Journal articles on the topic 'Boxers (sports) – new york – drama'

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1

Jordan, B. D., and E. A. Campbell. "ACUTE BOXING INJURIES AMONG PROFESSIONAL BOXERS IN NEW YORK STATE." Medicine & Science in Sports & Exercise 17, no. 2 (April 1985): 212. http://dx.doi.org/10.1249/00005768-198504000-00142.

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Dou, Xinyi, and Ruiyang Jiang. "Research on the Relationship between Violence and Ritual in Boxing." BCP Business & Management 20 (June 28, 2022): 817–21. http://dx.doi.org/10.54691/bcpbm.v20i.1068.

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Violence is a competitive conflict that is characteristic of any living thing. But in human societies, violence is given more complex and diverse cultural symbols. Among them, violence in sports is one of the most apparent representatives. And should violence in sports be curbed? Can such behavior be used as a type of ritual to eliminate the fear of spectators and thus reduce the proportion of violence in real life? Based on the ritual research theory from anthropology, this paper will discuss and analyze the above problems from the perspective of ritual and drama performance. On the basis of combing the relevant research, this paper focuses on interviewing 10 members of a boxing club and watching the competition videos of some professional boxers, which will be the main data of this study. The results of this study demonstrate the correlation between violence and ritual. This study will help to provide new cases for modern ritual research.
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Alberton, Mathias. "Exploring boxers' experiences of fear using Reflexive Thematic Analysis: Fear can be a longtime companion, guide and motivator." Graduate Journal of Sports Science, Coaching, Management, & Rehabilitation 1, no. 3 (June 7, 2024): 19. http://dx.doi.org/10.19164/gjsscmr.v1i3.1502.

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Injury, and the pain associated with it, are recurrent elements in boxing, differentiating it from other sports in that they expose the athlete to an unavoidable existential threat (Sarkar & Fletcher, 2014, J Sports Sci, 32). Limited literature exists on the experiences of fear within the context of sport and on how it differs from anxiety (Hanin, 2000, Emotions in Sport, Champaign, Il: Human Kinetics; Nicholls & Polman, 2007, J Sports Sci, 25, 11-31). This study used a reflexive thematic analysis (Braun & Clarke, 2006, Qual Res Psych, 3; Braun et al., 2016, in B. Smith & A. Sparks (Ed.) Routledge Handbook of Qualitative Research in Sport and Exercise (195-203). London, New York: Routledge) to investigate how the two concepts are different from one another and how they are made sense of among professional boxers. The living individual experiences of boxers facing these stressors qualified them to be suitable subjects to learn from on the topic through a generic qualitative interpretative approach (Smith & Sparks, 2016) underpinned by relativist ontology and constructivist epistemology (Sandberg, 2005, Org Res Meth, 8, 41-68). The analysis of sixteen podcasts (available online; Alberton, 2022, Martial Attitude Voice: Spotify), with professional boxers (male/female) of different weight divisions, produced four overarching themes: 1. Fear and anxiety go hand in hand; Although nuanced as different, they can be perceived as one, apprehensive anticipation of future protective reactions to an immediate direct threat. It is argued that this anxiety/fear fusion to be a novel kind of appraisal; 2. Fear keeps us alive; Fear was re-framed as intrinsic/extrinsic greater motivator, as the boxers described how it guided and enabled them to prepare for matches with discipline. Moreover, fear was depicted as a useful tool weaponized by the boxers, providing important feedback. 3. The fear of losing everything is right there in boxers’ faces; Fear of injury is theorized to be a pivotal stressor feeding fears of possible future disabilities or death, that is the ultimate failure in life as much as in the ring; 4. Coping with fear is to be comfortable in uncomfortable situations. Self-efficacy mediated structured resilience whilst discipline was the rationalized tool to withstand the emotional task of the physical fight. Fear as an inherent component of professional boxing is highlighted as important for policymaking, whilst alternative approaches could address present limitations. Theoretical/practical implications for future interventions bespoke to boxing is considered.
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Ross, MacIntosh, and Kevin B. Wamsley. "“The New Woman and the Manly Art”: Women and Boxing in Nineteenth-Century Canada." Sport History Review 51, no. 2 (November 1, 2020): 149–63. http://dx.doi.org/10.1123/shr.2019-0005.

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On July 27, 1859, “Canada” Kate Clark met two Americans, Nellie Stem and Mary Dwyer, for a pair of prize fights in Fort Erie, Canada West. Beginning their adventure in Buffalo, New York, they rowed their way across the Niagara River to the fighting grounds in the British colony. Like pugilists before them, they stripped to the waist to limit potential grappling in battle. Both the journey and pre-fight fight preparations were tried and true components of mid-nineteenth century prize fighting. Although the press, and later historians, overwhelmingly associated such performances with male combatants, women were indeed active in Canadian pugilistic circles, settling scores, testing their mettle, and displaying their fistic abilities both pre- and post-Confederation. In this article, we begin to untangle the various threads of female pugilism, situating these athletes and performers within the broader literature on both boxing and women's sport in Canada. By examining media reports of female boxers—both in sparring and prize fighting—we hope to provide a historiographic foundation for further discussions of early female pugilism, highlighting the various ways these women upheld and challenged the notion of the “new woman” in Canada.
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O.V., Halchuk. "MYTHOLOGICAL PARAMETERS OF THE BOXER PROTAGINIST ROCKY BALBOA." South archive (philological sciences), no. 84 (December 23, 2020): 152–57. http://dx.doi.org/10.32999/ksu2663-2691/2020-84-23.

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The purpose of this study is to characterize the image of the protagonist of the saga of the boxer Rocky through the prism of mythopoetics as a type of new cultural hero in the field of sports. Research methods are historical and cultural, mythopoetic, and comparative. Its application allows to outline the genetic connection of the image of the hero-boxer with the literary tradition; identify its main parameters as a mythohero; allocate the points of intersection of the author's myth with the myth of the American dream; consider the acquisition of the mytheme of Rocky the beginnings of the ideologeme.Results of the research: The genesis of the image goes back to the traditions of neo-romantic literature. The active appeal to a ritual and a myth, and a new wave of interest in sports as an embodiment of the principle of agony and, therefore, the popularity of sports drama, resulted in the mythologization of the boxer character in the culture of the 20th century. The distinct feature of the movie is a genre syncretism; it is a combination of sports drama, film-biography, action, and melodrama with typical for mytho-scenario archetypic situations. This determines the mass audience and the range of interpretation of Rocky’s story, formed as a mythological scenario. Rocky’s biography interweaves the facts of life of the real prototypes (boxers Rocky Marciano, Rocky Graziano), fictional characters (heroes of Hollywood sports movies), and autobiographical (Sylvester Stallone). The connection with sports as a ritual gives the film a mythological connotation. Simultaneously, it highlights the utilitarian aspect, inherent in the American tradition of Enlightenment and focused on the practical application of the context. The stories of Rocky’s boxing matches, and the stories of his relationships we perceive as “steps” of his initiation to a new cultural hero or a hero of mass culture. This occurs in a chronotope with characteristics of large (Philadelphia) and small (boxing ring) topos as places of professional and personal recognition. Rocky IV stands out among the films of the franchise; the protagonist embodies the athlete-defender of the national way of life that fights against a boxer from the “empire of evil”; and from the cult hero from of mass culture he turns into a mytho-ideology.Conclusions. The popular character of world cinema Rocky Balboa realizes the typical for the 20th century need for the new cultural heroes. Belonging to the two entertainment spheres – cinema and sports – the character created by Stallone gained immense popularity and a long screen “life”. Whereas Rocky’s assertion to the mytheme, and then ideologeme, led to a “fantastic” origin as a character, that is, a combination of biographies of real and fictional prototypes; connection of life scenario with rituals; correlation of moral and ethical beliefs of the hero with the ideas of the national myth of the American dream; his life trials as stages of initiation in the sacred chronotope.Key words: Rocky, mythohero, ritual, sports drama, chronotope, mytho-ideology. Мета цієї студії – схарактеризувати образ протагоніста кіносаги про боксера Роккі крізь призму міфопоетики як тип нового культурного героя із царини спорту. Методами дослідження є історико-культурний, міфопоетичний і порівняльний. Їх застосування дає можливість окреслити генетичний зв’язок образу героя-боксера з літературною традицією; визначити його основні параметри як міфогероя; вказати на точки перетину авторського міфу з міфом американської мрії; розглянути набуття міфологемою Роккі обрисів ідеологеми.Результати дослідження: з’ясовано, що ґенеза образу персонажа-спортсмена сягає неоромантичної традиції. Тоді як міфологізація кіногероя-боксера в культурі ХХ ст. зумовлена активним зверненням до ритуалу і міфу; новою хвилею інтересу до спортивних змагань як втіленням принципу агонічності; популярністю жанру спортивної кінодрами. Разом із тим масову глядацьку аудиторію і потужний інтерпретаційний потенціал персонажа Роккі забезпечував і жанровий синкретизм фільмів про нього: поєднання елементів спортивної драми, фільму-біографії, бойовика, мелодрами з типовими для міфосценарію архетипними ситуаціями. Визначено, що в екранній історії Роккі переплітаються факти з життя боксерів Р. Марчіано, Р. Граціано, героїв спортивних кінодрам і факти біографії самого С. Сталлоне. Зв’язок зі спортом як ритуалом надає фільмам про Роккі міфологічного підтексту і водночас окреслює його «утилітарний» аспект, притаманний американській просвітницькій традиції і орієнтований на практичне застосування переглянутого. Історії боксерських поєдинків кіногероя разом з історіями взаємин із «ближнім колом» сприймаються етапами ініціації на шляху до нового культурного героя у хронотопі, де великий (Філадельфія) і малий (ринг) топоси стають місцями здобуття ним професійного і особистісного визнання. Наголошено, що серед фільмів франшизи виокремлюється четвертий епізод, де Роккі втілює спортсмена-захисника національного способу життя, виступаючи проти боксера з «імперії зла». У такий спосіб герой масової свідомості переходить у міфоідеологему.Висновки. У культовому персонажеві світового кінематографу Роккі Бальбоа зреалізована характерна для людини маси ХХ ст. потреба в нових культурних героях. Завдяки приналежності до двох видовищних сфер – кіно і спорт – персонаж, створений С. Сталлоне, здобув величезну популярність і тривале екранне «життя». Тоді як утвердження Роккі у статусі пев-ної міфологеми, а потім й ідеологеми, зумовило «чудесне» походження як персонажа, тобто поєднання біографій реальних і фікційних прототипів; зв’язок життєвого сценарію з ритуалами; кореляцію морально-етичних переконань героя з ідеями національного міфу американської мрії; його життєві випробування як етапи ініціації в сакральному хронотопі.Ключові слова: фільм «Роккі», міфогерой, ритуал, спортивна драма, хронотоп, ідеологема.
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6

Brien, Donna Lee. "Do-It-Yourself Barbie in 1960s Australia." M/C Journal 27, no. 3 (June 11, 2024). http://dx.doi.org/10.5204/mcj.3056.

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Introduction Australia has embraced Barbie since the doll was launched at the Toy Fair in Melbourne in 1964, with Mattel Australia established in Melbourne in 1969. Barbie was initially sold in Australia with two different hairstyles and 36 separately boxed outfits. As in the US, the initial launch range was soon followed by a constant stream of additional outfits as well as Barbie’s boyfriend Ken and little sister Skipper, pets, and accessories including her dreamhouse and vehicles. Also released were variously themed Barbies (including those representing different careers and nationalities) and a seemingly ever-expanding group of friends (Gerber; Lord, Forever). These product releases were accompanied by marketing, promotion, and prominent placement in toy, department, and other stores that kept the Barbie line in clear sight of Australian consumers (Hosany) and in the forefront of toy sales for many decades (Burnett). This article focusses on a thread of subversion operating alongside the purchase of these Barbie dolls in Australia, when the phenomenon of handmade ‘do-it-yourself’ intersected with the dolls in the second half of the 1960s. Do-It-Yourself ‘Do-it-yourself’ (often expressed as DIY) has been defined as “anything that people did for themselves” (Gelber 283). The history of DIY has been researched in academic disciplines including sociology, cultural studies, musicology, architecture, marketing, and popular culture. This literature charts DIY practice across such domestic production as making clothes, furniture, and toys, growing food, and home improvements including renovating and even building entire houses (Carter; Fletcher) to more externally facing cultural production including music, art, and publications (Spencer). While DIY behaviour can be motivated by such factors as economic necessity or financial benefit, a lack of product availability or its perceived poor quality, and/or a desire for customisation, it can also be linked to the development of personal identity (Wolf and McQuitty; Williams, “A Lifestyle”; Williams, “Re-thinking”). While some mid-century considerations of DIY as a phenomenon were male-focussed (“Do-It”), women and girls were certainly also active at this time in home renovation, house building, and other projects (‘Arona’), as well as more traditionally gendered handicraft activities such as sewing and knitting. Fig. 1: Australian Home Beautiful magazine cover, November 1958, showing a woman physically engaged in home renovation activities. Australia has a long tradition of women crafting (by sewing, knitting, and crocheting, for instance) items of clothing for themselves and their families, as well as homewares such as waggas (utilitarian quilts made of salvaged or other inexpensive materials such as old blankets and grain sacks) and other quilts (Burke; Gero; Kingston; Thomas). This making was also prompted by a range of reasons, including economic or other necessity and/or the pursuit of creative pleasure, personal wellbeing, or political activism (Fletcher; Green; Lord, Vintage). It is unsurprising, then, that many have also turned their hands to making dolls’ clothes from scraps of fabrics, yarns, ribbons, and other domestic materials, as well as creating entire dolls’ houses complete with furniture and other domestic items (Benson). In the late eighteenth and nineteenth centuries, many Australian dolls themselves were handmade, with settlers and migrants importing European traditions of doll-making and clothing with them (Cramer). In the early twentieth century, mass-produced dolls and clothing became more available and accessible, however handmade dolls’ clothes continued to be made and circulated within families (Elvin and Elvin, The Art; Elvin and Elvin, The Australian). An article in the Weekly in 1933 contained instructions for making both cloth dolls and clothes for them (“Home-Made”), with many such articles to follow. While the 1960s saw increased consumer spending in Australia, this research reveals that this handmade, DIY ethos (at least in relation to dolls) continued through this decade, and afterwards (Carter; Wilson). This making is documented in artefacts in museum and private collections and instructions in women’s magazines, newspapers, and other printed materials including commercially produced patterns and kits. The investigation scans bestselling women’s magazine The Australian Women’s Weekly (the Weekly) and other Australian print media from the 1960s that are digitised in the National Library of Australia’s Trove database for evidence of interest in this practice. Do-It-Yourself Barbie Doll Patterns for Barbie clothes appeared in Australian women’s magazines almost immediately after the doll was for sale in Australia, including in the Weekly from 1965. The first feature included patterns for a series of quite elaborate outfits: a casual knitted jumpsuit with hooded jacket, a knitted three-piece suit of skirt, roll-necked jumper and jacket, a crocheted afternoon dress, tied with a ribbon belt and accessorised with a knitted coat and beret, and a crocheted full length evening gown and opera coat (“Glamorous”). A sense of providing the Weekly’s trusted guidance but also a reliance on makers’ individuality was prominent in this article. Although detailed instructions were provided in the feature above, for example, readers were also encouraged to experiment with yarns and decorative elements. Fig. 2: Crocheted and knitted ‘afternoon ensemble’ in “Glamorous Clothes for Teenage Dolls” feature in the Weekly, 1965. Another richly illustrated article published in 1965 focussed on creating high fashion wigs for Barbie at home. The text and photographs guided readers through the process of crafting five differently styled wigs from one synthetic hair piece: a “romantic, dreamy” Jean Shrimpton-style coiffure, deep-fringed Sassoon hairdo, layered urchin cut, low set evening bun, and pair of pigtails (Irvine, “How”). Again, makers were encouraged to express their creativity and individuality in decorating these hairstyles, with suggestions (but not directions) to personalise these styles using ribbons, tiny bows and artificial flowers, coloured pins, seed pearls, and other objects that might be to hand. Fig. 3: Detailed instructions for creating one of the wigs. Three Barbie dolls (identified as ‘teen dolls’ rather than by the brand) were featured on the cover of the Weekly on 5 January 1966, for a story about making dolls’ outfits from handkerchiefs (Irvine, “New”). This was framed as a “novel” way to use the excess of fancy hankies often received at Christmas, promising that the three ensembles could thriftily and cleverly be made from three handkerchiefs in a few hours. The instructions detail how to make a casual two-piece summer outfit accessorised with a headscarf, a smart town ensemble highlighted with flower motifs cut from broderie anglaise, and a lavish evening gown. Readers were assured this would be an engaging, “marvellous fun” as well as creative activity, as each maker needed to individually design each garment in terms of working with the individual features of the handkerchiefs they had, incorporating such elements as floral or other borders, lace edging, and overall patterns such as spots or checks (Irvine, “New”). The long-sleeved evening gown was quite an ambitious project. The gown was not only fashioned from a fine Irish linen, lace-bordered hankie, meaning some of the cutting and sewing required considerable finesse, but the neckline and hemline were then hand-beaded, as were a circlet of tiny pearls to be worn around the doll’s hair. Such delicacy was required for all outfits, with armholes and necklines for Barbie dolls very small, requiring considerable dexterity in cutting, sewing, and finishing. Fig. 4: Cover of The Australian Women’s Weekly of 5 January 1966 featuring three Barbie dolls. Only two issues later, the magazine ran another Barbie-focussed feature, this time about using oddments found around the home to make accessories for Barbie dolls. Again, the activity is promoted as thrifty and creative: “make teen doll outfits and accessories economically—all you need is imagination and a variety of household oddments” (“Turn”). Included in the full coloured article is a ‘hula’ costume made from a short length of green silk fringe and little artificial flowers sewn together, hats fashioned from a bottle top and silk flower decorated with scraps of lace and ribbon, a cardboard surfboard, aluminium foil and ice cream stick skis, and miniature ribbon-wound coat hangers. This article ended with an announcement commonly associated with calls for readers’ recipes: “what clever ideas have you got? … we will award £5 for every idea used” (“Turn”). This was a considerable prize, representing one-third of the average minimum weekly wage for full-time female workers in Australia in 1966 (ABS 320). Fig. 5: Brightly coloured illustrations making the Weekly’s “Turn Oddments into Gay Accessories”, 1966, a joyful read. This story was reinforced with a short ‘behind the scenes’ piece, which revealed the care and energy that went into its production. This reported that, when posing the ‘hulagirl’ on a fountain in Sydney’s Hyde Park, the doll fell in. While her skirt was rescued by drying in front of a fan, the dye from her lei ran and had to be scrubbed off the doll with abrasive sandsoap and the resulting stain then covered up with make-up. After the photographer built the set (inside this time), the shoot was finally completed (“The Doll”). A week later, the Weekly advertised a needlework kit for three new outfits: a beach ensemble of yellow bikini and sundress, red suit with checked blouse, and blue strapless evening gown. The garment components, with indicated gathering, seam, stitching, and cutting lines, were stamped onto a piece of fine cotton. The kit also included directions “simple enough for the young beginner seamstress” (“Teenage Doll’s”). Priced at 8/6 (85¢ in the new decimal currency introduced that year) including postage, this was a considerable saving when compared to the individual Mattel-branded clothing sets which were sold for sums ranging from 13/6 to 33/6 in 1964 (Burnett). Reader demand for these kits was so high that the supplier was overwhelmed and the magazine had to print an apology regarding delays in dispatching orders (“The Weekly”). Fig. 6: Cotton printed with garments to cut out and sew together and resulting outfits from the Weekly’s “Teenage Doll’s Wardrobe” feature, 1966. This was followed by another kit offer later in the year, this time explicitly promoted to both adult and “little girl” needleworkers. Comprising “cut out, ready to sew [material pieces] … and easy-to-follow step-by-step instructions”, this kit made an embroidered white party dress with matching slip and briefs, checked shorts and top set, and long lace and net trimmed taffeta bridesmaid dress and underclothes (“Three”). Again, at $1.60 for the kit (including postage), this was much more economical (and creative) than purchasing such outfits ready-made. Fig. 7: Party dress from “Three Lovely Outfits for Teenage Dolls” article in the Weekly, 1966. Making dolls’ clothes was an educationally sanctioned activity for girls in Australia, with needlecraft and other home economics subjects commonly taught in schools as a means of learning domestic and professionally transferable skills until the curriculum reforms of the 1970s onwards (Campbell; Cramer; Issacs). In Australia in the 1960s, Barbie dolls (and their clothing and furniture) were recommended for girls aged nine-years-old and older (Dyson), while older girls obviously also continued to interact with the dolls. A 1968 article in the Weekly, for example, praised a 13-year-old girl’s efforts in reinterpreting an adult dress pattern that had appeared in the magazine and sewing this for her Barbie (Dunstan; Forde). It was also suggested that the dolls could be used by girls who designed their own clothes but did not have a full-sized dressmaker’s model, with the advice to use a Barbie model to test a miniature of the design before making up a full-sized garment (“Buy”). Making Things for Barbie Dolls By 9 February 1966, the ‘using oddments’ contest had closed and the Weekly filled two pages with readers’ “resourceful” ideas (“Prizewinning”). These used such domestic bits and pieces as string, wire, cord, cotton reels, egg cartons, old socks, toothpicks, dried leaves, and sticky tape to create a range of Barbie accessories including a mob cap from a doily, hair rollers from cut drinking straws and rubber bands, and a suitcase from a plastic soap container with gold foil locks. A party dress and coat were fashioned from an out-of-date man’s tie and a piece of elastic. There was even a pipe cleaner dog and cardboard guitar. A month later, fifty more winning entries were published in a glossy, eight-page colour insert booklet. This included a range of clothing, accessories, and furniture which celebrated that “imagination and ingenuity, rather than dollars and cents” could equip a teen doll “for any occasion” (“50 Things”, 1). Alongside day, casual, and evening outfits, rainwear, underwear, jewellery, hats, sunglasses, footwear, a beauty case, hat boxes, and a shopping trolley and bags, readers submitted a skilfully fashioned record player with records in a stand as well as a barbeque crafted from tiny concrete blocks, sun lounge, and deckchairs. Miniature accessories included a hairdryer and lace tissue holder with tiny tissues and a skindiving set comprising mask, snorkel, and flippers. The wide variety of negligible-cost materials utilised and how these were fashioned for high effect is as interesting as the results are charming. Fig. 8: Cover of insert booklet of the entries of the 50 winners of the Weekly’s making things for Barbie from oddments competition, 1966. That women were eager to learn to make these miniature fashions and other items is evidenced by some Country Women’s Association groups holding handicraft classes on making clothes and accessories for Barbie dolls (“CWA”). That they were also eager to share the results with others is revealed in how competitions to dress teenage dolls in handmade outfits rapidly also became prominent features of Australian fetes, fairs, agricultural shows, club events, and other community fundraising activities in the 1960s (“Best”; “Bourke”; “Convent”; “Fierce”; “Frolic”; “Gala”; “Guide”; “Measles”; “Parish”; “Personal”; “Pet”; “Present”, “Purim”; “Successful”; “School Fair”; “School Fair Outstanding”; “School Fete”; “Weather”; Yennora”). Dressing Barbie joined other traditional categories such as those to dress baby, bride, national, and bed dolls (the last those dolls dressed in elaborate costumes designed as furniture decorations rather than toys). The teenage doll category at one primary school fete in rural New South Wales in 1967 was so popular that it attracted 50 entries, with many entries in this and other such competitions submitted by children (“Primary”). As the dolls became more prominent, the categories using them became more imaginative, with prizes for Barbie doll tea parties (“From”), for example. The category of dressing Barbie also became segmented with separate prizes for Barbie bride dolls, both sewn and knitted outfits (“Hobby and Pet”) and day, evening, and sports clothes (“Church”). There is no evidence from the sources surveyed that any of this making concentrated on producing career-focussed outfits for Barbie. Do-It-Yourself Ethos A do-it-yourself ethos was evident across the making discussed above. This refers to the possession of attitudes or philosophies that encourage undertaking activities or projects that involve relying on one’s own skills and resources rather than consuming mass-produced goods or using hired professionals or their services. This draws on, and develops, a sense of self-reliance and independence, and uses and enhances problem-solving skills. Creativity is central in terms of experimentation with new ideas, repurposing materials, or finding unconventional solutions to challenges. While DIY projects are often pursued independently and customised to personal preferences, makers also often collaboratively draw on, and share, expertise and resources (Wilson). It is important to note that the Weekly articles discussed above were not disguised advertorials for Barbie dolls or other Mattel products with, throughout the 1960s, the Barbies illustrated in the magazine referred to as ‘teen dolls’ or ‘teenage dolls’. However, despite this and the clear DIY ethos at work, women in Australia could, and did, make such Barbie-related items as commercial ventures. This included local artisanal dressmaking businesses that swiftly added made-to-measure Barbie doll clothes to their ranges (“Arcade”). Some enterprising women sold outfits and accessories they had made through various non-store venues including at home-based parties (“Hobbies”), in the same way as Tupperware products had been sold in Australia since 1961 (Truu). Other women sought sewing, knitting, or crocheting work specifically for Barbie doll clothes in the ‘Work wanted’ classified advertisements at this time (‘Dolls’). Conclusion This investigation has shown that the introduction of the Barbie doll unleashed more than consumer spending in Australia. Alongside purchases of the branded doll, clothes, and associated merchandise, Australians (mostly, but not exclusively, women and girls) utilised (and developed) their skills in sewing, knitting, crochet, and other crafts to make clothes for Barbie. They also displayed significant creativity and ingenuity in using domestic oddments and scraps to craft fashion accessories ranging from hats and bags to sunglasses as well as furniture and many of the other accoutrements of daily life in the second half of the 1960s in Australia. This making appears to have been prompted by a range of motivations including thrift and the real pleasures gained in crafting these miniature garments and objects. While the reception of these outfits and other items is not recorded in the publications sourced during this research, this scan of the Weekly and other publications revealed that children did love these dolls and value their wardrobes. In a description of the effects of a sudden, severe flood which affected her home south of Cairns in North Queensland, for instance, one woman described how amid the drama and terror, one little girl she knew packed up only “her teenage doll and its clothes” to take with her (Johnstone 9). The emotional connection felt to these dolls and handcrafted clothes and other objects is a rich area for research which is outside the scope of this article. Whether adult production was all ultimately intended to be gifted (or purchased) for children, or whether some was the work of early adult Barbie collectors, is also outside the scope of the research conducted for this project. As most of the evidence for this article was sourced from The Australian Women’s Weekly, a similarly close study of other magazines during the 1960s, and of whether any DIY clothing for Barbie also included career-focussed outfits, would add more information and nuance to these findings. This investigation has also concentrated on what happened in Australia during the second half of the 1960s, rather than in following decades. It has also not examined the DIY phenomenon of salvaging and refurbishing damaged Barbie dolls or otherwise altering and customising their appearance in the Australian context. These topics, as well as a full exploration of how women used Barbie dolls in their own commercial ventures, are all rich fields for further research both in terms of practice in Australia and how they were represented in popular and other media. Alongside the global outpouring of admiration for Barbie as a global icon and the success of the recent live action Barbie movie (Aguirre; Derrick), significant scholarship and other commentary have long criticised what Barbie has presented, and continues to present, to the world in terms of her body shape, race, activities, and career choices (Tulinski), as well as the pollution generated by the production and disposal of these dolls (“Feminist”; Pears). An additional line of what can be identified as resistance to the consumer-focussed commercialism of Barbie, in terms of making her clothes and accessories, seems to be connected to do-it-yourself culture. The exploration of handmade Barbie doll clothes and accessories in this article reveals, however, that what may at first appear to reflect a simple anti-commercial, frugal, ‘make do’ approach is more complex in terms of how it intersects with real people and their activities. References “50 Things to Make for Teen Dolls.” The Australian Women’s Weekly 9 Mar. 1966: insert booklet. Aguirre, Abby. “Barbiemania!” Vogue 24 May 2023. 7 Apr. 2024 <https://www.vogue.com/article/margot-robbie-barbie-summer-cover-2023-interview>. “Arcade Sewing Centre [advertising].” The Australian Jewish News 29 Apr. 1966: 15. ‘Arona’, ed. The Practical Handywoman. Melbourne: Arbuckle, Waddell, c.1946. Australian Bureau of Statistics [ABS]. Year Book Australia 1967. Canberra: Australian Bureau of Statistics, 1968. <https://www.abs.gov.au/AUSSTATS/abs@.nsf/DetailsPage/1301.01967>. Barbie. Dir. Greta Gerwig. Warner Bros., 2023. Benson, Wendy, Robyn Christie, Robert Holden, and Catriona Quinn. Dolls’ Houses in Australia 1870–1950. Sydney: Historic Houses Trust of NSW, 1999. “Best Teenage Doll.” Western Herald 28 Jul. 1967: 5. “Bourke Parents and Citizens Association.” Western Herald 10 Jun. 1966: 2. Burke, Sheridan. Sydney Quilt Stories, 1811–1970 Elizabeth Bay House. Sydney: Historic Houses Trust, 1998. Burnett, Jennifer. “The History of Barbie in Australia—The Early Years.” 2007. Reprinted in Dolls Dolls Dolls 18 Jul. 2016. 7 Apr. 2024 <https://dollsdollsdolls.net/2016/07/18/the-history-of-barbie-in-australia-the-early-years>. “Buy a Doll.” The Australian Women’s Weekly 5 Oct. 1966: 57. Campbell, Craig. “Home Economics incl. Domestic Science, Domestic Arts and Home Science: Australia 1888–2010.” Dictionary of Educational History in Australia and New Zealand. Sydney: Australian and New Zealand History of Education Society, 18 Apr. 2022. 7 Apr. 2024 <https://dehanz.net.au/entries/home-economics-incl-domestic-science-domestic-arts-and-home-science>. Carter, Nanette. “Man with a Plan: Masculinity and DIY House Building in Post-War Australia.” Australasian Journal of Popular Culture 1.2 (2011): 165–80. “Church Fete a Success.” The South-East Kingston Leader 20 Nov. 1969: 1. “Convent School Fete Highly Successful.” Western Herald 3 Nov. 1967: 3. Cramer, Lorinda. Needlework and Women’s Identity in Colonial Australia. London: Bloomsbury, 2019. “CWA Query Decimals.” Port Lincoln Times 10 Mar. 1966: 16. Derrick, Ruby. “Barbie-Mania Australia.” Ad News 20 Jul. 2023. 7 Apr. 2024 <https://www.adnews.com.au/news/barbie-mania-australia-the-ultimate-brand-campaign>. “Do-It-Yourself: The New Billion-Dollar Hobby.” Time 2 Aug. 1954: cover. ‘Dolls’. “Wanted [advertising].” Port Lincoln Times 25 Aug. 1966: 27. Dunstan, Rita. “The Happy Dress.” The Australian Women’s Weekly 31 Jan. 1968: 16–17. Dyson, Lindsay. “Buying Toys for Children.” The Australian Women’s Weekly 13 Dec. 1967: 53. Elvin, Pam, and Jeff Elvin, eds. The Art of Doll Making: Australian & International, 1&2 (1994). Elvin, Pam, and Jeff Elvin, eds. The Australian Doll Artists Magazine, 1 (1993). “‘Feminist Nightmare’: Full-Size Barbie Dreamhouse Set to Open.” The Sydney Morning Herald 14 May 2013. 8 Apr. 2024 <https://www.smh.com.au/traveller/travel-news/feminist-nightmare-full-size-barbie-dreamhouse-set-to-open-20130514-2jj2h.html>. Fletcher, Marion. Needlework in Australia: A History of the Development of Embroidery. Melbourne: Oxford UP, 1989. “Fierce Winds Knock Show Flower Entries.” Port Lincoln Times 10 Oct. 1968: 16. Forde, Ann. “A Very Happy Doll.” The Australian Women’s Weekly 20 Mar. 1968: 7. “Frolic, Pet Show at Mission.” Port Lincoln Times 27 Apr. 1967: 16. “From Port Elliot.” Victor Harbour Times 20 Jan. 1967: 6. “Gala Day Aids Salt Creek School.” The South-East Kingston Leader 15 Dec. 1966: 1. Gelber, Steven M. Hobbies: Leisure and the Culture of Work in America. New York: Columbia UP, 1999. Gerber, Robin. Barbie and Ruth: The Story of the World’s Most Famous Doll and the Woman Who Created Her. New York: HarperCollins, 2009. Gero, Annette. Historic Australian Quilts. Sydney: Beagle P/National Trust of Australia, 2000. “Glamorous Clothes for Teenage Dolls.” The Australian Women’s Weekly 24 Nov. 1965: 56–59. Green, Sue. “Knitting in Australia.” PhD. Diss. Melbourne: Swinburne U of Technology, 2018. “Guide and Brownie Doll Show and Carnival.” Western Herald 28 Jul. 1967: 1. “Hobbies Party.” The Coromandel 23 Jun. 1966: 7. “Hobby and Pet Show Aids Cubs.” Port Lincoln Times 20 Jul. 1967: 11. “Home-Made Toys in Fabric.” The Australian Women’s Weekly 9 Dec. 1933: 41. Hosany, Sameer. “The Marketing Tricks That Have Kept Barbie’s Brand Alive for over 60 Years.” The Conversation 8 Mar. 2023. 7 Apr. 2024 <https://theconversation.com/the-marketing-tricks-that-have-kept-barbies-brand-alive-for-over-60-years-200844>. Irvine, Jenny. “How to Make: Five Wigs for Teenage Dolls.” The Australian Women’s Weekly 29 Dec. 1965: 12–13. ———. “New Use for Gift Hankies.” The Australian Women’s Weekly 5 Jan. 1966: 23–25. Isaacs, Jennifer. The Gentle Arts: 200 Years of Australian Women’s Domestic & Decorative Arts. Sydney: Lansdowne, 1987. Johnstone, M. “Kitchen Furniture Floated from Wall to Wall.” The Australian Women's Weekly 5 Apr. 1967: 9. Kingston, Beverley. My Wife, My Daughter and Poor Mary Ann: Women and Work in Australia. Melbourne: Nelson, 1975. Lord, Melody, ed. Vintage Knits. Canberra: National Library of Australia, 2022. Lord, M.G. Forever Barbie: The Unauthorized Biography of a Real Doll. New York: Avon Books, 1995. “Measles Affected Doll and Toy Show.” Windsor and Richmond Gazette 22 Sep. 1965: 19. “Parish School Fete Most Successful.” Western Herald 15 Nov. 1968: 9. Pears, Alan. “In a Barbie World” The Conversation 17 Jul. 2023. 7 Apr. 2024 <https://theconversation.com/in-a-barbie-world-after-the-movie-frenzy-fades-how-do-we-avoid-tonnes-of-barbie-dolls-going-to-landfill-209601>. “Personal.” Western Herald 19 Aug. 1966: 12. “Pet Show Raises $150 For Scouts.” The Broadcaster 22 Nov. 1966: 2. “‘Present’ Problems Solved.” The Coromandel 20 Oct. 1966: 3. “Primary School Fete Raises $356.38.” The Berrigan Advocate 28 Feb. 1967: 3. “Prizewinning Teenage Doll Ideas.” The Australian Women’s Weekly 9 Feb. 1966: 29, 31. “Purim Panto.” The Australian Jewish Herald 25 Feb. 1966: 17. “School Fair.” Western Herald 9 Jun. 1967: 4. “School Fair Outstanding Success.” Western Herald 21 Jun. 1968: 1. “School Fete.” The Biz 6 Nov. 1963: 10. Spencer, Amy. DIY: The Rise of Lo-Fi Culture. London: Marion Boyars, 2008. “Successful ‘Gala Day’ Held for Kindergarten.” The South-East Kingston Leader 7 Apr. 1966: 3. “Teenage Doll’s Wardrobe.” The Australian Women’s Weekly 26 Jan. 1966: 17. “The Doll Fell In!” The Australian Women’s Weekly 19 Jan. 1966: 2. “The Weekly Round.” The Australian Women’s Weekly 9 Feb. 1966: 2. Thomas, Diana Mary Eva. “The Wagga Quilt in History and Literature.” The Social Fabric: Deep Local to Pan Global: Proceedings of the Textile Society of America 16th Biennial Symposium 19–23 Sep. 2018. Vancouver: Textile Society of America, 2018. 7. Apr. 2024 <https://digitalcommons.unl.edu/tsaconf/1117>. “Three Lovely Outfits for Teenage Dolls.” The Australian Women’s Weekly 9 Nov. 1966: 37. Trove. National Library of Australia 2024. 7 Apr. 2024 <http://trove.nla.gov.au>. Truu, Maani. “The Rise and Fall of Tupperware’s Plastic Empire and the Die-Hard Fans Desperate to Save It.” ABC News 16 Apr. 2023. 7 Apr. 2024 <https://www.abc.net.au/news/2023-04-16/tupperware-plastic-container-inspired-generations-of-fans/102224914>. Tulinski, Hannah. “Barbie as Cultural Compass: Embodiment, Representation, and Resistance Surrounding the World’s Most Iconized Doll.” Hons. Diss. Worchester: College of the Holy Cross, 2017. “Turn Oddments into Gay Accessories.” The Australian Women’s Weekly 19 Jan. 1966: 3. “Weather Crowns Tenth Lock Show Success.” Port Lincoln Times 29 Sep. 1966: 15. Williams, Colin C. “A Lifestyle Choice? Evaluating the Motives of Do-It-Yourself (DIY) Consumers.” International Journal of Retail & Distribution Management 32.5 (2004): 270–78. ———. “Re-Thinking The Motives of Do-It-Yourself (DIY) Consumers.” The International Review of Retail, Distribution and Consumer Research 18.3 (2008): 311–23. Wilson, Katherine. Tinkering: Australians Reinvent DIY Culture. Clayton: Monash UP, 2017. Wolf, Marco, and Shaun McQuitty. “Understanding the Do-It-Yourself Consumer: DIY Motivations and Outcomes.” Academy of Market Science Review 1 (2011): 154–70. “Yennora Pupils’ Show Results.” The Broadcaster 25 Jul. 1967: 2.
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7

