies of Science 40.1 (2010): 41-70. Malliet, Steven. “Adapting the Principles of Ludology to the Method of Video Game Content Analysis Content.” Game Studies 7.1 (2007): n. pag. 28 May 2013 ‹http://gamestudies.org/0701/articles/malliet›. Mäyrä, F. An Introduction to Game Studies. London: Sage, 2008. Menne, Erwin, Werner Trutwin, and Hans J. Türk. Philosophisches Kolleg Band 4 Anthropologie. Düsseldorf: Patmos, 1986. Rosellini, Will, and Mary DeMarle. “Deus Ex: Human Revolution.” Comic Con. San Diego, 2011. Panel. Rosellini Scientific. “Prevent. Restore. Enhance.” 2013. 25 May 2013 ‹http://www.roselliniscientific.com›. Shapin, Steven, and Simon Schaffer. Leviathan and the Air Pump: Hobbes, Boyle and the Experimental Life. Princeton: Princeton University Press, 1985. Suchman, Lucy, Randall Trigg, and Jeanette Blomberg. “Working Artefacts: Ethnomethods of the Prototype.” The British Journal of Sociology 53.2 (2002): 163-79. Image Credits All screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal.

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Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me." M/C Journal 6, no.1 (February1, 2003). http://dx.doi.org/10.5204/mcj.2134.

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I remember the first time I saw a dead body. I spawned just before dawn; around me engines were clattering into life, the dim silhouettes of tanks beginning to move out in a steady grinding rumble. I could dimly make out a few other people, the anonymity of their shadowy outlines belied by the names hanging over their heads in a comforting blue. Suddenly, a stream of tracers arced across the sky; explosions sounded nearby, then closer still; a tank ahead of me stopped, turned sluggishly, and fired off a couple of rounds, rocking slightly against the recoil. The radio was filled with talk of Germans in the town, but I couldn’t even see the town. I ran toward what looked like the shattered hulk of a building and dived into what I hoped was a doorway. It was already occupied by another Tommy and together we waited for it to get lighter, listening to the rattle of machine guns, the sharp ping as shells ricocheted off steel, the sickening, indescribable, but immediately recognisable sound when they didn’t. Eventually, the other soldier moved out, but I waited for the sun to peek over the nearby hills. Once I was able to see where I was going, I made straight for the command post on the edge of town, and came across a group of allied soldiers standing in a circle. In the centre of the circle lay a dead German soldier, face up. “Well I’ll be damned,” I said aloud; no one else said anything, and the body abruptly faded. I remember the first time I killed someone. I had barely got the Spit V up to 4000 feet when out of the corner of my eye I caught a glimpse of something below me. I dropped the left wing and saw a Stuka making a bee-line for the base. I made a hash of the turn, almost stalling, but he obviously had no idea I was there. I saddled-up on his six, dropping down low to avoid fire from his gunner, and opened up on him. I must have hit him at perfect convergence because he disintegrated, pieces of dismembered airframe raining down on the field below. I circled the field, putting all my concentration into making the landing that would make the kill count, then switched off the engine and sat in the co*ckpit for a moment, heart pounding. As you can tell, I’ve been in the wars lately. The first example is drawn from the launch of Cornered Rat Software’s WWII Online: Blitzkrieg (2001) while the second is based on a short stint playing Warbirds 3 (2002). Both games are examples of one of the most interesting recent developments in computer and video gaming: the increasing popularity and range of Massively Multiplayer Online Games (MMOGs); other notable examples of historical combat simulation MMOGs include HiTech Creations Aces High (2002) and Jaleco Entertainment’s Fighter Ace 3.5 (2002). For a variety of technical reasons, most popular multiplayer games—particularly first-person shooter (FPS) games such as Doom, Quake, and more recently Medal of Honor: Allied Assault (2002) and Return to Castle Wolfenstein (2001)—are played on player-organised servers that are usually limited to 32 or fewer players; terrain maps are small and rotated every couple of hours on average. MMOGs, by contrast, feature anywhere from hundreds to tens of thousands of players hosted on a handful of company-run servers. The shared virtual geography of these worlds is huge, extending across tens of thousands of square miles; these worlds are also persistent in that they respond dynamically to the actions of players and continue to do so while individual players are offline. As my opening anecdotes demonstrate, the experience of dealing and receiving virtual death is central to massively multiplayer simulations as it is to so many forms of computer games. Yet for an experience is that is so ubiquitous in computer games (and, some would say, even constitutes their experiential core) death is under-theorised. Mainstream culture tends to see computer and console game mayhem according to a rigid desensitisation argument: the experience of repeatedly killing other players online leads to a gradual erosion of the individual moral sense which makes players more likely to countenance killing people in the real world. Nowhere was this argument more in evidence that in the wake of the murder of fifteen students by Dylan Klebold and Eric Harris at Columbine High School in Littleton, Colorado on April 20, 1999. The discovery that the two boys were enthusiastic players of Id Software’s Doom and Quake resulted in an avalanche of hysterical news stories that charged computer games with a number of evils: eroding kids’ ability to distinguish fantasy from reality, encouraging them to imitate the actions represented in the games, and immuring them to the real-world consequences of violence. These claims were hardly new, and had in fact been directed at any number of violent popular entertainment genres over the years. What was new was the claim that the interactive nature of FPS games rendered them a form of simulated weapons training. What was also striking about the discourse surrounding the Littleton shooting was just how little the journalists covering the story knew about computer, console and arcade games. Nevertheless, their approach to the issue encouraged readers to see games as having real life analogs. Media discussion of the event also reinforced the notion of a connection with military training techniques, making extensive use of Lt. Col. (ret) David Grossman, a former Army ranger and psychologist who led the charge in claiming that games were “mass-murder simulators” (Gittrich, AA06). This controversy over the role of violent computer games in the Columbine murders is part of a larger cultural discourse that adopts the logical fallacy characteristic of moral panics: coincidence equals causation. Yet the impoverished discussion of online death and destruction is also due in no small measure to an entrenched hostility toward popular entertainment as a whole, a hostility that is evident even in the work of some academic critics who study popular culture. Andrew Darley, for example, argues that, never has the flattening of meaning or depth in the traditional aesthetic sense of these words been so pronounced as in the action-simulation genres of the computer game: here, aesthetic experience is tied directly to the purely sensational and allied to tests of physical dexterity (143). In this view, the repeated experience of death is merely a part of the overall texture of a form characterised not so much by narrative as by compulsive repetition. More generally, computer games are seen by many critics as the pernicious, paradigmatic instance of the colonisation of individual consciousness by cultural spectacle. According to this Frankfurt school-influenced critique (most frequently associated with the work of Guy Debord), spectacle serves both to mystify and pacify its audience: The more the technology opens up narrative possibilities, the less there is for the audience to do. [. . .]. When the spectacle conceals the practice of the artists who create it, it [announces]…itself as an expression of a universe beyond human volition and effort (Filewood 24). In supposedly sapping its audience’s critical faculties by bombarding them with a technological assault whose only purpose is to instantiate a deterministic worldview, spectacle is seen by its critics as exemplifying the work of capitalist ideology which teaches people not to question the world around them by establishing, in Althusser’s famous phrase, an “imaginary relationship of individuals to their real conditions of their existence” (162). The desensitisation thesis is thus part of a larger discourse that considers computer games paradoxically to be both escapist and as having real-world effects. With regard to online death, neo-Marxism meets neo-Freudianism: players are seen as hooked on the thrill not only of destroying others but also of self-destruction. Death is thus considered the terminus of all narrative possibility, and the participation of individuals in fantasy-death and mayhem is seen to lead inevitably to several kinds of cultural death: the death of “family values,” the death of community, the death of individual responsibility, and—given the characterisation of FPS games in particular as lacking in plot and characterisation—the death of storytelling. However, it is less productive to approach computer, arcade and console games as vehicles for force-feeding content with pre-determined cultural effects than it is to understand them as venues within and around which players stage a variety of theatrical performances. Thus even the bêtes noire of the mainstream media, first-person shooters, serve as vehicles for a variety of interactions ranging from the design of new sounds, graphics and levels, new “skins” for player characters, the formation of “tribes” or “clans” that fight and socialise together, and the creation of elaborate fan fictions. This idea that narrative does not simply “happen” within the immediate experience of playing the game, but is in fact produced by a dynamic interplay of interactions for which the game serves as a focus, also suggests a very different way of looking at the role of death online. Far from being the logical endpoint, the inevitable terminus of all narrative possibility, death becomes the indispensable starting point for narrative. In single-player games, for example, the existence of the simple “save game” function—differing from simply putting the game board to one side in that the save function allows the preservation of the game world in multiple temporal states—generates much of the narrative and dramatic range of computer games. Generally a player saves the game because he or she is facing an obstacle that may result in death; saving the game at that point allows the player to investigate alternatives. Thus, the ever-present possibility of death in the game world becomes the origin of all narratives based on forward investigation. In multiplayer and MMOG environments, where the players have no control over the save game state, it is nevertheless the possibility of a mode of forward projection that gives the experience its dramatic intensity. Flight simulation games in particular are notoriously difficult to master; the experience of serial death, therefore, becomes the necessary condition for honing your flying skills, trying out different tactics in a variety of combat situations, trying similar tactics in different aircraft, and so on. The experience of online death creates a powerful narrative impulse, and not only in those situations where death is serialised and guaranteed. A sizable proportion of the flight sim communities of both Warbirds and Aces High participate in specially designed scenario events that replicate a specific historical air combat event (the Battle of Britain, the Coral Sea, USAAF bomber operations in Europe, etc.) as closely as possible. What makes these scenarios so compelling for many players is that they are generally “one life” events: once the player is dead, they are out for the rest of the event and this creates an intense experience that is completely unlike flying in the everyday free-for-all arenas. The desensitisation thesis notwithstanding, there is little evidence that this narrative investment in death produces a more casual attitude toward real-life death amongst MMOG players. For example, when real-world death intrudes, simulation players often reach for the same rituals of comfort and acknowledgement that are employed offline. Recently, when an Aces High player died unexpectedly of heart failure at the age of 35, his squadron held an elaborate memorial event in his honor. Over a hundred players bailed out over an aerodrome—bailing out is the only way that a player in Aces High can acquire a virtual human body—and lined the edges of the runway as members of the dead player’s squad flew the missing man formation overhead (GrimmCAF). The insistence upon bodily presence in the context of a classic military ceremony marking irrecoverable absence suggests the way in which the connections between real and virtual worlds are experienced by players: as tensions, but also as points where identities are negotiated. This example does not seem to indicate that everyday familiarity with virtual death has dulled the players’ sensibilities to the sorrow and loss accompanying death in the real world. I began this article talking about death in simulation MMOGs for a number of reasons. In the first place, MMOGs are more commonly identified with their role-playing examples (MMORPGs) such as Ultima Online and Everquest, games that focus on virtual community-building and exploration in addition to violence and conquest. By contrast, simulation games tend to be seen as having more in common with first-person shooters like Quake, in the way in which they foreground the experience of serial death. Secondly, it is precisely the connection between simulation and death that makes games in general (as I demonstrated in relation to the media coverage of the Columbine murders) so problematic. In response, I would argue that one of the most interesting aspects of computer games recently has been the degree to which generic distinctions have been breaking down. MMORPGs, which had their roots in the Dungeons and Dragons gaming world, and the text-based world of MUDs and MOOs have since developed sophisticated third-person and even first-person representational styles to facilitate both peaceful character interactions and combat. Likewise, first-person shooters have begun to add role-playing elements (see, for example, Looking Glass Studios’ superb System Shock 2 (1999) or Lucasarts' Jedi Knight series). This trend has also been incorporated into simulation MMOGs: World War II Online includes a rudimentary set of character-tracking features, and Aces High has just announced a more ambitious expansion whose major focus will be the incorporation of role-playing elements. I feel that MMOGs in particular are all evolving towards a state that I would describe as “simulance:” simulations that, while they may be associated with a nominal representational reality, are increasingly about exploring the narrative possibilities, the mechanisms of theatrical engagement for self and community of simulation itself. Increasingly, none of the terms "simulation,” "role-playing" or indeed “game” quite captures the texture of these evolving experiences. In their complex engagement with both scripted and extemporaneous narrative, the players have more in common with period re-enactors; the immersive power of a well-designed flight simulator scenario produces a feeling in players akin to the “period rush” experienced by battlefield re-enactors, the frisson between awareness of playing a role and surrendering completely to the momentary power of its illusory reality. What troubles critics about simulations (and what also blinds them to the narrative complexity in other forms of computer games) is that they are indeed not simply examples of re-enactment —a re-staging of supposedly real events—but a generative form of narrative enactment. Computer games, particularly large-scale online games, provide a powerful set of theatrical tools with which players and player communities can help shape narratives and deepen their own narrative investment. Obviously, they are not isolated from real-world cultural factors that shape and constrain narrative possibility. However, we are starting to see the way in which the games use the idea of virtual death as the generative force for new storytelling frameworks based, in Filewood’s terms, on forward investigation. As games begin to move out of their incunabular state, they may contribute to the re-shaping of culture and consciousness, as other narrative platforms have done. Far from causing the downfall of civilisation, game-based narratives may bring with them a greater cultural awareness of simultaneous narrative possibility, of the past as sets of contingent phenomena, and a greater attention to practical, hands-on experimental problem-solving. It would be ironic, but no great surprise, if a form built around the creative possibilities inherent in serial death in fact made us more attentive to the rich alternative possibilities of living. Works Cited Aces High. HiTech Creations, 2002. http://www.bartleby.com/201/1.html Althusser, Louis. “Ideology and Ideological State Apparatuses (Notes Toward an Investigation).” Lenin and Philosophy and Other Essays. By Louis Althusser, trans. Ben Brewster. New York, 1971. 127-86. Barry, Ellen. “Games Feared as Youths’ Basic Training; Industry, Valued as Aid to Soldiers, on Defensive.” The Boston Globe 29 Apr 1999: A1. LexisNexis. Feb. 7, 2003. Cornered Rat Software. World War II Online: Blitzkrieg. Strategy First, 2001. http://www.wwiionline.com/ Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Debord, Guy. The Society of the Spectacle. Donald Nicholson-Smith. New York: Zone Books, 1994. 1967. Der Derian, James. “The Simulation Syndrome: From War Games to Game Wars.” Social Text 8.2 (1990): 187-92. Filewood, Alan. “C:\Games\Dramaturgy: The Cybertheatre of Computer Games.” Canadian Theatre Review 81 (Winter 1994): 24-28. Gittrich, Greg. “Expert Differs with Kids over Video Game Effects.” The Denver Post 27 Apr 1999: AA-06. LexisNexis. Feb. 7 2003. GrimmCAF. “MojoCAF’s Memorial Flight.” Aces High BB, 13 Dec. 2002. http://www.hitechcreations.com/forums/sh... IEntertainment Network. Warbirds III. Simon and Schuster Interactive, 2002.http://www.totalsims.com/index.php?url=w... Jenkins, Henry, comp. “Voices from the Combat Zone: Game Grrlz Talk Back.” From Barbie to Mortal Kombat: Gender and Computer Games. Ed. Justine Cassell and Henry Jenkins. Cambridge, Massachusetts: MIT P, 1998. 328-41. Lieberman, Joseph I. “The Social Impact of Music Violence.” Statement Before the Governmental Affairs Committee Subcommittee on Oversight, 1997. http://www.senate.gov/member/ct/lieberma... Feb. 7 2003. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free, 1997. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000. Pyro. “AH2 FAQ.” Aces High BB, 29 Jan. 2003. Internet. http://www.hitechcreations.com/forums/sh... Feb. 8 2003. Links http://www.wwiionline.com/ http://www.idsoftware.com/games/doom/ http://www.hitechcreations.com/ http://www.totalsims.com/index.php?url=wbiii/content_home.php http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=77265 http://www.senate.gov/member/ct/lieberman/releases/r110697c.html http://www.idsoftware.com/games/wolfenstein http://www.idsoftware.com/games/quake/ http://www.ea.com/eagames/official/moh_alliedassault/home.jsp http://www.jaleco.com/fighterace/index.html http://www.bartleby.com/201/1.html http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=72560 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/03-itwasnotdeath.php>. APA Style Mullen, M., (2003, Feb 26). It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/03-itwasnotdeath.html

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Barbour, Kim, P.DavidMarshall, and Christopher Moore. "Persona to Persona Studies." M/C Journal 17, no.3 (June17, 2014). http://dx.doi.org/10.5204/mcj.841.

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Abstract:

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

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Deffenbacher, Kristina. "Mapping Trans-Domesticity in Jordan’s Breakfast on Pluto." M/C Journal 22, no.4 (August14, 2019). http://dx.doi.org/10.5204/mcj.1518.

