Journal articles on the topic 'Instalment price'

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1

Sultana, Shirin, Abu Hashan Md Mashud, Yosef Daryanto, Sujan Miah, Adel Alrasheedi, and Ibrahim M. Hezam. "The Role of the Discount Policy of Prepayment on Environmentally Friendly Inventory Management." Fractal and Fractional 6, no. 1 (January 2, 2022): 26. http://dx.doi.org/10.3390/fractalfract6010026.

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Nowadays, more and more consumers consider environmentally friendly products in their purchasing decisions. Companies need to adapt to these changes while paying attention to standard business systems such as payment terms. The purpose of this study is to optimize the entire profit function of a retailer and to find the optimal selling price and replenishment cycle when the demand rate depends on the price and carbon emission reduction level. This study investigates an economic order quantity model that has a demand function with a positive impact of carbon emission reduction besides the selling price. In this model, the supplier requests payment in advance on the purchased cost while offering a discount according to the payment in the advanced decision. Three different types of payment-in-advance cases are applied: (1) payment in advance with equal numbers of instalments, (2) payment in advance with a single instalment, and (3) the absence of payment in advance. Numerical examples and sensitivity analysis illustrate the proposed model. Here, the total profit increases for all three cases with higher values of carbon emission reduction level. Further, the study finds that the profit becomes maximum for case 2, whereas the selling price and cycle length become minimum. This study considers the sustainable inventory model with payment-in-advance settings when the demand rate depends on the price and carbon emission reduction level. From the literature review, no researcher has undergone this kind of study in the authors’ knowledge.
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Böhler, Elisabeth. "BGH, Urteil vom 22.12.1999 — Zur “Ablieferung” der Kaufsache beim Kauf von Standard-Software." European Review of Private Law 10, Issue 5 (October 1, 2002): 709–15. http://dx.doi.org/10.54648/5103430.

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Delivery of the goods in a sale of standard software. The decision of the German Federal Supreme Court was based on the following set of facts: On 15.7.1991the claimant delivered a payroll programme that it had developed to the defendant for a price of 200,000 DM (= ca. 100,000 euro), payable in four instalments. The programme was first capable of being called up on the defendant's data processing equipment in August 1991 and, after debugging by the claimant, the programme was capable of running in a limited way on the defendant's equipment from 22 October 1991. In the meantime the defendant paid the claimant the first instalment. In a letter of 11 December 1991 the defendant complained about further bugs in the programme and sought their correction. The claimant brought proceedings for the payment of the remainder of the sale price in an amount of ca. 150,000, — euro plus interest. The defendant claimed rescission of the contract and in a counterclaim sought restitution of the first instalment, plus interest, and the return of the payroll programme. The Landgericht found for the claimant and rejected the counterclaim. Appeals to the Court of Appeal and the Supreme Court were fruitless. The Supreme Court explained in its decision that §§ 433, 359 ff BGB and § 377 HGB were to be applied, at least by analogy. As in other sale cases, in the case of a sale of standard software the goods were “delivered”, in the absence of agreement to the contrary, when they were placed by the seller — with the intention of performing the contract — within the sphere of power of the purchaser in such a way that the latter could examine them for the existence of faults. In the absence of any appropriate legal ground, for which there was also no sufficient need, and contrary to other opinions expressed in the legal literature on the question of “delivery”, the matter was not to be assessed by reference to whether a largely trouble-free trial run of the programme had been carried out, nor was it decisive whether the software had appeared to be bug free in a detailed test phase carried out while it was still with the claimant. Thus the software was delivered on 15 July 1991. The fact that some online-help functions were still unavailable did not affect this conclusion, since their absence influenced the usability of the programme and made the software faulty. At the end of the debugging process it was agreed between the parties on 22 October 1991 that the programme was — even though to a limited extent — capable of running and it was up to the defendant, according to § 377 HGB to check the goods again and to complain about faults without delay. Its complaints of 11 December 1991 did not however satisfy this requirement. The following author examines the judgment from the point of view of Austrian law.
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Chirica, Simona. "‘Green’ obligations regarding new constructions and their impact on the real-estate market." Proceedings of the International Conference on Business Excellence 13, no. 1 (May 1, 2019): 560–66. http://dx.doi.org/10.2478/picbe-2019-0049.

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Abstract The fight for reducing green gas emissions and energy dependency requires the application of additional obligations for new constructions. From this perspective, starting from the 31st of December 2020 building permits for new constructions in the private sector shall be issued only if their energy consume is close to zero. Additionally, the recovery level of non-dangerous waste resulting from construction and demolition activities must reach until the 31st of December 2020 a percentage of minimum 70%. Also, with respect to residential and non-residential buildings, new and also buildings undergoing major renovation, the real-estate developers must take into consideration the obligations regarding the instalment of electrical recharging points for electrical vehicles. These additional obligations will have a direct impact upon the construction price and will certainly influence the real-estate market.
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Budiharseno, Rianmahardhika Sahid. "Determining Factors on the Repurchase Decision on Low End Smartphones in Asia Pacific Regions: An Indonesian Case." Academic Journal of Interdisciplinary Studies 10, no. 4 (July 8, 2021): 154. http://dx.doi.org/10.36941/ajis-2021-0106.

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Nowadays, consumers are more aware regarding their decision to purchase a product, either for short-term or long-term use. There are several factors that lead the desire to repurchase in consumer perspective. This study tried to investigate the factors of price, experiential value, brand name, e-WOM, perceived value and perceived brand image as some variables deemed to have significant influences on the consumer repurchase behavior. This analysis uses quantitative analysis through AMOS analysis within 310 datasets to execute the hypothesis. The results of this research are defined that the price discount did not affect both on perceived brand image and value. The hypotheses testing showed that experiential value, brand name, e-WOM, perceived value and perceived brand image have significant effects on the consumer repurchase behavior. The practical implications posed that the growth of micro-financial companies which provided low down payment and long instalment without any discount offered are well accepted by consumer. The results of this study can be used as a direction for further study. Received: 4 March 2021 / Accepted: 6 May 2021 / Published: 8 July 2021
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5

Saad-Filho, Alfredo, and Ben Fine. "Twixt Ricardo and Rubin: Debating Kincaid Once More." Historical Materialism 17, no. 3 (2009): 192–207. http://dx.doi.org/10.1163/146544609x12469428108628.

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AbstractOur final instalment in the debate with Jim Kincaid argues that his value-analysis suffers from weaknesses associated with both Ricardian and Rubinesque (mis-)interpretations of Marx. These approaches are methodologically flawed, because value-theory does not draw upon externally imposed theories or standards of logic or evidence to check the conceptual or empirical validity of its approach to the understanding of capitalism. Rather, Marxian value-theory involves reconstructing in thought the class-based production-processes underpinning capitalism through to their more complex and concrete consequences in the broader economic and social structures, agencies and processes, through which they are formed, albeit with definite effects of their own. Examination of the methodological shortcomings in Kincaid's analysis is followed by specific rebuttals of his claims about the (qualitative and quantitative) determination of value and price, the circulation of capital, the role of competition, fixed capital, productive labour and the leverage of value-theory in informing empirical studies.
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6

Kaur, Gurpreet, and Arunava Majumder. "A Comparative study and efficiency analysis between Sanchez and Fuzzy TOPSIS methods in a multi-criteria decision-making problem for energy plant instalment." Journal of Physics: Conference Series 2267, no. 1 (May 1, 2022): 012082. http://dx.doi.org/10.1088/1742-6596/2267/1/012082.

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Abstract Energy power is highly needed to deal with modern human lifestyle. Therefore, choosing a proper energy resource is a vital activity to satisfy the regular demand of energy along with the consideration of environmental and social impact of it. This paper proposed a methodological analysis for the determination and installation of energy plant in a particular location under the conditions to fulfill the demand and to maintain socio-economic sustainability. Since, there are several energy resources available, including renewable and non-renewable resources, it is very necessary to choose appropriate resource to be used for energy plant installation for a particular location. The choice of location depends on many factors like price, availability of resources etc. This study examines the priority of factors for a specified area and develops a process to select the most suitable energy resources. Multiple locations are considered for the study. For each location, the most appropriate energy production plant is determined under intuitionistic fuzzy environment. Moreover, this paper applies two different approaches for location selection as Sanchez approach and fuzzy TOPSIS. The methods are described with numerical data. The results are graphically analyzed and are compared between the two approaches. The study concluded that the TOPSIS is useful to obtain more accurate approximation than the Sanchez approach but with long computational approach. On the other hand, Sanchez can obtain results with lower computational steps.
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Lowe, Vaughan, and Robin Churchill. "The International Tribunal for the Law of the Sea: Survey for 2001." International Journal of Marine and Coastal Law 17, no. 4 (2002): 463–84. http://dx.doi.org/10.1163/157180802x00189.

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8

BEATON, J., and G. TOLHURST. "DEBT, DAMAGES AND RESTITUTION." Cambridge Law Journal 57, no. 2 (July 1998): 235–73. http://dx.doi.org/10.1017/s0008197398280019.

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StoczniaGdanska SA v. Latvian Shipping Co. [1998] 1 W. L. R. 574 concerned six contracts to “design, build, complete and deliver” six ships. The buyers were to pay 20 per cent. of the price after receiving notice that the keel had been laid. The contract gave the seller the right to terminate if payments were not made and to retain any instalments paid and, if it terminated, to sell the vessel whether completed or not. Keels were laid for vessels 1 and 2 but the buyers failed to pay and the seller terminated. It then renumbered the keels, gave notice for payment under the third and fourth contracts, terminated those contracts when payment was not forthcoming, and renumbered the keels again and gave notice for payment under the fifth and sixth contracts. It then exercised its right of sale, appropriating the keels to a contract with a third party. As well as damages, the seller claimed the 20 per cent. instalments under all six contracts.
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9

Balsom, Erika. "John Smith’s Covid Messages." Moving Image Review & Art Journal (MIRAJ) 9, no. 2 (September 1, 2020): 222–30. http://dx.doi.org/10.1386/miraj_00045_1.

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Since May 2020, John Smith has been at work on an episodic series called Covid Messages, made from repurposed footage of press conferences in which Prime Minister Boris Johnson briefs the public on the status of the pandemic. Through six darkly funny instalments, the artist plays with the press conference as a site of ‘coded messages’, assailing the vacancy of political speech and the grotesque manoeuvres of the Conservative government with his characteristic wit. The following conversation took place online on 17 December 2020.
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10

Taylor, J. C., and A. W. Wolfendale. "John Harrison: clockmaker and Copley Medalist. A public memorial at last." Notes and Records of the Royal Society 61, no. 1 (January 2, 2007): 53–62. http://dx.doi.org/10.1098/rsnr.2006.0164.

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The story of John Harrison, the clockmaker who effectively solved the ‘longitude problem’ in the eighteenth century, is a fascinating one. Here was a brilliant inventor who single-handedly took on the might of the astronomical fraternity and turned down Fellowship of the Royal Society, yet accepted its highest accolade—the Copley Medal—and had to enlist the help of King George III in pursuit of the final instalment of the Longitude Prize. This paper deals with the inventiveness of Harrison and the role of the Royal Society in the story and the very recent successful efforts to have his name remembered in perpetuity in Britain by a memorial in Westminster Abbey.
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11

Andrews, Doug, and Jaideep Oberoi. "Home equity release for long-term care financing: an improved market structure and pricing approach." Annals of Actuarial Science 9, no. 1 (October 27, 2014): 85–107. http://dx.doi.org/10.1017/s1748499514000268.

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AbstractHome equity release products have been promoted as a potential solution to residential long-term care costs for the elderly. Lower than expected utilisation of home equity release loans has prompted efforts to better model and price the no-negative-equity-guarantee (NNEG) built into the contracts, but loan rates are still widely perceived by homeowners as being unattractive. We propose the introduction of a new adjustable rate loan based on a regional house price index, with the NNEG being borne by a specially created intermediary. The proposed approach allows us to directly address and separately price the basis risk between individual house price returns and index returns. In addition, it offers the opportunity to create securities based on residential real estate that would be attractive to a wider class of investors. The alternative risk-sharing mechanism creates a more transparent and simple pricing structure for the loans. We then use house sales data to demonstrate the approach. We find in our sample that it would be possible to make higher loans than seen in previous literature using standard roll-up contracts. In the most favourable scenario for our simulations, the maximum loan is 89% of the appraised home value if the loan is advanced as a lump sum and 95% if the loan is advanced in instalments.
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12

Guarracino, Serena. "The Postcolonial Writer in Performance: J. M. Coetzee’s Summertime." Revista Alicantina de Estudios Ingleses, no. 26 (November 15, 2013): 101. http://dx.doi.org/10.14198/raei.2013.26.08.