Rutherford, Amanda, and Sarah Baker. "Upgrading The L Word: Generation Q." M/C Journal 23, no. 6 (November 28, 2020). http://dx.doi.org/10.5204/mcj.2727.

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The L Word: Generation Q is the reboot of The L Word, a long running series about a group of lesbians and bisexuals in Los Angeles in the early 2000s. Both programmes are unique in their positioning of lesbian characters and have been well received by audiences and critics alike. These programmes present a range of characters and narratives, previously excluded from mainstream film and television, bringing a refreshing change from the destructive images typically presented before. We argue that the reboot Generation Q now offers more meaningful representation of the broader lesbian and transgender communities, and discuss its relevance in the changing portrayals of gay representation. Gay visibility has never really been an issue in the movies. Gays have always been visible. It is how they have been visible that has remained offensive for almost a century. (Russo 66) In 2004 The L Word broke new ground as the very first television series written and directed by predominantly queer women. This set it apart from previous representations of lesbians by Hollywood because it portrayed a community rather than an isolated or lone lesbian character, that was extraneous to a cast of heterosexuals (Moore and Schilt). The series brought change, and where Hollywood was more often “reluctant to openly and non-stereotypically engage with gay subjects and gay characters” (Baker 41), the L Word offered an alternative to the norm in media representation. “The L Word’s significance lies in its very existence” according to Chambers (83), and this article serves to consider this significance in conjunction with its 2019 reboot, the L Word: Generation Q, to ascertain if the enhanced visibility and gay representation influences the system of representation that has predominantly been excluding and misrepresentative of gay life. The exclusion of authentic representation of lesbians and gays in Hollywood film is not new. Over time, however, there has been an increased representation of gay characters in film and television. However, beneath the positive veneer remains a morally disapproving undertone (Yang), where lesbians and gays are displayed as the showpiece of the abnormal (Gross, "Out of the Mainstream"). Gross ("Out of the Mainstream") suggests that through the ‘othering’ of lesbians and gays within media, a means of maintaining the moral order is achieved, and where being ‘straight’ results in a happy ending. Lesbians and gays in film thus achieve what Gerbner referred to as symbolic annihilation, purposefully created in a bid to maintain the social inequity. This form of exclusion often saw controversial gay representation, with a history of portraying these characters in a false, excluding, and pejorative way (Russo; Gross, "What Is Wrong"; Hart). The history of gay representation in media had at times been monstrous, playing out the themes of gay sexuality as threatening to heterosexual persons and communities (Juárez). Gay people were incorrectly stereotyped, and gay lives were seen through the slimmest of windows. Walters (15) argued that it was “too often” that film and television images would narrowly portray gays “as either desexualized or over sexualized”, framing their sexuality as the sole identity of the character. She also contested that gay characters were “shown as nonthreatening and campy 'others' or equally comforting and familiar boys (and they are usually boys, not girls) next door” (Walters 15). In Russo’s seminal text, The Celluloid Closet, he demonstrated that gay characters were largely excluded from genuine and thoughtful presentation in film, while the only option given to them was how they died. Gay activists and film makers in the 1980s and beyond built on the momentum of AIDS activism (Streitmatter) to bring films that dealt with gay subject matter more fairly than before, with examples like The Birdcage, Philadelphia, To Wong Foo, Thanks for Everything! Julie Newmar, and In and Out. Walters argues that while “mainstream films like Brokeback Mountain and The Kids are Alright entertain moviegoers with their forthright gay themes and scenes” (12), often the roles have been more of tokenisation, representing the “surprisingly gay characters in a tedious romcom, the coyly queer older man in a star-studded indie hit, the incidentally gay sister of the lead in a serious drama” (Walters 12). This ambivalence towards the gay role model in the media has had real world effects on those who identify themselves as lesbian or gay, creating feelings of self-hatred or of being ‘unacceptable’ citizens of society (Gamson), as media content “is an active component in the cultural process of shaping LGBT identities” (Sarkissian 147). The stigmatisation of gays was further identified by the respondents to a study on media and gay identity, where “the prevailing sentiment in these discussions was a sense of being excluded from traditional society” (Gomillion and Guiliano 343). Exclusion promotes segregation and isolation, and since television media are ever-present via conventional and web-based platforms, their messages are increasingly visible and powerful. The improved portrayal of gay characters was not just confined to the area of film and television however, and many publications produced major stories on bi-sexual chic, lesbian chic, the rise of gay political power and gay families. This process of greater inclusion, however, has not been linear, and in 2013 the media advocacy group known as the Gay and Lesbian Alliance against Defamation (GLAAD) mapped the quantity, quality, and diversity of LGBT people depicted in films, finding that there was still much work to be done to fairly include gay characters (GLAAD Studio Responsibility Index). In another report made in 2019, which examined cable and streaming media, GLAAD found that of the 879 regular characters expected to appear on broadcast scripted primetime programming, 10.2% were identified as gay, lesbian, bisexual, transgender and or queer (GLAAD Where Are We on TV). This was the highest number of queer characters recorded since the start of their reporting. In January 2004, Showtime launched The L Word, the first scripted cable television to focus chiefly on lesbians. Over the course of six seasons it explored the deep bonds that linked the members of an evolving lesbian friendship circle. The central themes of the programme were the love and friendship between the women, and it was a television programme structured by its own values and ideologies. The series offered a moral argument against the widespread sexism and anti-gay prejudice that was evident in media. The cast, however, were conventionally beautiful, gender normative, and expensively attired, leading to fears that the programme would appeal more to straight men, and that the sex in the programme would be exploitative and pornographic. The result, however, was that women’s sex and connection were foregrounded, and appeared as a central theme of the drama. This was, however, ground-breaking television. The showrunner of the original L Word, Ilene Chaiken, was aware of the often-damning account of lesbians in Hollywood, and the programme managed to convey an indictment of Hollywood (Mcfadden). The L Word increased lesbian visibility on television and was revolutionary in countering some of the exclusionary and damaging representation that had taken place before. It portrayed variations of lesbians, showing new positive representations in the form of power lesbians, sports lesbians, singles, and couples. Broadly speaking, gay visibility and representation can be marked and measured by levels of their exclusion and inclusion. Sedgwick said that the L Word was particularly important as it created a “lesbian ecology—a visible world in which lesbians exist, go on existing, exist in forms beyond the solitary and the couple, sustain and develop relations among themselves of difference and commonality” (xix). However, as much as this programme challenged the previous representations it also enacted a “Faustian bargain because television is a genre which ultimately caters to the desires and expectations of mainstream audiences” (Wolfe and Roripaugh 76). The producers knew it was difficult to change the problematic and biased representation of queer women within the structures of commercial media and understood the history of queer representation and its effects. Therefore, they had to navigate between the legitimate desire to represent lesbians as well as being able to attract a large enough mainstream audience to keep the show commercially viable. The L Word: Generation Q is the reboot of the popular series, and includes some of the old cast, who have also become the executive producers. These characters include Bette Porter, who in 2019 is running for the office of the Mayor of Los Angeles. Shane McCutchen returns as the fast-talking womanising hairdresser, and Alice Pieszecki in this iteration is a talk show host. When interviewed, Jennifer Beals (executive producer and Bette Porter actor) said that the programme is important, because there have been no new lesbian dramas to follow after the 2004 series ended (Beals, You Tube). Furthermore, the returning cast members believe the reboot is important because of the increased attacks that queer people have been experiencing since the election of Donald Trump in 2016. Between the two productions there have been changes in the film and television landscape, with additional queer programmes such as Pose, Orange Is the New Black, Euphoria, RuPaul’s Drag Race, and Are You the One, for example. The new L Word, therefore, needed to project a new and modern voice that would reflect contemporary lesbian life. There was also a strong desire to rectify criticism of the former show, by presenting an increased variation of characters in the 2019 series. Ironically, while the L Word had purposefully aimed to remove the negativity of exclusion through the portrayal of a group of lesbians in a more true-to-life account, the limited character tropes inadvertently marginalised other areas of lesbian and queer representation. These excluded characters were for example fully representative trans characters. The 2000s television industry had seemingly returned to a period of little interest in women’s stories generally, and though queer stories seeped into popular culture, there was no dedicated drama with a significant focus on lesbian story lines (Vanity Fair). The first iteration of The L Word was aimed at satisfying lesbian audiences as well as creating mainstream television success. It was not a tacky or pornographic television series playing to male voyeuristic ideals, although some critics believed that it included female-to-female sex scenes to draw in an additional male viewership (Anderson-Minshall; Graham). There was also a great emphasis on processing the concept of being queer. However, in the reboot Generation Q, the decision was made by the showrunner Marja-Lewis Ryan that the series would not be about any forms of ‘coming out stories’, and the characters were simply going about their lives as opposed to the burdensome tropes of transitioning or coming out. This is a significant change from many of the gay storylines in the 1990s that were seemingly all focussed on these themes. The new programme features a wider demographic, too, with younger characters who are comfortable with who they are. Essentially, the importance of the 2019 series is to portray healthy, varied representations of lesbian life, and to encourage accurate inclusion into film and television without the skewed or distorted earlier narratives. The L Word and L Word: Generation Q then carried the additional burden of countering criticisms The L Word received. Roseneil explains that creating both normalcy and belonging for lesbians and gays brings “cultural value and normativity” (218) and removes the psychosocial barriers that cause alienation or segregation. This “accept us” agenda appears through both popular culture and “in the broader national discourse on rights and belongings” (Walters 11), and is thus important because “representations of happy, healthy, well integrated lesbian and gay characters in film or television would create the impression that, in a social, economic, and legal sense, all is well for lesbians and gay men” (Schacter 729). Essentially, these programmes shouldered the burden of representation for the lesbian community, which was a heavy expectation. Critiques of the original L Word focussed on how the original cast looked as if they had all walked out of a high-end salon, for example, but in L Word: Generation Q this has been altered to have a much more DIY look. One of the younger cast members, Finlay, looks like someone cut her hair in the kitchen while others have styles that resemble YouTube tutorials and queer internet celebrities (Vanity Fair). The recognisable stereotypes that were both including and excluding have also altered the representation of the trans characters. Bette Porter’s campaign manager, for example, determines his style through his transition story, unlike Max, the prominent trans character from the first series. The trans characters of 2019 are comfortable in their own skins and supported by the community around them. Another important distinction between the representation of the old and new cast is around their material wealth. The returning cast members have comfortable lives and demonstrate affluence while the younger cast are less comfortable, expressing far more financial anxiety. This may indeed make a storyline that is closer to heterosexual communities. The L Word demonstrated a sophisticated awareness of feminist debates about the visual representation of women and made those debates a critical theme of the programme, and these themes have been expanded further in The L Word: Generation Q. One of the crucial areas that the programme/s have improved upon is to denaturalise the hegemonic straight gaze, drawing attention to the ways, conventions and techniques of reproduction that create sexist, heterosexist, and homophobic ideologies (McFadden). This was achieved through a predominantly female, lesbian cast that dealt with stories amongst their own friend group and relationships, serving to upend the audience position, and encouraging an alternative gaze, a gaze that could be occupied by anyone watching, but positioned the audience as lesbian. In concluding, The L Word in its original iteration set out to create something unique in its representation of lesbians. However, in its mission to create something new, it was also seen as problematic in its representation and in some ways excluding of certain gay and lesbian people. The L Word: Generation Q has therefore focussed on more diversity within a minority group, bringing normality and a sense of ‘realness’ to the previously skewed narratives seen in the media. In so doing, “perhaps these images will induce or confirm” to audiences that “lesbians and gay men are already ‘equal’—accepted, integrated, part of the mainstream” (Schacter 729). References Anderson-Minshall, Diane. “Sex and the Clittie, in Reading the L Word: Outing Contemporary Television.” Reading Desperate Housewives. Eds. Janet McCabe and Kim Akass. I.B. Tauris, 2006. 11–14. Are You the One? Presented by Ryan Devlin. Reality television programme. Viacom Media Networks, 2014. Baker, Sarah. “The Changing Face of Gay Representation in Hollywood Films from the 1990s Onwards: What’s Really Changed in the Hollywood Representation of Gay Characters?” The International Journal of Interdisciplinary Cultural Studies 10.4 (2015): 41–51. Brokeback Mountain. Dir. Ang Lee. Film. Focus Features, 2005. Chambers, Samuel. A. “Heteronormativity and The L Word: From a Politics of Representation to a Politics of Norms.” Reading Desperate Housewives. Eds. Janet McCabe and Kim Akass. I.B. Tauris, 2006. 81–98. Euphoria. Dir. Sam Levinson. Television Series. HBO, 2019. Gamson, Joshua. “Sweating in the Spotlight: Lesbian, Gay and Queer Encounters with Media and Popular Culture.” Handbook of Lesbian and Gay Studies.London: Sage, 2002. 339–354. Graham, Paula. “The L Word Under-whelms the UK?” Reading Desperate Housewives. Eds. Janet McCabe and Kim Akass. I.B. Tauris, 2006. 15–26. Gross, Larry. “What Is Wrong with this Picture? Lesbian Women and Gay Men on Television.” Queer Words, Queer Images: Communication and the Construction of Homosexuality. Ed. R.J. Ringer. New York: New York UP, 1994. 143–156. Gross, Larry. “Out of the Mainstream: Sexual Minorities and the Mass Media.” Gay People, Sex, and the Media. Eds. M. Wolf and A. Kielwasser. Haworth Press, 1991. 19–36. Hart, Kylo-Patrick. R. “Representing Gay Men on American Television.” Journal of Men’s Studies 9 (2000): 59–79. In and Out. Dir. Frank Oz. Film. Paramount Pictures, 1997. Juárez, Sergio Fernando. “Creeper Bogeyman: Cultural Narratives of Gay as Monstrous.” At the Interface / Probing the Boundaries 91 (2018): 226–249. McFadden, Margaret. T. The L Word. Wayne State University Press, 2014. Moore, Candace, and Kristin Schilt. “Is She Man Enough? Female Masculinities on The L Word.” Reading Desperate Housewives. Eds. Janet McCabe and Kim Akass. I.B. Tauris, 2006. 159–172. Orange Is the New Black. Dir. Jenji Johan. Web series. Netflix Streaming Services, 2003–. Philadelphia. Directed by Jonathan Demme. Film. Tristar Pictures, 1993. Pose. Dirs. Ryan Murphy, Steven Canals, and Brad Falchuk. Television series. Color Force, 2018. Roseneil, Sasha. “On Missed Encounters: Psychoanalysis, Queer Theory, and the Psychosocial Dynamics of Exclusion.” Studies in Gender and Sexuality 20.4 (2019): 214–219. RuPaul’s Drag Race. Directed by Nick Murray. Reality competition. Passion Distribution, 2009–. Russo, Vito. The Celluloid Closet. Rev. ed. New York: Harper & Row, 1987. Sarkissian, Raffi. “Queering TV Conventions: LGBT Teen Narratives on Glee.” Queer Youth and Media Cultures. Ed. C. Pullen. Palgrave Macmillan, 2014. 145–157. Sedgwick, Eve Kosofsky. “Foreword: The Letter L.” Reading 'The L Word’: Outing Contemporary Television. Reading Desperate Housewives. Eds. Janet McCabe and Kim Akass. I.B. Tauris, 2006. 20–25. Schacter, Jane S. “Skepticism, Culture and the Gay Civil Rights Debate in Post-Civil-Rights Era.” Harvard Law Review 110 (1997): 684–731. Streitmatter, Rodger. Perverts to Fab Five: The Media’s Changing Depiction of Gay Men and Lesbians. New York: Routledge. 2009. The Birdcage. Dir. Mike Nichols. Film. United Artists, 1995. The Kids Are Alright. Dir. Lisa Cholodenko. Film. Focus Features, 2010. The L Word. Created by Ilene Chaiken, Kathy Greenberg, and Michelle Abbott. TV drama. Showtime Networks, 2004–2009. The L Word: Generation Q. Prods. Ilene Chaiken, Jennifer Beals, Katherine Moennig, and Leisha Hailey. TV drama. Showtime Networks, 2019–. To Wong Foo, Thanks for Everything! Julie Newmar. Dir. Beeban Kidron. Film. Universal Pictures, 1995. Walters, Suzanna Danuta. The Tolerance Trap: How God, Genes and Good Intentions Are Sabotaging Gay Equality. New York: New York UP, 2014. Yang, Alan. "From Wrongs to Rights: Public Opinion on Gay and Lesbian Americans Moves towards Equality." New York: The Policy Institute of the National Gay and Lesbian Task Force, 1999.
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Littaye, Alexandra. "The Boxing Ring: Embodying Knowledge through Being Hit in the Face." M/C Journal 19, no. 1 (April 6, 2016). http://dx.doi.org/10.5204/mcj.1068.