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Neil Jordan’s Breakfast on Pluto (2005) reconceives transience and domesticity together. This queer Irish road film collapses opposition between mobility and home by uncoupling them from heteronormative structures of gender, desire, and space—male/female, public/private. The film’s protagonist, Patrick “Kitten” Braden (Cillian Murphy), wanders in search of a loved one without whom she does not feel at home. Along the way, the film exposes and exploits the doubleness of both “mobility” and “home” in the traditional road narrative, queering the conventions of the road film to convey the desire and possibilities for an alternative domesticity. In its rerouting of the traditional road plot, Breakfast on Pluto does not follow a hero escaping the obligations of home and family to find autonomy on the road. Instead, the film charts Kitten’s quest to realise a sense of home through trans-domesticity—that is, to find shelter in non-heteronormative, mutual care while in both transient and public spaces.I affix “trans-” to “domesticity” to signal both the queerness and mobility that transform understandings of domestic spaces and practices in Breakfast on Pluto. To clarify, trans-domesticity is not queer assimilation to heteronormative domesticity, nor is it a relegation of queer culture to privatised and demobilised spaces. Rather, trans-domesticity challenges the assumption that all forms of domesticity are inherently normalising and demobilising. In other words, trans-domesticity uncovers tensions and violence swept under the rugs of hegemonic domesticity. Moreover, this alternative domesticity moves between and beyond the terms of gender and spatial oppositions that delimit the normative home.Specifically, “trans-domesticity” names non-normative homemaking practices that arise out of the “desire to feel at home”, a desire that Anne-Marie Fortier identifies in queer diasporic narratives (1890-90). Accordingly, “trans-domesticity” also registers the affective processes that foster the connectedness and belonging of “home” away from private domestic spaces and places of origin, a “rethinking of the concept of home”, which Ed Madden traces in lesbian and gay migrant narratives (175-77). Building on the assumption of queer diaspora theorists “that not only can one be at home in movement, but that movement can be one’s very own home” (Rapport and Dawson 27), trans-domesticity focuses critical attention on the everyday practices and emotional labour that create a home in transience.As Breakfast on Pluto tracks its transgender protagonist’s movement between a small Irish border town, Northern Ireland, and London, the film invokes both a specifically Irish migration and the broader queer diaspora of which it is a part. While trans-domesticity is a recurring theme across a wide range of queer diasporic narratives, in Breakfast on Pluto it also simultaneously drives the plot and functions as a narrative frame. The film begins and ends with Kitten telling her story as she wanders through the streets of Soho and cares for a member of her made family, her friend Charlie’s baby.Although I am concerned with the film adaptation, Patrick McCabe’s “Prelude” to his novel, Breakfast on Pluto (1998), offers a useful point of departure: Patrick “puss*” Braden’s dream, “as he negotiates the minefields of this world”, is “ending, once and for all, this ugly state of perpetual limbo” and “finding a map which might lead to that place called home” (McCabe x). In such a place, McCabe’s hero might lay “his head beneath a flower-bordered print that bears the words at last ‘You’re home’”(McCabe xi). By contrast, the film posits that “home” is never a “place” apart from “the minefields of this world”, and that while being in transit and in limbo might be a perpetual state, it is not necessarily an ugly one.Jordan’s film thus addresses the same questions as does Susan Fraiman in her book Extreme Domesticity: “But what about those for whom dislocation is not back story but main event? Those who, having pulled themselves apart, realize no timely arrival at a place of their own, so that being not-unpacked is an ongoing condition?” (155). Through her trans-domestic shelter-making and caregiving practices, Kitten enacts “home” in motion and in public spaces, and thereby realises the elision in the flower-bordered print in McCabe’s “Prelude” (xi), which does not assure “You are at home” but, rather, “You are home”.From Housed to Trans-Domestic SubjectivitySelf and home are equated in the dominant cultural narratives of Western modernity, but “home” in such formulations is assumed to be a self-owned, self-contained space. Psychoanalytic theorist Carl Jung describes this Ur-house as “a concretization of the individuation process, […] a symbol of psychic wholeness” (225). Philosopher Gaston Bachelard sees in the home “the topography of our intimate being”, a structure that “concentrates being within limits that protect” (xxxii). However, as historian Carolyn Steedman suggests, the mythic house that has become “the stuff of our ‘cultural psychology,’ the system of everyday metaphors by which we see ourselves”, is far from universal; rather, it reflects “the topography of the houses” of those who stand “in a central relationship to the dominant culture” (75, 17).For others, the lack of such housing correlates with political marginalisation, as the house functions as both a metaphor and material marker for culturally-recognised selfhood. As cultural geographer John Agnew argues, in capitalist societies the self-owned home is both a sign of autonomous individuality and a prerequisite for full political subjectivity (60). Philosopher Rosi Braidotti asserts that this figuration of subjectivity in “the phallo-Eurocentric master code” treats as “disposable” the “bodies of women, youth, and others who are racialised or marked off by age, gender, sexuality, and income” (6). These bodies are “reduced to marginality” and subsequently “experience dispossession of their embodied and embedded selves, in a political economy of repeated and structurally enforced eviction” (Braidotti 6).To shift the meaning of “home” and the intimately-linked “self” from a privately-owned, autonomous structure to trans-domesticity, to an ethos of care enacted even, and especially in, transient and public spaces, is not to romanticise homelessness or to deny the urgent necessity of material shelter. Breakfast on Pluto certainly does not allow viewers to do either. Rather, the figure of a trans-domestic self, like Braidotti’s “nomadic subject”, has the potential to challenge and transform the terms of power relations. Those now on the margins might then be seen as equally-embodied selves and full political subjects with the right to shelter and care.Such a political project also entails recognising and revaluing—without appropriating and demobilising—existing trans-domesticity. As Fraiman argues, “domesticity” must be “map[ped] from the margins” in order to include the homemaking practices of gender rebels and the precariously housed, of castaways and outcasts (4-5). This alternative map would allow “outsiders to normative domesticity” to “claim domesticity while wrenching it away from such things as compulsory heterosexuality […] and the illusion of a safely barricaded life” (Fraiman 4-5). Breakfast on Pluto shares in this re-mapping work by exposing the violence embedded in heteronormative domestic structures, and by charting the radical political potential of trans-domesticity.Unsettling HousesIn the traditional road narrative, “home” tends to be a static, confining structure from which the protagonist escapes, a space that then functions as “a structuring absence” on the road (Robertson 271). Bachelard describes this normative structure as a “dream house” that constitutes “a body of images that give mankind proofs or illusions of stability” (17); the house functions, Henri Lefebvre argues, as “the epitome of immobility” (92). Whether the dream is to escape and/or to return, “to write of houses”, as Adam Hanna asserts, “is to raise ideas of shelters that are fixed and secure” (113).Breakfast on Pluto quickly gives lie to those expectations. Kitten is adopted by Ma Braden (Ruth McCabe), a single woman who raises Kitten and her adopted sister in domestic space that is connected to, and part of, a public house. That spatial contiguity undermines any illusion of privacy and security, as is evident in the scene in which a school-aged Kitten, who thought herself safely home alone and thus able to dress in her mother’s and sister’s clothes, is discovered in the act by her mother and sister from the pub’s street entrance. Further, the film lays bare the built-in mechanisms of surveillance and violence that reinforce heteronormative, patriarchal structures. After discovering Kitten in women’s clothes, Ma Braden violently scrubs her clean and whacks her with a brush until Kitten says, “I’m a boy, not a girl”. The public/house space facilitates Ma Braden’s close monitoring of Kitten thereafter.As a young writer in secondary school, Kitten satirises the violence within the hegemonic home by narrating the story of the rape of her biological mother, Eily Bergin (Eva Birthistle), by Kitten’s father, Father Liam (Liam Neeson) in a scene of hyper-domesticity set in the rectory kitchen. As Patrick Mullen notes, “the rendition of the event follows the bubble-gum logic and tone of 1950s Hollywood culture” (130). The relationship between the ideal domesticity thereby invoked and the rape then depicted exposes the sexual violence for what it is: not an external violation of the double sanctity of church and home space, but rather an internal and even intrinsic violence that reinforces and is shielded by the power structures from which normative domesticity is never separate.The only sense of home that seems to bind Kitten to her place of origin is based in her affective bonds to friends Charlie (Ruth Negga) and Lawrence (Seamus Reilly). When Lawrence is killed by a bomb, Kitten is no longer at home, and she leaves town to search for the “phantom” mother she never knew. The impetus for Kitten’s wandering, then, is connection rather than autonomy, and neither the home she leaves, nor the sense of home she seeks, are fixed structures.Mobile Homes and Queering of the Western RoadBreakfast on Pluto tracks how the oppositions that seem to structure traditional road films—such as that between home and mobility, and between domestic and open spaces—continually collapse. The film invokes the “cowboy and Indian” mythology from which the Western road narrative descends (Boyle 19), but to different ends: to capture a desire for non-heteronormative affective bonds rather than “lone ranger” autonomy, and to convey a longing for domesticity on the trail, for a home that is both mobile and open. Across the past century of Irish fiction and film, “cowboy and Indian” mythology has often intersected with queer wandering, from James Joyce’s Dubliners story “An Encounter” (1914) to Lenny Abrahamson’s film Adam & Paul (2004). In this tradition, Breakfast on Pluto queers “cowboy and Indian” iconography to convey an alternative conception of domesticity and home. The prevailing ethos in the film’s queered Western scenes is of trans-domesticity—of inclusion and care during transience and in open spaces. After bar bouncers exclude Kitten and friends because of her transgenderism and Lawrence’s Down syndrome, “The Border Knights” (hippie-bikers-cum-cowboys) ride to their rescue and bring them to their temporary home under the stars. Once settled around the campfire, the first biker shares his philosophy with a cuddled-up Kitten: “When I’m riding my hog, you think I’m riding the road? No way, man. I’m travelling from the past into the future with a druid at my back”. “Druid man or woman?” Kitten asks. “That doesn’t matter”, the biker clarifies, “What matters is the journey”. What matters is not place as fixed destination or gender as static difference, but rather the practice of travelling with open relationships to space, to time, and to others. The bikers welcome all to their fire and include both Kitten and Lawrence in their sharing of jokes and joints. The only exclusion is of reference to political violence, which Charlie’s boyfriend, Irwin (Laurence Kinlan), tries to bring into the conversation.Further, Kitten uses domesticity to try to establish a place for herself while on the road with “Billy Hatchett and The Mohawks”, the touring band that picks her up when she leaves Ma Braden’s. As Mullen notes, “Kitten literally works herself into the band by hand sewing a ‘squaw’ outfit to complement the group’s glam-rock Native American image” (Mullen 141). The duet that Kitten performs with Billy (Gavin Friday), a song about a woman inviting “a wandering man” to share the temporary shelter of her campfire, invokes trans-domesticity. But the film intercuts their performance with scenes of violent border-policing: first, by British soldiers at a checkpoint who threaten the group and boast about the “13 less to deal with” in Derry, and then by members of the Republican Prisoners Welfare Association, who throw cans at the group and yell them off stage. A number of critics have noted the postcolonial implications of Breakfast on Pluto’s use of Native American iconography, which in these intercut scenes clearly raises the national stakes of constructions of domestic belonging (see, for instance, Winston 153-71). In complementary ways, the film queers “cowboy and Indian” mythology to reimagine “mobility” and “home” together.After Kitten is forced out by the rest of the band, Billy sets her up in a caravan, a mobile home left to him by his mother. Though Billy “wouldn’t exactly call it a house”, Kitten sees in it her first chance at a Bachelardian “dream house”: she calls it a “house of dreams and longing” and cries, “Oh, to have a little house, to own the hearth, stool, and all”. Kitten ecstatically begins to tidy the place, performing what Fraiman terms a “hyper-investment in homemaking” that functions “as compensation for domestic deprivation” (20).Aisling Cormack suggests that Kitten’s hyper-investment in homemaking signals the film’s “radical disengagement with politics” to a “femininity that is inherently apolitical” (169-70). But that reading holds only if viewers assume a gendered, spatial divide between public and private, and between the political and the domestic. As Fraiman asserts, “the political meaning of fixating on domestic arrangements is more complex […] For the poor or transgendered person, the placeless immigrant or the woman on her own, aspiring to a safe, affirming home doesn’t reinforce hierarchical social relations but is pitched, precisely, against them” (20).Trans-Domesticity as Political ActEven as Kitten invokes the idea of a Bachelardian dream house, she performs a trans-domesticity that exposes the falseness of the gendered, spatial oppositions assumed to structure the normative home. Her domesticity is not an apolitical retreat; rather, it is pitched, precisely, against the violence that public/private and political/domestic oppositions enable within the house, as well as beyond it. As she cleans, Kitten discovers that violence is literally embedded in her caravan home when she finds a cache of Irish Republican Army (IRA) guns under the floor. After a bomb kills Lawrence, Kitten throws the guns into a reservoir, a defiant act that she describes to the IRA paramilitaries who come looking for the guns as “spring cleaning”. Cormack asserts that Kitten “describing her perilous destruction of the guns in terms of domestic labor” strips it “of all political significance” (179). I argue instead that it demonstrates the radical potential of trans-domesticity, of an ethos of care-taking and shelter-making asserted in public and political spaces. Kitten’s act is not apolitical, though it is decidedly anti-violence.From the beginning of Breakfast on Pluto, Kitten’s trans-domesticity exposes the violence structurally embedded in heteronormative domestic ideology. Additionally, the film’s regular juxtaposition of scenes of Kitten’s homemaking practices with scenes of political violence demonstrates that no form of domesticity functions as a private, apolitical retreat from “the minefields of this world” (McCabe x). This latter counterpoint throws into relief the political significance of Kitten’s trans-domesticity. Her domestic practices are her means of resisting and transforming the structural violence that poses an existential threat to marginalised and dispossessed people.After Kitten is accused of being responsible for an IRA bombing in London, the ruthless, violent interrogation of Kitten by British police officers begins to break down her sense of self. Throughout this brutal scene, Kitten compulsively straightens the chairs and tidies the room, and she responds to her interrogators with kindness and even affection. Fraiman’s theorisation of “extreme domesticity” helps to articulate how Kitten’s homemaking in carceral space—she calls it “My Sweet Little Cell”—is an “urgent” act that, “in the wake of dislocation”, can mean “safety, sanity, and self-expression; survival in the most basic sense” (25). Cormack reads Kitten’s reactions in this scene as “masoch*stic” and the male police officers’ nurturing response as of a piece with the film’s “more-feminine-than-feminine disengagement from political realities” (185-89). However, I disagree: Kitten’s trans-domesticity is a political act that both sustains her within structures that would erase her and converts officers of the state to an ethos of care and shelter. Inspector Routledge, for example, gently carries Kitten back to her cell, and after her release, PC Wallis ensures that she is safely (if not privately) housed with a cooperatively-run peep show, the address at which an atoning Father Liam locates her in London.After Kitten and a pregnant Charlie are burned out of the refuge that they temporarily find with Father Liam, Kitten and Charlie return to London, where Charlie’s baby is born soon after into the trans-domesticity that opens the film. Rejoining the story’s frame, Breakfast on Pluto ends close to where it begins: Kitten and the baby meet Charlie outside a London hospital, where Kitten sees Eily Bergin with her new son, Patrick. Instead of meeting where their paths intersect, the two families pass each other and turn in opposite directions. Kitten now knows that hers is both a different road and a different kind of home. “Home”, then, is not a place gained once and for all. Rather, home is a perpetual practice that does not separate one from the world, but can create the shelter of mutual care as one wanders through it.The Radical Potential and Structural Limits of Trans-DomesticityBreakfast on Pluto demonstrates the agency that trans-domesticity can afford in the lives of marginalised and dispossessed individuals, as well as the power of the structures that militate against its broader realisation. The radical political potential of trans-domesticity manifests in the transformation in the two police officers’ relational practices. Kitten’s trans-domesticity also inspires a reformation in Father Liam, the film’s representative of the Catholic Church and a man whose relationship to others transmutes from sexual violence and repressive secrecy to mutual nurturance and inclusive love. Although these individual conversions do not signify changes in structures of power, they do allow viewers to imagine the possibility of a state and a church that cherish, shelter, and care for all people equally. The film’s ending conveys this sense of fairy-tale-like possibility through its Disney-esque chattering birds and the bubble-gum pop song, “Sugar Baby Love”.In the end, the sense of hopefulness that closes Breakfast on Pluto coexists with the reality that dominant power structures will not recognise Kitten’s trans-domestic subjectivity and family, and that those structures will work to contain any perceived threat, just as the Catholic Church banishes the converted Father Liam to Kilburn Parish. That Kitten and Charlie nevertheless realise a clear contentment in themselves and in their made family demonstrates the vital importance of trans-domesticity and other forms of “extreme domesticity” in the lives of those who wander.ReferencesAgnew, John. “Home Ownership and Identity in Capitalist Societies.” Housing and Identity: Cross Cultural Perspectives. Ed. James S. Duncan. New York: Holmes and Meier, 1982. 60–97.Bachelard, Gaston. The Poetics of Space. 1957. Trans. Maria Jolas. Boston: Beacon Press, 1969.Boyle, Kevin Jon, ed. Rear View Mirror: Automobile Images and American Identities. Berkeley: University of California Press, 2000.Braidotti, Rosi. Nomadic Subjects: Embodiment and Sexual Difference in Contemporary Feminist Theory. 2nd ed. New York: Columbia University Press, 2011.Breakfast on Pluto. Dir. Neil Jordan. Pathé Pictures International, 2005.Cormack, Aisling B. “Toward a ‘Post-Troubles’ Cinema? The Troubled Intersection of Political Violence and Gender in Neil Jordan’s The Crying Game and Breakfast on Pluto.” Éire-Ireland 49.1–2 (2014): 164–92.Fortier, Anne-Marie. “Queer Diaspora.” Handbook of Lesbian and Gay Studies. Eds. Diane Richardson and Steven Seidman. London: Sage Publishing, 2002. 183–97.Fraiman, Susan. Extreme Domesticity: A View from the Margins. New York: Columbia University Press, 2017.Hanna, Adam. Northern Irish Poetry and Domestic Space. London: Palgrave Macmillan, 2015. Jung, Carl. Memories, Dreams, Reflections. 1957. Ed. Aniela Jaffe. Trans. Clara Winston and Richard Winston. New York: Vintage Books, 1989.Lefebvre, Henri. The Production of Social Space. Trans. Donald Nicholson-Smith. Oxford: Oxford University Press, 1991.Madden, Ed. “Queering the Irish Diaspora: David Rees and Padraig Rooney.” Éire-Ireland 47.1–2 (2012): 172–200.McCabe, Patrick. Breakfast on Pluto. London: Picador, 1998.Mullen, Patrick R. The Poor Bugger’s Tool: Irish Modernism, Queer Labor, and Postcolonial History. Oxford: Oxford University Press, 2012.Rapport, Nigel, and Andrew Dawson. Migrants of Identity: Perceptions of ‘Home’ in a World of Movement. Oxford: Berg, 1998.Robertson, Pamela. “Home and Away: Friends of Dorothy on the Road in Oz.” The Road Movie Book. Eds. Steven Cohen and Ina Rae Hark. London: Routledge, 1997. 271–306.Steedman, Carolyn. Landscape for a Good Woman: A Story of Two Lives. New Brunswick: Rutgers University Press, 1987.Winston, Greg. “‘Reluctant Indians’: Irish Identity and Racial Masquerade.” Irish Modernism and the Global Primitive. Eds. Maria McGarrity and Claire A. Culleton. New York: Palgrave Macmillan, 2009. 153–71.

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Gehrmann, Richard. "War, Snipers, and Rage from Enemy at the Gates to American Sniper." M/C Journal 22, no.1 (March13, 2019). http://dx.doi.org/10.5204/mcj.1506.

