Unfolding Media Studies - Turun yliopisto
Unfolding Media Studies - Turun yliopisto
Unfolding Media Studies - Turun yliopisto
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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 />
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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 />
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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 />
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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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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 />
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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 />
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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 />
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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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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 />
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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 />
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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 />
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Hansen, Miriam Bratu (2004). “Room-for-Play; Benjamin’s Gamble with<br />
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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 />
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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
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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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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 />
New Jersey: Hampton Press, Inc.<br />
Grosz, Elizabeth (2001). Architechture from the Outside. Essays on Virtual and<br />
Real Space. Massachussets; London, England: MIT Press.<br />
Kennedy, Barbara (2000). Deleuze and Cinema. The Aesthetics of Sensation.<br />
Edinburgh: Edinburgh University Press.<br />
Lauwaert, Maaike, Joseph Wachelder, and Johan Walle van de (2007).<br />
“Frustrating Desire. On Repens and Repositio, or the Attractions and<br />
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 />
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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
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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 />
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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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TAPIO MÄKELÄ<br />
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 />
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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
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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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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 />
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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 />
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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 />
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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 />
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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&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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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 />
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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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