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Artigos de revistas sobre o assunto "Grand Central Tower (New York, N.Y.)"

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O'Hare, Michael J. "Instrumental liquid chromatography. Journal of Chromatography, vol. 27. By N. A. Parris. Elsevier Science Publishers, P.O. Box 1663, Grand Central Station, New York, NY 10163. 1984. 432pp. 17 × 25cm. $86.50". Journal of Pharmaceutical Sciences 74, n.º 5 (maio de 1985): 592. http://dx.doi.org/10.1002/jps.2600740526.

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Damas, Ummi Shabrina. "QUARTER LIFE CRISIS DALAM PENCIPTAAN SENI LUKIS". Gorga : Jurnal Seni Rupa 12, n.º 2 (30 de novembro de 2023): 319. http://dx.doi.org/10.24114/gr.v12i2.51219.

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One of the events that occurs when someone transitions from adolescence to adulthood is the quarter life crisis. Quarter life crisis is a condition where a person feels worried because of uncertainty about the future. This worry is related to social relationships, careers and social life experienced by individuals aged 20-30 years. The author will invite readers to examine several factors that cause the Quarter Life Crisis and how to overcome it based on the author's experience expressed through painting. This work of art was created by the artist with the aim of reflecting on the conditions around him, encouraging people to be more critical of their environment, and learn together to create a better life in the future. The result of all these paintings is a strong visual combination of three main concepts, namely Quarter life crisis, Sandwich generation, and Hustle culture. Through these paintings, the author succeeds in depicting the complexity of the challenges faced by the younger generation in their transition to adulthood, with the pressure to find meaning in life, fulfill family responsibilities, and compete in a competitive world of work. These works also reflect changing priorities in life, where materialistic values often conflict with the search for meaning and true happiness. The author invites the audience to reflect on the complex journey of today's young generation and provides a message about the importance of awareness of the Quarter life crisis, the role of the Sandwich generation, and the impact of Hustle culture. This conclusion illustrates that art has an important role in stimulating reflection and discussion regarding relevant social and psychological issues in contemporary society.Keywords: quarter life crisis, painting.AbstrakSalah satu peristiwa yang terjadi saat seseorang bertransisi dari masa remaja ke dewasa adalah Quarter life crisis. Quarter life crisis merupakan kondisi di mana seseorang merasa khawatir karena ketidakpastian tentang masa depan. Khawatir ini berkaitan dengan hubungan sosial, karier, dan kehidupan sosial yang dialami oleh individu di usia 20-30 tahun. Penulis akan mengundang para pembaca untuk mengkaji beberapa faktor yang menjadi penyebab Quarter life crisis dan bagaimana cara mengatasinya berdasarkan pengalaman penulis yang diungkapkan melalui seni lukis. Karya seni ini dibuat oleh seniman dengan tujuan untuk merenungkan kondisi di sekitarnya, mendorong masyarakat untuk lebih kritis terhadap lingkungannya, dan bersama-sama belajar untuk menciptakan kehidupan yang lebih baik di masa depan. Hasil dari seluruh karya lukis ini adalah penggabungan visual yang kuat dari tiga konsep utama, yaitu Quarter life crisis, Sandwich generation, dan Hustle culture. Melalui lukisan-lukisan ini, penulis berhasil menggambarkan kompleksitas tantangan yang dihadapi oleh generasi muda dalam transisi ke dewasa, dengan tekanan untuk menemukan makna hidup, memenuhi tanggung jawab keluarga, dan bersaing di dunia kerja yang kompetitif. Karya-karya ini juga mencerminkan perubahan prioritas dalam kehidupan, di mana nilai-nilai materialistik seringkali bertentangan dengan pencarian makna dan kebahagiaan sejati. Penulis mengajak audiens untuk merenungkan perjalanan kompleks generasi muda saat ini dan memberikan pesan tentang pentingnya kesadaran akan Quarter life crisis, peran generasi Sandwich, serta dampak dari budaya Hustle culture. Kesimpulan ini menggambarkan bahwa seni memiliki peran penting dalam merangsang refleksi dan diskusi mengenai isu-isu sosial dan psikologis yang relevan dalam masyarakat kontemporer.Kata Kunci: quarter life crisis, karya lukis.Author:Ummi Shabrina Damas : Institut Seni Indonesia Yogyakarta References: Ahmed, S. (2019). Hustle Culture: Examining The Socio-Cultural Drivers of Overwork Amongst Millennials. The Sociological Review, 67(2), 285–303.Arnett, J. J. (2014). Emerging Adulthood. Oxford: University Press.Asa, F. O., & Sahrul, N. (2018). Kehidupan Surau Di Minangkabau Sebagai Inspirasi Dalam Karya Seni Lukis. Gorga: Jurnal Seni Rupa, 7(2), 148-155.Ayuningtari, A. W. K. (2022). Youth Cyberbullying Sebagai Tema Penciptaan Karya Seni Lukis. Gorga: Jurnal Seni Rupa, 11(2), 521-528.Balzarie, E. N. , & N. E. (2019). Kajian Resiliensi pada Mahasiswa Bandung yang Mengalami Quarter life crisis. Prosiding Psikologi, 5(2), 494–500.Daniati, N., Sastra, A. I., & Dharsono, D. (2018). Perempuan Kerinci sebagai Ide dalam Penciptaan Karya Seni Lukis. Gorga: Jurnal Seni Rupa, 7(2), 129-133.Given, L. (2008). The SAGE Encyclopedia of Qualitative Research Methods. California: SAGE Publications, Inc.Hayslip, B. , Jr. , & F. C. A. (2018). The Sandwich generation: Challenges and Coping Strategies of Multigenerational Families. London: Routledge.Jahja, Y. (2011). Psikologi Perkembangan. Jakarta: Kencana.Newport, C. (2016). Deep Work: Rules for Focused Success in a Distracted World. New York: Grand Central Publishing.Miya, T. (2015). Do What You Love: And Other Lies About Success and Happiness. New York: Regan Arts.Poswolsky, A. S. (2016). The Quarter-Life Breakthrough: Invent Your Own Path, Find Meaningful Work, and Build a Life That Matters. New York: Tarcher Perigee.Seragih, Y. G., & Azis, A. C. K. (2021). Tinjauan Hasil Gambar Ilustrasi Kartun dengan Objek Binatang. Ekspresi Seni: Jurnal Ilmu Pengetahuan dan Karya Seni, 23(2), 302-318.Thompson, C. (2006). Art practice as research: A review essay. International Journal of Education & the Arts, 7(3), 1-13.Wibowo, A. S. (2017). Mantra kehidupan : Sebuah Refleksi Melewati Fresh Graduate Syndrome & Quarter-Life Crisis : Krisis Seperempat Baya. Jakarta: PT. Elex Media Komputindo.
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Toutant, Ligia. "Can Stage Directors Make Opera and Popular Culture ‘Equal’?" M/C Journal 11, n.º 2 (1 de junho de 2008). http://dx.doi.org/10.5204/mcj.34.

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Cultural sociologists (Bourdieu; DiMaggio, “Cultural Capital”, “Classification”; Gans; Lamont & Foumier; Halle; Erickson) wrote about high culture and popular culture in an attempt to explain the growing social and economic inequalities, to find consensus on culture hierarchies, and to analyze cultural complexities. Halle states that this categorisation of culture into “high culture” and “popular culture” underlined most of the debate on culture in the last fifty years. Gans contends that both high culture and popular culture are stereotypes, public forms of culture or taste cultures, each sharing “common aesthetic values and standards of tastes” (8). However, this article is not concerned with these categorisations, or macro analysis. Rather, it is a reflection piece that inquires if opera, which is usually considered high culture, has become more equal to popular culture, and why some directors change the time and place of opera plots, whereas others will stay true to the original setting of the story. I do not consider these productions “adaptations,” but “post-modern morphologies,” and I will refer to this later in the paper. In other words, the paper is seeking to explain a social phenomenon and explore the underlying motives by quoting interviews with directors. The word ‘opera’ is defined in Elson’s Music Dictionary as: “a form of musical composition evolved shortly before 1600, by some enthusiastic Florentine amateurs who sought to bring back the Greek plays to the modern stage” (189). Hence, it was an experimentation to revive Greek music and drama believed to be the ideal way to express emotions (Grout 186). It is difficult to pinpoint the exact moment when stage directors started changing the time and place of the original settings of operas. The practice became more common after World War II, and Peter Brook’s Covent Garden productions of Boris Godunov (1948) and Salome (1949) are considered the prototypes of this practice (Sutcliffe 19-20). Richard Wagner’s grandsons, the brothers Wieland and Wolfgang Wagner are cited in the music literature as using technology and modern innovations in staging and design beginning in the early 1950s. Brief Background into the History of Opera Grout contends that opera began as an attempt to heighten the dramatic expression of language by intensifying the natural accents of speech through melody supported by simple harmony. In the late 1590s, the Italian composer Jacopo Peri wrote what is considered to be the first opera, but most of it has been lost. The first surviving complete opera is Euridice, a version of the Orpheus myth that Peri and Giulio Caccini jointly set to music in 1600. The first composer to understand the possibilities inherent in this new musical form was Claudio Monteverdi, who in 1607 wrote Orfeo. Although it was based on the same story as Euridice, it was expanded to a full five acts. Early opera was meant for small, private audiences, usually at court; hence it began as an elitist genre. After thirty years of being private, in 1637, opera went public with the opening of the first public opera house, Teatro di San Cassiano, in Venice, and the genre quickly became popular. Indeed, Monteverdi wrote his last two operas, Il ritorno d’Ulisse in patria and L’incoronazione di Poppea for the Venetian public, thereby leading the transition from the Italian courts to the ‘public’. Both operas are still performed today. Poppea was the first opera to be based on a historical rather than a mythological or allegorical subject. Sutcliffe argues that opera became popular because it was a new mixture of means: new words, new music, new methods of performance. He states, “operatic fashion through history may be a desire for novelty, new formulas displacing old” (65). By the end of the 17th century, Venice alone had ten opera houses that had produced more than 350 operas. Wealthy families purchased season boxes, but inexpensive tickets made the genre available to persons of lesser means. The genre spread quickly, and various styles of opera developed. In Naples, for example, music rather than the libretto dominated opera. The genre spread to Germany and France, each developing the genre to suit the demands of its audiences. For example, ballet became an essential component of French opera. Eventually, “opera became the profligate art as large casts and lavish settings made it the most expensive public entertainment. It was the only art that without embarrassment called itself ‘grand’” (Boorstin 467). Contemporary Opera Productions Opera continues to be popular. According to a 2002 report released by the National Endowment for the Arts, 6.6 million adults attended at least one live opera performance in 2002, and 37.6 million experienced opera on television, video, radio, audio recording or via the Internet. Some think that it is a dying art form, while others think to the contrary, that it is a living art form because of its complexity and “ability to probe deeper into the human experience than any other art form” (Berger 3). Some directors change the setting of operas with perhaps the most famous contemporary proponent of this approach being Peter Sellars, who made drastic changes to three of Mozart’s most famous operas. Le Nozze di Figaro, originally set in 18th-century Seville, was set by Sellars in a luxury apartment in the Trump Tower in New York City; Sellars set Don Giovanni in contemporary Spanish Harlem rather than 17th century Seville; and for Cosi Fan Tutte, Sellars chose a diner on Cape Cod rather than 18th century Naples. As one of the more than six million Americans who attend live opera each year, I have experienced several updated productions, which made me reflect on the convergence or cross-over between high culture and popular culture. In 2000, I attended a production of Don Giovanni at the Estates Theatre in Prague, the very theatre where Mozart conducted the world premiere in 1787. In this production, Don Giovanni was a fashion designer known as “Don G” and drove a BMW. During the 1999-2000 season, Los Angeles Opera engaged film director Bruce Beresford to direct Verdi’s Rigoletto. Beresford updated the original setting of 16th century Mantua to 20th century Hollywood. The lead tenor, rather than being the Duke of Mantua, was a Hollywood agent known as “Duke Mantua.” In the first act, just before Marullo announces to the Duke’s guests that the jester Rigoletto has taken a mistress, he gets the news via his cell phone. Director Ian Judge set the 2004 production of Le Nozze di Figaro in the 1950s. In one of the opening productions of the 2006-07 LA opera season, Vincent Patterson also chose the 1950s for Massenet’s Manon rather than France in the 1720s. This allowed the title character to appear in the fourth act dressed as Marilyn Monroe. Excerpts from the dress rehearsal can be seen on YouTube. Most recently, I attended a production of Ariane et Barbe-Bleu at the Paris Opera. The original setting of the Maeterlinck play is in Duke Bluebeard’s castle, but the time period is unclear. However, it is doubtful that the 1907 opera based on an 1899 play was meant to be set in what appeared to be a mental institution equipped with surveillance cameras whose screens were visible to the audience. The critical and audience consensus seemed to be that the opera was a musical success but a failure as a production. James Shore summed up the audience reaction: “the production team was vociferously booed and jeered by much of the house, and the enthusiastic applause that had greeted the singers and conductor, immediately went nearly silent when they came on stage”. It seems to me that a new class-related taste has emerged; the opera genre has shot out a subdivision which I shall call “post-modern morphologies,” that may appeal to a larger pool of people. Hence, class, age, gender, and race are becoming more important factors in conceptualising opera productions today than in the past. I do not consider these productions as new adaptations because the libretto and the music are originals. What changes is the fact that both text and sound are taken to a higher dimension by adding iconographic images that stimulate people’s brains. When asked in an interview why he often changes the setting of an opera, Ian Judge commented, “I try to find the best world for the story and characters to operate in, and I think you have to find a balance between the period the author set it in, the period he conceived it in and the nature of theatre and audiences at that time, and the world we live in.” Hence, the world today is complex, interconnected, borderless and timeless because of advanced technologies, and updated opera productions play with symbols that offer multiple meanings that reflect the world we live in. It may be that television and film have influenced opera production. Character tenor Graham Clark recently observed in an interview, “Now the situation has changed enormously. Television and film have made a lot of things totally accessible which they were not before and in an entirely different perception.” Director Ian Judge believes that television and film have affected audience expectations in opera. “I think audiences who are brought up on television, which is bad acting, and movies, which is not that good acting, perhaps require more of opera than stand and deliver, and I have never really been happy with someone who just stands and sings.” Sociologist Wendy Griswold states that culture reflects social reality and the meaning of a particular cultural object (such as opera), originates “in the social structures and social patterns it reflects” (22). Screens of various technologies are embedded in our lives and normalised as extensions of our bodies. In those opera productions in which directors change the time and place of opera plots, use technology, and are less concerned with what the composer or librettist intended (which we can only guess), the iconographic images create multi valances, textuality similar to Mikhail Bakhtin’s notion of multiplicity of voices. Hence, a plurality of meanings. Plàcido Domingo, the Eli and Edyth Broad General Director of Los Angeles Opera, seeks to take advantage of the company’s proximity to the film industry. This is evidenced by his having engaged Bruce Beresford to direct Rigoletto and William Friedkin to direct Ariadne auf Naxos, Duke Bluebeard’s Castle and Gianni Schicchi. Perhaps the most daring example of Domingo’s approach was convincing Garry Marshall, creator of the television sitcom Happy Days and who directed the films Pretty Woman and The Princess Diaries, to direct Jacques Offenbach’s The Grand Duchess of Gerolstein to open the company’s 20th anniversary season. When asked how Domingo convinced him to direct an opera for the first time, Marshall responded, “he was insistent that one, people think that opera is pretty elitist, and he knew without insulting me that I was not one of the elitists; two, he said that you gotta make a funny opera; we need more comedy in the operetta and opera world.” Marshall rewrote most of the dialogue and performed it in English, but left the “songs” untouched and in the original French. He also developed numerous sight gags and added characters including a dog named Morrie and the composer Jacques Offenbach himself. Did it work? Christie Grimstad wrote, “if you want an evening filled with witty music, kaleidoscopic colors and hilariously good singing, seek out The Grand Duchess. You will not be disappointed.” The FanFaire Website commented on Domingo’s approach of using television and film directors to direct opera: You’ve got to hand it to Plàcido Domingo for having the vision to draw on Hollywood’s vast pool of directorial talent. Certainly something can be gained from the cross-fertilization that could ensue from this sort of interaction between opera and the movies, two forms of entertainment (elitist and perennially struggling for funds vs. popular and, it seems, eternally rich) that in Los Angeles have traditionally lived separate lives on opposite sides of the tracks. A wider audience, for example, never a problem for the movies, can only mean good news for the future of opera. So, did the Marshall Plan work? Purists of course will always want their operas and operettas ‘pure and unadulterated’. But with an audience that seemed