Virtual Culture, Time and Images

  • Abstract
  • Literature Map
  • Similar Papers
Abstract
Translate article icon Translate Article Star icon

Virtual Culture, Time and Images

Similar Papers
  • Research Article
  • 10.5204/mcj.1858
Chatting in the Neighbourhood
  • Aug 1, 2000
  • M/C Journal
  • Mark Frankland

Chatting in the Neighbourhood

  • Research Article
  • 10.5204/mcj.1760
Seen But Not Heard
  • Jun 1, 1999
  • M/C Journal
  • Nick Caldwell

Seen But Not Heard

  • Research Article
  • 10.5204/mcj.1957
Britspace™?
  • May 1, 2002
  • M/C Journal
  • Nityanand Deckha

Britspace™?

  • Research Article
  • 10.5204/mcj.1838
Talking (across) Cultures
  • May 1, 2000
  • M/C Journal
  • Alec Mchoul

In this paper, I want to begin to contemplate the possibility that the concept of culture could one day be thought outside modern Western thought, via a reading of Martin Heidegger's 'Dialogue on Language between a Japanese and an Inquirer'. As we shall see, for Heidegger, the dominant position here is representationalism. And so a large part of what I want to do here is to begin to shake the concept of culture from these dominant representationalist moorings.

  • Research Article
  • Cite Count Icon 1
  • 10.5204/mcj.1761
A Red Light Sabre to Go, and Other Histories of the Present
  • Jun 1, 1999
  • M/C Journal
  • Tara Brabazon