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The concept of war is inextricably linked to violence, and military action almost always resounds with the emotion and language of rage. Since the War on Terror began in September 2001, post-9/11 expressions of terror and rage have influenced academics to evaluate rage and its meanings (Gildersleeve and Gehrmann). Of course, it has directly influenced the lives of those affected by global conflicts in war-torn regions of the Middle East and North Africa. The populace there has reacted violently to military invasions with a deep sense of rage, while in the affluent West, rage has also infiltrated everyday life through clothes, haircuts, and popular culture as military chic became ‘all the rage’ (Rall 177). Likewise, post-9/11 popular films directly tap into rage and violence to explain (or justify?) conflict and war. The film version of the life of United States Iraq veteran Chris Kyle in American Sniper (2014) reveals fascinating depictions of rage through the perspective of a highly trained shooter who waits patiently above the battlefield, watching for hours before taking human life with a carefully planned long-distance shot. The significance of the complexities of rage as presented in this film are discussed later. Foundations of Rage: Colonial Legacy, Arab Spring, and ISISThe War on Terror may have purportedly began with the rage of Osama bin Laden’s Al Qaeda missions and the responding rage of George Bush’s America determined to seek vengeance for 9/11, but the rage simmering in the Middle East has deeper origins. This includes: the rejection of the Shah of Iran's secular dictatorship in 1979, the ongoing trauma of an Arab Palestinian state that was promised in 1947, and the blighted hopes of Gamal Abdel Nasser's Arab nationalism that offered so much in the 1950s but failed to deliver. But these events should not be considered in isolation from events of the whole 20th century, in particular the betrayal of Arab nationalism by the Allied forces, especially Britain and France after the First World War. The history of injustice that Robert Fisk has chronicled in a monumental volume reveals the complexity and nuances of an East-West conflict that continued to fracture the Middle East. In a Hollywood-based film such as American Sniper it is easy to depict the region from a Western perspective without considering the cycle of injustice and oppression that gave birth to the rage that eventually lashed out at the West. Rage can also be rage against war, or rage about the mistreatment of war victims. The large-scale protests against the war before the 2003 Iraq invasion have faded into apparent nothingness, despite nearly two decades of war. Protest rage appears to have been replaced by outrage on behalf of the victims of war; the refugees, asylum seekers, economic migrants and those displaced by the ever- spreading conflict that received a new impetus in 2011 with the Arab Spring democracy movements. One spark point for rage ignited when Tunisian street vendor Mohamed Bouazizi embarked on his act of self-immolation in protest against harassment by public officials. This moment escalated into a kaleidoscope of collective rage as regimes were challenged from Syria to Libya, but met with a tragic aftermath. Sadly, democratic governments did not emerge, but turned into regimes of extremist violence exemplified in the mediaeval misogynistic horror now known as ISIS, or IS, or the Islamic State of Iraq and Syria (Hassan). This horror intensified as millions of civilised Syrians and Iraqis sought to flee their homelands. The result was the movement of peoples, which included manipulation by ruthless people smugglers and detention by governments determined to secure borders — even even as this eroded decades of consensus on the rights of refugees. One central image, that of three-year-old Aylan Kurdi’s corpse washed up on a beach (Smith) should invoke open rage. Here, the incongruity was that a one-time Turkish party beach for affluent 18 to 35-year-olds from Western Europe would signify the death place of a Syrian refugee child, now displaced by war. The historical significance of East/West conflicts in the Middle East, recent events post- Arab Spring, the resulting refugee crisis in the region, and global anti-war protests should be foremost when examining Clint Eastwood's film about an American military sniper in Iraq.Hot Rage and Cold Rage Recent mass shootings in the United States have delineated factions within the power of rage: it seems to blow either hot or cold. US Army psychiatrist Major Nidal Malik Hasan was initially calm when he embarked on a public expression of rage, wounding 30 people and murdering 13 others in a mass shooting event in 2009 (MacAskill). Was this to be categorised as the rage of a nihilist, an Islamist - or as just another American mass shooting like events in Orlando or Sandy Hook? The war journalist and film maker Sebastian Junger authored a study on belonging, where he linked mass shootings (or rampage killings) to social stress and disunity, as a “tendency rising steadily in the US since the 1980s” (115-116). In contrast, the actions of a calm and isolated shooter on a rooftop can be justified as acceptable behaviour if this occurs during war. Now in the case of Chris Kyle, he normalised his tale of calm killing, as an example identified by action “built on a radically asymmetric violence” (Pomarede 53).Enemy at the Gates The point is that sniper killings can be presented in film as morally good. For example, the 2001 film Enemy at the Gates portrays a duel of two snipers in Stalingrad, Russia. This is a fictionalised contest of a fictionalised event, because there was only tangential evidence that Russian sniper hero Vasily Zaytsev actually engaged in a three-day sniper duel with his German enemy during the Second World War. Enemy at the Gates presents the sniper as an acceptable figure in mass popular culture (or even a hero?), which provides the justification for American Sniper. However, in this instance, viewers could recognise a clear struggle between good and evil.Politically, Enemy at the Gates, whether viewed from a conservative or a progressive perspective, presents a struggle between a soldier of the allies (the Soviet Union) and the forces of Nazism, undeniably the most evil variant of fascism. We can interpret this as a defence of the communist heartland, or the defence of a Russian motherland, or the halting of Nazi aggression at its furthest expansion point. Whichever way it is viewed, the Russian sniper is a good man, and although in the movie’s plot the actor Ralph Fiennes as political commissar injects a dimension of manipulation and Stalinist authoritarian control, this does not detract from the idea of the hero defeating evil with single aimed shots. There is rage, but it is overshadowed by the moral ‘good.’American Sniper The true story of Chris Kyle is quite simple. A young man grows up in Texas with ‘traditional’ American values, tries sport and University, tries ranch life, and joins the US Navy Special Forces. He becomes a SEAL (Sea, Air and Land) team member, and is trained as a specialist sniper. Kyle excels as a sniper in Iraq, where he self-identifies as America's most successful sniper. He kills a lot of enemies in Iraq, experiences multiple deployments followed by the associated trauma of reintegration to family life and redeployment, suffers from PTSD, returns to civilian life in America and is himself shot dead by a distressed veteran, in an ironic act of rage. Admired by many, the veracity of Kyle’s story is challenged by others, a point I will return to. As noted above, Kyle kills a lot of people, many of whom are often unaware of his existence. In his book On Killing, Lieutenant-Colonel David Grossman notes this a factor that actually causes the military to have a “degree of revulsion towards snipers” (109), which is perhaps why the movie version of Kyle’s life promotes a rehabilitation of the military in its “unambiguous advocacy of the humility, dedication, mastery, and altruism of the sniper” as hero (Beck 218). Most enlisted soldiers never actually kill their enemies, but Kyle kills well over 100 while on duty.The 2012 book memoir of United States Navy sniper Chris Kyle at war in Iraq became a national cultural artefact. The film followed in 2014, allowing the public dramatisation of this to offer a more palatable form for a wider audience. It is noted that military culture at the national level is malleable and nebulous (Black 42), and these constructs are reflected in the different variants of American Sniper. These cultural products are absorbed differently when consumed by the culture that has produced them (the military), as compared to the way that they are consumed by the general public, and the book American Sniper reflects this. Depending upon readers’ perspectives, it is a book of raw honesty or nationalistic jingoism, or perhaps both. The ordinary soldier’s point of view is reiterated and directed towards a specifically American audience. Despite controversy and criticism the book was immensely successful, with weeks on the New York Times bestseller list. While it naturally appealed to many in its primary American audience, from an Australian perspective, the jingoism of this book jars. In fact, it really jars a lot, to the point of being quite challenging to read. That Australian readers would have difficulty with this text is probably appropriate, because after all, the book was not created for Australians but for Americans.On the other hand, Americans have produced balanced accounts of the soldier experience in Iraq. A very different exemplar is Garry Trudeau’s Doonesbury blog that became the book The Sandbox (2007). Here American men and women soldiers wrote their own very revealing stories about the wars in Iraq and Afghanistan, in autobiographical accounts that ranged from nuanced explanations of the empathy for the soldier’s predicament, to simple outright patriotism. TIn their first-hand accounts of war showed a balance of ordinary pathos, humour – and the raw brutality of a soldier finding the neck stem of a human spine on the ground after a suicide bomb attack (Trudeau 161) – and even this seems more palatable to read than American Sniper. A similar book on the US military sniper experience (Cavallaro and Larsen) also shows it is possible to incorporate a variety of perspectives without patriotic jingoism, or even military propaganda being predominant.In contrast to the book, the film American Sniper narrates a more muted story. The movie is far more “saccharine”, in the words of critical Rolling Stone reviewer Matt Taibbi, but still reflects a nationalistic attitude to war and violence — appropriate to the mood of the book. American producer/director Clint Eastwood has developed his own style for skipping around the liminal space that exists between thought-provoking analysis and populism, and American Sniper is no exception. The love story of Chris Kyle and his wife Taya looks believable, and the intensity of military training and war fighting, including the dispassionate thoughts of Kyle as sniper, are far more palatable in the film version than as the raw words on the page.The Iraq War impacted on millions of Americans, and it is the compelling images shown re-living Chris Kyle’s funeral at the film’s conclusion that leaves a lasting message. The one-time footballer’s memorial service is conducted in a Texas football stadium and this in itself is poignant: but it is the thousands of people who lined the highway overpasses for over 200 miles to farewell him and show respect as his body travels towards the funeral in the stadium, that gives us an insight into the level of disenchantment and rage at America’s loss. This is a rage fuelled by losing their military ‘empire’ coupled with a traumatised search for meaning that Jerry Lembcke sees as inextricably linked to US national failure in war and the tragedy of an individual soldier’s PTSD. Such sentiments seem intimately connected to Donald Trump’s version of America, and its need to exercise global power. Kyle died before Trump’s election, but it seems evident that such rage, anger and alienation experienced by a vast segment of the American population contributed to the election result (Kluger). Calm Cold Calculation Ironically, the traditional sniper embodies the antithesis of hot-blooded rage. Firing any long- distance range weapon with accuracy requires discipline, steady breathing and intense muscle control. Olympic shooting or pentathlons demonstrate this, and Gina Cavallaro and Matt Larsen chronicle both sniper training and the sniper experience in war. So, the notion of sniper shooting and rage can only coexist if we accept that rage becomes the cold, calculating rage of a person doing a highly precise job when killing enemies. In the book, Kyle clearly has no soldierly respect for his Iraqi insurgent enemies and is content to shoot them down one by one. In the film, there is greater emphasis on Kyle having more complex emotions based around the desire to protect his fellow soldiers by shooting in a calm and detached fashion at his designated targets.Chris Kyle’s determination to kill his enemies regardless of age or gender seems at odds with the calm detached passivity of the sniper. The long-distance shooter should be dispassionate but Kyle experiences rage as he kills to protect his fellow soldiers. Can we argue he exhibits ‘cold rage’ not ‘hot rage’, but rage none the less? It would certainly seem so. War Hero and Fantasist?In life, as in death, Chris Kyle presents a figure of controversy, being praised by the political far right, yet condemned by a diverse coalition that included radicals, liberals, and even conservatives such as former soldier Michael Fumento. Fumento commented that Kyle’s literary embellishments and emphasis on his own prowess denigrated the achievements of fellow American snipers. Reviewer Lindy West described him as “a hate filled killer”, only to become a recipient of rage and hatred from Kyle supporters. Paul Rieckhoff described the film as not the most complex nor deepest nor provocative, but the best film made about the Iraq war for its accuracy in storytelling and attention to detail.Elsewhere, reviewer Mark Kermode argues that the way the film is made introduces a significant ambiguity: that we as an audience can view Kyle as either a villain, a hero, or a combination of both. Critics have also examined Kyle’s reportage on his military exploits, where it seems he received less fewer medals than he claimed, as well as his ephemeral assertion that he shot looters in the aftermath of Hurricane Katrina (Lamothe). In other claims, the US courts have upheld the assertion of former wrestler turned politician Jesse Ventura that Kyle fabricated a bar-room brawl between the two. But humans are complex beings, and Drew Blackburn sees it as “entirely plausible to become both a war hero and a liar” in his candid (Texas-based) assessment of one person who was, like many of us, a multifaceted figure.Conclusion This article has addressed the complicated issues of rage originating in the historical background of military actions that have taken place in the East/West conflicts in the Middle East that began in the region after the Second World War, and continue to the present day. Rage has become a popular trope within popular culture as military chic becomes ‘all the rage’. Rage is inextricably linked to the film American Sniper. Patriotism and love of his fellow soldiers motivated Chris Kyle, and his determination to kill his country’s enemies in Iraq and protect the lives of his fellow American soldiers is clear, as is his disdain for both his Iraqi allies and enemies. With an ever- increasing number of mass shootings in the United States, the military sniper will be a hero revered by some and a villain reviled by others. Rage infuses the film American Sniper, whether the rage of battle, rage at the moral dilemmas his role demands, domestic rage between husband and wife, PTSD rage, or rage inspired following his pointless murder. But rage, even when it expresses a complex vortex of emotions, remains dangerous for those who are obsessed with guns, and look to killing others either as a ‘duty’ or to soothe an individual crisis of confidence. ReferencesAmerican Sniper. Dir. Clint Eastwood. Warner Brothers, 2014.Beck, Bernard. “If I Forget Thee: History Lessons in Selma, American Sniper, and A Most Violent Year.” Multicultural Perspectives 17.4 (2015): 215-19.Black, Jeremy. War and the Cultural Turn. Cambridge: Polity Press, 2012.Blackburn, Drew. “How We Talk about Chris Kyle.” Texas Monthly 2 June 2016. 18 Feb. 2019 <https://www.texasmonthly.com/the-daily-post/chris-kyle-rorschach/>.Cavallaro, Gina, and Matt Larsen. Sniper: American Single-Shot Warriors in Iraq and Afghanistan. Guildford, Connecticut: Lyons, 2010. Enemy at the Gates. Dir. Jean-Jaques Annaud. Paramount/Pathe, 2001.Fisk, Robert. The Great War for Civilisation: The Conquest of the Middle East. New York: Alfred A. Knopf, 2006.Fumento, Michael. “American Sniper’s Myths and Misrepresentations.” The American Conservative 13 Mar. 2015. 18 Feb. 2019 <https://www.theamericanconservative.com/articles/clint-eastwoods-fabricated-sniper/>.Gildersleeve, Jessica, and Richard Gehrmann. “Memory and the Wars on Terror”. Memory and the Wars on Terror: Australian and British Perspectives. Eds. Jessica Gildersleeve and Richard Gehrmann. Cham: Palgrave Macmillan, 2017. 1-19.Grossman, Dave. On Killing: The Psychological Cost of Learning to Kill in War and Society. Boston: Little, Brown, 1995.Hassan, Hassan. “The True Origins of ISIS.” The Atlantic 30 Nov. 2018. 17 Feb. 2019 <https://www.theatlantic.com/ideas/archive/2018/11/isis-origins-anbari-zarqawi/577030/>.Kermode, Mark. “American Sniper Review – Bradley Cooper Stars in Real-Life Tale of Legendary Marksman.” The Guardian 18 Jan. 2015. 18 Feb. 2019 <https://www.theguardian.com/film/2015/jan/18/american-sniper-review-bradley-cooper-real-life-tale-legendary-marksman>.Kluger, Jeffrey. “America's Anger Is Out of Control.” TIME 1 June 2016. 17 Feb. 2019 <http://time.com/4353606/anger-america-enough-already>.Kyle, Chris. American Sniper. New York: Harper, 2012. Junger, Sebastian. Tribe: On Homecoming and Belonging. London: Fourth Estate, 2016.Lamothe, Dan. “How ‘American Sniper’ Chris Kyle’s Truthfulness Is in Question Once Again.” 25 May 2016. 19 Feb. 2019 <https://www.washingtonpost.com/news/checkpoint/wp/2016/05/25/how-american-sniper-chris-kyles-truthfulness-is-in-question-once-again/?noredirect=on&utm_term=.d8806f2b8d3a>.Lembcke, Jerry. PTSD: Diagnosis and Identity in Post-Empire America. Lanham: Lexington Books, 2013.Pomarède, Julien. “Normalizing Violence through Front-Line Stories: The Case of American Sniper.” Critical Military Studies 4.1 (2018): 52-71. Rall, Denise N. “Afterword: The Military in Contemporary Fashion.” Fashion and War in Popular Culture. Ed. Denise N. Rall. Bristol: Intellect, 2014. 177-179. Rieckhoff, Paul. “A Veteran's View of American Sniper.” Variety 16 Jan. 2015. 19 Feb. 2019 <https://variety.com/2015/film/opinion/a-veterans-view-of-american-sniper-guest-column-1201406349/>.Smith, Heather, and Richard Gehrmann. “Branding the Muscled Male Body as Military Costume.” Fashion and War in Popular Culture. Ed. Denise N. Rall. Bristol: Intellect, 2014. 57-71.Smith, Helena. “Shocking Images of Drowned Syrian Boy Show Tragic Plight of Refugees.” The Guardian 2 Sep. 2015. 17 Feb. 2019 <https://www.theguardian.com/world/2015/sep/02/shocking-image-of-drowned-syrian-boy-shows-tragic-plight-of-refugees>.Stanford, David (ed.). The Sandbox: Dispatches from Troops in Iraq and Afghanistan. Kansas City: Andrews McMeel Publishing, 2007.Taibbi, Matt. “American Sniper Is Almost Too Dumb to Criticise.” Rolling Stone 21 Jan. 2015. <https://www.rollingstone.com/movies/movie-news/american-sniper-is-almost-too-dumb-to-criticize-240955/>.Trudeau, Garry B. The Sandbox: Dispatches from Troops in Iraq and Afghanistan. Kansas City: Andrew McMeel Publishing, 2007.West, Lindy. “The Real American Sniper Was a Hate-Filled Killer: Why Are Simplistic Patriots Treating Him as a Hero?” The Guardian 6 Jan. 2015. 19 Feb. 2019 <https://www.theguardian.com/commentisfree/2015/jan/06/real-american-sniper-hate-filled-killer-why-patriots-calling-hero-chris-kyle>.

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42

Collins-Gearing, Brooke. "Not All Sorrys Are Created Equal, Some Are More Equal than ‘Others’." M/C Journal 11, no.2 (June1, 2008). http://dx.doi.org/10.5204/mcj.35.

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Abstract:

We ask you now, reader, to put your mind, as a citizen of the Australian Commonwealth, to the facts presented in these pages. We ask you to study the problem, in the way that we present the case, from the Aborigines’ point of view. We do not ask for your charity; we do not ask you to study us as scientific-freaks. Above all, we do not ask for your “protection”. No, thanks! We have had 150 years of that! We ask only for justice, decency, and fair play. (Patten and Ferguson 3-4) Jack Patten and William Ferguson’s above declaration on “Plain Speaking” in Aborigines Claim Citizenship Rights! A Statement of the Case for the Aborigines Progressive Association (1938), outlining Aboriginal Australians view of colonisation and the call for Aboriginal self-determinacy, will be my guiding framework in writing this paper. I ask you to study the problem, as it is presented, from the viewpoint of an Indigenous woman who seeks to understand how “sorry” has been uttered in political domains as a word divorced from the moral freight attached to a history of “degrading, humiliating and exterminating” Aboriginal Australians (Patten and Ferguson 11). I wish to argue that the Opposition leader’s utterance of “sorry” in his 13 February 2008 “We Are Sorry – Address to Parliament” was an indicator of the insidious ways in which colonisation has treated Aboriginal Australians as less than, not equal to, white Australians and to examine the ways in which this particular utterance of the word “sorry” is built on longstanding colonial frameworks that position ‘the Aborigine’ as peripheral in the representation of a national identity – a national identity that, as shown by the transcript of the apology, continues to romanticise settler values and ignore Indigenous rights. Nelson’s address tries to disassociate the word “sorry” from any moral attachment. The basis of his address is on constructing a national identity where all injustices are equal. In offering this apology, let us not create one injustice in our attempts to address another. (Nelson) All sorrys are equal, but some are more equal than others. Listening to Nelson’s address, words resembling those of Orwell’s ran through my head. The word “sorry” in relation to Indigenous Australians has taken on cultural, political, educational and economic proportions. The previous government’s refusal to utter the word was attached to the ways in which formations of rhetorically self-sufficient arguments of practicality, equality and justice “functioned to sustain and legitimate existing inequalities between Indigenous and non-Indigenous peoples in Australia” (Augoustinos, LeCouteur and Soyland 105). How then, I wondered as I nervously waited for Nelson to begin apologising, would he transform this inherited collective discursive practice of legitimised racism that upheld mainstream Australia’s social reality? The need for an apology, and the history of political refusal to give it, is not a simple classification of one event, one moment in history. The ‘act’ of removing children is not a singular, one-off event. The need to do, the justification and rationalisation of the doing and what that means now, the having done, as well as the impact on those that were left behind, those that were taken, those that were born after, are all bound up in this particular “sorry”. Given that reluctance of the previous government to admit injustices were done and still exist, this utterance of the word “sorry” from the leader of the opposition precariously sat between freely offering it and reluctantly giving it. The above quote from Nelson, and its central concern of not performing any injustice towards mainstream Australia (“let us not” [my italics]) very definitely defines this sorry in relation to one particular injustice (the removing of Indigenous children) which therefore ignores the surrounding and complicit colonialist and racist attitudes, policies and practices that both institutionalised and perpetuated racism against Australia’s Indigenous peoples. This comment also clearly articulates the opposition’s concern that mainstream Australia not be offended by this act of offering the word “sorry”. Nelson’s address and the ways that it constructs what this “sorry” is for, what it isn’t for, and who it is for, continues to uphold and legitimate existing inequalities between Indigenous and non-Indigenous Australians. From the very start of Nelson’s “We Are Sorry – Address to Parliament”, two specific clarifications were emphasised: the “sorry” was directed at a limited time period in history; and that there is an ‘us’ and a ‘them’. Nelson defines this distinction: “two cultures; one ancient, proud and celebrating its deep bond with this land for some 50,000 years. The other, no less proud, arrived here with little more than visionary hope deeply rooted in gritty determination to build an Australian nation.” This cultural division maintains colonising discourses that define and label, legitimate and exclude groups and communities. It draws from the binary oppositions of self and other, white and black, civilised and primitive. It maintains a divide between the two predominant ideas of history that this country struggles with and it silences those in that space in between, ignoring for example, the effects of colonisation and miscegenation in blurring the lines between ‘primitive’ and ‘civilised’. Although acknowledging that Indigenous Australians inhabited this land for a good few thousand decades before the proud, gritty, determined visionaries of a couple of hundred years ago, the “sorry” that is to be uttered is only in relation to “the first seven decades of the 20th century”. Nelson establishes from the outset that any forthcoming apology, on behalf of “us” – read as non-Indigenous Anglo-Australians – in reference to ‘them’ – “those Aboriginal people forcibly removed” – is only valid for the “period within which these events occurred [which] was one that defined and shaped Australia”. My reading of this sectioning of a period in Australia’s history is that while recognising that certain colonising actions were unjust, specifically in this instance the removal of Indigenous children, this period of time is also seen as influential and significant to the growth of the country. What this does is to allow the important colonial enterprise to subsume the unjust actions by the colonisers by other important colonial actions. Explicit in Nelson’s address is that this particular time frame saw the nation of Australia reach the heights of achievements and is a triumphant period – an approach which extends beyond taking the highs with the lows, and the good with the bad, towards overshadowing any minor ‘unfortunate’ mistakes that might have been made, ‘occasionally’, along the way. Throughout the address, there are continual reminders to the listeners that the “us” should not be placed at a disadvantage in the act of saying “sorry”: to do so would be to create injustice, whereas this “sorry” is strictly about attempting to “address another”. By sectioning off a specific period in the history of colonised Australia, the assumption is that all that happened before 1910 and all that happened after 1970 are “sorry” free. This not only ignores the lead up to the official policy of removal, how it was sanctioned and the aftermath of removal as outlined in The Bringing Them Home Report (1997); it also prevents Indigenous concepts of time from playing a legitimate and recognised role in the construct of both history and society. Aboriginal time is cyclical and moves around important events: those events that are most significant to an individual are held closer than those that are insignificant or mundane. Aleksendar Janca and Clothilde Bullen state that “time is perceived in relation to the socially sanctioned importance of events and is most often identified by stages in life or historic relevance of events” (41). The speech attempts to distinguish between moments and acts in history: firmly placing the act of removing children in a past society and as only one act of injustice amongst many acts of triumph. “Our generation does not own these actions, nor should it feel guilt for what was done in many, but not all cases, with the best of intentions” (Nelson). What was done is still being felt by Indigenous Australians today. And by differentiating between those that committed these actions and “our generation”, the address relies on a linear idea of time, to distance any wrongdoing from present day white Australians. What I struggle with here is that those wrongdoings continue to be felt according to Indigenous concepts of time and therefore these acts are not in a far away past but very much felt in the present. The need to not own these actions further entrenches the idea of separateness between Indigenous Australia and non-Indigenous Australia. The fear of being guilty or at blame evokes notions of wrong and right and this address is at pains not to do that – not to lay blame or evoke shame. Nelson’s address is relying on a national identity that has historically silenced and marginalised Indigenous Australians. If there is no blame to be accepted, if there is no attached shame to be acknowledged (“great pride, but occasionally shame” (Nelson)) and dealt with, then national identity is implicitly one of “discovery”, peaceful settlement and progress. Where are the Aboriginal perspectives of history in this idea of a national identity – then and now? And does this mean that colonialism happened and is now over? State and territory actions upon, against and in exclusion of Indigenous Australians are not actions that can be positioned as past discriminations; they continue today and are a direct result of those that preceded them. Throughout his address, Nelson emphasises the progressiveness of “today” and how that owes its success to the “past”: “In doing so, we reach from within ourselves to our past, those whose lives connect us to it and in deep understanding of its importance to our future”. By relying on a dichotomous approach – us and them, white and black, past and present – Nelson emphasises the distance between this generation of Australia and any momentary unjust actions in the past. The belief is that time moves on – away from the past and towards the future. That advancement, progression and civilisation are linear movements, all heading towards a more enlightened state. “We will be at our best today – and every day – if we pause to place ourselves in the shoes of others, imbued with the imaginative capacity to see this issue through their eyes with decency and respect”. But where is the recognition that today’s experiences, the results of what has been created by the past, are also attached to the need to offer an apology? Nelson’s “we” (Anglo-Australians) are being asked to stop and think about how “they” (Aborigines) might see things differently to the mainstream norm. The implication here also is that “they” – members of the Stolen Generations – must be prepared to understand the position white Australia is coming from, and acknowledge the good that white Australia has achieved. Anglo-Australian pride and achievement is reinforced throughout the address as the basis on which our national identity is understood. Ignoring its exclusion and silencing of the Indigenous Australians to whom his “sorry” is directed, Nelson perpetuates this ideology here in his address: “In brutally harsh conditions, from the small number of early British settlers our non Indigenous ancestors have given us a nation the envy of any in the world”. This gift of a nation where there was none before disregards the acts of invasion, segregation, protection and assimilation that characterise the colonisation of this nation. It also reverts to romanticised settler notions of triumph over great adversities – a notion that could just as easily be attached to Indigenous Australians yet Nelson specifically addresses “our non Indigenous ancestors”. He does add “But Aboriginal Australians made involuntary sacrifices, different but no less important, to make possible the economic and social development of our modern [my emphasis] Australia.” Indigenous Australians certainly made voluntary sacrifices, similar to and different from those made by non Indigenous Australians (Indigenous Australians also went to both World Wars and fought for this nation) and a great deal of “our modern” country’s economic success was achieved on the backs of Blackfellas (Taylor 9). But “involuntary sacrifices” is surely a contradiction in terms, either intellectually shoddy or breathtakingly disingenuous. To make a sacrifice is to do it voluntarily, to give something up for a greater good. “Involuntary sacrifices”, like “collateral damage” and other calculatedly cold-blooded euphemisms, conveniently covers up the question of who was doing what to whom – of who was sacrificed, and by whom. In the attempt to construct a basis of equal contribution between Indigenous and non-Indigenous, as well as equal acts of struggle and triumphing, Nelson’s account of history and nation building draws from the positioning of the oppressors but tries to suppress any notion of racial oppression. It maintains the separateness of Indigenous experiences of colonisation from the colonisers themselves. His reiteration that these occasional acts of unjustness came from benevolent and charitable white Australians privileges non-Indigenous ways of knowing and doing over Indigenous ones and attempts to present them as untainted and innate as opposed to repressive, discriminatory and racist. We honour those in our past who have suffered and all those who have made sacrifices for us by the way we live our lives and shape our nation. Today we recommit to do so – as one people. (Nelson) The political need to identify as “one people” drives assimilation policies (the attitude at the very heart of removing Aboriginal children on the basis that they were Aboriginal and needed to be absorbed into one society of whites). By honouring everyone, and therefore taking the focus off any act of unjustness by non-Indigenous peoples on Indigenous peoples, Nelson’s narrative again upholds an idea of contemporary national identity that has not only romanticised the past but ignores the inequalities of the present day. He spends a good few hundred words reminding his listeners that white Australia deserves to maintain its hard won position. And there is no doubt he is talking to white Australia – his focus is on Western constructs of patriotism and success. He reverts to settler/colonial discourse to uphold ideas of equity and access: These generations considered their responsibilities to their country and one another more important than their rights. They did not buy something until they had saved up for it and values were always more important than value. Living in considerably more difficult times, they had dreams for our nation but little money. Theirs was a mesh of values enshrined in God, King and Country and the belief in something greater than yourself. Neglectful indifference to all they achieved while seeing their actions in the separations only, through the values of our comfortable, modern Australia, will be to diminish ourselves. In “the separations only…” highlights Nelson’s colonial logic, which compartmentalises time, space, people and events and tries to disconnect one colonial act from another. The ideology, attitudes and policies that allowed the taking of Indigenous children were not separate from all other colonial and colonising acts and processes. The desire for a White Australia, a clear cut policy which was in existence at the same time as protection, removal and assimilation policies, cannot be disassociated from either the taking of children or the creation of this “comfortable, modern Australia” today. “Neglectful indifference to all they achieved” could aptly be applied to Indigenous peoples throughout Australian history – pre and post invasion. Where is the active acknowledgment of the denial of Indigenous rights so that “these generations [of non-Indigenous Australians could] consider their responsibilities to their country and one another more important than their rights”? Nelson adheres to the colonialist national narrative to focus on the “positive”, which Patrick Wolfe has argued in his critique of settler colonialism, is an attempt to mask disruptive moments that reveal the scope of state and national power over Aboriginal Australians (33). After consistently reinforcing the colonial/settler narrative, Nelson’s address moves on to insert Indigenous Australians into a well-defined and confined space within a specific chapter of that narrative. His perfunctory overview of the first seven decades of the 20th century alludes to Protection Boards and Reserves, assimilation policies and Christianisation, all underlined with white benevolence. Having established the innocent, inherently humane and decent motivations of “white families”, he resorts to appropriating Indigenous people’s stories and experiences. In the retelling of these stories, two prominent themes in Nelson’s text become apparent. White fellas were only trying to help the poor Blackfella back then, and one need only glance at Aboriginal communities today to see that white fellas are only trying to help the poor Blackfella again. It is reasonably argued that removal from squalor led to better lives – children fed, housed and educated for an adult world of [sic] which they could not have imagined. However, from my life as a family doctor and knowing the impact of my own father’s removal from his unmarried teenaged mother, not knowing who you are is the source of deep, scarring sorrows the real meaning of which can be known only to those who have endured it. No one should bring a sense of moral superiority to this debate in seeking to diminish the view that good was being sought to be done. (Nelson) A sense of moral superiority is what motivates colonisation: it is what motivated the enforced removal of children. The reference to “removal from squalor” is somewhat reminiscent of the 1909 Aborigines Protection Act. Act No. 25, 1909, section 11(1) which states: The board may, in accordance with and subject to the provisions of the Apprentices Act, 1901, by indenture bind or cause to be bound the child of any aborigine, or the neglected child of any person apparently having an admixture of aboriginal blood in his veins, to be apprenticed to any master, and may collect and institute proceedings for the recovery of any wages payable under such indenture, and may expend the same as the board may think fit in the interest of the child. Every child so apprenticed shall be under the supervision of the board, or of such person that may be authorised in that behalf by the regulations. (144) Neglect was often defined as simply being Aboriginal. The representation that being removed would lead to a better life relies on Western attitudes about society and culture. It dismisses any notion of Indigenous rights to be Indigenous and defines a better life according to how white society views it. Throughout most of the 1900s, Aboriginal children that were removed to experience this better life were trained in positions of servants. Nelson’s inclusion of his own personal experience as a non Indigenous Australian who has experienced loss and sorrow sustains his textual purpose to reduce human experiences to a common ground, an equal footing – to make all injustices equal. And he finishes the paragraph off with the subtle reminder that this “sorry” is only for “those” Aboriginal Australians that were removed in the first seven decades of last century. After retelling the experience of one Indigenous person as told to the National Inquiry into the Separation of Aboriginal and Torres Strait Islander Children from their Families, he retells the experience of an Indigenous woman as told to a non-Indigenous man. The appropriate protocols concerning the re-using of Indigenous knowledge and intellectual copyright appeared to be absent in this address. Not only does the individual remain unacknowledged but the potential for misappropriating Indigenous experiences for non Indigenous purposes is apparent. The insertion of the story dismisses the importance of the original act of telling, and the significance of the unspeakable through decades of silence. Felman presents the complexities of the survivor’s tale: “the victim’s story has to overcome not just the silence of the dead but the indelible coercive power of the oppressor’s terrifying, brutal silencing of the surviving, and the inherent speechless silence of the living in the face of an unthinkable, unknowable, ungraspable event” (227). In telling this story Nelson unravelled the foundation of equality he had attempted to resurrect. And his indication towards current happenings in the Northern Territory only served to further highlight the inequities that Indigenous peoples continue to face, resist and surpass. Nelson’s statement that “separation was then, and remains today, a painful but necessary part of public policy in the protection of children” is another reminder of the “indelible coercive power of the oppressor’s terrifying” potential to repeat history. The final unmasking of the hypocritical and contested nature of Nelson’s national ideology and narrative is in his telling of the “facts” – the statistics concerning Indigenous life expectancy, Indigenous infant mortality rates, “diabetes, kidney disease, hospitalisation of women from assault, imprisonment, overcrowding, educational underperformance and unemployment”. These statistics are a result not of what Nelson terms “existential aimlessness” (immediately preceding paragraph) but of colonisation – theft of land, oppression, abuse, discrimination, and lack of any rights whether citizenship or Aboriginal. These contemporary experiences of Indigenous peoples are the direct linear result of the last two hundred years of white nation building. The address is concluded with mention of Neville Bonner, portrayed here as the perfect example of what reading, writing, expressing yourself with dignity and treating people with decency and courtesy can achieve. Bonner is presented as the ‘ideal’ Blackfella, a product of the assimilation period: he could read and write and was dignified, decent and courteous (and, coincidentally, Liberal). The inclusion of this reference to Bonner in the address may hint at the “My best friend is an Aborigine” syndrome (Heiss 71), but it also provides a discursive example to the listener of the ways in which ‘equalness’ is suggested, assumed, privileged or denied. It is a reminder, in the same vein of Patten and Ferguson’s fights for rights, that what is equal has always been apparent to the colonised. Your present official attitude is one of prejudice and misunderstanding … we are no more dirty, lazy stupid, criminal, or immoral than yourselves. Also, your slanders against our race are a moral lie, told to throw all the blame for your troubles on to us. You, who originally conquered us by guns against our spears, now rely on superiority of numbers to support your false claims of moral and intellectual superiority. After 150 years, we ask you to review the situation and give us a fair deal – a New Deal for Aborigines. The cards have been stacked against us, and we now ask you to play the game like decent Australians. Remember, we do not ask for charity, we ask for justice. Nelson quotes Bonner’s words that “[unjust hardships] can only be changed when people of non Aboriginal extraction are prepared to listen, to hear what Aboriginal people are saying and then work with us to achieve those ends”. The need for non-Indigenous Australians to listen, to be shaken out of their complacent equalness appears to have gone unheard. Fiumara, in her philosophy of listening, states: “at this point the opportunity is offered for becoming aware that the compulsion to win is due less to the intrinsic difficulty of the situation than to inhibitions induced by a non-listening language that prevents us from seeing that which would otherwise be clear” (198). It is this compulsion to win, or to at least not be seen to be losing that contributes to the unequalness of this particular “sorry” and the need to construct an equal footing. This particular utterance of sorry does not come from an acknowledged place of difference and its attached history of colonisation; instead it strives to create a foundation based on a lack of anyone being positioned on the high moral ground. It is an irony that pervades the address considering it was the coloniser’s belief in his/her moral superiority that took the first child to begin with. Nelson’s address attempts to construct the utterance of “sorry”, and its intended meaning in this specific context, on ‘equal’ ground: his representation is that we are all Australians, “us” and ‘them’ combined, “we” all suffered and made sacrifices; “we” all deserve respect and equal acknowledgment of the contribution “we” all made to this “enviable” nation. And therein lies the unequalness, the inequality, the injustice, of this particular “sorry”. This particular “sorry” is born from and maintains the structures, policies, discourses and language that led to the taking of Indigenous children in the first place. In his attempt to create a “sorry” that drew equally from the “charitable” as well as the “misjudged” deeds of white Australia, Nelson’s “We Are Sorry – Address to Parliament” increased the experiences of inequality. Chow writes that in the politics of admittance the equal depends on “acceptance by permission … and yet, being ‘admitted’ is never simply a matter of possessing the right permit, for validation and acknowledgment must also be present for admittance to be complete” (36-37). References Augoustinos, Martha, Amanda LeCouteur, and John Soyland. “Self-Sufficient Arguments in Political Rhetoric: Constructing Reconciliation and Apologizing to the Stolen Generations.” Discourse and Society 13.1 (2002): 105-142.Bringing Them Home: National Inquiry into the Separation of Aboriginal and Torres Strait Islander Children from Their Families. Sydney: Human Rights and Equal Opportunity Commission, 1997.Aborigines Protection Act 1909: An Act to Provide for the Protection and Care of Aborigines; To Repeal the Supply of Liquors Aborigines Prevention Act; To Amend the Vagrancy Act, 1902, and the Police Offences (Amendment) Act, 1908; And for Purposes Consequent Thereon or Incidental Thereto. Assented to 20 Dec. 1909. Digital Collections: Books and Serial, National Library of Australia. 24 Mar. 2008 < http://www.nla.gov.au/apps/cdview?pi=nla.aus-vn71409-9x-s1-v >.Chow, Rey. “The Politics of Admittance: Female Sexual Agency, Miscegenation and the Formation of Community in Frantz Fanon.” In Anthony C. Alessandrini, ed. Frantz Fanon: Critical Perspectives. London: Routledge, 1999. 34-56.Felman, Shoshana. “Theaters of Justice: Arendt in Jerusalem, the Eichmann Trial and the Redefinition of Legal Meaning in the Wake of the Holocaust.” Critical Inquiry 27.2 (2001): 201-238.Fiumara, Gemma Corradi. The Other Side of Language: A Philosophy of Listening. London and New York: Routledge, 2006.Heiss, Anita. I’m Not a Racist But… UK: Salt Publishing, 2007.Janca, Aleksandar, and Clothilde Bullen. “Aboriginal Concept of Time and Its Mental Health Implications.” Australian Psychiatry 11 (Supplement 2003): 40-44.Nelson, Brendan. “We Are Sorry – Address to Parliament.” 14 Feb. 2008 < http://www.liberal.org.au/info/news/detail/20080213_ WearesorryAddresstoParliament.php >.Patten, Jack, and William Ferguson. Aborigines Claim Citizen Rights! A Statement for the Aborigines Progressive Association. Sydney: The Publicist, 1938.Taylor, Martin, and James Francis. Bludgers in Grass Castles: Native Title and the Unpaid Debts of the Pastoral Industry. Chippendale: Resistance Books, 1997.William, Ross. “‘Why Should I Feel Guilty?’ Reflections on the Workings of White-Aboriginal Relations.” Australian Psychologist 35.2 (2000): 136-142.Wolfe, Patrick. Settler Colonialism and the Transformation of Anthropology: The Politics and Poetics of an Ethnographic Event. London and New York: Cassell, 1999.

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Baker, Stephanie Alice, and Alexia Maddox. "From COVID-19 Treatment to Miracle Cure." M/C Journal 25, no.1 (March16, 2022). http://dx.doi.org/10.5204/mcj.2872.

