Academic literature on the topic 'Animal Crossing: New Leaf (Game) – Social aspects'

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

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Animal Crossing: New Leaf (Game) – Social aspects.'

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

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

Journal articles on the topic "Animal Crossing: New Leaf (Game) – Social aspects"

1

Straznickas, Gracie Lu. "Not Just a Slice: Animal Crossing and a Life Ongoing." Animal Crossing Special Issue 13, no. 22 (February 16, 2021): 72–88. http://dx.doi.org/10.7202/1075264ar.

Full text
Abstract:
This paper defines and examines a genre of videogames I call slice of life and reflects upon the use and appeal of the genre for different audiences. I develop an account of the slice of life genre by defining three critical traits: the mundane activities comprising most of the game time, the normativity of social interactions within the world, and the ongoingness of the game world in the absence of the player. Utilizing a journal and experience-based methodology, I present my own experience with chronic pain and pain management to assess how Animal Crossing: New Leaf, a game that falls into this slice of life category, was useful to me as a disabled player. My analysis not only reveals a connection between my experience in Animal Crossing: New Leaf and pain management, but also offers insight into how the slice of life genre involves different metagames for different audiences. Future work may address more case studies in further development of the slice of life genre as well as how it impacts different audiences.
APA, Harvard, Vancouver, ISO, and other styles
2

Benti, Behailu Shiferaw, and Georg Stadtmann. "B|Orders in Motion in the Video Game Industry: An Analysis Based on Animal Crossing: New Horizons." Human Behavior and Emerging Technologies 2022 (May 14, 2022): 1–7. http://dx.doi.org/10.1155/2022/4452900.

Full text
Abstract:
In 2020, the video game Animal Crossing: New Horizons was listed among the top ten in terms of revenue. This success can be highlighted by looking at interconnectedness between the game—existing in the virtual world—and various aspects of life existing in the real world. To do so, we analyze the game by relying on an interdisciplinary framework of border studies. This framework expresses that the three states of borders (durability, permeability, and liminality) can be interpreted not only in a geographical sense but also in terms of a temporal dimension as well as a cultural dimension. Considering cultural (fashion and museums), political, and economical aspects of life, we highlight how this game blurs the borders between the real and virtual world. Furthermore, our findings assert that not only borders but also orders can change over time (B|Orders are in motion).
APA, Harvard, Vancouver, ISO, and other styles
3

Cesar, Miguel. "Fear Thy Neighbour: Socialisation and Isolation in Animal Crossing." Animal Crossing Special Issue 13, no. 22 (February 16, 2021): 89–108. http://dx.doi.org/10.7202/1075265ar.

Full text
Abstract:
In the last three decades Japan has experienced a steady process of social disconnection, the vanishing of interpersonal links, and the decline of the making of new bonds. As an increasingly popular saying, Japan has been labelled as a “muen shakai”, a relationless society. Then, while some neoliberal discourses have praised the disappearance of social relationships lionising individualism and self-responsibility, other voices have advocated for the active participation in the making of new communities. This article argues that,Animal Crossing has engaged this debate, exploring the complexities of the process of socialisation, interpersonal relationships, and the making of communitarian bonds. The article further argues that Animal Crossing: New Leaf proposes a socialisation simulation that presents such process as an uncontrollable, unpredictable, and demanding endeavour. To support this argument, the article examines Animal Crossing: New Leaf’s main mechanics focusing on its affective design, and how it modulates players’ attention through manipulating their agency over the game.
APA, Harvard, Vancouver, ISO, and other styles
4

Hansen, Jared. "An Abundance of Fruit Trees." Animal Crossing Special Issue 13, no. 22 (February 16, 2021): 23–38. http://dx.doi.org/10.7202/1075261ar.

Full text
Abstract:
The game series of Animal Crossing is founded on materialism and consumerism, and its mechanics emphasize the economic principles of production, trade, and consumption. And as a social simulator, its gameplay focuses on inventory management, with items and artifacts as rewards for behaviors. Players are urged to customize their town and avatar, by buying and selling clothing, accessories, furniture, and other items. The method of garbology concludes that trash is a valuable resource in revealing the attitudes and motivations of a culture. This article uses garbology to examine the trash left behind by players in ten random towns of Animal Crossing: New Leaf to create a taxonomy of what players valued and disposed of. This study found patterns of production (non-native and “perfect” fruit trees) to maximize monetary gains, and signs of customization through consumption (such as creating a gothic-themed town). The author concludes based on the findings that players of New Leaf are engaged in a culture of economy and thrift, as opposed to conspicuous consumption, per Rathje’s (1984) hypothesis of garbage.
APA, Harvard, Vancouver, ISO, and other styles
5

Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (August 12, 2021). http://dx.doi.org/10.5204/mcj.2802.

Full text
Abstract:
The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
APA, Harvard, Vancouver, ISO, and other styles
6

Sheu, Chingshun J. "Forced Excursion: Walking as Disability in Joshua Ferris’s The Unnamed." M/C Journal 21, no. 4 (October 15, 2018). http://dx.doi.org/10.5204/mcj.1403.