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Boxing is a purely masculine activity and it inhabits a purely masculine world. […] Boxing is for men, and it is about men, and is men. (Joyce Carol Oates) IntroductionWriting about boxing is an intimate, private, and unusual activity. Although a decade has passed since I first “stepped into the ring” (sparring or fighting), I have not engaged with boxing in academic terms. I undertook a doctoral degree from 2012 to 2016, during which I competed and won amateur titles in three different countries. Boxing, in a sense, shadowed my research. My fieldwork, researching heritage foods networks, brought me to various locales, situating my body in reference to participants and academics as well as my textual analysis. My daily interactions and reflections in the boxing gym, though, were marginalised to give priority to my doctorate. In a mirrored journey to Wacquant’s “carnal ethnography of the skilled body” (Habitus 87), I boxed as a hobby. It was a means to escape my life as a doctoral student, my thesis, and the library. Research belonged to the realm of academia; boxing, to the realm of the physical. In this paper, I seek to implode this self-imposed distinction.Practising the “noble art,” as boxing is commonly called, profoundly altered not only my body but also my way of seeing the world, myself, and others. I explore these themes through an autoethnographic account of my experience in the ring. Focusing on sparring, rather than competing, I explore conceptualisations of my face as a material, as well as part of my body, and also as a surface for violence and apprenticeship. Reflecting upon a decade of sparring, the analysis presented in this paper is grounded in the phenomenological tradition whereby knowledge is not an abstract notion that exists over and above felt experience: it is sensed and embodied through practice.I delve into the narratives of my personal “social logic of a bodily craft” of boxing (Wacquant, Habitus 85). More specifically, I reflect upon my experiences of getting hit in the face by men in the ring, and the acclimatisation required, evolving from feelings of intrusion, betrayal, and physical pain to habit, and at times, excitement. As a surface for punching, my face became both material and immaterial. It was a tool that had to be tuned to varying degrees of pain to inform me of my performance as well as my opponent’s. Simultaneously, it was a surface that was abstracted and side-lined in order to put myself purposefully in harm’s way as one does when stepping into the ring. Through reflecting on my face, I consider how the sport offered new embodied experiences through which I became keenly aware of my body as a delineated target for—as well as the source of—violence. In particular, my body boundaries were profoundly reconfigured in the ring: sparring partners demonstrated their respect by hitting me, validating both my body and my skill as a boxer. In this manner, I discuss the spatiality of the ring as eliciting transitions of felt and abstracted pain as well as shaping my self-image as a re-gendered boxer in the ring and out. Throughout my account, I briefly engage with Wacquant’s discussion of “pugilistic habitus” (Body 99) and his claims that boxing is the epitome of masculine valour. In the final section, I conclude with deliberations upon the new bodily awareness(es) I gained through the sport, and the re-materiality I experienced as a strong woman.Methodological and Conceptual FrameworksThe analysis in this paper is based on the hybrid narrative of ethnography and autobiography: autoethnography. In the words of Tami Spry, autoethnography is “a self-narrative that critiques the situatedness of self and others in social context” (710). As such, I take stock in hindsight (Bruner; Denzin) of the evolution of my thoughts on boxing, my stance as a boxer, and the ways the ring has affected my sense of self and my body.Unlike Wacquant's “carnal ethnography” (Habitus 83) whose involvement with boxing was foregrounded in an academic context where he wrote detailed field-notes and conducted participant observation, my involvement was deliberately non-academic until I began to write this paper. Based on hindsight, the data collected through this autoethnography are value-inflected in ways that differ from other modes of data collection. But I have sought to recreate a dialectic between perceptual experience and cultural practices and patterns, in a manner aligned with Csordas’s paradigm of embodiment. My method is to “retrospectively and selectively write about epiphanies that stem from, or are made possible by, being part of a culture” (Ellis et al. 276) of boxing. These epiphanies, as sensed and embodied knowledge, were not solely conceptual moments but also physical realisations that my body performed, such as understanding—and executing—a well-timed slip to the side to avoid a punch.Focusing on my embodied experiences in the ring and out, I have sought to uncover “somatic modes of attention:” the “culturally elaborated ways of attending to and with one’s body in surroundings that include the embodied presence of others” (Csordas 138). The aim of this engagement is to convey my self-representation as a boxer in the ring, which emerged in part through the inter-subjectivity of interacting with other boxers whilst prioritising representations of my face. As such, my personal narrative is enmeshed with insights gleaned during embodied epiphanies I had in the ring, interweaving storytelling with theory.I have chosen to use the conventions of storytelling (Ellis and Ellingson) to explore the defining moments that shaped the image I hold of myself as a boxer. My personal narrative—where I view myself as the phenomenon—seeks “to produce aesthetic and evocative thick descriptions of personal and interpersonal experience” (Ellis et al. 287) whilst striving to remain accessible to a broader audience than within academia (Bochner). Personal narratives offer an understanding of the “self or aspect of a life as it intersects with a cultural context, connect to other participants as co-researchers, and invite readers to enter the author's world and to use what they learn there to reflect on, understand, and cope with their own lives” (Ellis 14; see also Ellis et al. 289).As the focus of my narrative is my face, I used my body, in Longhurst et al.’s words, as the “primary tool through which all interactions and emotions filter in accessing subjects and their geographies” (208). As “the foundation of the entire pugilistic regimen”, the body is the site of an intimate self-awareness, of the “body-sense” (Heiskanen 26). Taking my body as the starting point of my analysis, my conceptual framework is heavily informed by Thrift’s non-representational theory, enabling me to inquire into the “skills and knowledges [people] get from being embodied beings” (127), and specifically, embodied boxers. The analysis presented here is thus based on an “epistemic reflexivity” (Wacquant, Habitus 89) and responds to what Wacquant coins the “pugilistic habitus” (Body 99): a set of acquired dispositions of the boxer. Bourdieu believes that people are social agents who actively construct social reality through “categories of perception, appreciation and action” (30). The boxing habitus needs to be grasped with one’s body: it intermingles “cognitive categories, bodily skills and desires which together define the competence and appetence specific to the boxer” (Wacquant, Habitus 87). Through this habitus, I construct an image of myself not only as a boxer, but also as a re-gendered being, directly critiquing Wacquant’s arguments of the “pugilist” as fundamentally male.Resistance to Female BoxingMischa Merz’s manuscript on her boxing experience is the most accurate narrative I have yet read on female boxing, as a visceral as well as incorporeal experience, which led Merz to question and reconsider her own identity. When Merz published her manuscript in 2000, six years before I put the gloves on, the boxing world was still resisting the presence of women in the ring. In the UK, licenses for boxing were refused to women until 1998, and in New South Wales, Australia, it was illegal for women to compete until December 2008. It was not until 2012 that female boxing became internationally recognised as a sport in its own right. During the London Olympics, after a sulphurous debate on whether women should be made to box in skirts to “differentiate” them from men, women were finally allowed to compete in three weight categories, compared to ten for men.When I first started training in 2006 at the age of 21, I was unaware of the long list of determined and courageous women who had carved their way—and facilitated mine—into the ring, fighting for their right to practise a sport considered men’s exclusive domain. By the time I started learning the “sweet science” (another popular term used for boxing), my presence was accepted, albeit still unusual. My university had decreed boxing a violent sport that could not be allowed on campus. As a result, I only started boxing when I obtained a driving licence, and could attend training sessions off-campus. My desire to box had been sparked five years before, when I viewed Girlfight, a film depicting a young woman’s journey into the ring. Until then, I had never imagined a woman could box, let alone be inspirational in the use of her strength, aggression, and violence; to be strong was, for me, to be manly—which, as a woman, translated as monstrous or a perversion. I suddenly recognised in boxing a possibility to rid myself of the burden of what I saw as my bulk, and transform my body into a graceful pugilist—a fighter.First Sparring SessionTwo months after I had first thrown a punch in my coach’s pad—the gear coaches wear to protect their hands when a boxer is punching them to train—I was allowed into the ring to spar. Building up to this moment, I had anticipated and dreaded my first steps in the ring as the test of my skill and worthiness as a boxer. This moment would show my physical conditioning: whether I had trained and dieted correctly, if I was strong or resilient enough to fight. More crucially, it would lay bare my personality, the strength of my character, the extent of my willpower and belief in myself: it would reveal, in boxing terminology, if I had “heart.” Needless to say I had fantasised often about this moment. It was my initiation into the art of being punched and I hoped I would prove myself a hardened individual, capable of withstanding pain without flinching or retreating.The memory of the first punch to my face—my nose, to be exact—remains clear and vivid. My sparring partner was my coach, a retired boxer who hit me repeatedly in the head during the entirety of my first round. Getting hit in the face for the first time is a profound moment of rupture. Until then, my face had been a bodily surface reserved for affective gestures by individuals of trust: kisses of greeting on the cheeks or caresses from lovers. Only once had I been slapped, in an act of aggression that had left me paralysed with shock and feeling violated. Now in the ring, being punched in the face by a man I trusted, vastly more experienced and stronger than I, provoked a violent reaction of indignation and betrayal. Feelings of deceit, physical intrusion, and confusion overwhelmed me; pain was an entirely secondary concern. I had, without realising, assumed my coach would “go easy” on me, softening his punches and giving me time to react adequately to his attacks as we had practised on the pads. A couple of endless minutes later, I stepped out of the ring, breathless and staring at the floor to hide my tears of humiliation and overwhelming frustration.It is a common experience amongst novices, when first stepping into the ring, to forget everything they have been taught: footwork, defence, combinations, chin down, guard up … etc. They often freeze, as I did, with the first physical contact. Suddenly and concretely, with the immediacy of pain, they become aware of the extent of the danger they have purposely placed themselves in. The disturbance I felt was matched in part by my belief that I was essentially a coward. In an act condemned by the boxing community, I had turned my face away from punches: I tried to escape the ring instead of dominating it. Merz succinctly describes this experience in the boxing realm: “aspects of my character were frequently tossed in my face for assessment. I saw gaping holes in my tenacity, my resilience, my courage, my athleticism” (49). That night, I felt an unfamiliar sting as I took my jumper off, noticing a slight yet painful bruise on the bridge of my nose. It reminded me of my inadequacy and, I believed at the time, a fundamental failure of character: I lacked heart.My Face: A Tool for Sensing and Ignoring PainTo get as accustomed as a punching bag to repeated hits without flinching I had to mould my face into a mask of impassivity, revealing little to my opponent. My face also became a calibrated tool to measure my opponent’s skill, strength, and intent through the levels of pain it would experience. If an opponent repeatedly targeted my nose, I knew the sparring session was not a “friendly encounter.” Most often though, we would nod at each other in acknowledgement of the other’s successful “contact,” such as when their punches hurt my body. The ring is the only space I know and inhabit where the display of physical violence can be interpreted as a “friendly gesture” (Merz 12).Boxers, like most athletes, are carefully attuned to measuring the degrees of pain they undergo during a fight and training, whilst accomplishing the paradoxical feat—when they are hit—of setting aside that pain lest it be a distraction. In other words, boxers’ bodies are both material and immaterial: they are sites for accessing sensory information, notably pain levels, as well as tools that—at times detrimentally—have learned to abstract pain in the effort to ignore physical limitations, impediments or fatigue. Boxers with “heart,” I believe, are those who inhabit this duality of material and immaterial bodies.I have systematically been questioned whether I fear bruising or scarring my face. It would seem illogical to many that a woman would voluntarily engage in an activity that could blemish her appearance. Beyond this concern lies the issue, as Merz puts it, that “physical prowess and femininity seem to be so fundamentally incompatible” (476). My face used to be solely a source of concern as a medium of beautification and the platform from which I believed the world judged my degree of attractiveness. It also served as a marker of distinction: those I trusted intimately could touch my face, others could not. Throughout my training, my face evolved and also became an instrument that I conditioned and used strategically in the ring. The bruises I received attested to my readiness to exchange punches, a mark of valour I came to relish more than looking “nice.”Boxing has taught me how to feel my body in new ways. I no longer inhabit an “absent body” (Leder). I intimately know the border between my skin and the world, aware of exactly how far my body extends into that world and how much “punishment” (getting hit) it can withstand: boxing—which Oates (26) observed as a spectator rather than boxer—“is an act of consummate self-determination—the constant re-establishment of the parameters of one’s being.” A strong initial allure of boxing was the strict discipline it gave to my eating habits, an anchor—and at times, a torture—for someone who suffered from decade-long eating disorders. Although boxing plagued me with the need to “make weight”—to fight in a designated weight category—I no longer sought to be as petite as I could manage. As a female boxer, I was reminded of my gender, and my “unusual” body, as I am uncommonly big, strong, and heavy compared to most female fighters. I still find it difficult to find women to spar with, let alone fight. Unlike in the world outside the gym, though, my size is something I continuously learn to value as an advantage in the ring, a tool for affirmation, and significantly, a means of acceptance by, and equality with, men.The Ring: A Place of Re-GenderingAs sparring became routine, I had an epiphany: what I had taken as an act of betrayal from my coach was actually one of respect. Opponents who threw “honest” (painful) punches esteemed me as a boxer. I have, to this day, very rarely sparred with women. I often get told that I punch “like a guy,” an ability with which I have sought to impress coaches and boxers alike. As such, I am usually partnered with men who believe, as they have told me, that hitting a “girl”—and even worse, hitting a girl in the face—is simply unacceptable. Many have admitted that they fear hurting me, though some have quickly wanted to after a couple of exchanges. I have found that their views of “acceptable” violence seem unchanged after a session, as I believe they have come to view me as a boxer first and as a woman second.It would be disingenuous to omit that boxing attracted me as much for the novelty status I have gained within and outside of it. I have often walked a thin line between revelling in the sense of belonging that boxing provides me—anchored in a feeling that gender no longer matters—and the acute sense of feeling special because I am a woman performing as a man in what is still considered a man’s world. I have wavered between feeling as though I am shrugging off the very notion of gender in the ring, to deeply reconsidering what my gender means to me and the world, embracing a more fluid and performative understanding of gender than I had before (Messner; Young).In a way, my sense of self is shaped conflictingly by the ways in which boxers behave towards me in the ring, and how others see me outside of the boxing gym. As de Bruin and de Haan suggest, my body, in its active dimension, is open to the other and grounds inter-subjectivity. This inter-subjectivity of embodiment—how other bodies constitute my own sensory and perceptual experience of being-in-the-world—remains ambivalent. It has led me to feel at times genderless—or rather, beyond gender—in the ring and, because of this feeling, I simultaneously question and continuously re-explore more vividly what can be understood as “female masculinity” (Halberstam). As training progressed, I increasingly felt that:If women are going to fight, we have to be reminded, at every chance available, time and again, that they are still feminine or capable, at least, of wearing the costume of femininity, being hobbled by high heels and constrained by tight dresses. All female athletes in a way are burdened with having to re-iterate this same public narrative. (Merz)As I learned to box, I also learned to delineate myself alongside the ring: as I questioned notions of gender inside, I consequently sought to reaffirm a specific and static idea of gender through overt femininity outside the ring, as other female athletes have also been seen to do (Duncan). During my first years of training, I was the only woman at the gyms I trained in. I believed I had to erase any physical reminders of femininity: my sport clothes were loose fitting, my hair short, and I never wore jewellery or make-up. I wanted to be seen as a boxer, not a woman: my physical attractiveness was, for once, irrelevant. Ironically, I could not conceive of myself as a woman in the ring, and did not believe I could be seen as a woman in the ring. Outside the gym, I increasingly sought to reassert a stereotypical feminine appearance, taking pleasure in subverting another set of beliefs. People are usually hesitant to visualise a woman in a skirt, without a broken nose, as a competitive fighter with a mouth guard and headgear. As Wacquant succinctly put it, “I led a sort of Dr. Jekyll-and-Mr. Hyde existence” (Habitus 86), which crystallised when one of my coaches failed to recognise me on three occasions outside the gym, in my “normal” clothes.I have now come to resent profoundly the marginal, sensationalised status that being a boxer denotes for a woman. This is premised on particular social norms surrounding gender, which dictate that if a woman boxes, she is not “your usual” woman. I have striven to re-gender my experience, especially in light of the recent explosion of interest in female boxing, where new norms are being established. As I have trained around the world, including in Cuba, France, and the USA, and competed in the UK, Mexico, and Belgium, I have valued the tacit connection between those who practice the “noble art.” Boxing fashions a particular habitus (Bourdieu), the “pugilistic habitus” (Wacquant, Body 12). Stepping into the ring, and being able to handle getting hit in the face, constitutes a common language that boxers around the world, male and female, understand, value, and share; a language that transcends the tacit everyday embodiments of gender and class. Boxing is habitually said to give access to an upward mobility (Wacquant, Habitus; Heiskanen). In my case, as a white, educated, middle-class woman, boxing has given me access to cross-class associations: I have trained alongside men who had been shot in Coventry, were jobless in Cuba, or dealt with drug gangs in Mexico. The ring is an equalising space, where social, gender—and in my experience, ethnic—divides can be smoothed down to leave the pugilistic valour, the property of boxing excellence, as the main metric of appreciation.The freedom I have found in the ring is one that has allowed my gendered identity to be thought of in new and creative ways that invite continuous revision. I have discovered myself not solely through the prism of a gendered lens, but as an emotive athlete, and as a person desperate to be accepted despite—or because of—her physical strength. I find myself returning to Merz’s eloquence: “boxing cannot help but make you question who you really are. You cannot hide from yourself in a boxing ring. It might seem a crazy path to self-knowledge, but to me it has been the most rich, rewarding, and perhaps, the only true one” (111). Using Wacquant’s own words to disprove his theory that boxing is fundamentally a virile activity that reaffirms specific notions of masculinity, to become a boxer is to “efface the distinction between the physical and the spiritual [...] to defy the border between reason and passion” (Body 20). In my view, it is to implode the oppositional definitions that have kept males inside the ring and females, out. The ring, in ways unrivalled elsewhere, has shown me that I am not reducible, as the world has at times convinced me, to my strength or my gender. I can, and indeed do, coalesce and transcend both.ConclusionAfter having pondered the significance of the ring to my life, I now begin to understand Merz’s journey as “so much more than a mere dalliance on the dark side of masculine culture” (21). When I box, I am always boxing against myself. The ring is the ultimate space of revelation, where one is starkly confronted with one’s own weaknesses and fears. As a naked mirror, the ring is also a place for redemption, where one can overcome flaws, and uncover facets of who one is. Having spent almost as much time at university as I have boxing, it was in the ring that I learned that “thinking otherwise entails being otherwise, relating to oneself, one’s body, and ambient beings in a new way” (Sharp 749). Through the “boxing habitus,” I have simultaneously developed a boxer’s body and habits as well as integrated new notions of gender. As an exercise in re-gendering, sparring has led me to reflect more purposefully on the multiplicity of meanings that gender can espouse, and on the possibilities of negotiating the world as both strong and female. Practising the “noble art” has given me new tools with which to carve out, within the structures of the society I inhabit, liberating possibilities of being a pugilistic woman. However, I have yet to determine if women have fashioned a space within the ring for themselves, or if they still need to reaffirm a gendered identity in the eyes of others to earn the right to get hit in the face.References Bochner, Arthur P. “It’s about Time: Narrative and the Divided Self.” Qualitative Inquiry 3.4 (1997): 418–438.Bourdieu, Pierre. The Logic of Practice. Stanford, California: Stanford UP, 1990.Bruner, Jerome. “The Autobiographical Process.” The Culture of Autobiography: Constructions of Self-Representation. Ed. Robert Folkenflik. Vol. 6. Stanford UP, 1993. 38–56.Csordas, Thomas. “Somatic Modes of Attention.” Cultural Anthropology 8.2 (1993): 135–156.De Bruin, Leon, and Sanneke de Haan. “Enactivism and Social Cognition: In Search of the Whole Story.” Cognitive Semiotics 4.1 (2009): 225–50.Denzin, Norman K. Interpretive Biography. London: Sage, 1989.Duncan, Margaret C. “Gender Warriors in Sport: Women and the Media.” Handbook of Sports and Media. Eds. Arthur A. Raney and Jennings Bryant. Lawrence Erlbaum Associates, 2006. 231–252.Ellis, Carolyn. The Ethnographic I: A Methodological Novel about Autoethnography. Walnut Creek, CA: AltaMira Press, 2004.Ellis, Carolyn, Tony E. Adams, and Arthur P. Bochner. “Autoethnography: An Overview.” Historical Social Research/Historische Sozialforschung (2011): 273–90.Ellis, Carolyn, and Laura Ellingson. “Qualitative Methods.” Encyclopedia of Sociology. Eds. Edgar F. Borgatta and Rhonda JV Montgomery. Macmillan Library Reference, 2000. 2287–96.Halberstam, Judith. Female Masculinity. Durham: Duke UP, 1998.Heiskanen, Benita. The Urban Geography of Boxing: Race, Class, and Gender in the Ring. Vol. 13. Routledge, 2012.Girlfight. Dir. Karyn Kusama. Screen Gems, 2000.Leder, Drew. The Absent Body. Chicago: U of Chicago P, 1990.Longhurst, Robyn, Elsie Ho, and Lynda Johnston. “Using ‘the Body’ as an Instrument of Research: Kimch’i and Pavlova.” Area 40.2 (2008): 208–17.Messner, Michael. Out of Play: Critical Essays on Gender and Sport. New York: SUNY Press, 2010.Merz, Mischa. Bruising: A Boxer’s Story. Sydney: Pan Macmillan, 2000.Oates, Joyce Carol. On Boxing. Garden City, New York: Harper Collins, 1987.Sharp, Hasana. “The Force of Ideas in Spinoza.” Political Theory 35.6 (2007): 732–55.Spry, Tami. “Performing Autoethnography: An Embodied Methodological Praxis.” Qualitative Inquiry 7.6 (2001): 706–32.Thrift, Nigel. “The Still Point: Resistance, Expressive Embodiment and Dance.” Geographies of Resistance (1997): 124–51.Wacquant, Loïc. Body & Soul. New York: Oxford UP, 2004.———. “Habitus as Topic and Tool: Reflections on Becoming a Prizefighter.” Qualitative Research in Psychology 8.1 (2011): 81–92.Young, Iris Marion. Throwing like a Girl and Other Essays in Feminist Philosophy and Social Theory. Bloomington, Indiana: Indiana UP, 1990.
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Riddell, David. "Wayne's World." M/C Journal 2, no. 4 (June 1, 1999). http://dx.doi.org/10.5204/mcj.1765.

