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<strong>Unfolding</strong> <strong>Media</strong> <strong>Studies</strong><br />

Working Papers 2010


<strong>Unfolding</strong> <strong>Media</strong> <strong>Studies</strong><br />

Working Papers 2010<br />

Jukka-Pekka Puro & Jukka Sihvonen, eds.<br />

<strong>Media</strong> <strong>Studies</strong>, University of Turku 2011


University of Turku<br />

School of History, Culture and Arts <strong>Studies</strong><br />

<strong>Media</strong> <strong>Studies</strong><br />

Working Papers 2010<br />

ISBN 978-951-29-4530-6<br />

Printed in Suomen Yliopistopaino Oy – Uniprint Turku<br />

Turku 2011<br />

Copyright © 2011 by the authors<br />

Layout by Päivi Valotie<br />

Contents<br />

Preface 7<br />

Film <strong>Studies</strong><br />

ILONA HONGISTO<br />

Documentary Fabulation: Folding the True and the False 9<br />

VARPU RANTALA<br />

Samples of Christiane F.:<br />

Experimenting with Digital Postproduction in Film <strong>Studies</strong> 19<br />

TOMMI RÖMPÖTTI<br />

To the Freeze-Frame and Beyond 33<br />

OUTI HAKOLA<br />

Modeling Experience: Death Events and the Public Sphere 49<br />

MARIA KESTI<br />

Science on Fire! A Flying Torch Articulates 63<br />

New <strong>Media</strong><br />

JUKKA SIHVONEN<br />

Careless Saints:<br />

Notes for Research on the Aesthetics of Digital Games 69<br />

TERO KARPPI<br />

Reality Bites: Subjects of Augmented Reality Applications 89<br />

TAPIO MÄKELÄ<br />

Locative Games as Social Software:<br />

Playing in Object Oriented Neighbourhoods 103<br />

JUKKA-PEKKA PURO<br />

Turning Inside: Towards a Phenomenology of Biological <strong>Media</strong> 123


Jukka-Pekka Puro & Jukka Sihvonen<br />

Preface<br />

<strong>Media</strong> <strong>Studies</strong> at the University of Turku was launched in the year 2000<br />

when three subjects at the school of Art <strong>Studies</strong> – film- and television<br />

studies, communication studies and speech communication – were<br />

merged together to establish a new and independent department. During<br />

the preceding decade, the fields of study have mixed together, and today,<br />

the borderlines between original disciplines have blurred, even vanished.<br />

Currently <strong>Media</strong> <strong>Studies</strong> is a wide umbrella for various research projects<br />

aimed to explore, interpret and understand media in its different forms,<br />

functions and discourses.<br />

This collection of working papers, entitled ‘<strong>Unfolding</strong> <strong>Media</strong><br />

<strong>Studies</strong>’, is a 10-year celebration publication. Working papers may not<br />

be the most conventional way to carry out an “in honor of” -book. It<br />

offers, however, a many-sided insight into present day <strong>Media</strong> <strong>Studies</strong>.<br />

The working paper -format implies that the papers published are not<br />

actual research articles. Instead, they are mirroring various research<br />

projects in their current transformative state. Hence, some papers are<br />

more tentative and speculative than others, depending on the authors’<br />

current situations within their projects. As working papers, the texts are<br />

also relatively short. The wish is that these papers open up a view to<br />

the ongoing research projects, their argumentation, methodology, and<br />

materials; the actual results and conclusions are to be published later in<br />

academic journals and/or doctoral dissertations.<br />

The papers are assembled in two groups: film studies and new media.<br />

‘Film studies’ include four affiliated Ph.D. students: M.A. Varpu Rantala,<br />

M.A. Ilona Hongisto, M.A. Tommi Römpötti and M.A. Outi Hakola.<br />

Accordingly, ‘New media’ is consisted of professor Jukka Sihvonen, M.A.<br />

Tero Karppi, M.A. Tapio Mäkelä and senior lecturer Jukka-Pekka Puro.<br />

Between these two main fields of study, M.A. Maria Kesti, the newest<br />

Ph.D. candidate in <strong>Media</strong> <strong>Studies</strong>, opens up an essayistic discussion on<br />

scientific endeavor and it’s metaphors.<br />

7


This collection of texts offers one possibility to grasp the present<br />

orientation of research interests in <strong>Media</strong> <strong>Studies</strong>. The papers, of course,<br />

speak for themselves. It is obvious that research interests in the area of<br />

film, television and other audiovisual media constitute one fundamental<br />

element in the department’s Ph.D. projects. The continuum from film-<br />

and television studies carries to the present day and thrives to be a solid<br />

cornerstone in the research activities of the department.<br />

The position of new media is quite different facing the future in a more<br />

prominent way. It seems that new media oriented research has replaced<br />

research interests towards traditional mass media, and consequently the<br />

research profile of the department has changed compared to what it<br />

perhaps was ten years ago.<br />

Following the idea of the subtitle – Working Papers 2010 – we want<br />

to focus on the persistence of change. Furthermore, many of the papers<br />

are strongly connected to the contemporary context. Both the media<br />

and its research are developing rapidly. This collection of texts is a kind<br />

of display window of the current ‘Turku style’ media studies. After a<br />

decade, perhaps even sooner, a similar collection of working papers may<br />

set up another kind of window. Inevitably, it would be different from<br />

this one.<br />

This title has been published simultaneously in two forms: in print<br />

and as an open access e-book.<br />

Turku, in January 2011<br />

Jukka-Pekka Puro & Jukka Sihvonen<br />

8<br />

Ilona Hongisto<br />

Documentary fabulation:<br />

Folding the True and the False<br />

This paper addresses the notion of fabulation in relation to documentary<br />

cinema. The paper draws fabulation from the philosophy of Gilles<br />

Deleuze, looks briefly at its genealogy and sphere and finally discusses<br />

what the concept contributes to the study of the documentary.<br />

In a 1990 interview, Deleuze (1995, 174) insists that Henri Bergson’s<br />

concept of fabulation should be taken up and given a political meaning.<br />

Nowhere does he develop on the concept systematically but the brief<br />

notes on fabulation throughout his work give enough material to situate<br />

fabulation within his thought on the whole. In the context of art and<br />

media studies, the concept coincides most readily with such wellestablished<br />

Deleuzian themes as becoming, minor literature and the<br />

powers of the false – that for their part can be seen to partake to the<br />

emphasis Deleuze (2007) puts on the creative act in the arts. 1<br />

Conveniently for the present purposes, Deleuze (1989, 150) offers<br />

one definition of fabulation in his discussion of selected documentary<br />

films from around the 1960’s: “[fabulation] is the becoming of the<br />

real character when he himself starts to ‘make fiction’, when he enters<br />

into ‘the flagrant offence of making up legends’ and so contributes to<br />

the invention of his people.” The abundance of relations within this<br />

1 In addition to becoming, minor literature and the powers of the false, Ronald Bogue<br />

(2010, 21–44) connects fabulation to such Deleuzian concepts as the virtual and the<br />

actual, haecceities and the three passive syntheses of time. Bogue’s reading of the notion<br />

is tied to a discussion of selected contemporary literary authors whose work Bogue<br />

reads with the different facets of fabulation. Although Bogue’s elaboration is by far the<br />

most extensive and systematic take on the notion, it is not without its problems. At<br />

times, it seems that Bogue wants to synthesize Deleuze’s thought at large under the one<br />

concept and conversely, he seems to suggest fabulation as a somewhat unified practice<br />

of contemporary literature. My intention is not to criticize Bogue’s indispensable work,<br />

but to draw attention to some of the problem areas that might result from elaborations<br />

of the concept.<br />

9


ILONA HONGISTO<br />

brief quotation offers enough material for a full-length article but I will<br />

contend myself with two facets of fabulation: the relationship between<br />

real characters and making fiction, and the invention of a people.<br />

As noted, Deleuze adapts fabulation from Henri Bergson and insists<br />

that the notion should be politicized. This is perhaps a bit misleading,<br />

for the notion already has significant political stakes in Bergson. The<br />

difference is, rather, that for Bergson fabulation has to do with the<br />

organization of “closed societies” whereas Deleuze positions fabulation<br />

as the creative “invention of a people”. In The Two Sources of Morality<br />

and Religion, Bergson (1954, 108) defines fabulation as the production<br />

of “phantasmic representations” and “hallucinatory fictions” with which<br />

the internal cohesion of a social group is kept in place. He speaks of<br />

fabulation as “myth-making”, creating semi-personal Gods, spirits and<br />

forces that guide the primary instinct of a social group and thus regulate<br />

behavior in that group. 2 (Bogue 2010, 16; Bogue 2007, 91–94, 106.)<br />

The difference in Bergson and Deleuze has an intriguing connection<br />

to Félix Guattari’s (1984, 22–44) distinction between subjected groups<br />

and subject-groups. Subjected groups struggle against forms imposed on<br />

them from the outside, and in the act of self-defense they inflict fixed<br />

positions and hierarchical structures on themselves. Group-subjects, on<br />

the other hand, form themselves from within, offering their members<br />

shifting roles and fluid positions. A subjected group remains a closed<br />

unit, whereas a group-subject keeps itself open to lines of collective<br />

development with other group and existential modes. In essence, the<br />

problem of subjected groups in Guattari is similar to Bergson’s problem<br />

with closed societies: both are guided and controlled by external myths<br />

that regulate patterns of behavior. Deleuze’s take on fabulation, on the<br />

other hand, coincides with Guattari’s description of group-subjects. (Cf.<br />

Bogue 2007, 97–98.)<br />

2 Bergson’s translators rendered his la function fabulatrice into “myth-making<br />

function” and the translators of Deleuze’s Cinema 2. The Time-Image followed their<br />

lead in translating Deleuze’s adaptation of Bergson’s concept into “story-telling<br />

function”. This brings out both the continuum and the dissonance between the<br />

respective conceptualizations. In studies that comment upon Deleuze’s take on<br />

fabulation and in translations of his texts, translations such as “fabulative function”<br />

(Bogue 2007), “fabulating function” (Deleuze 1998, 3) and simply “fabulation” (Bogue<br />

2010) have also been used.<br />

10<br />

DOCUMENTARY FABULATION<br />

The concept of fabulation, as it appears in Deleuze’s thought, opens<br />

to a sphere where fiction folds with the real and where the created folds<br />

contribute to the social organization of a people. This is significant from<br />

a documentary perspective for it transposes the question of fiction from<br />

the structural or formal level of representation to the plane of the real<br />

itself.<br />

Making up legends<br />

To start with, fabulation is an act of resistance to hierarchical social<br />

structures and dominant myths. According to Daniel Smith (1998, xlv),<br />

it is a creative practice that extracts “a creative storytelling that is, as it<br />

were, the obverse side of the dominant myths and fictions, an act of<br />

resistance whose political impact is immediate and inescapable, and that<br />

creates a line of flight on which a minority discourse and a people can<br />

be constituted.”<br />

In his discussion of documentary cinema, Deleuze (1989, 150) speaks<br />

of fabulation as a “story-telling function of the poor”. The qualifier “of<br />

the poor” has significant implications in this context. Not only does<br />

story-telling belong to the area of social organization, it also belongs to<br />

the ones that are being organized, “the poor”. Story-telling is not done<br />

for the poor; it is rather a mode of self-expression. 3 This is what was<br />

insinuated earlier with real characters entering into “the flagrant offence<br />

of making up legends”. Fabulation as story-telling steers away from<br />

narrating “their lives” from an outside position and rather encourages<br />

the self-expression of the people captured on camera.<br />

Not surprisingly, then, Deleuze discusses story-telling in documentary<br />

cinema via the speech-acts of real characters. Making up legends is located<br />

to speech-acts in such films as Jean Rouch’s Moi, un Noir (France 1958),<br />

Shirley Clarke’s The Portrait of Jason (USA 1967) and Pierre Perrault’s<br />

Pour la suite du monde (Canada 1963). What brings these films together<br />

is their respective emphasis on letting the characters to make up legends<br />

on their own terms. The documentaries create a space for the characters<br />

3 On the presentation of self in the documentary, see Hongisto 2010.<br />

11


ILONA HONGISTO<br />

to perform acts of resistance to the oppressive modes of existence that<br />

mark their lives (i.e. “poverty”). 4<br />

In Rouch’s documentary, a young Nigerian immigrant narrates his<br />

and his compatriots’ lives in Treichville, Abidjan on the Ivory Coast.<br />

The camera follows the young men on the streets of Abidjan as they trail<br />

from one bar to the next or from one work site to another. Work is scarce,<br />

money a distant dream and the immigrants are constantly frowned upon.<br />

The young man speaks on the soundtrack to the events that take place<br />

on the screen. He invents the story as it proceeds and gives to himself<br />

and his friends names familiar from Western popular culture – Edward<br />

G. Robinson, Tarzan and Eddie Constantine. Speaking in the present<br />

tense, the man makes the group of immigrants up as legends, creating a<br />

line of flight to the unemployment and the desolate circumstances in the<br />

space of the documentary.<br />

In Shirley Clarke’s Portrait of Jason the speech-act moves from a voiceover<br />

to the frame. The documentary was filmed over one night in a New<br />

York City apartment and it consists of one man, Jason Holliday, making<br />

himself up a legend. Jason, a colored gay man in his forties, talks to the<br />

camera about his painful and pleasant childhood memories, his years of<br />

hustling, and his faraway dreams. Edited into a chronological order, the<br />

documentary follows the changes that take place over the night as Jason<br />

gets more intoxicated and flaccid from the booze and joints he consumes<br />

while speaking. The particular twist in Clarke’s film is in the way Jason<br />

relates to his dreams while he speaks. Dreaming of a nightclub act he has<br />

been planning for years, Jason not only speaks about the roles he would<br />

want to play but takes up performing them for the camera. He sings<br />

excerpts from the musical Funny Girl in a heartfelt manner and in a way<br />

invents himself as a nightclub actor while performing. Although the odds<br />

of him landing a role on Broadway are slim, the documentary provides<br />

him a frame for performing he has been longing for over the years. In<br />

4 Although the story-telling function of the poor unifies these works, there are also<br />

significant differences. Rouch’s documentary cinema is perhaps the most reflexive of<br />

the three and because of this it is called cinéma-vérité. Clarke is better known as an<br />

experimental filmmaker but The Portrait of Jason has loose affinities with American<br />

‘direct cinema’ and its interest in celebrities. Pierre Perrault’s work has been described<br />

as living cinema, for he prefers to film artisans who can talk at the same time as they do<br />

their work.<br />

12<br />

DOCUMENTARY FABULATION<br />

this way, fabulation as a story-telling function provides resistance to the<br />

present social orders.<br />

Both Moi, un Noir and The Portrait of Jason raise questions of the<br />

ethical stakes in encouraging the characters’ entrance into self-invention.<br />

Although fabulation opens to the sphere of self-invention, there are no<br />

innate promises of more affirmative social consistencies in story-telling<br />

as such. Rather, the ethical responsibility of filmmaking resides in how<br />

the filmmaker facilitates a sustainable self-invention of real characters. 5<br />

As a response to the ethical wager in documentary filmmaking,<br />

Pierre Perrault argues that the filmmaker has to be equally aware of his<br />

own positionality and background as he is of the people filmed (Bogue<br />

2007, 99–100). His Pour la suite du monde is set on Île-aux-Coudres, an<br />

island demarcated from both the Anglophone and the French-Canadian<br />

cultures of Quebec. The people on the island speak a distinct dialect<br />

that is hard to understand even for native French speakers. Perrault<br />

claims that because of his own upbringing and education in the French<br />

tradition, he could only access their lives as an outsider.<br />

In the documentary, Perrault encourages the islanders to take up an<br />

old tradition of the area and to re-institute it to life on the island. The<br />

tradition of fishing white beluga whales has been lost to the community<br />

for some time but with the making of the film, the islanders erect a wire<br />

barrier to the St. Lawrence River and reinvigorate the fishing tradition.<br />

In this way, Perrault bypasses his own outsider position by pushing the<br />

community to perform the tradition. The tradition is not documented<br />

simply as “their story” directed “to us”, but with the story-telling function<br />

initiated in the making of the film the islanders become actual fishermen.<br />

As the islanders fish, they talk about the tradition, memories thereof and<br />

myths involved and thus begin to fashion a new communal lore in which<br />

what is true and what is false becomes irrelevant. Perrault describes the<br />

result as a “becoming luminous within one’s own discourse” (qtd in<br />

Garneau 2004, 26).<br />

5 For a more elaborate discussion on facilitating and documentary filmmaking, see<br />

Hongisto 2010.<br />

13


ILONA HONGISTO<br />

Creating collectivities<br />

Both films by Rouch and Perrault challenge the dominant social order<br />

that regulate the lives of the filmed subjects. The voiceover in Moi, un<br />

Noir confronts the marginalized position of Nigerian immigrants on the<br />

Ivory Coast and offers them a space for self-invention. Pour la suite du<br />

monde confronts the demarcated position of the islanders by facilitating<br />

the actualization of a lost tradition from within. They differ from<br />

Clarke’s film in their strong investment in the collective consistency<br />

of the people filmed. Whereas The Portrait of Jason focuses on the one<br />

remarkable individual, the two other documentaries deploy the storytelling<br />

function within a collective.<br />

One might say that the story-telling function in the two films is an<br />

effort to disclose “the lines of potential collective development that are<br />

immanent within the present social field” (Bogue 2007, 98). In other<br />

words, the documentaries work to enhance the lines of affirmative selfinvention<br />

that are not imposed from the outside but already an immanent<br />

part of the community. Here, the fishing tradition on Île-aux-Coudres<br />

is perhaps the most obvious example. A similar thrust can be seen in the<br />

appropriation of Western popular culture in Moi, un Noir.<br />

It is essential to clarify what Deleuze refers to in this context with<br />

“the invention of a people”. Deleuze repeats the phrase “the people are<br />

missing” in various occasions but he hardly means that there “are no<br />

people”. What is missing is an affirmative and open social consistency<br />

for a people to live in. Hence, the invention of a people appears as a<br />

political call for creating collective consistencies in response to extant<br />

social conditions. In this ways, fabulation appears as the envisioning of<br />

“a collectivity beyond that which exists in actuality” (Bogue 2010, 44).<br />

Fabulation as the creation of a collective consistency moves the work<br />

of the documentary from representing collectives to envisioning and<br />

inventing them. Fabulation as a political tool is particularly vital in cases<br />

where a collective of people has been deprived of, for example, its culture,<br />

customs, and language. In his reading of Gilles Deleuze’s philosophy of<br />

cinema, D.N. Rodowick (1997, 158–159) speaks of the story-telling<br />

function within the context of postcolonial African cinema. 6 According<br />

6 Fabulation has remarkable affinities also to postcolonial literature (see Bogue 2010,<br />

passim).<br />

14<br />

DOCUMENTARY FABULATION<br />

to Rodowick, the biggest problem with West African cinema is that the<br />

local audiences are not accustomed to images of black skin. Or more<br />

precisely, they are accustomed only to certain kinds of images of black<br />

skin, images that the colonial censorship passed. From the colonial<br />

perspective, images of black skin for example in the Tarzan movies<br />

function as the “hallucinatory fictions” Bergson identifies in his mythmaking<br />

function. They enhance the colonial order by homogenizing<br />

blackness into a single category – “The Negro” – that becomes<br />

internalized in the guiding primary instinct of the social group. Colonial<br />

hegemony becomes internalized and individuals become alienated from<br />

their own myths, languages and customs that are replaced by those of<br />

“The Negro”. When the unifying myths, languages and customs are<br />

replaced, the collective is fragmented into alienated atoms harnessed<br />

by a foreign culture. This brushes out the differences between African<br />

cultures and offers “the white hero” as the only positive figure which the<br />

local audiences can identify with.<br />

Rodowick (1997, 159) argues that the “double colonialization” of<br />

the individuals and the collectives alike is so severe that remedying the<br />

situation with representing the repressed varieties of black skin is not<br />

enough. Nor can the constitution of individual psychological memories<br />

of repression do much for the cohesion of the collectives. What is needed<br />

is a vision of blackness in which individuals and collectives could find<br />

common points of existence. According to Rodowick (1997, 160),<br />

story-telling in African cinema can amount to a double-becoming<br />

of individuals and collectives if it engages with the creative power of<br />

visionary invention.<br />

New directions<br />

The concept of fabulation comes with a theoretical perspective in which<br />

the true folds in the false and vice versa. In this approach, the real itself is<br />

made up of folds of fiction. For Henri Bergson, “the phantasmic” may have<br />

dubious social effects in the real because it can enhance the demarcation<br />

of social groups from one another. Myth-making may take a dominating<br />

function. Gilles Deleuze, on the other hand, turns “the visionary” into<br />

an affirmative force of undoing insupportable hierarchies. The storytelling<br />

function of the poor opposes real dominating structures.<br />

15


ILONA HONGISTO<br />

Hence, the concept of fabulation challenges documentary studies<br />

to consider the relationship between fact and fiction as more readily<br />

inclusive. As there are more and more documentary films that draw<br />

from and play upon the proximity of fact and fiction, the theoretical<br />

challenge posed by fabulation is all the more timely. Making up legends<br />

in the documentaries from around the 1960s serves as a historical point<br />

of contact to the numerous contemporary productions that foreground<br />

speech-acts and deploy elements of fiction in their audiovisuality.<br />

Fabulation as the creation of collective consistencies is a political<br />

experiment on the boundaries erected in the real. It is a creative act with<br />

a view on the future that comes with immense ethical responsibilities.<br />

Whereas the work of the documentary and its consequent ethical<br />

liabilities are typically coined to the ways in which people and their<br />

circumstances are represented, fabulation extends the ethical stakes to<br />

what is created in the film. In other words, as fabulation challenges the<br />

dominant social order it equally creates its own order to which ethical<br />

obligation must extend. Hence, real characters that start to make fiction<br />

and documentary methods that invent a people must be evaluated in how<br />

they contribute to the real by experimenting on its forms and relations.<br />

Bibliography<br />

Bergson, Henri (1954/1932). The Two Sources of Morality and Religion. Trans.<br />

R. Ashley Audra and Cloudesley Brereton. Notre Dame: University of Notre<br />

Dame Press.<br />

Bogue, Ronald (2010). Deleuzian Fabulation and the Scars of History.<br />

Edinburgh: Edinburgh University Press.<br />

Bogue, Ronald (2007). Deleuze’s Way. Essays in Transverse Ethics and Aesthetics.<br />

Aldershot & Burlington: Ashgate.<br />

Deleuze, Gilles (2007). What is the Creative Act? In Two Regimes of Madness.<br />

Texts and Interviews 1975–1995. Edited by David Lapoujade. Trans. by Ames<br />

Hodges and Mike Taormina. Los Angeles: Semiotext(e), 317–329.<br />

Deleuze, Gilles (1995). Negotiations. Trans. Martin Joughin. New York:<br />

Columbia University Press.<br />

16<br />

DOCUMENTARY FABULATION<br />

Deleuze, Gilles (1989/1985). Cinema 2. The Time-Image. Trans. Hugh<br />

Tomlinson and Robert Galeta. Minneapolis: University of Minnesota Press.<br />

Garneau, Michèle (2004). Les deux memoires de Pierre Perrault. Protée vol.<br />

32:1, 23–30.<br />

Guattari, Félix (1984). Molecular Revolution. Psychiatry and Politics. Trans.<br />

Rosemary Sheed. London and New York: Penguin Books.<br />

Hongisto, Ilona (2010). ‘I’m ready for my close-up now’: Grey Gardens and<br />

the presentation of self. Transformations 18. http://transformationsjournal.org/<br />

journal/issue_18/article_02.shtml [accessed 14 Jan 2011]<br />

Rodowick, D. N. (1997). Gilles Deleuze’s Time Machine. Durham & London:<br />

Duke University Press.<br />

Smith, Daniel (1998). “A Life of Pure Immanence”: Deleuze’s “Critique et<br />

Clinique” Project. In Deleuze, Gilles (1998/1993) Essays Critical and Clinical.<br />

Trans. Daniel W. Smith and Michael A. Greco. London and New York: Verso,<br />

xi–liv.<br />

17


Varpu Rantala<br />

Samples of Christiane F.:<br />

Experimenting with Digital Postproduction in Film <strong>Studies</strong><br />

Above is a detail of a still-image assemblage of facial close-ups, collected<br />

from the film Christiane F.– Wir Kindern vom Bahnhof Zoo (Ulrich Edel<br />

1981). The film is a cinematic stream of dark images, several of which are<br />

close-ups of the protagonist Christiane (Nadja Brunckhorst), a teenage<br />

girl who lives in Berlin and falls in love two times at once: with a boy<br />

and with heroin.<br />

This practice-based essay discusses the close-ups of faces in Christiane<br />

F. The essay is related to my Ph.D. project on cinematic images of<br />

addiction, in which I study the facial close-up, among others, as an<br />

expressive indicator of addiction as a subjective experience. This kind of<br />

research framework evokes questions about the role of digitally rendered<br />

18 19


VARPU RANTALA<br />

still images as part of the research process. I will examine this role here by<br />

discussing the potential effects of these images. Christiane F. is explicitly<br />

concerned with the aesthetics of drug use and addiction, but the following<br />

methodological procedure might be applied to any kind film.<br />

I approach the visuality of the film by halting the stream of cinematic<br />

images into stills and by sampling and remixing these stills into “stillphotomontages”<br />

or rather, a collage of frames captured from the film.<br />

This kind of procedure is enabled by the digital image processing<br />

technologies that induce a certain relation to cinema. As Laura Mulvey<br />

(2006) has pointed out, the possibility to stop, spool, and slow down<br />

cinematic images has affected our relationship with film by revealing<br />

what has been hidden in the original screening experience. For example,<br />

Douglas Gordon’s work of video art, 24-Hour Psycho (1993) revealed the<br />

cinematic properties of Alfred Hitchcock’s film Psycho (1960) in new<br />

ways: slow-motioning of the film stretched its duration into 24 hours<br />

and enabled new perceptions of its techniques while also creating a new<br />

kind of affectivity (Mulvey 2006, 101). Overall, the processing of film<br />

by digital technologies may:<br />

20<br />

[a]llow space and time for associative thought, reflection on resonance<br />

and connotation, the identification of visual cues, the interpretation<br />

of form and style, and, ultimately, personal reverie. Furthermore, by<br />

slowing down, freezing or repeating images, key moments and meanings<br />

become visible that could not have been perceived when hidden under<br />

the narrative flow and the movement of film. (Mulvey 2006, 146–7.)<br />

I suggest that digital processing may reveal dimensions of the<br />

“cinematic unconscious” that do not appear in viewing the film<br />

with normal speed. Furthermore, I suggest that by utilizing digital<br />

SAMPLES OF CHRISTIANE F.<br />

postproduction 1 techniques such as re-assembling and remixing the<br />

existing film materials, one is affected by their very performative<br />

materiality: images take agency, and they may do this in unexpected<br />

ways. This essay tackles with questions that touch this complex terrain<br />

of visual experience by examining how images may affect the research<br />

process. I will be focusing on close-ups; an instance that Walter Benjamin<br />

called the “optical unconscious” (Benjamin 2008 [1931]) that reveals<br />

a visual reality unseen to the naked eye. I freeze close-ups of faces in<br />

Christiane F. into still images and assemble them in varied scales, with a<br />

suggestion that still-images and their assemblages may reveal dimensions<br />

of a kind of “cinematic unconscious”.<br />

Experimenting and sampling<br />

Today the digital computer may turn into an “experimental lab” where<br />

different media can meet (Manovich 2006). The digital film laboratory<br />

enables practices of processing cinematic images that relate to both<br />

scientific and artistic experimentality. These, despite the different<br />

contexts, may coalesce as they both engage with materiality, artificiality<br />

and the unknown. Experimenting as scientific testing of hypotheses in<br />

controlled conditions and with a strict procedure, implies rationality<br />

and objectivity. Simultaneously it has a flip-side of appearing as alien to<br />

everyday normality. Bruno Latour’s (1993) image of a bird that suffocates<br />

in a glass jar in an experiment where air is being removed is an example of,<br />

despite to the cruel play with life and death, the unnatural and artificial<br />

evoked by scientific practices. While experimentality in science assumes<br />

a rigid procedure and objectivity, it also implies something unknown<br />

1 Initially, postproduction is a technical term from the audiovisual vocabulary used<br />

in television, film, and video, but here it is extended into the realm of research from<br />

the visual arts. Postproduction “refers to the set of processes applied to recorded<br />

material: montage, the inclusion of other visual or audio sources, subtitling, voiceovers,<br />

and special effects.” (Bourriaud 2002, 6). I suggest that in postproduction<br />

mode, filmmaking approaches research, and vice versa, research may approach art. For<br />

example, Soviet montage school filmmakers researched film by re-editing imported<br />

films to find new montage effects. A related instance of assembling still images<br />

from film is Jean-Luc Godard’s collage of history of cinema, Histoire(s) du Cinema<br />