Full text
Abstract:
Introduction: Conceptualizing DisabilityThe two most prominent models for understanding disability are the medical model and the social model (“Disability”). The medical model locates disability in the person and emphasises the possibility of a cure, reinforcing the idea that disability is the fault of the disabled person, their body, their genes, and/or their upbringing. The social model, formulated as a response to the medical model, presents disability as a failure of the surrounding environment to accommodate differently abled bodies and minds. Closely linked to identity politics, the social model argues that disability is not a defect to be fixed but a source of human experience and identity, and that to disregard the needs of people with disability is to discriminate against them by being “ableist.”Both models have limitations. On the one hand, simply being a person with disability or having any other minority identity/-ies does not by itself lead to exclusion and discrimination (Nocella 18); an element of social valuation must be present that goes beyond a mere numbers game. On the other hand, merely focusing on the social aspect neglects “the realities of sickness, suffering, and pain” that many people with disability experience (Mollow 196) and that cannot be substantially alleviated by any degree of social change. The body is irreducible to discourse and representation (Siebers 749). Disability exists only at the confluence of differently abled minds and bodies and unaccommodating social and physical environs. How a body “fits” (my word) its environment is the focus of the “ecosomatic paradigm” (Cella 574-75); one example is how the drastically different environment of Cormac McCarthy’s The Road (2006) reorients the coordinates of ability and impairment (Cella 582–84). I want to examine a novel that, conversely, features a change not in environment but in body.Alien LegsTim Farnsworth, the protagonist of Joshua Ferris’s second novel, The Unnamed (2010), is a high-powered New York lawyer who develops a condition that causes him to walk spontaneously without control over direction or duration. Tim suffers four periods of “walking,” during which his body could without warning stand up and walk at any time up to the point of exhaustion; each period grows increasingly longer with more frequent walks, until the fourth one ends in Tim’s death. As his wife, Jane, understands it, these forced excursions are “a hijacking of some obscure order of the body, the frightened soul inside the runaway train of mindless matter” (24). The direction is not random, for his legs follow roads and traffic lights. When Tim is exhausted, his legs abruptly stop, ceding control back to his conscious will, whence Tim usually calls Jane and then sleeps like a baby wherever he stops. She picks him up at all hours of the day and night.Contemporary critics note shades of Beckett in both the premise and title of the novel (“Young”; Adams), connections confirmed by Ferris (“Involuntary”); Ron Charles mentions the Poe story “The Man of the Crowd” (1845), but it seems only the compulsion to walk is similar. Ferris says he “was interested in writing about disease” (“Involuntary”), and disability is at the core of the novel; Tim more than once thinks bitterly to himself that the smug person without disability in front of him will one day fall ill and die, alluding to the universality of disability. His condition is detrimental to his work and life, and Stuart Murray explores how this reveals the ableist assumptions behind the idea of “productivity” in a post-industrial economy. In one humorous episode, Tim arrives unexpectedly (but volitionally) at a courtroom and has just finished requesting permission to join the proceedings when his legs take him out of the courtroom again; he barely has time to shout over his shoulder, “on second thought, Your Honor” (Ferris Unnamed 103). However, Murray does not discuss what is unique about Tim’s disability: it revolves around walking, the paradigmatic act of ability in popular culture, as connoted in the phrase “to stand up and walk.” This makes it difficult to understand Tim’s predicament solely in terms of either the medical or social model. He is able-bodied—in fact, we might say he is “over-able”—leading one doctor to label his condition “benign idiopathic perambulation” (41; my emphasis); yet the lack of agency in his walking precludes it from becoming a “pedestrian speech act” (de Certeau 98), walking that imbues space with semiotic value. It is difficult to imagine what changes society could make to neutralize Tim’s disability.The novel explores both avenues. At first, Tim adheres to the medical model protocol of seeking a diagnosis to facilitate treatment. He goes to every and any (pseudo)expert in search of “the One Guy” who can diagnose and, possibly, cure him (53), but none can; a paper in The New England Journal of Medicine documents psychiatrists and neurologists, finding nothing, kicking the can between them, “from the mind to body back to the mind” (101). Tim is driven to seek a diagnosis because, under the medical model, a diagnosis facilitates understanding, by others and by oneself. As the Farnsworths experience many times, it is