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Abstract:
An event occurred recently in the world of professional sports in North America which may have set a precedent for superstar (celebrity) retirement and celebrity/fan interaction in the future. The event was hockey superstar Wayne Gretzky's last National Hockey League game, played between the New York Rangers and Pittsburgh Penguins (with Gretzky a member of the former), a Sunday 'matinee' contest at the famous Madison Square Garden in New York City. An event occurred recently in the world of professional sports in North America which may have set a precedent for superstar (celebrity) retirement and celebrity/fan interaction in the future. The event was hockey superstar Wayne Gretzky's last National Hockey League game, played between the New York Rangers and Pittsburgh Penguins (with Gretzky a member of the former), a Sunday 'matinee' contest at the famous Madison Square Garden in New York City. What makes this particular event unique is that the game itself (which, if not for Gretzky's retirement, would have been of little interest, since the Rangers were long since eliminated from the playoffs) was virtually 'staged' as a component of Gretzky's retirement ceremony, and indeed resembled a television entertainment special, musical and/or theatrical program in every way. So, every facet of this, one of the last regular season games, was focussed on "The Great One", as he is known to his adoring fans. This is where the pivotal part comes: Gretzky announced his long- speculated retirement, that his last game would be this match, just several days beforehand (in most cases of note, for obvious reasons, this announcement comes after the season ends). This of course sent the media into a frenzy to prepare for what Gretzky himself referred to as a final "celebration", which would honour not only himself, but also involve in an 'intimate' setting those players, coaches, etc. (professional hockey and other sports figures alike; Mario Lemieux, former leader of the Pittsburgh team and former team-mate Mark Messier as the "greatest players he has played against and with"), celebrities from the world of music (Bryan Adams sang the Canadian national anthem) and screen (Christopher Reeve) whom Gretzky considers friends and influences in his life -- and of course his wife, actress Janet Jones, their three children, and parents. And let's not forget the devoted fans and audience, providing the necessary backdrop for it all. What was to be, then, your run-of-the-mill, pre-play-off regular season meaningless hockey game was transformed into an entertainment spectacle, complete with pre-game ceremonies of presentations by his buddies, former and present team-mates, gifts (the usual icons of North-American status excess) of a Jaguar (or Mercedes?), and a massive "high- definition" television set. The network television lead-in confirmed that this was to be "Wayne's day", with highlight reels of his 20-year career in the NHL and his earlier days on the backyard pond. These snippets were even interspersed throughout the breaks in the action during the game, along with short interviews with Wayne's friends in the audience, which by the way inevitably offered the same synopsis: "he was great for the game, but he was also great off the ice." It is this 'off the ice' congeniality/patience with the fans (and media) which has added immensely to his popularity, and has guaranteed that many "billions more will be served" at McDonald's. Perhaps what made this whole spectacle most interesting, however, was the hockey game itself, which seemed something of an afterthought lost in all the hoopla surrounding it. Colour commentator Harry Neal remarked after a period and a half or so of play that it was a "no-hitter", but stopped short of using 'boring' as an adjective. This of course was no accident given the circumstances: Gretzky was a gifted player who relied on skating and playmaking rather than hitting, and who was against fighting in the NHL -- it was obvious that the players on both teams were catering to Gretzky's wishes in honour of this, his last game. They were not going to spoil his 'party', and no-one laid a hand on him, much less each other, during the course of the action. Even Matthew Barnaby, Pittsburgh's noted 'dirty' player was uncharacteristically polite throughout. Indeed, how could they not be on their best behaviour, given that they were as much a part of the pre-game ceremonies as everyone else (the whole Pittsburgh team was seen to 'clap' their sticks against the ice in appreciation after each presentation to Gretzky). The net effect of it all was that everyone could not help but be in awe of "The Great One", who was characteristically humble and gracious throughout it all. By extension this also had the effect of making the play of the game much more 'tentative', where normally aggressive players were seen to compromise their styles in order to 'accommodate' Wayne. In a game which is normally brutally physical and sometimes downright violent (concussions are not uncommon) this particular contest was definitely out of place, more akin to an all-star game where players are careful to avoid bodychecking and injury. But unlike an all-star game because of this tentativeness, it was also low-scoring; short of capping off a 'scripted' ending with Wayne scoring the winner, it was the captain of Pittsburgh who decided the contest into overtime (which was probably appropriate lest the drama seem a little too 'given'). Playing the devil's advocate, I couldn't help but wonder what would have happened if one of the opposing players had really 'had it in' for Gretzky, and realising that this was his last chance to make a little history of his own had taken the liberty to 'take Wayne out'. But then that sort of behaviour simply wouldn't have been tolerated on either side, and it was likely no coincidence that there were no grudges between these two teams (for this game at least). Closing ceremonies were appropriately tearful and long, with Wayne making repeated return appearances/encores to skate around the ice acknowledging the fans and players alike, the highlight reels again, and finally the last intimate interview and press conference. To me, the upshot of it all is this: to my knowledge, no other sports figure has demonstrated the power to 'tailor', if you will, a regularly scheduled contest such that the arena was utilised as a 'stage', with players from both teams willing 'actors', including the audience, of course, in order to provide Wayne with the type of send-off that he would (as 'director') have wished for. And what Wayne wanted was a "celebration" for everyone, hence it was no accident that his retirement announcement came before the season ended. The timing in the 'lull' between the regular season and the playoffs was also perfect. Here I believe we have a case of that 'blurring' or "slipping" between reality and fiction, or fantasy which Marshall refers to in a previous M/C article (b. 8). For what was created in fact was a 'staging', involving an altering of normal player/player and fan/player interaction, such that in the player/player interaction, the staging consisted of an oscillation between how the game is normally played in the minds of the players and an 'acted' version of this in order to accommodate "Wayne's World". The result was a rather unique version of the fastest and arguably the most dangerous of team sports -- truly, a celebrity version. In terms of the fan/player interaction, that 'oscillation' was present here as well, whereby cheering for a team inevitably was dominated by cheering for a single player (thus how the game is normally watched versus watching Wayne's game). The game itself had indeed become meaningless and was transformed into a Gretzky entertainment special; thus it was that the chant "Gretzky, Gretzky" which came up regularly, in order to spur "The Great One" on to his last goal at MSG (as it turned out, he managed an assist). The "slippage" was occurring at this level also, as fan participation reached new heights such that the collective consciousness of encouragement for Wayne provided an idyllic setting for the feature; they had become a part of the film, along with the Gretzky family in the stands, cheering him after every shift, and the distance between hero/player and audience was lessened by Gretzky's acknowledgments (something that simply wouldn't happen, at least to this degree, in a normal game). Fans always like to think that they have some influence on the players and the outcome of the game; in this case that influence was magnified as a sharing of a part of Wayne Gretzky's life. They had become a part of Wayne's movie. The 'slippage' had occurred on a grand scale. To be sure, a sporting contest is entertainment, but this event had 'slipped' into a theatrical contest for all, player and fan included. Everyone was in the picture; the normally fiercely competitive player interaction was tempered, and the fan involvement moved a notch closer to the ice surface. To conclude, I believe that these 'virtual movies' will become more commonplace as both fan/player interaction demand and player as celebrity status increase. For the player/celebrity, it's a way to go out with a 'bang' and satisfy a number of demands in one convenient package. For the fan, it's a step closer to that craved intimacy with their hero, another escape from the confines of the reality of the mundane, only closer yet to that elusive illusory ideal. Thus we will have willing 'actors' in these retirement dramas, where a sports contest is fundamentally altered to an emphasis on sentiment value, an opportunity for a collective 'feel-good' experience where everyone wins -- except for those who come to watch a good hockey game, or whatever the sports 'feature' of the future may be. References P. David Marshall. "The Fiction of Public Life." M/C: A Journal of Media and Culture 2.1 (1999). 13 June 1999 <http://www.uq.edu.au/mc/9902/life.php>. Citation reference for this article MLA style: David Riddell. "Wayne's World: The Making of a Hockey Movie." M/C: A Journal of Media and Culture 2.4 (1999). [your date of access] <http://www.uq.edu.au/mc/9906/wayne.php>. Chicago style: David Riddell, "Wayne's World: The Making of a Hockey Movie," M/C: A Journal of Media and Culture 2, no. 4 (1999), <http://www.uq.edu.au/mc/9906/wayne.php> ([your date of access]). APA style: David Riddell. (1999) Wayne's world: the making of a hockey movie. M/C: A Journal of Media and Culture 2(4). <http://www.uq.edu.au/mc/9906/wayne.php> ([your date of access]).
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10

Stauff, Markus. "Non-Fiction Transmedia: Seriality and Forensics in Media Sport." M/C Journal 21, no. 1 (March 14, 2018). http://dx.doi.org/10.5204/mcj.1372.

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At last year’s Tour de France—the three-week cycling race—the winner of one stage was disqualified for allegedly obstructing a competitor. In newspapers and on social media, cycling fans immediately started a heated debate about the decision and about the actual course of events. They uploaded photographs and videos, which they had often edited and augmented with graphics to support their interpretation of the situation or to direct attention to some neglected detail (Simpson; "Tour de France").Due to their competitive character and their audience’s partisanship, modern media sports continuously create controversial moments like this, thereby providing ample opportunities for what Jason Mittell—with respect to complex narratives in recent TV drama—called “forensic fandom” ("Forensic;" Complex), in which audience members collectively investigate ambivalent or enigmatic elements of a media product, adding their own interpretations and explanations.Not unlike that of TV drama, sport’s forensic fandom is stimulated through complex forms of seriality—e.g. the successive stages of the Tour de France or the successive games of a tournament or a league, but also the repetition of the same league competition or tournament every (or, in the case of the Olympics, every four) year(s). To articulate their take on the disqualification of the Tour de France rider, fans refer to comparable past events, activate knowledge about rivalries between cyclists, or note character traits that they condensed from the alleged perpetrator’s prior appearances. Sport thus creates a continuously evolving and recursive storyworld that, like all popular seriality, proliferates across different media forms (texts, photos, films, etc.) and different media platforms (television, social media, etc.) (Kelleter).In the following I will use two examples (from 1908 and 1966) to analyse in greater detail why and how sport’s seriality and forensic attitude contribute to the highly dynamic “transmedia intertextuality” (Kinder 35) of media sport. Two arguments are of special importance to me: (1) While social media (as the introductory example has shown) add to forensic fandom’s proliferation, it was sport’s strongly serialized evaluation of performances that actually triggered the “spreadability” (Jenkins, Ford, and Green) of sport-related topics across different media, first doing so at the end of the 19th century. What is more, modern sport owes its very existence to the cross-media circulation of its events. (2) So far, transmedia has mainly been researched with respect to fictional content (Jenkins; Evans), yet existing research on documentary transmedia forms (Kerrigan and Velikovsky) and social media seriality (Page) has shown that the inclusion of non-fiction can broaden our knowledge of how storytelling sprawls across media and takes advantage of their specific affordances. This, I want to argue, ensures that sport is an insightful and important example for the understanding of transmedia world-building.The Origins of Sport, the Olympics 1908, and World-BuildingSome authors claim that it was commercial television that replaced descriptive accounts of sporting events with narratives of heroes and villains in the 1990s (Fabos). Yet even a cursory study of past sport reporting shows that, even back when newspapers had to explain the controversial outcome of the 1908 Olympic Marathon to their readers, they could already rely on a well-established typology of characters and events.In the second half of the 19th century, the rules of many sports became standardized. Individual events were integrated in organized, repetitive competitions—leagues, tournaments, and so on. This development was encouraged by the popular press, which thus enabled the public to compare performances from different places and across time (Werron, "On Public;" Werron, "World"). Rankings and tables condensed contests in easily comparable visual forms, and these were augmented by more narrative accounts that supplemented the numbers with details, context, drama, and the subjective experiences of athletes and spectators. Week by week, newspapers and special-interest magazines alike offered varying explanations for the various wins and losses.When London hosted the Olympics in 1908, the scheduled seriality and pre-determined settings and protagonists allowed for the announcement of upcoming events in advance and for setting up possible storylines. Two days before the marathon race, The Times of London published the rules of the race, the names of the participants, a distance table listing relevant landmarks with the estimated arrival times, and a turn-by-turn description of the route, sketching the actual experience of running the race for the readers (22 July 1908, p. 11). On the day of the race, The Times appealed to sport’s seriality with a comprehensive narrative of prior Olympic Marathon races, a map of the precise course, a discussion of the alleged favourites, and speculation on factors that might impact the performances:Because of their inelasticity, wood blocks are particularly trying to the feet, and the glitter on the polished surface of the road, if the sun happens to be shining, will be apt to make a man who has travelled over 20 miles at top speed turn more than a little dizzy … . It is quite possible that some of the leaders may break down here, when they are almost within sight of home. (The Times 24 July 1908, p. 9)What we see here can be described as a world-building process: The rules of a competition, the participating athletes, their former performances, the weather, and so on, all form “a more or less organized sum of scattered parts” (Boni 13). These parts could easily be taken up by what we now call different media platforms (which in 1908 included magazines, newspapers, and films) that combine them in different ways to already make claims about cause-and-effect chains, intentions, outcomes, and a multitude of subjective experiences, before the competition has even started.The actual course of events, then, like the single instalment in a fictional storyworld, has a dual function: on the one hand, it specifies one particular storyline with a few protagonists, decisive turning points, and a clear determination of winners and losers. On the other hand, it triggers the multiplication of follow-up stories, each suggesting specific explanations for the highly contingent outcome, thereby often extending the storyworld, invoking props, characters, character traits, causalities, and references to earlier instalments in the series, which might or might not have been mentioned in the preliminary reports.In the 1908 Olympic Marathon, the Italian Dorando Pietri, who was not on The Times’ list of favourites, reached the finish first. Since he was stumbling on the last 300 meters of the track inside the stadium and only managed to cross the finish line with the support of race officials, he was disqualified. The jury then declared the American John Hayes, who came in second, the winner of the race.The day after the marathon, newspapers gave different accounts of the race. One, obviously printed too hastily, declared Pietri dead; others unsurprisingly gave the race a national perspective, focusing on the fate of “their” athletes (Davis 161, 166). Most of them evaluated the event with respect to athletic, aesthetic, or ethical terms—e.g. declaring Pietri the moral winner of the race (as did Sir Arthur Conan Doyle in The Daily Mail of July 25). This continues today, as praising sport performers often figures as a last resort “to reconstruct unproblematic heroism” (Whannel 44).The general endeavour of modern sport to scrutinize and understand the details of the performance provoked competing explanations for what had happened: was it the food, the heat, or the will power? In a forensic spirit, many publications added drawings or printed one of the famous photographs displaying Pietri being guided across the finish line (these still regularly appear in coffee-table books on sports photography; for a more extensive analysis, see Stauff). Sport—just like other non-fictional transmedia content—enriches its storyworld through “historical accounts of places and past times that already have their own logic, practice and institutions” (Kerrigan and Velikovsky 259).The seriality of sport not only fostered this dynamic by starting the narrative before the event, but also by triggering references to past instalments through the contingencies of the current one. The New York Times took the biggest possible leap, stating that the 1908 marathon must have been the most dramatic competition “since that Marathon race in ancient Greece, where the victor fell at the goal and, with a wave of triumph, died” (The New York Times 25 July 1908, p. 1). Dutch sport magazine De Revue der Sporten (6 August 1908, p. 167) used sport’s seriality more soberly to assess Hayes’ finishing time as not very special (conceding that the hot weather might have had an effect).What, hopefully, has become clear by now, is that—starting in the late 19th century—sporting events are prepared by, and in turn trigger, varying practices of transmedia world-building that make use of the different media’s affordances (drawings, maps, tables, photographs, written narratives, etc.). Already in 1908, most people interested in sport thus quite probably came across multiple accounts of the event—and thereby could feel invited to come up with their own explanation for what had happened. Back then, this forensic attitude was mostly limited to speculation about possible cause-effect chains, but with the more extensive visual coverage of competitions, especially through moving images, storytelling harnessed an increasingly growing set of forensic tools.The World Cup 1966 and Transmedia ForensicsThe serialized TV live transmissions of sport add complexity to storytelling, as they multiply the material available for forensic proliferations of the narratives. Liveness provokes a layered and constantly adapting process transforming the succession of actions into a narrative (the “emplotment”). The commentators find themselves “in the strange situation of a narrator ignorant of the plot” (Ryan 87), constantly balancing between mere reporting of events and more narrative explanation of incidents (Barnfield 8).To create a coherent storyworld under such circumstances, commentators fall back on prefabricated patterns (“overcoming bad luck,” “persistence paying off,” etc.) to frame the events while they unfold (Ryan 87). This includes the already mentioned tropes of heroism or national and racial stereotypes, which are upheld as long as possible, even when the course of events contradicts them (Tudor). Often, the creation of “non-retrospective narratives” (Ryan 79) harnesses seriality, “connecting this season with last and present with past and, indeed, present with past and future” (Barnfield 10).Instant-replay technology, additionally, made it possible (and necessary) for commentators to scrutinize individual actions while competitions are still ongoing, provoking revisions of the emplotment. With video, DVD, and online video, the second-guessing and re-telling of elements—at least in hindsight—became accessible to the general audience as well, thereby dramatically extending the playing field for sport’s forensic attitude.I want to elaborate this development with another example from London, this time the 1966 Men’s Football World Cup, which was the first to systematically use instant replay. In the extra time of the final, the English team scored a goal against the German side: Geoff Hurst’s shot bounced from the crossbar down to the goal line and from there back into the field. After deliberating with the linesman, the referee called it a goal. Until today it remains contested whether the ball actually was behind the goal line or not.By 1966, 1908’s sparsity of visual representation had been replaced by an abundance of moving images. The game was covered by the BBC and by ITV (for TV) and by several film companies (in colour and in black-and-white). Different recordings of the famous goal, taken from different camera angles, still circulate and are re-appropriated in different media even today. The seriality of sport, particularly World Cup Football’s return every four years, triggers the re-telling of this 1966 game just as much as media innovations do.In 1966, the BBC live commentary—after a moment of doubt—pretty soberly stated that “it’s a goal” and observed that “the Germans are mad at the referee;” the ITV reporter, more ambivalently declared: “the linesman says no goal … that’s what we saw … It is a goal!” The contemporary newsreel in German cinemas—the Fox Tönende Wochenschau—announced the scene as “the most controversial goal of the tournament.” It was presented from two different perspectives, the second one in slow motion with the commentary stating: “these images prove that it was not a goal” (my translation).So far, this might sound like mere opposing interpretations of a contested event, yet the option to scrutinize the scene in slow motion and in different versions also spawned an extended forensic narrative. A DVD celebrating 100 years of FIFA (FIFA Fever, 2002) includes the scene twice, the first time in the chapter on famous controversies. Here, the voice-over avoids taking a stand by adopting a meta-perspective: The goal guaranteed that “one of the most entertaining finals ever would be the subject of conversation for generations to come—and therein lies the beauty of controversies.” The scene appears a second time in the special chapter on Germany’s successes. Now the goal itself is presented with music and then commented upon by one of the German players, who claims that it was a bad call by the referee but that the sportsmanlike manner in which his team accepted the decision advanced Germany’s global reputation.This is only included in the German version of the DVD, of course; on the international “special deluxe edition” of FIFA Fever (2002), the 1966 goal has its second appearance in the chapter on England’s World Cup history. Here, the referee’s decision is not questioned—there is not even a slow-motion replay. Instead, the summary of the game is wrapped up with praise for Geoff Hurst’s hat trick in the game and with images of the English players celebrating, the voice-over stating: “Now the nation could rejoice.”In itself, the combination of a nationally organized media landscape with the nationalist approach to sport reporting already provokes competing emplotments of one and the same event (Puijk). The modularity of sport reporting, which allows for easy re-editing, replacing sound and commentary, and retelling events through countless witnesses, triggers a continuing recombination of the elements of the storyworld. In the 50 years since the game, there have been stories about the motivations of the USSR linesman and the Swiss referee who made the decision, and there have been several reconstructions triggered by new digital technology augmenting the existing footage (e.g. King; ‘das Archiv’).The forensic drive behind these transmedia extensions is most explicit in the German Football Museum in Dortmund. For the fiftieth anniversary of the World Cup in 2016, it hosted a special exhibition on the event, which – similarly to the FIFA DVD – embeds it in a story of gaining global recognition for the fairness of the German team ("Deutsches Fußballmuseum").In the permanent exhibition of the German Football Museum, the 1966 game is memorialized with an exhibit titled “Wembley Goal Investigation” (“Ermittlung Wembley-Tor”). It offers three screens, each showing the goal from a different camera angle, a button allowing the visitors to stop the scene at any moment. A huge display cabinet showcases documents, newspaper clippings, quotes from participants, and photographs in the style of a crime-scene investigation—groups of items are called “corpus delicti,” “witnesses,” and “analysis.” Red hand-drawn arrows insinuate relations between different items; yellow “crime scene, do not cross” tape lies next to a ruler and a pair of tweezers.Like the various uses of the slow-motion replays on television, in film, on DVD, and on YouTube, the museum thus offers both hegemonic narratives suggesting a particular emplotment of the event that endow it with broader (nationalist) meaning and a forensic storyworld that offers props, characters, and action building-blocks in a way that invites fans to activate their own storytelling capacities.Conclusion: Sport’s Trans-Seriality Sport’s dependency on a public evaluation of its performances has made it a dynamic transmedia topic from the latter part of the 19th century onwards. Contested moments especially prompt a forensic attitude that harnesses the affordances of different media (and quickly takes advantage of technological innovations) to discuss what “really” happened. The public evaluation of performances also shapes the role of authorship and copyright, which is pivotal to transmedia more generally (Kustritz). Though the circulation of moving images from professional sporting events is highly restricted and intensely monetized, historically this circulation only became a valuable asset because of the sprawling storytelling practices about sport, individual competitions, and famous athletes in press, photography, film, and radio. Even though television dominates the first instance of emplotment during the live transmission, there is no primordial authorship; sport’s intense competition and partisanship (and their national organisation) guarantee that there are contrasting narratives from the start.The forensic storytelling, as we have seen, is structured by sport’s layered seriality, which establishes a rich storyworld and triggers ever new connections between present and past events. Long before the so-called seasons of radio or television series, sport established a seasonal cycle that repeats the same kind of competition with different pre-conditions, personnel, and weather conditions. Likewise, long before the complex storytelling of current television drama (Mittell, Complex TV), sport has mixed episodic with serial storytelling. On the one hand, the 1908 Marathon, for example, is part of the long series of marathon competitions, which can be considered independent events with their own fixed ending. On the other hand, athletes’ histories, continuing rivalries, and (in the case of the World Cup) progress within a tournament all establish narrative connections across individual episodes and even across different seasons (on the similarities between TV sport and soap operas, cf. O’Connor and Boyle).From its start in the 19th century, the serial publication of newspapers supported (and often promoted) sport’s seriality, while sport also shaped the publication schedule of the daily or weekly press (Mason) and today still shapes the seasonal structure of television and sport related computer games (Hutchins and Rowe 164). This seasonal structure also triggers wide-ranging references to the past: With each new World Cup, the famous goal from 1966 gets integrated into new highlight reels telling the German and the English teams’ different stories.Additionally, together with the contingency of sport events, this dual seriality offers ample opportunity for the articulation of “latent seriality” (Kustritz), as a previously neglected recurring trope, situation, or type of event across different instalments can eventually be noted. As already mentioned, the goal of 1966 is part of different sections on the FIFA DVDs: as the climactic final example in a chapter collecting World Cup controversies, as an important—but rather ambivalent—moment of German’s World Cup history, and as the biggest triumph in the re-telling of England’s World Cup appearances. In contrast to most fictional forms of seriality, the emplotment of sport constantly integrates such explicit references to the past, even causally disconnected historical events like the ancient Greek marathon.As a result, each competition activates multiple temporal layers—only some of which are structured as narratives. It is important to note that the public evaluation of performances is not at all restricted to narrative forms; as we have seen, there are quantitative and qualitative comparisons, chronicles, rankings, and athletic spectacle, all of which can create transmedia intertextuality. Sport thus might offer an invitation to more generally analyse how transmedia seriality combines narrative and other forms. Even for fictional transmedia, the immersion in a storyworld and the imagination of extended and alternative storylines might only be two of many dynamics that structure seriality across different media.AcknowledgementsThe two anonymous reviewers and Florian Duijsens offered important feedback to clarify the argument of this text.ReferencesBarnfield, Andrew. "Soccer, Broadcasting, and Narrative: On Televising a Live Soccer Match." Communication & Sport (2013): 326–341.Boni, Marta. "Worlds Today." World Building: Transmedia, Fans, Industries. Ed. Marta Boni. Amsterdam: Amsterdam UP, 2017. 9–27."Das Archiv: das Wembley-Tor." Karambolage, 19 June 2016. 6 Feb. 2018 <https://sites.arte.tv/karambolage/de/das-archiv-das-wembley-tor-karambolage>.The Daily Mail, 25 July 1908.Davis, David. Showdown at Shepherd’s Bush: The 1908 Olympic Marathon and the Three Runners Who Launched a Sporting Craze. Thomas Dunne Books, 2012."Deutsches Fußballmuseum zeigt '50 Jahre Wembley.'" 31 July 2016. 6 Feb. 2018 <https://www.fussballmuseum.de/aktuelles/item/deutsches-fussballmuseum-zeigt-50-jahre-wembley-fussballmuseum-zeigt-50-jahre-wembley.htm>.Evans, Elizabeth. Transmedia Television Audiences, New Media, and Daily Life. New York: Routledge, 2011.Fabos, Bettina. "Forcing the Fairytale: Narrative Strategies in Figure Skating." Sport in Society 4 (2001): 185–212.FIFA Fever (DVD 2002).FIFA Fever: Special Deluxe Edition (DVD 2002).Hutchins, Brett, and David Rowe. Sport beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. New York: Routledge, 2012.Jenkins, Henry. "Transmedia Storytelling and Entertainment: An Annotated Syllabus." Continuum 24.6 (2010): 943–958.Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media. Creating Value and Meaning in a Networked Culture. New York: New York UP, 2013.Kelleter, Frank. "Five Ways of Looking at Popular Seriality." Media of Serial Narrative. Ed. Frank Kelleter. Columbus: The Ohio State UP, 2017. 7–34.Kerrigan, Susan, and J.T. Velikovsky. "Examining Documentary Transmedia Narratives through the Living History of Fort Scratchley Project." Convergence 22.3 (2016): 250–268.Kinder, Marsha. "Playing with Power on Saturday Morning Television and on Home Video Games." Quarterly Review of Film and Television 14 (1992): 29–59.King, Dominic. "Geoff Hurst’s Goal against West Germany DID Cross the Line!" Daily Mail Online. 4 Jan. 2016. 6 Feb. 2018 <http://www.dailymail.co.uk/sport/football/article-3384366/Geoff-Hurst-s-goal-against-West-Germany-DID-cross-line-Sky-Sports-finally-prove-linesman-right-award-controversial-strike-1966-World-Cup-final.html>.Kustritz, Anne. "Seriality and Transmediality in the Fan Multiverse: Flexible and Multiple Narrative Structures in Fan Fiction, Art, and Vids." TV/Series 6 (2014): 225–261.Mason, Tony. "Sporting News, 1860-1914." The Press in English Society from the Seventeenth to Nineteenth Centuries. Eds. Michael Harris and Alan Lee. Associated UP, 1986. 168–186.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: NYU Press, 2015.———. "Forensic Fandom and the Drillable Text." Spreadable Media. 17 Dec. 2012. 4 Jan. 2018 <http://spreadablemedia.org/essays/mittell/>.The New York Times 25 July 1908.O’Connor, Barbara, and Raymond Boyle. "Dallas with Balls: Televised Sport, Soap Opera and Male and Female Pleasures." Leisure Studies 12.2 (1993): 107–119.Page, Ruth. "Seriality and Storytelling in Social Media." StoryWorlds: A Journal of Narrative Studies 5.1 (2013): 31–54.Puijk, Roel. "A Global Media Event? Coverage of the 1994 Lillehammer Olympic Games." International Review for the Sociology of Sport 35.3 (2000): 309–330.De Revue der Sporten, 6 August 1908.Ryan, Marie-Laure. Avatars of Story. Minneapolis: University of Minnesota Press, 2006.Simpson, Christopher. "Peter Sagan’s 2017 Tour de France Disqualification Appeal Rejected by CAS." Bleacher Report. 6 July 2017. 6 Feb. 2018 <https://bleacherreport.com/articles/2720166-peter-sagans-2017-tour-de-france-disqualification-appeal-rejected-by-cas>.Stauff, Markus. "The Pregnant-Moment-Photograph: The London 1908 Marathon and the Cross-Media Evaluation of Sport Performances." Historical Social Research (forthcoming). The Times, 22 July 1908.The Times, 24 July 1908."Tour de France: Peter Sagan Disqualified for Elbowing Mark Cavendish." 4 July 2017. 6 Feb. 2018 <https://www.usatoday.com/story/sports/cycling/2017/07/04/demare-wins-tour-stage-as-cavendish-involved-in-nasty-crash/103410284/>.Tudor, Andrew. "Them and Us: Story and Stereotype in TV World Cup Coverage." European Journal of Communication 7 (1992): 391–413.Werron, Tobias. "On Public Forms of Competition." Cultural Studies ↔ Critical Methodologies 14.1 (2014): 62–76.———. "World Sport and Its Public. On Historical Relations of Modern Sport and the Media." Observing Sport: System-Theoretical Approaches to Sport as a Social Phenomenon. Eds. Ulrik Wagner and Rasmus Storm. Schorndorf: Hofmann, 2010. 33–59.Whannel, Garry. Media Sport Stars. Masculinities and Moralities. London/New York: Routledge, 2001.
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11

Kellner, Douglas. "Engaging Media Spectacle." M/C Journal 6, no. 3 (June 1, 2003). http://dx.doi.org/10.5204/mcj.2202.