(1988–1998). It was also made into a separate book consisting of still-images of the<br />

film, which were considered as an individual artwork (Dienst 2006).<br />

21


VARPU RANTALA<br />

that may be grasped by focusing on its material procedures. In arts as<br />

well, experimentality engages with the “unknown”, to the extent it is<br />

about executing empirical chance procedures with unexpected results<br />

that are anticipated to be of artistic value, as defined by Walker (1993).<br />

The experiment of this essay proceeds by sampling, in two senses<br />

of the term: sampling as retrieving of data and as visual remixing, “a<br />

rhythm science” (Miller 2004) rooted in DJ culture. Thus the concepts<br />

of experimenting and sampling are contextualized in two domains; they<br />

are what Mieke Bal (2002) calls “travelling concepts”, as they travel<br />

between scientific and artistic discourses. They also bridge these contexts<br />

and even create lines of flight that flee towards an undefined area between<br />

them and even beyond; a becoming that exceeds a teleological model<br />

that puts “first what in fact comes later” (Bal 2002, 32).<br />

The process of becoming of the unknown is also at stake in Bruno<br />

Latour’s (1993) view that in scientific experiments, the mute world<br />

of things is mediated through the researchers; the non-human world<br />

“speaks” through the research technology and the researcher. In a similar<br />

vein, Barbara Bolt (2004) proposes that in processes of making art, the<br />

non-human materiality of the artwork performs:<br />

22<br />

[a]t some undefinable moment the painting took on a life that seemed<br />

to have almost nothing to do with my conscious attempts to control it.<br />

The “work” (as verb) took on its own momentum, its own rhythm and<br />

intensity. [--] The painting takes on a life of its own. It breathes, vibrates,<br />

pulsates, shimmers and generally runs away from me. The painting no<br />

more merely represents or illustrates reading. Instead, it performs. (Bolt<br />

2004, 1.)<br />

Drawing from these views, I consider the process of collecting and<br />

assembling images into new montage formations as an experiment<br />

where the productivity of visual matter may be examined, and as<br />

resonating simultaneously with both artistic and scientific practices. I<br />

understand dissecting and assembling close-ups from the film as a mode<br />

of sampling: as collecting data and as remixing the film. It also is an<br />

experimental process of testing the effects of digital image processing and<br />

visual research practices. I suggest that these effects may be encountered<br />

through directly engaging with the image matter and its gestures that<br />

may generate surprise and novelty.<br />

Samples in scale: assembling close-ups<br />

SAMPLES OF CHRISTIANE F.<br />

The recurrence of close-ups in Christiane F., most often of Christiane,<br />

may resonate with the modern concern with addiction as a subjective<br />

experience: close-ups of faces render the internal, “the most individual<br />

and subjective” into objectivity, as they are instruments of “breathing<br />

human soul into an image”, (Balázs 1952 [1924]; see also Hongisto<br />

2010). Close-ups also manifest powers of scale and proximity: they are<br />

instruments of hyperbolic magnification (Doane 2005).<br />

I collected close-ups from the film to both to study the cinematic<br />

imagining of addiction process through the facial close-ups of Christiane,<br />

and more generally in order to see how these images perform visually<br />

when assembled next to each other, according to the idea of montage:<br />

performing by creating a new effect from the joining of parts that does<br />

not belong to the individual images. Thus, in addition to revealing<br />

qualities of images hidden in the process of ordinary viewing, the process<br />

also produces something new.<br />

Initially, I halted a frame from the beginning of any scene that<br />

showed (any) face in a close-up, resulting with 302 images. From this<br />

mass of images it is possible to extract “samples” that approach the idea<br />

of sampling as collecting of data by applying predetermined criteria,<br />

resulting to a limited quantity of something which is intended to<br />

represent a larger whole. Here, a sample consists of a limited quantity<br />

of images through which more general patterns of visuality in the film<br />

may be made visible.<br />

In film studies, still images are often used as specimens of aspects of<br />

the film style. But at the same time, because the still images are dissected<br />

from the dimensions of time and narrative, they are experientially very<br />

different from viewing the film as a whole. It may be stated that the<br />

close-up separates the face from the spatiotemporal continuums and<br />

the narrative (Balázs 1952 [1924]; Doane 2005). An assemblage of<br />

still-images of close-ups emphasizes this quality, heightening the visual<br />

impact instead of the narrative. The fact that digital processing changes<br />

the ways the film materials behave and effect, is also present in the<br />

possibility of changing of the scale of images while viewing the digital<br />

stills. A magnification may be further magnified.<br />

23


VARPU RANTALA<br />

In this postproduction experiment, the images are remixed to form<br />

new wholes that also vary in respect of the scale of images. These new<br />

visual assemblages both reveal something unseen of the film and produce<br />

new affects. Research processes in general, in effect, involve practices of<br />

producing new effects through remixing and montage: by picking up<br />

and showing given images from films, the researcher also creates a new<br />

aesthetics from the existing work (see Miller 2004).<br />

Case Christiane F.<br />

Zoomed to Christiane’s nose, the image presents a strong shadow by the<br />

line of the nose and the contrasting light tells about the style of dark and<br />

contrasted images of faces in Christiane F. The enlarged images shows<br />

the texture of the digital film formed of pixels and the artefacts left by<br />

encoding algorithms. The extreme close-up, made by zooming into a<br />

still-image, is a commonplace element of image processing technology.<br />

The zoom has travelled from the camera to the computer screen and<br />

enables anyone to approach the structure of the (digitized) film from a<br />

close distance.<br />

As a cinematic technique, the close-up embodies poetics of proximity<br />

and, as Balázs saw it, is a technique of the soul and thus of human<br />

presence (Balázs 1952 [1924]). Here a close-up of a close-up, however,<br />

24<br />

SAMPLES OF CHRISTIANE F.<br />

reveals the mechanical structure of the image and effaces the human face<br />

and the subjectivity implied by it. The “non-human” matter of the image<br />

becomes visible. Simultaneously, as the focus disappears, the image is<br />

softened and creates an impression of a painting. The zoom transforms<br />

the image towards abstract forms, colors and lights.<br />

The close-up of a nose also speaks its own unconscious language. As<br />

Balázs notes: “But nostrils, earlobes and neck have their own face. And<br />

shown in isolation, they betray a hidden crudeness, a barely disguised<br />

stupidity. [--] The camera close-up aims at the uncontrolled small areas<br />

of the face; thus it is able to photograph the subconscious” (Balázs<br />

1984, cit. Koch 1987, 173). An extreme close-up from a film still may<br />

contribute to discovering telling details of the face that do not surface<br />

in the ordinary screening – for example, an image in the sample showed<br />

Christiane with greenish eye-shadow, and might be used with an image<br />

series focusing on that particular color shade and its meaning to the<br />

atmosphere of the scene.<br />

Next, I turn from the extreme enlargement towards the “normal”<br />

scale, or the wholes of frames scaled for this paper. I formed a montage<br />

of close-ups of Christiane’s face that consists of 40 still images altogether,<br />

to study the presentation of her face as an indicator of addiction. Below<br />

is a sample of four stills from the montage; the two images above are<br />

from the beginning and the two below from the end of the film.<br />

These images set up an example of the before-and-after situation in<br />

terms of becoming addicted. The series begins with an image from the<br />

25


VARPU RANTALA<br />

early part of the film, showing Christiane peacefully laying in bed, her<br />

face beautiful and innocent. Gradually the face changes: dark beneath<br />

the eyes, abscesses, hair unkempt, pale lips; eventually the face glows<br />

with tears, vomit and saliva. The sample evokes aesthetics of horror, most<br />

explicit in the third picture that reminds of the girl possessed by the devil<br />

in The Exorcist (William Friedkin 1973). The last image is the film’s final<br />

close-up of Christiane, showing a white face and suggesting a drugged<br />

state, sleep, narcosis and deathlike unconsciousness rather than ecstasy.<br />

This kind of succession also reveals something about the narration of<br />

the film in general and narration of the addiction problem specifically.<br />

It resonates with the common discourse of visuality of addiction as a<br />

proceeding disease, a craving beyond words that eats one up alive and<br />

turns one into a pale ghost (see Hickman 2002).<br />

While the above technique produced a series of causal development<br />

that resonates with the dominant visual discourses, another remark on<br />

the succession of still images concerns the unexpected. In the process<br />

of editing, layering, stretching, stopping the images, the films “start to<br />

live” in a way, as Bolt (2004) notes in her discussion of performativity of<br />

an artwork. This kind of procedure occurred because the German film<br />

was viewed with English subtitles. Below are two frames from a long<br />

shot-reverse-shot sequence. In this scene Christiane has made a tattoo<br />

to herself and discusses it with her mother, whose words are translated<br />

“you will never get it off”. The text keeps on lingering in the next shot,<br />

despite of a change into a new image, because they happen to last longer<br />

than the act of uttering the words: they connect these two shots.<br />

Textual words appear quite seldom in the “still-photomontage”<br />

consisting of several images (in the beginning of this essay), and thus<br />

the words surface from the whole as a noticeable element. In the<br />

26<br />

SAMPLES OF CHRISTIANE F.<br />

montage, the texts do not appear as logical, but dissected from the flow<br />

of narrative. They are present only as a rather unexplainable hint and<br />

appear as ambiguous and associative. In the context of images of drug<br />

addiction, this text evokes a metaphorical association of something that is<br />

harmful but that cannot be erased; something fatal but at the same time<br />

mundane. In the context of heroin addiction, the text with the images<br />

evokes new associations about the severity of drug use that “haunts” in<br />

the air as a metaphor as it is assembled into a montage of still images.<br />

Finally, an intriguing moment in the process of assembling the images<br />

was finding out what kind of assemblages result from the still images.<br />

The outcome is a repetitive pattern, a mosaic of close-up images that also<br />

emphasizes variation.<br />

27


VARPU RANTALA<br />

The image mosaic indicates the atmospheres of the film for example<br />

through the dark and contrasted lighting and makes the blue-grey muted<br />

color scale explicit, while the basic colors like red are almost non-existent.<br />

Simultaneously, despite of evoking a sense of the atmosphere of the story<br />

as a montage effect, the technique also separates the images from the<br />

organic whole of the film. The repetitive pattern borders to abstraction,<br />

and creates visual rhythms that bring into mind how the French avantgarde<br />

filmmakers of the 1920s compared film to music, also implied with<br />

the idea of sampling. The sample shows how a film is about streams of<br />

rhythmic patterns, undercurrents or “optical unconscious”. As did also<br />

the extreme zoom into the image of a nose, these series of images efface<br />

the individual facial expressions and individuality of the protagonists,<br />

and reveal the prominence of darkness and patterns of colors and shotreverse-shot<br />

clusters.<br />

The sample also shows how digital image processing evokes routines,<br />

rhythms and repetitions. Adopting a nearly-mechanical procedure of<br />

picking the sample images from the beginning of the film of each closeup<br />

defies the processes of conscious choice of the “ideal moments” by the<br />

researcher and instead focuses on “any-instants-whatever”. This machinic<br />

dimension gives priority to the film and how it performs in a change<br />

procedure. The structure of the mosaic, and thus the structure of the<br />

film, consists of repetitive series of images, discerns the repetitiousness<br />

inherent to film as an instance of “unconscious” dynamics that is not<br />

accounted for in normal viewing experiences.<br />

To conclude<br />

As I study aesthetics of film in my Ph.D. project on cinematic images<br />

of addiction, I present still images as examples of the film material. This<br />

evokes the question of how these images perform as part of the research<br />

process. I have proposed how research practice may include moments of<br />

postproduction that creates new aesthetics effects. By dwelling deeper into<br />

these moments I have examined how the performance of these images<br />

themselves may be recognized. As Latour (1993) puts it, the non-human<br />

“speaks” through in scientific research, and in the visual montages, the<br />

materials “speak” by forming a new aesthetic assemblage. This comprises<br />

28<br />

SAMPLES OF CHRISTIANE F.<br />

getting directly involved with visual culture, and foregrounds the fact<br />

that the conditions for film viewing have changed in the digital age; there<br />

is an increasing possibility to examine the film’s materiality through, for<br />

example, still images. The approach may also provide insights to larger<br />

questions about remixing and postproduction as fundamental principles<br />

of contemporary media culture (e.g. Bourriaud 2002; Manovich 2006;<br />

Miller 2004).<br />

Sampling (collecting and remixing) cinematic images enables the<br />

images to take agency by producing unexpected effects; they are sampled<br />

but they also have a life of their own, they are not only objects to be<br />

studied, they also perform. Sensitivity to this kind of productivity of<br />

research process may guide the researcher towards thinking with images.<br />

As the researcher processes images, he or she may think, for example, how<br />

the images function together and what montage effects there are. Thus<br />

the research process employs visual thinking that situates the researcher<br />

closer to the object of study.<br />

This might be a way to continue the analysis of poetics from analysis<br />

and dissecting towards affirming, adding and continuing the possibilities<br />

the materials offer. There are, however, risks in this process. Approaching<br />

the artistic research that usually is based on the artistic perspective and the<br />

question of how artist can deepen his or her own work (Siukonen 2002),<br />

arises a question of too much subjective intention, of loss of generality<br />

and of critical detachment. It may be possible to conduct a research<br />

that foregrounds becomings of the new by emphasizing the aesthetic<br />

qualities of film, but there is a fine line between this and a sporadic or<br />

absurd logic that borders on practices of avant-garde art but do not say<br />

much about the object studied. One obvious concern is that it is possible<br />

to pick an infinite amount of different elements from films. Thus one<br />

has to argue for one’s procedure from a generally relevant ground. More<br />

generally, marrying artistic and scientific practices will arise questions<br />

about the role of chance, as such essential to artistic experimentality, and<br />

of rationality of scientific practices, essential to scientific experiments.<br />

Making of still-photomontages in this study opened up new<br />

possibilities to understand visuality of Christiane F., possibilities to<br />

encounter the “optical unconscious” and potentials to evoke new<br />

associations. For example, zooming on a close-up of Christiane with green<br />

eye-shadow shows how it may be possible to pick telling details from the<br />

29


VARPU RANTALA<br />

film. Or, an instance of revealing the unconscious is the perception of<br />

repetitive patterns of dark images, the rhythms of light and darkness that<br />

stream beyond the films explicit story and give rise to new effects through<br />

montage. The procedures of sampling and experimenting may result<br />

into an affective research practice in both positive and negative sense.<br />

Both ways, it makes possible to make visible metaphorical, fantastic and<br />

even poetic dimensions that are formed in the very process of handling<br />

of the images; dimensions that are there in the material but not visible<br />

with ordinary viewing.<br />

Film reference<br />

Christiane F. – Wir Kindern vom Bahnhof Zoo (Ulrich Edel, West Germany<br />

1981).<br />

Bibliography<br />

Balázs, Béla (1952 [1924]). Theory of the film. London: Dennis Dobson.<br />

Balázs, Béla (1984). Schriften zum Film II (1925–1931). Ed. Wolfgang<br />

Gersch. Munich: Hanser; Berlin: Henschel; Budapest: Akademiai Kiado.<br />

Cit. Koch, Gertrud (1987). “Béla Balázs: The Physiognomy of Things.” New<br />

German Critique 40 (1987): 167–177.<br />

Bal, Mieke (2002). Travelling concepts in the humanities: Rough guide. London:<br />

University of Toronto Press.<br />

Benjamin, Walter (2006 [1931]). “A Short History of Photography.” In<br />

Merewether, Charles (ed.): The Archive. Cambridge: MIT Press.<br />

Bolt, Barbara (2004). Art Beyond Representation. The performative power of the<br />

image. New York: I.B. Tauris.<br />

Bourriaud, Nicolas (2002). Postproduction. New York: Lucas & Sternberg.<br />

Dienst, Richard (2006). “Breaking Down: Godard’s Histories.” In Chun,<br />

Wendy Hui Kuong and Thomas Keenan (eds): New media, old media.<br />

London: Routledge.<br />

30<br />

SAMPLES OF CHRISTIANE F.<br />

Doane, Mary Ann (2005). “The Close-Up: Scale and Detail in the Cinema.”<br />

Differences: A Journal of Feminist Cultural <strong>Studies</strong>; Fall2003, Vol. 14 Issue 3,<br />

p89–111.<br />

Hickman, Timothy A. (2002). “Heroin chic: visual culture of narcotic<br />

addiction.” Third Text 16 (2). pp. 119–36.<br />

Hongisto, Ilona (2010). “I’m Ready For My Close-Up Now”: Grey Gardens<br />

and the Presentation of Self. Transformations Issue No. 18 2010. Retrieved by<br />

31.12.2010 from http://www.transformationsjournal.org/journal/issue_18/<br />

article_02.shtml<br />

Koch, Gertrud (1987). “Béla Balázs: The Physiognomy of Things.” New<br />

German Critique 40 (1987): 167–177.<br />

Latour, Bruno (1993). We have never been modern. Cambridge: Harvard<br />

University Press.<br />

Manovich, Lev (2006). “Deep Remixability.” Text written as part of a<br />

Research Fellowship in the <strong>Media</strong> Design Research programme at the Piet<br />

Zwart Institute, Willem de Kooning Academie Hogeschool Rotterdam.<br />

Retrieved by 31.12. 2010 from http://www.webstermedia.nl/mobilemedia/<br />

readings/manovich-deepremix.pdf<br />

Miller, Paul (2004). Rhythm Science. Cambridge: MIT Press.<br />

Mulvey, Laura (2006). Death 24x second. Stillness and the moving image.<br />

London: Reaktion Books.<br />

Siukonen, Jyrki (2002). Tutkiva taiteilija: Kysymyksiä kuvataiteen ja<br />

tutkimuksen avoliitosta. Lahti: Lahden ammattikorkeakoulun Taideinstituutti.<br />

Walker, John A. (1992). Glossary of Art, Architecture and Design Since 1945.<br />

London: Library Association.<br />

31


Tommi Römpötti<br />

To the Freeze-Frame and Beyond<br />

When a movie halts to a freeze-frame it always has a strong impact on<br />

our interpretation of the story. Freezing the frame is not a recurrent way<br />

to end a film, but as an attractive piece of narrative discourse it tends to<br />

guide the spectator to some sort of a definite closure. Yet, is it possible<br />

to arrive at some particular conclusions through analyzing freeze-frames?<br />

What actually takes place when the flow of images is arrested and the<br />

excess of narrative discourse obscures the story resolution? When the<br />

film story ends in this way, is it still clear how the story ends?<br />

With these questions I try to find a more interpretative way to<br />

understand the freeze-frame. As the main example I analyze the end<br />

of The Summer Trail (Muurahaispolku, dir. Aito Mäkinen and Virke<br />

Lehtinen 1970), a Finnish film depicting an escape journey of a young<br />

couple. The ending of the film is particularly interesting because it does<br />

not end with an actual freeze-frame. By embodying a kind of “freezeframe-ness”,<br />

the last image constructs a “stand-in” of a freeze-frame, a<br />

virtual freeze-frame. As a point of comparison and to elucidate the idea<br />

of freeze-frame-ness, I analyze the end of another Finnish feature film,<br />

Me and Morrison (Minä ja Morrison, dir. Lenka Hellstedt 2001), which<br />

ends with an actual (and rather conventional) freeze-frame.<br />

The aim of my analysis is to question the “ontology” of the freezeframe<br />

and its relation to the quite common understanding (proposed,<br />

among others, by Bellour 1987; Neupert 1995; Ma 2008) of the freezeframe<br />

as an indication to the death of the character. If we think that<br />

the virtual freeze-frame at the end of The Summer Trail denotes the<br />

apprehension of the young wanderers (which is comparable to death),<br />

it would be easy to read the end as a reinforcement of continuity and<br />

societal ideology.<br />

Narratives are not necessarily logical in themselves; they only make use<br />

of logic (Thompson 1986, 140). For sure, cinema is able to manipulate<br />

our “logical intention” to mediate a message, an ideological stance or a<br />

32 33


TOMMI RÖMPÖTTI<br />

certain world-view, but it can be never a completely predefined universe.<br />

Potential excess is expressed in every image, and every comprehension is<br />

preceded by incomprehension. In Francesco Casetti’s (1998, 9) words<br />

“[t]he film continually directs outward the glances and voices which<br />

inhabit it [- -] with the hope of a response.” Freeze-frame is one example<br />

of a conscious act of film’s self-construction, an element of narrative<br />

discourse asking for response and contemplation.<br />

I suggest that freezing the frame might be understood as an act of<br />

redemption: what becomes “saved” is the spectator from collapsing<br />

into the contradiction between story and narrative discourse. The story<br />

may be resolved in the end, but narrative discourse does not necessarily<br />

follow the same clear-cut path. This conflict suggests that freezing the<br />

frame does not kill the character but rather releases him/her off the hook<br />

by leaving the end open.<br />

Drill ground<br />

How do we understand the movie that suddenly stops moving? Do we<br />

still take the world in a film as a separate universe to where we can<br />

momentarily escape? As an element of narration, which evades the<br />

boundaries of a closed text, freeze-frames refuse to sustain the separation.<br />

This engenders excess implying further – like narrative excess – “a gap<br />

or lag in motivation” so that it is maybe difficult and at least inadequate<br />

only to “follow” the story (Thompson 1986, 131; 140). In a closed text<br />

the film story is reinforced by causality and conventions of narrative<br />

continuity, whereas the freeze-frame at the end of the film pushes us<br />

out of its narrative structure in order to make us “follow” and make<br />

meaning. “Excess is not only counternarrative,” as Thompson (ibid.<br />

134) condenses, “it is also counterunity.”<br />

The freeze-frame is an illusion of immobility in the same way the<br />

movement is an illusion in the film. When watching a movie we see<br />

twenty-four immovable frames per second as a moving flow. In this way<br />

the freeze-frame reminds us of the photograph, the basis of cinema made<br />

invisible by the film projector (cf. Ma 2008, 98). This arrest of movement<br />

reveals the cinematic apparatus referring to the realm of metafiction, the<br />

complicated relation between fiction and reality (cf. Waugh 1984, 36).<br />

34<br />

TO THE FREEZE-FRAME AND BEYOND<br />

Could it be possible that we might meet a more plausible understanding<br />

of the exceptional ending if we see it in relation to the world outside<br />

the film? The Summer Trail premiered in the beginning of 1970, and<br />

its political, cultural and media contexts, its “world outside the film”, is<br />

of course important because the function of the freeze-frame is always<br />

relative to the frame of reference. Here, however, my main concern is on<br />

the freeze-frame as an “inner” element of narration.<br />

As a device of self-conscious narration the freeze-frame is always a<br />

surprise, and it can be used to control how spectators make meaning<br />

(e.g. Campany 2008, 53). The control made possible by the freezeframe<br />

does not present a solid ending; on the surface the freeze-frame<br />

seems to be a simple story resolution. Yet, if we consider the range of<br />

those possibilities that the freeze-frame element can plausibly offer<br />

for interpretation, the situation is not that black-and-white anymore<br />

(cf. ibid., 57.) As Francesco Casetti (1998, 124) writes, a film offers<br />

a precise position to its spectator, but the text in process is “a veritable<br />

drill ground” and “the spectator must complete a genuine trajectory.”<br />

By halting the flow of images the film can be ended without closing the<br />

story; it is inevitable that the discourse will be closed and film ended, but<br />

the story and spectator’s imagination can still stay activated.<br />

Richard Neupert (1995, 116) argues that the famous freeze-frame<br />

endings of Butch Cassidy & the Sundance Kid (George Roy Hill, 1969)<br />

and Thelma & Louise (Ridley Scott, 1991) are both closed text films.<br />

They “kill” their protagonists in the end. In both cases the death of<br />

the characters is reinforced and motivated by showing the montage of<br />

earlier story events during the end credits. Neupert claims that while<br />

summarizing the life of the protagonists the montage emphasizes the<br />

meaning of the closure. Why would it not be possible to see the montage<br />

alternatively as a sign of possible death that would have happened if<br />

the freeze-frame did not come to rescue? If the answer is ‘Yes’, then the<br />

significant moment of the freeze-frame can be taken as a savior. It is an<br />

open end contesting the (ideological) continuity of capital cinema 1 . This<br />

is the case for example in François Truffaut’s The 400 Blows (Les quatre<br />

1 About capital cinema see Beller 2006, 193–199.<br />

35


TOMMI RÖMPÖTTI<br />

cent coups, 1959), which can be seen as a historical art film reference<br />

point of freeze-frames creating an open end. 2<br />

The freeze-frame is a mediating element. It has the ability to bring<br />

together the spectator’s world and the film’s world. There is always a<br />

reciprocal relationship between the film and its audience in a way that<br />

the film immerses the spectator into its world, but at the same time “the<br />

spectator immerses the film into his (psychic) world” (Elsaesser 1981,<br />

271). Similarly, Annette Kuhn emphasizes that when two distinguished<br />

spatiotemporal dimensions, the cinema in the world and the world in the<br />

cinema merge, cinema becomes a Foucauldian heterotopia, which exists<br />

outside all places but is at the same time localizable (Kuhn 2004, 109;<br />

see also Foucault 2000, 178).<br />

Repetition and memory are essential in connecting “the other world”<br />

of cinema to the everyday life of the spectator. In Raymond Bellour’s<br />

(2008, 269) words “the more we consume moving images, the more the<br />

single still image rises above the rest, substituting itself to our reality.”<br />

This reminds of Roland Barthes’ (1977, 68) expression on the ability or<br />

power of still images to “scorn logical time”. The freeze-frame is a means<br />

to scorn the logic of the narrative, which uses our need and ability to<br />

find logic everywhere.<br />

Discourse comes to rescue<br />

The request of capital cinema is that if a character has done something<br />

criminal or has just been acting against the dominant order, s/he must<br />

be punished. Road movies often go against this deterministic act of<br />

continuity. The Summer Trail (premiered on February 27th 1970) is an<br />

interesting example of this.<br />

The first image of The Summer Trail is a POV shot as seen with the<br />

eyes of the driver in a car. Through the windshield of a moving car we<br />

see the road and hear the news from the car radio: “Peking radio claimed<br />

this morning that the Soviet Union was still sending reinforcements to<br />

2 In the last scene of The 400 Blows Antoine (Jean-Pierre Leaud) escapes from school<br />

sport class. He starts to run and does not stop before he reaches the sea. After stepping<br />

into water he turns around and steps towards camera and gazes to camera. Then the<br />

frame freezes and camera zooms Antoine’s face into a close-up.<br />

36<br />

TO THE FREEZE-FRAME AND BEYOND<br />

its frontiers and had planned yesterday’s border incident. (pause) Apollo<br />

11 astronauts will today spend their first day at home for six months<br />

[- -].” The news broadcast constitutes a historical frame that situates<br />

the movie explicitly in the political context of its production era, the<br />

Cold War years. However, the film does not deliver any explicit political<br />

comment; the context is used as a frame that only stresses the idea of<br />

contemporariness.<br />

The main tune of The Summer Trail (“Muurahaispolku” by Ismo<br />

Sajakorpi & Kivikasvot) says: “Everyone’s free to seek the road he feels is<br />

best for him.” Jari, who is from Helsinki, is driving a stolen car. On his<br />

way somewhere inland he meets Marja and persuades her to get along<br />

with him on the road. We do not know where Jari is coming from,<br />

neither why nor where he is going to. Being on the move seems to be his<br />

only aspiration, and Marja is following him. Jari and Marja are driving<br />

aimlessly on the road, and they move to the direction “he feels is best for<br />

him” as the theme song puts it.<br />

Jari is all the time trying to evade the authorities. But after coming<br />

back from their overnight visit to Sweden they are caught during a<br />

standard traffic check-up. When a policeman recognizes that the car is<br />

stolen, the getaway couple jumps in and drives away. Finally they find<br />

themselves in the wilderness of Lapland where they spend some days off<br />

the road with a local gold miner-hermit they seem to admire. Eventually<br />

they find out that the digger is seriously injured. He is in a terrible shape<br />

and they decide to take him to a nearby town where he could be helped.<br />

They take him on a stretcher through the northern desert that looks<br />

quite hostile. At some point they see an airplane and torch a signal fire.<br />

Soon a hydroplane lands on the river and glides towards the shore with<br />

two policemen standing on the pontoons of the plane. Only the wind is<br />

humming on the soundtrack, otherwise it is silent.<br />

We see a close-up of Jari silently glancing at Marja, and as a reverse<br />

shot a close-up of Marja staring Jari at the face. When Marja recognizes<br />

that the hermit has died, we know their journey is not going to end well.<br />

The following shot shows the two characters kneeling down by the gold<br />

miner. They are unable to make anything good anymore to compensate<br />

the deeds they have done earlier on the road. They have to surrender.<br />

Jari gets up and sees the plane gliding towards them on the water.<br />

The last shot of the movie begins as a medium shot of Jari and Marja<br />

37


TOMMI RÖMPÖTTI<br />

watching first each other in the eye before starting to walk towards the<br />

camera and the policemen who supposedly are going to catch them. The<br />

camera is slowly backing off from their way and the frame is getting<br />

tighter. There is an obvious resolution in the story line, but the narrative<br />

discourse gives another possibility. I propose that Jari and Marja will<br />

not get caught; the discursive expression seems to rescue them in the<br />

end of the last and long shot (42 seconds), which fades off to blue; we<br />

never get to see the authorities catching them. Finally the whole screen<br />

is covered by light blue colour, and only the humming and whispering<br />

of the wind is heard. The narrative discourse has turned the inescapable<br />

apprehension into a calming blue.<br />

The moment Jari and Marja disapper into the blue there is a<br />

possibility of rescue. The blue colour constitutes a virtual freeze-frame,<br />

which arrests the flow of movement and prevents them clashing with<br />

the society they have been escaping. The last, long dissolving shot can<br />

be divided up into two parts, which both emphasize the meaning of<br />

the end in the story. The first part (27 seconds: Jari and Marja slowly<br />

approaching the camera) is a Barthesian significant moment, a mobile<br />

photograph. The blue (15 seconds) at the end of the shot makes a more<br />

“spiritual” interpretation possible; it brings forth a sense of salvation, a<br />

little piece of utopia or heaven reached. The dissolve into blue might<br />

be understood also as a symbolic, yet narratively concrete, gate that<br />

directs the spectator from watching a mere representation to look for<br />

an explanation and interpretation for the film in the context of everyday<br />

life, where the cinematic mode of production and its influence on the<br />

perception has a crucial role.<br />

The functions of the freeze-frame, actual or virtual, can be understood<br />

in contrast to a photograph seen in a film. Against their technological<br />

basis both the photograph and the freeze-frame can be seen as signs of<br />

death since they both ”kill” their objects by freezing them into a fixed<br />

frame (Bellour 1987, 9). Jean Ma (2008, 98–101) suggests that arresting<br />

the character’s movement inside the film implicates her/his death because<br />

in the sudden static state there is a sense of ending and lost time.<br />

If we agree that arresting the movement has a deadly power in film<br />

narration, we should still try to specify what do the characters have<br />

to leave behind when they die and where do they go? The shortest<br />

answer is: control behind, and freedom ahead. In The Summer Trail the<br />

38<br />

TO THE FREEZE-FRAME AND BEYOND<br />

narrative discourse leaves the protagonists wandering in the space inbetween.<br />