If I find out that you have bought a $90 red light sabre, Tara, well there's going to be trouble. -- Kevin Brabazon A few Saturdays ago, my 71-year old father tried to convince me of imminent responsibilities. As I am considering the purchase of a house, there are mortgages, bank fees and years of misery to endure. Unfortunately, I am not an effective Big Picture Person. The lure of the light sabre is almost too great. For 30 year old Generation Xers like myself, it is more than a cultural object. It is a textual anchor, and a necessary component to any future history of the present. Revelling in the aura of the Australian release for Star Wars: The Phantom Menace, this paper investigates popular memory, an undertheorised affiliation between popular culture and cultural studies.1 The excitement encircling the Star Wars prequel has been justified in terms of 'hype' or marketing. Such judgements frame the men and women cuing for tickets, talking Yodas and light sabres as fools or duped souls who need to get out more. My analysis explores why Star Wars has generated this enthusiasm, and how cultural studies can mobilise this passionate commitment to consider notions of popularity, preservation and ephemerality. We'll always have Tattooine. Star Wars has been a primary popular cultural social formation for a generation. The stories of Luke Skywalker, Princess Leia, Han Solo, Chewbacca, Darth Vader, Yoda, C-3PO and R2D2 offer an alternative narrative for the late 1970s and 1980s. It was a comfort to have the Royal Shakespearian tones of Alec Guinness confirming that the Force would be with us, through economic rationalism, unemployment, Pauline Hanson and Madonna discovering yoga. The Star Wars Trilogy, encompassing A New Hope, The Empire Strikes Back and Return of the Jedi, was released between 1977 and 1983. These films have rarely slipped from public attention, being periodically 'brought back' through new cinematic and video releases. The currency of Star Wars is matched with the other great popular cultural formations of the post-war period: the James Bond series and Star Trek. One reason for the continued success of these programmes is that other writers, film makers and producers cannot leave these texts alone. Bond survives not only through Pierce Brosnan's good looks, but the 'Hey Baby' antics of Austin Powers. Star Trek, through four distinct series, has become an industry that will last longer than Voyager's passage back from the Delta Quadrant. Star Wars, perhaps even more effectively than the other popular cultural heavyweights, has enmeshed itself into other filmic and televisual programming. Films like Spaceballs and television quizzes on Good News Week keep the knowledge system and language current and pertinent.2 Like Umberto Eco realised of Casablanca, Star Wars is "a living example of living textuality" (199). Both films are popular because of imperfections and intertextual archetypes, forming a filmic quilt of sensations and affectivities. Viewers are aware that "the cliches are talking among themselves" (Eco 209). As these cinematic texts move through time, the depth and commitment of these (con)textual dialogues are repeated and reinscribed. To hold on to a memory is to isolate a moment or an image and encircle it with meaning. Each day we experience millions of texts: some are remembered, but most are lost. Some popular cultural texts move from ephemera to popular memory to history. In moving beyond individual reminiscences -- the personal experiences of our lifetime -- we enter the sphere of popular culture. Collective or popular memory is a group or community experience of a textualised reality. For example, during the Second World War, there were many private experiences, but certain moments arch beyond the individual. Songs by Vera Lynn are fully textualised experiences that become the fodder for collective memory. Similarly, Star Wars provides a sense-making mechanism for the 1980s. Like all popular culture, these texts allow myriad readership strategies, but there is collective recognition of relevance and importance. Popular memory is such an important site because it provides us, as cultural critics, with a map of emotionally resonant sites of the past, moments that are linked with specific subjectivities and a commonality of expression. While Star Wars, like all popular cultural formations, has a wide audience, there are specific readings that are pertinent for particular groups. To unify a generation around cultural texts is an act of collective memory. As Harris has suggested, "sometimes, youth does interesting things with its legacy and creatively adapts its problematic into seemingly autonomous cultural forms" (79). Generation X refers to an age cohort born between the mid-1960s and the mid-1970s. Finally cultural studies theorists have found a Grail subculture. Being depthless, ambivalent, sexually repressed and social failures, Xers are a cultural studies dream come true. They were the children of the media revolution. Star Wars is integral to this textualised database. A fan on the night of the first screening corrected a journalist: "we aren't Generation X, we are the Star Wars generation" (Brendon, in Miller 9). An infatuation and reflexivity with the media is the single framework of knowledge in which Xers operate. This shared understanding is the basis for comedy, and particularly revealed (in Australia) in programmes like The Panel and Good News Week. Television themes, lines of film dialogue and contemporary news broadcasts are the basis of the game show. The aesthetics of life transforms television into a real. Or, put another way, "individual lives may be fragmented and confused but McDonald's is universal" (Hopkins 17). A group of textual readers share a literacy, a new way of reading the word and world of texts. Nostalgia is a weapon. The 1990s has been a decade of revivals: from Abba to skateboards, an era of retro reinscription has challenged linear theories of history and popular culture. As Timothy Carter reveals, "we all loved the Star Wars movies when we were younger, and so we naturally look forward to a continuation of those films" (9). The 1980s has often been portrayed as a bad time, of Thatcher and Reagan, cold war brinkmanship, youth unemployment and HIV. For those who were children and (amorphously phrased) 'young adults' of this era, the popular memory is of fluorescent fingerless gloves, Ray Bans, 'Choose Life' t-shirts and bubble skirts. It was an era of styling mousse, big hair, the Wham tan, Kylie and Jason and Rick Astley's dancing. Star Wars action figures gave the films a tangibility, holding the future of the rebellion in our hands (literally). These memories clumsily slop into the cup of the present. The problem with 'youth' is that it is semiotically too rich: the expression is understood, but not explained, by discourses as varied as the educational system, family structures, leisure industries and legal, medical and psychological institutions. It is a term of saturation, where normality is taught, and deviance is monitored. All cultural studies theorists carry the baggage of the Birmingham Centre into any history of youth culture. The taken-for-granted 'youth as resistance' mantra, embodied in Resistance through Rituals and Subculture: The Meaning of Style, transformed young people into the ventriloquist's puppet of cultural studies. The strings of the dancing, smoking, swearing and drinking puppet took many years to cut. The feminist blade of Angela McRobbie did some damage to the fraying filaments, as did Dick Hebdige's reflexive corrections in Hiding in the Light. However, the publications, promotion and pedagogy of Gen X ended the theoretical charade. Gen X, the media sophisticates, played with popular culture, rather than 'proper politics.' In Coupland's Generation X, Claire, one of the main characters believed that "Either our lives become stories, or there's just no way to get through them." ... We know that this is why the three of us left our lives behind us and came to the desert -- to tell stories and to make our own lives worthwhile tales in the process. (8) Television and film are part of this story telling process. This intense connection generated an ironic and reflexive literacy in the media. Television became the basis for personal pleasures and local resistances, resulting in a disciplined mobilisation of popular cultural surfaces. Even better than the real thing. As the youngest of Generation Xers are now in their late twenties, they have moved from McJobs to careers. Robert Kizlik, a teacher trainer at an American community college expressed horror as the lack of 'commonsensical knowledge' from his new students. He conducted a survey for teachers training in the social sciences, assessing their grasp of history. There was one hundred percent recognition of such names as Madonna, Mike Tyson, and Sharon Stone, but they hardly qualify as important social studies content ... . I wondered silently just what it is that these students are going to teach when they become employed ... . The deeper question is not that we have so many high school graduates and third and fourth year college students who are devoid of basic information about American history and culture, but rather, how, in the first place, these students came to have the expectations that they could become teachers. (n. pag.) Kizlik's fear is that the students, regardless of their enthusiasm, had poor recognition of knowledge he deemed significant and worthy. His teaching task, to convince students of the need for non-popular cultural knowledges, has resulted in his course being termed 'boring' or 'hard'. He has been unable to reconcile the convoluted connections between personal stories and televisual n