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Abstract:
In the contemporary era, media spectacle organizes and mobilizes economic life, political conflict, social interactions, culture, and everyday life. My recently published book Media Spectacle explores a profusion of developments in hi-tech culture, media-driven society, and spectacle politics. Spectacle culture involves everything from film and broadcasting to Internet cyberculture and encompasses phenomena ranging from elections to terrorism and to the media dramas of the moment. For ‘Logo’, I am accordingly sketching out briefly a terrain I probe in detail in the book from which these examples are taken.1 During the past decades, every form of culture and significant forms of social life have become permeated by the logic of the spectacle. Movies are bigger and more spectacular than ever, with high-tech special effects expanding the range of cinematic spectacle. Television channels proliferate endlessly with all-day movies, news, sports, specialty niches, re-runs of the history of television, and whatever else can gain an audience. The rock spectacle reverberates through radio, television, CDs, computers networks, and extravagant concerts. The Internet encircles the world in the spectacle of an interactive and multimedia cyberculture. Media culture excels in creating megaspectacles of sports championships, political conflicts, entertainment, "breaking news" and media events, such as the O.J. Simpson trial, the Death of Princess Diana, or the sex or murder scandal of the moment. Megaspectacle comes as well to dominate party politics, as the political battles of the day, such as the Clinton sex scandals and impeachment, the 36 Day Battle for the White House after Election 2000, and the September 11 terrorist attacks and subsequent Terror War. These dramatic media passion plays define the politics of the time, and attract mass audiences to their programming, hour after hour, day after day. The concept of "spectacle" derives from French Situationist theorist Guy Debord's 1972 book Society of the Spectacle. "Spectacle," in Debord's terms, "unifies and explains a great diversity of apparent phenomena" (Debord 1970: #10). In one sense, it refers to a media and consumer society, organized around the consumption of images, commodities, and spectacles. Spectacles are those phenomena of media culture which embody contemporary society's basic values, and dreams and nightmares, putting on display dominant hopes and fears. They serve to enculturate individuals into its way of life, and dramatize its conflicts and modes of conflict resolution. They include sports events, political campaigns and elections, and media extravaganzas like sensational murder trials, or the Bill Clinton sex scandals and impeachment spectacle (1998-1999). As we enter a new millennium, the media are becoming ever more technologically dazzling and are playing an increasingly central role in everyday life. Under the influence of a postmodern image culture, seductive spectacles fascinate the denizens of the media and consumer society and involve them in the semiotics of a new world of entertainment, information, a semiotics of a new world of entertainment, information, and drama, which deeply influence thought and action. For Debord: "When the real world changes into simple images, simple images become real beings and effective motivations of a hypnotic behavior. The spectacle as a tendency to make one see the world by means of various specialized mediations (it can no longer be grasped directly), naturally finds vision to be the privileged human sense which the sense of touch was for other epochs; the most abstract, the most mystifiable sense corresponds to the generalized abstraction of present day society" (#18). Today, however, I would maintain it is the multimedia spectacle of sight, sound, touch, and, coming to you soon, smell that constitutes the multidimensional sense experience of the new interactive spectacle. For Debord, the spectacle is a tool of pacification and depoliticization; it is a "permanent opium war" (#44) which stupefies social subjects and distracts them from the most urgent task of real life -- recovering the full range of their human powers through creative praxis. The concept of the spectacle is integrally connected to the concept of separation and passivity, for in passively consuming spectacles, one is separated from actively producing one's life. Capitalist society separates workers from the products of their labor, art from life, and consumption from human needs and self-directing activity, as individuals passively observe the spectacles of social life from within the privacy of their homes (#25 and #26). The situationist project by contrast involved an overcoming of all forms of separation, in which individuals would directly produce their own life and modes of self-activity and collective practice. Since Debord's theorization of the society of the spectacle in the 1960s and 1970s, spectacle culture has expanded in every area of life. In the culture of the spectacle, commercial enterprises have to be entertaining to prosper and as Michael J. Wolf (1999) argues, in an "entertainment economy," business and fun fuse, so that the E-factor is becoming major aspect of business.2 Via the "entertainmentization" of the economy, television, film, theme parks, video games, casinos, and so forth become major sectors of the national economy. In the U.S., the entertainment industry is now a $480 billion industry, and consumers spend more on having fun than on clothes or health care (Wolf 1999: 4).3 In a competitive business world, the "fun factor" can give one business the edge over another. Hence, corporations seek to be more entertaining in their commercials, their business environment, their commercial spaces, and their web sites. Budweiser ads, for instance, feature talking frogs who tell us nothing about the beer, but who catch the viewers' attention, while Taco Bell deploys a talking dog, and Pepsi uses Star Wars characters. Buying, shopping, and dining out are coded as an "experience," as businesses adopt a theme-park style. Places like the Hard Rock Cafe and the House of Blues are not renowned for their food, after all; people go there for the ambience, to buy clothing, and to view music and media memorabilia. It is no longer good enough just to have a web site, it has to be an interactive spectacle, featuring not only products to buy, but music and videos to download, games to play, prizes to win, travel information, and "links to other cool sites." To succeed in the ultracompetitive global marketplace, corporations need to circulate their image and brand name so business and advertising combine in the promotion of corporations as media spectacles. Endless promotion circulates the McDonald’s Golden Arches, Nike’s Swoosh, or the logos of Apple, Intel, or Microsoft. In the brand wars between commodities, corporations need to make their logos or “trademarks” a familiar signpost in contemporary culture. Corporations place their logos on their products, in ads, in the spaces of everyday life, and in the midst of media spectacles like important sports events, TV shows, movie product placement, and wherever they can catch consumer eyeballs, to impress their brand name on a potential buyer. Consequently, advertising, marketing, public relations and promotion are an essential part of commodity spectacle in the global marketplace. Celebrity too is manufactured and managed in the world of media spectacle. Celebrities are the icons of media culture, the gods and goddesses of everyday life. To become a celebrity requires recognition as a star player in the field of media spectacle, be it sports, entertainment, or politics. Celebrities have their handlers and image managers to make sure that their celebrities continue to be seen and positively perceived by publics. Just as with corporate brand names, celebrities become brands to sell their Madonna, Michael Jordan, Tom Cruise, or Jennifer Lopez product and image. In a media culture, however, celebrities are always prey to scandal and thus must have at their disposal an entire public relations apparatus to manage their spectacle fortunes, to make sure their clients not only maintain high visibility but keep projecting a positive image. Of course, within limits, “bad” and transgressions can also sell and so media spectacle contains celebrity dramas that attract public attention and can even define an entire period, as when the O.J. Simpson murder trials and Bill Clinton sex scandals dominated the media in the mid and late 1990s. Entertainment has always been a prime field of the spectacle, but in today's infotainment society, entertainment and spectacle have entered into the domains of the economy, politics, society, and everyday life in important new ways. Building on the tradition of spectacle, contemporary forms of entertainment from television to the stage are incorporating spectacle culture into their enterprises, transforming film, television, music, drama, and other domains of culture, as well as producing spectacular new forms of culture such as cyberspace, multimedia, and virtual reality. For Neil Gabler, in an era of media spectacle, life itself is becoming like a movie and we create our own lives as a genre like film, or television, in which we become "at once performance artists in and audiences for a grand, ongoing show" (1998: 4). On Gabler’s view, we star in our own "lifies," making our lives into entertainment acted out for audiences of our peers, following the scripts of media culture, adopting its role models and fashion types, its style and look. Seeing our lives in cinematic terms, entertainment becomes for Gabler "arguably the most pervasive, powerful and ineluctable force of our time--a force so overwhelming that it has metastasized into life" to such an extent that it is impossible to distinguish between the two (1998: 9). As Gabler sees it, Ralph Lauren is our fashion expert; Martha Stewart designs our sets; Jane Fonda models our shaping of our bodies; and Oprah Winfrey advises us on our personal problems.4 Media spectacle is indeed a culture of celebrity who provide dominant role models and icons of fashion, look, and personality. In the world of spectacle, celebrity encompasses every major social domain from entertainment to politics to sports to business. An ever-expanding public relations industry hypes certain figures, elevating them to celebrity status, and protects their positive image in the never-ending image wars and dangers that a celebrity will fall prey to the machinations of negative-image and thus lose celebrity status, and/or become figures of scandal and approbation, as will some of the players and institutions that I examine in Media Spectacle (Kellner 2003). Sports has long been a domain of the spectacle with events like the Olympics, World Series, Super Bowl, World Soccer Cup, and NBA championships attracting massive audiences, while generating sky-high advertising rates. These cultural rituals celebrate society's deepest values (i.e. competition, winning, success, and money), and corporations are willing to pay top dollar to get their products associated with such events. Indeed, it appears that the logic of the commodity spectacle is inexorably permeating professional sports which can no longer be played without the accompaniment of cheerleaders, giant mascots who clown with players and spectators, and raffles, promotions, and contests that feature the products of various sponsors. Sports stadiums themselves contain electronic reproduction of the action, as well as giant advertisements for various products that rotate for maximum saturation -- previewing environmental advertising in which entire urban sites are becoming scenes to boost consumption spectacles. Arenas, like the United Center in Chicago, America West Arena in Phoenix, on Enron Field in Houston are named after corporate sponsors. Of course, after major corporate scandals or collapse, like the Enron spectacle, the ballparks must be renamed! The Texas Ranger Ballpark in Arlington, Texas supplements its sports arena with a shopping mall, office buildings, and a restaurant in which for a hefty price one can watch the athletic events while eating and drinking.5 The architecture of the Texas Rangers stadium is an example of the implosion of sports and entertainment and postmodern spectacle. A man-made lake surrounds the stadium, the corridor inside is modeled after Chartes Cathedral, and the structure is made of local stone that provides the look of the Texas Capitol in Austin. Inside there are Texas longhorn cattle carvings, panels of Texas and baseball history, and other iconic signifiers of sports and Texas. The merging of sports, entertainment, and local spectacle is now typical in sports palaces. Tropicana Field in Tampa Bay, Florida, for instance, "has a three-level mall that includes places where 'fans can get a trim at the barber shop, do their banking and then grab a cold one at the Budweiser brew pub, whose copper kettles rise three stories. There is even a climbing wall for kids and showroom space for car dealerships'" (Ritzer 1998: 229). Film has long been a fertile field of the spectacle, with "Hollywood" connoting a world of glamour, publicity, fashion, and excess. Hollywood film has exhibited grand movie palaces, spectacular openings with searchlights and camera-popping paparazzi, glamorous Oscars, and stylish hi-tech film. While epic spectacle became a dominant genre of Hollywood film from early versions of The Ten Commandments through Cleopatra and 2001 in the 1960s, contemporary film has incorporated the mechanics of spectacle into its form, style, and special effects. Films are hyped into spectacle through advertising and trailers which are ever louder, more glitzy, and razzle-dazzle. Some of the most popular films of the late 1990s were spectacle films, including Titanic, Star Wars -- Phantom Menace, Three Kings, and Austin Powers, a spoof of spectacle, which became one of the most successful films of summer 1999. During Fall 1999, there was a cycle of spectacles, including Topsy Turvy, Titus, Cradle Will Rock, Sleepy Hollow, The Insider, and Magnolia, with the latter featuring the biblical spectacle of the raining of frogs in the San Fernando Valley, in an allegory of the decadence of the entertainment industry and deserved punishment for its excesses. The 2000 Academy Awards were dominated by the spectacle Gladiator, a mediocre film that captured best picture award and best acting award for Russell Crowe, thus demonstrating the extent to which the logic of the spectacle now dominates Hollywood film. Some of the most critically acclaimed and popular films of 2001 are also hi-tech spectacle, such as Moulin Rouge, a film spectacle that itself is a delirious ode to spectacle, from cabaret and the brothel to can-can dancing, opera, musical comedy, dance, theater, popular music, and film. A postmodern pastiche of popular music styles and hits, the film used songs and music ranging from Madonna and the Beatles to Dolly Parton and Kiss. Other 2001 film spectacles include Pearl Harbor, which re-enacts the Japanese attack on the U.S. that propelled the country to enter World War II, and that provided a ready metaphor for the September 11 terror attacks. Major 2001 film spectacles range from David Lynch’s postmodern surrealism in Mulholland Drive to Steven Spielberg’s blending of his typically sentimental spectacle of the family with the formalist rigor of Stanley Kubrick in A.I. And the popular 2001 military film Black-Hawk Down provided a spectacle of American military heroism which some critics believed sugar-coated the actual problems with the U.S. military intervention in Somalia, causing worries that a future U.S. adventure by the Bush administration and Pentagon would meet similar problems. There were reports, however, that in Somalian cinemas there were loud cheers as the Somalians in the film shot down the U.S. helicopter, and pursued and killed American soldiers, attesting to growing anti-American sentiment in the Muslim world against Bush administration policies. Television has been from its introduction in the 1940s a promoter of consumption spectacle, selling cars, fashion, home appliances, and other commodities along with consumer life-styles and values. It is also the home of sports spectacle like the Super Bowl or World Series, political spectacles like elections (or more recently, scandals), entertainment spectacle like the Oscars or Grammies, and its own spectacles like breaking news or special events. Following the logic of spectacle entertainment, contemporary television exhibits more hi-tech glitter, faster and glitzier editing, computer simulations, and with cable and satellite television, a fantastic array of every conceivable type of show and genre. TV is today a medium of spectacular programs like The X-Files or Buffy, the Vampire Slayer, and spectacles of everyday life such as MTV's The Real World and Road Rules, or the globally popular Survivor and Big Brother series. Real life events, however, took over TV spectacle in 2000-2001 in, first, an intense battle for the White House in a dead-heat election, that arguably constitutes one of the greatest political crimes and scandals in U.S. history (see Kellner 2001). After months of the Bush administration pushing the most hardright political agenda in memory and then deadlocking as the Democrats took control of the Senate in a dramatic party re-affiliation of Vermont’s Jim Jeffords, the world was treated to the most horrifying spectacle of the new millennium, the September 11 terror attacks and unfolding Terror War that has so far engulfed Afghanistan and Iraq. These events promise an unending series of deadly spectacle for the foreseeable future.6 Hence, we are emerging into a new culture of media spectacle that constitutes a novel configuration of economy, society, politics, and everyday life. It involves new cultural forms, social relations, and modes of experience. It is producing an ever-proliferating and expanding spectacle culture with its proliferating media forms, cultural spaces, and myriad forms of spectacle. It is evident in the U.S. as the new millennium unfolds and may well constitute emergent new forms of global culture. Critical social theory thus faces important challenges in theoretically mapping and analyzing these emergent forms of culture and society and the ways that they may contain novel forms of domination and oppression, as well as potential for democratization and social justice. Works Cited Debord, Guy. Society of the Spectacle. Detroit: Black and Red, 1967. Gabler, Neil. Life the Movie. How Entertainment Conquered Reality. New York: Alfred A. Knopf, 1998. Kellner, Douglas. Grand Theft 2000. Lanham, Md.: Rowman and Littlefield, 2001. Kellner, Douglas. From 9/11 to Terror War: Dangers of the Bush Legacy. Lanham, Md.: Rowman and Littlefield, 2003. Kellner, Douglas. Media Spectacle. London and New York: Routledge, 2003. Ritzer, George. The McDonaldization Thesis: Explorations and Extensions. Thousand Oaks, Cal. and London: Sage, 1998. Wolf, Michael J. Entertainment Economy: How Mega-Media Forces are Transforming Our Lives. New York: Times Books, 1999. Notes 1 See Douglas Kellner, Media Spectacle. London and New York: Routledge, 2003. 2 Wolf's book is a detailed and useful celebration of the "entertainment economy," although he is a shill for the firms and tycoons that he works for and celebrates them in his book. Moreover, while entertainment is certainly an important component of the infotainment economy, it is an exaggeration to say that it drives it and is actually propelling it, as Wolf repeatedly claims. Wolf also downplays the negative aspects of the entertainment economy, such as growing consumer debt and the ups and downs of the infotainment stock market and vicissitudes of the global economy. 3 Another source notes that "the average American household spent $1,813 in 1997 on entertainment -- books, TV, movies, theater, toys -- almost as much as the $1,841 spent on health care per family, according to a survey by the US Labor Department." Moreover, "the price we pay to amuse ourselves has, in some cases, risen at a rate triple that of inflation over the past five years" (USA Today, April 2, 1999: E1). The NPD Group provided a survey that indicated that the amount of time spent on entertainment outside of the home –- such as going to the movies or a sport event – was up 8% from the early to the late 1990s and the amount of time in home entertainment, such as watching television or surfing the Internet, went up 2%. Reports indicate that in a typical American household, people with broadband Internet connections spend 22% more time on all-electronic media and entertainment than the average household without broadband. See “Study: Broadband in homes changes media habits” (PCWORLD.COM, October 11, 2000). 4 Gabler’s book is a synthesis of Daniel Boorstin, Dwight Macdonald, Neil Poster, Marshall McLuhan, and other trendy theorists of media culture, but without the brilliance of a Baudrillard, the incisive criticism of an Adorno, or the understanding of the deeper utopian attraction of media culture of a Bloch or Jameson. Likewise, Gabler does not, a la cultural studies, engage the politics of representation, or its economics and political economy. He thus ignores mergers in the culture industries, new technologies, the restructuring of capitalism, globalization, and shifts in the economy that are driving the impetus toward entertainment. Gabler does get discuss how new technologies are creating new spheres of entertainment and forms of experience and in general describes rather than theorizes the trends he is engaging. 5 The project was designed and sold to the public in part through the efforts of the son of a former President, George W. Bush. Young Bush was bailed out of heavy losses in the Texas oil industry in the 1980s by his father's friends and used his capital gains, gleaned from what some say as illicit insider trading, to purchase part-ownership of a baseball team to keep the wayward son out of trouble and to give him something to do. The soon-to-be Texas governor, and future President of the United States, sold the new stadium to local taxpayers, getting them to agree to a higher sales tax to build the stadium which would then become the property of Bush and his partners. This deal allowed Bush to generate a healthy profit when he sold his interest in the Texas Rangers franchise and to buy his Texas ranch, paid for by Texas tax-payers (for sources on the scandalous life of George W. Bush and his surprising success in politics, see Kellner 2001 and the further discussion of Bush Jr. in Chapter 6). 6 See Douglas Kellner, From 9/11 to Terror War: Dangers of the Bush Legacy. Lanham, Md.: Rowman and Littlefield Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Kellner, Douglas. "Engaging Media Spectacle " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0306/09-mediaspectacle.php>. APA Style Kellner, D. (2003, Jun 19). Engaging Media Spectacle . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0306/09-mediaspectacle.php>
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12

S, Eli. "Unboxing the New Barbie." M/C Journal 27, no. 3 (June 11, 2024). http://dx.doi.org/10.5204/mcj.3060.

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Abstract:
Introduction “Unboxing the New Barbie” explores Barbie’s new image in Greta Gerwig’s 2023 film, Barbie, where Barbie appears initially in a perfect shape and enjoys her ideal life in Barbie Land. The film presents Barbie Land as a female-dominated space with Barbies at the centre of authority, with a utopic lifestyle of freedom and joy. However, the film immediately troubles this utopia through a set of cinematic devices. First, the stereotypical Barbie’s life appears as a series of monotonous routines within the pink plastic structures, and later, her utopic body image and Barbie Land are distorted due to the shortcomings and malfunctioning of the Real World. The Real World, with patriarchy at the core of it, contradicts Barbie Land’s female-oriented constitution. Presenting all the contradictions through Barbie Land and the Real World, hence, the film attempts to address Barbie’s entrapment, first by capturing her image within the pink plastic frames in Barbie Land, and later through her framed reputation as an ostentatious product of a consumerist culture in the Real World. In this article, I argue that Barbie unboxes a new Barbie who recognises her framed image in both Barbie Land and the Real World and breaks free from those frames to define a new and real role for herself. In so doing, I compare Barbie’s (Margot Robbie) image in Barbie Land inside the pink frames to Carol White’s (Julianne Moore) image in Californian Suburbs in Safe (1995), a melodrama by Todd Haynes where she is also trapped in the domestic spaces of her suburban house, experiencing mental and physical break down. The article, hence, concludes that Barbie relies on the aesthetics of melodrama to first refer to Barbie’s entrapped image in Barbie Land, and later to unbox her new image to the Real World. Melodrama in Barbie Land In “Tales of Sound and Fury,” Thomas Elsaesser defines melodrama: “considered as an expressive code, melodrama might … be described as a pictorial form of dramatic mise-en-scène, characterized by dynamic use of spatial and musical categories, as opposed to intellectual or literary one” (75). He further elaborates on the genre and writes that “this type of cinema depends on the ways 'Melos' is given to 'drama' utilizing lighting, montage, visual rhythm, decor, style of acting, music – that is, on the ways the mise-en-scène, translates character into action” (78). Elsaesser in his essay describes the mise-en-scène of the genre as “the middle-class home, filled with objects, [which surrounds] the heroine in a hierarchy of apparent order that becomes increasingly suffocating” (84). Jackie Byres refers to the rise of melodrama in the timeline of Hollywood films and writes that most of the women’s films of the 1930s and 1940s ended tragically, but in the 1950s, the (eventually unsuccessful) return to an emphasis on woman as wife-companion, exemplified by the suburban housewife, required a different ending, a “happy ending” that provided the female protagonist with a male companion, a husband, a strong and capable patriarch to whom she could submit. (112) These female-oriented melodramas, according to Jackie Byars, are “communities of women and children” in which “the absence of a patriarchal figure motivates the narratives” (106). Drawing attention to the female-centred plots, Byars also considers these films as long-awaited products of cinema where women eventually obtained space to be seen as independent entities with relative subjectivity. In this regard, she further elaborates: “the female-oriented melodrama cannot end with its female protagonist continuing a life independent and alone” (106). Douglas Sirk was one of the prominent Hollywood filmmakers whose films in the 1950s were the archetype of family melodramas where he centralised women’s images and consequently engaged the diegesis with their private and public affairs. In melodrama, there are always reflective surfaces and frames such as windows or mirrors where the characters, particularly women, are framed within these frames. Mercer and Shingler write: “in Sirk’s films we see characters looking in the mirrors when they are conforming to the society’s rules, when they are playing a role, when they are deluding themselves. Mirrors then, represent both illusion and delusion in his films and were to become such emblematic device” (54). These women are usually alone and staring at themselves or gazing out the windows, which is an additional emphasis on their loneliness and insecurities. “Mirrors then, represent both illusion and delusion in these films and were to become such emblematic device” (54). Mercer and Shingler refer to this technique as “frames within frames” where the characters are “contained within mirror frames, doorways, windows, pictures frames and decorative screens. These devices once again suggest that characters are isolated or confined in their lonely worlds, or oppressed by their environments” (54). Against this backdrop, Barbie refers to the conventions of melodrama to represent Barbie’s entrapped body inside the plastic frames of Barbie Land and her willful body that resists these frames. Barbie represents the dual – inside vs. outside – nature of melodrama through the duality in Barbie Land and the Real World. Barbie Land stands for the domestic space in melodrama and the Real World represents the emotionally and politically suppressive public. By the look of it, Barbie Land pictures a feminine utopia: women as the forerunners in politics, sports, and literary competitions; ever subjective, and never sexualised or objectified, with Kens in the background, living a peaceful life. Barbie Land hence adheres to the melodramatic style of filmmaking with communities of women, lack of patriarchal figures, and a female-dominated space. However, fifteen minutes into the film, Barbie problematises this utopia by constantly placing the stereotypical Barbie inside the pink frames of the dream houses, windows, or mirrors, performing a set of dollish routines; eating but not eating, drinking but not drinking, until she is infected with the malfunctioning and diseases of the Real World. She wakes up to the nightmare of flat feet, bad breath, a cold shower, and cellulite. The pink utopia hence stages the colorful wraps of the melodramatic suburbs with its corrupted domestic interiors. In other words, Barbie Land equals the domestic settings of the suburban houses where women appear to have a satisfying luxurious material life, whereas in truth they are overburdened with the expectations of their roles as wives and mothers. The Real World in this equation represents the patriarchal outside and its authority over women, and the temporary Kenland refers to the corruption that is the outcome of the patriarchal Real World. Similar to suburban houses with a glamorous façade and patriarchy at the centre, Barbie Land represents a marginalised female utopia in pink plastic, designed and sold by patriarchy in the Real World. “Mattel: We Sell Imagination!” Barbie hence strongly resembles Safe (1995) in form and content, with its pink utopian external image and unfulfilling conditions in the interiors. Todd Haynes’s Safe is also a family melodrama, set in the 1980s in the Californian suburbs where Carol White is a homemaker living in a spacious suburban house who develops puzzling allergies to common environmental chemicals contained in everyday-use materials. This leads her to abandon her household and live in a remote sanatorium located in a desert where she is immune from any contact with chemicals. In short, Carol’s allergy is triggered by the unnecessarily consumed products every time she is exposed to them. Her physical intimacy with her husband fades away every day due to her intolerance to all the unnatural and industrial products. Simultaneously, the disease signifies her inner desire to free her body from the suburban life and unfulfilling marriage. Safe addresses the industrial developments of the 1980s in the US through the conventions of melodrama to illustrate the emotionally and physically unhealthy environment contaminated by toxic chemicals. Carol White’s health deteriorates due to environmental toxicities and chemical attacks, and Barbie’s health is affected due to metaphorical toxicities such as toxic masculinities in the Real World. More importantly, Barbie’s notoriety for being unrealistically skinny and her responsibility for pervading eating disorders is another evident feature in Safe. Criticism around Barbie’s physical features has usually addressed her “unrealistic and unattainable bodily proportions [that] make women feel inadequate” (Toffoletti 59). The American Addiction Centers, in their article “Dying to Be Barbie: Eating Disorders in Pursuit of the Impossible”, hold Barbie accountable for girls’ eating disorders and write: the anxieties they experience are the product of a society and media culture that prizes a thin image for women above anything else, and devalues any woman who strays outside the false "norm" of a skinny body. In pursuit of that unattainable goal, they will literally starve themselves to death. They are dying to be like Barbie. (2013) Similar to Barbie, Carol appears with unrealistic and even unnatural physical features. First, she is presented as a skinny woman relying only on dairy (milk), and later she adopts the uncommon fruit diet. Moreover, in her regular aerobic classes, her body never sweats. By characterising Carol through her uncommon physical and mental features, Safe insists upon the female character’s resistance against the norms. “Haynes wanted Carol to evoke vulnerable, fractured nature of modern identity, an issue that American films have rarely addressed” (Levy 177). According to Glyn Davis, Haynes’s cinema “explores the tensions and discrepancies between pristine public surface and that which lies beneath: hidden emotions and passions, closeted identities and the truthful nature of relationships” (123). Both Safe and Barbie trouble the comfortable image of Barbie Land and the Suburbs and alternate it with discomfort and non-conformity. Unboxing the Real Barbie Mattel’s debut doll in 1950s America coincided with the after-war ideologies of the scared home which drove women into domesticity. “Beginning with the Second World War years of the 1940s and extending through the 1950s, 'home' stood for the utopian myth of a coherent, homogenous popular culture” (Cohen 143). Within this utopia, women were placed in domestic environments, and the interior spaces of the household where they were anchored to the bosom of the family. The bourgeois culture evolved the home as the temple of femininity. Domestic life was radically segregated from the public sphere. Although women obviously inhabited public space, they did so under the protection of a chaperon. Women who attempted to roam the metropolis freely struggled with deep male prejudices regarding sexuality and space. (Rojek and Urry 16) Therefore, Mattel’s launch of the first Barbie doll in 1959 and before the advent of second-wave feminism in the 1960s and 1970s seems like an attempt to introduce a woman at the end of a decade when women were forced back into the domestic spaces of their homes and honoured by their roles as homemakers and devoted wives. Barbie hence became “the first feminist that pointed the way out of kitchen” (Stone 7). M.G. Lord, the author of Forever Barbie, credits Barbie as an icon who “taught us independence. Barbie was her own woman. She could invent herself with a costume change: sing a solo in the spotlight one minute, pilot a starship the next. … She was all that we could be [and] more than we could be. And certainly more than we were” (9). Barbie is a “happily unmarried woman. Ruth refused to give Barbie the trappings of postnuptial life; the doll would be forever independent, subservient to no one” (51). Barbie’s place in the history of popular culture marks her a controversial cultural icon who rises between the decades of women’s passivity and the following feminist decades. In other words, while in the 1950s, she is a pioneer feminist figure, in the 1960s and 70s, she is recognised “as an object of fascination, conflict and rancour for a generation of second-wave feminists” (Toffoletti 60). In Marilyn Ferris Motz’s view, “Barbie is a consumer. She demands product after product, and the packaging and advertising imply that Barbie, as well as her owner, can be made happy if only she wears the right clothes and owns the right products” (128). Accordingly, all the props that followed Barbie and her diverse roles as an affluent independent woman echoed “the idea that women in capitalist culture are themselves commodities to be purchased, consumed and manipulated” (Toffoletti 60). This oscillation in Barbie’s reputation makes her an everchanging cultural product and the interpretations of her subjective. According to M.G. Lord, “to study Barbie, one sometimes has to hold seemingly contradictory ideas in one’s head at the same time ... . People project wildly dissimilar and opposing fantasies on it. Barbie is a universally recognized image, but what she represents is as personal as fingerprints” (10). Taking Barbie’s dynamic identity and reputation into account, Greta Gerwig in her 2023 film summarises sixty-plus years of an ongoing renewal in Barbie’s image and the unstoppable criticism that follows her. While Barbara Handler introduced a strong female doll in the 1950s as a protest against the decade’s imposed standards on women, in 2023 Barbie is still stigmatised and forced back into the margins by remaining in the box of Barbie Land. “Mattel: No One Rests until This Doll Is Back in a Box.” Barbie’s journey to the Real World and her straying from Mattel’s laws pose a threat to the patriarchal establishment in the Real World. Similar to melodrama where women “seem trapped in an image of themselves as dangerous women, threatening to a patriarchy that strives to maintain their willful bodies in a patriarchal, dichotomous situation as gendered bodies” (Ceuterick 42), Barbie’s unboxed figure in the Real world disturbs its marginalising structures. The unboxed new Barbie refuses to go back to the perfect pink world; instead, she allies with the Real-World women to fix the corrupted Barbie Land and decides to become a Real-World woman, accepting its imperfections. Barbie breaks free from the box to recognise herself, Ken, Barbie Land, and the Real World. The unboxed new Barbie hence is an attempt to represent New/Real Barbie’s subjectivity in the Real World and not just in Barbie Land, which is an ostentatious design of the patriarchal Real World. Gerwig chronicles Barbie’s evolving image through her journey from Barbie Land to the Real World and back, and eventually her settlement in the Real World when she breaks free from the pre-determined literal and metaphorical frames of both worlds. While in Barbie Land she is framed within pink plastic frames, in the Real World, she is framed with stigma and criticism for withholding feminism. Conclusion In this article, I argued that Greta Gerwig’s 2023 film Barbie unboxes a New Barbie who eventually becomes a Real Barbie/Woman, rejecting all the stereotypical labels that have been attached to her. Decades after her first appearance in popular culture, Barbie remains a highly controversial cultural product, facing criticism for her unrealistic affluence, independence, and physique. Addressing all these arguments and controversies, the film unveils a new Barbie who breaks free from the margins of Barbie Land to raise her awareness and resist the stereotypical stigma around her image. Facing the harsh realities of the Real World that constantly force her, first, inside the plastic frames of Barbie Land, and later into Mattel’s box, Barbie learns about her entrapment and the patriarchal control over women’s bodies. Experiencing the discrepancies in Barbie Land and the flawed Real World, the Unboxed Barbie escapes Mattel’s box to reinvent herself in Barbie Land and the Real World. Boxing and framing Barbie is a cinematic device used in melodrama where the mise-en-scène is staged with luxurious furniture, costume design, and colour palette, but it suggests a sense of entanglement with domestic affairs for women. Barbie is comparable to Todd Haynes’s Safe due to the film’s pink undertone, the frames of suburban houses that entrap the female character in domesticity, and more importantly, her deteriorating mental and physical health. Similar to Barbie, the female character in Safe resists the frames of patriarchy to free her body and define a new identity for herself. Both Barbie and Safe deploy the conventions of melodrama to depict the entrapment and resistance of the female characters to submit to these frames. References Barbie. Dir. Greta Gerwig. Perf. Margot Robbie and Ryan Gosling. Warner Bros., 2023. Byars, Jackie. All That Hollywood Allows. London: Routledge, 1991. Ceuterick, Maud. Affirmative Aesthetics and Wilful Women: Gender, Space and Mobility in Contemporary Cinema. Cham: Palgrave Macmillan, 2020. Cohan, Steven. “Almost like Being at Home: Showbiz culture and Hollywood Road Trips in the 1940s and 1950s.” In The Road Movie Book. Eds. Steven Cohan and Ina Rae Hark. London: Routledge, 1997. 113–142. Davis, Glyn. Far from Heaven: American Indies. Edinburgh: Edinburgh UP, 2011. “Dying to Be Barbie: Eating Disorders in Pursuit of the Impossible.” Drug Rehab Options, n.d. 12 Apr. 2024 <https://rehabs.com/explore/dying-to-be-barbie/>. Elsaesser, Thomas. “Tales of Sound and Fury: Observation on Family Melodrama.” In Imitations of Life: A Reader on Film & Television Melodrama. Ed. Marcia Landy. Detroit: Wayne State UP, 1991. 68–91. Levy, Emanuel. Gay Directors, Gay Films? Pedro Almodóvar, Terence Davies, Todd Haynes, Gus Van Sant, John Waters. New York: Columbia UP, 2015. Lord, M.G. Forever Barbie: The Unauthorized Biography of a Real Doll. Liveright, 1994. Mercer, John, and Martin Shingler. Melodrama: Genre, Style and Sensibility. New York: Columbia UP, 2013. Motz, Marylin Ferris. “'I Want to Be a Barbie Doll When I Grow Up': The Cultural Significance of the Barbie Doll.” In The Popular Culture Reader. 3rd ed. Eds. Christopher D. Geist et al. Ohio: Bowling Green UP, 1983. 122–136. Rojek, Chris, and John Urry. “Transformation of Travel and Theory.” In Touring Cultures: Transformations of Travel and Theory. Eds. Chris Rojek and John Urry. London: Routledge, 2002. Safe. Dir. Todd Haynes. Perf. Julianne Moore. Motion Picture Rating, 1995. Stone, Tanya Lee. The Good, the Bad, and the Barbie: A Doll’s History and Her Impact on Us. Penguin Young Readers Group, 2015. Toffoletti, Kim. Cyborgs and Barbie Dolls: Feminism, Popular Culture and the Posthuman Body. Bloomsbury, 2007.
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O'Boyle, Neil. "Plucky Little People on Tour: Depictions of Irish Football Fans at Euro 2016." M/C Journal 20, no. 4 (August 16, 2017). http://dx.doi.org/10.5204/mcj.1246.