The freeze-frame halts the character in the static frame, but<br />

in the virtual freeze-frame of The Summer Trail the blue colour forms<br />

a protective shield by replacing or displacing the characters into the<br />

unknown outside the dominant order.<br />

The freeze-frame is particularly interesting in cinema because its<br />

metafictive potential disturbs the continuity of the spectacle. However, at<br />

the same time it spectacularizes the object on the screen by emphasizing<br />

the narrative mode of showing over telling. Within the flow of narration<br />

the freeze-frame might function about the same way as the spectacular<br />

dancing or singing scenes in musicals (cf. Mellencamp 1991, 3; Polan<br />

1986, 58–59.) The difference is that the spectacular performance in a<br />

musical is something we are accustomed to wait for, but the freeze-frame<br />

is a surprise; with it the object of showing is the mode of telling, the<br />

expertise is not that of the actor but of the apparatus.<br />

“Oh my god, they gonna die”<br />

As a metafictional element in the course of a film the freeze-frame does<br />

not stop the flow of time, but works as an instrument of time separating<br />

the spectator and the fiction by creating a “distance” that makes<br />

contemplation possible (Bellour 1987, 7–8; 10). In contrast to Guy<br />

Debord, who insisted that the story must be rejected once and for all,<br />

Raymond Bellour seems to say that there are some narrative elements like<br />

the freeze-frame that could draw us out of or, at least to some distance<br />

from the spectacle. Patricia Mellencamp (1991, 9), on the other hand,<br />

thinks that the spectacular performance in musicals may have the ability<br />

to draw the spectator out of the dreamlike this was -time of the fiction to<br />

the present tense of the spectacle. In this way cinematic spectacle has been<br />

given the power to wake up ideologically. The spectacle element might<br />

disturb the continuity of the story, but at the same time it strengthens the<br />

separation between the everyday world of the spectator and the glorious<br />

construction on the screen. The surprise in the continuity of narration<br />

is not enough as such; to put it simply, form needs to be supported<br />

by content. So, the freeze-frame might signify a separation of reality<br />

from fiction, as Bellour suggests, but as a meta-fictive extension it more<br />

39


TOMMI RÖMPÖTTI<br />

probably could merge these worlds together and make the spectator<br />

work 3 in conjunction to cinema, and through this work to actively<br />

participate in the operations of market economy.<br />

The freeze-frame is paradoxical, even contradictory. Instead of its<br />

immobility (or because of it) in the end of a movie it gives us a sense of<br />

“endlessness” (Bellour 2008, 253). The photograph preserves the object<br />

or embalms, as André Bazin (1967, 14) expressed it, and in this way does<br />

not arrest but rather emphasizes the presence of time (cf. Bellour 1987,<br />

8). At the end of a road movie, for example, the endlessness created<br />

by the freeze-frame can be interpreted as the end of the movement, as<br />

a stabilizing power of the society. However, because the freeze-frame<br />

stops the characters’ movement towards their obvious apprehension<br />

(as in The Summer Trail) or death (as in Thelma & Louise), it rather is<br />

promising that the characters in the frame do not get caught or die but<br />

stay alive and somehow get through the difficult situation they are in. In<br />

Bazin’s (1967, 14) words faded coloured portraits of family albums offer<br />

“disturbing presence of lines halted at a set moment in their duration,<br />

freed from their destiny [--]”. In this way also the freeze-frame – cut off<br />

from the continuous flow of movement – can be seen as a savior freeing<br />

the characters “from their destiny” to exist but parts of a continuity.<br />

It is not to say, that freeze-frame offers a solid closure, for the<br />

disturbing abyss opened up can be comprehended “between simplicity<br />

what is seen and the complexity what it may mean” (Campany 2008,<br />

57). By halting the flow of images the narrative discourse comes to<br />

its end, but the story goes on because the spectator “is thrown out of<br />

identification with the image and left to gaze its sudden impenetrability”<br />

(ibid.) The freeze-frame can be understood as a control device, and the<br />

filmmaker has his/her reasons to end the film in a certain way. Instead<br />

of controlling the spectator with a clear-cut meaning, the freeze-frame<br />

howls for interpretation. That is why the meaning is not in what the<br />

author probably put in it, but what spectators can plausibly get out of<br />

it.<br />

3 For Jonathan Beller (2006, 200–201) the dialectical antithesis of the imagecommodity<br />

is the spectator-worker, which means that “human attention is productive<br />

of economic value” and “to look is to labor”.<br />

40<br />

TO THE FREEZE-FRAME AND BEYOND<br />

For example in Thelma & Louise the freeze-frame is a captured<br />

fragment of the flow of time, and it will be remembered as unchangeable<br />

as any photograph. If we see the freeze-frame as a narrative savior instead<br />

of a dead-end street, the end becomes contesting the repressing standards<br />

of continuity typical of capital cinema. Director Ridley Scott has also<br />

referred to the possibility that Thelma and Louise do not die. 4 (See also<br />

Daniel 1999, 179; Laderman 2002, 192–193.) So far I have considered<br />

the virtual freeze-frame and its ability to promote an argument according<br />

to which the freeze-frame might “free” rather than “kill”. But if we agree<br />

that the characters (such as Thelma and Louise) will not survive, how<br />

should we understand the actual freeze-frame ending, when it does not<br />

refer to the possibility of dying at all?<br />

Immobile mobility<br />

At the end of Me and Morrison we see Milla (Irina Björklund) walking<br />

away from the funeral ceremony of his druggy boyfriend Aki (Samuli<br />

Edelmann). During the funeral Milla is standing aside behind a tree.<br />

After all the other guests dressed in black have gone, Milla starts to read<br />

a farewell letter Aki has left for her inside the flip-up cover of the Zippo<br />

lighter. Aki and Milla have both gone off track but in the letter Aki offers<br />

advice almost like a therapist. The letter is heard as Aki’s voice-over. The<br />

letter is important for the interpretation of the freeze-frame ending.<br />

Hi, Milla. We met a bit too late. I was already high up and didn’t have<br />

a fighter plane to save me. You are brave, honest, loyal, warm, funny,<br />

full of life, sensitive. And a good swimmer. And so small that you’ll easily<br />

fit anywhere. Magical Milla… You can do anything. See you. We’ll be<br />

waiting for you. But don’t rush like we did. Take your time. Promise?<br />

4 In Thelma & Louise DVD, as a special feature, there is an alternate ending with the<br />

comments of the director. Where the movie ends with the freeze-frame in alternate<br />

ending there is a cut to a shot from a helicopter seen from the opposite direction so<br />

that we can be sure their car is diving down in the canyon. At this point director Scott<br />

says, probably referring to the test audience: “This they got spooked by. They didn’t<br />

want to see this. They thought, oh my god, they gonna die. [--] This is too much,<br />

right, now you know they gonna die, you don’t wanna know they gonna die.“<br />

41


TOMMI RÖMPÖTTI<br />

42<br />

Love, me and Morrison. P.S. You’ve also got the sexiest ass in the world.<br />

And when I say something, I mean it too.<br />

In the last shot Milla is walking towards the stationary camera. She<br />

is on the threshold of a new life she has begun to understand she must<br />

enter. She has already begun to move towards it when she learnt Aki<br />

had been lying and beginning to lose himself out to drugs. Milla’s final<br />

understanding is stressed by focusing on the symbolic movement at the<br />

gate of the graveyard. By stepping to the other side of the gate she leaves<br />

Aki and the land of the dead, which surrounded Aki wherever he went.<br />

The narrative discourse reinforces this by tightening the frame of the<br />

shot from wide angle to an extreme close-up during Milla’s walk. When<br />

being outside of the cemetery, Aki’s voice-over stops and smiling Milla<br />

becomes frozen in an extreme close-up. In the last shot Milla is all the<br />

time (19 seconds) gazing straight at the camera. Before arrested in the<br />

extreme close-up she says laughingly: “Great”.<br />

Milla’s last word links the end of the film to its beginning where we<br />

saw her working as a cleaner in an office. While having a break she almost<br />

choked on an Aspirin pill. When she is alright again, she is smoking; we<br />

see an extreme close-up profile shot of her cheek and lips and hear her<br />

saying “Great”.<br />

After standing up by Aki’s grave Milla begins to walk towards the<br />

cemetary gate and we hear the first chords of the main tune, Anssi Kela’s<br />

song “Milla”. The bass drum of the non-diegetic soundtrack follows the<br />

rhythm of Milla’s steps making her movements seem determined. The<br />

smiling freeze-frame raises questions: Did Milla like the end of the letter,<br />

which turned the tone of Aki’s earlier words upside down? And how<br />

should we interpret the last smilingly uttered word “Great”?<br />

Obviously, the freeze-frame at the end does not refer to Milla’s death,<br />

but quite the opposite. Milla has been on a drift with the wind and the<br />

freeze-frame stops her turmoil in a quite concrete way. Her smile and<br />

that one uttered word do not refer to the body part Aki praised (i.e. her<br />

ass), but Aki’s expression: “And when I say something, I mean it, too.”<br />

TO THE FREEZE-FRAME AND BEYOND<br />

Aki used the same phrase earlier in the film, but it turned out to be a<br />

lie. 5 That is why the post scriptum of the letter can be understood as a<br />

false statement. Without forgetting the past the freeze-frame refers to<br />

the future. It is a moment of understanding suggesting that finally Milla<br />

might leave all her freak-outs of the past behind.<br />

Seymour Chatman (1980, 130) has also seen the freeze-frame ending<br />

of Truffaut’s The 400 Blows as a reach out for the future. However, he<br />

does not interpret the freeze-frame as a sign of change; on the contrary,<br />

he sees Antoine (Jean-Pierre Leaud) “trapped in the fugitive way of life”<br />

and the static image implicating iteration of his future behavior. In Me<br />

and Morrison the actual freeze-frame paradoxically is a point after which<br />

everything that happened to Milla seems to push her to the future; the<br />

freeze-frame is a meaningful moment, which scorns conventionally<br />

logical cinematic time and creates ambiguity (see Barthes 1977) 6 .<br />

In Me and Morrison the freeze-frame is supported by the convention of<br />

showing fragments of the past events during the end credits. In contrast<br />

to “death freeze-frames” of Thelma & Louise and Butch Cassidy and the<br />

Sundance Kid (see Neupert 1995, 116), the static spectacle of Milla’s<br />

smiling face forces her to think it over and continue living. And from<br />

this threshold between past and future the fast forwarded fragments of<br />

Milla’s past as seen during the end credits direct also us to the future, and<br />

make us believe she is getting over her troubled past. Milla’s change can<br />

be seen in her use of the word “Great”, which both opens and closes the<br />

story. At the beginning of the film the word is ironically referring to the<br />

situation (Milla did not choke), but at the end of the film the irony is<br />

gone and the word refers to the future by leaving the earlier “greatness”<br />

behind. The difference is reinforced by narrative discourse indicating<br />

a movement from internal anxiety towards happier times. The earlier<br />

Milla using the word “great” was apathetic and we saw only her lips from<br />

aside, but at the end her big smile is facing directly at us.<br />

5 Aki promised to take Milla and Joonas to Belize after he has got the money. They<br />

reserve the flights, but Milla finds out Aki has cancelled the flights the next day<br />

without telling her.<br />

6 Of interest in this consideration might be the way in which Roland Barthes (1977)<br />

distinguished three levels of meaning: informational (communication), symbolic<br />

(obvious) and the third or obtuse (accent) meaning.<br />

43


TOMMI RÖMPÖTTI<br />

For Neupert (1995, 22) the most obvious continuity force in cinema<br />

is music. Conventionally music works as an indication that the film is<br />

beginning or ending (see also Casetti 1998, 39). This is exactly the case<br />

in Me and Morrison. We hear the main tune for the first time at the end<br />

of the film. 7 Milla’s change is emphasized by her immobile mobility and<br />

the main tune of the film. When the freeze-frame halts the flow of the<br />

film, we hear the first lines of the song. We can believe that particularly<br />

the chorus part ”Milla, hey, you gotta change / there is no direction in<br />

your life” is not true anymore. We understand that Milla is a different<br />

young woman now. At the end of Me and Morrison the freeze-frame<br />

does not confirm Milla’s death, or even her failure in life, but exactly the<br />

opposite, her breathing, her new life. That is why the freeze-frame in this<br />

occasion is a savior referring to the future.<br />

Saved for what?<br />

In both The Summer Trail and Me and Morrison the freeze-frame –<br />

whether virtual or actual – at the end of film is a savior for it redeems the<br />

characters from death, apprehension and humiliation. We can say that<br />

the ambiguous element of the narrative discourse comes to rescue.<br />

The freeze-frame-ness of The Summer Trail saves the young couple<br />

from the restricting power of society represented in this case by the<br />

police. We do not see Jari and Marja getting caught because the light<br />

blue screen sets or leaves them wandering. There is no music heard in<br />

the virtual freeze-frame of The Summer Trail (only the humming wind),<br />

which emphasizes its exceptionality comparing to the actual freezeframe<br />

of Me and Morrison. In Me and Morrison Milla is also freed by the<br />

freeze-frame, but ideologically in a different way than Jari and Marja;<br />

freeze-frame rescues Jari and Marja by hindering their reintegration with<br />

the dominant order. Milla is rescued by reintegration as well, however,<br />

without a clear idea to what.<br />

7 We know Anssi Kela’s ”Milla” is a main tune, though it is not heard in the film<br />

until at the end. We have learnt it before the film hit the screens, because it was played<br />

massively on radio stations and seen as a commercial preview music video on television<br />

and in movie theatres.<br />

44<br />

TO THE FREEZE-FRAME AND BEYOND<br />

By the same token the freeze-frame might also save the spectator.<br />

We are living with the film, for film’s “inside” and “outside” (or text and<br />

context) are “constantly interactive and capable of dissolving into one<br />

another” (Casetti 1998, 15). As a doubling meta-fictional act (cf. end<br />

credits) the freeze-frame stresses more than conventional closure that<br />

this is not the end; that there is something more beyond the narrative<br />

discourse, something that may and will merge with it. In the open end<br />

the spectator works as a continuation of the film by interpreting and<br />

moving the film to the larger dimension beyond the freeze-frame. This<br />

ambiguous savior-element can also turn the spectator momentarily free,<br />

or at least push him/her to think about the dimensions and limitations<br />

of (his/her) freedom. In this way the excess of the freeze-frame in The<br />

Summer Trail could free the spectator from the power of the continuity<br />

and in Me and Morrison take back to the order of continuity.<br />

The end is the most important ideological arena in the film, because<br />

it closes the narrative discourse and tends to say what to think of<br />

everything seen and heard. But when the pressure is high enough, the<br />

ideological construction might fracture, for it cannot fight against the<br />

exigencies of the outside world. This kind of weakening ideological order<br />

makes contemplation and philosophy possible (cf. Gustafsson 2001,<br />

8.) Following Gustafsson’s thoughts, we can see in the ways films end<br />

a battle between old and new, convention and exception, ideology and<br />

philosophy. Here the freeze-frame-ness surely is an exception suggesting<br />

a movement out of the restricting closed conventions towards the other<br />

world, the everyday world of the spectator.<br />

Bibliography<br />

Barthes, Roland (1977). The Third Meaning. Research notes on some<br />

Eisenstein stills. In Image Music Text. Stephen Heath (transl.) London:<br />

Fontana Press.<br />

Bazin, André (1967 [1945]). The Ontology of the Photographic Image. In<br />

What is Cinema? Volume 1. Hugh Gray (transl.) Berkeley, Los Angeles &<br />

London: University of California Press.<br />

Bellour, Raymond (1987). The Pensive Spectator. Wide Angle Vol. 9:1.<br />

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TOMMI RÖMPÖTTI<br />

Bellour, Raymond (2008). Concerning ”The Photographic”. Darke, Chris<br />

(transl.) In Karen Beckman & Jean Ma (eds.) Still Moving: between cinema and<br />

photography. Durham & London: Duke University Press.<br />

Campany, David (2008). Photography and Cinema. London: Reaktion Books.<br />

Casetti, Francesco (1996). Inside the Gaze: The Fiction Film and Its Spectator.<br />

Nell Andrew & Charles O’Brien (transl.) Bloomington & Indianapolis:<br />

Indiana University Press.<br />

Chatman, Seymour (1980). What Novels Can Do That Films Can’t (and Vica<br />

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Daniel, Alistair (1999). Our Idea of Fun: ‘Thelma and Louise’ On Trial. In<br />

Jack Sargeant & Stephanie Watson (eds.) Lost highways: An Illustrated History<br />

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Debord, Guy (1977 [1967]). The Society of the Spectacle. Malcolm Imrie<br />

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Elsaesser, Thomas (1981). Narrative Cinema and Audience-Oriented<br />

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Woollacott (eds.) Popular Television and Film. London: BFI & The Open<br />

University Press.<br />

Foucault, Michel (2000). Different Spaces. In James Faubion (ed.) Aesthetics.<br />

Essential Works of Foucault 1954–1984. Volume 2. Robert Hurley (transl.)<br />

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Gustafsson, Lars (2001 [1979]). Filosofian ja ideologian suhteesta eli<br />

Filosofian paikka on maantiellä. In Erik Rosendahl (transl.) Merkillinen<br />

vapaus. Helsinki: Loki-Kirjat.<br />

Kuhn, Annette (2004). Heterotopia, heterochronia: place and time in cinema<br />

memory. Screen 45:2 (Summer).<br />

Laderman, David (2002). Driving Visions. Exloring the Road Movie. Austin:<br />

University of Texas Press.<br />

Ma, Jean (2008). Photography’s Absent Times. In Karen Beckma & Jean Ma<br />

(eds.) Still Moving: between cinema and photography. Durham & London:<br />

Duke University Press.<br />

Mellencamp, Patricia (1991). Spectacle and Spectator. Looking Through The<br />

American Musical Comedy. In Ron Burnett (ed.) Explorations in Film Theory.<br />

Selected Essays from Ciné-Tracts. Bloomington: Indiana University Press.<br />

Neupert, Richard (1995). The End: Narration and Closure in the Cinema.<br />

Detroit: Wayne State University Press.<br />

46<br />

TO THE FREEZE-FRAME AND BEYOND<br />

Polan, Dana (1986). “Above All Else to Make You See”: Cinema and the<br />

Ideology of the Spectacle. In Jonathan Arac (ed.) Postmodernism and Politics.<br />

Minneapolis: University of Minnesota Press.<br />

Thompson, Kristin (1986). The Concept of Cinematic Excess. In Philip<br />

Rosen (ed.) Narrative, Apparatus, Ideology. A Film Theory Reader. New York:<br />

Columbia University Press.<br />

Waugh, Patricia (1984). Metafiction: The Theory and Practice of Self-conscious<br />

Fiction. London & New York: Routledge.<br />

47


Outi Hakola<br />

Modeling Experience:<br />

Death Events and the Public Sphere<br />

Jürgen Habermas (1992) has provided the most influential theoretization<br />

of the public sphere. On one hand his defining idea of the public sphere<br />

as a discursive site for people to freely and rationally discuss societal<br />

problems opened the field for further research. On the other hand<br />

Habermas burdened the understanding of the notion by emphasizing<br />

the role of social rationality. (Dean 2001, 244–245.)<br />

Habermas has not been thrown aside completely, but his ideas<br />

concerning the discursive and rational have been reinterpreted. If the<br />

public is less rational and more influenced by experiences than Habermas<br />

supposed, then the public sphere could consequently include also fictive<br />

components, such as films, as worthy discussion participants. Even the<br />

most absurd or obscene elements of films, such as violent death scenes in<br />

horror films, could be seen to influence the public sphere. In this article<br />

I ponder in which ways death events in horror films might participate in<br />

the public discussion.<br />

Reclaiming a public place for death<br />

Whereas Habermas based his theory on debates emerging at the public<br />

spaces, such as cafes, new approaches have widened the idea of public<br />

spaces to include media and virtual sites. In these sites discursive elements<br />

do not refer only to speech or written words. Instead, the emphasis is on<br />

communicativeness. With a wider interpretation of discourses and spaces,<br />

also the other mediating elements, such as visuals, can be recognized as<br />

a part of public discussion. Political theorist Jodi Dean (2001, 251–252)<br />

argues that publicness consists of different institutions that bring their<br />

48 49


OUTI HAKOLA<br />

own norms and communicative actions into the society and thus create<br />

overlapping domains. 1<br />

The emergence of social media has increased spatial possibilities, but<br />

also widened the area of understanding the nature of public discussions.<br />

Dean (2001, 253) argues that the internet discussion sites are not<br />

necessarily reasonable or rational, but “at worst, a set of irrational and<br />

often demeaning rants”. Therefore, the idealistic definitions of public<br />

sphere have been forced to face the human nature, with its cognitive,<br />

emotional and embodied elements. From this perspective the public<br />

sphere appears as a more complicated, conflicted and overlapped<br />

phenomenon than Habermas’ historical description allowed. This kind<br />

of reinterpretation of the public sphere recognizes both the political and<br />

unidealistic potential of public discussion.<br />

The new approach to the public sphere emphasizes also the role of<br />

experience and irrational sides of public discussions, and does not limit<br />

its applicability to the social media. Instead, it opens doors for a new<br />

approach to older media, such as cinema. Cinema can be considered to<br />

be in-between the private and public experiences, because it provides<br />

experiences for individual viewers but the social nature of the medium<br />

makes these experiences shared. For example, James Donald and<br />

Stephanie Hemelryk (2000, 114–115) claim that cinema is a public<br />

form of communication, engaging filmed themes with social, political<br />

and cultural processes. As a shared experience with other viewers, film<br />

experiences enter the public by introducing certain themes, particular<br />

experiences and processes of making meaning.<br />

Cinema, in fact, is central to creating both privately lived experiences<br />

and equally essentially public experiences, as is argued, for instance,<br />

by Miriam Hansen and Norman K. Denzin. They maintain that the<br />

publicness of cinema not only depends on the movie theaters as public<br />

places, but the viewing experiences themselves become collectively shared<br />

and, thereby, public processes. Cinema is essentially a collective and<br />

communal form of reception, and films create publicness through the<br />

viewers as experiencing, interacting, and participating subjects. Hansen<br />

1 Dean, indeed, goes as far as claiming that the concept of public sphere could be<br />

replaced with the concept of civil society, where the distinction to Habermas’ rhetoric<br />

would be clearer. (Dean 2001, 251–252).<br />

50<br />

MODELING EXPERIENCE<br />

refers to Jürgen Habermas’ writings in claiming that like other Western<br />

public spheres, cinema should be interpreted as a form of civil interaction<br />

in which film production, film texts, and the viewers take part in a ‘web<br />

of public communication’. (Hansen 1991, 2–12, 19; Denzin 1995, 6.)<br />

Therefore, cinema may invite certain experiences by mediating<br />

selected themes, such as death, and the viewer – also an actor in the society<br />

– experiences and makes meanings from these cinematic suggestions<br />

in accordance with his/her background, capacities, and intentions,<br />

also when it comes to death scenes. In modern Western societies the<br />

encountering of death, however, is problematic. Traditionally the modern<br />

understanding of death has emphasized its alienated role: death and dying<br />

people have been marginalized and removed from the social sphere into<br />

experiences of the private and from the public space into hospitals and<br />

other specialized institutions to be dealt with by professionals. (See for<br />

example Ariés 1977, Bauman 1992, 92–97, 104–136; Elias 1993, 12,<br />

17–18.)<br />

However, whereas deaths of others are often hidden from the<br />

everyday experiences, the reproductive media has, according to Vicky<br />

Goldberg, created an alternative public for death. Especially cinema’s<br />

audiovisual and dramatizing possibilities with exaggerated visual images<br />

of death and dying highlight the ‘extensive and intimate view of death’.<br />

(Goldberg 1998, 29–30, 38, 42, 48–51.) Cinema encounters death, not<br />

only through images, but through emotional engagement and narrative<br />

structures, and in this way it enables us to fantasize and experience death<br />

in effective ways. Thus, when cinema is accepted as part of the public<br />

sphere, also death reclaims its position in the public.<br />

Especially in horror films where death is a central material of generic<br />

narrations, death is broken into pieces and recreated into spectacles. In<br />

horror films deaths are a central audiovisual material composing narrative<br />

turning points. Dealing with themes of death is part of the audience<br />

expectations. Through cinematic images (albeit with rather negative<br />

images of death), the death events in these films successfully give some<br />

form and meaning to death, presenting the viewers with specific models<br />

of death as an event.<br />

Narratological theories construct events as building blocks of the<br />

plot, defined as changes of state, or transitions from one state to another.<br />

(See for example Bal 1999, 5.) The actual event of death, similarly, is<br />

51


OUTI HAKOLA<br />

a veritable change in state, a transformation from one kind of being<br />

to another kind of being or nonbeing. In other words, death event is<br />

an individual phenomenon with social reflections. Other similarities<br />

between narrative event and death event can be found as well. As with<br />

any narrative element, death happens in a certain place and at a certain<br />

time, and as any phenomenon, death becomes culturally produced,<br />

similarly as narrations. (See as well Kastenbaum 2003, 224–225;<br />

Grønstad 2003, 229.) No wonder then that in fictive stories, a death<br />

event is often recognized to have special narrative power.<br />

Death events have a dual role in horror films. The films emphasize<br />

death’s role in the narration, which makes it possible to study the processes<br />

of death, but the films also give form to death through violence, which<br />

makes it possible to study the nature of death as an aesthetic experience.<br />

And both of these functions can be seen to participate in the public<br />

when they highlight the role of comprehending and encountering death,<br />

albeit differently. The combination of narrative and attraction elements<br />

enables horror films to draw attention to immediate experiences, to slow<br />

down narration and concentrate on death scenes while still providing<br />

important narrative turning points. In this way the death events in<br />

horror films model, deconstruct and reconstruct death for a viewer, and<br />

by doing so they participate on negotiating death-related issues and<br />

create public fantasies of death.<br />

Comprehending death through narration<br />

The dramatization of death events in horror films helps to comprehend<br />

(or even to rationalize) death. For example, Catharine Russell emphasizes<br />

the narrative and discursive role of death, or in other words, the desire<br />

in Western fiction for meaningful death. Consequently, death can be<br />

used to advance the plot, but more often it is employed as the closure<br />

emphasizing the meaning and importance of death. (Russell 1995,<br />

2–4.)<br />

The desire to find meaning for death in fiction connotes to the<br />

postnarratological approaches, especially after the narrativist turn in<br />

the 1990s, which have emphasized the role of narration as a form of<br />

knowledge. Storytelling has come to be understood as a fundamentally<br />

52<br />

MODELING EXPERIENCE<br />

human way of experiencing and comprehending the world. (See<br />

for example Kreiswirth 2005, 378–381; Prince 2008, 118.) Rachel<br />

Louise Shaw’s (2004, 131–132, 144–149) empirical study on violence<br />

supports this argument by showing that cinema’s narrative models<br />

are often borrowed to make real-life occurrences comprehensible and<br />

understandable. 2 The narrativization of death likewise deconstructs<br />

death into smaller, more comprehensible parts. Death as a process thus<br />

offers itself to be studied.<br />

Death events are obviously widely exploited in the narrations of horror<br />

films: they use death and dying processes as central construction material<br />

in structuring the films not only in the closures, but at all main narrative<br />

turning points. For example in Dracula (1931), in Psycho (1960), and in<br />

Texas Chainsaw Massacre (1974), or even in Godzilla (1998) the monsters<br />

use murders to intensify their influence: victims are killed, and conflicts<br />

will escalate until the characters understand the nature of the monster<br />

and it can be destroyed. The death of the monster is an exclamation<br />

mark, showing that the destructive monster needs to be barred from the<br />

society or otherwise its continuing existence will decompose the society<br />

– as it does in the apocalyptical and postclassical visions of zombie films,<br />

such as 28 Days Later (2002) or Land of the Dead (2005).<br />

The narration of death deconstructs the process of dying. Victims are<br />

not only killed, but the rest of the society needs to react to these deaths<br />

and kill the monster. In this way these films do not only concentrate on<br />

death scenes, but also provide models how to react to deaths and how to<br />

handle with loss, grief and rejection. In horror films the death of some<br />

character usually changes the focus or perspective away from that person<br />

and concentrates on the survivors. The films thus end up describing the<br />

social aspect of death, where the bereaved need to accept death, need to<br />

negotiate with meanings of death and find the ways to survive and avoid<br />

becoming victims as well. This makes the films harrowing and traumatic<br />

descriptions of mourning and loss.<br />

Julia Kristeva’s concept of abject has been much used in horror studies<br />

to explain encounters with death and monsters. Abject is something<br />

2 Shaw tested the importance of narrative models in the understanding and telling of<br />

violent encounters. She compared film and real-life experiences of violence, concluding<br />

that both were framed by narrativization. (Shaw 2004, 131–132, 144–149.)<br />

53


OUTI HAKOLA<br />

that has been a part of the human being, but after separation from the<br />

subject (i.e. the mother), it creates a threat to the identity and a source of<br />

chaos, contamination and fragility, which needs to be cut loose. Abject<br />

is thus located somewhere between object and subject. The experience<br />

of abjection is typically linked to bodily functions such as vomiting or a<br />

corpse: what was once part of humanity has become appalling. (Kristeva<br />

1982, 1–12.)<br />

Jonathan Lake Crane further highlights the corpse’s role as a source<br />

of an abject in horror. The corpse is a reminder of life and subject, both<br />

of which it ends up denying. As a source of mayhem, the corpse must be<br />

shut out, often with violence. Before such exclusion can take place, the<br />

protagonist and other characters need to accept the transformation of the<br />

diseased. They must negotiate between their memories and abject. (Crane<br />

1994, 30–34.) Acceptance requires comprehending death as an event<br />

and handling death emotionally through abjection. Both dimensions<br />

seek to alienate death, as the concept of modern death requires.<br />

In horror films abjection does not limit itself only to the exclusion of<br />

dead victims, but the source of death, the monster, needs to be abjected as<br />

well. The killing of the monster is about gaining control over a situation<br />

which has thrown the community off the track. The dramatization of<br />

death’s exclusion brings an end to the monster’s existence and makes sure<br />

that it is no longer able to come back. In the narration of horror, as Noël<br />