surpassingly difficult to explain to others that one has a disease with no diagnosis or even name. Without a name, the disease may as well not exist, and even their daughter, Becka, doubts Tim at first. Only Jane is able to empathize with him based on her own experience of menopause, incomprehensible to men, gesturing towards the influence of sex on medical hermeneutics (Mollow 188–92). As the last hope of a diagnosis comes up empty, Tim shifts his mentality, attempting to understand his condition through an idiosyncratic idiom: experiencing “brain fog”, feeling “mentally unsticky”, and having “jangly” nerves, “hyperslogged” muscles, a “floaty” left side, and “bunched up” breathing—these, to him, are “the most precise descriptions” of his physical and mental state (126). “Name” something, “revealing nature’s mystery”, and one can “triumph over it”, he thinks at one point (212). But he is never able to eschew the drive toward understanding via naming, and his “deep metaphysical ache” (Burn 45) takes the form of a lament at misfortune, a genre traceable to the Book of Job.Short of crafting a life for Tim in which his family, friends, and work are meaningfully present yet detached enough in scheduling and physical space to accommodate his needs, the social model is insufficient to make sense of, let alone neutralize, his disability. Nonetheless, there are certain aspects of his experience that can be improved with social adjustments. Tim often ends his walks by sleeping wherever he stops, and he would benefit from sensitivity training for police officers and other authority figures; out of all the authority figures who he encounters, only one shows consideration for his safety, comfort, and mental well-being prior to addressing the illegality of his behaviour. And making the general public more aware of “modes of not knowing, unknowing, and failing to know”, in the words of Jack Halberstam (qtd. in McRuer and Johnson 152), would alleviate the plight not just of Tim but of all sufferers of undiagnosed diseases and people with (rare forms of) disability.After Tim leaves home and starts walking cross-country, he has to learn to deal with his disability without any support system. The solution he hits upon illustrates the ecosomatic paradigm: he buys camping gear and treats his walking as an endless hike. Neither “curing” his body nor asking accommodation of society, Tim’s tools mediate a fit between body and environs, and it more or less works. For Tim the involuntary nomad, “everywhere was a wilderness” (Ferris Unnamed 247).The Otherness of the BodyProblems arise when Tim tries to fight his legs. After despairing of a diagnosis, he internalises the struggle against the “somatic noncompliance” of his body (Mollow 197) and refers to it as “the other” (207). One through-line of the novel is a (failed) attempt to overcome cartesian duality (Reiffenrath). Tim divides his experiences along cartesian lines and actively tries to enhance while short-circuiting the body. He recites case law and tries to take up birdwatching to maintain his mind, but his body constantly stymies him, drawing his attention to its own needs. He keeps himself ill-clothed and -fed and spurns needed medical attention, only to find—on the brink of death—that his body has brought him to a hospital, and that he stops walking until he is cured and discharged. Tim’s early impression that his body has “a mind of its own” (44), a situation comparable to the Strange Case of Dr Jekyll and Mr Hyde (1886; Ludwigs 123–24), is borne out when it starts to silently speak to him, monosyllabically at first (“Food!” (207)), then progressing to simple sentences (“Leg is hurting” (213)) and sarcasm (“Deficiency of copper causes anemia, just so you know” (216)) before arriving at full-blown taunting:The other was the interrogator and he the muttering subject […].Q: Are you aware that you can be made to forget words, if certain neurons are suppressed from firing?A: Certain what?Q: And that by suppressing the firing of others, you can be made to forget what words mean entirely? Like the word Jane, for instance.A: Which?Q: And do you know that if I do this—[inaudible]A: Oof!Q: —you will flatline? And if I do this—[inaudible]A: Aaa, aaa…Q: —you will cease flatlining? (223–24; emphases and interpolations in original except for bracketed ellipsis)His Jobean lament turns literal, with his mind on God’s side and his body, “the other”, on the Devil’s in a battle for his eternal soul (Burn 46). Ironically, this “God talk” (Ferris Unnamed 248) finally gets Tim diagnosed with schizophrenia, and he receives medication that silences his body, if not stilling his legs. But when he is not medicated, his body can dominate his mind with multiple-page monologues.Not long after Tim’s mind and body reach a truce thanks to the camping gear and medication, Tim receives word on the west coast that Jane, in New York, has terminal cancer; he resolves to fight his end-of-walk “narcoleptic episodes” (12) to return to her—on foot. His body is not pleased, and it slowly falls apart as Tim fights it eastward cross-country. By the time he is hospitalized “ten miles as the crow flies from his final destination”, his ailments include “conjunctivitis”, “leg cramps”, “myositis”, “kidney