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outcomes. The viewer and character react to such situations with tears, shudders or laughter'<br />

(Grodal, 1999: 134); this is exemplified by the sequence in Raiders <strong>of</strong> the Lost Ark when<br />

Indiana Jones initially 'experiences fearful despair in the snakepit' before switching to a more<br />

goal-directed response to solve the situation (Grodal, 1999: 132-134).<br />

Using some <strong>of</strong> the sequences mentioned before as test cases, Grodal shows how the<br />

mental flow can also have four modal qualities experienced by viewers in the following<br />

forms: 'intense' (the film activates vivid perception, as in the opening sequence <strong>of</strong> E.T.);<br />

'saturated' (the film activates memory associations charged with emotion; I would indicate<br />

the scene in Giuseppe Tornatore's Cinema Paradiso (1988), when the adult Toto revisits the<br />

now derelict cinema in his home town, as an example <strong>of</strong> this); 'tense' (here, the film activates<br />

action-readiness, such as muscular tension, as a boulder thunders towards Indiana Jones), and<br />

'emotive 5 (activating autonomic outlets such as tears, laughter or shivers) (Grodal, 1999:<br />

136). By contrast, an alternative viewing process may occur when films interrupt this mental<br />

flow from perception to reaction; Grodal likens this to looking 'upstream', against the normal<br />

experiential flow. This occurs when a film blurs or blocks the viewers' perception <strong>of</strong> forms,<br />

Grodal's example being the first flashback to Harmonica's past in Once Upon a Time in the<br />

West (1968), which is shot completely out-<strong>of</strong>-focus. Another form <strong>of</strong> blocking may occur<br />

when action is halted 'as in a freeze-frame', which halts the completion <strong>of</strong> an action (Grodal,<br />

1999: 136), one example <strong>of</strong> this being the ending to Once Upon a Time in America (1984).<br />

In many narratives, the subject-actant on screen and the viewer-persona merge as a<br />

consequence <strong>of</strong> close emotional and cognitive identification between the two, but more<br />

complicated narrative forms can create distance between viewers and screen actants. One<br />

device to reduce the immediacy <strong>of</strong> a viewer's emotional and physiological reactions to what<br />

is perceived on screen, and to distance the viewer from the fictive world is the creation <strong>of</strong><br />

'contextual frames and embeddings that force the spectator to double his position <strong>of</strong><br />

31

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