Carroll (1990, 102–103) describes, the encounter with and destruction<br />

of the monster composes a typical ending for the story. The death of<br />

the monster is an especially violent act, problematically suggesting that<br />

conflicts can be solved with violence. The monster needs to be killed, as<br />

Edward J. Ingebretsen (2001, 8) argues: ‘the monster must be staked,<br />

burned, dismembered, or otherwise dispatched in the final reel.’ Only<br />

through such extreme violence can the exclusion and death of a monster<br />

be secured, which then enables the society to let go of the past and to<br />

restore the disturbed balance.<br />

The problematic dimensions of the violent death have been further<br />

accentuated in apocalyptic films since the 1960s. Asbjørn Grønstad<br />

argues that although conservative closure with death still appears as<br />

a desired destination or fulfillment of the story, it is often forbidden<br />

from postclassical films. Instead, they will create a spectacle of dying and<br />

death that never ends. These films deny the role of death as a natural<br />

54<br />

MODELING EXPERIENCE<br />

ending for the story: ‘The texts end technically, but not structurally’, as<br />

Grønstad formulates. (Grønstad 2003, 230–235.)<br />

As Russell (1995, 2, 174–176) argues, instead of explaining death<br />

as closures are supposed to do, apocalyptic films explore and make<br />

visible the spectacular and taboo nature of death. In apocalyptic horror<br />

films deaths become separate incidents; rather than conflict resolutions,<br />

they are new narrative turning points. In fact, in denying closure, such<br />

apocalyptic films also withhold solution by death. The violent alienation<br />

of death just creates new problems. In such a way, apocalyptic films<br />

suggest that classical films provide deadly closures only in order to avoid<br />

handling the consequences of violent death. Apocalyptic films also<br />

highlight that death events do not exist only for narrative purposes, but<br />

also for aestheticized purposes.<br />

Spectacles of death<br />

The narration of death breaks dying into smaller phases which punctuate<br />

both the narration and the addressed images of death. Whereas the<br />

narration of death slows down the process of dying at a metaphysical<br />

level, the actual death scenes stall the physical processes of dying,<br />

providing spectacles for the viewer. Such spectacles of death are, in fact,<br />

an important part of genre conventions.<br />

The death scenes are the ‘numbers’ in the horror films. According to<br />

Cynthia Freeland, numbers are scenes that concentrate on the typical<br />

elements of each genre, which would be violent acts in the case of horror<br />

films. During these scenes, the spectacle overcomes the plot, although the<br />

spectacle can and often does connect to the narration and its aesthetic,<br />

emotional and cognitive goals and effects. (Freeland 2000, 256–262.)<br />

Consequently, the numbers with death scenes are necessarily complex,<br />

because they are not only aesthetic spectacles, but part of the narrative<br />

knowledge about death, integral to the narrative turning points of the<br />

story and components of the emotional goals of horror films.<br />

The death scenes have always been part of the horror films, even in<br />

the classical films where death events are often avoided due to censorial<br />

aspects. Although death scenes are the central numbers, or spectacles,<br />

of horror films, not all of them contain direct images of dying people.<br />

55


OUTI HAKOLA<br />

Instead, similarly as the rest of the films, these scenes play a game of<br />

hide and seek. The viewer’s vision is challenged by either showing too<br />

much or too little. Or as Carol J. Clover (1996, 166–167) argues, horror<br />

films can be considered as projects where the viewer’s own vision is<br />

constantly teased, threatened, confused and blocked. Films exploit the<br />

horror viewer’s constant anticipation of something happening: there are<br />

warnings of subsequent events, and occasionally the viewer is subjected<br />

to surprise as well as shock. (Carroll 1990, 128–144; Leffler 2000,<br />

130–136; Diffrient 2004, 52–81.)<br />

This game also applies to death scenes. The hiding and revealing<br />

of death are executed at the discursive level and through different<br />

narrative solutions, which as a manipulation of narrative events has<br />

potent emotional power, as argued by Jay Schneider (2003, 136). Death<br />

scenes are usually mediated through three different means: through<br />

consequences of dying, through reactions to deaths, or through an act<br />

of dying. 3 These three ways of mediating the death event to the viewer<br />

can be used even within the same scene, all inviting different emotional,<br />

cognitive and physical reactions from the viewer.<br />

Film narration can authenticate the death events by concentrating<br />

on the consequences of these acts (corpses, funeral scenes, etc.). For<br />

example, White Zombie (1932) starts with a funeral scene. A young<br />

couple arrives to the Caribbean and their carriage drives over a fresh<br />

grave giving a reason for the driver to warn them about zombies. Indeed,<br />

the imagination of what happened to the dead might prove to be more<br />

efficient in creating tension to the story than direct images of dying. At<br />

the cultural level, these scenes also mediate our desire to turn away from<br />

death; although we still have to encounter its consequences.<br />

Especially in the classical films with strict censorial demands, the<br />

death events become mediated by concentrating on the consequences of<br />

death, or by concentrating on the character reactions. Furthermore, film<br />

3 The three relationships to numbers of violent death can be seen as a combination<br />

of Jay Schneider’s representational differentiation between products and performances<br />

of murder (Schneider 2003, 117–179) and of Marco Abel’s division between affective<br />

qualities of effects and causes of violence (Abel 2007, 9). Alone these dichotomies are,<br />

however, one-dimensional, but when acts (recognized by both men – performances<br />

by Schneider and causes by Abel) are accompanied by consequences (products by<br />

Schneider) and embodied responses (effects by Abel), the produced picture is more<br />

complete.<br />

56<br />

MODELING EXPERIENCE<br />

narration can confirm death by revealing the characters’ affective reactions<br />

to the event. In these scenes the viewer is made to watch someone who<br />

is witnessing death, following their reactions, emotions, and grieve. For<br />

example, in The Mummy (1999) when the princess sacrifices herself the<br />

viewer does not witness her death, but sees a shadow of a knife and<br />

watches the face of her lover Imhotep who needs to escape in order<br />

to save himself. Often these scenes concentrate on loss and grieve and<br />

importance of abjection and the need to move on. Therefore, only the<br />

passing emotional reactions on other characters are allowed to mediate<br />

the loss death brings along, whereas the emphasis is on the continuance<br />

of life.<br />

Finally, film narration can perform a spectacle from an act of violence.<br />

In the more recent films with more developed technological possibilities<br />

to create affective violent images the actual spectacles of death have<br />

become emphasized and the viewer may witness a slowed down process<br />

of dying. This implies a heightened attention to the constructedness of<br />

death events in horror films. For example, in Cube (1997) a slice and dice<br />

death of one character is extremely detailed. Metal strings cut through his<br />

body and the viewer witnesses how thin lines of blood emerge and slowly<br />

reveal the diced body. After a moment, the viewer witnesses how the<br />

body falls into pieces one piece after another, until the bloody remains<br />

of a person are piled on the floor.<br />

Russell and Grønstad explain that especially this kind of explicit<br />

cinematic violence is typically used to give form to death, to capture and<br />

expose it. Violence extends the dying process and lends it movement,<br />

color, sound and actors. Violent deaths can hence be described as<br />

performances and spectacles of the unseeable. (Russell 1995, 175;<br />

Grønstad 2003, 9–10, 111, 114, 238–240.) Indeed, by approaching<br />

death through experiences the difficult subject can be given a form open<br />

to debates and discussions, even if these debates are taken on the limits<br />

and uses of violence.<br />

The constant repetition of death events in horror films invites the<br />

viewer to pay attention to these scenes. It is possible for the viewer to be<br />

both fascinated and afraid of death, even at the same time. The fantasizing<br />

possibilities presented in the death scenes of horror films create changing<br />

possibilities to try to understand and experience death from multiple<br />

57


OUTI HAKOLA<br />

points of views. Thus, the repeated stories of death can participate in the<br />

public debate over death-related attitudes, values, and practices.<br />

Correspondence with the society<br />

Both the ways in which death scenes are constructed and the ways in<br />

which they are used by the narrative materialize the death to the audience<br />

and create a voice in the public sphere. The viewers can use these images<br />

for both rationally conceptualizing and emotionally experiencing death.<br />

Through the shared nature of these viewing processes, death scenes in<br />

horror films provide a kind of public space where understandings of<br />

modern death are negotiated.<br />

Death events in horror films, however, are not the only ones, nor are<br />

they objective participants in the public debates over death. Other genres<br />

and institutions provide different approaches and deaths in horror films<br />

by no means try to provide a truthful image of death. Instead, deaths<br />

are always constructed and artificial creations, becoming articulated in<br />

narration where death is given space, time and causality, and stylized<br />

with an aesthetic and composition of different elements in specific ways.<br />

The aesthetic nature of the films generates, as Grønstad (2003, 47–48,<br />

53–39) points out, a distinction between real and imagined, providing a<br />

place for imagination and play.<br />

Furthermore, images of death in horror films are influenced by the<br />

generic conventions. Death events are interpreted through their generic<br />

authenticity and conventionalized cultural similitude. Steve Neale adds<br />

that instead of speaking of direct correspondence, we need to discuss<br />

verisimilitude where filmed scenes are filtered through the genre’s<br />

institutionalized discursive and aesthetic conventions. (Neale 2000,<br />

32–34, 213.)<br />

However, this distinction between real and imagined does not make<br />

deaths of horror film insignificant. Christine Gledhill reminds us of the<br />

elaborate link that different fictional worlds and artificial deaths have to<br />

their socio-cultural contexts: fictive worlds transgress boundaries between<br />

‘fictive’ and ‘real’ by using ideologically charged ways of defining, for<br />

example, gender, class, or sexuality. The overlapping of shared images<br />

and themes can function as sources for (de/re)construction of social<br />

58<br />

MODELING EXPERIENCE<br />

imagination. (Gledhill 2000, 237–241.) Similarly, the horror genre’s<br />

images of death do not reflect the deaths of everyday life. Nevertheless,<br />

they create a critique of their socio-cultural background, especially the<br />

role and consequences of violent death in the society.<br />

Death in horror films is first and foremost a violent death. Thus,<br />

horror films are constantly trying to balance on a fine line. Meanings<br />

over violent death have always been publicly debated, which gives these<br />

films their themes, such as death, a socio-cultural dimension, thus<br />

making these films participants in these debates. The verisimilitude and<br />

transgressions of boundaries succeeded at the discursive level of films<br />

have provided an opportunity for horror films to resemble, comment<br />

and influence public negotiations over death. Therefore, widening the<br />

understanding of the public sphere to include values, emotions and<br />

experiences, not only rational reasoning, emphasizes the role of cinema<br />

as an influential part of the public.<br />

In summary, cinema models the experiences and these modeled and<br />

shared experiences create public visions. For example, the narrative and<br />

aesthetic uses of death events in horror films provide both comprehension<br />

and experiences of death for audiences. Consequently, horror films make<br />

evident the constant and pressing human need to encounter death,<br />

negotiate with death, and give meanings to it. In this way mediated death<br />

events reclaim death’s continuing role within the public sphere. I also<br />

argue that re-evaluating the public sphere has refreshed the discussions.<br />

As the nature of experiences appears important in order to understand<br />

media in our culture, the functions of experiences and emotions need to<br />

be further studied in the future.<br />

Bibliography<br />

Abel, Marco (2007). Violent Affect. Literature, Cinema, and Critique after<br />

Representation. Lincoln and London: University of Nebraska Press.<br />

Ariés, Philippe (1977). Western Attitudes toward Death: From the Middle Ages<br />

to the Present. Transl. Patricia M. Ranum. Baltimore and London: The Johns<br />

Hopkins University Press.<br />

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Bal, Mieke (1999). Narratology. Introduction to the Theory of Narrative. Second<br />

Edition. Toronto, Buffalo and London: University of Toronto Press.<br />

Bauman, Zygmunt (1992). Mortality, Immortality and other Life Strategies.<br />

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Carroll, Noël (1990). The Philosophy of Horror. New York and London:<br />

Routledge.<br />

Clover, Carol J. (1996). Men, Women, and Chain Saws: Gender in the Modern<br />

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Dean, Jodi (2001). Cybersalons and Civil Society: Rethinking the Public<br />

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Denzin, Norman K. (1995). The Cinematic Society. The Voyeur’s Gaze.<br />

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Diffrient, David Scott (2004). A Film is Being Beaten. Notes on the Shock<br />

Cut and the Material Violence of Horror. In Steffen Hantke (ed.) Horror Film.<br />

Creating and Marketing Fear. Jackson: University Press of Mississippi, 52–81.<br />

Donald, James & Hemelryk Donald, Stephanie (2000). The Publicness of<br />

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<strong>Studies</strong>. London: Arnold, 114–129.<br />

Elias, Norbert (1993). Kuolevien yksinäisyys (Über die Einsamkeit der<br />

Strebenden in unseren Tagen). Transl. Jari & Paula Nieminen. Tampere:<br />

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Freeland, Cynthia A. (2000). The Naked and the Undead. Evil and the appeal of<br />

Horror. Colorado and Oxford: Westview Press.<br />

Gledhill, Christine (2000). Rethinking Genre. In Christine Gledhill & Linda<br />

Williams (eds.) Reinventing Film <strong>Studies</strong>. London: Arnold, 221–243.<br />

Goldberg, Vicki (1998). Death Takes a Holiday, Sort Of. In Jeffrey H.<br />

Goldstein (ed.) Why We Watch: The Attractions of Violent Entertainment. New<br />

York and Oxford: Oxford University Press, 27–52.<br />

Grønstad, Asbjørn (2003). Transfigurations: Violence, Death, and Masculinity in<br />

American Cinema. Bergen: University of Bergen.<br />

Habermas, Jürgen (1992). The structural transformation of the public sphere:<br />

an inquiry into a category of bourgeois society. Translated by Thomas Burger.<br />

Cambridge: Polity Press.<br />

Hansen, Miriam (1991). Babel and Babylon. Spectatorship in American Silent<br />

Film. Cambridge and London: Harvard University Press.<br />

60<br />

MODELING EXPERIENCE<br />

Ingebretsen, Edward J. (2001). At Stake: Monsters and the Rhetoric of Fear in<br />

Public Culture. Chicago and London: The University of Chicago Press.<br />

Kastenbaum, Robert (2003). Danse Macabre. In Robert Kastenbaum (ed.),<br />

MacMillan Encyclopedia of Death and Dying. New York: MacMillan Reference<br />

USA, 201–202.<br />

Kreiswirth, Martin (2005). Narrative Turn in the Humanities. In David<br />

Herman, Manfred Jahn & Marie-Laure Ryan (eds.) Routledge Encyclopedia for<br />

Narrative Theory. London and New York: Routledge, 377–382.<br />

Kristeva, Julia (1982). Powers of Horror. An Essay on Abjection (Pouvoirs de<br />

l’horreur). Transl. Leon S. Roudiez. New York: Columbia University Press.<br />

Leffler, Yvonne (2000). Horror as Pleasure. Stockholm: Almqvist & Wiksell<br />

International.<br />

Neale, Steve (2000). Genre and Hollywood. London and New York: Routledge.<br />

Prince, Gerald (2008). Classical and/or Postclassical Narratology. L’Esprit<br />

Créateur vol. 48:2, 115–123.<br />

Russell, Catharine (1995). Narrative Mortality. Death, Closure and New Wave<br />

Cinemas. Minneapolis and London: University of Minneapolis Press.<br />

Schneider, Steven Jay (2003). Murder as Art/The Art of Murder:<br />

Aestheticizing Violence in Modern Cinematic Horror. In Steven Jay Schneider<br />

& Daniel Shaw (eds.) Dark Thoughts. Philosophic Reflections on Cinematic<br />

Horror. Lanham, Maryland and Oxford: The Scarecrow Press inc., 174–197.<br />

Shaw, Rachel Louise (2004). Making Sense of Violence: as Study of Narrative<br />

Meaning. Qualitative Research in Psychology vol. 1, 131–151.<br />

61


Maria Kesti<br />

Science on Fire!<br />

A Flying Torch Articulates<br />

62 63<br />

1<br />

From afar the figure resembles<br />

a lyre. As I move<br />

closer, it transforms into<br />

a slender torch with great<br />

wings.<br />

The symbol to be<br />

used in connection to the<br />

University of Turku was<br />

designed by Erik Otto<br />

Waldemar Ehrström. In<br />

1921 it was affirmed to be<br />

the current emblem, the<br />

logo.<br />

The documents containing<br />

the visions of<br />

Ehrström and of the<br />

committee who made the<br />

choice are lost. It seems<br />

unlikely that the flames<br />

were meant to refer to the<br />

Turku fire in 1827, the<br />

biggest city fire in the history of the Nordic countries. A major part of<br />

the Academy of Turku was destroyed in that fire, and the university was<br />

transported to Helsinki to become the Imperial Alexander University.<br />

The flying torch simply cannot imply that along with science, also the<br />

flames would return to Turku.


MARIA KESTI<br />

Regardless of its bitter roots in fire, the very flames themselves were<br />

made into the icon of the academic sciences of Turku. What is it in<br />

science that burns with such intensity?<br />

2<br />

An articulation is a conjunction that binds two separate parts into a<br />

whole, without being inevitable. In a logo a characteristic of an image<br />

(a torch, wings) are bound to the referred entity (the University of Turku).<br />

Almost anything can be combined and reattached, thus creating new<br />

meanings. There is also a language of signs, a discourse that limits the use<br />

of images in the articulation of higher education. Neither a bonfire nor a<br />

flamethrower will do as symbols of science aflame. Correspondingly, an<br />

airplane or a small bird cannot symbolize the wings of a university.<br />

The ‘linguistic form’ in the emblem of the University of Turku is<br />

markedly classical. It differs from contemporary graphic-abstract<br />

industrial designs. On the other hand, it is not decorative but exudes<br />

admiration of Antiquity.<br />

Western notions such as the university, education and the academic,<br />

rest heavily on the traditions of Antiquity. We would, however, have<br />

precious little of these traditions without the Renaissance humanists of<br />

the 15th century. The humanists used the ancient classics in their demand<br />

of the critical, analytical and rational search for truth. The humanists<br />

thought that the requirement for the development of humanity was<br />

civilization and education: knowledge.<br />

3<br />

For the moment, Google reaches up to 21 000 hits for the Finnish word<br />

“soihtu” (meaning a torch that gets nearly 30 million hits). With “soihtu”<br />

we get vegetarian restaurants, playgrounds, software services, art galleries,<br />

choirs, ice hockey teams, sculptures, advertising agencies, third sector<br />

enterprises... The torch is exceptionally popular as an identifier. In this<br />

the fire plays an important part. There is always something frightening<br />

about fire. Yet the very use of fire has made possible the global expansion<br />

of the human race.<br />

64<br />

SCIENCE ON FIRE!<br />

The key connotation in the articulation of humanity and fire is<br />

control. It is the taming of a destructive force into the controlled<br />

distillery of humanity and culture, that transforms an animal existence<br />

into a cultural life. The torch is a cultural artifact that chains fire into<br />

controlled use. It has something of the raw ferocity of fire, all the while<br />

governing it proudly and haughtily.<br />

The torch has a practical use; it brings light into dark places. Still,<br />

it does not articulate suitably as an instrumental university. Light is<br />

something more; many religions see light as a metaphor for divinity,<br />

goodness and heaven. A torch is not a Christian symbol, but in Antiquity<br />

the torch plays a central role.<br />

The torch plays a central role in Antiquity. The most notable ancient<br />

bearer of fire was Prometheus, who created man and stole the fire from<br />

the gods. As punishment Zeus took away fire from man. Prometheus<br />

stole it back on the stem of a fennel, in a torch. As a revenge Zeus created<br />

the woman Pandora. All the ailments, diseases and curses of the world<br />

spread from her urn. Thus Prometheus is responsible for man, the uproar<br />

against the gods and the horrors of the world.<br />

Prometheus’ attitude delighted the minds of the Romanticism, and<br />

he was used as a symbol for courageous rebellion against any oppression.<br />

On the other hand, in 1818 Mary Shelley headed her book Frankenstein<br />

with the subtitle “The New Prometheus”. In the book a scientist creates a<br />

monster while he, not unlike Prometheus, is trying to create a new Man.<br />

The novel became a prophecy of nightmarish science. Despite good<br />

intentions, science creates destruction. All problems of the developed<br />

countries, from climatic change to the mechanical image of man, can be<br />

projected to be the doings of science.<br />

With Prometheus comes connotations that elevate the torch of science<br />

to a self-sacrificing opponent of oppression, but not all Promethean<br />

connotations are rhetorically flattering. One such famous light bearer<br />

comes from Christian folk tales: Lucifer, the angel that fell, crazed by<br />

the power of being the light bearer, thinking himself equal to God. In<br />

the antique era Lucifer (Phosforus in Greek) was the planet Venus, the<br />

Morning Star that brought daylight, depicted as a small boy carrying –<br />

a torch.<br />

According to the PR and press office of the University of Turku the<br />

flames of the torch represent the flight of fiery knowledge, critical ability<br />

65


MARIA KESTI<br />

and know-how. Burning is a known metaphor for passion. In the torch<br />

the meaning stands for a scorching need to create and to do regardless<br />

of norms or opposition. The passion is a hellish fire, difficult to control.<br />

This description is worth noticing; a university could also be described<br />

as a gray, dry, indifferent and ashen machine, lacking any kind of spark<br />

of life, whose only numbing task is to toil for the benefit of science,<br />

the institution, the state, social order or commercial success – or in a<br />

Kafkaesque sense, without any purpose at all. In contrast, the burning<br />

knowledge gives the university an end in itself.<br />

The notion of science as an end in itself is commonly associated<br />

with Wilhelm von Humboldt (1767–1835) who preached for the<br />

development of each individual’s human potential. For him the purpose<br />

of education was a free and individual development, not vocational<br />

training. This notion of science does not, however, contain a passion for<br />

knowledge.<br />

The burning passion of the torch merely refers to Romanticism: the<br />

nationalism, the mighty glowing fire of the greatness of the nation and<br />

its people. Finland declared independency from Russia in December<br />

1917, and Turku University became the first Finnish university.<br />

4<br />

The torch “flies” with two wings, but they lack any illusion of movement.<br />

The feathers are spread into an arc of a lyre, very much like the feathers in<br />

a peacock’s fan-shaped tail. According to the University the feathers stand<br />

for the diversity and geographical spread of the scientific disciplines.<br />

The spread of the feathers hints at the idea that there is room for<br />

the scientific disciplines under the protective wings of the university,<br />

or that the university soars in the sky with its mighty wings. There is<br />

something homely in the idea of the sheltering wings. The area covered<br />

by the wings connotates to a bold soaring eagle.<br />

The bird Phoenix is known to us from ancient mythology. This theme<br />

could very well symbolize the fate of the predecessor of the University,<br />

burning to the ground in the 1827 Turku fire, only to be resurrected in<br />

a different form in 1920. Other stories of winged characters in ancient<br />

mythology, such as Icarus, are unhappy. The ancients regarded flying as<br />

offensive to the gods.<br />

66<br />

SCIENCE ON FIRE!<br />

The winged torch bears a striking resemblance to a lyre, which<br />

is to be found as a cockade on the student’s cap, where it is a sign of<br />

the University of Helsinki student body. The lyre is Apollo’s, the god<br />

of prophecy and healing who became the god of all the light and the<br />

sun. With light and wings science has been made into something godlike.<br />

The practicing of science becomes a religion where Knowledge is<br />

worshipped.<br />

The way in which the winged torch in the myths is connected to<br />

unfortunate destinies is intresting. The failure of Prometheus was<br />

regarded as noble by the romantics. The history of humanism has been<br />

described as a history of the defeated. A socially critical university must<br />

be the underdog in order to remain critical.<br />

5<br />

There is a tension in the emblem of the University of Turku between<br />

the connection to the burning intrinsic value of knowledge and the<br />

appearance of the university. A couple of years ago, the following<br />

text was to be found on the university’s homepage: “Take advantage<br />

of the university’s large networks of research and education, its forms<br />

of collaboration and services. Create strategic partnerships that gives<br />

your enterprise or your organization the competitive edge on the free<br />

markets.” By 2010 this vocabulary is gone. It has been replaced with<br />

a new heading “Cooperation and Networking”. It is indicative that in<br />

the short introductory text the word “network” appears seven times.<br />

The winged torch reminds us that there is a place for something other<br />

than instrumental knowledge, the following of superficial trends or the<br />

servility to the true wielders of power in society.<br />

The ways in which I have chosen to connect the emblem to particular<br />

aspects are not inevitable. Nor are any other articulations. My incentives<br />

to act are not merely conscious and rhetoric. Nor are they subjectivepsychological.<br />

Logos and academic writing began for certain reasons,<br />

but lives on for others. Their genres use us, creating and recreating<br />

something of which we are not always aware of.<br />

67


Jukka Sihvonen<br />

Careless Saints:<br />

Notes for Research on the Aesthetics of Digital Games<br />

This text is an attempt to start thinking about audio-visual media from<br />

the viewpoint of aesthetic concepts and conceptualised aesthetics. “The<br />

philosopher is the concept’s friend” as Gilles Deleuze and Félix Guattari<br />

(1994, 5) put it; “philosophy is the discipline that involves creating<br />

concepts.” As always with intellectual activity the conceptual process<br />

requires mediators, those who bring elements into the discussion and<br />

help to carry the process maybe a bit further. 1 In this text my mediators<br />

are the German philosopher Immanuel Kant and the Scottish rally car<br />

driver Colin McRae (together with other similar “avatars”). At the end<br />

of the text various threads will be tied together with the help of another<br />

German, Walter Benjamin and his ideas about playing. There are two<br />

conceptual starting points: the first one concerns the interests of art, and<br />

the second one the relationship between a work of art and the spectator.<br />

These two, then, are the vantage points that supposedly merge in the<br />

third area of discussion, the environment of the game console.<br />

I am following here the practice of Jason Rutter and Jo Bryce (2006),<br />

among others, in referring to video-, console-, computer-, television-<br />

(etc.) games with a single term digital game. Much of what has been<br />

written on digital games refers to but a limited group of game genres.<br />

On the one hand there are the fantasy genres: adventure, horror, and<br />

violence seem to be the themes that clearly dominate the field of various<br />

research inclined perspectives. On the other hand there are the “closer to<br />

reality” genres such as the entire Sims family of games, or various sports<br />

1 “Whether they’re real or imaginary, animate or inanimate, you have to form your<br />

mediators. It’s a series. If you’re not in some series, even a completely imaginary one,<br />

you’re lost.” See Gilles Deleuze, “<strong>Media</strong>tors” in Negotiations 1972–1990. Translated by<br />

Martin Joughin. New York: Columbia University Press 1995 (orig. Pourparlers 1990),<br />

p. 125.<br />

68 69


JUKKA SIHVONEN<br />

simulations. 2 However – at least from the viewpoint of digital car-games<br />

that interest me here – not much has been written about the digital games<br />

in relation to traditional aesthetic questions. 3 Rather than attempting to<br />

fill this gap the aim of this text is to outline a few threads and to follow<br />

the ones with which it might be possible to begin to comprehend this<br />

field of research in its conceptual and historical context.<br />

1. Kant and “art for art’s sake”<br />

From a philosophical point of view one of the essential issues in aesthetics<br />

is the relationship between art and everyday life. Immanuel Kant posed<br />

this question in his early text on the aesthetic sublime and especially in<br />

the Critiques of Pure Reason (1781) and Judgement (1790). At the end<br />

of his early book, Observations on the feeling of the Beautiful and Sublime<br />

(orig. 1764), in which he distinguishes and describes the categories of<br />

these fundamental feelings, he writes:<br />

70<br />

Nothing now is more to be desired than that the false glitter, which so<br />

easily deceives, should not remove us unawares from noble simplicity;<br />

but especially that the as yet undiscovered secret of education be rescued<br />

from the old illusions, in order early to elevate the moral feeling in<br />

the breast of every young world-citizen to a lively sensitivity, so that<br />

all delicacy of feeling may not amount to merely the fleeting and idle<br />

enjoyment of judging, with more or less taste, what goes on around us.<br />

(Kant 1991, 115–116.)<br />

There are several interesting phrases in this quote: “the as yet<br />

undiscovered secret of education”, “to elevate the moral feeling”, “every<br />

2 A recent study on The Sims is Tanja Sihvonen, Players Unleashed! – Modding The<br />

Sims and the Culture of Gaming. Amsterdam University Press: Amsterdam 2010.<br />

3 “No wonder!” might be an immediate response since the major effect could be<br />

defined in terms of the spinal tap rather than the thinking mind. For a general<br />

overview see for example Hanna Sommerseth, “Exploring Game Aesthetics” in<br />

Breaking New Ground: Innovation in Games, Play, Practice and Theory (Proceedings<br />

of DiGRA 2009), (www.digra.org). An event worth of mentioning (yet illustrative in<br />

terms of game genres discussed) is the conference titled “Aesthetics of Play” organized<br />

at the University of Bergen (Norway) in 2005. The proceedings can be reached at:<br />

www.aestheticsofplay.org/.<br />

CARELESS SAINTS<br />

young world-citizen”, “lively sensitivity”, “idle enjoyment of judging”…<br />

Each would require a discussion of its own but for the moment it might<br />

be enough to point out the general idea of the argument: the sensitivity<br />

of world-citizens can develop further from simply enjoyable judgments<br />

to a genuine corpus of taste only through education alert enough in terms<br />

of feelings. This notion could be related to a well-known fact concerning<br />

Andy and Larry Wachowski, the brothers behind the famous Matrixtrilogy<br />

(1999, 2001, 2003): their “visionary aesthetics” is explained to<br />

have been brewing in their committed enthusiasm on comic strips and<br />

PlayStation -games. Because of this interest they supposedly flew to<br />

Japan to study how the violent martial arts -games (such as the famous<br />

Tekken-series) were actually designed. Following Kant, one might want<br />

to ask if these aesthetic realms belong to the world of “false glitter” or to<br />

the world of “noble simplicity”? Does this education aim at “enjoyable<br />

judgments” or a “genuine taste”? The question would fit well to the<br />

context of Matrix since this kind of duplicity is the elementary matrix of<br />

even the entire narrative construction of the film cycle. 4 The rest of what<br />

follows tries to argue that this question is much more complicated than<br />

what might seem.<br />

Comparing Matrix to PlayStation, however, is indicative. 5 The<br />

various digital games have had for already awhile a strong hold on the<br />

market not just economically but perhaps also aesthetically. At least in<br />

the sense that these games have been widely produced and consumed,<br />

and therefore their audio-visual strategies have had an impact on the<br />

audio-visual and kinetic sensibility of those (such as the Wachowskibrothers)<br />

whose “taste” has, or depending on the argument, has not<br />

been developing under their influence. The central role of cinema in this<br />

situation is derived from the conviction that the history of its images,<br />

4 See Tanja Sihvonen, “The Matrix as a Cyberspace” in Tanja Sihvonen & Pasi<br />

Väliaho (eds.), Experiencing the <strong>Media</strong>: Assemblages and Cross-overs. <strong>Media</strong> <strong>Studies</strong>,<br />

University of Turku: Turku 2003: 255–280.<br />

5 In the field of digital games in this text I will be discussing solely about console<br />

games with which I am referring to typical games designed and produced for game<br />

consoles such as Xbox (Microsoft), GameCube (Nintendo) and PlayStation (Sony). My<br />

primary experience is in the realm of the PlayStation family of consoles PS, PS2 and<br />

PSP games. A significant exception in the world of consoles is Nintendo’s Wii because<br />

the relationship between the screen and the player(s) is different – and would require a<br />

study of its own. Of various statistics in relation to video games see < www.theesa.com >.<br />

71


JUKKA SIHVONEN<br />

signs, and methods of perception pretty much still fertilize the waters<br />

in which newer media forms spawn. In this sense cinema functions as<br />

an archive the elements of which the contemporary audio-visual culture<br />

with its various modes both recycles and recreates – or, as has been<br />

suggested by Bolter and Grusin (2000) – re-mediates.<br />

This kind of an archive does not include images and sounds only but<br />

also and maybe even more so, modes of perception and affection. 6 This<br />

is why even the future media cannot be discerned from its cinematic<br />

foundations. This is also one of the reasons why cinema studies is, can<br />

and should be an elementary component of media studies. 7 The paradox,<br />

according to my argument here is that rather than films themselves,<br />

digital games both indicate and embody this elementary importance. In<br />

this sense these games are not just toys or only entertainment but most of<br />

all an evidence of the importance of cinema within the various networks<br />

of contemporary media. And as will be suggested in the conclusion, one<br />

of the first texts in which this argument has been put forward is Walter<br />

Benjamin’s classic Artwork -essay from the 1930s.<br />

An attempt to view the field of cinema connected to digital games<br />

more generally refers to an option to think about films through and as part<br />

of the history of audio-visions. 8 In this attempt art can hardly be thought<br />

of as referring to some transcendental metaphysics only. Moreover, it<br />

begins to be difficult to think that it refers with its symbols to some<br />

abstract world of meanings or that it concerns primarily representations<br />

of reality. The immediate contact within reach for the arts is, of course,<br />

6 This line of thought could be stretched even further by arguing – along with<br />

Jonathan Beller’s book The Cinematic Mode of Production (2006) – that it includes even<br />

a particular “mode of production”.<br />

7 This view is shared by, among others, D. N. Rodowick (2007, 186): “The history<br />

of film theory therefore remains a keystone for understanding the problems raised<br />

by electronic and digital media for aesthetic and social theory.” Another question<br />

altogether is whether aesthetics of digital media should similarly take its model from<br />

something like aesthetics of film. Nevertheless, also in this field – as a recent textbook<br />

(Thomson-Jones 2008) shows – the relationship between authorship and viewership<br />

comprises a fundamental discussion.<br />

8 Of such considerations on the “pre-game” era see Siegfried Zielinski, Audiovisions:<br />

Cinema and Television as Entr’Actes in History. Translated by Thomas Elsaesser et.al.<br />

Amsterdam: Amsterdam University Press 2000 (orig. Audiovisionen 1990); Friedrich<br />

Kittler, Optical <strong>Media</strong> – Berlin lectures 1999. Translated by Anthony Enns. Cambridge:<br />

Polity Press 2010 (orig. Optische Medien 2002).<br />

72<br />

CARELESS SAINTS<br />

to the reality here-and-now, the dimension to which Gilles Deleuze<br />

often refers with concepts such as immanence and intensity. 9 Some critics<br />

(Paul Virilio among others) have argued that the contemporary, mediasaturated<br />

age does not know “here” anymore, it only recognizes the<br />

“now”. 10 Simply put, this could be tested by experiments in art trying<br />

to bring this “here” back to “now” as an underscored experience. For<br />

media the connection between its own forms and the everyday life<br />

has been an integral starting point already from early on. The realm<br />

of everyday life had to be connected to several parallel networks such<br />

as the plumbing and sewage systems, electricity, cable and broadcast<br />

transmission, and so forth, until it could be saturated by numerous<br />

forms of media technology such as gramophones, typewriters, radios,<br />

telephones, etc. Therefore, when media and art become connected to<br />

each other more closely (and about the potential forms one could discuss<br />

endlessly), 11 correspondingly art might become connected to everyday<br />

life more substantially. Requirements for this connection are set by the<br />

limits of the machinery and the capabilities of the networks. How have<br />

these relations been linked to strategies of saying and seeing, that is,<br />

to those different options with which the field of statements and the<br />

field of the visible have (or have not) become understood? 12 To put it<br />

briefly, what kind of an “artistic” discourse network do we find in the<br />

contemporary life of everyday media – especially when by media we<br />

mean digital games? 13 And according to what kind of criteria elements<br />

9 This conceptual framework is discussed at the beginning of What is Philosophy? (see<br />

Deleuze & Guattari 1994, 35–60.<br />

10 See for example Paul Virilio, The Information Bomb. Translated by Chris Turner.<br />

London & New York: Verso 2000 (orig. La Bombe informatique 1998).<br />

11 Examples of such discussions and forms can be found for example already in Gene<br />

Youngblood’s early treatment of the relationships between cinema and digital media in<br />

his book Expanded Cinema (1970). A more recent example of this same line of thought<br />

is the magnum opus edited by Jeffrey Shaw and Peter Weibel, Future Cinema; The<br />

Cinematic Imagery After Film (2003).<br />

12 Deleuze deals with this problem particularly in his book on Michel Foucault (see<br />

Deleuze 1988; further discussed in Lambert 2006, chapter 5).<br />

13 Of course this is a question quite too large to tackle in detail here. Friedrich Kittler<br />

(1991) offers the historical perspective to former centennial turning points in his book<br />

Discourse Networks 1800/1900. (See also John Johnston 1997, 1–26.)<br />

73


JUKKA SIHVONEN<br />

in this network – in referring to Kant – can be seen as belonging to the<br />

world of “noble simplicity” rather than “false glitter”?<br />

Art, in this context, should not be seen as an opposite to something<br />

mechanical, stereotypical, and habit based. Instead, art embraces this<br />

kind of repetition, includes and embodies (I consciously try to avoid<br />

“produces”) a particular aspect in the everyday reality. The particularity<br />

is in the aim to bring into focus, to “focalize”, the limited nature of<br />

saying and seeing. Art attempts to filter the potential for difference<br />

from the restricted nature of saying and seeing by bringing in a new and<br />

potentially even a disturbing element or force. This means focalizing<br />

also on that which by art and in the everyday life breaks the traumatic<br />

and paralyzing model of experiencing. This development works even if<br />

one changes here the word “art” into “media” (though, then it might be<br />

even harder not to be talking about production). And again, art just like<br />

media is not a simple everyday phenomenon existing and functioning<br />

there only for a particular kind of consumption, as art would be in the<br />

philosophy of l’art pour l’art. The main attempt would be to argue for<br />

re-claiming the interest back to art. This interest would not be a simple<br />

denial or a pragmatic concern in economics and global markets. Yet, if<br />

one forecloses these and asks what is the interest of a digital game, is<br />

there anything left to be answered besides economy? In concentrating on<br />

various tactics to modify the coded construction, the study on The Sims<br />

referred to earlier, argues convincingly that there is a lot of material for<br />

such research, but does the same apply to console games which seem to<br />

offer very little space for something like “modding”? I find this a relevant<br />

question especially after moulding the notion “art for art’s sake” in this<br />

connection into “play for play’s sake”: does playing require any other<br />

interest besides itself?<br />

2. Art, interest, and nature<br />

The phrase – art for art’s sake – is an expression that also concerns<br />

the interests of art. The argument was powerfully implemented into<br />

Immanuel Kant’s aesthetics and developed further by numerous scholars<br />

ever since. Of course this Kantian definition of the beautiful as some<br />

kind of disinterested pleasure has been also widely criticized. As Giorgio<br />

74<br />

CARELESS SAINTS<br />

Agamben (1999, 1–2) shows, one of the earliest and strongest critics<br />

of this view was Friedrich Nietzsche. In his On the Genealogy of Morals<br />

(from 1887) Nietzsche writes:<br />

[--] the only thing I wish to emphasize is that Kant, instead of viewing<br />

the aesthetic problem from the experience of the artist (the creator),<br />

like all philosophers considered art and the beautiful exclusively from<br />

the point of view of the “spectator,” and in the process unwittingly<br />

included the “spectator” himself in the concept “beautiful.” But if only<br />

the philosophers of the beautiful had been sufficiently familiar with this<br />

“spectator” at least! – that is, as a great personal fact and experience, as an<br />

abundance of the most authentic, intense experiences, desires, surprises,<br />

delights in the domain of the beautiful! [--] “That which pleases without<br />

interest,” Kant has said, “is beautiful.” Without interest! Compare this<br />

definition with that offered by a genuine “spectator” and artist – Stendahl,<br />

who once described the beautiful as une promesse de bonheur. Here in any<br />

case the very aspect of the aesthetic condition which Kant emphasized<br />

at the expense of all others – le désintéressement – is rejected and crossed<br />

out. Who is right, Kant or Stendahl? (Nietzsche 1996, 83.) 14<br />

It seems that the issue concerning the lack of interest (or disinterest)<br />

arrives into aesthetics when shifting the emphasis onto the side of the<br />

spectator. As Agamben (1999, 3) argues, there are thinkers both before<br />

(such as Plato) and after (such as Artaud) Nietzsche, who also have<br />

emphasized the role of the interest rather than that of the disinterest<br />

in the experience of the beautiful. For Plato this interest was actually so<br />

powerful that, as is well known, he wanted “no poetry into our city, save<br />

only hymns to the gods and the praises of good men.” 15<br />

14 Agamben’s The Man Without Content argues that among other things modern<br />

aesthetics begins with a schism between artist and spectator, which indicates a deeper<br />

level of irony that can be read in the various comments about art and interest.<br />

More or less this tradition goes on from Kant till Heidegger, but the central theme<br />

comes from Hegel and the idea of art in a “self-annulling” mode. My question here<br />

would be whether digital games and gamers (rather than the more obvious forms of<br />

contemporary media art for example) actually continue this tradition of “men without<br />

content”?<br />

15 Plato, Republic. Translated by Paul Shorey. Loeb Classical Library. Cambridge,<br />

Mass.: Harvard University Press 1953, I, 398a (I: 243–245), and II, 607a (2:<br />

464–465).<br />

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JUKKA SIHVONEN<br />

The emphasis on the interest seems to implement a requirement to<br />

highlight also the role of the artist rather than that of the spectator.<br />

To conclude at this point: on the one hand there are the questions of<br />

disinterest, spectatorship, and Kantian aesthetics. On the other hand<br />

there are the questions of interest, authorship, and Nietzschean aesthetics.<br />

The problem possible to establish now is the mid-point introduced by<br />

the potentialities of interactivity. What kind of aesthetics would be<br />

the one that, so to speak, is in-between author and spectator, interest<br />

and disinterest? As already said the tough part here is the interest: if art<br />

prompts from something like the desire for beauty, from what does the<br />

digital game live – besides mere sales figures?<br />

One option to think about this is to see the artist/spectator and<br />

interest/disinterest settings a bit differently by focusing on the notion of<br />

the spectator. Here I am referring to a well-known aesthetic distinction<br />

between haptic and optic. 16 Simply put, optic aesthetics would emphasize<br />

seeing, distance, thinking, and the effects on the mind whereas haptic<br />

aesthetics would foreground touching, proximity, bringing things at<br />

close hand, and the effects on the body. Now, from this perspective, one<br />

might argue – as Paterson (2007, 131) among others has done (even<br />

though referring only in passing to digital games as being “low-end” in<br />

terms of their haptics) – that there is a lot of sense to talk about digital<br />

games and aesthetics especially if the viewpoint (or rather “touching<br />

point”) is configured in terms of haptic aesthetics.<br />

In the background of Immanuel Kant’s simple distinction between<br />

the sublime and the beautiful there probably was a more general idea<br />

concerning the “location” of these feelings. Namely, in the context of<br />

describing national differences, he argues: “Nothing can be more set<br />

against all art and science than an adventurous taste, because this distorts<br />

nature, which is the archetype of all the beautiful and noble” (Kant<br />

1991, 99). The national aspect in relation to this is that “the Spanish<br />

nation has displayed little feeling for the beautiful arts and sciences”<br />

because of having had such a heightened adventurous taste. The conflict<br />

between interests is evidently at hand: it was not possible to develop<br />

16 An excellent overview of the various interpretations of this division (originally made<br />

by Aloïs Riegl in relation to the difference between Greek and Roman art) can be<br />

found in Paterson 2007 (in particular chapter 5 on haptic aesthetics).<br />

76<br />

CARELESS SAINTS<br />

qualities of taste because adventure (and only adventure) was the interest<br />

of Spanish people. From this viewpoint the digital gamers driven by the<br />

adventurous desire – notwithstanding their actual nationality – would<br />

all be “Spaniards”. In this rhetoric “adventure for adventure’s sake”<br />

would be in direct analogy with “play for play’s sake”. In order to play<br />

a little žižekian language game at this point one could develop a line of<br />

thought according to which the ontologically most correct name for a<br />

rally driver is Carlos Sainz: he is Spanish and he has the “car” in his first<br />

and the “saint” in his last name. In the same way as Slavoj Žižek (2002,<br />

8) arguing that “fidelity to castration” (a modification of Fidel Castro)<br />

represents Cuban “politico-ideological identity”, here carless and careless<br />

saints would represent rally car gamers in general.<br />

For Kant nature is the measure of the beautiful and noble. But<br />

what (and how) is this nature after it has been radically transformed by<br />

technology (to an extent in which Benjamin could call it “the second<br />

nature”), and when it is not just perceived through but experienced in the<br />

mediated images and sounds? A case in point might be PlayStation games<br />

such as Gran Turismo, Colin McRae Rally, or World Rally Championship<br />

and the way in which they take the player into different surroundings all<br />

over the world. 17 Why would “nature” in these games not be an aesthetic<br />

phenomenon as it was for Kant in the form of a mountain view or a<br />

horserace arranged in the forests of Königsberg?<br />

Instead of speculating more on the possible similarities one needs to<br />

specify the ways in which the aesthetic world of digital games is neither<br />

“false” nor “noble”, but rather in numerous ways, a hybrid compound<br />

with traces from several aesthetic registers. The unifying tendency<br />

between these registers is an attempt at creating effects. This allows also<br />

17 At least five consecutive versions of Colin McRae Rally -game (for the PlayStation<br />

consoles 1 and 2) exist: versions Colin McRae Rally (1998) and Colin McRae Rally 2.0<br />

(2000) for the PS1-console, Colin McRae Rally 3 (2002), 4 (2003), and 2005 (2004)<br />

for the PS2 (plus for the PS3 three Colin McRae: Dirt -games: 2006, 2007, and 2010)<br />

– all designed and published by Codemasters (UK). In the following I will be referring<br />

to these (PS1&2) games with the abbreviation CMR. Another group of similar games<br />

is the World Rally Championship –family (from now on WRC) with about the same<br />

amount of versions, designed and published by Evolution Studios and Sony. The first,<br />

fully FIA licensed WRC game was released in 2001 for PS2. Quite recently an ideal<br />

merger took place with Gran Turismo 5 (launched in 2010 for PS3) that also includes<br />

the totally licensed WRC.<br />

77


JUKKA SIHVONEN<br />

an option to think of the haptic and optic from the perspective of effects<br />

and functions rather than mere essences. Surely the gaming structures<br />

can be divided according to two consecutive modes: the player-mode<br />

and the viewer-mode. The player can play a session (such as one stage in<br />

a rally) and then sit back to watch the performance either by allowing the<br />

machine to edit the sequence or to “cut” it him- or her-self. These modes<br />

are related to one another in different ways according to differences in<br />

the overall game-design. In order to argue that this kind of hybrid use<br />

of “transparent layers” is elementary, a few of these registers might be<br />

pointed out for example in the following way:<br />

78<br />

(1) Visual arts -effect: we can look at the moving image as though<br />

repositioning the tradition of wall-garments and tapestry in the<br />

mode of which nature as pastoral scenes became familiar to our<br />

grandparents. 18<br />

(2) Cinema -effect (or “tele-visualism”): the movements of the image<br />

are both recreations and simulations of the ways in which film- and<br />

television cameras and microphones customarily “see” and “hear”<br />

the environment.<br />

(3) Photo-realistic -effect (or “illusionism”): the reproductions<br />

and recordings of natural sounds try to create an illusion of (and<br />

therefore, simulate) an ongoing, real-time event.<br />

(4) Interactivity -effect: the moves of the player’s thumbs on the<br />

gamepad (or the wheel and pedals -system) get more or less directly<br />

immediate (but so far only almost) reactions visible and audible on<br />

the screen. An essential aspect here is also the “force feedback” such<br />

as the vibrating gamepad. 19<br />

Even though these effects can be emphasized differently (depending<br />

for example on the genre of the game), they do not function as contestants<br />

18 In principle this “effect” concerns the visibility of pixels. Therefore there is a kind<br />

of degradation in scale when comparing PS3 to PS2 to PS, for example, since in PS3games<br />

the visibility of pixels is significantly lower than in the PS-games.<br />

19 See Paterson 2007, 132 passim. Also according to James Newman (2002) the<br />

vibrating gamepad such as the “Dual Shock 2”-system designed for the PS consoles, is<br />

an essential component in the game event experience.<br />

CARELESS SAINTS<br />

in relation to the player’s attention. Rather, their interplay aims at a<br />

“sensuous atmosphere” in such a way that the player could focus as fully<br />

as possible on the action that takes place – not so much on either or both<br />

sides of the screen (neither “here” nor “there”) but rather in-between.<br />

This would imply also that the optic and the haptic would necessarily<br />

require each other. Here the experience of being connected (physically,<br />

mentally, and sensibly) to a technologically created digital game-world is<br />

the elementary dimension for the aesthetic questions. Though, the less<br />

the player focuses on the material, cognitive, and sensory aspects of the<br />

connection, the better gaming results become. The bottom line is that<br />

the player must move out from the position of the passive “receiver” of<br />

the spectacle in order to play at all. At the same time, however, there<br />

should be at least some kind of an awareness of the presence of the<br />

spectacle because that aspect still also dictates the attractiveness of not<br />

just particular games but playing in general. A concrete example in some<br />

of the rally games is the event of a potential accident. When driving<br />

around a corner for example the player may be facing big rocks falling<br />

from a cliff: the suddenly emerged and difficult task is to try to avoid<br />

crashing them. However, when repeating the stage, the rocks may or<br />

may not be falling.<br />

To what extent do the “texts” of art still aim at faithful simulations<br />

of external reality, the nature? Or rather, do they aim at modifying<br />

“events” with which the grip of the interface on the user (viewer, player,<br />

receiver, what not) would become ever closer? When suddenly facing a<br />

falling rock in the game are we “reading a text” or “reacting to an event”?<br />

Transforming the simple rhetoric familiar from film studies (for example<br />

notions such as “suture”) into computerized and digital environments<br />

easily dismisses that it is primarily connected to issues of desire. 20 A<br />

more fundamental problematic of desire might even re-direct the<br />

interest of the research. This move would be from audio-visual reception<br />

to possibilities of the user as a player with media-dependent skills to<br />

reinvent and re-experience various aspects of popular sensibility. In this<br />

sense there would be three important and interconnected “spheres” (for<br />

20 On the notion of “suture” and the way in which its scope is restricted to film as<br />

a narrative medium see Thomas Elsaesser & Malte Hagener (eds.), Film Theory. An<br />

introduction through the senses. New York & London: Routledge 2010, 90.<br />

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JUKKA SIHVONEN<br />

creating events) involved: game usage, media skills, popular sensibility.<br />

The intensity of reinventions and -experiences would be dependent on<br />

the way in which these spheres are interconnected by the choices of<br />

aesthetic design. The first one would be a more general field of game<br />

theories. The second one would be a kind of “logic of media sense”, and<br />

in this way closely connected to theories of media education and media<br />

literacy for example. The third one would be also historical: the “cinema<br />

of attractions” might be an elementary component in the cultural history<br />

of popular sensibility as understood in this way. 21 Clearly one option<br />

would be to trace the line of “liveness” for example, from the period of<br />

early cinema through television to the console era. 22<br />

The key questions, therefore, would be how does the mechanism of<br />

popular sensibility feed the system of desire it, in the end, is dependent<br />

on? Do the attempts to manipulate (maybe even to minimize) the<br />

distance between the user and the machine really liberate the “spectator”<br />

from the constraints of aesthetic experience as it traditionally has been<br />

understood from the viewpoint of the “spectator” rather than the “artist”<br />

and from the viewpoint of l’art pour l’art -aesthetics? To what extent does<br />

the promise inscribed into the audiovisual techno-space of computer<br />

networks concern the potentially utopian existence of techno-bodies as<br />

liberated from the perceptual and sensual disadvantages of the human<br />

body? And finally, how does this promise feed the construction of desire<br />

that generates the expanding energy for the entire super-system of digital<br />

games?<br />

21 The core -text is Tom Gunning, “The Cinema of Attractions” (orig. 1986). Another<br />

related text by Tom Gunning (2010) in focusing on the notion of the early ‘phantom<br />

rides’ provides an illuminating historical treatment for drawing a connection between<br />

‘the cinema of attractions’ and the digital rally games.<br />

22 As has been suggested for example by Mimi White, “The Attractions of Television:<br />

Reconsidering Liveness” in Couldry, Nick & Anna McCarthy (eds.), <strong>Media</strong>Space.<br />

Place, Scale, and Culture in a <strong>Media</strong> Age. London & New York: Routledge 2004.<br />

80<br />

3. Spielraum as a playful innervation of technology<br />

CARELESS SAINTS<br />

Gilles Deleuze’s notion of sensation, as one of the most radical forms of<br />

contemporary aesthetics, is fully in line with the Nietzschean tradition. 23<br />

John Rajchman situates this line of thought at the end of his book The<br />

Deleuze Connections (2000, 119) in the following way: “Indeed Deleuze<br />

is perhaps the first since Nietzsche to find a way to practice aesthetics<br />

as a ‘gay science’, extracting it from Nietzsche’s Alpine aphorisms and<br />

reinserting it into the heart of urban ‘modernity’ [--].” What is interesting<br />

in this context is that Nietzsche as well as Deleuze groups the artist<br />

together with the player and the child, furthermore, with distinctively<br />

positive intentions.<br />

One option to resituate this kind of reference between “Alpine<br />

aphorisms” and “urban modernity” would be to compare Gran Turismo<br />

to Colin McRae Rally. They are both highly developed digital games in<br />

the form of car racing. However, most of the events in the earlier GTgames<br />

are situated in urban environments and racetracks whereas most<br />

of the stages in the CMR-games take place on various roads that can<br />

be traced back to geographical landscapes. In this case the difference<br />

is perhaps too obvious: Seattle in GT has a closer relationship with<br />

Seattle in Washington State compared to how the CMR stages relate<br />

to, say, the Alpine landscapes outside Monte Carlo – even though from<br />

a technological point of view they are all similar polygons. Seemingly<br />

it is still easier to digitize urban scenery compared to a combination<br />

of forests, fields, and lakes. However, even this division generalizes too<br />

much since there are significant differences among the various “vintages”<br />

of the games. The landscape becomes more and more detailed the better<br />

(i.e. faster and more polygon and pixel-rich) technology is available.<br />

In the games, however, the function of the landscape is to be but a<br />

backdrop. It is like the painted canvases in school-plays, obscuring the<br />

audience from seeing what there literally is “behind the scenes”. In the<br />

rally game this is easily detected in trying to drive the car off road and<br />

into the forest: the program immediately stops and repositions the car<br />

23 Gilles Deleuze, Francis Bacon – The Logic of Sensation. Translated by Daniel W.<br />

Smith. New York & London: Continuum 2003 (Francis Bacon – Logique de la sensation<br />

1981). Detailed commentaries and extensions to this notion can be found for example<br />

in Bogue 2009 and Grosz 2009.<br />

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JUKKA SIHVONEN<br />

on the road again. The programming does this, of course, for a reason;<br />

playing the game is moving on these digitally simulated roads as fast as<br />

possible from point A to point B. Put in this way one might argue that<br />

in these games options for playing are rather limited. The argument,<br />

however, depends on how playing is defined.<br />

When writing about the nature of plays and playing (Spiel, spielen),<br />

Walter Benjamin observed already in the 1930s not just the complicated<br />

network of possible definitions but most of all the central role of<br />

technology in the “essence” of games. 24 Benjamin’s position might be<br />

summarized in three aspects. First of all (unlike Roger Caillois and Johan<br />

Huizinga, who have written perhaps the two major classic books on<br />

playing), Benjamin does not set playing distinct from work but rather,<br />

sees it as an elementary aspect of the everyday life in general. 25 Secondly,<br />

playing – especially in its German formation spielen – includes several<br />

options to emphasize different sides of the term itself, and these include<br />

“gaming” (as in playing with toys), “acting” (as in performing a play),<br />

and “gambling”. Benjamin’s (typical) conceptual point is an attempt to<br />

maintain all these differences while writing about the nature of playing.<br />

Thirdly, for him playing is the fundamental element also in watching<br />

films. There playing is a fundamental mode of “innervation” generating<br />

the connection with which the masses can deal with what Benjamin<br />

calls “the second nature”, i.e. the technological modernity. The notion of<br />

Innervation works here, perhaps not against but in relation to the notion<br />

of Schau-Lust, the enjoyment of seeing (and hearing) spectacular things.<br />

When compared to concepts used here earlier, Benjamin’s term further<br />

indicates that rather than being two distinct behavioural modes in game<br />

events the “user-me” together with the “viewer-me” are but two sides<br />

24 The key-text here is Benjamin’s “The Work of Art in the Age of Mechanical<br />

Reproduction” (published in different versions and languages during the second half of<br />

the 1930s), and when referring to Benjamin on playing I am relying heavily on Miriam<br />

Bratu Hansen’s (2004) article “Room-for-Play; Benjamin’s Gamble with Cinema”.<br />

Hansen also discusses the important differences between the various versions of the<br />

Benjamin-text mentioned above.<br />

25 The reference here is to books: Roger Caillois, Man, Play and Games (orig. French<br />

Les Jeux et les Hommes, 1958) and Johan Huizinga, Homo-Ludens: A Study of the Play<br />

Element in Culture (orig. Dutch Proeve eener bepaling van het spelelement der cultur,<br />

1938). A brief discussion of these two in relation to game studies is in Dovey &<br />

Kennedy 2006, 23–25.<br />

82<br />

CARELESS SAINTS<br />

of the same face. In the same way optic and haptic are corresponding<br />

attributes of the same aesthetics, and digital games are literally a tangible<br />

example of this correlation: hands, eyes and ears play together.<br />

In Benjamin’s view, as a site for playing (Spielraum), film offers a kind<br />

of play-bin for learning to cope with technology. And, as Hansen (2004,<br />

45) observes (referring to Andy Darley, among others): “As far as the<br />

ascendancy of an aesthetics of play over one of semblance is concerned,<br />

one could well argue that the development Benjamin discerned and<br />

valorized has culminated in visual digital genres such as video and<br />

computer games [--].” The point made by Darley (2000, 172–3; 176–8)<br />

and repeated by Hansen concerns the freedom of the player: rather than<br />

playing with the game, the issue at hand is the game playing with the<br />

spectator. According to Hansen: “But, to stay with Benjamin’s point, the<br />

genres discussed by Darley also promote a playful innervation of new<br />

technologies, albeit with diminished expectations regarding its utopian,<br />

liberating, and even apotropaic significance.” This leads Hansen to<br />

wonder whether the fundamental problem of game cultures, from a<br />

supposedly Benjaminian perspective, would be – again – the question of<br />

“a new type of public sphere, at once infinitely expanded and extremely<br />

fragmented” and how, in conclusion, this would entail a requirement “to<br />

wage an aesthetics of play, understood as a political ecology of the senses”.<br />

(Hansen 2004, 44–45, emphasis added.)<br />

This notion of the “political ecology of the senses” might be a<br />

direct reference to one of the three ecologies written by Félix Guattari<br />

(2000) – and in this respect, especially the second and third ecologies<br />

that deal with the social relations (Benjamin’s “masses”) and the human<br />

subjectivity (Benjamin’s “optical unconscious”). 26 The end result is an<br />

event of exchanging sensuous experiences: by positioning the player<br />

under constant bombardment of movements, images and sounds filled<br />

with other images and sounds, the game simultaneously harnesses<br />

the player to learn to cope with an ever-expanding and fragmenting<br />

technological environment filled with images, sounds and their<br />

combinations embedded within one another. Because the consumption<br />

26 Guattari’s treatment can be read as an interesting expansion of the ideas presented<br />

by Gregory Bateson concerning “human adaptation” in Bateson, Steps to an Ecology of<br />

Mind. Chicago and London: The University of Chicago Press 2000: 446–453 (orig.<br />

1968).<br />

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JUKKA SIHVONEN<br />

of the audio-visual sensations is the “price” the player prepays for these<br />

lessons, the reward is always in the future. Rather than giving an image<br />

or a representation (to be viewed) of the contemporary world, these<br />

digital games train the viewers to take the correct poses the future world<br />

requires. However, as Gregory Bateson argued already in the mid-1950s,<br />

it is up to the player whether he or she is willing to take the optioned<br />

pose, or, to put it a bit more mildly, in which way to take it. 27<br />

Bibliography<br />

Agamben, Giorgio (1999). The Man Without Content. Translated by Georgia<br />

Albert. Stanford: Stanford University Press (orig. L’uomo senza contenuto,<br />

1970/1996).<br />

Bateson, Gregory (2000). Steps to an Ecology of Mind. Chicago and London:<br />

The University of Chicago Press.<br />

Beller, Jonathan (2006). The Cinematic Mode of Production: Attention Economy<br />

and the Society of the Spectacle. Lebanon: Dartmouth College Press.<br />

Benjamin, Walter (1969). Illuminations. Translated by Harry Zorn, edited by<br />

Hannah Arendt. New York: Schocken.<br />

Bogue, Ronald (2009). “The Landscape of Sensation” in Eugene W. Holland,<br />

Daniel W. Smith and Charles J. Stivale (eds.), Gilles Deleuze: Image and Text.<br />

London & New York: Continuum: 9–26.<br />

Bolter, Jay D. & Robert Grusin (2000). Remediation: Understanding New<br />

<strong>Media</strong>. London & Cambridge, Mass.: The MIT Press.<br />

Darley, Andrew (2000). Visual Digital Culture: Surface Play and Spectacle in<br />

New <strong>Media</strong> Genres. London & New York: Routledge.<br />

Deleuze, Gilles (1988). Foucault. Translated by Séan Hand. Minneapolis:<br />

University of Minnesota Press (orig. Foucault 1986).<br />

27 The reference here is to Bateson’s text “A Theory of Play and Fantasy” in Bateson<br />

2000, 177 –193 (orig. 1955). This text by Bateson has had a significant influence in the<br />

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Deleuze, Gilles (1995). Negotiations, 1972–1990. Translated by Martin<br />

Joughin. New York: Columbia University Press (orig. Pourparlers 1990).<br />

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Deleuze, Gilles (2003). Francis Bacon – The Logic of Sensation. Translated by<br />

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de la sensation 1981).<br />

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Sutton. London & New Brunswick: The Athlone Press (Les trois ecologies<br />

1989).<br />

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Cinema’s Phantom Rides” in Graeme Harper & Jonathan Rayner (eds.),<br />

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Gunning, Tom (1990). “The Cinema of Attractions: Early Film, its Spectator<br />

and the Avant-Garde” in Thomas Elsaesser (ed.), Early Cinema: Space, Frame,<br />

Narrative. London: British Film Institute 1990: 56–62 (orig. 1986).<br />

Hansen, Miriam Bratu (2004). “Room-for-Play; Benjamin’s Gamble with<br />

Cinema”. October 109 (Summer): 3–45.<br />

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Poststructuralism” in Friedrich A. Kittler, Literature, <strong>Media</strong>, Information<br />

Systems. Edited and Introduced by John Johnston. Amsterdam: G+B Arts<br />

International: 1–26.<br />

Kant, Immanuel (1991). Observations on the Feeling of the Beautiful and<br />

Sublime. Translated by John T. Goldthwait Berkeley & Los Angeles: University<br />

of California Press (1960) (orig. Beobachtungen über das Gefühl des Schönen<br />

und Erhabenen 1764).<br />

Kittler, Friedrich (2010). Optical <strong>Media</strong> – Berlin lectures 1999. Translated by<br />

Anthony Enns. Cambridge: Polity Press (orig. Optische Medien 2002).<br />

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Lambert. Gregg (2006). Who’s afraid of Deleuze and Guattari? London & New<br />

York: Continuum.<br />

Newman, James (2002). “In search of the videogame player”. New <strong>Media</strong> &<br />

Society Vol.4(3): 405–422.<br />

Nietzsche, Friedrich (1996). On the Genealogy of Morals. Translated with an<br />

Introduction and Notes by Douglas Smith. Oxford & New York: Oxford<br />

University Press (orig. Zur Genealogie der Moral 1887).<br />

Paterson, Mark (2007). The Senses of Touch. Haptics, Affects and Technologies.<br />

Oxford & New York: Berg.<br />

Plato (1953). Republic. Translated by Paul Shorey. Loeb Classical Library.<br />

Cambridge, Mass.: Harvard University Press.<br />

Rajchman, John (2000). The Deleuze Connections. Cambridge, Mass.: The<br />

MIT Press.<br />

Rodowick, D. N. (2007). The Virtual Life of Film. Cambridge, Mass. &<br />

London: University of Harvard Press.<br />

Rutter, Jason & Jo Bryce (2006). Understanding Digital Games. London etc.:<br />

SAGE Publications.<br />

Shaw, Jeffrey & Peter Weibel (eds.) (2003). Future Cinema; The Cinematic<br />

Imagery After Film. Cambridge, Mass.: The MIT Press.<br />

Sihvonen, Tanja (2003). “The Matrix as a Cyberspace” in Tanja Sihvonen &<br />

Pasi Väliaho (eds.), Experiencing the <strong>Media</strong>: Assemblages and Cross-overs. <strong>Media</strong><br />

<strong>Studies</strong>, University of Turku: Turku: 255–280.<br />

Sihvonen, Tanja (2010). Players Unleashed! – Modding The Sims and the<br />

Culture of Gaming. Amsterdam University Press: Amsterdam 2010.<br />

Sommerseth, Hanna (2009). “Exploring Game Aesthetics” in Breaking New<br />

Ground: Innovation in Games, Play, Practice and Theory (Proceedings of<br />

DiGRA 2009), (www.digra.org).<br />

Thomson-Jones, Katherine (2008). Aesthetics and Film. New York & London:<br />

Continuum.<br />

White, Mimi (2004). “The Attractions of Television: Reconsidering Liveness”<br />

in Couldry, Nick & Anna McCarthy (eds.), <strong>Media</strong>Space. Place, Scale, and<br />

Culture in a <strong>Media</strong> Age. London & New York: Routledge: 75–91.<br />

Virilio, Paul (2000). The Information Bomb. Translated by Chris Turner.<br />

London & New York: Verso (orig. La Bombe informatique 1998).<br />

Youngblood, Gene (1970). Expanded Cinema. London: Studio Vista.<br />

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CARELESS SAINTS<br />

Zielinski, Siegfried (2000). Audiovisions: Cinema and Television as Entr’Actes<br />

in History. Translated by Thomas Elsaesser et al. Amsterdam: Amsterdam<br />

University Press (orig. Audiovisionen 1990).<br />

Žižek, Slavoj (2002). Welcome to the Desert of the Real. Five Essays on September<br />

11 and Related Dates. London & New York: Verso.<br />

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Tero Karppi<br />

Reality Bites:<br />

Subjects of Augmented Reality Applications<br />

88 89<br />

Intro<br />

Augmented Reality (AR) applications are emerging in consumer<br />

electronics. AR is a concept coined at the end of the 1990s to describe<br />

a live direct or indirect view of a physical real-world environment the<br />

elements of which are augmented by computer-generated sensory<br />

input such as sound or graphics. (Azuma 1997) (Milgram and Kishino<br />

1994).<br />

I fiddle with my iPhone a bit and open up an Augmented Reality<br />

application called Layar. A digitally enhanced view of my current<br />

surroundings is projected on the screen via the gadget’s digital camera.<br />

Icons and texts appear on the screen pointing out locations I might<br />

be interested in. I turn 360 degrees with the gadget and it shows me<br />

pizzerias, stores, a library and a bus station. Suddenly I feel hungry and<br />

head up to have a slice.<br />

What just happened? Fuller and Goffey (2009, 142) suggest, that<br />

to answer this question, we need to get a grip on “contemporary media<br />

practices of trickery, deception and manipulation”. They argue that we<br />

should be interested in different techniques of “producing reality”, such<br />

as hypnosis or sorcery, regardless of whether they lead or are derived from<br />

scientific knowledge. Keeping this in mind, we may start our approach<br />

towards Augmented Reality applications and their way of initiating us<br />

into a specific form of reality. Here I want to turn to Roger Caillois<br />

(1935) and his take on psychasthenia.<br />

Following Pierre Janet, Caillois defines psychasthenia as psychosis in<br />

which the subject feels being physically dislocated. The subject does not<br />

know where to place itself. “I know where I am, but I do not feel as though<br />

I’m at the spot where I find myself. To these dispossessed souls, space seems<br />

to be a devouring force. Space pursues them, encircles them, digests


TERO KARPPI<br />

them… It ends by replacing them.” (Caillois 1935). What happens<br />

according to Elizabeth Grosz (Grosz 2001, 39), is that the “primacy of<br />

the subject’s own perspective is replaced by the gaze of another for whom<br />

the subject is merely a point in space, not the focal point organizing<br />

space”. At least two interesting things take place in psychasthenia; for<br />

the first, the subject is physically dislocated and secondly, the space<br />

replaces and creates a new subject. In fact, the subject in psychasthenia<br />

is parallel to how Gilles Deleuze elaborates in his book The Fold on<br />

subject’s relation to point of view. For Deleuze, the point of view is not<br />

a follow-up of the pregiven subject. On the contrary “a subject will be<br />

what comes to the point of view, or rather what remains in the point of<br />

view”(Deleuze 1993, 19).<br />

Undoubtedly something like this happens when the world becomes<br />

augmented with digital information. Dependency of an object in relation<br />

to the subject is reversed. An auto-constitution of a new subject on the<br />

basis of its objects appears (Alliez 2004, 56). The subject becomes in the<br />

very moment of entering to a point of view. In this paper I will analyze<br />

how this taking place of the subject is mediated via Augmented Reality<br />

applications.<br />

While the paper is conceptual, it is grounded on an empirical<br />

analysis of the Layar browser for iPhone and smartphones using the<br />

Android operating system. Layar was launched on June 16 th 2009. It<br />

is an Augmented Reality Browser which uses smartphone’s camera,<br />

GPS device and internet connection to provide a view of our real-world<br />

environment with augmented layer of digital information in the form<br />

of visual hotspots. Layar started out with five layers but currently there<br />

are over 1000 layers to choose from. Some of these layers are for free<br />

and some are only for purchase. These layers vary from Google powered<br />

local search to Wikipedia and dating sites used to locate people searching<br />

company near you.<br />

Instead of meaning or representations I am interested in how AR<br />

applications affect the users. I am following Spinoza’s understanding<br />

of bodies both active and receptive, and affect being body’s capacity to<br />

activity and responsiveness (Bennett 2010, xii). This means elaborating<br />

how AR applications capture the attention of the user and guide the<br />

senses of the user. To analyze how the Layar and AR applications in<br />

general work, a theoretical three-layered method is provided. The first<br />

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REALITY BITES<br />

layer analyzes the relation between the real-world environment and the<br />

application. The second layer analyzes the interface or the screen of the<br />

browser and the third layer analyzes the relation of the user and the<br />

software.<br />

Layer 1: Movement-Image or how the environment becomes affective<br />

In Deleuze’s interpretation of Foucault, power and knowledge function<br />

through the archives of visible and articulable (Parikka 2009, 108;<br />

Deleuze, Foucault 1988). Each historical formation implies a relation<br />

between visible and sayable, things and words, content and expression. 1<br />

What I am interested here is how the visible and the articulable function<br />

from the perspective of power and knowledge in Augmented Reality<br />

applications such as Layar. It is a technology of visible and articulable per<br />

1 In Discipline and Punish, Foucault shows the difference between the law and its<br />

actual exercise in the prison system. The law and the prison are two different systems<br />

with different histories and developments and yet they meet in the boundary of power<br />

and knowledge. The law sets rules and breaking them leads to prison. This is the<br />

transition from discipline to punish.<br />

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se providing us a technologically mediated vision to the world: showing<br />

us the world in a way that exceeds our natural senses.<br />

Quite basically The Layar browser displays digital information of the<br />

environment, which is seen through the mobile phone’s camera:<br />

92<br />

Layar works by using a combination of the mobile phone’s camera,<br />

GPS, compass, accelerometer and a mobile Internet connection. The<br />

camera captures the world as seen through its lens and shows it on the<br />

screen. The GPS determines the exact location and the compass and<br />

accelerometer the field of view. Based on these sensors and the selected<br />

layer, digital information is retrieved over a mobile Internet connection<br />

and augmented on top of the camera view. (Layar website)<br />

Layar is based on the notion that we are constantly surrounded by<br />

location-aware digital information. For the naked eye this information<br />

remains invisible but via digital technology such as the Layar browser,<br />

this information can be articulated and made visible. With a right plugin<br />

(or layer), the browser can show where the closest Chinese restaurant<br />

is, or what are the opening hours of the nearby museum. At first glance<br />

we notice that the categories of the visible and the articulable are not<br />

sufficient if we really want to understand how power and knowledge<br />

work through Layar. Digital information made visible on the screen<br />

points out that there is data being processed and provided out of reach<br />

of our senses. In fact, drawing from German media archaeology, Jussi<br />

Parikka (2009, 110–111) has suggested that when it comes to digital<br />

technology and digital culture in general, articulable and visible should<br />

be updated with the category of calculable. Indeed, calculation is used in<br />

Layar with multiple ways from coding of the digital image of the camera<br />

to locating the user for the digital archives of information from which<br />

the data for the user is mined. To put it bluntly in AR applications the<br />

data that is visible and/or articulable is also calculated.<br />

In practice what the user of Layar faces is the interface. What<br />

appears to be somewhat chaotic for the naked eye, in the sense that<br />

our environment is full of data that is not processed or organized, is<br />

put in order via the processes of seeing, articulating and calculating of<br />

the Layar application. Layar functions as a screen that intervenes to the<br />

chaotic multiplicity of the events and brings order to it (Deleuze 1993,<br />

REALITY BITES<br />

76). It is the screen that makes something out of the chaos via processes<br />

of calculation.<br />

The screen serves as a link to Deleuze’s discussions of cinema,<br />

which can be used to contextualize the AR applications from another<br />

perspective. In the books of cinema Deleuze has defined images from<br />

the basis of movement and time. Drawing from the philosophy of<br />

Henri Bergson, he tries to conceptualize how we are in the midst of<br />

moving images that constantly flow around us. Deleuze’s (2002, 60)<br />

intention is to break the “philosophical tradition which placed light on<br />

the side of the spirit and made consciousness a beam of light which drew<br />

things out of their native darkness”. His critique is targeted especially<br />

against intentionality of phenomenology but also Kant and Descartes<br />

who posit the perceiving subject in the center of their philosophical<br />

thinking. Deleuze’s fundamental theorem is that images are movement<br />

in themselves. The eye of the perceiver does not illuminate the images<br />

and impose movement to them. On the contrary, images are luminous<br />

by themselves and if they appear to us it is not because we are looking at<br />

them but because they light upon us. (Deleuze 2002, 56–61.)<br />

The biology of Jacob Von Uexküll (1989) describes this relation<br />

from the viewpoint of a tick. Uexküll describes how the female tick after<br />

mating climbs to the tip of a twig and there waits for a warm-blooded<br />

animal to arrive. The eyeless tick uses photosensitivity of her skin to spot<br />

the mammal closing by. The smell of butyric acid coming from the skin<br />

glands of the passing mammal is the hotspot for the tick. After sensing<br />

the stimuli from the smell the tick drops from her twig in order to hit<br />

the animal skin. The temperature of the platform on which the tick has<br />

landed reveals to her whether or not the hit has been a success. If she has<br />

landed on a suitable animal she penetrates the skin and starts sucking<br />

the warm blood. After eating the tick drops herself from the animal, lays<br />

her eggs and dies.<br />

Uexküll uses the tick as an example to differentiate two world-views,<br />

which he calls Umgebung and Umwelt. Umgebung is the objective<br />

space habited by living beings and the Umwelt is the environmentworld<br />

that is constituted of hotspots, which interest the animal and<br />

which the animal uses in order to navigate in the world. Uexküll (1989,<br />

324) defines “the first principle of Umwelt theory: all animals, from the<br />

simplest to the most complex, are fitted into their unique worlds with<br />

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equal completeness. A simple world corresponds to a simple animal, a<br />

well-articulated world to a complex one.”<br />

It is evident that Uexküll is not interested in describing the<br />

Umgebung. It exists but we do not perceive it. What we understand as<br />

an environment is the Umwelt. The Umwelt becomes mediated through<br />

different senses. For the tick it is the photosensitive skin. We humans<br />

have five primary senses through which the reality is perceived. Now<br />

augmented reality software adds another layer to this environmentworld.<br />

With augmented reality devices such as iPhone added with Layar<br />

software, the world opens to us from a different perspective.<br />

A new Umwelt is created by using the hardware of mobile phone<br />

such as GPS receiver, compass and camera and Augmented Reality<br />

software. Through the camera of the phone the environment is perceived<br />

through the techniques of vision. However, this vision is filled with a<br />

software layer of hot spots. Augmented Reality software such as Layar<br />

uses the GPS and compass to locate the user and access to the internet<br />

from where it searches for digital information that is targeted to certain<br />

coordinates. This information is then presented on the screen of the<br />

phone. It becomes inseparable from the Umgebung of the perceiving<br />

subject now mediated as Umwelt through the hardware of the phone<br />

and software of the Augmented Reality program.<br />

Layer 2: the Event or how the hotspots become affective<br />

The interface, the screen of the Layar mediates us an environment. It<br />

does not give us a snapshot of the world, an immobile image but on the<br />

contrary, it shows a mobile temporal section of the world, a perspective<br />

to a bloc of space-time (Deleuze 2002, 59). In The Fold, Deleuze<br />

(1993) returns to defining the subject in relation to its environment.<br />

This time the relation is described with the concept of event, inspired<br />

by the philosophy of Alfred North Whitehead. What is important for<br />

Deleuze is Whitehead’s understanding of the event as a process in which<br />

things and entities posit themselves. Objects as events exist in their selfactualizations,<br />

which are consisted of asymmetrical relations, interactions<br />

and becomings (Väliaho 2007, 130).<br />

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What is an event, Deleuze asks, and starts explaining it with the<br />

conditions that make an event possible. Events emerge from a chaos,<br />

“but only in under the condition that a sort of a screen intervenes”<br />

(Deleuze 1993, 76). We need a screen to make sense of the chaos.<br />

Paraphrasing Deleuze, without a screen chaos is an abstraction. Indeed,<br />

chaos and the screen are comparable to Uexküll’s concepts of Umgebung<br />

and Umwelt. Umwelt is based on Umgebung but the one cannot be<br />

reduced to another or understood separately without the other. If we<br />

have and access to Umgebung through Umwelt we correspondingly have<br />

the access to the chaos only through the screen.<br />

While the screen and the chaos are ontological concepts for Deleuze,<br />

we can use them to explain how Augmented Reality applications are<br />

connected to ‘reality’. In the applications, the screen is extended over the<br />

chaos in a quite literary manner: the camera of the mobile device blocks<br />

the flow of the light from the Umgebung mediating it to an Umwelt.<br />

This Umwelt, seen through the screen, has intrinsic properties such as<br />

for example saturation of color, tint or intensity. The characteristic of the<br />

matter shot by the camera become the texture of the event but also the<br />

digital information harvested from the databases and archives give it an<br />

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extended value. They appear on the screen as texts and images pointing<br />

at the hotspots and capturing the eye of the perceiver. The Umwelt of<br />

the AR application is a “concrescence” of these heterogeneous elements<br />

of extension and intension.<br />

Now, Deleuze argues that events should be understood as<br />

concrescence rather than conjunction or connection. Concrescence (in<br />

biology) implies to growing together of initially separate parts or organs.<br />

The elements grasp each other or “prehend” each other. For Whitehead,<br />

prehension means the act by which one element assumes and responds<br />

to another (Whitehead 1978, 20; Shaviro 2009, 28). It is in this process<br />

where also individuality or identity emerges. Every individual is a series<br />

of prehensions. In Deleuze’s (1993, 78) own examples the eye prehends<br />

light and living beings prehend water, soil, carbon and salts. Furthermore<br />

prehension entails an exchange between the subject and an object. As<br />

the target of prehension the individual is an object and as active part<br />

of prehending it becomes the subject. In this exchange self-identity is<br />

created by prehending the immediate past, what the object just was<br />

(Shaviro 2009, 29).<br />

Each event is singular; it has its own identity that is formed in the<br />

process of prehending and being prehended. The screen of the application<br />

forms an Umwelt. This Umwelt is an event in itself. It has its own<br />

extensions and intensions. It is a bloc of space-time and as such it does<br />

not remain a fixed identity but becomes another with other elements it<br />

runs into. It is indeed important to understand that these applications<br />

are events themselves. They do not have to go through human subjects<br />

for meaning or sense. 2<br />

Layer 3: the User or how affects are subordinated to capital<br />

Jonathan Crary has magnificently described how capitalism captures<br />

our perception and attention. Revolutionizing the means of perception,<br />

2 What should be noted is that if we want to think of the human user, we need<br />

to define him/her as yet another part of the concrescent formed by the Umgebung<br />

and the Umwelt of the AR application. While recognizing the primacy of the<br />

affective matter I, however, want to explore more the relation of the human user and<br />

Augmented Reality in the following chapters.<br />

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capitalism has for the last 100 years generated and re-created the<br />

conditions of our sensory experience with media such as film, television<br />

and photography. To accelerate circulation and exchange capitalism<br />

demands that our perception and attention is distracted and attentive.<br />

We move from one thing to another in a rapid pace finding new points<br />

of interest and discarding others. For Crary this is not our natural ability<br />

to perceive and observe but a system of using senses that has emerged<br />

within the needs of culture of capitalism. (Crary 2001, 13–14, 29–31.)<br />

AR applications are the next step in the long line of audiovisual<br />

technologies entangled in the networks of capitalism. What could<br />

be noted is that here capitalism does not refer explicitly to a mode of<br />

production but more broadly to heterogeneous apparatuses that affirm<br />

social subjection and tie users to machinic enslavement (Lazzarato 2006).<br />

Following Deleuze and Guattari (2005, 458), “capital acts as the point of<br />

subjectification that constitutes all human beings as subjects”. Different<br />

technological devices can be described as these points of subjectification.<br />

Here we return to the concepts of visible, articulable and calculable to<br />

understand how power and knowledge function in Augmented Reality<br />

applications. Arguably many layers of Layar browser are permeated with<br />

semio-capitalism: that is the capitalism of signs and semiotic goods.<br />

In his famous text Man, Play and Games, Roger Caillois has described<br />

how games fit into different categories according to their distinguished<br />

characters. Here a specific attention could be given to the dimension<br />

he calls vertigo. What he means by this is games, which “momentarily<br />

destroy the stability of perception and inflict a kind of voluptuous panic<br />

upon an otherwise lucid mind” (Caillois 1961, 23). Vertigo describes<br />

games which through bodily experience and sensory affection immerse<br />

the players inside the world of the game and often do this by altering<br />

the player’s perception. Classic examples of vertigo are spinning, danza<br />

de los voladores and waltzing, where through a physical movement the<br />

player is distracted from his / her world inside the vertigo of a game,<br />

but also mind-bending techniques like hypnosis can be considered. As<br />

a result vertigo for Caillois means a spasm, rupture or shock, in other<br />

words, a temporary state of destructing order and stability.<br />

Now, while Caillois talks about games and playing I suggest that we<br />

should consider vertigo more generally as a fundamental condition of<br />

digital audiovisual technologies. To approach this wider angle we can<br />

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think of vertigo in terms of the so called affective turn. For example<br />

Luciana Parisi and Tiziana Terranova have proposed that we should try<br />

to understand digital images outside the questions of representation and<br />

reality. According to Parisi and Terranova digital images are affective<br />

media. They have a capacity to embody the experience of seeing without<br />

deceiving the spectator or falling into the category of unreal simulations.<br />

Digital images are “endowed with the power to impinge on the body<br />

by capturing its potential”. (Parisi and Terranova 2001, 125.) In other<br />

words this means the potential of digital images to suck the user inside<br />

the vertigo, alter his/her perception with digital means.<br />

To elaborate on this more thoroughly one option would be to rely<br />

on the Deleuzean re-reading of Whitehead’s categories of subjective aim,<br />

subjective form and self-enjoyment. In the case of Layar the digital<br />

hotspots are indeed affective images. For one it is the hotspot of Public<br />

Library that affects his/her body, for other it is the Starbucks, and for the<br />

third it might be a Thai Massage Salon. Using the Layar we constantly<br />

encounter information which affects us. According to this information,<br />

the subject constantly restructures himself/herself by processes of<br />

adapting, developing, remembering and anticipating (Mackenzie 2002,<br />

17). Whitehead calls this selection as “subjective aim”, which forms<br />

the “principle of selection and an act of self-selection”. Prehensions<br />

are coordinated and combined by the subjective aim in the process of<br />

adaptation and simultaneously each entity creates itself by including this<br />

and excluding that. (Shaviro 2009, 74.)<br />

“Whitehead privileges feeling over understanding, and offers an<br />

account of experience that is affective rather than cognitive” (Shaviro<br />

2009, 57). Shaviro emphasizes that the criteria via which the subjective<br />

aim functions are rather aesthetic than logical. This is perfectly in line<br />

with Parisi and Terranova’s (Parisi and Terranova 2001) interpretation of<br />

affective images. Seeing images is never completely visual but also tactile,<br />

sensory and material (Kennedy 2000, 3). Images affect us in a particular<br />

way even though we might not know, recognize or understand them.<br />

For Whitehead privileging the affective is based on characteristics<br />

of prehension, which he calls “subjective form”. Let us revise: every<br />

prehension has a ‘subject’ which is prehending and an ‘object’ that<br />

is prehended. Now ‘subjective form’ characterizes how the object is<br />

prehended. It is a feeling or a manner that the prehending subject receives<br />

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or perceives from its object. The object in itself is objective and entirely<br />

determinate, but when it becomes the object of prehension (datum)<br />

it also becomes indeterminate in relation to how the subject feels the<br />

object. (Whitehead 1978, 23–24; Shaviro 2009, 55.)<br />

For instance, I feel hungry and I use Layar to find a place to get food.<br />

I cast the screen over my environment and see that there is a Restaurant<br />

Peppermill, and two fast-food joints, Hesburger and Mantu’s Grill within<br />

a walking distance. I want food fast so I feel affected by the burger place<br />

and the grill. I check out the digital information for both of the places<br />

and discover that Mantu’s Grill is a local grill and Hesburger is a chain of<br />

fast-food restaurants. I decide to support the local and head to Mantu’s<br />

Grill. My subjective aim is to get food and the restaurants have a certain<br />

subjective form which either appeals to my subjective aim or not. To be<br />

clear, here subjective aim is described as both a cognitive and an affective<br />

condition but it need not be both. What is implied is that the subjective<br />

aim emerges from a need for the subject to be satisfied.<br />

Outro<br />

Indeed, the last step of prehension is characterized with ‘self-enjoyment’.<br />

It is the final phase of the processes, a satisfaction. Self-enjoyment “marks<br />

the way by which the subject is filled with itself and attains a richer<br />

and richer life” (Deleuze 1993, 78). In Deleuze’s reading self-enjoyment<br />

is almost biblical and neo-platonic appraisal of the prehension but we<br />

can analyze it also with the terms of psychastenia. Self-enjoyment is the<br />

stage where “depersonalization by assimilation to space” has happened<br />

(Caillois 1935). The subject has been dislocated from the Umgebung<br />

and thrown inside the Umwelt to the extent that s/he becomes one with<br />

the environment.<br />

By providing the data in the form of hotspots, AR applications interfere<br />

with our subjective aim preselecting for us objects for prehension. The<br />

local information layer of the Layar application is powered by Google<br />

and it locates information according to the coordinates of the user. It<br />

finds restaurants, shops, kiosks, barber shops, department stores, movie<br />

theaters to name but a few. Symptomatically many of the hotspots it<br />

finds, have something to do with consumption. AR applications cover<br />

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the environment with potentially endless stream of information which<br />

can be reshaped into audible and visible commodities. The screen is<br />

dynamized and activated with hotspots that capture user’s attention. Or<br />

to be more exact, hotspots create the user’s attention since it would not<br />

exist without them. It is in the midst of these hotspots and through their<br />

selection where the subject takes place.<br />

What follows is that the self-enjoyment of the person using<br />

Augmented Reality is the self-enjoyment of a capitalist subject. The user<br />

is filled with commodities, services and other goods in the subjectivation<br />

of the hotspots of Augmented Reality application. However, this should<br />

not be confused with the traditional models of ideology and propaganda<br />

and their presumed capabilities of transforming thinking subjects into<br />

unconscious puppets. On the contrary, digital capitalism acknowledges<br />

that we have the capacity to think. But what is important is that it also<br />

acknowledges that thinking happens only with a certain technology that<br />

forces us to think (Fuller and Goffey 2009, 142–143). Thinking is an<br />

active and affirmative event that always happens in a historical situation<br />

with different materials, actors and sensations affecting to it. Following<br />

Deleuze (2002, 108), “thought never thinks alone and by itself, moreover<br />

it is never simply disturbed by the forces which remain external to it”.<br />

Together with attention and perception Augmented Reality<br />

applications also capture thought. Following Whitehead, thinking is<br />

not only a cognitive process but also an emotional process. Augmented<br />

Reality applications come in the middle of attention, perception and<br />

thinking and offer us a screen with readymade hotspots through which<br />

we experience our environment. It does not remain as an instrument<br />

for us to use. It is not an object. On the contrary it becomes a screen<br />

through which the world is sensed. It gives us points to which we can<br />

grasp and through which our subjectivity is constructed.<br />

What occurs in Augmented Reality applications is the production<br />

of both reality and subjectivity. It affects us beyond the concepts of<br />

meaning and sense, on affective level, grasping our senses and arousing<br />

our emotions. Indeed, Augmented Reality applications do not reduce us<br />

to viewers but inhabits us in a new world, vertigo, where our attention<br />

is captured by hotspots of digital information. As speculated here, these<br />

hot spots point often to commercial spaces and market places praising<br />

the glory of digital economy.<br />

100<br />

Bibliography<br />

REALITY BITES<br />

Alliez, Eric (2004). The Signature of the World. What is Delueuze and Guattari’s<br />

Philosophy? London, New York: Continuum.<br />

Azuma, Ronald, T (1997). “A Survey of Augmented Reality.” Presence:<br />

Teleoperators and Virtual Environments 6, no. 4, 1997: 355–385.<br />

Bennett, Jane (2010). Vibrant Matter. A Political Ecology of Things. Durham<br />

and London: Duke University Press.<br />

Caillois, Roger (1961). Man, Play and Games. New York: The Free Press.<br />

Caillois, Roger (1935). “Mimicry and Legendary Psychasthenia.” Minatoure,<br />

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Crary, Jonathan (2001). Suspension of Perception. Attention, Spectacle, Modern<br />

Culture. Cambridge, Massachussets; London, England: MIT Press.<br />

Deleuze, Gilles (2002). Cinema 1. The Movement-Image. London: The<br />

Athlone Press.<br />

—— (1988). Foucault. Minneapolis: University of Minnesota Press.<br />

—— (2002). Nietzsche and Philosophy. London, New York: Continuum.<br />

—— (1993). The Fold. Leibniz and the Baroque. London: The Athlone Press.<br />

Deleuze, Gilles, and Félix Guattari (2005). A Thousand Plateus. Minneapolis,<br />

London: University of Minnesota Press.<br />

Fuller, Matthew, and Andrew Goffey (2009). “Toward an Evil <strong>Media</strong> <strong>Studies</strong>.”<br />

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of Digital Culture, by Jussi Parikka and Tony, D. Sampson, 141–159. Cresskill,<br />

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Grosz, Elizabeth (2001). Architechture from the Outside. Essays on Virtual and<br />

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Kennedy, Barbara (2000). Deleuze and Cinema. The Aesthetics of Sensation.<br />

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Lauwaert, Maaike, Joseph Wachelder, and Johan Walle van de (2007).<br />

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Distractions of Digital Games.” Theory, Culture and Society 24, no. 1, 2007:<br />

89–108.<br />

Layar. http://support.layar.com/entries/161321-1-1-how-does-layar-saugmented-reality-work<br />

Lazzarato, Maurizio. “The Machine.” 10 2006.<br />

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Littlejohn, Stephen W. (1983). Theories of Human Communication. 2. ed.<br />

Belmont, California: Wadsworth.<br />

Mackenzie, Adrian (2002). Transductions. Bodies and Machines at Speed. New<br />

York & London: Continuum.<br />

Milgram, Paul, and Fumio Kishino (1994). “A Taxonomy of Mixed<br />

Reality Visual Display.” IEICE Transactions on Information Systems (IEICE<br />

Transactions on Information Systems) E77-D, no. 12.<br />

Parikka, Jussi (2009). “Archives of Software. Malicious Code and the<br />

Aestethics of <strong>Media</strong> Accidents.” In The Spam Book. On Viruses, Porn and Other<br />

Anomalies from the Dark Side of Digital Culture, by Jussi Parikka and Tony, D<br />

Sampson, 105–123. London: Hampton Press, Inc.<br />

Parikka, Jussi (2006). “Digital Monsters, Binary Aliens: Computer Viruses,<br />

Capitalism, and the Flow of Information.” Fibreculture, no. 4, 2006.<br />

Parisi, Luciana, and Tiziana Terranova (2001). “A Matter of Affect: Digital<br />

Images and the Cybernetic Re-Wiring of Vision.” Parallax 7, no. 4, 2001:<br />

122–127.<br />

Shannon, Claude (1948). “A Mathematical Theory of Communication.” The<br />

Bell System Technical Journal 27, 1948: 379–423, 623–656.<br />

Shaviro, Steven (2009). Without Criteria. Kant, Whitehead, and Aesthetics.<br />

Cambridge, Massachusetts; London, England: The MIT Press.<br />

Uexküll, Jakob von (1989). “A Stroll Through the Worlds of Animals and<br />

Men: A Picture Book of Invisible Worlds.” Semiotica, no. 4, 1989: 319–391.<br />

Väliaho, Pasi (2007). The Moving Image. Gesture and Logos circa 1900. Turku:<br />

<strong>Turun</strong> <strong>yliopisto</strong>.<br />

Whitehead, Afred, North (1978). Process and Reality. Corrected Edition. New<br />

York: The Free Press.<br />

Tapio Mäkelä<br />

Locative Games as Social Software:<br />

Playing in Object Oriented Neighbourhoods<br />

Nigel Thrift suggests that in full palette capitalism “value increasingly<br />

arises not from what is but from what is not yet but can potentially<br />

become, that is from the pull of the future, and from the new distributions<br />

of the sensible that can arise from that change” (Thrift 2008, 31). In the<br />

past few decades of Information Technology moved from laboratories<br />

to workplaces, and most recently from desktops to our pockets. Now<br />

location sensitive mobile computers may redistribute how space is made<br />

sensory and sensible. 1 In this essay 2 I will examine locative games, which<br />

are a combination of location based technologies such as GPS, WiFi or<br />

GSM cell positioning with authored game software for mobile phones<br />

or portable computers. These games are an emergent form of social<br />

software that may recede to future media archaeology, or they may with<br />

the pull of the future (and present play) to become and increasingly<br />

popular media form.<br />

1 Jacques Ranciére sees politics of art lie in its capacity to redistribute the sensible,<br />

how it suspends “the normal coordinates of sensory experience” and how that plays a<br />

role in further distributing or redistributing places and identities and the visible and<br />

invisible (Ranciére 2009, 24–25). For locative games and art, redistribution of the<br />

sensible happens differently for the experiencing subject, the closer temporary network<br />

of people within the game, and the wider public on the street, who may be completely<br />

unaware that a game is taking place.<br />

2 This is an edited and shortened English version of Tapio Mäkelä (2010)<br />

“Positionssensitive Spiele als Soziale Software. Urbane Erfahrungen in<br />

objektorientierten Nachbarschaften”. In Mathias Fuchs and Strouhal, Ernst Eds.<br />

Passagen des Spiels II. Das Spiel und seine Grenzen. Vienna, New York: Springer Verlag.<br />

102 103


TAPIO MÄKELÄ<br />

Locative games 3 position the player in a public space, where s/he will<br />

experience both the game’s configuration 4 and the physical surrounding<br />

while in movement. How is the locative player configured? It would<br />

appear at first sight quite uncomplicated; player experience is constructed<br />

through the game and its interface, the physical environment, and<br />

interaction with other players if present. Rather than being able to<br />

configure the player position through genre specific conventions,<br />

locative games are an emergent form where ambiguity and various layers<br />

of configuration and interpretation are at play. In this essay I will discuss<br />

locative games by a UK based artist group Blast Theory. 5 Their projects<br />

can be addressed as social play, where contact with other participants as<br />

well as with designed game objects and sequences configure the player.<br />

Locative games are perhaps as far on the spectrum of games from shoot<br />

‘em ups as possible. Their gameness is mostly limited to a goal-oriented<br />

meta narrative, and the action is about spatial exploration and social<br />

3 By locative games I refer to games that use mobile phones or handheld PCs in<br />

combination with location data (GPS, WiFi node or mobile network cell location<br />

triangulation). The term locative was coined by a Latvian artist Karlis Kalnins from<br />

The Centre for New <strong>Media</strong> Culture RIXC, Riga to differentiate artistic exploration<br />

from commercially driven ones under the title location based services (Tuters 2004).<br />

4 Stuart Moulthrop discusses the term configuration: “In games the primary cognitive<br />

activity is not interpretation but configuration, the capacity to transform certain aspects<br />

of the virtual environment with potentially significant consequences for the system as a<br />

whole” (Moulthrop 2004, 60). I use the term configuration to address also the way that<br />

a game is constructed for the player, and in turn how the configuration of the game<br />

configures the user. In this respect, I fully agree with the questioning of reading a game,<br />

or in this case a locative game as a text only, but at the same time I am equally critical<br />

of juxtaposing configuration with interpretation as both Moulthrop and Markku<br />

Eskelinen suggest. (Moulthrop 2004; Eskelinen 2004, 38.)<br />

5 Blast Theory is an artist group consisting of three artists and a varying number<br />

of collaborators and production company staff. Matt Adams worked in professional<br />

theatre as an actor and director before studying English Literature at University College<br />

London. Ju Row Farr was a dancer, who studied Fashion, and Visual Arts and Textiles<br />

at Goldsmiths College in London. Nick Tandavanitj studied Art in Social Context at<br />

Dartington College of Arts. Emerging from the club culture of the late 1980s and early<br />

1990s they all had a desire to work with events and engage in audiences in different<br />

ways known to either theatre or visual arts. Also as their name suggests, they wanted<br />

to avoid a too theoretical approach literally blasting it away, and focussing on the<br />

experience of the participant (Adams 2008). Their work expands much beyond locative<br />

games as mixtures of game, participatory play and drama, and street theatre. Blast<br />

Theory website: http://www.blasttheory.co.uk/<br />

104<br />

LOCATIVE GAMES AS SOCIAL SOFTWARE<br />

play. Locative games I argue, can be studied as social software that are<br />

played and performed in “object oriented neighbourhoods”.<br />

Street player in Can You See Me Now, London 2010. Image copyright Blast Theory.<br />

On-line player in Can You See Me Now, London 2010. Image copyright Blast Theory.<br />

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Locative games should at this stage be understood rather as a tag<br />

pointing to a field of practice than a media genre. In HCI and game<br />

design, authors prefer to use the term pervasive games, which usually<br />

puts the emphasis more on the game interface and technology rather<br />

than the game play or conceptual aspects of each given work. 6<br />

For example, in Blast Theory’s Can You See Me Now? there are physical<br />

game avatars in city space, while on-line players move their virtual avatars<br />

in a 3D-model of the city area the game is set at. Communication is<br />

established using chat and walkie-talkie voice between players on-line<br />

and runners in a given city space, who chase the on-line players’ avatars<br />

(Blast Theory 2005; Benford and et.al. 2007, 258). The player can move<br />

the avatar for quite a long time. Whether you get caught or not is really<br />

not so important. The participant is left in a state of disbelief rather<br />

than fulfilment about what happened in the “real” city space. The way<br />

Can You See Me Now becomes an interesting experience is on the one<br />

hand socially through the text based communication with the runners<br />

and other players, and conceptually as it raises questions about the<br />

relationship of on-line and street presence, but does not offer the player a<br />

grounded, active user position. The sound link with the street level play<br />

gives the most tangible sense of the physical experience of the runners<br />

for the on-line players; while mouse clicks on the screen create distance.<br />

This example illustrates how a locative game not only experiments with<br />

mobility in city space, but they may create hybrid experiences between<br />

Internet and physical sites.<br />

Social locative software<br />

If location based media applications like navigators in cars are supposed<br />

to seamlessly tell you exactly where you are and where to go, and fail<br />

miserably if that seamlessness fails (as it does), then locative media games<br />

are in this respect speculative software; they often leave the player in an<br />

6 Staffan Björk points out that the origins of pervasive games are found in computer<br />

science research on pervasive and ubiquitous computing (Björk 2007, 276). André<br />

Lemos contends that Locative media “are examples of applications and services using<br />

the ubiquitous and pervasive computing proposed by (Mark) Weiser (Lemos 2008,<br />

92). See for example Integrated Project on Pervasive Gaming, http://iperg.sics.se/<br />

106<br />

LOCATIVE GAMES AS SOCIAL SOFTWARE<br />

ambiguous state, unsure whether they are in a game scenario or not,<br />

where they are, and where to go next. Software that does not render itself<br />

as consumable blips but urges the user to see through the interface into<br />

the very construction of software is called by Matthew Fuller “speculative<br />

software”. 7 In this respect, I would like to read the “locative” as being<br />

questioning, ambiguous, and curious about location and direction while<br />

navigation oriented applications are successful only if they give you the<br />

answer. Yet with Blast Theory’s work it has to be said that software itself<br />

(as on the PDA or smart phone) is only one component that configures<br />

the player, as there is always a metascript of an urban street play, how<br />

all elements are orchestrated as a live event, which also fights against<br />

notions of analyzing their work as software in a purely technical sense<br />

of the term.<br />

Clay Shirky started using “social software” in 2003 as a term<br />

encompassing uses of software that would support groups even if the<br />

interaction would take place offline, while avoiding the use of the<br />

corporate term groupware (Allen 2004) Allen quotes Shirky:<br />

“There was also no word or phrase that called attention to the<br />

explosion of interesting software for group activities that fell outside online<br />

communities and CSCW [Computer Supported Collaborative Work],<br />

things like Bass-Station (which is for offline community) or “Uncle Roy<br />

is All Around You” (which is computer-supported collaborative play)”<br />

(Shirky quoted in Allen 2004)<br />

Blast Theory’s Uncle Roy is All Around You (Uncle Roy) was thus one<br />

motivating example that ignited wider use of the term social software.<br />

Interestingly Shirky calls it a computer-supported collaborative play,<br />

which also links the term with Human Computer Interaction design<br />

research. 8 Shirky’s “collaborative play” suits Uncle Roy and other locative<br />

works by Blast Theory well. Collaboration in their works exists on several<br />

7 Obviously software has no subjectivity, ie. it does not speculate, but it’s design is<br />

speculative and invites the user to investigate it.<br />

8 CSCW, Computer-supported collaborative work, is the context from which most<br />

contemporary and critical Human Computer Interaction theories have emerged (Lucy<br />

Suchman, Paul Dourish). Traditional HCI still suffers from its inability to comprehend<br />

users as social, creative subjects with fluid identities. It could be perhaps argued that<br />

there is a longer “emergence” of the social in HCI within CSCW, that in its “human or<br />

user centeredness” has pointed at social analysis of new media environments for some<br />

time.<br />

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levels: between players, the facilitating artist and software team, between<br />

the game and the user as a compliance to accept the configured player<br />

position, at least enough to play.<br />

Social software is today understood mostly through different types<br />

of sociality on peer-to-peer file sharing platforms, 2D and 3D net<br />

virtual communities, MMORPGs, and in particular social networking<br />

platforms such as Orkut, Facebook, Twitter and Cyworld. I suggest<br />

making a distinction between terms social software and social media.<br />

Social media suggests a software user culture as a wider genre, where<br />

several types of applications can be seen to serve similar purposes, and the<br />

phenomenon itself is already widely popular. Social software demarcates<br />

an area of experimentation, oscillating between different technical and<br />

social designs that may be marginal in terms of popularity, but constitute<br />

a creative area for practice based research. Based on these suggested<br />

distinctions, one can say that Twitter and Jaiku are examples of the few<br />

existing social media on mobiles, while most mobile social applications<br />

at this stage represent the experimental social software phase. Social<br />

software and social media should not be seen as categories or opposites<br />

but rather as phases or layers, where any Internet based social media<br />

cannot exist without social software, but the reverse is possible.<br />

According to Mark Pesce “social networks emerge from interactions;<br />

they are not created in a one-off process, but rather, grow and change<br />

over time” (Pesce 2006). Mobile device based locative games, when<br />

performed live, have the potential of social networks, yet if they are<br />

dismounted after an event is over, they remain as social software and<br />

temporary social networks. In other words, locative games are speculative<br />

social software, an emergent form of media practice that interrogates<br />

social configurations in public spaces, and when performed, they may<br />

create temporary social networks.<br />

Interestingly, using the latest technology as a design strategy does<br />

not necessarily extend duration of temporary social networks. Day of<br />

the Figurines 9 by Blast Theory already suggests that it is possible to have<br />

participants commit their time over a longer duration using a design<br />

based on lowest common technical denominator (Theory 2006).<br />

While the game script design was very elaborate, in Day of the Figurines<br />

9 http://www.blasttheory.co.uk/bt/work_day_of_figurines.html<br />

108<br />

LOCATIVE GAMES AS SOCIAL SOFTWARE<br />

interaction between participants and the work took place over SMS and<br />

a web site, and was represented on a live game board in a gallery where<br />

small tin soldier sized figurines corresponded with each user. Here social<br />

relationships were not separated or kept together by location data, but<br />

rather affiliations through mediated conversations, and the proximity of<br />

player participants was represented through tiny avatar objects.<br />

Game players in Day of the Figurines are represented by a small toy figure on a game<br />

board, while interaction with the game happens via SMS messaging.<br />

For each project by Blast Theory the design is rather complex as it<br />

includes the meta scripts for the game, scripted moments in how the<br />

handheld or mobile software kicks in and advances the game, scenarios<br />

of players’ behaviour and misbehaviour, and a route for how the players<br />

should approximately progress through the game board. Player experience<br />

emerges often from tensions between different design elements. For<br />

example, what emerges as the experience of the game in Uncle Roy is All<br />

Around You is not so much whether the player reaches the goal and finds<br />

109


TAPIO MÄKELÄ<br />

Uncle Roy 10 , but the combined ambiguity of urban game space with<br />

conversations and exchanges one ends up having during the game play<br />

that generate a question of trust and mistrust between street and on-line<br />

players. In her account of the Uncle Roy play experience Kate Adams<br />

describes this ambiguity:<br />

110<br />

“Where it seemed that Uncle Roy could be trusted, it quickly became<br />

evident that some of them could not. Instructions such as ‘follow the<br />

man in the t-shirt at the traffic lights’ for example, were clearly given for<br />

their amusement, at the expense of the live player” (Adams 2006).<br />

When the street and online players entered Uncle Roy’s office, their<br />

lines of communication were cut from each other and asked the same<br />

question: “When can you begin to trust a stranger?” In Uncle Roy’s<br />

office, the street players wrote the answer onto a postcard, while online<br />

players replied to a pop-up form on their browser. The street players<br />

would then be directed to a phone box (in the UK version of the game<br />

this prop can still exist!) and then to step into a white limousine. If the<br />

IRL player would say yes to the question of really trusting a stranger,<br />

and being willing to offer support for the next 12 months to a stranger<br />

in need of help, s/he would be connected with an IRL player and a bond<br />

would be made between them.<br />

What is described here is more a “temporary network of trust” being<br />

formed between the players than an action filled sequence in a game.<br />

This level of social interaction is not generic to location based media<br />

in a wider sense. On the contrary, Uncle Roy All Around You pushes<br />

its participants to evaluate their commitment to other players and<br />

conceptually people relationships in general. At intersections like this<br />

one, locative games made by artists potentially transgress game scripts to<br />

a conceptual level, and the players are not only asking questions of how<br />

the game is designed, but also how their own identities are constructed<br />

in relation to others. What kinds of sociality do locative games by Blast<br />

Theory construct?<br />

10 In this game street players are looking for a mystical character called Uncle Roy<br />

receiving advice from both the game hosts and on-line players. On-line players use a<br />

3D model of the city, while street players have a PDA computer.<br />

LOCATIVE GAMES AS SOCIAL SOFTWARE<br />

Kate Adams suggests that what is established in Uncle Roy between the<br />

on-line players is a sense of a community, while they are being blocked<br />

from accessing the “real” that street players experience (Adams). These<br />

temporary shared experiences are unlikely to create senses of community.<br />

In fact, possibility to interact socially without a sense of community<br />

may be what Clay Shirky was after in his definition of social software;<br />

avoiding the tight-knittedness of “community”, and referring by the<br />

social to a much more temporary, loose, and possibly playful associations.<br />

Social software on the web and mobile is characterized by a casual and<br />

ludic mode of communication. This type of conversation is enabled by<br />

locative games that have open communication channels or encounters.<br />

However, rather than gestures of throwing a sheep or a philosopher at<br />

each other as one would on Facebook, in works of Blast theory the ludic<br />

sociality leans more towards a designed dramatic interaction.<br />

When gameplay stops being non-transparent and offers moments of<br />

disruption, it shifts emphasis from performing the game to performing<br />

the self. Curiously, locative games position a player into city space rather<br />

alone and vulnerable amongst non-players even in busy crowds. 11 This<br />

factor further enhances the affective experience of social contact with<br />

others during gameplay.<br />

The social, the real, and game embodiment<br />

Axel Bruns remarks with regard to Second Life and massively multiplayer<br />

online games that “the social aspects of the games rather than the<br />

in-game narratives have become a key factor of attraction” (Bruns 2008,<br />

310). Sal Humphreys discusses participation to MMORPGs as labour:<br />

[…] it is social and emotional investments, or affective and immaterial<br />

labour, which produce socio-cultural outcomes – intangible but<br />

11 Mixed Reality Lab has researched the user experience in Uncle Roy. One of the<br />

players commented on loneliness and anxiety: “My initial feelings were of slight<br />

paranoia because you knew you were probably being watched and certainly monitored.<br />

I felt very much on my own with no one to confer with or discuss how to do it, or if it<br />

was the right way. This was accentuated by the thought that people may be watching<br />

you ‘doing it wrong’. I couldn’t help but look around me to see whom else might be in<br />

on it”(Benford and et.al. 2006).<br />

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TAPIO MÄKELÄ<br />

112<br />

nonetheless vital and economic. Thus it is not just that people invest<br />

affective labour into the system, it is that there are social and cultural<br />

outcomes from that investment that are of value too. […] increasingly<br />

value resides in the intangible and immaterial processes of networked<br />

production. Relationships have taken a central role in determining<br />

value” (Humphreys 2009).<br />

Such value in a game like Uncle Roy derives on the one hand from<br />

the exploratory, embodied and mobile way of experiencing a city<br />

and the game content, and on the other hand from the relationships,<br />

and intangible social (and other) connections that are collaboratively<br />

produced. Humphreys describes EverQuest as social interactive software<br />

since it fulfils the criteria of having productive players, who have “invested<br />

in the game and tied to it through social networks, accumulated status<br />

and emotional relationships with other players” (Humphreys 2009).<br />

Players in locative games are productive, but does the impermanence of<br />

their social relations imply that their affective labour has gone in vain?<br />

On the contrary, one could in a caricature fashion say that goal oriented<br />

games are Fordian, while contemporary social software are postindustrial,<br />

as the value shifts to the immaterial and the temporary.<br />

In his book Reassembling the Social Bruno Latour emphasizes the role<br />

of objects in the formation of the social, instead of the more common<br />

approach of examining human social ties in social sciences (Latour<br />

2007, 72–73). In the work of Blast Theory, it does seem that the mobile<br />

device (be it a PDA or mobile phone) acts as a catalyst, or a kind of deux<br />

et machina that casts participants from an everyday experience mode<br />

to one where they become alert to listen, to observe, and to play. In<br />

this sense, “the social” is embedded not only in software or the social<br />

configuration of game play, but also to the very material culture around<br />

mobile telephony. For this purpose, Actor Network Theory (ANT) offers<br />

some tools for at least not forgetting the role of objects, which according<br />

to Latour is so common:<br />

Much like sex during the Victorian period, objects are nowhere to be<br />

said and everywhere to be felt. They exist, naturally, but they are never<br />

given a thought, a social thought. Like humble servants, they live on<br />

the margins of the social doing most of the work but never allowed to<br />

be represented as such. There seems to be no way, no conduit, no entry<br />

LOCATIVE GAMES AS SOCIAL SOFTWARE<br />

point for them to be knitted together with the same wool as the rest of<br />

the social ties” (Ibid., 73).<br />

Latour calls this “an object-oriented sociology for object-oriented<br />

humans”. 12 While appreciating the humour in his style as well, it is also<br />

striking to note that much of cultural theory has on the contrary focused<br />

on the conceptual and discursive object, and paid less attention to the<br />

material object and social ties. Somewhat perversely, I would suggest<br />

that the lack of attention to material objects has enabled also much<br />

speculation of games and embodiment.<br />

Alexander Galloway suggests that games enable congruence between<br />

the game world felt by a player through action with his or her social<br />

reality. According to Galloway, what follows is a third realism after<br />

textual and visual paradigms; realism in action, which allows games to<br />

be evaluated as forms of social critique (Galloway and Thacker 2006,<br />

73, 83–84). I would like to contest the implied connection proposed by<br />

Galloway between manual action using a game controller with “the real”<br />

or with social accountability. 13<br />

If you think about a game console, say a Playstation 3; the object<br />

limits the movement to fingers and hands, and now with Wii to arms<br />

and a bit beyond. Further, the social space of play is most often in front<br />

of a screen, at somebody’s house, if not using a portable version. Even<br />

if expanding its physical sphere, console game play does not have a<br />

configured relationship with the wider environment. Hence questions<br />

12 Karin Knorr Cetina writes: “Thus, the practice turn, as I see it, moves the level of<br />

cultural analysis ‘down’ to the realm of material regularities without losing sight of<br />

symbolic regularities and the ways these are associated with the material. What the<br />

understanding of culture as a nexus of lifeworlds adds to this is a shift away from<br />

the strong association of practices with doings, routines and human activities. …<br />

The notion of a nexus of lifeworlds and lifeworld processes is also intended to raise<br />

sociological awareness of the phenomenon that epistemic environments are merged<br />

realms of existence and forms of life; they bring together the world of non-human<br />

objects with human contexts and processes.” (Knorr Cetina 1997, 364–365).<br />

13 Gamer’s physical actions of shoot ’em up games or procedural management of<br />

MMORPGs or strategy games like Civilization III as such do not stand for embodied<br />

action or corporeality, at least not in the Foucauldian sense where one would look<br />

at the subject in relation to power/knowledge. If action results in events on a screen<br />

(linked with databases, sometimes networked ones) game studies may still need<br />

tactics of interpreting representations, not only considering performativity with game<br />

mechanics as a link with the real.<br />

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TAPIO MÄKELÄ<br />

of embodied activity and their relationship with the social (as based on<br />

the type of physical play Galloway suggested) are far exaggerated.<br />

Consequently, one might expect an argument that finally locative<br />

gaming offers a true connection with the real and the social, as players<br />

enter city spaces rather than interact with computer graphics on a<br />

screen. On the contrary, I would argue that also for a locative game<br />

player, social relations are a far more complex set of inter-relations than<br />

what the embodied urban game play itself renders available, it being<br />

only one of the layers of “the real”. 14 The relationship or exchange<br />

between participating players in locative games is an important part<br />

of the experience, but this sociality does not by definition offer more<br />

accountability towards everyday life, or “the real” than an MMORPG<br />

clan chat. What is different is the sense of embodiment in the juncture<br />

of city space and game play that each player experiences differently.<br />

Based on Humphreys and Bruns, and my reading of locative games,<br />

I would conclude that socially configured games offer social affect and<br />

meaning regardless of the haptic interface. What really is different<br />

between these sites of game play is how sociality is constructed and<br />

performed in front of the screen or in open street space.<br />

Playing in object oriented neighbourhoods<br />

The concept of an object oriented neighbourhood takes Actor Network<br />

Theory’s emphasis on material culture and objects and positions it in<br />

urban theory of lived place by Michel de Certeau and Pierre Mayol. It<br />

suggests and enables a mobilization of place, and paradoxically devalues<br />

14 De Souza e Silva & Sutko suggests that “hybrid reality games”, such as Can You See<br />

Me Now lack a primary play space because they “are played simultaneously in physical,<br />

digital, or represented spaces (such as a game board). […] Players are, therefore,<br />

distributed in physical and digital spaces, but these spaces do not completely overlap<br />

with other others [?]; rather, they are superimposed and connected through social<br />

actions (de Souza e Silva and Sutko 2009, 4). Indeed, depending on which participant’s<br />

point of view is at focus, CYSMN offers different experiences and one communicates<br />

as if across these different game modalities. Holding onto “digital spaces”, however<br />

means continuing the mostly Anglo-American cyberspatialization typical of the 1990s.<br />

It also puts in question the usefulness of “hybrid reality” as a concept if it derives from<br />

“virtual reality” or “cyberspace” as one end of the hybrid spectrum of the lived space as<br />

“the real”.<br />

114<br />

LOCATIVE GAMES AS SOCIAL SOFTWARE<br />

the relationship of location data to place, but also gives it a new,<br />

dynamic meaning. Pierre Mayol writes with de Certeau in The Practice<br />

of Everyday Life. Volume 2: Living and Cooking, bridging the concept of<br />

the neighbourhood with the social:<br />

What neighbourhood becomes is “a mastery of the social environment<br />

because, for the dweller, it is a known area of social space in which,<br />

to a greater or lesser degree, he or she knows himself or herself to be<br />

recognized. The neighbourhood can thus be grasped as this area of<br />

public space in general (anonymous, for everyone) in which little by<br />

little a private, particularized space insinuates itself as a result of the<br />

practical, everyday use of this space” (Mayol 1998, 9).<br />

A practice, for Mayol, “is what is decisive for the identity of a dweller<br />

or a group insofar as this identity allows him or her to take up a position<br />

in the network of social relations inscribed in the environment” (Ibid.).<br />

Is neighbourhood then a more flexible term than community? By object<br />

oriented neighbourhood I refer to a social and material process, where<br />

the material city space with its objects becomes signified, even if for<br />

a fleeting moment, through the media and communication objects<br />

that are used within it. This approach considers place not to be rooted<br />

in a particular street corner necessarily, but rather dynamically with a<br />

social group that dwells or roams in and through locations, which shift<br />

according to use of mobile and locative devices, software, and networks.<br />

In a locative game, different props are added to a game board, and by<br />

the end of the game, each player can tell a story of the game and city<br />

experience by relating with different sequences, objects, and people they<br />

encountered. In this act of signification, following Mayol, a little private<br />

and particularized space is inscribed within the anonymous space; and<br />

shared signification (play) renders it a sense of a neighbourhood. 15<br />

According to Adriana de Souza e Silva public spaces have become<br />

hybrid through mobile telephony, merging “the physical and the digital<br />

in a social environment created by the mobility of users connected via<br />

15 This can be a seed for a more radical thought; a dynamic sense of place does not<br />

require an ownership of place, just a sense of signification, which leaves a physical<br />

site open for multiple neighbourhoods that do not contradict each other by rights of<br />

dwelling. This is a kind of a semantic, networked relationship with place that is unable<br />

to form bordered territories.<br />

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TAPIO MÄKELÄ<br />

mobile technology devices” (de Souza e Silva 2006, 19, 30). 16 Like<br />

with earlier paradigms of computing, mobile computing discourse also<br />

has emphasized another mode of interface transparency, ubiquitous<br />

computing, which is besides transparent, also location independent<br />

(Ibid., 25). Locative (games) practices mobilize the neighbourhood<br />

by enabling a more transient, fluid movement within public space, yet<br />

inscribing meaning onto sites and thus creating temporary senses of<br />

neighbourhood and place. 17 In this sense, when used and played with,<br />

ubiquitous media uses can be context and place related.<br />

In Blast Theory’s Uncle Roy, Rider Spoke 18 and Ulrike and Eamon<br />

Compliant 19 the material design of the work is fundamentally important<br />

16 Adriana de Souza e Silva and Daniel M. Sutko use the term locative social networks<br />

(LMSN) that allow “for the creation of a dynamic relationship between people/players<br />

and the spaces that they inhabit (both physical and digital)” (de Souza e Silva and<br />