failure”, “chafing and blisters”, “shingles”, “back pain”, “bug bites, ticks, fleas and lice”, “sun blisters”, “heatstroke and dehydration”, “rhabdomyolysis”, “excess [blood] potassium”, “splintering [leg] bones”, “burning tongue”, “[ballooning] heels”, “osteal complications”, “acute respiratory distress syndrome”, “excess fluid [in] his peritoneal cavity”, “brain swelling”, and a coma (278–80)—not including the fingers and toes lost to frostbite during an earlier period of walking. Nevertheless, he recovers and reunites with Jane, maintaining a holding pattern by returning to Jane’s hospital bedside after each walk.Jane recovers; the urgency having dissipated, Tim goes back on the road, confident that “he had proven long ago that there was no circumstance under which he could not walk if he put his mind to it” (303). A victory for mind over body? Not quite. The ending, Tim’s death scene, planned by Ferris from the beginning (Ferris “Tracking”), manages to grant victory to both mind and body without uniting them: his mind keeps working after physical death, but its last thought is of a “delicious […] cup of water” (310). Mind and body are two, but indivisible.Cartesian duality has relevance for other significant characters. The chain-smoking Detective Roy, assigned the case Tim is defending, later appears with oxygen tank in tow due to emphysema, yet he cannot quit smoking. What might have been a mere shortcut for characterization here carries physical consequences: the oxygen tank limits Roy’s movement and, one supposes, his investigative ability. After Jane recovers, Tim visits Frank Novovian, the security guard at his old law firm, and finds he has “gone fat [...] His retiring slouch behind the security post said there was no going back”; recognising Tim, Frank “lifted an inch off [his] chair, righting his jellied form, which immediately settled back into place” (297; my emphases). Frank’s physical state reflects the state of his career: settled. The mind-body antagonism is even more stark among Tim’s lawyer colleagues. Lev Wittig cannot become sexually aroused unless there is a “rare and extremely venomous snak[e]” in the room with no lights (145)—in direct contrast to his being a corporate tax specialist and the “dullest person you will ever meet” (141). And Mike Kronish famously once billed a twenty-seven-hour workday by crossing multiple time zones, but his apparent victory of mind over matter is undercut by his other notable achievement, being such a workaholic that his grown kids call him “Uncle Daddy” (148).Jane offers a more vexed case. While serving as Tim’s primary caretaker, she dreads the prospect of sacrificing the rest of her life for him. The pressures of the consciously maintaining her wedding vows directly affects her body. Besides succumbing to and recovering from alcoholism, she is twice tempted by the sexuality of other men; the second time, Tim calls her at the moment of truth to tell her the walking has returned, but instead of offering to pick him up, she says to him, “Come home” (195). As she later admits, asking him to do the impossible is a form of abandonment, and though causality is merely implied, Tim decides a day later not to return. Cartesian duality is similarly blurred in Jane’s fight against cancer. Prior to developing cancer, it is the pretence for Tim’s frequent office absences; she develops cancer; she fights it into remission not by relying on the clinical trial she undergoes, but because Tim’s impossible return inspires her; its remission removes the sense of urgency keeping Tim around, and he leaves; and he later learns that she dies from its recurrence. In multiple senses, Jane’s physical challenges are inextricable from her marriage commitment. Tim’s peripatetic condition affects both of them in homologous ways, gesturing towards the importance of disability studies for understanding the experience both of people with disability and of their caretakers.Becka copes with cartesian duality in the form of her obesity, and the way she does so sets an example for Tim. She gains weight during adolescence, around the time Tim starts walking uncontrollably, and despite her efforts she never loses weight. At first moody and depressed, she later channels her emotions into music, eventually going on tour. After one of her concerts, she tells Tim she has accepted her body, calling it “my one go-around,” freeing her from having to “hate yourself till the bitter end” (262) to instead enjoy her life and music. The idea of acceptance stays with Tim; whereas in previous episodes of walking he ignored the outside world—another example of reconceptualizing walking in the mode of disability—he pays attention to his surroundings on his journey back to New York, which is filled with descriptions of various geographical, meteorological, biological, and sociological phenomena, all while his body slowly breaks down. By the time he leaves home forever, he has acquired the habit of constant observation and the ability to enjoy things moment by moment. “Beauty, surprisingly, was everywhere” (279), he thinks. Invoking the figure of the flâneur, which Ferris had in mind when writing the novel (Ferris “Involuntary”), Peter Ferry argues that “becoming a 21st century