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Introduction Medical misinformation and conspiracies have thrived during the current infodemic as a result of the volume of information people have been exposed to during the disease outbreak. Given that SARS-CoV-2 (COVID-19) is a novel coronavirus discovered in 2019, much remains unknown about the disease. Moreover, a considerable amount of what was originally thought to be known has turned out to be inaccurate, incomplete, or based on an obsolete knowledge of the virus. It is in this context of uncertainty and confusion that conspiracies flourish. Michael Golebiewski and danah boyd’s work on ‘data voids’ highlights the ways that actors can work quickly to produce conspiratorial content to fill a void. The data void absent of high-quality data surrounding COVID-19 provides a fertile information environment for conspiracies to prosper (Chou et al.). Conspiracism is the belief that society and social institutions are secretly controlled by a powerful group of corrupt elites (Douglas et al.). Michael Barkun’s typology of conspiracy reveals three components: 1) the belief that nothing happens by accident or coincidence; 2) nothing is as it seems: the "appearance of innocence" is to be suspected; 3) the belief that everything is connected through a hidden pattern. At the heart of conspiracy theories is narrative storytelling, in particular plots involving influential elites secretly colluding to control society (Fenster). Conspiracies following this narrative playbook have flourished during the pandemic. Pharmaceutical corporations profiting from national vaccine rollouts, and the emergency powers given to governments around the world to curb the spread of coronavirus, have led some to cast these powerful commercial and State organisations as nefarious actors – 'big evil' drug companies and the ‘Deep State’ – in conspiratorial narratives. Several drugs believed to be potential treatments for COVID-19 have become entangled with conspiracy. At the start of the pandemic scientists experimented with repurposing existing drugs as potential treatments for COVID-19 because safe and effective vaccines were not yet available. A series of antimicrobials with potential activity against SARS-CoV-2 were tested in clinical trials, including lopinavir/ritonavir, favipiravir and remdesivir (Smith et al.). Only hydroxychloroquine and ivermectin transformed from potential COVID treatments into conspiracy objects. This article traces how the hydroxychloroquine and ivermectin conspiracy theories were amplified in the news media and online. It highlights how debunking processes contribute to amplification effects due to audience segmentation in the current media ecology. We conceive of these amplification and debunking processes as key components of a ‘Conspiracy Course’ (Baker and Maddox), identifying the interrelations and tensions between amplification and debunking practices as a conspiracy develops, particularly through mainstream news, social media and alternative media spaces. We do this in order to understand how medical claims about potential treatments for COVID-19 succumb to conspiracism and how we can intervene in their development and dissemination. In this article we present a commentary on how public discourse and actors surrounding two potential treatments for COVID-19: the anti-malarial drug hydroxychloroquine and the anti-parasitic drug ivermectin became embroiled in conspiracy. We examine public discourse and events surrounding these treatments over a 24-month period from January 2020, when the virus gained global attention, to January 2022, the time this article was submitted. Our analysis is contextually informed by an extended digital ethnography into medical misinformation, which has included social media monitoring and observational digital field work of social media sites, news media, and digital media such as blogs, podcasts, and newsletters. Our analysis focusses on the role that public figures and influencers play in amplifying these conspiracies, as well as their amplification by some wellness influencers, referred to as “alt.health influencers” (Baker), and those affiliated with the Intellectual Dark Web, many of whom occupy status in alternative media spaces. The Intellectual Dark Web (IDW) is a term used to describe an alternative influence network comprised of public intellectuals including the Canadian psychologist Jordan Peterson and the British political commentator Douglas Murray. The term was coined by the American mathematician and podcast host Eric Weinstein, who described the IDW as a group opposed to “the gated institutional narrative” of the mainstream media and the political establishment (Kelsey). As a consequence, many associated with the IDW use alternative media, including podcasts and newsletters, as an "eclectic conversational space" where those intellectual thinkers excluded from mainstream conversational spaces in media, politics, and academia can “have a much easier time talking amongst ourselves” (Kelsey). In his analysis of the IDW, Parks describes these figures as "organic" intellectuals who build identification with their audiences by branding themselves as "reasonable thinkers" and reinforcing dominant narratives of polarisation. Hence, while these influential figures are influencers in so far as they cultivate an online audience as a vocation in exchange for social, economic and political gain, they are distinct from earlier forms of micro-celebrity (Senft; Marwick) in that they do not merely achieve fame on social media among a niche community of followers, but appeal to those disillusioned with the mainstream media and politics. The IDW are contrasted not with mainstream celebrities, as is the case with earlier forms of micro-celebrity (Abidin Internet Celebrity), but with the mainstream media and politics. A public figure, on the other hand, is a “famous person” broadcast in the media. While celebrities are public figures, public figures are not necessarily celebrities; a public figure is ‘a person of great public interest or familiarity’, such as a government official, politician, entrepreneur, celebrity, or athlete. Analysis In what follows we explore the role of influencers and public figures in amplifying the hydroxychloroquine and ivermectin conspiracy theories during the pandemic. As part of this analysis, we consider how debunking processes can further amplify these conspiracies, raising important questions about how to most effectively respond to conspiracies in the current media ecology. Discussions around hydroxychloroquine and ivermectin as potential treatments for COVID-19 emerged in early 2020 at the start of the pandemic when people were desperate for a cure, and safe and effective vaccines for the virus were not yet publicly available. While claims concerning the promising effects of both treatments emerged in the mainstream, the drugs remained experimental COVID treatments and had not yet received widespread acceptance among scientific and medical professionals. Much of the hype around these drugs as COVID “cures” emerged from preprints not yet subject to peer review and scientific studies based on unreliable data, which were retracted due to quality issues (Mehra et al.). Public figures, influencers, and news media organisations played a key role in amplifying these narratives in the mainstream, thereby extending the audience reach of these claims. However, their transformation into conspiracy objects followed different amplification processes for each drug. Hydroxychloroquine, the “Game Changer” Hydroxychloroquine gained public attention on 17 March 2020 when the US tech entrepreneur Elon Musk shared a Google Doc with his 40 million followers on Twitter, proposing “maybe worth considering chloroquine for C19”. Musk’s tweet was liked over 50,200 times and received more than 13,500 retweets. The tweet was followed by several other tweets that day in which Musk shared a series of graphs and a paper alluding to the “potential benefit” of hydroxychloroquine in in vitro and early clinical data. Although Musk is not a medical expert, he is a public figure with status and large online following, which contributed to the hype around hydroxychloroquine as a potential treatment for COVID-19. Following Musk’s comments, search interest in chloroquine soared and mainstream media outlets covered his apparent endorsem*nt of the drug. On 19 March 2020, the Fox News programme Tucker Carlson Tonight cited a study declaring hydroxychloroquine to have a “100% cure rate against coronavirus” (Gautret et al.). Within hours another public figure, the then-US President Donald Trump, announced at a White House Coronavirus Task Force briefing that the FDA would fast-track approval of hydroxychloroquine, a drug used to treat malaria and arthritis, which he said had, “tremendous promise based on the results and other tests”. Despite the Chief Medical Advisor to the President, Dr Anthony Fauci, disputing claims concerning the efficacy of hydroxychloroquine as a potential therapy for coronavirus as “anecdotal evidence”, Trump continued to endorse hydroxychloroquine describing the drug as a “game changer”: HYDROXYCHLOROQUINE & AZITHROMYCIN, taken together, have a real chance to be one of the biggest game changers in the history of medicine. He said that the drugs should be put in use IMMEDIATELY. PEOPLE ARE DYING, MOVE FAST, and GOD BLESS EVERYONE! Trump’s tweet was shared over 102,800 times and liked over 384,800 times. His statements correlated with a 2000% increase in prescriptions for the anti-malarial drugs hydroxychloroquine and chloroquine in the US between 15 and 21 March 2020, resulting in many lupus patients unable to source the drug. There were also reports of overdoses as individuals sought to self-medicate with the drug to treat the virus. Once Trump declared himself a proponent of hydroxychloroquine, scientific inquiry into the drug was eclipsed by an overtly partisan debate. An analysis by Media Matters found that Fox News had promoted the drug 109 times between 23 and 25 March 2020, with other right wing media outlets following suit. The drug was further amplified and politicised by conservative public figures including Trump’s attorney Rudy Giuliani, who claimed on 27 March 2020 that “hydroxychloroquine has been shown to have a 100% effective rate in treating COVID-19”, and Brazil’s President, Jair Bolsonaro, who shared a Facebook post on 8 July 2020 admitting to taking the drug to treat the virus: “I’m one more person for whom this is working. So I trust hydroxychloroquine”. In addition to these conservative political figures endorsing hydroxychloroquine, on 27 July 2020 the right-wing syndicated news outlet Breitbart livestreamed a video depicting America’s Frontline Doctors – a group of physicians backed by the Tea Party Patriots, a conservative political organisation supportive of Trump – at a press conference outside the US Supreme Court in Washington. In the video, Stella Immanuel, a primary care physician in Texas, said “You don’t need masks…There is prevention and there is a cure!”, explaining that Americans could resume their normal lives by preemptively taking hydroxychloroquine. The video was retweeted by public figures including President Trump and Trump’s son Donald Trump Jr., before going viral reaching over 20 million users on Facebook. The video explicitly framed hydroxychloroquine as an effective “cure” for COVID-19 suppressed by “fake doctors”, thereby transferring it from potential treatment to a conspiracy object. These examples not only demonstrate the role of prominent public figures in amplifying conspiratorial claims about hydroxychloroquine as an effective cure for COVID-19, they reveal how these figures converted the drug into an “article of faith” divorced from scientific evidence. Consequently, to believe in its efficacy as a cure for COVID-19 demonstrated support for Trump and ideological skepticism of the scientific and medical establishment. Ivermectin, the “Miracle Cure” Ivermectin followed a different amplification trajectory. The amplifying process was primarily led by influencers in alternative media spaces and those associated with the IDW, many of whom position themselves in contrast to the mainstream media and politics. Despite scientists conducting clinical trials for ivermectin in early 2020, the ivermectin conspiracy peaked much later that year. On 8 December 2020, the pulmonary and ICU specialist Dr. Pierre Kory testified to the US Senate Committee about I-MASK: a prevention and early outpatient treatment protocol for COVID-19. During the hearing, Kory claimed that “ivermectin is effectively a ‘miracle drug’ against COVID-19”, which could end the pandemic. Kory’s depiction of ivermectin as a panacea, and the subsequent media hype, elevated him as a public figure and led to an increase in public demand for ivermectin in early 2021. This resulted in supply issues and led some people to seek formulations of the drug designed for animals, which were in greater supply and easier to access. Several months later in June 2021, Kory’s description of ivermectin as a “miracle cure” was amplified by a series of influencers, including Bret Weinstein and Joe Rogan, both of whom featured Kory on their podcasts as a key public figure in the fight against COVID Conspiratorial associations with ivermectin were further amplified on 9 July 2021 when Bret Weinstein appeared on Fox Nation's Tucker Carlson Today claiming he had “been censored for raising concerns about the shots and the medical establishment's opposition to alternative treatments”. The drug was embroiled in further controversy on 1 September 2021 when Joe Rogan shared an Instagram post explaining that he had taken ivermectin as one of many drugs to treat the virus. In the months that followed, Rogan featured several controversial scientists on his podcast who implied that ivermectin was an effective COVID “cure” suppressed as part of a global agenda to promote vaccine uptake. These public figures included Dr Robert Malone, an American physician who contributed to the development of mRNA technology, and Dr Peter McCullough, an American cardiologist with expertise in vaccines. As McCullough explained to Rogan in December 2021: it seemed to me early on that there was an intentional very comprehensive suppression of early treatment in order to promote fear, suffering, isolation, hospitalisation and death and it seemed to be completely organised and intentional in order to create acceptance for and then promote mass vaccination. McCullough went on to imply that the pandemic was planned and that vaccine manufacturers were engaged in a coordinated response to profit from mass vaccination. Consequently, whereas conservative public figures, such as Trump and Bolsonaro, played a primary role in amplifying the hype around hydroxychloroquine as a COVID cure and embroiling it in a political and conspiratorial narrative of collusion, influencers, especially those associated with alternative media and the IDW, were crucial in amplifying the ivermectin conspiracy online by platforming controversial scientists who espoused the drug as a “miracle cure”, which could allegedly end the pandemic but was being suppressed by the government and medical establishment. Debunking Debunking processes refuting the efficacy of these drugs as COVID “cures” contributed to the amplification of these conspiracies. In April 2020 the paper endorsing hydroxychloroquine that Trump tweeted about a week earlier was debunked. The debunking process for hydroxychloroquine involved a series of statements, papers, randomised clinical trials and retractions not only rejecting the efficacy of hydroxychloroquine, but suggesting it was unsafe and had the potential to cause harm (Boulware et al.; Mehra; Voss). In April 2020, the FDA released a statement cautioning against the use of hydroxychloroquine for COVID-19 outside of a hospital setting or a clinical trial due to risk of heart rhythm problems, and in June the FDA revoked its emergency use authorisation to treat COVID-19 in certain hospitalised patients. The debunking process was not limited to fact-based claims, it also involved satire and ridicule of those endorsing the drug as a treatment for COVID-19. Given the politicisation of the drug, much of this criticism was directed at Trump, as a key proponent of the drug, and Republicans in general, both of whom were cast as scientifically illiterate. The debunking process for ivermectin was similarly initiated by scientific and medical authorities who questioned the efficacy of ivermectin as a COVID-19 treatment due to reliability issues with trials and the quality of evidence (Lawrence). In response to claims that supply issues led people to seek formulations of the drug designed for animals, in April 2021 the FDA released a statement cautioning people not to take ivermectin to prevent or treat COVID-19: While there are approved uses for ivermectin in people and animals, it is not approved for the prevention or treatment of COVID-19 … . People should never take animal drugs … . Using these products in humans could cause serious harm. The CDC echoed this warning, claiming that “veterinary formulations intended for use in large animals such as horses, sheep, and cattle can be highly concentrated and result in overdoses when used by humans”. Many journalists and Internet users involved in debunking ivermectin reduced the drug to horse paste. Social media feeds debunking ivermectin were filled with memes ridiculing those consuming “horse dewormer”. Mockery of those endorsing ivermectin extended beyond social media, with the popular US sketch comedy show Saturday Night Live featuring a skit mocking Joe Rogan for consuming “horse medicine” to treat the virus. The skit circulated on social media in the following days, further deriding advocates of the drug as a COVID cure as not only irresponsible, but stupid. This type of ridicule, visually expressed in videos and Internet memes, fuelled polarisation. This polarisation was then weaponised by influencers associated with the IDW to sell ivermectin as a “miracle drug” suppressed by the medical and political establishment, thereby embroiling the drug further in conspiracy (Baker and Maddox). This type of opportunistic marketing is not intended for a mass audience. Instead, audiences are taking advantage of what Crystal Abidin refers to as “silosociality”, wherein content is tailored for specific subcommunities, which are not necessarily “accessible” or “legible” to outsiders (Abidin Refracted Publics 4). This dynamic both reflects and reinforces the audience segmentation that occurs in the current media ecology by virtue of alternative media with mockery and ridicule strengthening in- and out-group dynamics. Conclusion In this article we have traced how hydroxychloroquine and ivermectin moved from promising potential COVID-19 treatments to objects tainted by conspiracy. Despite common associations of conspiracy theories with the fringe, both the hydroxychloroquine and ivermectin conspiracy theories emerged in the mainstream, amplified across mainstream social networks with the help of influencers and public figures whose claims were further amplified by the news media commenting on their apparent endorsem*nt of these drugs as COVID cures. Whereas hydroxychloroquine was politicised as a result of controversial public figures and right-wing media outlets endorsing the drug and the conspiratorial narrative espoused by America’s Frontline Doctors, notably much of the conspiracy around ivermectin shifted to alternative media spaces amplified by influencers disillusioned with the mainstream media. We have demonstrated how debunking processes, which sought to discredit these drugs as potential treatments for COVID-19, often ridiculed those who endorsed them, further polarising discussions involving these treatments and pushing advocates to the extreme. By encouraging proponents of these treatments to retreat to alternative media spaces, such as podcasts and newsletters, polarisation strengthened in-group dynamics, assisting the ability for opportunistic influencers to weaponise these conspiracies for social, economic, and political gain. These findings raise important questions about how to effectively counter conspiracies. When debunking not only refutes claims but ridicules advocates, debunking can have unintended consequences by strengthening in-group dynamics and fuelling the legitimacy of conspiratorial narratives. References Abidin, Crystal. Internet Celebrity: Understanding Fame Online. Emerald Group Publishing, 2018. Abidin, Crystal. "From ‘Networked Publics’ to ‘Refracted Publics’: A Companion Framework for Researching ‘below the Radar’ Studies." Social Media + Society 7.1 (2021). Baker, Stephanie Alice. "Alt.Health Influencers: How Wellness Culture and Web Culture Have Been Weaponised to Promote Conspiracy Theories and Far-Right Extremism during the COVID-19 Pandemic." European Journal of Cultural Studies 25.1 (2022): 3-24. Baker, Stephanie Alice, and Alexia Maddox. “COVID-19 Treatment or Miracle 'Cure'?: Tracking the Hydroxychloroquine, Remdesivir and Ivermectin Conspiracies on Social Media.” Paper presented at the BSA Annual Conference 2022: Building Equality and Justice Now, 20-22 April 2022. <https://www.britsoc.co.uk/media/25695/ac2022_draft_conf_prog.pdf>. Barkun, Michael. A Culture of Conspiracy. University of California Press, 2013. Boulware, David R., et al. "A Randomized Trial of Hydroxychloroquine as Postexposure Prophylaxis for Covid-19." New England Journal of Medicine 383.6 (2020): 517-525. Chou, Wen-Ying Sylvia, Anna Gaysynsky, and Robin C. Vanderpool. "The COVID-19 Misinfodemic: Moving beyond Fact-Checking." Health Education & Behavior 48.1 (2021): 9-13. Douglas, Karen M., et al. "Understanding Conspiracy Theories." Political Psychology 40 (2019): 3-35. Fenster, Mark. Conspiracy Theories: Secrecy and Power in American Culture. University of Minnesota Press, 1999. Gautret, Philippe, et al. "Hydroxychloroquine and Azithromycin as a Treatment of COVID-19: Results of an Open-Label Non-Randomized Clinical Trial." International Journal of Antimicrobial Agents 56.1 (2020): 105949. Golebiewski, Michael, and danah boyd. "Data Voids: Where Missing Data Can Easily Be Exploited." Data & Society (2019). Kelsey, Darren. "Archetypal Populism: The ‘Intellectual Dark Web’ and the ‘Peterson Paradox’." Discursive Approaches to Populism across Disciplines. Cham: Palgrave Macmillan, 2020. 171-198. Lawrence, Jack M., et al. "The Lesson of Ivermectin: Meta-Analyses Based on Summary Data Alone Are Inherently Unreliable." Nature Medicine 27.11 (2021): 1853-1854. Marwick, Alice E. Status Update. Yale University Press, 2013. Mehra, Mandeep R., et al. "RETRACTED: Hydroxychloroquine or Chloroquine with or without a Macrolide for Treatment of COVID-19: A Multinational Registry Analysis." (2020). Parks, Gabriel. "Considering the Purpose of ‘an Alternative Sense-Making Collective’: A Rhetorical Analysis of the Intellectual Dark Web." Southern Communication Journal 85.3 (2020): 178-190. Senft, Theresa M. Camgirls: Celebrity and Community in the Age of Social Networks. Peter Lang, 2008. Smith, Tim, et al. "COVID-19 Drug Therapy." Elsevier (2020). Voss, Andreas. “Official Statement from International Society of Antimicrobial Chemotherapy (ISAC).” International Society of Antimicrobial Chemotherapy 3 Apr. 2020. <https://www.isac.world/news-and-publications/official-isac-statement>.

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Shaw, Janice Marion. "The Curious Transformation of Boy to Computer." M/C Journal 19, no.4 (August31, 2016). http://dx.doi.org/10.5204/mcj.1130.

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Mark Haddon’s The Curious Incident of the Dog in the Night-Time has achieved success as “the new Rain Man” or “the new definitive, popular account of the autistic condition” (Burks-Abbott 294). Integral to its favourable reception is the way it conflates the autistic main character, the fifteen-year-old narrator Christopher Boone, with the savant, or individual who exhibits both neurological problems and giftedness, thereby engaging with the way autism is presented in popular culture. In a variety of contemporary films and television series, autism has been transformed from a disability to a form of giftedness by relating it to abilities associated in contemporary media with a genius, in particular by invoking the metaphor of an autistic mind as a type of computer. As a result, the book engages with the current association of giftedness in mathematics and science with social awkwardness and isolation as constructed in popular culture: in idiomatic terms, the genius “nerd” figure characterised by an uncertain, adolescent approach to social contact (Kendall 353). The disablement of the character is, then, lessened so that the idea of being “special,” continually evoked throughout the text, has a transformative function that is related less to the special needs of those with a disability and more to the common element in adolescent fiction of longing for extraordinary power and control through being a special, gifted individual. The Curious Incident of the Dog in the Night-Time relates the protagonist, Christopher, to Sherlock Holmes and his methods of detection, specifically through the title being taken from a story by Conan Doyle, “Silver Blaze,” in which the “curious incident” referred to is that the dog did nothing in the night. In the original story, that the dog did not bark or react to an intruder was a clue that the person was known to the animal, so allowing Holmes to solve the crime by a process of deduction. Christopher copies these traditional methods of the classical detective to solve his personal mystery, that of who killed a neighbour’s dog, Wellington. The adoption of this title allows a double irony to emerge. Christopher’s attempts to emulate Holmes in his approach to crime are predicated on his assumption of his likeness to the model of the classical detective as he states, “I think that if I were a proper detective he is the kind of detective I would be,” pointing out the similarity of their powers of observation and his ability, like Holmes, to “detach his mind at will” as well as his capacity to find patterns in events (92). Through the novel, these attributes are aligned with his autism, constructing a trope of his disability conferring extraordinary abilities that are predicated on a computer-like detachment and precision in his method of thinking. The accessible narrative of the autistic Christopher gives the reader the impression of being able to understand the perspective of an individual with a spectrum disorder. In this way, the text not only engages with, but contributes to the construction of this disability in current popular culture as merely an extension of giftedness, especially in mathematics, and an associated unwillingness to communicate. Indeed, according to Raoul Eshelman, “one of its most engaging narrative devices is to make us identify with a mentally impaired narrator who is manifestly not interested in identifying either with us or anyone else” (1). The main character’s reference to mathematical and scientific ideas exploits an interest in giftedness already established by popular literature and film, and engages with a transformation effected in popular culture of the genius as autistic, and its corollary of an autistic person as potentially a genius. Such a construction ranges from fictional characters like Sheldon in The Big Bang Theory, Charlie and his physicist colleagues in Numb3rs, and Raymond Babbitt in Rain Man, to real life characters or representative figures in reality series and feature films such as x + y, The Imitation Game, The Big Short, and the television program Beauty and the Geek. While never referring specifically to autism, all the real or fictional representations contribute to the construction of a stereotype in which behaviours on the autistic spectrum are linked to a talent in mathematics and the sciences. In addition to this, detectives in the classical crime fiction alluded to in the novel typically exhibit traits of superhuman powers of deduction, pattern making, and problem solving that engage with the popular notion of genius in general and mathematics in particular by possessing a mind like a computer. Such detectives from current television series as Saga from The Bridge and Spencer Reid from Criminal Minds exhibit distance, coldness, and lack of social awareness or empathy with others, and this is presented as the basis of their extraordinary ability to discern patterns and solve crime. Spencer Reid, for example, has three PhDs in Science disciplines and Mathematics. Charlie in the television series Numb3rs is also a genius who uses his mathematical abilities to not only find the solution to crime but also explain the maths behind it to his FBI colleagues, and, in conjunction, the audience. But the character with the clearest association to Christopher is, naturally, Sherlock Holmes, both as constructed in Conan Doyle’s original text and the current adaptations and transformations of it. The television series Sherlock and Elementary, as well as the films Sherlock Holmes and Sherlock Holmes: A Game of Shadows all invoke a version of Holmes in which his powers of deduction are associated with symptoms to be found in a spectrum disorder.Like Christopher, the classical detective is characterised by being cold, emotionless, distant, socially inept, and isolated, but also keenly observant, analytical, and scientific; one who approaches the crime as a puzzle to be solved (Cawelti 43) with computer-like precision. In what is considered to be the original detective story, The Murders in the Rue Morgue, Poe included a “pseudo-mathematical logic in his literary scenario” (Platten 255). In Conan Doyle’s stories, Holmes, too, adopts a mathematical and scientific approach to construct patterns from clues that he alone can discern, and thereby solve the crime. The depiction of investigators in contemporary media such as Charlie in Numb3rs engages with these origins so that he is objective, dispassionate, and able to relate to real-world problems only through the filter of mathematical formulae. Christopher is presented similarly by engaging with the idea of the detective as implied savant and relying on an ability to discern patterns for successful crime solving.The book links the disabling behaviours of autism with the savant, so that the stereotype of the mystic displaying both disability and giftedness in fiction of earlier ages has been transformed in contemporary literature to a figure with extraordinary powers related both to autism and to the contemporary form of mysticism: innate mathematical ability and computer-style calculation. Allied with what Murray terms the “unknown and ambiguous nature” of autism, it is characterised as “the alien within the human, the mystical within the rational, the ultimate enigma” (25) in a way that is in keeping with the current fascination with the nature of genius and its association with being “special,” a term continually evoked and discussed throughout the book by the main character. The chapters on scientific ideas relate to Christopher’s world view, filtered through a mathematical and analytical approach to life and relationships with other people. Christopher examines beliefs such as the concept of humanity as superior to other animals, and the idea of religion and creationism, that is, the idea of humanity itself as special, with a cold and logical approach. He similarly discusses the idea of the individual person as special, linking this to a metaphor of the human mind being a computer (203, 148). Christopher’s narrow perspective as a result of his autism is not presented as disabling so much as protective, because the metaphorical connection of his viewpoint to a computer provides him with distance. Although initially Christopher fails to realise the significance of events, this allows him to be “switched off” (103) from events that he finds traumatising.The transformative metaphor of an autistic individual thinking like a computer is also invoked through Christopher’s explanation of “why people think that their brains are special, and different from computers” (147). Indeed, both in terms of his tendency to retreat or by “pressing CTRL + ALT + DEL and shutting down programs and turning the computer off and rebooting” (178) in times of stress, Christopher metaphorically views himself as a computer. Such a perspective invokes yet another popular cultural reference through the allusion to the human brain as “Captain Jean-Luc Picard in Star Trek: The Next Generation, sitting in his captain’s seat looking at a big screen” (147). But more importantly, the explanation refers to the basic premise of the book, that the text offers access to a condition that is inherently unknowable, but able to be understood by the reader through metaphor, often based on computers or technology as a result of a popular construction of autism that “the condition is the product of a brain in which the hard drive is incorrectly formatted” (Murray 25).Throughout the novel, the notion of “special” is presented as a trope for those with a disability, but as the protagonist, Christopher, points out, everyone is special in some way, so the whole idea of a disability as disabling is problematised throughout the text, while its associations of giftedness are upheld. Christopher’s disability, never actually designated as Asperger’s Syndrome or any type of spectrum disorder, is transformed into a protective mechanism that shields him from problematic social relationships of which he is unaware, but that the less naïve reader can well discern. In this way, rather than a limitation, the main character’s disorder protects him from a harsh reality. Even Christopher’s choice of Holmes as a role model is indicative of his desire to impose an eccentric order on his world, since this engages with a character in popular fiction who is famous not simply for his abilities, but for his eccentricity bordering on a form of autism. His aloof personality and cold logic not only fail to hamper him in his investigations, but these traits actually form the basis of them. The majority of recent adaptations of Conan Doyle’s stories, especially the BBC series Sherlock, depict Holmes with symptoms associated with spectrum disorder such as lack of empathy, difficulty in communication, and limited social skills, and these are clearly shown as contributing to his problem-solving ability. The trope of Christopher as detective also allows a parodic, postmodern comment on the classical detective form, because typically this fiction has a detective that knows more than the reader, and therefore the goal for the reader is to find the solution to the crime before it is revealed by the investigator in the final stages of the text (Rzepka 14). But the narrative works ironically in the novel since the non-autistic reader knows more than a narrator who is hampered by a limited worldview. From the beginning of the book, the narrative as focalised through Christopher’s narrow perspective allows a more profound view of events to be adopted by the reader, who is able to read clues that elude the protagonist. Christopher is well aware of this as he explains his attraction to the murder mystery novel, even though he has earlier stated he does not like novels since his inability to imagine or empathise means he is unable to relate to their fiction. For him, the genre of murder mystery is more akin to the books on maths and science that he finds comprehensible, because, like the classical detective, he views the crime as primarily a puzzle to be solved: as he states, “In a murder mystery novel someone has to work out who the murderer is and then catch them. It is a puzzle. If it is a good puzzle you can sometimes work out the answer before the end of the book” (5). But unlike Christopher, Holmes invariably knows more about the crime, can interpret the clues, and find the pattern, before other characters such as Watson, and especially the reader. In contrast, in The Curious Incident of the Dog in the Night-Time, the reader has more awareness of the probable context and significance of events than Christopher because, like a computer, he can calculate but not imagine. The reader can interpret clues within the plot of the story, such as the synchronous timing of the “death” of Christopher’s mother with the breakdown of the marriage of a neighbour, Mrs Shears. The astute reader is able to connect these events and realise that his mother has not died, but is living in a relationship with the neighbour’s husband. The construction of this pattern is denied Christopher, since he fails to determine their significance due to his limited imagination. Such a failure is related to Simon Baron-Cohen’s Theory of Mind, in which he proposes that autistic individuals have difficulty with social behaviour because they lack the capacity to comprehend that other people have individual mental states, or as Christopher terms it, “when I was little I didn’t understand about other people having minds” (145). Haddon utilises fictional licence when he allows Christopher to overcome such a limitation by a conscious shift in perspective, despite the specialist teacher within the text claiming that he would “always find this very difficult” (145). Christopher has here altered his view of events through his modelling both on the detective genre and on his affinity with mathematics, since he states, “I don’t find this difficult now. Because I decided that it was a kind of puzzle, and if something is a puzzle there is always a way of solving it” (145). In this way, the main character is shown as transcending symptoms of autism through the power of his giftedness in mathematics to ultimately discern a pattern in human relationships thereby adopting a computational approach to social problems.Haddon similarly explains the perspective of an individual with autism through a metaphor of Christopher’s memory being like a DVD recording. He is able to distance himself from his memories, choosing “Rewind” and then “Fast Forward” (96) to retrieve his recollection of events. This aspect of the precision of his memory relates to his machine-like coldness and lack of empathy for the feelings of others. But it also refers to the stereotype of the nerd figure in popular culture, where the nerd is able to relate more to a computer than to other people, exemplified in Sheldon from the television series The Big Bang Theory. Thus the presentation of Christopher’s autism relates to his giftedness in maths and science more than to areas that relate to his body. In general, descriptions of inappropriate or distressing bodily functions associated with disorders are mainly confined to other students at Christopher’s school. His references to his fellow students, such as Joseph eating his poo and playing in it (129) and his unsympathetic evaluation of Steve as not as clever or interesting as a dog because he “needs help to eat his food and could not even fetch a stick” (6), make a clear distinction between him and the other children, who despite being termed “special needs” are “special” in a different way from Christopher, because, according to him, “All the other children at my school are stupid” (56). While some reference is made to Christopher’s inappropriate behaviour in times of stress, such as punching a fellow student, wetting himself while on the train, and vomiting outside the school, in the main the emphasis is on his giftedness as a result of his autism, as displayed in the many chapters where he explains scientific and mathematical concepts. This is extrapolated into a further mathematical metaphor underlying the book, that he is like one of the prime numbers he finds so fascinating, because prime numbers do not fit neatly into the pattern of the number system, but they are essential and special nevertheless. Moreover, as James Berger suggests, prime numbers can “serve as figures for the autistic subject,” because like autistic individuals “they do not mix; they are singular, indivisible, unfactorable” yet “Mathematics could not exist without these singular entities that [. . .] are only apparent anomalies” (271).Haddon therefore offers a transformation by confounding autism with a computer-like ability to solve mathematical problems, so that the text is, as Haddon concedes, “as much about a gifted boy with behavior problems as it is about anyone on the autism spectrum” (qtd. in Burks-Abbott 291). Indeed, the word “autism” does not even appear in the book, while the terms “genius,” (140) “clever,” (32, 65, 252) and the like are continually being invoked in descriptions of Christopher, even if ironically. More importantly, the reader is constantly being shown his giftedness through the reiteration of his study of A Level Mathematics, and his explanation of scientific concepts. Throughout, Christopher explains aspects of mathematics, astrophysics, and other sciences, referring to such well-known puzzles in popular culture as the Monty Hall problem, as well as more obscure formulae and their proofs. They function to establish Christopher’s intuitive grasp of complex mathematical and scientific principles, as well as providing the reader with insight into both his perspective and the paradoxical nature of an individual who is at once able to solve quadratic equations in his head, yet is incapable of understanding the simple instruction, “Take the tube to Willesden Junction” (211).The presentation of Christopher is that of an individual who displays an extension of the social problems established in popular literature as connected to a talent for mathematics, therefore engaging with a depiction already existing in popular mythology: the isolated and analytical nerd or genius social introvert. Indeed, much of Christopher’s autistic behaviour functions to protect him from unsettling or traumatic information, since he fails to realise the significance of the information he collects or the clues he is given. His disability is therefore presented as not limiting so much as protective, and so the notion of disability is subsumed by the idea of the savant. The book, then, engages with a contemporary representation within popular culture that has transformed spectrum disability into mathematical giftedness, thereby metaphorically associating the autistic mind with the computer. ReferencesBaron-Cohen, Simon. Mindblindness: An Essay on Autism and Theory of Mind. Cambridge MA: MIT Press, 1995. Berger, James. “Alterity and Autism: Mark Haddon’s Curious Incident in the Neurological Spectrum.” Autism and Representation. Ed. Mark Osteen. Hoboken: Routledge, 2007. 271–88. Burks-Abbott, Gyasi. “Mark Haddon’s Popularity and Other Curious Incidents in My Life as an Autistic.” Autism and Representation. Ed. Mark Osteen. Hoboken: Routledge, 2007. 289–96. Cawelti, John G. Adventure, Mystery, and Romance: Formula Stories as Art and Popular Culture. Chicago: U of Chicago P, 1976. Eshelman, Raoul. “Transcendence and the Aesthetics of Disability: The Case of The Curious Incident of the Dog in the Night-Time.” Anthropoetics: The Journal of Generative Anthropology 15.1 (2009). Haddon, Mark. The Curious Incident of the Dog in the Night-Time. London: Random House Children’s Books, 2004. Kendall, Lori. “The Nerd Within: Mass Media and the Negotiation of Identity among Computer-Using Men.” Journal of Men’s Studies 3 (1999): 353–67. Murray, Stuart. “Autism and the Contemporary Sentimental: Fiction and the Narrative Fascination of the Present.” Literature and Medicine 25.1 (2006): 24–46. Platten, David. “Reading Glasses, Guns and Robots: A History of Science in French Crime Fiction.” French Cultural Studies 12 (2001): 253–70. Rzepka, Charles J. Detective Fiction. Cambridge, UK: Polity Press, 2005.