Sutko 2009, 6).<br />

17 Miwon Kwon remarks, “while site-specific art once defied commodification by<br />

insisting on immobility, it now seems to espouse fluid mobility and nomadism for the<br />

same purpose” (Kwon 2002, 31). Kwon questions this move by asking, whether this<br />

nomadic principle is bowing to capitalist expansion, or does it constitute a form of<br />

“resistance to the ideological establishment of art” (Ibid.). Here one can ask the same<br />

question, yet re-formulated as: do locative games merely expand the consumption<br />

of mobile phones and devices, or do they offer also new modes of experience? If<br />

successful, do these works push site specificity away and introduce a more fluid<br />

situation specificity?<br />

18 In Rider Spoke by Blast Theory, participants are invited for a bike ride in a city.<br />

Equipped with a WiFi network ID sniffing Nokia tablet, participants are invited to<br />

cycle onwards and look for places to hide (Blast Theory 2007). Originally launched<br />

at the Barbican Centre in 2007, I tried it in a demo mode during the AND Festival<br />

hosted by FACT, Liverpool in 2009. In a new version, local artists had worked with<br />

the project to design questions; such as if one can remember a particular smell and<br />

look up the place and record a commentary. Or whether there is a public building<br />

that one would be sad to see disappear. At each instance, you stop, gather your breath<br />

and record a message. In the evening, Blast Theory team goes through the messages<br />

and uploads interesting entries to the platform. Following participants are not able<br />

to record into the same locations, but can listen to messages co-authored by others.<br />

The sociality in this work is about asynchronous peer-to-peer sharing. It hardly has<br />

a game structure, except that you are given tasks, you fulfil them and reach an end.<br />

Rider Spoke made me highly aware of how the Nokia tablet itself, its presence altering<br />

a bicycle ride was taking a lot of my attention. It felt like an evocative object that itself<br />

was the reason, of course with the software and project scenario inbuilt, to be doing<br />

what I was doing.<br />

19 http://www.blasttheory.co.uk/bt/work_ulrikeandeamoncompliant.html<br />

116<br />

LOCATIVE GAMES AS SOCIAL SOFTWARE<br />

Rider Spoke at the AND Festival, FACT, Liverpool 2009. Image copyright Tapio<br />

Mäkelä.<br />

for the player experience. Starting from the mobile phone or PDA to<br />

the different props chosen to be part of the game play, objects become<br />

leitmotifs (to use a classic term from narratology), and give meaning to<br />

the experience of the game and the location it is staged in. For example,<br />

in Rider Spoke the exploration of the city is done on a bicycle with a<br />

WiFi tablet on the cross bar. What you hear on the headset is merged<br />

with your physical experience of daring to drive in traffic, looking<br />

for sites in the city you feel special about. Or in Ulrike and Eamon<br />

Compliant, first set on streets of Venice, the physical sites that were<br />

used in a mobile phone narrative taking you along the streets added an<br />

definite affective tone to the story, a kind of alienation. As I said before,<br />

locations in these works feel more like material sites with a particular<br />

affect rather than as places relating with the site’s history or everyday life.<br />

Blast Theory’s work brings people to different parts of the city and offers<br />

an alternative experience of that location, yet that experience is not place<br />

117


TAPIO MÄKELÄ<br />

specific before the game is performed. 20 Locative games by Blast Theory<br />

offer a transitory urban spatial and material experience that is played in<br />

an object oriented neighbourhood.<br />

Bruno Latour suggests that in ANT social is “the name of a movement,<br />

a displacement, a transformation, a translation, an enrolment” (Latour<br />

2007, 64). This well describes the sense of mobility and sociality of copresence<br />

using mobile devices, which lack capabilities to create more<br />

permanent representations of the self within the medium. Latour further<br />

defines the social as:<br />

118<br />

“an association between entities which are in no way recognizable as<br />

being social in the ordinary manner, except during the brief moment<br />

when they are reshuffled together. … Thus, social, for ANT, is the name<br />

of a type of momentary association which is characterized by the way it<br />

gathers together into new shapes.” (Latour 2007, 65)<br />

When a player participates into and MMORPG game, or a chat<br />

room, s/he performs as well as follows others perform via their on-line<br />

characters or nick names, making considerable investments as affective<br />

labour to configure the characters. Similarly, I argue, in location based<br />

participatory works the participants become characters, and their<br />

experience is played out through the sensation of being a character in<br />

relation to other players as much as being a participant, an observer,<br />

a lurker, or what have you. The locative player in most cases would<br />

not look like a 9-foot monster or a 4-foot dwarf, yet s/he is equipped<br />

noticeably with a mobile device, through which s/he performs and thus<br />

stands out in the crowd.<br />

It is in this real-time performativity in which the social as a momentary<br />

association (Latour) takes place, and the newly formed impressions<br />

of others (and self performed to others) are the new social shapes that<br />

continuously emerge – with technologies used, and in relation to the<br />

20 Simon Pope discusses Locative arts through Michel de Certeau: “It is the possibility<br />

that meaning can be produced at a tactical level, even when a strategic position is<br />

denied, that is key. In the case of an imposed structure of spaces – a mathematical<br />

description of all possible spaces – it appears that locative media operates at this level of<br />

resistance” (Pope 2005). Pope is reminded of Marc Augé’s ‘proliferation of spaces’ and<br />

addresses “the compulsion for locative media projects to acknowledge or even invent<br />

these spaces” (Pope 2005).<br />

LOCATIVE GAMES AS SOCIAL SOFTWARE<br />

physical environment. Web based social media such as Facebook offer a<br />

variety of tools to construct anonymity as well as representations of self,<br />

and self networked and playing with associated others. Social mobile<br />

software, locative games included at this stage are mostly personal<br />

yet almost purely about momentary association and temporary social<br />

configuration. 21 What does this performative labour of momentary<br />

associations become once it is always soon over? Could it be addressed<br />

as a kind of “residue of the mobile self”, traces that in a way mark your<br />

mobility if not location, and your ability to build more “mobile and<br />

affective social capital”?<br />

Bibliography<br />

Adams, Kate (2006). The Threshold of the real: A Site for Participatory<br />

Resistance in Blast Theory’s Uncle Roy All Around You (2003). Body, Space &<br />

Technology Journal 06 (01).<br />

Adams, Matt (2008). An Interview by Tapio Mäkelä. Brighton, UK, 12.11.<br />

2008.<br />

Allen, Christopher (2004). Life With Alacrity. Tracing the Evolution of<br />

Social Software. Social Software, Web/Tech, Wiki, http://www.lifewithalacrity.<br />

com/2004/10/tracing_the_evo.html.<br />

Benford, Steve et al. (2006). The Frame of the Game: Blurring the Boundary<br />

between Fiction and Reality in Mobile Experience. CHI 2006 (April 22–27).<br />

—— (2007). The Frame of the Game: Blurring the Boundary between Fiction<br />

and Reality in Mobile Experience. CHI 2006 (April 22–27).<br />

Björk, Staffan (2007). Changing Urban Perspectives. Illuminating Cracks and<br />

Drawing Illusionary Lines. In Space Time Play: Computer Games, Architecture<br />

and Urbanism: The Next Level, edited by F. v. Borries et al. Basel: Birkhäuser.<br />

Blast Theory (2005). Can You See Me Now? Blast Theory in collaboration with<br />

the Mixed Reality Lab at the University of Nottingham. Brighton: Blast Theory.<br />

PAL DVD, 19 mins.<br />

21 Blast Theory’s combination of a web interface with street play make a rare exception<br />

of turning a locative game play also into something that other people can watch. In<br />

most mobile social applications any sense of permanence is created through uploading<br />

from mobiles to the web, be it mob logs, Twitter or Jaiku.<br />

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—— (2007). Rider Spoke. Blast Theory in collaboration with the Mixed Reality<br />

Lab at the University of Nottingham. Brighton: Blast Theory. PAL DVD, 6<br />

mins.<br />

Bruns, Axel (2008). Blogs, Wikipedia, Second Life, and Beyond. From Production<br />

to Produsage. New York: Peter Lang.<br />

de Souza e Silva, Adriana (2006). Interfaces of Hybrid Spaces. In The Cell<br />

Phone Reader. Essays in Social Transformation, edited by A. Kavoori and N.<br />

Arceneaux. New York: Peter Lang.<br />

de Souza e Silva, Adriana, and Daniel M. Sutko (2009). Merging Digital and<br />

Urban Playspaces. An Introduction to the Field. In Digital Cityscapes: Merging<br />

digital and urban playspaces, edited by A. De Souza e Silva and D. M. Sutko.<br />

New York: Peter Lang.<br />

Eskelinen, Markku (2004). Towards Computer Game <strong>Studies</strong>. In First Person.<br />

New <strong>Media</strong> as Story, Performance, and Game, edited by N. Wardrip-Fruin and<br />

P. Harrigan. Cambridge, Mass.: The MIT Press.<br />

Galloway, Alexander, and Eugene Thacker (2006). The Metaphysics of<br />

Networks. In Censoring Culture: Contemporary Threats to Free Expression,<br />

edited by R. Atkins and S. Mintcheva. New York and London: The New Press.<br />

Humphreys, Sal (2009). Norrath: New Forms, Old Institutions. Game <strong>Studies</strong>.<br />

The international journal of computer game research. 9 (1).<br />

Knorr Cetina, Karin (1997). Sociality with Objects: Social Relations in<br />

Postsocial Knowledge Societies. Theory, Culture & Society 14 (4, November 1,<br />

1977):361–373.<br />

Kwon, Miwon (2002). One place after another: site-specific art and locational<br />

identity. Cambridge, Mass.: MIT Press.<br />

Latour, Bruno (2007). Reassembling the Social. An Introduction to Actor-<br />

Network-Theory. Oxford: Oxford University Press. Original edition, 2005.<br />

Lemos, André (2008). Mobile communication and new sense of places: a<br />

critique of spatialization in cyberculture. Revista Galáxia (16):91–108.<br />

Mayol, Pierre (1998). Living. In The Practice of Everyday Life. Volume 2:<br />

Living and Cooking, edited by L. Giard. Minneapolis and London: Minnesota<br />

University Press. Original edition, L’Invention du quotidien, II, habiter,<br />

cuisiner (1994) Éditions Gallimard.<br />

Moulthrop, Stuart (2004). From Work to Play: Molecular Culture in the Time<br />

of Deadly Games. In First Person. New <strong>Media</strong> as Story, Performance, and Game,<br />

edited by N. Wardrip-Fruin and P. Harrigan. Cambridge, Mass.: The MIT<br />

Press.<br />

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Pesce, Mark (2006). eBay as Emergent Digital Social Network. In The human<br />

network: what happens after we’re all connected?<br />

Pope, Simon (2005). The Shape of Locative <strong>Media</strong>. Mute, 9.2.2005.<br />

Ranciére, Jacques (2009). Aesthetics and its discontents. Cambridge: Polity<br />

Press.<br />

Theory, Blast (2006). Day of the Figurines. Brighton: Blast Theory. PAL DVD,<br />

6 mins.<br />

Thrift, N. J. (2008). Non-representational theory : space, politics, affect. London:<br />

Routledge.<br />

Tuters, Marc (2005). The Locative Utopia [WWW]. The Centre for New<br />

<strong>Media</strong> Culture 2004 [cited 7.12.2005 2005]. Available from http://locative.<br />

net/tcmreader/index.php?endo;tuters.<br />

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Jukka-Pekka Puro<br />

Turning Inside:<br />

Towards a Phenomenology of Biological <strong>Media</strong><br />

122 123<br />

Preface<br />

This paper is based on the assumption that the perpetual expansion of<br />

communication and media technologies having emerged during the<br />

previous century cannot be cumulative ad infinitum. The most recent<br />

technological innovations imply that some tentative concepts invented in<br />

the beginning of the 2000s, such as Eugene Thacker’s biomedia or Mauri<br />

Ylä-Kotola’s sensomotoric media, may have succeeded to be predictive.<br />

The scenario that media technology is directing towards a new kind of<br />

endeavour is becoming accurate. This potential endeavour, labeled here<br />

as “turning inside”, is not only a new technological path. It implies that<br />

there is also a need for salient mediatheoretical reconceptualizations.<br />

In this paper, I will shortly examine how phenomenology, as it has<br />

been approached in communication studies, could be conceived as<br />

biomediaphenomenology.<br />

The expansion of communication<br />

Communication, as it has been portrayed in communications models<br />

since Claude Shannon’s mathematical theory, is stoutly understood as a<br />

fundamentally progressive, expansive and emergent phenomenon. Thus,<br />

communication is not just sending and receiving messages or getting<br />

feedback, as Shannon and Weaver’s model would imply, but expanding<br />

something that was temporally and spatially located to one specific time<br />

and place. In this sense, the idea of communication is not only, as it has<br />

been conceived in Latin communicare, to share or make common, but<br />

to extend and expand. This argument, emphasized especially by North-


JUKKA-PEKKA PURO<br />

American progressivist media researchers, 1 points out that extension and<br />

expansion should not be understood only as the widening variety of new<br />

technologies, but as a deepening and widening public awareness and<br />

strengthened shared values. 2<br />

There are several models in which the idea of expansion has been<br />

illustrated. In fact, expansion is the core of communication in such<br />

multidimensional models as Barnlund’s (1970) Transactional model<br />

or, even in a more illustrative manner, in Ruesch and Bateson’s (1951)<br />

Functional model. According to Ruesch and Bateson (1951/2006),<br />

communication functions at four levels from intrapersonal and<br />

interpersonal levels to groups and, eventually, to cultural level. As can<br />

124<br />

Figure 1:<br />

Ruesch and<br />

Bateson’s (1951)<br />

Functional<br />

model of<br />

communication.<br />

1 Progressivist media criticism has been enhanced during last years particularly by<br />

<strong>Media</strong> Matters for America, launched in 2004. See http://mediamatters.org/<br />

2 North-American progressivism, it’s history, present state and goals are vividly<br />

displayed in Edwin Rutsch’s documentary, see http://www.progressivespirit.com/<br />

See also http://www.progressiveliving.org/<br />

TURNING INSIDE<br />

be seen in Figure 1, each level consists evaluating, sending, receiving and<br />

channeling.<br />

Intellectually speaking, as Mortensen (1972) has put it, the most<br />

interesting communication model describing expansion is Dance’s<br />

(1967) Helix or Helical Model. As Dance himself have explicated, it<br />

implies that communication is accumulative, progressive, continuous,<br />

and, fundamentally, expansive. As some critics have – ironically –<br />

pointed out, it does not, in fact, illustrate anything else than just that.<br />

The argument of the helical model – that communication is an evolving,<br />

progressive and expansive process – becomes, however, very clear.<br />

Model as a map of development<br />

Figure 2:<br />

Dance’s (1967)<br />

Helical model of<br />

communication.<br />

Unlike in the 1970s and 1980s, recent textbooks on communication<br />

or media studies are not based on modeling. Most classic models – in<br />

addition to previous models, such as, for instance, Westley and MacLean<br />

(1957) or Becker (1968) – are either excessively trivial or unrefined<br />

when considering the state of media landscape of the 2010s. Dance’s<br />

model, however, seems to have certain strengths. Despite of the irony,<br />

it offers possibilities, following Chapanis’ (1961) argument, to tentative<br />

“sophisticated play”.<br />

The main question to be raised here, however, is the question of<br />

the unending growth. It is relatively easy to conclude that Dance’s<br />

model reflects the ideas of progressivism typical to the 1960s following,<br />

125


JUKKA-PEKKA PURO<br />

in particular, Dewey’s and Park’s notions of communication theory<br />

(Rodgers 1982; Pietilä 2005). The model represents naive optimism,<br />

projecting Dewey’s remarks on the great community. In terms of Chapanis’<br />

sophisticated play, however, it can be also claimed that seminal books<br />

such as McLuhan’s The Gutenberg Galaxy (1962) or Mead’s notions on<br />

symbolic interactionism, are affecting the model. The model gathers all<br />

kinds of communicative growth, no matter whether the growth is social,<br />

technological or symbolic in nature.<br />

The Weltanschaung of the helical model has been criticized widely.<br />

Adorno, Horkheimer and Marcuse argued already in the 1950s that<br />

progress is nothing but a pure illusion – the “progress” is industrial and<br />

mass cultural, and, unfortunately, rarely nothing more than that. This<br />

Frankfurtian view affected on various later commentaries. Raymond<br />

Williams, among others British neomarxists, emphasized that the top of<br />

the helix is, in fact, an ideological arena in which “various class views are<br />

fought out” (Gurevitch et al 1982, 1). French post-structuralists, such<br />

as Roland Barthes and, in particular, Jean Baudrillard (1988), concluded<br />

that the growth of the media was leading to “the death of the real”. In<br />

that sense, the top of the helix implies merely to hyper reality or media<br />

bias.<br />

The tension between progressivism – including neo-progressivism –<br />

and its critics is as essential in the 2010s as it was during the previous<br />

decades (see Silcock 1999). The idea of progression as it has been<br />

approached in various new media research programs (see for example<br />

Lievrouw 2001), and those arguments that criticize the development in<br />

terms of the emptiness of the progress, can be easily located to the polarity<br />

between the great community and Baudrillard’s Exstasy of communication.<br />

The spectrum of media technologies has emerged, but the question of<br />

the nature of progression and emergence remains.<br />

Paradigms of technology<br />

Since McLuhan, the most revolutionary turn in media technology is<br />

– obviously – the internet and, interconnectively, the development of<br />

computing. If the development of media technology from the 1920s<br />

to 1990s is located into the classic S-curve as formulated by Everett<br />

126<br />

TURNING INSIDE<br />

Rogers (1986; 2003) and his successors, between the 2000s and 2010s<br />

the development of the media technology has only accelerated and,<br />

at least in terms of digital inventions, the progressivist assumption on<br />

perpetual growth seems somewhat plausible. As it has been seen in<br />

the development of all technologies – i.e. including others than media<br />

technology – described by S-curves, the technological progress follows<br />

certain stages from early phases to obsolescence. Undoubtedly, media<br />

technology is still, after decades of accelerating rate of development, in<br />

its emergent phase: new technologies arise before the existing ones pass<br />

away.<br />

If Rogers and his colleagues are right in their assumptions on the<br />

development of technology, the emergence and progress will, sooner or<br />

later, slow down. Or, as it has been pointed out by some of the researches<br />

focusing on the technological lifecycle (Lehman-Wilzig & Cohen-<br />

Avigdor 2004), the progress will turn towards new paradigms. Following<br />

the very basic distinctions of the Toronto school media ecology (Strate<br />

2006), there are at least three paradigm shifts to be distinguished: the<br />

first from spoken to written communication, the second describing<br />

the turn from local to global broadcasting, and, finally, the turn from<br />

analogical to digital media. Sooner or later, following the footsteps of<br />

Rogers, there will be a turn from the present digital technologies towards<br />

something revolutionary.<br />

At the moment, there are at least three paths of development that are,<br />

undoubtedly, consequential in foreshadowing the future of digital media.<br />

The development of user interfaces, operating systems and network<br />

technology are connected together at various levels, but, on the other<br />

hand, they seem to evolve independently – and they seem to point to the<br />

same direction. The main argument in this paper is to articulate what<br />

this direction – the “turning inside”, as it is called later – could mean as<br />

a paradigmatic change in the development of media technology.<br />

The development of user interfaces<br />

As far as mainstream everyday computer and media technologies<br />

are concerned, most of the PC and Mac user interfaces are currently<br />

graphical user interfaces (GUI), getting input via keyboard and mouse.<br />

127


JUKKA-PEKKA PURO<br />

In mobile technology, the situation is more diverse. Symbian interface,<br />

known as S60, has been challenged by Android and Iphone interfaces<br />

and, in particular, by touch screen technology. 3 Touch screen is clearly a<br />

monumentous step in the continuum of development of user interfaces<br />

from Xerox PARC via Macintosh to Microsoft Windows 95 and further<br />

to the latest OS- and PC user interfaces.<br />

There are, however, at least six other directions of user interfaces that<br />

are clearly and intensively progressive. The applications of (1) gesture<br />

recognition have developed rapidly since the 1990s, when first pilot<br />

applications were born (Wu & Huang 1999). The augmented reality<br />

-based applications (2) have been under constant development since<br />

Azuma’s (1997) widely recognized groundings. Finally (3), telepresence,<br />

as it has been conceptualized in the recent book by Bracken and Skalski<br />

(2010), is opening new insights to the entire ideology of the traditional<br />

GUI. Different, but equally important applications have been carried<br />

out under (4) neural impulse actuator, (5) brain-computer interface and<br />

(6) head and eye tracking -studies.<br />

In common to all these new wave user interfaces is the notion that<br />

human-computer interaction is intimately connected to the user’s<br />

sensomotoric system. This “sensomotoric media”, as Ylä-Kotola 4 calls it,<br />

is not “used” as we tend to use operating systems via GUI today. Instead,<br />

as the user is more tightly connected to the system, the system enfolds<br />

the user. That is, the system is experienced as a more open and reactive<br />

entity instead of simply technical components.<br />

From Unix philosophy to Linux enlightenment<br />

As Mike Gancarz (1995, 2003) has pointed out, the structural<br />

development of operating systems is two-fold. First, the very fundamental<br />

cornerstone for developing new operating systems is the idea of Unix<br />

philosophy. The rules of Unix philosophy, as summarized by Raymond<br />

(2003), articulate the cultural and social norms of computing as they<br />

3 More about mobile user interfaces, see http://llt.msu.edu/vol12num3/emerging.pdf<br />

4 http://www.eisis.org/docs/myk_four_stages_of_new_media.pdf<br />

128<br />

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have been emerging during the last decades. The fundamental rules are<br />

the following:<br />

·Rule of Modularity: Write simple parts connected by clean<br />

interfaces.<br />

·Rule of Clarity: Clarity is better than cleverness.<br />

·Rule of Composition: Design programs to be connected to other<br />

programs.<br />

·Rule of Separation: Separate policy from mechanism; separate<br />

interfaces from engines.<br />

·Rule of Simplicity: Design for simplicity; add complexity only<br />

where you must.<br />

·Rule of Transparency: Design for visibility to make inspection and<br />

debugging easier.<br />

·Rule of Robustness: Robustness is the child of transparency and<br />

simplicity.<br />

·Rule of Representation: Fold knowledge into data so program logic<br />

can be stupid and robust.<br />

·Rule of Least Surprise: In interface design, always do the least<br />

surprising thing.<br />

·Rule of Silence: When a program has nothing surprising to say, it<br />

should say nothing.<br />

·Rule of Repair: When you must fail, fail noisily and as soon as<br />

possible.<br />

·Rule of Diversity: Distrust all claims for “one true way”.<br />

·Rule of Extensibility: Design for the future, because it will be here<br />

sooner than you think.<br />

The Unix philosophy and its rules are, however, in a turning point.<br />

As Gancarz (2003) notes, the idea of open source systems, and Linux,<br />

in particular, has launched a new programming philosophy. The shift<br />

from Unix to such systems as Linux, is far from technical. Welsh and his<br />

colleagues (2004, ix), for example, describe Linux as “a rebellion against<br />

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JUKKA-PEKKA PURO<br />

commercial operating systems” and continue by stating that instead of<br />

an actual system, Linux is a manner of “reaching enlightenment”.<br />

Enlightenment or not, the overall philosophy of computing and<br />

operating systems, as conceptualized by Luciano Floridi (1999), has<br />

changed radically. Instead of “layman users” and “professional coders”,<br />

there are more and more “committed participants”. In addition to<br />

Linux the open-source movement and its achievements such as Apache 5<br />

or PHP 6 , have already demonstrated how “rebel code” system design<br />

and system architecture are composed as communal tasks (see Moody<br />

2001).<br />

WANs and BANs<br />

Following the current terminology, the network technology can be<br />

divided into main categories as follows:<br />

130<br />

WAN = Wide Area Network<br />

CAN/MAN = Campus or Metropolitan Area Network<br />

LAN = Local Area Network<br />

PAN = Personal Area Network<br />

These main categories contain various subcategories, such as wireless<br />

LAN, known as WLAN, which is a modification of LAN -technology.<br />

Likewise, PAN can be divided into various subcategories, but, in<br />

practice, the development during the recent years has been dominated<br />

by one specific solution: Bluetooth. In network technology, the overall<br />

direction of new innovations is to be seen clearly. During the previous<br />

decades, the development has been immense in all categories mentioned<br />

above. At the moment, however, there is a controversy familiar from lifecycle<br />

research. The natural limits of WANs and MANs, in particular,<br />

are at hand. Web 2.0, for example, may change various policies, rules<br />

and standards of information sharing 7 , but the development of actual<br />

5 http://www.apache.org/<br />

6 http://www.php.net/<br />

7 see http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1008839&amp;download=<br />

yes%22<br />

TURNING INSIDE<br />

network technology, at least in terms of constant progression, will slow<br />

down – inevitably.<br />

That is not to say that the progress would, self-evidently, be in<br />

a regression or deadlock. Instead, as is to be seen in other media<br />

technologies, the progress will turn towards new possibilities. The latest<br />

concept and the most recent field of study have been labeled as BAN, i.e.<br />

Body Area Network. Instead of being directed outwards towards larger<br />

groups, communities, audiences or participants, the network technology<br />

seems to be turning inwards from PAN technology to the next logical<br />

step, from personal level to body level.<br />

Body area network, as it has been described for example by Chen<br />

and colleagues (2010), contains of at least three different tiers. Body<br />

sensors that monitor, for example, EEG, ECG and EMG, body motions<br />

and temperature, or blood pressure, are tied together at intra-ban<br />

communication. The second level contains of inter-ban communication,<br />

and the third is actually just a routing access to the internet. The system<br />

is illustrated in Figure 3.<br />

Figure 3: Body area network described by Chen et al (2010).<br />

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JUKKA-PEKKA PURO<br />

The turning inside<br />

All three paths of media technology are directing to the same point:<br />

instead of broadcasting, the development is aimed at sharp-edged<br />

narrowcasting (see Jenkins 2006, 5), personalcasting (Hermann 2002)<br />

or, in fact, “intracasting”. Open code system designers are, analogically,<br />

users and designers at the same time. User interfaces are blurring the<br />

technical borderlines between the user and the system. Network<br />

technology from WANs to BANs implies that the network is not only<br />

coming closer, it is penetrating into our bodies. Users are, literally, not<br />

only part of the network, they are a network.<br />

This kind of development raises both practical and epistemological<br />

questions that are at the very heart of media studies. The first notion,<br />

obviously, is the realization that technical possibility does not imply<br />

social approval. Open code operating systems are not open to everyone<br />

– just those, who are committed to programming. Furthermore, all<br />

new technologies from user interfaces to networks are dependent on<br />

communal and personal investments. That is, the development of BANs,<br />

for example, will be dependent on intellectual, social and economical<br />

equity.<br />

The emergence of intracasting is, however, definitely occurring. It<br />

may face new kind of technological resistance, as the technology is so<br />

tightly intertwined to personal territory. On the other hand, the idea<br />

of intimate media technology opens up a new page in the current<br />

media usage. Systems and programs do not represent machinery, but<br />

a new possibility to “be” in the internet, or to be connected into the<br />

system. In that sense, the shift from the present media landscape towards<br />

narrow-, personal- or intracasting is, primarily, a matter of variety of new<br />

experiences and interpretations on media technology.<br />

Eugene Thacker has approached the interconnection between<br />

biological body and media technology, in particular. Biomedia, as<br />

Thacker has labeled the domain, opens up a question of biological<br />

media. As Thacker (2004) points out, for example, the structures and<br />

architectures of current system design are disclosing biological micro-<br />

and macrostructures (such as DNA or central nervous system) and, from<br />

132<br />

TURNING INSIDE<br />

biotechnological perspective, vice versa. 8 Thacker’s seminal book was<br />

published in 2004, and since that several new innovations stemming from<br />

nano-, bio- and media technologies have appeared. Such innovations<br />

as iPill 9 , for example, seem to confirm that Thacker’s assumptions are<br />

noteworthy.<br />

The notion that the development on media technology is turning<br />

inside, is, on the other hand, far more than just technological speculation.<br />

The question should not be, whether Thacker’s ideas on biomedia should<br />

be taken seriously or not, but to consider, how these new paradigms,<br />

driven by technological interests, should be explored within human and<br />

social sciences. One of the most enlightening openings focusing on that<br />

question has been put forward by Paul Dourish. Dourish’s Where the<br />

Action Is (2004) offers an inspiring exemplar on the phenomenology<br />

of the digital social life. 10 Dourish leads to ask, for example, what does<br />

it mean to be – phenomenologically speaking – in the system? What is<br />

the Lebenszusammenhang of biomedia? During the times of Brentano,<br />

Husserl and other founders of phenomenology, the biological dimension<br />

of human being was something inescapable. Heidegger’s “Being-in-the-<br />

World” – Dasein – was based on the fact that our Being is always ushered<br />

by our biological appearance.<br />

On that basis, mediaphenomenology, as it has been constituted by<br />

Tomasulo (1990) and developed, for example, by Konitzer (1998), is facing<br />

a profound reconceptualization. The idea of “biomediaphenomenology”,<br />

as it can be called – regardless of such as mouthful expression – is to<br />

approach media theory from three angles mentioned above. Following<br />

Heidegger’s original terms, the first task is to consider “the natural<br />

conception of the world” as it is understood in the current media<br />

environment. As far I can see, the real task, however, is to analyze how<br />

the most fundamental dimensions of Being-in-the-World – Being-With,<br />

Being-One’s-Self and Being-in as such – can be interpreted in the new<br />

kind of biomediated everydayness.<br />

8 One of the best known examples is DNA computing. See http://www.alexpetty.<br />

com/2010/09/11/vortex-math-based-computing/<br />

9 “iPill” was Phillips’ trademark until November 2010. The new trademark is<br />

“IntelliCap”. See http://www.technologyreview.com/biomedicine/21817/<br />

10 See also http://www.dourish.com/embodied/<br />

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