  • Research Article
  • Cite Count Icon 12
  • 10.5204/mcj.2153
Indymedia and The New Net News
  • Apr 1, 2003
  • M/C Journal
  • Graham Meikle

Indymedia and The New Net News

  • Research Article
  • 10.5204/mcj.1769
From Fetish to Factish and Back Again
  • Jul 1, 1999
  • M/C Journal
  • John Banks

Introduction This essay is very much an anxious response to an earlier article, "Controlling Gameplay", that I wrote for M/C about gameplay: the immersive, visceral experience of playing computer and video games. I argued that gameplay concerns the event status of playing computer and video games, and that as such it exceeds the symbolic content of games. Now, I continue to be troubled by the implications of this assertion -- does it not give up too much ground gained by the understanding that social practices such as gaming are socially constructed? Does it not return us to all of the problems associated with claims of access to an essential, authentic experience? In short, it becomes very difficult to contest or question such claims. The term gameplay may well function to depoliticise computer gaming; at least if the domain of the properly sociopolitical is understood as the symbolic field! -- and perhaps we shouldn't concede this point too quickly. In the previous article did I almost against myself end up fetishising the technological through the postulation of this sublime experience? The Fetish & Desire You may well be wondering what any of this has got to do with desire. Well, first let me fill you in on the research context out of which these essays emerge. For the past three years I have been undertaking ethnographic research on computer gaming: first, by participating in online gamer fan activities; and second, in an enterprise ethnographic study of Auran, a computer game development company situated in Brisbane, Australia. "Controlling Gameplay" is clearly marked by my immersion and entanglement in an ethnographic relationship with online gamers. The material on which it is based came from spending up to 25 hours a week online playing and discussing games. The point of these comments is not simply to establish my credentials as a gamer, nor to embarrassingly distance myself from 'going native' by making the appropriate gestures about reflexivity. Rather, I insist on these moments of fetishistic disavowal and illusion as a necessary condition of doing ethnographies. This shifts us from the domain of desire to what Slavoj Zizek, following Lacan, theorises as enjoyment. In the introduction to "Controlling Gameplay" I made the banal point that computer game software is a commodity. Computer games offer an example of the informational commodity circulating through the networks of informational capitalism. This is basically the bottom line of gaming: big business. Zizek carefully outlines that central to the Marxist understanding of commodity fetishism -- the displacement of relations among people onto relations among things -- is a fascination for some kind of mysterious 'content' that is presumed to be hidden by the form of commodities (Sublime Object 16-22). An example of this is the cultural studies academic doing ethnographic research, and believing that his work offers "something more", a potential critical edge, than just the commodification and corporatisation of academic work. It would appear, at least initially, that this is precisely how gameplay is working: the hidden technological sublime behind the empty form of the informational commodity. The problem for critical analysis then becomes that of insisting on asking the question of why this 'content' of gameplay is affirmed in the game's particular status of the commodity form. We are not interested in disclosing "the secret behind the form but the secret of this form itself" (Sublime Object 15). In discussions many gamers would insist on the fact that gameplay is simply the fun factor of playing computer games: nothing more and nothing less. Others would insist on refusing to finally fill in this secret content. After describing gameplay as having something to do with an immersive experience of escapism a gamer would invariably move on to suggest that it perhaps involved the design of a good interface that allows the player to seamlessly participate in the game; or it is to do with quality game-design, a careful balancing of various features that define a particular genre. Or it is a skill developed and honed by many hours of gaming; intense gameplay is an insider's experience that is used to define your belonging as a 'hard-core gamer with cred' -- if it has to be explained and described to you, well, you just won't get it, will you? In the movement of these discussions and exchanges desire is not so much to be found or discovered in the hidden content of an essential, authentic experience that is gameplay, but rather it is right there on the surface, in the work of these displacements. If anything then, unconscious desire is not a deep interior experience of gameplay but in the very form of this movement, in the work that is done to elaborate and produce the effect of a hidden content. And the question arises: what is being avoided or obfuscated in this movement that perhaps has nothing at all to do with an experience of gameplay or even desire for that matter? I will return to this question in a moment. The important step here is not to become overly dazzled by this 'content' of gameplay, but instead to ask the question of why it assumes the form of a commodity. But why this focus on the commodity-form, and the process of fetishistic inversion. After all there is a lot more at stake here than simply the commodity-form or some kind of economic reductionism, essentialism or substantialism. There is also the fascinating power of attraction that this "something more" can exert on academic work. This has to do with the status of a sublime materiality that persists beyond the physical materiality of an object in the networks of business, or even that of an object-cause for intersubjective desire played out in the game of ethnographic research. It is precisely this persistence that is so troubling. But is this interest in fetishistic disavowal, the insistence on "something more", simply a more refined type of traditional ideology critique? That is, is it once more a matter of the illusory knowledge or beliefs of misguided naive gamers which the critical intellectual will come along and tear down, to reveal the true state of affairs -- that there is really nothing there except perhaps a complex, overdetermined effect of socioeconomic processes, a social construction if you like? Is all of this concern with the fetish simply an epistemological and monstrous game played out in the interiority of the thinking subject that has in fact very little, if anything, to do with the effective materiality of the complex assemblage that is computer gaming. Perhaps a shift to the materiality of the processes and objects involved in the production of computer gaming would help us to leave behind the problem of the fetish as some tired epistemological quandary about illusory belief. After all, is not the very idea of commodity fetishism based on a rather tired and limiting opposition between people and things? The Factish In his recent Pandora's Hope: Essays on the Reality of Science Studies, Bruno Latour attacks the notion of the fetish and the modern critical subject that he believes is behind it. Latour's actor-network theory (nicely explained in Sean Aylward Smith's recent article for M/C, "Where Does the Body End?") works to displace the assumed divide between subjects and objects, particularly humans and nonhumans. This is often theorised through richly detailed ethnographic studies that follow the associations between humans and nonhumans that make up the assemblages and collectivities of scientific practice and technological projects. In Pandora's Hope Latour takes aim at the critical gesture of the iconoclast, the modern critic, who seeks to expose the fetish as "something that is nothing in itself, but simply the blank screen onto which we have projected, erroneously, our fancies, our labor, our hopes and passions". A problem for the anti-fetishist is the assumption that people naively believe in the inherent, mysterious qualities of the object in the first place. Anti-fetishism is not so much about the qualities or status of the object and our relations to it, but more a mode of argument: "it is always an accusation. Some person, or some people, are accused of being taken in -- or worse, of cynically manipulating credulous believers -- by someone who is sure of escaping from this illusion and wants to free the others as well: either from naive belief or from being manipulative. But if anti-fetishism is clearly an accusation, it is not a description of what happens with those who believe or are manipulated" (270). Latour argues that the problem of fetishism is all in the mind of the critical thinker. Believing himself disconnected from the realm of things and objects, this monstrous "mind in the vat" "invents the notion of belief and manipulation and projects this notion upon a situation in which the fetish plays an entirely different role" (270). Latour proposes that we shift our attention to the status of the fetish as a quasi-object or factish. The factish has to be fabricated, made, and invented; as such it has a complex and variable ontology in which it is entangled within collective practice. The status of the factish is all about the associations between humans and nonhumans and refuses the disabling opposition between subject and object, epistemology and ontology, internal belief and external world. The modern critic's belief that others believe functions to render invisible the complicated practice through which the categories are mixed and factishes are constructed. To replace all of this Latour suggests that we adopt a heterogeneous ontology in which we externalise belief "among the multiplicity of nonhumans" (284) -- in short that we recognise the ontological content of beliefs, and grant ontology back to nonhuman entities (273-88). By t