to have as much fun as the stellar cast on stage, it sure did. Critic Alan Rich disagrees, calling Marshall “a representative from an alien industry taking on an artistic product, not to create something innovative and interesting, but merely to insult.” Nevertheless, the combination of Hollywood and opera seems to work. The Los Angeles Opera reported that the 2005-2006 season was its best ever: “ticket revenues from the season, which ended in June, exceeded projected figures by nearly US$900,000. Seasonal attendance at the Dorothy Chandler Pavilion stood at more than 86% of the house’s capacity, the largest percentage in the opera’s history.” Domingo continues with the Hollywood connection in the upcoming 2008-2009 season. He has reengaged William Friedkin to direct two of Puccini’s three operas titled collectively as Il Trittico. Friedkin will direct the two tragedies, Il Tabarro and Suor Angelica. Although Friedkin has already directed a production of the third opera in Il Trittico for Los Angeles, the comedy Gianni Schicchi, Domingo convinced Woody Allen to make his operatic directorial debut with this work. This can be viewed as another example of the desire to make opera and popular culture more equal. However, some, like Alan Rich, may see this attempt as merely insulting rather than interesting and innovative. With a top ticket price in Los Angeles of US$238 per seat, opera seems to continue to be elitist. Berger (2005) concurs with this idea and gives his rationale for elitism: there are rich people who support and attend the opera; it is an imported art from Europe that causes some marginalisation; opera is not associated with something being ‘moral,’ a concept engrained in American culture; it is expensive to produce and usually funded by kings, corporations, rich people; and the opera singers are rare –usually one in a million who will have the vocal quality to sing opera arias. Furthermore, Nicholas Kenyon commented in the early 1990s: “there is suspicion that audiences are now paying more and more money for their seats to see more and more money spent on stage” (Kenyon 3). Still, Garry Marshall commented that the budget for The Grand Duchess was US$2 million, while his budget for Runaway Bride was US$72 million. Kenyon warns, “Such popularity for opera may be illusory. The enjoyment of one striking aria does not guarantee the survival of an art form long regarded as over-elitist, over-recondite, and over-priced” (Kenyon 3). A recent development is the Metropolitan Opera’s decision to simulcast live opera performances from the Met stage to various cinemas around the world. These HD transmissions began with the 2006-2007 season when six performances were broadcast. In the 2007-2008 season, the schedule has expanded to eight live Saturday matinee broadcasts plus eight recorded encores broadcast the following day. According to The Los Angeles Times, “the Met’s experiment of merging film with live performance has created a new art form” (Aslup). Whether or not this is a “new art form,” it certainly makes world-class live opera available to countless persons who cannot travel to New York and pay the price for tickets, when they are available. In the US alone, more than 350 cinemas screen these live HD broadcasts from the Met. Top ticket price for these performances at the Met is US$375, while the lowest price is US$27 for seats with only a partial view. Top price for the HD transmissions in participating cinemas is US$22. This experiment with live simulcasts makes opera more affordable and may increase its popularity; combined with updated stagings, opera can engage a much larger audience and hope for even a mass consumption. Is opera moving closer and closer to popular culture? There still seems to be an aura of elitism and snobbery about opera. However, Plàcido Domingo’s attempt to join opera with Hollywood is meant to break the barriers between high and popular culture. The practice of updating opera settings is not confined to Los Angeles. As mentioned earlier, the idea can be traced to post World War II England, and is quite common in Europe. Examples include Erich Wonder’s approach to Wagner’s Ring, making Valhalla, the mythological home of the gods and typically a mountaintop, into the spaceship Valhalla, as well as my own experience with Don Giovanni in Prague and Ariane et Barbe-Bleu in Paris. Indeed, Sutcliffe maintains, “Great classics in all branches of the arts are repeatedly being repackaged for a consumerist world that is increasingly and neurotically self-obsessed” (61). Although new operas are being written and performed, most contemporary performances are of operas by Verdi, Mozart, and Puccini (www.operabase.com). This means that audiences see the same works repeated many times, but in different interpretations. Perhaps this is why Sutcliffe contends, “since the 1970s it is the actual productions that have had the novelty value grabbed by the headlines. Singing no longer predominates” (Sutcliffe 57). If then, as Sutcliffe argues, “operatic fashion through history may be a desire for novelty, new formulas displacing old” (Sutcliffe 65), then the contemporary practice of changing the original settings is simply the latest “new formula” that is replacing the old ones. If there are no new words or new music, then what remains are new methods of performance, hence the practice of changing time and place. Opera is a complex art form that has evolved over the past 400 years and continues to evolve, but will it survive? The underlining motives for directors changing the time and place of opera performances are at least three: for aesthetic/artistic purposes, financial purposes, and to reach an audience from many cultures, who speak different languages, and who have varied tastes. These three reasons are interrelated. In 1996, Sutcliffe wrote that there has been one constant in all the arguments about opera productions during the preceding two decades: “the producer’s wish to relate the works being staged to contemporary circumstances and passions.” Although that sounds like a purely aesthetic reason, making opera relevant to new, multicultural audiences and thereby increasing the bottom line seems very much a part of that aesthetic. It is as true today as it was when Sutcliffe made the observation twelve years ago (60-61). My own speculation is that opera needs to attract various audiences, and it can only do so by appealing to popular culture and engaging new forms of media and technology. Erickson concludes that the number of upper status people who are exclusively faithful to fine arts is declining; high status people consume a variety of culture while the lower status people are limited to what they like. Research in North America, Europe, and Australia, states Erickson, attest to these trends. My answer to the question can stage directors make opera and popular culture “equal” is yes, and they can do it successfully. Perhaps Stanley Sharpless summed it up best: After his Eden triumph, When the Devil played his ace, He wondered what he could do next To irk the human race, So he invented Opera, With many a fiendish grin, To mystify the lowbrows, And take the highbrows in. References The Grand Duchess. 2005. 3 Feb. 2008 < http://www.ffaire.com/Duchess/index.htm >.Aslup, Glenn. “Puccini’s La Boheme: A Live HD Broadcast from the Met.” Central City Blog Opera 7 Apr. 2008. 24 Apr. 2008 < http://www.centralcityopera.org/blog/2008/04/07/puccini%E2%80%99s- la-boheme-a-live-hd-broadcast-from-the-met/ >.Berger, William. Puccini without Excuses. New York: Vintage, 2005.Boorstin, Daniel. The Creators: A History of Heroes of the Imagination. New York: Random House, 1992.Bourdieu, Pierre. Distinction: A Social Critique of the Judgment of Taste. Cambridge: Harvard UP, 1984.Clark, Graham. “Interview with Graham Clark.” The KCSN Opera House, 88.5 FM. 11 Aug. 2006.DiMaggio, Paul. “Cultural Capital and School Success.” American Sociological Review 47 (1982): 189-201.DiMaggio, Paul. “Classification in Art.”_ American Sociological Review_ 52 (1987): 440-55.Elson, C. Louis. “Opera.” Elson’s Music Dictionary. Boston: Oliver Ditson, 1905.Erickson, H. Bonnie. “The Crisis in Culture and Inequality.” In W. Ivey and S. J. Tepper, eds. Engaging Art: The Next Great Transformation of America’s Cultural Life. New York: Routledge, 2007.Fanfaire.com. “At Its 20th Anniversary Celebration, the Los Angeles Opera Had a Ball with The Grand Duchess.” 24 Apr. 2008 < http://www.fanfaire.com/Duchess/index.htm >.Gans, J. Herbert. Popular Culture and High Culture: An Analysis and Evaluation of Taste. New York: Basic Books, 1977.Grimstad, Christie. Concerto Net.com. 2005. 12 Jan. 2008 < http://www.concertonet.com/scripts/review.php?ID_review=3091 >.Grisworld, Wendy. Cultures and Societies in a Changing World. Thousand Oaks, CA: Pine Forge Press, 1994.Grout, D. Jay. A History of Western Music. Shorter ed. New York: W.W. Norton & Company, Inc, 1964.Halle, David. “High and Low Culture.” The Blackwell Encyclopedia of Sociology. London: Blackwell, 2006.Judge, Ian. “Interview with Ian Judge.” The KCSN Opera House, 88.5 FM. 22 Mar. 2006.Harper, Douglas. Online Etymology Dictionary. 2001. 19 Nov. 2006 < http://www.etymonline.com/index.php?search=opera&searchmode=none >.Kenyon, Nicholas. “Introduction.” In A. Holden, N. Kenyon and S. Walsh, eds. The Viking Opera Guide. New York: Penguin, 1993.Lamont, Michele, and Marcel Fournier. Cultivating Differences: Symbolic Boundaries and the Making of Inequality. Chicago: U of Chicago P, 1992.Lord, M.G. “Shlemiel! Shlemozzle! And Cue the Soprano.” The New York Times 4 Sep. 2005.Los Angeles Opera. “LA Opera General Director Placido Domingo Announces Results of Record-Breaking 20th Anniversary Season.” News release. 2006.Marshall, Garry. “Interview with Garry Marshall.” The KCSN Opera House, 88.5 FM. 31 Aug. 2005.National Endowment for the Arts. 2002 Survey of Public Participation in the Arts. Research Division Report #45. 5 Feb. 2008 < http://www.nea.gov/pub/NEASurvey2004.pdf >.NCM Fanthom. “The Metropolitan Opera HD Live.” 2 Feb. 2008 < http://fathomevents.com/details.aspx?seriesid=622&gclid= CLa59NGuspECFQU6awodjiOafA >.Opera Today. James Sobre: Ariane et Barbe-Bleue and Capriccio in Paris – Name This Stage Piece If You Can. 5 Feb. 2008 < http://www.operatoday.com/content/2007/09/ariane_et_barbe_1.php >.Rich, Alan. “High Notes, and Low.” LA Weekly 15 Sep. 2005. 6 May 2008 < http://www.laweekly.com/stage/a-lot-of-night-music/high-notes-and-low/8160/ >.Sharpless, Stanley. “A Song against Opera.” In E. O. Parrott, ed. How to Be Tremendously Tuned in to Opera. New York: Penguin, 1990.Shore, James. Opera Today. 2007. 4 Feb. 2008 < http://www.operatoday.com/content/2007/09/ariane_et_barbe_1.php >.Sutcliffe, Tom. Believing in Opera. Princeton, New Jersey: Princeton UP, 1996.YouTube. “Manon Sex and the Opera.” 24 Apr. 2008 < http://www.youtube.com/watch?v=YiBQhr2Sy0k >.
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"Buchbesprechungen". Zeitschrift für Historische Forschung 46, n.º 4 (1 de outubro de 2019): 641–754. http://dx.doi.org/10.3790/zhf.46.4.641.

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Rexroth, Frank / Teresa Schröder-Stapper (Hrsg.), Experten, Wissen, Symbole. Performanz und Medialität vormoderner Wissenskulturen (Historische Zeitschrift. Beihefte (Neue Folge), 71), Berlin / Boston 2018, de Gruyter Oldenbourg, 336 S. / Abb., € 89,95. (Lisa Dannenberg-Markel, Aachen) Enenkel, Karl A. E. / Christine Göttler (Hrsg.), Solitudo. Spaces, Places, and Times of Solitude in Late Medieval and Early Modern Cultures (Intersections, 56), Leiden / Boston 2018, Brill, XXXIV u. 568 S. / Abb., € 165,00. (Mirko Breitenstein, Dresden / Leipzig) Tracy, Larissa (Hg.), Medieval and Early Modern Murder. Legal, Literary and Historical Contexts, Woodbridge 2018, Boydell Press, 486 S., £ 60,00. (Benjamin Seebröker, Dresden) Müller, Mario, Verletzende Worte. Beleidigung und Verleumdung in Rechtstexten aus dem Mittelalter und aus dem 16. Jahrhundert (Hildesheimer Universitätsschriften, 33), Hildesheim / Zürich / New York 2017, Olms, 410 S. / Abb., € 78,00. 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Flynn, Bernadette. "Towards an Aesthetics of Navigation". M/C Journal 3, n.º 5 (1 de outubro de 2000). http://dx.doi.org/10.5204/mcj.1875.

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Resumo:
Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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Lavers, Katie. "Cirque du Soleil and Its Roots in Illegitimate Circus". M/C Journal 17, n.º 5 (25 de outubro de 2014). http://dx.doi.org/10.5204/mcj.882.

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IntroductionCirque du Soleil, the largest live entertainment company in the world, has eight standing shows in Las Vegas alone, KÀ, Love, Mystère, Zumanity, Believe, Michael Jackson ONE, Zarkana and O. Close to 150 million spectators have seen Cirque du Soleil shows since the company’s beginnings in 1984 and it is estimated that over 15 million spectators will see a Cirque du Soleil show in 2014 (Cirque du Soleil). The Cirque du Soleil concept of circus as a form of theatre, with simple, often archetypal, narrative arcs conveyed without words, virtuoso physicality with the circus artists presented as characters in a fictional world, cutting-edge lighting and visuals, extraordinary innovative staging, and the uptake of new technology for special effects can all be linked back to an early form of circus which is sometimes termed illegitimate circus. In the late 18th century and early 19th century, in the age of Romanticism, only two theatres in London, Covent Garden and Drury Lane, plus the summer theatre in the Haymarket, had royal patents allowing them to produce plays or text-based productions, and these were considered legitimate theatres. (These theatres retained this monopoly until the Theatre Regulation Act of 1843; Saxon 301.) Other circuses and theatres such as Astley’s Amphitheatre, which were precluded from performing text-based works by the terms of their licenses, have been termed illegitimate (Moody 1). Perversely, the effect of licensing venues in this way, instead of having the desired effect of enshrining some particular forms of expression and “casting all others beyond the cultural pale,” served instead to help to cultivate a different kind of theatrical landscape, “a theatrical terrain with a new, rich and varied dramatic ecology” (Reed 255). A fundamental change to the theatrical culture of London took place, and pivotal to “that transformation was the emergence of an illegitimate theatrical culture” (Moody 1) with circus at its heart. An innovative and different form of performance, a theatre of the body, featuring spectacle and athleticism emerged, with “a sensuous, spectacular aesthetic largely wordless except for the lyrics of songs” (Bratton 117).This writing sets out to explore some of the strong parallels between the aesthetic that emerged in this early illegitimate circus and the aesthetic of the Montreal-based, multi-billion dollar entertainment empire of Cirque du Soleil. Although it is not fighting against legal restrictions and can in no way be considered illegitimate, the circus of Cirque du Soleil can be seen to be the descendant of the early circus entrepreneurs and their illegitimate aesthetic which arose out of the desire to find ways to continue to attract audiences to their shows in spite of the restrictions of the licenses granted to them. BackgroundCircus has served as an inspiration for many innovatory theatre productions including Peter Brook’s Midsummer Night’s Dream (1970) and Tom Stoppard’s Jumpers (1972) as well as the earlier experiments of Meyerhold, Eisenstein, Mayakovsky and other Soviet directors of the 1920’s (Saxon 299). A. H. Saxon points out, however, that the relationship between circus and theatre is a long-standing one that begins in the late 18th century and the early 19th century, when circus itself was theatre (Saxon 299).Modern circus was founded in London in 1768 by an ex-cavalryman and his wife, Philip and Patty Astley, and consisted of spectacular stunt horse riding taking place in a ring, with acts from traditional fairs such as juggling, acrobatics, clowning and wire-walking inserted to cover the changeovers between riding acts. From the very first shows entry was by paid ticket only and the early history of circus was driven by innovative, risk-taking entrepreneurs such as Philip Astley, who indeed built so many new amphitheatres for his productions that he became known as Amphi-Philip (Jando). After years of legal tussles with the authorities concerning the legal status of this new entertainment, a limited license was finally granted in 1783 for Astley’s Amphitheatre. This license precluded the performing of plays, anything text-based, or anything which had a script that resembled a play. Instead the annual license granted allowed only for “public dancing and music” and “other public entertainments of like kind” (St. Leon 9).Corporeal Dramaturgy and TextIn the face of the ban on scripted text, illegitimate circus turned to the human body and privileged it as a means of dramatic expression. A resultant dramaturgy focusing on the expressive capabilities of the performers’ bodies emerged. “The primacy of rhetoric and the spoken word in legitimate drama gave way […] to a corporeal dramaturgy which privileged the galvanic, affective capacity of the human body as a vehicle of dramatic expression” (Moody 83). Moody proposes that the “iconography of illegitimacy participated in a broader cultural and scientific transformation in which the human body began to be understood as an eloquent compendium of visible signs” (83). Even though the company has the use of text and dramatic dialogue freely available to it, Cirque du Soleil, shares this investment in the bodies of the performers and their “galvanic, affective capacity” (83) to communicate with the audience directly without the use of a scripted text, and this remains a constant between the two forms of circus. Robert Lepage, the director of two Cirque du Soleil shows, KÀ (2004) and more recently Totem (2010), speaking about KÀ in 2004, said, “We wanted it to be an epic story told not with the use of words, but with the universal language of body movement” (Lepage cited in Fink).In accordance with David Graver’s system of classifying performers’ bodies, Cirque du Soleil’s productions most usually present performers’ ‘character bodies’ in which the performers are understood by spectators to be playing fictional roles or characters (Hurley n/p) and this was also the case with illegitimate circus which right from its very beginnings presented its performers within narratives in which the performers are understood to be playing characters. In Cirque du Soleil’s shows, as with illegitimate circus, this presentation of the performers’ character bodies is interspersed with acts “that emphasize the extraordinary training and physical skill of the