incarnation of the flâneur gives Tim a greater sense of selfhood, a belief in the significance of his own existence within the increasingly chaotic and disorientating urban environment” (59). I concur, with two caveats: the chaotic and disorienting environment is not merely urban; and, contrary to Ferry’s claim that this regained selfhood is in contrast to “disintegrating” “conventional understandings of masculinity” (57), it instead incorporates Tim’s new identity as a person with disability.Conclusion: The Experience of DisabilityMore than specific insights into living with disability, the most important contribution of The Unnamed to disability studies is its exploration of the pure experience of disability. Ferris says, “I wanted to strip down this character to the very barest essentials and see what happens when sickness can’t go away and it can’t be answered by all [sic] of the medical technology that the country has at its disposal” (“Tracking”); by making Tim a wealthy lawyer with a caring family—removing common complicating socioeconomic factors of disability—and giving him an unprecedented impairment—removing all medical support and social services—Ferris depicts disability per se, illuminating the importance of disability studies for all people with(out) disability. After undergoing variegated experiences of pure disability, Tim “maintained a sound mind until the end. He was vigilant about periodic checkups and disciplined with his medication. He took care of himself as best he could, eating well however possible, sleeping when his body required it, […] and he persevered in this manner of living until his death” (Ferris Unnamed 306). This is an ideal relation to maintain between mind, body, and environment, irrespective of (dis)ability.ReferencesAdams, Tim. “The Unnamed by Joshua Ferris.” Fiction. Observer, 21 Feb. 2010: n. pag. 19 Sep. 2018 <https://www.theguardian.com/books/2010/feb/21/the-unnamed-joshua-ferris>.Burn, Stephen J. “Mapping the Syndrome Novel.” Diseases and Disorders in Contemporary Fiction: The Syndrome Syndrome. Eds. T.J. Lustig and James Peacock. New York: Routledge, 2013. 35-52.Cella, Matthew J.C. “The Ecosomatic Paradigm in Literature: Merging Disability Studies and Ecocriticism.” Interdisciplinary Studies in Literature and Environment 20.3 (2013): 574–96.De Certeau, Michel. The Practice of Everyday Life. 1980. Trans. Steven Rendall. Berkeley: U of California P, 1984.Charles, Ron. “Book World Review of Joshua Ferris’s ‘The Unnamed.’” Books. Washington Post 20 Jan. 2010: n. pag. 19 Sep. 2018 <http://www.washingtonpost.com/wp-dyn/content/article/2010/01/19/AR2010011903945.html>.“Disability.” Wikipedia: The Free Encyclopedia 17 Sep. 2018. 19 Sep. 2018 <https://en.wikipedia.org/wiki/Disability>.Ferris, Joshua. “Involuntary Walking; the Joshua Ferris Interview.” ReadRollShow. Created by David Weich. Sheepscot Creative, 2010. Vimeo, 9 Mar. 2010. 18 Sep. 2018 <https://www.vimeo.com/10026925>. [My transcript.]———. “Tracking a Man’s Life, in Endless Footsteps.” Interview by Melissa Block. All Things Considered, NPR, 15 Feb. 2010. 18 Sep. 2018 <https://www.npr.org/templates/transcript/transcript.php?storyId=123650332>.———. The Unnamed: A Novel. New York: Little, Brown, 2010.Ferry, Peter. “Reading Manhattan, Reading Masculinity: Reintroducing the Flâneur with E.B. White’s Here Is New York and Joshua Ferris’ The Unnamed.” Culture, Society & Masculinities 3.1 (2011): 49–61.Ludwigs, Marina. “Walking as a Metaphor for Narrativity.” Studia Neophilologica 87.1 (Suppl. 1) (2015): 116–28.McCarthy, Cormac. The Road. New York: Vintage, 2006.McRuer, Robert, and Merri Lisa Johnson. “Proliferating Cripistemologies: A Virtual Roundtable.” Journal of Literary and Cultural Disability Studies 8.2 (2014): 149–69.Mollow, Anna. “Criphystemologies: What Disability Theory Needs to Know about Hysteria.” Journal of Literary and Cultural Disability Studies 8.2 (2014): 185–201.Murray, Stuart. “Reading Disability in a Time of Posthuman Work: Speed and Embodiment in Joshua Ferris’ The Unnamed and Michael Faber’s Under the Skin.” Disability Studies Quarterly 37.4 (2017). 20 May 2018 <http://dsq–sds.org/article/view/6104/4823/>.Nocella, Anthony J., II. “Defining Eco–Ability: Social Justice and the Intersectionality of Disability, Nonhuman Animals, and Ecology.” Earth, Animal, and Disability Liberation: The Rise of the Eco–Ability Movement. Eds. Anthony J. Nocella II, Judy K.C. Bentley, and Janet M. Duncan. New York: Peter Lang, 2012. 3–21.Poe, Edgar Allan. “The Man of the Crowd.” 1845. PoeStories.com. 18 Sep. 2018 <https://poestories.com/read/manofthecrowd>.Reiffenrath, Tanja. “Mind over Matter? Joshua Ferris’s The Unnamed as Counternarrative.” [sic] – a journal of literature, culture and literary translation 5.1 (2014). 20 May 2018 <https://www.sic–journal.org/ArticleView.aspx?aid=305/>.Siebers, Tobin. “Disability in Theory: From Social Constructionism to the New Realism of the Body.” American Literary History 13.4 (2001): 737–54.“The Young and the Restless.” Review of The Unnamed by Joshua Ferris. Books and Arts. Economist, 28 Jan. 2010: n. pag. 19 Sep. 2018 <https://www.economist.com/books-and-arts/2010/01/28/the-young-and-the-restless>.
APA, Harvard, Vancouver, ISO, and other styles
7