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Staite, Sophia. "Kamen Rider." M/C Journal 24, no.5 (October5, 2021). http://dx.doi.org/10.5204/mcj.2834.

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2021 is the fiftieth anniversary year for Japanese live-action superhero franchise Kamen Rider. For half a century, heroes bearing the name Kamen Rider have battled rubber suited monsters and defended the smiles of children. Unlike many superheroes, however, the Kamen Riders are grotesque heroes, usually drawing their powers from the same source as the villains they battle. Grotesque human-machine-animal hybrids, they differ from their opponents only in the kindness of their hearts and the strength of their spirits. Although the Kamen Rider franchise includes a variety of texts including manga, novels, movies, and stage musicals, the central text is the Sunday morning children’s television program. This article focusses exclusively on the television series. Each season of the television program is comprised of around fifty twenty-five-minute episodes, and each season features an entirely new cast, title, and premise. Kamen Rider was originally created at a time of economic downturn and social unrest, and the unease of the zeitgeist is reflected in the figure of the no longer human hero. A little over thirty years later Japan was again facing a variety of crises and intense debate over what, if any, role it should play in the wars in Afghanistan and Iraq. The 2002 television season, Kamen Rider Ryūki, tackles difficult questions about what justice, heroism, and monstrosity mean, through the medium of a children’s martial arts and live action special effects hero television program. This article explores the blurred boundaries between monster and hero in Kamen Rider, in the context of social attitudes toward children. The First Kamen Rider The inaugural Kamen Rider (protagonist of the 1971 television season), Hongo Takeshi, is a university student who gains superpowers after being abducted and experimented on by Shocker, a terrorist organisation founded by Nazis. Their medical experiments are part of a plan to produce an army capable of world domination. Takeshi’s body was modified with grasshopper DNA and cybernetic enhancements, but he was able to escape before the mind control portion of the operation. Although he appears human, Takeshi transforms via a special belt into Kamen (masked) Rider in order to fight. His face is obscured by an insectoid helmet with red compound eyes and antennae. The transformation scene is a highlight of every episode, and the transformation belt is the most important of the (many) tie-in toys. The primary audience of Kamen Rider is children between two and seven, and as a media-mix (Steinberg) franchise the sale of toys and branded products to the primary audience is vital. Anne Allison (105) identifies the transformation and blending or crossing of bodily borders it entails as the “money shot” children anticipate and enjoy. There is also a substantial tertiary audience, however, which includes older children and adults. During the early 1970s, when the first few seasons of Kamen Rider were broadcast, ‘employment trains’ were transporting Japanese teenagers (immediately following their graduation from middle school) from rural areas to the large cities, where they worked in factories and construction far from their families (Alt 54). Kamen Rider’s creator, Ishinomori Shōtarō, had debuted as a manga artist while still in school himself, and his works were particularly popular among this disenfranchised demographic. The figure of a young man taken and changed against his will and left to forge his own path in the aftermath may have been particularly resonant with these teenagers. Kamen Rider’s creator, Ishinomori Shōtarō, was a member of the yakeato (burnt ruins) generation, who were children during the Second World War and experienced the fire- and nuclear bombings of Japan and grew up amidst the burned-out ruins. Roman Rosenbaum (Redacting 97-98) argues that this generation (or perhaps more accurately, micro-generation), “later subconsciously released the bent-up trauma of their early childhood experiences throughout their adult lives in their body of work”. Ishinomori was not alone in this experience, of course; other members of the early Kamen Rider creative team were also motivated by childhood trauma. Hirayama Tōru, who helped Ishinomori bring the Rider concept to television as a producer, was sixteen when his hometown of Nagoya was firebombed. He and other schoolboys were dispatched to dispose of the bodies of civilians who had died while trying to escape the flames only to die in the river (Oda and Muraeda 41-2). Members of the yakeato generation were prominent in anti-war activism during the 1970s, opposing Japan’s entanglement in the Vietnam War (Rosenbaum Generation 284). Violence and the meaning of justice were urgent issues for this generation. This first season of Kamen Rider, along with many of the subsequent seasons, is classifiable as a horror text, with numerous Gothic elements (Staite). Many of the monsters Takeshi battles are “designed to elicit a specific reaction: that of abject horror” (Kim 28). While some of the prosthetic suits are quite silly-looking by contemporary standards, many remain compellingly disturbing in their fusion of animal-human-machine. Although he proceeds up the chain of command to eventually battle the leaders of Shocker, Takeshi is always aware when battling other victims of Shocker experimentation that the only difference between himself and them is that he was able to escape before losing his will. He, like them, is no longer entirely human, and has become as grotesque as the unfortunate monsters he must defeat. As Miura Shion (180) puts it (translation mine), “Kamen Rider was originally an entity created by evil. The reality is that the enemy in front of you and you are actually the same. The fate of Kamen Rider is to fight while struggling with this”. Noting that Kamen Rider was created during a time of social, economic, and political upheaval in Japan, Hirofumi Katsuno (37-38) links the rise of the ambiguous hero to the decline of the ‘grand narrative’ of modernity and the belief in the kind of absolute justice represented by more traditional superheroes. Kamen Rider instead inhabits “an ambiguous space between human and nonhuman, good and evil” (Katsuno 44). In the early years of the franchise the ambiguity remained largely centred on the figure of the hero. Members of the opposing Shocker organisation – who were responsible for the rise of the first two Kamen Riders – are unambiguously evil and unsympathetic. For ordinary people who have been subjected to mind control and experimentation there is compassion, but in terms of the central conflict there is no question that destroying Shocker is correct and moral. The villains battled by Kamen Riders remained predominantly fascists and cultists bent on world domination until the late 1980s, with the primary antagonist of 1987 season Kamen Rider Black the protagonist’s beloved brother. The following season, Kamen Rider Black RX, had environmental themes. The villains trying to take over the world in this season are doing so because their own planet has become too polluted to sustain life. They argue, somewhat persuasively, that since humans are on the path to global environmental destruction they are justified in taking over the planet before it is ruined. This gradual shift toward more sympathetic monsters became explicit in 2002 with Kamen Rider Ryūki’s ambivalent response to the Bush administration’s so-called War on Terror. Justice Is a Thing with Teeth and Claws Kamen Rider Ryūki (hereafter Ryūki) was in the planning stages when the 9/11 terrorist attacks occurred, destroying the twin towers. TV Asahi, the station that airs Kamen Rider, immediately sent a directive to producer Shirakura Shinichiro stating that “now more than ever we must teach children about justice” (Salas). Seemingly uncomfortable with the implications of this idea of “justice” in light of the Bush administration's subsequent actions, Shirakura says: in that mood I wondered if I could repeat the sort of hero story we had made so far, where the ‘good person’ beats the ‘bad person’ that appears one after another and finally hits the headquarters of evil. It is very dangerous to plant the mentality of the Cold War era in children at this time. ‘Ryuuki’ was created in the hope that children will have an eye for what justice means. (Cited in Uno 261-2, translation mine) Since its creation in the 1970s, Kamen Rider had been forging a new path for Japanese heroes in opposition to what Jonathan Abel identifies as an external attitude to justice in the hero programs of the 1950s and 1960s. In these programs, he argues, justice was represented as something imposed into Japan from outside (by alien superheroes, for example, or the Allied Occupation forces). American superheroes and their various approaches to questions of justice and vigilantism were also well known in Japan, as Timothy Peters has highlighted. In its depiction of a hero so closely resembling the monsters he battles, Kamen Rider rejected notions of an absolute distinction between the categories of hero and monster. As Katsuno (46) argues, “in this postmodern, liquid society, superheroes lack a unified, self-evident justice, but must navigate multiple conceptions of justice … . As embodiments of relativized justice, these grotesque heroes were the seeds for what have become enduring trends in Japanese popular culture”. 2002 season Ryūki takes the idea of relativised justice to its extreme, questioning the very existence of a ‘justice’ that exists independently from the people it impacts. It is impossible to summarise the plot of Ryūki both briefly and accurately; this attempt prioritises the former over the latter. Ryūki features thirteen Kamen Riders in a battle royale, competing for the granting of a single wish. The Riders gain their powers through forming a contract with a mirror monster, who they must feed by defeating other Riders or less powerful mirror monsters (who are themselves feeding on helpless humans). If a Rider is defeated and can no longer feed his contract monster, the creature will consume them. Mirror monsters are so called because they come from mirror world, a parallel dimension connected to ours by reflective surfaces including mirrors and, significantly, gleaming skyscrapers. The battle is controlled by antagonist Kanzaki Shiro, who is trying to save the life of his younger sister Yui. Protagonist Kido Shinji tries to stop the Riders from fighting one another, which delays Shiro’s plans and leads to Yui’s death. Shiro repeatedly loops time to restart the battle and save Yui, but Shinji disrupts each new timeline. There are multiple alternate endings to the story, including both televisual and print versions. Because the endings each involve uncovering the reason Shiro has created the battle as part of their resolution of the story, there are also multiple explanations for why and how the battle began. In some versions the origin of the mirror monsters lies in Shiro and Yui’s childhood experience of abuse at the hands of their parents, while in another Shinji inadvertently sets events in motion after breaking a childhood promise to Yui. Which origin, ending, or time-loop is ‘true’ is never resolved. Viewers were invited to vote on the ending of the television special by telephone; alternate endings had been prepared with the winning option inserted at the end of the broadcast (Uno 271). This moral ambiguity and confusion over what is ‘true’ is an intentional critique of simplistic ideas about justice. In Ryūki each of the Riders participates in the battle because they believe that their wish is important enough to justify the means employed to obtain it. The program problematises the idea that there is an objective division between good and evil by focusing on the subjective righteousness of the individual characters’ motivations, including the irony of Shinji’s battles for the sake of stopping the war. Although these feel like quite adult themes, Shirakura couches them firmly within his interpretation of teaching children about justice, explaining that children sometimes envision themselves as the heroes and think they might also be justice. There is also the idea that people often don’t accept themselves as being wrong, because in one’s mind ‘I am myself, so I’m not wrong’ is the prevailing thought process. These thoughts lead to selfish patterns because kids might not see themselves as themselves but as the heroes. (Salas) Uno Tsunehiro (263-4) argues that there is in fact no villain and no justice in Ryūki, simply competing desires. Ryūki does not make judgements about which desires are more or less worthy, he writes, but displays all of the Riders’ motivations equally, just like Google search results of products displayed on Amazon. Just like Capitalism, Uno (263-4) suggests, Ryūki treats every story (justice / evil) equally as a desire (as a product). The mirror monsters are quite frightening; using a combination of Godzilla-style rubber suits and CGI they are all based on animals including spiders, crabs, and cobras, combined with cyborg elements such as guns embedded in various body parts. However, their behaviour is straightforwardly animalistic. They are hungry; they kill to feed. The truly monstrous characters in Ryūki are clearly the Kamen Riders themselves, who use the mirror monsters to lend power to human motivations that are far more complex and twisted. Although many of the Riders have sympathetic motivations such as saving the life of a loved one, Kamen Rider Ōja simply enjoys violence. Uno points out that this character is essentially the same as The Joker in 2008’s The Dark Knight; like The Joker, Ōja tells a variety of stories explaining the origins of his psychopathy in past traumas only to mock the credulity of those so eager to believe these explanations (Uno 274). Crucially, Ōja is still a Kamen Rider, and appears alongside more sympathetic Kamen Riders in ensemble-cast films and games. The line between hero and monster has become blurred beyond comprehension. Monsters for Children, Children as Monsters Shirakura’s comment about the danger of children uncritically viewing their own actions as being just draws attention to an important shift taking place at the turn of the millennium. Monsters were no longer something to protect children from, but increasingly children themselves were becoming viewed as potentially monstrous. Five years before Ryūki’s release Japan had been rocked by the discovery that the murderer of two elementary school children was a fourteen-year-old child dubbed ‘Youth A’, who had described his behaviour as a game, taunting the police and media before his capture (Arai 370-1). Although violent crimes perpetrated by children are always shocking, what stands out from this particular incident is the response from other school children. Youth A had sent a manifesto to a local newspaper lambasting the education system that had created him. In a survey conducted by the Ministry of Education more than fifty percent of the students surveyed sympathised and identified with at Youth A (cited in Arai 371). Lindsay Nelson (4) notes the prevalence of child-monsters in Japanese horror films in the late 1990s and early 2000s, writing that “the many monstrous children of contemporary Japanese cinema stand at a crossroads of Japan’s past, present, and future, crying out for compassion even as they drag those around them into death” (Nelson 13). There is of course a world of difference between depictions of monstrous children in adult media, and depictions of monsters in children’s media. I do not mean to conflate or confuse the two. Both kinds of monsters are, however, influenced and in turn influence wider social discourses and anxieties. Kamen Rider is also a text characterised by dual address, a narrative mode which addresses both adults and children simultaneously (in contradistinction to double address, in which the adults talk over the heads of children in an exclusionary way (Wall). Although Kamen Rider Ryūki featured adult actors (teenagers began to appear in leading roles with increasing frequency from the mid-2000s), it foreshadows the shifting of social attitudes toward children through intertextual references to the film Battle Royale (2000), also distributed by Kamen Rider’s producer Toei. Battle Royale centres on a school class who have (without their prior knowledge) been selected by lottery to participate in a ‘survival game’ on an isolated island. They must kill one another until only one survives; they have all been fitted with explosive collars, and any child refusing to participate will have their collar remotely detonated, killing them. Director f*ckasaku Kinji comments that he felt a connection to the thematic linking of violence and children in Battle Royale because of his own experiences as a member of the yakeato generation. He had worked in a munitions factory during the war that was frequently targeted by bombs, and he describes hiding under and later having to dispose of the bodies of his friends (Rose). The story is a biting commentary of the relationship between economic collapse, school-based violence, and failures of governance. In Andrea Arai’s (368) analysis, “the tropes of battle, survival, and the figure of the schoolchild, reflect and refract social anxieties about the Japanese future in an era of globalisation and neoliberal reform, and the enduring historical conundrums of Japan’s twentieth-century past”. The battle between Kamen Riders in Ryūki is also a battle royale; although the core audience of very young children would probably not have made the intertextual link to the film (or the 1999 novel the film was based on), the association would have been strengthened for older viewers by the use of "those who don't fight won't survive!" as a catchphrase for Kamen Rider Ryūki. Conclusion In the early 1970s, Kamen Rider stood out as a text rejecting externally imposed, objective ideas of justice enforced by unassailable virtue, in favour of a grotesque hero struggling to find a path to justice through a metaphorical forest of misadventure and victimisation. The first Kamen Rider was a grotesque, damaged hero who fought monsters to whom he was more alike than different. In the early 2000s this blurring of the heroic and monstrous was taken even further, questioning the very concepts of justice and monstrosity. Much as the original season of Kamen Rider responded to economic and social upheavals with its reassessment of the role and figure of the hero, Kamen Rider Ryūki draws attention to fears of and for its child audience in response to both domestic economic disaster and global events. In Kamen Rider Ryūki the trope of an unwitting victim being turned into a Kamen Rider through biomechanical enhancements is discarded entirely; anyone can become a Kamen Rider simply by entering into a contract with a mirror monster. No longer grotesque because of powers beyond their control, the new generation of Kamen Riders choose grotesquery and risk their lives to obtain their desire. Anyone can become a hero, Ryūki tells its viewers, and anyone can become a monster. And, perhaps, anyone can be both at the same time. References Abel, Jonathan E. "Masked Justice: Allegories of the Superhero in Cold War Japan." Japan Forum 26.2 (2014): 187–208. Allison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. Berkeley: U of California P, 2006. Alt, Matthew. Pure Invention: How Japan Conquered the World in Eight Fantasies. Brown Book Group, 2020. Arai, Andrea. "Killing Kids: Recession and Survival in Twenty-First-Century Japan." Postcolonial Studies 6.3 (2003): 367–79. Battle Royale. Dir. Kinji f*ckasaku. Toei, 2000. Katsuno, Hirofumi. "The Grotesque Hero: Depictions of Justice in Tokusatsu Superhero Television Programs." Introducing Japanese Popular Culture. Eds. Alisa Freedman and Toby Slade. Routledge, 2018. 37–47. Kim, Se Young. "Kamen Rider vs. Spider-Man and Batman." Giant Creatures in Our World: Essays on Kaiju and American Popular Culture. Eds. Camille Mustachio and Jason Barr. McFarland, 2017. Nelson, Lindsay. "Ghosts of the Past, Ghosts of the Future: Monsters, Children, and Contemporary Japanese Horror Cinema." Cinemascope 13 (2009). Oda, Katsumi, and Kenichi Muraeda. The Men Who Made Kamen Rider: 1971-2011. Kodansha, 2011. Peters, Timothy. "'Holy Trans-Jurisdictional Representations of Justice, Batman!' Globalisation, Persona and Mask in Kuwata's Batmanga and Morrison's Batman, Incorporated." Law and Justice in Japanese Popular Culture: From Crime Fighting Robots to Duelling Pocket Monsters. Eds. Ashley Pearson, Thomas Giddens, and Kieran Tranter. Taylor & Francis, 2018. Kamen Rider. Toei, 1971. Kamen Rider Black RX. Toei, 1988. Kamen Rider Ryūki. Toei, 2002. Rose, Steve. “The Kid Killers.” The Guardian 2001. Rosenbaum, Roman. “The ‘Generation of the Burnt-out Ruins’.” Japanese Studies 27.3 (2007): 281–293. ———. “Redacting Japanese History: Ishinomori Shōtarō’s Graphic Narratives.” Rewriting History in Manga: Stories for the Nation. Eds. Nissim Otmazgin and Rebecca Suter. Palgrave Macmillan US, 2016. Salas, Jorge. "Kamen Rider’s Reaction to 9/11." Tokusatsu Network 2018. 1 Oct. 2021 <https://tokusatsunetwork.com/2018/08/kamen-riders-reaction-to-9-11/>. Shion, Miura. Momoiro Towairaito. Paperback Bunko: Shinchosha, 2010. Staite, Sophia. "Playing the Bloody Rose: Deconstructing Childhood with Kamen Rider Kiva." Aeternum: The Journal of Contemporary Gothic Studies 6.1 (2019): 34–48 Steinberg, Marc. Anime's Media Mix: Franchising Toys and Characters in Japan. U of Minnesota P, 2012. The Dark Knight. Dir. Christopher Nolan. Warner Bros, 2008. Uno, Tsunehiro. The Era of Little People. Gentosha, 2015. Wall, Barbara. The Narrator's Voice: The Dilemma of Children's Fiction. Macmillan, 1991.

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Harley, Ross. "Light-Air-Portals: Visual Notes on Differential Mobility." M/C Journal 12, no.1 (February27, 2009). http://dx.doi.org/10.5204/mcj.132.

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0. IntroductionIf we follow the line of much literature surrounding airports and urban mobility, the emphasis often falls on the fact that these spaces are designed to handle the mega-scale and super-human pace of mass transit. Airports have rightly been associated with velocity, as zones of rapid movement managed by enormous processing systems that guide bodies and things in transit (Pascoe; Pearman; Koolhaas; Gordon; Fuller & Harley). Yet this emphasis tends to ignore the spectrum of tempos and flows that are at play in airport terminals — from stillness to the much exalted hyper-rapidity of mobilized publics in the go-go world of commercial aviation.In this photo essay I'd like to pull a different thread and ask whether it's possible to think of aeromobility in terms of “uneven, differential mobility” (Bissell 280). What would it mean to consider waiting and stillness as forms of bodily engagement operating over a number of different scales and temporalities of movement and anticipation, without privileging speed over stillness? Instead of thinking mobility and stillness as diametrically opposed, can we instead conceive of them as occupying a number of different spatio-temporal registers in a dynamic range of mobility? The following is a provisional "visual ethnography" constructed from photographs of air terminal light boxes I have taken over the last five years (in Amsterdam, London, Chicago, Frankfurt, and Miami). Arranged into a "taxonomy of differentiality", each of these images comes from a slightly different angle, mode or directionality. Each view of these still images displayed in billboard-scale light-emitting devices suggests that there are multiple dimensions of visuality and bodily experience at play in these image-objects. The airport is characterized by an abundance of what appears to be empty space. This may be due to the sheer scale of mass transport, but it also arises from a system of active and non-active zones located throughout contemporary terminals. This photo series emphasises the "emptiness" of these overlooked left-over spaces that result from demands of circulation and construction.1. We Move the WorldTo many travellers, airport gate lounges and their surrounding facilities are loaded with a variety of contradictory associations and affects. Their open warehouse banality and hard industrial sterility tune our bodies to the vast technical and commercial systems that are imbricated through almost every aspect of contemporary everyday life.Here at the departure gate the traveller's body comes to a moment's rest. They are granted a short respite from the anxious routines of check in, body scans, security, information processing, passport scanning, itineraries, boarding procedures and wayfaring the terminal. The landside processing system deposits them at this penultimate point before final propulsion into the invisible airways that pipe them into their destination. We hear the broadcasting of boarding times, check-in times, name's of people that break them away from stillness, forcing people to move, to re-arrange themselves, or to hurry up. Along the way the passenger encounters a variety of techno-spatial experiences that sit at odds with the overriding discourse of velocity, speed and efficiency that lie at the centre of our social understanding of air travel. The airline's phantasmagorical projections of itself as guarantor and enabler of mass mobilities coincides uncomfortably with the passenger's own wish-fulfilment of escape and freedom.In this we can agree with the designer Bruce Mau when he suggests that these projection systems, comprised of "openings of every sort — in schedules, in urban space, on clothes, in events, on objects, in sightlines — are all inscribed with the logic of the market” (Mau 7). The advertising slogans and images everywhere communicate the dual concept that the aviation industry can deliver the world to us on time while simultaneously porting us to any part of the world still willing to accept Diners, VISA or American Express. At each point along the way these openings exhort us to stop, to wait in line, to sit still or to be patient. The weird geographies depicted by the light boxes appear like interpenetrating holes in space and time. These travel portals are strangely still, and only activated by the impending promise of movement.Be still and relax. Your destination is on its way. 2. Attentive AttentionAlongside the panoramic widescreen windows that frame the choreography of the tarmac and flight paths outside, appear luminous advertising light boxes. Snapped tightly to grid and locked into strategic sightlines and thoroughfares, these wall pieces are filled with a rotating menu of contemporary airport haiku and ersatz Swiss graphic design.Mechanically conditioned air pumped out of massive tubes creates the atmosphere for a very particular amalgam of daylight, tungsten, and fluorescent light waves. Low-oxygen-emitting indoor plants are no match for the diesel-powered plant rooms that maintain the constant flow of air to every nook and cranny of this massive processing machine. As Rem Koolhaas puts it, "air conditioning has launched the endless building. If architecture separates buildings, air conditioning unites them" (Koolhaas). In Koolhaas's lingo, these are complex "junkspaces" unifying, colliding and coalescing a number of different circulatory systems, temporalities and mobilities.Gillian Fuller reminds us there is a lot of stopping and going and stopping in the global circulatory system typified by air-terminal-space.From the packing of clothes in fixed containers to strapping your belt – tight and low – stillness and all its requisite activities, technologies and behaviours are fundamental to the ‘flow’ architectures that organize the motion of the globalizing multitudes of today (Fuller, "Store" 63). It is precisely this functional stillness organised around the protocols of store and forward that typifies digital systems, the packet switching of network cultures and the junkspace of airports alike.In these zones of transparency where everything is on view, the illuminated windows so proudly brought to us by J C Decaux flash forward to some idealized moment in the future. In this anticipatory moment, the passenger's every fantasy of in-flight service is attended to. The ultimate in attentiveness (think dimmed lights, soft pillows and comfy blankets), this still image is captured from an improbable future suspended behind the plywood and steel seating available in the moment —more reminiscent of park benches in public parks than the silver-service imagined for the discerning traveller.3. We Know ChicagoSelf-motion is itself a demonstration against the earth-binding weight of gravity. If we climb or fly, our defiance is greater (Appleyard 180).The commercial universe of phones, cameras, computer network software, financial instruments, and an array of fancy new gadgets floating in the middle of semi-forgotten transit spaces constitutes a singular interconnected commercial organism. The immense singularity of these claims to knowledge and power loom solemnly before us asserting their rights in the Esperanto of "exclusive rollover minutes", "nationwide long distance", "no roaming charges" and insider local knowledge. The connective tissue that joins one part of the terminal to a commercial centre in downtown Chicago is peeled away, revealing techno-veins and tendrils reaching to the sky. It's a graphic view that offers none of the spectacular openness and flights of fancy associated with the transit lounges located on the departure piers and satellites. Along these circulatory ribbons we experience the still photography and the designer's arrangement of type to attract the eye and lure the body. The blobby diagonals of the telco's logo blend seamlessly with the skyscraper's ribbons of steel, structural exoskeleton and wireless telecommunication cloud.In this plastinated anatomy, the various layers of commercially available techno-space stretch out before the traveller. Here we have no access to the two-way vistas made possible by the gigantic transparent tube structures of the contemporary air terminal. Waiting within the less travelled zones of the circulatory system we find ourselves suspended within the animating system itself. In these arteries and capillaries the flow is spread out and comes close to a halt in the figure of the graphic logo. We know Chicago is connected to us.In the digital logic of packet switching and network effects, there is no reason to privilege the go over the stop, the moving over the waiting. These light box portals do not mirror our bodies, almost at a complete standstill now. Instead they echo the commercial product world that they seek to transfuse us into. What emerges is a new kind of relational aesthetics that speaks to the complex corporeal, temporal, and architectural dimensions of stillness and movement in transit zones: like "a game, whose forms, patterns and functions develop and evolve according to periods and social contexts” (Bourriaud 11). 4. Machine in the CaféIs there a possible line of investigation suggested by the fact that sound waves become visible on the fuselage of jet planes just before they break the sound barrier? Does this suggest that the various human senses are translatable one into the other at various intensities (McLuhan 180)?Here, the technological imaginary contrasts itself with the techno alfresco dining area enclosed safely behind plate glass. Inside the cafes and bars, the best businesses in the world roll out their biggest guns to demonstrate the power, speed and scale of their network coverage (Remmele). The glass windows and light boxes "have the power to arrest a crowd around a commodity, corralling them in chic bars overlooking the runway as they wait for their call, but also guiding them where to go next" (Fuller, "Welcome" 164). The big bulbous plane sits plump in its hangar — no sound barriers broken here. It reassures us that our vehicle is somewhere there in the network, resting at its STOP before its GO. Peeking through the glass wall and sharing a meal with us, this interpenetrative transparency simultaneously joins and separates two planar dimensions — machinic perfection on one hand, organic growth and death on the other (Rowe and slu*tsky; Fuller, "Welcome").Bruce Mau is typical in suggesting that the commanding problem of the twentieth century was speed, represented by the infamous image of a US Navy Hornet fighter breaking the sound barrier in a puff of smoke and cloud. It has worked its way into every aspect of the design experience, manufacturing, computation and transport.But speed masks more than it reveals. The most pressing problem facing designers and citizens alike is growth — from the unsustainable logic of infinite growth in GDP to the relentless application of Moore's Law to the digital networks and devices that define contemporary society in the first world. The shift of emphasis from speed to growth as a time-based event with breaking points and moments of rupture has generated new possibilities. "Growth is nonlinear and unpredictable ... Few of us are ready to admit that growth is constantly shadowed by its constitutive opposite, that is equal partners with death” (Mau 497).If speed in part represents a flight from death (Virilio), growth invokes its biological necessity. In his classic study of the persistence of the pastoral imagination in technological America, The Machine in the Garden, Leo Marx charted the urge to idealize rural environments at the advent of an urban industrialised America. The very idea of "the flight from the city" can be understood as a response to the onslaught of technological society and it's deathly shadow. Against the murderous capacity of technological society stood the pastoral ideal, "incorporated in a powerful metaphor of contradiction — a way of ordering meaning and value that clarifies our situation today" (Marx 4). 5. Windows at 35,000 FeetIf waiting and stillness are active forms of bodily engagement, we need to consider the different layers of motion and anticipation embedded in the apprehension of these luminous black-box windows. In The Virtual Window, Anne Friedberg notes that the Old Norse derivation of the word window “emphasizes the etymological root of the eye, open to the wind. The window aperture provides ventilation for the eye” (103).The virtual windows we are considering here evoke notions of view and shelter, open air and sealed protection, both separation from and connection to the outside. These windows to nowhere allow two distinct visual/spatial dimensions to interface, immediately making the visual field more complex and fragmented. Always simultaneously operating on at least two distinct fields, windows-within-windows provide a specialized mode of spatial and temporal navigation. As Gyorgy Kepes suggested in the 1940s, the transparency of windows "implies more than an optical characteristic; it implies a broader spatial order. Transparency means a simultaneous perception of different spatial locations" (Kepes 77).The first windows in the world were openings in walls, without glass and designed to allow air and light to fill the architectural structure. Shutters were fitted to control air flow, moderate light and to enclose the space completely. It was not until the emergence of glass technologies (especially in Holland, home of plate glass for the display of commercial products) that shielding and protection also allowed for unhindered views (by way of transparent glass). This gives rise to the thesis that windows are part of a longstanding architectural/technological system that moderates the dual functions of transparency and separation. With windows, multi-dimensional planes and temporalities can exist in the same time and space — hence a singular point of experience is layered with many other dimensions. Transparency and luminosity "ceases to be that which is perfectly clear and becomes instead that which is clearly ambiguous" (Rowe and slu*tsky 45). The light box air-portals necessitate a constant fluctuation and remediation that is at once multi-planar, transparent and "hard to read". They are informatic.From holes in the wall to power lunch at 35,000 feet, windows shape the manner in which light, information, sights, smells, temperature and so on are modulated in society. "By allowing the outside in and the inside out, [they] enable cosmos and construction to innocently, transparently, converge" (Fuller, "Welcome" 163). Laptop, phone, PDA and light box point to the differential mobilities within a matrix that traverses multiple modes of transparency and separation, rest and flight, stillness and speed.6. Can You Feel It?Increasingly the whole world has come to smell alike: gasoline, detergents, plumbing, and junk foods coalesce into the catholic smog of our age (Illich 47).In these forlorn corners of mobile consumption, the dynamic of circulation simultaneously slows and opens out. The surfaces of inscription implore us to see them at precisely the moment we feel unseen, unguided and off-camera. Can you see it, can you feel it, can you imagine the unimaginable, all available to us on demand? Expectation and anticipation give us something to look forward to, but we're not sure we want what's on offer.Air travel radicalizes the separation of the air traveller from ground at one instance and from the atmosphere at another. Air, light, temperature and smell are all screened out or technologically created by the terminal plant and infrastructure. The closer the traveller moves towards stillness, the greater the engagement with senses that may have been ignored by the primacy of the visual in so much of this circulatory space. Smell, hunger, tiredness, cold and hardness cannot be screened out.In this sense, the airplanes we board are terminal extensions, flying air-conditioned towers or groundscrapers jet-propelled into highways of the air. Floating above the horizon, immersed in a set of logistically ordained trajectories and pressurized bubbles, we look out the window and don't see much at all. Whatever we do see, it's probably on the screen in front of us which disconnects us from one space-time-velocity at the same time that it plugs us into another set of relations. As Koolhaas says, junkspace is "held together not by structure, but by skin, like a bubble" (Koolhaas). In these distended bubbles, the traveler momentarily occupies an uncommon transit space where stillness is privileged and velocity is minimized. The traveler's body itself is "engaged in and enacting a whole kaleidoscope of different everyday practices and forms" during the course of this less-harried navigation (Bissell 282).7. Elevator MusicsThe imaginary wheel of the kaleidoscope spins to reveal a waiting body-double occupying the projected territory of what appears to be a fashionable Miami. She's just beyond our reach, but beside her lies a portal to another dimension of the terminal's vascular system.Elevators and the networks of shafts and vents that house them, are to our buildings like veins and arteries to the body — conduits that permeate and structure the spaces of our lives while still remaining separate from the fixity of the happenings around them (Garfinkel 175). The terminal space contains a number of apparent cul-de-sacs and escape routes. Though there's no background music piped in here, another soundtrack can be heard. The Muzak corporation may douse the interior of the elevator with its own proprietary aural cologne, but at this juncture the soundscape is more "open". This functional shifting of sound from figure to ground encourages peripheral hearing, providing "an illusion of distended time", sonically separated from the continuous hum of "generators, ventilation systems and low-frequency electrical lighting" (Lanza 43).There is another dimension to this acoustic realm: “The mobile ecouteur contracts the flows of information that are supposed to keep bodies usefully and efficiently moving around ... and that turn them into functions of information flows — the speedy courier, the networking executive on a mobile phone, the scanning eyes of the consumer” (Munster 18).An elevator is a grave says an old inspector's maxim, and according to others, a mechanism to cross from one world to another. Even the quintessential near death experience with its movement down a long illuminated tunnel, Garfinkel reminds us, “is not unlike the sensation of movement we experience, or imagine, in a long swift elevator ride” (Garfinkel 191).8. States of SuspensionThe suspended figure on the screen occupies an impossible pose in an impossible space: half falling, half resting, an anti-angel for today's weary air traveller. But it's the same impossible space revealed by the airport and bundled up in the experience of flight. After all, the dimension this figures exists in — witness the amount of activity in his suspension — is almost like a black hole with the surrounding universe collapsing into it. The figure is crammed into the light box uncomfortably like passengers in the plane, and yet occupies a position that does not exist in the Cartesian universe.We return to the glossy language of advertising, its promise of the external world of places and products delivered to us by the image and the network of travel. (Remmele) Here we can go beyond Virilio's vanishing point, that radical reversibility where inside and outside coincide. Since everybody has already reached their destination, for Virilio it has become completely pointless to leave: "the inertia that undermines your corporeity also undermines the GLOBAL and the LOCAL; but also, just as much, the MOBILE and the IMMOBILE” (Virilio 123; emphasis in original).In this clinical corner of stainless steel, glass bricks and exit signs hangs an animated suspension that articulates the convergence of a multitude of differentials in one image. Fallen into the weirdest geometry in the world, it's as if the passenger exists in a non-place free of all traces. Flows and conglomerates follow one another, accumulating in the edges, awaiting their moment to be sent off on another trajectory, occupying so many spatio-temporal registers in a dynamic range of mobility.ReferencesAppleyard, Donald. "Motion, Sequence and the City." The Nature and Art of Motion. Ed. Gyorgy Kepes. New York: George Braziller, 1965. Adey, Peter. "If Mobility Is Everything Then It Is Nothing: Towards a Relational Politics of (Im)mobilities." Mobilities 1.1 (2006): 75–95. Bissell, David. “Animating Suspension: Waiting for Mobilities.” Mobilities 2.2 (2007): 277-298.Bourriaud, Nicolas. Relational Aesthetics. Trans. Simon Pleasance and Fronza Woods. Paris: Les Presses du Reel, 2002. Classen, Constance. “The Deodorized City: Battling Urban Stench in the Nineteenth Century.” Sense of the City: An Alternate Approach to Urbanism. Ed. Mirko Zardini. Baden: Lars Muller Publishers, 2005. 292-322. Friedberg, Anne. The Virtual Window: From Alberti to Microsoft. Cambridge: MIT P, 2006. Fuller, Gillian, and Ross Harley. Aviopolis: A Book about Airports. London: Black Dog Publishing, 2005. Fuller, Gillian. "Welcome to Windows: Motion Aesthetics at the Airport." Ed. Mark Salter. Politics at the Airport. Minnesota: U of Minnesota P, 2008. –––. "Store Forward: Architectures of a Future Tense". Ed. John Urry, Saolo Cwerner, Sven Kesselring. Air Time Spaces: Theory and Method in Aeromobilities Research. London: Routledge, 2008. 63-75.Garfinkel, Susan. “Elevator Stories: Vertical Imagination and the Spaces of Possibility.” Up Down Across: Elevators, Escalators, and Moving Sidewalks. Ed. Alisa Goetz. London: Merrell, 2003. 173-196. Gordon, Alastair. Naked Airport: A Cultural History of the World's Most Revolutionary Structure. New York: Metropolitan, 2004.Illich, Ivan. H2O and the Waters of Forgetfulness: Reflections on the Historicity of Stuff. Dallas: Dallas Institute of Humanities and Culture, 1985. Kepes, Gyorgy. Language of Vision. New York: Dover Publications, 1995 (1944). Koolhass, Rem. "Junkspace." Content. 6 Mar. 2009 ‹http://www.btgjapan.org/catalysts/rem.html›.Lanza, Joseph. "The Sound of Cottage Cheese (Why Background Music Is the Real World Beat!)." Performing Arts Journal 13.3 (Sep. 1991): 42-53. McLuhan, Marshall. “Is It Natural That One Medium Should Appropriate and Exploit Another.” McLuhan: Hot and Cool. Ed. Gerald Emanuel Stearn. Middlesex: Penguin, 1967. 172-182. Marx, Leo. The Machine in the Garden: Technology and the Pastoral Ideal in America. London: Oxford U P, 1964. Mau, Bruce. Life Style. Ed. Kyo Maclear with Bart Testa. London: Phaidon, 2000. Munster, Anna. Materializing New Media: Embodiment in Information Aesthetics. New England: Dartmouth, 2006. Pascoe, David. Airspaces. London: Reaktion, 2001. Pearman, Hugh. Airports: A Century of Architecture. New York: Abrams, 2004. Remmele, Mathias. “An Invitation to Fly: Poster Art in the Service of Civilian Air Travel.” Airworld: Design and Architecture for Air Travel. Ed. Alexander von Vegesack and Jochen Eisenbrand. Weil am Rhein: Vitra Design Museum, 2004. 230-262. Rowe, Colin, and Robert slu*tsky. Transparency: Literal and Phenomenal. Perspecta 8 (1963): 45-54. Virilio, Paul. City of Panic. Trans. Julie Rose. Oxford: Berg, 2005.

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Lavers, Katie. "Cirque du Soleil and Its Roots in Illegitimate Circus." M/C Journal 17, no.5 (October25, 2014). http://dx.doi.org/10.5204/mcj.882.