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I called your producer on the way here in the car because I was very excited. I found out … I did one of those genetic testing things and I found out that I'm 63 percent Irish … I had no idea. I had no idea! I thought I was Scottish and Welsh. It turns out my parents are just full of shit, I guess. But now I’m Irish and it just makes so much sense! I'm a really good drinker. I love St. Patrick's Day. Potatoes are delicious. I'm looking forward to meeting all my cousins … [to Conan O’Brien] You and I are probably related! … Now I get to say things like, “It’s in me genes! I love that Conan O’Brien; he’s such a nice fella.” You’re kinda like a giant leprechaun. (Reese Witherspoon, Tuesday 21 March 2017)IntroductionAs an Irishman and a football fan, I watched the unfolding 2016 UEFA European Championship in France (hereafter ‘Euro 2016’) with a mixture of trepidation and delight. Although the Republic of Ireland team was eventually knocked out of the competition in defeat to the host nation, the players performed extremely well – most notably in defeating Italy 1:0. It is not the on-field performance of the Irish team that interests me in this short article, however, but rather how Irish fans travelling to the competition were depicted in the surrounding international news coverage. In particular, I focus on the centrality of fan footage – shot on smart phones and uploaded to YouTube (in most cases by fans themselves) – in this news coverage. In doing so, I reflect on how sports fans contribute to wider understandings of nationness in the global imagination and how their behaviour is often interpreted (as in the case here) through long-established tropes about people and places. The Media ManifoldTo “depict” something is to represent it in words and pictures. As the contemporary world is largely shaped by and dependent on mass media – and different forms of media have merged (or “converged”) through digital media platforms – mediated forms of depiction have become increasingly important in our lives. On one hand, the constant connectivity made possible in the digital age has made the representation of people and places less controllable, insofar as the information and knowledge about our world circulating through media devices are partly created by ordinary people. On the other hand, traditional broadcast media arguably remain the dominant narrators of people and places worldwide, and their stories, Gerbner reminds us, are largely formula-driven and dramatically charged, and work to “retribalize” modern society. However, a more important point, I suggest, is that so-called new and old media can no longer be thought of as separate and discrete; rather, our attention should focus on the complex interrelations made possible by deep mediatisation (Couldry and Hepp).As an example, consider that the Youtube video of Reese Witherspoon’s recent appearance on the Conan O’Brien chat show – from which the passage at the start of this article is taken – had already been viewed 54,669 times when I first viewed it, a mere 16 hours after it was originally posted. At that point, the televised interview had already been reported on in a variety of international digital news outlets, including rte.ie, independent.ie., nydailynews.com, msn.com, huffingtonpost.com, cote-ivoire.com – and myriad entertainment news sites. In other words, this short interview was consumed synchronously and asynchronously, over a number of different media platforms; it was viewed and reviewed, and critiqued and commented upon, and in turn found itself the subject of news commentary, which fed the ongoing cycle. And yet, it is important to also note that a multiplicity of media interactions does not automatically give rise to oppositional discourse and ideological contestation, as is sometimes assumed. In fact, how ostensibly ‘different’ kinds of media can work to produce a broadly shared construction of a people and place is particularly relevant here. Just as Reese Witherspoon’s interview on the Conan O’Brien show perpetuates a highly stereotypical version of Irishness across a number of platforms, news coverage of Irish fans at Euro 2016 largely conformed to established tropes about Irish people, but this was also fed – to some extent – by Irish fans themselves.Irish Identity, Sport, and the Global ImaginationThere is insufficient space here to describe in any detail the evolving representation of Irish identity, about which a vast literature has developed (nationally and internationally) over the past several decades. As with other varieties of nationness, Irishness has been constructed across a variety of cultural forms, including advertising, art, film, novels, travel brochures, plays and documentaries. Importantly, Irishness has also to a great extent been constructed outside of Ireland (Arrowsmith; Negra).As is well known, the Irish were historically constructed by their colonial masters as a small uncivilised race – as primitive wayward children, prone to “sentimentality, ineffectuality, nervous excitability and unworldliness” (Fanning 33). When pondering the “Celtic nature,” the renowned English poet and cultural critic Mathew Arnold concluded that “sentimental” was the best single term to use (100). This perception pervaded internationally, with early depictions of Irish-Americans in US cinema centring on varieties of negative excess, such as lawlessness, drunkenness and violence (Rains). Against this prevailing image of negative excess, the intellectuals and artists associated with what became known as the Celtic Revival began a conscious effort to “rebrand” Ireland from the nineteenth century onwards, reversing the negatives of the colonial project and celebrating Irish tradition, language and culture (Fanning).At first, only distinctly Irish sports associated with the amateur Gaelic Athletic Association (GAA) were co-opted in this very particular nation-building project. Since then, however, sport more generally has acted as a site for the negotiation of a variety of overlapping Irish identities. Cronin, for example, describes how the GAA successfully repackaged itself in the 1990s to reflect the confidence of Celtic Tiger Irishness while also remaining rooted in the counties and parishes across Ireland. Studies of Irish football and rugby have similarly examined how these sports have functioned as representatives of changed or evolving Irish identities (Arrowsmith; Free). And yet, throughout Ireland’s changing economic fortunes – from boom to bust, to the gradual renewal of late – a touristic image of Irishness has remained hegemonic in the global imagination. In popular culture, and especially American popular culture, Ireland is often depicted as a kind of pre-industrial theme park – a place where the effects of modernity are felt less, or are erased altogether (Negra). The Irish are known for their charm and sociability; in Clancy’s words, they are seen internationally as “simple, clever and friendly folk” (98). We can identify a number of representational tropes within this dominant image, but two in particular are apposite here: ‘smallness’ and ‘happy-go-luckiness’.Sporting NewsBefore we consider Euro 2016, it is worth briefly considering how the news industry approaches such events. “News”, Dahlgren reminds us, is not so much “information” as it is a specific kind of cultural discourse. News, in other words, is a particular kind of discursive composition that constructs and narrates stories in particular ways. Approaching sports coverage from this vantage point, Poulton and Roderick (xviii) suggest that “sport offers everything a good story should have: heroes and villains, triumph and disaster, achievement and despair, tension and drama.” Similarly, Jason Tuck observes that the media have long had a tendency to employ the “vocabulary of war” to “hype up sporting events,” a discursive tactic which, he argues, links “the two areas of life where the nation is a primary signifier” (190-191).In short, sport is abundant in news values, and media professionals strive to produce coverage that is attractive, interesting and exciting for audiences. Stead (340) suggests that there are three key characteristics governing the production of “media sports packages”: spectacularisation, dramatisation, and personalisation. These production characteristics ensure that sports coverage is exciting and interesting for viewers, but that it also in some respects conforms to their expectations. “This ‘emergent’ quality of sport in the media helps meet the perpetual audience need for something new and different alongside what is familiar and known” (Rowe 32). The disproportionate attention to Irish fans at Euro 2016 was perhaps new, but the overall depiction of the Irish was rather old, I would argue. The news discourse surrounding Euro 2016 worked to suggest, in the Irish case at least, that the nation was embodied not only in its on-field athletic representatives but more so, perhaps, in its travelling fans.Euro 2016In June 2016 the Euros kicked off in France, with the home team beating Romania 2-1. Despite widespread fears of potential terrorist attacks and disruption, the event passed successfully, with Portugal eventually lifting the Henri Delaunay Trophy. As the competition progressed, the behaviour of Irish fans quickly became a central news story, fuelled in large part by smart phone footage uploaded to the internet by Irish fans themselves. Amongst the many videos uploaded to the internet, several became the focus of news reports, especially those in which the goodwill and childlike playfulness of the Irish were on show. In one such video, Irish fans are seen singing lullabies to a baby on a Bordeaux train. In another video, Irish fans appear to help a French couple change a flat tire. In yet another video, Irish fans sing cheerfully as they clean up beer cans and bottles. (It is noteworthy that as of July 2017, some of these videos have been viewed several million times.)News providers quickly turned their attention to Irish fans, sometimes using these to draw stark contrasts with the behaviour of other fans, notably English and Russian fans. Buzzfeed, followed by ESPN, followed by Sky News, Le Monde, Fox News, the Washington Post and numerous other providers celebrated the exploits of Irish fans, with some such as Sky News and Aljazeera going so far as to produce video montages of the most “memorable moments” involving “the boys in green.” In an article titled ‘Irish fans win admirers at Euro 2016,’ Fox News reported that “social media is full of examples of Irish kindness” and that “that Irish wit has been a fixture at the tournament.” Aljazeera’s AJ+ news channel produced a video montage titled ‘Are Irish fans the champions of Euro 2016?’ which included spliced footage from some of the aforementioned videos. The Daily Mirror (UK edition) praised their “fun loving approach to watching football.” Similarly, a headline for NPR declared, “And as if they could not be adorable enough, in a quiet moment, Irish fans sang on a French train to help lull a baby to sleep.” It is important to note that viewer comments under many of these articles and videos were also generally effusive in their praise. For example, under the video ‘Irish Fans help French couple change flat tire,’ one viewer (Amsterdam 410) commented, ‘Irish people nicest people in world by far. they always happy just amazing people.’ Another (Juan Ardilla) commented, ‘Irish fans restored my faith in humanity.’As the final stages of the tournament approached, the Mayor of Paris announced that she was awarding the Medal of the City of Paris to Irish fans for their sporting goodwill. Back home in Ireland, the behaviour of Irish fans in France was also celebrated, with President Michael D. Higgins commenting that “Ireland could not wish for better ambassadors abroad.” In all of this news coverage, the humble kindness, helpfulness and friendliness of the Irish are depicted as native qualities and crystallise as a kind of ideal national character. Though laudatory, the tropes of smallness and happy-go-luckiness are again evident here, as is the recurrent depiction of Irishness as an ‘innocent identity’ (Negra). The “boys” in green are spirited in a non-threatening way, as children generally are. Notably, Stephan Reich, journalist with German sports magazine 11Freunde wrote: “the qualification of the Irish is a godsend. The Boys in Green can celebrate like no other nation, always peaceful, always sympathetic and emphatic, with an infectious, childlike joy.” Irishness as Antidote? The centrality of the Irish fan footage in the international news coverage of Euro 2016 is significant, I suggest, but interpreting its meaning is not a simple or straightforward task. Fans (like everyone) make choices about how to present themselves, and these choices are partly conscious and partly unconscious, partly spontaneous and partly conditioned. Pope (2008), for example, draws on Emile Durkheim to explain the behaviour of sports fans sociologically. “Sporting events,” Pope tells us, “exemplify the conditions of religious ritual: high rates of group interaction, focus on sacred symbols, and collective ritual behaviour symbolising group membership and strengthening shared beliefs, values, aspirations and emotions” (Pope 85). Pope reminds us, in other words, that what fans do and say, and wear and sing – in short, how they perform – is partly spontaneous and situated, and partly governed by a long-established fandom pedagogy that implies familiarity with a whole range of international football fan styles and embodied performances (Rowe). To this, we must add that fans of a national sports team generally uphold shared understandings of what constitutes desirable and appropriate patriotic behaviour. Finally, in the case reported here, we must also consider that the behaviour of Irish fans was also partly shaped by their awareness of participating in the developing media sport spectacle and, indeed, of their own position as ‘suppliers’ of news content. In effect, Irish fans at Euro 2016 occupied an interesting hybrid position between passive consumption and active production – ‘produser’ fans, as it were.On one hand, therefore, we can consider fan footage as evidence of spontaneous displays of affective unity, captured by fellow participants. The realism or ‘authenticity’ of these supposedly natural and unscripted performances is conveyed by the grainy images, and amateur, shaky camerawork, which ironically work to create an impression of unmediated reality (see Goldman and Papson). On the other hand, Mike Cronin considers them contrived, staged, and knowingly performative, and suggestive of “hyper-aware” Irish fans playing up to the camera.However, regardless of how we might explain or interpret these fan performances, it is the fact that they play a role in making Irishness public that most interests me here. For my purposes, the most important consideration is how the patriotic performances of Irish fans both fed and harmonized with the developing news coverage; the resulting depiction of the Irish was partly an outcome of journalistic conventions and partly a consequence of the self-essentialising performances of Irish fans. In a sense, these fan-centred videos were ready-made or ‘packaged’ for an international news audience: they are short, dramatic and entertaining, and their ideological content is in keeping with established tropes about Irishness. As a consequence, the media-sport discourse surrounding Euro 2016 – itself a mixture of international news values and home-grown essentialism – valorised a largely touristic understanding of Irishness, albeit one that many Irish people wilfully celebrate.Why such a construction of Irishness is internationally appealing is unclear, but it is certainly not new. John Fanning (26) cites a number of writers in highlighting that Ireland has long nurtured a romantic self-image that presents the country as a kind of balm for the complexities of the modern world. For example, he cites New York Times columnist Thomas Friedman, who observed in 2001 that “people all over the world are looking to Ireland for its reservoir of spirituality hoping to siphon off what they can feed to their souls which have become hungry for something other than consumption and computers.” Similarly, Diane Negra writes that “virtually every form of popular culture has in one way or another, presented Irishness as a moral antidote to contemporary ills ranging from globalisation to post-modern alienation, from crises over the meaning and practice of family values to environmental destruction” (3). Earlier, I described the Arnoldian image of the Irish as a race governed by ‘negative excess’. Arguably, in a time of profound ideological division and resurgent cultural nationalism – a time of polarisation and populism, of Trumpism and Euroscepticism – this ‘excess’ has once again been positively recoded, and now it is the ‘sentimental excess’ of the Irish that is imagined as a salve for the cultural schisms of our time.ConclusionMuch has been made of new media powers to contest official discourses. Sports fans, too, are now considered much less ‘controllable’ on account of their ability to disrupt official messages online (as well as offline). The case of Irish fans at Euro 2016, however, offers a reminder that we must avoid routine assumptions that the “uses” made of “new” and “old” media are necessarily divergent (Rowe, Ruddock and Hutchins). My interest here was less in what any single news item or fan-produced video tells us, but rather in the aggregate construction of Irishness that emerges in the media-sport discourse surrounding this event. Relatedly, in writing about the London Olympics, Wardle observed that most of what appeared on social media concerning the Games did not depart significantly from the celebratory tone of mainstream news media organisations. “In fact the absence of any story that threatened the hegemonic vision of the Games as nation-builder, shows that while social media provided an additional and new form of newsgathering, it had to fit within the traditional news structures, routines and agenda” (Wardle 12).Obviously, it is important to acknowledge the contestability of all media texts, including the news items and fan footage mentioned here, and to recognise that such texts are open to multiple interpretations based on diverse reading positions. And yet, here I have suggested that there is something of a ‘preferred’ reading in the depiction of Irish fans at Euro 2016. The news coverage, and the footage on which it draws, are important because of what they collectively suggest about Irish national identity: here we witness a shift from identity performance to identity writ large, and one means of analysing their international (and intertextual significance), I have suggested, is to view them through the prism of established tropes about Irishness.Travelling sports fans – for better or worse – are ‘carriers’ of places and cultures, and they remind us that “there is also a cultural economy of sport, where information, images, ideas and rhetorics are exchanged, where symbolic value is added, where metaphorical (and sometimes literal, in the case of publicly listed sports clubs) stocks rise and fall” (Rowe 24). There is no question, to borrow Rowe’s term, that Ireland’s ‘stocks’ rose considerably on account of Euro 2016. In news terms, Irish fans provided entertainment value; they were the ‘human interest’ story of the tournament; they were the ‘feel-good’ factor of the event – and importantly, they were the suppliers of much of this content (albeit unofficially). Ultimately, I suggest that we think of the overall depiction of the Irish at Euro 2016 as a co-construction of international news media practices and the self-presentational practices of Irish fans themselves. The result was not simply a depiction of idealised fandom, but more importantly, an idealisation of a people and a place, in which the plucky little people on tour became the global standard bearers of Irish identity.ReferencesArnold, Mathew. Celtic Literature. Carolina: Lulu Press, 2013.Arrowsmith, Aidan. “Plastic Paddies vs. Master Racers: ‘Soccer’ and Irish Identity.” International Journal of Cultural Studies 7.4 (2004). 25 Mar. 2017 <http://journals.sagepub.com/doi/pdf/10.1177/1367877904047864>.Boards and Networked Digital Media Sport Communities.” Convergence 16.3 (2010). 25 Mar. 2017 <http://journals.sagepub.com/doi/abs/10.1177/1354856510367622>.Clancy, Michael. Brand New Ireland: Tourism, Development and National Identity in the Irish Republic. Surrey and Vermont: Ashgate, 2009.Couldry, Nick, and Andreas Hepp. The Mediated Construction of Reality. Cambridge: Polity Press, 2016.Cronin, Michael. “Is It for the Glamour? Masculinity, Nationhood and Amateurism in Contemporary Projections of the Gaelic Athletic Association.” Irish Postmodernisms and Popular Culture. Eds. Wanda Balzano, Anne Mulhall, and Moynagh Sullivan. New York: Palgrave Macmillan, 2007. 39–51.Cronin, Mike. “Serenading Nuns: Irish Soccer Fandom as Performance.” Post-Celtic Tiger Irishness Symposium, Trinity College Dublin, 25 Nov. 2016.Dahlgren, Peter. “Beyond Information: TV News as a Cultural Discourse.” The European Journal of Communication Research 12.2 (1986): 125–36.Fanning, John. “Branding and Begorrah: The Importance of Ireland’s Nation Brand Image.” Irish Marketing Review 21.1-2 (2011). 25 Mar. 2017 <https://www.dit.ie/media/newsdocuments/2011/3%20Fanning.pdf>.Free, Marcus. “Diaspora and Rootedness, Amateurism and Professionalism in Media Discourses of Irish Soccer and Rugby in the 1990s and 2000s.” Éire-Ireland 48.1–2 (2013). 25 Mar. 2017 <https://muse.jhu.edu/article/510693/pdf>.Friedman, Thomas. “Foreign Affairs: The Lexus and the Shamrock.” The Opinion Pages. New York Times 3 Aug. 2001 <http://www.nytimes.com/2001/08/03/opinion/foreign-affairs-the-lexus-and-the-shamrock.html>.Gerbner, George. “The Stories We Tell and the Stories We Sell.” Journal of International Communication 18.2 (2012). 25 Mar. 2017 <http://dx.doi.org/10.1080/13216597.2012.709928>.Goldman, Robert, and Stephen Papson. Sign Wars: The Cluttered Landscape of Advertising. New York: Guilford Press, 1996.Negra, Diane. The Irish in Us. Durham, NC: Duke University Press, 2006.Pope, Whitney. “Emile Durkheim.” Key Sociological Thinkers. 2nd ed. Ed. Rob Stones. Hampshire: Palgrave Macmillan, 2008. 76-89.Poulton, Emma, and Martin Roderick. Sport in Films. London: Routledge, 2008.Rains, Stephanie. The Irish-American in Popular Culture 1945-2000. Dublin: Irish Academic Press, 2007.Rowe, David, Andy Ruddock, and Brett Hutchins. “Cultures of Complaint: Online Fan Message Boards and Networked Digital Media Sport Communities.” Convergence: The International Journal of Research into New Media Technology 16.3 (2010). 25 Mar. 2017 <http://journals.sagepub.com/doi/abs/10.1177/1354856510367622>.Rowe, David. Sport, Culture and the Media: The Unruly Trinity. 2nd ed. Berkshire: Open University Press, 2004.Stead, David. “Sport and the Media.” Sport and Society: A Student Introduction. 2nd ed. Ed. Barrie Houlihan. London: Sage, 2008. 328-347.Wardle, Claire. “Social Media, Newsgathering and the Olympics.” Journalism, Media and Cultural Studies 2 (2012). 25 Mar. 2017 <https://publications.cardiffuniversitypress.org/index.php/JOMEC/article/view/304>.
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Marshall, P. David. "Seriality and Persona." M/C Journal 17, no. 3 (June 11, 2014). http://dx.doi.org/10.5204/mcj.802.

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No man [...] can wear one face to himself and another to the multitude, without finally getting bewildered as to which one may be true. (Nathaniel Hawthorne Scarlet Letter – as seen and pondered by Tony Soprano at Bowdoin College, The Sopranos, Season 1, Episode 5: “College”)The fictitious is a particular and varied source of insight into the everyday world. The idea of seriality—with its variations of the serial, series, seriated—is very much connected to our patterns of entertainment. In this essay, I want to begin the process of testing what values and meanings can be drawn from the idea of seriality into comprehending the play of persona in contemporary culture. From a brief overview of the intersection of persona and seriality as well as a review of the deployment of seriality in popular culture, the article focuses on the character/ person-actor relationship to demonstrate how seriality produces persona. The French term for character—personnage—will be used to underline the clear relations between characterisation, person, and persona which have been developed by the recent work by Lenain and Wiame. Personnage, through its variation on the word person helps push the analysis into fully understanding the particular and integrated configuration between a public persona and the fictional role that an actor inhabits (Heinich).There are several qualities related to persona that allow this movement from the fictional world to the everyday world to be profitable. Persona, in terms of origins, in and of itself implies performance and display. Jung, for instance, calls persona a mask where one is “acting a role” (167); while Goffman considers that performance and roles are at the centre of everyday life and everyday forms and patterns of communication. In recent work, I have use persona to describe how online culture pushes most people to construct a public identity that resembles what celebrities have had to construct for their livelihood for at least the last century (“Persona”; “Self”). My work has expanded to an investigation of how online persona relates to individual agency (“Agency”) and professional postures and positioning (Barbour and Marshall).The fictive constructions then are intensified versions of what persona is addressing: the fabrication of a role for particular directions and ends. Characters or personnages are constructed personas for very directed ends. Their limitation to the study of persona as a dimension of public culture is that they are not real; however, when one thinks of the actor who takes on this fictive identity, there is clearly a relationship between the real personality and that of the character. Moreover, as Nayar’s analysis of highly famous characters that are fictitious reveals, these celebrated characters, such as Harry Potter or Wolverine, sometime take on a public presence in and of themselves. To capture this public movement of a fictional character, Nayar blends the terms celebrity with fiction and calls these semi-public/semi-real entities “celefiction”: the characters are famous, highly visible, and move across media, information, and cultural platforms with ease and speed (18-20). Their celebrity status underlines their power to move outside of their primary text into public discourse and through public spaces—an extra-textual movement which fundamentally defines what a celebrity embodies.Seriality has to be seen as fundamental to a personnage’s power of and extension into the public world. For instance with Harry Potter again, at least some of his recognition is dependent on the linking or seriating the related books and movies. Seriality helps organise our sense of affective connection to our popular culture. The familiarity of some element of repetition is both comforting for audiences and provides at least a sense of guarantee or warranty that they will enjoy the future text as much as they enjoyed the past related text. Seriality, though, also produces a myriad of other effects and affects which provides a useful background to understand its utility in both the understanding of character and its value in investigating contemporary public persona. Etymologically, the words “series” and seriality are from the Latin and refer to “succession” in classical usage and are identified with ancestry and the patterns of identification and linking descendants (Oxford English Dictionary). The original use of the seriality highlights its value in understanding the formation of the constitution of person and persona and how the past and ancestry connect in series to the current or contemporary self. Its current usage, however, has broadened metaphorically outwards to identify anything that is in sequence or linked or joined: it can be a series of lectures and arguments or a related mark of cars manufactured in a manner that are stylistically linked. It has since been deployed to capture the production process of various cultural forms and one of the key origins of this usage came from the 19th century novel. There are many examples where the 19th century novel was sold and presented in serial form that are too numerous to even summarise here. It is useful to use Dickens’ serial production as a defining example of how seriality moved into popular culture and the entertainment industry more broadly. Part of the reason for the sheer length of many of Charles Dickens’ works related to their original distribution as serials. In fact, all his novels were first distributed in chapters in monthly form in magazines or newspapers. A number of related consequences from Dickens’ serialisation are relevant to understanding seriality in entertainment culture more widely (Hayward). First, his novel serialisation established a continuous connection to his readers over years. Thus Dickens’ name itself became synonymous and connected to an international reading public. Second, his use of seriality established a production form that was seen to be more affordable to its audience: seriality has to be understood as a form that is closely connected to economies and markets as cultural commodities kneaded their way into the structure of everyday life. And third, seriality established through repetition not only the author’s name but also the name of the key characters that populated the cultural form. Although not wholly attributable to the serial nature of the delivery, the characters such as Oliver Twist, Ebenezer Scrooge or David Copperfield along with a host of other major and minor players in his many books become integrated into everyday discourse because of their ever-presence and delayed delivery over stories over time (see Allen 78-79). In the same way that newspapers became part of the vernacular of contemporary culture, fictional characters from novels lived for years at a time in the consciousness of this large reading public. The characters or personnages themselves became personalities that through usage became a way of describing other behaviours. One can think of Uriah Heep and his sheer obsequiousness in David Copperfield as a character-type that became part of popular culture thinking and expressing a clear negative sentiment about a personality trait. In the twentieth century, serials became associated much more with book series. One of the more successful serial genres was the murder mystery. It developed what could be described as recognisable personnages that were both fictional and real. Thus, the real Agatha Christie with her consistent and prodigious production of short who-dunnit novels was linked to her Belgian fictional detective Hercule Poirot. Variations of these serial constructions occurred in children’s fiction, the emerging science fiction genre, and westerns with authors and characters rising to related prominence.In a similar vein, early to mid-twentieth century film produced the film serial. In its production and exhibition, the film serial was a déclassé genre in its overt emphasis on the economic quality of seriality. Thus, the film serial was generally a filler genre that was interspersed before and after a feature film in screenings (Dixon). As well as producing a familiarity with characters such as Flash Gordon, it was also instrumental in producing actors with a public profile that grew from this repetition. Flash Gordon was not just a character; he was also the actor Buster Crabbe and, over time, the association became indissoluble for audiences and actor alike. Feature film serials also developed in the first half-century of American cinema in particular with child actors like Shirley Temple, Mickey Rooney and Judy Garland often reprising variations of their previous roles. Seriality more or less became the standard form of delivery of broadcast media for most of the last 70 years and this was driven by the economies of production it developed. Whether the production was news, comedy, or drama, most radio and television forms were and are variation of serials. As well as being the zenith of seriality, television serials have been the most studied form of seriality of all cultural forms and are thus the greatest source of research into what serials actually produced. The classic serial that began on radio and migrated to television was the soap opera. Although most of the long-running soap operas have now disappeared, many have endured for more than 30 years with the American series The Guiding Light lasting 72 years and the British soap Coronation Street now in its 64th year. Australian nighttime soap operas have managed a similar longevity: Neighbours is in its 30th year, while Home and Away is in its 27th year. Much of the analyses of soap operas and serials deals with the narrative and the potential long narrative arcs related to characters and storylines. In contrast to most evening television serials historically, soap operas maintain the continuity from one episode to the next in an unbroken continuity narrative. Evening television serials, such as situation comedies, while maintaining long arcs over their run are episodic in nature: the structure of the story is generally concluded in the given episode with at least partial closure in a manner that is never engaged with in the never-ending soap opera serials.Although there are other cultural forms that deploy seriality in their structures—one can think of comic books and manga as two obvious other connected and highly visible serial sources—online and video games represent the other key media platform of serials in contemporary culture. Once again, a “horizon of expectation” (Jauss and De Man 23) motivates the iteration of new versions of games by the industry. New versions of games are designed to build on gamer loyalties while augmenting the quality and possibilities of the particular game. Game culture and gamers have a different structural relationship to serials which at least Denson and Jahn-Sudmann describe as digital seriality: a new version of a game is also imagined to be technologically more sophisticated in its production values and this transformation of the similitude of game structure with innovation drives the economy of what are often described as “franchises.” New versions of Minecraft as online upgrades or Call of Duty launches draw the literal reinvestment of the gamer. New consoles provide a further push to serialisation of games as they accentuate some transformed quality in gameplay, interaction, or quality of animated graphics. Sports franchises are perhaps the most serialised form of game: to replicate new professional seasons in each major sport, the sports game transforms with a new coterie of players each year.From these various venues, one can see the centrality of seriality in cultural forms. There is no question that one of the dimensions of seriality that transcends these cultural forms is its coordination and intersection with the development of the industrialisation of culture and this understanding of the economic motivation behind series has been explored from some of the earliest analyses of seriality (see Hagedorn; Browne). Also, seriality has been mined extensively in terms of its production of the pleasure of repetition and transformation. The exploration of the popular, whether in studies of readers of romance fiction (Radway), or fans of science fiction television (Tulloch and Jenkins; Jenkins), serials have provided the resource for the exploration of the power of the audience to connect, engage and reconstruct texts.The analysis of the serialisation of character—the production of a public personnage—and its relation to persona surprisingly has been understudied. While certain writers have remarked on the longevity of a certain character, such as Vicky Lord’s 40 year character on the soap opera One Life to Live, and the interesting capacity to maintain both complicated and hidden storylines (de Kosnik), and fan audience studies have looked at the parasocial-familiar relationship that fan and character construct, less has been developed about the relationship of the serial character, the actor and a form of twinned public identity. Seriality does produce a patterning of personnage, a structure of familiarity for the audience, but also a structure of performance for the actor. For instance, in a longitudinal analysis of the character of Fu Manchu, Mayer is able to discern how a patterning of iconic form shapes, replicates, and reiterates the look of Fu Manchu across decades of films (Mayer). Similarly, there has been a certain work on the “taxonomy of character” where the serial character of a television program is analysed in terms of 6 parts: physical traits/appearance; speech patterns, psychological traits/habitual behaviours; interaction with other characters; environment; biography (Pearson quoted in Lotz).From seriality what emerges is a particular kind of “type-casting” where the actor becomes wedded to the specific iteration of the taxonomy of performance. As with other elements related to seriality, serial character performance is also closely aligned to the economic. Previously I have described this economic patterning of performance the “John Wayne Syndrome.” Wayne’s career developed into a form of serial performance where the individual born as Marion Morrison becomes structured into a cultural and economic category that determines the next film role. The economic weight of type also constructs the limits and range of the actor. Type or typage as a form of casting has always been an element of film and theatrical performance; but it is the seriality of performance—the actual construction of a personnage that flows between the fictional and real person—that allows an actor to claim a persona that can be exchanged within the industry. Even 15 years after his death, Wayne remained one of the most popular performers in the United States, his status unrivalled in its close definition of American value that became wedded with a conservative masculinity and politics (Wills).Type and typecasting have an interesting relationship to seriality. From Eisenstein’s original use of the term typage, where the character is chosen to fit into the meaning of the film and the image was placed into its sequence to make that meaning, it generally describes the circumscribing of the actor into their look. As Wojcik’s analysis reveals, typecasting in various periods of theatre and film acting has been seen as something to be fought for by actors (in the 1850s) and actively resisted in Hollywood in 1950 by the Screen Actors Guild in support of more range of roles for each actor. It is also seen as something that leads to cultural stereotypes that can reinforce the racial profiling that has haunted diverse cultures and the dangers of law enforcement for centuries (Wojcik 169-71). Early writers in the study of film acting, emphasised that its difference from theatre was that in film the actor and character converged in terms of connected reality and a physicality: the film actor was less a mask and more a sense of “being”(Kracauer). Cavell’s work suggested film over stage performance allowed an individuality over type to emerge (34). Thompson’s semiotic “commutation” test was another way of assessing the power of the individual “star” actor to be seen as elemental to the construction and meaning of the film role Television produced with regularity character-actors where performance and identity became indissoluble partly because of the sheer repetition and the massive visibility of these seriated performances.One of the most typecast individuals in television history was Leonard Nimoy as Spock in Star Trek: although the original Star Trek series ran for only three seasons, the physical caricature of Spock in the series as a half-Vulcan and half-human made it difficult for the actor Nimoy to exit the role (Laws). Indeed, his famous autobiography riffed on this mis-identity with the forceful but still economically powerful title I am Not Spock in 1975. When Nimoy perceived that his fans thought that he was unhappy in his role as Spock, he published a further tome—I Am Spock—that righted his relationship to his fictional identity and its continued source of roles for the previous 30 years. Although it is usually perceived as quite different in its constitution of a public identity, a very similar structure of persona developed around the American CBS news anchor Walter Cronkite. With his status as anchor confirmed in its power and centrality to American culture in his desk reportage of the assassination and death of President Kennedy in November 1963, Cronkite went on to inhabit a persona as the most trusted man in the United States by the sheer gravitas of hosting the Evening News stripped across every weeknight at 6:30pm for the next 19 years. In contrast to Nimoy, Cronkite became Cronkite the television news anchor, where persona, actor, and professional identity merged—at least in terms of almost all forms of the man’s visibility.From this vantage point of understanding the seriality of character/personnage and how it informs the idea of the actor, I want to provide a longer conclusion about how seriality informs the concept of persona in the contemporary moment. First of all, what this study reveals is the way in which the production of identity is overlaid onto any conception of identity itself. If we can understand persona not in any negative formulation, but rather as a form of productive performance of a public self, then it becomes very useful to see that these very visible public blendings of performance and the actor-self can make sense more generally as to how the public self is produced and constituted. My final and concluding examples will try and elucidate this insight further.In 2013, Netflix launched into the production of original drama with its release of House of Cards. The series itself was remarkable for a number of reasons. First among them, it was positioned as a quality series and clearly connected to the lineage of recent American subscription television programs such as The Sopranos, Six Feet Under, Dexter, Madmen, The Wire, Deadwood, and True Blood among a few others. House of Cards was an Americanised version of a celebrated British mini-series. In the American version, an ambitious party whip, Frank Underwood, manoeuvres with ruthlessness and the calculating support of his wife closer to the presidency and the heart and soul of American power. How the series expressed quality was at least partially in its choice of actors. The role of Frank Underwood was played by the respected film actor Kevin Spacey. His wife, Clare, was played by the equally high profile Robin Warren. Quality was also expressed through the connection of the audience of viewers to an anti-hero: a personnage that was not filled with virtue but moved with Machiavellian acuity towards his objective of ultimate power. This idea of quality emerged in many ways from the successful construction of the character of Tony Soprano by James Gandolfini in the acclaimed HBO television series The Sopranos that reconstructed the very conception of the family in organised crime. Tony Soprano was enacted as complex and conflicted with a sense of right and justice, but embedded in the personnage were psychological tropes and scars, and an understanding of the need for violence to maintain influence power and a perverse but natural sense of order (Martin).The new television serial character now embodied a larger code and coterie of acting: from The Sopranos, there is the underlying sense and sensibility of method acting (see Vineberg; Stanislavski). Gandolfini inhabited the role of Tony Soprano and used the inner and hidden drives and motivations to become the source for the display of the character. Likewise, Spacey inhabits Frank Underwood. In that new habitus of television character, the actor becomes subsumed by the role. Gandolfini becomes both over-determined by the role and his own identity as an actor becomes melded to the role. Kevin Spacey, despite his longer and highly visible history as a film actor is overwhelmed by the televisual role of Frank Underwood. Its serial power, where audiences connect for hours and hours, where the actor commits to weeks and weeks of shoots, and years and years of being the character—a serious character with emotional depth, with psychological motivation that rivals the most visceral of film roles—transforms the actor into a blended public person and the related personnage.This blend of fictional and public life is complex as much for the producing actor as it is for the audience that makes the habitus real. What Kevin Spacey/Frank Underwood inhabit is a blended persona, whose power is dependent on the constructed identity that is at source the actor’s production as much as any institutional form or any writer or director connected to making House of Cards “real.” There is no question that this serial public identity will be difficult for Kevin Spacey to disentangle when the series ends; in many ways it will be an elemental part of his continuing public identity. This is the economic power and risk of seriality.One can see similar blendings in the persona in popular music and its own form of contemporary seriality in performance. For example, Eminem is a stage name for a person sometimes called Marshall Mathers; but Eminem takes this a step further and produces beyond a character in its integration of the personal—a real personnage, Slim Shady, to inhabit his music and its stories. To further complexify this construction, Eminem relies on the production of his stories with elements that appear to be from his everyday life (Dawkins). His characterisations because of the emotional depth he inhabits through his rapped stories betray a connection to his own psychological state. Following in the history of popular music performance where the singer-songwriter’s work is seen by all to present a version of the public self that is closer emotionally to the private self, we once again see how the seriality of performance begins to produce a blended public persona. Rap music has inherited this seriality of produced identity from twentieth century icons of the singer/songwriter and its display of the public/private self—in reverse order from grunge to punk, from folk to blues.Finally, it is worthwhile to think of online culture in similar ways in the production of public personas. Seriality is elemental to online culture. Social media encourage the production of public identities through forms of repetition of that identity. In order to establish a public profile, social media users establish an identity with some consistency over time. The everydayness in the production of the public self online thus resembles the production and performance of seriality in fiction. Professional social media sites such as LinkedIn encourage the consistency of public identity and this is very important in understanding the new versions of the public self that are deployed in contemporary culture. However, much like the new psychological depth that is part of the meaning of serial characters such as Frank Underwood in House of Cards, Slim Shady in Eminem, or Tony Soprano in The Sopranos, social media seriality also encourages greater revelations of the private self via Instagram and Facebook walls and images. We are collectively reconstituted as personas online, seriated by the continuing presence of our online sites and regularly drawn to reveal more and greater depths of our character. In other words, the online persona resembles the new depth of the quality television serial personnage with elaborate arcs and great complexity. Seriality in our public identity is also uncovered in the production of our game avatars where, in order to develop trust and connection to friends in online settings, we maintain our identity and our patterns of gameplay. At the core of this online identity is a desire for visibility, and we are drawn to be “picked up” and shared in some repeatable form across what we each perceive as a meaningful dimension of culture. Through the circulation of viral images, texts, and videos we engage in a circulation and repetition of meaning that feeds back into the constancy and value of an online identity. Through memes we replicate and seriate content that at some level seriates personas in terms of humour, connection and value.Seriality is central to understanding the formation of our masks of public identity and is at least one valuable analytical way to understand the development of the contemporary persona. This essay represents the first foray in thinking through the relationship between seriality and persona.ReferencesBarbour, Kim, and P. David Marshall. “The Academic Online Constructing Persona.” First Monday 17.9 (2012).Browne, Nick. “The Political Economy of the (Super)Text.” Quarterly Review of Film Studies 9.3 (1984): 174-82. Cavell, Stanley. “Reflections on the Ontology of Film.” Movie Acting: The Film Reader. Ed. Wojcik and Pamela Robertson. London: Routledge, 2004 (1979). 29-35.Dawkins, Marcia Alesan. “Close to the Edge: Representational Tactics of Eminem.” The Journal of Popular Culture 43.3 (2010): 463-85.De Kosnik, Abigail. “One Life to Live: Soap Opera Storytelling.” How to Watch Television. Ed. Ethan Thompson and Jason Mittell. New York: New York University Press, 2013. 355-63.Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Journal of Computer Game Culture 7.1 (2013): 1-32.Dixon, Wheeler Winston. “Flash Gordon and the 1930s and 40s Science Fiction Serial.” Screening the Past 11 (2011). 20 May 2014.Goffman, Erving. The Presentation of Self in Everyday Life. Woodstock, New York: The Overlook Press, 1973.Hagedorn, Roger “Technology and Economic Exploitation: The Serial as a Form of Narrative Presentation.” Wide Angle 10. 4 (1988): 4-12.Hayward, Jennifer Poole. Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera. Lexington: University Press of Kentucky, 1997.Heinrich, Nathalie. “Personne, Personnage, Personalité: L'acteur a L'ère De Sa Reproductibilité Technique.” Personne/Personnage. Eds. Thierry Lenain and Aline Wiame. Paris: Librairie Philosophique J. Vrin, 2011. 77-101.Jauss, Hans Robert, and Paul De Man. Toward an Aesthetic of Reception. Brighton: Harvester, 1982.Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. New York: Routledge, 1992.Jung, C. G., et al. Two Essays on Analytical Psychology. 2nd ed. Princeton, N.J.: Princeton University Press, 1966.Kracauer, Siegfried. “Remarks on the Actor.” Movie Acting, the Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004 (1960). 19-27.Leonard Nimoy & Pharrell Williams: Star Trek & Creating Spock. Ep. 12. Reserve Channel. December 2013. Lenain, Thierry, and Aline Wiame (eds.). Personne/Personnage. Librairie Philosophiques J. VRIN, 2011.Lotz, Amanda D. “House: Narrative Complexity.” How to Watch TV. Ed. Ethan Thompson and Jason Mittell. New York: New York University Press, 2013. 22-29.Marshall, P. David. “The Cate Blanchett Persona and the Allure of the Oscar.” The Conversation (2014). 4 April 2014.Marshall, P. David “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-70.Marshall, P. David. “Personifying Agency: The Public–Persona–Place–Issue Continuum.” Celebrity Studies 4.3 (2013): 369-71.Marshall, P. David. “The Promotion and Presentation of the Self: Celebrity as Marker of Presentational Media.” Celebrity Studies 1.1 (2010): 35-48.Marshall, P. David. Celebrity and Power: Fame in Contemporary Culture. 2nd Ed. Minneapolis: University of Minnesota Press, 2014.Martin, Brett. Difficult Men: Behind the Scenes of a Creative Revolution: From The Sopranos and The Wire to Mad Men and Breaking Bad. London: Faber and Faber, 2013.Mayer, R. “Image Power: Seriality, Iconicity and the Mask of Fu Manchu.” Screen 53.4 (2012): 398-417.Nayar, Pramod K. Seeing Stars: Spectacle, Society, and Celebrity Culture. New Delhi; Thousand Oaks, California: Sage Publications, 2009.Nimoy, Leonard. I Am Not Spock. Milbrae, California: Celestial Arts, 1975.Nimoy, Leonard. I Am Spock. 1st ed. New York: Hyperion, 1995.Radway, Janice A. Reading the Romance: Women, Patriarchy, and Popular Literature. Chapel Hill: University of North Carolina Press, 1984.Stanislavski, Constantin. Creating a Role. New York: Routledge, 1989 (1961).Thompson, John O. “Screen Acting and the Commutation Test.” Movie Acting: The Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004 (1978). 37-48.Tulloch, John, and Henry Jenkins. Science Fiction Audiences: Watching Doctor Who and Star Trek. London; New York: Routledge, 1995.Vineberg, Steve. Method Actors: Three Generations of an American Acting Style. New York; Toronto: Schirmer Books, 1991.Wills, Garry. John Wayne’s America: The Politics of Celebrity. New York: Simon & Schuster, 1997.Wojcik, Pamela Robertson. “Typecasting.” Movie Acting: The Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004. 169-89.
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Rushkoff, Douglas. "Coercion." M/C Journal 6, no. 3 (June 1, 2003). http://dx.doi.org/10.5204/mcj.2193.