performers, that is which draw attention to the ‘performer body’ but always within the context of an overall narrative” (Fricker n.p.).Insertion of Vital TextAfter audience feedback, text was eventually added into KÀ (2004) in the form of a pre-recorded prologue inserted to enable people to follow the narrative arc, and in the show Wintuk (2007) there are tales that are sung by Jim Comcoran (Leroux 126). Interestingly early illegitimate circus creators, in their efforts to circumvent the ban on using dramatic dialogue, often inserted text into their performances in similar ways to the methods Cirque du Soleil chose for KÀ and Wintuk. Illegitimate circus included dramatic recitatives accompanied by music to facilitate the following of the storyline (Moody 28) in the same way that Cirque du Soleil inserted a pre-recorded prologue to KÀ to enable audience members to understand the narrative. Performers in illegitimate circus often conveyed essential information to the audience as lyrics of songs (Bratton 117) in the same way that Jim Comcoran does in Wintuk. Dramaturgical StructuresAstley from his very first circus show in 1768 began to set his equestrian stunts within a narrative. Billy Button’s Ride to Brentford (1768), showed a tailor, a novice rider, mounting backwards, losing his belongings and being thrown off the horse when it bucks. The act ends with the tailor being chased around the ring by his horse (Schlicke 161). Early circus innovators, searching for dramaturgy for their shows drew on contemporary warfare, creating vivid physical enactments of contemporary battles. They also created a new dramatic form known as Hippodramas (literally ‘horse dramas’ from hippos the Attic Greek for Horse), a hybridization of melodrama and circus featuring the trick riding skills of the early circus pioneers. The narrative arcs chosen were often archetypal or sourced from well-known contemporary books or poems. As Moody writes, at the heart of many of these shows “lay an archetypal narrative of the villainous usurper finally defeated” (Moody 30).One of the first hippodramas, The Blood Red Knight, opened at Astley’s Amphitheatre in 1810.Presented in dumbshow, and interspersed with grand chivalric processions, the show featured Alphonso’s rescue of his wife Isabella from her imprisonment and forced marriage to the evil knight Sir Rowland and concluded with the spectacular, fiery destruction of the castle and Sir Rowland’s death. (Moody 69)Another later hippodrama, The Spectre Monarch and his Phantom Steed, or the Genii Horseman of the Air (1830) was set in China where the rightful prince was ousted by a Tartar usurper who entered into a pact with the Spectre Monarch and received,a magic ring, by aid of which his unlawful desires were instantly gratified. Virtue, predictably won out in the end, and the discomforted villain, in a final settling of accounts with his dread master was borne off through the air in a car of fire pursued by Daemon Horsemen above THE GREAT WALL OF CHINA. (Saxon 303)Karen Fricker writes of early Cirque du Soleil shows that “while plot is doubtless too strong a word, each of Cirque’s recent shows has a distinct concept or theme, that is urbanity for Saltimbanco; nomadism in Varekai (2002) and humanity’s clownish spirit for Corteo (2005), and tend to follow the same very basic storyline, which is not narrated in words but suggested by the staging that connects the individual acts” (Fricker n/p). Leroux describes the early Cirque du Soleil shows as following a “proverbial and well-worn ‘collective transformation trope’” (Leroux 122) whilst Peta Tait points out that the narrative arc of Cirque du Soleil “ might be summarized as an innocent protagonist, often female, helped by an older identity, seemingly male, to face a challenging journey or search for identity; more generally, old versus young” (Tait 128). However Leroux discerns an increasing interest in narrative devices such as action and plot in Cirque du Soleil’s Las Vegas productions (Leroux 122). Fricker points out that “with KÀ, what Cirque sought – and indeed found in Lepage’s staging – was to push this storytelling tendency further into full-fledged plot and character” (Fricker n/p). Telling a story without words, apart from the inserted prologue, means that the narrative arc of Kà is, however, very simple. A young prince and princess, twins in a mythical Far Eastern kingdom, are separated when a ceremonial occasion is interrupted by an attack by a tribe of enemy warriors. A variety of adventures follow, most involving perilous escapes from bad guys with flaming arrows and fierce-looking body tattoos. After many trials, a happy reunion arrives. (Isherwood)This increasing emphasis on developing a plot and a narrative arc positions Cirque as moving closer in dramaturgical aesthetic to illegitimate circus.Visual TechnologiesTo increase the visual excitement of its shows and compensate for the absence of spoken dialogue, illegitimate circus in the late 18th and early 19th century drew on contemporaneous and emerging visual technologies. Some of the new visual technologies that Astley’s used have been termed pre-cinematic, including the panorama (or diorama as it is sometimes called) and “the phantasmagoria and other visual machines… [which] expanded the means through which an audience could be addressed” (O’Quinn, Governance 312). The panorama or diorama ran in the same way that a film runs in an analogue camera, rolling between vertical rollers on either side of the stage. In Astley’s production The Siege and Storming of Seringapatam (1800) he used another effect almost equivalent to a modern day camera zoom-in by showing scenic back drops which, as they moved through time, progressively moved geographically closer to the battle. This meant that “the increasing enlargement of scale-each successive scene has a smaller geographic space-has a telescopic event. Although the size of the performance space remains constant, the spatial parameters of the spectacle become increasingly magnified” (O’Quinn, Governance 345). In KÀ, Robert Lepage experiments with “cinematographic stage storytelling on a very grand scale” (Fricker n.p.). A KÀ press release (2005) from Cirque du Soleil describes the show “as a cinematic journey of aerial adventure” (Cirque du Soleil). Cirque du Soleil worked with ground-breaking visual technologies in KÀ, developing an interactive projected set. This involves the performers controlling what happens to the projected environment in real time, with the projected scenery responding to their movements. The performers’ movements are tracked by an infra-red sensitive camera above the stage, and by computer software written by Interactive Production Designer Olger Förterer. “In essence, what we have is an intelligent set,” says Förterer. “And everything the audience sees is created by the computer” (Cirque du Soleil).Contemporary Technology Cutting edge technologies, many of which came directly from contemporaneous warfare, were introduced into the illegitimate circus performance space by Astley and his competitors. These included explosions using redfire, a new military explosive that combined “strontia, shellac and chlorate of potash, [which] produced […] spectacular flame effects” (Moody 28). Redfire was used for ‘blow-ups,’ the spectacular explosions often occurring at the end of the performance when the villain’s castle or hideout was destroyed. Cirque du Soleil is also drawing on contemporary military technology for performance projects. Sparked: A Live interaction between Humans and Quadcopters (2014) is a recent short film released by Cirque du Soleil, which features the theatrical use of drones. The new collaboration between Cirque du Soleil, ETH Zurich and Verity Studios uses 10 quadcopters disguised as animated lampshades which take to the air, “carrying out the kinds of complex synchronized dance manoeuvres we usually see from the circus' famed acrobats” (Huffington Post). This shows, as with early illegitimate circus, the quick theatrical uptake of contemporary technology originally developed for use in warfare.Innovative StagingArrighi writes that the performance space that Astley developed was a “completely new theatrical configuration that had not been seen in Western culture before… [and] included a circular ring (primarily for equestrian performance) and a raised theatre stage (for pantomime and burletta)” (177) joined together by ramps that were large enough and strong enough to allow horses to be ridden over them during performances. The stage at Astley’s Amphitheatre was said to be the largest in Europe measuring over 130 feet across. A proscenium arch was installed in 1818 which could be adjusted in full view of the audience with the stage opening changing anywhere in size from forty to sixty feet (Saxon 300). The staging evolved so that it had the capacity to be multi-level, involving “immense [moveable] platforms or floors, rising above each other, and extending the whole width of the stage” (Meisel 214). The ability to transform the stage by the use of draped and masked platforms which could be moved mechanically, proved central to the creation of the “new hybrid genre of swashbuckling melodramas on horseback, or ‘hippodramas’” (Kwint, Leisure 46). Foot soldiers and mounted cavalry would fight their way across the elaborate sets and the production would culminate with a big finale that usually featured a burning castle (Kwint, Legitimization 95). Cirque du Soleil’s investment in high-tech staging can be clearly seen in KÀ. Mark Swed writes that KÀ is, “the most lavish production in the history of Western theatre. It is surely the most technologically advanced” (Swed). With a production budget of $165 million (Swed), theatre designer Michael Fisher has replaced the conventional stage floor with two huge moveable performance platforms and five smaller platforms that appear to float above a gigantic pit descending 51 feet below floor level. One of the larger platforms is a tatami floor that moves backwards and forwards, the other platform is described by the New York Times as being the most thrilling performer in the show.The most consistently thrilling performer, perhaps appropriately, isn't even human: It's the giant slab of machinery that serves as one of the two stages designed by Mark Fisher. Here Mr. Lepage's ability to use a single emblem or image for a variety of dramatic purposes is magnified to epic proportions. Rising and falling with amazing speed and ease, spinning and tilting to a full vertical position, this huge, hydraulically powered game board is a sandy beach in one segment, a sheer cliff wall in another and a battleground, viewed from above, for the evening's exuberantly cinematic climax. (Isherwood)In the climax a vertical battle is fought by aerialists fighting up and down the surface of the sand stone cliff with defeated fighters portrayed as tumbling down the surface of the cliff into the depths of the pit below. Cirque du Soleil’s production entitled O, which phonetically is the French word eau meaning water, is a collaboration with director Franco Dragone that has been running at Las Vegas’ Bellagio Hotel since 1998. O has grossed over a billion dollars since it opened in 1998 (Sylt and Reid). It is an aquatic circus or an aquadrama. In 1804, Charles Dibdin, one of Astley’s rivals, taking advantage of the nearby New River, “added to the accoutrements of the Sadler’s Wells Theatre a tank three feet deep, ninety feet long and as wide as twenty-four feet which could be filled with water from the New River” (Hays and Nickolopoulou 171) Sadler’s Wells presented aquadramas depicting many reconstructions of famous naval battles. One of the first of these was The Siege of Gibraltar (1804) that used “117 ships designed by the Woolwich Dockyard shipwrights and capable of firing their guns” (Hays and Nickolopoulou 5). To represent the drowning Spanish sailors saved by the British, “Dibdin used children, ‘who were seen swimming and affecting to struggle with the waves’”(5).O (1998) is the first Cirque production to be performed in a proscenium arch theatre, with the pool installed behind the proscenium arch. “To light the water in the pool, a majority of the front lighting comes from a subterranean light tunnel (at the same level as the pool) which has eleven 4" thick Plexiglas windows that open along the downstage perimeter of the pool” (Lampert-Greaux). Accompanied by a live orchestra, performers dive into the 53 x 90 foot pool from on high, they swim underwater lit by lights installed in the subterranean light tunnel and they also perform on perforated platforms that rise up out of the water and turn the pool into a solid stage floor. In many respects, Cirque du Soleil can be seen to be the inheritors of the spectacular illegitimate circus of the 18th and 19th Century. The inheritance can be seen in Cirque du Soleil’s entrepreneurial daring, the corporeal dramaturgy privileging the affective power of the body over the use of words, in the performers presented primarily as character bodies, and in the delivering of essential text either as a prologue or as lyrics to songs. It can also be seen in Cirque du Soleil’s innovative staging design, the uptake of military based technology and the experimentation with cutting edge visual effects. Although re-invigorating the tradition and creating spectacular shows that in many respects are entirely of the moment, Cirque du Soleil’s aesthetic roots can be clearly seen to draw deeply on the inheritance of illegitimate circus.ReferencesBratton, Jacky. “Romantic Melodrama.” The Cambridge Companion to British Theatre 1730-1830. Eds. Jane Moody and Daniel O'Quinn. Cambridge: Cambridge University, 2007. 115-27. Bratton, Jacky. “What Is a Play? Drama and the Victorian Circus in the Performing Century.” Nineteenth-Century Theatre’s History. Eds. Tracey C. Davis and Peter Holland. Hampshire, UK: Palgrave Macmillan, 2007. 250-62.Cavendish, Richard. “Death of Madame Tussaud.” History Today 50.4 (2000). 15 Aug. 2014 ‹http://www.historytoday.com/richard-cavendish/death-madame-tussaud›.Cirque du Soleil. 2014. 10 Sep. 2014 ‹http://www.cirquedusoleil.com/en/home/about-us/at-a-glance.aspx›.Davis, Janet M. The Circus Age: Culture and Society under the American Big Top. Chapel Hill and London: University of North Carolina Press, 2002. Hays, Michael, and Anastasia Nikolopoulou. Melodrama: The Cultural Emergence of a Genre. New York: Palgrave Macmillan, 1999.House of Dancing Water. 2014. 17 Aug. 2014 ‹http://thehouseofdancingwater.com/en/›.Isherwood, Charles. “Fire, Acrobatics and Most of All Hydraulics.” New York Times 5 Feb. 2005. 12 Sep. 2014 ‹http://www.nytimes.com/2005/02/05/theater/reviews/05cirq.html?_r=0›.Fink, Jerry. “Cirque du Soleil Spares No Cost with Kà.” Las Vegas Sun 2004. 17 Sep. 2014 ‹http://www.lasvegassun.com/news/2004/sep/16/cirque-du-soleil-spares-no-cost-with-ka/›.Fricker, Karen. “Le Goût du Risque: Kà de Robert Lepage et du Cirque du Soleil.” (“Risky Business: Robert Lepage and the Cirque du Soleil’s Kà.”) L’Annuaire théâtral 45 (2010) 45-68. Trans. Isabelle Savoie. (Original English Version not paginated.)Hurley, Erin. "Les Corps Multiples du Cirque du Soleil." Globe: Revue Internationale d’Études Quebecoise. Les Arts de la Scene au Quebec, 11.2 (2008). (Original English n.p.)Jacob, Pascal. The Circus Artist Today: Analysis of the Key Competences. Brussels: FEDEC: European Federation of Professional Circus Schools, 2008. 5 June 2010 ‹http://sideshow-circusmagazine.com/research/downloads/circus-artist-today-analysis-key-competencies›.Jando, Dominique. “Philip Astley, Circus Owner, Equestrian.” Circopedia. 15 Sep. 2014 ‹http://www.circopedia.org/Philip_Astley›.Kwint, Marius. “The Legitimization of Circus in Late Georgian England.” Past and Present 174 (2002): 72-115.---. “The Circus and Nature in Late Georgian England.” Histories of Leisure. Ed. Rudy Koshar. Oxford: Berg Publishers, 2002. 45-60. ---. “The Theatre of War.” History Today 53.6 (2003). 28 Mar. 2012 ‹http://www.historytoday.com/marius-kwint/theatre-war›.Lampert-Greaux, Ellen. “The Wizardry of O: Cirque du Soleil Takes the Plunge into an Underwater World.” livedesignonline 1999. 17 Aug. 2014 ‹http://livedesignonline.com/mag/wizardry-o-cirque-du-soleil-takes-plunge-underwater-world›.Lavers, Katie. “Sighting Circus: Perceptions of Circus Phenomena Investigated through Diverse Bodies.” Doctoral Thesis. Perth, WA: Edith Cowan University, 2014. Leroux, Patrick Louis. “The Cirque du Soleil in Las Vegas: An American Striptease.” Revista Mexicana de Estudio Canadiens (Nueva Época) 16 (2008): 121-126.Mazza, Ed. “Cirque du Soleil’s Drone Video ‘Sparked’ is Pure Magic.” Huffington Post 22 Sep. 2014. 23 Sep. 2014 ‹http://www.huffingtonpost.com/2014/09/22/cirque-du-soleil-sparked-drone-video_n_5865668.html›.Meisel, Martin. Realizations: Narrative, Pictorial and Theatrical Arts in Nineteenth-Century England. Princeton, New Jersey: Princeton University Press, 1983.Moody, Jane. Illegitimate Theatre in London, 1770-1840. Cambridge: Cambridge University Press, 2000. O'Quinn, Daniel. Staging Governance: Teatrical Imperialism in London 1770-1800. Baltimore, Maryland, USA: Johns Hopkins University Press, 2005. O'Quinn, Daniel. “Theatre and Empire.” The Cambridge Companion to British Theatre 1730-1830. Eds. Jane Moody and Daniel O'Quinn. Cambridge: Cambridge University Press, 2007. 233-46. Reed, Peter P. “Interrogating Legitimacy in Britain and America.” The Oxford Handbook of Georgian Theatre. Eds. Julia Swindells and Francis David. Oxford: Oxford University Press, 2014. 247-264.Saxon, A.H. “The Circus as Theatre: Astley’s and Its Actors in the Age of Romanticism.” Educational Theatre Journal 27.3 (1975): 299-312.Schlicke, P. Dickens and Popular Entertainment. London: Unwin Hyman, 1985.St. Leon, Mark. Circus: The Australian Story. Melbourne: Melbourne Books, 2011. Stoddart, Helen. Rings of Desire: Circus History and Representation. Manchester: Manchester University Press, 2000. Swed, Mark. “Epic, Extravagant: In Ka the Acrobatics and Dazzling Special Effects Are Stunning and Enchanting.” Los Angeles Times 5 Feb. 2005. 22 Aug. 2014 ‹http://articles.latimes.com/2005/feb/05/entertainment/et-ka5›.Sylt, Cristian, and Caroline Reid. “Cirque du Soleil Swings to $1bn Revenue as It Mulls Shows at O2.” The Independent Oct. 2011. 14 Sep. 2014 ‹http://www.independent.co.uk/news/business/news/cirque-du-soleil-swings-to-1bn-revenue-as-it-mulls-shows-at-o2-2191850.html›.Tait, Peta. Circus Bodies: Cultural Identity in Aerial Performance. London: Routledge, 2005.Terdiman, Daniel. “Flying Lampshades: Cirque du Soleil Plays with Drones.” CNet 2014. 22 Sept 2014 ‹http://www.cnet.com/news/flying-lampshades-the-cirque-du-soleil-plays-with-drones/›.Venables, Michael. “The Technology Behind the Las Vegas Magic of Cirque du Soleil.” Forbes Magazine 30 Aug. 2013. 16 Aug. 2014 ‹http://www.forbes.com/sites/michaelvenables/2013/08/30/technology-behind-the-magical-universe-of-cirque-du-soleil-part-one/›.