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Abstract:

IntroductionCirque du Soleil, the largest live entertainment company in the world, has eight standing shows in Las Vegas alone, KÀ, Love, Mystère, Zumanity, Believe, Michael Jackson ONE, Zarkana and O. Close to 150 million spectators have seen Cirque du Soleil shows since the company’s beginnings in 1984 and it is estimated that over 15 million spectators will see a Cirque du Soleil show in 2014 (Cirque du Soleil). The Cirque du Soleil concept of circus as a form of theatre, with simple, often archetypal, narrative arcs conveyed without words, virtuoso physicality with the circus artists presented as characters in a fictional world, cutting-edge lighting and visuals, extraordinary innovative staging, and the uptake of new technology for special effects can all be linked back to an early form of circus which is sometimes termed illegitimate circus. In the late 18th century and early 19th century, in the age of Romanticism, only two theatres in London, Covent Garden and Drury Lane, plus the summer theatre in the Haymarket, had royal patents allowing them to produce plays or text-based productions, and these were considered legitimate theatres. (These theatres retained this monopoly until the Theatre Regulation Act of 1843; Saxon 301.) Other circuses and theatres such as Astley’s Amphitheatre, which were precluded from performing text-based works by the terms of their licenses, have been termed illegitimate (Moody 1). Perversely, the effect of licensing venues in this way, instead of having the desired effect of enshrining some particular forms of expression and “casting all others beyond the cultural pale,” served instead to help to cultivate a different kind of theatrical landscape, “a theatrical terrain with a new, rich and varied dramatic ecology” (Reed 255). A fundamental change to the theatrical culture of London took place, and pivotal to “that transformation was the emergence of an illegitimate theatrical culture” (Moody 1) with circus at its heart. An innovative and different form of performance, a theatre of the body, featuring spectacle and athleticism emerged, with “a sensuous, spectacular aesthetic largely wordless except for the lyrics of songs” (Bratton 117).This writing sets out to explore some of the strong parallels between the aesthetic that emerged in this early illegitimate circus and the aesthetic of the Montreal-based, multi-billion dollar entertainment empire of Cirque du Soleil. Although it is not fighting against legal restrictions and can in no way be considered illegitimate, the circus of Cirque du Soleil can be seen to be the descendant of the early circus entrepreneurs and their illegitimate aesthetic which arose out of the desire to find ways to continue to attract audiences to their shows in spite of the restrictions of the licenses granted to them. BackgroundCircus has served as an inspiration for many innovatory theatre productions including Peter Brook’s Midsummer Night’s Dream (1970) and Tom Stoppard’s Jumpers (1972) as well as the earlier experiments of Meyerhold, Eisenstein, Mayakovsky and other Soviet directors of the 1920’s (Saxon 299). A. H. Saxon points out, however, that the relationship between circus and theatre is a long-standing one that begins in the late 18th century and the early 19th century, when circus itself was theatre (Saxon 299).Modern circus was founded in London in 1768 by an ex-cavalryman and his wife, Philip and Patty Astley, and consisted of spectacular stunt horse riding taking place in a ring, with acts from traditional fairs such as juggling, acrobatics, clowning and wire-walking inserted to cover the changeovers between riding acts. From the very first shows entry was by paid ticket only and the early history of circus was driven by innovative, risk-taking entrepreneurs such as Philip Astley, who indeed built so many new amphitheatres for his productions that he became known as Amphi-Philip (Jando). After years of legal tussles with the authorities concerning the legal status of this new entertainment, a limited license was finally granted in 1783 for Astley’s Amphitheatre. This license precluded the performing of plays, anything text-based, or anything which had a script that resembled a play. Instead the annual license granted allowed only for “public dancing and music” and “other public entertainments of like kind” (St. Leon 9).Corporeal Dramaturgy and TextIn the face of the ban on scripted text, illegitimate circus turned to the human body and privileged it as a means of dramatic expression. A resultant dramaturgy focusing on the expressive capabilities of the performers’ bodies emerged. “The primacy of rhetoric and the spoken word in legitimate drama gave way […] to a corporeal dramaturgy which privileged the galvanic, affective capacity of the human body as a vehicle of dramatic expression” (Moody 83). Moody proposes that the “iconography of illegitimacy participated in a broader cultural and scientific transformation in which the human body began to be understood as an eloquent compendium of visible signs” (83). Even though the company has the use of text and dramatic dialogue freely available to it, Cirque du Soleil, shares this investment in the bodies of the performers and their “galvanic, affective capacity” (83) to communicate with the audience directly without the use of a scripted text, and this remains a constant between the two forms of circus. Robert Lepage, the director of two Cirque du Soleil shows, KÀ (2004) and more recently Totem (2010), speaking about KÀ in 2004, said, “We wanted it to be an epic story told not with the use of words, but with the universal language of body movement” (Lepage cited in Fink).In accordance with David Graver’s system of classifying performers’ bodies, Cirque du Soleil’s productions most usually present performers’ ‘character bodies’ in which the performers are understood by spectators to be playing fictional roles or characters (Hurley n/p) and this was also the case with illegitimate circus which right from its very beginnings presented its performers within narratives in which the performers are understood to be playing characters. In Cirque du Soleil’s shows, as with illegitimate circus, this presentation of the performers’ character bodies is interspersed with acts “that emphasize the extraordinary training and physical skill of the performers, that is which draw attention to the ‘performer body’ but always within the context of an overall narrative” (Fricker n.p.).Insertion of Vital TextAfter audience feedback, text was eventually added into KÀ (2004) in the form of a pre-recorded prologue inserted to enable people to follow the narrative arc, and in the show Wintuk (2007) there are tales that are sung by Jim Comcoran (Leroux 126). Interestingly early illegitimate circus creators, in their efforts to circumvent the ban on using dramatic dialogue, often inserted text into their performances in similar ways to the methods Cirque du Soleil chose for KÀ and Wintuk. Illegitimate circus included dramatic recitatives accompanied by music to facilitate the following of the storyline (Moody 28) in the same way that Cirque du Soleil inserted a pre-recorded prologue to KÀ to enable audience members to understand the narrative. Performers in illegitimate circus often conveyed essential information to the audience as lyrics of songs (Bratton 117) in the same way that Jim Comcoran does in Wintuk. Dramaturgical StructuresAstley from his very first circus show in 1768 began to set his equestrian stunts within a narrative. Billy Button’s Ride to Brentford (1768), showed a tailor, a novice rider, mounting backwards, losing his belongings and being thrown off the horse when it bucks. The act ends with the tailor being chased around the ring by his horse (Schlicke 161). Early circus innovators, searching for dramaturgy for their shows drew on contemporary warfare, creating vivid physical enactments of contemporary battles. They also created a new dramatic form known as Hippodramas (literally ‘horse dramas’ from hippos the Attic Greek for Horse), a hybridization of melodrama and circus featuring the trick riding skills of the early circus pioneers. The narrative arcs chosen were often archetypal or sourced from well-known contemporary books or poems. As Moody writes, at the heart of many of these shows “lay an archetypal narrative of the villainous usurper finally defeated” (Moody 30).One of the first hippodramas, The Blood Red Knight, opened at Astley’s Amphitheatre in 1810.Presented in dumbshow, and interspersed with grand chivalric processions, the show featured Alphonso’s rescue of his wife Isabella from her imprisonment and forced marriage to the evil knight Sir Rowland and concluded with the spectacular, fiery destruction of the castle and Sir Rowland’s death. (Moody 69)Another later hippodrama, The Spectre Monarch and his Phantom Steed, or the Genii Horseman of the Air (1830) was set in China where the rightful prince was ousted by a Tartar usurper who entered into a pact with the Spectre Monarch and received,a magic ring, by aid of which his unlawful desires were instantly gratified. Virtue, predictably won out in the end, and the discomforted villain, in a final settling of accounts with his dread master was borne off through the air in a car of fire pursued by Daemon Horsem*n above THE GREAT WALL OF CHINA. (Saxon 303)Karen Fricker writes of early Cirque du Soleil shows that “while plot is doubtless too strong a word, each of Cirque’s recent shows has a distinct concept or theme, that is urbanity for Saltimbanco; nomadism in Varekai (2002) and humanity’s clownish spirit for Corteo (2005), and tend to follow the same very basic storyline, which is not narrated in words but suggested by the staging that connects the individual acts” (Fricker n/p). Leroux describes the early Cirque du Soleil shows as following a “proverbial and well-worn ‘collective transformation trope’” (Leroux 122) whilst Peta Tait points out that the narrative arc of Cirque du Soleil “ might be summarized as an innocent protagonist, often female, helped by an older identity, seemingly male, to face a challenging journey or search for identity; more generally, old versus young” (Tait 128). However Leroux discerns an increasing interest in narrative devices such as action and plot in Cirque du Soleil’s Las Vegas productions (Leroux 122). Fricker points out that “with KÀ, what Cirque sought – and indeed found in Lepage’s staging – was to push this storytelling tendency further into full-fledged plot and character” (Fricker n/p). Telling a story without words, apart from the inserted prologue, means that the narrative arc of Kà is, however, very simple. A young prince and princess, twins in a mythical Far Eastern kingdom, are separated when a ceremonial occasion is interrupted by an attack by a tribe of enemy warriors. A variety of adventures follow, most involving perilous escapes from bad guys with flaming arrows and fierce-looking body tattoos. After many trials, a happy reunion arrives. (Isherwood)This increasing emphasis on developing a plot and a narrative arc positions Cirque as moving closer in dramaturgical aesthetic to illegitimate circus.Visual TechnologiesTo increase the visual excitement of its shows and compensate for the absence of spoken dialogue, illegitimate circus in the late 18th and early 19th century drew on contemporaneous and emerging visual technologies. Some of the new visual technologies that Astley’s used have been termed pre-cinematic, including the panorama (or diorama as it is sometimes called) and “the phantasmagoria and other visual machines… [which] expanded the means through which an audience could be addressed” (O’Quinn, Governance 312). The panorama or diorama ran in the same way that a film runs in an analogue camera, rolling between vertical rollers on either side of the stage. In Astley’s production The Siege and Storming of Seringapatam (1800) he used another effect almost equivalent to a modern day camera zoom-in by showing scenic back drops which, as they moved through time, progressively moved geographically closer to the battle. This meant that “the increasing enlargement of scale-each successive scene has a smaller geographic space-has a telescopic event. Although the size of the performance space remains constant, the spatial parameters of the spectacle become increasingly magnified” (O’Quinn, Governance 345). In KÀ, Robert Lepage experiments with “cinematographic stage storytelling on a very grand scale” (Fricker n.p.). A KÀ press release (2005) from Cirque du Soleil describes the show “as a cinematic journey of aerial adventure” (Cirque du Soleil). Cirque du Soleil worked with ground-breaking visual technologies in KÀ, developing an interactive projected set. This involves the performers controlling what happens to the projected environment in real time, with the projected scenery responding to their movements. The performers’ movements are tracked by an infra-red sensitive camera above the stage, and by computer software written by Interactive Production Designer Olger Förterer. “In essence, what we have is an intelligent set,” says Förterer. “And everything the audience sees is created by the computer” (Cirque du Soleil).Contemporary Technology Cutting edge technologies, many of which came directly from contemporaneous warfare, were introduced into the illegitimate circus performance space by Astley and his competitors. These included explosions using redfire, a new military explosive that combined “strontia, shellac and chlorate of potash, [which] produced […] spectacular flame effects” (Moody 28). Redfire was used for ‘blow-ups,’ the spectacular explosions often occurring at the end of the performance when the villain’s castle or hideout was destroyed. Cirque du Soleil is also drawing on contemporary military technology for performance projects. Sparked: A Live interaction between Humans and Quadcopters (2014) is a recent short film released by Cirque du Soleil, which features the theatrical use of drones. The new collaboration between Cirque du Soleil, ETH Zurich and Verity Studios uses 10 quadcopters disguised as animated lampshades which take to the air, “carrying out the kinds of complex synchronized dance manoeuvres we usually see from the circus' famed acrobats” (Huffington Post). This shows, as with early illegitimate circus, the quick theatrical uptake of contemporary technology originally developed for use in warfare.Innovative StagingArrighi writes that the performance space that Astley developed was a “completely new theatrical configuration that had not been seen in Western culture before… [and] included a circular ring (primarily for equestrian performance) and a raised theatre stage (for pantomime and burletta)” (177) joined together by ramps that were large enough and strong enough to allow horses to be ridden over them during performances. The stage at Astley’s Amphitheatre was said to be the largest in Europe measuring over 130 feet across. A proscenium arch was installed in 1818 which could be adjusted in full view of the audience with the stage opening changing anywhere in size from forty to sixty feet (Saxon 300). The staging evolved so that it had the capacity to be multi-level, involving “immense [moveable] platforms or floors, rising above each other, and extending the whole width of the stage” (Meisel 214). The ability to transform the stage by the use of draped and masked platforms which could be moved mechanically, proved central to the creation of the “new hybrid genre of swashbuckling melodramas on horseback, or ‘hippodramas’” (Kwint, Leisure 46). Foot soldiers and mounted cavalry would fight their way across the elaborate sets and the production would culminate with a big finale that usually featured a burning castle (Kwint, Legitimization 95). Cirque du Soleil’s investment in high-tech staging can be clearly seen in KÀ. Mark Swed writes that KÀ is, “the most lavish production in the history of Western theatre. It is surely the most technologically advanced” (Swed). With a production budget of $165 million (Swed), theatre designer Michael Fisher has replaced the conventional stage floor with two huge moveable performance platforms and five smaller platforms that appear to float above a gigantic pit descending 51 feet below floor level. One of the larger platforms is a tatami floor that moves backwards and forwards, the other platform is described by the New York Times as being the most thrilling performer in the show.The most consistently thrilling performer, perhaps appropriately, isn't even human: It's the giant slab of machinery that serves as one of the two stages designed by Mark Fisher. Here Mr. Lepage's ability to use a single emblem or image for a variety of dramatic purposes is magnified to epic proportions. Rising and falling with amazing speed and ease, spinning and tilting to a full vertical position, this huge, hydraulically powered game board is a sandy beach in one segment, a sheer cliff wall in another and a battleground, viewed from above, for the evening's exuberantly cinematic climax. (Isherwood)In the climax a vertical battle is fought by aerialists fighting up and down the surface of the sand stone cliff with defeated fighters portrayed as tumbling down the surface of the cliff into the depths of the pit below. Cirque du Soleil’s production entitled O, which phonetically is the French word eau meaning water, is a collaboration with director Franco Dragone that has been running at Las Vegas’ Bellagio Hotel since 1998. O has grossed over a billion dollars since it opened in 1998 (Sylt and Reid). It is an aquatic circus or an aquadrama. In 1804, Charles Dibdin, one of Astley’s rivals, taking advantage of the nearby New River, “added to the accoutrements of the Sadler’s Wells Theatre a tank three feet deep, ninety feet long and as wide as twenty-four feet which could be filled with water from the New River” (Hays and Nickolopoulou 171) Sadler’s Wells presented aquadramas depicting many reconstructions of famous naval battles. One of the first of these was The Siege of Gibraltar (1804) that used “117 ships designed by the Woolwich Dockyard shipwrights and capable of firing their guns” (Hays and Nickolopoulou 5). To represent the drowning Spanish sailors saved by the British, “Dibdin used children, ‘who were seen swimming and affecting to struggle with the waves’”(5).O (1998) is the first Cirque production to be performed in a proscenium arch theatre, with the pool installed behind the proscenium arch. “To light the water in the pool, a majority of the front lighting comes from a subterranean light tunnel (at the same level as the pool) which has eleven 4" thick Plexiglas windows that open along the downstage perimeter of the pool” (Lampert-Greaux). Accompanied by a live orchestra, performers dive into the 53 x 90 foot pool from on high, they swim underwater lit by lights installed in the subterranean light tunnel and they also perform on perforated platforms that rise up out of the water and turn the pool into a solid stage floor. In many respects, Cirque du Soleil can be seen to be the inheritors of the spectacular illegitimate circus of the 18th and 19th Century. The inheritance can be seen in Cirque du Soleil’s entrepreneurial daring, the corporeal dramaturgy privileging the affective power of the body over the use of words, in the performers presented primarily as character bodies, and in the delivering of essential text either as a prologue or as lyrics to songs. It can also be seen in Cirque du Soleil’s innovative staging design, the uptake of military based technology and the experimentation with cutting edge visual effects. Although re-invigorating the tradition and creating spectacular shows that in many respects are entirely of the moment, Cirque du Soleil’s aesthetic roots can be clearly seen to draw deeply on the inheritance of illegitimate circus.ReferencesBratton, Jacky. “Romantic Melodrama.” The Cambridge Companion to British Theatre 1730-1830. Eds. Jane Moody and Daniel O'Quinn. Cambridge: Cambridge University, 2007. 115-27. Bratton, Jacky. “What Is a Play? Drama and the Victorian Circus in the Performing Century.” Nineteenth-Century Theatre’s History. Eds. Tracey C. Davis and Peter Holland. Hampshire, UK: Palgrave Macmillan, 2007. 250-62.Cavendish, Richard. “Death of Madame Tussaud.” History Today 50.4 (2000). 15 Aug. 2014 ‹http://www.historytoday.com/richard-cavendish/death-madame-tussaud›.Cirque du Soleil. 2014. 10 Sep. 2014 ‹http://www.cirquedusoleil.com/en/home/about-us/at-a-glance.aspx›.Davis, Janet M. The Circus Age: Culture and Society under the American Big Top. Chapel Hill and London: University of North Carolina Press, 2002. Hays, Michael, and Anastasia Nikolopoulou. Melodrama: The Cultural Emergence of a Genre. New York: Palgrave Macmillan, 1999.House of Dancing Water. 2014. 17 Aug. 2014 ‹http://thehouseofdancingwater.com/en/›.Isherwood, Charles. “Fire, Acrobatics and Most of All Hydraulics.” New York Times 5 Feb. 2005. 12 Sep. 2014 ‹http://www.nytimes.com/2005/02/05/theater/reviews/05cirq.html?_r=0›.Fink, Jerry. “Cirque du Soleil Spares No Cost with Kà.” Las Vegas Sun 2004. 17 Sep. 2014 ‹http://www.lasvegassun.com/news/2004/sep/16/cirque-du-soleil-spares-no-cost-with-ka/›.Fricker, Karen. “Le Goût du Risque: Kà de Robert Lepage et du Cirque du Soleil.” (“Risky Business: Robert Lepage and the Cirque du Soleil’s Kà.”) L’Annuaire théâtral 45 (2010) 45-68. Trans. Isabelle Savoie. (Original English Version not paginated.)Hurley, Erin. "Les Corps Multiples du Cirque du Soleil." Globe: Revue Internationale d’Études Quebecoise. Les Arts de la Scene au Quebec, 11.2 (2008). (Original English n.p.)Jacob, Pascal. The Circus Artist Today: Analysis of the Key Competences. Brussels: FEDEC: European Federation of Professional Circus Schools, 2008. 5 June 2010 ‹http://sideshow-circusmagazine.com/research/downloads/circus-artist-today-analysis-key-competencies›.Jando, Dominique. “Philip Astley, Circus Owner, Equestrian.” Circopedia. 15 Sep. 2014 ‹http://www.circopedia.org/Philip_Astley›.Kwint, Marius. “The Legitimization of Circus in Late Georgian England.” Past and Present 174 (2002): 72-115.---. “The Circus and Nature in Late Georgian England.” Histories of Leisure. Ed. Rudy Koshar. Oxford: Berg Publishers, 2002. 45-60. ---. “The Theatre of War.” History Today 53.6 (2003). 28 Mar. 2012 ‹http://www.historytoday.com/marius-kwint/theatre-war›.Lampert-Greaux, Ellen. “The Wizardry of O: Cirque du Soleil Takes the Plunge into an Underwater World.” livedesignonline 1999. 17 Aug. 2014 ‹http://livedesignonline.com/mag/wizardry-o-cirque-du-soleil-takes-plunge-underwater-world›.Lavers, Katie. “Sighting Circus: Perceptions of Circus Phenomena Investigated through Diverse Bodies.” Doctoral Thesis. Perth, WA: Edith Cowan University, 2014. Leroux, Patrick Louis. “The Cirque du Soleil in Las Vegas: An American Striptease.” Revista Mexicana de Estudio Canadiens (Nueva Época) 16 (2008): 121-126.Mazza, Ed. “Cirque du Soleil’s Drone Video ‘Sparked’ is Pure Magic.” Huffington Post 22 Sep. 2014. 23 Sep. 2014 ‹http://www.huffingtonpost.com/2014/09/22/cirque-du-soleil-sparked-drone-video_n_5865668.html›.Meisel, Martin. Realizations: Narrative, Pictorial and Theatrical Arts in Nineteenth-Century England. Princeton, New Jersey: Princeton University Press, 1983.Moody, Jane. Illegitimate Theatre in London, 1770-1840. Cambridge: Cambridge University Press, 2000. O'Quinn, Daniel. Staging Governance: Teatrical Imperialism in London 1770-1800. Baltimore, Maryland, USA: Johns Hopkins University Press, 2005. O'Quinn, Daniel. “Theatre and Empire.” The Cambridge Companion to British Theatre 1730-1830. Eds. Jane Moody and Daniel O'Quinn. Cambridge: Cambridge University Press, 2007. 233-46. Reed, Peter P. “Interrogating Legitimacy in Britain and America.” The Oxford Handbook of Georgian Theatre. Eds. Julia Swindells and Francis David. Oxford: Oxford University Press, 2014. 247-264.Saxon, A.H. “The Circus as Theatre: Astley’s and Its Actors in the Age of Romanticism.” Educational Theatre Journal 27.3 (1975): 299-312.Schlicke, P. Dickens and Popular Entertainment. London: Unwin Hyman, 1985.St. Leon, Mark. Circus: The Australian Story. Melbourne: Melbourne Books, 2011. Stoddart, Helen. Rings of Desire: Circus History and Representation. Manchester: Manchester University Press, 2000. Swed, Mark. “Epic, Extravagant: In Ka the Acrobatics and Dazzling Special Effects Are Stunning and Enchanting.” Los Angeles Times 5 Feb. 2005. 22 Aug. 2014 ‹http://articles.latimes.com/2005/feb/05/entertainment/et-ka5›.Sylt, Cristian, and Caroline Reid. “Cirque du Soleil Swings to $1bn Revenue as It Mulls Shows at O2.” The Independent Oct. 2011. 14 Sep. 2014 ‹http://www.independent.co.uk/news/business/news/cirque-du-soleil-swings-to-1bn-revenue-as-it-mulls-shows-at-o2-2191850.html›.Tait, Peta. Circus Bodies: Cultural Identity in Aerial Performance. London: Routledge, 2005.Terdiman, Daniel. “Flying Lampshades: Cirque du Soleil Plays with Drones.” CNet 2014. 22 Sept 2014 ‹http://www.cnet.com/news/flying-lampshades-the-cirque-du-soleil-plays-with-drones/›.Venables, Michael. “The Technology Behind the Las Vegas Magic of Cirque du Soleil.” Forbes Magazine 30 Aug. 2013. 16 Aug. 2014 ‹http://www.forbes.com/sites/michaelvenables/2013/08/30/technology-behind-the-magical-universe-of-cirque-du-soleil-part-one/›.

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