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Abstract:
The brand began, quite literally, as a method for ranchers to identify their cattle. By burning a distinct symbol into the hide of a baby calf, the owner could insure that if it one day wandered off his property or was stolen by a competitor, he’d be able to point to that logo and claim the animal as his rightful property. When the manufacturers of products adopted the brand as a way of guaranteeing the quality of their goods, its function remained pretty much the same. Buying a package of oats with the Quaker label meant the customer could trace back these otherwise generic oats to their source. If there was a problem, he knew where he could turn. More important, if the oats were of satisfactory or superior quality, he knew where he could get them again. Trademarking a brand meant that no one else could call his oats Quaker. Advertising in this innocent age simply meant publicizing the existence of one’s brand. The sole objective was to increase consumers awareness of the product or company that made it. Those who even thought to employ specialists for the exclusive purpose of writing ad copy hired newspaper reporters and travelling salesmen, who knew how to explain the attributes of an item in words that people tended to remember. It wasn’t until 1922 that a preacher and travelling “medicine show” salesman-turned-copywriter named Claude Hopkins decided that advertising should be systematized into a science. His short but groundbreaking book Scientific Advertising proposed that the advertisement is merely a printed extension of the salesman¹s pitch and should follow the same rules. Hopkins believed in using hard descriptions over hype, and text over image: “The more you tell, the more you sell” and “White space is wasted space” were his mantras. Hopkins believed that any illustrations used in an ad should be directly relevant to the product itself, not just a loose or emotional association. He insisted on avoiding “frivolity” at all costs, arguing that “no one ever bought from a clown.” Although some images did appear in advertisements and on packaging as early as the 1800s - the Quaker Oats man showed up in 1877 - these weren¹t consciously crafted to induce psychological states in customers. They were meant just to help people remember one brand over another. How better to recall the brand Quaker than to see a picture of one? It wasn’t until the 1930s, 1940s, and 1950s, as Americans turned toward movies and television and away from newspapers and radio, that advertisers’ focus shifted away from describing their brands and to creating images for them. During these decades, Midwestern adman Leo Burnett concocted what is often called the Chicago school of advertising, in which lovable characters are used to represent products. Green Giant, which was originally just the Minnesota Valley Canning Company’s code name for an experimental pea, became the Jolly Green Giant in young Burnett’s world of animated characters. He understood that the figure would make a perfect and enticing brand image for an otherwise boring product and could also serve as a mnemonic device for consumers. As he watched his character grow in popularity, Burnett discovered that the mythical figure of a green giant had resonance in many different cultures around the world. It became a kind of archetype and managed to penetrate the psyche in more ways than one. Burnett was responsible for dozens of character-based brand images, including Tony the Tiger, Charlie the Tuna, Morris the Cat, and the Marlboro Man. In each case, the character creates a sense of drama, which engages the audience in the pitch. This was Burnett’s great insight. He still wanted to sell a product based on its attributes, but he knew he had to draw in his audience using characters. Brand images were also based on places, like Hidden Valley Ranch salad dressing, or on recognizable situations, such as the significant childhood memories labelled “Kodak moments” or a mother nurturing her son on a cold day, a defining image for Campbell’s soup. In all these cases, however, the moment, location, or character went only so far as to draw the audience into the ad, after which they would be subjected to a standard pitch: ‘Soup is good food’, or ‘Sorry, Charlie, only the best tuna get to be Starkist’. Burnett saw himself as a homespun Midwesterner who was contributing to American folklore while speaking in the plain language of the people. He took pride in the fact that his ads used words like “ain’t”; not because they had some calculated psychological effect on the audience, but because they communicated in a natural, plainspoken style. As these methods found their way to Madison Avenue and came to be practiced much more self-consciously, Burnett¹s love for American values and his focus on brand attributes were left behind. Branding became much more ethereal and image-based, and ads only occasionally nodded to a product’s attributes. In the 1960s, advertising gurus like David Ogilvy came up with rules about television advertising that would have made Claude Hopkins shudder. “Food in motion” dictated that food should always be shot by a moving camera. “Open with fire” meant that ads should start in a very exciting and captivating way. Ogilvy told his creatives to use supers - text superimposed on the screen to emphasize important phrases and taglines. All these techniques were devised to promote brand image, not the product. Ogilvy didn’t believe consumers could distinguish between products were it not for their images. In Ogilvy on Advertising, he explains that most people cannot tell the difference between their own “favourite” whiskey and the closest two competitors’: ‘Have they tried all three and compared the taste? Don¹t make me laugh. The reality is that these three brands have different images which appeal to different kinds of people. It isn¹t the whiskey they choose, it’s the image. The brand image is ninety percent of what the distiller has to sell.’ (Ogilvy, 1993). Thus, we learned to “trust our car to the man who wears the star” not because Texaco had better gasoline than Shell, but because the company’s advertisers had created a better brand image. While Burnett and his disciples were building brand myths, another school of advertisers was busy learning about its audience. Back in the 1920s, Raymond Rubicam, who eventually founded the agency Young and Rubicam, thought it might be interesting to hire a pollster named Dr. Gallup from Northwestern University to see what could be gleaned about consumers from a little market research. The advertising industry’s version of cultural anthropology, or demographics, was born. Like the public-relations experts who study their target populations in order to manipulate them later, marketers began conducting polls, market surveys, and focus groups on the segments of the population they hoped to influence. And to draw clear, clean lines between demographic groups, researchers must almost always base distinctions on four factors: race, age, sex, and wages. Demographic research is reductionist by design. I once consulted to an FM radio station whose station manager wanted to know, “Who is our listener?” Asking such a question reduces an entire listenership down to one fictional person. It’s possible that no single individual will ever match the “customer profile” meant to apply to all customers, which is why so much targeted marketing often borders on classist, racist, and sexist pandering. Billboards for most menthol cigarettes, for example, picture African-Americans because, according to demographic research, black people prefer them to regular cigarettes. Microsoft chose Rolling Stones songs to launch Windows 95, a product targeted at wealthy baby boomers. “The Women’s Global Challenge” was an advertising-industry-created Olympics for women, with no purpose other than to market to active females. By the 1970s, the two strands of advertising theory - demographic research and brand image - were combined to develop campaigns that work on both levels. To this day, we know to associate Volvos with safety, Dr. Pepper with individuality, and Harley-Davidson with American heritage. Each of these brand images is crafted to appeal to the target consumer’s underlying psychological needs: Volvo ads are aimed at upper-middle-class white parents who fear for their children’s health and security, Dr. Pepper is directed to young nonconformists, and the Harley-Davidson image supports its riders’ self-perception as renegades. Today’s modern (or perhaps postmodern) brands don’t invent a corporate image on their own; they appropriate one from the media itself, such as MetLife did with Snoopy, Butterfinger did with Bart Simpson, or Kmart did by hiring Penny Marshall and Rosie O’Donnell. These mascots were selected because their perceived characteristics match the values of their target consumers - not the products themselves. In the language of today’s marketers, brand images do not reflect on products but on advertisers’ perceptions of their audiences’ psychology. This focus on audience composition and values has become the standard operating procedure in all of broadcasting. When Fox TV executives learned that their animated series “King of the Hill”, about a Texan propane distributor, was not faring well with certain demographics, for example, they took a targeted approach to their character’s rehabilitation. The Brandweek piece on Fox’s ethnic campaign uncomfortably dances around the issue. Hank Hill is the proverbial everyman, and Fox wants viewers to get comfortable with him; especially viewers in New York, where “King of the Hill”’s homespun humor hasn’t quite caught on with the young urbanites. So far this season, the show has pulled in a 10.1 rating/15 share in households nationally, while garnering a 7.9 rating/12 share in New York (Brandweek, 1997) As far as Fox was concerned, while regular people could identify with the network’s new “everyman” character, New Yorkers weren’t buying his middle-American patter. The television show’s ratings proved what TV executives had known all along: that New York City’s Jewish demographic doesn’t see itself as part of the rest of America. Fox’s strategy for “humanizing” the character to those irascible urbanites was to target the group’s ethnographic self-image. Fox put ads for the show on the panels of sidewalk coffee wagons throughout Manhattan, with the tagline “Have a bagel with Hank”. In an appeal to the target market’s well-developed (and well-researched) cynicism, Hank himself is shown saying, “May I suggest you have that with a schmear”. The disarmingly ethnic humor here is meant to underscore the absurdity of a Texas propane salesman using a Jewish insider’s word like “schmear.” In another Upper West Side billboard, Hank’s son appeals to the passing traffic: “Hey yo! Somebody toss me up a knish!” As far as the New York demographic is concerned, these jokes transform the characters from potentially threatening Southern rednecks into loveable hicks bending over backward to appeal to Jewish sensibilities, and doing so with a comic and, most important, nonthreatening inadequacy. Today, the most intensely targeted demographic is the baby - the future consumer. Before an average American child is twenty months old, he can recognize the McDonald’s logo and many other branded icons. Nearly everything a toddler encounters - from Band-Aids to underpants - features the trademarked characters of Disney or other marketing empires. Although this target market may not be in a position to exercise its preferences for many years, it pays for marketers to imprint their brands early. General Motors bought a two-page ad in Sports Illustrated for Kids for its Chevy Venture minivan. Their brand manager rationalized that the eight-to-fourteen-year-old demographic consists of “back-seat consumers” (Leonhardt, 1997). The real intention of target marketing to children and babies, however, goes deeper. The fresh neurons of young brains are valuable mental real estate to admen. By seeding their products and images early, the marketers can do more than just develop brand recognition; they can literally cultivate a demographic’s sensibilities as they are formed. A nine-year-old child who can recognize the Budweiser frogs and recite their slogan (Bud-weis-er) is more likely to start drinking beer than one who can remember only Tony the Tiger yelling, “They¹re great!” (Currently, more children recognize the frogs than Tony.) This indicates a long-term coercive strategy. The abstraction of brand images from the products they represent, combined with an increasing assault on our demographically targeted psychological profiles, led to some justifiable consumer paranoia by the 1970s. Advertising was working on us in ways we couldn’t fully understand, and people began to look for an explanation. In 1973, Wilson Bryan Key, a communications researcher, wrote the first of four books about “subliminal advertising,” in which he accused advertisers of hiding sexual imagery in ice cubes, and psychoactive words like “sex” onto the airbrushed surfaces of fashion photographs. Having worked on many advertising campaigns from start to finish, in close proximity to everyone from copywriters and art directors to printers, I can comfortably put to rest any rumours that major advertising agencies are engaging in subliminal campaigns. How do images that could be interpreted as “sexual” show up in ice cubes or elbows? The final photographs chosen for ads are selected by committee out of hundreds that are actually shot. After hours or days of consideration, the group eventually feels drawn to one or two photos out of the batch. Not surprising, these photos tend to have more evocative compositions and details, but no penises, breasts, or skulls are ever superimposed onto the images. In fact, the man who claims to have developed subliminal persuasion, James Vicary, admitted to Advertising Age in 1984 that he had fabricated his evidence that the technique worked in order to drum up business for his failing research company. But this confession has not assuaged Key and others who relentlessly, perhaps obsessively, continue to pursue those they feel are planting secret visual messages in advertisements. To be fair to Key, advertisers have left themselves open to suspicion by relegating their work to the abstract world of the image and then targeting consumer psychology so deliberately. According to research by the Roper Organization in 1992, fifty-seven percent of American consumers still believe that subliminal advertising is practiced on a regular basis, and only one in twelve think it “almost never” happens. To protect themselves from the techniques they believe are being used against them, the advertising audience has adopted a stance of cynical suspicion. To combat our increasing awareness and suspicion of demographic targeting, marketers have developed a more camouflaged form of categorization based on psychological profiles instead of race and age. Jim Schroer, the executive director of new marketing strategy at Ford explains his abandonment of broad-demographic targeting: ‘It’s smarter to think about emotions and attitudes, which all go under the term: psychographics - those things that can transcend demographic groups.’ (Schroer, 1997) Instead, he now appeals to what he calls “consumers’ images of themselves.” Unlike broad demographics, the psychographic is developed using more narrowly structured qualitative-analysis techniques, like focus groups, in-depth interviews, and even home surveillance. Marketing analysts observe the behaviors of volunteer subjects, ask questions, and try to draw causal links between feelings, self-image, and purchases. A company called Strategic Directions Group provides just such analysis of the human psyche. In their study of the car-buying habits of the forty-plus baby boomers and their elders, they sought to define the main psychological predilections that human beings in this age group have regarding car purchases. Although they began with a demographic subset of the overall population, their analysis led them to segment the group into psychographic types. For example, members of one psychographic segment, called the ³Reliables,² think of driving as a way to get from point A to point B. The “Everyday People” campaign for Toyota is aimed at this group and features people depending on their reliable and efficient little Toyotas. A convertible Saab, on the other hand, appeals to the ³Stylish Fun² category, who like trendy and fun-to-drive imports. One of the company’s commercials shows a woman at a boring party fantasizing herself into an oil painting, where she drives along the canvas in a sporty yellow Saab. Psychographic targeting is more effective than demographic targeting because it reaches for an individual customer more directly - like a fly fisherman who sets bait and jiggles his rod in a prescribed pattern for a particular kind of fish. It’s as if a marketing campaign has singled you out and recognizes your core values and aspirations, without having lumped you into a racial or economic stereotype. It amounts to a game of cat-and-mouse between advertisers and their target psychographic groups. The more effort we expend to escape categorization, the more ruthlessly the marketers pursue us. In some cases, in fact, our psychographic profiles are based more on the extent to which we try to avoid marketers than on our fundamental goals or values. The so-called “Generation X” adopted the anti-chic aesthetic of thrift-store grunge in an effort to find a style that could not be so easily identified and exploited. Grunge was so self-consciously lowbrow and nonaspirational that it seemed, at first, impervious to the hype and glamour normally applied swiftly to any emerging trend. But sure enough, grunge anthems found their way onto the soundtracks of television commercials, and Dodge Neons were hawked by kids in flannel shirts saying “Whatever.” The members of Generation X are putting up a good fight. Having already developed an awareness of how marketers attempt to target their hearts and wallets, they use their insight into programming to resist these attacks. Unlike the adult marketers pursuing them, young people have grown up immersed in the language of advertising and public relations. They speak it like natives. As a result, they are more than aware when a commercial or billboard is targeting them. In conscious defiance of demographic-based pandering, they adopt a stance of self-protective irony‹distancing themselves from the emotional ploys of the advertisers. Lorraine Ketch, the director of planning in charge of Levi¹s trendy Silvertab line, explained, “This audience hates marketing that’s in your face. It eyeballs it a mile away, chews it up and spits it out” (On Advertising, 1998). Chiat/Day, one of the world’s best-known and experimental advertising agencies, found the answer to the crisis was simply to break up the Gen-X demographic into separate “tribes” or subdemographics - and include subtle visual references to each one of them in the ads they produce for the brand. According to Levi’s director of consumer marketing, the campaign meant to communicate, “We really understand them, but we are not trying too hard” (On Advertising, 1998). Probably unintentionally, Ms. Ketch has revealed the new, even more highly abstract plane on which advertising is now being communicated. Instead of creating and marketing a brand image, advertisers are creating marketing campaigns about the advertising itself. Silvertab’s target market is supposed to feel good about being understood, but even better about understanding the way they are being marketed to. The “drama” invented by Leo Burnett and refined by David Ogilvy and others has become a play within a play. The scene itself has shifted. The dramatic action no longer occurs between the audience and the product, the brand, or the brand image, but between the audience and the brand marketers. As audiences gain even more control over the media in which these interactive stories unfold, advertising evolves ever closer to a theatre of the absurd. excerpted from Coercion: Why We Listen to What "They" Say)? Works Cited Ogilvy, David. Ogilvy on Advertising. New York: Vintage, 1983. Brandweek Staff, "Number Crunching, Hollywood Style," Brandweek. October 6, 1997. Leonhardt, David, and Kathleen Kerwin, "Hey Kid, Buy This!" Business Week. June 30, 1997 Schroer, Jim. Quoted in "Why We Kick Tires," by Carol Morgan and Doron Levy. Brandweek. Sept 29, 1997. "On Advertising," The New York Times. August 14, 1998 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Rushkoff, Douglas. "Coercion " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0306/06-coercion.php>. APA Style Rushkoff, D. (2003, Jun 19). Coercion . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0306/06-coercion.php>
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16

Finn, Mark. "Computer Games and Narrative Progression." M/C Journal 3, no. 5 (October 1, 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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17

Schmid, David. "Murderabilia." M/C Journal 7, no. 5 (November 1, 2004). http://dx.doi.org/10.5204/mcj.2430.

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Online shopping is all the rage these days and the murderabilia industry in particular, which specializes in selling serial killer artifacts, is booming. At Spectre Studios, sculptor David Johnson sells flexible plastic action figures of Ted Bundy, Jeffrey Dahmer, and John Wayne Gacy and plans to produce a figure of Jack the Ripper in the future. Although some might think that making action figures of serial killers is tasteless, Johnson hastens to assure the potential consumer that he does have standards: “I wouldn’t do Osama bin Laden . . . I have some personal qualms about that” (Robinson). At Serial Killer Central, you can buy a range of items made by serial killers themselves, including paintings and drawings by Angelo Buono (one of the “Hillside Stranglers”) and Henry Lee Lucas. For the more discerning consumer, Supernaught.com charges a mere $300 for a brick from Dahmer’s apartment building, while a lock of Charles Manson’s hair is a real bargain at $995, shipping and handling not included. The sale of murderabilia is just a small part of the huge serial killer industry that has become a defining feature of American popular culture over the last twenty-five years. This industry is, in turn, a prime example of what Mark Seltzer has described as “wound culture,” consisting of a “public fascination with torn and open bodies and torn and opened persons, a collective gathering around shock, trauma, and the wound” (1). According to Seltzer, the serial killer is “one of the superstars of our wound culture” (2) and his claim is confirmed by the constant stream of movies, books, magazines, television shows, websites, t-shirts, and a tsunami of ephemera that has given the figure of the serial murderer an unparalleled degree of visibility and fame in the contemporary American public sphere. In a culture defined by celebrity, serial killers like Bundy, Dahmer and Gacy are the biggest stars of all, instantly recognized by the vast majority of Americans. Not surprisingly, murderabilia has been the focus of a sustained critique by the (usually self-appointed) guardians of ‘decency’ in American culture. On January 2, 2003 The John Walsh Show, the daytime television vehicle of the long-time host of America’s Most Wanted, featured an “inside look at the world of ‘murderabilia,’ which involves the sale of artwork, personal effects and letters from well-known killers” (The John Walsh Show Website). Featured guests included Andy Kahan, Director of the Mayor’s Crime Victim Assistance Office in Houston, Texas; ‘Thomas,’ who was horrified to find hair samples from “The Railroad Killer,” the individual who killed his mother, for sale on the Internet; Elmer Wayne Henley, a serial killer who sells his artwork to collectors; Joe, who runs “Serial Killer Central” and sells murderabilia from a wide range of killers, and Harold Schechter, a professor of English at Queens College, CUNY. Despite the program’s stated intention to “look at both sides of the issue,” the show was little more than a jeremiad against the murderabilia industry, with the majority of airtime being given to Andy Kahan and to the relatives of crime victims. The program’s bias was not lost on many of those who visited Joe’s Serial Killer Central site and left messages on the message board on the day The John Walsh Show aired. There were some visitors who shared Walsh’s perspective. A message from “serialkillersshouldnotprofit@aol.com,” for example, stated that “you will rot in hell with these killers,” while “Smithpi@hotmail.com” had a more elaborate critique: “You should pull your site off the net. I just watched the John Walsh show and your [sic] a fucking idiot. I hope your [sic] never a victim, because if you do [sic] then you would understand what all those people were trying to tell you. You [sic] a dumb shit.” Most visitors, however, sympathized with the way Joe had been treated on the show: “I as well [sic] saw you on the John Walsh show, you should [sic] a lot of courage going on such a one sided show, and it was shit that they wouldnt [sic] let you talk, I would have walked off.” But whether the comments were positive or negative, one thing was clear: The John Walsh Show had created a great deal of interest in the Serial Killer Central site. As one of the messages put it, “I think that anything [sic] else he [John Walsh] has put a spark in everyones [sic] curiousity [sic] . . . I have noticed that you have more hits on your page today than any others [sic].” Apparently, even the most explicit rejection and condemnation of serial killer celebrity finds itself implicated in (and perhaps even unwittingly encouraging the growth of) that celebrity. John Walsh’s attack on the murderabilia industry was the latest skirmish in a campaign that has been growing steadily since the late 1990s. One of the campaign’s initial targets was the internet trading site eBay, which was criticized for allowing serial killer-related products to be sold online. In support of such criticism, conservative victims’ rights and pro-death penalty organizations like “Justice For All” organized online petitions against eBay. In November 2000, Business Week Online featured an interview with Andy Kahan in which he argued that the online sale of murderabilia should be suppressed: “The Internet just opens it all up to millions and millions more potential buyers and gives easy access to children. And it sends a negative message to society. What does it say about us? We continue to glorify killers and continue to put them in the mainstream public. That’s not right” (Business Week). Eventually bowing to public pressure, eBay decided to ban the sale of murderabilia items in May 2001, forcing the industry underground, where it continues to be pursued by the likes of John Walsh. Apart from highlighting how far the celebrity culture around serial killers has developed (so that one can now purchase the nail clippings and hair of some killers, as if they are religious icons), focusing on the ongoing debate around the ethics of murderabilia also emphasizes how difficult it is to draw a neat line between those who condemn and those who participate in that culture. Quite apart from the way in which John Walsh’s censoriousness brought more visitors to the Serial Killer Central site, one could also argue that few individuals have done more to disseminate information about violent crime in general and serial murder in particular to mainstream America than John Walsh. Of course, this information is presented in the unimpeachably moral context of fighting crime, but controversial features of America’s Most Wanted, such as the dramatic recreations of crime, pander to the same prurient public interest in crime that the program simultaneously condemns. An ABCNews.Com article on murderabilia inadvertently highlights the difficulty of distinguishing a legitimate from an illegitimate interest in serial murder by quoting Rick Staton, one of the biggest collectors and dealers of murderabilia in the United States, who emphasizes that the people he sells to are not “ghouls and creeps [who] crawl out of the woodwork”, but rather “pretty much your average Joe Blow.” Even his family, Staton goes on to say, who profess to be disgusted by what he does, act very differently in practice: “The minute they step into this room, they are glued to everything in here and they are asking questions and they are genuinely intrigued by it . . . So it makes me wonder: Am I the one who is so abnormal, or am I pretty normal?” (ABCNews.Com). To answer Staton’s question, we need to go back to 1944, when sociologist Leo Lowenthal published an essay entitled “Biographies in Popular Magazines,” an essay he later reprinted as a chapter in his 1961 book, Literature, Popular Culture And Society, under a new title: “The Triumph of Mass Idols.” Lowenthal argues that biographies in popular magazines underwent a striking change between 1901 and 1941, a change that signals the emergence of a new social type. According to Lowenthal, the earlier biographies indicate that American society’s heroes at the time were “idols of production” in that “they stem from the productive life, from industry, business, and natural sciences. There is not a single hero from the world of sports and the few artists and entertainers either do not belong to the sphere of cheap or mass entertainment or represent a serious attitude toward their art” (112-3). Sampling biographies in magazines from 1941, however, Lowenthal reaches a very different conclusion: “We called the heroes of the past ‘idols of production’: we feel entitled to call the present-day magazine heroes ‘idols of consumption’” (115). Unlike the businessmen, industrialists and scientists who dominated the earlier sample, almost every one of 1941’s heroes “is directly, or indirectly, related to the sphere of leisure time: either he does not belong to vocations which serve society’s basic needs (e.g., the worlds of entertainment and sport), or he amounts, more or less, to a caricature of a socially productive agent” (115). Lowenthal leaves his reader in no doubt that he sees the change from “idols of production” to “idols of consumption” as a serious decline: “If a student in some very distant future should use popular magazines of 1941 as a source of information as to what figures the American public looked to in the first stages of the greatest crisis since the birth of the Union, he would come to a grotesque result . . . the idols of the masses are not, as they were in the past, the leading names in the battle of production, but the headliners of the movies, the ball parks, and the night clubs” (116). With Lowenthal in mind, when one considers the fact that the serial killer is generally seen, in Richard Tithecott’s words, as “deserving of eternal fame, of media attention on a massive scale, of groupies” (144), one is tempted to describe the advent of celebrity serial killers as a further decline in the condition of American culture’s “mass idols.” The serial killer’s relationship to consumption, however, is too complex to allow for such a hasty judgment, as the murderabilia industry indicates. Throughout the edition of The John Walsh Show that attacked murderabilia, Walsh showed clips of Collectors, a recent documentary about the industry. Collectors is distributed by a small company named Abject Films and on their website the film’s director, Julian P. Hobbs, discusses some of the multiple connections between serial killing and consumerism. Hobbs points out that the serial killer is connected with consumerism in the most basic sense that he has become a commodity, “a merchandising phenomenon that rivals Mickey Mouse. From movies to television, books to on-line, serial killers are packaged and consumed en-masse” (Abject Films). But as Hobbs goes on to argue, serial killers themselves can be seen as consumers, making any representations of them implicated in the same consumerist logic: “Serial killers come into being by fetishizing and collecting artifacts – usually body parts – in turn, the dedicated collector gathers scraps connected with the actual events and so, too, a documentary a collection of images” (Abject Films). Along with Rick Staton, Hobbs implies that no one can avoid being involved with consumerism in relation to serial murder, even if one’s reasons for getting involved are high-minded. For example, when Jeffrey Dahmer was murdered in prison in 1994, the families of his victims were delighted but his death also presented them with something of a problem. Throughout the short time Dahmer was in prison, there had been persistent rumors that he was in negotiations with both publishers and movie studios about selling his story. If such a deal had ever been struck, legal restrictions would have prevented Dahmer from receiving any of the money; instead, it would have been distributed among his victims’ families. Dahmer’s murder obviously ended this possibility, so the families explored another option: going into the murderabilia business by auctioning off Dahmer’s property, including such banal items as his toothbrush, but also many items he had used in commission of the murders, such as a saw, a hammer, the 55-gallon vat he used to decompose the bodies, and the refrigerator where he stored the hearts of his victims. Although the families’ motives for suggesting this auction may have been noble, they could not avoid participating in what Mark Pizzato has described as “the prior fetishization of such props and the consumption of [Dahmer’s] cannibal drama by a mass audience” (91). When the logic of consumerism dominates, is anyone truly innocent, or are there just varying degrees of guilt, of implication? The reason why it is impossible to separate neatly ‘legitimate’ and ‘illegitimate’ expressions of interest in famous serial killers is the same reason why the murderabilia industry is booming; in the words of a 1994 National Examiner headline: “Serial Killers Are as American as Apple Pie.” Christopher Sharrett has suggested that: “Perhaps the fetish status of the criminal psychopath . . . is about recognizing the serial killer/mass murderer not as social rebel or folk hero . . . but as the most genuine representative of American life” (13). The enormous resistance to recognizing the representativeness of serial killers in American culture is fundamental to the appeal of fetishizing serial killers and their artifacts. As Sigmund Freud has explained, the act of disavowal that accompanies the formation of a fetish allows a perception (in this case, the Americanness of serial killers) to persist in a different form rather than being simply repressed (352-3). Consequently, just like the sexual fetishists discussed by Freud, although we may recognize our interest in serial killers “as an abnormality, it is seldom felt by [us] as a symptom of an ailment accompanied by suffering” (351). On the contrary, we are usually, in Freud’s words, “quite satisfied” (351) with our interest in serial killers precisely because we have turned them into celebrities. It is our complicated relationship with celebrities, affective as well as intellectual, composed of equal parts admiration and resentment, envy and contempt, that provides us with a lexicon through which we can manage our appalled and appalling fascination with the serial killer, contemporary American culture’s ultimate star. References ABCNews.Com. “Killer Collectibles: Inside the World of ‘Murderabilia.” 7 Nov. 2001. American Broadcasting Company. 9 May 2003 http://www.abcnews.com>. AbjectFilms.Com. “Collectors: A Film by Julian P. Hobbs.” Abject Films. 9 May 2003 http://www.abjectfilms.com/collectors.html>. BusinessWeek Online. 20 Nov. 2000. Business Week. 9 May 2003 http://www.businessweek.com/2000/00_47/b3708056.htm>. Freud, Sigmund. “Fetishism.” On Sexuality. Trans. James Strachey. London: Penguin Books, 1977. 351-7. The John Walsh Show. Ed. Click Active Media. 2 Jan. 2003. 9 May 2003 http://www.johnwalsh.tv/cgi-bin/topics/today/cgi?id=90>. Lowenthal, Leo. “The Triumph of Mass Idols.” Literature, Popular Culture and Society. Englewood Cliffs, NJ: Prentice-Hall, 1961. 109-40. National Examiner. “Serial Killers Are as American as Apple Pie.” 7 Jun. 1994: 7. Pizzato, Mark. “Jeffrey Dahmer and Media Cannibalism: The Lure and Failure of Sacrifice.” Mythologies of Violence in Postmodern Media. Ed. Christopher Sharrett. Detroit: Wayne State UP, 1999. 85-118. Robinson, Bryan. “Murder Incorporated: Denver Sculptor’s Serial Killer Action Figures Bringing in Profits and Raising Ire.” ABCNews.Com 25 Mar. 2002. American Broadcasting Company. 27 Apr. 2003 http://abcnews.com/>. Seltzer, Mark. Serial Killers: Death and Life in America’s Wound Culture. New York: Routledge, 1998. Sharrett, Christopher. “Introduction.” Mythologies of Violence in Postmodern Media. Ed. Christopher Sharrett. Detroit: Wayne State UP, 1999. 9-20. Tithecott, Richard. Of Men and Monsters: Jeffrey Dahmer and the Construction of the Serial Killer. Madison: U of Wisconsin P, 1997. Citation reference for this article MLA Style Schmid, David. "Murderabilia: Consuming Fame." M/C Journal 7.5 (2004). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0411/10-schmid.php>. APA Style Schmid, D. (Nov. 2004) "Murderabilia: Consuming Fame," M/C Journal, 7(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0411/10-schmid.php>.
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