Delamoir, Jeannette, and Patrick West. "Editorial." M/C Journal 10, no. 2 (May 1, 2007). http://dx.doi.org/10.5204/mcj.2618.

Full text
Abstract:
As Earth heats up and water vapourises, “Adapt” is a word that is frequently invoked right now, in a world seething with change and challenge. Its Oxford English Dictionary definitions—“to fit, to make suitable; to alter so as to fit for a new use”—give little hint of the strangely divergent moral values associated with its use. There is, of course, the word’s unavoidable Darwinian connotations which, in spite of creationist controversy, communicate a cluster of positive values linked with progress. By contrast, the literary use of adapt is frequently linked with negative moral values. Even in our current “hyper-adaptive environment” (Rizzo)—in which a novel can become a theme park ride can become a film can become a computer game can become a novelisation—an adaptation is seen as a debasement of an original, inauthentic, inferior, parasitic (Hutcheon, 2-3). A starting point from which to explore the word’s “positive”—that is, evolutionary—use is the recently released Stern Review: The Economics of Climate Change, which argues the necessity of adapting in order to survive. Indeed, an entire section is titled “Policy responses for adaptation,” outlining—among other things—“an economic framework for adaptation”; “barriers and constraints to adaptation”; and “how developing countries can adapt to climate change” (403). Although evolution is not directly mentioned, it is evoked through the review’s analysis of a dire situation which compels humans to change in response to their changing environment. Yet the mere existence of the review, and its enumeration of problems and solutions, suggests that human adaptive abilities are up to the task, drawing on positive traits such as resilience, flexibility, agility, innovation, creativity, progressiveness, appropriateness, and so on. These values, and their connection to the evolutionary use of “adapt”, infuse 21st-century life. “Adapt,” “evolution”, and that cluster of values are entwined so closely that recalling effort is required to remind oneself that “adapt” existed before evolutionary theory. And whether or not one accepts the premise of evolution—or even understands it beyond the level of reductive popular science—it provides an irresistible metaphor that underlies areas as diverse as education, business, organisational culture, politics, and law. For example, Judith Robinson’s article “Education as the Foundation of the New Economy” quotes Canada’s former deputy prime minister John Manley: “The future holds nothing but change. … Charles Darwin said, ‘It is not the strongest of the species that survives, nor the most intelligent, but the most responsive to change.’” Robinson adds: “Education is how we equip our people with the ability to adapt to change.” Further examples show “adapt” as a positive metaphor for government. A study into towns in rural Queensland discovered that while some towns “have reinvented themselves and are thriving,” others “that are not innovative or adaptable” are in decline (Plowman, Ashkanasy, Gardner and Letts, 8). The Queensland Government’s Smart State Strategy also refers to the desirability of adapting: “The pace of change in the world is now so rapid—and sometimes so unpredictable—that our best prospects for maintaining our lead lie in our agility, flexibility and adaptability.” The Australian Government Department of Education, Science and Training, in setting national research priorities, identifies “An Environmentally Sustainable Australia” and in that context specifically mentions the need to adapt: “there needs to be an increased understanding of the contributions of human behaviour to environmental and climate change, and on [sic] appropriate adaptive responses and strategies.” In the corporate world, the Darwinian allusion is explicit in book titles such as Geoffrey Moore’s 2005 Dealing with Darwin: How Great Companies Innovate at Every Phase of their Evolution: “Moore’s theme is innovation, which he sees as being necessary to the survival of business as a plant or animal adapting to changes in habitat” (Johnson). Within organisations, the metaphor is also useful, for instance in D. Keith Denton’s article, “What Darwin Can Teach Us about Success:” “In order to understand how to create and manage adaptability, we need to look first at how nature uses it. … Species that fail to adapt have only one option left.” That option is extinction, which is the fate of “over 99% of all species that have ever existed.” However, any understanding of “adapt” as wholly positive and forward-moving is too simplistic. It ignores, for example, aspects of adaptation that are dangerous to people (such as the way the avian influenza virus or simian AIDS can adapt so that humans can become their hosts). Bacteria rapidly adapt to antibiotics; insects rapidly adapt to pesticides. Furthermore, an organism that is exquisitely adapted to a specific niche becomes vulnerable with even a small disturbance in its environment. The high attrition rate of species is breathtakingly “wasteful” and points to the limitations of the evolutionary metaphor. Although corporations and education have embraced the image, it is unthinkable that any corporation or educational system would countenance either evolution’s tiny adaptive adjustments over a long period of time, or the high “failure” rate. Furthermore, evolution can only be considered “progress” if there is an ultimate goal towards which evolution is progressing: the anthropocentric viewpoint that holds that “the logical and inevitable endpoint of the evolutionary process is the human individual,” as Rizzo puts it. This suggests that the “positive” values connected with this notion of “adapt” are a form of self-congratulation among those who consider themselves the “survivors”. A hierarchy of evolution-thought places “agile,” “flexible” “adaptors” at the top, while at the bottom of the hierarchy are “stagnant,” “atrophied” “non-adaptors”. The “positive” values then form the basis for exclusionary prejudices directed at those human and non-human beings seen as being “lower” on the evolutionary scale. Here we have arrived at Social Darwinism, the Great-Chain-of-Being perspective, Manifest Destiny—all of which still justify