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May, Lawrence. "Confronting Ecological Monstrosity". M/C Journal 24, n.º 5 (5 de outubro de 2021). http://dx.doi.org/10.5204/mcj.2827.

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Introduction Amidst ecological collapse and environmental catastrophe, humankind is surrounded by indications that our habitat is turning against us in monstrous ways. The very environments we live within now evoke existential terror, and this state of ecological monstrosity has permeated popular media, including video games. Such cultural manifestations of planetary catastrophe are particularly evident in video game monsters. These virtual figures continue monsters’ long-held role in reflecting the socio-cultural anxieties of their particular era. The horrific figures that monsters present play a culturally reflexive role, echoing the fears and anxieties of their social, political and cultural context. Media monsters closely reflect their surrounding cultural conditions (Cohen 47), representing “a symptom of or a metaphor for something bigger and more significant than the ostensible reality of the monster itself” (Hutchings 37). Society’s deepest anxieties culminate in these figures in forms that are “threatening and impure” (Carroll 28), “unnatural, transgressive, obscene, contradictory” (Kearney 4–5), and abject (Kristeva 4). In this article I ask how the appearance of the monstrous within contemporary video games reflects an era of climate change and ecological collapse, and how this could inform the engagement of players with discourse concerning climate change. Central to this inquiry is the literary practice of ecocriticism, which seeks to examine environmental rather than human representation in cultural artefacts, increasingly including accounts of contemporary ecological decay and disorder (Bulfin 144). I build on such perspectives to address play encounters that foreground figures of monstrosity borne of the escalating climate crisis, and summarise case studies of two recent video games undertaken as part of this project — The Legend of Zelda: Breath of the Wild (Nintendo EPD) and The Last of Us Part II (Naughty Dog). An ecocritical approach to the monsters that populate these case studies reveals the emergence of a ludic form of ecological monstrosity tied closely to our contemporary climatic conditions and taking two significant forms: one accentuating a visceral otherness and aberrance, and the other marked by the uncanny recognition of human authorship of climate change. Horrors from the Anthropocene A growing climate emergency surrounds us, enveloping us in the abject and aberrant conditions of what could be described as an ecological monstrosity. Monstrous threats to our environment and human survival are experienced on a planetary scale and research evidence plainly illustrates a compounding catastrophe. The United Nations Intergovernmental Panel on Climate Change (IPCC), a relatively cautious and conservative body (Parenti 5), reports that a human-made emergency has developed since the Industrial Revolution. The multitude of crises that confront us include: changes in the Earth’s atmosphere driving up global temperatures, ice sheets in retreat, sea levels rising, natural ecosystems and species in collapse, and an unprecedented frequency and magnitude of heatwaves, droughts, flooding, winter storms, hurricanes, and wildfires (United Nations Environment Programme). Further human activity, including a post-war addiction to the plastics that have now spread their way across our oceans like a “liquid smog” (Robles-Anderson and Liboiron 258), or short-sighted enthusiasm for pesticides, radiation energy, and industrial chemicals (Robles-Anderson and Liboiron 254), has ensured a damaging shift in the nature of the feedback loops that Earth’s ecosystems depend upon for stability (Parenti 6). Climatic equilibrium has been disrupted, and growing damage to the ecosystems that sustain human life suggests an inexorable, entropic path to decay. To understand Earth’s profound crisis requires thinking beyond just climate and to witness the interconnected “extraordinary burdens” placed on our planet by “toxic chemistry, mining, nuclear pollution, depletion of lakes and rivers under and above ground, ecosystem simplification, vast genocides of people” which will continue to lead to the recursive collapse of interlinked major systems (Haraway 100). To speak of climate change is really to speak of the ruin of ecologies, those “living systems composed of many moving parts” that make up the tapestry of organic life on Earth (Robles-Anderson and Liboiron 251). The emergency that presents itself, as Renata Tyszczuk observes, comprises a pervasiveness, uncertainty, and interdependency that together “affect every aspect of human lives, politics and culture” (47). The emergence of the term Anthropocene (or the Age of the Humans) to describe our current geological epoch (and to supersede the erstwhile and more stable Holocene) (Zalasiewicz et al. 1036–7; Chang 7) reflects a contemporary impossibility with talking about planet Earth without acknowledging the damaging impact of humankind on its ecosystems (Bulfin 142). This recognition of human complicity in the existential crisis engulfing our planet once again connects ecological monstrosity to the socio-cultural history of the monstrous. Monsters, Jeffrey Jerome Cohen points out, “are our children” and despite our repressive efforts, “always return” in order to “ask us why we have created them” (20). Ecological monstrosity declares to us that our relegation of greenhouse gases, rising sea levels, toxic waste, species extinction, and much more, to the discursive periphery has only been temporary. Monsters, when examined closely, start to look a lot like ourselves in terms of biological origins (Perron 357), as well as other abject cultural and social markers that signal these horrific figures as residing “too close to the borders of our [own] subjectivity for comfort” (Spittle 314). Isabel Pinedo sees this uncanny nature of the horror genre’s antagonists as a postmodern condition, a ghoulish reminder of the era’s breakdown of categories, blurring of boundaries, and collapse of master narratives that combine to ensure “mastery is lost … and the stable, unified, coherent self acquires the status of a fiction” (17–18). In standing in for anxiety, the other, and the aberrant, the figure of the monster deftly turns the mirror back on its human victims. Ecocritical Play The vast scale of ecological collapse has complicated effective public communication on the subject. The scope involved is unsettling, even paralysing, to its audiences: climate change might just be “too here, too there, too everywhere, too weird, too much, too big, too everything” to bring oneself to engage with (Tyszczuk 47). The detail involved has also been captured by scientific discourse, a detached communicative mode which too easily obviates the everyday human experience of the emergency (Bulfin 140; Abraham and Jayemanne 74–76). Considerable effort has been focussed upon producing higher-fidelity models of ecological catastrophe (Robles-Anderson and Liboiron 248), rather than addressing the more significant “trouble with representing largely intangible linkages” between micro-environmental actions and macro-environmental repercussions (Chang 86). Ecocriticism is, however, emerging as a cultural means by which the crisis, and restorative possibilities, may be rendered more legible to a wider audience. Representations of ecology and catastrophe not only sustain genres such as Eco-Disaster and Cli-Fi (Bulfin 140), but are also increasingly becoming a precondition for fiction centred upon human life (Tyszczuk 47). Media artefacts concerned with environment are able to illustrate the nature of the emergency alongside “a host of related environmental issues that the technocratic ‘facts and figures’ approach … is unlikely to touch” (Abraham and Jayemanne 76) and encourage in audiences a suprapersonal understanding of the environmental impact of individual actions (Chang 70). Popular culture offers a chance to foster ‘ecological thought’ wherein it becomes “frighteningly easy … to join the dots and see that everything is interconnected” (Morton, Ecological Thought 1) rather than founder before the inexplicability of the temporalities and spatialities involved in ecological collapse. An ecocritical approach is “one of the most crucial—yet under-researched—ways of looking into the possible cultural impact of the digital entertainment industry” upon public discourse relating to the environment crisis (Felczak 185). Video games demand this closer attention because, in a mirroring of the interconnectedness of Earth’s own ecosystems, “the world has also inevitably permeated into our technical artefacts, including games” (Chang 11), and recent scholarship has worked to investigate this very relationship. Benjamin Abraham has extended Morton’s arguments to outline a mode of ecological thought for games (What Is an Ecological Game?), Alenda Chang has closely examined how games model natural environments, and Benjamin Abraham and Darshana Jayemanne have outlined four modes in which games manifest players’ ecological relationships. Close analysis of texts and genres has addressed the capacity of game mechanics to persuade players about matters of sustainability (Kelly and Nardi); implicated Minecraft players in an ecological practice of writing upon landscapes (Bohunicky); argued that Final Fantasy VII’s plot fosters ecological responsibility (Milburn); and, identified in ARMA III’s ambient, visual backdrops of renewable power generation the potential to reimagine cultural futures (Abraham, Video Game Visions). Video games allow for a particular form of ecocriticism that has been overlooked in existing efforts to speak about ecological crisis: “a politics that includes what appears least political—laughter, the playful, even the silly” (Morton, Dark Ecology 113). Play is liminal, emergent, and necessarily incomplete, and this allows its various actors—players, developers, critics and texts themselves—to come together in non-authoritarian, imaginative and potentially radical ways. Through play, audiences are offered new and novel modes for envisioning ecological problems, solutions, and futures. To return, then, to encounters with ecological monstrosity, I next consider the visions of crisis that emerge through the video game monsters that draw upon the aberrant nature of ecological collapse, as well as those that foreground our own complicity as humans in the climate crisis, declaring that we players might ourselves be monstrous. The two case studies that follow are necessarily brief, but indicate the value of further research and textual analysis to more fully uncover the role of ecological monstrosity in contemporary video games. Breath of the Wild’s Corrupted Ecology The Legend of Zelda: Breath of the Wild (Nintendo EPD) is a fantasy action-adventure game in which players adopt the role of the games series’ long-running protagonist, Link, and explore the virtual landscapes of fictional Hyrule in unstructured and nonlinear ways. Landscape is immediately striking to players of Breath of the Wild, with the game using a distinctive, high-definition cel-shaded animation style to vividly render natural environments. Within the first ten minutes of play, lush green grass sways around the player’s avatar, densely treed forests interrupt rolling vistas, and finely detailed mountains tower over the player’s perspective. The player soon learns, however, that behind these inviting landscapes lies a catastrophic corruption of natural order, and that their virtual enemies will manifest a powerful monstrosity that seems to mirror Earth’s own ecological crises. The game’s backstory centres around the Zelda series’ persistent antagonist, Ganon, and his use of a primal form of evil to overwhelm a highly evolved and industrialised Hyrulian civilisation, in an event dubbed the Great Calamity. Hyrule’s dependency on mechanical technology in its defences is misjudged, and Ganon’s re-appearance causes widespread devastation. The parallel between Hyrule’s fate and humankind’s own unsustainable commitment to heavy industry and agriculture, and faith in technological approaches to mitigation in the face of looming catastrophe, are immediately recognisable. Visible, too, is the echo of the revenge of Earth’s climate in the organic and primal force of Ganon’s destructive power. Ganon leaves in his wake an array of impossible, aberrant creatures hostile to the player, including the deformed humanoid figure of the Bokoblin (bearing snouts, arrow-shaped tails, and a horn), the sand-swimming spike-covered whale known as a Molduga, and the Stone Talus, an anthropomorphic rock formation that bursts into life out of otherwise innocuous geological features. One particularly apposite monster, known simply as Malice, is a glowing black and purple substance that oozes its way through environments in Hyrule, spreading to cover and corrupt organic material. Malice is explained by in-game introductory text as “poisonous bogs formed by water that was sullied during the Great Calamity”—an environmental element thrown out of equilibrium by pollution. Monstrosity in Breath of the Wild is decidedly ecological, and its presentation of unstable biologies, poisoned waters, and a collapsed natural order offer a conspicuous display of our contemporary climate crisis. Breath of the Wild places players in a traditional position in relation to its virtual monsters: direct opposition (Taylor 31), with a clear mandate to eliminate the threat(s) and restore equilibrium (Krzywinska 12). The game communicates its collection of biological impossibilities and inexorable corruptions as clear aberrations of a once-balanced natural order, with Hyrule’s landscapes needing purification at the player’s hands. Video games are driven, according to Jaroslav Švelch, by a logic of informatic control when it comes to virtual monsters, where our previously “inscrutable and abject” antagonists can be analysed, defined and defeated as “the medium’s computational and procedural nature makes monstrosity fit into databases and algorithms” (194). In requiring Link, and players, to scrutinise and come to “know” monsters, the game suggests a particular ecocritical possibility. Ecological monstrosity becomes educative, placing the terrors of the climate crisis directly before players’ avatars, screens, and eyes and connecting, in visceral ways, mastery over these threats with pleasure and achievement. The monsters of Breath of the Wild offer the possibility of affectively preparing players for versions of the future by mediating such engagements with disaster and catastrophe. Recognising the Monstrosity Within Set in the aftermath of the outbreak of a mutant strain of the Cordyceps fungus (through exposure to which humans transform into aggressive, zombified ‘Infected’), The Last of Us Part II (Naughty Dog) is a post-apocalyptic action-adventure game. Players alternate between two playable human characters, Ellie and Abby, whose travels through the infection-ravaged states of Wyoming, Washington, and California overlap and intertwine. At first glance, The Last of Us Part II appears to construct similar forms of ecology and monstrosity as Breath of the Wild. Players are thrust into an experience of the sublime in the game’s presentation of natural environments that are vastly capacious and highly fidelitous in their detailing. Players begin the game scrambling across snowbound ranges and fleeing through thick forests, and later encounter lush grass, rushing rivers, and wild animals reclaiming once-urban environments. And, as in Breath of the Wild, monstrosity in this gameworld appears to embody impurity and corruption, whether through the horrific deformations of various types of zombie bodies, or the fungal masses that carpet many of the game’s abandoned buildings in a reclamation of human environments by nature. Closer analysis, however, demonstrates that the monstrosity that defines the play experience of The Last of Us Part II uncannily reflects the more uncomfortable truths of the Anthropocentric era. A key reason why zombies are traditionally frightening is because they are us. The semblance of human faces and bodies that remain etched into these monsters’ decaying forms act as portents for our own fates when faced with staggering hordes and overwhelmingly poor odds of survival. Impure biologies are presented to players in these zombies, but rather than represent a distant ‘other’ they stand as more-than-likely futures for the game’s avatars, just as Earth’s climate crisis is intimately bound up in human origins and inexorable futures. The Last of Us Part II further pursues its line of anthropocentric critique, as both Ellie and Abby interact during the game with different groupings of human survivors, including hubristic militia and violent religious cultists. The player comes to understand through these encounters that it is the distrust, dogmatism, and depravity of their fellow humans that pose immediate threats to avatarial survival, rather than the scrutable, reliable, and predictable horrors of the mindless zombies. In keeping with the appearance of monsters in both interactive and cinematic texts, monsters’ most important lessons emerge when the boundaries between reality and fiction, human and nonhuman, and normality and abnormality become blurred. The Last of Us Part II utilises this underlying ambiguity in monstrosity to suggest a confronting ecological claim: that monstrous culpability belongs to us—the inhabitants of Earth. For video game users in particular, this is a doubly pointed accusation. As Thomas Apperley and Darshana Jayemanne observe of digital games, “however much their digital virtuality is celebrated they are enacted and produced in strikingly visceral—ontologically virtual—ways”, and such a materialist consideration “demands that they are also understood as objects in the world” (15). The ecological consequences of the production of such digital objects are too often taken for granted, despite critical work examining the damaging impact of resource extraction, electronic waste, energy transfer, telecommunications transfer, and the logics of obsolescence involved (Dyer-Witheford and de Peuter; Newman; Chang 152). By foregrounding humanity’s own monstrosity, The Last of Us Part II illustrates what Timothy Morton describes as the “weirdly weird” consequences of human actions during the Anthropocene; those uncanny, unexpected, and planetarily destructive outcomes of the post-industrial myth of progress (Morton, Dark Ecology 7). The ecocritical work of video games could remind players that so many of our worst contemporary nightmares result from human hubris (Weinstock 286), a realisation played out in first-person perspective by Morton: “I am the criminal. And I discover this via scientific forensics … I’m the detective and the criminal!” (Dark Ecology 9). Playing with Ecological Monstrosity The Legend of Zelda: Breath of the Wild and The Last of Us Part II confront players with an ecological form of monstrosity, which is deeply recursive in its nature. Players encounter monsters that stand in for socio-political anxieties about ecological disaster as well as those that reflect humanity’s own monstrously destructive