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This essay focuses on the elaboration of postcolonial literature as an event emerging from the interaction among the many and diverse agencies which allow the postcolonial work to come into being. This formulation both highlights the repetition of tropes in postcolonial literature and the variations to the tropes themselves, which can become ethically and politically relevant by creating an interruption in accepted notions of what a postcolonial work should sound like. Following this lead, the essay will outline a methodological approach which interprets the literary work as a performative act in the complex nexus of discourses constituting the postcolonial writer as a figure of the global collective imaginary, taking as case study J. M. Coetzee’s work with particular focus on his Nobel Prize lecture and the third instalment of his memoir series, Summertime (2009). His work, together with others, is taken as a symptom of how public lectures and statements, together with the literary work proper, have all become an expression of the writer’s own performativity as a writer; while these phenomena have an impact on literature as a whole, the essay focuses on the postcolonial writer figure as historically endowed with what Kobena Mercer has famously termed “the burden of representation.”
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Mioduszewski, Jarosław. "ASPECTS OF FARMLAND LEASE IN THE CONTEXT OF HOMESTEAD FUNCTIONING IN WARMIAN-MASURIAN VOIVODSHIP." Annals of the Polish Association of Agricultural and Agribusiness Economists XXII, no. 1 (March 11, 2020): 250–59. http://dx.doi.org/10.5604/01.3001.0013.9783.

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The aim of this research was to identify and assess the impact of chosen aspects of farmland lease on the functioning of homesteads in the Warmian-Masurian Voivodship. It was achieved through an opinion poll carried out with the use of questionnaires among 101 leaseholders and purchasers from the region of Warmia and Masuria. By the end of 2017, over 4.74 mln ha of land was purchased by the Agricultural Property Stock of the State Treasury (APAoST). The lands of the State Treasury were spatially diverse but the majority was located in north-west Poland. Firstly, they underwent a process of management privatization (administration and lease), and later proprietorial privatization (sale). At the end of 2017, 3,4m ha of purchased lands were permanently managed, the majority of which (80.4%) were sold. The Treasury still owns 1.4 mln ha of lands and leases 1.03 mln ha of it, 11.8% of which is located in the Warmia and Masuria Province. The decision on the form of cultivating the farmlands (lease/purchase) was determined financially (mostly mortgages and private funds), whereas their development and functioning were mostly determined by resources (area and quality of farmland, machinery park), price of farmland, profitability of production, and demand for farm produce. The possible development of homesteads was strongly impacted by a financial barrier, which resulted from the availability of funds needed, liabilities, legal-formal regulations regarding the purchase/lease of agricultural properties, lease rent, and instalments for purchased land.
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Musa, Azalillah Ramdani, and Norngainy Mohd Tawil. "Cabaran Pemilikan Rumah untuk Generasi Milenium di Lembah Klang, Malaysia." Jurnal Kejuruteraan si5, no. 1 (October 30, 2022): 23–32. http://dx.doi.org/10.17576/jkukm-2022-si5(1)-03.

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The Millennium Generation is a cohort of generations classified as a group between the ages of 23 to 38 years in 2019, it can be a reference point to describe the characteristics and demographics of this generation. In this new era of 2020, the Millennium generation has faced great challenges in the issue of home ownership, to understand this issue this research will identify the factors that influence home ownership and its challenges for the Millennium generation in home ownership in the Klang Valley. The methodology of this study is conducted quantitatively through a questionnaire study conducted to 500 respondents and a total of 467 respondents who have provided feedback that is 94.3%. As a result of the analysis, factors that influence ownership and challenges are identified. The Statistical Package for Social Sciences (SPSS) version 22.0 was used to analyse the data. The level of respondents’ agreement with the factor instrument was determined using mean values. Age, marital status, educational level, employer status, duration of employment, number of households, household income factors, and expenditure are factors that influence home ownership, based on the findings of the research. High cost of living, high house prices and lack of affordable housing supply, high instalment payments, high loan interest rates, no savings, high existing commitments, not eligible to buy a low-cost scheme house, employment is still unstable, and desire to buy a house after marriage are among the challenges that this Millennium generation face. The findings of this study are crucial in understanding why this problem occurs and how to address the problem of incapacity to purchase a home for this Millennium generation.
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Khan, Farzana Azam, Ramlah Naz, mehreen Fatima, Zubair ahmed Tarmizi, Qarar Abbasi, and Adina Anwar. "An Audit of Injuries Sustained in Two–Wheeler Accidents in the Metropolitan City of Karachi, Pakistan." Pakistan Journal of Medical & Health Sciences 16, no. 10 (October 30, 2022): 336–38. http://dx.doi.org/10.53350/pjmhs221610336.

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Background: Road traffic accidents have major contribution in injury related mortality and disability in low income countries. Two-wheelers being a major mode of transportation due to absence of proper public transport system in Karachi hence most often reported accidents are related with two wheelers. In Karachi two wheelers are quite commonly being used as mode of transportation, number of two wheelers has increased to 10 folds since last 10 years because of lack of public transports and high fuel prices and easy availability on low monthly instalments. Objective: To analyze the injury pattern among two-wheeler riders in Karachi. Study Design: Retrospective study Place and Duration of Study: Three major medico-legal centres of Karachi (Civil, Jinnah, and Abbasi Shaheed Hospitals) from 1st January 2017 to 31st December 2021. Methodology: About 11444 two-wheeler incidents occurred on roads with the consent of Police Surgeon Office Karachi were enrolled. The patients' demographics, injuries sustained, date of the injuries, cause of the injuries, types of collision and outcomes were recorded. Results: Most of the riders engaged in accidents were between the ages of 18 and 30 years; 90.99% of the riders were men. The most frequent type of injuries found in two wheeler accidents were abrasions/grazes seen in (56.26%) cases followed by fractures (20.82%), head injuries (11.02%). Conclusion: Greater prevalence in the age group of 18-30 years, with male dominance analyzed. Fatal and non-fatal injuries were observed. Metro services mass transit programme to be encouraged so to decrease the traffic on road which will automatically reduce the number of accidents to wheeler as well as pillion riders strict efforts need to be made at both government and personal levels to reduce accidents in two-wheeler riders Keyword: Riders, Pillion, Road traffic accidents
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Pitanuki, Nowinri Hilgutshiany Marini Pratiwi. "Executions of Fiduciaryry Guarantee Post Constitutional Court Decision No. Nomor: 18/Puu-Xvii/2019." Constitutionale 1, no. 2 (December 27, 2020): 123. http://dx.doi.org/10.25041/constitutionale.v1i2.2173.

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The background that underlies the conduct of this legal research is the existence of a conflict of norms, namely in the Fiduciary Guarantee Act, direct execution can be carried out if the debtor has committed an injury (also called default), but in the Constitutional Court ruling Number: 18 / PUU-XVII / 2019 This is done immediately after the debtor is injured but requires a statement of voluntary interest from the debtor or through a judicial decision. The problem in this research is related to the essence of the execution of fiduciary guarantees, the development of the fiduciary guarantee execution arrangements before and after the Constitutional Court decision Number: 18 / PUU-XVII / 2019 the implications of the Constitutional Court decision Number: 18 / PUU-XVII / 2019 on the principles of simple, fast, and low cost. The type of research used in this research is juridical normative, using a statutory approach and a case approach, as well as primary and secondary legal materials which are analyzed by grammatical and systematic interpretation. The results of this study indicate that the essence of the execution of fiduciary guarantees is to sell fiduciary collateral as repayment of debtor's unfulfilled obligations. The creditor has the right to collect the debtor's achievements including to collect all instalments and other fees that have not been paid by the debtor, and has the right to execute the object that is used as collateral without having to return the excess price from the sale of the object. The execution of the fiduciary guarantee prior to the enactment of the Constitutional Court Decision Number 18 / PUU-XVII / 2019 is based on the Fiduciary Guarantee Certificate which contains the words "FOR JUSTICE BASED ON ONE ALMIGHTY GOD". These words indicate that the fiduciary guarantee certificate has executorial power, that is, it has the same power as a court decision which has permanent legal force. The legal implication of the enactment of the Constitutional Court Decision Number 18 / PUU-XVII / 2019 is that a trial must first be held regarding the execution of fiduciary guarantees as a condition for the execution of fiduciary.
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"House of Lords, 30 June, 1-3 July 1997, 26 February 1998, [1998] 1 All ER, Stocznia Gdanska SA v. Latvian Shipping Co. and others." European Review of Private Law 7, Issue 3 (September 1, 1999): 355–80. http://dx.doi.org/10.54648/252547.

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The plaintiff shipbuilders entered into a series of contracts with the defendants for the construction and delivery of six vessels. Property in the vessels was to pass to the defendants on delivery. Payment was to be in four instalments which would become due at specific stages during construction. The defendants defaulted on the second instalment for the vessels then under construction and the plaintiff rescinded the contract as it was entitled to do by clause 5.05 thereof. The plaintiff then brought proceedings to obtain the second instalment on each vessel as well as damages. The issues that arose for consideration were whether the plaintiffs were entitled to claim the second instalment in spite of the rescission of the contract, and whether part payment could anyway be claimed given that the property in the vessels remained with the plaintiffs and the defendants had not therefore received any benefit under the contract. In relation to the first issue, the House of Lords concluded that clear words were needed to rebut the presumption that a contracting party did not intend to abandon any remedies for breach of contract arising by operation of law. The plaintiffs had not clearly indicated that by exercising their right of rescission under the contract they would abandon their right at common law to recover as a debt unpaid instalments of the price which had already accrued due. They were therefore entitled to found a claim on that common law right. As to the second issue, their Lordships took the view that a shipbuilding contract was not like a contract of sale, in which the transfer of property in the goods was the central element, but had more in common with a contract for services in which a party is entitled to be paid for work undertaken up until the date of termination of the contract. The plaintiff was therefore entitled to remuneration for the design and construction work undertaken prior to rescission, and there had not been a total failure of consideration in relation to instalments of the contract price paid or due.
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Henk Delport. "CANCELLING AN INSTALMENT SALE OF LAND Merry Hill (Pty) Ltd v Engelbrecht 2008 2 SA 544 (SCA) Van Niekerk v Favel 2008 3 SA 175 (SCA)." Obiter 29, no. 2 (February 11, 2022). http://dx.doi.org/10.17159/obiter.v29i2.13260.

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Chapter II of the Alienation of Land Act 68 of 1981 (“the Act”) governs instalment sales of land (as defined in the Act) where the purchase price is payable in more than two instalments over a period longer than 12 months. The Act affords the purchaser special protection, given the risks arising from instalment sale transactions. Perhaps the biggest risk is that the owner of the land may be sequestrated prior to transfer of the property to the purchaser, after the latter has paid the owner a portion of the purchase priceby way of a deposit and/or instalments. At common law this would leave the purchaser with no more than a concurrent claim for damages against the insolvent estate, should the trustee decide to abandon the sale: Glen Anil Finance (Pty) Ltd v Joint Liquidators Glen Anil Development Corp Ltd (1981 1 SA 171 (A)). Special provision is therefore made in the Act to safeguard the purchaser’s interests in the event of the owner’s insolvency. But there are also a number of other equally serious risks, including the unexpected implementation of a payment acceleration clause, cancellation of the agreement or a claim for damages, all of which could, depending on the wording of the agreement, be triggered by an isolated (even unknown) breach of contract on the part of the purchaser.
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***Er.Dileep Verma, Dr Rajeev Singh,**Dr Pradeep Kr Singh Bhaduria,. "Role of Effective Model to Assure Price of Used Cars." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 06, no. 04 (April 18, 2022). http://dx.doi.org/10.55041/ijsrem12342.

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Predicting the price of used cars is both an important and interesting problem. According to data obtained from the National Transport Authority, the number of cars registered between 2003 and 2013 has witnessed a spectacular increase of 234%. From 68, 524 cars registered in 2003, this number has now reached 160, 701. With difficult economic conditions, it is likely that sales of second-hand imported (reconditioned) cars and used cars will increase. It is reported that the sales of new cars have registered a decrease of 8% in 2013. In many developed countries, it is common to lease a car rather than buying it outright. A lease is a binding contract between a buyer and a seller (or a third party – usually a bank, insurance firm or other financial institutions) in which the buyer must pay fixed installments for a predefined number of months/years to the seller/financier. After the lease period is over, the buyer has the possibility to buy the car at its residual value, i.e. its expected resale value. Thus, it is of commercial interest to 754 Sameerchand Pudaruth sellers/financers to be able to predict the salvage value (residual value) of cars with accuracy. If the residual value is under-estimated by the seller/financer at the beginning, the instalments will be higher for the clients who will certainly then opt for another seller/financer. If the residual value is overestimated, the instalments will be lower for the clients but then the seller/financer may have much difficulty at selling these high-priced used cars at this over-estimated residual value. Thus, we can see that estimating the price of used cars is of very high commercial importance as well. Manufacturers’ from Germany made a loss of 1 billion Euros in their USA market because of mis- calculating the residual value of leased cars . Most individuals in Mauritius who buy new cars are also very apprehensive about the resale value of their cars after a certain number of years when they will possibly sell it in the used cars market. Predicting the resale value of a car is not a simple task. It is trite knowledge that the value of used cars depends on a number of factors. The most important ones are usually the age of the car, its make (and model), the origin of the car (the original country of the manufacturer), its mileage (the number of kilometers it has run) and its horsepower.
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Maurya, Prashant, and Nagendra Kumar. "Decoding the imperial “grip” in J.G. Farrell’s The Singapore Grip." Rupkatha Journal on Interdisciplinary Studies in Humanities 14, no. 2 (June 7, 2022). http://dx.doi.org/10.21659/rupkatha.v14n2.21.