many kinds of unjust treatment of humans, animals, and ecosystems. Literary or artistic meanings of “adapt”—although similarly based on hierarchical thinking (Shiloh)—are, as mentioned earlier, frequently laden with negative moral values. Directly contrasting with the evolutionary adaptation we have just discussed, value in literary adaptation is attached to “being first” rather than to the success of successors. Invidious dichotomies that actually reverse the moral polarity of Darwinian adaptation come into play: “authentic” versus “fake”, “original” versus “copy”, “strong” versus “weak”, “superior” versus “inferior”. But, as the authors collected in this issue demonstrate, the assignment of a moral value to evolutionary “adapt”, and another to literary “adapt”, is too simplistic. The film Adaptation (Spike Jonze, 2002)—discussed in three articles in this issue—deals with both these uses of the word, and provides the impetus to these authors’ explorations of possible connections and contrasts between them. Evidence of the pervasiveness of the concept is seen in the work of other writers, who explore the same issues in a range of cultural phenomena, such as graffiti, music sampling, a range of activities in and around the film industry, and several forms of identity formation. A common theme is the utter inadequacy of a single moral value being assigned to “adapt”. For example, McMerrin quotes Ghandi in her paper: “Adaptability is not imitation. It means power of resistance and assimilation.” Shiloh argues: “If all texts quote or embed fragments of earlier texts, the notion of an authoritative literary source, which the cinematic version should faithfully reproduce, is no longer valid.” Furnica, citing Rudolf Arnheim, points out that an adaptation “increases our understanding of the adapted work.” All of which suggests that the application of “adapt” to circumstances of culture and nature suggests an “infinite onion” both of adaptations and of the “core samples of difference” that are the inevitable corollary of this issue’s theme. To drill down into the products of culture, to peel back the “facts” of nature, is only ever to encounter additional and increasingly minute variations of the activity of “adapt”. One never hits the bottom of difference and adaptation. Still, why would you want to, when the stakes of “adapt” might be little different from the stakes of life itself? At least, this is the insight that the philosophy of Gilles Deleuze—in all its rhizomatic variations—seems constantly to be leading us towards: “Life” (capitalised) is a continual germination that feeds on a thousand tiny adaptations of open-ended desire and of a ceaselessly productive mode of difference. Besides everything else that they do, all of the articles in this issue participate—in one way or another—in this notion of “adapt” as a constant impetus towards new configurations of culture and of nature. They are the proof (if such proof were to be requested or required) that the “infinite onion” of adaptation and difference, while certainly a mise en abyme, is much more a positive “placing into infinity” than a negative “placing into the abyss.” Adaptation is nothing to be feared; stasis alone spells death. What this suggests, furthermore, is that a contemporary ethics of difference and alterity might not go far wrong if it were to adopt “adapt” as its signature experience. To be ever more sensitive to the subtle nuances, to the evanescences on the cusp of nothingness … of adaptation … is perhaps to place oneself at the leading edge of cultural activity, where the boundaries of self and other have, arguably, never been more fraught. Again, all of the contributors to this issue dive—“Alice-like”—down their own particular rabbit holes, in order to bring back to the surface something previously unthought or unrecognised. However, two recent trends in the sciences and humanities—or rather at the complex intersection of these disciplines—might serve as useful, generalised frameworks for the work on “adapt” that this issue pursues. The first of these is the upwelling of interest (contra Darwinism) in the theories of Jean-Baptiste Lamarck (1744-1829). For Lamarck, adaptation takes a deviation from the Darwinian view of Natural Selection. Lamarckism holds, in distinction from Darwin, that the characteristics acquired by individuals in the course of their (culturally produced) lifetimes can be transmitted down the generations. If your bandy-legged great-grandfather learnt to bend it like Beckham, for example, then Manchester United would do well to sign you up in the cradle. Lamarck’s ideas are an encouragement to gather up, for cultural purposes, ever more refined understandings of “adapt”. What this pro-Lamarckian movement also implies is a new “crossing-over point” of the natural/biological with the cultural/acquired. The second trend to be highlighted here, however, does more than merely imply such a refreshed configuration of nature and culture. Elizabeth Grosz’s recent work directly calls the bluff of the traditional Darwinian (not to mention Freudian) understanding of “biology as destiny”. In outline form, we propose that she does this by running together notions of biological difference (the male/female split) with the “ungrounded” difference of Deleuzean thinking and its derivatives. Adaptation thus shakes free, on Grosz’s reading, from the (Darwinian and Freudian) vestiges of biological determinism and becomes, rather, a productive mode of (cultural) difference. Grosz makes the further move of transporting such a “shaken and stirred” version of biological difference into the domains of artistic “excess”, on the basis that “excessive” display (as in the courting rituals of the male peacock) is fundamentally crucial to those Darwinian axioms centred on the survival of the species. By a long route, therefore, we are returned, through Grosz, to the interest in art and adaptation that has, for better or for worse, tended to dominate studies of “adapt”, and which this issue also touches upon. But Grosz returns us to art very differently, which points the way, perhaps, to as yet barely recognised new directions in the field of adaptation studies. We ask, then, where to from here? Responding to this question, we—the editors of this issue—are keen to build upon the groundswell of interest in 