hubris. Attention is further drawn to the player’s own, lived role as a contributor to climate crisis, a consequence of not only the material characteristics of digital games, but also their broader participation in the unsustainable economics of the post-industrial age. To begin to make the connections between these recursive monsters and analogies is to engage in the type of ecological thought that lets us see the very interconnectedness that defines the ecosystems we have damaged so fatally. In understanding that video games are the “point of convergence for a whole array of technical, cultural, and promotional dynamics of which [players] are, at best, only partially aware” (Kline, Dyer-Witheford, and de Peuter 19), we see that the nested layering of anxieties, fears, fictions, and realities is fundamental to the very fabric of digital games. Recursion, Donna Haraway observes in relation to the interlinked failure of ecosystems, “can be a drag” (100), but I want to suggest that playing with ecological monstrosity instead turns recursion into opportunity. An ecocritical approach to the examination of contemporary videogame monsters demonstrates that these horrific figures, through their primordial aesthetic and affective impacts, are adept at foregrounding the ecosystemic nature of the relationship between games and our own world. Videogames play a role in representing both desirable and objectionable versions of the world, and such “utopian and dystopian projections of the future can shape our acts in the present” (Fordyce 295). By confronting players with viscerally accessible encounters with the horror of an aberrant and abjected near future (so near that it is, in fact, already the present), games such as Breath of the Wild and The Last of Us Part II can critically position players in relation to discourse and wider public debate about ecological issues and climate change (and further research could more closely examine players’ engagements with ecological monstrosity). Drawing attention to the symmetry between monstrosity and ecological catastrophe is a crucial way that contemporary games might encourage players to untangle the recursive environmental consequences of our anthropocentric era. Morton argues that beneath the abjectness that has come to define our human co-existence with other ecological actors there lies a perverse form of pleasure, a “delicious guilt, delicious shame, delicious melancholy, delicious horror [and] delicious sadness” (Dark Ecology 129). This bitter form of “pleasure” aptly describes an ecocritical encounter with ecological monstrosity: the pleasure of battling and defeating virtual monsters, complemented by desolate (and possibly motivating) reflections of the ongoing ruination of our planet provided through the development of ecological thought on the part of players. References Abraham, Benjamin. “Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion.” Games and Culture 13.1 (2018): 71–91. Abraham, Benjamin. “What Is an Ecological Game? Examining Gaming’s Ecological Dynamics and Metaphors through the Survival-Crafting Genre.” TRACE: A Journal of Writing Media and Ecology 2 (2018). 1 Oct. 2021 <http://tracejournal.net/trace-issues/issue2/01-Abraham.html>. Abraham, Benjamin, and Darshana Jayemanne. “Where Are All the Climate Change Games? Locating Digital Games’ Response to Climate Change.” Transformations 30 (2017): 74–94. Apperley, Thomas H., and Darshana Jayemane. “Game Studies’ Material Turn.” Westminster Papers in Communication and Culture 9.1 (2012). 1 Oct. 2021 <http://www.westminsterpapers.org/article/10.16997/wpcc.145/>. Bohunicky, Kyle Matthew. “Ecocomposition: Writing Ecologies in Digital Games.” Green Letters 18.3 (2014): 221–235. Bulfin, Ailise. “Popular Culture and the ‘New Human Condition’: Catastrophe Narratives and Climate Change.” Global and Planetary Change 156 (2017): 140–146. Carroll, Noël. The Philosophy of Horror, or, Paradoxes of the Heart. New York: Routledge, 1990. Chang, Alenda Y. Playing Nature: Ecology in Video Games. Minneapolis: U of Minnesota P, 2019. Cohen, Jeffrey Jerome. “Monster Culture (Seven Theses)”. Monster Theory: Reading Culture. Ed. Jeffrey Jerome Cohen. Minneapolis: U of Minnesota P, 1996. 3–25. Dyer-Witheford, Nick, and Greig de Peuter. Games of Empire: Global Capitalism and Video Games. Minneapolis: U of Minnesota P, 2009. Felczak, Mateusz. “Ludic Guilt, Paidian Joy: Killing and Ecocriticism in the TheHunter Series.” Journal of Gaming & Virtual Worlds 12.2 (2020): 183–200. Fordyce, Robbie. “Play, History and Politics: Conceiving Futures beyond Empire.” Games and Culture 16.3 (2021): 294–304. Haraway, Donna J. Staying with the Trouble: Making Kin in the Chthulucene. Durham: Duke UP, 2016. Hutchings, Peter. The Horror Film. Harlow: Pearson Longman, 2002. Kearney, Richard. Strangers, Gods and Monsters: Interpreting Otherness. London: Routledge, 2002. Kelly, Shawna, and Bonnie Nardi. “Playing with Sustainability: Using Video Games to Simulate Futures of Scarcity.” First Monday 19.5 (2014). 1 Oct. 2021 <https://firstmonday.org/ojs/index.php/fm/article/view/5259>. Kline, Stephen, Nick Dyer-Witheford, and Greig de Peuter. Digital Play: The Interaction of Technology, Culture, and Marketing. Montreal: McGill-Queen’s UP, 2003. Kristeva, Julia. Powers of Horror: An Essay on Abjection. New York: Columbia UP, 1982. Krzywinska, Tanya. “Hands-on Horror.” Spectator 22.2 (2003): 12–23. Milburn, Colin. “’There Ain’t No Gettin’ offa This Train’: Final Fantasy VII and the Pwning of Environmental Crisis.” Sustainable Media. Ed. Nicole Starosielski and Janet Walker. New York: Routledge, 2016. 77–93. Morton, Timothy. Dark Ecology: For a Logic of Future Coexistence. New York: Columbia UP, 2016. Morton, Timothy. The Ecological Thought. Cambridge: Harvard UP, 2010. Newman, James. Best Before: Videogames, Supersession and Obsolescence. New York: Routledge, 2012. Nintendo EPD. The Legend of Zelda: Breath of the Wild. Kyoto, Japan: Nintendo, 2017. Parenti, Christian. Tropic of Chaos: Climate Change and the New Geography of Violence. New York: Nation Books, 2011. Perron, Bernard. The World of Scary Video Games: A Study in Videoludic Horror. London: Bloomsbury Academic, 2018. Pinedo, Isabel. “Recreational Terror: Postmodern Elements of the Contemporary Horror Film.” Journal of Film and Video 48.1 (1996): 17–31. Robles-Anderson, Erica, and Max Liboiron. “Coupling Complexity: Ecological Cybernetics as a Resource for Nonrepresentational Moves to Action.” Sustainable Media. Ed. Nicole Starosielski and Janet Walker. New York: Routledge, 2016. 248–263. Spittle, Steve. “‘Did This Game Scare You? Because It Sure as Hell Scared Me!’ F.E.A.R., the Abject and the Uncanny.” Games and Culture 6.4 (2011): 312–326. Švelch, Jaroslav. “Monsters by the Numbers: Controlling Monstrosity in Video Games.” Monster Culture in the 21st Century: A Reader. Eds. Marina Levina and Diem-My T. Bui. New York: Bloomsbury Academic, 2013. 193–208. Taylor, Laurie N. “Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games.” PhD Thesis. University of Florida, 2006. 1 Oct. 2021 <http://ufdcimages.uflib.ufl.edu/uf/00/08/11/73/00001/taylor_l.pdf>. The Last of Us Part II. Naughty Dog. San Mateo, California: Sony Interactive Entertainment, 2020. Tyszczuk, Renata. “Cautionary Tales: The Sky Is Falling! The World Is Ending!” Culture and Climate Change: Narratives. Eds. Joe Smith, Renata Tyszczuk, and Robert Butler. Cambridge: Shed, 2014. 45–57. United Nations Environment Programme. “Facts about the Climate Emergency.” UNEP – UN Environment Programme. 1 Oct. 2021 <http://www.unep.org/explore-topics/climate-change/facts-about-climate-emergency>. 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Franks, Rachel. "A Taste for Murder: The Curious Case of Crime Fiction". M/C Journal 17, n.º 1 (18 de março de 2014). http://dx.doi.org/10.5204/mcj.770.

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Introduction Crime fiction is one of the world’s most popular genres. Indeed, it has been estimated that as many as one in every three new novels, published in English, is classified within the crime fiction category (Knight xi). These new entrants to the market are forced to jostle for space on bookstore and library shelves with reprints of classic crime novels; such works placed in, often fierce, competition against their contemporaries as well as many of their predecessors. Raymond Chandler, in his well-known essay The Simple Art of Murder, noted Ernest Hemingway’s observation that “the good writer competes only with the dead. The good detective story writer […] competes not only with all the unburied dead but with all the hosts of the living as well” (3). In fact, there are so many examples of crime fiction works that, as early as the 1920s, one of the original ‘Queens of Crime’, Dorothy L. Sayers, complained: It is impossible to keep track of all the detective-stories produced to-day [sic]. Book upon book, magazine upon magazine pour out from the Press, crammed with murders, thefts, arsons, frauds, conspiracies, problems, puzzles, mysteries, thrills, maniacs, crooks, poisoners, forgers, garrotters, police, spies, secret-service men, detectives, until it seems that half the world must be engaged in setting riddles for the other half to solve (95). Twenty years after Sayers wrote on the matter of the vast quantities of crime fiction available, W.H. Auden wrote one of the more famous essays on the genre: The Guilty Vicarage: Notes on the Detective Story, by an Addict. Auden is, perhaps, better known as a poet but his connection to the crime fiction genre is undisputed. As well as his poetic works that reference crime fiction and commentaries on crime fiction, one of Auden’s fellow poets, Cecil Day-Lewis, wrote a series of crime fiction novels under the pseudonym Nicholas Blake: the central protagonist of these novels, Nigel Strangeways, was modelled upon Auden (Scaggs 27). Interestingly, some writers whose names are now synonymous with the genre, such as Edgar Allan Poe and Raymond Chandler, established the link between poetry and crime fiction many years before the publication of The Guilty Vicarage. Edmund Wilson suggested that “reading detective stories is simply a kind of vice that, for silliness and minor harmfulness, ranks somewhere between crossword puzzles and smoking” (395). In the first line of The Guilty Vicarage, Auden supports Wilson’s claim and confesses that: “For me, as for many others, the reading of detective stories is an addiction like tobacco or alcohol” (406). This indicates that the genre is at best a trivial pursuit, at worst a pursuit that is bad for your health and is, increasingly, socially unacceptable, while Auden’s ideas around taste—high and low—are made clear when he declares that “detective stories have nothing to do with works of art” (406). The debates that surround genre and taste are many and varied. The mid-1920s was a point in time which had witnessed crime fiction writers produce some of the finest examples of fiction to ever be published and when readers and publishers were watching, with anticipation, as a new generation of crime fiction writers were readying themselves to enter what would become known as the genre’s Golden Age. At this time, R. Austin Freeman wrote that: By the critic and the professedly literary person the detective story is apt to be dismissed contemptuously as outside the pale of literature, to be conceived of as a type of work produced by half-educated and wholly incompetent writers for consumption by office boys, factory girls, and other persons devoid of culture and literary taste (7). This article responds to Auden’s essay and explores how crime fiction appeals to many different tastes: tastes that are acquired, change over time, are embraced, or kept as guilty secrets. In addition, this article will challenge Auden’s very narrow definition of crime fiction and suggest how Auden’s religious imagery, deployed to explain why many people choose to read crime fiction, can be incorporated into a broader popular discourse on punishment. This latter argument demonstrates that a taste for crime fiction and a taste for justice are inextricably intertwined. Crime Fiction: A Type For Every Taste Cathy Cole has observed that “crime novels are housed in their own section in many bookshops, separated from literary novels much as you’d keep a child with measles away from the rest of the class” (116). Times have changed. So too, have our tastes. Crime fiction, once sequestered in corners, now demands vast tracts of prime real estate in bookstores allowing readers to “make their way to the appropriate shelves, and begin to browse […] sorting through a wide variety of very different types of novels” (Malmgren 115). This is a result of the sheer size of the genre, noted above, as well as the genre’s expanding scope. Indeed, those who worked to re-invent crime fiction in the 1800s could not have envisaged the “taxonomic exuberance” (Derrida 206) of the writers who have defined crime fiction sub-genres, as well as how readers would respond by not only wanting to read crime fiction but also wanting to read many different types of crime fiction tailored to their particular tastes. To understand the demand for this diversity, it is important to reflect upon some of the appeal factors of crime fiction for readers. Many rules have been promulgated for the writers of crime fiction to follow. Ronald Knox produced a set of 10 rules in 1928. These included Rule 3 “Not more than one secret room or passage is allowable”, and Rule 10 “Twin brothers, and doubles generally, must not appear unless we have been duly prepared for them” (194–6). In the same year, S.S. Van Dine produced another list of 20 rules, which included Rule 3 “There must be no love interest: The business in hand is to bring a criminal to the bar of justice, not to bring a lovelorn couple to the hymeneal altar”, and Rule 7 “There simply must be a corpse in a detective novel, and the deader the corpse the better” (189–93). Some of these directives have been deliberately ignored or have become out-of-date over time while others continue to be followed in contemporary crime writing practice. In sharp contrast, there are no rules for reading this genre. Individuals are, generally, free to choose what, where, when, why, and how they read crime fiction. There are, however, different appeal factors for readers. The most common of these appeal factors, often described as doorways, are story, setting, character, and language. As the following passage explains: The story doorway beckons those who enjoy reading to find out what happens next. The setting doorway opens widest for readers who enjoy being immersed in an evocation of place or time. The doorway of character is for readers who enjoy looking at the world through others’ eyes. Readers who most appreciate skilful writing enter through the doorway of language (Wyatt online). These doorways draw readers to the crime fiction genre. There are stories that allow us to easily predict what will come next or make us hold our breath until the very last page, the books that we will cheerfully lend to a family member or a friend and those that we keep close to hand to re-read again and again. There are settings as diverse as country manors, exotic locations, and familiar city streets, places we have been and others that we might want to explore. There are characters such as the accidental sleuth, the hardboiled detective, and the refined police officer, amongst many others, the men and women—complete with idiosyncrasies and flaws—who we have grown to admire and trust. There is also the language that all writers, regardless of genre, depend upon to tell their tales. In crime fiction, even the most basic task of describing where the murder victim was found can range from words that convey the genteel—“The room of the tragedy” (Christie 62)—to the absurd: “There it was, jammed between a pallet load of best export boneless beef and half a tonne of spring lamb” (Maloney 1). These appeal factors indicate why readers might choose crime fiction over another genre, or choose one type of crime fiction over another. Yet such factors fail to explain what crime fiction is or adequately answer why the genre is devoured in such vast quantities. Firstly, crime fiction stories are those in which there is the committing of a crime, or at least the suspicion of a crime (Cole), and the story that unfolds revolves around the efforts of an amateur or professional detective to solve that crime (Scaggs). Secondly, crime fiction offers the reassurance of resolution, a guarantee that from “previous experience and from certain cultural conventions associated with this genre that ultimately the mystery will be fully explained” (Zunshine 122). For Auden, the definition of the crime novel was quite specific, and he argued that referring to the genre by “the vulgar definition, ‘a Whodunit’ is correct” (407). Auden went on to offer a basic formula stating that: “a murder occurs; many are suspected; all but one suspect, who is the murderer, are eliminated; the murderer is arrested or dies” (407). The idea of a formula is certainly a useful one, particularly when production demands—in terms of both quality and quantity—are so high, because the formula facilitates creators in the “rapid and efficient production of new works” (Cawelti 9). For contemporary crime fiction readers, the doorways to reading, discussed briefly above, have been cast wide open. Stories relying upon the basic crime fiction formula as a foundation can be gothic tales, clue puzzles, forensic procedurals, spy thrillers, hardboiled narratives, or violent crime narratives, amongst many others. The settings can be quiet villages or busy metropolises, landscapes that readers actually inhabit or that provide a form of affordable tourism. These stories can be set in the past, the here and now, or the future. Characters can range from Edgar Allan Poe’s C. Auguste Dupin to Dashiell Hammett’s Sam Spade, from Agatha Christie’s Miss Jane Marple to Kerry Greenwood’s Honourable Phryne Fisher. Similarly, language can come in numerous styles from the direct (even rough) words of Carter Brown to the literary prose of Peter Temple. Anything is possible, meaning everything is available to readers. For Auden—although he required a crime to be committed and expected that crime to be resolved—these doorways were only slightly ajar. For him, the story had to be a Whodunit; the setting had to be rural England, though a college setting was also considered suitable; the characters had to be “eccentric (aesthetically interesting individuals) and good (instinctively ethical)” and there needed to be a “completely satisfactory detective” (Sherlock Holmes, Inspector French, and Father Brown were identified as “satisfactory”); and the language descriptive and detailed (406, 409, 408). To illustrate this point, Auden’s concept of crime fiction has been plotted on a taxonomy, below, that traces the genre’s main developments over a period of three centuries. As can be seen, much of what is, today, taken for granted as being classified as crime fiction is completely excluded from Auden’s ideal. Figure 1: Taxonomy of Crime Fiction (Adapted from Franks, Murder 136) Crime Fiction: A Personal Journey I discovered crime fiction the summer before I started high school when I saw the film version of The Big Sleep starring Humphrey Bogart and Lauren Bacall. A