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The Singapore Grip (1978) is the third instalment of the Empire trilogy by Booker Prize-winning novelist James Gordon Farrell. It inscribes colonial Singapore’s socio-economic situation through the story of a British tycoon who is engaged in multi-commercial enterprises, mainly rubber business, in the colony of Singapore. The present paper examines the titular phrase “Singapore Grip” in the novel. It argues that Farrell explores many aspects of British colonialism in Singapore through this phrase. By decoding the multiple connotations of the phrase, through reading instances from the novel, the paper will foreground the social, political, and economic issues critical in understanding colonialism in colonial Singapore.
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Amoozad Mahdiraji, Hannan, Khalid Hafeez, Hamidreza Kord, and AliAsghar Abbasi Kamardi. "Analysing the voice of customers by a hybrid fuzzy decision-making approach in a developing country's automotive market." Management Decision ahead-of-print, ahead-of-print (August 31, 2020). http://dx.doi.org/10.1108/md-12-2019-1732.

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PurposeThis paper analyses the voice of customers (VoCs) using a hybrid clustering multi-criteria decision-making (MCDM) approach. The proposed method serves as an efficient tool for how to approach multiple decision-making involving a large set of countrywide customer complaints in the Iranian automotive sector.Design/methodology/approachThe countrywide data comprising 3,342 customer complaints (VoCs) were gathered. A total of seven determinant complaint criteria were identified in brainstorming sessions with three groups (six each) of experts employing the fuzzy Delphi method. The weights of these criteria were assigned by applying the fuzzy best–worst method (FBWM) to identify the severity of the complaints. Subsequently, the complaints were clustered into five categories with respective customer locations (province), car type and manufacturer using the K-mean method and further prioritised and ranked employing the fuzzy complex proportional assessment of alternatives (FCOPRAS) method.FindingsThe results indicated that the majority of complaints (1,027) from the various regions of the country belonged to one specific model of car made by a particular producer. The analyses revealed that only a few complaints were related to product quality, with the majority related to service and financial processes including delays in automobile delivery, delays in calculating monthly instalments, price variation, failure to provide a registration ( licence) and failure to supply the agreed product. The proposed method is an efficient way to solve large-scale multidimensional problems and provide a robust and reliable set of results.Practical implicationsThe proposed method makes it much easier for management to deal with complaints by significantly reducing their number. The highest-ranked complaints from customers of the car industry in Iran are those related to delivery time, price alternations, customer service support and quality issues. Surveying the list of complaints shows that paying attention to the four most voiced complaints can reduce them more than 54%. Management can make appropriate strategies to improve the production quality as well as business processes, thus producing a significant number of customer complaints.Originality/valueThis paper proposes a comprehensive approach to critically analyse the VoCs by combining qualitative and decision-making approaches including K-mean, FCOPRAS, fuzzy Delphi and FBWM. This is the first paper that analyses the VoCs in the automotive sector in a developing country’s context involving large-scale decision-making problem-solving.
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22

Sulz, David. "The Prince of Two Tribes by S. Cullen." Deakin Review of Children's Literature 1, no. 2 (October 4, 2011). http://dx.doi.org/10.20361/g2t88w.

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Cullen, Sean. The Prince of Two Tribes. Toronto: Puffin Canada. 2010. Print. Brendan is an ordinary teenager. Or at least he thought he was until he discovered he was a Faerie adopted as an infant into a human family with powers he can barely control and expectations to participate in life-and-death skirmishes between the forces of good and evil. Fortunately he has a few close friends to help him – some his own age and some the very elite of Faerie world who believe he has the power to bring the world back to rights if nurtured properly but without actually knowing too much until the right time. Of course, his is ultimately a lonely path with mysterious connections to the other side he won’t share even with his friends and mentors. He also has an annoying half-sister. Oh, and it turns out the Faerie world overlaps significantly with the human world although we are blissfully unaware most of the time. The above was largely revealed in Book One of the Chronicles of the Misplaced Prince (a.k.a The Prince of Neither Here Nor There) and grudgingly summarised (official complaint to the “Narrators’ Grievance Committee” pending) in an introductory note to this volume (i.e. Book Two). It is not-so-gently suggested, in said introductory note, that the first book should be required reading before continuing. However, as the cover gives little indication this is Book Two of something, a reader might be excused for unwittingly starting in the middle. Fortunately, the author seems inherently unable to resist the additional role of narrator so the story is littered (or, more generously, “strategically sprinkled”) with additional information in the form of introductory notes, footnotes, and chapter introductions. Getting back to the actual story…, it sounds a bit familiar, doesn’t it? A little Harry Potter-ish, perhaps? Indeed, there are many similarities, but enough difference to set it apart. One obvious difference is a Canadian comedian as author. This is significant. The author’s voice comes through strongly not only the thorough footnotes and explanatory additions but also the almost overly-obvious Toronto setting; the language, conversations, and daily concerns of young teenagers in Canada; the underlying comedic sense; and, one might surmise but without any real evidence other than the author’s age, the youthful influences of Gordon Korman novels, Barenaked Ladies songs (e.g. Grade 9), and the Hitchhikers Guide to the Galaxy. But I digress (although not unlike the novel itself)[1]. In this instalment, Brendan must prepare physically and mentally for a “proving” ceremony; he has no idea what this entails except that it could prove deadly to himself. In addition, he must deal with the teenage angst of having secrets he thinks no one else could possibly understand as well as an ever-looming Social Studies group presentation assignment. Exciting throughout and lump-in-the-throat emotional at the end. I hate to play along with the “boys don’t like to read so you have to trick them into it” stereotype but, if it were true, this one would likely “trick” them (having never been a teenage girl, I’m no expert, but I suspect many girls might like it, too).Recommended: 3 out of 4 starsReviewer: David Sulz[1] I’ve tried to capture somewhat the tone of the novel in this review; if you like this style of writing, you might like the book (and vice versa).David is a librarian at the University of Alberta working mostly with scholars in Economics, Religious Studies, and Social Work. His university studies included: Library Studies, History, Elementary Education, Japanese, and Economics. On the education front, he taught various grades and subjects for several years in schools as well as museums. His interest in Japan and things Japanese stands above his other diverse interests.
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23

Manchakowsky, Shawna. "The One by K. Cass." Deakin Review of Children's Literature 5, no. 2 (October 23, 2015). http://dx.doi.org/10.20361/g2030p.

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Cass, Kiera. The One. New York: Harper Teen/Harper Collins Publisher, 2014. Print.Book Three in The Selection seriesThe One is the third instalment of Kiera Cass’ Selection series. The first book, The Selection, begins with thirty-five girls who are chosen across the country to vie for the prince’s heart to become the next queen of Illéa. For most girls, this would be a dream come true. For America Singer, one of the selected, she could not care less. She does not want to leave her family or her childhood sweetheart behind. Soon swept into a world so different from her own, she begins to see not everything is perfect at the castle or as simple as it seems.The Elite, book two, picks up right after one of the eliminations and begins with the final six girls (the elite). There is more turmoil as America battles with her feelings for her childhood sweetheart, Aspen, who is a guard at the palace, and Maxon, the prince, who has more aspects to him than she originally thought. Tension rises when the rebels attack the castle and the girls are under siege. While America struggles with her feelings, she decides that she does, in fact, want to be there and will now try for Maxon’s heart, if she still has a chance.The One, book three, begins with the castle under attack. We have learned secrets about the king at the end of book two and are beginning to understand the rebels’ motives. Competition is also fierce as it is now down to the top four girls and each girl is desperately trying to win Maxon’s heart. America feels strongly for the prince, but how can she know if she loves him when he still has three other girls that he is dating? Does he love her or one of the other girls more? Can she really turn away from Aspen, her first true love? Full of action, suspense and heartache, you will want to know how this book ends. The story is a mix between The Hunger Games, The Bachelor and Cinderella. This series is sure to thrill teenage audiences looking for adventure and romance.Highly Recommended: 4 out of 4 starsReviewed by: Shawna ManchakowskyShawna Manchakowsky recently completed her MLIS at the University of Alberta. When she is not working at Rutherford Library as a Public Service Assistant, she can be found with her husband parenting her two young girls; avoiding any kind of cooking; and reading for her two book clubs. In between book club titles, she tries to read as much teen fiction as she can get away with.
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24

Totman, Sally, and Mat Hardy. "The Charismatic Persona of Colonel Qaddafi." M/C Journal 17, no. 3 (June 11, 2014). http://dx.doi.org/10.5204/mcj.808.

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Introduction In any list of dictators and antagonists of the West the name of Libya’s Colonel Muammar Qaddafi will always rank highly as one of the most memorable, colourful and mercurial. The roles he played to his fellow Libyans, to regional groupings, to revolutionaries and to the West were complex and nuanced. These various roles developed over time but were all grounded in his self-belief as a messianic revolutionary figure. More importantly, these roles and behaviours that stemmed from them were instrumental in preserving Qaddafi’s rule and thwarting challenges to it. These facets of Qaddafi’s public self accord with the model of “persona” described by Marshall. Whilst the nature of political persona and celebrity in the Western world has been explored by several scholars (for example Street; Wilson), little work has been conducted on the use of persona by non-democratic leaders. This paper examines the aspects of persona exhibited by Colonel Qaddafi and applied during his tenure. In constructing his role as a revolutionary leader, Qaddafi was engaging in a form of public performance aimed at delivering himself to a wider audience. Whether at home or abroad, this persona served the purpose of helping the Libyan leader consolidate his power, stymie political opposition and export his revolutionary ideals. The trajectory of his persona begins in the early days of his coming to power as a charismatic leader during a “time of distress” (Weber) and culminates in his bloody end next to a roadside drainage culvert. In between these points Qaddafi’s persona underwent refinement and reinvention. Coupled with the legacy he left on the Libyan political system, the journey of Muammar Qaddafi’s personas demonstrate how political personality can be the salvation or damnation of an entire state.Qaddafi: The Brotherly RevolutionaryCaptain Muammar Qaddafi came to power in Libya in 1969 at the age of just 27. He was the leader of a group of military officers who overthrew King Idris in a popular and relatively bloodless coup founded on an ideology of post-colonial Arab nationalism and a doing away with the endemic corruption and nepotism that were the hallmarks of the monarchy. With this revolutionary cause in mind and in an early indication that he recognised the power of political image, Qaddafi showed restraint in adopting the trappings of office. His modest promotion to the rank of Colonel was an obvious example of this, and despite the fact that in practical terms he was the supreme commander of Libya’s armed forces, he resisted the temptation to formally aggrandize himself with military titles for the ensuing 42 years of his rule.High military rank was in a way irrelevant to a man moving to change his persona from army officer to messianic national leader. Switching away from a reliance on military hierarchy as a basis for his authority allowed Qaddafi to re-cast himself as a leader with a broader mission. He began to utilise titles such as “Chairman of the Revolutionary Command Council” (RCC) and “Brotherly Leader and Guide of the Revolution.” The persona on display here was one of detached impartiality and almost reluctant leadership. There was the suggestion that Qaddafi was not really acting as a head of state, but merely an ordinary Libyan who, through popular acclaim, was being begged to lead his people. The attraction of this persona remained until the bitter end for Qaddafi, with his professed inability to step aside from a leadership role he insisted he did not formally occupy. This accords with the contention of Weber, who describes how an individual favoured with charisma can step forward at a time of crisis to complete a “mission.” Once in a position of authority, perpetuating that role of leadership and acclamation can become the mission itself:The holder, of charisma seizes the task that is adequate for him and demands obedience and a following by virtue of his mission. His success determines whether he finds them. His charismatic claim breaks down if his mission is not recognized by those to whom he feels he has been sent. If they recognize him, he is their master—so long as he knows how to maintain recognition through ‘proving’ himself. But he does not derive his ‘right’ from their will, in the manner of an election. Rather, the reverse holds: it is the duty of those to whom he addresses his mission to recognize him as their charismatically qualified leader. (Weber 266-7)As his rule extended across the decades, Qaddafi fostered his revolutionary credentials via a typical cult of personality approach. His image appeared on everything from postage stamps to watches, bags, posters and billboards. Quotations from the Brother Leader were set to music and broadcast as pop songs. “Spontaneous” rallies of support would occur when crowds of loyalists would congregate to hear the Brotherly Leader speak. Although Qaddafi publicly claimed he did not like this level of public adoration he accepted it because the people wanted to adore him. It was widely known however that many of these crowds were paid to attend these rallies (Blundy and Lycett 16).Qaddafi: The Philosopher In developing his persona as a guide and a man who was sharing his natural gifts with the people, Qaddafi developed a post-colonial philosophy he called “Third Universal Theory.” This was published in volumes collectively known as The Green Book. This was mandatory reading for every Libyan and contained a distillation of Qaddafi’s thoughts and opinions on everything from sports to politics to religion to the differences between men and women. Whilst it may be tempting for outsiders to dismiss these writings as the scribbling of a dictator, the legacy of Qaddafi’s persona as political philosopher is worthy of some examination. For in offering his revelations to the Libyan people, Qaddafi extended his mandate beyond leader of a revolution and into the territory of “messianic reformer of a nation.”The Green Book was a three-part series. The first instalment was written in 1975 and focuses on the “problem of democracy” where Qaddafi proposes direct democracy as the best option for a progressive nation. The second instalment, published in 1977, focuses on economics and expounds socialism as the solution to all fiscal woes. (Direct popular action here was evidenced in the RCC making rental of real estate illegal, meaning that all tenants in the country suddenly found themselves granted ownership of the property they were occupying!) The final chapter, published in 1981, proposes the Third Universal Theory where Qaddafi outlines his unique solution for implementing direct democracy and socialism. Qaddafi coined a new term for his Islamically-inspired socialist utopia: Jamahiriya. This was defined as being a “state of the masses” and formed the blueprint for Libyan society which Qaddafi subsequently imposed.This model of direct democracy was part of the charismatic conceit Qaddafi cultivated: that the Libyan people were their own leaders and his role was merely as a benevolent agent acceding to their wishes. However the implementation of the Jamahiriya was anything but benevolent and its legacy has crippled post-Qaddafi Libya. Under this system, Libyans did have some control over their affairs at a very local level. Beyond this, an increasingly complex series of committees and regional groupings, over which the RCC had the right of veto, diluted the participation of ordinary citizens and their ability to coalesce around any individual leader. The banning of standard avenues of political organisation, such as parties and unions, coupled with a ruthless police state that detained and executed anyone offering even a hint of political dissent served to snuff out any opposition before it had a chance to gather pace. The result was that there were no Libyans with enough leadership experience or public profile to take over when Qaddafi was ousted in 2011.Qaddafi: The Liberator In a further plank of his revolutionary persona Qaddafi turned to the world beyond Libya to offer his brotherly guidance. This saw him champion any cause that claimed to be a liberation or resistance movement struggling against the shackles of colonialism. He tended to favour groups that had ideologies aligned with his own, namely Arab unity and the elimination of Israel, but ultimately was not consistent in this regard. Aside from Palestinian nationalists, financial support was offered to groups such as the Provisional Irish Republican Army, the Moro National Liberation Front (Philippines), Umkhonto we Sizwe (South Africa), ETA (Spain), the Polisario Front (Western Sahara), and even separatist indigenous Australians. This policy of backing revolutionary groups was certainly a projection of his persona as a charismatic enabler of the revolutionary mission. However, the reception of this mission in the wider world formed the basis for the image that Qaddafi most commonly occupied in Western eyes.In 1979 the ongoing Libyan support for groups pursuing violent action against Israel and the West saw the country designated a State-Sponsor of Terror by the US Department of State. Diplomatic relations between the two nations were severed and did not resume until 2004. At this point Qaddafi seemed to adopt a persona of “opponent of the West,” ostensibly on behalf of the world’s downtrodden colonial peoples. The support for revolutionary groups was changing to a more active use of them to strike at Western interests. At the same time Qaddafi stepped up his rhetoric against America and Britain, positioning himself as a champion of the Arab world, as the one leader who had the courage of his convictions and the only one who was squarely on the side of the ordinary citizenry (in contrast to other, more compliant Arab rulers). Here again there is evidence of the charismatic revolutionary persona, reluctantly taking up the burden of leadership on behalf of his brothers.Whatever his ideals, the result was that Qaddafi and his state became the focus of increasing Western ire. A series of incidents between the US and Libya in international waters added to the friction, as did Libyan orchestrated terror attacks in Berlin, Rome and Vienna. At the height of this tension in 1986, American aircraft bombed targets in Libya, narrowly missing Qaddafi himself. This role as public enemy of America led to Qaddafi being characterised by President Ronald Reagan (no stranger to the use of persona himself) as the “mad dog of the Middle East” and a “squalid criminal.” The enmity of the West made life difficult for ordinary Libyans dealing with crippling sanctions, but for Qaddafi, it helped bolster his persona as a committed revolutionary.Qaddafi: Leader of the Arab and African Worlds Related to his early revolutionary ideologies were Qaddafi’s aspirations as a pan-national leader. Inspired by Egypt’s Gamel Abdul Nasser from a young age, the ideals of pan-Arab unity were always a cornerstone of Qaddafi’s beliefs. It is not therefore surprising that he developed ambitions of being the person to bring about and “guide” that unity. Once again the Weberian description of the charismatic leader is relevant, particularly the notion that such leadership does not respect conventional boundaries of functional jurisdictions or local bailiwicks; in this case, state boundaries.During the 1970s Qaddafi was involved in numerous attempts to broker Arab unions between Libya and states such as Egypt, Syria and Tunisia. All of these failed to materialise once the exact details of the mergers began to be discussed, in particular who would assume the mantle of leadership in these super-states. In line with his persona as the rightly-guided revolutionary, Qaddafi consistently blamed the failure of these unions on the other parties, souring his relationship with his fellow Arab leaders. His hardline stance on Israel also put him at odds with those peers more determined to find a compromise. Following the assassination of Egypt’s Anwar Sadat in 1981 Qaddafi praised the act as justified because of Sadat’s signing of the Camp David Accords with Israel.Having given up on the hope of achieving pan-Arab Unity, Qaddafi sought to position himself as a leader of the African bloc. In 2009 he became Chairperson of the African Union and took to having himself introduced as “The King of Kings of Africa.” The level of dysfunction of the African Union was no less than that of the Arab League and Qaddafi’s grandiose plans for becoming the President of the United States of Africa failed to materialise.In both his pan-Arab and pan-Africa ambitions, we see a persona of Qaddafi that aims at leadership beyond his own state. Whilst there may be delusions of grandeur apparent in the practicalities of these goals, this image was nevertheless something that Qaddafi used to leverage the next phase of his political transformation.Qaddafi: The Post-9/11 Statesman However much he might be seen as erratic, Qaddafi’s innate intelligence could result in a political astuteness lacking in many of his Arab peers. Following the events of 11 September 2001, Qaddafi was the first international leader to condemn the attacks on America and pledge support in the War on Terror and the extermination of al-Qaeda. Despite his history as a supporter of terrorism overseas, Qaddafi had a long history of repressing it at home, just as with any other form of political opposition. The pan-Islamism of al-Qaeda was anathema to his key ideologies of direct democracy (guided by himself). This meant the United States and Libya were now finally on the same team. As part of this post-9/11 sniffing of the wind, Qaddafi abandoned his fledgling Weapons of Mass Destruction (WMD) program and finally agreed to pay reparations to the families of the victims of the Pan Am 107 flight downed over Lockerbie in 1987.This shift in Qaddafi’s policy did not altogether dispel his persona of brotherly leadership amongst African nations. As a bloc leader and an example of the possibility of ‘coming in from the cold’, Qaddafi and Libya were reintegrated into the world community. This included giving a speech at the United Nations in 2009. This event did little to add to his reputation as a statesman in the West. Given a 15-minute slot, the Libyan leader delivered a rambling address over 90 minutes long, which included him tearing up a copy of the UN Charter and turning his back to the audience whilst continuing to speak.Qaddafi: The Clown From the Western point of view, performances like this painted Qaddafi’s behaviour as increasingly bizarre. Particularly after Libya’s rapprochement with the West, the label of threatening terrorist supporter faded and was replaced with something along the lines of a harmless clown prince. Tales of the Libyan leader’s coterie of virgin female bodyguards were the subject of ridicule, as was his ardour for US Secretary of State Condoleezza Rice. Perhaps this behaviour was indicative of a leader increasingly divorced from reality. Surrounded by sycophants dependent on his regard for their tenure or physical survival, as well as Western leaders eager to contrast his amiability with that of Saddam Hussein, nobody was prepared to draw attention to the emperor’s new clothes.Indeed, elaborate and outlandish clothing played an increasing role in Qaddafi’s persona as the decades went on. His simple revolutionary fatigues of the early years were superseded by a vast array of military uniforms heavily decorated with medals and emblems; traditional African, Arab or Bedouin robes depending on the occasion; and in later years a penchant for outfits that included images of the African continent or pictures of dead martyrs. (In 2009 Vanity Fair did a tongue-in-cheek article on the fashion of Colonel Qaddafi entitled Dictator Chic: Colonel Qaddafi—A Life in Fashion. This spawned a number of similar features including one in TIME Magazine entitled Gaddafi Fashion: The Emperor Had Some Crazy Clothes.)The Bedouin theme was an aspect of persona that Qaddafi cultivated as an ascetic “man of the people” throughout his leadership. Despite having many palaces available he habitually slept in an elaborate tent, according once again with Weber’s description of the charismatic leader as one who eschews methodical material gain. This predisposition served him well in the 1986 United States bombing, when his residence in a military barracks was demolished, but Qaddafi escaped unscathed as he was in his tent at the time. He regularly entertained foreign dignitaries in tents when they visited Libya and he took one when travelling abroad, including pitching it in the gardens of a Parisian hotel during a state visit in 2007. (A request to camp in New York’s Central Park for his UN visit in 2009 was denied; “Inside the Tents of Muammar Gaddafi”).The role of such a clown was unlikely to have been an aim for Qaddafi, but was instead the product of his own increasing isolation. It will likely be his most enduring character in the Western memory of his rule. It should be noted though that clowns and fools do not maintain an iron grip on power for over 40 years.The Legacy of Qaddafi’s Many Personas Colonel Muammar Qaddafi was a clever and complex leader who exhibited many variations of persona during his four decades of rule. These personas were generally facets of the same core self-belief of a charismatic leader, but could be conflicting, and often confusing, to observers. His eccentricities often hid a layer of deeper cunning and ambition, but ultimately led to his marginalisation and an impression by world leaders that he was untrustworthy.His erratic performance at the UN in 2009 perhaps typifies the end stages of Qaddafi’s leadership: a man increasingly disconnected from his people and the realities of what was going on around him. His insistence that the 2011 Libyan revolution was variously a colonial or terrorist inspired piece of theatre belied the deep resentment of his rule. His role as opponent of the Western and Arab worlds alike meant that he was unsupported in his attempts to deal with the uprising. Indeed, the West’s rapid willingness to use their airpower was instrumental in speeding on the rebel forces.What cannot be disputed is the chaotic legacy this charismatic figure left for his country. Since the uprising climaxed in his on-camera lynching in October 2011, Libya has been plunged in to turmoil and shows no signs of this abating. One of the central reasons for this chaos is that Qaddafi’s supremacy, his political philosophies, and his use of messianic persona left Libya completely unprepared for rule by any other party.This ensuing chaos has been a cruel, if ironic, proof of Qaddafi’s own conceit: Libya could not survive without him.References Al-Gathafi, Muammar. The Green Book: The Solution to the Problem of Democracy; The Solution to the Economic Problem; The Social Basis of the Third Universal Theory. UK: Ithaca Press, 2005.Blundy, David, and Andrew Lycett. Qaddafi and the Libyan Revolution. Boston and Toronto: Little Brown & Co, 1987.Marshall, P. David. “Persona Studies: Mapping the Proliferation of the Public Self”. Journalism 15.2 (2014): 153-170.Qaddafi, Muammar. Speech at the United Nations 2009. ‹http://www.youtube.com/watch?v=BKMyY2V0J0Y›. Street, John. “Celebrity Politicians: Popular Culture and Political Representation.” British Journal of Politics and International Relations 6 (2004): 435-52.Street, John. “Do Celebrity Politics and Celebrity Politicians Matter?” The British Journal of Politics & International Relations 14.3 (2012): 346-356.TIME Magazine. “Gaddafi Fashion: The Emperor Had Some Crazy Clothes.” ‹http://content.time.com/time/photogallery/0,29307,2055860,00.html›.TIME Magazine. “Inside the Tents of Muammar Gaddafi.” ‹http://content.time.com/time/photogallery/0,29307,2058074,00.html›.Totman, Sally, and Mat Hardy. “In the Green Zone: 40 years with Colonel Qaddafi.” Ed. Geoffrey Hawker. APSA 2009: Proceedings of the APSA Annual Conference 2009. Sydney: Macquarie University, 2009. 1-19.Totman, Sally, and Mat Hardy. “The Rise and Decline of Libya as a Rogue State.” OCIS 2008: Oceanic Conference on International Studies. Brisbane: University of Queensland, 2008. 1-25.Vanity Fair. “Dictator Chic: Colonel Qaddafi—A Life in Fashion.” ‹http://www.vanityfair.com/politics/features/2009/08/qaddafi-slideshow200908›.Weber, Max, Hans Heinrich Gerth, and C. Wright Mills. From Max Weber: Essays in Sociology. London: Routledge, 2009.Wilson, J. “Kevin Rudd, Celebrity and Audience Democracy in Australia.” Journalism 15.2 (2013): 202-217.
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25

A.Wilson, Jason. "Performance, anxiety." M/C Journal 5, no. 2 (May 1, 2002). http://dx.doi.org/10.5204/mcj.1952.

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In a recent gaming anthology, Henry Jenkins cannot help contrasting his son's cramped, urban, media-saturated existence with his own idyllic, semi-rural childhood. After describing his own Huck Finn meanderings over "the spaces of my boyhood" including the imaginary kingdoms of Jungleoca and Freedonia, Jenkins relates his version of his son's experiences: My son, Henry, now 16 has never had a backyard He has grown up in various apartment complexes, surrounded by asphalt parking lots with, perhaps, a small grass buffer from the street… Once or twice, when I became exasperated by my son's constant presence around the house I would … tell him he should go out and play. He would look at me with confusion and ask, where? … Who wouldn't want to trade in the confinement of your room for the immersion promised by today's video games? … Perhaps my son finds in his video games what I found in the woods behind the school, on my bike whizzing down the hills of suburban backstreets, or settled into my treehouse with a good adventure novel intensity of experience, escape from adult regulation; in short, "complete freedom of movement". (Jenkins 1998, 263-265) Games here are connected with a shrinking availability of domestic and public space, and a highly mediated experience of the world. Despite his best intentions, creeping into Jenkins's piece is a sense that games act as a poor substitute for the natural spaces of a "healthy" childhood. Although "Video games did not make backyard play spaces disappear", they "offer children some way to respond to domestic confinement" (Jenkins 1998, 266). They emerge, then, as a palliation for the claustrophobic circumstances of contemporary urban life, though they offer only unreal spaces, replete with "lakes of fire … cities in the clouds … [and] dazzling neon-lit Asian marketplaces" (Jenkins 1998, 263), where the work of the childish imagination is already done. Despite Jenkins's assertion that games do offer "complete freedom of movement", it is hard to shake the feeling that he considers his own childhood far richer in exploratory and imaginative opportunities: Let me be clear I am not arguing that video games are as good for kids as the physical spaces of backyard play culture. As a father, I wish that my son would come home covered in mud or with scraped knees rather than carpet burns ... The psychological and social functions of playing outside are as significant as the impact of "sunshine and good exercise" upon our physical well-being. (Jenkins 1998, 266) Throughout the piece, games are framed by a romantic, anti-urban discourse: the expanding city is imagined as engulfing space and perhaps destroying childhood itself, such that "'sacred' places are now occupied by concrete, bricks or asphalt" (Jenkins 1998, 263). Games are complicit in this alienation of space and experience. If this is not quite Paul Virilio's recent dour contention that modern mass media forms work mainly to immobilise the body of the consumer--Virilio, luckily, has managed to escape the body-snatchers--games here are produced as a feeble response to an already-effected urban imprisonment of the young. Strikingly, Jenkins seems concerned about his son's "unhealthy" confinement to private, domestic space, and his inability to imaginatively possess a slice of the world outside. Jenkins's description of his son's confinement to the world of "carpet burns" rather than the great outdoors of "scraped knees" and "mud" implicitly leaves the distinction between domestic and public, internal and external, and even the imagined passivity of the domestic sphere as against the activity of the public intact. For those of us who see games as productive activities, which generate particular, unique kinds of pleasure in their own right, rather than as anaemic replacements for lost spaces, this seems to reduce a central cultural form. For those of us who have at least some sympathy with writers on the urban environment like Raban (1974) and Young (1990), who see the city's theatrical and erotic possibilities, Jenkins's fears might seem to erase the pleasures and opportunities that city life provides. Rather than seeing gamers and children (the two groups only partially overlap) as unwitting agents in their own confinement, we can arrive at a slightly more complex view of the relationship between games and urban space. By looking at the video games arcade as it is situated in urban retail space, we can see how gameplay simultaneously acts to regulate urban space, mediates a unique kind of urban performance, and allows sophisticated representations, manipulations and appropriations of differently conceived urban spaces. Despite being a long-standing feature of the urban and retail environment, and despite also being a key site for the "exhibition" of a by-now central media form, the video game arcade has a surprisingly small literature devoted to it. Its prehistory in pinball arcades and pachinko parlours has been noted (by, for example, Steven Poole 2000) but seldom deeply explored, and its relations with a wider urban space have been given no real attention at all. The arcade's complexity, both in terms of its positioning and functions, may contribute to this. The arcade is a space of conflicting, contradictory uses and tendencies, though this is precisely what makes it as important a space as the cinema or penny theatre before it. Let me explain why I think so. The arcade is always simultaneously a part of and apart from the retail centres to which it tends to attach itself.1 If it is part of a suburban shopping mall, it is often located on the ground floor near the entrance, or is semi-detached as cinema complexes often are, so that the player has to leave the mall's main building to get there, or never enter. If it is part of a city or high street shopping area, it is often in a side street or a street parallel to the main retail thoroughfare, or requires the player to mount a set of stairs into an off-street arcade. At other times the arcade is located in a space more strongly marked as liminal in relation to the city -- the seaside resort, sideshow alley or within the fences of a theme park. Despite this, the videogame arcade's interior is usually wholly or mostly visible from the street, arcade or thoroughfare that it faces, whether this visibility is effected by means of glass walls, a front window or a fully retractable sliding door. This slight distance from the mainstream of retail activity and the visibility of the arcade's interior are in part related to the economics of the arcade industry. Arcade machines involve relatively low margins -- witness the industry's recent feting and embrace of redemption (i.e. low-level gambling) games that offer slightly higher turnovers -- and are hungry for space. At the same time, arcades are dependent on street traffic, relentless technological novelty and their de facto use as gathering space to keep the coins rolling in. A balance must be found between affordability, access and visibility, hence their positioning at a slight remove from areas of high retail traffic. The story becomes more complicated, though, when we remember that arcades are heavily marked as deviant, disreputable spaces, whether in the media, government reports or in sociological and psychological literature. As a visible, public, urban space where young people are seen to mix with one another and unfamiliar and novel technologies, the arcade is bound to give rise to adult anxieties. As John Springhall (1998) puts it: More recent youth leisure… occupies visible public space, is seen as hedonistic and presents problems within the dominant discourse of 'enlightenment' … [T]he most popular forms of entertainment among the young at any given historical moment tend also to provide the focus of the most intense social concern. A new medium with mass appeal, and with a technology best understood by the young… almost invariably attracts a desire for adult or government control (160-161, emphasis mine) Where discourses of deviant youth have also been employed in extending the surveillance and policing of retail space, it is unsurprising that spaces seen as points for the concentration of such deviance will be forced away from the main retail thoroughfares, in the process effecting a particular kind of confinement, and opportunity for surveillance. Michel Foucault writes, in Discipline and Punish, about the classical age's refinements of methods for distributing and articulating bodies, and the replacement of spectacular punishment with the crafting of "docile bodies". Though historical circumstances have changed, we can see arcades as disciplinary spaces that reflect aspects of those that Foucault describes. The efficiency of arcade games in distributing bodies in rows, and side by side demonstrates that" even if the compartments it assigns become purely ideal, the disciplinary space is always, basically, cellular" (Foucault 1977, 143). The efficiency of games from Pong (Atari:1972) to Percussion Freaks (Konami: 1999) in articulating bodies in play, in demanding specific and often spectacular bodily movements and competencies means that "over the whole surface of contact between the body and the object it handles, power is introduced, fastening them to one another. It constitutes a body weapon, body-tool, body-machine complex" (Foucault 1977,153). What is extraordinary is the extent to which the articulation of bodies proceeds only through a direct engagement with the game. Pong's instructions famously read only "avoid missing ball for high score"--a whole economy of movement, arising from this effort, is condensed into six words. The distribution and articulation of bodies also entails a confinement in the space of the arcade, away from the main areas of retail trade, and renders occupants easily observable from the exterior. We can see that games keep kids off the streets. On the other hand, the same games mediate spectacular forms of urban performance and allow particular kinds of reoccupation of urban space. Games descended or spun off from Dance Dance Revolution (Konami: 1998) require players to dance, in time with thumping (if occasionally cheesy) techno, and in accordance with on-screen instructions, in more and more complex sequences on lit footpads. These games occupy a lot of space, and the newest instalment (DDR has just issued its "7th Mix") is often installed at the front of street level arcades. When played with flair, games such as these are apt to attract a crowd of onlookers to gather, not only inside, but also on the footpath outside. Indeed games such as these have given rise to websites like http://www.dancegames.com/au which tells fans not only when and where new games are arriving, but whether or not the positioning of arcades and games within them will enable a player to attract attention to their performance. This mediation of cyborg performance and display -- where success both achieves and exceeds perfect integration with a machine in urban space -- is particularly important to Asian-Australian youth subcultures, which are often marginalised in other forums for youthful display, like competitive sport. International dance gamer websites like Jason Ho's http://www.ddrstyle.com , which is emblazoned with the slogan "Asian Pride", explicitly make the connection between Asian youth subcultures and these new kinds of public performance. Games like those in the Time Crisis series, which may seem less innocuous, might be seen as effecting important inversions in the representation of urban space. Initially Time Crisis, which puts a gun in the player's hand and requires them to shoot at human figures on screen, might even be seen to live up to the dire claims made by figures like Dave Grossman that such games effectively train perpetrators of public violence (Grossman 1995). What we need to keep in mind, though, is that first, as "cops", players are asked to restore order to a representation of urban space, and second, that that they are reacting to images of criminality. When criminality and youth are so often closely linked in public discourse (not to mention criminality and Asian ethnicity) these games stage a reversal whereby the young player is responsible for performing a reordering of the unruly city. In a context where the ideology of privacy has progressively marked public space as risky and threatening,2 games like Time Crisis allow, within urban space, a performance aimed at the resolution of risk and danger in a representation of the urban which nevertheless involves and incorporates the material spaces that it is embedded in.This is a different kind of performance to DDR, involving different kinds of image and bodily attitude, that nevertheless articulates itself on the space of the arcade, a space which suddenly looks more complex and productive. The manifest complexity of the arcade as a site in relation to the urban environment -- both regulating space and allowing spectacular and sophisticated types of public performance -- means that we need to discard simplistic stories about games providing surrogate spaces. We reify game imagery wherever we see it as a space apart from the material spaces and bodies with which gaming is always involved. We also need to adopt a more complex attitude to urban space and its possibilities than any narrative of loss can encompass. The abandonment of such narratives will contribute to a position where we can recognise the difference between the older and younger Henrys' activities, and still see them as having a similar complexity and richness. With work and luck, we might also arrive at a material organisation of society where such differing spaces of play -- seen now by some as mutually exclusive -- are more easily available as choices for everyone. NOTES 1 Given the almost total absence of any spatial study of arcades, my observations here are based on my own experience of arcades in the urban environment. Many of my comments are derived from Brisbane, regional Queensland and urban-Australian arcades this is where I live but I have observed the same tendencies in many other urban environments. Even where the range of services and technologies in the arcades are different in Madrid and Lisbon they serve espresso and alcohol (!), in Saigon they often consist of a bank of TVs equipped with pirated PlayStation games which are hired by the hour their location (slightly to one side of major retail areas) and their openness to the street are maintained. 2 See Spigel, Lynn (2001) for an account of the effects and transformations of the ideology of privacy in relation to media forms. See Furedi, Frank (1997) and Douglas, Mary (1992) for accounts of the contemporary discourse of risk and its effects. References Douglas, M. (1992) Risk and Blame: Essays in Cultural Theory. London ; New York : Routledge. Foucault, M. (1979) Discipline and Punish: The Birth of the Prison. Trans. Alan Sheridan. Harmondsworth, England: Penguin,. Furedi, F.(1997) Culture of Fear: Risk-taking and the Morality of Low Expectation. London ; Washington : Cassell. Grossman, D. (1995) On Killing: The Psychological Cost of Learning to Kill in War and Society. Boston: Little, Brown. Jenkins, H. (1998) Complete freedom of movement: video games as gendered play spaces. In Jenkins, Henry and Justine Cassell (eds) From Barbie to Mortal Kombat : Gender and Computer Games. Cambridge, Mass.: MIT Press. Poole, S. (2000) Trigger Happy: The Inner Life of Videogames. London: Fourth Estate. Raban, J. (1974) Soft City. London: Hamilton. Spigel, L. (2001) Welcome to the Dreamhouse: Popular Media and the Postwar Suburbs. Durham and London: Duke University Press. Springhall, J. (1998) Youth, Popular Culture and Moral Panics : Penny Gaffs to Gangsta-rap, 1830-1996. New York: St. Martin's Press. Young, I.M. (1990) Justice and the Politics of Difference. Princeton, NJ: Princeton University Press. Websites http://www.yesterdayland.com/popopedia/s... (Time Crisis synopsis and shots) http://www.dancegames.com/au (Site for a network of fans revealing something about the culture around dancing games) http://www.ddrstyle.com (website of Jason Ho, who connects his dance game performances with pride in his Asian identity). http://www.pong-story.com (The story of Pong, the very first arcade game) Games Dance Dance Revolution, Konami: 1998. Percussion Freaks, Konami: 1999. Pong, Atari: 1972. Time Crisis, Namco: 1996. Links http://www.dancegames.com/au http://www.yesterdayland.com/popopedia/shows/arcade/ag1154.php http://www.pong-story.com http://www.ddrstyle.com Citation reference for this article MLA Style Wilson, Jason A.. "Performance, anxiety" M/C: A Journal of Media and Culture 5.2 (2002). [your date of access] < http://www.media-culture.org.au/0205/performance.php>. Chicago Style Wilson, Jason A., "Performance, anxiety" M/C: A Journal of Media and Culture 5, no. 2 (2002), < http://www.media-culture.org.au/0205/performance.php> ([your date of access]). APA Style Wilson, Jason A.. (2002) Performance, anxiety. M/C: A Journal of Media and Culture 5(2). < http://www.media-culture.org.au/0205/performance.php> ([your date of access]).
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26

Habel, Chad Sean. "Doom Guy Comes of Age: Mediating Masculinities in Power Fantasy Video Games." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1383.

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Introduction: Game Culture and GenderAs texts with the potential to help mediate specific forms of identity, video games are rich and complex sites for analysis. A tendency, however, still exists in scholarship to treat video games as just another kind of text, and work that explores the expression of masculine identity persists in drawing from cinematic analysis without proper consideration of game design and how these games are played (Triana). For example, insights from studies into horror cinema may illuminate the relationship between players and game systems in survival horror video games (Habel & Kooyman), but further study is needed to explore how people interact with the game.This article aims to build towards a scholarly definition of the term “Power Fantasy”, a concept that seems well established in wider discourse but is not yet well theorised in the scholarly literature. It does so through a case of the most recent reboot of Doom (2016), a game that in its original incarnation established an enduring tradition for high-action Power Fantasy. In the first-person shooter game Doom, the player fills the role of the “Doom Guy”, a faceless hero who shuttles between Earth and Hell with the sole aim of eviscerating demonic hordes as graphically as possible.How, then, do we begin to theorise the kind of automediation that an iconic game text like Doom facilitates? Substantial work has been done to explore player identification in online games (see Taylor; Yee). Shaw (“Rethinking”) suggests that single-player games are unexplored territory compared to the more social spaces of Massively Multiplayer Online games and other multiplayer experiences, but it is important to distinguish between direct identification with the avatar per se and the ways in which the game text mediates broader gender constructions.Abstract theorisation is not enough, though. To effectively understand this kind of automediation we also need a methodology to gain insights into its processes. The final part of this article, therefore, proposes the analysis of “Let’s Play” videos as a kind of gender identity performance which gives insight into the automediation of dominant masculine gender identities through Power Fantasy video games like Doom. This reflexive performance works to denaturalise gender construction rather than reinforce stable hegemonic identities.Power Fantasy and Gender IdentityPower Fantasy has become an established trope in online critiques and discussions of popular culture. It can be simply defined as “character imagines himself taking revenge on his bullies” (TVTropes). This trope takes on special resonance in video games, where the players themselves live out the violent revenge fantasy in the world of the game.The “power fantasy” of games implies escapism and meaninglessness, evoking outsize explosions and equally outsized displays of dominance. A “power gamer” is one who plays with a single-minded determination to win, at the expense of nuance, social relationships between players, or even their own pleasure in play. (Baker)Many examples apply this concept of Power Fantasy in video games: from God of War to Metroid: Prime and Grand Theft Auto, this prevalent trope of game design uses a kind of “agency mechanics” (Habel & Kooyman) to convince the player that they are becoming increasingly skilful in the game, when in reality the game is simply decreasing in difficulty (PBS Digital Studios). The operation of the Power Fantasy trope is also gendered; in a related trope known as “I Just Want To Be a Badass”, “males are somewhat more prone to harbour [the] wish” to feel powerful (TVTropes). More broadly, even though the game world is obviously not real, playing it requires “an investment in and commitment to a type of masculine performance that is based on the Real (particularly if one is interested in ‘winning’, pummelling your opponent, kicking ass, etc.)” (Burrill 2).Indeed, there is a perceived correlation (if not causation) between the widespread presence of Power Fantasy video games and how “game culture as it stands is shot through with sexism, racism, homophobia, and other biases” (Baker). Golding and van Deventer undertake an extended exploration of this disconcerting side of game culture, concluding that games have “become a venue for some of the more unsophisticated forms of patriarchy” (213) evidenced in the highly-publicised GamerGate movement. This saw an alignment between the label of “gamer” and extreme misogyny, abuse and harassment of women and other minorities in the industry.We have, then, a tentative connection between dominant gameplay forms based on high skill that may be loosely characterised as “Power Fantasy” and some of the most virulent toxic gender expressions seen in recent times. More research is needed to gain a clearer understanding of precisely what Power Fantasy is. Baker’s primary argument is that “power” in games can also be characterised as “power to” or “power with”, as well as the more traditional “power over”. Kurt Squire uses the phrase “Power Fantasy” as a castaway framing for a player who seeks an alternative reward to the usual game progression in Sid Meier’s Civilisation. More broadly, much scholarly work concerning gameplay design and gender identity has been focussed on the hot-button question of videogame violence and its connection to real-world violence, a question that this article avoids since it is well covered elsewhere. Here, a better understanding of the mediation of gender identity through Power Fantasy in Doom can help to illuminate how games function as automedia.Auto-Mediating Gender through Performance in Doom (2016) As a franchise, Doom commands near-incomparable respect as a seminal text of the first-person shooter genre. First released in 1993, it set the benchmark for 3D rendered graphics, energetic sound design, and high-paced action gameplay that was visceral and deeply immersive. It is impossible to mention more recent reboots without recourse to its first seminal instalment and related game texts: Kim Justice suggests a personal identification with it in a 29-minute video analysis entitled “A Personal History of Demon Slaughter”. Doom is a cherished game for many players, possibly because it evokes memories of “boyhood” gaming and all its attendant gender identity formation (Burrill).This identification also arises in livestreams and playthroughs of the game. YouTuber and game reviewer Markiplier describes nostalgically and at lengths his formative experiences playing it (and recounts a telling connection with his father who, he explains, introduced him to gaming), saying “Doom is very important to me […] this was the first game that I sat down and played over and over and over again.” In contrast, Wanderbots confesses that he has never really played Doom, but acknowledges its prominent position in the gaming community by designating himself outside the identifying category of “Doom fan”. He states that he has started playing due to “gushing” recommendations from other gamers. The nostalgic personal connection is important, even in absentia.For the most part, the critical and community response to the 2016 version of Doom was approving: Gilroy admits that it “hit all the right power chords”, raising the signature trope in reference to both gameplay and music (a power chord is a particular technique of playing heavy metal guitar often used in heavy metal music). Doom’s Metacritic score is currently a respectable 85, and, the reception is remarkably consistent between critics and players, especially for such a potentially divisive game (Metacritic). Commentators tend to cite its focus on its high action, mobility, immersion, sound design, and general faithfulness to the spirit of the original Doom as reasons for assessments such as “favourite game ever” (Habel). Game critic Yahtzee’s uncharacteristically approving video review in the iconic Zero Punctuation series is very telling in its assessment of the game’s light narrative framing:Doom seems to have a firm understanding of its audience because, while there is a plot going on, the player-character couldn’t give a half an ounce of deep fried shit; if you want to know the plot then pause the game and read all the fluff text in the character and location database, sipping daintily from your pink teacup full of pussy juice, while the game waits patiently for you to strap your bollocks back on and get back in the fray. (Yahtzee)This is a strident expression of the gendered expectations and response to Doom’s narratological refusal, which is here cast as approvingly masculine and opposed to a “feminine” desire for plot or narrative. It also feeds into a discourse which sees the game as one which demands skill, commitment, and an achievement orientation cast within an exclusivist ideology of “toxic meritocracy” (Paul).In addition to examining reception, approaches to understanding how Doom functions as a “Power Fantasy” or “badass” trope could take a variety of forms. It is tempting to undertake a detailed analysis of its design and gameplay, especially since these feed directly into considerations of player interaction. This could direct a critical focus towards gameplay design elements such as traversal and mobility, difficulty settings, “glory kills”, and cinematic techniques in the same vein as Habel and Kooyman’s analysis of survival horror video games in relation to horror cinema. However, Golding and van Deventer warn against a simplistic analysis of decontextualized gameplay (29-30), and there is a much more intriguing possibility hinted at by Harper’s notion of “Play Practice”.It is useful to analyse a theoretical engagement with a video game as a thought-experiment. But with the rise of gaming as spectacle, and particularly gaming as performance through “Let’s Play” livestreams (or video on demand) on platforms such as TwitchTV and YouTube, it becomes possible to analyse embodied performances of the gameplay of such video games. This kind of analysis allows the opportunity for a more nuanced understanding of how such games mediate gender identities. For Judith Butler, gender is not only performed, it is also performative:Because there is neither an “essence” that gender expresses or externalizes nor an objective ideal to which gender aspires, and because gender is not a fact, the various acts of gender create the idea of gender, and without those acts, there would be no gender at all. (214)Let’s Play videos—that show a player playing a game in real time with their commentary overlaying the on screen action—allow us to see the performative aspects of gameplay. Let’s Plays are a highly popular and developing form: they are not simple artefacts by any means, and can be understood as expressive works in their own right (Lee). They are complex and multifaceted, and while they do not necessarily provide direct insights into the player’s perception of their own identification, with sufficient analysis and unpacking they help us to explore both the construction and denaturalisation of gender identity. In this case, we follow Josef Nguyen’s analysis of Let’s Plays as essential for expression of player identity through performance, but instead focus on how some identity construction may narrow rather than expand the diversity range. T.L. Taylor also has a monograph forthcoming in 2018 titled Watch Me Play: Twitch and the Rise of Game Live Streaming, suggesting the time is ripe for such analysis.These performances are clear in ways we have already discussed: for example, both SplatterCat and Markiplier devote significant time to describing their formative experiences playing Doom as a background to their gameplay performance, while Wanderbots is more distanced. There is no doubt that these videos are popular: Markiplier, for example, has attracted nearly 5 million views of his Doom playthrough. If we see gameplay as automediation, though, these videos become useful artefacts for analysis of gendered performance through gameplay.When SplatterCat discovers the suit of armor for the game’s protagonist, Doom Guy, he half-jokingly remarks “let us be all of the Doom Guy that we can possibly be” (3:20). This is an aspirational mantra, a desire for enacting the game’s Power Fantasy. Markiplier speaks at length about his nostalgia for the game, specifically about how his father introduced him to Doom when he was a child, and he expresses hopes that he will again experience “Doom’s original super-fast pace and just pure unadulterated action; Doom Guy is a badass” (4:59). As the action picks up early into the game, Markiplier expresses the exhilaration and adrenaline that accompany performances of this fastpaced, highly mobile kind of gameplay, implying that he is becoming immersed in the character and, by performing Doom Guy, inhabiting the “badass” role and thus enacting a performance of Power Fantasy:Doom guy—and I hope I’m playing Doom guy himself—is just the embodiment of kickass. He destroys everything and he doesn’t give a fuck about what he breaks in the process. (8:45)This performance of gender through the skilled control of Doom Guy is, initially, unambiguously mediated as Power Fantasy: in control, highly skilled, suffused with Paul’s ‘toxic meritocracy. A similar sentiment is expressed in Wanderbots’ playthrough when the player-character dispenses with narrative/conversation by smashing a computer terminal: “Oh I like this guy already! Alright. Doom Guy does not give a shit. It’s like Wolf Blascowicz [sic], but like, plus plus” (Wanderbots). This is a reference to another iconic first-person shooter franchise, Wolfenstein, which also originated in the 1980s and has experienced a recent successful reboot, and which operates in a similar Power Fantasy mode. This close alignment between these two streamers’ performances suggests significant coherence in both genre and gameplay design and the ways in which players engage with the game as a gendered performative space.Nonetheless, there is no simple one-to-one relationship here—there is not enough evidence to argue that this kind of gameplay experience leads directly to the kind of untrammelled misogyny we see in game culture more broadly. While Gabbiadini et al. found evidence in an experimental study that a masculinist ideology combined with violent video game mechanics could lead to a lack of empathy for women and girls who are victims of violence, Ferguson and Donnellan dispute this finding based on poor methodology, arguing that there is no evidence for a causal relationship between gender, game type and lack of empathy for women and girls. This inconclusiveness in the research is mirrored by an ambiguity in the gendered performance of males playing through Doom, where the Power Fantasy is profoundly undercut in multiple ways.Wanderbots’ Doom playthrough is literally titled ‘I have no idea what I’m Dooming’ and he struggles with particular mechanics and relatively simple progression tools early in the game: this reads against masculinist stereotypes of superior and naturalised gameplay skill. Markiplier’s performance of the “badass” Doom Guy is undercut at various stages: in encountering the iconic challenge of the game, he mentions that “I am halfway decent… not that good at video games” (9:58), and on the verge of the protagonist’s death he admits “If I die this early into my first video I’m going to be very disappointed, so I’m going to have to kick it up a notch” (15:30). This suggests that rather than being an unproblematic and simple expression of male power in a fantasy video game world, the gameplay performances of Power Fantasy games are ambiguous and contested, and not always successfully performed via the avatar. They therefore demonstrate a “kind of gender performance [which] will enact and reveal the performativity of gender itself in a way that destabilizes the naturalized categories of identity and desire” (Butler 211). This cuts across the empowered performance of videogame mastery and physical dominance over the game world, and suggests that the automediation of gender identity through playing video games is a complex phenomenon urgently in need of further theorisation.ConclusionUltimately, this kind of analysis of the mediation of hegemonic gender identities is urgent for a cultural product as ubiquitous as video games. The hyper-empowered “badass” digital avatars of Power Fantasy video games can be expected to have some shaping effect on the identities of those who play them, evidenced by the gendered gameplay performance of Doom briefly explored here. This is by no means a simple or unproblematic process, though. Much further research is needed to test the methodological insights possible by using video performances of gameplay as explorations of the auto-mediation of gender identities through video games.ReferencesBaker, Meguey. “Problematizing Power Fantasy.” The Enemy 1.2 (2015). 18 Feb. 2018 <http://theenemyreader.org/problematizing-power-fantasy/>.Burrill, Derrick. Die Tryin’: Video Games, Masculinity, Culture. New York: Peter Lang, 2008.Butler, Judith. Gender Trouble. 10th ed. London: Routledge, 2002.Ferguson, Christopher, and Brent Donellan. “Are Associations between “Sexist” Video Games and Decreased Empathy toward Women Robust? A Reanalysis of Gabbiadini et al. 2016.” Journal of Youth and Adolescence 46.12 (2017): 2446–2459.Gabbiadini, Alessandro, Paolo Riva, Luca Andrighetto, Chiara Volpato, and Brad J. Bushman. “Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.” PloS One 11.4 (2016). 14 Apr. 2018 <http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0152121>.Gilroy, Joab. “Doom: Review.” IGN, 16 May 2016. 22 Feb. 2018 <http://au.ign.com/articles/2016/05/16/doom-review-2?page=1>.Golding, Dan, and Leena van Deventer. Game Changers: From Minecraft to Misogyny, the Fight for the Future of Videogames. South Melbourne: Affirm, 2016.Habel, Chad, and Ben Kooyman. “Agency Mechanics: Gameplay Design in Survival Horror Video Games”. Digital Creativity 25.1 (2014):1-14.Habel, Chad. “Doom: Review (PS4).” Game Truck Australia, 2017. 22 Feb. 2018 <http://www.gametruckaustralia.com.au/review-doom-2016-ps4/>.Harper, Todd. The Culture of Digital Fighting Games: Performance and Practice. London: Routledge, 2013.Kim Justice. “Doom: A Personal History of Demon Slaughter.” YouTube, 16 Jan. 2017. 22 Feb. 2018 <https://www.youtube.com/watch?v=JtvoENhvkys>.Lee, Patrick. “The Best Let’s Play Videos Offer More than Vicarious Playthroughs.” The A.V. Club, 24 Apr. 2015. 22 Feb. 2018 <https://games.avclub.com/the-best-let-s-play-videos-offer-more-than-vicarious-pl-1798279027>.Markiplier. “KNEE-DEEP IN THE DEAD | DOOM – Part 1.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=pCygvprsgIk>.Metacritic. “Doom (PS4).” 22 Feb. 2018 <http://www.metacritic.com/game/playstation-4/doom>.Nguyen, Josef. “Performing as Video Game Players in Let’s Plays.” Transformative Works and Cultures 22 (2016). <http://journal.transformativeworks.org/index.php/twc/article/view/698>.Paul, Christopher. The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst. Minneapolis: U of Minnesota P, 2018.PBS Digital Studios. “Do Games Give Us Too Much Power?” 2017. 18 Feb. 2018 <https://www.youtube.com/watch?v=9COt-_3C0xI>.Shaw, Adrienne. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity.” New Media and Society 14.1 (2012): 28-44.———. “Rethinking Game Studies: A Case Study Approach to Video Game Play and Identification.” Critical Studies in Media Communication 30.5 (2013): 347-361.SplatterCatGaming. “DOOM 2016 PC – Gameplay Intro – #01 Let's Play DOOM 2016 Gameplay.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=tusgsunWEIs>.Squire, Kurt. “Open-Ended Video Games: A Model for Developing Learning for the Interactive Age.” The Ecology of Games: Connecting Youth, Games, and Learning. Ed. Katie Salen. Cambridge, MA: MIT P, 2008. 167–198.Boellstorff, Tom, Bonnie Nardi, Celia Pearce, and T.L. Taylor. Ethnography and Virtual Worlds: A Handbook of Method. Princeton, NJ: Princeton UP, 2012.Triana, Benjamin. “Red Dead Maculinity: Constructing a Conceptual Framework for Analysing the Narrative and Message Found in Video Games.” Journal of Games Criticism 2.2 (2015). 12 Apr. 2018 <http://gamescriticism.org/articles/triana-2-2/>.TVTropes. Playing With / Power Fantasy. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/PlayingWith/PowerFantasy>.———. I Just Want to Be a Badass. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/Main/IJustWantToBeBadass>.Wanderbots. “Let’s Play Doom (2016) – PC Gameplay Part I – I Have No Idea What I’m Dooming!” YouTube, 18 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=AQSMNhWAf0o>.Yee, Nick. “Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games.” Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. Eds. Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Sun. Cambridge, MA: MIT P, 2008. 83-96.Yahtzee. “Doom (2016) Review.” Zero Punctuation, 8 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=HQGxC8HKCD4>.
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27

Kimberley, Maree. "Neuroscience and Young Adult Fiction: A Recipe for Trouble?" M/C Journal 14, no. 3 (June 25, 2011). http://dx.doi.org/10.5204/mcj.371.

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Abstract:
Historically, science and medicine have been a great source of inspiration for fiction writers. Mary Shelley, in the 1831 introduction to her novel Frankenstein said she was been inspired, in part, by discussions about scientific experiments, including those of Darwin and Galvani. Shelley states “perhaps a corpse would be re-animated; galvanism had given token of such things: perhaps the component parts of a creature might be manufactured, brought together, and endued with vital warmth” (10). Countless other authors have followed her lead, from H.G. Wells, whose mad scientist Dr Moreau takes a lead from Shelley’s Dr Frankenstein, through to popular contemporary writers of adult fiction, such as Michael Crichton and Kathy Reichs, who have drawn on their scientific and medical backgrounds for their fictional works. Science and medicine themed fiction has also proven popular for younger readers, particularly in dystopian settings. Reichs has extended her writing to include the young adult market with Virals, which combines forensic science with the supernatural. Alison Allen-Grey’s 2009 novel, Lifegame, deals with cloning and organ replacement. Nathan Hobby’s The Fur is based around an environmental disaster where an invasive fungal-fur grows everywhere, including in people’s internal organs. Catherine Jinks’ Piggy in the Middle incorporates genetics and biomedical research into its horror-science fiction plot. Brian Caswell’s young adult novel, Cage of Butterflies uses elements of neuroscience as a plot device. However, although Caswell’s novel found commercial and critical success—it was shortlisted in the 1993 Children’s Book Council of Australia (CBCA) Book of the Year Awards Older Readers and was reprinted several times—neuroscience is a field that writers of young adult fiction tend to either ignore or only refer to on the periphery. This paper will explore how neuroscientific and dystopian elements interact in young adult fiction, focusing on the current trend for neuroscientific elements to be something that adolescent characters are subjected to rather than something they can use as a tool of positive change. It will argue that the time is right for a shift in young adult fiction away from a dystopian world view to one where the teenaged characters can become powerful agents of change. The term “neuroscience” was first coined in the 1960s as a way to hybridise a range of disciplines and sub-disciplines including biophsyics, biology and chemistry (Abi-Rached and Rose). Since then, neuroscience as a field has made huge leaps, particularly in the past two decades with discoveries about the development and growth of the adolescent brain; the dismissal of the nature versus nurture dichotomy; and the acceptance of brain plasticity. Although individual scientists had made discoveries relating to brain plasticity in adult humans as far back as the 1960s, for example, it is less than 10 years since neuroplasticity—the notion that nerve cells in human brains and nervous systems are malleable, and so can be changed or modified by input from the environment—was accepted into mainstream scientific thinking (Doidge). This was a significant change in brain science from the once dominant principle of localisation, which posited that specific brain functions were fixed in a specific area of the brain, and that once damaged, the function associated with a brain area could not improve or recover (Burrell; Kolb and Whishaw; Doidge). Furthermore, up until the late 1990s when neuroscientist Jay Giedd’s studies of adolescent brains showed that the brain’s grey matter, which thickens during childhood, thins during adolescence while the white matter thickens, it was widely accepted the human brain stopped maturing at around the age of twelve (Wallis and Dell). The research of Giedd and others showed that massive changes, including those affecting decision-making abilities, impulse control and skill development, take place in the developing adolescent brain (Carr-Gregg). Thus, within the last fifteen years, two significant discoveries within neuroscience—brain plasticity and the maturation of the adolescent brain­—have had a major impact on the way the brain is viewed and studied. Brian Caswell’s Cage of Butterflies, was published too early to take advantage of these neuroscientific discoveries. Nevertheless the novel includes some specific details about how the brains of a group of children within the story, the Babies, have been altered by febrile convulsions to create an abnormality in their brain anatomy. The abnormality is discovered by a CAT scan (the novel predates the use of fMRI brain scans). Due to their abnormal brain anatomy, the Babies are unable to communicate verbally but can communicate telepathically as a “shared mind” with others outside their small group. It is unlikely Caswell would have been aware of brain plasticity in the early 1990s, nevertheless, in the narrative, older teens are able to slowly understand the Babies by focusing on their telepathic messages until, over time, they can understand them without too much difficulty. Thus Caswell has incorporated neuroscientific elements throughout the plot of his novel and provided some neuroscientific explanation for how the Babies communicate. In recent years, several young adult novels, both speculative and contemporary, have used elements of neuroscience in their narratives; however, these novels tend to put neuroscience on the periphery. Rather than embracing neuroscience as a tool adolescent characters can use for their benefit, as Caswell did, neuroscience is typically something that exists around or is done to the characters; it is an element over which they have no control. These novels are found across several sub-genres of young adult fiction, including science fiction, speculative fiction and contemporary fiction. Most place their narratives in a dystopian world view. The dystopian settings reinforce the idea that the world is a dangerous place to live, and the teenaged characters living in the world of the novels are at the mercy of powerful oppressors. This creates tension within the narrative as the adolescents battle authorities for power. Without the ability to use neuroscientific advantages for their own gain, however, the characters’ power to change their worlds remains in the hands of adult authorities and the teenaged characters ultimately lose the fight to change their world. This lack of agency is evident in several dystopian young adult novels published in recent years, including the Uglies series and to a lesser extent Brain Jack and Dark Angel. Scott Westerfeld’s Uglies series is set in a dystopian future world and uses neuroscientific concepts to both reinforce the power of the ruling regime and give limited agency to the protagonists. In the first book in the series, Uglies, the science supports the narrative where necessary but is always subservient to the action. Westerfeld’s intended the Uglies series to focus on action. Westerfield states “I love a good action sequence, and this series is of full of hoverboard chases, escapes through ancient ruins, and leaps off tall buildings in bungee jackets” (Books). Nevertheless, the brain’s ability to rewire itself—the neuroscientific concept of brain plasticity—is a central idea within the Uglies series. In book one, the protagonist Tally Youngblood is desperate to turn 16 so she can join her friends and become a Pretty. However, she discovers the operation to become a Pretty involves not just plastic surgery to alter her looks: a lesion is inflicted on the brain, giving each Pretty the equivalent of a frontal lobotomy. In the next book, Pretties, Tally has undergone the procedure and then becomes one of the elite Specials, and in the third instalment she eventually rejects her Special status and returns to her true nature. This latter process, one of the characters explains, is possible because Tally has learnt to rewire her brain, and so undo the Pretty operation and the procedure that made her a Special. Thus neuroscientific concepts of brain injury and recovery through brain plasticity are prime plot devices. But the narrative offers no explanations for how Tally and some others have the ability to rewire their brains to undo the Pretty operation while most do not. The apparent complexity of the neuroscience is used as a surface plot device rather than as an element that could be explored to add narrative depth. In contrast, the philosophical implications of recent neuroscientific discoveries, rather than the physical, are explored in another recent young adult novel, Dark Angel. David Klass’ novel, Dark Angel, places recent developments in neuroscience in a contemporary setting to explore the nature of good and evil. It tells the story of 17-year-old Jeff, whose ordinary, small-town life implodes when his older brother, Troy, comes home on parole after serving five years for manslaughter. A school assignment forces Jeff to confront Troy’s complex nature. The science teacher asks his class “where does our growing knowledge of the chemical nature of the brain leave us in terms of... the human soul? When we think, are we really making choices or just following chemical pathways?” (Klass 74). This passage introduces a neuroscientific angle into the plot, and may refer to a case brought before the US Supreme Court in 2005 where the court admitted a brief based on brain scans showing that adolescent brains work differently than adult brains (Madrigal). The protagonist, Jeff, explores the nature of good and evil through this neuroscientific framework as the story's action unfolds, and examines his relationship with Troy, who is described in all his creepiness and vulnerability. Again through the teacher, Klass incorporates trauma and its impact on the brain from a neuroscientific perspective: There are psychiatrists and neurologists doing studies on violent lawbreakers...who are finding that these felons share amazingly similar patterns of abusive childhoods, brain injuries, and psychotic symptoms. (Klass 115)Jeff's story is infused with the fallout of his brother’s violent past and present, yet there is no hint of any trauma in Jeff’s or Troy’s childhoods that could be seen as a cause for Troy’s aberrant behaviour. Thus, although Klass’ novel explores more philosophical aspects of neuroscience, like Westerfeld’s novel, it uses developments in neuroscience as a point of interest. The neuroscience in Dark Angel is not embedded in the story but is a lens through which to view the theme of whether people are born evil or made evil. Brain Jack and Being are another two recent young adult novels that explore physical and philosophical aspects of modern neuroscience to some extent. Technology and its possible neurological effects on the brain, particularly the adolescent brain, is a field of research popularised by English neuroscientist Baroness Susan Greenfield. Brian Falkner’s 2010 release, Brain Jack, explores this branch of neuroscience with its cautionary tale of a hands-free device—a cap with small wires that attach to your head called the neuro-headset­—that allows you to control your computer with your thoughts. As more and more people use the neuro-headset, the avatar designed to help people learn to use the software develops consciousness and its own moral code, destroying anyone who it considers a threat by frying their brains. Like Dark Angel and Uglies, Brain Jack keeps the neuroscience on the periphery as an element over which the characters have little or no control, and details about how the neuro-headset affects the brain of its wearers, and how the avatar develops consciousness, are not explored. Conversely, Kevin Brooks’ novel Being explores the nature of consciousness outside the field of neuroscience. The protagonist, Robert, goes into hospital for a routine procedure and discovers that instead of internal organs, he has some kind of hardware. On the run from authorities who are after him for reasons he does not understand, Robert tries frantically to reconstruct his earliest memories to give him some clue as to who, or what, he really is: if he does not have normal human body parts, is he human? However, whether or not he has a human brain, and the implications of either answer for his consciousness, is never addressed. Thus, although the novels discussed above each incorporate neuroscience to some degree, they do so at a cursory level. In the case of Being this is understandable as neuroscience is never explicitly mentioned; rather it is a possible sub-text implied through the theme of consciousness. In Dark Angel, through the teacher as mouthpiece, neuroscience is offered up as a possible explanation for criminal behaviour, which causes the protagonist to question his beliefs and judgements about his brother. However, in Uglies, and to a lesser extent in Brain Jack, neuroscience is glossed over when more detail may have added extra depth and complexity to the novels. Fast-paced action is a common element in much contemporary young adult fiction, and thus it is possible that Westerfeld and Falkner both chose to sacrifice complexity for the sake of action. In Uglies, it is likely this is the case, given Westerfeld’s love of action sequences and his attention to detail about objects created exclusively for his futuristic world. However, Brain Jack goes into explicit detail about computer hacking. Falkner’s dismissal of the neuroscientific aspects of his plot, which could have added extra interest, most likely stems from his passion for computer science (he studied computer science at university) rather than a distaste for or ignorance of neuroscience. Nevertheless Falkner, Westerfeld, Brooks, and to a lesser extent Klass, have each glossed over a source of potential power that could turn the dystopian worlds of their novels into one where the teenaged protagonists hold the power to make lasting change. In each of these novels, neuroscientific concepts are generally used to support a bleak or dystopian world view. In Uglies, the characters have two choices: a life as a lobotomised Pretty or a life on the run from the authorities, where discovery and capture is a constant threat. The USA represented in Brain Jack descends into civil war, where those unknowingly enslaved by the avatar’s consciousness fight against those who refuse to wear the neuro-headsets. The protagonist in Being lives in hiding from the secret authorities who seek to capture and destroy him. Even in Dark Angel, the neuroscience is not a source of comfort or support for the protagonist, whose life, and that of his family, falls apart as a consequence of his older brother’s criminal actions. It is only in the 1990s novel, Cage of Butterflies, that characters use a neuroscientific advantage to improve their situation. The Babies in Caswell’s Cage of Butterflies are initially victims of their brain abnormality; however, with the help of the teenaged characters, along with two adult characters, they are able to use their “condition” to help create a new life for themselves. Telepathically communicating through their “shared mind,” the Babies coordinate their efforts with the others to escape from the research scientists who threaten their survival. In this way, what starts as a neurological disability is turned into an advantage. Cage of Butterflies illustrates how a young adult novel can incorporate neuroscience into its narrative in a way that offers the young adults agency to make positive changes in their lives. Furthermore, with recent neuroscientific discoveries showing that adolescence is a vital time for brain development and growth, there is potential for neuroscience to be explored as an agent of positive change in a new wave of young adult fiction, one that adopts a non-dystopian (if not optimistic) world view. Dystopian young adult fiction has been enjoying enormous popularity in western publishing in the past few years with series such as Chaos Walking, Hunger Games and Maze Runner trilogies topping bestseller lists. Dystopian fiction’s appeal to young adult audiences, states Westerfeld, is because: Teenagers’ lives are constantly defined by rules, and in response they construct their identities through necessary confrontations with authority, large and small. Imagining a world in which those authorities must be destroyed by any means necessary is one way of expanding that game. ("Teenage Wastelands")Teenagers often find themselves in trouble, and are almost as often like to cause trouble. Placing them in a fictional dystopian world gives them room to fight authority; too often, however, the young adult protagonists are never able to completely escape the world the adults impose upon them. For example, the epilogue of James Dashner’s The Maze Runner tells the reader the surviving group have not escaped the makers of the maze, and their apparent rescuers are part of the same group of adult authorities. Caswell’s neurologically evolved Babies, along with their high IQ teenage counterparts, however, provide a model for how young protagonists can take advantage of neuroscientific discoveries to cause trouble for hostile authorities in their fictional worlds. The power of the brain harnessed by adolescents, alongside their hormonal changes, is by its nature a recipe for trouble: it has the potential to give young people an agency and power adults may fear. In the everyday, lived world, neuroscientific tools are always in the hands of adults; however, there needs to be no such constraint in a fictional world. The superior ability of adolescents to grow the white matter of their brains, for example, could give rise to a range of fictional scenarios where the adolescents could use their brain power to brainwash adults in authority. A teenage neurosurgeon might not work well in a contemporary setting but could be credible in a speculative fiction setting. The number of possible scenarios is endless. More importantly, however, it offers a relatively unexplored avenue for teenaged characters to have agency and power in their fictional worlds. Westerfeld may be right in his assertion that the current popularity of dystopian fiction for young adults is a reaction to the highly monitored and controlled world in which they live ("Teenage Wastelands"). However, an alternative world view, one where the adolescents take control and defeat the adults, is just as valid. Such a scenario has been explored in Cory Doctorow’s For the Win, where marginalised and exploited gamers from Singapore and China band together with an American to form a global union and defeat their oppressors. Doctorow uses online gaming skills, a field of expertise where youth are considered superior to adults, to give his characters power over adults in their world. Similarly, the amazing changes that take place in the adolescent brain are a natural advantage that teenaged characters could utilise, particularly in speculative fiction, to gain power over adults. To imbue adolescent characters with such power has the potential to move young adult fiction beyond the confines of the dystopian novel and open new narrative pathways. The 2011 Bologna Children’s Book Fair supports the view that western-based publishing companies will be looking for more dystopian young adult fiction for the next year or two (Roback). However, within a few years, it is possible that the popularity of zombies, werewolves and vampires—and their dominance of fictional dystopian worlds—will pass or, at least change in their representations. The “next big thing” in young adult fiction could be neuroscience. Moreover, neuroscientific concepts could be incorporated into the standard zombie/vampire/werewolf trope to create yet another hybrid to explore: a zombie virus that mutates to give a new breed of undead creature superior intelligence, for example; or a new cross-breed of werewolf that gives humans the advantages of the canine brain with none of the disadvantages. The capacity and complexity of the human brain is enormous, and thus it offers enormous potential to create exciting young adult fiction that explores new territory, giving the teenaged reader a sense of their own power and natural advantages. In turn, this is bound to give them infinite potential to create fictional trouble. References Abi-Rachedm, Rose. “The Birth of the Neuromolecular Gaze.” History of the Human Sciences 23 (2010): 11-36. Allen-Gray, Alison. Lifegame. Oxford: Oxford UP, 2009. Brooks, Kevin. Being. London: Puffin Books, 2007. Burrell, Brian. Postcards from the Brain Museum. New York: Broadway, 2004. Carr-Gregg, Michael. The Princess Bitchface Syndrome. Melbourne: Penguin Books. 2006. Caswell, Brian. A Cage of Butterflies. Brisbane: University of Queensland Press, 1992. Dashner, James. The Maze Runner. Somerset, United Kingdom: Chicken House, 2010. Doctorow, Cory. For the Win. New York: Tor, 2010. Doidge, Norman. The Brain That Changes Itself. Melbourne: Scribe, 2007. Falkner, Brian. Brain Jack. New York: Random House, 2009. Hobby, Nathan. The Fur. Fremantle: Fremantle Press, 2004. Jinks, Catherine. Piggy in the Middle. Melbourne: Penguin, 1998. Klass, David. Dark Angel. New York: HarperTeen, 2007. Kolb, Bryan, and Ian Whishaw. Fundamentals of Human Neuropscychology, New York, Worth, 2009. Lehrer, Jonah. “The Human Brain Gets a New Map.” The Frontal Cortex. 2011. 10 April 2011 ‹http://www.wired.com/wiredscience/2011/04/the-human-brain-atlas/›. Madrigal, Alexis. “Courtroom First: Brain Scan Used in Murder Sentencing.” Wired. 2009. 16 April 2011 ‹http://www.wired.com/wiredscience/2009/11/brain-scan-murder-sentencing/›. Reichs, Kathy. Virals. London: Young Corgi, 2010. Roback, Diane. “Bologna 2011: Back to Business at a Buoyant Fair.” Publishers Weekly. 2011. 17 April 2011 ‹http://www.publishersweekly.com/pw/by-topic/childrens/childrens-industry-news/article/46698-bologna-2011-back-to-business-at-a-buoyant-fair.html›. Shelley, Mary. Frankenstein. London: Arrow Books, 1973. Wallis, Claudia, and Krystina Dell. “What Makes Teens Tick?” Death Penalty Information Centre. 2004. 10 April 2011 ‹http://www.deathpenaltyinfo.org/what-makes-teens-tick-flood-hormones-sure-also-host-structural-changes-brain-can-those-explain-behav›. Wells, H.G. The Island of Dr Moreau. Melbourne: Penguin, 1896. Westerfeld, Scott. Uglies. New York: Simon Pulse, 2005. ———. Pretties. New York: Simon Pulse, 2005. ———. Specials. New York: Simon Pulse, 2006. ———. Books. 2008. 1 Sep. 2010 ‹http://www.scottwesterfeld.com/author/books.htm›. ———. “Teenage Wastelands: How Dystopian YA Became Publishing’s Next Big Thing.” Tor.com 2011. 17 April 2011 ‹http://www.tor.com/blogs/2011/04/teenage-wastelands-how-dystopian-ya-became-publishings-next-big-thing›.
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