  • Research Article
  • 10.5204/mcj.2140
“War is Over! If You Want It”
  • Feb 1, 2003
  • M/C Journal
  • Louis Kaplan

“War is Over! If You Want It”

  • Research Article
  • 10.5204/mcj.1886
Dash or Slash?
  • Dec 1, 2000
  • M/C Journal
  • Axel Bruns

Dash or Slash?

  • Research Article
  • 10.5204/mcj.1945
The issue of the urban ...
  • May 1, 2002
  • M/C Journal
  • Laurie Johnson + 1 more

The issue of the urban ...

  • Research Article
  • 10.5204/mcj.1765
Wayne's World
  • Jun 1, 1999
  • M/C Journal
  • David Riddell

Wayne's World

  • Research Article
  • 10.5204/mcj.1882
Renew
  • Dec 1, 2000
  • M/C Journal
  • Team M/C

Renew

  • Research Article
  • Cite Count Icon 1
  • 10.5204/mcj.1752
How Solid Is the Flesh?
  • May 1, 1999
  • M/C Journal
  • Axel Bruns

How Solid Is the Flesh?

  • Research Article
  • 10.5204/mcj.1992
Who is Being Helped When We Help Our Self?
  • Oct 1, 2002
  • M/C Journal
  • Lelia Green

Who is Being Helped When We Help Our Self?

  • Research Article
  • 10.5204/mcj.1754
The Word Made Flesh
  • May 1, 1999
  • M/C Journal
  • Rebecca Farley

The Word Made Flesh

Save Icon
Up Arrow
Open/Close
Notes

Save Important notes in documents

Highlight text to save as a note, or write notes directly

You can also access these Documents in Paperpal, our AI writing tool

Powered by our AI Writing Assistant