few days after I had seen the film I started reading the Raymond Chandler novel of the same title, featuring his famous detective Philip Marlowe, and was transfixed by the second paragraph: The main hallway of the Sternwood place was two stories high. Over the entrance doors, which would have let in a troop of Indian elephants, there was a broad stained-glass panel showing a knight in dark armour rescuing a lady who was tied to a tree and didn’t have any clothes on but some very long and convenient hair. The knight had pushed the visor of his helmet back to be sociable, and he was fiddling with the knots on the ropes that tied the lady to the tree and not getting anywhere. I stood there and thought that if I lived in the house, I would sooner or later have to climb up there and help him. He didn’t seem to be really trying (9). John Scaggs has written that this passage indicates Marlowe is an idealised figure, a knight of romance rewritten onto the mean streets of mid-20th century Los Angeles (62); a relocation Susan Roland calls a “secular form of the divinely sanctioned knight errant on a quest for metaphysical justice” (139): my kind of guy. Like many young people I looked for adventure and escape in books, a search that was realised with Raymond Chandler and his contemporaries. On the escapism scale, these men with their stories of tough-talking detectives taking on murderers and other criminals, law enforcement officers, and the occasional femme fatale, were certainly a sharp upgrade from C.S. Lewis and the Chronicles of Narnia. After reading the works written by the pioneers of the hardboiled and roman noir traditions, I looked to other American authors such as Edgar Allan Poe who, in the mid-1800s, became the father of the modern detective story, and Thorne Smith who, in the 1920s and 1930s, produced magical realist tales with characters who often chose to dabble on the wrong side of the law. This led me to the works of British crime writers including Arthur Conan Doyle, Agatha Christie, and Dorothy L. Sayers. My personal library then became dominated by Australian writers of crime fiction, from the stories of bushrangers and convicts of the Colonial era to contemporary tales of police and private investigators. There have been various attempts to “improve” or “refine” my tastes: to convince me that serious literature is real reading and frivolous fiction is merely a distraction. Certainly, the reading of those novels, often described as classics, provide perfect combinations of beauty and brilliance. Their narratives, however, do not often result in satisfactory endings. This routinely frustrates me because, while I understand the philosophical frameworks that many writers operate within, I believe the characters of such works are too often treated unfairly in the final pages. For example, at the end of Ernest Hemingway’s A Farewell to Arms, Frederick Henry “left the hospital and walked back to the hotel in the rain” after his son is stillborn and “Mrs Henry” becomes “very ill” and dies (292–93). Another example can be found on the last page of George Orwell’s Nineteen Eighty-Four when Winston Smith “gazed up at the enormous face” and he realised that he “loved Big Brother” (311). Endings such as these provide a space for reflection about the world around us but rarely spark an immediate response of how great that world is to live in (Franks Motive). The subject matter of crime fiction does not easily facilitate fairy-tale finishes, yet, people continue to read the genre because, generally, the concluding chapter will show that justice, of some form, will be done. Punishment will be meted out to the ‘bad characters’ that have broken society’s moral or legal laws; the ‘good characters’ may experience hardships and may suffer but they will, generally, prevail. Crime Fiction: A Taste For Justice Superimposed upon Auden’s parameters around crime fiction, are his ideas of the law in the real world and how such laws are interwoven with the Christian-based system of ethics. This can be seen in Auden’s listing of three classes of crime: “(a) offenses against God and one’s neighbor or neighbors; (b) offenses against God and society; (c) offenses against God” (407). Murder, in Auden’s opinion, is a class (b) offense: for the crime fiction novel, the society reflected within the story should be one in “a state of grace, i.e., a society where there is no need of the law, no contradiction between the aesthetic individual and the ethical universal, and where murder, therefore, is the unheard-of act which precipitates a crisis” (408). Additionally, in the crime novel “as in its mirror image, the Quest for the Grail, maps (the ritual of space) and timetables (the ritual of time) are desirable. Nature should reflect its human inhabitants, i.e., it should be the Great Good Place; for the more Eden-like it is, the greater the contradiction of murder” (408). Thus, as Charles J. Rzepka notes, “according to W.H. Auden, the ‘classical’ English detective story typically re-enacts rites of scapegoating and expulsion that affirm the innocence of a community of good people supposedly ignorant of evil” (12). This premise—of good versus evil—supports Auden’s claim that the punishment of wrongdoers, particularly those who claim the “right to be omnipotent” and commit murder (409), should be swift and final: As to the murderer’s end, of the three alternatives—execution, suicide, and madness—the first is preferable; for if he commits suicide he refuses to repent, and if he goes mad he cannot repent, but if he does not repent society cannot forgive. Execution, on the other hand, is the act of atonement by which the murderer is forgiven by society (409). The unilateral endorsement of state-sanctioned murder is problematic, however, because—of the main justifications for punishment: retribution; deterrence; incapacitation; and rehabilitation (Carter Snead 1245)—punishment, in this context, focuses exclusively upon retribution and deterrence, incapacitation is achieved by default, but the idea of rehabilitation is completely ignored. This, in turn, ignores how the reading of crime fiction can be incorporated into a broader popular discourse on punishment and how a taste for crime fiction and a taste for justice are inextricably intertwined. One of the ways to explore the connection between crime fiction and justice is through the lens of Emile Durkheim’s thesis on the conscience collective which proposes punishment is a process allowing for the demonstration of group norms and the strengthening of moral boundaries. David Garland, in summarising this thesis, states: So although the modern state has a near monopoly of penal violence and controls the administration of penalties, a much wider population feels itself to be involved in the process of punishment, and supplies the context of social support and valorization within which state punishment takes place (32). It is claimed here that this “much wider population” connecting with the task of punishment can be taken further. Crime fiction, above all other forms of literary production, which, for those who do not directly contribute to the maintenance of their respective legal systems, facilitates a feeling of active participation in the penalising of a variety of perpetrators: from the issuing of fines to incarceration (Franks Punishment). Crime fiction readers are therefore, temporarily at least, direct contributors to a more stable society: one that is clearly based upon right and wrong and reliant upon the conscience collective to maintain and reaffirm order. In this context, the reader is no longer alone, with only their crime fiction novel for company, but has become an active member of “a moral framework which binds individuals to each other and to its conventions and institutions” (Garland 51). This allows crime fiction, once viewed as a “vice” (Wilson 395) or an “addiction” (Auden 406), to be seen as playing a crucial role in the preservation of social mores. It has been argued “only the most literal of literary minds would dispute the claim that fictional characters help shape the way we think of ourselves, and hence help us articulate more clearly what it means to be human” (Galgut 190). Crime fiction focuses on what it means to be human, and how complex humans are, because stories of murders, and the men and women who perpetrate and solve them, comment on what drives some people to take a life and others to avenge that life which is lost and, by extension, engages with a broad community of readers around ideas of justice and punishment. It is, furthermore, argued here that the idea of the story is one of the more important doorways for crime fiction and, more specifically, the conclusions that these stories, traditionally, offer. For Auden, the ending should be one of restoration of the spirit, as he suspected that “the typical reader of detective stories is, like myself, a person who suffers from a sense of sin” (411). In this way, the “phantasy, then, which the detective story addict indulges is the phantasy of being restored to the Garden of Eden, to a state of innocence, where he may know love as love and not as the law” (412), indicating that it was not necessarily an accident that “the detective story has flourished most in predominantly Protestant countries” (408). Today, modern crime fiction is a “broad church, where talented authors raise questions and cast light on a variety of societal and other issues through the prism of an exciting, page-turning story” (Sisterson). Moreover, our tastes in crime fiction have been tempered by a growing fear of real crime, particularly murder, “a crime of unique horror” (Hitchens 200). This has seen some readers develop a taste for crime fiction that is not produced within a framework of ecclesiastical faith but is rather grounded in reliance upon those who enact punishment in both the fictional and real worlds. As P.D. James has written: [N]ot by luck or divine intervention, but by human ingenuity, human intelligence and human courage. It confirms our hope that, despite some evidence to the contrary, we live in a beneficent and moral universe in which problems can be solved by rational means and peace and order restored from communal or personal disruption and chaos (174). Dorothy L. Sayers, despite her work to legitimise crime fiction, wrote that there: “certainly does seem a possibility that the detective story will some time come to an end, simply because the public will have learnt all the tricks” (108). Of course, many readers have “learnt all the tricks”, or most of them. This does not, however, detract from the genre’s overall appeal. We have not grown bored with, or become tired of, the formula that revolves around good and evil, and justice and punishment. Quite the opposite. Our knowledge of, as well as our faith in, the genre’s “tricks” gives a level of confidence to readers who are looking for endings that punish murderers and other wrongdoers, allowing for more satisfactory conclusions than the, rather depressing, ends given to Mr. Henry and Mr. Smith by Ernest Hemingway and George Orwell noted above. Conclusion For some, the popularity of crime fiction is a curious case indeed. When Penguin and Collins published the Marsh Million—100,000 copies each of 10 Ngaio Marsh titles in 1949—the author’s relief at the success of the project was palpable when she commented that “it was pleasant to find detective fiction being discussed as a tolerable form of reading by people whose opinion one valued” (172). More recently, upon the announcement that a Miles Franklin Award would be given to Peter Temple for his crime novel Truth, John Sutherland, a former chairman of the judges for one of the world’s most famous literary awards, suggested that submitting a crime novel for the Booker Prize would be: “like putting a donkey into the Grand National”. Much like art, fashion, food, and home furnishings or any one of the innumerable fields of activity and endeavour that are subject to opinion, there will always be those within the world of fiction who claim positions as arbiters of taste. Yet reading is intensely personal. I like a strong, well-plotted story, appreciate a carefully researched setting, and can admire elegant language, but if a character is too difficult to embrace—if I find I cannot make an emotional connection, if I find myself ambivalent about their fate—then a book is discarded as not being to my taste. It is also important to recognise that some tastes are transient. Crime fiction stories that are popular today could be forgotten tomorrow. Some stories appeal to such a broad range of tastes they are immediately included in the crime fiction canon. Yet others evolve over time to accommodate widespread changes in taste (an excellent example of this can be seen in the continual re-imagining of the stories of Sherlock Holmes). Personal tastes also adapt to our experiences and our surroundings. A book that someone adores in their 20s might be dismissed in their 40s. A storyline that was meaningful when read abroad may lose some of its magic when read at home. Personal events, from a change in employment to the loss of a loved one, can also impact upon what we want to read. Similarly, world events, such as economic crises and military conflicts, can also influence our reading preferences. Auden professed an almost insatiable appetite for crime fiction, describing the reading of detective stories as an addiction, and listed a very specific set of criteria to define the Whodunit. Today, such self-imposed restrictions are rare as, while there are many rules for writing crime fiction, there are no rules for reading this (or any other) genre. People are, generally, free to choose what, where, when, why, and how they read crime fiction, and to follow the deliberate or whimsical paths that their tastes may lay down for them. Crime fiction writers, past and present, offer: an incredible array of detective stories from the locked room to the clue puzzle; settings that range from the English country estate to city skyscrapers in glamorous locations around the world; numerous characters from cerebral sleuths who can solve a crime in their living room over a nice, hot cup of tea to weapon wielding heroes who track down villains on foot in darkened alleyways; and, language that ranges from the cultured conversations from the novels of the genre’s Golden Age to the hard-hitting terminology of forensic and legal procedurals. Overlaid on these appeal factors is the capacity of crime fiction to feed a taste for justice: to engage, vicariously at least, in the establishment of a more stable society. Of course, there are those who turn to the genre for a temporary distraction, an occasional guilty pleasure. There are those who stumble across the genre by accident or deliberately seek it out. There are also those, like Auden, who are addicted to crime fiction. So there are corpses for the conservative and dead bodies for the bloodthirsty. There is, indeed, a murder victim, and a murder story, to suit every reader’s taste. References Auden, W.H. “The Guilty Vicarage: Notes on The Detective Story, By an Addict.” Harper’s Magazine May (1948): 406–12. 1 Dec. 2013 ‹http://www.harpers.org/archive/1948/05/0033206›. Carter Snead, O. “Memory and Punishment.” Vanderbilt Law Review 64.4 (2011): 1195–264. Cawelti, John G. Adventure, Mystery and Romance: Formula Stories as Art and Popular Culture. Chicago: U of Chicago P, 1976/1977. Chandler, Raymond. The Big Sleep. London: Penguin, 1939/1970. ––. The Simple Art of Murder. New York: Vintage Books, 1950/1988. Christie, Agatha. The Mysterious Affair at Styles. London: HarperCollins, 1920/2007. Cole, Cathy. Private Dicks and Feisty Chicks: An Interrogation of Crime Fiction. Fremantle: Curtin UP, 2004. Derrida, Jacques. “The Law of Genre.” Glyph 7 (1980): 202–32. Franks, Rachel. “May I Suggest Murder?: An Overview of Crime Fiction for Readers’ Advisory Services Staff.” Australian Library Journal 60.2 (2011): 133–43. ––. “Motive for Murder: Reading Crime Fiction.” The Australian Library and Information Association Biennial Conference. Sydney: Jul. 2012. ––. “Punishment by the Book: Delivering and Evading Punishment in Crime Fiction.” Inter-Disciplinary.Net 3rd Global Conference on Punishment. Oxford: Sep. 2013. Freeman, R.A. “The Art of the Detective Story.” The Art of the Mystery Story: A Collection of Critical Essays. Ed. Howard Haycraft. New York: Simon & Schuster, 1924/1947. 7–17. Galgut, E. “Poetic Faith and Prosaic Concerns: A Defense of Suspension of Disbelief.” South African Journal of Philosophy 21.3 (2002): 190–99. Garland, David. Punishment and Modern Society: A Study in Social Theory. Chicago: U of Chicago P, 1993. Hemingway, Ernest. A Farewell to Arms. London: Random House, 1929/2004. ––. in R. Chandler. The Simple Art of Murder. New York: Vintage Books, 1950/1988. Hitchens, P. A Brief History of Crime: The Decline of Order, Justice and Liberty in England. London: Atlantic Books, 2003. James, P.D. Talking About Detective Fiction. New York: Alfred A. Knopf, 2009. Knight, Stephen. Crime Fiction since 1800: Death, Detection, Diversity, 2nd ed. New York: Palgrave Macmillian, 2010. Knox, Ronald A. “Club Rules: The 10 Commandments for Detective Novelists, 1928.” Ronald Knox Society of North America. 1 Dec. 2013 ‹http://www.ronaldknoxsociety.com/detective.html›. Malmgren, C.D. “Anatomy of Murder: Mystery, Detective and Crime Fiction.” Journal of Popular Culture Spring (1997): 115–21. Maloney, Shane. The Murray Whelan Trilogy: Stiff, The Brush-Off and Nice Try. Melbourne: Text Publishing, 1994/2008. Marsh, Ngaio in J. Drayton. Ngaio Marsh: Her Life in Crime. Auckland: Harper Collins, 2008. Orwell, George. Nineteen Eighty-Four. London: Penguin Books, 1949/1989. Roland, Susan. From Agatha Christie to Ruth Rendell: British Women Writers in Detective and Crime Fiction. London: Palgrave, 2001. Rzepka, Charles J. Detective Fiction. Cambridge: Polity, 2005. Sayers, Dorothy L. “The Omnibus of Crime.” The Art of the Mystery Story: A Collection of Critical Essays. Ed. Howard Haycraft. New York: Simon & Schuster, 1928/1947. 71–109. Scaggs, John. Crime Fiction: The New Critical Idiom. London: Routledge, 2005. Sisterson, C. “Battle for the Marsh: Awards 2013.” Black Mask: Pulps, Noir and News of Same. 1 Jan. 2014 http://www.blackmask.com/category/awards-2013/ Sutherland, John. in A. Flood. “Could Miles Franklin turn the Booker Prize to Crime?” The Guardian. 1 Jan. 2014 ‹http://www.guardian.co.uk/books/2010/jun/25/miles-franklin-booker-prize-crime›. Van Dine, S.S. “Twenty Rules for Writing Detective Stories.” The Art of the Mystery Story: A Collection of Critical Essays. Ed. Howard Haycraft. New York: Simon & Schuster, 1928/1947. 189-93. Wilson, Edmund. “Who Cares Who Killed Roger Ackroyd.” The Art of the Mystery Story: A Collection of Critical Essays. Ed. Howard Haycraft. New York: Simon & Schuster, 1944/1947. 390–97. Wyatt, N. “Redefining RA: A RA Big Think.” Library Journal Online. 1 Jan. 2014 ‹http://lj.libraryjournal.com/2007/07/ljarchives/lj-series-redefining-ra-an-ra-big-think›. Zunshine, Lisa. Why We Read Fiction: Theory of Mind and the Novel. Columbus: Ohio State UP, 2006.
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Kaspi, Niva. "Bill Lawton by Any Other Name: Language Games and Terror in Falling Man". M/C Journal 15, n.º 1 (14 de março de 2012). http://dx.doi.org/10.5204/mcj.457.

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“Language is inseparable from the world that provokes it”-- Don DeLillo, “In the Ruins of the Future”The attacks of 9/11 generated a public discourse of suspicion, with Osama bin Laden occupying the role of the quintessential “most wanted” for nearly a decade, before being captured and killed in May 2011. In the novel, Falling Man (DeLillo), set shortly after the attacks of September 11, Justin, the protagonist’s son, and his friends, the two Siblings, spend much of their time at the window of the Siblings’ New York apartment, “searching the skies for Bill Lawton” (74). Mishearing bin Laden’s name on the news, Robert, the younger of the Siblings, has “never adjusted his original sense of what he was hearing” (73), and so the “myth of Bill Lawton” (74) is created. In this paper, I draw on postclassical, cognitive narratology to “defamiliarise” processes undertaken by both narrator and reader (Palmer 28) in order to explore how narrative elements impact on readers’ and characters’ perceptions of the terrorist. My focus on select episodes within the novel “pursue[s] the author’s means of controlling his reader” (Booth i), and I refer to a generic reader to identify a certain intuitive reaction to the text. Assuming that “the written text imposes certain limits on its unwritten implications” (Iser 281), I trace a path from the uttered or printed word, through the reading act, to the process of meaning-making. I demonstrate how renaming the terrorist, and other language games, challenge the notion that terror can be synonymous with a locatable, destructible source by activating a suspicion towards the text in particular, and towards language in general.Falling Man tells the story of Keith who, after surviving the attacks on the World Trade Centre, shows up injured and disoriented at the apartment of his estranged wife, Lianne, and their son, Justin. The narrative, set at different periods between the day of the attacks and three years later, focuses on Keith’s and Lianne’s lives as they attempt to deal, in their own ways, with the trauma of the attacks and with the unexpected reunion of their small family. Keith disappears into games of poker and has a brief relationship with another survivor, while Lianne searches for answers in the writings of Alzheimer sufferers, in places of worship, and in conversations with her mother, Nina, and her mother’s partner, Martin, a German art-dealer with a questionable past. Each of the novel’s three parts also contains a short narrative from the perspective of Hammad, a fictional terrorist, starting with his early days in a European cell under the leadership of the real terrorist, Mohamed Atta, through the group’s activities in Florida, to his final moments aboard the plane that crashes into the World Trade Centre. DeLillo’s work is noted for treating language as central to society and culture (Weinstein). In this personalised narrative of post-9/11, DeLillo’s choices reflect his “refusal to reproduce the mass media’s representations of 9/11 the reader is used to” (Grossinger 85). This refusal is manifest not so much in an absence of well-known, mediated images or concepts, but in the reshaping and re-presenting of these images so that they appear unexpected, new, and personal (Apitzch). A notable example of such re-presentation is the Falling Man of the title, who is introduced, surprisingly, not as the man depicted in the famous photograph by Richard Drew (Leps), but a performance artist who uses the name Falling Man when staging his falls from various New York buildings. Not until the final two sentences of the novel does DeLillo fully admit the image into the narrative, and even then only as Keith’s private vision from the Tower: “Then he saw a shirt come down out of the sky. He walked and saw it fall, arms waving like nothing in this life” (246). The bin Laden/Bill Lawton substitution shows a similar rejection of recycled concepts and enables a renewed perspective towards the idea of bin Laden. Bill Lawton is first introduced as an anonymous “man” (17), later to be named Bill Lawton (73), and later still to be revealed as bin Laden mispronounced (73). The reader first learns of Bill Lawton in a conversation between Lianne and the Siblings’ mother, Isabel, who is worried about the children’s preoccupation at the window:“It has something to do with this man.”“What man?”“This name. You’ve heard it.”“This name,” Lianne said.“Isn’t this the name they sort of mumble back and forth? My kids totally don’t want to discuss the matter. Katie enforces the thing. She basically inspires fear in her brother. I thought maybe you would know something.”“I don’t think so.”“Like Justin says nothing about any of this?”“No. What man?”“What man? Exactly,” Isabel said. (17)If “the piling up of data [...] fulfils a function in the construction of an image” (Bal 85), a delayed unravelling of the bin Laden identity distorts this data-piling so that by the time the reader learns of the Bill Lawton/bin Laden link, an image of a man is already established as separate from, and potentially exclusive of, his historical identity. The segment beginning immediately after Isabel’s comment, “What man? Exactly” (17), refers to another, unidentified man with the pronoun “he” (18), as if to further sway the reader’s attention from the subject of that man’s identity. Fludernik notes that “language games” are a key feature of the postmodern text (Towards 221), adding that “techniques of linguistic emasculation serve implicitly to question a simple and naive view of the representational potential of language” (225). I propose that, in Falling Man, bin Laden is emasculated by the Bill Lawton misnomer, and is thereby conceptualised as two entities, one historical and one fictional. The name-switch activates what psychologists refer to as a “dual-process,” conscious and unconscious, that forms the reader’s experience of the narrative (Gerrig 37), creating a cognitive dissonance between the two. Much like Wittgenstein’s duck-rabbit drawing, bin Laden and Bill Lawton exist as two separate entities, occupying the same space of the idea of bin Laden, but demanding to be viewed singularly for the process of recognition to take place. Such distortion of a well-known figure conveys the sense that, in this novel, “all identities are either confused [...] or double [...] or merging [...] or failing” (Kauffman 371), or, occasionally, doing all these things simultaneously.A similar cognitive process is triggered by the introduction of aliases for all three characters that head each of the novel’s three parts. Ernst Hechinger is revealed as Martin Ridnour’s former, ‘terrorist’ identity (DeLillo, Falling 86), and performance artist David Janiak (180) as the Falling Man’s everyday name. But the bin Laden/Bill Lawton switch offers an overt juxtaposition of the historical with the fictional or, as Žižek would have it, “the Raw real” with the “virtual” (387), and allows the mutated bin Laden/Bill Lawton figure to shift, in the mind of the reader, between the two worlds, as well as form a new, blended entity.At this point, it is important to notice that two, interconnected, forms of suspicion exist in the novel. The first is invoked in the story-level towards various terrorist-characters such as Bill Lawton, Hammad, and Martin. The second form is activated when various elements within the narrative prompt the reader to treat the text itself as suspicious, triggering in the reader a cognitive reaction that mirrors that of the narrated character. One example is the “halting process” (Leps) that is forced on the reader when attempting to manoeuvre through the narrative’s anachronical arrangement that mirrors Keith’s mental perception of time and memory. Another such narrative device is the use of “unheralded pronouns” (Gerrig 50), when ‘he’ or ‘she’ is used ambiguously, often at the beginning of a chapter or segment. The use of pronouns in narrative must adhere to strict grammatical rules (Fludernik, Introduction) and when these rules are ignored, the reading pattern is affected. First, the reader of Falling Man is immersed within an element in the story, then becomes puzzled about the identity of a character, and finally re-reads the passage to gain clarity. The reader, after a while, distances somewhat from the text, scanning for alternative possibilities and approaching interpretation with a tentative sense of doubt.The conversation between the two mothers, the Bill Lawton/bin Laden split, and the use of unheralded pronouns also destabilises the relationship between person and name, and appears to create a world in which “personality has disintegrated into a mere semiotic mark” (Versluys 21). Keith’s obsession with correcting the spelling of his surname, Neudecker, “because it wasn’t him, with the name misspelled” (DeLillo, Falling 31), Lianne’s fondness of the philosopher Kierkegaard, “right down to the spelling of his name. The hard Scandian k’s and lovely doubled a” (118), her consideration of “Marko [...] with a k, whatever that might signify” (119), and Rumsey, who is told that “everything in his life would be different [...] if one letter in his name was different” (149), are a few examples of the text’s semiotic emphasis. But, while Versluys sees this tendency as emblematic of the novel’s portrayal of a decline in humanity, I suggest that the text’s preoccupation with the shape and constitution of words may work to “de-automatise” (Margolin 66) the relationship between sign and perception, rather than to denigrate the signified human. With the renamed terrorist, the reader comes to doubt not only the printed text, but also his or her automatic response to “bin Laden” as a “brand, a sort of logo which identifies and personalises the evil” (Chomsky, September 36). Bill Lawton, according to Justin, speaks in monosyllables (102), a language Justin chooses, for a time, for his own speech (66), and this also contributes to the de-automatisation of the text. The language game, in which a speaker must only use words with one syllable, began as a classroom activity “designed to teach the children something about the structure of words and the discipline required to frame clear thoughts” (66). The game also gives players, and readers, an embodied understanding of what Genette calls the gap between “being and saying” (93) that is inevitable in the production of language and narrative. Justin, who continues to play the game outside the classroom, because “it helps [him] go slow when [he] thinks” (66), finds comfort in the silent pauses that are afforded by widening the gap between thought and utterance. History in Falling Man is a collection of the private narratives of survivors, families, terrorists, artists, and the host of people that are affected by the attacks of 9/11. Justin’s character, with the linguistic and psychic code of a child, represents the way in which all participants, to some extent, choose their own antagonist, language, plot, and sequence to personalise this mega-public event. He insists that the towers did not collapse (72), but that they will, “this time coming” (102); Bill Lawton, for Justin, “has a long beard [...] speaks thirteen languages but not English except to his wives [and] has the power to poison what we eat” (74). Despite being confronted with the factual inaccuracies of his narrative, Justin resists editing his version precisely because these inaccuracies form his own, non-mediated, authentic account. They are, in a sense, a work of fiction and, paradoxically, more ‘real’ because of that. “We want to pass beyond the limits of safe understandings”, thinks Lianne, “and what better way to do it than through make-believe” (63). I have so far shown how narrative elements create a suspicion in the way characters operate within their surrounding universe, in the reader’s attitude towards the text, and, more implicitly, in the power of language to accurately represent a personal reality. Within the context of the novel’s historical setting—the period following the 9/11 attacks—the narration of the terrorist figure, as represented in Bill Lawton, Hammad, Martin, and others, may function as a response to the “binarism” of Bush’s proposal (Butler 2), epitomised in his “either you are with us, or you are with the terrorists” (Silberstein 14) approach. Within the novel’s universe, its narration of terrorist-characters works to free discourse from superficial categorisations and to provide “a counterdiscourse to the prevailing nationalistic interpretations” (Versluys 23) of the events of 9/11 by de-automatising a response to “us” and “them.” In his essay published shortly after the attacks, DeLillo notes that “the sense of disarticulation we hear in the term ‘Us and Them’ has never been so striking, at either end” (“Ruins”), and while he draws distinctions, in the same essay, with technology on ‘our’ side and religious fanaticism on ‘their’ side, I believe that the novel is less settled on the subject. The Anglicisation of bin Laden’s name, for example, suggests that Bush’s either-or-ism is, at least partially, an arbitrary linguistic construct. At a time when some social commentators have highlighted the similarity in the definitions of “terror” and “counter terror” (Chomsky, “Commentary” 610), the Bill Lawton ‘error’ works to illustrate how easily language can destabilise our perception of what is familiar/strange, us/them, terror/counter-terror, victim/perpetrator. In the renaming of the notorious terrorist, “the familiar name is transposed on the mass murderer, but in return the attributes of the mass murderer are transposed on one very like us” (Conte 570), and this reciprocal relationship forms an imagined evil that is no longer so easily locatable within the prevailing political discourse. As the novel contextualises 9/11 within a greater historical narrative (Leps), in which characters like Martin represent “our” form of militant activism (Duvall), we are invited to perceive a possibility that the terrorist could be, like Martin, “one of ours […] godless, Western, white” (DeLillo, Falling 195).Further, the idea that the suspect exists, almost literally, within ‘us’, the victims, is reflected in the structure of the narrative itself. This suggests a more fluid relationship between terrorist and victim than is offered by common categorisations that, for some, “mislead and confuse the mind, which is trying to make sense of a disorderly reality” (Said 12). Hammad is visited in three short separate sections; “on Marienstrasse” (77-83), “in Nokomis” (171-178), and “the Hudson corridor” (237-239), at the end of each of the novel’s three parts. Hammad’s narrative is segmented within Keith’s and Lianne’s tale like an invisible yet pervasive reminder that the terrorist is inseparable from the lives of the victims, habituating the same terrains, and crafted by the same omniscient powers that compose the victims’ narrative. The penetration of the terrorist into ‘our’ narrative is also perceptible in the physical osmosis between terrorist and victim, as the body of the injured victim hosts fragments of the dead terrorist’s flesh. The portrayal of the body, in some post 9/11 novels, as “a vulnerable site of trauma” (Bird, 561), is evident in the following passage, where a physician explains to Keith the post-bombing condition termed “organic shrapnel”:The bomber is blown to bits, literally bits and pieces, and fragments of flesh and bone come flying outwards with such force and velocity that they get wedged, they get trapped in the body of anyone who’s in striking range...A student is sitting in a cafe. She survives the attack. Then, months later, they find these little, like, pellets of flesh, human flesh that got driven into the skin. (16)For Keith, the dead terrorist’s flesh, lodged under living human skin, confirms the malignancy of his emotional and physical injury, and suggests a “consciousness occupied by terror” (Apitzch 95), not unlike Justin’s consciousness, occupied from within by the “secret” (DeLillo, Falling 101) of Bill Lawton.The macabre bond between terrorist and victim is fully realised in the novel’s final pages, when Hammad’s death intersects, temporally, with the beginning of Keith’s story, and the two bodies almost literally collide as Hammad’s jet crashes into Keith’s office building. Unlike Hammad’s earlier and clearly framed narratives, his final interruption dissolves into Keith’s story with such cinematic seamlessness as to make the two narratives almost indistinguishable from one another. Hammad’s perspective concludes on board the jet, as “something fell off the counter in the galley. He fastened his seatbelt” (239), followed immediately by “a bottle fell off the counter in the galley, on the other side of the aisle, and he watched it roll this way and that” (239). The ambiguous use of the pronoun “he,” once again, and the twin bottles in the galleys create a moment of confusion and force a re-reading to establish that, in fact, there are two different bottles, in two galleys; one on board the plane and the other inside the World Trade Centre. Victim and terrorist, then, share a common fate as acting agents in a single governing narrative that implicates both lives.Finally, Žižek warns that “whenever we encounter such a purely evil on the Outside, [...] we should recognise the distilled version of our own self” (387). DeLillo assimilates this proposition into the fabric of Falling Man by crafting a language that renegotiates the division between ‘out’ and ‘in,’ creating a fictional antagonist in Bill Lawton that continues to lurk outside the symbolic window long after the demise of his historical double. Some have read this novel as offering a more relative perspective on terrorism (Duvall). However, like Leps, I find that DeLillo here tries to “provoke thoughtful stillness rather than secure truths” (185), and this stillness is conveyed in a language that meditates, with the reader, on its own role in constructing precarious concepts such as ‘us’ and ‘them.’ When proposing that terror, in Falling Man, can be found within ‘us,’ linguistically, historically, and even physically, I must also add that DeLillo’s ‘us’ is an imagined sphere that stands in opposition to a ‘them’ world in which “things [are] clearly defined” (DeLillo, Falling 83). Within this sphere, where “total silence” is seen as a form of spiritual progress (101), one is reminded to approach narrative and, by implication, life, with a sense of mindful attention; “to hear”, like Keith, “what is always there” (225), and to look, as Nina does, for “something deeper than things or shapes of things” (111).ReferencesApitzch, Julia. "The Art of Terror – the Terror of Art: Delillo's Still Life of 9/11, Giorgio Morandi, Gerhard Richter, and Performance Art." Terrorism, Media, and the Ethics of Fiction: Transatlantic Perspectives on Don DeLillo. Eds. Peter Schneck and Philipp Schweighauser. London: Continuum [EBL access record], 2010. 93–110.Bal, Mieke. Narratology: Introduction to the Theory of Narratology. Toronto: U of Toronto P, 1985.Bird, Benjamin. "History, Emotion, and the Body: Mourning in Post-9/11 Fiction." Literature Compass 4.3 (2007): 561–75.Booth, Wayne C. The Rhetoric of Fiction. Chicago: U of Chicago P, 1961.Butler, Judith. Precarious Life: The Powers of Mourning and Violence. New York: Verso, 2004.Chomsky, Noam. "Commentary Moral Truisms, Empirical Evidence, and Foreign Policy." Review of International Studies 29.4 (2003): 605–20.---. September 11. Crows Nest, NSW: Allen & Unwin, 2002.Conte, Joseph Mark. "Don Delillo’s Falling Man and the Age of Terror." MFS Modern Fiction Studies 57.3 (2011): 557–83.DeLillo, Don. Falling Man. London: Picador, 2007.---. "In the Ruins of the Future." The Guardian (22 December, 2001). ‹http://www.guardian.co.uk/books/2001/dec/22/fiction.dondelillo›.Duvall, John N. & Marzec, Robert P. "Narrating 9/11." MFS Modern Fiction Studies 57.3 (2011): 381–400.Fludernik, Monika. An Introduction to Narratology. Taylor & Francis [EBL access record], 2009.---. Towards a 'Natural' Narratology. Routledge, [EBL access record], 1996.Genette, Gerard. Figures of Literary Discourse. New York: Columbia U P, 1982.Gerrig, Richard J. "Conscious and Unconscious Processes in Reader's Narrative Experiences." Current Trends in Narratology. Ed. Greta Olson. Berlin: De Gruyter [EBL access record], 2011. 37–60.Grossinger, Leif. "Public Image and Self-Representation: Don Delillo's Artists and Terrorists in Postmodern Mass Society." Terrorism, Media, and the Ethics of Fiction: Transatlantic Perspectives on Don DeLillo. Eds. Peter Schneck and Philipp Schweighauser. London: Continuum [EBL access record], 2010. 81–92.Iser, Wolfgang. "The Reading Process: A Phenomenological Approach." New Literary History 3.2 (1972): 279–99.Kauffman, Linda S. "The Wake of Terror: Don Delillo's in the Ruins of the Future, Baadermeinhof, and Falling Man." Modern Fiction Studies 54.2 (2008): 353–77.Leps, Marie-Christine. "Falling Man: Performing Fiction." Terrorism, Media, and the Ethics of Fiction: Transatlantic Perspectives on Don DeLillo. Eds. Peter Schneck and Philipp Schweighauser. London: Continuum [EBL access record], 2010. 184–203.Margolin, Uri. "(Mis)Perceiving to Good Aesthetic and Cognitive Effect." Current Trends in Narratology. Ed. Greta Olson. Berlin: De Gruyter [EBL access record], 2011. 61–78.Palmer, Alan. "The Construction of Fictional Minds." Narrative 10.1 (2002): 28–46.Said, Edward W. "The Clash of Ignorance." The Nation 273.12 (2001): 11–13.Silberstein, Sandra. War of Words : Language Politics and 9/11. Taylor & Francis e-Library, 2004.Versluys, Kristiaan. Out of the Blue: September 11 and the Novel. New York: Columbia U P, 2009.Weinstein, Arnold. Nobody's Home: Speech, Self and Place in American Fiction from Hawthorne to DeLillo. Oxford U P [EBL Access Record], 1993.Žižek, Slavoj. "Welcome to the Desert of the Real!" The South Atlantic Quarterly 101.2 (2002): 385–89.
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Lotti, Laura. "DIY Cheese-making and Individuation: Towards a Reconfiguration of Taste in Contemporary Computer Culture". M/C Journal 17, n.º 1 (3 de março de 2014). http://dx.doi.org/10.5204/mcj.757.

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Introduction The trope of food is often used in the humanities to discuss aspects of a culture that are customarily overlooked by a textualist approach, for food embodies a kind of knowledge that comes from the direct engagement with materials and processes, and involves taste as an aesthetics that exceeds the visual concept of the “beautiful.” Moreover, cooking is one of the most ancient cultural practices, and is considered the habit that defines us as humans in comparison to other animals—not only culturally, but also physiologically (Wrangham). Today we have entered a post-human age in which technological augmentations, while promoting the erasure of embodiment in favour of intelligence (Hayles), create new assemblages between the organic and the digital, thus redefining what it means to be human. In this context, a reassessment of the practice of cooking as the manipulation of what constitutes food—both for thought and for the body—may promote a more nuanced approach to contemporary culture, in which the agency of the non-human (from synthetic materials to the digital) affects our modes of being and reflects on our aesthetic sensibility. In the 1980s, Guy Debord observed that the food industry's standardisation and automation of methods of production and consumption have anaesthetised the consumer palate with broader political and cultural implications. Today the Internet has extended the intertwinement of food and technology to the social and aesthetic spheres, thus further impacting on taste. For instance, cultural trends such as “foodism” and “slow food” thrive on blogs and social networks and, while promoting an artisanal style in food preparation and presentation, they paradoxically may also homogenise cooking techniques and the experience of sharing a meal. This leads to questions regarding the extent to which the digitalisation of culture might be hindering our capacity to taste. Or, given the new possibilities for connectivity, can this digitalisation also foster an aesthetic sensibility associated with different attitudes and approaches to food—one that transgresses both the grand narratives and the standardisation promoted by such gastronomic fashions? It also leads to the question of how such activities reflect on the collective sphere, considering the contagious character of networked communication. While foodism thrives online, the Internet has nevertheless prompted a renewed interest in DIY (do-it-yourself) cooking techniques. As a recent issue of M/C Journal testifies, today cookbooks are produced and consulted at an unprecedented rate—either in print or online (Brien and Wessell). Taking the example of the online diffusion of DIY cheese-making recipes, I will below trace the connections between cooking, computer culture, and taste with the support of Gilbert Simondon's metaphysics of technics. Although Simondon never extensively discussed food in relation to technology, the positioning of technicity at the heart of culture allows his work to be used to address the multifaceted nature of taste in the light of recent technological development, in particular of the Network. As a matter of fact, today cooking is not only a technical activity, in the sense that it requires a certain practical and theoretical skilfulness—it is also a technological matter, for the amount of networked machines that are increasingly used for food production and marketing. Specifically, this paper argues that by disentangling the human—albeit partially—from the capitalist cycle of production-marketing-consumption and by triggering an awareness of the increasingly dominant role technology plays in food processing and manufacturing, the online sharing of home-cooking advice may promote a reconfiguration of taste, which would translate into a more nuanced approach to contemporary techno-culture. In the first part of this discussion, I introduce Simondon’s philosophy and foreground the technical dimension of cooking by discussing cheese-making as a process of individuation. In the second, I focus on Simondon’s definition of technical objects and technical ensembles to position Internet culture in relation to cooking, and highlight how technicity folds back on taste as aesthetic impression. Ultimately, I conclude with some reflections on how such a culinary-aesthetic approach may find application in other techno-cultural fields by promoting an aesthetic sensibility that extends beyond the experience of the “social” to encompass an ethical component. Cooking as Individuation: The Networked Dimension of Taste Simondon is known as the thinker, and “tinkerer”, of technics. His project is concerned with ontogenesis—that is, the becoming of objects in relation to the terms that constitute them as individual. Simondon’s philosophy of individuation allows for a better understanding of how the Internet fosters certain attitudes to food, for it is grounded on a notion of “energetic materiality in movement” (Deleuze and Guattari 408) that explains how “immaterial” algorithms can affect individual experience and cultural production. For Simondon, individuation is the process that arises from objects being out-of-phase with themselves. Put differently, individuation allows for “the conservation of being through becoming” (Genesis 301). Likewise, individualisation is “the individuation of an individuated being, resulting from an individuation, [and creating] a new structuration within the individual” (L’Individuation 132). Individuation and individualisation are processes common to all kinds of being. Any individual operates an internal and an external resonance within the system in which it is enmeshed, and produces an “associated milieu” capable of entering into relation with other individuals within the system. Simondon maintains that nature consists of three regimes of individuation, that is, three possible phases of every being: the physical, the biological, and the psycho-social—that develop from a metastable pre-individual field. Technology traverses all three regimes and allows for further individualisation via transductive operations across such phases—that is, via operations of conversion of energy from one form to another. The recent online diffusion of DIY cheese-making recipes lends itself to be analysed with the support of Simondon’s philosophy. Today cheese dominates degustation menus beside the finest wines, and constitutes a common obsession among “foodies.” Although, as an object, cheese defies more traditional canons of beauty and pleasure—its usual pale yellow colour is not especially inviting and, generally speaking, the stinkier and mouldier it is, the more exclusive and expensive it usually is—it has played a sizeable role in the collective imagination since ancient times. Although the genesis of cheese predates archival memory, it is commonly assumed to be the fruit of the chemical reaction naturally occurring in the interaction of milk with the rennet inherently contained in the bladders made of ruminants’ stomachs in which milk was contained during the long transits undertaken by the nomadic cultures of Central Asia. Cheese is an invention that reportedly occurred without human intervention, and only the technical need to preserve milk in high temperature impelled humans to learn to produce it. Since World War II its production is most exclusively factory-based, even in the case of artisanal cheese (McGee), which makes the renewed concern for homemade cheese more significant from a techno-cultural perspective. Following Simondon, the individualisation of cheese—and of people in relation to cheese—depends on the different objects involved in its production, and whose associated milieu affects the outcome of the ontogenetic process via transductive operations. In the specific case of an industrial block of cheese, these may include: the more or less ethical breeding and milking of cows in a factory environment; the types of bacteria involved in the cheese-making process; the energy and costs inherent in the fabrication of the packaging material and the packaging process itself; the CO2 emissions caused by transportations; the physical and intellectual labour implied in marketing, retailing and selling; and, last but not least, the arguable nutritional value of the factory-produced cheese—all of which, in spite of their “invisibility” to the eyes of the consumer, affect physical conditions and moods when they enter into relation with the human body (Bennet). To these, we may add, with specific reference to the packaging: the RFID tags that electronically index food items into databases for a more efficient management of supplies, and the QR codes used for social media marketing purposes. In contrast, the direct engagement with the techno-material conditions at the basis of the home cookery process allows one to grasp how different operations may affect the outcome of the recipe. DIY cheese-making recipes are specifically addressed to laypeople and, because they hardly demand professional equipment, they entail a greater attunement with, and to, the objects and processes required by the recipe. For instance, one needs to “feel” when milk has reached the right temperature (specifically, 82 degrees centigrade, which means that the surface of the milk should be slightly bubbly but not fully boiling) and, with practice, one learns how the slightest movement of the hand can lead to different results, in terms of consistency and aspect. Ultimately, DIY cheese-making allows the cook to be creative with moulding, seasonings, and marinading. Indeed, by directly engaging with the undiscovered properties and potentials of ingredients, by understanding the role that energy (both in the sense of induction and “transduction”) plays on form and matter, and by developing—often via processes of trial and error—technics for stirring, draining, moulding, marinading, canning, and so forth, making cheese at home an exercise in speculative pragmatics. An experimental approach to cooking, as the negotiation between the rigid axioms that make up a recipe and the creative and experimental components inherent in the operations of mixing and blending, allows one to feel the ultimate outcome of the cooking process as an event. The taste of a homemade cheese is linked to a new kind of knowledge—that is, an epistemology based on continuous breakages that allow for the cooking process to carry on until the ultimate result. It is a knowledge that comes from a commitment to objects being out-of-phase, and from the acknowledgement of the network of technical operations that bring cheese to our tables. The following section discusses how another kind of object may affect the outcome of a recipe, with important implications for aesthetics, that is, technical objects. The Internet as Ingredient: Technical Objects, Aesthetics, and Invention The notion of technical objects complements Simondon’s theory of individuation to define the becoming of technology in relation to culture. To Simondon: “the technical object is not this or that thing, given hic et nunc, but that of which there is a genesis” (Du Mode 20). Technical objects, therefore, are not simply technological artifacts but are constituted by a series of events that determine their evolution (De Vries). Analogously to other kinds of individuals, they are constituted by transductive operations across the three aforementioned phases of being. The evolution of technical objects extends from the element to the individual, and ultimately to the technical ensemble. Elements are less than individualised technical objects, while individuals that are in a relation of interconnection are called ensembles. According to Simondon, technical ensembles fully individualise with the realisation of the cybernetic project. Simondon observes that: “there is something eternal in a technical ensemble [...] and it is that which is always present, and can be conserved in a thing” (Les Cahiers 87). The Internet, as a thing-network, could be regarded as an instance of such technical ensembles, however, a clarification needs to be made. Simondon explains that “true technical ensembles are not those that use technical individuals, but those that are a network of technical individuals in a relation of interconnection” (Du mode 126). To Simondon, humankind has ceased to be a technical individual with the industrialisation and automation of methods of production, and has consigned this function to machines (128). Expanding this line of thought, examples such as the viral spreading of memes, and the hypnotic power of online marketing campaigns, demonstrate how digital technology seems to have intensified this process of alienation of people from the functioning of the machine. In short, no one seems to know how or why things happen on the Internet, but we cannot help but use it. In order to constitute “real” technical ensembles, we need to incorporate technics again into culture, in a relation of reciprocity and complementarity with machines, under the aegis of a technical culture. Simondon specifies that such a reconfiguration of the relation between man and machines can only be achieved by means of an invention. An invention entails the individualisation of the technical ensemble as a departure from the mind of the inventor or designer that conceived it, in order to acquire its own autonomous existence (“Technical Mentality”). It refers to the origin of an operative solidarity between individual agents in a network, which provides the support for a human relation based on the “model of transidividuality” (Du Mode 247). A “transindividual relation” is a relation of relations that puts the individual in direct contact with a real collective. The notion of real collective is opposed to that of an interindividual community or social sphere, which is poisoned by the anxieties that stem from a defected relation with the technical ensemble culture is embedded in. In the specific context of the online sharing of DIY cheese-making recipes, rather than a fully individualised technical ensemble per se, the Internet can be regarded as one of the ingredients that make up the final recipe—together with human and the food—for the invention of a true technical ensemble. In such a framework, praxis, as linked to the kind of non-verbal knowledge associated with “making,” defines individuation together with the types of objects that make up the Network. While in the case of foodism, the practice of online marketing and communication homogenises culture by creating “social phenomena,” in the case of DIY cooking advice, it fosters a diversification of tastes, experiences, and flavours linked to individual modes of doing and cooking, that put the cook in a new relation with the culinary process, with food, and with the guests who have the pleasure to taste her meal. This is a qualitative change in the network that constitutes culture, rather than a mere quantitative shift in energy induction. The term “conviviality” (from the Latin con-vivere) specifically means this: a “living together,” rather than a mere dinner party. For Simondon, a real technical ensemble is an assemblage of humans, machines, tools, resources and milieus, which can only be éprouve—i.e., experienced, also in the sense of “experimented with”—rather than represented. A technical ensemble is first and foremost an aesthetic affair—it can only be perceived by experimenting with the different agents involved in the networked operations that constitute it. For Simondon “aesthetics comes after technicity [and] it also returns to us in the heart of technicity” (Michaud in De Boever et al. 122). Therefore, any object bears an aesthetic potential—even something as trivial as a homemade block of cheese. Simondon rejects the idea of an aesthetic object, but affirms the power of technicity to foreground an aesthetic impression, which operates a convergence between the diverging forces that constitute the mediation between man and world, in terms of an ethical treatment of technics. For Simondon, the beautiful is a process: “it is never, properly speaking, the object that is beautiful: it is the encounter operating a propos of the object between a real aspect of the world and a human gesture” (Du Mode 191 emphasis added). If an analysis of cooking as individuation already foregrounds an aesthetics that is both networked and technical, the relational capabilities afforded by networked media have the power to amplify the aesthetic potential of the human gesture implied in a block of homemade cheese—which today extends from searching for (or writing) a recipe online, to pouring the milk and seasoning the cheese, and which entails less environmental waste due to the less intensive processing and the lack of, or certainly a reduction in, packaging materials (Rastogi). The praise of technical creativity resounds throughout Simondon’s thought. By using the Internet in order to create (or indeed cook) something new, the online sharing of DIY cooking techniques like cheese-making, which partially disengages the human (and food itself) from the cycle of production-marketing-consumption that characterises the food industry in capitalist society by fostering an awareness of the networked operations that constitute her as individual, is an invention in its own right. Although the impact of these DIY activities on the global food industry is still very limited, such a hands-on approach, imbued with a dose of technical creativity, partially overcomes the alienation of the individual from the production process, by providing the conditions to “feel” how the individualisation of cheese (and the human) is inscribed in a larger metabolism. This does not stop within the economy of the body but encompasses the techno-cultural ensemble that forms capitalist society as a whole, and in which humans play only a small part. This may be considered a first step towards the reconciliation between humans and technical culture—a true technical ensemble. Indeed, eating involves “experiments in art and technology”—as the name of the infamous 1960s art collective (E.A.T.) evokes. Home-cooking in this sense is a technical-aesthetic experiment in its own right, in which aesthetics acquires an ethical nuance. Simondon’s philosophy highlights how the aesthetics involved in the home cooking process entails a political component, aimed at the disentanglement of the human from the “false” technical ensemble constituted by capitalist society, which is founded on the alienation from the production process and is driven by economic interests. Surely, an ethical approach to food would entail considering the biopolitics of the guts from the perspective of sourcing materials, and perhaps even building one’s own tools. These days, however, keeping a cow or goat in the backyard is unconceivable and/or impossible for most of us. The point is that the Internet can foster inventiveness and creativity among the participants to the Network, in spite of the fixity of the frame in which culture is increasingly inscribed (for instance, the standardised format of a Wordpress blog), and in this way, can trigger an aesthetic impression that comprises an ethical component, which translates into a political stand against the syncopated, schizophrenic rhythms of the market. Conclusion In this discussion, I have demonstrated that cooking can be considered a process of individuation inscribed in a techno-cultural network in which different transductive operations have the power to affect the final taste of a recipe. Simondon’s theory of individuation allows us to account for the impact of ubiquitous networked media on traditionally considered “human” practices, thus suggesting a new kind of humanism—a sort of technological humanism—on the basis of a new model of perception, which acknowledges the non-human actants involved in the process of individuation. I have shown that, in the case of the online sharing of cheese-making recipes, Simondon’s philosophy allows us to uncover a concept of taste that extends beyond the mere gustatory experience provided by foodism, and in this sense it may indeed affirm a reconfiguration of human culture based on an ethical approach towards the technical ensemble that envelops individuals of any kind—be they physical, living, or technical. Analogously, a “culinary” approach to techno-culture in terms of a commitment to the ontogenetic character of objects’ behaviours could be transposed to the digital realm in order to enlighten new perspectives for the speculative design of occasions of interaction among different beings—including humans—in ethico-aesthetic terms, based on a creative, experimental engagement with techniques and technologies. As a result, this can foreground a taste for life and culture that exceeds human-centred egotistic pleasure to encompass both technology and nature. Considering that a worryingly high percentage of digital natives both in Australia and the UK today believe that cheese and yogurt grow on trees (Howden; Wylie), perhaps cooking should indeed be taught in school alongside (rather than separate to, or instead of) programming. References Bennet, Jane. Vibrant Matter: a Political Ecology of Things. 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Howden, Saffron. “Cultural Cringe: Schoolchildren Can’t See the Yoghurt for the Trees.” The Sydney Morning Herald 5 Mar. 2012. 5 Jan. 2014. ‹http://www.smh.com.au/national/education/cultural-cringe-schoolchildren-cant-see-the-yoghurt-for-the-trees-20120304-1ub55.html›. McGee, Harold. On Food and Cooking: The Science and Lore of the Kitchen. New York: Scribner, 2004. Michaud, Yves. “The Aesthetics of Gilbert Simondon: Anticipation of the Contemporary Aesthetic Experience.” Gilbert Simondon: Being and Technology. Eds. Arne De Boever, Alex Murray, Jon Roffe, and Ashley Woodward. Edinburgh: Edinburgh UP, 2012. 121–32. Rastogi, Nina. “Soft Cheese for a Clean Planet”. Slate 15 Dec. 2009. 25 Jan. 2014. ‹http://www.slate.com/articles/health_and_science/the_green_lantern/2009/12/soft_cheese_for_a_clean_planet.html›. Simondon, Gilbert. Du Mode d’Existence des Objets Techniques. Paris: Aubier, 2001. ---. L’Individuation a La Lumière Des Notions de Forme et d’Information. 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