21st-century adaptation studies with an international conference, entitled “Adaptation & Application”, to be held on the Gold Coast, Queensland, Australia in early 2009. The “Application” part of this title reflects, among other things, the fact that our conference will be, perhaps uniquely, itself an example of “adapt”, to the extent that it will have two parallel but also interlocking strands: adaptation; application. Forward-thinking architects Arakawa and Gins have expressed an interest in being part of this event. (We also observe, in passing, that “application”, or “apply”, may be an excellent theme for a future issue of M/C Journal…) Those interested in knowing more about the “Adaptation and Application” conference may contact either of us on the email addresses given in our biographical notes. There are several groups and individuals that deserve public acknowledgement here. Of course, we thank the authors of these fourteen articles for their stimulating and reflective contributions to the various debates around “adapt”. We would also like to acknowledge the hugely supportive efforts of our hard-pressed referees. Equally, our gratitude goes out to those respondents to our call for papers whose submissions could not be fitted into this already overflowing issue. What they sent us kept the standard high, and many of the articles rejected for publication on this occasion will, we feel sure, soon find a wider audience in another venue (the excellent advice provided by our referees has an influence, in this way, beyond the life of this issue). We also wish to offer a very special note of thanks to Linda Hutcheon, who took time out from her exceptionally busy schedule to contribute the feature article for this issue. Her recent monograph A Theory of Adaptation is essential reading for all serious scholars of “adapt”, as is her contribution here. We are honoured to have Professor Hutcheon’s input into our project. Special thanks are also due to Gold-Coast based visual artist Judy Anderson for her “adaptation of adaptation” into a visual motif for our cover image. This inspiring piece is entitled “Between Two” (2005; digital image on cotton paper). Accessing experiences perhaps not accessible through words alone, Anderson’s image nevertheless “speaks adaptation”, as her Artist’s Statement suggests: The surface for me is a sensual encounter; an event, shifting form. As an eroticised site, it evokes memories of touch. … Body, object, place are woven together with memory; forgetting and remembering. The tactility and materiality of touching the surface is offered back to the viewer. These images are transitions themselves. As places of slippage and adaptation, they embody intervals on many levels; between the material and the immaterial, the familiar and the strange. Their source remains obscure so that they might represent spaces in-between—overlooked places that open up unexpectedly. If we have learned just one thing from the experience of editing the M/C Journal ‘adapt’ issue, it is that our theme richly rewards the sort of intellectual and creative activity demonstrated by our contributors. Much has been done here; much remains to be done. Some of this work will take place, no doubt, at the “Adaptation and Application” conference, and we hope to see many of you on the Gold Coast in 2009. But for now, it’s over to you, to engage with what you might encounter here, and to work new “adaptations” upon it. References Australian Government Department of Education, Science and Training. Environmentally Sustainable Australia. 2005. 28 Apr. 2007 http://www.dest.gov.au/sectors/research_sector/policies_issues_reviews /key_issues/national_research_priorities/priority_goals /environmentally_sustainable_australia.htm>. Deleuze, Gilles, and Félix Guattari. A Thousand Plateaux. Minneapolis: University of Minnesota Press, 1987. Denton, D Keith. “What Darwin Can Teach Us about Success.” Development and Learning in Organizations 20.1 (2006): 7ff. Furnica, Ioana. “Subverting the ‘Good, Old Tune’: Carlos Saura’s Carmen Adaptation.” M/C Journal 10.2 (2007). 28 Apr. 2007 . Grosz, Elizabeth. In the Nick of Time: Politics, Evolution and the Untimely. Durham: Duke University Press, 2004. Grosz, Elizabeth. “Sensation”. Plenary III Session. 9th Annual Comparative Literature Conference. Gilles Deleuze: Texts and Images: An International Conference. University of South Carolina, Columbia. 7 April 2007. Grosz, Elizabeth. Time Travels: Feminism, Nature, Power. Durham: Duke University Press, 2005. Hutcheon, Linda. A Theory of Adaptation. New York and London: Routledge, 2006. Johnson, Cecil. “Darwinian Notions of Corporate Innovation,” Boston Globe, 15 Jan. 2006: L.2. McMerrin, Michelle. “Agency in Adaptation.” M/C Journal 10.2 (2007). 28 Apr. 2007 http://journal.media-culture.org.au/0705/03 mcmerrin.php mcmerrin.php>. Neimanis, Astrida. “A Feminist Deleuzian Politics? It’s About Time.” TOPIA: Canadian Journal of Cultural Studies 16 (2006): 154-8. Plowman, Ian, Neal M. Ashkanasy, John Gardner, and Malcolm Letts. Innovation in Rural Queensland: Why Some Towns Thrive while Others Languish: Main Report. University of Queensland/Department of Primary Industries. Queensland, Dec. 2003. 28 Apr. 2007 http://www2.dpi.qld.gov.au/business/14778.html>. Queensland Government. Smart State Strategy 2005-2015 Timeframe. 2007. 28 Apr. 2007 http://www.smartstate.qld.gov.au/strategy/strategy05_15/timeframes.shtm>. Rizzo, Sergio. “Adaptation and the Art of Survival.” M/C Journal 10.2 (2007). 28 Apr. 2007 http://journal.media-culture.org.au/0705/02-rizzo.php>. Shiloh, Ilana. “Adaptation, Intertextuality, and the Endless Deferral of Meaning: Memento.” M/C Journal 10.2 (2007). 28 Apr. 2007 http://journal.media-culture.org.au/0705/08-shiloh.php>. Stern Review: The Economics of Climate Change. 2006. 28 Apr. 2007 http://www.hm-treasury.gov.uk/independent_reviews/stern_review_ economics_climate_change/stern_review_report.cfm>. Citation reference for this article MLA Style Delamoir, Jeannette, and Patrick West. "Editorial." M/C Journal 10.2 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0705/00-editorial.php>. APA Style Delamoir, J., and P. West. (May 2007) "Editorial," M/C Journal, 10(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0705/00-editorial.php>.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography