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2–3/2020 WiderScreen 23 (2–3)

Global Machines and Local Magazines in 1980s Greece: The Exemplary Case of the Pixel Magazine

do it yourself, Greece, home computers, magazines, press, programming, software

Theodore Lekkas
tlekkas [a] phs.uoa.gr
PhD
National and Kapodistrian University of Athens

Aristotle Tympas
tympas [a] phs.uoa.gr
Prof., PhD
National and Kapodistrian University of Athens

Viittaaminen / How to cite: Lekkas, Theodore, and Aristotle Tympas. 2020. ”Global Machines and Local Magazines in 1980s Greece: The Exemplary Case of the Pixel Magazine”. WiderScreen 23 (2-3). http://widerscreen.fi/numerot/2020-2-3/global-machines-and-local-magazines-in-1980s-greece-the-exemplary-case-of-the-pixel-magazine/

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The article suggests that skillful and laborious work has been necessary to make the supposedly global (universal, general purpose) computer usable locally. This local use was greatly facilitated by the publication of computer magazines, which offered instructions to (as well as reviews and comparisons of) technological products, introduced interactive columns that addressed pressing user questions, and featured updates on and advertisements of hardware, software and peripherals. The article focuses on an exemplary Greek home computing magazine, Pixel, which was devoted to tinkering with computer programs and software more generally. It was the most influential in regards to home computing and ushered in the emergence and development of key user communities. Pixel had the largest circulation and went a long way in popularizing the home computer in Greece and in shaping its definition.

Introduction

It is widely assumed that the digital computer is for our electronic era what the steam engine was for the late mechanical era and the AC generator was for the electrical era: the ‘global’, ‘universal’, ‘general-purpose’ machine par excellence. As such, it is supposed to be automatically usable in every context, without any work to adjust it to local use. It is supposed to be usable in every country after simply being ‘transferred’ to it, without any work to ‘domesticate’ it through extensive and skillful reconfiguration, especially from a software angle. We argue that this is not the case. Skillful and laborious work has been necessary to make the supposedly global computer usable locally. For example, in the Greek case, as we have already shown, one had to work substantially even to see Greek letters (fonts) in the screen or the print (Tympas, Tsaglioti, and Lekkas 2008; Dritsa, Mitropoulos, and Spinellis 2018). In this article, we elaborate further on the way personal computers – and, more specifically, home computers – were appropriated, localized and domesticated in Greece by focusing on the proliferation of Greek computing magazines in the 1980s. As our argument goes, computer magazines shaped the way home computers were introduced and used in Greece during this crucial decade.[1]

Home computers were introduced and became popular in Greece in the early 1980s, just like in the rest of the world. We know that three institutions/media ushered in this use: computer stores, user communities, and computer magazines (Lekkas 2017; Lekkas and Tympas 2019; Guerreiro-Wilson et al. 2004). In the Greek case, magazine articles were the dominant source of information for users (Lekkas 2017). They covered news, offered instructions to and comparative reviews of technological products, introduced interactive columns that addressed pressing user questions, and featured updates on and advertisements of hardware, software and peripherals.[2] Several of the early Greek publications focused on IBM-compatible office microcomputers, as well as home computers by various manufacturers. In the beginning, it was still unclear where and by whom microcomputers were to be used. Computers and their users were shaped in interaction throughout the fluid 1980s. This fluidity was carried over to the magazines devoted to computing technology.

In the present paper, we offer an introduction to the history of this fluidity by focusing on an exemplar home computing magazine, Pixel. We decided to single out Pixel for detailed presentation because, as we shall see, it was the most influential in regards to home computing: it had the largest circulation, it was focused on how to tinker with programming and software more generally, it ushered in the emergence and development of key user communities, and it went a long way in popularizing the home computer in Greece and in shaping its definition. We now know that software required skillful labor, the scarcity of which was responsible for a permanent ‘software crisis’ (Ensmenger 2003). Pixel emerged as a software-oriented publication that sought to address key dimensions of this crisis in Greece.

“When a demanding reader walked in”

The first computer magazines appeared in Greece in response to an increasing interest in the microcomputer, especially the home computer. They became popular due to their versatility in regards to the services they offered, their readability, and their low price (Lekkas 2017). International computer magazines were comparatively expensive. For example, the American magazine COMPUTE cost 750 drachmas in Greece in 1986 whereas the Greek MicroMad cost 180 drachmas. Moreover, the availability of international magazines was limited because their importing in Greece was irregular and in limited quantities. These factors made them practically inaccessible to many individual Greek users (MicroMad 1986, 136). Pixel was first published in October 1983, initially as a trimonthly insert to Computer for All, which had been first published only a few months earlier. The first issue covered October, November and December 1983. The second issue was already an independent publication, covering May and June 1984. Its cost was 150 Greek drachmas. It was subtitled the home-micro magazine. This subtitle is worth noticing, because it shows that it was the first Greek computer magazine to directly address users of home microcomputers.

In 1983, N. Manoussos, the general director of Compupress, publisher of Pixel and Computer for All (Computer για Όλους), two of the most popular Greek magazines in the field at the time, noted the rapidly expanding demand for free software for home computers in the form of program listings. It was this demand that pushed towards the publishing of magazines specialized in home computing (Retrovisions of 80s 2019). The program listings were basically commands that formed a microcomputer software program, which were printed as a list on a sheet of paper. The user could type these commands in the microcomputer and then run them to make the software work. The target audience of the listings was users who struggled to find affordable software to run. There were listings for recreational, educational and business uses of the computer.

As these listings could not fit in the pages of Computer for All, a separate publication was needed. According to Manoussos (1983, 3) Pixel was introduced after Computer for All readers expressed through their responses to a questionnaire a strong desire for much needed software, to be provided for free, in the form of program listings. Manoussos, who was personally in charge of both the “Letter from the Publisher” column in Pixel and the corresponding “Note from the Publisher” column in Computer for All, has explained that the publishing of Pixel represented “an attempt by Computer for All to cover the need of ready to use software for home/personal computers by offering listings you can type in your microcomputer to create a ‘library of software’ or to study and discover new programming techniques.” The need for program listings is captured in the following reminiscence by Manoussos (Retrovisions of 80s 2019):

Computer for All was probably the first Greek magazine to include such listings. Given, however, that there was a limit in the pages of the magazine, its listings were referring only to the most popular computers, like Sinclair, Commodore, etc. For the same reason, computing magazines could only rarely publish more than 2-3 programs per issue for the same machine. We were always under pressure by the readers to cover the home computer that they happened to have or to include more listings, for special games. We struggled to do so in the context of Computer for All. This is when a demanding reader walked in to ask us why we did not publish a special issue of the magazine that would be devoted to listings. We thought that this was a great idea and immediately started to plan to so as to have this special issue [the first issue of Pixel] by Christmas of 1983 (n.p).”

According to its editorial team, the publication of Pixel was founded on the acknowledgement of the dominance of software over hardware. This dominance was not clear during this early period in the Greek community of computer magazines, as the assumption was that advances in computer technology had mostly to do with hardware and its improvement, which made computers faster and more capable. Pixel’s pioneering sensitivity to the dynamics of the importance of software over hardware was rather novel in 1980s’ Greece.[3] For Manoussos (1983), software was the most difficult to obtain, a “ghost in the machine”. This expression echoes the perception of programming by its protagonists as being a “black art” (Ensmenger 2012) by “the high priests of a low cult.” (quoted in Computer 1980) It has been illustrated vividly on the cover of Time, April 1984, on which Bill Gates was showing off his skills under the headline: “Computer Software. The magic inside the machine” (Time 1984, April 16, 1). For Manoussos (Retrovisions of 80s 2019), at the time, “the thirst of home users for software was endless”. In his view, this explains the publishing of listings in the pages of home computing magazines. “The capability and the availability to write a few commands in BASIC (and, at times, in machine language), to run a program that supported some little application or a game,” he remembers, “was a defining feature of the so-called ‘heroic age of computing’.”

Manoussos further recalls that, back then, a new “home PC” (his expression) was introduced almost every month, which was frequently incompatible with the rest. This made the sharing of software between users of different machines rather impossible and resulted in increasing tension between users and providers of software for home computers. To be sure, in the international case, home computers were personal computers, but the term “personal computer” in the 1980s was used for the IBM PC and IBM-compatible PCs (Sumner and Gooday 2008; Sumner 2012). In the Greek case, however, the term “home PC’ was introduced so as to bridge the gap between home computers and PCs, by assuming that the most powerful home computers could also function as PCs. This was to happen by using home computers to run more PC-related (e.g. office-type) applications.[4] Listings to run such applications were, in the first years, also offered through Pixel, which helped to reduce the aforementioned tension.

Users of program listings were Greeks who wished to utilize their home computers but could not afford to purchase commercial software or wished to learn how to program them. Programming was understood as one of the essential aspects of the use of home computing. Pixel immediately became a vehicle for the dissemination of software in the form of program listings. From the first issue, the section of the magazine that included the program listings was entitled “Software” (Pixel 1984a; Pixel 1984b; Pixel 1984d; Pixel 1984e). Pixel was the first magazine on personal computers in Greece to dedicate a large part of its content to the publication of program listings. Indicatively, program listings occupied almost one-third of the total pages of the second issue. It was clear from the beginning that Pixel’s publication was response to the demand for new software by a growing number of amateur home computer users. According to the editorial team (Lekopoulos 1988a, 136):

“The aim of the magazine is to cover the lack of information available to the public on computers. The wider public does not really know what a computer is. Some have a hazy image in their minds, an image promoted by the general press. Even those who do have a better image, do not adequately understand how microcomputers will affect society. Pixel aims to cover the field of home computers (Oric, Spectrum, etc), closely observing the rapidly evolving market of microcomputers and occasionally intervening to shape it.”

Writing in Greek, i.e. using Greek fonts, frequently depended on the offering of program listings. Suggestively, the Greek importer of the Spectravideo home computer relied on Pixel for the dissemination of a program listing that allowed Greek users to have Greek fonts in this computer. This program was written in machine language by ELEAN Ltd, the official Greek importer of Spectravideo home computers. It was published in the third issue of Pixel (Pixel 1984b, 112).

The publication of listings established a strong interaction between Pixel and its readers. Many of them negotiated with the magazine the publication of their own software in the form of listings. Readers felt honored to have their software published and circulated through the pages of Pixel. Also, the publication of software through Pixel offered to its readers the opportunity to spot and report errors and to suggest possible corrections to published listings. As we learn from letters by readers, some of the program listings, which were copied from British and other international computer magazines, contained errors.[5] To many of Greek users, Pixel offered a forum to showcase their skills and programming expertise, to position themselves within the new socio-technical environment formed around the introduction and use of computers in the Greek society (Lekkas 2014b).

The foundation of Pixel was connected to the issue regarding the appropriate identity of a computer user. For its editorial team, a user had to be skilled in programming. In the absence of formalized education in computing, this user-programmer was to be trained through the magazine by participating in the collective production and use of program listings, and, further, by reading a series of special training articles and guides to programming languages of home microcomputers. These were, mainly, the versions of BASIC included in the package obtained during the purchase of a microcomputer. The emphasis on the importance of magazine-mediated training in programming declined by the end of the 1980s but never disappeared (Lekkas 2017). In the third issue, the editors communicated the magazine as “the ultimate expression of the dynamic field of home computers” (Zorzos 1984). It included a series of new columns, some of which went on for several years and gained substantial popularity. This was the case with the column Interferences (Επεμβάσεις), the first column in a Greek computer magazine to focus on modifications of microcomputer software, especially games (Tsouanas 1984, 16).

New columns on programming were also launched. Parallel Roads (Παράλληλοι Δρόμοι), offered a translation of a piece of software to all BASIC versions. This guaranteed compatibility between versions just as it offered an opportunity for practicing translation between versions, thereby making BASIC as a whole accessible to all users (Pixel 1984e, 36). In addition, this column sought to solve a problem that plagued the proper running of a home computer by its users. It had to do with the fact that a program for one home computer could not run to another even though in both cases the language used was BASIC. Variations in the BASIC dialects, as combined with differences between home computers, made incompatibility a great issue (Retrovisions of 80s 2019).

Through information offered by the Pixel column Parallel Roads, a reader could use the same program in several computers and, at the same time, “identify the changes in the commands of the various dialects so as to understand how to produce the compatibility that he needed.” (Pixel 1984d, 36). The proper use of the computer did not have to do with the simple keyboarding of commands but reached into changing these commands through programming. As for familiarity with BASIC, the magazine assumed that it was indispensable for the “first steps in the use of a home computer”. “We certainly know, all of us, how to write at least one program in BASIC, the most common language of home micros,” we read in a 1985 article in Pixel (Pixel 1985, 28).

“A rather risky endeavor”

The publisher of Pixel, Compupress Ltd, was founded in 1982, a year before the publication of Computer for All in January of 1983. In the 1980s, Compupress undertook several important initiatives in the field of publications of relevance to computing and related technologies and it was one of the first companies in Greece to publish specialty material on them. As explained through its website, “Compupress was founded in 1982 with the initial goal of publishing magazines and books in the field of Informatics and the then emergent ‘New Technology’” (Compupress 2019a). Compupress also published books and software for computers and home computers.[6] Computing technology magazines of the early 1980s were published by new and small publishing houses, or even computer stores, which also published books or produced software. Compupress is a good example of a new and relatively small publishing house of this period.

In the early 1980s, home computing was certainly not a topic dealt with by large publishing houses and computing professionals. It was mostly picked up by amateurs who saw in the field of microcomputer technology a potential for themselves (Lekkas 2014a). RAM, the first computer magazine by an established publishing house, the Lambrakis Press Group, did not appear before the late 1980s (February 1988). By contrast, as already mentioned, Compupress, the new and small publishing house that published Computer for All and Pixel, was launched six years earlier. To indicate the lasting contribution by amateurs, we can refer to a report by the first editor-in-chief of the computer magazine User, Giorgos Kouseras. User was launched in February of 1990 through the efforts of a few amateurs, from a small space in central Athens. Following in a tradition established in the 1980s, the magazine employed only a handful of employees, usually no more than two or three. They authored columns under pseudonyms so as to make it look as if the magazine employed more staff. According to Kouseras, this helped them to project an image of reliability and representativeness (Retromaniax 2019).

For Kouseras (Retromaniax 2019), the publication of computer magazines without the backing of an established publisher was “a rather risky endeavor”, with unpredictable financial repercussions. It was an endeavor for a “hobbyist, friendly, spontaneous and romantic era”. The publication of the first issues of User was always difficult, with the amateurs behind it being constantly on the verge of a financial disaster. This difficulty was shared by almost all early editors of computing magazines. According to Kouseras (Retromaniax 2019), publishing the first two years of the publication of User was especially hard. Each User issue was potentially the last one, as the magazine was struggling under financial burdens. Similarly, Manoussos recalls that the sales of the first issue, which appeared in Christmas of 1983, was “well below their expectations, especially considering the intensity of work required to prepare it.” This is why “the impression around Compupress was that the Pixel experiment was to die shortly” (Retrovisions of 80s 2019). It was proved that it did not.

The reliance on amateurs resulted in the establishment of relationships defined by friendship and comradeship within the members of the small group that published a computing magazine, as well as between this group and the readers of the magazine. It is within this context that photographs of the Pixel editors having fun at a tavern were published in the magazine on the occasion of the celebration of the five years of Compupress (Pixel 1988a, 12). The members of the editorial teams were usually very young. In an article published upon the completion of one year of publication of Computer for All, the editor wrote: “we have a very low average age. There are no ‘rigid structures’ in our company. We share a sense of friendship and a common passion to make each issue better than the previous one.” (Computer for All 1984, 10).

Following in the style of the cover chosen for the first issue (1983) of Pixel (Figure 1), all of the magazine covers were a faithful reproduction of the style of the cover of TIME magazine. TIME had actually dedicated its January 1982 issue to the importance of the computer games industry, introduced under the title Video Games Are Blitzing the World. Despite its beginning as an insert, Pixel magazine was so successful that it inspired its own child publications: the annual Super-Pixel (an annual guide), Pixel Junior, which focused on listings on home microcomputers once Pixel started to cover additional themes, and Pixelmania, which was devoted to gaming. Compupress also published the magazines Information and Compu Data, which were tailored to the more professional aspects of computer use. From January 1987, it added the publication of the GCS Newsletter, a publication of the Greek Computer Society (nowadays Ελληνική Εταιρεία Επιστημόνων και Επαγγελματιών Πληροφορικής και Επικοινωνιών – ΕΠΥ) (Pixel 1987a, 69).

Figure 1. The covers of the first issue of Pixel (1983) and of the 119th (1982) issue of Time (Pixel 1983, October – November – December, 1; Time 1982, January 18, 1).
Figure 1. The covers of the first issue of Pixel (1983) and of the 119th (1982) issue of Time (Pixel 1983, October – November – December, 1; Time 1982, January 18, 1).

The magazine regularly featured reviews of the Greek computer market, presenting the main computer stores and, later, the first software houses. Also, Pixel often featured interviews with business pioneers from these fields. It was one of the first Greek magazines to carry out comparative tests. They were published in Pixel throughout the 1980s.[7] One of the most successful initiatives was the creation of the Pixel Club in 1984. This club went a long way in solidifying the bond between the magazine and its readers. The creation of computer clubs ushered greatly in the creation of mediation nodes for the home microcomputer use during the 1980s (Lekkas and Tympas 2019).

Editors systematically sought information from abroad, especially when their own field of expertise was not yet developed in Greece. Information could be acquired through correspondence with international colleagues or Greek students who were paid to copy technical information from the international press. In 1985, a column entitled London calling (Εδώ Λονδίνο) was launched by the editor Vasilis Konstantinou. It aimed at bringing news to Greek users from the “metropolis of home computers”, as London was referred to due to being home to many home computer companies, including Sinclair, Amstrad, Acorn and others (Figure 2) (Lekopoulos 1988b, 35). Referring to London as a “metropolis” of home computing shows how close the Greek users were to the British computing scene. This was due to two reasons: First, the large community of Greeks who studied at British universities and naturally served as a bridge between this scene and Greek home computer users, and second, the importing of many British home computers to Greece (Lekkas, 2014a).

Clive Sinclair
Figure 2. Clive Sinclair, the legendary owner of Sinclair Research, featured in Pixel with Computer for All in his hands. The photo was taken by a Pixel correspondent in the UK (Konstantinou 1987, 121.)

The column regularly informed Greek users about international shows and trade fairs, like the annual Personal Computers World Shows, which offered an opportunity for the most important manufacturers to exhibit their products (Konstantinou 1987). Konstantinou was one of the few editors of the magazine to have studied computer science. He actually did so in London, where he lived permanently. His reports to the column were transmitted electronically, probably a first in the Greek publishing world. The editor sent them through a FIDO bulletin board, a modem, which required a manual connection with a corresponding modem in the magazine, over a telephone line connecting Greece and the UK (Pixel 1987b, 17).

Also in 1985, Compupress had established an agreement with British publications in the field of computers and informatics for exclusive reprinting in its own publications (mainly Computer for All) of articles from the magazines Personal Computer World, Computing, Informatics and Datalink (Computer for All 1985, 94).

Pixel went through a similar revamping, starting with the November 1997 issue (134), published under the title Pixel NG (Next Generation). This was a magazine exclusively about gaming consoles. Pixel NG went out of circulation on October 1998, after 14 issues. The transformation of Pixel was in touch with similar transformations at the international level. In April 1988, the magazine’s editor introduced the changes in focus and content by stating: “Dear readers, as you have already noticed, going through the pages, the issue that you hold in your hands represents a very different image, which aims to help Pixel converge with the leading European magazines on informatics (Kyriakos 1988, 13).

Members of the Pixel community also contributed to the popularized of home computing through TV shows. In 1991, Compupress agreed with the Greek state television to produce three television series: One on personal computing (‘COMPUTERS: ΤΑ ΕΡΓΑΛΕΙΑ ΤΟΥ 2000’), one on gaming (‘THE COMPUTER SHOW’), and one on soccer game predictions and gambling. The Computer Show on ERT1, the main channel of the Greek state television, was hosted by Antonis Lekopoulos and Giorgos Kyparissis, both editors of Pixel (Compupress 2019b). Interestingly, Pixel organized concerts in stadiums, which included lotteries and entertainment activities. Through everything said so far, Pixel became the model for other Greek magazines in the field, which sought to copy its practices. For example, Market Guide, a special multiple pages column in Pixel that started with the March 1985 issue (8), was copied by other magazines, like Electronics and Computer (Ηλεκτρονική και Computer) (Ηλεκτρονική και Computer 1985) and RAM (RAM 1990).

The circulation of Pixel remained high during the entire 1980s. This seems even more impressive if we take into account that for many years the magazine only addressed users of home microcomputers and not of IBM compatibles, which represented a community much more prominent in other Western European countries. Pixel quickly obtained a readership in the order of tens of thousands and maintained it for years. According to data available from the Central Agency of Daily and Periodical Press S.A., the circulation of the 35th issue (July – August 1987) was about 25,000. This number did not include copies sold through subscriptions. According to the picture offered by Pixel itself, its average circulation for the period July 1986 to September 1987 was about 21,000 (Lekopoulos 1988a, 136). This accounted for 77.67% of the total sales of home microcomputer magazines – the main antagonists being MicroMad and EPTA (ΕΠΤΑ) (Lekopoulos 1988a, 137). At its peak, in 1987, the circulation of Pixel reached almost 30,000. This was higher than that of Computer for All, which had an average monthly circulation of 10,000-12,000 issues by targeting business users (Retrovisions of 80s 2019). In the early 1990s, according to the estimation of Kouseras, the Pixel circulation was about 20,000. Based on these numbers, we suggest that Pixel was the most successful Greek computing magazine of this era. Its circulation would only be matched by the computing magazine RAM during the next decade (Lekkas 2017).

“Hurray for Games!”

The focus on programming, as well as the publication of program listings, defined the run of Pixel throughout the 1980s. Its contents, however, gradually underwent noticeable transformation. Central to this transformation was the use of computers for entertainment, most notably for playing games. While programming itself was for some still a form of entertainment, there were many who thought of it as an unavoidable step to what was the real computing fun: games. By the mid-1980s, this step could actually be avoided because commercial computer games became available. This brought about a noticeable change, as knowledge of (and experience with tinkering with) the computer was no longer a key part of the culture of computing (Lekkas 2013; Lekkas 2014; Lekkas 2017).

A computer user could now be part of this culture by playing games on the computer without knowing anything else about it. The emphasis was shifting from programming the computer to using ready-made commercial programs for computer games. Playing games frequently meant competing against others, trying to get the highest score. Updates on the performance (scoring) in a whole range of games were regularly offered through computing magazines. Several of them, including Pixel Junior, ΖΖΑΠ!, SPRITE, GamePro, Computer Games and User, were almost exclusively covering the latest in computer games.

By 1987, Pixel begun to report important changes both in the technical characteristic and the aspects of use of home computers. These were due to the gradual dominance of affordable IBM compatibles,[8] but also the emergence of 16bit home microcomputers, which were superior when it came to audio and graphics. As such, it facilitated the creation and publication of impressive entertainment software. This oriented many to entertainment-related uses of the home computers. The emergence of Atari ST, Amiga 500 and other 16bit home computers marked an important turn for the Pixel content.[9] In comparison to the 8bit machines of the first half of the 1980s, they allowed for the production of “super graphics”, according to Pixel’s terminology. These super graphics impressed both the magazine’s editors and the users of home computers (Kyriakos 1987a, 9).

In September 1987, Pixel launched the first column dedicated exclusively to adventure games (Tsourinakis 1988, 30-34). Contrary to most other computer games, this category required more than fast reflexes and coordination from the user to implement an elaborate script. The genre was very popular among users of personal computers (Moss 2011). Entertainment software, and especially games with graphics, quickly gained in popularity. After 1988 they represented the dominant aspect of the use of home computers. It is suggestive that Super Pixel, the annual edition of Pixel, was published in 1988 under the title 1988: Hurray for Games! (1988: Ζήτω τα Games!) (Pixel 1988b, 161). In September 1989 (issue 58), Pixel changed its subtitle to Monthly Magazine on Home Micros and Computer Games. In the same year, the service Pixel Software Boutique was also introduced. It aimed at selling by mail computer game software for almost all kinds of home computers. The Pixel readers only had to select their preferred software and fill in the form provided (Figure 3) (Pixel 1989a, 77).

pixel magazine
Figure 3. In 1989, the readers of Pixel could order original software for their home computers by filling in the relevant form (Pixel 1989a, 77).

Starting with the 6th issue (1985), the pages dedicated to program listings had decreased, from one third to about 20% of the available space, while still remaining a substantial part of the magazine.[10] This reduction reflected the gradual availability of ready-made commercial software for home computers. Yet, innovative columns all but disappeared. The editors continue to value highly the use of home computers as a learning and programming tool. The constantly renewed the way they presented program listings so that “both expert and novice programmers can learn through them a few new techniques.” (Kyriakos 1987b, 10)

The unavailability of statistics on the use of 16bit home microcomputers for games makes it impossible to offer a safe estimate on the range of this use. However, the constant references to home microcomputers as ‘game machines’ (παιχνιδομηχανές) makes it clear that the use of home microcomputers for games was the dominant one, overshadowing the other types of uses. We should here take into account that home microcomputers of the second generation did not compare favorably to IBM-compatibles when it came to uses beyond gaming. Microcomputers were better only for electronic editing, and the use of graphics and sound.

Conclusion

Based on the research presented in this article, we can argue that the role of Pixel was catalytic in shaping the way users of home computers came to contact with and used this technology. Being relatively unknown to the vast majority of Greeks, and also being under constant reconfiguration, this technology was advanced only by satisfying the demand, apparent as early as in 1982, for media to connect it to users, to make it familiar to them, to instruct them how to do the necessary tinkering with this technology in order to adjust it to their own local needs. Computing magazines became this media, with Pixel being, as all evidence suggests, the most representative example. Home computing magazines, just like home computing itself, became mainstream, gradually, by the late 1980s, parallel to the emergence of entertainment uses as the dominant ones.

As we saw in the first section of this article, up to then, however, the role of Pixel in the diffusion of home computers in Greece had to do with three things: First, the shaping of a culture of use of home computers, connected to specific uses of this technology, like the programming and the production, entering and editing of program listings; second, the formation of groups around these uses, especially the one concerning the dissemination of computer software; and finally, third, the habituation of users to tinkering with home microcomputers as a way to adjust them to their preferred use. Pixel helped to promote all this through alternative channels, including TV and radio programs.

In the second section of this article, we argued that the publication of Pixel magazine reflected the need of an emerging community of users, who looked for ways to express their creativity and to pursuit a career in the new field of home computers. Given that this field was uncharted, this involved considerable risk and financial uncertainty. This kept the traditional actors in the business of publishing at a distance. The so-called “microcomputer revolution”, which is considered an important case of a “technological revolution”, fell, initially, to an important extent, upon the shoulders of amateur publishers (Retrovisions of 80s 2019).

In the third and final section we saw that the wider use of home computing technology came along the prevalence of their mainstream use, which had to do with the consumption of ready-made commercial software. We also saw that after 1987, on the grounds of the incorporation of devices for the reproduction of advanced graphics and sound, the 16bit version of home computers emerged as especially appropriate for the use of recreational software. The gradual emphasis on the recreational use, which challenged the view that tinkering with home computing was by itself pleasurable, lead to the ending of the publication of Pixel by the mid-1990s.

References

All links verified 16.6.2020

Research Material

‘Advertisement [Διαφήμιση].’ 1985. Computer for All, September.

‘Advertisement [Διαφήμιση].’ 1987a. Pixel, February.

‘Advertisement [Διαφήμιση].’ 1987c. Pixel, December, 182.

‘Advertisement [Διαφήμιση].’ 1988b. Pixel, April.

‘Advertisement [Διαφήμιση].’ 1988c. Pixel, June. 149.

‘Advertisement [Διαφήμιση].’ 1989b. Pixel, October.

‘Correspondence [Αλληλογραφία].” 1985b, Pixel, January.

‘Current Affairs [Στην Επικαιρότητα.]” 1990. RAM, February.

‘Events… Rumours… Comments… [Γεγονότα… Φήμες… Σχόλια…].’ 1987b. Pixel, November.

‘Events… Rumours… Comments…, 5 Years Compupress!!!! [Γεγονότα… Φήμες… Σχόλια…, 5 Years Compupress!!!!].’ 1988a. Pixel, March.

‘First Steps [Πρώτα Βήματα].’ 1985. Pixel, February.

‘Market Guide [Οδηγός Αγοράς].’ 1985. Ηλεκτρονική και Computer, December-January.

‘Parallel Roads [Παράλληλοι Δρόμοι]’. 1984c. Pixel, July-August.

‘Pixel Software Boutique.’ 1989a. Pixel, January.

‘Retail Prices Boards [Πίνακες Τιμών Λιανικής].’ 1990. RAM, February.

‘Software.’ 1984a. Pixel, May-June.

‘Software.’ 1984b. Pixel, July-August.

‘Software.’ 1984d. Pixel, September-October.

‘Software.’ 1984e. Pixel, November-December.

‘The Open Channel.’ 1980. Computer, March. https://doi.org/10.1109/MC.1980.1653540.

‘YOU & US [ΕΣΕΙΣ & ΕΜΕΙΣ].’ 1986. MicroMad, February.

Websites

Compupress, ‘Company History [Ιστορικό Εταιρείας].’ Accessed September 7, 2019, http://www.compupress.gr/istoriko_gr.asp.

Compupress. ‘The Company. General information. [H Εταιρία. Γενικές Πληροφορίες]’ Accessed September 7, 2019, http://www.compupress.gr/taftotita_gr.asp.

Retromaniax. ‘Η ιστορία των πρώτων USER [The history of the first USER]’. Accessed September 7, 2019. https://retromaniax.gr/threads/%CE%97-%CE%B9%CF%83%CF%84%CE%BF%CF%81%CE%AF%CE%B1-%CF%84%CF%89%CE%BD-%CF%80%CF%81%CF%8E%CF%84%CF%89%CE%BD-user.3158/.

Retrovisions of 80s. ‘Ο Νικόλαος Μανούσος της Compupress στο retrovisions.gr.’ Accessed September 7, 2019. http://www.retrovisions.gr/joomla/index.php/reviews/2014-08-16-09-56-57/25-ceo-compupress-retrovisions-gr.

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Notes

[1] Ferguson (1989) shows the importance of studying technology-related periodical publications. Strange (1985) offers a similar account for histories of journals. Brittain (1997) showcases the co-evolution of a journal and a technical discipline. Ducklow (1973), Carver (1977), Dooley (1991) and Hopwood (1996) offer a geographically, chronologically, and thematically disperse sample on the history of technical and scientific journals and periodicals or general journals and periodicals that were involved in science or technology issues. More specifically, Hopwood focuses on the magazine Urania, which had a circulation of approximately 25,000 copies between 1924 and 1933, when it was closed down by the Nazis. Houghton (1975), Kronick (1976) and Gasgoine (1985) have published more general accounts of the field. Lancashire (1988), Hempstead (1995) and Corn (1992) have studied periodicals like the ones discussed in this paper.

[2] Our interest in the history of the role of computer magazines goes back to the early 2000s (Tympas 2003).

[3] Lekkas (2014a) shows examples of the importance of software over hardware in 1980s Greece. Ceruzzi (2003), Campbell-Kelly (2003), Campbell-Kelly (2007) and Ensmenger (2012) have given us pioneering studies on the histories of software, which argue about the importance of software more generally.

[4] An indicative example is the listing of a logistics program (“Πρόγραμμα Αποθήκης”) for the Spectravideo home computer published in Pixel (1984, 109).

[5] In this example, the source of the copied listing was the Your Computer British computer magazine (Pixel 1985b, 117).

[6] For a sample of books, see Srully Blotnick, «To «χρυσό» βιβλίο των υπολογιστών σε μετάφραση» (“The golden” book of computers in translation”); Sp. Kalomitsini – Th. Papadimitriou, «Κομπιούτερς, απλά μαθήματα για όλους» (“Computer, simple lessons for everyone”); «AMSTRAD. Χίλιες και μια δυνατότητες» (“AMSTRAD. Thousands and one possibilities”), «ASSEMBLY ΓΙΑ ΤΟΥΣ ELECTRON & BBC» (“ASSEMBLY FOR ELECTRON & BBC”); all advertised in Pixel (1988c, 149). For samples of updates on software, see the following advertisements: the software ΠΡΟ-ΠΟ ‘HITPACK 13’ for the Amstrad 664/6128 in Pixel (1987c, 182); «H Γλώσσα Μηχανής του SPECTRUM» (“SPECTRUM machine language”) and «GRAPHICS ΚΑΙ ΚΙΝΗΣΗ ΣΤΟΝ SPECTRUM» (“Graphics and movement in SPECTRUM”) in Pixel (1988c, 149); Advertisement for the publication «WHO is WHO Πληροφορική» (“WHO is WHO Informatics”), in Pixel (1989b, 55).

[7] The first such test was published in the second issue of Pixel and compared the Spectrum and Oric home microcomputers (Tsouroplis 1984, 20–26).

[8] According to a research by Dataquest, in 1988 the number of PCs sold in Greece was 27,000 (RAM 1990, 20).

[9] Kirkpatrick (2015) offers a reflection of a culture of diverse practices in the early issues of UK gaming magazines.

[10] Pages 86-114 from a total of 124 pages of Pixel, issue 6 (1985).

Kategoriat
2–3/2020 WiderScreen 23 (2–3)

The Polish Amiga Scene as a Brand Community

Amiga, brand community, Commodore, consumption, demoscene, home computer, piracy, Poland

Patryk Wasiak
patrykwasiak [a] gmail.com
Dr.
Institute of History
Polish Academy of Sciences, Warsaw

Viittaaminen / How to cite: Wasiak, Patryk. 2020. ”The Polish Amiga Scene as a Brand Community”. WiderScreen 23 (2-3). http://widerscreen.fi/numerot/2020-2-3/the-polish-amiga-scene-as-a-brand-community/

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This article investigates the construction of rituals, shared identities and moral responsibilities of a community of Commodore Amiga computer users in early post-communist Poland. My primary aim is to examine the usefulness of the concept of brand community for consumer culture research to study the phenomenon of the emotional engagement of its users with the Amiga. Drawing from my empirical evidence, which includes analysis of Amiga related periodicals, disk magazines and other demoscene materials, I will provide an historical overview of the emergence of the Amiga in Poland, and discuss how the brand community was structured through club activities, numerous periodicals and disk magazines, and the activity of the demoscene. I will further investigate how the community constructed its rituals and shared identity, and finally focus on the social responsibilities of the community members and discuss the normative constructs of a “true” and “faux” member.

Introduction

This article investigates the construction of rituals, shared identities and moral responsibilities of a community of Commodore Amiga computer users in early post-communist Poland.[1] This case study refers to the analytical framework of “brand community” proposed by consumer research scholars Albert M. Muñiz and Thomas O’Guinn (2001). This concept is an analytical framework that can be applied to provide a better understanding of how consumers engage with brands. The authors define it as “a specialized, non-geographically bound community, based on a structured set of social relations among admirers of a brand.” (Muñiz & O’Guinn 2001, 412).

A study of such a community offers valuable insights into the role of users and intermediary actors in the co-production of computer technology (Jasanoff 2004). Moreover, a Polish case study can particularly contribute to the scholarship of the cultural history of computers. Due to the emerging market economy, the manufacturer lacked control over the distribution and retail of home computers, and so the Amiga emerged here as the dominant hardware platform due to the activities of local entrepreneurs, computer clubs and the demoscene, without any significant contribution from Commodore Ltd. and the short-lived Commodore Polska (1992-1994). Thus, this case can shed more light on the cultural logic of the phenomenon of the Amiga as a community project (Maher 2012), which was, and still is, substantially supported by dedicated brand users.

Here I argue that the emergence of such a local grass roots brand community without any significant contribution from the manufacturer, and its local branch, substantially impacted on the community’ ethos. In this ethos the Amiga was redefined from a consumer product into a community project. The community not only had its own rituals, but also shared the burden of the moral responsibility for supporting, continuing and even expanding the Amiga, when it was abandoned by the manufacturer. I pay particular attention to a range of intermediary actors that constituted this community and shared the same agenda of promoting the brand and keeping it alive despite the manufacturer’s failure. The community was usually referred to as the “Polish Amiga scene” (orig. polska scena amigowa), which included a range of Amiga users, who were using this platform in some sort of creative work such as programming, music and graphic design, or applying it in the routines of the office environment. This name can be misleading since the term “scene” in computer culture jargon frequently refers to the demoscene (Reunanen 2009; Reunanen & Silvast 2014). Here the local demoscene was a part of the broader “Polish Amiga scene”.

However, as I will show, the local demoscene became a key intermediary actor which contributed to the popularity of the Amiga, but also projected its script of pursuing technical mastery over hardware and using the Amiga to make demos. Aside from the demoscene, the community also included user clubs, numerous Amiga related periodicals, importers of hardware and pirated software, local garage hardware and software industries, and those who used the Amiga in their professional careers, particularly for “creative” work. The status of users who used the Amiga merely as a gaming machine was controversial and tensions about gaming, as one of the scripts of using the Amiga (Westlake 2015; Maher 2012, 207-248), will be investigated below. During the same period in Poland there were other similar communities surrounded by similar practices, but there were much smaller. In the early 1990’s there were still prolifically active communities of 8-bit platforms: the Commodore 64 and Atari XE/XL. There was also a small Atari ST community that included mostly professional or semiprofessional musicians and the desktop publishing community. The Amiga community was definitely the largest both in terms of number of locally produced software artifacts, computer periodicals, events, as well as mainstream media coverage.

This paper contributes to this special issue of WiderScreen twofold. First, I demonstrate how using a theoretical framework from consumer culture studies, supported with concepts from science and technology studies, can enrich our understanding of the cultural logic of computer-oriented subcultures. Second, this paper focuses on a local perspective by showing how a specific nation-wide Amiga brand community emerged as a rather secluded community cut off from Western Europe by cultural and economic differences. Originally, the brand community concept was used to explore the engagement of consumers with brands in long lasting and stable market economies. My study, however, explores how such a community could define and perform its role in the context of an emerging market economy, with loosely shaped power relations between the actors who participated in the consumer culture. Such seclusion led to the development of a form of technological autarky – the conviction that during the fall of Commodore Ltd. and the rapid decline of the popularity of the Amiga in the West, the Polish Amiga scene could still thrive, supplied with software and hardware upgrades by local companies. Thus, the analysis of this community offers a new perspective on the process of the globalization of high technology markets in the 1980s and 1990s. The seminal study of the history of the Sony Walkman (du Gay et al. 1997), as well as accounts on the global expansion of high-tech multinational enterprises (for instance Henderson 2003 [1989]), focus on the successful building of companies’ global presence by establishing thriving “global-local nexuses” (du Gay et al. 2003 [1997], 78-80). This paper rather shows how a community of brand users reacted to a short lived and unsuccessful attempt of building such nexus with Commodore Polska.

The shift from state socialism to the market economy forms the backdrop to this study. I situate my case in this cultural and economic background of the emerging market economy, which lacked well-established power structures, that govern relations between manufacturers, retailers and consumers. However, it does not address the broader aspect of the political change beside the introduction of the market economy, that enabled both the massive expansion of the local private business sector, and the possibility of taking part in the economic globalization of the 1990s. While doing so I intentionally challenge the popular notion of the omnipresent impact of the political sphere on society and culture in Eastern Europe. This paper primarily focuses on a short period between 1987 and 1995, which begins with the first testimonies about the local presence of the Amiga and ends at the point which can be approximately identified as the beginning of the decline of its popularity. The empirical evidence for this article includes content analysis of a range of Polish contemporary Amiga related periodicals and disk magazines, analysis of printed and audiovisual materials from Amiga “brand fests” such as an Intel Outside party, and interviews with prominent members of the Amiga community from the retro computing website Polski Portal Amigowy and Commodore & Amiga Fan magazine. The paper is organized as follows. First, I outline the concept of brand communities and discuss its usefulness in studying the phenomenon of the emotional engagement with the Amiga. I then provide a historical perspective on the emergence of the Amiga in Poland, and the process of community building by its users, through club activities, numerous periodicals and disk magazines, and the activity of the demoscene. Next, I investigate how the community constructed its rituals and shared identity. Finally, I focus on the social responsibilities of the community members and discuss the normative constructs of a “true” and “faux” member. The overarching goal of all three sections is to provide insights into the key role of a computer brand plays in the process of the forming a community of computer users.

Brand communities and computer users

The original study by Muñiz and O’Guinn (2001) is based on empirical evidence from their fieldwork among consumers who owned Ford Broncos, Saab cars, and Macintosh computers. The authors examine such evidence with the use of sociological studies of the notion of community. While doing so, they focus on investigating how brand communities are structured upon three substantial elements of the community: shared consciousness, rituals and traditions, and a sense of moral responsibility (Muñiz & O’Guinn 2001, 412). Their study refers to a previous study about the “subculture of consumption” of Harley Davidson owners (Schouten & McAlexander 1993; 1995). They note that Schouten and McAlexander “employ a structuralist analysis that describes a brand with a socially fixed meaning” and they outline the difference of their own approach: “We, however, see brand communities having an active interpretive function, with brand meaning being socially negotiated, rather than delivered unaltered and in toto from context to context, consumer to consumer“ (Muñiz & O’Guinn, 2001, 414).

Muñiz further continued his work on this subject and in 2006 published a study of the brand community of the Apple Newton, an ill-fated PDA from the late 1990s (Muñiz and Schau 2005). This study investigated how a community kept a technological product alive, supported its use, as well as found new possible ways of using the Newton long after Apple discontinued its support. This approach emphasizes the interpretative role a community of users can play, and attributes to them agency, instead of considering them as consumers who passively adopt cultural meanings prescribed by manufacturers and marketers. This approach can be particularly useful in explaining how users of the Amiga negotiated cultural meanings of this platform, ultimately reinventing it as a community project which lasts to this day. Information about the current developments of this community can be found on the website of the developers of the AmigaOS project.

Muñiz and O’Guinn (2001, 415) note that “[brand] communities may form around any brand, but are probably most likely to form around brands with a strong image, a rich and lengthy history, and threatening competition”. They analyze the community of Macintosh computer users and provide a cursory investigation of how the widely shared and reproduced history of Apple contributed to the formation of identity among the members of the community. This issue has been further comprehensively explored in the paper entitled “The Cult Macintosh” (Belk & Tumbat 2005).

It is no coincidence that the Amiga also became a brand around which a devoted community has formed. Jimmy Maher (2012) comprehensively discussed the image and history of this platform. While discussing the strong commitment to the Amiga by users, he used the term “platform nationalism” (Maher 2012, 185), which is consistent with the sense of shared identity among members of brand communities. Maher’s term is used somewhat metaphorical since there is a difference between a love for one’s country and one’s computer. But, if we refer to Anderson’s (1991 [1983]) classic work on nationalism and ‘imagined communities’ we will see that nations were built as imagined communities based on several factors such as common language and culture, but also on imagined scientific and technological prowess. So here we can see “platform nationalism” as a belief in technical prowess of one’s computer juxaposed to the inferiority of the competing hardware platforms. The Amiga fits into a utopian story of a technology imagined and designed by a single enthusiast, who helped “creative types” to express their creativity with graphics, animation and sound editing tools. However, according to the widely shared belief held by members of the Amiga community, aside from the competition from Atari Inc., and later the PC platform, the real threat to the Amiga came from the within. Amiga-dedicated websites (for instance http://www.amigahistory.co.uk/) that constituted contemporary forums for this brand community extensively discuss how Commodore Ltd., with a gallery of top managers, were considered as villains, driven by short-term profits, which greatly contributed to the demise of the Amiga.

Studies concerning the engagement of consumers with brands from the 2000s coincided with a trend in science and technology studies and design history to shift their attention from technology designers to the users and intermediary actors (Oudshoorn & Pinch 2003; Lees-Maffei 2009). In a seminal collection of essays, How Users Matter, which substantially contributed to this trend, we can find Lindsay’s (2003) paper on contemporary users of the 8-bit TRS-80 computer who continue to support and use this platform as a productive tool. As she (2003, 30) explains, she approaches the life of a technology as a process in which users took an active role:

This chapter shows that the co-construction of users, user representations, and technology is not a static, one-time exercise by the designers of the TRS-80, but is a part of a dynamic ongoing process in which many different groups, including the users themselves, participate.

Such a remark is also true for the Amiga’s technology in which users actively participate and even provide this platform with a long afterlife after the manufacturer’s demise. Lindsay’s chapter was published in the book section titled “Users and Non-Users as Active Agents in the (De-)Stabilization of Technologies.” I will further outline the role of users in a similar context and explain how in a specific context the communities tried to first locally “stabilize” the Amiga, and then later to prevent its de-stabilization. Lindsay uses the term “co-construction,” which for the sake of brevity here can be described as a synonym for “co-production” (Jasanoff 2004), which has become a widely used term in science and technology studies. Its introduction and spread was related to the postulate of attributing social actors, other than designers, with agency in shaping technologies. With my research background in the history of technology I also find this concept as a suitable framework for discussing the agency of different social groups in shaping the development of computer technologies. Here, I would like to discuss the possibility of using the brand community concept of Muñiz and O’Guinn (2001), but not to analyze a homogeneous social group of end users.

The rise and decline of the Polish Amiga community

The first trace of the Amiga in Poland can be found in the pages of the popular Bajtek computer magazine (1985-1996). The magazine actively collaborated with local state sponsored computer clubs and regularly covered their activities. I have previously discussed (Wasiak 2014) the role of Bajtek and the state sponsored computer clubs in the shaping of the local Polish computer culture. In January 1987 the magazine published an article about the technical details of the Amiga 1000 computer with a short note that “Maniak” in Warsaw, one of the most prolific clubs, already had it available since November 1986 (Silski 1987, 15). This computer was plausibly brought privately from the West by one of club members who made it available on the club’s premises at the local culture center to other members. In 1988, a small circle of owners of this computer model, which was a rarity in Poland due to its prohibitive price, established their own user group named the Amiga Commodore Club in the city of Kraków. Marek Hyła, the Club’s founding member, described the trajectory of learning about this computer through personal networks:

First I saw the Amiga at my friend’s place in Norway in 1987. One year later the A500 was sitting on my desk along with a color monitor and twenty floppies. This purchase was also inspired by another friend […] who replaced his C64 with the Amiga few months earlier. Together […] we became the founders of the Amiga Commodore Club, the first “movement” of Amiga users in Poland. (Hyła 2007)

The Club, active in the years 1988-1990, had an estimated number of members of about a dozen in 1988, and about one hundred in 1990. It aimed to support current Amiga users with software, program manuals, and programming books, as well as to encourage computer owners to buy the Amiga. Thus, the club played two crucial communal missions outlined by Muñiz and O’Guinn (2001, 424): integrating and retaining members and assisting in the use of the brand. The most notable club activity were regular copy parties where Amiga users could share their software libraries. In an interview for the prominent periodical Amigowiec (Polish term for Amiga user), another club activist romanticized the early Amiga users:

There was something phenomenal about this small group of Amiga owners, it were about one hundred of them in Poland at that time. [They] purchased this computer not because of fashion […] Those days people were buying the Amiga because they authentically had felt in love with her. (Kokoszczyński 1991, 15)

It is important to explain the specific meaning of the phrase “not because of fashion”. In the late 1980s, both important computer magazines Bajtek and Komputer (1986-1990), aside from short notes about the Amiga, primarily promoted the Atari ST as the future dominant 16-bit platform. Particularly the Komputer editors, with personal links to the DTP industry, regularly published promotional materials of Atari Inc. and promoted the Atari ST as a professional computer. In one Komputer issue we can even find locally made computer graphics with the message “Adios Amigo” (“Amigo” form is a Polish inflection of Amiga) (Fig. 1). The editors of Komputer also regularly boasted about the technical prowess of the Atari ST. For the emerging Amiga community such a bias helped to shape the image of the Amiga as a computer popularized in Poland by the grass-roots community outside of the mainstream dominated by the Atari community.

jack tramiel komputer
Figure 1. Jack Tramiel, who moved to Atari Inc. to develop the Atari ST, destroys the Amiga rainbow checkmark logo in a locally made computer graphics. This graphics included a copied scan of Tramiel’s face. Komputer 1986, no.8, 26.

The Amiga started to achieve much wider popularity around 1989, when the introduction of the market economy stimulated the massive growth of private trade. However, at that time Commodore Ltd still did not have an official local trading partner, thus the Amiga computers available for Polish consumers were distributed by small-scale importers and traders. One such trader provided a detailed account of the trade at a ‘computer fair’ (Wasiak 2014) in the city of Katowice. During such ‘computer fairs’ organized at the weekends in large cities one could purchase a second hand computer or equipment. However, the most prolific form of trade was the distribution of pirated software, usually copied on the spot.

One of our colleagues, with whom we were trading [in pirate software] at the fair, moved to West Germany with his parents […] So now we had an access to hardware which was much cheaper than in Poland. At the beginning we were importing one-two Amigas and sold them at the fair (of course, we did not cease trading with Amiga software, it was always profitable since the games for the Amiga were sold in large numbers). By selling Amigas 500 with peripherals such as memory expansions, external floppy drives, monitors, digitizers and joysticks, I managed to earn enough to buy an A1200 [with expensive peripherals]. Our sales were growing every day – it was the time of the Amiga [the early 1990s] and everything for the Amiga was sold perfectly. (Ramos 2009, 89)

It is remarkable to note that this interview was published in a local retro-computing magazine called Commodore & Amiga Fan (2008-2013) in a section where usually the editors published interviews with the prominent members of the C64/Amiga demoscene or the authors of popular programs. This highlights an important feature of the local Amiga community. The traders who specialized in importing the Amigas and Amiga-related equipment, as well as those who facilitated the massive flow of pirated software from the West (fig. 2, 3, 4), contributed to the stabilization of the Amiga as the dominant hardware platform. Thus, they were identified as important members of the community.

For the sake of brevity, in this paper I can only briefly mention the controversy over the pirate software traders. In early years they contributed to the stabilization of the Amiga by assisting the use of brand with a massive selection of pirate software. But later they became considered as those who de-stabilized it by hindering the growth of local software publishers, who would have helped the Amiga to stay alive by providing a steady flow of locally made programs when the Amiga software market abroad steeply declined in the mid-1990s.

amiga bajtek
Figure 2. Computer fair in Warsaw, 1989. A stand with pirate copies of Amiga games. Bajtek, 1989 no. 10, 3.
Computer fair in Warsaw Amiga
Figure 3. Computer fair in Warsaw, 1991. A stand of a teenage software trader who offers floppies with Amiga software as well as a selection of Western and Polish Amiga related periodicals. Enter. 1991, Sept., 17.
A custom made Amiga pullover
Figure 4. A custom made pullover worn by a high profile software trader who specialized in Amiga software at computer fairs. “River’s Edge” website.

The period from 1990 to 1995 was the heyday of the Amiga in Poland. At that time, the community was structured through the knowledge circulated through numerous Amiga-related periodicals and disk magazines. In those years seven different Amiga related periodicals were published. By 1995 all of them were out of print except for the Polish edition of the German Amiga Magazin (1992-1999). Similarly, most of the over 250 local disk magazines preserved in the comprehensive archive “Fat Magnus” were published in the years 1991 to 1995. Lindsay (2003, 37) notes that computer magazine writers are important mediators who play a role in the co-production of technology by circulating knowledge about computer use. In this case computer brand-related magazines also played an important role for the brand community by providing information about new brand-related products, and by offering attractive scripts of computer use. Amiga related magazines not only offered such knowledge, but also provided users with extensive coverage of community events such as copy- and demoparties, as well as content that could strengthen their identity, particularly information about the superiority of the Amiga, and its application as a creative tool. What is particularly important here, such magazines also offered space to express users’ creativity by publishing computer graphics submitted by readers (Fig 5).

gallery of computer graphics made with the C-64 and Amiga
Figure 5. A gallery of computer graphics made with the C-64 and Amiga submitted by readers. Commodore & Amiga, 1993, no.8, 35.

In years from 1989 to 1991, some of those magazines, with rather low circulation, were primarily distributed through ‘computer fairs’ (cf. fig. 3.). Here we can see an interlock of intermediary actors: ‘computer fair’ traders and magazine editors who both contributed to the popularity of the Amiga. During the period of the popularity of the Amiga in Poland there were three major gatherings that can be considered brand fests: The Amiga Game Show (1991), Intel Outside (1994), and Intel Outside 2 (1995). The “Intel Outside” slogan, also widely used in Amiga community in the West, was a response to the “Intel Inside” campaign of the branding of Intel processors (Norris 1993). There were several similar events in Western Europe, which attracted an international audience, but the Polish gatherings were rather secluded and there were virtually no guests from abroad.

Intel Outside party
Figure 6. Intel Outside party, 1994. Amiga Magazyn, 1994, no. 10, 48.

The Intel Outside parties (fig. 6) were organized until 1998. However, after 1995 those events became much smaller. While the Amiga Game Show was organized mainly by the local distributors of legal software and computer magazines, the Intel Outside parties were organized by major demoscene groups. Aside from such events there were numerous smaller demoscene parties, for instance the regular Autumn Party and Mountain Congress party series. However, Intel Outside, despite the major role of demoscene events, was also a brand fest, which welcomed visitors with no demoscene affiliation and who were simply interested in the Amiga. The dual nature of the Intel Outside party as a demoscene event and a brand fest shows how the Amiga demoscene was deeply embedded in this brand community. I will argue that the demoscene played a pivotal role in shaping the community by promoting the Amiga as a demoscene machine and thus “configuring the user” (Woolgar 1991) as someone who learns about the Amiga architecture and programming in order to make demos.

According to a rough estimate made by Marek Pampuch, the editor-in-chief of Amiga Magazyn and arguably the most prominent figure in the Amiga community, circa 100,000 to 120,000 Amiga computers, all models included, were sold in Poland until the end of 1994 (Pampuch 1994a, 6-7). The year 1994, with the bankruptcy of Commodore International, preceded by the liquidation of the short-lived Commodore Polska, saw the beginning of the steep decline of the community, which responded by evolving into two different but closely interconnected communities.

The first one was a group of dedicated users who engaged themselves in grass-roots projects for the continuation of the Amiga, such as the AmigaOne. The second one was a dedicated Amiga demoscene which were still exploring the possibilities of making new audiovisual effects with the A500 and A1200 sound and graphic chips despite the fact that PC platform soon began to outpace the Amiga in such qualities. Here I can only note that the slow demise of the Amiga scene was accompanied with the emergence of the “PC scene” (orig. scena pecetowa). Some users who adopted PCs as game or demoscene machines expressed their brand affiliation to the PC platform with their own imagery (fig. 7) and rituals. Such rituals usually included boasting about the groundbreaking qualities of the Pentium processor and the superiority of Doom (id Software, 1993) over any Amiga game in terms of technical excellence, gaming experience and the immersion of the 3D world. Further analysis of the construction of the brand loyalty of PC users, and particularly the reconstruction of the loyalty of former Amiga users, could greatly contribute to better understanding the dynamics of computer subcultures, but it is beyond the scope of this paper.

Figure 7. The symbolic demise of the Amiga in 1994 in a cartoon published by a gaming magazine. The chainsaw is a reference to Doom, a “killer app” for the PC platform. Secret Service, 1994, no.9, 13.

Community rituals

Here I focus on investigating the central imagery of the Amiga and highlight its role in making community rituals. Muñiz and O’Guinn (2001, 412) argue that brand community is

marked by a shared consciousness, rituals and traditions, and a sense of moral responsibility. Each of these qualities is, however, situated within a commercial and mass-mediated ethos, and has its own particular expression. Brand communities are participants in the brand’s larger social construction and play a vital role in the brand’s ultimate legacy.

Here I would like to emphasize that a range of user’s activities discussed in my paper such as sharing knowledge about computer use and circulating software can be considered not as specific rituals but as commonplace practical activities that took place in computer users’ communities worldwide. However, in communities of computer users with strong brand identities, such activities can be also considered as rituals that serve the social function of creating and maintaining community (Bell 1997, 23-60). Moreover, below I will discuss a number of specific activities that substantially contributed to the creation of community.

While discussing the “cult of the Macintosh,” Belk and Tumbat (2005) explore the central role of the Mac imagery, which includes the story of building the first Apple computer in a garage, Steve Jobs’ India trip, the “1984” television commercial, and the minimalistic design of the Mac computer. While analyzing the Mac community from the early 2000s they argue that those are the core elements of the myth which underpins the shared consciousness of Mac users. The Amiga community had its own imagery. One of the key elements of this imagery was the superiority of the Amiga’s graphic and sound qualities over any other competing platform (Atari ST, PC, Mac) due to its ingenious and flexible architecture based on the coprocessor and custom graphic and sound chips (Maher 2012, 11-42). This supported a popular ritual of the Amiga community – the running of an impressive demo or a computer game to show these qualities to a larger audience. Running attractive demos for an audience was generally a popular custom among Amiga users worldwide. However, the specific case discussed below illustrates the role of ‘software fair’ traders in sharing the Amiga imagery by discussing the Walker Demo (Imaginetics, 1988), a commercial demonstration which aimed to show the quality of the digitizing tools for the Amiga. It was a highly popular animation of AT-AT vehicles from The Empire Strikes Back movie walking next to the A2000.

Year 1988. Wrocław, Sunday, computer fair. There is only one stand with the Amiga computer and there is a crowd of viewers there. Everyone is watching. No one is copying software at the moment. […] An imperial AT-AT walker slowly moves on the color monitor – this is the Walker Demo. Two individuals are looking suspiciously. This is the competition from the stands with the Atari ST. … They are simply starring in disbelief and anger. (Lifter 1991)

The aim of such a demo was to articulate a central theme of Amiga “platform nationalism”, the conviction that this computer can be used for creative work with astounding results. On the one hand, Amiga users could access such attractive audio-visual content in their own private space with demos and games. On the other hand, the Amiga was a tool for not only professional, but also amateur “creative types” (Maher 2012, 43) who were encouraged, or even obliged, to use it to express their own creativity. I will discuss such obligation in the next section on users’ responsibilities.

One of the most frequent features of both paper periodicals and disk magazines was a more or less elaborate list which informed readers about prominent cases of Amiga usage. Here I will focus on a specific elaborate article with such a list (BAD 1994, 43-44), which was published in Commodore & Amiga in 1994 and included an extensive list of the uses of the Amiga in Hollywood for producing special effects (Maher 2012, 132-142). The most popular point in this section was the Terminator 2: Judgment Day (1991) movie and SeaQuest DSV (1993-1996), a TV series which regularly appeared in materials of the Amiga community in order to highlight the potential of the Amiga. This list also included several musicians such as Paul McCartney, the Bee Gees and Billy Idol. In addition, this list also featured the use of the Amiga by the CIA (for unspecified educational purposes), the Israeli Air Force (for training pilots with combat flight simulators) as well as the use of CAD software for designing a stadium for the Summer Olympics in Atlanta. I have chosen this specific article because the author revealed the source of information provided above, a text file, which was most likely extensively circulated within the community both on floppies and Amiga BBSes. The circulation of such a list and the emphasis on such diverse creative and professional uses of the Amiga can be identified as one of central community rituals, which provided private, mostly young, owners with an imaginary bond with media industries, celebrities and well-known organizations and offered them a sense of being in their highly attractive orbit.

The aforementioned SeaQuest DSV as well as Babylon 5 (1994-1998), which also included Amiga-made special effects, were aired on Polish television. Thus, Polish members of the community could strengthen their sense of identity with the fact that the state-of-the-art special effects, which they could regularly watch on popular TV series, were made with the same computer that they had at home. Of course, such effects were made with high-end A4000s with broadcast quality video equipment, while at home they had low-end A500 and A1200 models, but all those computers belonged to the same “strong” brand.

Here I would like to focus on one of the core features of the shared consciousness of the Polish Amiga community, namely the core distinction between “the world” and Poland. My empirical evidence suggests a difference between my case study and observations made by Muñiz and O’Guinn (2001). As they note: “We see brand communities as liberated […] from geography and informed by a mass-mediated sensibility […] in which the local and the mass converge” (Muñiz & O’Guinn 2001, 415). In the Amiga community the “mass-mediated sensibility“ has a special significance as most of the central themes of the Amiga imagery are related to its use in the media industries. So, the substantial part of the experience of the brand was the contact with media objects which could be somehow attributed to the brand. However, Polish Amiga users lived in a post-communist country and experienced significant cultural, social, and economic differences from the West. So, for my case the geography is definitely relevant. The aforementioned lists showcasing prominent examples of Amiga usage, while including some information on Poland, were always divided into “Amiga na świecie” and “Amiga w Polsce” – “Amiga in the world” and “Amiga in Poland”. Similarly, the ranking lists published by Polish demoscene media always used the same distinction.

The local Polish community at the same time appropriated and shared elements of the central imagery of the Amiga from the West, as well as building its own local imagery by providing media coverage for the creative uses of the Amiga in Poland. Here I can note some significant cases covered in Amiga Magazyn, which paid specific attention to the wide promotion of the Amiga in professional activities. Their list includes the use of the Amiga by TVP, the Polish national broadcaster, for making jingles, postproduction, as well as a much more mundane task of displaying questions in a quiz show (Bobek 1994, 12-13). Equally welcomed was the rather ingenious use of the A500 for post-production in a local private TV station in the city of Kraków (Pampuch 1994b) (Fig. 8). Another issue of Amiga Magazyn includes an interview with members of the popular techno/dance band Jamrose who used the A1200 both for editing music and making music videos (Korzeniewski 1994). In addition, it is also worth mentioning that Jamrose, as Amiga-related band, gave a concert during the Intel Outside party. An interview with the band was published in another issue, in which the main theme was making music with the Amiga. Apart from this interview readers could find several articles how to make music on their Amigas. The leader of the band also encouraged Amiga users:

Q: Could you, as professionals, give some advice to Amiga musicians?

A: You should not be discouraged with the hardware you own. I assure you that the concept, not the hardware, really matters here. Even if you only have the A500 and love music, just get to work! (Korzeniewski 1994, 37).

One of the processes which took part during the demise of the Amiga was the cessation of any new information about its creative use that would stimulate the community. Muñiz and Schau (2005, 739), while discussing the religious motifs in the Apple Newton community, note that such motifs “invest the brand with powerful meanings and perpetuate the brand and the community, its values, and its beliefs.” Similarly, the steady flow of information about the high-profile use of the Amiga in creative work from the mid-1980s to the mid-1990s perpetuated the community. The lack of any further information about such use was a clear indication of its demise. My reading of Amiga Magazyn from the years 1995 to 1999 and disk magazines from that time shows that the community which previously embraced high profile uses of the Amiga, such as the production of TV jingles or high profile Sci-Fi TV series and movies, evolved into a much smaller self-referential community which was perpetuated primarily by news about niche developments of the AmigaOne which came from other dedicated members of the community. At that time the community evolved into a social structure similar to TRS-80 users discussed by Lindsay (2003) – a community with a much smaller number of members, in which there was only a small percentage of passive “computer users” since most of the community members took to some extend the burden of responsibility to play one or even more roles from Lindsay’s list of designers, producers, marketers, distributors and technical support.

A500
Figure 8. A500 used for the postproduction in a TV studio of a small local television in the city of Kraków. Amiga Magazyn, 1994, no. 3, 11.

Responsibilities

The final section focuses on the moral responsibilities of the community members which are related to the rituals discussed above. Muñiz and O’Guinn (2001, 424) draw from classical sociological works, and note that “[m]oral responsibility is a sense of duty to the community as a whole, and to individual members of the community. This sense of moral responsibility is what produces collective action and contributes to group cohesion”. In general terms, from my research in periodicals and disk magazines, I can outline the community agenda as follows:

  1. To “stabilize” the Amiga during the turnover of 1980s and 1990s as the dominant hardware platform by convincing non-users that the Amiga is the best replacement for the aging 8-bit computers or the best choice as the first computer for home and professional use.
  2. To prevent the “de-stabilization” of the Amiga’s popularity caused by the expansion of the PC platform in both office and home environments by convincing users to stay with the brand, presenting it as a viable alternative to the PC, with its users being able to count on substantial support from the community.

One of the central tensions of the community was the legitimacy of using the Amiga as a game machine and users’ willingness to explore the technology, and a related distinction of separating users into legitimate and illegitimate members of the community. This issue was particularly acute for the community during the later years when simply playing games on the Amiga was considered as a mode of use which did not contribute to the prevention of the de-stabilization of the position of the Amiga. Muñiz and O’Guinn. (2001, 419) discuss the issue of legitimacy in brand community as follows:

Legitimacy is a process whereby members of the community differentiate between true members of the community and those who are not, or who occupy a more marginal space. In the context of brands this is demonstrated by “really knowing” the brand as opposed to using the brand for the “wrong reasons.” The wrong reasons are typically revealed by failing to fully appreciate the culture, history, rituals, traditions, and symbols of the community.

In the case of the Amiga “knowing the brand” has multiple meanings. The first meaning refers to the familiarity with the list of famous Amiga users mentioned above. The second meaning refers to technical knowledge, including about the canonical history of Jay Miner’s design of the Amiga, which included the blitter, the coprocessor which enabled modification of data within memory without burdening the CPU, and the three custom chips: Agnus, Denise and Paula. The users were required to learn at least the basics of computer science in order to successfully “share the brand” by, for instance, engaging in a technical discussion with a “non-believer”.

Here I can bring an exemplary case of “configuring the user” (Woolgar, 1991) by a demoscene member who, while providing an overview of different Amiga models available on the market, also discussed four categories of users: lamers, intermediate users, users interested in a specific professional purpose, and the “elite”, understood as hackers and demoscene members (Szczygieł 1993, 10). The author, who was a prominent demoscener himself, used the demoscene jargon terms “lamers” and “elite”. The former term was originally used as a derogative term for mediocre demoscene coders, to refer to those who only used the Amiga for gaming and who are not interested in exploring the technology beyond mastering computer games. But here the author identified lamers as those who are “not interested in the mastering of computer science knowledge” (Szczygieł 1993, 10). This explicit expression of the tension over “lamers” is an instance of an important element of tensions over “real” and “faux” brand community members (Muñiz & O’Guinn 2001, 419). Currently, the memory about the Amiga in retrocomputing is primarily constructed through the prism of an excellent 16-bit game machine (Westlake 2015). Originally, every contemporary Amiga periodical and disk magazine considered in my study included a smaller or larger section with computer game news and reviews. However, according to the normative imagined Amiga user, he was allowed to play games on the Amiga only if he was also using it for some other non-controversial purposes. Here I can also give an instance of such a normative model. In the second issue of Amigowiec the editor-in-chief announced that the periodical will publish an extensive tutorial for the popular graphic editing program Deluxe Paint III (Electronic Arts, 1988; Maher 2012, 43-81) with a claim that “obviously everyone eagerly makes computer graphics with the Amiga” (Redakcja 1990, 1).

The aforementioned highly normative overview of Amiga users made by a prominent demoscene member was included here to discuss a broader feature of the local Amiga community, namely a dominance of the demoscene in terms of projecting their own scripts of Amiga use onto other users. Importantly, a significant part of the content of Amiga related periodicals was written by demoscene members. They wrote detailed reports from parties and analyzed recent trends in demos aesthetics and quality, and also provided accessible tutorials on “how to make your own demos”. They also tried to “configure Amiga users” by emphasizing the importance of learning assembly language to became a coder or to eventually master sound or graphic editing software in order to became scene musicians or graphic designers.

The influence of the script for using the Amiga as a demo machine can be illustrated with the example of the Polish translation of the Amiga Hardware Reference Manual, an Amiga “bible” of sorts. The bootleg translation of this book was published with the title Amiga Without Secrets – Make Your Own Demo (Amiga bez tajemnic – zrób własne demo). This shows how a local company, which published this translation, came up with a marketing strategy for convincing Amiga users that a hardware reference manual can be specifically used for mastering demo-making techniques.

Reunanen and Silvast (2014, 151) in their paper about the demoscene note its elitism:

the members of the demoscene wanted to distance themselves from the common uses of computers such as productivity or gaming. Instead of utility or entertainment, their interest lay in creative experimentation.

However, in this particular case study I can note two significant differences. Firstly, the Polish demoscene became much more deeply engaged in supporting the Amiga community. It is important to emphasize that demoscene members promoted the Amiga not only as an excellent platform for demoscene productions, but also as a game machine and an efficient productivity platform. Here we can attribute a higher level of moral responsibility for the brand expressed by the demoscene in Poland than in Western Europe. Secondly, the demoscene actively and widely “configured” Amiga users by encouraging or even obliging users to learn programming assembly language necessary for making demos.

Discussion

One of the main obstacles which I encountered while researching this study was the lack of any other comparative analysis of computer platform nationalisms” except for the two previously discussed studies on the “cult of the Mac” among the American middle class (Muñiz & O’Guinn 2001; Belk & Tumbat 2005). This gap however, is as an important field for future research, and I would like to emphasize the potential for further studies of different hardware platform situated in the context of specific regions. In this context, I would like to mention the recent monograph by Jaroslav Švelch (2018), which covers the gaming culture in communist Czechoslovakia, which focuses on the local popularity of the ZX Spectrum as the dominant hardware platform well into the 1990s. The book gives insights into some aspects of the local brand community of the ZX Spectrum. Before the global dominance of the “Wintel” platform, there were several 8 and 16-bit hardware platforms, which are now completely extinct except for some small retrocomputing communities. We may assume that shortly before the acceleration of the processes of globalization in the 1990s, and the opening up of the Internet as a means of mass communication, there was a substantial number of different nationally based and region-wide brand communities, which shaped their own community rituals and responsibilities contextualized by a limited access to hardware, software and knowledge. I believe that the concept of brand community can be widely used to carry out such investigations of forgotten local cults of home computers.

References

All links verified 16.6.2020

Literature

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Notes

[1] Research for this paper was supported by the Polish National Science Centre grant 2016/23/D/HS3/03199. I would like to express my gratitude to Gleb J. Albert, Markku Reunanen, and two anonymous reviewers for their insightful comments, which helped me to revise and improve my manuscript.

Kategoriat
2–3/2020 WiderScreen 23 (2–3)

New Scenes, New Markets: The Global Expansion of the Cracking Scene, Late 1980s to Early 1990s

crackers, history, home computers, media economy, piracy

Gleb J. Albert
gleb.albert [a] uzh.ch
Dr. phil.
Department of History
University of Zurich

Viittaaminen / How to cite: Gleb, Albert J. 2020. ”New Scenes, New Markets: The Global Expansion of the Cracking Scene, Late 1980s to Early 1990s”. WiderScreen 23 (2-3). http://widerscreen.fi/numerot/2020-2-3/new-scenes-new-markets-the-global-expansion-of-the-cracking-scene-late-1980s-to-early-1990s/

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The article reconstructs the history of underground software transfer in the second half of the 1980s between the core countries of the home computer software industry and its ‘peripheries’ both in the Eastern Bloc and in the ‘Global South’. Utilizing contemporary sources and oral history interviews, it tells the story of how the cracking scene and the informal software markets in the ‘peripheries’ interacted and influences each other, and how, in this process, the cracking scene expanded beyond its original geographical core. The article contributes to the ongoing discussions about informal media economies, adding to them a historical dimension which was hitherto overlooked.

The introduction of home computers into private households in the 1980s and early 1990s (Sumner 2012; Faulstich 2005) brought several particular developments with it – such as the establishment of new cultural practices connected with home computing, such as gaming (Fuchs 2014) or ‘bedroom coding’ (Wade 2016). Also, home-computerisation brought with it new fields of commerce – not just concerning hardware, but also software (both business and entertainment), user literature or maintenance. Furthermore, it gave birth not just to a new public sphere of computer usage, but also new subsets of computer user culture – such as hackers, crackers, BBS users, demosceners, or gamers. (Alberts and Oldenziel 2014) And last but not least, the mass spread of home computers with their inherent possibilities of lossless data replication brought about new concepts of copyright, which in the end resulted in new legislations.[1]

Those particular developments have been researched in case studies over the last decade. However, in order to analyse how these developments influenced each other, it might be productive to do it in a case study that takes a focus on transnational entanglements. After all, home computerisation did not take place simultaneously all over the globe, but rather it was a process that developed (and, on a global scale, is still developing) for several decades, and its manifestations in particular countries were always bound to developments and events occurring outside the respective countries’ borders, as the triumphant march of the home computer took place against the backdrop both of a new wave of economical globalisation and massive changes in world politics.

A perspective on transnational entanglements taken here should not just focus on the level of development and marketing of computers, but take the user as its object of research (cf. Oudshoorn and Pinch 2003). The advantage of a user-centred history of technology is, according to David Edgerton, that it can be “truly global”, as it potentially covers “all places that use technology, not just the small number of places where invention and innovation is concentrated.” (Edgerton 2007, XIII) Especially concerning home computer history, a user-based approach has already shown its strength (Alberts and Oldenziel 2014), yet transnational connections of users have been explored only rarely (Wasiak 2014a). Furthermore, an analysis of the usage of one particular technology – like the home computer – on a global scale can show not only different user cultures, but also different forms of markets forming around this technology, as Tom O’Regan shows on the example of the VCR (O’Regan 2012).

The following pages present an analysis of how, at the end of the Cold War, a ‘Western’ home computer subculture, the ‘crackers’, not only spread across borders, but also nolens volens contributed to the surfacing of new markets and new cohorts of computer users outside the core countries of the home computer industry – both on the other side of the ‘Iron Curtain’ and in the countries of the ‘Global South’.

As the crackers were a subculture that was not only operating outside the official public sphere of home computing, but also one that has hardly received any attention as a historical subject within the institutions of computing history heritage, the source base for such an analysis is necessarily disparate. It includes the subculture’s digital artefacts and magazines preserved and meticulously sorted by amateur enthusiasts in various web databases, as well as physical artefacts such as paper-based correspondence collected by the author from former participants. It furthermore includes contemporary sources of mainstream home computer culture such as computer magazines, as well as oral history interviews with former active members of the subculture from a number of countries.

A remark on the territorial terms of the analysis: By describing the territorial expansion of the crackers’ subculture as ‘globalisation’, I do not employ the term as a description of a present state, but as a process (cf. Conrad 2013, 160). Obviously, the presence of home computers was spanning the whole globe neither in the beginning nor in the end of the time frame analysed here. ‘Globalisation’, however, can also be understood as a term describing a process in order to make tangible “the construction, the consolidation and the rising importance of world-wide interconnectedness” (Osterhammel and Petersson 2003, 24). My contribution sets out to explore this “rising importance of world-wide interconnectedness” among home computer users on the example of the cracking scene in the last years of the Cold War and the final phase of decolonisation. While there is a bias towards the developments in Eastern Europe due to the availability of sources and my knowledge of languages, the study also strives to employ sources from other parts of the world, particularly Latin America and the Middle East, insofar as they are available.

The Scene

The subculture in question never gained the same predominance in academia and popular memory as its more prominent contemporaries such as the punks, the mods, or the skinheads. Also, unlike the ‘new social movements’ that surfaced in the preceding decades, it was a ‘post-subculture’ or ‘scene’ (Bennett 2013; Hodkinson and Deicke 2007) with no explicit political goal or programme. At the time of its activity, however, it probably had an even stronger public presence, even if in a subliminal form: the digital artefacts that it produced ended up in disk drives of millions of teenagers (and quite some adults, too). The crackers – an international community composed of mostly young males – surfaced in the USA in the early 1980s yet came to full development in mid- to late-1980s Western and Northern Europe. They set themselves the goal of subjecting commercial software (mostly games) to ‘cracking’, that is removing their copy protection routines, and circulating these modified programs, dubbed ‘cracks’ or ‘releases’, past the formal distribution channels. For this goal, they organised themselves in teams or ‘groups’ which, hiding behind colourful names, fiercely competed not only with the software industry, but also with each other concerning the best ‘cracks’ and the most efficient ways of informal distribution. The goal of every cracker group was to become first in cracking and circulating a particular piece of software – an achievement that became symbolically fixed by marking the cracked version with a self-produced audiovisual opening credits, the so called ‘crack intro’ or ‘cracktro’. (Wasiak 2012; Reunanen, Wasiak, and Botz 2015; Albert 2017)

On the one hand, this ‘scene’ cultivated a self-image of a mysterious elite high above the casual computer user, and perpetuated this image in its own ranks through rigorous competition and a meritocratic hierarchy. On the other hand, however, the scene was, one could say, open towards the bottom: for each ‘elite’ group, there were dozens of ‘lame’ groups, many of them merely being cliques of school friends, who probably did not have access to brand new original software to crack, but contributed to the spreading of cracked games as well as of the knowledge about the existence of the scene itself. Many computer users knew someone who was a scene member or knew someone else who knew someone. As a Swedish cracker recalls, “[i]n the 5 schools I had friends in, I can count 15 active groups in 1986.” (Newscopy 2006; also, along the same lines: Chucky 2015) Thanks to informal software exchange networks, modified program versions with ‘crack intros’ were a common sight for the majority of computer users who were not able or willing to buy high-priced originals. This lead to an omnipresence of the cracker scene as a topic in the home computing public sphere, occasionally even making it outside the specialised computer press and into the opinion columns of national magazines and into TV talk shows. There, the scene was presented as a mysterious phenomenon, with the connotation of something criminal and forbidden.

The discourse of ‘illegality’, however, was more a part of the scene’s self-image than a fact corresponding to judicial reality. As copyright for software became a mandatory part of the European Community’s legislation only from 1993 onwards (Jongen and Meijboom 1993), the crackers’ activities remained exempt of punishment in many European states throughout the 1980s. Even in countries where copyright had been readjusted in the mid-1980s, such as West Germany and the United Kingdom (Commission of the European Communities 1986), the possible consequences for participants mostly remained within the limits of house searches and either charges being dismissed or the culprits being sentenced to relatively low fines (Tai 1986). However, while the consequences appear relatively negligible compared to other forms of crime, they still were substantial for teenagers, and raised the prestige of the persecuted in the eyes of their peers.

It is essential to say a few words about the ethical premises and economic practices of the cracking scene. The crackers’ approach to software, data and information does not fit into the well-known framework of subversive digital subcultures such as hackers or open source activists. Crackers, even while ‘liberating’ proprietary software of its user-crippling copy protection, did not follow the hackers’ philosophy of ‘All information must be free’ (cf. Levy 2001; Thomas 2003). They did not adhere to the idea of ‘open source’ either – on the contrary, they zealously hid their own disassembling and programming tricks both from their competitors within the scene and even more so from the general computer public (Hartmann 2012).[2] Programs were cracked neither to enable others to do the same nor to release them into ‘public domain’. By adding their ‘crack intro’ as a signature to the modified programs, crackers did not ‘liberate’ commercial software, but symbolically re-appropriated it. The signature served as a ‘copyright notice’ for the crack, and removing it (or, even worse, replacing it with another intro) meant breaking a taboo. (Vuorinen 2007; Reunanen, Wasiak, and Botz 2015)

Additionally, the ways of software circulation employed by the scene were everything but open, even though crackers often portrayed themselves as selfless Robin Hoods in contrast to commercially operating software pirates. Internally, software circulation happened in the form of a barter and status economy, with cracked software as a currency and speedy access to it as a status marker. Providing access to software for money was frowned upon – but this taboo concerned, in the first place, transactions within the scene itself. Computer users outside the scene were condoned to wait for cracks to trickle down from the ‘elite’ to the ‘normal’ users. However, in order to get hold of cracked software as fast as it was released by the scene, outsiders sometimes had the option of obtaining access to them through monetary investment. Several cracking groups sold cracked software on the side, often in forms of monthly subscriptions advertised in the classified ads of the computer press. It was not an honourable thing to do with regard to the scene’s own ethics, and those on the offering end rarely did so using the same pseudonyms as in the scene, but it gave them enough money to maintain their scene operations by paying their expenses (e.g. ‘Kawajoe & Geier Interview’ 1989; Saturnus the Invincible e.a. 2019).

The scene’s fragmentation ran along platform lines: Groups active on one platform rarely were active in cracking software on other platforms. This had to do with teenagers hardly being able financially to purchase multiple computer systems, as well as with ‘platform loyalties’ maintained by users of particular computer systems (Saarikoski and Reunanen 2014). As for geographical boundaries, the scene acted transnationally from the very beginning. However, it was not ‘global’ in any meaningful sense. Its original perimeter of action until the late 1980s was mostly confined to certain parts of the ‘West’, namely the USA, Canada, Scandinavia, Finland, the Benelux states, Great Britain, West Germany, France, Austria and Switzerland. This radius corresponds to the regions where home computers managed to become mass commodities at that time. More important for the scene, however, was the fact that these were the regions which featured formalised market structures for software, and most importantly, for computer games. After all, a subculture whose core activity consisted in ‘cracking’ commercial software had to rely on the availability of such software, ideally before or shortly after store date.

At the same time, however, contemporary sources attest to a territorial expansion of the scene from the late 1980s onwards. While scene activity had already been documented in Eastern Europe during the second half of the 1980s, by the early 1990s the scene finally surpassed its ‘Western’/‘Northern’ boundaries. A list of scene-affiliated bulletin board systems[3] from 1994 testifies to the presence of such scene hubs all around the globe – from Argentina and Uruguay, to Hungary and Turkey, to Kuwait, Saudi Arabia and New Zealand (‘World BBS List’ 1994). This expansion, particularly into Eastern Europe, is obviously connected to the conquest of new markets by the computer industry after the fall of communism – but this is just a partial explanation. Thus, the following pages set out to take a closer look at the expansion of the scene through the contacts between the cracking scene in the ‘centre’ and commercial software pirates in the ‘peripheries’.

‘Centre’ and ‘Peripheries’

What are ‘peripheries’ in this context, and what would be the ‘centre’, accordingly? The latter is to be understood as being congruent with the aforementioned countries constituting the core regions of the cracker scene’s activity – these are the same countries which hosted producers of hard- and/or software, or, at least, had formalised market structures for such goods. The ‘periphery’, however, i.e. the rest of the world, is not to be understood as a homogenous entity. It encompasses a wide range of regions, from those which did not have any noteworthy number of home computer users during the timeframe investigated (and thus fall outside the focus of this paper) to those with a growing number of computer users during the second half of the 1980s, but without access to the formal computer economies coordinated from the ‘centre’. It is important to point out that with a shifting focus from invention and marketing to actual usage of computer technology, the ‘peripheries’ were not an exception but rather the norm. As Jaroslav Švelch remarks, “in the 1980s, before international retail infrastructure and, later, digital distribution came into place, peripheries were arguably larger than centers, and much of the microcomputer world was running on pirated copies of games.” (Švelch 2018, 152)

In his introductory notes on the development of the global computer games industry, Mark J. P. Wolf (Wolf 2015a) draws up three levels of preconditions for national game industries. Firstly, these are basic preconditions such as electrification, a high degree of alphabetisation, and the presence of lifestyles which involve significant amounts of leisure time. If these preconditions are in place, a second level involves the presence of technical know-how and access to international software distribution and marketing channels. The third level is the presence of a computer-related public sphere, including clubs, specialised press, and other communication channels and networks connecting users. The regions that are considered ‘peripheries’ in our case are those where the first level of preconditions is given, yet the second and third are present only partially.

The common traits of the regions in question, encompassing such diverse regions as the already disintegrating Eastern Bloc, Southern Europe, Latin America, and the Middle East, are the following: Firstly, it is the weak presence (or even the complete absence) of formalised production and distribution structures of hardware and particularly software.[4] Secondly, it is either the complete absence of software copyright, or the negligent enforcement of existing legislation. Both preconditions lead to the appearance of informal economies facilitating the dissemination of hardware and software, taking place through grey markets, unofficial imports, and barter.

One might assume at first glance that in these regions an objective demand for a subculture dealing with illegitimate dissemination of software would not exist – as the whole realm of software circulation was, one might say, a sort of informal culture. There was no industry which rebellious teenagers could have targeted as their opponent. Instead, young computer fans could easily get involved in the grey market, which was, in absence of software copyright and/or its enforcement, much more open and risk-free than in countries with a formalised software economy. In Poland, for example, the motivation of teenagers to get involved in selling software copies was often not driven by the desire to earn money, but rather by thirst for new software (Grabarczyk 2015; Wasiak 2016) – a motive which corresponds to the motivations of ‘computer kids’ in the countries of the ‘centre’ to join the cracking scene.

Nevertheless, the scene did establish itself in regions outside the ‘centre’ – and this is a fact in need of explanation.

Home computer usage in the ‘peripheries’

The conditions for computer usage differed significantly between the ‘peripheral’ regions, yet they bore some common traits as well. In the countries of the Eastern Bloc (as well as in non-aligned Yugoslavia) home computers were a scarce commodity. On the one hand, the regimes saw little priority in private computer usage, and, accordingly, invested very little (and very late) in home computer development.[5] As Švelch notes for the CSSR, home computers “were not part of the plan” and were being “left out of the state agenda and available for appropriation by prospective users.” (Švelch 2018: 34) On the other hand, the high-technology embargo imposed by the Western powers on the countries of the Warsaw Pact was in place until the second half of the 1980s and made official home computer imports impossible. (Danyel 2012, 204ff; Švelch 2018) Thus, Western home computers were mostly imported privately,[6] until the first models were offered in valuta stores (such as Pewex and Baltona in Poland or Tuzex in Czechoslovakia) at the end of the decade.[7] Without official distribution networks for hardware, it made little sense for foreign software producers to look at the Eastern Bloc as a key market.

Such constellations outside the ‘centre’ were, however, not always due to consequences of the Cold War. Certain countries in Southern Europe and Latin America simply did not appear attractive enough for the decision makers in the ‘centre’ to consider them potential markets. (Lekkas 2014; Frasca 2015) Furthermore, import restrictions imposed by the governments in some of these countries, like Peru in the 1980s, prevented official imports of foreign home computer models (Marisca Alvarez 2014, 54). In other countries, such as Italy or Turkey, the American and European hardware industry did set up official distribution channels. For software producers, however, the entry into the market was not profitable enough,[8] either because software copyright legislation was absent, as was the case in Turkey, or it had hardly ever been enforced, like in Italy (‘Amiga Szene Türkei’ 1993; Lord Lotek 2003; Grussu 2012).

Thus, while citizens of the ‘peripheral’ regions had different levels of access to hardware, what they had in common was the lack of access to original software, while the demand for software was growing with the increasing number of home computers. This demand was met by informal economies. The concrete economic practices differed only slightly between both sides of the Iron Curtain. Whereas street markets dedicated to computer hard- and software, which thrived in the second half of the 1980s and were more or less tolerated by the authorities, were rather an East European phenomenon (Wasiak 2014b, 133ff; Beregi 2015; Polgár 2005, 59; Kiriya 2012), small shops selling unlicensed software copies were rather present in market economies such as Turkey, Greece, Italy or Argentina (Vigo 2016; ‘Amiga Szene Türkei’ 1993; Lekkas 2014; the woz 2009; Grussu 2012). Selling software copies through classified ads was a quite common practice across the cold-war divide and also not unknown to the countries of the ‘centre’. However, in the ‘peripheries’, due to absence of persecution, this practice took a much more prominent form and has been documented across the world, from Czechoslovakia and Yugoslavia to Israel and Peru (Švelch 2010; Dr.J/The Force 2004; AJ and Nafcom 2014). Apart from these formalised practices one should not forget that the bulk of software exchange took place at a low-threshold level, by means of gifts, barter and low-scale trade among friends and colleagues. (Švelch 2018)

Those protagonists of the informal economy, however, who practiced software sales on a semi-professional level, did more than just copying disks. Not only did they create their own, often quite creative packaging for their goods, but they also added – not unlike cracking groups – intros to the software they imported and sold, with texts advertising their business.[9] These sellers did not only appropriate practices of the crackers, but also of the ‘other side’, of the software industry: They often built copy protection routines into their unlicensed copies in order to construct monopolies around software and to prevent both competitors and customers to copy their products (Schneider 1986; AJ and Nafcom 2014; ‘Perestroika Software’ n.d.).

Platform simultaneity

The question that necessarily arises before the reader at this point is where these sellers got their software from. As hinted earlier, ‘Western’ crackers were an important source for the software peddlers in the peripheries. However, if one looks at the national level, this was not always the case. For such transnational contacts and software transfers, there had to be one important precondition, namely the simultaneity of an active cracking scene on a particular computer platform in the ‘centre’ on the one hand, and the popularity of the same platform in the particular ‘periphery’ on the other hand.

Home computing in the 1980s was shaped by mutually incompatible computer platforms competing on an oversaturated market. The ZX Spectrum (1982), the Atari ST (1985), the Commodore 64 (C64, 1982) and the Commodore Amiga (1985) were merely the most popular ones, while dozens of more or less successful competitors were hitting the market each year. Those platforms, however, did not co-exist on the market throughout the whole decade. Home computer models grew old quickly, were replaced by more powerful machines, or disappeared from the market for other reasons such as mismanagement or bad marketing. The ‘peripheral’ regions, however, particularly the economically isolated Eastern Bloc, were cut off from this development until the second half of the 1980s. When computers started seeping in into these countries, the potential users often just strove to have a ‘proper’ computer at all, its market success notwithstanding (Kirkpatrick 2007). In this situation, platform loyalties, common to computer users in the ‘centre’ (Saarikoski and Reunanen 2014), did not play a role at first.

After the import embargo against the Eastern Bloc had been loosened by the mid-1980s, this situation was taken advantage of by ‘Western’ hardware companies, who used to opportunity to create “secondary markets” (Lobato and Thomas 2015, 98) for outdated computers. In cooperation with the local valuta store chains Pewex and Baltona, Atari exported their XL/XE model (1983/84), which had already lost the fight against the C64 on the market, into Poland in the second half of the 1980s (Wasiak 2014b, 134–35). In the Czechoslovak valuta store chain Tuzex, one could buy the obscure Sharp MZ 800 microcomputer (1985) which enjoyed little success anywhere else besides its native Japan (Švelch 2018: 50-52). Likewise, Commodore managed to sell significant numbers of their less successful C16 home computer (1985) to users in Hungary and Mexico in the course of the second half of the 1980s. The most prominent example, however, was the ZX Spectrum which gained a second life in the late 1980s all over Eastern Europe, particularly in Czechoslovakia, Poland, and the USSR (as well as its follow-up states after 1991) – a British 8-bit home computer, immensely popular at first, but by the mid-1980s swept away from the market by the C64. (Stachniak 2015; Švelch 2018)

The users may have been very happy with these machines – but they were confronted with the problem that, by the time these computers became popular in their countries, no commercial software was being produced for them anymore. Thus, there were also no more crackers left in the ‘centre’ that were active on these platforms. As the cracking scene was dependent on a steady flow of commercial software to be cracked, the commercial death of a platform caused scene activity on the platform to cease and its protagonists to move on to other computers. Consequently, software peddlers in the ‘peripheries’ could not count on the cracking scene as a software source for these platforms. Both the shadow economies and the subcultural communities that formed around such machines in the ‘peripheries’ did so rather independently from the ‘West’. Transnational contacts and software exchange between ‘peripheral’ regions – e.g. between Czechoslovak and Yugoslav, or between Polish and Soviet users and grey market protagonists – were more important for them than the contacts to (scarce) co-users of these platforms in the ‘centre’. (Švelch 2018, ch. 5; Stachniak 2015, 19; Wlodek Black, n.d.)

There were, however, platforms that were being actively used in the ‘centre’ and the ‘peripheries’ at the same time. This was the case with the C64, which, despite having a hard time to prevail against its cheaper outdated competitors, still had significant user bases in Poland, Hungary, Yugoslavia, as well as Latin America (thanks to the relative proximity to the USA and the resulting possibility of private imports through family members and migrant workers). This was even more the case with the Amiga, which came out only in mid-1985, and could thus develop its user base almost simultaneously in the ‘centre’ and in the ‘peripheries’. Hence, on these platforms there were possibilities for exchange and software transfer between crackers in the ‘centre’ on the one hand, and grey market software dealers and users in the ‘peripheries’ on the other hand.

Setting out for contacts

It is not completely clear how exactly the grey market protagonists in the ‘peripheries’ became aware of the cracking scene as a potential software source. Probably it was through software copies with crack intros that had come into the countries through private imports, or knowledge of the scene that derived from migrant labour networks between ‘peripheries’ and ‘centre’ – e.g. between Yugoslavia, Greece, Turkey, Italy or Mexico on the one side, and Germany, Austria, or the United States on the other (Cervera and Quesnel 2015; Vigo 2016). Primary sources and recollections, however, attest to numerous contact attempts from the ‘peripheries’ directed at the cracking groups in the ‘central’ regions.

Not all those contact attempts were as spectacular as the one retold by a former scene protagonist from Cologne, Germany, a member of the Amiga cracking group Vision Factory: One day around 1989–1990, as his story goes, the group received a letter in their P.O. box, sent by a businessman from the United Arab Emirates asking them for a meeting. After their curiosity had won over their nervousness, the group members went to a high class restaurant where the meeting was to be held. There, the elegant businessman laid out his request: He wished to be supplied with cracked software on a regular basis in order to resell it in his chain of computer stores in Abu Dhabi. Moreover, he asked for exclusive copy protection to be added to the cracked programs to prevent them from being copied by his customers. After some hesitations, the crackers gave in, and from there on they received a monthly cheque worth 2000 German marks for a period of time – money which they would use to sustain their group’s operations. (Subzero 2016)

One could take this for a cock-and-bull story, common among software pirates just as much as among maritime ones – if only there were no mentions of dubious software dealers from the Arabian Peninsula in the contemporary computer press (Butscher 1990), and numerous primary sources hinting at similar, even if less spectacular, contacts.[10] The letter of a Yugloslav software dealer named Dragoslav to the Dutch cracking group 1001 Crew from December 1986 (fig. 1) can serve as an example of how such contacts would take place. The author of the letter, even while being a complete nobody in the eyes of the recipient – a crew that had a legendary standing in the scene and beyond –, emerges as a highly self-confident and determined business partner who knows exactly what he wants, namely “to make good and all-inclusive connection for buying all top new cracked programs”. And as if to make himself appear knowledgeable of scene-internal quality standards, he specifies that he wishes “no freez[e] frame, no icepick” – terms for inferior ways of cracking with the help of hardware tools. (Dragoslav V. 1986)

Figure 1. Letter from Dragoslav V. to Honey/1001 Crew, 15 December 1986.

The taboo surrounding such forms of monetary transactions is so powerful that it remains impossible to establish whether a business relation came out of this first encounter.[11] After all, the cracking ‘game’ was not ‘played’ to generate monetary income, and such practices were frowned upon in the scene’s internal media discourse, as they were considered to further the risk of persecution. At the same time, however, scene members in an underground magazine argued that selling cracked software was, ‘as long as it stays within limit, indispensible for the swappers’ (‘Kawajoe & Geier Interview’ 1989), that is, for those members of a group whose job was to spread the cracked software via postal networks. This scene ‘job’ brought about rather high running costs – 200 to 300 German marks a month, according to the same authors. (‘Kawajoe & Geier Interview’ 1989) The bigger the cracker group and the higher its position in the scene-internal hierarchy, the more were its running costs, even more so from the late 1980s onwards, when spreading software through the post made way for landline data transfers via modem, resulting in either high phone bills or the need to acquire stolen calling card numbers, not to forget the high prices of the appropriate hardware. The monthly sum of 2000 marks which the German crackers received from the Arabian businessman was mostly spent on acquiring modems and other hardware for the group members (Subzero 2016).

However, it was not just the money that made deals with ‘peripheral’ software salesmen attractive for crackers. It was also the appeal of transnational communication, which was not an everyday occurrence in the days before WWW and social media. As a scene veteran remembers, “with […] software we suddenly got a means into our hands […] to make contacts with people in other countries with whom we otherwise would have never gotten in touch.” (MWS 2015) The more far-away and ‘exotic’ such contacts were, the more fascinating they seemed to ‘Western’ teenagers. While top cracking scene members usually were quite picky when it came to software exchange partners in their own region, they were willing to drop their elitist attitude for the sake of an exotic contact. Irata, for example, a swapper from Düsseldorf and one of the most prominent figures of the 1980s German cracking scene, maintained an intensive floppy disk penpalship with a Japanese C64 user. (Irata 2015) From the point of the scene’s barter economy (and monetary economy, too), this contact was useless to Irata, since a contact from Japan, famous for arcades and video consoles but not for home computer games, could not provide him with any new or exclusive software, and, for that matter, did not offer him any money for cracked software from Germany either. It simply was considered ‘cool’ and interesting to be in touch with someone from a country that seemed exotic and far away.

From mimicry to transformation

The software peddlers from the ‘peripheries’, however, could not just rely on their partners’ goodwill and thirst for exotic contacts. They needed reliable sources for freshly cracked software, and thus had to pay for it. Gradually, however, they began to understand the economic principle of the cracking scene, by which outsiders had to pay for software, while members of the scene were able to partake in the internal barter economy. The Arab businessman with his full wallet was rather an exception among ‘peripheral’ grey market protagonists, many of which were teenagers and young adults who peddled software first and foremost because they wanted to have some fresh games for themselves.

Thus, eager to save money, many ‘peripheral’ protagonists attempted to become part of the scene’s internal barter economy by acting like scene members themselves. However, there was often more to it than just a performance of mimicry in order to get free software. Some of the software sellers fell prey to what Roger Caillois, in his writings on the roots of mimicry in nature, described as “temptation by space” (Caillois 1984, 28). Operating in the subcultural milieu and mimicking scene groups, they, in the end, really became scene members on their own right.

This subcultural mimicry took place on different levels – first of all, on the level of etymology. Software sellers began appearing under English names based on typical cracking groups names. In Yugoslavia, names like Yugoslav Cracking Service, North Slovene Cracking Service, Dubrava Cracking Service or Maribor Crackers emerged (see The C-64 Scene Database); in Turkey, as a contemporary computer journalist noted down, one could meet cliques of young software pirates operating under the guise of Istanbul Cracking Organisation or United Crackers of Turkey (‘Amiga Szene Türkei’ 1993). These individuals and collectives did hardly do any cracking in a meaningful sense – after all, there was no original software in these countries that needed to be cracked. The protagonists hiding behind such names were almost exclusively pirate software importers and resellers who obtained cracked programs from abroad and resold them locally. Like ‘real’ cracker groups, however, they added intros to the games they imported, in order to take credit for the import and local distribution of the piece of software, and to promote their business.

These mimetic gestures were aimed both at the local and the transnational audience. The appearance as a ‘real’ scene group was meant to enable the local pirates to enter the transnational networks of the scene and use them on equal terms with those in the ‘centre’. A Turkish contemporary witness describes the motivation for doing so as follows:

The Joker Crew was also running a computer shop called ‘Compushop’ […] Like, originally they are shop but they recognized that being a group has some advantages… […] If you run a computer shop in [these] days, you need software to sell. Where can you find software? There is no thing called ‘original software’. Shops must buy games from groups. Why pay to groups? If you become a group, you can swap and import games for free :) and sell them in your shop. (Vigo 2016)

Unlike the quote suggests, though, this was more than just a masquerade of a computer shop owner to obtain access to free software. The Joker Crew, active between 1989 and 1992, became known to their international partners not just as a software importer, but as a creative computer collective, producing their own software tools and computer-generated music.[13]

Figure 2. Classified ad by “Lonely Cracker Man”, 1987.

The appearance as a scene group was also attractive in the local context, as the customers of the local pirates had already been at least superficially familiar with the cracking scene through the crack intros which they could often see featured in the games they bought. By taking on the guise of a cracking group, the local pirates could provide their products with more credibility. A case in point is a classified ad from Moj Mikro, one of the leading Yugoslav home computer magazines, by a software seller from Zaječar which is now in Serbia (fig. 2). Here, one can observe mimicry going in two directions, mimicking both the professional industry and the cracking scene. On the one hand, the design of the advert is sober and professional, and the logo is clearly inspired by IBM. On the other hand, though, the seller calls himself ‘Lonely Cracker Man’ and advertises his services with the argument that he is “the only Yugoslav group [!] which cooperates with famous European groups” such as Triad or Hotline. (Lonely Cracker Man 1987) The latter sales pitch points to the fact that cracking groups from the ‘centre’ (and their crack intros) functioned as seals of quality – and by posing as contacts of these groups, the local commercial pirates could claim this level of quality for their goods.

Figure 3. Classified ad by “Eagle Soft”, 1989.

These mimetic practices could sometimes take rather excessive forms, such as a Yugoslav seller introducing their street address in their intro as a ‘PLK’ (Yugoslav Cracking Service, n.d.) – the acronym for ‘Postlagerkarte’, an anonymous P.O. box service offered by the German Post which was often used by crackers (Albert 2015), with PLK numbers frequently displayed in German crack intros as contact addresses for the cracking groups. Also, appropriations of groups’ ‘trademarks’ were common, such as in the case of another Yugoslav software vendor (Eagle Soft 1989) not only advertising under the name ‘Eagle Soft’ – the name of a famous US cracking group –, but also using Eagle Soft’s trademark intro, an eagle carrying a floppy disk in its beak, as their logo (fig. 3).

It can be safely assumed that the author of the advert did not ask the original Eagle Soft group for permission to use their logo. However, such appropriations became ‘legalised’ (and the borders between subculture and commercial piracy became even more blurred) in the early 1990s, when internationally operating cracking groups in the ‘centre’ began awarding software market protagonists in the ‘peripheries’ the privilege of being their official regional sections – a privilege paid for in cash. Such franchising practices, reported particularly from Italy and Latin America, were mentioned only as part of gossip and mutual accusations in the contemporary subcultural media (Red Sector 1990; Scorpie/F4CG 1992; DHS/IBB 1992; E$g 1990; ‘Pand(or)a’s Box & Gossips’ 1991), yet oral history interviews (Irata 2015; Subzero 2016) confirm the omnipresence of these practices. Both sides profited from such interactions. For the cracking groups in the ‘centre’ they meant, besides having an additional source of revenue, a growth of prestige: with ‘headquarters’ in regions beneath Western Europe and North America, they could stage themselves as true global players. For the ‘peripheral’ protagonists who resold the software gained through such franchising this meant a growth of prestige as well, which could be used both locally and transnationally: in their contacts to cracking groups abroad, they could act as members of an internationally well-respected group, while in the eyes of their local customers, they were representatives of a global ‘brand’ that stood for quality software.

New sceners

The availability of pirate software both in the Eastern Bloc and in the ‘Global South’ had far-reaching consequences which have already been highlighted in several case studies (Lekkas 2014, 2013; Wasiak 2014b; Marisca Alvarez 2014, 2013; generally: Castells and Cardoso 2012). Not only did the transnational activities of the cracking scene, which (either unknowingly or consciously) supplied the goods for this shadow economy, help advance software distribution to regions that were not covered by formalised commercial channels.[14] The fact that users who were cut off from the global software distribution networks were supplied with software by shadow economies also had long-term consequences: When economic globalisation reached its highest point and copyright laws were adjusted to digital content in the majority of countries by the mid-1990s, the ‘peripheries’ had noteworthy strata of computer-literate users and, thus, the preconditions for the emergence of national IT and entertainment software industries. (Wolf 2015b)

Moreover, informal markets tend to be a fertile ground for the emergence of cultural structures that surpass the actual economic activities (Mörtenböck and Mooshammer 2016, 182). This is the case with a less explored consequence of piracy in the ‘peripheries’: the territorial expansion of the cracking scene itself. In the ‘peripheral’ regions, more and more computer collectives surfaced in the late 1980s and early 1990s that saw themselves not as protagonists of the shadow economy, but as ‘scene groups’, i.e. as being part of the global scene networks and embodying the cracker scene’s barter-economic ethos.

Through the visual marks that crackers had been leaving behind in the software sold by ‘peripheral’ dealers, computer users became aware that besides the local pirates and the foreign software companies, there must be some other protagonists involved in the digital artefacts they were using. Many users were fascinated by the crack intros and indulged in speculations about their origins. As a teenage protagonist of the software street markets in Poland recalled, “I think that I thought of [crackers] as… well I think that I imagined them to be basically older than me. […] I was thinking about them as wizards.” (Grabarczyk 2015) While he never had dared to try and contact these mysterious crackers using the P.O. box addresses found in their intros because he did not consider his English to be good enough (Grabarczyk 2015), other users on the ‘peripheries’ were more courageous (Wasiak 2014b, 147). For the aforementioned Turkish contemporary witness, it was already his attempt to get new games as quickly as the shops that brought him in contact with foreign cracking groups:

I was in a shop and buying some games with my friend. I asked the shop owner ‘Hey Abi, how do you import games here?’ He said he was buying games from groups… What? What group? What is group? Where can I find a group? […] While we were talking, a guy entered the shop. Owner: ‘Look, he is one of them’ […] I asked him ‘Hey, I heard that it is possible to bring games to Istanbul via groups’. […] Guy asked if I could write a letter in English… He gave me a disk and [said:] ‘Look, there are some programs called disk-mags [i.e. disk magazines]… There is a corner in the mag called contacts… Look there…. Prepare a disk and copy the thing you like [on] that disk… And send that disk to those addresses you choose’. I went back home like light-speed. (Vigo 2016)[15]

Soon, this teenager would become an important protagonist of the scene in Turkey – a scene which brought forward many groups that didn’t regard themselves merely as local software distributors, but looked for (and found) connections to the international scene. Similar developments took place in Eastern Europe from the late 1980s onwards. The crackers in the ‘centre’ reacted to this at first with bewilderment, like the Austrian scene member who wrote in 1988 under the headline “The East is Coming”: “Have you ever heard of groups like ‘H.I.C.’ or ‘F.B.I.’? Well, these crews are from Hungary!” (Big Ben/Cosmos 1988) Soon, however, as the first Western European teenagers got to travel behind the Iron Curtain, they were excited to meet computer kids who were interested in the same machines like themselves.[16] Quickly, this transnational exchange became a normality, resulting in cooperation projects between ‘Western’ and ‘Eastern’ groups – such as the Transcom & Victory Copyparty, which took place in August 1991, on the eve of the Yugoslav Wars, in the Serbian town of Subotica and was organised by the local group Victory and the Belgian group Transcom. While the former took care of the venue, the latter advertised the gathering in ‘Western’ cracker magazines and organised a trip of Belgian scene members to the event. In the end, the ‘Westerners’ could enjoy a summer vacation and software swapping without fear of persecution, while the locals had a chance to expand their international contacts and meet them in person.[17]

But before such personal encounters could take place, the new scene groups used the international scene diskmags (‘disk-magazines’, digital magazines on floppy disks), and particularly their classified ads sections, to make themselves heard and to obtain international contacts. At the end of the 1980s, one could find in them contact adverts from countries which were neither on the scene’s map nor on the map of home computing altogether in the previous years – like South Africa or Costa Rica (‘Advertisements’ 1989). These new scene protagonists did not only send in adverts. They also contributed opinion pieces and reports on their countries. In the latter, they frequently used the opportunity to write themselves into the scene discourse of barter economy, friendship and meritocracy – and they did so by rhetorically distancing themselves from the local practices of selling cracked software. (Luxury Boy 1990; E$g 1990)

Of course, these new scene groups were confronted with the dilemma that, due to the lack of software industries in their regions, they had nothing to contribute to the scene’s barter economy. As a Turkish scene member wrote in his diskmag article: “In Turkey SWAPPING software is not illegal. That is great. But you can’t find any original [software] here. So there is no chance for the cracking.” (Microchip/TACS 1989) Acting as crackers for foreign groups was not feasible either, as it would have taken too long for suppliers from the “centre” to send them any original software.

Many scene groups from the ‘peripheries’, however, were able to solve this problem: they began to create content that was acceptable as a currency in the scene’s barter economy besides cracked games (Vigo 2016): intros, compilations of self-produced computer music (‘musicdisks’), disk magazines, and, most importantly, demos – that is, programmed audiovisual demonstrations that were not put in front of a cracked game anymore, but were released as stand-alone productions. These new groups came just in time for the differentiation of the cracking scene that was happening at the same time, around 1989–1991, when more and more programmers, graphics artists and musicians who had previously created crack intros began to focus on producing audiovisual content in the aesthetic tradition of the intros. This process of differentiation resulted in a new digital subculture, the demoscene, which retained many of the cracking scene’s practices, aesthetical preferences and ethical traits, yet did not engage in the circulation of cracked software. (Botz 2011; Reunanen 2014; Hartmann 2017) Out of the need to have something to contribute, some of the groups from the ‘peripheral’ regions quickly came to prominence in this new environment as creative computer artists.

Between transnational and local piracy ethics

As mentioned above, many of those ‘new’ scene groups in the ‘peripheries’ used every opportunity to distance themselves from selling software. This made them attractive for those local computer users who felt being ripped off by commercial pirates. At the same time, those who were active in the informal software trade felt alienated and even intimidated by this new habitus: the derogatory diskmag articles against commercial pirates held back those teenagers who had been active as grey market salesmen on a small scale from joining the ‘new’ scene. (Grabarczyk 2015)

This conflict between different ethics of software circulation – the local informal markets and the new ‘imported’ subcultural ethics – can be illustrated using the example of Peru. During the 1980s, the Latin American country’s economy was in ruins and suffered from international isolation. (Oertzen and Goedeking 2004, 98–112) There were no official distribution networks for foreign hardware and software; Peruvians obtained their home computers from relatives in the USA or on trips abroad. In order to meet the demand for spare parts and software, small computer shops began to appear in Peru’s capital, Lima. Due to the lack of official software imports, the store keepers obtained cracked software, mostly from the USA, removed the crack intros, often implemented their own copy protection routines, and resold the software in their shops. (Marisca Alvarez 2013, 2014)

A Peruvian teenager, who later would assume the nickname Mr. Byte, moved to Lima with his parents in 1986 after having grown up in Italy. There he had bought his C64 and received a first glimpse of the European cracking scene. In Peru, he was bewildered at first by the way local entrepreneurs dealt with cracked and re-protected software, but then he reacted in a way he had learned in Europe: Together with some friends, he founded Peru’s first ‘real’ cracking group under the colourful name of Twin Eagles Group (TEG). Unlike other early ‘peripheral’ groups, they were indeed worth calling themselves a cracking group: they removed the copy protection routines from the Peruvian pirate copies, added their own intros to the software, and circulated the newly re-cracked programs widely, drawing the ire of shop owners, but at the same time earning a Robin-Hood-like reputation among local home computer users. Additionally, they were able to quickly establish contacts with cracking groups abroad, and thus often had new software before the local software peddlers had it. Soon, other groups inspired by TEG began to form in Lima, and in December 1991, the first ‘TEG Copy Party’ in the capital was able to attract over 60 participants (‘TEG Copyparty’ 1992). After the Peruvian copyright reform of 1996, which would outlaw the selling of pirate software and drive the local grey market sellers out of business (and, additionally, derive TEG of programs to crack), the group would move on to become a game development collective, releasing the first commercial Peruvian game in 1999.

With their self-confident path from cracking group to national games development pioneer, TEG succeeded in “negotiating their inclusion into global practices of software development and of gaming culture”, as concluded by Peruvian researcher Eduardo Marisca Alvarez (Marisca Alvarez 2013, 5). However, this success story, recently retold by Mr. Byte in a podcast episode (AJ and Nafcom 2014), leaves out one crucial detail that is exemplary of the crackers’ ambiguous relationship with monetary economy as well as the contradictions between the different ethics of software circulation in the ‘centre’ and the ‘peripheries’. While TEG are retrospectively staging themselves as digital Robin Hoods, their own diskmag, released between 1990 and 1992, shows that they had to succumb, from time to time, to the monetary practices of the local software economy. In the interviews and individual portraits published in their periodical, they frankly admitted to selling their cracks for money sometimes. Otherwise, so their justification went, they would not have been able to afford the postal fees for software swapping with their international scene contacts. (‘Entrevista a Mr.ByteTEG’ 1991; ‘Entrevista a Overmind/TEG’ 1991; ‘Entrevista a Hawkins’ 1992) Thus, TEG took on the task of bringing scene ethics from the ‘centre’ into the local context as well as putting Peru on the international scene map. However, in order to achieve this, they had to partake in local grey market practices.

Conclusion

The processes of transformation, exchange and entanglement outlined here still require closer scrutiny. However, this outline already allows to draw some conclusions which embed the topic in wider historiography beyond the history of home computing.

Firstly, the combined study of informal economies and subcultural practices offers a new perspective on the processes of home computerisation, its dependence on political and social factors, and its transnational aspects. Home computerisation appears not as a process that unfolds only between development, research and marketing, but as a bundle of processes which are shaped by (mis-)use of technology and unintended consequences (cf. Söderberg 2010). Also, the findings provide a historical underpinning to Ramon Lobato’s and Julian Thomas’ deconstruction of the stereotype of ‘unproductive’ piracy. (Lobato and Thomas 2015, 59–60) This case study highlights the role software piracy played in the global triumphant march of the home computer – and said triumphant march cannot be reduced to a success story of invention, entrepreneurship and economic globalisation. Furthermore, the analysis of the interactions between the cracker subculture and commercial pirates as well as the consequences of these encounters allow for a history of new markets and industries beyond the narratives of innovation that are omnipresent in the historiography of the computer and IT industries. The new economies that surfaced through the interaction of subcultural and commercial piracy were not shaped by ‘disruptive innovation’, but by multilayered mimetic processes.

Secondly, the findings foreground the role of subcultures in the process of the creation of new markets. In supplying the ‘peripheries’ with software, shadow economy entrepreneurs were not the only protagonists: the contribution of teenagers in the ‘centres’, partaking in the process not primarily for money but for fun and competition, was just as crucial. At the same time, the fact that their subcultural activities had ‘entrepreneurial’ traits raises the question whether there can be observed a change in the character of youth cultures and subcultures corresponding with the appearance of early digital technologies as mass consumer commodities. (Albert 2017)

Furthermore, it is possible to embed the findings of this study into broader questions of contemporary history. It has been often pointed out that the period ‘after the boom’ (Doering-Manteuffel and Raphael 2012), the end of Fordism and the onset of neoliberal policies in the 1980s produced not only victims, but also significant strata of ‘winners’, particularly in connection with the new wave of globalisation (Bösch 2016; Wirsching 2006, 442). Computer kids expanding their subculture into new territories and even making some pocket money out of this can surely be considered a prime example of such ‘winner’ strata beyond the political and financial elites, benefitting from the structural interruptions of late-Cold War societies. Enterprising computer enthusiasts – both crackers and unofficial software vendors – were the ‘winners’ of both the Cold War and early neoliberalism, yet winners whose story still waits to be told and put in context.

References

All links verified 16.6.2020

Contemporary sources

NB: The cracker magazines mentioned here can be found and downloaded from http://www.demozoo.org.

‘Advertisements’. 1989. Bad Tongue, no. 5.

‘Amiga Szene Türkei’. 1993. Amiga Special, no. 2: 61–62.

Belgrade Software Dealer. 1993. BSD Intro. MS-DOS. https://demozoo.org/productions/111876/.

Big Ben/Cosmos. 1988. ‘The East Is Coming!’ Illegal, no. 31.

Butscher, Dieter. 1990. ‘Kein Kavaliersdelikt. Raubkopieren kann teuer zu stehen kommen’. c’t, no. 2: 64–72.

Commission of the European Communities. 1986. The Software Industry. Social Europe, Supplement 6/86. Luxembourg: Office for Official Publications of the European Communities.

DHS/IBB. 1992. ‘E$G of Italian Bad Boys – Winterview!’ Bad Tongue, no. 11.

Dragoslav V. 1986. Letter to Honey/1001 Crew. 15 December. https://gotpapers.scene.org/wp-content/uploads/2016/08/dragoslav_v._to_honey_19861215.jpg.

E$g. 1990. ‘We Scream BBS, We Download to Survive’. Bad Tongue, no. 6.

Eagle Soft. 1989. ‘Eagle Soft [advert]’. Moj Mikro, no. 11: 44.

‘Entrevista a Hawkins’. 1992. Smiling Panda, no. 4.

‘Entrevista a Mr.ByteTEG’. 1991. Smiling Panda, no. 1. http://www.tegperu.org/tegperu/default.jsp?target=/teg1989/spanda/default.jsp.

‘Entrevista a Overmind/TEG’. 1991. Smiling Panda, no. 1. http://www.tegperu.org/tegperu/default.jsp?target=/teg1989/spanda/default.jsp.

‘Kawajoe & Geier Interview’. 1989. Cracker Journal, no. 17: 18.

LKJ/Transcom. 1990. ‘The Party in Yugoslavia’. CCCP, no. 9: 4.

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Microchip/TACS. 1989. ‘A Reportage from Turkey’. Bad Tongue, no. 5.

‘Pand(or)a’s Box & Gossips’. 1991. Smiling Panda, no. 3.

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Schneider, Boris. 1986. ‘Neues aus dem Sumpf’. 64’er, no. 8: 13–15.

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Recollections

AJ, and Nafcom. 2014. ‘The Peruvian Scene’. Scene World Podcast. http://sceneworld.org/blog/2014/12/13/podcast-episode-3-the-peruvian-scene/.

Chucky. 2015. Interviewed by Gleb J. Albert in Saarbrücken, 5 April, audio recording transcript.

Dr.J/The Force. 2004. ‘C64 Scene in Israel’. Attitude, no. 7. http://www.cactus.jawnet.pl/attitude/?action=readtext&issue=7&which=5.

Grabarczyk, Paweł. 2015. Interviewed by Gleb J. Albert in Łódź, 24 March, audio recording transcript.

Irata. 2015. Interviewed by Gleb J. Albert in Düsseldorf, 13 December, audio recording transcript.

Lord Lotek. 2003. ‘Ein schöner Traum. Interview mit Hades6510’. Lotek64, no. 7: 3–4.

MWS. 2015. Interviewed by Gleb J. Albert in Heinsberg, 25 October, audio recording transcript.

Newscopy. 2006. ‘Scenetown. A Crash Course in Scene-Evolution’. Recollection, no. 1. http://www.atlantis-prophecy.org/recollection/?load=online_issues&issue=0&sub=article&id=2.

‘Perestroika Software’. n.d. Accessed 17 November 2014. https://zxaaa.untergrund.net/PERESTROIKA.html.

Saturnus the Invincible, and Smith the Software Pope. 2019. Interviewed by Gleb J. Albert in Zurich, 11 April, audio recording transcript.

Subzero. 2016. Interviewed by Gleb J. Albert in Cologne, 6 January, audio recording transcript.

the woz. 2009. ‘La escena cracker en Argentina’. Retrocomputación (blog). 4 September 2009. http://www.retrocomputacion.com/e107_plugins/content/content.php?content.15.

Vigo. 2016. Interviewed by Gleb J. Albert over IRC, 18 November, chat log.

Walleij, Linus. n.d. ‘A Comment on “Warez D00dz” Culture’. http://www.df.lth.se/~triad/papers/Raymond_D00dz.html.

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Wasiak, Patryk. 2014b. ‘Playing and Copying. Social Practices of Home Computer Users in Poland During the 1980s’. In Hacking Europe: From Computer Cultures to Demoscenes, edited by Gerard Alberts and Ruth Oldenziel, 129–50. London: Springer.

Wasiak, Patryk. 2015. ‘Artefakty kultury wizualnej w reklamie pirackich programów komputerowych w okresie transformacji systemowej’. Unpublished manuscript.

Wasiak, Patryk. 2016. ‘Dropping Out of Socialism with the Commodore 64. Polish Youth, Home Computers, and Social Identities’. In Dropping Out of Socialism: The Creation of Alternative Spheres in the Soviet Bloc, edited by Juliane Fürst and Josie McLellan, 157–76. Lanham: Lexington Books.

Wirsching, Andreas. 2006. Abschied vom Provisorium, 1982-1990. Geschichte der Bundesrepublik Deutschland 6. München: Deutsche Verlags-Anstalt.

Wolf, Mark J. P. 2015a. ‘Introduction’. In Video Games Around the World, edited by Mark J. P. Wolf, 1–16. Cambridge, MA: MIT Press.

Wolf, Mark J. P. , ed. 2015b. Video Games Around the World. Cambridge, MA: MIT Press.

Notes

[1] A legal history of home computing still remains to be written. For precursor debates from the mainframe age on software copyright, see Con Díaz 2016. For the connection between the appearance of new technical media and debates over intellectual property rights, see Dommann 2019. Particularly the debates around the Xerox machine (p. 161–163) are considered by her as predecessors of similar debates over computing.

An early version of this paper was published in German as: Subkultur, Piraterie und neue Märkte. Die transnationale Zirkulation von Heimcomputersoftware, 1986–1995. In Wege in die digitale Gesellschaft. Computernutzung in der Bundesrepublik 1955-1990, edited by Frank Bösch, 274–99. Göttingen: Wallstein Verlag, 2018.

[2] For a contrarian retrospective view of a scene veteran on this question, see Walleij, n.d.

[3] Bulletin board systems (BBS, also colloquially known as ‘boards’ or ‘mailboxes’) were an early form of online communication which took place outside the Internet. The hubs of this decentralised network were home computers running special BBS software, allowing other users to log in using modems attached to landlines in order to exchange data and messages. BBSs became the most popular form of social networking and data exchange in the cracking scene from the late 1980s onwards, making obsolete the older tradition of ‘mailswapping’, i.e. exchanging disks by the post. On BBSs, see most recently, Driscoll 2014, as well as Driscoll’s contribution in the present volume.

[4] The case of Hungary, where professional game programmers existed already in the mid-1980s, is just an exception that proves the rule: These programmers functioned, with blessing of the authorities, as outsourced manpower for the British industry, and the games they created were not intended for the domestic market. See Beregi 2015.

[5] For some of the rather unsuccessful home computer models developed in the Eastern Bloc, see Malý 2014.

[6] These private imports could take on substantial dimensions: For 1987 alone, the number of home computers privately imported to Poland is estimated at 30.000 (Budziszweski 2015, 401). In Czechoslovakia, the number of ZX Spectrum machines for the same year is estimated to be between 80.000 and 100.000 (Švelch 2018: 52), a substantial number of them having entered the country as a result of private imports and smuggling.

[7] On Poland: Wasiak 2014b. On Czechoslovakia: Švelch 2018. On Hungary: Beregi 2015. Yugoslavia was a special case, as the domestic home computer assembly kit ‘Galaksija’ enjoyed a wide popularity and could, to a certain extend, meet the demand for home computers. See Jakic 2014.

[8] See for the case of Brazil as discussed by the US software industry: Executive Director’s Report, May 1988, in: Brøderbund Software, Inc. collection, Brian Sutton-Smith Library and Archives of Play at The Strong (Rochester, NY), box 13, folder 9.

[9] On Polish grey market software dealers and their creativity, see Wasiak 2015. On Argentina: the woz 2009. For an example from Yugoslavia: Belgrade Software Dealer 1993.

[10] For examples from Israel, see Dr.J/The Force 2004.

[11] E-mail correspondence with recipient of the letter, January to March 2016.

[12] For the ambivalence between “groups” and “firms” in the Polish context of the 1980s, see Wasiak 2016, 162–64.

[13] See the group’s entry at the Commodore 64 Scene Database: http://csdb.dk/group/?id=1462.

[14] This effect of the cracking scene’s activity was also felt within the regions of the ‘centre’. See: Wade 2016, 56–57; Wasiak 2014a.

[15] For a similar contact letter from Turkey to a German scener, see S.W.A.T./Bronx 1990.

[16] See, for example, the detailed travel report by a US-American scene member to the Soviet Union in mid-1991: Lord Reagan 1991.

[17] Adverts for the party: ‘Transcom Holidays Party’ 1990; ‘Transcom Party in Yugoslavia!!!’ 1990; travel report: LKJ/Transcom 1990.

Kategoriat
2–3/2020 WiderScreen 23 (2–3)

The Rise and Fall of BBS Culture in Finland, 1982–2002

BBS, communication networks, digital culture, home computers

Petri Saarikoski
petsaari [a] utu.fi
PhD, senior lecturer
Digital Culture, University of Turku

Viittaaminen / How to cite: Saarikoski, Petri. 2020. ”The Rise and Fall of BBS Culture in Finland, 1982–2002”. WiderScreen 23 (2-3). http://widerscreen.fi/numerot/2020-2-3/the-rise-and-fall-of-bbs-culture-in-finland-1982-2002/

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The purpose of this article is to provide a general picture on the significance of the BBS culture from a computer hobbyist perspective. The study will proceed in chronological order from the early stages in the 1980s to the events of the 1990s and early 2000s. The available data on experiences and memories related to BBSes is survey-based. Interviews and some of the original messages from discussion areas are also used. The data support the earlier observations regarding the diversity of BBS culture. The BBS hobby had its own rules, norms and courses of action, and this could also be seen in the playful, constantly changing use of language in the message areas. The data evokes an image of an entirely new type of hobby that was initially met with a great sense of wonder. The sources also talk about the slowdown period of BBS activity, and reminiscing about it has also brought up comments that refers to information network nostalgia. So far, the history of the BBS culture has not been extensively researched, especially in Finland. Therefore, this article is one of the first academic case studies from this subject.

Introduction

“BBS systems were a window to the outside world and toward different areas of interest. Often, it was impressive simply to log in, or attempt to log in, to a system.” (Kotikone, M, 1979)

The citation above is from a survey (Kotikone) completed in 2013 that collected memories and experiences concerning the popularization of the home computer hobby in Finland. Many respondents who were born in the 1970s and 1980s brought up the fact that, before the internet broke through at the end of the 1990s, BBS (Bulletin Board System) was the first contact with information networks (Naskali & Silvast 2014, 33–34). In Finland, the BBS hobby was at the height of its popularity around the mid-1990s, and BBS systems have been classified particularly significant as regards the cultural adoption of information networks. (Saarikoski 2004, 380–384; Hirvonen 2010, 3–10). The purpose of this article is to provide a general picture on the significance of the Finnish BBS culture from a computer hobbyist perspective. How were users acquainted with the BBS and what kind of activities did they create around them? What memories and experiences have been associated with this activity?

The study will proceed in chronological order from the early stages in the 1980s to the events in the 1990s and early 2000s. I will focus on the adaption of the hobby, its development and the growth of user base and finally examine the rapid decline of BBSes. I also examine the heritage of BBS culture and its status and significance as a “pre-internet”. This case study is a continuation of the research in which we have looked at the life cycle of Finnish network services of the early 2000s. It appears that the infrastructure of Finnish-originated, Internet-related inventions and innovations, which were not strongly considered national, survived longer than individual local, national, or transnational services (Suominen et al. 2017). Finnish BBS culture was more local than global in nature, and it practically almost disappeared in late 1990s and early 2000s. Was this mainly due to the rise of the global internet? What lessons can we draw from its cultural history?

In Finland the hobbyists knew BBS-systems as “purkit” (pots) or “kannut” (cans). Etymology of these slang words is uncertain, but at least computer magazine Printti used the word “purkki” already in 1985 (Ks. Printti 9/1985). This was because the early version of BBS Vaxi, maintained by Printti, was sometimes called “Honey Pot” (with the picture of Winnie the Pooh), and “honey” referred to manufacturer of their BBS server (Honeywell). Supposedly, the hobbyists adopted this word and developed an alternative version of it (“kannu”) sometimes in early 1990s.

So far, the history of the BBS culture has not been extensively researched, especially in Finland. Out of the Finnish academic research on the topic, Mikko Hirvonen’s master’s thesis from the field of digital culture and his scholarly articles (Hirvonen 2007, 2010, and 2011) as well as the author’s own publications (2004, 2009, 2017) are noteworthy. Internationally, there has been research interest in the United States, BBS systems are also discussed in several national publications concerning the history and local adaptation of the internet and information networks. (E.g. Tobler 1995; Argyle & Shields 1996; Driscoll 2014; Morris 2004; Mailland & Driscoll 2017). BBS is also notified in demoscene research (Reunanen 2017; Silvast & Reunanen 2014).

The same applies to its media visibility: former and current computer hobbyists have written most of the history on BBS systems in Finland (See e.g. Skrolli 3/2014; Skrolli 1/2016). The most important reason for the lack of interest is obvious: the level of interest toward the internet and, later, social media, has marginalized the phenomenon. The second factor is the passage of time: over 20 years have passed since the peak of the BBS era, and the systems were a fairly marginal phenomenon in the eyes of the general public. Nowadays, BBS is a curiosity related to the history of information networks that the younger generation, in particular, has not even heard about. Kevin Driscoll has come up with similar observations. He writes about the forgotten history” of information network culture, which researchers have not been dealing with since the 1990s. (Driscoll 2014, 15-18) For these reasons, this article is a case study, focusing entirely on the general history of BBS culture in Finland.

Questionnaires, interviews, and thematic essays have been typical ways of collecting user experiences related to computing. The Kotikone survey mentioned above is an example of an available body of data. It is a continuation of a survey carried out in 2003 (Tiesu) that collected a more extensive amount of information on the memories related to the history of Finnish computing, the use of computers, and the attitudes toward different phenomena within the field of computing (Aaltonen 2004). The available data on experiences and memories related to BBSes received from both surveys was often short and fragmented. This was the main reason that I started a new survey (Komu), focusing solely on the BBS hobby, in the fall of 2016.[1] The purpose of the survey was to uncover qualitative data on the hobby, and, for this reason, most of the response fields were open. In addition to the basic information, the respondents were asked about the starting points of their hobby, its development, and the details of active use. Stories and memories related to the discussion areas were a dedicated section. At the end, the respondents were asked about their memories related to the final phases of the activity.

During the survey, I also completed interviews and gathered available and archived messages from former BBS systems.[2] The amount of collected messages is vast, containing some 12.000 different messages. At the time of writing, the analysis of this material is still in progress; partly due to this reason, this material will be mostly outside of the scope of this article. Still, I am going to use some of the messages as a supportive material and the preliminary analysis based on them in this study. [3] Messages of the BBS can be difficult to access for research purposes. A significant part of the data is still on the hard drives or floppy disks of private computers. Some may have been permanently lost, mainly because of the technical reasons. The disintegration of data began already in the 1980s and 1990s, when the hard drives were often wiped clean because there was not enough storage space. This problem is internationally well known. For example, Kevin Driscoll has noted that programs and files are quite well archived on the Internet, but messages and written text documents – especially from private BBSes – are often hard to find (Driscoll 2014, 22–24). Still, at least some message archives from Fidonet-network are available from Usenet-discussion groups, maintained by Google Groups.

Examining the messages specific research ethics plays an especially significant role. Researchers have also started to pay more attention to the issue in Finland. (Östman & Turtiainen 2016) First, BBS-messages were really not meant to be public and as sources they can be classified as private correspondence. Second, messages were usually written by adolescent hobbyists. Third, most of hobbyists still use the same nickname, so messages can still be linked to a particular user. Therefore, researches must be extra careful when using these messages as sources. At least the nicknames have to be anonymized and certain sensitive issues must be left outside of the research focus, or they must be referred in a very general way. As a method for analyzing the BBS discussions, I have taken advantage of empathic reading of the material (Järvinen-Tassopoulos 2011). In this way, I can protect the writers from any unfavorable publicity, and still concentrate on my original research focus.

Previously, I have interviewed the well-known system operators of large BBSes: Seppo Uusitupa (CBBS Helsinki), Teppo Oranne (Metropoli), Hannu Strang (Vaxi), and Jukka O. Kauppinen (MBnet, Neuvosto-Savo). In order to balance this, I have selected for this article one interview (Jenni Ikävalko) that both provides information on the lifecycle of a smaller BBS (BBS Atom Heart Mother and BBS Kukkaniittu) and describes the role of the female in a male-dominated hobbyist community. As regards theory, I am drawing on research that discusses the stages of cultural adoption of information networks and the cultural history of the computing hobby on a more general level. Especially I will use research done in academic field of digital culture (e.g. Saarikoski 2004; Saarikoski et al 2009; Suominen 2013).

There is a risk that the research will only confirm the information that has been brought up earlier and, unwillingly, create a nostalgic halo around the phenomenon. There is also large potential for errors in interpretation as well as factual errors. The researcher must analyze the responses with critical accuracy and be well aware of the general history of the BBS culture. This problem is very well known within the field of computing history research, and it poses additional challenges, in particular, for researchers who lack personal experience in the phenomenon being studied. On the other hand, the collection of survey data may be justified by a second obvious purpose: the survey allowed for reaching the old modem hobbyists and creating a basis for more extensive research. The second justification was the obvious scarcity of surveys that solely focus on BBS activities, especially in Finland.

Adoption of the Hobby

“Experiences and culture from the BBS era, which predated the internet, should be collected. The systems have already disappeared and the people will soon be suffering from dementia.”
(Kotikone, M, 1974)

The enclosed response is very descriptive of the developing age profile of the former modem enthusiasts, which can also be seen in the Komu survey from the fall of 2016. Most of the respondents were over 40 years old or approaching this age. The largest group (79%) consisted of people born between 1973 and 1980, who mostly had their first contact with BBS systems in the 1990s. This result is well aligned with the studies on 1990s BBS history, which state that the height of popularity was in the mid-1990s (Hirvonen 2010; Saarikoski 2004).

Figure 1. Age range and distribution for the hobbyists. The oldest respondent was 59 years old, the youngest was 31. There were a total of 124 respondents. The references are coded this way: 1) acronym of the survey, 2) sex (if mentioned), 3) year of birth and 4) answer order.

Males made up most of the respondents (94.4%), and many of them (38 respondents) had lived in the Helsinki region (Helsinki is the capital of Finland, and the region also includes big cities like Espoo and Vantaa) during their BBS hobby. The respondents were highly educated and a large number of them worked in the IT sector. The respondents born between 1957 and 1972 (24 people) formed a separate group that had had their first contact with BBSes in the 1980s. Respondents born in 1973 or thereafter mostly stated that their first BBS experiences took place in the 1990s. What was this group’s first contact with BBSes like and how did they define their activities?

The generally accepted understanding is that BBS activities in Finland started in the summer of 1982, when Seppo Uusitupa’s CBBS Helsinki was connected to the telephone network (Prosessori 6-7/1982; Uusitupa 1993). The significance of this event may even have been overemphasized in studies and memoirs (Interview: Seppo Uusitupa October 22, 2001 and August 25, 2007. See also Saarikoski et al 2009, 50). On the other hand, this is the earliest known example of an experiment that brought the BBS-hobby to Finland from the United States, where it had started in 1978 (Driscoll 2014; BBS The Documentary Part 1/8: Baud). The history of Finnish information networks had started with the installation of the first commercial modems in 1964, but until the mid-1990s, the government and private sector mainly maintained basic services. There was never any serious attempt to create an ambitious national information network, like the French Minitel, although some projects were launched under the umbrella of information society programs. (Saarikoski et al. 2009, 27, 44–51. See also Mailland & Driscoll 2017) Therefore, BBS hobbyists can be classified as “early adopters” of modems in private use.

Still, Finland had a fairly large number of BBS systems per capita at the end of the 1980s (about 150 systems in total) (Saarikoski 2004, 161). Finnish BBS culture developed in the field of operation of certain telephone companies. One of the main reasons for this was the costly long-distance charges. This is also the main reason why most of the BBSes were located in big cities (like Helsinki, Vantaa, Espoo, Turku and Tampere). This was also the case in other European countries (Rheingold 1993; Mailland & Driscoll 2017). According to earlier research, between 1982 and 1985, a large part of the hobbyists were men over 20 years old who either worked for the telephone companies or in the IT business or studied these subjects. Many early BBSes were run by companies in this field, or associations and clubs associated with them (Saarikoski 2004, 39, 41, 44–45). This gradually spread the modem hobby to computer clubs and educational institutions. The phenomenon was widely popularized by the computing press. According to the survey, individual first contacts with BBSes were already made in 1982–1983. But 78% of the “early adopters” date the events “at the end of the 1980s”.

“In 1985. After upper secondary school ended, I was working in my first job in the IT business, and my employer at that time became interested in the possibilities of BBSes for marketing and communications” (Komu, M, 1966 [I])

“I met Jussi Pulkkinen (Sysop for SuoKUG BBS) when doing other business. This may have been in ’83 or ’84. […] This activity was very rare and exotic, and only those who were interested in computers were involved in it.” (Komu, M, 1957)

The responses also show that new technology was exciting and people actively studied it during their free time. It is important to note that the respondents emphasized the significance of BBS use as a tool for expertise and networking. The viewpoints concerning the professionalism that the early adopters brought up are fairly common in the history of computing. On the other hand, the playful and experimental nature of the activities could be seen in the mentions concerning early hacking attempts, where young people had accessed online systems without authorization and set traps for the other users (Komu, M, 1967 [I]. See also Suominen 1997; Saarikoski et al. 2009, 55–56).

The role of BBSes as an exclusive hobby for experts and professionals started to gradually change toward the end of the 1980s. A period of rapid internationalization also started. Based on the data, the popularization of the BBS was significantly affected by the BBS Vaxi (1985–1991) maintained by Printti computer magazine. Vaxi was obviously the most popular BBS in 1980s, gathering several thousand subscribers yearly. (Saarikoski et al 2009, 52–54; Interview: Hannu Strang 11.2.2002). Of course, the professional computer press and club magazines (Prosessori 6-7/1982; Vikki 8/1983) had already covered modems, but the introduction of the home computing press significantly broadened their target audience (MikroBitti 11/1985; 5/1986. See also Saarikoski et al. 2009, 57). According to the responses, many early experiments were made on the Commodore 64, the most popular home computer of its time.

“I was reading Printti magazine, published by A-Lehdet, and walked into HPY’s office in order to rent my first 300 bps modem that I connected to a Commodore 64” (Komu, F, 1967 [II])

The response is also indicative of the practical difficulties that new hobbyists encountered. A modem was an expensive piece of hardware. The telephone companies supported hobbyists to an extent, particularly through the computer clubs. The responses include memories related to experimentation with the first modems.

“You called a BBS by using a landline phone: you dialed in the number and listened for the carrier tone. After this, you pressed a button on the modem that took over the line and connected to the remote system.” (Komu, M, 1970, [V])

Nokia modem  VB 312
Picture 1. Nokia started to manufacture modems in the late 1980s. In the picture, VB 312 -modem from 1987, which supported dual speed mode (300 b/s and 1200 b/s). VB 312 was advertised with a slogan ”For hackers and other professionals”. (MikroBitti 4/1987).
Source: Salo Museum of Electronics.

Many young hobbyists first encountered BBSes through a friend or acquaintance before purchasing a modem for their own use.

“The first time I witnessed using a BBS was at a friend’s house in the fall of 1987. His father worked at the local telephone company. [-] We visited some discussion boards, but I have no other memories. It all felt very futuristic – information networks, I mean. Full-on science fiction.” (Komu, M, 1972 [I])

The early experiments in the 1980s were often random by nature. The memories are often vague, and the above response describes this very well. The younger generation, in particular, experimented with BBSes in the late 1980s and only actively started the hobby in the early 1990s.

“In 1988, my father had bought a PC with a 1,200 baud card modem. We used it a few times, mainly to call BBSes that were listed in the magazines (I can remember at least two by name: Kopel Fido and JKL Fido). Both of us were mostly interested in BBSes as sources of files, and my access to the modem was very limited at the time.” (Komu, M, 1977, [I])

The response refers to the Amstrad PC model, introduced in 1987, that had a built-in 1,200 baud card modem. This computer model is an interesting byway in the development that preceded the hobbyist adoption of PC computers, previously intended for professional use. The turn of the 1990s can also be seen in the data as an increase in the significance of the Amiga computer. In Finland, the Amiga 500 model that was introduced as a continuation of the Commodore 64 started gaining popularity in the late 1980s. Based on the responses, the Amiga was fairly commonly used alongside the PC in the BBS circles of the 1990s. During these years, the Amiga was very popular in other European countries too. For example, in both the UK and Germany about 1.5 million were sold, and sales reached hundreds of thousands in other European nations. (e.g. Reunanen 2014; Bagnall 2005; Knight 2018).

“[In 1990, I purchased] an Amiga 500 computer that many of my friends already had. Two of them also had modems that we used to call several BBSes. The ones I remember the clearest are Neuvosto-Savo and Metropoli. There were others, of course, but these were the most popular ones.” (Komu, M, 1972 [IV])

Chanting and Leeching

In the BBS circles, discussions and messaging can be considered the foundations of the hobby from the 1980s onwards. They can be divided into three parts: private messages, chats between two or more people and the actual messages on the discussion boards. File transfers and games, for example, became more important later in the 1990s (Naskali & Silvast 2014). In this respect, the Finnish BBS culture did not differ much in international comparison. (e.g Driscoll 2014, 164–165; Tobler 1995). Many of the terms used in the discussions were English-based, but some of them were only used in Finland. In some cases, hobbyists were known as “kusoilijat”, which was a reference to code QSO (more commonly referred to as simply a “contact”) used by radio amateurs. Still, in Finnish BBS culture the most common slang word for online discussions were “messuilut” (eng. “chants”), and therefore hobbyists were usually called “messuilijat” (eng. “chanters”).[4] This is an example of a slang word which is not used anyone.

“The discussion boards were so full of inside jokes that outsiders were unavoidably left out. However, I have a lot of memories of threads that made me laugh out loud (at least during a suitable sugar rush).” (Koku, M, 1975 [I])

The popular BBSes, in particular, were often full and required constant queuing. Furthermore, different time limits significantly slowed down their use. The technology in use and the high cost of telephone calls also affected the nature of the discussions, in particular at the early stages. Therefore, discussions were a combination of synchronous and asynchronous messaging. The habit of downloading all of the messages at once became more common in the 1990s. The messages were only read once the connection had been closed, and the users wrote their messages offline and uploaded them during the next connection. So-called offline reader software was used for reading and writing messages; the most popular message package format used was QWK. This reader format, originally developed in 1987, was especially popular among the users of Fidonet. The other, also internationally well-known reader format was BlueWave. (Hargadon 2011, 70-71; Driscoll 2014, 224; “What are QWK and BlueWave?”, alt.usenet.offline-reader 2014). There are plenty of references to its use in research data, especially in the 1990s, when material originally published on the internet was transferred to BBSes running on PC and Amiga home computers.

“Since phone calls were fairly expensive, I only spent about an hour a day online; however, reading and replying to the QWK packages could take up to 6 hours or even entire days, if a serious debate was in progress and I had to go to the library or consult my own bookshelves in order to look for facts.” (Komu, M, 1970, [IV])

Picture 2. Main menu of BBS Metropoli (c. 1993). Scandinavian letters (like Ä and Ö) are not working and instead system is placing them with characters | and [.To improve readability, the users are instructed to use letters A and O instead. On the last line, the system is asking the user’s name, a mandatory task before he or she could proceed.

The data contains mentions of hundreds of different BBSes that the respondents had used. The most mentions went to MBnet (49 pcs), Vaxi (31 pcs), Metropoli (15 pcs), Pelit-BBS (9 pcs), Neuvosto-Savo (7 pcs), and Amiga Zone (6 pcs). The reasons for this emphasis are undoubtedly that these BBSes were also among the most popular ones (Saarikoski 2004, 380–381). Otherwise, the data contains plenty of individual mentions of BBSes. The names that hobbyists invented for their BBSes make for fascinating reading and indicate an in-depth knowledge of fantasy and horror literature, or were otherwise quite innovative: Shadow Gate, Shoggoth’s Nest/Protoplasma, Dragon’s Nest, Chicken’s World, Snowfall, Gaia, Underworld Fortress, and Turbohyttynen (translated as “Turbomosquito”, a clear reference to whimpering sound of a modem).

BBS BCG-Box
Picture 3. Main menu of BBS BCG-Box. “Yleiset komennot” (main commands) were usually a combination of Finnish and English. For example, <COM>: send message to Sysop, <CHAT>: real time discussion tool, <WHO>, who is online and <G> quit and go offline. Source: Ville-Matias Heikkilä / Skrolli.

The data supports the earlier observations concerning the important role of the message and discussion areas in BBSes (Hirvonen 2010, 24). Based on word searches, 54% of the respondents emphasized the importance of message and discussion areas. On the other hand, the responses also indicate how the hobbyists’ interests started to diverge during the first half of the 1990s the latest. 58% of all the respondents emphasized that files were the primary motive for calling BBSes. Out of the other available activities, only 15% of the responses emphasized the importance of online games. However, for some users, participating in the discussions was not at all important or they have no memories of it. Active participation in the discussions was widely respected, and BBS system operators commonly requested it. Simply downloading files without much message activity (so called “leeching”) was even frowned upon, and Sysops limited passive users’ access to the file areas. These rules were usually written on the index-pages of BBSes. (Kauppinen 2008, www.byterapers.scene.org). Based on the data, downloading files was especially popular among respondents born in the late 1970s and early 1980s. Therefore, it is interesting to note that the responses discuss software piracy in a fairly indirect manner. “Beautiful warez memories of downloading games all night with the modem.” (Komu, M, 1978 [VII])

The term “piracy” is only directly used in four responses. As a social activity, piracy in the BBS world was a significant shift from the earlier means of copying and trading software that made use of letter correspondence and meet-ups in person. Copies of commercial software could spread quickly from one BBS to another inside Finland, and as international connections developed, international software trading also started to increase. In countries like United States BBS-piracy was already common in early 1980s. (Sterling 1993, 84; Bennahum 1998, 3–6, 82–84). This kind of activity first emerged in Finnish BBSes during the late 1980s, and the activity was already well established in the early 1990s. It is noteworthy that, at this time, the Finnish police first became interested and the first seizure of a pirate BBS happened in 1991 (Saarikoski 2004, 329–332). Based on previous research, copies of commercial software – games in particular – were commonly distributed in the BBS world, but there were specific rules and limitations concerning their availability (Saarikoski 2017; Reunanen 2014). The same limitations also concerned the downloading of files in general, regardless of whether they were games, music files, comics, online novels or pornographic images.

However, Mikko Hirvonen has argued in his own study that the division between discussion-oriented BBSes and software-oriented BBSes was artificial, since practically all BBSes engaged in both activities (Hirvonen 2010, 26-27). Software was a type of added value related to the operation of the BBSes. The same BBSs that hosted illegal games were also a platform for active discussions. Similar observations have also emerged in studies on the pirate scene (Reunanen, Wasiak & Botz 2015). Software trading (simply known as “treidaus”) was an important factor regulating file downloads; if you downloaded files from the BBS, you also had to upload new ones. This is generally referred to as the upload/download ratio (or u/d ratio). Later on, this was also a common solution for FTP sites on the internet, but in BBSes, it was more common for the downloaders and the system operator to know each other. Files were commonly zipped, or archived in order to save space, and appended with all of the necessary information.

“Upload/download ratios, zipping all files and including the file_id.diz inside the package, checking in advance that the same file is not already available, and saying hi to the Sysop during your first call to a new BBS.” (Komu, M, 1978 [IV])

In many BBSes, pirated software and piracy in general were nearly taboo subjects, and even talking about them was forbidden. For example, the rules of the BBS could state that “Discussions on piracy, copying or cracking are NOT allowed.” (Komu, M, 1977 [III]) In commercial BBSes, such as MBnet maintained by the MikroBitti magazine, it was natural for the rules on piracy to be strict, but the data does not clearly indicate why piracy gave rise to censorship even in hobbyist BBSes. One potential reason might be the profiling of BBSes; certain systems wanted to develop according to a specific set of rules and norms. According to my personal interpretation, as well as previous research, software piracy was – at least partly – considered “mass culture”; it attracted a large number of young, fairly inexperienced users who concentrated on downloading software and were, in a way, also seen as a nuisance.

“The BBSes that you used for downloading files were a different category. They did not invoke a personal relationship. However, the other BBSes created a rather lively, small social world where members got together during meet-ups.” (Komu, M, 1979 [IV])

“In a way, we made fun of the trading culture. It was sort of a counter-reaction to it. It was a time of elitism; we were young and unconditional, as you often are at that age.” (Interview: Jenni Ikävalko, September 15, 2016)

The attitudes toward pirated software, in particular, divided the computer hobbyists, and emotional discussions on the topic could be seen even in the mail columns of computer game magazines (Saarikoski 2012). In this respect, the BBS piracy of the 1990s was more of an insider activity that had fairly little to do with the current anonymous online file sharing culture (Saarikoski 2004, 331–333).

BBSes were considered to be important electronic meeting points where visitors were expected to interact. When user logged in he or she was supposed to give their full name to Sysop (if calling for the first time) and use that name as a sign of identification, or use a handle (nick name) instead. The most active BBSes could receive thousands of connections per month (Kauppinen 2008). A wide selection of experiences and memories is available concerning the rapid spread and increase in popularity of the 1990s BBS hobby, which lasted until around 1996. The first contact was made at their place of residence, where the hobbyists spent their childhood and youth. Users read about BBSes in computer magazines, then learned about the hobby from their friends and, later, decided to join in themselves. Nearly systematically, the stories bring up the effect of friends, which is also linked to the need for social networking.

“Social interaction and the exchange of information, games, etc. were the most important. The BBS physically bound me to people in my home region; it created virtual groups of friends.” (Komu, M, 1978 [V])

The other feature is that the hobbyists have met on a BBS first and then face to face.

“Finally, the system (Atom Heart Mother, later Kukkaniittu) came to life in December; before that, I had been compiling a group of friends. Some were from the Kuopio scene, and some from Helsinki. The first time we met at a party with a larger crowd was in December ’95.” (Interview: Jenni Ikävalko, September 15, 2016)

The networking occurred between young people living in the same town or neighborhood; later on, contacts were sought from elsewhere in Finland as well as from abroad. The BBSes had a clearly socializing role when young teenagers were looking for a reference group they could not find at school, for example. Jenni Ikävalko, the Sysop of BBS Atom Heart Mother[5] and BBS Kukkaniittu[6], who started her familiarization with BBSes at the age of 14, has provided an apt description of this stage:

“My interests were completely different from those of my peers at school. For example, I was interested in sci-fi and already liked Star Trek and games back then. […] I thought it would be nice to have a place where you could talk and write about sci-fi, exchange short stories, and do other fun things.” (Interview: Jenni Ikävalko, September 15, 2016)

Another emerging characteristic is that networking and finding “similarly minded” friends was a nice surprise for many hobbyists.

“My circle of friends included a lot of people who were interested in computers, so we also used BBSes quite a lot. Most of my friends used BBSes at some point, at least.” (Komu, M, 1975, [II])

“In my circle of friends, this was quite common, since some people had joined our circle from the BBS scene. Of course, they were not in the mainstream; just something a small group of nerds did.” (Komu, M, 1977 [VI])

“A lot; nearly my entire circle of friends outside of school consisted of BBS users.” (Komu, 1980, [X])

The data also contains mentions of long, ongoing friendships that started from the BBS hobby.

“Many of my acquaintances, who work in different fields, are people who I originally met in BBSes.” (Komu, M, 1978, [XI])

“When I became acquainted with the BBS scene, I was a teenager with absolutely no technical knowledge. Through MBnet, I met dozens of new people, and we used to meet up in the Helsinki region and at the Assembly festivals.” (Komu, M, 1982 [VI])

Of course, setting up your own BBS and acting as its Sysop was considered to be the pinnacle of the hobby. Out of the respondents, 48 reported that they were the Sysop or co-Sysop of a BBS. The most commonly mentioned BBS software were the Finnish SuperBBS and BBBBS and the American PCBoard. The lifetime of hobbyist BBSes could vary from a few months to several years; sometimes, the BBS was kept online for up to ten years. The core community within one BBS could be fairly small:

“The core group, I believe, was around ten people. And then there were about twenty or thirty who sort of hung around. There were also lots of callers who only called once or twice.” (Interview: Jenni Ikävalko, September 15, 2016)

At the start of the 1990s, the average age of the users had fallen clearly below twenty years. In this way, discussion areas of BBSes worked as virtual youth clubs. Discussions were moved to specific areas, named by Sysops or co-Sysops. Usually naming policy varied greatly, but there were some common themes. For example “pelit” (games), “skene” (demoscene), “ohjelmointi” (programming), “viihde ja media” (entertainment and media), “koneet” (hardware) and “myytävänä” (“for sale”). Typical problem in discussion areas were that messages started to go “off topic” if Sysop did not modify the thread or was otherwise passive. Therefore, the most common (and usually the most popular) areas were simply classified as “sekalaista” (miscellaneous messages). Often, in these areas the conversation was often quite unrestricted and even confusing, because treads were filled with insider jokes and meta-text (discussions referring to some other discussions or events somewhere else). It was typical that these kind of areas were humorously named “kiipunkakkaa” or “paskanjauhanta” (roughly translated as “cesspool” or “bullshit talk”). Many of these messages contained foul languages and usually “cesspools” were the birthplaces for flame wars and trolling. Sometimes tangled discussion threads aroused frustration:

U1>These chants belong to everyone, so you don’t have to read, just press enter if you are not interested.

U2> Yeah, sure… but this really start to piss me off when 60% of these chants are just shoddy bullshit and nothing serious. Yeah, THINK ABOUT IT. (BBS Atom Heart Mother 14.2.1996)

Furthermore, sources indicate that majority of discussions can be classified as “social interaction”; young people talked about any matter related to their daily lives. The social nature of the BBS hobby could also be concretely seen in the formation of different free-form communities. For many, hanging around BBSes was an important way of spending time that bound like-minded people together and offered young people the chance to meet each other in an unofficial or even entertaining setting.

“BBSes were not a separate hobby. It was a large part of my life in my teens. It connected with everything else that happened back then, such as alcohol, house parties, meeting girls (or dreaming about them!) and the rest of the “weekend culture”. We often started Friday nights at my friend’s house. We would talk about BBSes and “go online” while drinking cheap white wine or something like that and listening to music or the radio.” (Komu, M, 1978 [VI])

The data contains a number of other similar memories, even though the details provided are often scarce. Still, sources contain reports from different parties and meetings, and discussion threads include references to the use of alcohol.

Despite this, the hobbyists used discussion areas to handle serious issues. For example, BBSes were important channels for peer support, and discussion areas contains lots of material where users shared their fears and frustrations:

U1> How in hell I can get so awful result from the math test? b, just b. I’ve never got such a bad result :( All this happened because I accidently read the wrong chapter. Oh, dear… I’m so depressed. Well, luckily it’s time to get some sleep (BBS Atom Heart Mother 7.2.1996)

If someone was sad and depressed, other users could quickly respond: “I hope we can give you some support when you come to meeting today.” (BBS Kukkaniittu 18.6.1999). There are also very serious stories present. For example, one high school student reported that his mate from school had been killed in car accident. He had just come home feeling very confused and shocked. Other users immediately began to give him crisis support via discussion area. (BBS Kukkaniittu 1.10.1997)

The hobbyist groups were male-dominated, and the girls who joined the activities would sometimes gather attention. The women who responded to the survey (8 people) apparently did not consider the gender question to be problematic, and the girls who were accepted into the groups were – at least for the most part – treated in an equal manner. Jenni Ikävalko has stated in an interview that, sometimes, the other users could not believe that she was a girl and suspected that she might be a “fake” (Interview: Jenni Ikävalko September 15, 2016). The attitudes could have been influenced by a case that shook the BBS world in the late 1990s where a boy had used a girl’s name, and assumed the role of a girl in discussion boards. This case was infamous and is still remember as a classic example of “role trolling”. This incident also indicates that real names or handles were almost always used in BBSes and fake names were frowned upon. This was also a sign that usually anonymous discussions were not allowed by the Sysops or they were discouraged. (Hirvonen 2010, 90). There are several international comparisons to make. Researchers have pointed out that users had a tendency for this kind of role-playing and if you even changed your gender role, this was usually a very effective, though risky behavior (Baym 1998, 13–15; Blanchard & Horan 1998, 293–307).

From Playful Arguments to Trolling

In the 1990s, as the number of users grew significantly and the average age fell, arguments between users also became more common. Earlier research and interviews have brought up that, in the 1990s, “BBSes became kindergartens” (Saarikoski 2004; Interview: Teppo Oranne, February 6, 2002). The fights, arguments, flaming, and trolling were also familiar phenomena on the BBS side; on the other hand, as the interaction between BBSes and the internet increased from the mid-1990s onward, the arguments also spread from one system to another. In the interviews and surveys, former hobbyists have stressed that flaming and trolling was more common on the internet. This is not necessarily entirely true.

Research suggests that arguments and flame wars were a normal phenomenon related to the popularization of the computer hobby that had already started in the 1980s. Respondents have simple forgotten many negative phenomena related to BBS-hobby. (Saarikoski & Reunanen 2014; Hirvonen 2010, 86–87; Saarikoski 2017). In the survey, 75 respondents indicated that they had encountered the phenomenon in one form or another. 38 respondents stated that there were no arguments or that there were “very few” of them.

“Sometimes, the arguments would be very fierce. Those who were most critical in arguments and questioned everything were not generally very well liked.” (Komu, M, 1979 [XII])

“You would constantly see arguments and attempts to determine the pecking order, although this would occur less in BBSes where you had a stronger inner circle and feeling of community. I was fairly active at trolling beginners or people who appeared too formal/conservative; I would use sarcasm, for example.” (Komu, M, 1977 [I])

The existence of different distractions is undeniable, but the attitude toward them seems to indicate a generation gap – for example, older and more experienced users often found that younger users’ behavior was tasteless. The arguments also included a degree of playfulness that outsiders could not always understand.

“There was always some flaming, and trolls as well. When I started the hobby, it took a while to understand their deeper meaning. Many scientific discussions could be led astray, and users who approached the matter in a less logical way often encountered such a degree of hostility that moderators were definitely required.” (Komu, M, 1976 [V])

The role of the Sysop was to act like a referee. If arguments started go beyond certain boundaries, the Sysop could write a warning message to calm down participants. “Stop that bullying right now! It’s not fair, because at least I want to read his chants on my BBS and it’s not nice if you drive him out!” (BBS Kukkaniittu 22.4.1998)

The term “flaming” was clearly imported from Usenet (See more e.g. ”The Jargon File, version 4.4.7”, Usenet), and was far more common than “trolling” in the Finnish BBS-scene. According to my observations, “trolling” become more common as late as 1997. The survey data supports the understanding that, in particular, language that could be classified as flaming was fairly common, but overly provocative arguments were effectively controlled by the principles and rules that the hobbyists had assumed. In concrete terms, this meant that if a hobbyist wanted to be part of a community, they had to act according to its norms. On the other hand, cursing and usage of foul language was also very common.

Furthermore, the majority of off-topic discussions included some sort of teasing. For example, in September 1997, the users of BBS Kukkaniittu had a lively discussion about different music tastes. When one user listed dozens of heavy metal bands among his favorites, his friend said cleverly: “Well, buddy. You are one true HeAVy MeTAL MaNIAc!! :P”. The other user replied quickly: “I listen to some mod and chip music too. Amiga stuff is pretty cool”. His friend continued: “Oh, yeah? What kind of mods? DanCE eUrO PoP? |-(:Θ)”. This kind of writing also show typical linguistic play, and the use of emoticons is was also a good example of how international influences spread from internet to BBS. In Finland, emoticons were apparently introduced in early 1985, three years after they were first used in Usenet. (Fitzpatrick 2003; Saarikoski et al 2009, 218–219).

BBS Kukkaniittu
Picture 4. Example of a discussion thread from BBS Kukkaniittu (24.9.1997). You can see the usage of “chants”-word (“messut”) which was basically the synonym of “discussions”. Area is a new one so users ponder how the discussions should go on, what kind of rules you should follow, and then the Sysop writes: “Rules of Laudat-discussion area are: 1. Do not use capital letters, 2. Do not write flaming messages about Windows, Quake and do not criticize me. If you do not follow these rules: 1. I will first give you a private warning message, 2. then I will give you a public warning, and 3. finally (if even this doesn´t work) I will tell your mommy”.

BBS administrators, or Sysops (sometimes helped by co-Sysops), could easily remove, or ban, a troublemaking user from the BBS. However, it was far more common for the Sysops to moderate the discussion threads. The most typical target for slander and sarcasm was a young, inexperienced hobbyist who would be “asking stupid questions” on the discussion boards. Another typical scenario was one where someone was being “too smart” and aggressively questioning the views presented by others.

Usually in computer subcultures, users were divided into “outsiders” and “insiders”. Subcultures were often very competitive, which is marked by the distinction between “elites” and “lamers”, actively used in subcultures like the demoscene (Reunanen 2017; Reunanen & Silvast 2009). Archived messages from BBSes are literally filled with this kind of discussions. Synonyms for lamer were “laama” (lama) and “luuseri” (loser) which were also frequently used. Normally, if you were a new user and you were not familiar with the rules of BBSes, there was a good chance that older users labeled you as a “lamer”. The growing number of hobbyists online also fueled this kind of behavior. For example, computer magazine MikroBitti had launched the subscribers’ MBnet service in 1994 and the BBS had become very popular, gathering thousands of new users. In February 1995 – only a few months after the opening of the MBnet – the userbase had already reached 5000. At the end of the year, the number had increased to 15,000 users. At the top of its popularity in the late 1990s, the service had over 32,000 registered users. While operating at full capacity, the service had 250 nodes in use. (Ruhanen 2002, bittivuoto.net; Hirvonen 2010)

Older hobbyists constantly mocked the new and usually inexperienced users of MBnet. In some BBSes there where even discussion areas where this kind of activity was very common. One good example is from BBS Atom Heart Mother, where one area was simply named “fukken lamerz” (fucking lamers).

U1> “Some lamers from MBnet are sending me messages and asking “how have you created that fucking awesome ansi-animation??” Pah, just stupid” (BBS Atom Heart Mother 27.6.1997)

One interesting, national feature was the usage of term “peelo”, which became common from 1995 onwards. Based on some sources (PeeloFAQ 1998; Pelupaketti 2008), the term emerged in Freenet Finland during 1995. Freenet was a state-funded internet service aimed at teachers, schoolchildren and their parents. The operating model was mainly copied from the USA and Canada. In both countries, a large number of free services (Free-Net) was created alongside commercial services for various communities (Järvinen 1994). Some educational professionals were remarkably active online. One of them (with a user account “peelo”) had written long and critical comments on the grammar errors of certain discussions, but being apparently inexperienced as a computer user, his own writings were full of errors and technically weird formatting. Other users were very annoyed by this kind of behavior. BBS users quickly adopted the term, even though its original meaning was blurred and partly forgotten. At the same time, it was adapted in IRC channels, too. Typically, “peelo” was used to mock users who wrote most of their text in capital, added many exclamation marks, emoticons or used a lot of color in text. This kind of behavior broke several unwritten rules and it was classified as “stupid shouting”. For example, if your starting line was “IT WAS VERY VERY NICE TO CALL HERE… jAm!!! jAm!!”, Sysop could sarcastically comment: “NICE TO HAVE YOU HERE!!!!!!!!!!!! PEEELOOO!!!” (BBS Atom Heart Mother 25.6.1996)

Sometimes hobbyists took still pictures or copied texts as an evidence of “lame activity” and posted them to certain discussion areas. This kind of evidence was called “lame capture”. Discussion areas devoted to this kind of mocking can be clearly today compared to certain discussion groups of social media, where still pictures of humorous, annoying or otherwise “stupid” activity is presented as a joke for others.

Angry discussions emerged also when hobbyists thought that certain Sysops had “too strict” moderation policy. For example, discussion areas of MBnet were constantly monitored by moderators, which were called “sheriffs”. The task was mainly voluntary, so the only benefit the “sheriffs” got was the opportunity to use the biggest BBS system of that time. The magazine did not allow discussions that had any connection with the illegal activities (normally this meant the distribution of pirated software or mp3-audio files). “Sheriffs” also easily moderated discussions if foul language or ongoing flame wars were discovered, and users were frequently kicked out of MBnet. “Banning” (the termination of access rights for a fixed period) was a very effective weapon, because every user had only one hour usage time per day. Many hobbyists were accustomed to flaming discussions and some of them were very critical of “censorship policy” maintained by sheriffs. (Saarikoski 2017)

However, Sysops usually understood that some sort of control was indispensable: “Of course, they want you to behave nicely, and they have the power to draw the limits!! Remember that!” (BBS Kukkaniittu 26.11.1997) Jouni Heikniemi, who worked as “sheriff” for MBnet, remembers that some of the discussions were very naïve and vulgar. Their job was to intervene if the discussions went too personal. (HS 2.2.2017) According to my observations, the term “cybersheriff” was sometimes used in other countries too. In any case, studies refer to the fact that there was a clear need for these official or semi-official moderators (Dean 1997; Post 1995). “Cybersheriff” is a fitting reference to the mythic American West, and how information networks were seen as the new “Electronic Frontier” by writers like Howard Rheingold (e.g Rheingold 1993; McLure 2000).

Although the respondents have tried to downplay the flaming arguments and the effects of sarcastic language, BBSes were sometimes also home to actual bullying, which undoubtedly hurt several younger users. The use of the offensive language was just one way of action. Identity thefts, message flooding and deliberate release of computer viruses were common and often effective methods of bullying. (Saarikoski 2004, 381; Saarikoski 2017).

The user could have been mocked by just what computer or hardware he or she was using. The arguments between Amiga and PC users over the superiority of their computers’ technology received a lot of attention. These arguments, also known as the machine wars or computer wars, had started already in the 1980s and transferred into the BBS world from the letter columns in magazines and circles of friends (Saarikoski & Reunanen 2014). Significant changes in hardware ownership also affected the arguments. Low-cost PCs had filled the home computer market after the early 1990s, and statistically speaking, the PC was the most common home computer by 1994 the latest (Suominen, Silvast & Harviainen 2018). Correspondingly, the Amiga lost its share of the home computer market during the latter half of the 1990s, in particular. Based on the survey data, however, the machine wars were significantly toned down by the fact that Amiga and PC users often frequented different BBSes (Saarikoski & Reunanen 2014).

Coexistence of Network Systems and the Final Period

By comparing the data to the statistics concerning the topic and other research material, one can clearly see how in Finland the number of online BBSes grew and, at the same time, the hobby started to divide into dozens and hundreds of different communities. A relatively good overall picture can be gained by looking at the list files that gathered basic information on BBSes, such as their contact information and the services available (Figure 2). The peak years of BBS activity were 1995 and 1996. When looking at the numbers, we should take into account that the survey data includes plenty of mentions of BBSes that are not on these lists. This absence is due to the fact that Finland had a lot of BBSes that had a relatively short life cycle and some that were only available during a specific time of day. One can only try to guess the number of such BBSes, but it is very likely that they do not cause a major deviation in terms of the statistics. The heavy expansion of the hobby was also noticed by the commercial sector. For example, the computer game magazine Pelit started its own BBS in 1993, and the computer magazine MikroBitti launched its MBnet service, mentioned in the previous section, in 1994 (Interview, Jukka O. Kauppinen August 13, 1999; Ruhanen 2002, bittivuoto.net; Hirvonen 2010).

 Statistics on the total number of 24h BBSes in Finland based on the BBS lists.
Figure 2. Statistics on the total number of 24h BBSes in Finland based on the BBS lists. It clearly shows the rising trend that continued until around 1996 and the dramatic collapse in the latter part of the 1990s. Source: “Elektroniset 24h postilaatikot Suomessa” (Electronic 24h BBSes in Finland) (1990–2004).

Earlier research may have been a bit too quick to conclude that Finnish BBS activities developed mainly on computer hobbyists’ terms. The most stereotypical view is to classify the entire BBS culture as an activity for “nerds” (Saarikoski 2004; Driscoll 2014). The people who have been the most vocal in presenting their memories on the subject have been very active computer hobbyists. As shown above, the survey data seems to support, at least in part, the generalizing narrative of BBSes as the realm of small “geek circles” and technology enthusiasts and, therefore, creates interpretations that are at least partially disconnected from the reality of the BBS field.

BBS lists and other documents suggest that, in the 1990s in particular, there was a wide variety of users who frequented BBSes. In addition to those interested in computing, BBSes also attracted movie enthusiasts, role-players, fans of science fiction and fantasy literature, demoscene activists, music consumers, electronics hobbyists, and computer gamers. It should also be emphasized that BBSes offered a very effective social platform for representatives of different minorities, who were very active to take advantage of this opportunity. For sexual minorities, for example, BBSes were a fairly useful networking tool. Seta ry (LGBTI Rights in Finland) operated a BBS in the 1990s and later moved its activities to the internet. The presence of subcultures and marginal groups proves that BBSes were by no means solely a realm of active and highly competent computer hobbyists (Saarikoski et al. 2009, 102–104; Böök 1989). In this context, it is noteworthy that internationally HIV/AIDS activists in the 1980s and 1990s made up a significant cohort of early computer network users who used Bulletin Board Systems (McKinney 2018).

Tomi Jaskari (chairman of the Finnish Amiga Users Group) in front of BBS Amiga Zone (June 1993).
Picture 5. Tomi Jaskari (chairman of the Finnish Amiga Users Group) in front of BBS Amiga Zone (June 1993). Picture: Esa Heikkinen.

During the 1990s, the connections between the internet and BBS systems started to tighten, and in practical terms, they coexisted for several years. It is indicative of this that research concerning the global information network culture of the 1990s practically views BBSes as an important area of information networks. Furthermore, during these years many researchers noticed how BBS systems, together with the emergence of internet services, created lively network communities in different countries. There are several case studies published from 1995 onwards (Baym 1998, 12–13, 19; Tobler 1995; Argyle & Shields 1996, 58–60. See also Driscoll 2014, 367). At the same time, there were very few studies investigating the phenomenon in Finland, although the BBS is mentioned as an important example in some publications. (Böök 1989; Järvinen 1994; Uusitupa 1993).

The larger BBSes, of which we should at least mention Metropoli and MBnet, also offered the opportunity to access internet services like email and newsgroups. According to Mikko Hirvonen, the coexistence also benefited BBSes, which were able to “filter” the material available on the internet and offer the best parts to the BBS hobbyists (Hirvonen 2010, 68–69; Interview: Teppo Oranne, February 6, 2002). During the early stages of the popularization of the internet (1993–1996), this also undoubtedly increased the popularity of BBSes.

USRobotics Courier Dual Standard from the mid-1990s
Picture 6. US-based modems of USRobotics (Finnish hobbyists commonly used the acronym ”USR”) were very popular in Finland in the 1990s. Above a USRobotics Courier Dual Standard from the mid-1990s. Source: Creative Commons, Erkaha. In March 1997, a sales announcement of Courier was published in the BBS Atom Heart Mother with an advertising slogan “A perfect modem for BBS-junkies – and even more” (BBS Atom Heart Mother 10.3.1997).

Some of the BBS users initially met the internet with suspicion. “We don’t want any internet around here! Internet is a bad place for chanting, you just can’t be sure who is reading your messages”, was an example of typical critical user comment (BBS Atom Heart Mother 17.1.1996). “Well, reading of usenet news is just fine… But nevertheless, the same kind of community [that we have here in the BBS] cannot be formed on the internet” (BBS SDi 26.8.1998).

Still, popular services like MBnet and Metropoli strongly promoted the co-existence of the BBS and internet, and slowly the attitudes started to change. For example, IRC (Internet Relay Chat) was a very popular internet service in late 1990s and it started to attract BBS hobbyists. Real time chatting was so attractive that active BBSes created their own private IRC-channels:

U1> Hey, everyone. Let’s create kukkaniittu-channel for irc! I’m gonna do it tomorrow if I remember. Please, join in! Everyone! #kukkaniittu! =)

U2> Create also a bot, then that channel simply rocks! (BBS Kukkaniittu 16.9.1997)

In any case, the popularity of IRC took place at the same time when the Finnish BBS culture began to internationalize at a rapid pace. It is important to note that international connections had existed for a long time, but the arrival of the internet only made the development more effective.

“The first half of the 1990s was an interesting time for me and my buddies. We traveled to party meetings (Sweden, Denmark, Germany). Fidonet was, of course, important in those days. Telnet was used for downloading latest software abroad – we didn’t have to pay long distance charges. Anyway, in those party meetings, we began to exchange email-addresses and little later started chatting on IRC channels.” (Komu, M, 1973 [X])

The rise of the internet has often been seen as the initiator of the quick decline of the entire Finnish BBS culture (Saarikoski et al. 2009, 68). In reality, the network cultures of both systems coexisted for a fairly long time, and the change was not as significant during the transition phase. Since the 1980s, BBSes had formed local networks or they had been connected to larger, international networks like Fidonet (Driscol 2014, 7, 23–24; BBS: The Documentary Part 4/8: FidoNet). Continuous development of the software used for BBSes also assisted in networking and internationalization (Hirvonen 2010, 32–33). Mikko Hirvonen has referred to this and emphasized that the cultural adoption of the network was, therefore, a process consisting of several parallel events (Hirvonen 2011, 57–58). My own studies support this claim (Saarikoski 2017). Still, in the late 1990s BBSes with their phoneline connections, text, and character graphics started to look antiquated when compared to the real-time, global and graphical internet.

“In the end, the unavoidable situation was that when people moved out of their homes and started their studies, they no longer had phone lines; they could sometimes call the BBS at their parents during the weekends. But they went on the internet, since student apartments had cable modems, ADSLs and so on. That was the death blow.” (Interview: Jenni Ikävalko, September 15, 2016)

Picture 7. Coexistence of the BBS and internet in MBnet, as presented on the international brochure (1999) of the MikroBitti computer magazine. The editorial board picked ideas and thoughts from the discussion boards, and used them as reference material for future issues of the magazine. The number of daily users of the BBS mentioned here is obviously outdated, because the fast decline of popularity had already started in 1998. Source: The Computer Magazine with Attitude 1999.

After the peak year of 1996, BBSes started to disappear. First signs of decline were noticed on BBSes in autumn 1996. “Oh, dear… BADCOPS has ceased its activity, this is very, very sad news… there was so much good chanting going on there” (BBS Atom Heart Mother 22.11.1996)

Statistically, the largest collapse occurred in 1998–1999 (Figure 2. See also Ruhanen 2002, bittivuoto.net). Nevertheless, the most loyal users continued their activities. Still, most of them realized that the marginalization of their hobby was inevitable:

U1> I cannot believe this… even these BBSes have vanished from our area. They were so active before the decline. Where is everybody going? Scene is turning to dead zone.

U2> Yeah, this is it. BBS is a dying folk tradition. You just have to transfer the discussion areas to internet, there is no other alternative (BBS G-point 27.9.1999)

Even the users of Amiga home computers, who traditionally were keen supporters of the BBS culture, moved their activities to the internet. Relationships with international Amiga users were at that stage already very close. Hobbyists actively used IRC, Web sites and email, and the popular BBS Amiga Zone (maintained by the Finnish Amiga Users Group) was connected to the internet. The tone of the discussions was very pragmatic already in 2001. Users were also discussing what kind of net connections were available and how they could improve their activity. “At least my [inter]net connection functions so well, that I have no reason to use a modem anymore ;)”, said one user (BBS Amiga Zone 12.8.2001).

The disappearance of BBSes was strongly affected by a change of pricing by the major telephone companies, Helsingin Puhelin in particular; the new prices were unfavorable to BBS hobbyists who had used the lower local rates at night. As a researcher in this field, Mikko Hirvonen has emphasized that this was a particularly important reason for the demise of the BBS (Hirvonen 2007, 60–61; Hirvonen 2010, 38–39; Saarikoski et al. 2009, 69–70). By the early 2000s, BBSes were practically a marginal phenomenon. Relative changes in the numbers of users could be significant. For example, Pelit-BBS maintained by the Pelit computer game magazine had over 8,000 registered users in the mid-1990s, but by December 1999 – briefly before the system was closed – there were only a handful of users. MBnet – the biggest BBS service ever operating in Finland – was closed in June 2002, when the user base was already virtually non-existent. Still, an official closing ceremony was arranged, and a group of former moderators and active users were present when the red power switch was finally turned off (Ruhanen 2002, bittivuoto.net; Saarikoski 2012, 26).

When comparing the situation internationally, the decline in BBS activity seems to have occurred in roughly the same way and at the same time. For example, the use of the internationally networked Fidonet declined strongly after peaking in 1996, but it was still popular in the mid-2000s. Obviously, the adaption of telnet technology extended the use of BBSes (BBS: The Documentary Part 4/8: FidoNet). National differences were, of course, considerable. For example, the French Minitel was shut down in 2012, after three decades of continuous service (Mailland & Driscoll 2017, 1–4).

My understanding is that the decline of BBS activity in Finland was the sum of many components. The popularization of the internet and the changes in phone call prices were important practical reasons, but it was also a question of changes in use culture and the decline of hobbyist networks. This development occurred over a period of over five years, but after gaining momentum, the process started to accelerate itself. On the other hand, studies indicate the continuity of the BBS culture. For example, IRC channels clearly attracted BBS hobbyists, and many of them continued their activities without major problems. Therefore, it is a simplification to talk about the fall of the BBS culture. New network technology was adopted and the main activities continued. (Saarikoski 2017) This was also seen when new discussion boards (the most prominent one was MuroBBS) and “pre-social media” services like IRC-Gallery and Habbo Hotel emerged in the early 2000s (Suominen et al. 2017).

It is clear that for the BBS communities, which were often born around small circles, the decline in activity was an unpleasant and unwanted surprise. The last messages of BBSes clearly reflected strong emotions like sadness and feeling of loss. One good example is the final message from the Sysop of BBS Kukkaniittu:

> Subj:kukkis R.I.P.

U1> for all those few who can still read these lines. This is the end. Kukkaniittu closes its operations on 30. June. Thanks, it’s been fun… I hope that BBS-scene will continue somewhere, somehow.

/signoff (BBS Kukkaniittu 24.6.2000)

The responses from the survey also contain opinions that repeat the rhetoric of “Eternal September”, which has been brought up in research as well. Originally, this Usenet slang word was used for a period beginning in September 1993, when America Online began offering Usenet access to its users. Interestingly, at the same time, Eunet Finland started its commercial internet services (Saarikoski et al. 2009, 318–319). According to this view, the internet brought the anonymous masses online, sending the network culture into a state of regression or ruining it.

“The internet brought with it the regular people and users who behaved badly in the eyes of those familiar with the old netiquette” (Komu, M, 1973 I])

It is interesting to note that similar opinions had been seen in the BBS world in the 1990s, when the hobby was becoming significantly more popular. When compared to earlier surveys, the tone of these comments has remained surprisingly similar (Aaltonen 2004). This kind of opinions have later recurred on the discussion boards and forums of internet (Arpo 2005). The responses also indicate a clear nostalgia for the BBS, which has also been discussed in other research (Hirvonen 2011, 56–57).

“It was somewhat sad. I can clearly remember when CIA BBBS, a local system in my village, closed down. The Sysop was studying at the University of Technology in Vaasa. The studies took up so much of his time that he decided to close the BBS. Locally, it was a big deal. The end of an era.” (Komu, M, 1980, [XIX])

“Both [BBSes that I used] closed in early 2000, and afterwards, when I got to read some of the final messages in these BBSes, it did bring about feelings of nostalgia…” (Komu, M, 1977, [I])

Many of the responses are bittersweet, and they convey emotions that many people also connect with the end of a specific stage in life. This is strengthened by the fact that many memories related to the BBS hobby are very warm.

“The BBS world was a way to reach out your hand and find out that there is actually someone who grabs it, and there they are, your own people; it felt great to be able to do that.” (Interview: Jenni Ikävalko, September 15, 2016)

But you can also find several pragmatic views (61 pcs.) concerning the end of the activity; there was no time left for the hobby, the equipment became obsolete and the activity had switched to the internet. Mikko Hirvonen has stated that nostalgia regarding information networks always tends to include characteristics that can be considered favorable (Hirvonen 2011, 53). The responses that deal with continuity and progress are clearly a part of this.

“The feeling was nostalgic, since BBSes had been active communities with a strong sense of belonging. However, this was largely replaced by the IRCnet channels where this feeling has been maintained to this day among specific groups of people.” (Komu, M, 1984 [I])

The BBS nostalgia seen today is a part of a larger field of retro culture. Even in Finland, the roots of retro culture, which links with the computer hobby, reach all the way to the 1980s. The aesthetics of old computer games have already been utilized for decades (Suominen 2008). Contrary to retro games, for example, BBS nostalgia has not created an extensive range of new media productions – ANSI and ASCII graphics might be a sideline in this respect (Albert 2017). The restarting of BBSes and the demonstration of operating BBSes at exhibitions are concrete examples of this type of retro culture (Kirschenbaum 2016, 1–2). A handful of Finnish BBSes is still operating via a telnet connection, some of them using original hardware (Telnet BBS Guide 2018, http://www.telnetbbsguide.com/bbs/). Meetings of former hobbyists are common. In addition, former hobbyists are frequently discussing BBS-related topics on the internet. The services preserving the Finnish BBS culture are mainly reflective websites that archive users’ personal memories; some of them contains lots of jokes and humor (e.g. PC-lamerit, http://www.pelulamu.net/cwu/). Skrolli, the mainly volunteer-based computer culture magazine founded in 2012, has published articles dealing with the culture and history of BBSes (Skrolli.fi; Skrolli 3/2014; Skrolli 1/2016; skrolli.fi. See also the international edition of Skrolli).

Neuvosto-Savo BBS
Picture 8. There is some archived BBS-related material available on the internet. Sources consists mainly of contact lists, file areas or screenshots of user interfaces, and some short stories about the history of certain popular BBSes. Above is an advertisement of the BBS Neuvosto-Savo (“Soviet-Savo”), based in Iisalmi and maintained by the famous demoscene group Byterapers during the 1990s. The first lines are slogans: “The last fort of the world revolution. Marxist propaganda at speeds of 300 to 14,400”. This is a typical example of the humorous and sarcastic writing style of the hobbyists. Source: Kauppinen, Jukka O.: Neuvosto-Savon historia (2008).

When discussing the history of the BBS culture, we should also bring out the intimate and personal nature of BBS activity that many respondents felt had vanished due to the popularization of the internet. From a research perspective, the BBS culture appears to be a partly independent and original phenomenon in the history of information networks. To me, this is the most fascinating conflict in the BBS world: at the same time, it was open and aimed at networking, but also closed and private.

Conclusions

It is very difficult – practically impossible – to achieve an overall image of the time period when the BBS culture landed in Finland and developed into a significant field of activity that attracted young people. The sources are dispersed, some have disappeared, and users’ memories have changed over time. However, something can be done; the purpose of this paper was to compile flashbacks of the transformation of the Finnish BBS culture.

Nowadays, it is difficult to imagine a time without the internet: no email, no Websites, and no social media. In this narrative, the BBS falls under the radar of modern network culture: its status and significance as a “pre-internet” must neither be overemphasized nor underemphasized. The development of the BBS culture can be divided into the early period of the 1980s, characterized by the expert nature of the activity and professional improvement, and the 1990s, which can be described as the stage of popularization and diversification of the activities. One could also add the late period that started at the turn of the 21st century and which is still ongoing. The most significant feature is the ways in which young users became familiar with BBS systems and shaped their own use culture on their basis. Thus, it cannot be argued that the BBS culture disappeared in the early 2000s. Instead, it evolved into something else, and the IRC and other internet services like Freenet Finland provided platforms for this transition. The same thing happened in other countries too, but despite this, national differences can be seen. For example, one international comparison point is the French Minitel – except that Finland did not ever have such a strong national network service. Instead, there was MBnet, Vaxi and hundreds of other services available.

The data evokes an image of an entirely new type of hobby that was initially met with a great sense of wonder. The most significant feature related to experiences and memories concerns the socializing role of BBSes: in the 1990s, in particular, young people discovered BBSes on their own or were inspired by a friend, after which those interested in the same hobby gathered together and continued in a larger crowd. BBSes were used to find new friends and acquaintances whom you could also meet personally. Some friendships became permanent. At the same time, connections were opened to elsewhere in Finland and abroad. On the other hand, in the 1990s – even at the peak of their popularity – BBSes were still an activity for specific groups of hobbyists. BBSes were – depending on who defines them – a subculture or a partial culture within the home computer hobby, and above all, BBSes were a network of communities.

The data suggests that communications and the acquisition of files were the two most important means of activity. This has also been emphasized in earlier research. The attitudes toward downloading files were clearly a divisive factor among the hobbyists. Files were exchanged in practically every group, but the most active hobbyists, in particular, looked down upon those who mostly focused on downloading files and did not participate in anything else. The significance of files also brings up the division of hobbyists into different generations; to adults over 20 years old, the activities of teenagers in the BBSes might have appeared to be childish and inexperienced.

The BBS hobby had its own rules, norms and courses of action, and this could also be seen in the playful, constantly changing use of language of the message areas. The hobbyists were arguing and fighting constantly, often in a stinging and hurtful way, but there was also a sense of playfulness involved that reduced the significance of the online insults. Some of the discussion material collected during the research also seems to support this: the nuances of the messaging are hard to decipher for a modern reader if they are not aware of the exact context of the dialogue. For the most part, hobbyists also used their real name or nickname (more common term was “handle”) in the BBSes, which directly affected the conversational habits, since, especially in smaller BBSes, the users knew each other personally.

The data from the BBS lists and the survey support the earlier observations regarding the diversity of the BBS culture. It should also be emphasized that, for many minorities, BBSes offered an excellent communication channel and created a sense of community that was undoubtedly in high demand. This aspect has rarely been discussed in studies, and it would be good to look into this matter further in the future.

The strong male dominance of BBS activity undoubtedly created friction for the few women and girls who were online. Despite this, the data does not present situations where the role of women and girls would have been questioned; apparently, they were welcomed – at least for the most part. Still, this topic remains an interesting but incomplete theme that should be analyzed in much more detail.

The sources also talk about the slowdown period of BBS activity, and reminiscing about it has also brought up comments that fall within the realm of information network nostalgia. For some hobbyists, the advent of the internet and the downfall of the BBS caused unpleasant sentiments. Despite this, I feel that the nostalgic and bittersweet messages are more indicative of changes in life than changes in technology. Young people grew up, became adults, moved away from home, started studying or went to work. The old social circles had disbanded, but users could still meet face to face or on the internet. However, the old BBS magic seemed to have been lost, even though you could still encounter it in newsgroups or on IRC channels and, much later, on social media. For most hobbyists, however, this change did not cause major problems; when purchasing a new computer, they simply disconnected the old server from the phone line and BBS activity just stopped.

Studying the history of the Finnish BBS culture is both a challenge and an opportunity: on the one hand, the research may uncover new information on how modern network culture was born in Finland, but, on the other hand, the research may become so extensive that forming an overall picture becomes impossible. These challenges are also very visible in this article. However, it is the duty of a researcher to compile the results and move forward.

Acknowledgements

I would like to thank Skrolli magazine, and especially Ville-Matias Heikkilä, for all the assistance they provided. This study is a part of the consortium project Citizen Mindscapes: Detecting Social, Emotional and National Dynamics in Social Media funded by the Finnish Academy (funding decision: #293460).

References

Archived material is in the possession of the researcher.

All links verified 15.6.2020

Research Material
Videos

“BBS: The Documentary”, YouTube 20 Nov 2013. Released by Jason Scott under Creative Commons BY-SA. Original release May 2005. https://www.youtube.com/playlist?list=PLgE-9Sxs2IBVgJkY-1ZMj0tIFxsJ-vOkv.

Archived material

BBS lists: “Elektroniset 24h postilaatikot Suomessa” [Electronic 24 h BBSes in Finland] (1990–2004).

PeeloFAQ, BBS Finbox, 1998.

Discussion messages (BBS Atom Heart Mother, BBS Kukkaniittu, BBS G-point, BBS Amiga Zone, BBS SDi), 1996–2001.

Interviews

Jukka O. Kauppinen 13.8.1999.

Hannu Strang 11.2.2002.

Teppo Oranne, 6.2.2002.

Jenni Ikävalko 15.9.2016.

Jouni Heikniemi interview, bittivuoto.net (2002). Retrieved (Internet Archive) http://web.archive.org/web/20030706140915/http://www.bittivuoto.net/artikkelit.php4?kat=haastattelut&id=1. (interviewer: Pasi Ruhanen)

Surveys

Kokemuksia ja muistoja kotimaisen BBS-harrastuksen valtakaudelta [Experiences and memories from the golden age of Finnish BBSes], 11.8.2016–31.10.2016 (Komu).

Magazines

Skrolli 3/2014; 1/2016

Prosessori 6–7/1982

MikroBitti 11/1985, 5/1986, 4/1987

Vikki 8/1983

Printti 9/1985

Advertisements

“The Computer Magazine with Attitude” MikroBitti, Sanoma Magazines Finland 1999.

Websites

PC-Lamerit, http://www.pelulamu.net/cwu/.

”Mistä peelo-sana todellisuudessa syntyi?”, http://www.pelulamu.net/peelo/, 2008.

Telnet BBS Guide 2018, http://www.telnetbbsguide.com/bbs/.

Kauppinen, Jukka: Neuvosto-Savon historia (2002-2008). http://www.byterapers.scene.org/museum/neuvosto-savo-bbs/index.html.

“What are QWK and BlueWave?”, alt.usenet.offline-reader. March 2014, http://www.faqs.org/faqs/off-line-readers/usenet/intro/section-10.html.

Knight, Gareth Commodore-Amiga Sales Figures”. Amiga history guide. Archived from the original on 2018-09-27. Retrieved 2019-01-20.

”The Jargon File, version 4.4.7”, Usenet, http://catb.org/jargon/html/U/Usenet.html.

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Notes

[1] The survey Kokemuksia ja muistoja kotimaisen BBS-harrastuksen valtakaudelta (Experiences and memories from the golden age of Finnish BBSs) (Komu) was open from August 11 to October 31, 2016. There were a total of 124 responses. The survey was promoted through social media, especially important were the Facebook group of the Skrolli magazine and the v2.fi website.

[2] Messages are from the following BBS systems: BBS Atom Heart Mother, BBS Kukkaniittu, BBS Finbox, BBS G-point, BBS Sdi and BBS Abomination. These systems were local, containing some 10–30 core users. On the other hand, data also consisted copied messages from bigger systems, like MBnet ja Amiga Zone. Messages were provided by former hobbyists.

[3] A comprehensive study of these messages was be published in 2019 (Suominen, Saaarikoski & Vaahensalo 2019).

[4] The slang word is a little difficult to translate, because in Finnish “messuta” also includes a reference to “loud talking”. Therefore a person who is “chanting“ is talking continuously and loudly and tries to attract the attention of the public.

[5] The name is a direct reference to studio album (released 1970) by the English progressive rock band Pink Floyd. “Perhaps, the best band, ever”, stated the Sysop in December 1995.

[6] Eng. ”Flower meadow“. “Niittu“ is an old Finnish word, used in Häme region (Tavastia Proper).

Kategoriat
2–3/2020 WiderScreen 23 (2–3)

Hobbyist and Entrepreneurs: A Study of the Interplay Between the Game Industry and the Demoscene

demoscene, digital culture, game industry, hobbyists, innovations and development blocks, Sweden

Ulf Sandqvist
ulf.sandqvist [a] umu.se
PhD
Humlab
Umeå University

Viittaaminen / How to cite: Sandqvist, Ulf. 2020. ”Hobbyist and Entrepreneurs: A Study of the Interplay Between the Game Industry and the Demoscene”. WiderScreen 23 (2-3). http://widerscreen.fi/numerot/2020-2-3/hobbyist-and-entrepreneurs-a-study-of-the-interplay-between-the-game-industry-and-the-demoscene/

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This article investigates the Swedish demoscene in the 1980s and 1990s. The aim is to explore the relationship between the scene and the formation of the Swedish game industry. The scene had a large presence in Northern Europe during the 1980s and 1990s, and these are also important years for the formation of the game industry. The scene has a connection to the development block linked to the major innovations in microelectronics and particularly the home computer. This article argues that through a generational effect the individuals born in the 1970s became an important base in the computer hobbyist scene and eventually the game industry. The spirit of collaboration, networking and friendly competition in the scene were likely a main motivator for the young enthusiasts but when they transitioned into commercial production, they would sometimes have to negotiate with the scene to try to avoid its effective non-commercial distribution capacity. Many of the game developers did not pursue longer university education, but it was likely not necessary in the 1990s if you had good computer skills and built a broad network within the scene in your spare time.

Introduction

It is hard to escape the enormous cultural and societal changes that have followed in the footsteps of recent advances in digital technology. Since their introduction into homes in the 1980s, digital technologies have evolved into an essential part of many people’s lives. Most of us today are continuously consuming and creating digital material via the different devices we use. Games in particular have successfully migrated to new accessible platforms, making digital games ever-present in people’s lives. Hence, their cultural and economic importance has increased. Games are even becoming an important driving force in the development of significant new media phenomena like VoD and streaming.

Among the different kinds of software, digital games are some of the most multidimensional and complex. By pushing the boundaries and utilizing the very latest digital technology, games can encompass a large array of cultural expressions. Game developers will also push and create a need for the development of future digital technologies. Gaming software is more demanding on hardware than many other types of software. Games are often at the digital audio-visual frontier and in a sense the evolution of games is an excellent visual example of Moore’s Law (Moore 1965). However, the game industry has not always been at the very audio-visual frontier. In the 1980s and 1990s, the boundaries of digital technology were also successfully explored by non-commercial groups connected to the demoscene. The scene consisted mainly of computer-interested young men that developed audio-visual artworks at the intersection between digital art, software hacking, piracy and computer games. Over time, some of these individuals moved their focus and attempts to make a livelihood into game development. Thus, in the Swedish case, they contributed to the establishment of the Swedish game development industry (Sandqvist 2012; Maher 2012, 201).

There is a small emergent sphere of research about the demoscene. However, few have focused on the connections between the scene and game development. Hence this article aims to investigate the Swedish demoscene and especially explore the relationship between the scene and the formation of the Swedish game industry. The demoscene had a large presence in Northern Europe during the 1980s and 1990s and these are also important years for the early formation of the game industry and its especially formative years for the global dispersion of game development outside the core production centres in the USA and Japan. This article is therefore a contribution to the understanding of the history of the digital game industry particularly in Europe.

Previous literature and research

The interest in the history of the digital game industry has increased in the last decade and many new projects, books and articles have been dedicated to documenting and describing different aspects of the industry. Even though games and game developers have received a lot of attention, the demoscene is still sparsely investigated. Little has been written about the Swedish part of the scene, which is regrettable as it was likely one of the main hubs of worldwide demoscene activity (Borzyskowski 1996; Reunanen 2010). It seems safe to say that Sweden had a culturally expansive scene with many demo groups, numerous local demo parties and, as a youth culture phenomenon, had at the time a presence in Swedish media.

An interesting historical aspect, especially in relation to the European case, is that the nations that historically have dominated the gaming industry, the United States and Japan, had less lively scenes. The explanation for the division is not clearly technical or economic. Both Japan and the United States had the same if not better conditions than several of the countries in northern Europe. These countries had prominent computer hobbyist cultures, but they were focused on other aspects like the free software movement in the USA (Reunanen 2010, 25).

In the Nordic context, the demoscene played a role in the early development of the computer gaming industry in the 1990s (Sandqvist 2010; Wolf 2015). Jørgensen, Sandqvist and Sotamaa (2017) have specifically discussed the links and connections in a comparative case study focusing on the Nordic scene and industry. Ernkvist (2007) has documented digital game development in Sweden from the 1960s in a contemporary witness seminar which also included representatives active in the demoscene. However, a broader and more overarching national approach has not yet been utilized.

In recent years there has also been a small upsurge of books about different hobbyist subcultures in Sweden (Goldberg and Larsson 2011; Linder Krauklis and Linder Krauklis 2015; Säfström and Wilhelmsson 2017). They are written by enthusiasts and none have directly described the demoscene, but they are insightful because of the descriptions of hobbyist culture in the 1980s and 1990s, and adjacent phenomena like hacker or gaming cultures.

Even though historical accounts about the demoscene are scarce, in the literature about the Swedish and Nordic game industry there is a strong narrative about the demoscene heritage. Many accounts describe the developers’ background in the demoscene. Typically, the story would be linked to a few currently successful companies and their roots in different demo groups. Goldberg and Larsson (2013, 76–7) write about the Scandinavian scene and the connections to the industry:

Several Scandinavian groups became famous through demoparties – Hackerence and Dreamhack in Sweden; The Gathering in Norway; Assembly in Finland. These events established networks and began collaborations giving rise to the largest export giants of the Swedish game industry. DICE has its roots in a demogroup called The Silents; Starbreeze, who developed the acclaimed games The Chronicles of Riddick: Escape from Butcher Bay and The Darkness was from the group Triton; and the Finnish group Remedy, known mostly for the Alan Wake and Max Payne, has its origin in the demogroup Future Crew.

These accounts are also frequently chronological and linear in their description of historical events. The developers started out in the demoscene where they learnt several skills that they later transferred over to their successful game development endeavours. Wong (2016) writes about the history of the Swedish game development industry:

From the demoscene days, when hobbyists got together to show how they could do amazing things, developers have always been keen to challenge the limits of hardware and software. Now they are doing the same on the triple-A, casual and indie scenes.

However, many of the reports and stories about the Swedish game industry seem to be trapped in what Huhtamo (2005) calls the “chronicle era”. Most narratives are descriptive, sensationalist and focus exclusively on successful individuals or companies. The game industry in Sweden is also often framed as exceptional and leading. The idiom “The Swedish game wonder” is often used in Sweden, indicating that the development industry is a sensation and presumably unexplainable (Sandqvist 2010). One explanation might be that many historical accounts are written by enthusiasts and journalists who have a direct incentive to present an exciting and selling narrative. They lack a critical distance, analytic depth and do not frame the development within a broader context. This is also a recurring pattern within game and computer history (Fogelberg 2011, 31–2; Guins 2014).

In a broader historical context of game development, the influence of enthusiasts is not a unique phenomenon. The first computer games developed during the 1950s and 1960s were created without commercial interests on the mainframe computers available at different universities (Kline et al. 2003). European gaming development has often grown out of hobbyist and non-commercial contexts where individual enthusiasts have played a role (Izushi and Aoyama, 2006; Saarikoski and Suominen, 2009).

Aim and method

The specific object of investigation in this article is the demoscene and early game industry in Sweden in the 1980s and 1990s. The overarching purpose is to investigate more closely the emergence of the demoscene in Sweden as well as the intersection of commercial forces and user-driven cultural production. The main research question directing this research is: how did the hobbyist from the demoscene transition into the early game industry in Sweden? In a broad sense, looking at the demoscene and the game industry enables an empirical study of the socio-cultural and economic processes in the borderland between “independent culture” and commercialism. This can add to the knowledge about the conditions for the development of digital cultures and the relation between user-driven cultural production and commercial forces within the formation of a culture industry. With the increased interest in the game industry this study can also contribute to the understanding of cultural production in relation to the development of the computer gaming industry in a broad European context.

A problem when studying the history of the game industry is that reliable data about the industry is scarce (White and Searle 2013, 34). Few scholars have made comprehensive and reliable data available. This study will utilize a mixed methodological approach, which makes it possible to combine both quantitative (closed-ended) and qualitative (open-ended) material. This article is based on several different data sources: secondary sources, a longitudinal database and interviews with people active at the intersection between the demoscene and the game industry in Sweden. The descriptive macro perspective can be complemented with the more individual and personal stories.

The longitudinal database contains individual data on every employee that have worked at a Swedish game developing company 1997 to 2010. The data is collected by the Swedish statistical agency, Statistics Sweden and originates from several different Swedish agencies (SCB 2016). Researchers can apply for access to this data and the application process involves an ethical evaluation of the different variables to which the researcher requests access.

The interviews collected for this study were made in an oral history tradition (Thompson 2000). The demoscene did not leave much of a presence in any formal documents or public archives, so interviews are one of the few ways to approach this subject. By utilizing open ended semi-structured interviews and a life story approach, the researcher can engage in a dialogue with the source. The interviewee’s story is structured chronologically by the researcher, but the parts collected in this case were focused on the intersection and the transition between the two analytical spheres, the independent user-driven demo development and the commercial game development. The selection of interviewees was made so that it covers both successful game developer entrepreneurs and some that struggled along the way with their first game development endeavours. This choice was a way to circumvent or balance the more common linear hero narrative connected to the history of game developers.

Framing the demoscene and game industry

From a structural analysis perspective, the period from the end of the 1970s to 1990s constitutes a transformation period in a new longer macroeconomic cycle (Schön 2013; Taalbi 2014, 81–5; Sjöö 2014, 97; Sandqvist 2015). These periods arise from new development blocks connected to radical technological innovations, which are often general-purpose technologies. The new technologies are used to create new opportunities in a transformation process that creates many different new products and subsequently new industries will emerge. Such a process ultimately transforms large parts of the economy and reshapes society. An example from the 20th century would be the revolutionary effects generated by electrification (Taalbi 2017, 1442). The 1970s saw the origin of a new cycle and it was largely based on major innovations in microelectronics. This shift is more commonly referred to as the third industrial revolution (Sjöö 2014, 43–4).

For the broader public this meant that new digital innovations became accessible. Smaller and cheaper computers with microprocessors became available during the 1970s and a generation of more user-friendly computers targeting households were introduced during the early 1980s (Ceruzzi 2000, 263; Foster 2005, 18). Reunanen and Silvast (2009, 290) have pointed out that the home computer revolution was a core necessary for the development of demoscene. Particularly the introduction of the Commodore 64 microcomputer in 1982 became of central importance, as it was a machine that the scene essentially formed around.

From a Swedish perspective the 1970s marks the end of an era with exceptional economic growth after WWII, sometimes referred to as the golden age of economic growth (Schön 2010, 321). Sweden had emerged from the global turmoil undamaged and large investments into the industry meant that Swedish companies could produce for the large demand on the European market. Sweden transformed into one of the richer industry nations in the world.

The 1970s and 1980s also mark the height of the politics surrounding the Swedish welfare state. These policies were connected to the long-lasting influence and power of the Swedish democratic left. On an overarching level the Social Democratic Party manoeuvred to find a third way between state socialism and Western capitalism during the Cold War era. The core goal was to create efficient capitalist markets, but through wide-ranging state investments and wide-ranging regulations (Schön 2010, 312). The state came to be involved in many parts of society, from an expansive industry policy to culture and media policies (Syvertsen et al. 2014). However, the ideology of the Swedish Social Democrats was not oriented towards entrepreneurs and small businesses. Well into the 1990s their policies were instead primarily leaning towards expanding the state-owned service sector and supporting the private manufacturing industries, especially the large companies. Smaller firms were not seen as an important factor in economic development and occasionally even discussed as a problem. Therefore, the Swedish economy was regulated to promote the large national companies (Henrekson 2000; Andersson-Skog 2007, 458).

A consequence of the political development and the extensive welfare policies is that Sweden tends to stand out as an extreme in many international comparisons (Rothstein 2001). Sweden had a comparably even income distribution and would score at the very top in comparisons related to social factors/welfare measurements, gender equality, social capital and innovations (UNDP 2013).

The intersection between enthusiasts and commercialism

In the research about digital cultural production, it has been stated that the boundaries between those who create content and those who consume it are being erased (Varnelis 2008; Haggren et al. 2008). There are examples in many different areas such as the myriad of open source projects, the expansion of streaming sites like Twitch or global information gathering projects such as Wikipedia. The thresholds for participating and creating new content have also become lower (Jenkins et al. 2009). As digital technology has shown itself to promote user-driven production, the previously dominant ideas of production and consumption are being eroded as a clear two-sided process (Hardt and Negri 2000; Dyer-Witheford and De Peuter 2009, 23; Ritzer and Jurgenson 2010). This, in favour of new notions of how the roles previously categorized in terms of consumers and producers flow together and interact. These processes encompass both the cultural and the economic spheres (Jenkins 2006; Fuchs 2008).

However, digital technology tends to have two opposite sides: the collaboration-oriented (open-source projects, community production etc.) and the profit-oriented, characterized by major companies like Facebook, Nintendo and Activision. It has been claimed that “colonies of enthusiasts”, rather than large companies, drive creative development forward, and that the new creative cultures can transform capitalism (Rheingold 1994, xxi; Mason, 2008). The demoscene, which could be seen as such a colony, was one part of the larger computer culture, consisted of a loosely assembled network of independent enthusiasts tinkering with hardware and developing new applications. The scene gained a firmer and more stable form through computer magazine, computer gatherings and demo competitions. Its organizational form could potentially also be described as an ”innovation community” (von Hippel 2005).

Within the enthusiast computer culture, many creative groups have not only had different values than those in the capitalist market economy, but also directly argued and acted against making profit of their creations (Levy 2002; Stallman 2002; Kaarto and Fleischer 2005). Nevertheless, there are many examples of commercial incorporation of the ideas, goods and services. In practice, it is often difficult to maintain an absolute distinction between commercialism on the one hand and genuine creativity on the other (Hebdige 1979).

Exploring the demoscene and the game industry

As far as at the historical chronology of the demoscene and the game industry goes it does not materialize in a vacuum. The scene and the industry were parts of a longer evolution connected to the diffusion of computers into different parts of Swedish society. There was for example a digital art scene from the early days of computers and computer production. Svensson (2000) writes that it is possible to define a scene of Swedish computer artists (Swedish: datorkonstnärer) from the mid-1960s. These early forerunners were often born in the 1930s and 1940s and had encounters with the very early computers at the universities or research departments at larger companies and started exploring and exhibiting digital graphics and music from the 1960s (Svensson 2000, 45f). Digital game production has a similar history. Computer games were being developed since the 1950s and 1960s at universities and companies that developed computers, often as showcases for the capabilities of the new machines (Saarikoski and Suominen 2009; Sandqvist 2012). Commercial game development started immediately when the first home computers like the VIC-20, ZX Spectrum and Commodore PET were introduced (Ernkvist 2007; Sandqvist 2012; Sunhede and Lindell 2016).

Growing up with home computers

The Swedish demoscene emerged as a phenomenon during the second half of the 1980s. Renowned groups with Swedish members, like Triad, Fairlight, The Silents, CCS and Phenomena all started out during this era. Some of these demogroups also ultimately started organizing their own demoparties during the end of the 1980s and early 1990s. Recurrent annual and influential demoparties like Birdie, Hackerence and Dreamhack also started during this period and flourished during the early 1990s (Konzak 2015, 460).

The scene was in many ways a new youth movement. In the open Swedish economy digital technology had quickly become accessible for the larger masses and the scene was a way for youths to organize activity around the new home computers. This could be seen as a response to the economic realities of the new machines. New games and other forms of software were expensive and could also be hard to acquire from the commercial marketplace. Simultaneously the new technology was extremely suited for replication and distribution. It is possible to see how it would be appealing to engage in the culture to get hold of games and other forms of software. However, there was also a collective attempt to develop and improve software for the new open hardware. Håkan Sundell (nickname PHS), who became a member of the group CCS (Computerbrains Cracking Service), talks about how he got into the hobbyist culture in the 1980s and the importance of the user community to develop software for the Commodore 64:

The machine [The Commodore 64] that was quite open. Maybe that’s why the machine was so unique. It was possible to expand the functionality. It came with an operating system that was not that good. It was hastily done, so there were always opportunities for improvements. Being able to release improvements made me feel that I have control and you could exchange experience and programs with others and see who could make the best improvements and improve the machine. It was the users who built the application base for that machine. That is quite unique. Today, a PC is delivered with ready to use software. For the [Commodore] 64, it was simply the user who built it. A whole community was built with what they created among themselves. I was into this, you thought it was slow. I wrote a cassette turbo myself. Obviously, I called it PHS turbo. (Ernkvist 2007, 19)

International studies have indicated that most of the participants in the scene were born in the 1970s and early 1980s (Reunanen 2010, 26). Even if the picture is not clear in Sweden, this seems to be in line with the interviews and secondary sources from Sweden. The different demoparties or copyparties in the end of the 1980s and early 1990s were also often held at schools (Wilhelmsson and Grönwall 2014, 91), indicating that the participants were likely still attending them and thus probably not older than 18–19 years old.

The pattern is the same with the game developing industry, which shows a large dominance by individuals born in the 1970s (see Diagram 1). In other words, the founders of the many companies that emerged in the 1990s were very young when they started out. The average age of the employees was 27 in 1997 and had increased to around 32 by 2010. The pattern that a specific generation can be important to the diffusion of different radical innovations has been described as a “generational effect” in the structural analysis literature (Schön 2013, 103). When new radical innovations are introduced there is a knowledge deficit, since the workforce is locked in the old paradigm. This creates inertia due to a potentially very expensive mismatch in the human capital stock. A new generation that has been growing up with the new technology can possibly mitigate this situation. They can take advantage and even develop the innovations further. In this case the generation born in the 1970s was such an important generation related to software connected to the microcomputer.

Diagram 1. The generations employed in the Swedish game industry 1997–2010.

Parents and computer education

Microcomputers were new and still rare in the early 1980s and the possible benefits and effects of computer usage were not always obvious. A report for the Swedish Commission for Informatics Policy (Swedish: Datadelegationen) in 1984 shows a tentative and ambivalent position towards digital games and their very immersive effect on children (Datadelegationen 1984, 19–20). This ambivalence was likely also true for many parents who were unaware of the future impact and importance of computers. This could even generate tension surrounding the time-consuming computer hobby. The parents of Oskar Stål (nickname Flamingo), a member of the demo group Triad, had concerns regarding the hobby:

My programming was probably not very popular with my mom and dad. They saw me sitting in the basement all the time, even in the summer. They were simply afraid that I would throw away my youth and that it would never lead anywhere. They also became suspicious and wondered if someone was taking advantage of youths by making them struggle with programming all day long. (Wilhelmsson and Grönwall 2014, 95)

Young computer enthusiasts could have a difficult time negotiating access to the computer. A new opportunity arose for some young hobbyist when the state invested in computer education. The Swedish government decided to make computer science compulsory in the primary school curriculum beginning in the early 1980s. Kaiserfeld (1996, 252) writes, regarding the school initiative:

This change in curriculum was consistent with an ideal of popular education that developed under Sweden’s Social Democrats, who held political power in Sweden from World War II until the late 1970s. Part of this ideal was the belief that education across a wider social spectrum would lead to a democratization of society. Class differences could be eliminated by education, and more knowledge was generally seen as necessary if members of the lower classes were to gain more control of their own destinies.

The generations born in late 1960s and 1970s were benefiting from many of the welfare policies and specifically these investments and a large number of people involved in game development in the 1980s and 1990s would have been enrolled in the new computer courses. Christoffer Nilsson was part of the hobbyist scene and would later start the game development company Atod. He had the opportunity to pass the computer course by doing a special assignment, something that had positive side effects at home:

My mother asked the teacher about the result of the assignment. He said, well there will be no problem for Christoffer to get a job as a programmer with all the knowledge he has. Then my parents understood that it was an occupation, even if it was not a common one. Then the mood changed. Someone with authority had said that this could actually be a job and it was not a waste of time. (Nilsson, Interview 2015)

Håkan Sundell took advantage of the computer courses that were part of his technical upper secondary school education (Swedish: gymnasium). Sundell used a special assignment to develop and maximise an application to compress data:

I studied four years technical [an extended technical program at upper secondary school level], and I did special work just to focus on these principles. There were many who did this, for example, Mr. Z did it. We competed on who could do the fastest and best routines. This competition was really fun. You figured out if you have a 64-code game and pack it, how long did it take to unpack it again? Was it half a second? You sat with a watch and clocked it. Then you felt worried, well yeah Mr. Z has managed to do it a bit faster. Then you had to go back and optimize and count cycles. Could I tweak it a bit more until it got even faster? (Ernkvist 2007, 19)

During the mid-1990s a few upper secondary schools started new niche computer educations. Jens Andersson, was a member in the demo groups Yodel and The Black Lotus (TBL) and worked at Starbreeze, went to one of these first programs and talks about the connecting effect these educations had:

There were only two places in the country, Uddevalla and Forsmark, that offered a computer specialization. […] It was fun, and I met people that today are active in the gaming industry […] there were so few programs available, so those who were driven and most interested came together there just like in the demoscene. (Andersson, Interview 2015)

Looking at the data from the game industry the lack of longer educations is telling of the structure (see Diagram 2). The hobbyist roots are likely in effect here when the early game developers had few formal credentials when working at these new tech companies. In the 1990s roughly less than 10 percent of the employees had a university degree and about 50 percent of the employees were fundamentally autodidacts. Over time the proportion of the autodidacts has decreased and with many new game specific degrees being established at Swedish universities most new employees have degrees.

Diagram 2. Education levels, Swedish game industry 1997–2010.

Conflicts and tensions

The tension between the scene and games has historically been multidimensional. Most young people in the scene were interested in games, but the attitudes were not always overwhelmingly positive, and could even be hostile (Reunanen 2017, 46). Groups would crack games and distribute them so there was a clear material conflict and tension. The Swedish Commission for Informatics Policy discussed the prolific copying of software and its possible negative effect on the availability and quality of commercial software (Datadelegationen 1984, 18–20). For the demo scene cracked games were a major medium for distributing demos and copying games at parties was a common practice in the 1980s and 1990s. Reunanen (2010, 23) has questioned the notion that demo making and game cracking were separated activities. He writes “groups continued the legal and illegal activities in parallel, cracking games and making legal demos at the same time”. There might not have been a clear distinction between a legal demoscene absorbed in digital art production and a shadier cracking scene freely distributing commercial games. Large groups like Fairlight and Triad would have different sections involved in both activities. There was also over time a commodification of cracking and distribution activities via more organised illegal sales of cracked games. Håkan Sundell talks about this development in relation to the Swedish case:

The Swedish [groups] did not deal with that kind of illegal activity, that money business was not present in Sweden. It was abroad, mainly in Holland [The Netherlands], as it was like that, often in combination with the fact that they were dealing drugs and such as well. (Ernkvist 2007, 22–23)

How widespread and organised the market for cracked games was in Sweden is difficult to assess, but it is safe to assume that cracked games were bought and sold by at least some unscrupulous individuals (Wilhelmsson and Grönwall 2014, 85). Whether there was a commercial interest or not, Swedish game developers came up with strategies to possibly negotiate with the crackers and pirates. At Digital Illusions they did not write a strong copy protection for their first game because they figured that it would be cracked anyway. They instead wrote a message in the code pleading to the anyone reading it not to crack the game (Jørgensen, Sandqvist and Sotamaa 2017). When the renowned Swedish group Fairlight cracked the game anyway, they in turn wrote in the intro text that the game was programmed by The Silents:

We are indeed proud to present the AWESOME game to you! This game was programmed by a group of Swedes, better known as THE SILENTS! We strongly encourage you to purchase the ORIGINAL of this game and please do NOT spread the game to any lamers! We are proud to have such talents in our country and we STRONGLY encourage people to BUY THE GAME! (Pouet.net 2019)

This could possibly be described as a “code of honour” within the scene in relation to some of the releases. However, the Fairlight members could not honestly believe that the game would not be distributed among the community of Amiga users. Håkan Sundell talks about how they would receive games from old friends in the scene and how they then acted: “we got originals sent to us when someone who had started out in a cracking group had developed a game. In such cases you simply waited or did not crack it at all.” (Ernkvist 2007, 25).

The tension with the commercial sphere could also by itself lead to unexpected connections and endeavours into the market space. Håkan Sundell was contacted by a Swedish game distribution company that had somehow connected them to the different scene releases of their games. Sundell talks about how the group were asked to make a commercial game for the company:

In fact, in 1985, we did a commercial game, it was for a company called CBI (Computer Boss International), located in Eskilstuna. Christer Nydell [who owned CBI], was at the time engaged in distributing games. When he distributed games, he obviously noticed that there were people who bought games and then released copies. He contacted us and told us that I will sponsor you and make sure you do some more sensible things. (Ernkvist 2007, 21)

Starting a business

In the late 1980s and 1990s game development was still not very professionalized, and games could still be developed by smaller teams. Several demo groups and former members of demo groups transitioned over to game development during this period. For example, Atod, Digital Illusions, Starbreeze, UDS, O3 games and South End Interactive had their roots in groups like Northstar, The Silents, The Black Lotus, Triton, Cryonics and Limited Edition (Sandqvist 2012; Burman 2016; Sunhede and Lindell 2016; Jørgensen, Sandqvist and Sotamaa 2017). However, it was not necessarily their first game development endeavours since many members of the demoscene had started out tinkering with games and game development (Ernqvist 2007, 21; Burman 2016, 8). Oskar Burman (nickname OB), member of the demo group Anatomica and later at the company UDS, talks about his first connections with computers and his passion for game creation:

I made games in STOS, a lot of games. I made games all day, or as soon as I got home from school. Some games I developed for a couple of weeks and made them pretty good and some games I only worked on for a day and then I got tired of it. I tried to bundle games that became a bit bigger, so tried to release them somehow. Eventually I tried to sell them. I released three or four compilations with two, three or four games on a floppy disk and there was a menu where you could choose the games. I advertised in Swedish and maybe some international computer magazine. (Burman, Interview 2015)

The young hobbyists that stated to transition into game production had the necessary computer knowledge and had likely fiddled around with game development before. However, they lacked knowledge in other areas and had for example not necessarily acquired business and management skills. Consequently, the young entrepreneurs did not always run their companies as traditional businesses, and some had unorthodox structures. A company like Digital Illusions was organized more like a collective without a clear ownership (Jørgensen, Sandqvist and Sotamaa 2017). At the game developing firm UDS the developers lived and worked as a collective. They rented a small apartment that simultaneously functioned as the company office and living quarters. Oskar Burman talks about the early days of the company:

It was five people who lived in an apartment in Norrköping […] Some of us had unemployment benefits so we got a bit of money that we shared. Someone else had some money which they invested in the company. We had few means, but everyone chipped in and did their part. (Burman, Interview 2015)

The young entrepreneurs also had to link up to the global game market. The lack of domestic publishers has always forced Swedish game developers to connect with international publishers and especially the more established UK industry. Christoffer Nilsson talks about the early experiences as young entrepreneurs in the commercial sphere:

We were inexperienced regarding the language and the business. […] It was a hassle for us when we had to send an invoice in English. It was actually so unpleasant that we only sent one out of two of the instalments. (Nilsson, Interview 2015)

When starting companies, the background in the demoscene had some benefits. One indication of this is that the scene became an important recruiting network for new companies (Tyni and Sotamaa 2014; Jørgensen, Sandqvist and Sotamaa 2017). The competition for talented people with computer skills was fierce during the 1990s from companies outside game development (Sandqvist 2012). The development and professionalization of the game industry was also rapid, and the material conditions were changing. Håkan Sundell talks about working with games for many years and how many eventually ended up on different career paths:

We also made games that were almost complete that we never sold, so we continued with the Amiga and the [Commodore] 64 and developed our own tools. We made design for levels and graphics. We built the entire development kit both on the 64 and the Amiga, but we did not have time or money to continue. We made it half way but never finished. […] Most went to upper secondary school and then after school most got something real to do. Then you got work at a company, Ericsson, Volvo or SAAB, and so did you do other things and you no longer had time for it. (Ernkvist 2007, 26)

Discussion

This article has focused on the hobbyist Swedish demoscene and the interplay between this scene and the commercial forces in the game industry. Everyone born in the 1970s in Sweden with an interest in computers and games was highly likely to encounter the scene. This was also a generation who were born when the Swedish welfare system was at its pinnacle and who could benefit from the high economic development but also from the public sector with extensive social policies like a free education system. However, the state investments into a new primary school curriculum was probably never the large motivating factor or even the primary source of knowledge for young computer hobbyists, particularly not in comparison to the opportunities to socialise, collaborate, network with like minded peers and take part in friendly competition that the different groups and the scene at large offered. However, Swedish teachers might have helped them to envision a future where it would be possible to make a living from what they already did in their spare time. The computer hobby was also a way for young Swedish computer enthusiasts to approach and negotiate a path into adulthood (Nissen 1993, 318). They were young and possessed advanced knowledge that could grant them work and consequently a bridge into the adult world. In the case of game development, some would carve their own path as entrepreneurs and business owners.

Looking back at this part of history, we need to remember that these were teenagers and young adults. As ex post observers it can be beneficial to try to put ourselves in their shoes for a moment without idealizing them or their achievements. Though some of the hobbyist were very young they possessed the right computer knowledge and a broad network of like minded people. They therefore had a small window of opportunity to transmission into game business and made use of the chance they got. The sometimes unorthodox and ad hoc business practice could possibly be influenced by their background in the non-commercial demoscene, but could just as well be connected to a level of youthful inexperience. Several of the early companies with ties to the demoscene would struggle or disappear (Burman 2016). However, a few developers, like Digital Illusions and Starbreeze, managed to connect to other more stable and established companies and eventually reached success in the new millennium (Sandqvist 2012; Jørgensen, Sandqvist and Sotamaa 2017). On a general theoretical level, we may refer to this as a successful incorporation into capitalism, but this process required some trial and error.

The data indicates that a large portion of the young computer enthusiasts that went into the game industry did not pursue a university level education. This can possibly be explained by the generational effect connected to the new development block surrounding digital technology. Many Swedish sceners will be found within the game industry but also at other information and communication technology companies. The mismatch in the human capital stock was likely large enough that a formal education or diploma was of little use to the individual at the time. Such a situation probably only arises in a transformation period. The young computer hobbyists could use these circumstances to turn their hobby into companies, professions and careers.

In the literature there are some debates about the social functions of games and the computer culture. Games became a tool to introduce the broader strata and the working class to computers and information technology, henceforth preparing them for the new digital demands of the labour market (Datadelegationen 1984, 19; Arvidsson 2002, 28; Dyer-Witheford and De Peuter 2009, 28). Even though the collaboration-oriented scene partly worked against the industry, the scene helped to create and distribute games to the broader masses. Nissen (1993, 332) states that the youth computer subculture in a way also proved to the general population that it is possible to understand computers and master coding and therefore helped creating an interest in computers among the population in general. In this way the demoscene as a colony of enthusiasts might have been less of a counter culture and more of an actor in the creation of the first generation of digitally literate Swedes.

Moving forward there is a need for a more extensive mapping of the scene in Sweden. The historical development, the scale and scope of the scene ought to be studied and analysed more comprehensively. It would also be beneficial to do future inquiries regarding the ideology within the different hobbyist groups and the overall doxa of the scene. This would add to the understanding of the scene in general but also the transition into commercial activities as well as the broader zeitgeist in the 1990s with the transformation of the welfare state. The political context could also make Sweden a relevant case in a broader comparative research effort. The evolution of the Swedish scene and connections with the game industry could be explored and contrasted with dissimilar countries like Germany, Netherlands and Australia. The network structure and the acquired skills were likely similar, but the national contexts could have influenced other aspects like the societal framing and opportunities for the hobbyist moving into commercial game development.

References

All links verified 16.6.2020

Interviews

Christoffer Nilsson, October 1, 2015, Interview done via Skype.

Jens Andersson, November 5, 2015, Interview done via Skype.

Oskar Burman, May 25, 2015, Interview done via Skype.

Websites

Pouet.net. 2019. Pinball Dreams by Fairlight, accessed 18 February 2019, www.pouet.net/prod.php?which=21486.

SCB. 2016. ‘Beställa Mikrodata.’ 2018. Statistiska Centralbyrån. Accessed February 24 2019. http://www.scb.se/vara-tjanster/bestalla-mikrodata/.

Wong, L. 2016. The Game Industry of Sweden. Accessed September 15 2018. https://www.polygon.com/features/2016/5/20/11686508/the-game-industry-of-sweden.

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Kaiserfeld, Thomas. 1996. ‘Computerizing the Swedish Welfare State: The Middle Way of Technological Success and Failure.’ Technology and Culture 37 (2): 249–79.

Kline, S., N. Dyer-Witheford, and G.D. Peuter. 2003. Digital Play: The Interaction of Technology, Culture and Marketing. Montréal: McGill-Queen’s University Press.

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Mason, M. 2008. The Pirate’s Dilemma: How Youth Culture Reinvented Capitalism. New York: Free Press.

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Nissen, J., 1995. ‘Hacker History and Sweden’. Young, 3(1): 50 -60.

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Kategoriat
2–3/2020 WiderScreen 23 (2–3)

BBS Worlds. Looking Back at the Swiss BBS Scene of the 1990s

BBS, cyberspace, feminism, modem, Switzerland, virtual communities

Beatrice Tobler
beatrice.tobler [a] ballenberg.ch
Lic. phil.
Swiss Open-Air Museum Ballenberg

(Translation: Julia Gül Erdogan and Gleb J. Albert)


Viittaaminen / How to cite: Tobler, Beatrice. 2020. ”BBS Worlds. Looking Back at the Swiss BBS Scene of the 1990s”. WiderScreen 23 (2-3). http://widerscreen.fi/numerot/2020-2-3/bbs-worlds-looking-back-at-the-swiss-bbs-scene-of-the-1990s/

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In this contribution, I summarise and reflect on my field research as an ethnologist on Swiss bulletin board systems. Back in 1994-1995, I conducted participant observation in three BBSes during a time when BBS culture was already in decline, yet there was hardly any research done and the topic was novel. My observations differed a lot from the dematerialised, abstract discourse of “cyberspace” that was omnipresent in the mass media of that time.

In this paper, a 50-year-old European Ethnologist is looking back on her 1995 licentiate thesis (Tobler 1995) about computer bulletin board systems (BBSes).

In retrospect I realised that although my topic was new back then, I still stood in the tradition of European Ethnology (Volkskunde) and Ethnology (Völkerkunde). In the 20th century, European Ethnology was often concerned with disappearing cultural practices, while Ethnology was usually dealing with foreign cultures. In 1994/95, BBS culture was both: exotic and about to disappear. The graphical user interface of the Internet, the World Wide Web, already existed since 1991. However, the latter had its breakthrough shortly after my study: Only through the introduction of the Windows 95 operating system did the idea of a graphical user interface – and thus of the World Wide Web – achieve broad public acceptance.

Shortly before these developments, I wrote my licentiate thesis in European Ethnology at the University of Basel about bulletin board systems. I investigated three thematically different BBS and compared their culture of communication.

Why this subject?

I wanted to break new ground with this topic – there was only little research on new media in the humanities at that time. I did not know of any in Switzerland. But part of my motivation behind choosing this topic was to please my father – a programmer who spent most of his working and leisure time in front of the computer screen since the early 1970s. In 1993, he gave me an Apple Powerbook 180 with a monochrome monitor. My twin brother already owned home computers in the 1980s – first a Sinclair ZX81, then an Atari 1040ST, for which he downloaded software from various BBSes. He belonged to the first generation of teenagers who grew up with affordable home computers: They used to code the software they used themselves, swapped software on floppy disks and developed a playful approach to this technology. My brother gave me the impulse to do research on BBSes. I was the typical female counterpart: I only found access to computers through my studies and used my Powerbook as a tool to write my papers. I played in a band that plastered the city with concert posters at night and met my friends in local pubs. We made appointments by calling each other at home and leaving messages on the tapes of our answering machines.

Who used computers for communication before the WWW?

At the beginning of the 1990s, the Internet in Switzerland was still reserved to academic elites, primarily natural scientists. For my field research on BBSes (December 1994 to May 1995), I received access to the university server at the University of Basel. However, I only got access to Gopher and e-mail services, not to the World Wide Web. Also in the following years, the World Wide Web was used only sparsely. In 1997, our European Ethnology institute was one of the first in the humanities to have its own website. At that time, we only had one telephone line. While we were checking our e-mail, we could not use the phone.

Besides the Internet, there have been BBSes in the USA since the early 1980s, which allowed many-to-many communication besides the universities’ networks. In Germany and Switzerland, BBSes were able to gain ground only from the mid-1980s onwards, when there were enough owners of home computers. With Atari, Commodore, Amstrad etc. and DOS computers, the access to BBSes, however, was not a simple task. The early BBS users were mostly young men with an affinity for technology – even in Switzerland. In France, there was the Minitel videotext system, introduced by the French PTT in 1982, which not only replaced the telephone book but also included a lot of information and booking services as well as chat systems (messageries). The terminal was delivered to all households. Therefore, France was probably the first country in Europe where online communication became a mass phenomenon.

I lived only five kilometres from the French border. In Switzerland, however, online communication was hardly part of everyday life in the mid-1990s. Nevertheless, the topic was present in the newspapers and magazines at the time.

What shaped the public and academic discourse on the Internet and BBSes at that time?

In the mid-1990s, the media reported a lot about the Internet and computer communication. The picture drawn by the new emerging magazines differed greatly from the experiences I made in the examined BBSes. The German magazine Pl@net titled: “Endlich unsterblich! Avatare und andere Lebensformen im Netz” (“Finally, Immortal! Avatars and Other Life Forms on the Net”) in 1996, WIRED carried essays on “The Ultimate Man-Machine Interface” and “Superhumanism” in 1995, to name only a few examples. The buzzwords “cyberspace”, “virtual reality” or “cybersex” were on everyone’s lips and in the daily newspapers. While talking about it was trendy, most people had no idea and no personal experience with it.

The titles of the academic literature on the subject revealed fears and fascination regarding the imagined new possibilities. Both the media and the academic discourse were fed by the idea of cyberspace as a second world. It was imagined as an immaterial space that promised escape from the materiality of the body and thus from gender, too. This idea originated in science fiction and was adopted by computer geeks who identified themselves as “cyberpunks”, a genre within science fiction. Both fiction and cyberspace provided a space for negotiating hopes and fears of the present.

Confused by the contradiction between what I read about computer communication and what I experienced myself in the BBSes, I dedicated a chapter of my thesis to the “myth of cyberspace.”

How widespread were BBSes in mid-1990s Switzerland?

While the BBSes of the 1980s focused mainly on discussing computer-related topics and downloading software and other files, in the 1990s virtual communities emerged around different topics. According to unofficial BBS listings, there were between 400 and 500 BBSes in Switzerland in 1994.[1]

Most of them were located in the German-speaking cities and in Geneva. The names often revealed the intention or topic of the particular BBS. In Basel, for example, there was a gay BBS as well as one specialised in astronomy, while in Zurich there were BBSes for teachers and boy scouts as well as a “Sexy BBS”. Beside the thematic bulletin board systems, there were many commercial BBSes operated by shops and companies which offered software and files for download. The number of BBSes not featured in these listings and acting underground remains beyond my knowledge.

Like local radio stations, BBS were of short range. (Rheingold 1994: 21) This was due to the telephone charges. In Switzerland, there were local and long-distance tariffs, as well as day and night tariffs. In each of the BBSes I examined, there were a few hundred registered users . A few dozen of them regularly contributed to the message boards. Some BBSes connected to BBS networks. They exchanged their data with other BBSes at night, which made it possible to access discussion boards abroad. The range in Europe was certainly smaller than in the USA due to language barriers within the continent and the higher phone tariffs compared to the United States.

The three case studies

I investigated the following BBSes:

  1. A Christian BBS: the “Life-BBS” in Zurich, which at that time was the only one in Switzerland connected to the “LifeNet”, a German-speaking network of the “Verbund Christlicher Mailboxen” (“Association of Christian BBSes”).
  2. The first German women-only BBS “FEMAIL” in Frankfurt am Main (Germany), which was maintained by the “Softwarehaus von Frauen für Frauen und Mädchen e.V.” (“Women’s Software House for Women and Girls”, a non-profit association) in Frankfurt, as well as the network of women’s BBSes, “FemNet e.V.”, which was founded by the same women. All BBSes which were part of this network granted access to women only, but received additional information from other mixed-gender networks.
  3. The “Chaos-Box” in Liestal (Switzerland), a fun- and leisure-focused BBS with an emphasis on entertainment and computer topics, in which pseudonyms were allowed. It was not connected to any network.

Regarding the religious BBS I conducted my research purely online, as a spectator from the outside. This was partly because my contact with the system operator (sysop) failed, partly because I had little personal relation to the topic. I analysed the discussion boards and evaluated the discussions from November 1994 to January 1995.

In the women’s BBS, the very fact that I am a woman allowed me to be a part of it. Since I had dealt with women’s studies and feminism during my studies, the feminist orientation of FEMAIL and FemNet was familiar to me. In January 1995 I took part in a user meeting and was in contact with the system operators of both FEMAIL and FemNet. I dialled in every two days and wrote my own contributions. Here the sysops and the users knew that I was doing research about BBSes.

The “Chaos-Box” appealed to the more playful side in me, so that I felt quite comfortable there, although I was far from being interested in everything that the BBS had on offer. I participated in a poetry game for a while, chatted with other users and occasionally wrote private and public messages. I also took part in a user meeting. I did undercover research and participant observation under the nickname “Laura Mars”.

The LIFE BBS

Figure 1. Login Screen of LIFE BBS, 26 November 1994.

The two system operators of “LIFE BBS” were programmers. Nicknames were not allowed. The serious tonality of the BBS became obvious already in the regulations:

“Users who deliberately damage LIFE in any way (e.g. viruses, abusive letters, slander, etc.) shall be named in public and banned from the System.

In LIFE BBS, the general rule is ’openness and decency’; anyone may express himself on any subject if he respects the rules of decency. The sysop has the right to inspect the conversations and to intervene if necessary.”

Membership fees were 40 Swiss Francs per year. Once logged in, one could access 46 “conferences” (discussion boards) of the German-speaking religious BBS network LifeNet as well as the general Swiss network SwissLink with 61 conferences. At that time, 35 BBSes were connected to LifeNet among which LIFE BBS was the only one from Switzerland. LIFE BBS also had eight local discussion boards of which users only regularly frequented the main conference. In addition to the conferences, the file area was an important part of the BBS. Software for the operating systems DOS, OS2 and Windows were offered there, but also Bible translations, Bible software, sermons or games such as a Bible crossword puzzle or a game in which one had to tidy up a virtual church. Software for parish administration was offered, too. I analyzed two LifeNet discussion boards: a general discussion board and the “Jokes” board.

In the discussion board, 101 messages were written during the time of investigation, that is approximately 6 messages per day. They were written by 28 different users, including two women. The contributions were all Christian in content. The most common topics were “Jews and Christians” and “Homosexuality”. “Jews and Christians” dealt with the question of whether Jesus was a rabbi, the authenticity of the Bible tradition (question of verbal inspiration), and the question of whether God and the Son of God were one. The discussion on “Homosexuality” dealt with the position of the Bible on this topic. Three men wrote almost half of the posts on this board.

In the “Jokes” discussion board, 68 messages were written in 79 days. Here there were no frequent writers and the messages were also shorter. A total of 25 messages actually contained jokes on biblical and Christian topics, the other contributions debated these jokes, sometimes quite heatedly.

In summary, there were deliberate discussions on both boards, not just quickly written snippets. They were written in a good linguistic style with few spelling mistakes. The goal was not to entertain, but to spread Christian ideas and exchange among like-minded people. On religious boards in general BBS networks such as the German Zerberus network, users didn’t discuss how strictly the Bible should be interpreted. Instead, atheists and Christians wrote about basic questions such as “Does God exist?” or “Will animals go to heaven?”

The Women’s BBS

Figure 2. Login Screen of FEMAIL, 30th December 1994.

FEMAIL – the first German women’s BBS – was founded in 1993 in Frankfurt by two women from an association for women’s computer training. After less than a year, the two separated from FEMAIL and founded the FemNet network. Several BBSes were part of that network. Some of them split off again and founded the WOMAN network together with FEMAIL. This brief outline reveals an internal fragmentation despite the common goal. Women’s BBSes were not about entertainment, but about content and had a socio-political goal: to promote women’s access to new technologies. Both FEMAIL and FemNet were maintained by associations. Already this fact distinguishes them from the private BBSes run by male system operators as well as from commercial bulletin board systems. In women’s BBSes, men were excluded from becoming users. The authenticity of the gender was checked by calling each new member on the telephone after registration. Membership in “FEMAIL” cost 180 German Marks per year, while FemNet charged 150 German Marks.

The users in FEMAIL didn’t write a lot. In the period examined (10th December 1994 to 24th April 1995), there was only one message written on a daily average. The messages were spread over 31 discussion boards. The list of participants included 152 names. Nicknames were not allowed here either.

The BBS network FemNet, which reached more women, was more active, with four to five messages a day. On both FEMAIL and FemNet, the most active writers were the system operators themselves.

The discossion boards of women’s BBSes differed from conventional electronic bulletin boards by containing hardly any discussions, hosting large amounts of information instead. The FEMAIL boards almost exclusively consisted of event announcements such as meetings, readings, lectures, courses or book publications. There was no lengthy discussion in the period observed. There were never more than three replies to a message. According to a system operator of FEMAIL, users were more likely to write private mails than public contributions. According to the aforementioned female sysop, women would only discuss if they knew each other. In the early days of FEMAIL, there was a group of women who knew each other and used the BBS regularly. Men in contrast didn’t need to know each other to hold discussions on public boards. “Men…” the sysop said, “… sometimes write such nonsense and also private things on public boards!”

In the women’s BBSs the contributions were in a written language style. The serious tone was sometimes lightened a bit by adding German feminine endings to all kind of words in a funny way. One board, for example, was called “Compute” instead of “Computer”.

The Chaos Box Liestal

Chaos Box
Figure 3. Message from user “Megaflonz” in the Chaos Box, 26th February 1995.

The Chaos Box was founded in 1991. The users – named Chaoten (chaotic persons) – were mostly students or apprentices under the age of 20, who enjoyed programming or chatting with other Chaoten in their spare time. In May 1995 there were 483 active users registered. Overall, there were 100–200 connections of users to the BBS per day. The Chaos Box could be used free of charge, and nicknames were allowed. Aliases like Technofreak, Cyberpunk, Chaotic or Hacki hint to an identification with the Cyberpunk movement. In addition to the ten discussion boards, the BBS had a chat function as well as a database and a file area where the users offered their self-made ANSI graphics for download showing race cars, advertisements for other BBSes, or topless women. The file library contained various programs for DOS and Windows, including games, tools and learning software.

Chaos Box
Figure 4. The board directory of the Chaos Box.

The BBS maintained a user levelling system not unlike in computer games. New users were called Frischling (newbie), after 30 calls one became a Halbchaot (semi chaotic person). Further levels could be achieved by filling out a questionnaire, by contributing to discussions or by moderating boards. In addition, there were different titles which were awarded due to the activity or by vote, such as Kpt./Käptin (captain, male or female), Meischter/Meischterin (master), Newcomer/Rookie, Pflock/Pflöckin (literally “plug”, meaning a rogue), Mr. Login, Mr. Online or Mr. Average. The usage of the feminine form is remarkable. There were few women in the box, but they were highly appreciated. Even couples found each other through the BBS. Weddings and engagements were communicated and led to many congratulatory messages. There were also fictitious users, for example the agony aunt Eusebia who joined controversial discussions now and then.

The users of the Chaos Box cultivated a kind of insider language with special terms and salutations. Swiss German idioms found their way into the spelling, such as “beschter” instead of “bester” (“best”). In general, the style was mostly spoken language. The content of the messages was casual, entertaining, sometimes a little trivial or even absurd. It was in the Chaos Box that I experienced my first chat. I remember that it was a special moment and I was very excited – even though I cannot reconstruct anymore what exactly was so special about it, as real-time communication has become too normal in my life.

Conclusion

The BBS culture I described in 1995 was about to disappear. At that time, the technology was still complicated to use, including cable clutter and high telephone bills. Nevertheless, the BBS culture still had a bit of pioneering spirit and the Chaos Box still had a touch of cyberpunk. At the time of my research in 1995, the first pocket-sized computers such as the Apple Newton or the Palm already existed, and the fusion of microcomputer and telephone was imminent: the Nokia Communicator, the first smartphone, appeared in 1996, followed by wireless technology in 1997. All these technologies and their combination really brought us into the digital age, where we are connected, always and everywhere.

However, soon after having disappeared, BBSes experienced a revival as a retro culture. In 2001, I organized a retro computing meeting at the Museum of Communication in Berne, in which the hard core of Chaoten and the sysop, Chefchaot Frosch, took part with their BBS. It ran its own terminal software FrogyComm. Even today, one can download the discussion boards of the former Chaos Box and the terminal software from Frosch’s “Chaos Entertainment Communication GmbH” website.

Figure 5. Former Chaoten at the retro computing meeting on 3rd November 2001 at the Museum of Communication in Berne. Photo: Museum of Communication, Berne

References

All links verified 10.6.2020

Gallagher, Brian. 1994. ‘Swiss List’. Boardwatch 8(3): 108–112.

Rheingold, Howard. 1994. Virtuelle Gemeinschaften. Soziale Beziehungen im Zeitalter des Computers. Bonn: Addison-Wesley.

Tobler, Beatrice. 1995. ‘Mailboxwelten. Zur unterschiedlichen Nutzung des Mediums Computermailbox.’ Licentiate thesis, University of Basel, 1995. http://www.btobler.ch/Mailboxwelten.pdf.

Notes

[1] Another Swiss BBS list, not known to me at the time and listing 390 BBSes, was published in the US magazine Boardwatch (Gallagher 1994). I thank Kevin Driscoll for providing this source.

Kategoriat
2–3/2020 WiderScreen 23 (2–3)

Demography and Decentralization: Measuring the Bulletin Board Systems of North America

BBS, Bulletin Board Systems, community, demography, history, internet

Kevin Driscoll
kdriscoll [a] virginia.edu
PhD
Department of Media Studies
University of Virginia


Viittaaminen / How to cite: Driscoll, Kevin. 2020. ”Demography and Decentralization: Measuring the Bulletin Board Systems of North America”. WiderScreen 23 (2-3). http://widerscreen.fi/numerot/2020-2-3/demography-and-decentralization-measuring-the-bulletin-board-systems-of-north-america/

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For many home computer enthusiasts of the 1980s and 1990s, a local dial-up bulletin board system, or BBS, provided the first opportunity to get online, chat with strangers, share files, and play games. But how many is “many”? Was BBSing limited to a few elite geeks, or did it reach broader populations? Lacking any central record-keeping authority, the demography of dial-up BBSs is difficult to ascertain. To estimate the number of systems and the size of the user population, this study draws on a mix of incomplete sources. Regional lists of bulletin board systems indicate the geographic growth of the decentralized BBS network; a questionnaire circulated by the U.S. Census reveals a partial snapshot of the user population; and market statistics published in the trade press reflect its commercial expansion. In spite of their limitations, a statistical analysis of these data provides a first-order approximation of North American BBS demographics, suggesting a scale comparable to better-known contemporary systems such as ARPANET or CompuServe. Further development of this methodology will enable the production of historical demography across networks, regions, platforms, and language groups.

Scale is both a conceptual and methodological challenge for historians of computer networks. Networks with human users are dynamic assemblages of social and technological relationships; uncertain systems living at particular historical conjunctures. We name them and write them into the singular—The WELL, FidoNet, IRC—but these networks are, by definition, multiple. Each network is composed of nodes and subnetworks, communities, clusters, channels and cliques. In order to compare the size, spread, and influence of various networks over time and space, we need common techniques of measurement. But networks of the past were diverse and their platform characteristics resist easy quantification. So, if we want to know how many people were online in the past, where do we begin to count?

For many users today, the experience of getting online is seamless and ubiquitous. Yet, the historical diffusion of networked personal computing was anything but seamless. In the US, adoption of data communications spread inconsistently across social groups and geographic regions. By early 2000, the “information superhighway” had been a matter of public concern—discussed by state leaders and featured on the covers of popular magazines—for nearly seven years but fewer than half of all American adults reported ever accessing the Internet for any reason.[1] Paradoxically, a majority of the active users (61.3%) had been online for two years or longer, reflecting the unequal distribution of access across society. Furthermore, the technical apparatus connecting personal computing devices to one another changed dramatically with the transition from dial-up to broadband networking.

This paper focuses on a period of computer networking history from roughly 1978 to 1998 (Driscoll and Paloque-Berges 2017). Archival sources refer to this period by several different names. In the late 1980s, some bulletin-board system (BBS) enthusiasts used “modem world” to describe the distributed social computing networks they had created atop the publicly switched telephone network (PSTN).[2] In the 1990s, industry researchers, policy makers, and Internet Service Providers (ISPs) began to use the term “dial-up” to distinguish PSTN access from other network media including DSL, cable, and satellite (Delfino 1994). Finally, early representations of the Internet in popular culture used vernacular terms such as “Grid,” “Matrix,” “Metaverse,” and “Net” to evoke a sense of the global information infrastructure as an uncertain assemblage of new and old media technologies.[3]

To home computer owners of this period, the Net was an archipelago; a metanetwork of diverse systems joined by improvised gateways of uncertain reliability.[4] Depending on a user’s social and geographic position relative to institutions of power, densely settled metropoles, and material resources, the Net appeared quite differently. To some users, the Net was a dial-up BBS, perhaps hosted by an acquaintance, hobby shop, or user group (Delwiche 2018; Driscoll 2016). To others, the Net was a commercial information service such as CompuServe, providing access to a rotating menu of databases, games, and communication channels. To still others, the Net was a State-run platform like Minitel, providing access to a variety of third-party services from the familiar to the mysterious (Schafer and Thierry 2012; Mailland and Driscoll 2017). Taken in aggregate, the Net was a decentralized socio-technical phenomenon, unfolding along the diverse telecom infrastructures linking cities and towns across the globe.

Decentralized networks present peculiar challenges for historical demography. Without a single point of entry, nor clear boundaries, nor overarching authority, there were no official record-keeping apparatuses for the Net. Today, there are no institutional archives to explore the vernacular Net, no single set of server logs to parse. Instead, measuring the Net is an ecological problem. Like a naturalist tagging a small number of birds to measure the migration of a flock, we must extrapolate outward from the few lingering slices and snapshots.

The purpose of this paper is to provide a partial solution to the demography challenge posed by decentralized computer networks. In particular, I propose to answer a deceptively simple question: Approximately how many people in the United States accessed a dial-up BBS between 1978 and 1998? This central research question invites a number of compelling and related questions. How were users and BBSs distributed geographically during this period? How did the population of dial-up BBSs reflect the larger population of the US in terms of age, gender, race, class, and education? Finally, this work provides a foundation for a demography of the modem world extending beyond the hobbyist communities of North America, enabling us to trace more precisely the influence of these early communities on the mass-scale systems of the broadband era.

Sources of demographic data from the early Net

There is no comprehensive source of historical information about modem owners or BBS users. Whereas commercial online services such as CompuServe kept a single database of all of their users, every dial-up BBS maintained its own database, resulting in redundant records spread across the network. In spite of this fragmentation, the overall size and character of the BBS user population is evident in a handful of surveys published by government researchers, trade organizations, and the BBS community itself. In aggregate, these sources portray BBSing as a widespread form of networking, reaching millions of personal computer owners throughout the United States.

The U.S. Census Bureau, 1984–1997

For the first ten years of the BBS phenomenon, from the late 1970s until the late 1980s, there appear to have been no nationwide surveys taken of bulletin board system users or operators in the United States. Beginning in 1984, the Bureau of the Census began to administer “sporadically” a supplemental questionnaire about personal computing sponsored by the National Telecommunications and Information Administration. Initially, the questionnaire did not ask about going online, but was revised in 1989 to include a set of questions about networking at home and in the workplace. In 1989 and 1993, the Census specifically asked respondents about their use of “bulletin boards,” but in 1997, the Bureau removed the question about bulletin boards and replaced it with a question about “internet” access.

The results of the Census questionnaire illustrate the relatively small scale of the early Net. In 1989, fewer than one-in-ten adults reported using a computer at home (9.3%), and among those home computer users, going online was quite uncommon (U.S. Bureau of the Census 1991: Table 5). Of the 16.8 million American adults who reported using a computer at home, approximately 5.7% reported accessing a bulletin board and 5.3% reported using electronic mail. The only specific activity to rank lower than BBSing and e-mail was “Telemarketing” (1.5%). The proportion of BBS users was relatively stable across age groups, with little variance among respondents aged 22-54 years old (5.7-6.6%) and income groups (respondents with family incomes ranging from $10,000 to $75,000 reported between 5.7-6.3%). Counter to a common sense assumption, perhaps, BBS use fell off among the highest income earners. Of those households earning $75,000 per year or more, 4.8% reported accessing bulletin boards.

Sharper demographic differences in the 1989 Census data emerge, however, when we examine BBS use by race and gender. Relatively few Black home computer owners reported using bulletin boards (3.5%) or electronic mail (3.1%). Black users were, however, somewhat more likely than their White counterparts to use their computers for home businesses (12%), programming (22.4%), and video games (46.7%). Similarly, male users of all racial categories reported using bulletin boards at nearly twice the rate of female users (7.1% and 3.9%, respectively). Across the survey, the respondents reporting the greatest use of bulletin boards were single men living alone (9.2%).

Experience may have been a key factor in the reported use of bulletin boards by American adults in 1989. Between the 1984 and 1989 reports, the overall proportion of households that reported owning a PC jumped from 8.2% to 15%. Similarly, about one in five respondents indicated that they were still “learning to use” their machines, a proportion that grew inversely with the rate of bulletin board system use. It may be the case that modeming was practiced primarily among long-time PC owners. Indeed, a much greater number of respondents reported owning a modem (23%) than reported ever accessing an online service. Most modems, it seems, remained quiet.

By 1993, the prevalence of home computers and the visibility of the “information superhighway” seemed to have drawn a greater number of American adults into the online world. The number of households with a computer had grown to 16.1% and many had owned a home computer for five years or longer.[5] Additionally, the proportion of home computer owners who reported going online rose dramatically. While bulletin boards grew slightly from 5.7% to 8.7%, electronic mail grew sixfold from 5.3% to 32.2%. These trends were consistent across race and gender groups as well. Black and white computer owners now reported similar rates of bulletin board use (approximately 8.7-8.8%) and a higher than average number of Black users reported using their computers for electronic mail (35.21%). This parity was not evident across gender groups, however. Female-identified users were still nearly half as likely to report using a bulletin board (6.07%) as their male-identified peers (10.93%), a disparity reflected in the first-hand accounts of women from the period (see Horn 1998).

ComponentNumberPercent
All computers13,683100.0
Floppy disk drive10,13774.1
Dot matrix printer7,81257.1
Color monitor6,96250.9
Joystick/mouse control6,68148.8
Hard disk drive5,61341.0
Telephone modem3,14923.0
Laser printer1,57111.5
Plotter7195.3
Don’t know1,1278.2

Optimistic statistics and the trade press

Toward the end of the 1980s, as online services attracted growing visibility and attention from home computer owners, publishers of technical books began to commission how-to guides for BBS users and administrators. The typical how-to book began with a wide-eyed overview of the modem world, highlighting the many joys and curiosities to be found in the electronic realm. A standard feature of this genre was to offer rough estimates of the number of bulletin boards in operation and the population of users one might meet online. As one author put it, “No one knows quite how many bulletin boards exist. The number involved is elusive.” (Dewey 1998) Elusive, maybe, but it did not stop him from throwing out a few numbers of his own (See: Table 2).

UsersBBSsYearSource
1,500–2,0001987The Essential Guide to Bulletin Board Systems (Dewey 1987)
500,0001990Using Computer Bulletin Boards (Hedtke 1990)
20,000,00060,0001994Running a Perfect BBS (Chambers 1994)
15,000,000150,0001994Creating Successful Bulletin Board Systems (Bryant 1994)
“Several million”60,000–200,0001998The Essential Guide to Bulletin Board Systems, 2nd ed. (Dewey 1998)

Although the authors of these books rarely cited a source for their statistics, their crude estimates are nonetheless valuable. As cheerleaders for the BBS community, these authors were motivated to exaggerate its size but their estimates needed to fall within a plausible range in order to maintain good faith with their readers. As a result, though the numbers themselves are hardly reliable as precise measures of the burgeoning BBS scene, we should assume that they reflect an upper bound of plausibility for the time of their publication. The numbers are surely inflated but not outrageously so.

In their discussions of BBS statistics, the authors of how-to books often reveal intriguing details about their perception of growth. In 1990, author John Hedtke suggested that BBSing was a particularly urban phenomenon, musing that the user population was expanding “particularly in metropolitan areas.” (Hedtke 1990, 3) Later, in 1994, Alan Bryant, author of multiple BBS books, positioned BBSs within the broader economy of online services: “one of the fastest-growing segments of the computer industry.” (Bryant 1994, xiii) Bryant also portrayed the BBS as a point of entry into a kind of secret society, “[a] huge audience of computer-smart, modem-using individuals.” (ibid.)

Consistent with the global imaginary that accompanied popular articulations of the early Net, many authors gestured at a transnational diffusion of dial-up BBSs by using ambiguous geospatial phrases like “around the world.” The authors of a characteristically giant tome from tech publisher Que suggested that going online was “one of the primary uses for the PC [practiced by] over 20 million BBS users worldwide.” (Chambers 1994: 3) Similarly, Bryant implied that the use of BBSs in the US represented just a fraction of the overall growth, “It is estimated that more than 15 million people call BBSs each day in the United States alone” (Bryant 1994, xiii, emphasis mine).[6]

In the December 1995 issue of Boardwatch magazine, editor Jack Rickard set out to correct these overly-optimistic estimates with his own numbers (Rickard 1995). By this point in his career, Rickard had long promoted an integrated view of the modem world, casually slipping between “Internet” and “the Net” in his editorials, and sub-titling his magazine: “Guide to the Internet, World Wide Web and BBS.” He prefaced his quantification effort with an admonition of his industry peers: “The online community in general, and most wantonly the Internet portion of it, has a history of inflating virtually all measures of usage sufficiently to qualify as a case of ‘liar, liar, pants on fire.’” (Rickard 1995, 8) As a booster for the entrepreneurial BBS sysop, Rickard argued that accurate statistics were essential to establishing sustainable business plans and reasonable expectations among investors.

Rickard’s editorial included a useful round-up of market research statistics in circulation during the mid-1990s. First, Rickard detailed the “host count” approach to measuring internet use, highlighting a recent estimate from Mark Lottor of Network Wizards.[7] Lottor estimated that 6.64 million unique computers were connected to the Internet in July 1995, of which 4.25 million (64%) were located in the United States (Rickard 1995, 8-9). Rickard rejected any effort to extrapolate a human user population from Lottor’s host count on the basis that there was no reliable way to determine the number of humans per host computer. To illustrate this problem, he suggested that some estimates were based on an assumption that a single host computer might represent any number of users from 1 to 250,000.[8] Beyond this statistical assumption, however, the “host count” approach also failed to represent the practices of microcomputer enthusiasts who might own two or more active machines. Rickard noted, for example, that the Boardwatch offices were populated by 14 employees and 25 computers, a human-per-computer factor of 0.56.

Instead of host count, Rickard preferred an estimate based on a nationwide telephone survey commissioned by O’Reilly and Associates and conducted by Trish Information Systems (O’Reilly et al. 1995). The O’Reilly/Trish survey determined that 5.8 million adults in the US accessed the Internet “directly” from home, work, or school.[9] Of the internet users in their sample, approximately one-half were aged 18-44 years old, one-half earned between $35,000-$75,000 per year, and two-thirds identified as male. By dividing the O’Reilly/Trish user population by Lottor’s count of hosts in the US, Rickard argued that a reliable human-per-computer factor was likely closer to 1.37174. This line of reasoning lead him to conclude that the internet of 1995 was populated by 9,111,096 individual human beings (Rickard 1995, 64-65).

Despite the title of his magazine, Rickard did not attempt to break out the number of BBS users from the overall estimate of Internet users.[10] Instead, he turned his attention to the equally tricky category of commercial online services (Table 3). By comparing the marketing materials from various services to the survey results from O’Reilly/Trish, Rickard argues that the subscribership claims made by commercial online services were inflated. These numbers are additionally difficult to interpret because of how different platforms defined an “account.” On Prodigy, for example, a single account might have been shared by multiple users. Conversely, highly-engaged users might have been counted more than once because of the likelihood that they subscribed to more than one service.

American Online3800.038.65%
CompuServe3540.036.00%
Prodigy1720.017.49%
Microsoft Network200.02.03%
Delphi125.01.27%
eWorld115.01.17%
Genie75.00.76%
Mnematics Videotex65.00.66%
ImagiNation Network62.00.63%
Reuters Money Net33.00.34%
AT&T Interchange25.00.25%
Interactive Visual25.00.25%
Digital Nation15.00.15%
The Well12.00.12%
Computer Sports World10.20.10%
Multiplayer Games Network10.00.10%
TOTAL9832.2 

Neither the nationwide surveys conducted by the Census, nor the BBS trade press provided a clear sense of the size of the BBS user population in the US during the 1980s and 1990s. Yet, each source offers some clues as to how we might proceed. While Rickard was correct to critique the “host count” method used by over-eager readers of Lottor, the BBS network represents a unique case. Nodes in the BBS network were functionally different from hosts on the Internet. Whereas internet users might jump from host to host via remote logins or Gopher, BBS users tended to stick to a few nearby systems. Therefore, the statistical relationship between BBS users and hosts should have been closer than on the internet at large.

Modeling the BBS user population

To estimate the population of BBS users, we will analyze a database of BBS hosts. The best source of data for the population of dial-up BBSs is The TEXTFILES.COM Historical BBS List, an archive of BBS dial-in numbers compiled and maintained by Jason Scott since 2001. Scott originally drew these data from hundreds of BBS lists compiled by BBS enthusiasts during the 1980s and 1990s (see: http://bbslist.textfiles.com/usbbs.html). In the absence of central directories or search engines, BBS lists were a primary means of discovering new systems for BBS enthusiasts. Circulated in both print and electronic forms, BBS lists could be found at computer shops and swap meets, as well as online in both nationwide online services like CompuServe and on BBSs themselves. Many lists, such as Clark Gilbo’s “Westcoast 813 BBS Directory,” Gerry George’s “Caribbean BBS List,” and Charles R. Grosvener Jr.’s “Worcester Area BBS List,” were organized by geographic region, reflecting the structuring force of long-distance dialing fees on North American BBS culture (George 1994; Grosvenor Jr. 1995; Ziegler 1993). Other list-makers took a thematic approach, such as Tom Brown’s “Ham Radio Phone BBS List” or the collectively-authored “Gay and Lesbian BBS List” (Brown 1988; Miller 1992). While BBS lists cannot provide a comprehensive account of every BBS in a region, the decentralized manner of their production reflects the decentralized structure of the BBS phenomenon, a similarity that suggests greater reliability than the centralized directories sold in bookstores (e.g. Cane 1983; Cane 1986).

According to my independent analysis,[11] the Textfiles archive includes 106,438 distinct BBSs grouped into 264 area codes.[12] This quantity represents BBSs that operated anywhere in North America for any length of time between 1978 and 2001. Informally, this number conforms to the anecdotal estimates published in journalistic accounts of the period. In a trade book published in 1994, for example, technical writer Markus W. Pope wrote evocatively of “tens of thousands of creative souls—BBS operators—who act as hubs, succumbing to the supply and demand of an information-hungry culture.” (Pope 1994, 1) Similarly, in 1995, Gary Wolf and Michael Stein published Aether Madness, an irreverent “travel guide” featuring a curated sample of the “more than 50,000 BBS” dotting in the modem world (Wolf and Stein 1995, 4). And, also in 1995, San Jose Mercury News writer Mark Shapiro suggested that there were “over 100,000” BBSs active in the US (as quoted in Dewey 1998).

Each BBS in the archive represents an unknown number of individual users. To model this decentralized network, we need to set upper and lower bounds on the possible size of each node. At lower end of the scale, each BBS had, at minimum, one user—its sysop. It is difficult to imagine such a system staying online long enough to be added to a BBS list, however, so we might reasonably set our minimum somewhat higher than one. A plausible minimum number of users might be in the range of five to ten users—imagine a group of friends sharing software on local BBS.

For an upper bound, however, we need to return to our historical sources. Arguably the most well-documented and widely-publicized BBS in North America was The WELL in Sausalito, CA.[13] In Katie Hafner’s popular biography of the system, she reports a peak user population in the range of 10,000 subscribers (Hafner 2001, 164). Boardwatch, meanwhile, published a somewhat greater estimate of 12,000 “WELLians” (Rickard 1995, 65). For our purposes, we might take the mean of these two ballpark figures and set our maximum subscriber number at 11,000.

For the present exercise, I assume a highly-skewed distribution of users among BBS.[14] This assumption is supported by the first-hand accounts of former users as well as the anecdotal evidence of many other social computing systems. The limitation of Rickard’s approach to estimation was that he assumed a normal distribution of users among host computers. By seeking a single human-per-computer factor, he ignored the “rich-get-richer” phenomenon that often characterizes the distribution of resources and attention in information systems.[15] Instead, we should assume that a small number of BBSs attracted a massive number of users while the vast majority of systems got by with just a few regular callers.

Based on these assumptions, I estimate that approximately 2.5 million users accessed the dial-up BBSs listed in the Textfiles archive. I arrived at this number by modeling the entire network using a power-law distribution with a lower bound of 5 and an upper bound of 11,000. I then used a computer program to take a random sample of 106,438 values from this distribution; the simulated population of each BBS. Next, I ranked these simulated BBSs and summed their values. Finally, I repeated this simulation, resulting in a sampling distribution with a mean of 2,505,694 (SD=43,417.86). This mean represents the estimated population of North American BBS users.

The challenges of Net demography

The statistical model detailed above is admittedly incomplete. In the absence of ground truth, I present the estimated population of 2.5 million BBS users as a methodological provocation, an oblique strategy for thinking creatively about network demography. If we are to write persuasively about the history of personal computer networking, we need techniques that allow us to assess the scope and scale of the phenomenon. A richer, more nuanced census of the modem world would address the limitations of this first-order approximation, taking into account addition information about the social and technical characteristics of dial-up BBSing.

First, the geographic locations of each bulletin board system should play a role in any population estimate. It may be possible to use government census data about the surrounding population to estimate the number of likely callers to nearby systems. Second, in many cases, we know which BBSs were multi-line or featured high-speed modems. These platform features would have accommodated a greater number of users in a given time period, suggesting a greater overall base of subscribers. Third, we must contend with the obvious redundancies in the BBS user population. From numerous memoirs and first-hand accounts of the period, we know that only a very few BBS users dialed into just one system. Indeed, in densely populated regions, users might be active on a dozen or more systems simultaneously. How should we measure these overlapping accounts? Is it necessary to collapse them into one? Or, might an argument be made for counting each account individually?

Finally, the pursuit of precision and scale may simply be a quixotic exercise, a pleasurable diversion from the hard, messy work of oral history and archival research. The decentralized structure of the modem world may prove sufficiently resistant to population statistics that we must abandon the epistemology of macro-scale quantification altogether. Indeed, although there is a utility in knowing how many thousands or millions of people accessed BBSs at a given time and place, these statistics should support and provide context to detailed case studies of specific users and systems.

The critical outcome of this demographic work is that many—perhaps most—of the systems that populate the “long tail” of the modem world were operated and populated exclusively by white, middle-class, American men. Like the previous generation of ham radio operators, they built their systems for the intrinsic pleasure of technical mastery and a fraternal intimacy sustained by technologically-mediated communication.[16] But, as FidoNet creator Tom Jennings cried out 1985, “Enough tech boards already!” (Jennings 1985) The overwhelming homogeneity of the majority of BBS culture should push us to pursue the stories of systems that represent alternative glimpses of futures from the past: queer, women-only, and Black-owned board; boards aimed at connecting rural communities together; boards founded by religious sects; boards for the elderly; and boards on which people wrote in languages other than English.[17]

With over 100,000 bulletin board systems in the Textfiles archive alone, the work of net histories is only just beginning. As we explore the islands of this network archipelago, we will need to develop new techniques for shifting between micro- and macro-scale perspectives. In doing so, however, we should endeavor to represent the period with fairness and justice, acknowledging the overwhelming homogeneity while at the same time celebrating the pockets of difference, resistance, creativity, and utopian possibility.

References

All links verified 16.6.2020.

Websites

Brown KA2UGQ, Tom. 1988. ‘Ham Radio Phone BBS List March 1988’. http://textfiles.com/bbs/BBSLISTS/hamradio8803.txt.

Chris. 1991 ‘The Fall of the Modem World,’ August 1. http://textfiles.com/bbs/fotmw.txt.

Dame-Griff, Avery. 2018. ‘TGNet Map.’ Mapping TGNet. http://queerdigital.com/tgnmap/index.html.

George, Gerry. 1994. ‘Gerry George’s Caribbean BBS List,’ February 22. http://www.ugcs.caltech.edu/~benedett/trinidad/bbs.html. Accessed 2018.

Grosvenor Jr., Charles R.. 1995. ‘Worcester Area BBS List’. http://www.inthe80s.com/july1995/bbs/worcbbs.html.

Hobbs, Charles P. 2000. ‘The Modem World,’ http://textfiles.com/history/modemwld.txt.

Miller, Leedell J. 1992. ‘The Gay & Lesbian BBS List.’ Soc.Motss, November 2. https://groups.google.com/forum/#!original/soc.motss/mdXaPe3cw2k/NWGHeaoz0KkJ.

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Notes

[1] The statistical claims in this section are based on data published by the Pew Research Center, specifically the “Internet/Broadband Fact Sheet,” “Mobile Technology Fact Sheet,” and the March 2000 survey, available for download here: http://www.pewinternet.org/datasets/march-2000-survey-data/

[2] Across a number of sources, I found the term “modem” being adapted to serve new discursive purposes: as a verb (“modeming”), an adjective (“modem scene”), and a noun (“modemer”). This symbolic use of the modem reflected a growing orientation toward computer-mediated communication that Annette Markham described as a “way of being.” See: Chris 1991; Driscoll 2014; Hobbs 2000; Markham 1998.

[3] Cyberpunk author John Shirley’s articulation of “the Grid” offers one of the clearest examples of the popular understanding of the internet as a collection of multiple co-joined systems rather than a single, coherent platform. Shirley’s Grid is a massive infrastructure, always changing and frequently breaking down, that includes every sort of data transmission from financial transactions and television news, to military operations and corporate espionage. See also: Shirley 2012; Stephenson 1992; Sterling 1988.

[4] For examples of cyberspace as an archipelago, see: Held 1994; Quarterman 1990.

[5] The statistics in this paragraph are based on an independent analysis of data published as “Computer Use in the United States October 1993” and available from the US Census FTP site.

[6] Bryant, Creating Successful Bulletin Board Systems, xiii.

[7] Lottor repeated the host count for nearly two decades. See: “ISC Domain Survey,” archived at http://web.archive.org/web/20150524091949/http://www.isc.org:80/services/survey/

[8] According to Rickard, the number 250,000 was based on a possibly apocryphal story about a server at IBM with one IP address and 250,000 active user accounts. See Rickard 1995: 9.

[9] The discrepancy between this figure and the results of the Center for the People and the Press survey seems to lie in the definition of “Internet.” Without access to the original report, it is difficult to discern from Rickard’s summary alone.

[10] Indeed, to do so would undermine Rickard’s assertion that the popularized/privatized Internet was the result of a widespread BBS metamorphosis.

[11] Shared with and verified by Scott.

[12] Area codes are three-digit dialing prefixes defined by the North American Numbering Plan (NANP). The Numbering Plan went into effect in 1947 and has been continuously updated by the North American Numbering Plan Administration (NANPA). Initially, area codes referred to specific geographic regions. Following the break-up of AT&T, the deregulation of telephony in the 1980s, and the growth of telematics devices such as fax machines and modems, demand for telephone numbers rose dramatically. To meet the demand, area code “splits” and “overlays” were introduced to densely-settled areas such as Houston, Los Angeles, and New York. With the emergence of mobile telephony and “number portability,” the geographic meaning of area codes is largely symbolic. See: “NANPA : North American Numbering Plan Administration – About Us,” accessed May 2, 2016, https://www.nationalnanpa.com/about_us/index.html.

[13] One might argue that the WELL is more accurately compared to nationwide services like CompuServe but it serves our immediate purposes to place it in the BBS category.

[14] The analysis in this section uses the powerlaw Python module. See: Alstott et al. 2014.

[15] For a more detailed discussion of these phenomena from a computer science perspective, see: Easley and Kleinberg 2010.

[16] For this point, I am indebted to the histories of radio written by Susan Douglas and Kristen Haring, specifically: Douglas 1987; Haring 2003; Haring 2008.

[17] For exemplary work in this area, see: Dame-Griff 2018; Evans 2018; McKinney 2018; Rankin 2018.

Kategoriat
2–3/2020 WiderScreen 23 (2–3)

West and East German Hackers from a Comparative Perspective

culture, Federal Republic of Germany, German Democratic Republic, hacking, home computers, practices

Julia Gül Erdogan
julia-guel.erdogan [a] hi.uni-stuttgart.de
M.A.
Institute of History, Department History of the Effects of Technology
University of Stuttgart


Viittaaminen / How to cite: Gül Erdogan, Julia. 2020. ”West and East German Hackers from a Comparative Perspective”. WiderScreen 23 (2-3). http://widerscreen.fi/numerot/2020-2-3/west-and-east-german-hackers-from-a-comparative-perspective/

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This overview deals with the advantages and problems of comparing hacker cultures in the liberal Federal Republic of Germany and in the socialist German Democratic Republic. The history of the divided Germany in the 1980s is thus used to compare the influence of state frameworks and technologies, arguing for more comparative and entangled perspectives in the research of sub- and countercultural computer usage. By looking at cultural practices, the complexity of hacker cultures will be highlighted and thus will show that hacking neither was just a Western phenomenon, nor that a technical retardation of the East covers the whole history of computerization.

Introduction

Hackers are an international phenomenon. Beginning with the “first hackers” in the 1950s at the MIT in the USA, one can observe that everywhere where computer technologies arose, hacker cultures emerged. Hacking is, broadly understood, the practice of playing with and exploring computer technologies. It can be either breaking codes like the software crackers, or creative programming like practiced in the demoscene, or hardware tinkering (Alberts and Oldenziel 2014, 4; see also Raymond 2003).

For quite a while now the history of different hacker cultures has been explored far away from the American master narratives. Local contexts of sub- and countercultural computer use were the main focus of the contributions in the anthology “Hacking Europe” (Alberts and Oldenziel 2014). The book offers a multitude of pioneering studies on home computer usage in national and regional contexts, which focus not only on Western industrial nations. It does not surprise that the history of hackers in the Federal Republic of Germany (FRG), not least because of the prominence of the Chaos Computer Club (CCC), is one of these contributions (Denker 2014). In addition to the history of the CCC, which, despite initial works (Denker 2014; Kasper 2014; Röhr 2012; 2018), still requires in-depth investigation, the history of German hackers beyond this prominent institution is also relevant. And this applies not only for the West German context, but also for the German Democratic Republic (GDR).

The comparison of West and East Germany and the study of those two states’ entanglement is a recent, yet well-established approach in contemporary history (Bösch 2015). Some studies have also been published on media and technology use in both states, which have highlighted numerous similarities and differences (e.g. Schildt 1998; Dussel 2004; Bösch and Classen 2015). An entangled and comparative history of the computerization of the two German states is, however, a new approach (Danyel and Schuhmann 2015) and needs further investigation.[1]

In my contribution I want to highlight why hacker cultures are worth studying from a West and East German perspective. I will argue why there should be more comparisons and cross border investigations for the history of home computing in general – even beyond the focus on the regime competition between capitalism and socialism.

Home- and microcomputers moved into German households in the 1980s. Computerization in the private sphere thus began in the last decade of a divided Germany. In this respect, the history of computerization of the divided German states also offers the opportunity to not only present a comparative study, but also to examine the merging of more or less separated entities.

My paper aims to highlight different problems which result from a comparative and entangled history of the FRG and the GDR regarding private computer usage in the 1980s. A study on the sub- and countercultural use of computer technology thereby has to take the broader social, political, economic and cultural levels into consideration. The term “hacker”, the question of the availability of resources, and the different and asymmetrical infrastructures must therefore be elaborated. These problematic areas also provide chances, as I will show inter alia by emphasizing the findings that have resulted from my research on German hackers’ history. It will show that despite different conditions, numerous similarities existed between the hackers of the FRG and the GDR, even though famous hacker clubs like the CCC did not cultivate contact with their equivalents on the other side of the Wall until the opening of the inner-German border in November 1989.

In fact, such exchanges took place only after this crucial event in German history. Since 1984 the CCC had annually hosted the Chaos Communication Congress in December, where hackers and activists of various kinds would come together. Just a few weeks after the fall of the Berlin Wall, the motto of that congress was dedicated to the East German computer hobbyists: “Offene Grenzen: Cocomed zuhauf” (“Open borders: Cocome in droves”). This referred to the restraints of the Coordinating Committee for Multilateral Exports Controls (CoCom) that banned or restricted the export of certain trade goods, including high-tech, to the countries of the Eastern bloc from 1950 onwards. CoCom also influenced the naming of the first West and East German Computer amateur meeting in February 1990 in Berlin called “KoKon”. This was the short form for “Kommunikation Kongress” – which also referred to the annual hacker meetings in Hamburg, organized by the CCC. Despite the missing interaction of popular West and East German hacker clubs before the autumn of 1989, the inner German border was permeable with a clear tendency of goods and ideas being transferred from the West to the East, and less in the other direction.

In the following I will address the question of what a hacker is in regards to the case of a divided Germany, as well as from an international perspective. I will also discuss the problem of an imbalance of sources for studying West and East German history. In the second part of this article I will outline the usage and access to computers in the two German states. Then I will stress the role of computer clubs in respect to education and community formation.

I. Terms, practices and resources

Of course, an advantage in the history of a divided Germany lies on a linguistic level, since the researcher only needs to be familiar with the German language for working with sources. Despite the fact that the two German states spoke the same language, some kind of translating efforts must still be done, as we are dealing with a liberal-capitalist Germany in the West and a state socialist Germany in the East. The language is thus influenced by the political situation. Especially in the history of hackers and computers, it is apparent that although German was spoken in both countries, it was not always the same vocabulary that was used. Hence the term “hacker” was not used in the GDR, except when magazines or state authorities talked about a Western phenomenon.[2]

Even terms for technical devices such as “joystick” were not universal, the latter sometimes having been called “Spielehebel” (“game lever”) in East Germany, as the socialist state wanted to prevent English vocabulary due to the antagonism of the two competing systems. Curiously enough, we still find English terms here, but these are mostly collective terms such as “computer fans” and seldom “computer freaks” (Gießler 2018). However, this should not prevent us from assuming a similar phenomenon of exploring computer technology in private, despite different designations for those enthusiasts. In researching hacker cultures we are confronted with a lot of synonyms everywhere: “hobbyists” or “computer wizards” in the USA (Levy 2010, ix), while in the Netherlands, hacking could be called “computerkraken” (based on the Dutch term for squatters, Nevejan and Badenoch 2016, 202) and also in the FRG, synonyms and broader terms were used to name these kind of computer fans, for example “frieks”, which is simply a German notation for “freaks” (see also Erdogan 2018, 228).

To explore the connections and similarities, it is therefore necessary to employ a stronger focus on the level of cultural practices. It is with a focus on practices and values of subcultural computer groups that a study on hackers from a comparative East-West-perspective becomes possible. This approach also enables us to investigate the phenomenon of hackers in all its broadness, thus diminishing the two dominant narratives of political and social activists on the one hand, and of wild intruders into computer networks on the other. Too often the hackers are only seen in their relation to online systems. This disregards the fact that hacking could also involve soldering or offline programming.

Also, the image of the hackers changed in the course of the 1980s. In the FRG, hackers had been first regarded as ‘excessive programmers’ (Weizenbaum 1976; von Randow 1978; 1982) until hacking activists entered the public stage in the mid-1980s. Clubs like the CCC or people around the hacker zine Bayrische Hackerpost (BHP) managed to establish a rather positive public image of hackers as specialists in the course of home computerization. In the second half of the 1980s, this image was challenged as more and more hacking was done to intrude computer networks. Furthermore, developing and changing laws concerning computer usage influenced this transformation (Denker 2014).

Already in the first half of the 1980s, the increasingly unruly activities of hackers in data networks caught media attention in the USA. In 1981, a hacker broke into a Norwegian system that monitored Soviet atomic bomb tests („Schweifende Rebellen“ 1983). In addition, a group of six teenagers operating under the name “The 414s” – Milwaukee’s telephone area code – hacked into computers at Los Alamos National Laboratory, which inter alia developed atomic and hydrogen bombs. The so called “good” hackers tried to defend themselves against the increasing equation of what they were doing with data theft and what hackers in turn perceived as “crashers” – the destroying of code and databases. It was at this point that a separation of different hacker cultures began (see also Hartmann 2017, 86).

Steven Levy’s book Hackers. Heroes of the Computer Revolution, which he wrote in the first half of the 1980s, is witness to this differentiation. He actually provided more than just a story and a documentation of the history of hackers. First of all, in his book he put up an ethic (Levy 2010, 27–38) that still represents an important foundation of many hacker cultures today:

  1. Access to computers – and anything that might teach you something about the way the world works – should be unlimited and total. Always yield to the Hands-On Imperative!
  2. All information should be free.
  3. Mistrust Authority – Promote Decentralization.
  4. Hackers should be judged by their hacking, not bogus criteria such as degrees, age, race, or position.
  5. You can create art and beauty on a computer.
  6. Computers can change your life for the better.

It should be pointed out that this code of values was not written down by hackers themselves. On the contrary, it was a kind of silent agreement and shared convictions which were expressed in hackers’ practices, which were, in turn, examined and summarized by Levy. This ethic thus did not presuppose hacking practices, but was a result of Levi’s observation of hackers from which he derived these maxims. Moreover, he summed up various groups as “hackers” which explored and played with computer technology and acted under different synonyms from the late 1950s to the 1980s. Levy’s codification of hacker ethic, in turn, influenced the practices of computer enthusiasts and, through the publication of the book, promoted the prevalence of these hacker values. Computer users recognized themselves in Levy’s narrative, creating a sense of affiliation and a philosophy. As the media scholar Claus Pias stresses, there was a certain necessity for the hackers to separate the “bad part” of hacking from the hackers, and for this purpose, Levy’s ethic came just in time (Pias 2002, 268).

The hacker ethic and popularity of the hacker phenomenon in media, as well as the divergence of their culture, had an influence on West German hackers. The code of values was translated, published and even extended by the CCC (Schrutzki 1988, 172–74). First of all, the version that the CCC put up included “sex” or rather “gender” – as the German language makes no distinction in this respect – in point four of the hacker ethic which specified that hackers should be judged by their skills and actions and not by other criteria. As the hacker movement in the FRG emerged above all as a watch group for data security and the protection of the private sphere, this aspect was also included in the German version of the ethic. Last but not least, the database break-ins previously mentioned and the case of Karl Koch from the West German city of Hannover, who was paid for hacking by the Soviet secret service, led to a modified version. The version of the CCC, which developed into the voice of many German hackers in the 1980s, has eight instead of six points. It also contains points dealing with the maxim of hackers’ behavior in databases: “Do not litter in other people’s data” and “Make public data available, protect private data”.[3] Thus, we see that West-German hackers not only adopted the hacker ethic, but also extended and specified it for their own beliefs and aims. The computer enthusiasts of the GDR did not have this fixed code of values. Nevertheless, their practices of computing as well as the interaction within their peer-group was quite similar.

It is here that another problem of a West and East German history of hackers becomes apparent. The West German hackers were highly vocal participants in the discussion about computerization, and, as a result, produced a lot of documents. For example, they made their own newsletters such as the CCC periodical Die Datenschleuder, while Munich hackers published Die Bayrische Hackerpost. In their statements they offended and mocked authorities, and this peer feeling of “we against those up there” became an integrative motive next to their interest in technology. They were able to create a specific public image of themselves and to present hacking as an instance of bottom-up control against the state. These kinds of documents are mostly lacking for the GDR, where freedom of expression and criticism of the state were much more limited and repressed. The descriptions of hacker practices that are available to historians are therefore mainly produced from the state’s point of view. There are some letters to the editor and several magazine articles of the 1980s which deal with computer experiences and the everyday life within the computer clubs. But these are very different from their Western pedants, because the subversive element is missing. At least there are some retrospective views that show the computer hobbyists’ perspective in the GDR (Pritlove, 2010; Schweska 2015; Strugalla 2017; Schweska 2017).

A source imbalance also exists due to the availability of access to files of the Ministerium für Staatsicherheit (the Ministry of State Security, also known as Stasi), while documents of the West German intelligence services are not accessible to researchers. Other West German state documents are becoming accessible only now, as the record retention period amounts to 30 years. At the same time, however, the collapse of the GDR and the associated processing of Stasi documents offers an extraordinary opportunity for research in contemporary history. Yet we have to keep in mind that in the case of the FRG there is an abundance of documents presenting the hackers’ perspective, while documents on hackers from the state’s security point of view are mostly missing – while it is the other way around when it comes to the GDR.

II. Consumption of computer technology

The 1970s and 1980s in the GDR were strongly influenced by Western lifestyles, protest and social movements (Gehrke 2008). Still, a comparison of consumption and its practices in the two German states can only be asymmetrical due to the different availability of goods and different economic concepts. The GDR ran a planned economy and was primarily oriented towards providing everyday goods instead of catering to conspicuous consumption, contrary to the social-liberal market economy in the FRG. Changing consumer practices can still be determined in the GDR from the 1970s onwards. Researchers speak of a “consumer culture” in relation to the GDR as opposed to a “consumer society” in the Federal Republic to focus on the consuming practices, which were, in fact, quite similar (Neumeier and Ludwig 2015, 240f).

The GDR was able to record a certain boom in computer technology in the 1950s and 1960s (Danyel 2012, 204) and computerization was formulated and promoted as a central task by the political leadership from the end of the 1970s again.[4] In 1988, GDR engineers managed to construct a 1 megabit chip (Danyel 2012, 205), but the planned economy of the socialist state could not achieve the same supply of consumer goods as the West German market. Nevertheless, several computer clubs emerged as results of private initiatives, as well as so called „Computerkabinette” or “Computerzirkel” (“computer cabinets” and “computer circles”) which were sustained by the state authorities. Many of these facilities, which provided computer workstations, were directly connected to the communist youth organization Freie Deutsche Jugend (FDJ), schools or universities (Weise 2005). Some microcomputer models were developed in East Germany, for example by the state-owned company Robotron, which were primarily provided to enterprises and educational institutions.

These models remained rare consumer goods in private household. On the one hand, the GDR was only able to achieve low production rates: The production of a 8-bit microcomputers series called KC (Kleincomputer) began in 1984 and until the opening of the inner-German border in 1989, only 30,000 units of this computer series were produced (Weise 2005, 13). On the other hand they were therefore hardly realistic purchases for private households. For example, the KC 85/1.10, which was sold from 1986 onwards, costed 1550 East German Marks, while an average monthly income of that time amounted to 1179 East German Marks (Arbeitseinkommen 1987, 129).

Yet, Western home computers were used in the GDR, too. Most of them were obtained by East German citizens through relatives living in the FRG, but also, from 1985 onwards, microcomputers could be bought for high prices at the so called Intershops which offered goods from the West in exchange for Western currency. Also, computer smuggling was widespread: In 1987 alone, 188 cases of speculation with and smuggling of computer technology were recorded, with a value of 45 million East German marks.[5] Western microcomputers were profitable speculation objects: The black market price of a microcomputer from the West German company Schneider, for example, could be 22 times higher in the GDR than its original retail price. In the course of the regime competition, the leadership of the GDR tried to satisfy the desires of the population and at the same time promote the socialist system. With the increasing tendency towards a consumer goods market in the second half of the 1980s, the political leadership of the GDR also increased consumers’ desires. The state leadership could not completely resist international changes in consumer behaviour, even though the Western model of possession was opposed to the goals of the socialist idea (Merkel 2009).

The asymmetry between the FRG and the GDR can be relativized with regard to actual consumer practices, as similar ways of dealing with the new medium emerged. These similar consumption practices are particularly reflected in the distribution and use of numerous computer games. In a list from 1987, the State Security registered 253 computer games, mostly with English titles, which were shown and exchanged among the participants at the computer club in the Haus der jungen Talente (“House of Young Talents”, HdjT) in East Berlin. This list illustrates the popularity and distribution of computer technology goods in the socialist state.[6] The role of computer technology in the GDR can also be demonstrated by the advent of computer magazines. In spite of a lack of paper, which in the GDR did indeed lead to a restriction in the range of print media (Meyen and Fiedler 2010), the subject of computers was not only dealt with in more general technical journals such as Jugend+Technik (ju+te) and Der Funkamateur. From 1987 onwards, the journals Mikroprozessortechnik and from 1988 onwards, Bit Power, provided further public platforms to promote and discuss computer technology or, in the latter case, computer games.

In the 1980s, prompted in part by a nationwide lack of supplies, there was an abundance of DIY practices in the GDR, including the soldering of circuit boards in order to build computers, as had already been done by hackers in the USA in the 1970s. A case in point is the Amateur Computer (AC 1), which could be built with the help of a manual distributed by the magazine Der Funkamateur (Der Funkamateur 12/1983). However, this practice of tinkering had its limits. As the magazine Jugend + Technik, which published the construction plan for a home computer in 1987, noted with regard to a kit called Z1013, the components for this 8-bit microprocessor were rarely available on the market (Jugend + Technik 5/1987, 322).

The impression of scarcity which results from the stories of tinkering and soldering in the East must not obscure the fact that computer technology was not necessarily common in West German teenagers’ rooms either. Also, prices could be quite high, especially if peripheral devices such as floppy disk drives or printers were added to the home computer. Furthermore, DIY practices remained part of computing activities in both German states, especially among hackers, because they could adapt the computer technology to their own needs or overclock it with the aim to achieve a higher computing power. While the DIY practices of the GDR were more a necessity than part of a subcultural ethos, the hackers’ tinkering and programming were part of wider DIY movements in West Germany. It was a reaction to and rejection of a consumers’ market, especially in regards to the commercialization of the software market (for the change in the software market see Ensmenger 2012, ch. 7.). Meanwhile, this comparison highlights the “contemporaneousness of the non-contemporaneous” (Bloch 1973, 104), which is immanent in the history of the use of technology, as historian of technology David Edgerton has notably pointed out in his groundbreaking book The Shock of The Old (Edgerton (2006) 2019, xii ff.).

In general, while comparing the hacker cultures of these two states one has to deal with an unequal infrastructure and different state-of-the-art of technology. While hackers from the FRG not only promoted bulletin board systems (BBSs) but could use them widely, hacking in the GDR did not include this particular practice. This was not only due to the fear of uncontrolled flow of information by the states leaders that prevented the private usage of online communication. The telephone network was in bad condition and poorly maintained, and its development lagged behind, thus telephone mainlines often had to be shared by multiple households. When telephone calls were necessary, one used the telephone of a neighbour or friend. Owning a telephone was rare, and such luxury in private households was often reserved for supporters of the regime. Still, there were some attempts by users either to produce home-built modems or to use modems imported from the West to connect one’s computer to the telephone network. One GDR citizen, for example, used information from West German magazines to build an acoustic coupler.[7] The Ministry of State Security even recorded a case of a private connection being set up within the GDR using an acoustic coupler, and referred to a case where a connection was established from Poland to the Netherlands.[8]

In the FRG, one of the main goals of different hacker clubs and groups was to promote BBSs not only as a way of communicate with people worldwide, but also as a participative medium. The BHP, for example, stated: “We’re here because there’s DFUE [remote data transmission, J.G.E.]. Our engagement is the pleasure of going for a stroll in public and other data networks” (Die Bayrische Hackerpost 1984). One aim of the hackers of the Association to Promote Public Mobile and Immobile Data Traffic (Verein zur Förderung des öffentlichen bewegten und unbewegten Datenverkehrs, FoeBuD e.V.) from Bielefeld in North-Rhine-Westphalia was to develop their own BBS system called BIONIC. The club aimed at promoting computer communication networks among social movements and non-governmental organizations and in doing so, it focused in its work on making technology accessible to non-technophile persons and groups. This meant, among other things, providing manuals and striving to avoid the technical jargon that was quite common in other hacker groups. The club’s BBS was also supposed to contain less exchange about technology itself than about political, cultural and social matters (Pritlove 2009).

But even though the FRG was a liberal nation, hackers here still had to deal with restrictions. While in the USA for example, the choice of a modem for computer networking was free and consequently, there was an open market where computer users could choose the model according to price and function, this was not permitted in the Federal Republic of Germany due to the postal monopoly. Based on the Telecommunications Ordinance of 1971 (§8(a) Fernmeldeordnung, 1971), the Federal Post Office was able to determine which devices would be allowed to be connected to the telephone network. Liberalisation, as in the USA, progressed slowly in the Federal Republic, but was already decided upon in 1982. It was not until 1996 that the monopoly fell entirely (Trute, Spoerr, and Bosch 2001, 4). Therefore, the networking of computer systems in the FRG coincided with a phase in which the Post Ministry had to fulfill its role as a monopolist, but at the same time to execute a certain opening towards a deregulated market. As the historian Matthias Röhr pointed out, digital technology increasingly weakened the basis of the legitimacy of the state monopoly (Röhr 2018, 269), which also manifested itself in numerous conflicts with hackers. Distributing and producing instructions “for cheap and universal modems” (Die Datenschleuder 1984) was one of the central concerns of these hackers due to their antagonism against the Post Ministry.

This emphasizes the fact that in both countries hackers had to deal with restriction, even if they were of different severity, and that hackers had to cross legal boundaries: The West German hackers used self-made modems, which – at least in theory – could at worst lead to a five-year prison sentence (Röhr 2018, 252), while the East German computer freaks tried to dial into international networks and thus were prone to being accused of contacts to the “enemy”. After the opening of the border and even before the reunification in autumn 1990, hackers from the FRG helped to set up BBSs in the East, as GDR activists saw an urgent need to be able to use this way of networking (“Nun sind die Haecksen auf dem Vormarsch” 1990). In the first half of 1990, already five BBSs were running in East Berlin. Here, the computer amateurs also used self-made acoustic couplers to dial in.

III. The integrative and educational role of computer clubs

The sub- and countercultural appropriation of computer technology was often a social, interpersonal activity in both countries (Erdogan 2018). Aside from financial reasons, the practices of exchange among each other – including knowledge as well as software – and of showcasing one’s own skills led to collective computer usage and the formation of clubs. In 1986, the East German State Security stated that “as a rule, owners of computer technology are continuously interested in establishing and expanding contacts with their peers”.[9] Beyond that, some of the East German computer fans even became members of clubs in West Germany.[10] This membership worked on the basis of exchange of programs and printed information.

Documents from the State Security show that not only various Western computer brands were used in the GDR, but also that there existed a substantial number of private computer users in general, of which 1200 were under observation in 1988.[11] Despite this surveillance, which was mainly motivated by the state’s distrust of private associations and possible relationships to countries abroad, computer users remained largely untroubled. They were even given a great deal of freedom, because they participated in the promotion of computer technology. With regard to the computer games mentioned above, of which many were even explicitly banned in the GDR, no punitive consequences are known from the available sources. Furthermore, the club of the HdjT did not carry out any attendance control, neither did it register what the participants, who occasionally brought their own computer to the meetings, actually did during their attendance at the club premises.[12] This was actually a thorn in the side of the authorities, but did not challenge the club’s continued existence. In fact, the club leader set up regulations himself: He did not prohibit the exchange of software entirely, but he threatened to denounce those who sold games and software in the club, regardless of whether they were self-programmed or copied. The computer club in the HdjT was not to be used for individual enrichment. Instead, the focus was on exchange and learning from each other.

The maxim of freedom of information can thus also be found among active computer users in the GDR. With a code of values that prohibited the theft and alteration of data, the West German CCC attempted to steer these practices, too. Thus, the Club declared: “We are the opposite of computer criminals who, for their own financial advantage, penetrate computer systems and sell data, just as we clearly dissociate ourselves from people who copy software and then resell it” (Chaos Computer Club 1985). Financial enrichment by selling information was thus frowned upon in computer clubs on both sides of the Wall. Also, at the first West and East German KoKon meeting in February 1990, one of the most intensely discussed issues was the question of the free exchange of information and the idea of freely accessible software (Tolksdorf 1990). The CCC also set up a copy centre at this congress, which enabled GDR citizens to obtain copies of hacker magazines and other Western computer magazines free of charge. The possession of a copier had been forbidden in the GDR until the fall of the Wall, and printers could only be obtained with a registration (Wolle 2013, 231).

In the FRG, especially since the 1970s, the membership numbers in citizens’ clubs and associations rose sharply. Thereby hobby clubs had gained importance. There was an increase in the number of associations characterized by political and social commitment as well as those which provided consultative services to citizens (Werner and Zimmermann 2002, 11). Most hacker associations combined all these purposes: On the one hand, they served as organizations where the hobby of computing could be practiced, but on the other hand they formed counter- and subcultural spaces. In contrast to given structures such as families, clubs and associations represent an alternative form of community (Zimmer 1996, 11). Ulrich Beck discovered in the declining significance of classical communities, such as family or class, a loss of security that accompanied this process (Beck 1986, 206). The social movements, clubs and associations addressed these insecurities and created spaces of community, which nevertheless satisfied the demands of the individuals for their own performance and the pursuit of special interests (Effinger 2013, 338). The statement of the West-German hacker and virus expert Bernd Fix in an oral history interview about the moment when he heard of the CCC for the first time stands for both this communal and individual aspects in particular: “But I didn’t know that what I was doing was called hacking. Or that there are also people who do the same, or who even join together to form such a group. That was a real revelation for me – to know that I am not crazy. That there are others who do the same.”[13]

Besides pointing out the variety of hacker cultures in different national or regional contexts, it can also be useful to put the different computer subcultures into close comparison. The recent works on different computer subcultures show numerous similarities despite the differences in actors and contexts. Jaroslav Švlech, for example, points out that gamers in Czechoslovakia also used techniques of bricolage similar to hackers (Švelch 2018, xxxvi. and ch. 6). Numerous works also show the role and importance of clubs additionally to that of private initiatives during the computerization of the private sphere (see e.g. Jakic 2014; Wasiak 2014; Švelch 2018, 95ff; Veraart 2014; Lekkas 2014).

Apart from developing pioneering technical solutions, hackers took on an important role on the social and cultural level. In my research I therefore stress the role of hacker cultures as space-creating instances. The hacker clubs enabled both contact zones with the new technology and designed spaces for computer use. By physical spaces I primarily mean club and association rooms. In addition, through conferences and congresses on both sides of the Wall, they created temporary places for exchange and socializing. But not only did the peer group benefit from the meetings, they also offered opportunities to get to know an almost unknown medium – far away from the opportunities provided by the state or the market. The club in the HdjT did not explicitly see itself as an institution for educational training, but as an opportunity for living and learning from a hobby („Haus der jungen Talente hat jetzt Computerklub“, Berliner Zeitung, 23.1.1986). The interest of the participants in the Computer Club of the HdjT laid in graphics programs, computer games, creating music, or simply calculating and text production (Ibid.). The hackers from the CCC saw the club as an opportunity to learn critical and creative computer usage, too: “The Chaos Computer Club is a galactic association without fixed structures. After us the future: diverse and varied through training and practice in the correct use of computers, often referred to as ‘hacking’” (Die Datenschleuder 1984). This was accompanied by the fact that the approach to computers in these spaces was more open, and new possibilities of application and even ways of a counterculture developed through playful exploration in these spaces.

Jaroslav Švelch, who also argues for more comparative perspectives (Švelch 2018, 221), comes to a similar conclusion in his study of the gaming communities in Czechoslovakia. He emphasizes the role of computer clubs in training in the early period of home computing. In this case “the state itself did not claim the territory of home computers, its socialist organizations granted patronage to clubs. […] Clubs in turn offered services that were otherwise (in the capitalist contexts) mostly performed by commercial companies.” (Švelch 2018, 215) The East-West-German comparison provides a more nuanced picture concerning the role of capitalist and communist systems’ impact on home computing.

In the case of the GDR, the state leadership was strongly involved in home computerization. Reports to the Ministry of Higher Education and Technical Education testify that microelectronics had gained in importance in the school and extracurricular youth institutions at the end of the 1980s.[14] A report criticized, however, that above all the lack of equipment and access restrictions prevent the exploratory appropriation of the new technology. This illustrates that in the GDR the use of computers was not only to be promoted, but that playful learning was also of interest. And this function of clubs also applied to the capitalist West. A lot of letters addressed to the CCC around the year 1984 show that computer users saw the club as an important source of information on computing. The hacker club provided more of what state or business organizations offered less. For example, one letter said that “conventional clubs” did not provide the necessary information about security or networks for an experienced computer amateur.[15] Another student wrote that it would be boring to do only reasonable things with a computer,[16] and that is why he made contact with the hacker club.

Computers and computing practices were intrinsically linked to processes of identity formation. Computer enthusiasts in both countries were interested in more than simply having the latest and best computer model. At least since the opening of the borders, their own cultural practices became threatened by an uncertain future, also in computer usage. The KoKon meeting showed that it was not only the pure performance of the devices which was a decisive criterion for the potential users. Some GDR computer fans warned that the Western technological advantage should not lead to the total exclusion of devices and especially user practices from the GDR. While East German users could be content with computer technology being delivered from the West, they still wanted to determine the modes of usage themselves. Under no circumstances did they see themselves as beggars.[17] Some GDR citizens, despite the unquestionably more advanced technology in the West, took a critical stance towards Western computers and did refer to their own technologies and practices with pride. From their point of view, the computer dominated in the West as a consumer good. This was a development they wanted to avoid by all means for the GDR.[18] However, similar concerns had already been expressed by the West German CCC in 1981, which warned against considering computers as pure consumer goods. In the announcement for their first meeting it criticised “that ‘the personal computer’ in Germany is now to be sold to the video-saturated BMW driver” and pointed out that a “useful” computer approach should be followed instead (Twiddlebit et al 1981). For both states, it can be said that hobbyists came together and wanted to use computer technology far aside from a purely rationalist or consumerist approach. Creativity and fun were particularly in the focus of these enthusiasts, and this way of exploring and using computer technology was mainly realized in clubs which offered free spaces.

Conclusion

Of course one can question the usefulness of a comparison between West and East Germany. Would it not make more sense to compare the FRG with other liberal states or the GDR with other countries of the Eastern Bloc, where access to consumer goods or the possibilities of the expression of opinion would be more alike? And these concerns have their legitimacy, as such studies are also needed. After numerous case studies, there is a lack of comparisons to emphasize commonalities as well as differences, and thus the diversity of computer subcultures. How, for example, to explain the difference between the FRG, where hackers were able to establish a very positive image of themselves and follow their practices quite freely, and its similarly liberal and democratic neighbor, France, where hackers went underground because they were severely persecuted and punished harshly since the 1980s (Ankara 2007; „Manifeste pour la création d’une organisation hacker en France“ 2009)? Socialist countries of the Soviet bloc also display interesting differences, as the results from Jaroslav Švelch concerning the state’s involvement in private computer usage show in contrast to the GDR.

But it is precisely in these differences, in the comparison of different political and cultural frameworks, that such an approach is beneficial. It may show us what role the technology itself plays in its use and how, on the other hand, national political, cultural and economic frameworks influenced computer practices, or how similar practices were pursued across borders. Since the GDR was lagging behind Western standards on the technical level of production and supply of computer technology, a comparison between East and West is able to avoid the common mistakes of writing the history of technology as a history of progress. This history, on the contrary, emphasizes that the use of technologies can be marked by particular identities and apparently intersecting practices in technology use and consumption. Soldering one’s own circuit boards, which has become increasingly obsolete due to the establishment of a market for computers and computer parts, remained for instances. Through this approach it becomes more apparent that practices of computing are temporally overlapping and not only superseding. And this does not only apply to the GDR or less developed countries, but is also reflected, for example, in the emergence of hacker cultures in the FRG in contrast to the USA. In this case, it can also be seen that hackers in West Germany developed their own values, which not only adapted the original hacker ethic, but extended it from the outset. The approach also helps to understand that hacking is not only a Western phenomenon, as well as to emphasize the offline aspects of this computer culture. The comparison of different countries also stresses the role of communities in the course of private computerization, and allows us to write a history of home computing from the bottom up. Last but not least, comparing subcultural computer usage in different contexts not only generates new insights on computing history, but also on social and cultural history.

References

All links verified 16.6.2020

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Notes

[1] At the Leibniz Centre for Contemporary History Potsdam a project started in 2014 researching exactly the entanglement, parallelism and similarities of computerization in the two German states. It deals with the computerization of the police and intelligence services, the banking system, the pension planning, the military and my own project on the sub- and countercultural use of computers by hackers: https://zzf-potsdam.de/en/forschung/linien/departure-towards-digital-society-computerisation-and-social-regimes-west-and-east.

[2] E.g. Ulbrich, Dr. Reinhard. Undated. „Code-Knacker“. In BStU BV Berlin XX 3118, 4.

[3] “Mülle nicht in den Daten anderer Leute“, „Öffentliche Daten nützen, private Daten schützen“

[4] „Unterrichtsmittel und Schulversorgung; Beschleunigung der Informatikausbildung im Bildungswesen“, 1986–1987. In German Federal Archives, Berlin-Lichterfelde (in the following: BArch Lichterfelde) DR/2/14059.

[5] „Information zu Problemen des Schmuggels und der Spekulation mit Erzeugnissen der Computerindustrie“, 1988. In Stasi Records Agency, Berlin (in the following: BStU) MfS-ZAIG 20262.

[6] „Operative Information HdjT Computerclub“, 1988, BStU BV Berlin XX 4334, p.7.

[7] E.g. Hinweis zu einem DDR-Bürger, der private Kontakte zu einem Verlag nach München unterhält“. 1984. In BStU, MfS HA II 1713.

[8] Fetsch. 1988. „Information zu vorliegenden ersten Erkenntnissen im Zusammenhang der Nutzung privater Rechentechnik“. In BStU MfS-ZOS 1510.

[9] Ibid., p. 74

[10] Ibid., p. 25.

[11] Ibid.

[12] „Operative Information HdjT Computerclub“, 1988, BStU BV Berlin XX 4334, p. 23.

[13] Fix, Bernd. 2015. Interview mit Bernd Fix – Virenexperte (BRD) Interviewed by Julia Gül Erdogan.

[14] “Ausbildung im Fach Mathematik/Informatik; Stand der EDV”, 1988. In BArch Lichterfelde DR/2/11708.

[15] Letter from Bad Aibling. Undated. In CCC Archiv Berlin, Folder 28.

[16] Letter from Stuttgart. Undated. In CCC Archiv Berlin, Folder 28.

[17] KOKON 004 msc/fr .1990. In Wau Holland Archiv Box I, Berlin.

[18] Ibid.

Kategoriat
Ajankohtaista

Pandemic toy play against social distancing: Teddy bears, window-screens and playing for the common good in times of self-isolation

ludounity, pandemic toy play, playful resilience, self-isolation, social distancing, teddy bears, toy activism

Katriina Heljakka
katriina.heljakka [a] utu.fi
Doctor of Arts, Visual culture, MA Art History, M.Sc. Economics
Toy researcher
Pori Laboratory of Play
Digital culture
University of Turku

Viittaaminen / How to cite: Heljakka, Katriina. 2020. ”Pandemic toy play against social distancing: Teddy bears, window-screens and playing for the common good in times of self-isolation”. WiderScreen Ajankohtaista 11.5.2020. http://widerscreen.fi/numerot/ajankohtaista/pandemic-toy-play-against-social-distancing-teddy-bears-window-screens-and-playing-for-the-common-good-in-times-of-self-isolation/

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This article investigates the recent global phenomenon of the teddy challenge (nallejahti) with a focus on Finland. Beginning in March 2020 and as result of the global COVID-19 pandemic, Finnish citizens started to cheer up passersby by displaying teddy bears in their windows. As this activity gained media interest and popularity, it gradually grew into a form of contemporary toy play, inviting both children and adults to participate in the activity as displayers and spectators of toys. Furthermore, a gamified challenge was added on to this originally open-ended and visual-material play pattern made available to a broader audience thanks to sharing on social media. Through an examination of national and international newspaper articles and images posted with the hashtag #nallejahti on social media platforms, the phenomenon is articulated and analyzed through the theoretical lenses of mimetic object play, social screen-based play, and toy play as an act that potentially facilitates mental well-being through imagination, participation, and communal play—here understood as playing for the common good. By theorizing and framing the current phenomenon as pandemic toy play, the article suggests the importance of resourcefulness and playful social resilience as facets of a transgenerational play practice in times of forced self-isolation and physical social distancing.

Figure 1. “It’ll be alright, hey!” A toy display presented by MLL (Mannerheim League for Child Welfare) Satakunnan Piiri, photographed by the author.

Introduction: Expressions of ludounity amidst a global crisis

Most often, in the Western context, playing is understood primarily as an activity of children and juvenile animals. However, adult play manifests in several ways, sometimes in association with children (and grandchildren) and even animals but also solitarily and socially within the context of interaction and activities of the matured. That is to say that playing is a universal phenomenon with transgenerational, even inter-species appeal.

Playing as a form of meta-communication (Bateson 1972/1999) is easy to recognize but sometimes challenging to define. For most people, playing means a pleasurable activity motivated by artifacts, environments, experiences, other players, and interactions facilitated by these actors. Key aspects of play are the voluntary participation in play and the intrinsic value of play, which means that playing is valuable due to its processes, not because of its outcomes. According to Bateson, the meta-communicative aspect of playing refers to the message “this is play” (Ibid.). This is to say that gestures of playing are capable of signaling the playful nature of the actions and, in this way, capable of inviting others to join in the playing.

A typology of children’s play including fifteen categories has been developed from play workers’ experiences and perspectives (Hughes 2002): symbolic play, rough and tumble play, socio-dramatic play, social play, creative play, communication play, dramatic play, deep play, exploratory play, fantasy play, imaginative play, locomotor play, mastery play, object play, and role play (NPFA 2000). This article centers around a hybrid play phenomenon, the teddy challenge, which encompasses aspects of many categories of object play, such as the social, creative, communicative, fantasy, and imaginative dimensions of playing with things, or toy play. The article suggests that the current phenomenon of pandemic toy play is to be understood conceptually as mimetic object play, social screen-based play, and communal play for the common good.

Accepting that play is a universal right is a culturally specific belief that favors Western ways of viewing children and childhood (Greishaber & McArdle 2010, 11). Nevertheless, the play experiences of children vary in the world due to the different cultural, political, and economic circumstances in which they live. So do the play experiences of adults.

Play may be a strategy for survival or an avenue to deal with difficult things (Heljakka 2015b). By retaining a playful and creative mindset, homo ludens—the playing human being—has survived emotionally burdensome crises such as war. Play has been used in diverse ways as a part of therapy and to maintain cognitive, physical, and social well-being. Therefore, it is no surprise that play may be perceived as a resource with a significant role in preserving and enhancing human relations, particularly in challenging times.

Rituals of pandemic play are playful but in many cases with serious intentions. To give examples, the Italians singing from their balconies, the Spaniards giving applause every evening, the Espoo residents in Finland gathering on Friday evenings to listen at a local DJ playing Darude’s hit song “Sandstorm”—all of these gestures acknowledge the virus as the invisible enemy feared by many but at the same time express gratitude to those working within health care, not to mention the global efforts to cheer and mobilize people through online means—taking part in video challenges featuring moving and dancing or by enjoying memes related to the challenges of working from home or not being able to drink and dine socially.[1] These behaviors are all acts of communality, momentary rituals that became viral because of the weight of their gracious or humorous messages and their ability to elevate citizens mentally in times of uncertainty, anxiety, even sorrow.

Due to restrictions on human mobility and everyday life caused by the ongoing worldwide pandemic that started in the spring of 2020, people’s social play interactions, in a traditional sense, have been drastically limited. Offline, play-related behaviors have needed to adjust according to governmentally directed rules regarding self-isolation, even quarantine. Consequently, online and screen-based play activities have gained momentum, even from the perspective of how physical toys and games can be played with to maintain a playful spirit despite the lack of physical closeness.

All of these actions produce questions about player motivation to participate in the practices as producers, consumers, facilitators, and other types of active agents engaging with play culture that emerges during a crisis. One of the media-covered motivations of the rituals seems to be to recognize the work of health care personnel, whereas another motivating factor might be to participate because of the individual desire to play for the sake of self-expression.

In a situation in which researchers all over the world are interested in the consequences of the pandemic lockdown with a special focus on its effects on mental health, it is crucial to reflect on this important topic from the perspective of play behavior as well.[2] The results of the freedom to play are recognized by the author—the self-expression and the liberal approach to play materialize in activities such as the teddy challenge scrutinized in this article. Instances of play that have arisen during the pandemic have been picked up by news media to counterbalance the more serious news articles. However, as this article suggests, the teddy challenge presents a case of transgenerational and communal toy play, which requires a multitude of considerations, such as analyses of socially emerging and activating toy play.

Playing as a form of human behavior is universal, but it may materialize differently in different areas of the world depending on the tools, systems, or environments used. Ludodiversity points to the regional forms of play-related behaviors. What is of interest for this article, however, is not the uniqueness of the forms of ludic culture on the level of individual regions but their relation to a global play pattern that has emerged from the current health crisis. Instead of focusing on the Finnish qualities of the teddy bear challenge, explained later, this article examines the phenomenon from the perspective of ludounity—a transcultural and globally connecting pattern of playing that is simultaneously practiced in multiple areas. It is in this regard that this article discusses social hybrid playing, a form of behavior that is communal, co-created, and partaken for the sake of the common good.

Aims of the study

The study presented in the article investigates playing during the current, world-scale COVID-19 pandemic by examining intergenerational toy play through the strategies of toy play in the 21st century, lenses of the positive effects of playing, and the communal and empathic potentialities of toy play identified in current, popular play patterns. By investigating the phenomenon of the teddy challenge with a focus on Finland, it aims to deconstruct this form of toy play by analyzing its motivations, message, and manifestations.

The research material consists of international and national newspaper articles, other media material such as blogs, and photoplay (or toy photography) posted on Twitter and Instagram during March through April 2020. These materials were collected by conducting an Internet search with the terms “nallejahti,” “nallehaaste,” and “teddy challenge” (the most commonly used English term for the play pattern) and scrutinized by conducting a thematic (visual and verbal) content analysis. Altogether, the author included nine national newspaper articles or other online publications, four international newspaper articles, and 100 instances of photoplay on Instagram and Twitter in the study. While analyzing the research material, the author also paid attention to other terms and hashtags (#nallejahti, #nallehaaste, #bongaanalle [teddychase, teddychallenge, spotateddy]) used in association with the photographs, posts, and articles.[3]

Next, this article moves on to review the theoretical understandings of the universal well-being effects of play, followed by a short summary of contemporary toy play, before moving on to investigate, analyze, and discuss a regional case study conducted in Finland that exemplifies play behavior directed by aims of ludounity in the time of a global pandemic.

Recognizing the positive effects of play

Playing is vital for many reasons. It is a form of engagement with the world and its offerings and a way to increase one’s well-being, be it cognitive, physical, social, or emotional. The cognitive aspect of play, for example, which is skill-building through playing, may influence people’s lives in many ways. Historically, playing with objects has resulted in important achievements. Situations in which humans have been “toying” with materials and discovered ways to manipulate the environment have resulted in findings such as the mastery of fire (Groos & Baldwin 2010, 33).

The physical aspect of well-being enabled through playing comes to existence in the ways playing moves us. In human life, this begins with multisensory play and locomotor play accentuating the movement of the body. Later on, it is through other players or playthings that the physical mobilizing effect comes into the fore. Rough-and-tumble play makes use of the human body with its mobility as children run around and chase or wrestle with each other. Physical exercise can be playful before it turns into a serious, competitive sport. It is no longer, however, the physical toys such as balls, kites, and traditional game elements, such as the elements of throwing games, that make us move but increasingly also mobile devices. With access to commercial systems of play that encourage physical movement, smartphones unlock the mechanics of smart toys that move by remote controllers, location-based games, and player-generated forms of play that involve moving about in different environments, such as geocaching or toy tourism, where players travel with toys, or send the toys out to travel (Heljakka 2013).

James E. Combs, author of Play World. The Emergence of the New Ludenic Age, writes about how the status of play has been raised and how it has become a principle of social life (Combs 2000, 21). It is the social and emotional aspects of play that enable social well-being, which are of most importance for the analysis presented in this article. For homo ludens, the playing human, play is an important cultural resource (Huizinga 1955). Play is culture-forming and thus an important activity in shaping peoples’ behavior: We learn about our culture through play, and, when playing, we participate in creating culture. Essentially, playing enables self-expression, may it manifest as a form of object play, in which the player employs and manipulates various materials (physical or digital) together with one’s imagination and creativity, or purely non-object play (through language play, or, for example by relying on the player’s own body as a source of movement) and other actions within diverse environments.

This article will now turn to a short introduction of contemporary toy play before moving on to the main focus of articulating and analyzing the phenomenon of the teddy challenge—an instance of a principle of playing during the 2020 pandemic.

Principles of toy play today: A short summary

Hassinger-Das et al. (2017, 2) define toys as follows: “Any item that can be used for play may be considered a toy, including formal toys that are manufactured such as dolls, or blocks, as well as everyday items that children transform into informal toys, such as a cardboard box used as a dollhouse.”

Toys are usually physical, fictive, functional, and affective entities and the toy experience unfolds as a process through the stages of wow (firsthand encounter with the toy), flow (being immersed while playing with the toy), double-wow (becoming surprised when discovering possible hidden affordances or new uses for the toy), and finally glow (an ‘afterglow’ cast on the playthings, such as toys or the experience meaning that it gained value during the act of playing) (Heljakka 2013; 2018). In other words, toys are, (also see Figure 2.)

  • physical: a toy’s tangible materiality is accessed through multisensory engagement with the toy.
  • fictional: a toy’s narrative element (e.g., backstory) is communicated through its identity and “personality” or its connection to other media products (transmedia storytelling), which enables players to become fans of the toy.
  • functional: toys have mechanical and, increasingly, technological functionality, and they can be played with as open-ended playthings (without instructions) or with rules of engagement in a game-like manner. Moreover, they can be used for cultivating creativity and as drivers for learning.
  • affective: after the firsthand excitement of discovering a new toy, it invites emotional engagement with it, providing possibilities for attachment, pleasure, joy, and empathy development.
Figure 2. Dimensions of the toy experience refined (based on Heljakka 2018).

Alfano (1996, 23) claims that a good toy is “basically good” around the world because of the universality of basic play patterns (e.g., playing with a hula-hoop or a yo-yo). This article focuses on materially oriented play, and, more specifically, interaction with contemporary playthings such as teddy bears and other character toys, soft toys, and figures (Heljakka 2013). Soft toys (or plush toys) are recognized toys in many parts of the world as they are designed to comfort and to invite imaginative play. Character toys, such as anthropomorphistic plush creatures like teddy bears, call out for caring and nurturing. The pandemic toy play analyzed in this article focuses on teddy toys and similar “toyfriends” with the potential to mobilize the masses cognitively, physically, socially, and emotionally in times of self-isolation and social distancing.

In many homes there are traditional teddy bears or other kinds of (sitting or standing) soft toys. The teddy bear is the world’s first mass-marketed toy (Leclerc 2008)[4] and one of the most recognized and popular character toys universally. In 1998, it was elected to the Strong National Museum of Play’s National Toy Hall of Fame (Teddy bear. Toy National Hall of Fame).

The physical dimension of the toy means that it has tangible materiality, and teddies come in a variety of materials, such as textiles and plastics. The fictional dimension of the toy points to its relationship to a story world—a narrative made popular by other transmedia products, such as literature, comics, television, movies, or play-related content presented on, for example, YouTube. The functional dimension of teddies refers to their mechanics, such as its poseability, or the embedded technological features of the toy, as in the case of smart toys. Finally, the affective dimension of soft toys connects to their ability to evoke pleasurable experiences, to allow emotional connection to the toy, and to facilitate empathy development. These dimensions of the toy experience (see Figure 2.) are a helpful starting point when beginning to consider how teddies invite playing.

Toy play means ludic interaction with and through toys that may happen through solitary toy play (playing with the toy alone) or social toy play (playing with the toy in the company of other players by, for example, sharing the toy). Toy play does not end in engagement with the physical plaything but is extended by the use of mobile devices. In this way, mobile technology fosters the mobilization of both players and playthings. Social media with its various communication platforms has become a significant context for, for example, the toy play of players of many ages. In other words, technology lets players extend the play patterns associated with traditional, three-dimensional, and physical toys to digital and social playscapes. The nature of contemporary, object-based play is thus hybrid play (Heljakka 2016).

There is more and more interest in play between generations creating meaningful transgenerational play experiences that are manifested both online and offline. Consequently, there is a need to develop an understanding of how different age groups can be tempted into social interaction through different playthings in a prominently technologically mediated and digitalizing play culture. One way of investigating this is to explore how social play value is structured, maintained, and further enriched in play experiences related to physical playthings, when they are turned into (or simply enhanced with) digital play experiences while not replacing but adding value to the original concept (Heljakka 2016).

The aforementioned dimensions of the toy experience in addition to the notions of social hybrid play, social play value, and transgenerational play will be considered when analyzing the phenomenon of pandemic toy play in the context of the teddy challenge. First, a brief introduction to the therapeutic values of play will be given.

Powers of play in personal and societal crises

“The urge to play is embedded within all humans,” writes Stuart L. Brown, renowned scholar of play. In fact, play deprivation in humans leads to serious socialization deficits (Brown 2014, n.p.). For a long time, the healing capacity of play has interested therapists. Schaefer and Drewes (2014) identify twenty major therapeutic powers of play located across four areas:

  1. Play facilitates communication, including enhancing self-expression.
  2. Play fosters emotional well-being and can be cathartic, enabling stress management.
  3. Play enhances social relationships, strengthening attachment and promoting empathy.
  4. Play increases personal strengths, including the improvement of creative problem-solving and the capacity for resilience.

Additionally, as suggested in this article, character toys like teddy bears can be used as vehicles for mobilizing the imaginations of toy players of many ages and for showing collective affection to channel empathy for the masses—whole nations challenged by the current health crisis. These perspectives of the therapeutic values of play all have a role in the creation of social play value and will be employed further on in analyzing the phenomenon of pandemic playing with toys against social distancing presented in the following sections.

Figure 3. A (supervised) child looking at teddies displayed in a kindergarten window in Finland, photographed by the author.

March-April 2020: Situating the study

According to Woolley (2008), adults are often understood to have control over the experiences of children and young people in the external environment. Many children of today do not have free access to cityscapes but instead are escorted to indoor or outdoor play spaces or playgrounds. What Woolley et al. (2015) consider a “home range,” that is, the distance children go outdoors to play, or children’s independent mobility, has shrunk considerably during recent decades due to changes in the built environment, demography, and technology. There are less green spaces close to neighborhoods, less children being born and more technologies with which to supervise and control the movement of children.

In spring 2020, the home range or independent mobility of players of all ages was challenged by the outbreak of the global COVID-19 pandemic. Italy was the first European country to put restrictions on mobility in effect—the country isolated itself on March 10, and Spain followed soon after on March 14. France set its curfew on March 17, Germany on March 20, and, finally, the UK on March 23 (Wallenius 2020). Finland started to head into complete lockdown in Mid-March—to close schools, sport venues, libraries, museums, and art galleries. On March 19, Finland closed its borders. However, the restrictions on Finnish citizens’ mobility in cityscapes has been far less affected by the pandemic than in many other European countries, such as Italy and Spain. With the notion of suggested physical distance during everyday shopping and exercise in public areas, Finns have been able to move about rather freely within urban environments, such as city centers. The compact nature of many Finnish cities makes them walkable and thus accessible in a way that supports urban flâneurism.[5]

When the pandemic became more widespread, the lockdown of cultural spaces and recreational areas happened fast. This resulted in restrictions regarding spaces for play and emptied cities. Rapidly, however, silent shop windows became filled with artwork, making the city center an outdoor gallery. After this, teddy bears or other soft toys started to appear in the windows, and, quickly thereafter, the phenomenon went viral. Soon after this discovery, the author decided to take action and study the phenomenon.

To date (26 April 2020), there are 6,265 images posted on Instagram accompanied by the hashtag #nallejahti (teddy chase). A search on Facebook of the same search term results in multiple groups formed around the teddy chase with a focus on Finnish cities or municipalities, for example, “Nallejahti Rovaniemi” or the national group “Nallejahti Suomi.”

Furthermore, to compare, a review of international posts featuring soft toys (or plush toys) was conducted among the posts on Instagram after searching this content with the terms in English, #teddychase and #teddychallenge, and Facebook groups, of which, for example, the Teddy Bear Hunt group (created on March 20) has 8.9k followers.

With additional data consisting of nine national and four international newspaper articles distributed online, this study attempts to analyze the main components of the content of these posts and media communication describing the character and spread of the phenomenon at hand in order to arrive at an understanding of the motivations, messages, and manifestations of playing with toys against social distancing.

Recognizing the patterns of pandemic toy play

The notion of social distance means a safe or appropriate distance or amount of space between two people or between people in a group. Nations such as Finland and, for example, Japan are recognized for adhering to this idea—public signs of affection are delivered through a polite distance. The zone of comfort is only challenged by formal handshakes at meetings between strangers. Finns have access to more land per capita than people in most other countries.[6] The idea of social distance is in this way not unfamiliar for those living in the country of the thousand lakes. However, the concepts of social distancing and self-isolation refer more to recent acts of responsibility in times of crisis than to regional preferences in keeping a spatial distance to others. They point to actions that during the pandemic have become obligatory in many countries of the world and strong suggestions in others.

Another possible factor, which explains why the toy play pattern played through the windows (and other screens) analyzed later in this article has resonated so well with Finnish citizens may have to do with the fact that Finland has a history of communicating through artifacts displayed in windows. In Finland during the First World War, two candles were set in windows to send out the message that that place was a safe zone.[7] This historical tradition continues on National Day of Finland, celebrated on 6 December.

According to the news articles published about the teddy challenge, it is defined as “A sweet and silly game to comfort and entertain” (Zeitlin 2020) and a “mass teddy bear hunt” or collective scavenger hunt (AFP/Agency, 2020). It is “A scavenger hunt suited for social distancing” (Fortin 2020) that occurs in “neighborhoods made empty” (Smith 2020).

As a form of play meme or mimetic play (see, e.g., Heljakka 2015a), this play pattern originated according to newspaper articles in the children’s storybook We’re Going on a Bear Hunt (1989)[8] by British author Michael Rosen, who himself, according to Inc., was in the beginning of April 2020 in the hospital with severe, flu-like symptoms (Zeitlin 2020).

The idea of the teddy challenge is described as an activity in which people “compete with each other to see how many teddy bears or other stuffed animals they can spot, and they keep count of their finds. They take pictures of the most unusual and the ones they like best” (Zeitlin 2020).

Moreover, some further explanations situate the activity as “an outdoor game” (Mutsimedia 2020), “a walk or a drive [for children] with their parents,” which suggests “the children [have] an activity, and the parents [have] an activity” (AFP/Agency 2020). It is “a fun and safe activity” (AFP/Agency 2020) played by both kindergarten personnel (see, e.g., Tynkkynen 2020) and people working in elder care facilities (Esperi hoivakodit 2020), as well as in enterprises (Tynkkynen 2020) and churches (Virtainen 2020).[9]

Geographically, the play pattern is perceivable in all 50 states of the US “and at least 12 other countries” (Zeitlin 2020), including Japan, Australia, and New Zealand. On social media, several different groups exist that function as virtual gathering places for those taking part in the teddy challenge. For instance, in the US, the Teddy Bear Hunt Facebook group is claimed to have been started by a 12-year-old Iowan named Tammy Buman along with her eight-year-old sister and parents (Zeitlin 2020). The challenge has attracted media personalities, such as leaders of nations, to participate in this mimetic form of play. For example, in New Zealand, Prime Minister Jacinda Ardern put a teddy in the window of her family home in Wellington (AFP/Agency 2020). Next, this article moves on to analyze the phenomenon through the perspectives of motivations, messages, and manifestations of playing the teddy chase/challenge.

Motivations

The opposite of play is not work but depression (Sutton-Smith 1997). Therefore, in order to fight depression, we need playing throughout our lives. To encourage playful behavior in others, designers, artists, or everyday people may think of inviting play with the help of a playful intervention—a temporary performance, installation, of interactive event that is a gamified, playified, or toyified manifestation and an invitation to play—something that opens up, for example, an artwork or designed experience for participatory engagement, even co-creation.

It is easy to see the reasons for the popularity of the playful intervention and play pattern under study: the teddy challenge presents ample possibilities for everyday players (Heljakka 2013) to take part in organizing and participating in inviting others to play. A playful intervention may in this challenge mean a displayed intervention with transgenerational appeal—a toy display that motivates its creator. To give an example, Renfrow is a 72-year-old architect for whom participating in the hunt also means experiencing fun in putting the bears on display. The bears displayed by this senior player “are observing social distancing guidelines” (AFP/Agency 2020). Considering this example in light of the dimensions of the toy experience, this demonstrates how the physical, functional, and fictional aspects of toy play come across in the teddy challenge.

As the newspaper articles and photoplay analyzed illustrate, the teddy challenge is not entirely a visually and materially emerging phenomenon but one that is verbalized as well. One interviewee shares the story behind the bears at her house, who “are wearing my mother-in-law’s very favourite hat in the entire world and a scarf from the dog and they are out for a picnic” (AFP/Agency 2020). This example shows how the toy play in the teddy challenge relates to both facts and fiction (the narrative dimension of toy play), which together contribute to the story that the physical toy display conveys.

Messages

Reflecting on the messages the toy displays communicate, it is possible to see how the affective dimension of toy play comes to effect in the following comments: “Spotting teddies gave such a warm and communal feeling […] It’s a wonderful challenge,” said one interviewee in a newspaper article (Meritähti 2020a). “Everything that is positive creates communality,” says a Lappeenranta-based resident in another newspaper article (Tynkkynen 2020). The teddy challenge is “an easy way to create communality and to produce good spirits with a small effort,” says a Rauma-based resident in a third newspaper article (Meritähti 2020a).

According to an article published by the BBC, the toy displays of a Melbourne resident change every day and feature humorous and educational notes aimed at adults, not just kids (BBC News 2020). Humor is an essential feature of play, but all playing is not humorous.

The messages also articulate the aims of the activity: One “scores” when spotting a toy. Some may have “posted a sign congratulating the young hunters: ‘You’ve found one!’” pointing to the gamified aim of the challenge—to spot as many toys in the windows as possible. Nevertheless, in some instances, the game-like aspect of the challenge is softened by the verbal message as in the case of the window photographed in Figure 1., in which the message reads “post a picture with #mllsatakunta and you may win.” Written with smaller letters, the text in the speech bubble continues: “at least you will feel good [about it]” (see Figure 1.).

There are other examples of communication with a positive tone as well, pointing to overcoming the mentally stressful situation. For example, an 11-year-old boy wrote on his sign for the teddies, “Forget your worries!” (Meritähti 2020a). On a more practical level, the verbalized messages may include important reminders as well. One article features a story with a teddy that, with his sign, targets the message directly to children. In a second-story window, a teddy bear named Russell is positioned under a bright pink sign. “HI KIDS,” the sign says. “Remember to wash your hands” (Fortin 2020).

Manifestations

The form of toy play scrutinized in this article differs from passive admiration and consumption of art and other types of visual culture displayed in the cityscape in one major way: the underlying assumption is that toys displayed on window-screens have an activating role as agents persuading and inviting passersby to social play, first to play for one’s own ludic gratification by spotting and counting the teddy bears and, in this way, challenging oneself to be an active observant of this display-and-seek game, and, second, to participate socially by collecting, documenting and sharing one’s finds through a mobile device and photo sharing with commonly known hashtags. Additionally, some displays openly invite participants to take part in competitions with prizes, as suggested in the MLL window display in Figure 1.

Interviews conducted in newspaper articles all over Finland show how the teddy chase has inspired players of all ages to approach the challenge in their own creative ways. Teddies and other toys have been photographed in exteriors through window-screens and in interiors as well. Photoplay of displayed toys has also been posted without window-screens involved. In this case, it is the hashtags that connect the playing to the cause analyzed in this article.

As speculated by Zeitlin (2020) in a recent newspaper article, there is a possibility that the case could be completely virtualized by some participating players: “there are no reports so far of people using Google Street View to look for bears in faraway places.” However, what is of interest here is the hybrid and multidimensional nature of the toy play rather than a simplistic view on play as either a materially oriented or digital activity.

While some players photograph the toys, for others, this play initiative or playful intervention that developed into an established play pattern has meant turning to (physical toy experiences of) handicrafts when a soft toy has not been available at home. Some have interpreted the idea of displaying a teddy in their own way by making displays on balconies or hanging plush toys from trees. Furthermore, a part of the players engaged in the toy play have simply photographed their teddies or similar character toys indoors and posted the results of their photoplay on social media feeds. For example, Jenni Haukio, the first lady of Finland, spouse of the Finnish president Sauli Niinistö, posted an image on Twitter of a teddy bear hugging a smaller teddy on March 21, accompanied by a message: “Let’s take care—wishing a good weekend to all families!” (Riste 2020). Toys in an embracing position send out the timely message of warmth and togetherness to other players without the involvement and potential risks of human touch.

From the rhetorics of play to playful resilience

Brian Sutton-Smith’s recognized categorization of the rhetorics of play (1997) includes the perspectives of progress, fate, power, identity, imaginary, the self, and frivolity. Out of these seven rhetorics, the type of playing happening with teddy bears, through window-screens, and mimetic play in a time of self-isolation seems to serve most fittingly three particular rhetorics, namely play as identity, play as imaginary, and play as the self.

First, the rhetoric of play as identity views play as a means of constructing and confirming social identities through community celebrations and festivals. Times of crisis, such as the pandemic isolating millions of people from their usual social interactions, certainly do not mean occasions for festivals, but resourceful playing, strengthened by the use of technological devices and social media, which may be understood as an expression of communal celebration. It is here that playing develops from solitary, singular, and individual acts into mimetic social behavior, drawing inspiration from other players and (mobile) instances of play both offline and online.

The second rhetoric of play that helps elucidate the form of play described in this article is the rhetoric of imaginary, which relates to the imagination, creativity, and innovation. In the case of the teddy bears displayed on window-screens across Finland, the form of play stems from the imaginative act of employing toys in a public way, and the creative displays speak of the human desire to activate one’s resourcefulness and create something new out of everyday material possessions. The innovative element of the playing sparked from the play pattern is its underlying dynamic predisposition towards human interaction, an almost game-like challenge: how many teddies can you spot in the windows during an urban walk?

The third rhetoric of play acknowledged here as a suitable notion of interpreting the phenomenon under investigation is the rhetoric of self, meaning individual playful pursuits and hobbies for which play is seen as a form of relaxation and escape from everyday life. The concept of individual playful pursuits is useful in the context of analyzing the form of toy play understood here as every instance of a toy display is a creative act that is either solitary or social. However, interpreting the activity single-handedly as either relaxation or escape would be a mistake: on the contrary, the making of the public toy display is, in fact, an activity guided heavily by determinism—to face and engage with the world instead of escaping it.

Leaning on the arguments of the therapeutic powers of play presented by Schaefer and Drewes (2014) presented earlier, it is possible to see similarities in the values of toy play, which in the case of pandemic toy play emerge as social play value. First, playing the teddy challenge first through the window screens and then through the screens of mobile devices to finally arrive in the digital space of social media facilitates communication. This playing is self-expressive due to its visual and verbal nature—players use their creativity in setting the toy displays and in enhancing these with accompanying texts. Second, playing the teddy challenge fosters emotional well-being as it provides the possibility to function proactively in times of social distancing and self-isolation, enabling stress management. Third, playing the teddy challenge enhances social relationships by channeling the important message of togetherness, despite the remote nature of the play. Through the toys, players are able to give physical form to a gesture connecting members of the family and others. Fourth, playing the teddy challenge provides unique opportunities to increase personal strengths, including challenging one’s own resourcefulness during lockdown and consequently improving one’s mental predisposition toward the world in the name of playful resilience.

The term resilience in psychological literature refers to the capability to adjust and endure in stressful situations. When defining this term, however, it is important to consider whether resilience is viewed as a trait, a process, or an outcome, as “our response to stress and trauma takes place in the context of interactions with other human beings, available resources, specific cultures and religions, organizations, communities and societies” (c.f. Sherrieb et al. 2010; Rolland & Walsh 2006). Each of these contexts may be more or less resilient in their own rights and therefore more or less capable of supporting the individual. In this way, one of the most important methods to foster resilience is to promote healthy environments within both the family and the community that allow the individual’s natural protective systems to develop and operate effectively. Resilience is “a process to harness resources in order to sustain well-being” and the idea of progress—moving forward—is an important component of resilience (Southwick et al. 2014).

If personal playful resilience is understood as a quality of individuals who deliberately and determinedly employ their playfulness in order to relate, react, and pro-act in overcoming mental stress, then collective playful resilience, which manifests in socially motivating and engaging behavior such as in collective toy activism, helps larger groups to cope with stressful times caused by constraints on entire nations.

The affective component in toy experiences, such as resilience, is of interest to many designers and companies. Toys that channel human emotions by, for example, representing different facial expressions, have existed for a long time (for examples from the 2010s, see Heljakka 2013). Emerging megatrends in toy play after accessibility and inclusivity are already visible in the industries and cultures of play; the prediction is that an interest toward empathy development and emotional intelligence assisted by toys, games, and other playful experiences, both traditional and technologically enhanced, will continue to grow. Current examples of playthings that foster empathy development include The Empathy Toy by Twenty One Toys, a blindfolded puzzle game, which “can only be solved when the players understand each other” (The Empathy Toy website), and The Failure Toy, which will show children that “failure as a learning opportunity boosts their resilience” (The Failure Toy website). The connectedness delivered by empathic responses to these novel types of toys is the key outcome of the engagement. This trend is more on note than ever as many countries of the world are wrestling with the ongoing health crisis.

To summarize, and to come back to the play patterns associated with the teddy challenge, it is possible to predict that future (toy) play is set to involve many facets of hybrid social play. Play patterns, such as creative and productive play (handicrafts, tinkering, 3D printing, displaying, and photoplay), mobile play (mobilizing of players, toys, or both), sharing and spectating of play (producing play content for others or consuming other players’ playing), and some more gamifying play (adding on challenges and goals, even competition to motivate participation) will continue to impact the motivations, messages and manifestations of tomorrow’s playing. Furthermore, playing for the sake of empathy development will gain more attention.

In this light, finally, and more philanthropically, the public act of displaying toys in the window-screens is not a cry for help but an invitation to participate in playing for the common good. What pandemic toy play is, from the perspective of the teddy challenge, is slow play, more about goodwill than competition and more about creativity and communication than playing for solitary advancement and ludic gratification. Yet, playing in uncertain times promotes the possibility of self-discovery: in fact, the toys are us. From being intimately trusted confidants and guardians, they participate in fighting apathy and passivity by taking the role of our representatives as active agents. They become our avatars and spokespersons, fighting isolation because this is the capacity of character toys—toys with faces that amplified with the power of social media provide a look out from the window toward a world that is a very different playground compared to previous times.

Figure 4. (On the left) “We will survive this together.” Plush character toys comforting each other in a playhouse window. (On the right) A window display with an image of a teddy. Photographs by the author.

Conclusions: Playing for the common good

This article examines the phenomenon of the teddy challenge, analyzing its motivations, messages, and manifestations. As a physically and spatially emerging form of play, it might be perceived as a quiet and solitary product—a gesture of individual play. Nevertheless, there is a strong, almost riot-like social statement luring behind the window-screens, a form of hybrid toy activism that sends out a strong message about the agility and empowerment of city inhabitants living in voluntary quarantine. The motivation for the teddy challenge, then, is to join forces in the name of communal play. The message of the teddy challenge, thus, is a pledge for togetherness. Finally, the manifestations are as creative as the players in terms of their skills in handicrafts, storytelling, displaying wits, or willingness to give toys a center-stage and purpose to function as stand-ins and spokespersons. The study articulated in this article shows how play provides cultural sustenance (Exploring Play course materials 2020). Playing for the common good is a strategy for surviving a socially challenging moment in time. In fact, it may be understood as a manifestation of playful resilience.

This time of pandemic presents an age of forced self-isolation and physical social distancing and also as a time of forced, rapid digitalization of both work and leisure activities. At the same time, playing to celebrate togetherness is as prevalent as ever, even in the Finnish cityscapes silenced by self-isolation.

Social hybrid play emerges through the physicality of the public toy displays in the windows and the digital nature of capturing, sharing and participating in a self-inducting game. The phenomenon of the teddy challenge as a form of pandemic toy play illustrates the strong bond between the tools of technology and the need for self-expressive play, even during challenging times.

As shown throughout this article, material culture, like that of toys, engages players of many ages. As the form of pandemic toy play illustrated in this article has shown, even the solitary act of displaying toys may become the most socially engaging activity sustaining invisible bonds between both relatives and strangers. As described by Combs (2000), playing has become a social principle. In the times of this global health crisis, creative forms of hybrid playing can be seen to constitute a form of social principle fighting the possible harmful effects of social distancing and self-isolation through communal play for the sake of the common good.

Toy activism, as suggested in this article, functions as a suitable avenue for players to express their participation in fighting the potential negative effects of social distancing produced by voluntary (or forced) self-isolation. It strengthens the nation and its people’s ability to cope with challenging times through social behavior. Therefore, the notion of transgenerational or intergenerational play comes in handy when interpreting activities with character toys during the ongoing pandemic. In fact, during spring 2020 and with the quarantines of many seniors, the teddies in the windows may, besides mobile phones, have been one of the most important tools for the grandparents to send out messages to their toy-literate grandchildren, saying, “There will be a time for play together once the situation is resolved; let’s wait together for that day.”

With play comes risks, and some concerns have already been raised about the “teddy chasers” intruding into people’s domestic lives by peeking inside their homes instead of at the teddies. In Finland, people’s homes and gardens are protected by laws that safeguard domestic privacy (Meritähti 2020a).[10] Still, as this article suggests, the benefits of toy play amidst a pandemic, illustrated by the activity of the teddy challenge, outweigh the negative potential. With large-scale participation motivated by the spreading of a message to passersby and thanks to the marriage of play and technology, the audiences of social media applications distribute crucial content in the form of a strong statement: we are here, we are well, and, finally, we are willing to play.

In the context of Finland, the issue of agency needs to be given more thought, however, as opposed to the thin agency suggested by Klocker (2007, 85), meaning less possibilities to act by themselves. In the “world’s happiest country” (World Population Review 2020) located in the Global North, both children and adults have more possibilities to express their playfulness through toy play as compared to many other areas in the world, where the players are far less privileged in terms of resources and acknowledged rights to play alongside the economic and political constraints they face. There is strong belief, however, that other forms of play with similar potentialities related to ludounity take place in other areas of the world. To continue the investigation of pandemic (toy) play, it would then be interesting to conduct studies focusing on other areas in the world to see if the evanescence of toy displays on window-screens and global online platforms happens as quickly as the mimetic toy play pattern and play meme developed.

As this article proposes, by playing for the common good by combining character toys with online sharing as exemplified by the teddy challenge in Finland, the imaginative acts of physical object displaying and socially shared photography (or photoplay) and hybrid play culture thrive and channel a strong, positive message of ludounity: (By playing together) we will survive this together. Ultimately, the appetite for play is a sign of mental strength and playful resilience—willingness to sustain mental well-being—human psychological endurance and survival— not forgetting the hope that playing brings with it. Where there is play, there is a way.

Acknowledgments

While writing this article (the emergence of the COVID-19 pandemic in spring 2020), the author participated in the Exploring Play online course offered by Sheffield University and Future Learn as a student. Some of the references previously unknown to the author and used in the article originated in the literature for this course. The author would also like to express her gratitude to the organizers of the Playful Creative Summit 2020. The idea of playing for the common good emerged in an interview with the author for this summit conducted by Aleya Sandovar (before the lockdown) in February 2020.

References

All links verified 11.5.2020

Online videos

Stories For Kids. 2019. “’We’re Going On A Bear Hunt’ Animated Story”, YouTube 25.6.2019. https://www.youtube.com/watch?v=Waoa3iG3bZ4.

Websites

Eurostat. 2020. https://ec.europa.eu/eurostat/tgm/table.do?tab=table&init=1&plugin=1&pcode=tps00003&language=en.

Mattel. 2020. A New kind of hero has arrived. https://www.mattel.com/en-us/playroom-thankyouheroes.

Senaatti. 2017. “Two candles in every window”. https://www.senaatti.fi/en/work-environments/inspiration/article/two-candles-every-window/.

Teddy bear. Toy National Hall of Fame. https://www.toyhalloffame.org/toys/teddy-bear.

The Empathy Toy website. https://twentyonetoys.com/pages/empathy-toy.

The Failure Toy website. https://twentyonetoys.com/pages/failure-toy.

UN Convention on the Rights of the Child. http://ipaworld.org/childs-right-to-play/uncrc-article-31/un-convention-on-the-rights-of-the-child-1/.

World Economic Forum (WEF) (2018). The Global Competitiveness Report 2018: Property Rights. eports.weforum.org/global-competitiveness-report-2018/competitiveness-rankings/#series=EOSQ051.

World Population Report. 2020. “Happiest countries in the world”. https://worldpopulationreview.com/countries/happiest-countries-in-the-world/.

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AFP/Agency. 8.4.2020. “Let’s go on a bear hunt! Children’s book inspires mass teddy bear hunt”. The Star. https://www.thestar.com.my/lifestyle/culture/2020/04/07/popular-british-children039s-book-sparks-a-spot-of-039bear-hunting039-worldwide.

BBC. 31.3.2020. “Coronavirus outbreak: Teddy bear hunt helps distract kids under lockdown”. BBC News. https://www.bbc.com/news/world-52108765.

Koskinen, Anu Leena. 23.3.2020. “Pitkä lista: Näin eri maissa jo rajoitetaan ihmisten liikkumista – mökkikansa kotiin, 206 euron sakot, lapsella yksi kaveri, lomakkeella kauppaan”. YLE Uutiset. https://yle.fi/uutiset./3-11270551.

Meritähti, Päivi. 4.4.2020a. “Nallehaaste sai suomalaiset liikkeelle – Lukijat lähettivät satoja kuvia ja kommentteja: ‘Bongaamisesta tuli niin lämmin ja yhteisöllinen olo’”. YLE Uutiset. https://yle.fi/uutiset/3-11290988.

Meritähti, Päivi. 27.3.2020b. ”Näitkö jo nallen ikkunassa? Nappaa kuva meillekin – Somehaaste piristää nyt ulkoilijoita”. YLE Uutiset. https://yle.fi/uutiset/3-11278914.

Mutsimedia. 2020. “Tuleeko nallejahdista kevään hittileikki?” https://www.mutsimedia.fi/lapsen-kanssa/tuleeko-nallejahdista-kevaan-hittileikki-hauskat-leikkivinkit-ulkoiluun/.

Esperi hoivakodit. 14.4.2020. Nallehaaste <3. 2020. https://www.esperi.fi/hoivakodit-ikaihmisille/esperi-hoivakoti-untuva-helsinki/kodin-kuulumisia/nallehaaste.

Tynkkynen, Santeri. 28.3.2020. “Nallehaaste rantautui Lappeenrantaan – Nallet kurkistavat ikkunoista ulos ilahduttaakseen lapsia”. Etelä-Saimaa. https://esaimaa.fi/uutiset/lahella/c1b7cccc-9cfe-4cab-b3b3-3825fa519353.

Riste, Ville. 4.4.2020. “Jenni Haukio osallistui sosiaalisen median nallehaasteeseen”. Iltalehti. https://www.iltalehti.fi/viihdeuutiset/a/653b27b2-f9ff-4009-a063-93f97b2e500b.

Smith, Adam Oliver. 31.3.2020. “Gallery: Global ‘Teddy Bear Challenge’ arrives in Finland, keeps children active during shutdown”. Helsinki Times. https://www.helsinkitimes.fi/finland/news-in-brief/17495-gallery-global-teddy-bear-challenge-arrives-in-finland-keeps-children-active-during-shutdown.html.

Virtainen, Anniina. 27.3.2020. “Nallehaaste leviää nyt Helsingissä – kaiva oma nallesi ikkunan ääreen, niin olet mukana”. Helsingin uutiset. https://www.helsinginuutiset.fi/paikalliset/1480283.

Wallenius, Daniel. 21.4.2020. “Liikkumisen rajoitukset alkavat poistua”. Satakunnan Kansa, p. 16.

Zeitlin, Minda. 4.4.2020. “Here’s why you should put a teddy bear in your window right now”. Inc. https://www.inc.com/minda-zetlin/teddy-bear-hunt-tammy-buman-stuffed-animals-in-windows.html.

Literature

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Future Learn. 2020. “The importance of play”. Exploring Play course materials. Sheffield University.

Girveau, Bruno and Charles, Dorothée. 2012. Of toys and men. [Lelun lumo]. Helsinki Art Museum Tennis Palace 24.2.–20.5.2012, exhibition press materials.

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Groos, Karl and Elizabeth Baldwin. 2010/1901. The play of man. Memphis, Tennessee: General Books.

Hassinger-Das, Brenna, Zosh, Jennifer, M, Hirsh-Pasek, Kathy and Michnick Golinkoff, Roberta. 2017. “Toys”. In The SAGE encyclopedia of out-of-school learning, edited by Kylie Pepper. Thousand Oaks, CA: SAGE Publications, Inc.

Heljakka, Katriina. 2018. “Dimensions of the toy experience” Analysis Workshop II: Hybrid Money Games and Toys. In Hybrid social play final report, edited by Janne Paavilainen, Katriina Heljakka, Jonne Arjoranta, Ville Kankainen, Linda Lahdenperä, Elina Koskinen, Jani Kinnunen, Lilli Sihvonen, Timo Nummenmaa, Frans Mäyrä, Raine Koskimaa, and Jaakko Suominen, 16–18. TRIM Research Reports 26. Faculty of Communication Studies, University of Tampere. http://tampub.uta.fi/bitstream/handle/10024/103277/978-952-03-0751-6.pdf?sequence=1&isAllowed=y.

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Heljakka, Katriina. 2015b. Toys and war. VICCA Journal. Aalto University.

Heljakka, Katriina. 2013. Principles of adult play(fulness) in contemporary toy cultures. From wow to flow to glow. Doctoral dissertation. Helsinki: Aalto University.

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Leclerc, Remi. 2008. “Character toys: Toying with identity, playing with emotion”. Presentation at the Design and Emotion Conference, Hong Kong Polytechnic University, 6-9 October, 2008.

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National Playing Fields Association (NPFA). 2000. Best play: What play provision should do for children. London: National Playing Fields Association, Children’s Play Council and PLAYLINK.

Rolland, John S. and Froma Walsh. 2006. “Facilitating family resilience with childhood illness and disability”. Current Opinion in Pediatrics, 18 no. 5, 527–538.

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Sutton-Smith, Brian. 1997. The Ambiguity of Play. Cambridge, M.A.: Harvard University Press.

Woolley, Helen E. and Elizabeth Griffin. 2015. “Decreasing experiences of home range, outdoor spaces, activities and companions: Changes across three generations in Sheffield in north England”. Children’s Geographies, 13 no. 6, 677–691.

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Notes

[1] In response to the ongoing health crisis, Mattel launched a series called Fisher-Price Thank You Heroes, including the collections of plastic play figures consisting of series of Nurses, Doctors, Delivery Drivers, and Emergency Medical Technicians, as well as a series of “Community Champions”, ‘who work hard every day to help us stay healthy, safe and stocked with everything we need’. Through May 31, the net proceeds from the online sale of each item will, according to the website be donated to #FirstRespondersFirst, a fund dedicated to providing essential supplies, equipment and resources for protecting frontline healthcare workers and their families.

For reference, see Mattel (2020) A New kind of hero has arrived. https://www.mattel.com/en-us/playroom-thankyouheroes.

[2] In fact, it is in this sense that the academic response to the crisis demonstrates both resourcefulness and resilience—to see the pandemic as an opportunity to study human coping mechanisms in real-life circumstances.

[3] In order to respect the anonymity and copyrights of the associated images of the teddy challenge, the author only uses her own photography or photoplay to give examples in the article.

[4] In 1902, the German toy designer Richard Steiff (1877-1939) got the idea for a toy bear with movable limbs just like those of a doll. Until then, toy bears had been depicted standing on all fours (Girveau and Charles 2012, Of Toys and Men, exhibition press materials). The teddy bear was named after President Teddy Roosevelt after a famous shooting incident as reported by the US press.

[5] The contemporary flâneur, a casual and cheerful spectator of urban life, must, however, in times of crisis, lay aside carelessness and suit up with (rubber) gloves and the optional facemask.

[6] According to Eurostat (Population density, persons per km²) Finland has the third most space per person in Europe.

[7] Candles as an Independence Day custom became popular in 1927 when the Itsenäisyyden liitto association encouraged people to place candles in their windows on Independence Day from 6 to 9 pm. According to the Senaatti website (see https://www.senaatti.fi/en/work-environments/inspiration/article/two-candles-every-window/), the Jaeger Movement also had a custom of lighting two candles in the windows of safe houses where young men travelling to Germany for training as jaegers could safely spend the night. Even earlier, according to tradition, the candles are said to have been symbolic of the silent protest against Russian oppression.

[8] For reference, see (Stories For Kids 2019) We’re Going On A Bear Hunt” Animated Story. https://www.youtube.com/watch?v=Waoa3iG3bZ4.

[9] At the time of this writing, the author personally observed how teddies have made their way even to moving vehicles of city officials, such as ambulances.

[10] According to the World Economic Forum (WEF), The Global Competitiveness Report 2018: Property Rights the protection of property rights in Finland is the best in the world.

Kategoriat
1/2020 WiderScreen 23 (1)

Kritiikin tulevaisuutta pohtimassa – johdannoksi

Juha Rosenqvist juha [a] film-o-holic.com | Kriitikko | Päätoimittaja, Film-O-Holic.com

Petri Saarikoski petri.saarikoski [a] utu.fi | Päätoimittaja | Yliopistonlehtori | Digitaalinen kulttuuri, Turun yliopisto

Taiteen ja kulttuurin kritiikistä – tai sen kriisiytymisestä – on puhuttu vuosien ajan, eivätkä tähän liittyvät ajankohtaiset keskustelunavaukset ole ainakaan lähitulevaisuudessa laantumassa. Tilanne on täysin ymmärrettävä, koska jos mediakentän nykytilaa tarkastelee, voi kuka tahansa taide- ja kulttuurikritiikin tulevaisuudesta kiinnostunut kuluttaja ja ammattilainen olla vähintäänkin huolissaan. Kritiikki ei myy tarpeeksi, ja siksi sen asemia on murrettu yhteiskunnan eri sektoreilla. Tästä huolimatta taidekritiikki tai laajemmin kulttuurikritiikki ei ole kuitenkaan katoamassa minnekään, mutta sen saavutettavuuden ja yhteiskunnallisen merkityksen tärkeyttä on syytä pohtia laajemmin.

WiderScreen 1/2020 pureutuu otsikkonsa mukaisesti taidekritiikin historiaan ja perusteisiin pohtien samalla alan viimeaikaisia kehityslinjoja ja tulevaisuuden näkymiä. Numeron rakentaminen lähti liikkeelle keväällä 2019 keskusteluista, joita sen toimittajat kävivät Turun yliopiston lukukauden päätösvaiheessa. Miksi taidekritiikistä oli niin vähän yleisjulkaisuja saatavilla? Laajemmin tarkasteltuna tilanne ei ollut aivan näin yksiulotteinen, mutta oli kieltämättä selvää, että juuri tästä teemasta oli hyvin vähän löydettävissä ainakaan tuoretta, akateemista tutkimusta. Esimerkiksi Martta Heikkilän toimittama Taidekritiikin perusteet ilmestyi jo 2012, mutta on edelleenkin ainoa suomenkielinen yleisesitys aiheesta. Toiseen näkökulmaan liittyi myös aiheen popularisoinnin ja käytännön jalkauttaminen monialaiselle akateemiselle ja kulttuurijournalistiselle kentälle. Millaisia hyviä käytänteitä laadukkaasta kritiikistä olisi hyvä opettaa? Pohjana oli erityisesti molempien toimittajien monivuotinen kokemus yliopistotasoisten kritiikki- ja kirjoituskurssien vetäjinä.

Taidekritiikki ymmärretään tässä erikoisnumerossa laajasti, ja se sisältää ajatuksen taiteen ja kulttuurin erittelemättömästä vuorovaikutussuhteesta. Lisäksi se nostaa esille ajatuksen siitä, että tieteellinen tutkimus toimii hyvin paljon samojen perusperiaatteiden varassa kuin journalistinen kulttuurikritiikki. Niitä yhdistää ajatus kriittisen ajattelun universaalista tärkeydestä. Ilman sitä meillä ei olisi ylipäätään taidetta, kulttuuria tai tutkimusta. Ja missä sivilisaatiomme olisi ilman kriittistä ajattelua? Todennäköisesti edelleen lähtökuopissaan. Kriittinen ajattelu on syy–seuraus-suhteiden oivaltamista, asioiden haastamista, toisin katsomista, vuorovaikutussuhteiden ymmärtämistä, laajempien kokonaisuuksien hahmottamista. Tämä kaikki on löytämisen, tutkimuksen ja kehityksen ydintä.

Numeroon valikoituneet kirjoittajat ovat oman alansa kokeneita ammattilaisia, jotka tarkastelevat teemaa oman erikoisosaamisensa kautta. Kärkeen on valittu Voitto Ruohosen ja Heikki Hellmanin laaja ja runsaaseen aineistopohjaan rakentuva referee-artikkeli kritiikistä journalismin ja digitalisaation haastavassa mediaympäristössä, jossa institutionaalisen päivälehtikritiikin asema on kyseenalaistunut. Toisena referee-artikkelina mukana on Outi Hakolan tutkimus taidelähtöisen elokuvajournalismin kehityksestä verkkojulkaisemisen kentällä.

Numeron teema on rakennettu niin, että julkaisuja olisi mahdollista käyttää myös kritiikki- ja kirjoituskurssien yhteydessä opetusmateriaalina. Tätä tarvetta varten mukana on Juha Rosenqvistin käytännönläheinen yleisesitys hyvän kritiikin peruslähtökohdista ja toteutustavoista. Katsausta täydentää kirjoittajan laaja kolumni, jossa pohditaan kulttuurijournalismin ja kritiikin lähihistoriaa ja tulevaisuutta.

Numerossa on melko vahva painotus elokuvakritiikissä, vaikka kirjoitusten perusperiaatteita voidaan soveltaa melkein mihin tahansa kulttuurikritiikin muotoon. Tähän teemaan liittyen mukana on Atte Timosen pohdiskeleva katsaus YouTube-elokuvakritiikkien muodonmuutoksesta ja vaikutusmahdollisuuksista sosiaalisen median aikakaudella. Numeron päättää Kimmo Ahosen kirjoittama kirja-arvio Tapani Maskulan, yhden Suomen kaikkien aikojen arvovaltaisimman elokuvakriitikon, valikoiduista elokuvakritiikeistä, jotka on toimittanut kansien väliin tietokirjailija Juri Nummelin.

29. huhtikuuta numeroon lisättiin vielä Anni Variksen mediatutkimuksen pro gradu -työhön perustuva katsaus, jossa tarkastellaan elokuvakritiikin vääristyneitä sukupuolikäytäntöjä. Tapaustutkimuksena toimi Jennifer’s Body (2009) -elokuvan saama aikalaisvastaanotto.

WiderScreenin kevätnumero taidekritiikistä ja sen kulttuurisista ja tieteellisistä linkityksistä ei ole kattava paketti alan viimeisimmästä julkaisutoiminnasta. Toivomme kuitenkin, että numero herättää lukijoissa ajatuksia ja synnyttää myös keskustelua ja puheenvuoroja. Olisimme ilahtuneita, jos aihepiirin ympärille syntyisi lähitulevaisuudessa uutta, kokoavaa julkaisutoimintaa joko tieteellisten ja populaarimpien esitysten muodossa.

Haluamme lopuksi kiittää kirjoittajia ja arvioitsijoita arvokkaasta työstä ja toivottaa kaikille (kriittisiä) ajatuksia herättäviä lukuhetkiä.

Ulvilassa ja Kaarinassa 19.3.2020

Petri Saarikoski

Juha Rosenqvist

Kannen kuva: At the Movies -sarjan kriitikkojuontajat Roger Ebert ja Gene Siskel. Lähde: http://joesiegler.blog/2013/10/at-the-movies-history/.

Kategoriat
1/2020 WiderScreen 23 (1)

Kritiikki journalismin ja digitalisaation puristuksessa – Journalistit kulttuurisina välittäjinä uudessa mediaympäristössä

digitalisaatio, journalismin lajityypit, kulttuurijournalismi, kulttuurinen välittäminen, laadun aspektit, päivälehtikritiikki

Voitto Ruohonen
voitto.ruohonen [a] outlook.com
FT, YTM, dosentti
filosofinen tiedekunta, humanistinen osasto
Itä-Suomen yliopisto

Heikki Hellman
heikki.hellman [a] tuni.fi
YTT, dosentti
informaatioteknologian ja viestinnän tiedekunta, viestintätieteiden yksikkö
Tampereen yliopisto

Viittaaminen / How to cite: Ruohonen, Voitto, ja Heikki Hellman. 2020. ”Kritiikki journalismin ja digitalisaation puristuksessa – Journalistit kulttuurisina välittäjinä uudessa mediaympäristössä”. WiderScreen 23 (1). http://widerscreen.fi/numerot/2020-1/kritiikki-journalismin-ja-digitalisaation-puristuksessa-journalistit-kulttuurisina-valittajina-uudessa-mediaymparistossa/

Tulostettava PDF-versio


Sanomalehtien kriitikoilla on ollut tärkeä rooli kulttuuristen hierarkioiden ja kulttuuria koskevien arvostusten muodostamisessa. Digitalisaation vauhdittama mediaympäristön ja median käyttötottumusten muutos on heikentänyt lehdistön asemaa, edistänyt sen keskittymistä sekä korostanut journalismin yleisölähtöisyyttä. Mullistus on vähentänyt sanomalehtien, kulttuuritoimitusten ja kulttuurisivuilla kirjoittavien kriitikoiden määrää, ja sen on väitetty johtaneen institutionaalisen kritiikin pinnallistumiseen. Internet on tuonut perinteisten medioiden rinnalle uusia kritiikin väyliä ja epäinstitutionaalista kritiikkiä, jotka ovat murentaneet ammattikriitikoiden auktoriteettiasemaa. Kysymme, miten päivälehtikritiikin asema ja luonne ovat uudessa mediaympäristössä muuttuneet viimeaikaisen tutkimuksen ja kulttuurista välittämistä koskevan teorian valossa. Keskeinen päätelmämme on, että päivälehtikritiikillä on yhä merkitystä, mutta arvottamisen sijaan kriitikoiden ja kulttuurijournalistien rooli portinvartijoina ja markkinoijina on korostunut. Yhtäältä arvostelut ovat liudentuneet arvioiksi, mutta toisaalta journalistit osaavat hyödyntää eri juttutyyppien tarjoamia mahdollisuuksia. Lopuksi kehittelemme analyyttisen mallin arvostuksia ilmentävien journalististen tekniikoiden tunnistamiseksi.

1 Johdanto

Sanomalehtien kulttuurisivut ja niiden nauttima arvovalta kehkeytyivät eri maissa eriaikaisesti (Purhonen ym. 2019). Suomessa kulttuurista tuli 1950–1960-luvuilla politiikan, talouden ja ulkomaan sivujen tapaan yksi sanomalehtien kiinteistä osastoista (Hurri 1993). Kun kulttuurisivut vakiinnuttivat asemansa, niille kirjoittavat toimittajat saivat keskeisen roolin kulttuurisina välittäjinä: portinvartijoina ja arvottajina. Kriitikoilla oli pitkään lähes yksinoikeus päättää, miten tuotteet sijoittuvat kulttuurin kentälle, mitkä niistä nousevat eliitin arvostamiksi merkkiteoksiksi, ja mitkä lopulta päätyvät oman taiteenlajinsa kaanoniin.

2000-luvulla mediaympäristö on kokenut digitalisaation ja internetin myötä mullistuksen, jonka myötä kriitikoiden laatiman ja sanomalehtien julkaiseman institutionaalisen arvioinnin merkitys on enenevästi kyseenalaistettu. Median uudet muodot ja käyttötottumusten muutos ovat heikentäneet lehdistön asemaa, edistäneet sen keskittymistä ja korostaneet journalismin lukijalähtöisyyttä. Mullistus on vähentänyt lehtien, kulttuuritoimitusten ja kulttuurisivuille kirjoittavien kriitikoiden määrää. Samaan aikaan arvostelujen on väitetty pinnallistuneen, mikä on murentanut ammattikriitikoiden auktoriteettiasemaa. Perinteiset kritiikin instituutiot, ennen muuta sanomalehdet, ovat saaneet varteenotettavan haastajan internetsivustoilla julkaistavista blogikirjoituksista ja sosiaalisen median alustoilla leviävistä arvioista.

Digitalisaation synnyttämä, koko yhteiskuntaa ravisteleva muutos koskee kulttuurin ja taiteen institutionaalista perustaa ja toimintaedellytyksiä. Kulttuurin tuotanto, välittäminen ja kulutus ovat sen myötä rakenteistuneet uudella tavalla. Tuotannon tasolla digitaalisuus on halventanut tuotantokustannuksia ja lisännyt luovan sektorin vapautta. Taiteen ja kulttuurin tekijät eivät enää ole riippuvaisia tuottajista ja kustantajista, kun kirjan painaminen on edullista e-kirjan ja tarvepainatuksen yhdistelmällä, musiikkia voi julkaista internetin alustoilla sekä videoita ja elokuvia YouTubessa. Tuotanto on osin yhdistynyt välittämisen tasoon, jossa digitaalisuus on avannut tuotteille uusia väyliä julkisuuteen sekä lisännyt saatavuutta. Toisaalta välityskanavien pirstoutuminen on myös hankaloittanut tuotteiden löytämistä ja lisännyt suurten kansainvälisten levittäjien ja alustajättien valtaa näkyvyyden takaajina. Kulutuksen tasolla yleisö voi valikoida entistä useammista kulttuurin ja taiteen palveluista sekä valtavasta valikoimasta digitaalisessa muodossa olevia kulttuurituotteita. Kulttuurin kulutusta luonnehtivat lisääntynyt yksilöllisyys sekä makujen eriytyminen, joka on kuitenkin sosiaalisesti määräytynyttä ja ilmentää yleisön koulutukseen ja luokka-asemaan liittyviä eroja. (Hesmondhalgh 2012; Purhonen ym. 2014; vrt. kuitenkin Lahire 2004.)[1]

Artikkelimme keskittyy kulttuurisen välittämisen erityiseen lohkoon, mediaan ja päivälehtikritiikkiin. Institutionaalinen sanomalehtikritiikki on saanut rinnalleen ja kilpailijakseen epäinstitutionaalisia kritiikin muotoja, joita kutsutaan vernakulaariseksi kritiikiksi (Jaakkola 2019). Se viittaa internetympäristössä toimiviin, pääosin ei-ammattimaisiin kirjoittajiin, jotka edustavat yleisön silmissä käyttäjälähtöistä vertaiskritiikkiä (Howard 2010). Blogien lisäksi amatöörikriitikoita toimii yleisimmillä sosiaalisen median alustoilla (YouTube, Instagram, Facebook). Vernakulaarisen kritiikin lisäksi internetissä toimii lukuisia ammattimaisen tai puoliammattimaisen kritiikin areenoita (film-o-holic, Kiiltomato), jotka ovat reaktioita perinteisten kritiikin väylien vähenemiseen.

Verkossa julkaistavan epäinstitutionaalisen kritiikin sijasta tarkastelemme tässä kuitenkin sanomalehtien julkaisemaa institutionaalista kritiikkiä. Kysymme, miten päivälehtikritiikin asema ja luonne ovat uudessa mediaympäristössä muuttuneet viimeaikaisen tutkimuksen ja kulttuurista välittämistä koskevan teorian valossa.

Kulttuurijournalismin ja kritiikin muutosta on tutkittu 2000-luvulla paljon sekä Suomessa että Euroopassa. Tarkoituksemme on hyödyntää suomalaisia kulttuurisivuja ja erityisesti kritiikkiä koskevan tutkimuksen tuloksia ja hahmottaa niiden kautta, miten kritiikki asemoituu internetin ja perinteisen median sekä kasvavan kaupallisuuden ehdollistamassa ympäristössä. Laajennamme kritiikin käsitettä kulttuurijournalismin eri muotoihin ja genreihin, sillä myös uutiset, featurejutut ja haastattelut ilmentävät journalistien roolia portinvartijoina ja välittävät kulttuurisia arvostuksia. Journalistit ja kriitikot vaikuttavat valinnoillaan, kommenteillaan ja suosituksillaan kulttuurituotteiden näkyvyyteen sekä niitä koskeviin käsityksiin.

Artikkelimme on luonteeltaan teoreettis-metodologinen ja keskusteleva. Tarkastelemme aluksi kulttuuritoimittajia kulttuurisina välittäjinä, kritiikki-instituution roolia ja merkitystä sekä kritiikin aseman muutosta uudessa 2000-luvun mediaympäristössä. Sen jälkeen keskustelemme laadun käsitteestä sekä journalistien käytössä olevista keinoista kulttuurituotteiden laadun määrittelijöinä. Lopuksi esittelemme jatkotutkimuksia ajatellen analyyttisen mallin journalistisen arvottamisen keinoista. Sen avulla on mahdollista konkretisoida taiteelle ja kulttuurille annettua huomiota taiteen lajista riippumatta. Vaikka luokituksemme perustuu painoviestintään, sitä on mahdollista käyttää myös muiden välineiden tarkasteluun ottaen huomioon kunkin välineen sisältöön, muotoon ja puhuttelutapoihin liittyvät käytännöt. Malli typologisoi erilaisia arvostuksia ilmentäviä journalistisia tekniikoita, ja se on tarkoitettu niiden tunnistamiseksi ja tutkimisen apuvälineeksi.

2 Kulttuurisivut ja -toimittajat kulttuurisina välittäjinä

Pierre Bourdieu tarkoittaa kulttuurisen välikäden (cultural intermediary) käsitteellä symbolisia tavaroita ja palveluita tarjoavia ammattiryhmiä, joista tyypillisiksi hän on nimennyt ”radion ja television kulttuuriohjelmien tuottajat, niin sanottujen laatulehtien ja aikakauslehtien kriitikot sekä kaikki kirjailijajournalistit ja journalistikirjailijat” (Bourdieu 1984, 325). Me nojaamme yleisempään kulttuurisen välittäjän (cultural mediator) käsitteeseen. Se viittaa institutionaalisiin toimijoihin, jotka työskentelevät talouden ja kulttuurin taitekohdissa. Heidän tehtävänsä on luoda tuotteille kulttuurista merkitystä ja sitä kautta edistää niiden kysyntää (Janssen ja Verboord 2015; Smith Maguire ja Matthews 2012). Kulttuurisen välittäjän käsitettä on viime vuosina sovellettu erityisesti kulttuurijournalistien roolin analyysiin (Hellman, Riegert ja Kristensen 2018; Hellman ja Haara 2018; Jaakkola 2015b; Kristensen 2018; Kristensen ja From 2015; Kristensen, Hellman ja Riegert 2019; Sparre ja From 2017).

Käsitteen ulottuvuuksia systemaattisesti eritelleet Susanne Janssen ja Marc Verboord (2015) ovat erottaneet seitsemän kulttuurisille välittäjille ominaista käytäntöä: 1) valitsijana ja portinvartijana toimiminen, 2) kanssaluominen ja editointi, 3) yhteen saattaminen ja verkottuminen, 4) myynti ja markkinointi, 5) levittäminen, 6) arviointi, luokittelu ja merkityksenanto sekä 7) sensurointi, suojelu ja tukeminen. Kulttuurijournalistien tehtäviksi on näistä tunnistettavissa ainakin seuraavat kolme. Ensinnäkin he toimivat portinvartijoina päättäessään, mitkä kulttuurituotteet saavat julkisuutta ja mitkä eivät. Toiseksi kulttuurijournalistit ja erityisesti kriitikot toimivat tuotteiden arvottajina, makutuomareina, joiden institutionaalisena tehtävänä on arvioida teosten ja esitysten laatua, antaa niille merkitystä sekä sitä kautta luokitella niitä. Kolmanneksi kulttuurijournalistit osallistuvat (tahtoen tai tahtomattaan) kulttuurituotteiden markkinointiin, koska toimittajien valinnat ja arvostukset heijastuvat teosten näkyvyyteen ja sen kautta niiden suosioon.

Kulttuuritoimittajille ja kriitikoille on ollut tyypillistä, että he kokevat olevansa seuraamansa taiteenalan asiantuntijoita ja samalla sen asianajajia (Jaakkola, Hellman, Koljonen ja Väliverronen 2015, 821–22). Valinnoillaan, teksteillään ja arvioillaan he vaikuttavat teosten ja niiden tekijöiden hyväksymiseen kulttuurin kentällä (Janssen ja Verboord 2015, 444). He vaikuttavat muiden ”käsityksiin siitä, mikä ja kuka on legitiimiä, toivottavaa ja arvokasta, sekä määritelmän omaisesti myös siihen, mikä tai kuka ei ole” (Smith Maguire ja Matthews 2012, 552). Suomessa on vuosituhannen vaihteeseen saakka vaikuttanut sanomalehtikriitikoita, joilla omilla taiteenaloillaan on ollut suuri määrittelyvalta; sellaisia ovat olleet esimerkiksi Helsingin Sanomissa Pekka Tarkka (kirjallisuus), Jukka Kajava ja Kirsikka Moring (teatteri) sekä Seppo Heikinheimo (musiikki) (Jensen-Eriksen, Mainio ja Hänninen 2019, 266). Myös maakunnallisissa ja iltapäivälehdissä on ollut vastaavassa asemassa olevia kriitikoita, kuten Erkka Lehtola Aamulehdessä, Kaisu Mikkola Kalevassa ja Matti Rinne Ilta-Sanomissa.

Mediatutkija Hannu Niemisen mukaan julkisuus voidaan jakaa kolmeen lohkoon: valta-, vaihtoehto- ja vastajulkisuudeksi sekä valtajulkisuus edelleen eliitti- ja populaarijulkisuudeksi. Tässä keskitytään valtajulkisuuteen ja sen kahteen puoleen. Eliittijulkisuus on luonteeltaan strategista: se pyrkii ajankohtaisten asioiden ja ilmiöiden määrittelyyn, vastausten hakemiseen yhteisöllisiin kysymyksiin. Populaarijulkisuus sen sijaan on sosiaalista, tähtää yhteisöllisyyden luomiseen ja ylläpitämiseen, se on kaikille avointa eikä edellytä yleisöltään mitään erityisiä tietoja tai taitoja. (Nieminen 2002, 189–92.) Taidekritiikki on suunnattu kultivoituneelle yleisölle, kun taas taiteilijoista tehdyt henkilöhaastattelut lähestyvät populaarijulkisuutta.

Niemisen mukaan yhtenäistä eliittijulkisuutta ei ole, vaan on olemassa eliittiryhmiä, jotka käyttävät valtaa omilla talouden, politiikan ja kulttuurin alueillaan. Puheen eliittijulkisuudesta oikeuttavat hänen mielestään erityiset valtajulkisuuden foorumit, joilla eliittiryhmien julkisuudet leikkaavat toisiaan ja joilla rakennetaan yhteisiä kansallisia tulkintoja. Tällaisiksi hän nostaa Helsingin Sanomat ja Suomen Kuvalehden, merkittävät sanoma- ja aikakauslehdet, television keskusteluohjelmat sekä kansalliset julkiset intellektuellit (Nieminen 2002, 190–91). Niemisen mainitsemilla foorumeilla kulttuurista valtaa käyttävän ja sen päiväjärjestystä määrittelevän eliittiryhmän muodostavat kriitikot. Heidän asemansa on mediaympäristön muuttuessa joutunut vaakalaudalle.

Julkinen kritiikki ja erityisesti lehdistössä ilmestyneet arviot ovat olleet keskeiset tekijät määriteltäessä taiteen esteettistä arvoa. Kritiikillä on ollut suuri painoarvo päätettäessä, mitkä teokset kuuluvat kirjallisuuden kaanoniin (Turunen 2003, 233) ja mitkä nousevat kilpailemaan merkittävimmistä kirjallisuuspalkinnoista ja ketkä kirjailijat saavat apurahoja ja muita tunnustuksia (Hypén 2015, 45). Kirjallisuudessa kritiikin merkitys korostui 1980- ja 1990-luvuilla, kun tavoiteltavaksi tuli useita uusia, merkittäviä palkintoja (Finlandia-palkinto vuodesta 1985, Runeberg- ja Savonia-palkinnot vuodesta 1987 alkaen).

Alkaneella vuosituhannella suomalainen taideinstituutio on entisestään markkinallistunut, mistä esimerkkeinä ovat taiteilijoiden brändäytymisen ja kaupallisten kulttuuritapahtumien kaltaiset ilmiöt. Medioituneessa yhteiskunnassa kritiikki ei yksistään riitä teoksen tai tekijän nosteeseen. Taiteen instituutiot ja media ovat toisiinsa sidoksissa monin eri tavoin. Kirjailijat ja kustantajat tarvitsevat medianäkyvyyttä, jotta lukijat kiinnostuvat teoksista, ja tiedotusvälineet kaipaavat kiinnostavia henkilöitä juttuihinsa. Myytäväksi tuotteiksi nousevat kirjojen ohella kirjailijat, joihin markkinointi ja journalismi kytkevät myyntiä edistäviä mielikuvia. Kirjailijoiden kilpailu huomiosta tuottaa uutta kirjallista julkisuutta, jossa persoonat menevät teosten ohi. Kirjallisuuden ja kirjailijoiden medioitumista ovat lisänneet kirjallisuuspalkinnot ja kirjamessut. (Lehtonen 2001; Kantokorpi 2013.) Näkyvyys ja suosio ruokkivat toinen toistaan, ja samat medioitumisen merkitystä korostavat tekijät toistuvat pienin muunnelmin taiteen kaikilla alueilla.

Jotkut kirjailijat ovat sekä mediapersoonia että omia brändejään, keskeisenä esimerkkinä Jari Tervo (ks. Hypén 2015). Hänen ohellaan tämän hetken brändikirjailijaksi voi nostaa ainakin Sofi Oksasen, samoin Miika Nousiaisen, Tuomas Kyrön ja Kari Hotakaisen kaltaiset jatkuvasti julkisuudessa näkyvät hahmot. Uudesta ja ennen kokemattomasta ilmiöstä ei ole kyse, sillä Olavi Paavolainen brändäsi itsensä jo 1920-luvun jälkipuoliskolla ”nykyajan etsijäksi”. 1960- ja 1970-luvuilla vahvoja oman brändinsä luojia olivat Pentti Saarikoski ja Jörn Donner, 1980-luvulla Arto Melleri, jonka elämä ja siitä kerrotut tarinat muistuttavat Saarikosken vaiheiden tavoin enemmän rocktähteyttä kuin vakavasti otettavaa kirjailijaa.

Taidekentän markkinallistuessa kulttuurijournalismin tutkimus on puhunut kulttuurisivujen luonteen paradigmaattisesta muutoksesta. Niitä 1900-luvun viimeisille vuosikymmenille asti hallinnut esteettinen paradigma, taidepainotteinen lähestymistapa, on sen mukaan antanut enenevästi sijaa journalistiselle paradigmalle, yleisöpainotteiselle lähestymistavalle. Edellinen suosi kulttuuritoimittajien vahvaa erikoistumista omiin taiteenlajeihinsa, tavoitteli taiteesta kiinnostunutta lukijakuntaa ja piti laatua keskeisenä uutiskriteerinä; jälkimmäinen nostaa esiin yleistoimittajia, tavoittelee taiteentuntijoiden sijasta suurta yleisöä ja perustelee valintoja laadun sijasta kiinnostavuudella. (Hellman ja Jaakkola 2009; Kristensen ja From 2015; Ruohonen 2018b.) Tässä on kyse institutionaalisen kritiikin siirtymästä kohti populaarijulkisuutta.

Tämän siirtymän on Semi Purhosen tutkimusryhmä pitkän aikavälin kansainvälisessä vertailussaan (2019) tiivistänyt kahdeksi rinnakkaiseksi prosessiksi, populaarikulttuurin legitimoitumiseksi ja korkeakulttuurin popularisoitumiseksi. Tämä ilmenee yhtäältä populaarikulttuuriin liittyvien aiheiden selvänä lisääntymisenä kulttuurisivuilla, toisaalta lukijaa puhuttelevina populaareina keinoina käsitellä korkeakulttuuria. Purhonen ja kumppanit eivät löytäneet mitään yksiselitteistä arvostelujen vähentymiseen viittaavaa trendiä, mutta he havaitsivat monia muita korkeakulttuurin helppoon sulatettavuuteen tähtääviä journalistisia keinoja: haastattelujen ja featurejuttujen, sitaattien sekä kuvien lisääntyneen käytön. (Purhonen ym. 2019, 71–75 ja 197–199.)[2] Purhosen ryhmän tulokset saavat tukea sekä aiemmasta kansainvälisestä vertailusta (ks. esim. Verboord ja Janssen 2015) että yksittäisten maiden kulttuurisivuja koskevista pitkittäisanalyyseistä (ks. esim. Jaakkola 2013 ja 2015a; Janssen 1999; Kristensen 2010; Larsen 2008).

Kun taiteen ja kulttuurin tarjonta on lisääntynyt, kulttuurisia välittäjiä koskevan teorian näkökulmasta kriitikoiden ja journalistien rooli portinvartijoina on korostunut. He päättävät valinnoillaan entistä selvemmin siitä, mitkä teokset, esitykset ja tapahtumat pääsevät esille, ja mitkä eivät. Kun journalistiset käsittelytavat ovat muuttuneet aiempaa lukijalähtöisemmiksi, korostuu journalistien rooli myös teosten, esitysten ja tapahtumien markkinoijina, sillä valinta ja sen lukijaa puhutteleva käsittelytapa toimivat suosituksina. Kun kritiikin osuus ja kritiikissä tapahtuva laadun arviointi vähenevät, journalistien rooli arvottajina ja makutuomareina kulttuurisen välittämisen kentässä kaventuu. Teoksen laatua voidaan ilmaista viittaamalla uutisissa ja haastatteluissa sen saamiin palkintoihin ja muuhun menestykseen tai korostamalla tekijän brändimielikuvaa (ks. esim. Kristensen, Hellman ja Riegert 2019).

Kun taiteilijasta tulee brändi, hänestä tulee Niemisen (2002) tarkoittamassa mielessä osa populaarin julkisuuden kuvastoa, ja se ei välttämättä edistä pääsyä kaanoniin. Kirjallisuudentutkija Tarja-Liisa Hypén väittää, että Jari Tervo saattaa olla brändikirjailijana ja populaarin julkisuuden edustajana lajinsa viimeisiä:

”[Tervo] on ollut neljännesvuosisadan kokoava populaarin yleisjulkisuuden hahmo ja tällaisena todennäköisesti myös jo väistyvän maailman hahmo. Tulevat 25 vuotta tuskin tuottavat vastaavaa pysyvää ilmiötä. Populaariin julkisuuteen tullaan nousemaan sattumanvaraisemmin, nopeammin ja yksittäistapauksissa myös vähemmin vaivoin kuin Tervo nousi, mutta siellä tuskin tullaan Internetin vahvenneella, populaarijulkisuudenkin yhtenäisyyttä murentavalla aikakaudella vuosikymmeniä pysymään.” (Hypén 2015, 466.)

Onko tässä mitään uutta? Eroaako 2000-luvun julkkiskirjailijan tai -taiteilijan tilanne The Kinks ‑yhtyeen vuonna 1972 Celluloid Heroes ‑kappaleellaan kuvaamasta elokuvatähtien maailmasta, jossa jokainen tähti vuorollaan säteilee aikansa vajotakseen ennemmin tai myöhemmin unohduksiin? Lohdutuksena elokuvatähdillä on elämän jatkuminen filminauhalla, samoin kuin jatkuu muidenkin taiteilijoiden elämä heidän teoksissaan.

Sama piirre kuin edellä kirjoihin ja kirjailijoihin kuvattuna näkyy elokuvissa ja televisio-ohjelmissa. Hyvissä ajoin ennen elokuvan ensi-iltaa tai televisiosarjan aloitusta eri kanavilla – printissä, radiossa ja televisiossa sekä verkossa – esitellään tulevaa. Ennakkojutuissa kerrotaan elokuvan tai sarjan sisällöstä, näyttelijät avaavat tuntemuksiaan kuvausten ajalta, samoin ajatuksiaan elokuvan tai sarjan sisällöstä sekä kertovat, mitä tämä projekti heille juuri nyt merkitsee. Tavoitteena on saada alkavalle ohjelmalle maksimaalinen ennakkojulkisuus, joka ohjaisi kriitikoiden tulkintoja.

3 Mediaympäristön muutos: taiteen ja kulttuurin uusi tilanne

Taide- ja kulttuurikritiikki on viimeisten 15–20 vuoden aikana joutunut reagoimaan perinteisen median keskittymiseen, arkielämän medioitumiseen, mediakonvergenssiin ja remix-kulttuuriksi kutsuttuun ilmiöön. Taustalla ovat verkkoviestintä ja digitalisaatio. Verkon, digitalisaation ja älypuhelimien kehitys on viimeisen kymmenen vuoden aikana ollut niin nopeaa, että se, mikä vielä hetki sitten vaikutti etäiseltä tulevaisuudelta, on jo huomispäivänä taakse jäänyttä menneisyyttä.

Sosiologi George Ritzerin mukaan 2000-luvun ominaispiirre on hänen mcdonaldisaatioksi kutsumansa toimintamallin leviäminen yhteiskunnan eri alueille. Sen keskeiset piirteet ovat tehokkuus (efficiency), laskettavuus (calculability), ennustettavuus (predictability) sekä teknologinen kontrolli (control through nonhuman technology). Ritzer piirtää laajan kaaren weberiläisestä rationaalisuudesta tieteellisen liikkeenjohdon kautta valmisruokateollisuuteen. Viestinnän maailmassa hän näkee USA Todayn kaltaisen julkaisun – ja sen edustaman sisällöllisen tabloidisaation – kuvaavan mcdonaldisaatiota: pinnallistumista ja yhdenmukaistumista. (Ritzer 2004, 1–23.)

Ritzerin analyysi on periamerikkalaista, mutta hänen mainitsemansa peruspiirteet ovat yleisyydessään käyttökelpoisia. Perinteisen median puolella esimerkkinä teknologisesta kontrollista on robotiikan ja algoritmien soveltaminen uutisten tuottamiseen. Tehokkuuden, laskettavuuden ja ennustettavuuden yhteisvaikutuksena on samankaltaistumista. Merkittävä osa suomalaista mediaa on keskittynyt konsernien, kuten Sanoma Groupin, Alma Median ja Keskisuomalainen Oyj:n omistukseen. Ne toimivat samanaikaisesti printissä, sähköisissä medioissa ja digitaalisilla alustoilla ja tavoittavat yleisöjä maantieteellisesti laajoilla alueilla. Monialaisuuden vuoksi rajanveto printin ja muiden medioiden välillä on häilyvää. 2000-luvulla ei enää kirjoiteta lehtijuttuja, vaan tuotetaan sisältöä samanaikaisesti kaikkiin medioihin ja digitaalisille alustoille. Lehtitalot korostavat toimivansa ”verkko edellä”: painetusta jutusta on tullut toissijainen verrattuna digitaaliseen sisältövirtaan.

Keskittymisen yksi seuraus on ollut sisällöllinen yhdenmukaistuminen: osa jutuista on kaikille lehdille yhteisiä, ja tämä koskee myös kritiikkejä. Arvostettu kuvataidekriitikko Otso Kantokorpi nosti vuonna 2013 julkiseen keskusteluun kritiikkien kierrätyksen, kun hänen arvioitaan alettiin julkaista jopa seitsemässä saman konsernin omistamassa lehdessä. Hän koki menettelyn hävittävän sekä kritiikin moniäänisyyden että yhteyden lukijoihin, ja siksi hän ilmoitti lopettavansa yhteistyön Alma Median kanssa. (Yle Uutiset 2013.) Kantokorven kommentti herätti vilkkaan keskustelun, mutta ei muutosta konsernien toimintatapoihin.

Yhdentyminen on myös visuaalista. Keskisuomalainen Oyj omistaa päivälehdet Kuopiosta ja Jyväskylästä Mikkelin, Savonlinnan, Kouvolan ja Kotkan kautta Lahteen. Konserni yhdenmukaisti äskettäin kaikkien lehtien ulkoasut, minkä jälkeen ne tarjoavat visuaalisen puhuttelutavan kannalta lukijalle sekä äärimmäisen tehokkaasti tuotettua että yhtä tasalaatuista ja ennustettavaa lukemista kuin Big Mac tarjoaa pikaruokailijalle. Jos lukija matkustaa reitin Kuopio–Mikkeli–Kouvola–Lahti pysähtyen joka kaupungissa tauolle ja lukien jokaisessa kahvikupillisen seurana paikallisen lehden, hän ottaa vastaan koko ajan samanlaiselta näyttävää ja osin samoista teksteistä koostuvaa sisältövirtaa. Tähän kannattaa kiinnittää huomiota, koska printti on usein mielletty ainoastaan painetuksi tekstiksi ja unohdettu, että se koostuu myös kuvista, ja on itsessään visuaalinen esitys.

Lehtien päätoimittajat perustelivat ulkoasumuutosta lukijakuntiensa kannalta. Kritiikkiä he sivusivat kommentoidessaan tv-ohjelma-arvioita: Kouvolan Sanomien Petri Karjalaisen mukaan ”Marko Ahosen tv-arviot jäivät hetkeksi tauolle, mistä on tullut jonkin verran palautetta lukijoilta. Jatkossa niitä julkaistaan tv-aukeaman alalaidassa silloin, kun siellä ei ole ilmoitusta.” (Karjalainen 2020). Kymen Sanomien Heidi Ekdahlin mukaan ”Jos mainoksia on sivulla vähemmän, monen lukijan kaipaamat Marko Ahosen lyhyet tv-arviot saavat nekin sijaa lehdessä” (Ekdahl 2020). Etelä-Saimaan Eeva Sederholmin selitys on muita positiivisempi: ”Pieniä muutoksia tulee myös television ohjelmatietoihin. Marko Ahosen rakastetut arviot palaavat tiivistetyssä muodossa niiden yhteyteen. Niitä on moni lukija toivonut.” (Sederholm 2020.) Suoremmin markkinallistumisen seurausta tuskin voi ilmaista: tv-kritiikkiä konsernilehdissä saa olla, kunhan se ei haittaa ilmoituksia.

Teknologiaan innostuneen mielestä digitalisaatio voi merkitä yhtä syvälle menevää murrosta kuin kirjapainotaidon keksiminen, mutta silloin unohtuu, että mediaympäristö muuttuu myös teknologiasta riippumatta. Uudet teknologiat kantavat mukanaan edeltäneitä vaiheita, ja muutosten taustalla ovat monimutkaisesti järjestyneet kulttuuriset, sosiaaliset ja taloudelliset edellytykset, joiden kanssa teknologia on vuorovaikutuksessa. Sen unohtaminen johtaa determinismiin, jossa uusi väline, kuten painokone Gutenbergin aikana tai digitaalisuus 2000-luvulla tulkitaan muutoksen syyksi ja kaikki sitä seuraava teknologian vaikutuksiksi sen sijaan, että teknologisen kehityksen nähdään olevan myös yhteiskunnallisten tarpeiden ja muutosten tulosta.[3]

Medioituminen on historiallisesti vanha asia, mutta 1900-luku ja erityisesti sen viimeinen vuosikymmen sekä 2000-luvun alku ovat ilmiön ymmärtämisen kannalta keskeisiä. Käsite viittaa arkielämässä tapahtuneeseen viestinnälliseen käänteeseen: elämämme on yhä suuremmassa määrin medioiden välittämää ja niiden läpäisemää. Mediat ja teknologia rakentavat identiteettiämme, suhdettamme toisiin ihmisiin ja kokemustamme ympärillämme olevasta maailmasta. (Lehtonen 2001, 93–96.)

Digitalisaation ja internetin mediaympäristöön tuomaa muutosta on kuvattu mediakonvergenssin käsitteellä. Siinä on kyse viestintäjärjestelmien ja median eri muotojen lähenemisestä ja yhdentymisestä (Villi 2006, 101–104). Ratkaisevan sysäyksen konvergoitumiselle antoi uuden vuosituhannen ensimmäisen vuosikymmenen aikana verkkoviestinnän kehittyminen sellaiseksi, että verkossa voidaan sekä välittää kaikkien eri mediamuotojen (sanomalehden, television, radion, elokuvan, kirjojen jne.) sisältöjä että ottaa sisältöjä vastaan yhdellä ja samalla päätelaitteella. Verkkoon kytkeytymisen välineenä älypuhelimeksi kehittynyt langaton matkapuhelin ohitti lyhyessä ajassa kiinteät yhteydet. Nyt älypuhelimella voidaan seurata kaikkien medioiden sisältöjä. Siitä on tullut metamedia, jollaisen vielä vuosituhannen alussa nähtiin olevan kaukaisessa tulevaisuudessa (ks. Herkman 2003, 151–52; Villi 2006, 108).

Medioiden järjestelmätasoinen konvergoituminen tulkittiin 2000-luvun alussa kriittisissä kommenteissa aluksi samankaltaistumiseksi. Se yhdistettiin medioiden kaupallistumiseen ja viihteellistymiseen sekä printtiviestinnästä peräisin olevaan tabloidisaatioon. Myyvyyden ja viihdyttävyyden keinojen, kuten dramatisoinnin, henkilöityvyyden, nopeuden ja pinnallisuuden, samoin visuaalisuuden, arveltiin olevan läpäisemässä kaikkien viestinten sisältöjä (esim. Herkman 2003, 153–54).

Medioituminen ja konvergoituminen ovat johtaneet tarjonnan valtavaan lisääntymiseen, kun samoja tai lähes samoja sisältöjä tuotetaan moniin eri kanaviin. Tällöin yhtä lailla taide ja kulttuuri kuin niiden kritiikkikin, on otettavissa vastaan samanaikaisesti useiden eri kanavien kautta. Verkkoyhteisöistä on tullut perinteisten viestinten rinnalle merkittävä keskustelukanava, ja niiden palveluksessa olevien ammattikriitikoiden rinnalle ovat tulleet verkkovaikuttajat, jotka hyödyntävät rohkeasti uutta teknologiaa. Some-kanavat, kuten Facebook, Twitter ja Instagram, mahdollistavat taide- ja kulttuuri-ilmiöiden nopean, tiiviiseen ilmaisuun pakatun kommentoinnin, blogit, vlogit ja podcastit niiden laajemman analyyttisen tarkastelun.

Verkon ja sosiaalisen median kautta leviävät kritiikit voivat olla perinteisten viestinten kritiikkien sisältöjä myötäileviä tai niitä täydentäviä, mutta myös vastakarvaan asettuvia ja niitä haastavia. Verkon ja sosiaalisen median myötä keskusteluun on noussut uudella tavalla kysymys vastajulkisuudesta, joka voisi haastaa hallitsevan julkisuuden ja tuoda sen rinnalle vähemmistöön jääneiden näkemykset. Perinteiset viestimet, printtimedia, radio ja televisio ovat menettäneet vielä viime vuosituhannen lopulle saakka omistamaansa monopolia julkisen keskustelun alustana toimimiseen, samoin yksinoikeuttaan taide- ja kulttuurikritiikkiin sekä sen mukanaan tuomaan määrittelyvaltaan. Hyvän esimerkin tarjoaa elokuvakritiikki, josta jo valtaosa – joskaan ei välttämättä vaikutusvaltaisin osa – ilmestynee verkossa (Hakola 2015).

Markkinoiden muutoksen ja digitalisaation seurauksena perinteinen media on kadottanut yleisöään ja levikkiään samalla, kun sen valintoja ja arvostuksia on alettu pitää elitistisinä. Uudet digitaaliset media-alustat ovat mahdollistaneet sen, että ”kaikki ovat kriitikoita” (McDonald 2007); kuka tahansa voi nostaa esiin kulttuurituotteita ja esittää niistä mielipiteensä. Sanomalehtien kirjallisuuskritiikin ovat 2010-luvulla haastaneet kirjallisuusblogit, joista suosituimmilla on useita satoja aktiivisia seuraajia ja jopa tuhansia satunnaisia lukijoita. Bloggaajien joukko on hyvin moniaineksinen. Mukana on sekä ammattikriitikon pätevyyden omaavia että vähemmän ammattitaitoisia kirjoittajia (Ruohonen 2018a, 164–68).

Lehtikritiikkien ja blogien kirjallisuuspuhetta tutkinut Heli Juntunen (2015, 100–104) toteaa järkevästi, että niissä on kyse kahdesta erilaisesta diskurssista, joille molemmille on paikkansa. Sosiaalisen median alustana Instagram tarjoaa kirjallisuudesta kiinnostuneille arvioita tarjoavan yhteisön. Maarit Jaakkola (2019, 105) kuvaa tutkimiaan Instagramin kirjallisuusaiheisia postauksia epäinstitutionaalisiksi ja korostuneen henkilö- tai omakohtaisiksi. Jos institutionaalista arviota kuvaa termi re-viewing, sosiaalisen median vernakulaarista kirjapuhetta luonnehtii me-viewing, hän päättelee. Janssenin ja Verboordin (2015) analysoimien kulttuurisen välittämisen käytäntöjen näkökulmasta vernakulaarisessa kritiikissä on kyse yhteen saattamisesta, lukijoiden kutsumisesta yhteisten kokemusten pariin. Konkreettinen esimerkki siitä ovat verkkolukupiirit, joissa vertaiskritiikki ja lukijat yhdistyvät.

Remix-kulttuurissa on kyse taiteen ja kulttuurin tuotannon ja levittämisen elementtien sekoittumisesta hybridiksi muodoksi, ja jopa vastaanoton yhdentymisestä samaan prosessiin. Taustalla ovat digitalisaation mukanaan tuomat mahdollisuudet, kuten YouTube. Se on yhtäältä media-alusta, toisaalta sisältögalleria ja kolmanneksi kommentointi- ja välityskanava (Koski 2011, 24–25). Se on muuttanut taiteen tuottajan ja kuluttajan välistä suhdetta: siellä kuka tahansa voi tuottaa itse lyhytfilmin tai musiikkivideon ja ladata sen julkisesti katsottavaksi. Samoin taiteen tekijän ja vastaanottajan rajaa murtavat podcastit, verkosta ladattavat, milloin tahansa kuunneltavissa olevat radio-ohjelmat, joiden tuottaminen ei vaadi erityisiä ammatillisia kykyjä eikä kalliita laitteistoja.

Sosiaalinen media kytkee ihmisiä rihmastomaiseksi, horisontaaliseksi verkostoksi. Kulutus on demokratisoitunut ja yleisöpohja laajentunut, makuhierarkiat ovat purkautuneet, taiteellinen ja kulttuurinen maku pirstoutunut. Suositukset seuraamisen arvoisista taide- ja kulttuuri-ilmiöistä leviävät somen rihmastoissa yhtä laajasti kuin perinteisten viestinten kulttuuriosastojen välityksellä. Taiteen vastaanoton kynnys on madaltunut. Se on verkon myötä vapautunut aika- ja paikkasidonnaisuuksista. Esimerkiksi elokuvien katsomiselle ja musiikin kuuntelulle suoratoistopalvelut Netflix ja Spotify avaavat lähes rajattomat mahdollisuudet.

2020-luvulla on mahdollista tuottaa, arvioida ja kuluttaa kulttuuria ja taidetta verkkoympäristössä perinteisistä medioista riippumatta. Verkko ja aina mukana kulkeva älypuhelin mahdollistavat yhteyden kaikkien medioiden (kirjat, sanoma- ja aikakauslehdet, radio, televisio, elokuva) sisältöihin koska, missä ja mistä vain. Digitaalisuus mahdollistaa sekä institutionaalisen että vernakulaarisen kritiikin seuraamisen samanaikaisesti, jolloin kummallakaan ei ole automaattisesti etulyöntiasemaa. Kulttuurisia välittäjiä koskevan teorian näkökulmasta kyse on siitä, että tuottajien, välittäjien ja käyttäjien/kuluttajien väliset raja-aidat ovat osittain hämärtyneet (Jenkins 2006). Kun kulttuurin käyttäjät voivat toimia myös sisältöjen tuottajina ja välittäjinä, portinvartioinnin, arvottamisen ja markkinoinnin asetelmat rakenteistuvat uudelleen. Valinnoillaan ja arvioillaan tuotteille ja niiden tekijöille kulttuurista merkitystä ja kysyntää luovien tahojen piiri on näin laajentunut, ja samalla laatua koskeva määrittelyvalta jakaantunut yhä laajemmille tahoille.

4 Journalismin geneeriset konventiot

Vaikka institutionaalisen kritiikin auktoriteettiasema on suhteellisesti laskenut, sanomalehtien kulttuurisivut osallistuvat yhä keskeisesti kulttuurin legitimointiin ja taiteellisen laadun arviointiin (Janssen, Verboord ja Kuipers 2011; Purhonen ym. 2019), sillä kulttuuriosastoa seuraavat tavalliset lukijat, taiteilijat itse sekä kulttuurin rahoituksesta päättävät. Lehtien esittämät arvostelmat ohjaavat yleisön valintoja, ja arvostelmia lainataan apurahahakemuksissa, mainoksissa ja kirjojen liepeissä. Myös kriitikot itse näyttävät arvostavan enemmän painettuja kuin online-foorumeita (Hakola 2015, 188–89).

Kulttuurisivujen arvioiva tehtävä ei kuitenkaan enää ole yksin kritiikin varassa, vaan journalismin muutkin lajityypit – uutisista haastatteluihin ja kolumneista erilaisiin suosituksiin – ottavat enenevästi osaa tuotteita ja niiden tekijöitä koskevaan keskusteluun tarjotessaan niille julkisuutta sekä esittäessään niiden laatua koskevia suoria tai epäsuoria arvostelmia. Toimittajat ja kriitikot hyödyntävät journalistisiin työtapoihin ja juttutyyppeihin ruumiillistuneita luokituskeinoja, joiden avulla he osoittavat, mitkä teokset tai tuotteet ansaitsevat huomiota. Kun lehti julkaisee taiteilijasta koko aukeaman mittaisen kuvitetun haastattelun, se antaa samalla ymmärtää hänen olevan ammattikuntansa sisällä tavanomaista merkittävämmän henkilön. Journalismin kaikki genret uutiset, haastattelut, featuret, suositukset, tapahtumavinkit sekä kolumneissa ja kommenteissa olevat kannanotot ottavat osaa kulttuurituotteita koskevaan keskusteluun tarjoten teoksille julkisuutta, esittäen niiden laatua koskevia suoria tai epäsuoria arvostelmia ja nostaen valikoidusti tekijöitä esille (Hellman ja Haara 2018; Kristensen, Hellman ja Riegert 2019). Julkisuuden määrästä on tullut yksi laadun mittareista.

Journalistiset genret ovat kiteytyneet pitkän ajan kuluessa nykyiseen muotoonsa, ja niille ovat sen myötä vakiintuneet omat, kullekin ominaiset piirteensä osana journalismin ja journalistin ammatin professionaalistumista (Pietilä 2012). Ammattimaistuessaan journalismi on konventoitunut. Siihen on muodostunut käytäntöjä, jotka vähitellen vakiintuvat normeiksi, alkavat ohjata toimitustyön sisällöllisiä painotuksia, juttujen kirjoittamisen tapaa ja jotka lopulta kiteydyttyään puitteistavat toimitustyön arkista rutiinia. Kulttuurijournalismissa esteettisen paradigman vaihtuminen journalistiseksi tarkoittaa yksinkertaisesti sitä, että kulttuurista kirjoitettaessa noudatetaan samanlaisia rutiineja kuin muussakin toimitustyössä: kulttuurialan uutisia arvotetaan samankaltaisin periaattein kuin uutisia muilla osastoilla, ja haastatteluissa korostuu pitkä featuretyyppinen ilmaisu, mistä Helsingin Sanomien kirjallisuusjournalismin viimeaikainen analyysi antaa selvää näyttöä. (Hellman ja Ruohonen 2019; Ruohonen ja Hellman 2020.)

Mediatutkija Seija Ridellin (1997, 169) mukaan uutistekstistä voidaan puhua jatkumona, jonka toisessa päässä ovat uutisen tuottamisen, toisessa päässä lukemisen käytännöt, ja samalla voidaan jäsentää muutkin journalistiset genret. Kun tiettyyn genreen kuuluva teksti tuotetaan sille kiteytyneiden konventioiden mukaisesti, lukija ymmärtää sen tarkoitetulla tavalla ja tunnistaa, mistä lajityypistä on kyse. Lukija tulkitsee mielessään uutisen tekstiksi, jonka oletetaan kertovan tärkeitä asioita, jolloin siinä esille nostettu asia taiteilijasta tai teoksesta synnyttää mielikuvan laadusta. Kulttuuriosastossa teoksen ja tekijän arvottaminen tapahtuu suoran kritiikin ohella huomioarvon kautta. Sitä tarjoavat arvostelujen lisäksi haastattelut ja featuret, joissa arvottamista tapahtuu kerronnan keinoin.

Yksi puoli journalismin konventioita on, että genrejä ei ole lupa sekoittaa. Jos uutisjutun kirjoittaneella toimittajalla on asiaan oma mielipide, hänen ei ole soveliasta kertoa siitä uutisessa, vaan kirjoittaa erikseen sen viereen nimellään varustettu uutiskommentti. Haastattelugenreen taas kuuluu yhtäältä haastattelutilanteen taustoittaminen, toisaalta vuoropuhelu haastattelevan toimittajan ja haastateltavan kesken niin, että valmiista jutusta hahmottuu sen sisään rakennettu kysymyspatteri. Featurejuttua luonnehtivat toimittajan näkyvä läsnäolo jutussaan, erilaisin siirtymälausein aiheesta toiseen etenevä, kaunokirjallista ilmaisua muistuttava tarinallinen rakenne sekä käänteisyys niin, että lukija saa palkinnon vasta luettuun jutun loppuun saakka. Feature perustuu usein monien ihmisten haastatteluihin sekä muihin journalistisiin tiedonlähteisiin. Käytännössä haastattelun ja featuren raja on liukuva, sillä haastattelua voidaan täydentää toisten ihmisten haastateltavasta antamin kommentein ja kirjallisista lähteistä saatavin tiedoin.

Arvostelun on perinteisesti katsottu koostuvan kolmesta osa-alueesta: kuvauksesta, tulkinnasta ja arvottamisesta. Kuvauksen on määrä tarjota konkreettisia tietoja teoksen objektiivisista piirteistä, joihin kuuluvat sen luokittelu ja kontekstualisointi taiteenlajin omien lajityyppien eli genrejen mukaan. Tulkinnan tarkoitus on antaa lukijalle aineksia teoksen ymmärtämiseen. Kritiikin varsinainen tehtävä ja erityinen ominaisuus toteutuvat arvottamisessa, joka perustuu kriitikon havaintoihin ja kokemukseen. (Carroll 2009, 16–18; Heikkilä 2012, 39–44; Titchener 1998, 3.)

Kritiikin arvovallan kannalta oireellista on, että kulttuuritoimittajat puhuvat enenevästi arvostelun sijasta arviosta. Arvioksi liudentuneen kritiikin teksti on edelleen subjektiivinen ja edustaa kirjoittajansa näkemystä, mutta se ei ole enää makutuomarin lausunto esteettisestä arvosta, teoksen hyvyydestä tai huonoudesta, toisin sanoen teoksen laadusta. Se on pohdiskelua, kenelle teos on suunnattu ja vastaako se kohderyhmän toiveita ja odotuksia. Arvostelun muuttuessa arvioksi kuvailun ja tulkinnan voi olettaa lisääntyvän arvottamisen kustannuksella. Tätä ei tietääksemme ole systemaattisesti tutkittu (vrt. Hellman 2009; Linkala 2014).

Taideinstituution piirissä kritiikkiä on arvosteltu pinnallistumisesta. Kirjallisuudentutkija Kuisma Korhosen mielestä kirjallisuuskritiikeistä oli 2010-luvulle tultaessa muodostunut autoesittelyjen kaltaista kuluttajavalistusta, jossa päähuomio kohdistuu siihen, kannattaako kirjaan sijoittaa vai ei. Korhonen (2012, 62–64) arvioi kirja-arvioiden lyhentyneen ja yksinkertaistuneen, koska ”kriitikon pitää sanoa sanottavansa yhä lyhyemmässä tilassa ja mielellään mahdollisimman selkokielisenä, helposti kulutettavassa muodossa”, ja ”kirjailijan kasvonpiirteet ovat päivälehden taitosta vastaavan mukaan ilmeisesti kirjan sisältöä suurempi uutinen”.

2010-luvun alussa arvioitiin, että kirja-arvosteluista ”enää osa oli kritiikkejä sanan perinteisessä merkityksessä suurimman osan ollessa epäanalyyttisiä 10–20 palstasenttimetrin suppeita kirjaesittelyjä” (Ruohonen 2018b, 194). Lehden omien toimittajien katsottiin syrjäyttäneen ammattikriitikoita ja tutkijoita erityisesti Helsingin Sanomissa (Kantokorpi 2013, 198; Ruohonen 2018b, 192; Sevänen 2018, 136). Kriitikko Mervi Kantokorpi (2013, 195) ilmaisi asian niin, että analyyttisen ja kontekstualisoivan kritiikin sijasta korostetaan lukijalähtöistä viihdyttävyyttä, herättelevää poleemisuutta sekä juttujen näyttävää esillepanoa, ja että kirja-arviot yhä useammin ovat kirjailijan suurella kuvalla varustetulle haastattelulle alisteisia kainalojuttuja.

Kantokorven näkemys on siinä mielessä pulmallinen, että yhtäältä hän moittii kärkkäästi kritiikin pinnallistumista, mutta toisaalta hän toimii syvällä sen ytimessä (Mäkinen 2010). Hänellä on kritiikki-instituutiossa merkittävää valtaa käyttävänä mahdollisuus pitää itse analyyttisen ja kontekstualisoivan kritiikin lippua korkealla. Kun hänessä yhdistyvät kriitikon ja palkitsijan roolit, hän käyttää valtaansa sekä ohjaamalla julkista keskustelua teoksista että kanonisoimalla niitä. Kantokorpi oli vuonna 2018 palkintolautakunnan jäsenenä päättämässä nuorille kirjailijoille jaettavista Kalevi Jäntin säätiön palkinnoista, jotka ovat rahalliselta arvoltaan merkittävät.[4] Ennen palkintojen jakoa Kantokorpi oli kirjoittanut yhdestä palkitusta teoksesta, Silvia Hosseinin Pölyn ylistys -esseekokoelmasta Helsingin Sanomiin erittäin kiittävän arvion (ks. Kanerva 2018).

Helsingin Sanomien, sen kulttuuritoimittajien sekä siihen kirjoittavien arvioijien roolia kulttuurin kentän vallankäyttäjinä on lehti itse reflektoinut, kun kulttuuritoimittaja Esa Mäkinen kartoitti kentän vaikutusvaltaisimpia tekijöitä ja heidän verkostojaan:

”Helsingin Sanomia ei voi ohittaa mediavallan käyttäjänä, ja tämän lehden kirjallisuustoimittaja Antti Majander mainittiin usein heti Kantokorven jälkeen. Helsingin Sanomien ja muidenkin medioiden valta näkyy esimerkiksi siinä, että apurahojen myöntäjät uskovat kritiikkeihin hyvinkin tarkasti.” (Mäkinen 2010, C3.)

Kirjallisuustoimittaja Antti Majanderin määrittelyvaltaa korostaa hänen osallistumisensa Helsingin Sanomien vuotuisesta esikoiskirjapalkinnosta päättämiseen; hän on sekä arvottajana määrittelemässä laatua että portinvartijana jakamassa julkisuutta. Jäntin Säätiön palkinnon tavoin lehden myöntämä kirjallisuuspalkinto (aikaisemmin Erkon palkinto) on rahallisesti merkittävä, 15 000 euroa. Esikoiskirjailijalle jo valikoituminen kymmenen palkintoehdokkaan joukkoon merkitsee huomattavaa julkisuutta. Tuoreissa tutkimuksissa havaittiin, että joissakin tapauksissa lehti saattoi kohdistaa yksittäiselle esikoiskirjailijalle erittäin suuren huomioarvon. Vuonna 2016 esikoiskirjailija Hanna Weseliusta esiteltiin ehdokasvaiheessa Helsingin Sanomissa kolmen tabloidisivun verran, ja palkinnon saamisen jälkeen vielä kahden sivun jutulla. Toisaalta osaa esikoiskirjailijoista, saati jokaista jo vakiintunuttakaan tekijää ei huomioida lehdessä lainkaan. (Ruohonen ja Hellman 2020.)

Esimerkki muistuttaa journalismin puhuttelutapojen muutoksesta. Koska journalismin eri genrejen kirjoittamisen tavat ovat eriytyneitä ja vahvasti kiteytyneitä, kirjaa koskeva uutinen, kirja-arvio ja kirjailijan haastattelu nojaavat kukin omiin geneerisiin konventioihinsa ja lähestyvät lukijaa eri tavoin (Bech-Karlsen 1991). Juttutyyppien käytössä tapahtuvat muutokset kertovat lehden pyrkimyksestä muuttaa puhuttelutapaansa, ja ne kuvaavat konkreettisesti, miten lehti ja siihen kirjoittavat toimittajat lähestyvät lukijoita.

Kun äskettäin tutkittiin, miten Helsingin Sanomien kirjallisuutta käsittelevän journalismin keinovalikoima muuttui lehden siirryttyä broadsheet-koosta tabloidiksi, havaittiin yllättäen, että kritiikkien suhteellinen osuus kulttuurisivuilla vahvistui hienoisesti vuodesta 2011 vuoteen 2016, vaikka niiden absoluuttinen määrä laski lähes neljänneksellä. Syksyllä 2016 runsas kolmannes (37,6 %) lehden kirjallisuusjutuista oli kritiikkejä. Muista mielipiteellisistä juttutyypeistä toimittajien laatimien kolumnien ja kommenttien osuus väheni ja lukijoiden lähettämät keskustelupuheenvuorot katosivat tyystin, kun taas laajoista esseistä oli tullut miltei jokaviikkoinen ilmiö pelkästään kirjallisuuden osalta. Odotusten mukaisesti havaittiin kuitenkin, että populaaria julkisuutta ilmentävät featurejutut ja haastattelut olivat lisänneet osuuttaan, niiden pituus oli kasvanut keskimäärin puolella, ja ne olivat aiempaa visuaalisempia. Kritiikki ei tulosten mukaan ollut menettänyt asemiaan, sillä myös arvostelut olivat keskimäärin hieman aiempaa pidempiä ja kuvitetumpia. (Hellman ja Ruohonen 2019, 226–29.)

Toisessa Helsingin Sanomien kirjallisuusjournalismiin paneutuvassa tutkimuksessa huomio kohdistettiin kulttuuriosaston pääjuttuina oleviin henkilöhaastatteluihin. Vuodesta 2011 vuoteen 2016 kotimaisten kirjailijoiden osuus haastatteluista kasvoi. Se viestii kulttuurisivujen kasvaneesta lukijalähtöisyydestä, sillä haastatelluista nousi selvästi esille kaksi ryhmää: yhtäältä kirjailijat, jotka muutoinkin ovat valmiiksi paljon julkisuudessa, toisaalta Helsingin Sanomien omaa kirjallisuuspalkintoa tavoittelevat esikoiskirjailijat. Oletus haastattelussa käytetyn puhuttelutavan sisällöllisestä keventymisestä, yksityisen ja intiimin sfäärin korostumisesta, ei toteutunut. Jutut keskittyivät kirjailijan julkiseen rooliin. (Ruohonen ja Hellman 2020.)

Tutkimukset osoittivat, että Helsingin Sanomien kirjallisuusjournalismissa puhutellaan lukijoita käyttäen journalistisia juttutyyppejä laajasti ja monipuolisesti. Arvioiden määrä oli vakiintunut runsaaseen kolmannekseen kirjallisuusjutuista, mutta niiden rinnalle olivat tulleet toimituksen omat suositukset, lyhyet uusien kirjojen tai kirjailijoiden puffimaiset nostot, jotka ovat lähes suoria ostokehotuksia. Niiden määrä oli tarkastelujaksolla selvästi lisääntynyt (Hellman ja Ruohonen 2019, 226–27). Kun samaan aikaan erityisesti lähtöjuttuina julkaistut kirjailijahaastattelut olivat kasvaneet usein kolmen tabloidisivun laajuisiksi, niiden näkyvyys ja merkitys korostuivat. Ensinnäkin haastateltavaksi pääsevä kirjailija voi olettaa saavansa osakseen erittäin suuren huomioarvon, mikä oletettavasti vaikuttaa myös hänen teostensa myyntiin. Toiseksi lehden lukija mieltää haastatellun kirjailijan tavanomaista selvästi tärkeämmäksi henkilöksi, sillä antamalla teokselle määrällisesti suurta huomiota lehti samalla viestii tekijän merkittävyyttä sekä teoksen laatua. Samat laajat haastattelut saavat näkyvän aseman lehden digitaalisessa versiossa, jossa ne saatetaan julkaista uutisvirran kärjessä erityisinä ”timanttijuttuina”, joihin on lisätty linkkien kautta lisäaineistoa, esimerkiksi video haastattelusta.

Helsingin Sanomien kirjallisuusjournalismin analysointi viittaa siihen, että kulttuuritoimituksen rooli teosten arvottajana on myötä heikentynyt, mutta sen sijaan vahvistunut julkisuuden portinvartijana sekä teosten markkinoijana. Väitettä tukevat suoriksi ostokehotuksiksi miellettävien suositusten selvä lisääntyminen sekä kotimaisten kirjailijoiden haastattelujen painottuminen entuudestaan julkisuudessa oleviin henkilöihin ja lehden omasta kirjallisuuspalkinnosta kilpaileviin.

Haastattelun, arvion, suosituksen tai muun journalistisen puhuttelutavan välityksellä teokselle julkisuutta antava kulttuuritoimittaja jakaa ilmaista mainosta ja luo laatuvaikutelmaa. Koska lehdet toimivat aiempaa lukijalähtöisemmin, teosten suosiota tai menekkiä koskevat odotukset vaikuttavat valintoihin ja annetun huomion laajuuteen. Helsingin Sanomien kulttuuriosaston kannen ja jatkoaukeaman mittainen juttukokonaisuus Jari Tervon kirjoittamasta Vesa-Matti Loirin muistelmateoksesta saattaa myydä kirjaa tehokkaammin kuin ilmoitus huolimatta siitä, että kokonaisuuden osana julkaistu kirjan arvio oli sävyltään nihkeä (ks. Majander 2019). Päivää ennen Sofi Oksasen syksyn 2019 uutuusteoksen Koirapuiston ilmestymistä 19.9.2019 Helsingin Sanomien koko etusivun täytti Suomalaisen Kirjakaupan ilmoitus, jossa luvattiin 50 ensimmäiselle ostajalle kirjailijan signeeraama kappale. Seuraavan päivän numerossa teoksesta julkaistiin lähes sivun mittainen arvio, jonka edellä oli kulttuuriosaston avannut koko sivun kuva Oksasesta (Ruuska 2019). Peräkkäisinä päivinä julkaistut maksettu ilmoitus ja laaja kritiikki tukivat toisiaan ja vahvistivat toistensa sanomaa, vaikka mitään tietoista yhteistyötä kirjakauppa ja toimitus eivät tekisikään. Kuten tärkeiksi etukäteen arvioitujen teosten kohdalla aina, Oksasen uutuusteos oli ollut etukäteen luettavana Helsingin Sanomien arvioijalla niin, että juttu oli varmasti valmis ja julkaistavissa heti kirjan virallisena ilmestymispäivänä. Se, että arvio ei ollut ylitsevuotavan kiittelevä, ei ole niinkään merkityksellistä, koska kirjamarkkinoilla julkisuus itsessään on tärkeää, ei pelkästään sen myönteisyys. Arvio on vain yksi osa uutuusromaanin ilmestymiseen liittyvää kokonaisjulkisuutta, jota tuottavat vuorollaan kaikki journalistit genret.

Käsittely- ja puhuttelutapojen moninaisuudesta kertovat myös tutkimukset, joissa analysoitiin David Lagercrantzin ensimmäisen Millennium-kirjan Se mikä ei tapa sekä yhdysvaltalaisen Mad Men -tv-sarjan vastaanottoa Pohjoismaissa. Analyysit osoittivat ensinnäkin, että kulttuurisen välityksen kannalta ei ole suurta merkitystä sillä, ovatko teosten laatua koskevat kirjoitukset uutistyppisiä vai mielipiteellisiä, sillä molemmat ottavat osaa sekä kulttuurituotteiden esille tuomiseen että arvottamiseen. Eri genret mahdollistivat teosten käsittelyn eri näkökulmista ja eri rekistereitä hyödyntäen. Mad Meniä käsitelevät kirjoitukset kartoitettiin kaikkiaan 36 johtavasta lehdestä yhdeksän vuoden ajalta. Kirjoituksista vain lievä enemmistö (54 %) oli mielipiteellisiä eli arvosteluja, kolumneja, suosituksia, puheenvuoroja tai esseitä, ja varsinaisia arvosteluja aineistosta löytyi vain 38 (12 %). Millennium-teosta käsittelevistä kirjoituksista arvioiden osuus oli vielä pienempi (7 %), mutta molemmissa tapauksissa myös uutistyyppiset lehtijutut saattoivat kertoa teosten laadusta. (Hellman, Riegert ja Kristensen 2018, 416–19; Kristensen, Hellman ja Riegert 2019, 264–70.)

Yksi tutkimuksen löydöistä liittyy journalistien keinoihin puhua teosten laadusta välillisin keinoin. Kaikista Millennium-kirjoituksista joka kolmas viittasi tavalla tai toisella Lagercrantzin tyyliin ja joka kymmenes – Suomessa julkaistuista peräti joka kolmas – kirjan vastaanottoon ja menestykseen muissa maissa. Mad Men -kirjoituksista merkittävä osa (42 %) viittasi sarjan henkilöhahmojen kompleksisuuteen ja osapuilleen yhtä moni (42 %) sen ajankuvan tarkkuuteen. Joka kolmas (32 %) kirjoitus puhui tavalla tai toisella myönteisesti Mad Menin tuotantoarvoista. Useampi kuin joka viides kirjoitus (28 %) toi esiin sarjan saamat lukuisat palkinnot. Jos mielipiteelliset genret mahdollistivat sarjan sisäisten, esteettisten, laatuominaisuuksien esille tuonnin, uutistyyppiset tekstit nojasivat ennen muuta laadun ulkoisiin, institutionaalisiin, osoittimiin. (Hellman, Riegert ja Kristensen 2018, 417–24; Kristensen, Hellman ja Riegert 2019, 264–70.)

Merkityksellistä on sekin, ketkä näistä teoksista kirjoittivat. Lagercrantzin Se mikä ei tapa -teosta arvioivat tai kommentoivat tyypillisesti nimekkäimmät kriitikot, kulttuuriosastojen päälliköt, eräissä tapauksissa arvostetut ulkopuoliset asiantuntijat. Samaan tapaan Mad Men -sarjasta muodostui kaikissa Pohjoismaissa kulttuuriälymystön lemmikki, jota kolumnipalstoillaan tai muuten kommentoivat johtavat kriitikot ja kulttuuritoimittajat, jotka onnistuivat viittaamaan siihen esimerkkinä television laatusarjasta tai muodin trendintekijänä silloinkin, kun kirjoitukset eivät suoranaisesti käsitelleet sarjaa. Tämä kertoo teosten suuresta kulttuurisesta legitimiteetistä pohjoismaisessa keskustelussa. (Hellman, Riegert ja Kristensen 2018, 417–24; Kristensen, Hellman ja Riegert 2019, 264–70.)

5 Laadun aspektit

Viime kädessä kritiikissä on kyse teoksen laadun arvioinnista. Vaikka tässä ei ole mahdollista käydä syvällistä keskustelua siitä, mitä laatu on, valotamme kuitenkin omaa näkemystämme laadun käsitteeseen. Neuvottelu siitä, mikä edustaa hyvää ja mikä huonoa laatua, on kulttuurisen luokittelun ydinkysymys. Laatu on ollut keskeinen kriteeri, jonka perusteella on piirretty korkeakulttuurin ja viihteen, taiteen ja ei-taiteen rajoja. Kulttuuriset luokittelut ovat modernisoitumiskehityksen myötä muuttuneet aiempaa suhteellisemmiksi, jolloin luokkien rajat ovat hämärtyneet ja luokitteluperusteiden hierarkkisuus on loiventunut (Heydebrandt ja Winko 2008; Janssen ja Verboord 2015).

Tarkastelumme kannalta keskeistä on, että kulttuurituotteiden symbolista arvoa ja laatua koskevat käsitykset syntyvät diskursiivisesti sosiaalisessa vuorovaikutuksessa, jossa eri toimijoiden resursseilla ja heidän keskinäisillä valtasuhteillaan on ratkaiseva merkitys (Janssen, Verboord ja Kuipers ym. 2011; Verboord, Kuipers ja Janssen 2015). Pierre Bourdieu erottelee toisistaan taiteen tai kulttuurin porvarillisen, populaarin ja erityisen legitimiteetin, joista ensimmäinen viittaa sen saamaan esteettiseen (kriittiseen), toinen taloudelliseen (suosioon perustuvaan), ja kolmas ammatilliseen (kollegiaaliseen) hyväksyntään (Bourdieu 1993; ks. myös Scardaville 2009; Schmutz 2016). Vaikka kulttuurista legitimiteettiä koskeva teoria kiinnittää huomiota lähinnä kentän institutionaalisiin toimijoihin, ”osallistumiselle avoimen kulttuurin” (Jenkins 2006) aikakaudella korostuu se, että myös yleisö ottaa osaa kulttuurituotteiden laadusta käytävään keskusteluun sosiaalisen median foorumeilla (Kammer 2015), sekä suosittelee sisältöjä tai antaa niistä arvosanoja erilaisilla jakamisalustoilla (Jaakkola 2019).

Laatuun sisältyy neljä eri aspektia, jotka ovat osittain toisiaan täydentäviä, mutta myös keskenään kilpailevia. Nämä aspektit voidaan nimetä taiteelliseksi, kaupalliseksi, ammatilliseksi ja vastaanottajan/lukijan kokemaksi laaduksi. Perinteisesti taiteellinen ja kaupallinen laatu on nähty toisilleen vastakkaisiksi, jolloin ammatillisen ja lukijan laadun voidaan ajatella toimivan kahden edellisen välittäjinä. Aspektit ovat vuorovaikutuksessa toisiinsa, eikä yhdelläkään kentän toimijalla ole yksinoikeutta tiettyyn laadun aspektiin. Kaikki neljä laadun aspektia ovat mukana laatua koskevassa yhteiskunnallisessa neuvottelussa. (Ks. tarkemmin Hellman, Riegert ja Kristensen 2018, 410–12.) Laadun aspektit on tiivistetty kuvioon 1.

Kuvio 1. Laadun aspektit.

Laadun aspekteissa on muistettava, että niistä voi olla toisistaan täysin poikkeavia käsityksiä. Ne eivät ole tasavertaisia, vaan jotkut niistä ovat legitiimimpiä kuin toiset. Laatu ei ole tuotteen, esimerkiksi kirjan tai televisiosarjan, absoluuttinen ominaisuus, vaan aina suhteessa muihin vastaaviin tuotteisiin ja laadun määrittelijän omaksumiin kriteereihin. Kaupallisen laadun osalta teokset eroavat toisistaan myyntipotentiaaliltaan, ammatillisen laadun osalta ilmaisukeinojen hallinnaltaan ja tuotantoarvoiltaan. Lukijan kokema laatu vaihtelee sen mukaan, lähestyykö hän teosta esteettisesti vaiko kokemusperäisesti. Kun puhutaan teoksen taiteellisesta laadusta, viitataan yleensä sen sisäisiin laatuominaisuuksiin eli muotoon, ilmaisuun ja sisältöön, joiden suhteen teokset erottuvat toisistaan, mutta sitä arvioidaan myös palkinnoilla ja tunnustuksilla, joita puolestaan voidaan pitää teoksen ulkoisina laatuominaisuuksina. (Hellman, Riegert ja Kristensen 2018, 409–12.)

Olemme tarkastelleet journalistien suhteellisen autonomista kykyä määritellä kulttuurituotteiden laatua ja oikeutusta. Journalistien erityinen rooli kulttuurisina välittäjinä piilee siinä, että eri genrejä edustavissa jutuissaan he voivat nostaa esille keskenään kilpailevia laatukäsityksiä. Vaikka kritiikit perinteisesti korostavat taiteellista laatua, siis teoksen muotoa, sisältöä ja ilmaisua, niissä saattavat korostua kaupalliset tai lukukokemukseen liittyvät näkökulmat. Vastaavasti teoksen kaupallisia laatuaspekteja korostava reportaasi voi viitata sen taiteellisiin tai ammatillisiin ansioihin. (Hellman, Riegert ja Kristensen 2018, 412–13.)

Journalistit eivät toimi kulttuurin kentällä yhtäläisin resurssein. Suuren median toimittajalla on tavoittamansa julkisuuden ansiosta enemmän laatua koskevaa määrittelyvaltaa kuin pienen julkaisun toimittajalla. Johtavan sanomalehden kriitikolla voi olla sekä oman henkilökohtaisen taustansa että työyhteisönsä myötä enemmän kulttuurista pääomaa määritellä tuotteiden esteettistä laatua kuin iltapäivälehden viihdetoimittajalla, mutta jälkimmäinen voi olla avainasemassa, kun pohjustetaan tuotteiden suosiota ja niiden taloudellista oikeutusta (Baumann 2001; Hellman ja Haara 2018). Kulttuuriteollisuuden tuottama PR-aineisto saattaa vaikuttaa molempien näkemyksiin ja välittyä journalistien kautta muovaamaan yleisön käsityksiä (Schmutz 2016). Tekijän aiemman menestyksen ja palkintojen, samoin sen, kuinka arvostettu kulttuurituotteen tuottaja tai julkaisija on, on havaittu vaikuttavan journalistien antamaan tunnustukseen (Janssen 1997; Verboord, Kuipers ja Janssen 2015). Meitä kiinnostavat kulttuurijournalistien keinot ilmaista ja merkitä teosten ja esitysten taiteellista laatua, ja paneudumme lopuksi niihin.

6 Typologia: laadun merkitsemisen keinot

Tarkastelumme lopputuloksena esitämme typologian, joka kuvaa niitä journalistisia keinoja, joita kulttuuritoimittajilla ja kriitikoilla on käytössään halutessaan ilmaista jonkin teoksen tai esityksen edustavan joko hyvää tai huonoa laatua. Typologia tarjoaa metodologisen ratkaisun kulttuurijournalismin määrälliseen ja laadulliseen tutkimukseen. Se palvelee konkreettisen tutkimuksen analyyttisena kehikkona. Typologia nojaa omista aiemmista tutkimuksistamme keräämäämme kokemukseen (ks. Hellman, Riegert ja Kristensen 2018; Hellman ja Haara 2018; Kristensen, Hellman ja Riegert 2019; Hellman ja Ruohonen 2019; Ruohonen ja Hellman 2020.)

Taulukon 1 typologia journalismin keinoista laadun merkitsemiseksi on velkaa aiemmalle journalismin tutkimukselle. Andersson (2013) sekä Uribe ja Gunter (2004) ovat analysoineet tabloidisaation vaikutuksia journalismiin vastaavan kaltaisen analyyttisen viitekehyksen avulla. Runkona oleva kolmijako journalismin muotoihin, puhuttelutapoihin ja sisältöihin kattaa keskeisen välittämiskeinojen valikoiman ja osoittaa tarvittavat tarkastelu-ulottuvuudet. Kehikon sisällä muuttujia – samoin kuin niihin liittyviä mittareita tai osoittimia – voidaan karsia tai lisätä tarpeen mukaan, kuten aiemmissa tutkimuksissa on tehty. Koska muuttujat ja mittarit perustuvat omien tutkimustemme tarpeisiin, ne eivät kata tyhjentävästi kaikkia journalismin muotoon, puhuttelutapaan ja sisällöllisiin ilmaisukeinoihin liittyviä tekijöitä, mutta uskomme niiden tarjoavan käyttökelpoisen analyyttisen mallin jatkotutkimuksille.

Tarkastelu-ulottuvuusMuuttujaMittarit
Muotoa) Jutun sijoittelu
  • Lähtöjuttu vai ei
  • Sivun pääjuttu vai ei
 b) Jutun status
  • Pääjuttu vai kainalojuttu
  • Kirjoittajan status
 c) Jutun laajuus
  • Sivumäärä
  • Palstasenttien/rivien määrä
 d) Jutun kuvitus
  • Kuvien määrä
  • Kuvien koko
 e) Jutun julkaisuajankohta
  • Ennakko- vai jälkijuttu
  • Ilmestymispäivän juttu vai ei
Puhuttelutapaa) Jutun genre
  • Genreluokitus
 b) Jutun lähestymistapa
  • Vakava vs. populaari
  • Esteettinen vs. journalistinen
 c) Jutun luonne
  • Neutraali vs. arvottava
 d) Jutun näkökulma
  • Julkinen vs. intiimi
Sisältöa)”Ulkoinen” laatu
  • Teoksen myyntimenestykseen liittyvät lausumat
  • Palkintoihin liittyvät lausumat
  • Arvostelumenestykseen liittyvät lausumat
 b) ”Sisäinen” laatu
  • Ilmaisuun liittyvät lausumat
  • Muotoon liittyvät lausumat
  • Sisältöön liittyvät lausumat

Juttujen muotoon liittyvät laadun muuttujat ilmaisevat niiden ulkoisia ominaisuuksia. Jutun sijoittelulla on suuri merkitys, kun arvioidaan tarkastellun teoksen arvottamista. Kulttuuriosaston kansijutuksi nostettu haastattelu tai arvostelu viestii kohteen tärkeydestä; sivun yläreunaan nostettu juttu on arvokkaammalla paikalla kuin alareunaan sijoitettu. Jutun statuksen merkityksestä kertoo se, että pääjuttuna julkaistu arvio näyttää painokkaammalta kuin haastattelun kainaloon sijoitettu, ja että arvostetun pääkriitikon teksti on painavampi kuin vasta kentälle tulleen freelancerin. Jutun saama palstatila, jota voidaan mitata palstasentteinä tai rivimäärinä, viestii arvostuksesta, samoin jutun yhteydessä julkaistujen kuvien määrä ja koko. Mitä laajemmin ja näyttävämmin kirjoitus on julkaistu, sen suurempi on sen laadusta viestivä painoarvo. Jutun julkaisuajankohdallakin voidaan viestittää kulttuurituotteen laatua; kirjojen kohdalla arvostetuimmat teokset arvioidaan heti niiden ilmestymispäivänä.

Juttujen puhuttelutapaan liittyvistä muuttujista jutun genre on kenties tärkein. Kritiikki tarjoaa parhaat mahdollisuudet laatua koskevien arvostelmien tekemiseen, mutta kulttuurisen välittämisen näkökulmasta yksin kritiikit eivät kuitenkaan ole tärkeitä, vaan huomioon on otettava kaikki journalistiset genret. Myös uutiset, haastattelut, kolumnit ja erityisesti erilaiset suositukset viestivät tuotteen kulttuurisesta arvosta ja legitimiteetistä. Edelleen on mahdollista tarkastella, onko jutun lähestymistapa tuotteeseen populaari vaiko vakava, journalistinen vaiko esteettinen. Vakava, esteettinen lähestymistapa viittaa laatuun voimakkaammin kuin populaari, journalistinen lähestymistapa. Vastaavasti laatuun liittyvästä kannasta viestii, jos jutun luonne on neutraalin sijasta arvottava. Lähestyykö juttu kirjailijaa tai taiteilijaa hänen julkisen roolinsa vaiko intiimin yksityiselämänsä näkökulmasta, viestii laadusta: julkisen roolin kautta piirretty kuva kertoo arvostuksesta, yksityiselämään painottuva haastattelu yhdistyy populaariin julkisuuteen.

Lopuksi journalismin sisältöön liittyvinä keinoina malli nostaa esiin erilaiset kulttuurituotteiden ulkoisin ja sisäisiin laatuominaisuuksiin liittyvät lausumat. Ulkoisiin laatuominaisuuksiin lukeutuvat kaikki viittaukset tuotteen sellaisiin ominaisuuksiin, jotka eivät ole itse tuotteessa, mutta jotka edustavat laatua, kuten maininnat niiden saamista palkinnoista ja kriitikoiden esittämistä kiitoksista. Samaan ryhmään lukeutuu tuotteen kytkeminen johonkin laadusta viestivään luokkaan, esimerkiksi tv-sarjan kutsuminen laatusarjaksi tai sen kuuluminen arvostetun tuotantoyhtiön ohjelmistoon. Sisäisiä laatuominaisuuksia ovat viittaukset teoksen esteettisiin ominaisuuksiin eli sen muotoon, ilmaisuun ja sisältöön. Esimerkiksi televisiosarjan sisäisistä laatuominaisuuksista puhutaan silloin, kun sen rakennetta kiitetään romaaninomaisuudesta (muoto), kerrontaa tarkasta ajankuvasta (ilmaisu) tai sen tematiikan sanotaan käsittelevän oivaltavasti tarkastelemansa aikakauden, vaikkapa 1960-luvun, kulttuurisia jännitteitä (sisältö).

Typologian kaikkia ulottuvuuksia on mahdollista tutkia niin määrällisesti kuin laadullisestikin ja käyttää niitä sekä tapaustutkimuksissa että laajempien kehitystrendien analyyseissä sisällönanalyysin luokittelurunkona. Sen avulla on mahdollista vertailla yksittäisten teosten vastaanottoa mediassa, ja se on käyttökelpoinen tutkittaessa kulttuurijournalismin muotojen, puhuttelutapojen ja sisällöllisten painotusten pidemmän aikavälin kehitystä. Se on joustava ja mahdollistaa muuttujien samoin kuin mittarienkin tarkentamisen, karsinnan ja lisäämisen kulloisenkin tutkimusintressin mukaan.

7 Lopuksi

Olemme tarkastelleet artikkelissa kulttuuritoimittajien ja kriitikoiden toimintaa kulttuurisina välittäjinä uudessa mediaympäristössä, jossa institutionaalisen päivälehtikritiikin asema on kyseenalaistunut, ja sen rinnalle on tullut ei-institutionaalinen, vernakulaarinen kritiikki. Huolimatta digitaalisen ja sosiaalisen median uusien alustojen noususta, päivälehdissä työskentelevät kriitikot ja toimittajat osallistuvat edelleen keskeisellä tavalla kulttuurituotteiden ja erilaisten teosten portinvartiointiin, arvottamiseen ja markkinointiin. Nämä kolme funktiota ovat vuorovaikutuksessa keskenään; käytännön journalistisessa työssä niiden rajat ovat liukuvat. Sanomalehtikritiikin asema on yhä medioituneemmassa yhteiskunnassa muuttunut: kritiikin lisäksi myös muilla journalismin genreillä luodaan ja pidetään yllä arvostuksia. Keskittyminen yksistään kritiikkiin on näkökulmana suppea, sillä se jättää sivuun journalistisen vaikuttamisen ja sen keinovalikoiman kokonaisvaltaisuuden.

Kulttuuritoimittajien ja kriitikoiden toiminnan mainitut kolme ulottuvuutta realisoituvat teksteinä. Jo yksittäinen journalistinen teksti voi toimia samanaikaisesti joltakin puoleltaan portinvartijana, toiselta kulmaltaan arvottavana ja kolmannelta kohdaltaan se voi tarkoituksella tai tahtomattaan markkinoida esittelemäänsä tuotetta tai teosta. Varsinaisten kritiikkien rinnalle ovat tulleet lyhyet, iskevät, myyntipuheen kaltaiset toimituksen suositukset uutisissa, haastatteluissa ja featurejutuissa. Kulttuurituotteille ja niiden tekijöille annetun fyysisen palstatilan laajuus indikoi merkittävyyttä ja laatua.

Artikkelimme teoreettis-metodologisessa osuudessa olemme luoneet typologian, jonka avulla journalististen tekstien muotoon, puhuttelutapoihin ja sisältöihin yhdistyviä laadullisia piirteitä voidaan määrällistää ja ottaa ne empiirisen tutkimuksen kohteiksi. Siten tekstit avautuvat kokonaisvaltaisemmin. Näin voidaan osoittaa, miten ne kehystävät kohdettaan erilaisin journalistisin keinoin ja millaiseen kontekstiin ne sen asettavat. Se avaa jatkotutkimuksille uuden ja arviomme mukaan hyvin kiinnostavan lähtökohdan. Tutkittaessa medioita printistä ja perinteisistä sähköisistä viestimistä uusimpiin digitaalisiin verkkofoorumeihin kannattaa miettiä kunkin välineen ominaislaatua ymmärtäviä typologioita, jotka mahdollistavat niissä tarkasteltavien kulttuurituotteiden kritiikeissä ilmenevien, sisältöön, muotoon ja puhuttelutapoihin liittyvien laatuaspektien tarkemman analysoinnin.

Lähteet

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Viitteet

[1] Sosiologi Bernard Lahiren (2004) mukaan maku ja kulutusvalinnat eivät ole staattisia ja yksinomaan sosiaalisesti määräytyviä, vaan sekä yksityisiä että sosiaalisesti jaettuja toimintoja, jolloin kulttuurin kulutus voi olla samaan aikaan sekä julkista että yksilöllistä.

[2] Purhosen tutkimusryhmän analyysi kohdistui kuuden eurooppalaisen maan johtaviin päivälehtiin vuosina 1960–2010. Suomesta analyysissa oli mukana Helsingin Sanomat.

[3] Deterministisen ajatustavan kritiikkinä ks. Williams 1974, 126–27.

[4] Vuonna 2018 palkinto oli 18 000 euroa jokaiselle palkitulle.

Kategoriat
1/2020 WiderScreen 23 (1)

Taidelähtöinen elokuvakritiikki verkkojulkaisemisen aikakaudella

elokuva, elokuvakritiikki, kritiikki, kulttuurijournalismi

Outi Hakola
outi.j.hakola [a] helsinki.fi
FT, Dosentti
Alue- ja kulttuurintutkimus
Helsingin yliopisto

Viittaaminen / How to cite: Hakola, Outi. 2020. ”Taidelähtöinen elokuvakritiikki verkkojulkaisemisen aikakaudella”. WiderScreen 23 (1). http://widerscreen.fi/numerot/2020-1/taidelahtoinen-elokuvakritiikki-verkkojulkaisemisen-aikakaudella/

Tulostettava PDF-tiedosto


Kulttuurijournalismista keskusteltaessa mainitaan usein alan kriisiytyminen 2000-luvulla, jolloin perinteiset julkaisukanavat, kuten sanomalehdistö, alkoivat vähentää kulttuurin ja kritiikin näkyvyyttä ja näiden julkaisema kritiikki alkoi siirtyä taidelähtöisestä kirjoittamisesta kohti journalistisista uutisarvon painottumista. Samaan aikaan verkkojulkaiseminen kasvoi ja mukaan tuli uusia toimijoita aina uusista elokuvajulkaisuista harrastelijakirjoittajiin saakka. Kulttuurijournalismin tutkimus on pääosin keskittynytkin julkaisupolitiikkaan, ja harvemmin keskusteluun on tuotu mukaan esimerkiksi elokuvakritiikin sisällöllisiä kysymyksiä, jotka yhtä lailla ovat liittyneet pelkoihin ja huoliin kritiikin kriisistä. Tässä artikkelissa lähestyn aihetta elokuvakritiikin sisältöelementeistä käsin ja pohdin, millaisena elokuva nähdään tämän hetken kotimaisessa verkkokritiikissä. Aineistona toimii Film-O-Holic.comissa julkaistut ensi-iltakritiikit ajalla 1.1.2016–13.9.2019. Aineisto on käsitelty digitaalisen tutkimuksen tarjoamin keinoin ja metodina toimii sisällönanalyysi, joka kohdistuu siihen, millaisiin elementteihin kriitikot kiinnittävät huomiota ja miten he arvottavat erilaisia elokuvia. Keskeisenä huomiona nostan esille, että vaikka elokuvakritiikkiä on syytetty pinnallistumisesta ja viihteellistymisestä, verkko on tarjonnut mahdollisuuksia myös perinteisen taidelähtöisen kritiikin julkaisemiselle.

Johdanto

Keskustelu kulttuurijournalismista on ollut vilkasta viime vuosina, koska monet alan toimijat – taiteilijat, journalistit ja osin myös yleisö – ovat kokeneet alan olevan kriisissä. Muun muassa Maarit Jaakkola (2017) osoittaa, että erityisesti 2010-luvulla kulttuurijournalismista on puhuttu toistuvasti kriisiin, huoleen ja kamppailuun liittyvien ilmaisujen kautta. Kriisipuhe kytkeytyy kulttuurijournalismin aseman muutokseen sen perinteisellä julkaisukanavalla, lehdistössä. Kulttuuritoimituksia on lakkautettu tai pienennetty ja perinteisen median puolella kulttuuriuutisille, mukaan lukien kritiikeille, on vähemmän tilaa (ks. Jaakkola 2015). Samaan aikaan perinteisen median supistaessa kritiikeille varattua tilaa ovat verkon puolella kasvaneet erilaiset julkaisumahdollisuudet. Verkkojulkaiseminen on mahdollistanut uusien toimijoiden, mukaan lukien yleisöedustajien, esille nousun. Ammattikriitikoiden portinvartijanasema on horjunut ja kritiikin kirjoittajien, sisällön ja muodon moninaistuessa etenkin osa kriitikoista on osoittanut huolensa kritiikin tason ja arvostuksen mahdollisesta laskusta. Syiksi he ovat tunnistaneet näkyvyyden laskun perinteisessä mediassa, kaupallistumisen, tekstien lyhenemisen ja viihteellistymisen (Hakola 2015). Kriisipuhe toimii tietynlaisena lähtökohtana myös tälle artikkelille, mutta sen sijaan, että keskittyisin mahdollisen kriisin olemassaolon pohdintaan, tavoitteenani on tutkia kotimaisen verkkokritiikin sisältöä ja tyyliä tämän oletetun kriisin keskellä.

Kulttuurijournalismin ja elokuvakritiikin kriisipuhe kytkeytyy alan historialliseen muovautumiseen. Vaikkakin ensimmäiset elokuvakritiikit julkaistiin jo 1920-luvulla, kulttuurijournalismin perinteet muotoutuivat ja ammattimaistuivat vasta 1950-luvulta alkaen. Samaan aikaan esille noussut nuori kirjoittajasukupolvi alkoi korostaa elokuvaa taidemuotona ottaen mallia pitkälti ranskalaisesta Cahiers du Cinéma -elokuvajulkaisusta, jossa ihailtiin eurooppalaista taide-elokuvaa ja parjatun yhdysvaltalaisen massaviihteenkin parista pyrittiin tunnistamaan sellaisia tekijöitä, joiden voitiin nähdä täyttävän palvotun taiteilijan, auterin, roolin. Tässä muodossaan omaleimaisesta tekijyydestä ja sen tunnistamisesta tuli keskeinen mittari elokuvien arvioinnissa. Taidemuodon ohella kriitikot arvostivat sekä elokuvien että elokuvakritiikin poliittisuutta. Arvioissa pyrittiin nostamaan elokuvan arvostusta yleisön silmissä korostamalla elokuvien esteettisyyttä ja yhteiskunnallisuutta. Nämä lähtökohdat säilyivät osana kotimaista kulttuurijournalismia aina 1900-luvun lopulle, vaikka ala alkoikin vähitellen painottaa journalistisia arvoja, jotka huomioivat uutisarvoisuuden ja kaupallisuuden ikään kuin vaihtoehtona usein elitistisenä näyttäytyvälle kriitikkokunnalle. (Hellman, Jaakkola & Salokangas 2017; Hurri 1993; Kivimäki 1999; 2001; Pantti 1998.) Jännite esteettisten ja journalististen arvojen välillä yhä edelleen luonnehtii keskustelua kulttuurijournalismin ja (elokuva)kritiikin tilasta niin Suomessa kuin kansainvälisesti.

Uudelle vuosituhannelle siirryttäessä kritiikki säilytti vahvan asemansa, mutta valittuja näkökulmia alkoi hallita uutisarvoisuus ja markkinoinnin merkitys. Heikki Hellman ja Maarit Jaakkola ovatkin tunnistaneet, että kulttuurijournalismin painopiste siirtyi taiteellisista arvoista suosittujen teemojen esille nostoon (Hellman & Jaakkola 2009). Laajemmin kritiikin kentällä on tunnistettu siirtyminen esteettisistä arvoista kohti viihteellisyyttä ja ilmiöraportointia. Samalla taidelähtöinen näkökulma, joka painottaa teoksen laadun arviointia, on jäänyt sivummalle. (Elfving 2004; Hellman 2009; Hellman, Jaakkola & Salokangas 2017; Herkman 2005.)

Tässä kohtaan kentälle saapunut verkkokritiikki kasvatti erilaisia julkaisumahdollisuuksia ja eri julkaisuilla oli myös erilaisia tapoja ratkaista suhtautumisensa kritiikin kirjoittamiseen. Suomessa perustettiin muun muassa Film-O-Holic.com (1998), Filmgoer (1999) ja Leffatykki (2001) -sivustot. Kaksi ensimainittua on keskittynyt päätoimitettuun sisältöön, kun taas Leffatykki on tarjonnut julkaisualustan kaikille kiinnostuneille kirjoittajille. Mervi Pantin (2002) mukaan verkon mukaan tulo synnytti muutoksen valtasuhteisiin: katsojille, joille taidelähtöinen kritiikki oli toisinaan vaikuttanut elitistiseltä ja katsojien maailmasta vieraantuneena, mahdollisuus lukea toisten katsojien kirjoittamia arvioita oli tervetullut. Vuosien varrella elokuvasta verkossa julkaisevien toimijoiden määrä on kasvanut sitä mukaa, kun perinteisten medioiden arvostelut ovat siirtyneet yhtä lailla verkosta saataville, uusia sivustoja, sosiaalisen median kanavia, blogaajia ja tubettajia on liittynyt keskusteluun. Siinä missä perinteinen journalistinen lähestymistapa elokuvaan ja elokuvakritiikkiin on muuttunut, elokuvasta keskusteleminen ja sen arvottaminen on monipuolistunut digitaalisen kulttuurin myötä. Yhä useampi myös ammattikriitikoistakin näkee, että verkkojulkaiseminen on vaihtoehto, ei uhka monipuoliselle ja laadukkaalle kritiikille (Hakola 2015).

Onkin todettava, että ainakin määrällisesti elokuvakritiikki on ollut pikemminkin kasvussa kuin vähenemässä, mikä kehystää mielenkiintoisella tavalla alan kriisikeskustelua. Maarit Jaakkola onkin todennut tutkimuksessaan, että kriisipuhe kulttuurijournalismista ja taidekritiikistä luo kehyksen keskustelulle, joka korostaa aihepiirin kiinnostavuutta ja kulttuurista merkittävyyttä. Kriisipuheen kautta aihetta saadaan siirrettyä marginaaleista keskustaan ja siitä on muodostunut tapa puolustaa kulttuurijournalismin laadukkuutta ja ylipäänsä kulttuurin arvostamista. (Jaakkola 2017.) Puhuttaessa kulttuurijournalismin kriisistä onkin hyvä huomata, että samaan aikaan mahdollisuuksia monimuotoiseen kirjoittamiseen on avautunut muualla.

Vaikkakin verkkokritiikkiä ei ole helppoa, tai aina tarkoituksenmukaistakaan, kategorisoida yksinkertaistaviin kategorioihin, voidaan siitä erotella yleisön vertaiskirjoittamat ja päätoimitetut sisällöt. Jaakkola huomioi, että vertaisarvostelijat eivät toimi kulttuuri-instituutioiden maailmassa, vaan kokevat olevansa pikemminkin yleisön edustajia kuin kriitikoita. He eivät arvioi elokuvia johdonmukaisesti tai koe velvollisuutta tekijöitä tai tuottajia kohtaan, vaan he valitsevat kohteensa oman tai yleisönsä kiinnostusten mukaan, ja hakevat merkityksiä henkilökohtaisten kokemusten, kuluttamisen ja osallistumisen kautta. Heille elokuvien konteksti, taide tai taitelijoiden näkökulma ei ole yhtä merkittävä kuin aiheen hetkellinen kiinnittyminen omaan kokemusmaailmaan. (Jaakkola 2018.) Mattis Freyn tutkimus yhteiskritiikin sivustoista, kuten Rotten Tomatoes tai IMDb, nostaa esille saman huomion. Vertaiskritiikki toimii pitkälti sosiaalisena verkostona samoista asioista kiinnostuneille kuluttajille, jotka haluavat kurkistaa elokuvan vastaanottoon kiiltävien markkinointipuheiden takana. Sen sijaan tämä yhteistoiminta ei ole varsinaisesti korvannut päätoimitettua elokuvakritiikkiä, jolla on edelleen elokuvakatsojien keskuudessa arvostusta ja näkyvyyttä. (Frey 2015.) Päätoimitettu kritiikki ei lähtökohtaisesti keskity vain tiettyihin, itseä jo ennalta kiinnostaviin teoksiin, mikä takaa elokuvakulttuurin laajan läsnäolon verkossa.

Vaikka verkossa onkin monenlaista elokuvasta keskustelua, sinne mahtuu muutakin kuin viihteellisiä arvoja korostavaa kirjoittamista. Myös niin sanotun taidelähtöisen elokuvakritiikin perinne on siirtynyt verkon puolelle. Eri tutkijat ja kriitikot ovat määritelleet taidelähtöistä kritiikkiä siten, että siinä missä suurelle yleisölle kritiikki näyttäytyy ennen kaikkea elokuvan laadun tai katselukokemuksen arvottamisena, pyrkii taidekritiikki tämän lisäksi analysoimaan elokuvaa taiteellisena, historiallisena, kulttuurisena, yhteiskunnallisena ja poliittisena välineenä (Carroll 2009; Clayton & Klevan 2011; Orlik 2016). Näiden määrittelyjen mukaisesti kritiikin pitää pystyä herättämään kiinnostusta ja ymmärrystä elokuvan taidemuodosta, tulkita merkityksiä, asettaa elokuva erilaisiin konteksteihin, ja vertailla sekä tunnistaa luokitteluihin liittyviä ilmiöitä. Siten teoksen ansioiden tai puutteiden arviointi on vain osa taidekritiikkiä. Yhtä lailla kritiikin tulee osallistua teoksen merkitysten tulkintaan ja analysoimiseen.

Vaikkakin erottelu taidelähtöiseen kritiikkiin, viihteelliseen ja/tai uutisarvoisuutta painottavaan kritiikkiin ja yleisön jäsenten kulutuskeskeiseen kritiikkiin yksinkertaistaa moninaista verkossa tapahtuvaa elokuvakeskustelua, auttaa tämä luokittelu tunnistamaan, ettei kritiikkiä ole mahdollista tai edes suotavaa pyrkiä käsittelemään yhtenäisenä ilmiönä, vaan näillä kaikilla on omat käyttötarkoituksena elokuvasta kiinnostuneelle yleisölle. Viime vuosina keskustelu on painottunut pohtimaan yleisön roolia ja kritiikin viihteellistymistä, joten tässä artikkelissa tarkastelen verkossa toimivaa Film-O-Holic.com -elokuvajulkaisua, joka on luonut itselleen profiilin perinteisen taidekritiikin edustajana, jolle elokuvakeskustelussa painottuvat tekijyyden, esteettisyyden ja yhteiskunnallisuuden näkökulmat. Tutkin, millaisiin elementteihin julkaisun kriitikot kiinnittävät huomiota, millaisen kuvan he luovat nykymuotoisesta taidekritiikistä suomalaisessa kontekstissa, ja miksi he kokevat tärkeäksi keskustella elokuvasta taiteen, ei niinkään populaarikulttuurin lajina.

Aineisto ja metodit

Tutkimuksen aineistona toimii 590 suomalaista elokuvakritiikkiä. Aineisto on kerätty Film-O-Holic.com -verkkolehden sivuilta, jossa kritiikit on julkaistu ajalla 1.1.2016–13.9.2019. Viikoittain julkaistavaa elokuva-arvosteluihin perustuvaa lehteä julkaisee Filmiverkko ry, joka on perustettu vuonna 1998, ja jonka rinnakkaisjulkaisu on tutkimukseen painottunut WiderScreen. Elokuva-arvostelujen ohella Film-O-Holic.com julkaisee elokuvatekijöiden haastatteluja ja artikkeleita elokuvafestivaaleista. Lehti on julkaissut elokuvakritiikkejä verkossa jo yli 20 vuoden ajan ja on yksi Suomen ensimmäisistä (edelleen julkaistavista) verkkolehdistä. Tämä tekee lehdestä erityisen kiinnostavan tutkimuskohteen, sillä lehdellä on pitkä perinne verkkojulkaisussa samaan aikaan kun elokuvakulttuuri on siirtynyt yhä enemmän arvostelujen julkaisemiseen verkossa perinteisten painettujen sanomalehtien kulttuurisivujen sijasta.

Verkossa julkaiseminen on mahdollistanut alusta asti vapaamman ja laajemman ilmaisumuodon, jolloin kritiikkiä ei rajoita käytettävissä olevan palstatilan määrä. Lisäksi aineistoon vaikuttaa se, että monella Film-O-Holic.comin kriitikolla on koulutustausta elokuvan tai audiovisuaalisen kulttuurin parissa. Lehti mainostaa itseään näiden alojen opiskelijoille mahdollisena kirjoitusalustana. Verkkolehti myös seuraa omaa lukijakuntaansa ja heillä on kuukaudessa noin 120 000 kävijää, joista puolet käy sivuilla toistuvasti. Lukijakyselyn mukaan aktiivikävijät ovat pääasiassa yli 30-vuotiaita. (Film-O-Holic.com 2019.) Aineisto keskittyy siten verkossa julkaistaviin, toimitettuihin elokuva-arvosteluihin, mikä samaan aikaan kuvastaa elokuvakritiikin sekä tyypillistä että epätyypillistä tilannetta.

Aineisto asettaa myös rajoituksia tulosten yleistettävyydelle. Ensinnäkin aineistoa on kerätty vain yhdestä elokuvajulkaisusta, mikä painottaa tämän lehden käytänteitä eikä anna kattavaa kuvaa laajemmasta elokuvakritiikin tyylistä ja tilanteesta Suomessa. Toisekseen aineisto on ainoastaan verkossa julkaistua materiaalia, ja siihen pätee siten erilaiset tyylilliset mahdollisuudet ja rajoitteet kuin esimerkiksi perinteisissä painetuissa mediajulkaisuissa. Kolmanneksi aineiston ja tulosten tulkinnassa on huomioitava, että olen itse paitsi elokuvan ja elokuvakritiikin tutkija, myös osa Film-O-Holic.comin toimituskuntaa ja aineiston aikarajauksella mukaan on valikoitunut 10 kirjoittamaani kritiikkiä. Vaikkakin kohdennan itsekirjoittamieni kritiikkien analyysiin ainoastaan määrällistä analyysiä, on muun muassa tutkimusasetelman valintaan vaikuttanut se, että minulla on henkilökohtainen suhde tutkimuskohteeseen. Elokuvakriitikon katse mahdollistaa aineiston lukemisen moninaisista näkökulmista ja lisää myös kokemuksellista ymmärrystä tutkimuskohteesta. Samalla se kuitenkin haastaa pohtimaan tutkimuseettisiä näkökulmia, ja tässä tutkimuksessa tutkimusmetodin johdonmukaisuudella olen pyrkinyt vähentämään mahdollista oman kokemuksen vaikuttavuutta suhteessa tutkimustuloksiin.

Tutkimusaineisto on analysoitu sekä määrällisen että laadullisen sisällönanalyysin keinoin. Sisällönanalyysi pyrkii tunnistamaan tutkittavasta aineistosta samankaltaisuuksia ja eroja sekä löytämään erilaisia selittäviä tekijöitä tai kulttuurisia malleja, joiden avulla tutkittavasta ilmiöstä voidaan saada tietoa. Tässä tutkimuksessa sisällönanalyysissä on ollut kolme vaihetta, joissa on hyödynnetty digitaalisen tutkimuksen keinoja tekstilouhinnan ja apuohjelmien käytöllä.

Ensimmäisessä tutkimusvaiheessa aineisto on kerätty louhimalla sivuston elokuvateatterilevityksessä olleet arvostelut (valkokangas-niminen alasivusto) valitulta aikajaksolta. Tämän jälkeen tietokoneavusteisesti on laskettu arvosteluihin liittyviä metatietoja: kritiikkien määrä, kirjoittajien määrä ja sukupuoli, kritiikkien pituus, annettujen tähtien määrä, kritiikin kohteena olevien elokuvien nimet, tuotantovuodet, tuotantomaat, genret ja Suomen elokuvasäätiön laskemat katselumäärät suomalaisissa elokuvateattereissa (SES 2019). Näiden metatietojen pohjalta analysoin yleisellä tasolla elokuvakritiikin kirjoittamiseen vaikuttavia piirteitä.

Toisessa vaiheessa aineiston tekstiosuudet (pois lukien kritiikkien kuvituskuvat) on syötetty Voyant Tools -ohjelmaan, jota hyödynnetään erityisesti sisällönanalyysin yhteydessä (Sinclair & Rockwell 2019). Ohjelma laskee käytettyjen sanojen ja ilmaisujen määriä ja sitä kautta antaa viitteitä tekstien tyypillisimmistä piirteistä. Näiden ilmaisujen kautta tavoitteena on nostaa esille, millaisista sisällöistä elokuvakritiikeissä kirjoitetaan.

Kolmannessa vaiheessa nostan aiempien kahden vaiheen pohjalta muutaman tekstin lähemmän analyysin ja tarkastelun kohteeksi. Tämä laadullinen sisällönanalyysi auttaa pääsemään määrällisen tutkimuksen asettamien rajoitusten taakse ja antamaan käytännönläheisemmän ja konkreettisemman kuvan elokuvakritiikkien tyylipiirteistä. Aineistossa oli yhteensä 14 viiden tähden arvioita, ja lähempään tarkasteluun valitsin näiden lisäksi vastaavan määrän, eli neljätoista yhden tähden artikkelia. Yhden tähden artikkeleiden valinnan toteutin satunnaisotoksella siten, että kultakin kirjoittajalta mukaan otettiin vain yksi arvio ja esille pääsi sekä kotimaista että ulkomaista tuotantoa. Laadullisesti tarkasteltavan aineiston analyysissä on hyödynnetty Atlas.ti -ohjelmaa, joka auttaa tekstin toistuvien teemojen, mielenkiintoisten kohtien ja keskeisten esimerkkien kartoittamisessa ja järjestelyssä. Seuraavassa käyn lävitse näiden kolmen analyysivaiheen tulokset ja keskustelen, millaisen kuvan ne rakentavat taidelähtöisestä elokuvakritiikistä.

Elokuvakritiikki lukuina

Määrällisesti analysoituja elokuvakritiikkejä oli aineistossa yhteensä 590. Vuosina 2016–2018 Suomessa ensi-iltansa sai yhteensä 618 elokuvaa (SES 2019), joista Film-O-Holic.com julkaisi 487 arvostelua (79%).[1] Määrä osoittaa, että vaikkakaan sivusto ei julkaise arvostelua kaikista tuotannoista niiden ensi-illan aikana, se ei kuitenkaan keskitä huomioonsa vain uutisarvoltaan suurimpiin elokuviin, vaan arvostelee laajasti erilaisia elokuvia.

Kirjoittajia oli yhteensä 33, joista 19 oli miehiä ja 14 naisia. Vaikkakin kirjoittajien määrässä ei ole isoa sukupuolittunutta eroa, julkaistujen kritiikkien määrässä ero on merkittävä. Naiskirjoittajat julkaisivat yhteensä 184 kritiikkiä kun miehet kirjoittivat 406 arvostelua. Ero selittyy erityisesti sillä, että aktiivisimmat kirjoittajat, jotka julkaisivat yli 30 kritiikkiä tutkimusaikavälillä, olivat pääosin miehiä (4 miestä ja 1 nainen). Yhteensä nämä viisi aktiivisinta kriitikkoa vastasivat noin kahdesta kolmasosasta koko aineistoa (yhteensä 401 arvostelua, 68 % aineistosta).

Aktiivisimmat arvostelijat kirjoittivat tyypillisesti elokuvista hyvin laaja-alaisesti, eivätkä he keskittyneet mihinkään tiettyyn elokuvan muotoon, genreen tai tuotantomaahan. Sen sijaan harvemmin julkaisevilla oli selkeämpi profiili, millaisia kritiikkejä he kirjoittivat. Jotkut keskittyivät esimerkiksi kotimaiseen, yhdysvaltalaiseen tai eurooppalaiseen elokuvaan.[2] Erityisesti elokuvagenreissä oli huomattavissa sukupuolipainotusta. Naiskirjoittajat tyypillisimmin erikoistuivat musikaaleista, romanttisista komedioista tai eurooppalaisesta draamasta kirjoittamiseen. Mieskirjoittajat sen sijaan käsittelivät useammin toiminta-, tieteis-, kauhu- ja supersankarielokuvia. Vaikuttaisikin siltä, että harvemmin julkaisevat kirjoittivat mieluummin erityisalueistaan, jotka puolestaan vaikuttavat yllättävänkin sukupuolittuneilta. Sen sijaan usein julkaisevilla ei vastaavanlaista painotusta ollut todennettavissa.

Kirjoittajien aktiivisuus osoittaa myös mielenkiintoisen tendenssin elokuvakritiikin elementeissä. Vähemmän kirjoittavilla oli taipumus tähdittää elokuvia anteliaammin kuin paljon kirjoittavilla. Alle 10 arvostelua vuodessa julkaisevien tähtien keskiarvo oli 2,92 (tähtiä on mahdollisuus antaa 1–5), 10-30 arvostelua julkaisevien keskiarvo oli 2,75 ja yli 30-arvostelua julkaisevilla sama luku oli 2,60. Eroa tähdityksessä ei kuitenkaan tule selittää paljon arvostelevien mahdollisella kyynistymisellä, vaan pikemminkin sillä, että vähemmän kirjoittavat tuntuivat valinneen itseään miellyttävät elokuvalajit verrattuna paljon kirjoittavien laajaan skaalaan. Sen sijaan oli mielenkiintoista, että samanlainen tendenssi koski myös julkaistujen arvostelujen pituutta. Vähän kirjoittavien keskimääräinen sanapituus oli 398 sanaa, keskivaiheen kirjoittajien 402 sanaa ja paljon kirjoittavien 428 sanaa. Erot ovat keskimääräisesti pieniä, mutta osoittavat kenties sitä, että useammin kirjoittava tuottaa myös määrällisesti enemmän tekstiä.

Kritiikkejä voidaan lähestyä myös elokuvien tähdittämisen kautta. Film-O-Holic.comin oman määrittelyn mukaan lehdellä on kriittinen linja elokuvien arvottamiseen ja tähdittämiseen. He kuvaavat sivuillaan arvottavansa elokuvia ensisijaisesti elokuvataiteellisin ansioin, toiseksi kulttuuristen merkitysten pohjalta, mutta sen sijaan viihdyttävyyttä ei lasketa arvosteluissa ensisijaiseksi kriteeriksi. Siinä missä yhden tähden elokuva nähdään huonona, kahdella tähdellä arvioidaan tavanomaiset elokuvat, kolmella hyvät ja katsomisen arvoiset elokuvat, neljällä merkitään erinomainen elokuva ja viisi tähteä on varattu mestariteoksille. (Film-O-Holic.com 2019.)

Nämä määrittelyt näyttäytyvät vahvasti julkaistuissa elokuva-arvosteluissa. 590 elokuvan joukosta viisi tähteä oli annettu vain 14 elokuvalle (2%), kun puolestaan annettujen tähtien keskiarvo oli 2,65, mikä soittaa julkaisun kriittisen linjan.

Kaavio 1. Vertailu kahden eri suomalaisen elokuvalehden, Film-O-Holic.comin ja Episodin verkossa julkaisemien arvostelujen tähdityksestä. Luvut ovat prosenttiosuuksia, joissa näkyy kummankin lehden arvottaminen suhteessa lehdessä julkaistuihin arvioihin.

Kriittistä linjaa tukee lyhyt vertailu toiseen kotimaiseen elokuvalehteen, Episodiin (Episodi 2019). Vertailun testivuotena käytin vuonna 2018 tuotettuja elokuvia, joista Film-O-Holic.com oli julkaissut 149 arviota 2,67 tähden keskiarvolla, ja vastaavasti Episodi oli julkaissut 184 arvostelua 3,17 tähden keskiarvolla. Ylläolevassa kaavioissa tähditys näyttäytyy suhteellisena, eli suhteessa omaan julkaisumääräänsä Film-O-Holic.com on julkaissut eniten 3-tähden kritiikkejä (41,6%), kun taas Episodi on julkaissut eniten 4-tähden kritiikkejä (39,7%).

Kun huomioidaan Film-O-Holic.comin kirjoittajien sukupuoli, antavat naiset elokuville helpommin tähtiä (keskiarvo 2,85) kuin miehet (2,55).

Tähdet12345
Miehet17 % (67)32 % (130)33 % (133)17 % (67)2 % (9)
Naiset9 % (16)26 % (48)40 % (74)22 % (41)3 % (5)
Yhtensä14 % (83)30 % (178)35 % (207)35 % (108)2 % (14)

Tähdittämisen eroa ei vaikuta kuitenkaan selittävän ensisijaisesti sukupuoli, vaan sukupuolittuneet valinnat suhteessa siihen, mistä aiheista kukin kirjoittaa. Aineiston mukaan naiset kirjoittavat huomattavasti useammin eurooppalaisesta elokuvasta (pois lukien Suomi), kun taas miehet ovat erikoistuneet yhdysvaltalaisen ja suomalaisen elokuvan arviointiin. Aineiston mukaan erityisesti yhdysvaltalaiselle elokuville annetaan keskimääräisesti vähemmän tähtiä, kun taas eurooppalaiselle ja muualla maailmassa tuotetulle elokuvalle annetaan enemmän tähtiä. Ilmiö selittyy pitkälti kotimaisen elokuvateatteriesityksen rakenteilla. Suomalaisiin elokuvateattereihin tulee ensi-iltaan pääasiassa yhdysvaltalaisia ja kotimaisia elokuvia (aineistossa näitä on yhteensä 65 %). Muualla tuotetut elokuvat ovat vähemmistö sekä maahantuoduista että arvostelluista elokuvista. Voikin olla luontevaa olettaa, että siinä missä suurin osa kotimaisista ja yhdysvaltalaisista elokuvista saa itselleen esitystilaa, muualla tuotetut elokuvat ovat jo valmiiksi enemmän valikoituneet laadultaan ja sisällöltään ennen kuin niille annetaan levityspäätös.

 MaailmaYhdysvallatEurooppaSuomi
Miehet4 % (18)48 % (194)25 % (103)22 % (91)
Naiset5 % (9)41 % (76)41 % (76)13 % (23)
Tähtikeskiarvo2,852,472,862,63

Mielenkiintoista on kuitenkin todeta, että kotimaiselle elokuvalle annetaan tähtiä lehden keskimääräisen käytännön mukaisesti, joten tältä pohjalta ei ainakaan voi todeta, että kotimainen elokuva saisi erityiskohtelua suuntaan tai toiseen, vaan sitä arvioidaan samoilla arvostelukriteereillä kuin muitakin elokuvia. Sama koskee myös elokuva-arvostelujen pituuksia. Suhteessa elokuvien tuotantomaihin ei ollut huomattavissa, että joillekin elokuville annettaisiin erityistä huomiota arvostelujen pituuden kautta. Sen sijaan laadun kokemus tuntuu vaikuttavan jonkin verran pituuteen, mitä enemmän elokuva on saanut tähtiä, sitä pidemmin siitä on kirjoitettu. Esimerkiksi yhden tähden elokuva-arvostelujen keskimääräinen sanapituus oli 383 sanaa kun taas viiden tähden elokuvista kirjoitettiin keskimäärin 440 sanaa. Vaikuttavuus on kuitenkin suhteellisen pieni, kun huomioidaan kirjoittajien henkilökohtainen tyyli (pienin pituuskeskiarvo kirjoittajien joukossa oli 263 sanaa ja laajin 601 sanaa) ja elokuvan odotusarvo. Esimerkiksi Tuntemattomasta sotilaasta (2018), joka on pitkään aikaan Suomessa eniten elokuvateattereissa katsottu elokuva yli miljoonalla myydyllä lipulla, kirjoitettiin Film-O-Holic.comiin neljän tähden ja 847 sanan arvostelu (kyseisen kirjoittajan keskiarvon ollessa 417 sanaa).

Määrällisestä metatietojen analyysistä nousee esille, että verkkolehdessä kirjoittamista ohjaa pitkälti sivuston luomat arvosteluperiaatteet. Juttujen pituuteen sen sijaan vaikuttaa eniten kirjoittajan henkilökohtainen tyyli. Lisäksi jonkin verran voidaan huomata sukupuolittuneita käytänteitä suhteessa siihen, mitä elokuvia miehet ja naiset arvioivat.

Elokuvakritiikin sisältö ilmaisujen valossa

Tekstin tasolla tehtävä sana-analyysi paljastaa elokuvakritiikkien keskeiset sisältöalueet. Elokuvan tekijöistä eniten viittauksia tehdään ohjaajaan ja ohjaukseen, mikä on tyypillistä taidekeskeiselle elokuvanäkemykselle. Perinne juontaa juurensa elokuvataiteen vakiinnuttamisen vuosiin, kun taiteenlajille etsittiin samanlaista vahvaa tekijyyttä, auteuria, kuin vaikkapa kirjallisuudessa tai maalaustaiteessa on tunnistettavissa. Kuitenkin etenkin alkuvuosina elokuvastudioilla ja tuottajilla oli keskeinen rooli elokuvissa, ja ohjaajakeskeinen käsitys vakiintui vasta myöhemmin. Ohjaajan merkityksen korostumiseen vaikutti vahvasti ranskalainen elokuvalehti Cahiers du cinéma, joka pyrki vakiinnuttamaan elokuvaa taidemuotona. (Ks. esim. Thompson & Bordwell 2010, 381–382.) Tekijyyden korostaminen on ollut myös suomalaisen elokuvakritiikin vakiinnuttamisessa merkittävä tekijä.

Vaikkakin 1950- ja 1960-luvun ”taide vastaan massaviihde” -keskusteluissa painotettiin myös eroa taiteilija-ohjaajan ja studion tuotantokoneiston välillä, nykyelokuvatuotannossa studionäkökulma painottuu hyvin harvoin. Tässäkin aineistossa nousee esille ainoastaan kolme merkittävää studiota, Disney, Marvel ja Pixar. Näiden esille nouseminen johtuu paitsi siitä, että ne ovat olleet erittäin aktiivisia tuottajia aineiston keräysajankohtana, mutta myös siitä, että näillä studioilla on omanlaisensa elokuvatekemisen tyyli ja vahva brändi. Niinpä niitä on mahdollista myös kommentoida kokonaisuutena, ei vain yksittäisinä elokuvina. Elokuva-alan sisäisistä arvostuksen mittareista ainoana merkittävänä esille nousee Oscar-palkintojen mainitseminen, mikä osoittaa yhdysvaltalaisen elokuvakulttuurin läpitunkevuutta.

Muista elokuvantekijöistä arvosteluissa korostettiin näyttelijöiden roolia. Tämän jälkeen seuraaviin elokuvatyön osa-alueisiin on isompi määrällinen hyppäys. Siinä missä ohjaamiseen ja näyttelemiseen viitattiin molempiin yli tuhat kertaa, muihin osa-alueisiin viitattiin muutamia satoja kertoja. Seuraavaksi eniten huomiota saa käsikirjoittaminen, tämän jälkeen kuvaaminen ja kameratyöskentely ja viimeisimpänä isompana osa-alueena nousee esille elokuvien äänimaailma ja ääninäytteleminen. Sen sijaan esimerkiksi tuottajat, puvustus, lavastus tai erikoistehosteet saavat vain yksittäisiä mainintoja.

Aineistossa nousee esille myös luokittelun merkittävyys. Dokumentti- ja animaatioelokuvat asetettiin selkeästi erilleen fiktiotuotannosta. Dokumenttielokuva oli eniten mainittu määritelmä (yli 300 kategorisointia) ja seuraavana määrällisesti nousi esille animaatioelokuva (yli 150 mainintaa), vaikkakaan näiden kahden elokuvamuodon osuus itse arvioiduista elokuvista ei ole merkittävän suuri, vaan pikemminkin näitä määritelmiä koettiin tarpeelliseksi toistaa läpi arvostelutekstin. Tämä korostaa, miten dokumentit ja animaatiot nähdään omina kategorioinaan joko tuotantomuotonsa tai lähestymistapansa kautta. Tämän luokittelun lisäksi lähes kaikki arvostelut pyrkivät jollain tapaa määrittelemään arvioitavan elokuvan genreä ja lajityypin osoittaminen toimii sekä elokuvaa kuvailevana välineenä, että sen osoittamisena, missä kontekstissa ja suhteessa millaisiin muihin elokuviin teosta on verrattu ja arvosteltu.

Elokuvien luokittelun lisäksi, joskin tätä näkökulmaa selkeästi harvemmin, kritiikit huomioivat kohdeyleisön merkityksen. Useat arviot mainitsevat jollain tasolla katsojien ja yleisön merkityksen tai käyttävät ikä- tai sukupuolimääritelmiä kuvailemaan potentiaalisia kohdeyleisöjä. Kohderyhmien määrittelyssä myös hieman toistuu perinteinen ajattelumalli, jossa oletuksena on aikuinen mieskatsoja. Kohderyhmää lähdetään erikseen mainitsemaan, mikäli kyseessä on lapsille, nuorille tai vanhuksille suunnattu elokuva, tai mikäli elokuva koetaan olevan erityisesti naiskatsojille suunnattu.

Elokuvien rakenteeseen ja sisältöön liittyvistä tekijöistä eniten huomiota saivat tarinaan ja/tai kerrontaan (yht. 1842 viittausta) ja henkilöhahmoihin (yht. 1280 viittausta) liittyvät huomiot. Näiden lisäksi arvostelut puuttuivat elokuvien keskeisiin teemoihin ja niiden tulkintoihin. Erityisesti pohdittiin, millaisia kysymyksiä ja aiheita elokuvat esittävät ja millaisia erilaisia näkökulmia ne avaavat katsojilleen. Teemojen luokitteluista eniten esille nousi yhteiskunnallisuuden mainitseminen (87 suoraan nimettyä mainintaa), pienemmässä mittakaavassa nostettiin esille kulttuurisia/taiteellisia (70 kpl), poliittisia (33 kpl) ja historiallisia (23 kpl) huomioita. Tältä pohjalta elokuvien nähtiinkin keskustelevan laajasti nyky-yhteiskunnan kanssa ja pyrkivän luomaan erilaisia näkökulmia ajankohtaisiin ilmiöihin.

Lisäksi huomiota saivat kuvaan ja visuaalisuuteen (yht. 423 mainintaa) sekä musiikkiin (93 mainintaa) liittyvät seikat, kun puolestaan esimerkiksi dialogin (31 mainintaa), lavastuksen (26 mainintaa) ja tapahtumapaikkojen (18 mainintaa) sekä puvustuksen (9 mainintaa) huomioiminen jäivät selkeään vähemmistöön. Yllättävän paljon arvioissa nostettiin esille myös huumorin merkitys elokuvakokemukseen keskeisesti vaikuttavana tekijänä, sillä tarinan, henkilöhahmojen, teemojen ja visuaalisuuden jälkeen huumorin rooli oli seuraavaksi eniten nostettu näkökulma (yht. 201 mainintaa), joka nousi muun muassa tyyliin ja ilmaisuun liittyvien huomioiden yläpuolelle määrällisesti laskettuna.

Ilmaisujen analyysi osoittaa myös, että elokuvia harvoin arvotetaan käyttämällä asteikkoa hyvä- huono. Ottaen huomion sivuston kriittisen arviointilinjan erityisesti ilmaisua huono käytetään hyvin harvoin (58 kertaa), sen sijaan sanoja erinomainen, hieno ja hyvä käytetään huomattavasti useammin (yht. 454 kertaa). Tämä ei kuitenkaan vielä kerro, että näitä ilmaisuja käytetään lähtökohtaisesti positiivisessa merkityksessä, vaan ilmaisut voivat olla esimerkiksi muodossa ”jos jotain hyvää elokuvasta on pakko sanoa” (Rintakumpu 23.12.2016). Sen sijaan ilmaisua huono käytetään vain harvoin positiivisessa yhteydessä, kuten toteamalla ”se ei ole mitenkään huono asia” (Alanne 30.9.2016).

Tyypillisintä on, että elokuvien arviointia tehdään kuvailevalla sanastolla hyvä-huono -akselin sijasta. Näitä ilmauksia löytyy teksteistä satoja erilaisia, mutta suositumpien ilmausten kärkeen nousevat uutuusarvon merkitys sekä määrään liittyvät ilmaisut (paljon, enemmän, pieni, iso jne.). Onnistumista arvioidaan pohtimalla vahvuuksia, kauneutta, kiinnostavuutta, tärkeyttä, viihdyttävyyttä, yllättävyyttä ja vaikuttavuutta. Näillä termeillä voidaan arvioida sekä elokuvien heikkouksia ja vahvuuksia, mutta ne samalla osoittavat, miten arvioissa käydään lävitse elokuvien teemaan ja toteutukseen liittyviä piirteitä ja erityisesti kriitikot arvostavat uusia ja yllättäviä näkökulmia, kun puolestaan kliseisiin ja konventioihin sortuminen nähtiin persoonattomina ja vähemmän kiinnostavina ratkaisuina.

Elokuvan ansioita arvioimassa

Tarkastellessa lähemmin parhaita ja huonoimpia elokuva-arvioita Film-O-Holic.comissa, oli näistä löydettävissä elokuvakritiikin perinteinen taiteen ja viihteen vastakkainasettelu. Parhaiksi elokuviksi arvioitujen kohdalla elokuvia käsiteltiin merkittävänä taidemuotona. Jättiläisen (2016) arviossa todetaan muun muassa, että ”taidemuodoista elokuva tavoittaa suurimpia yleisöjä ja omaa todellisia vaikutusmahdollisuuksia keskustelujen avaajana ja ajatusten herättäjänä” (Rosenqvist 22.1.2016). Lainaus osoittaa myös toisen merkittävän piirteen merkkiteosten arvioista: sen lisäksi, että näissä arvioissa painotetaan elokuvaa taidemuotona, teoksen elokuvallisuutta ja estetiikkaa, on vähintään yhtä merkittävässä roolissa elokuvien yhteiskunnallinen keskustelevuus.

Tämä ratkaisu noudattelee perinteistä taidekritiikin näkökulmaa. Muun muassa Alex Clayton ja Andrew Klevan ovat argumentoineet, että elokuvakritiikin tulisi pyrkiä näkemään elokuvat toimijoina, jotka piilottavat helposti lähestyttävän pintansa alle isoja kysymyksiä. Siten juonellisuuden ja tarinallisuuden lisäksi hyvän kritiikin tulisi pystyä tunnistamaan teoksen allegorisuus ja metaforisuus. Heille kuitenkaan tämä ei tarkoita automaattisesti esimerkiksi massaviihteen ja taiteellisen lähestymistavan vastakkainasettelua vaan kykyä tunnistaa syvemmät arvot myös viihteellisemmästä teoksesta. (Clayton & Klevan 2011, 5–6.) Tätä noudatellen keskeisenä viiden tähden arvioissa oli pohtia, millaisia teemoja elokuvat käsittelivät ja miten ne ottivat kantaa merkittäviin ilmiöihin, kuten maahanmuuttoon, ympäristö- ja sukupuolikysymyksiin.

Vastaavasti yhden tähden arvioissa elokuvallisen ilmaisun ja yhteiskunnallisuuden nähdään olevan puutteellista. Savola (16.11.2018) kirjoittaa elokuvasta Ihmeotukset: Grindelwaldin rikokset (Fantastic Beasts: The Crimes of Grindelwald, 2018) että ”viesti ennakkoluuloista, kansankiihottajista ja jakautuvasta kansakunnasta on niin tässä ajassa kuin historiallisessakin perspektiivissä tärkeä. Siksi onkin niin sääli, että se hukkuu elokuvallisen sekametelisopan alle”. Vastaavasti elokuvasta Home Again (2017) todetaan, että sitä ”markkinoidaan keski-ikäisen naisen tarinana, mutta keski-ikäisyyden teemoja käsitellään vajaan kahden tunnin aikana vain pintapuolisesti” (Ala-Jokimäki 9.11.2017). Viimeisin esimerkki nostaa esille myös sen, että siinä missä viiden tähden elokuvista ei kertaakaan mainittu sanoja markkinointi, tuotantokoneisto tai viihde, nämä kysymykset nousevat esille yhden tähden elokuvissa.

Muun muassa seuraavat katkelmat kuvaavat, miten viihteellisyys nähdään usein vastakkaisena arvona yhteiskunnallisuudelle. Metsästäjä ja talvinen taistelu (The Huntsman: Winter’s War, 2016) on ”yksioikoista ’viihdettä’, jonka sisällölliset ansiot eivät ylety edes huvin vuoksi keiloja ilmaan viskovan sirkustaiteilijan tasolle” (Luhtala 22.4.2016). Samoin The Greatest Showmanin (2017) puutteena nähdään kriittisyyden unohtaminen, jonka sijasta ”elokuva tarjoillaan kepeänä, pintaa sivaltavana viihdykkeenä kera popcornin ja moraalisen huolettomuuden” (Horila 19.1.2018). Elokuvia myös kommentoidaan ilmaisuilla ”silkkaa rahastusta”, ”tulevien elokuvien mainostaminen”, ”kehno ja keinotekoisen kaupallinen”, ja ”huutavat oheistuotteistusta” (Kahila 18.8.2016; Jokinen 25.3.2016; Lehtinen 21.10.2018; Savola 16.11.2018). Yhden tähden elokuvissa onkin huomattava määrä jatko-osia tai isojen tuotantoyhtiöiden franchise-elokuvia, joiden tuotteistaminen ja kaupallisuus eivät paranna elokuvien arvioita. Samat piirteet eivät myöskään takaa yhtä tähteä, sillä monet vastaavat teokset samoista elokuvasarjoista ovat saaneet parempia arvioita kuin yhden tähden (parhaimmillaan neljään tähteen saakka). Kenties suurimpana tekijänä yhden tähden arvioissa näyttäytyykin pettymyksen tunne, kun elokuvia kuvataan muun muassa ”täydellisenä” tai ”totaalisena” pettymyksinä suhteessa niihin ladattuihin odotuksiin.

Vastaavasti viiden tähden arvioissa ei näy oikeastaan ollenkaan jatko-osia tai elokuvasarjojen osia. Merkittäviksi arvioidut elokuvat ovat yksittäisteoksia ja sen sijaan, että niitä arvioitaisiin tuotantokoneiston osana tai ”keikkamiesten” (Lahtonen 12.4.2019) tekeminä, nähdään nämä elokuvat ohjaajiensa persoonallisen ilmaisun osana. Hyvissä arvioissa nostetaan tyypillisesti esille ohjaajan aiempi ura, jonka jatkumona arvioitava elokuva nähdään. If Beale Street Could Talkia (2018) luonnehditaan seuraavasti: ”ajaton ja elegantti rakkaustarina tuntuu luonnolliselta askeleelta lahjakkaan ohjaajan uralla” (Koivumäki 8.2.2019) ja vastaavasti They Shall Not Grow Oldia (2018) ”Sir Peter Jacksonin ohjaama ja koostama ainutlaatuinen dokumentti, joka on tekijänsä ansiokkaimpia teoksia” (Lahtonen 17.5.2019). Viiden tähden arviot tuntuvat seuraavan Peter B. Orlikin taide- ja taiteilijalähtöistä kritiikin määrittelyä. Orlikille (2016) on merkittävää, että kriitikko arvioi teoksen esteettistä arvoa suhteessa taiteenlajin tai taiteilijan historiaan. Hänelle kysymys on nimenomaan siitä, onnistuuko kyseinen teos saavuttamaan oman potentiaalinsa muodon, sisällön, toteutuksen ja siitä syntyneen kokemuksen kautta.

Viiden tähden elokuvissa korostuu, miten kaikkien elokuvan osa-alueiden vaaditaan tulevan erinomaisesti esille. Tämä koskee niin käsikirjoitusta ja tarinaa, ohjaamista, kuvaamista, näyttelytyötä, esteettisiä ilmauksia ja yhteiskunnallisia elementtejä. Eri osa-alueiden onnistumisen nähdään paitsi rakentavan elokuvallista ilmaisua, myös synnyttävän riittävän jännitteen ja tunteellisen latauksen elokuvaan. Muun muassa They Shall Not Grow Old -elokuvasta todetaan, että ”vahva tunnelataus ja saumattoman upea, uniikki toteutus yhdistyvät mestarilliseksi kokonaisuudeksi” (Lahtonen 17.5.2019). Mukaan ei mahdu elokuvan kokonaisuutta heikentäviä tekijöitä.

Mielenkiintoista on, että kotimaisista elokuvista viiden tähden kategoriaan oli nostettu kolme teosta: Jättiläinen, 2 yötä aamuun (2015) ja Kääntöpiste (2018). Näistä kriitikot kokivat merkittäväksi mainita, ettei elokuva ole hyvä vain kotimaisella mittapuulla, vaan myös kansainvälisessä vertailussa: ”Kääntöpistettä voisi pitää tämän kehityskulun lakipisteenä, jolloin Suomessa on saavutettu taiteellisesti kunnianhimoiselta elokuvakerronnalta vaadittava käsikirjoittamisen taso” (Rosenqvist 2.3.2018). Erityisesti vertailukohteena tuntui olevan taiteellisesti korkeatasoisena pidetty eurooppalainen (taide)elokuva, ei niinkään Hollywood-tuotanto, jonka nähtiin usein tyytyvän helppoihin ja pinnallisiin viihdeteoksiin. Bergman (15.4.2016) kuvailee 2 yötä aamun tukeutuvan ”eurooppalaisen nykyelokuvan perinteeseen niin se ei kuitenkaan tyydy toisintamaan lukuisia ihmissuhde-elokuvia, joita varsinkin ranskalaisessa elokuvakentässä on totuttu näkemään. Kuparisen ote on omaääninen ja noudattaa tyylillisesti pitkälti samoja linjauksia kuin miehen taidokas lyhytelokuva Sirocco (2012).”

Vastaavasti yhden tähden elokuvista nostetaan usein esille, etteivät elokuvan palaset onnistu rakentamaan uskottavaa kokonaisuutta. Suurimmaksi osaksi syitä löydetään epäonnistuneesta käsikirjoittamisesta. Kahila (18.8.2016) kirjoittaa elokuvasta Todella upeeta (Absolutely Fabulous: The Movie, 2016), että ”mikään ei elokuvassa toimi, ja kaikkein heikoin lenkki on käsikirjoitus ja täysin pahviset henkilöhahmot.” Vielä suoremmin asiaan menee Jokinen (25.3.2016) todetessaan Batman v Superman: Dawn of Justicesta (2016), että ”paskan käsikirjoituksen takia mahdolliset teemat ja ideologiat tuntuvat tahattomilta ja ristiriitaisilta.” Kun tarinan lähtökohdat eivät toimi, on muilla osa-alueilla haasteita kattaa nämä ongelmat ja yhden tähden elokuvassa myös monet muut puolet, ensisijaisesti yhteiskunnallisuus, epäonnistuvat merkittävästi. Tästä huolimatta yhden tähden elokuvissa saatetaan nostaa esille myös onnistumisia, toisin kuin viiden tähden elokuvissa ei sallita tilaa epäonnistumisille. Ihmeotuksien kohdalla mainitaan mukiinmenevät näyttelijäsuoritukset, ja The Greatest Showmania ja Passengers-elokuvaa (2016) pidetään teknisesti onnistuneina, mutta tarinaltaan, sanomaltaan ja näyttelijäsuorituksiltaan latteina (Savola 16.11.2018; Horila 2018; Rintakumpu 23.12.2016).

Clayton ja Klevan (2011, 9) huomioivat, että monet elokuvakriitikot asettavat vastakkain konventionaalisen ja itsenäisen ilmaisun. Vastaavasti Film-O-Holic.comin kritiikeissä ongelmaksi koettiin vanhan toistaminen, kaavamaisuus, maneerisuus, kliseisyys ja liiallinen konventioihin nojautuminen. Muun maussa Halloweenin (2018) kuvaillaan tuottavan ”McDonald’sin liukuhihnalta maistuvan ’nautinnon’” (Lehtinen 21.10.2018). Vastaavasti positiivisena asiana nähtiin yllätyksellisyys, elokuvan oman äänen löytäminen, rohkeus tarttua haastaviin aiheisiin, virkistävyys, ainutlaatuisuus. Muun muassa 2 yötä aamuun teosta kehutaan siitä, että ”kerros kerrokselta itsestään ja hahmoistaan paljastava elokuva haastaa nopeasti totutut olettamat” (Bergman 15.4.2016).

Mielenkiintoista on, että sekä yhden että viiden tähden arvioissa kriitikon rooli ei nouse vahvasti esille. Verrattuna vaikkapa yleisöarvioijien elokuvakeskusteluun, joka lähtee vahvemmin henkilökohtaisista kiinnostuksen kohteista, monet kriitikot tällä sivustolla pyrkivät perustelemaan arvottamisensa elokuvasta esille nousevien aihepiirien kautta, ei heidän omien mieltymystensä kautta. Kriitikon näkökulma nousee oikeastaan esille vain viiden tähden elokuvien kohdalla, jossa elokuvan erinomaisuuden korostetaan olevan henkilökohtainen valinta: ”Minulle Elle [2016] on vuoden parhaita elokuvia” (Rintakumpu 9.12.2016). Sen sijaan huonojen elokuvien kohdalla vastaavanlaista kirjoittajan asemointia ei koeta tarpeelliseksi tehdä, vaan elokuvan omat puutteet riittävät todistusvoimaksi aiheesta. Yhtenä tekijänä kenties se, että vaikka kritiikki perustuu oletukseen subjektiivisuudesta, ammattikriitikot pyrkivät pohtimaan, miten teos voi puhutella myös erilaisia katsojia ja tuoda siten alansa asiantuntemusta esille (Clayton & Klevan 2011, 3.)

Vaikkakin yhteensä 28 kritiikin lähempi tarkastelu on hyvin pieni osa 590 kritiikin kokonaisuudesta, laadullinen analyysi nostaa esille pitkälti samoja teemoja kuin yksittäisten ilmaisujen määrällinen tarkastelu. Lisäksi laadullinen analyysi syventää sitä, millä tavalla elokuvien arvottamista tehdään ja millaisessa valossa taidelähtöinen kritiikki, joka korostaa yksilöllisen tekijyyden, esteettisyyden ja yhteiskunnallisen sanoman merkitystä, näkee elokuvan.

Kokonaisuutena on merkittävää huomata tämän artikkelin yleistettävyyden haasteet. Aineiston rajoittaminen yhteen verkkokritiikin julkaisijaan mahdollistaa yhtäältä kohteen tarkan analysoinnin, mutta toisaalta rajoittaa sitä, kuinka laajaa ymmärrystä kotimaisen elokuvakritiikin trendeistä, tilasta ja sisällöistä tutkimus pystyy nostamaan esille. Vertailu useamman erilaisen sivuston välillä laajentaisi kuvaa ja antaisi täsmällisemmän kuvan alan erilaisista toimijoista. Jotta näihin tutkimuksen haasteisiin olisi mahdollista vastata, tarvitsisi tämä elokuvakulttuurin muoto lisätutkimusta.

Lopuksi

Elokuvakritiikkien tarkastelu Film-O-Holic.comin sivustolla tarjoaa yhdenlaisen kuvan kotimaisesta elokuvakritiikistä. Sivusto ylläpitää perinteistä näkökulmaa taidelähtöisestä kritiikistä, joka suhteuttaa elokuvia niiden tekijöihin, lajityylin odotuksiin, tematiikan merkittävyyteen ja ilmaisun onnistuneisuuteen. Lisäksi jonkin verran, vaikka ei mitenkään kärjistyneessä mielessä, massaviihteenä usein tulkittua yhdysvaltalaista elokuvaa kohtaan ollaan kriittisempiä kuin muualla tuotettuja elokuvia kohtaan. Sen sijaan mielenkiintoinen huomio oli, että jonkin verran oli tunnistettavissa sukupuolittuneita käytänteitä erilaisissa arviointikäytänteissä. Sukupuolittuneisuus näkyi siinä, mistä genreistä kukin kirjoitti ja minkä maan tuotantoa kukin käsitteli. Jos 1950- ja 1960-luvuilla esiin marssinutta vihaisten nuorten kriitikkokuntaa, joka rakensi kotimaisen kritiikin taidelähtöisyyden, luonnehti pitkälti myös miessukupuolisuus, onkin mielenkiintoista, että ainakin tällä sivustolla miehet ovat keskittyneet enemmän yhdysvaltalaisen elokuvan kuin eurooppalaisen elokuvan arviointiin. Tarkastelu myös osoittaa, ettei sivusto automaattisesti aseta vastakkain taide-elokuvaa ja viihdyttävää elokuvaa, vaan yhtä lailla massatuotettujen elokuvien yhteiskunnallisille ja taiteellisille arvoille annetaan tunnustusta. Taidelähtöinen kritiikki ei siten tarkoita taide-elokuvaan keskittymistä tai sen automaattista ensisijaistamista, vaan kaikkien elokuvien taidemuotoisuuden ja yhteiskunnallisuuden arvostamista.

Kokonaisuutena taidelähtöisen verkkokritiikin tarkastelu osoittaa, ettei verkkokritiikin aikakausi ole tarkoittanut perinteisten kritiikkimuotojen ja -käsitysten häviämistä, vaikka näiden ilmaisumuotojen rinnalle on noussut monenlaisia muita tämän näkökulman kanssa kilpailevia ja sitä täydentäviä lähestymistapoja. Kotimaisen elokuvakritiikin kannalta on merkittävää, että verkkokritiikin monimuotoisuus tunnistetaan ja huomioidaan, sillä sitä kautta myös elokuvakulttuurin monimuotoisuudelle saadaan näkyvyyttä. Suuria katsojalukuja vetäviä elokuvia ja erilaisia franchise-sarjoja, kuten Marvelin supersankarielokuvia, käsittelevät lähes kaikki kriitikot vertaisarvioinneista taidelähtöisiin kriitikoihin, mutta pienemmät tuotannot, kuten kotimaiset dokumenttielokuvat, voisivat ilman päätoimitettua ja vapaasti saatavilla olevaa verkkosisältöä jäädä helposti huomiotta. Nämä huomiot osoittavatkin, että kritiikkiin usein yhdistettävässä kriisipuheessa kyse on pitkälti toiminnan muokkautumiseen liittyvistä huomioista kuin taistelusta kritiikin olemassaolosta.

Tästä huolimatta nykyinen elokuvakentän muutos saattaa tuoda haasteita taidelähtöiselle kirjoittamiselle. Sitä mukaa kun elokuvien sarjoittaminen ja niiden tuotteistaminen on tullut yhä merkittävämmäksi osaksi 2000-luvun kaupallista elokuvakenttää, ovat elokuvien markkinoinnissa ja yleisökiinnostuksen herättämisessä korostuneet tuttuuden tunteet ja tunnistamisen riemu, joiden kautta katsojat voivat rakentaa omaa identiteettiään ja osallistua laajoihin kulttuuri-ilmiöihin. Vastaavasti taidelähtöinen kritiikki on korostanut uutuutta ja aiempien ilmaisu- ja sisältömuotojen kehittämistä ja oman katsojaroolinsa haastamista.

Asetelma voi johtaa uudenlaiseen vastakkainasetteluun, jossa kyse ei ole niinkään taide- ja viihde-elokuvien vertailusta, vaan vastaanottajien tunne- ja kokemusoletuksiin liittyvistä arvoista, jossa kriitikot kaipaavat haastetta ja laaja yleisö tunnistettavuutta. Se, miten tämä tulee potentiaalisesti vaikuttamaan taidelähtöisen kritiikin kirjoittamiseen tai siihen, miten hyvin se tavoittaa tulevaisuudessa lukijoita jää nähtäväksi, mutta yhtenä mielenkiintoisena signaalina asennemuutoksesta voi kertoa se, että Film-O-Holic.comin (2019) tekemien yleisökyselyjen mukaan sivuston lukijoiden keski-ikä on vuosien varrella kasvanut. Kyseessä tosin voi olla myös ilmaisumuotoon liittyvä asia, sillä videoista on tullut erityisesti nuorten (alle 25 v.) viestintämuoto, joten tekstipohjainen sivusto ei välttämättä ole heille houkuttelevin vaihtoehto. Videopuolella, kuten YouTubessa, suurin osa elokuvakritiikistä on vielä vertaisarvioijien tuottamaa ja vastaavasti päätoimitettu elokuvasisältö on marginaaleissa, mikä luo haasteita myös taidelähtöiselle verkkokritiikille löytää uudenlaisia ilmaisumuotoja.

Lähteet

Kaikki linkit tarkistettu 8.3.2020

Aineisto

Episodi 2019. https://www.episodi.fi/elokuvat/.

Film-O-Holic.com 2019. ”Toimitus / Filmiverkko / Mediakortti.” http://www.film-o-holic.com/info/.

Artikkelin sitaatit seuraavista aineiston artikkeleista:

Alanne, Joonas. 30.9.2016. ”Neiti Peregrinen koti eriskummallisille lapsille.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/neiti-peregrinen-koti-eriskummallisille-lapsille/.

Ala-Jokimäki, Arttu. 9.11.2017. ”Home Again – Rakkaus muuttaa taloon.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/home-again-rakkaus-muuttaa-taloon/.

Bergman, Sampo. 15.4.2016. “2 yötä aamuun.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/2-yota-aamuun/.

Horila, Heidi 19.1.2018. ”The Greatest Showman.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/the-greatest-showman/.

Jokinen, JP. 25.3.2016. ”Batman v Superman: Dawn of Justice.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/batman-v-superman-dawn-of-justice/.

Kahila, Janne. 18.8.2016. ”Todella upeeta -elokuva.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/todella-upeeta-elokuva/.

Koivumäki, Emmi. 8.2.2019. ”If Beale Street Could Talk.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/if-beale-street-could-talk/.

Lahtonen, Jussi. 24.4.2019. ”Hellboy.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/hellboy-2019/.

Lahtonen, Jussi. 17.5.2019. “They Shall Not Grow Old.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/they-shall-not-grow-old/.

Lehtinen, Eetu. 21.10.2018. ”Halloween.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/halloween-2018/.

Luhtala, Jouko. 22.4.2016. ”Metsästäjä ja talvinen taistelu.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/metsastaja-ja-talvinen-taistelu/.

Rintakumpu, Lasse. 9.12.2016. ”Elle.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/elle/

Rintakumpu, Lasse. 23.12.2016. ”Passengers.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/passengers/

Rosenqvist, Juha. 22.1.2016. ”Jättiläinen.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/jattilainen/

Rosenqvist, Juha. 2.3.2018. ”Kääntöpiste.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/kaantopiste/

Savola, Pauliina. 16.11.2018. ”Ihmeotukset: Grindelwaldin rikokset.” Film-O-Holic.com. http://www.film-o-holic.com/arvostelut/ihmeotukset-grindelwaldin-rikokset/

Verkkosivustot ja -palvelut

SES (Suomen elokuvasäätiö). 2019. Tilastot ja tutkimukset. https://ses.fi/tilastot-ja-tutkimukset/.

Kirjallisuus

Carroll, Noel. 2009. On criticism: Thinking in action. New York: Routledge.

Clayton, Alex, ja Andrew Klevan. 2011. “Introduction: The Language and Style of film criticism.” Teoksessa The Language and Style of film criticism, toim. Clayton, Alex, ja Andrew Klevan, 1-26. London & New York: Routledge.

Elfving, Sari. 2004. ”Television valvonnasta juorulehdistöön: Katson menneisyys ja muodonmuutos.” Journalismikritiikin vuosikirja 2004, Tiedotustutkimus 27, nro. 1, 127–136.

Frey, Mattias. 2015. ”The New Democracy? Rotten Tomatoes, Metacritic, Twitter and IMDb.” Teoksessa Film Criticism in the Digital Age, toim. Frey, Mattias, ja Cecilia Sayad, 81-98. New Jersey: Rutgers.

Hakola, Outi. 2015. ”Finnish Film Critics and the Uncertainties of the Profession in the Digital Age.” Teoksessa Film Criticism in the Digital Age, toim. Frey, Mattias, ja Cecilia Sayad, 177-194. New Jersey: Rutgers.

Hellman, Heikki. 2009. ”Kritiikistä puffiksi? Televisioarvostelut Helsingin Sanomien tv-sivuilla 1967–2007.” Lähikuva 4, 53-68.

Hellman, Heikki, ja Maarit Jaakkola. 2009. ”Kulttuuritoimitus uutisopissa – Kulttuurijournalismin muutos Helsingin Sanomissa 1978-2008.” Media & Viestintä 4-5, 24-42.

Hellman, Heikki, Maarit Jaakkola, ja Raimo Salokangas 2017. ”From Culture Wars to Combat Games: The Differentiation and Development of Culture Departments in Finland.” Teoksessa Cultural Journalism in the Nordic Countries, toim. Nørgaard Kristensen, Nete, ja Kristina Riegert, 49-68. Göteborg: Nordicom.

Herkman, Juha. 2005. Kaupallisen television ja iltapäivälehtien avoliitto: Median markkinoituminen ja televisioituminen. Tampere: Vastapaino.

Hurri, Merja. 1993. Kulttuuriosasto. Symboliset taistelut, sukupuolikonfliktit ja sananvapaus viiden pääkaupunkilehden kulttuuritoimituksissa 1946-80. Tampere: Tampereen yliopisto.

Jaakkola, Maarit. 2015. ”Outsourcing Views, Developing News.” Journalism Studies 16, nro. 3, 383-402. DOI: 10.1080/1461670X.2014.892727.

Jaakkola, Maarit. 2018. ”Vernacular Reviews as a Form of Co-Consumption: The user-generated review videos on YouTube.” MedieKultur. Journal of Media and Communication Research 34, nro. 65, 10-30. DOI: 10.7146/mediekultur.v34i65.104485.

Jaakkola, Maarit. 2017. ”Producing a Drama for the Common Good: The theatricalization of the crisis discourse on cultural journalism.” Open Journal for Sociological Studies 1, nro. 2, 51-64.

Kivimäki, Ari. 1999. ”Elokuvan selostajista tuomareiksi: suomalainen elokuvajournalismi 1950-luvulla.” Teoksessa Kriisi, kritiikki, konsensus: Elokuva ja suomalainen yhteiskunta, toim. Salmi, Hannu, 78-95. Turku: Turun yliopisto.

Kivimäki, Ari. 2001. ”Elokuvakritiikki kulttuurihistorian lähteenä.” Teoksessa Kulttuurihistoria – Johdatus tutkimukseen, toim. Immonen, Kari, ja Maarit Leskelä, 281-302. Helsinki: Suomalaisen kirjallisuuden seura.

Orlik, Peter B. 2016. Media criticism in a digital age: Professional and consumer considerations. London: Taylor & Francis.

Pantti, Mervi. 1998. Kaikki muuttuu… elokuvakulttuurin jälleenrakentaminen Suomessa 1950-luvulta 1970-luvulle. Jyväskylä: Suomen Elokuvatutkimuksen Seura.

Pantti, Mervi. 2002. ”Elokuvakritiikki verkkojournalismin aikakaudella.” Lähikuva 1, 85-106.

Sinclair, Stéfan, ja Geoffrey Rockwell. 2019. Cirrus.” Voyant Tools. http://voyant-tools.org, noudettu 31.10.2019.

Thompson, Kristin, ja David Bordwell. 2010. Film History: An Introduction. McGraw-Hill Higher Education.

Viitteet

[1] Vuoden 2019 tilastotietoja ei ole vielä saatavilla, joten tarkastelua ei voida ulottaa koskemaan vuoden 2019 lukuja.

[2] Tässä artikkelissa tuotantomaiden huomiointi on yksinkertaistettua. Elokuvien tuotanto on yhä useammin kansainvälistä ja monella elokuvalla on useita tuotantoyhtiöitä ja useita tuotantomaita. Tämän artikkelin luokittelussa kustakin elokuvasta on huomioitu sen ensisijainen (ensimmäisenä tuotantotiedoissa listattu) tuotantomaa, ja siten tulosten luokittelussa kansainväliset yhteistuotannot eivät nouse esille, vaikka merkittävä osa aineistosta sijoittuu tähän kategoriaan.

Kategoriat
1/2020 WiderScreen 23 (1)

”Does Megan Get Naked?” – elokuvakritiikin tavat puhua elokuvia tekevistä naisista

#metoo, elokuvakritiikki, feministinen mediatutkimus, sukupuoli

Anni Varis
anevar [a] utu.fi
FM, Mediatutkimus
Turun yliopisto


Viittaaminen / How to cite: Varis, Anni. 2020. ”’Does Megan Get Naked?’ – elokuvakritiikin tavat puhua elokuvia tekevistä naisista”. WiderScreen 23 (1). http://widerscreen.fi/numerot/2020-1/does-megan-get-naked-elokuvakritiikin-tavat-puhua-elokuvia-tekevista-naisista/


Katsauksessa käydään läpi tapaustutkimukseni pohjalta, miten verkossa julkaistavassa elokuvakritiikissä puhutaan elokuvia tekevistä naisista. Elokuvakritiikkiin sisältyy kyseenalaisia tapoja puhua naisista, joista osa on alallaan jo valmiiksi marginaalisessa asemassa. Heidän osaamistaan kyseenalaistetaan ja trivialisoidaan tarttumalla esimerkiksi ulkonäköön liittyviin seikkoihin. Toisaalta sosiaalisen median logiikalla toimivalla elokuvakritiikkisivustolla tarjoutuu paikka nykypäivän näkökulmasta tehdylle uudelleenarvioinnille.

Ennennäkemättömän laaja keskustelu liittyen elokuva-alan sukupuolirakenteisiin ja valtaan käynnistyi #metoo-ilmiön yhteydessä vuonna 2017. Ilmiö on rantautunut osaksi myös elokuvakritiikistä käytävää keskustelua, minkä innoittamana tutkin mediatutkimuksen pro gradu -tutkielmassani, millä tavalla elokuva-alalla työskentelevistä naisista puhutaan elokuvakritiikissä.

Amatöörejä, jumalia ja barbileikkejä: elokuvakritiikin tavat puhua elokuvia tekevistä naisista” -tutkielmassani (Varis 2020) tarkastelin verkossa julkaistua elokuvakritiikkiä koskien kahta naisten käsikirjoittamaa ja ohjaamaa elokuvaa, joiden pääosissa näyttelevät naiset. Tutkin erityisesti, miten elokuvakritiikissä puhutaan elokuvan tehneistä naisista. Tutkimukseni sijoittuu feministisen mediatutkimuksen kentälle, jossa tarkastellaan miten sukupuolta tuottavat normit materialisoituvat ja muokkautuvat esimerkiksi median tuotantokoneistoissa, journalismissa ja vastaanotossa. Lähtökohtana oli siis näkemys sukupuolesta rakennelmana. Miten nimenomaan elokuvakritiikissä osana elokuvajulkisuuden tuottamista rakennetaan naiseutta?

Tutkimusmenetelmän valinnassa hyödynsin Karen Boylen (2014) tutkimusta Internet Movie Database -sivustolla julkaistuista elokuva-arvosteluista sekä Riitta Pirisen (2006) väitöskirjaa naisurheilijoista. Valitsemani elokuvat soveltuivat tapaustutkimuksen kohteiksi, sillä molemmat tapaukset ovat muodostuneet omiksi ilmiöikseen, joiden ympärillä on jo käyty paljon julkista keskustelua vastaanotosta nimenomaan sukupuolen näkökulmasta. Varsinaista tutkimusta aiheesta ei kuitenkaan ole vielä tehty. Tässä katsauksessa käyn läpi pro gradu -tutkimukseni toisen tapaustutkimuksen koskien Jennifer’s Body -elokuvaa (Jennifer’s Body, 2009).

Jennifer’s Body kertoo kahdesta lukioikäisestä ystävyksestä, Jenniferistä (Megan Fox) ja Needystä (Amanda Seyfried), jotka joutuvat vastakkain, kun Jennifer saa erään välikohtauksen seurauksena hirviömäiset voimat ja ryhtyy murhaamaan lukiolaisia tyydyttääkseen verenhimonsa. Elokuva sai ilmestyessään murska-arvostelut, mutta Jennifer’s Bodysta on viime vuosina muodostunut kulttielokuva, kun uudet yleisöt ovat löytäneet sen. Erityisesti sen on koettu puhuttelevan katsojia #metoo-kampanjan jälkimainingeissa, sillä elokuvassa nähtävän hyökkäyksen Jenniferiä kohtaan voi tulkita metaforana seksuaalisesta pahoinpitelystä.

Jennifer’s Bodyn ohjasi Karyn Kusama ja käsikirjoitti Diablo Cody, jonka edeltävä käsikirjoitus elokuvasta Juno (Juno, USA 2007) voitti parhaan alkuperäisen käsikirjoituksen Oscarin. Ohjaajan ja käsikirjoittajan lisäksi elokuvassa vaikuttaa amerikkalainen näyttelijä Megan Fox, jonka kasvoilla elokuvaa pitkälti markkinoitiin. Kaikki kolme naista ovat jälleen nousseet otsikoihin viime vuosina, kun elokuvaa on ryhdytty uudelleenarvioimaan. Tekijät ovat päässeet kertomaan vaikeuksista ja ennakkoluuloista, joita he naisina kohtasivat elokuvaa tehdessään sekä sen vastaanotossa. Uudelleenarviointi teki elokuvasta erityisen mielenkiintoisen tutkimuksenkohteen, sillä sen kautta oli mahdollista tarkastella, kuinka aikalaisvastaanottoa ja sen suhdetta naisiin reflektoidaan nykypäivänä kirjoitetussa kritiikissä. Lisäksi koin erittäin aiheelliseksi tutkia kritiikkiä, jota oli jo julkisuudessa laajalti syytetty seksismistä.

Tutkimusaineisto

Tutkimusaineistoni koostui Jennifer’s Body -elokuvan saamasta kritiikistä elokuva-aiheisilla sivustoilla Rottentomatoes.com ja Letterboxd.com. Tarkastelin tutkimuksessani molempien sekä ammattikriitikoiden että amatöörikriitikoiden kirjoittamia arvosteluja. Esittelen ensin lyhyesti sivustojen toimintalogiikkaa ennen kuin erittelen tutkimusaineistoa ja sen keruuta tarkemmin.

Rotten Tomatoes on internetin yksi suosituimmista arvosteluja kokoavista eli aggregaatio-sivustoista, jonka toimintaperiaatteena on kerätä yhteen eri kriitikoiden arvostelut ja jakaa ne myönteisiin sekä kielteisiin arvioihin. Tämän perusteella elokuva saa ”Tomatometer”-arvosanakseen tuoreen punaisen tomaatin tai mädän vihreän tomaatin. Näin katsojat voisivat yhdellä vilkaisulla saada käsityksen elokuvan laadusta. Omien sanojensa mukaan sivusto pyrkii tarjoamaan pääsyn laajaan valikoimaan kritiikkiä. Sen sijaan että lukijalla olisi käytössään vain pieni otos arvioita tietyiltä kriitikoilta, sivusto luo kuvaa objektiivisuudesta numeerisen prosenttiluvun muodossa. (Frey 2015, 85.)

Eniten painoarvoa Tomatometer-arvion muodostumiseen on kriitikoilla, joille sivusto on myöntänyt huippukriitikko (Top Critic) -statuksen. Näiden kriitikoiden tulee olla tunnettuja ja pitkään alalla toimineita, mutta muuten kyseisten kriitikoiden valintakriteereitä ei ole selvitetty julkisesti. Jokaista arvostelua sivustolla kuvaa arvostelutekstistä valittu yhden lauseen mittainen nostolause eli ”pull-quote”-lainaus, joka tiivistää arvostelun ja peilaa arvostelun positiivisuutta tai negatiivisuutta. Nostolause yksinkertaistaa arvostelun yhteen lauseeseen tai pariin sanaan, jolloin se kriittisen arvioinnin sijaan pikemminkin toimii markkinoinnin keinojen mukaan ja ohjaa kuluttajavalintoja. Samalla sivusto häivyttää erot eri lähteiden välillä tiivistäessään erilaiset arvostelut samaan muotoon. (Shepherd 2009, 35.) Analyysissäni kiinnitin erityistä huomiota nostolauseisiin, sillä voidaan olettaa, että sivuilla kävijä lukee ainoastaan nostolauseet tai valikoi ja lukee kokonaisuudessaan vain hänelle relevantit arvostelut sen mielikuvan perusteella, minkä nostolauseet arvosteluista hänelle muodostavat.

Letterboxd on sosiaalisen median sivusto, jonka perustivat uusi-seelantilaiset elokuvaharrastajat vuonna 2011. Sivusto markkinoi itseään sosiaalisena verkostona elokuvaharrastajille, missä rekisteröityneet käyttäjät voivat kirjoittaa arvosteluja, keskustella sekä seurata, mitä elokuvia heidän ystävänsä ovat katsoneet. Useat tunnetut ja sosiaalisessa mediassa aktiiviset elokuvakriitikot kuten IndieWire-sivuston David Ehrlich ja RogerEbert.com-sivuston Brian Tallerico ovat seurattuja sivuston käyttäjiä. Toisin kuin Rotten Tomatoes, Letterboxd ei erottele ammattikriitikoiden ja tavallisten käyttäjien arvosteluja toisistaan, vaan näkyvimpään asemaan pääsevät arvostelut, jotka saavat eniten tykkäyksiä.

Tutkimusaineistoni rajaamista varten tutustuin ensin kaikkiin kriitikoiden Jennifer’s Body -elokuvista kirjoittamiin arvosteluihin Rotten Tomatoes -sivustolla. Letterboxd-sivustolla kaikkien arvostelujen tarkastelu olisi ollut mahdotonta, joten rajasin tarkastelun sillä hetkellä suosituimpiin arvosteluihin, jotka asettuvat sivustolla tarkasteluhetkellä ensimmäisiksi. Rotten Tomatoesin kohdalla halusin välttämättä nähdä kaikki arvostelut, sillä sivuston toimintalogiikka nostaa keskeiseksi tomaattisymbolin ja prosenttiluvun, joiden pohjana toimivat kaikki kriitikkoarvostelut. Minulla ei kuitenkaan ollut pääsyä kaikkiin arvosteluihin, sillä Rotten Tomatoes -sivusto ei tallenna arvosteluista kuin muodostamansa lyhyet nostolauseet, jolloin varsinaiset arvostelutekstit linkittyvät sivuston ulkopuolelle alkuperäisiin julkaisuihinsa.

Aineiston kerääminen osoittautuikin haastavaksi, sillä huomattava osa arvosteluihin johtavista linkeistä puuttui kokonaan tai johti sivuille, jotka eivät enää toimineet. Näiden arvostelujen noutamisessa hyödynsin Googlea ja Internet Archiven Wayback Machine -sivustoa, joka arkistoi tietokantaansa Internet-sivujen vanhoja versioita. Tarkastellun elokuvan 198 arvosteluista linkit kokoteksteihin puuttuivat 24 tapauksessa ja 70 arvostelun kohdalla linkit eivät toimineet. Normaalisti luettavissa olisi vain noin puolet kaikista kriitikoiden kirjoittamista arvosteluista. Elokuva-arvosteluja kerätessäni havaitsin myös, että Rotten Tomatoes ilmoittaa sivuillaan useiden arvostelujen ilmestymisajankohdat väärin, jolloin vanhat arvostelut näyttivät siltä kuin ne olisi julkaistu vasta vähän aikaa sitten. Jennifer’s Bodyn arvostelut näyttivät Rotten Tomatoesin sivuilla siltä, että niistä 16 kappaletta olisi kirjoitettu vuonna 2019. Tarkastelemalla arvostelutekstien tietoja niiden omilla sivuilla selvisi kuitenkin, että nämä kaikki arvostelut oli julkaistu jo vuonna 2009.

Jennifer’s Body -elokuvan Rotten Tomatoes -arvostelut

Käsittelen ensin Jennifer’s Body -elokuvan Rotten Tomatoes -sivustolle linkitettyjen arvostelujen tapoja puhua elokuvan naispuolisista tekijöistä sekä näyttelijöistä. Miten naisia luonnehditaan tai mitä heistä kerrotaan? Ennen kaikkea kyseisissä arvosteluissa trivialisoitiin naisten taitoja kommentoimalla epäolennaisia seikkoja. Erityisesti näyttelijöiden ulkonäöstä puhuttiin ilman että se liittyi elokuvaan tai sen hahmojen tulkintaan tai kuvaukseen. Mediaurheilussa naisten ulkonäköön liittyvien kommenttien on tulkittu trivialisoivan naisten urheilusuorituksia, kun ulkonäön kuvailu nostetaan tärkeämmäksi kuin urheilu ja saavutukset (Pirinen 2006, 50). Samalla tavalla tulkitsen, että ulkonäköön liittyvä kommentointi ei pelkästään siirrä huomiota pois näyttelijäsuorituksesta vaan myös varsinaisesta elokuvasta ja sen arvioinnista.

Näyttelijöiden seksikkyyteen liittyvät arvottavat kommentit toistuivat useassa arvostelussa ja niissä puhuttiin naisten kehoista esineellistävään sävyyn. Nämä kommentit asettuivat osaksi kritiikkiä kirjoittajien niitä mitenkään erittelemättä. Eräässäkin arvostelussa kommentoitiin Amanda Seyfriedin silmien kokoa ja verrattiin Megan Foxin kehoa sarjakuvahahmojen solakkuuteen (Frazer 2010). Jopa laajalti arvostettu kriitikko Roger Ebert (2009) käytti arvostelussaan kappaleen verran tilaa puhuakseen Foxin tatuoinneista. Useissa arvosteluissa keskityttiin naisten näyttelijäsuoritusten sijaan heidän ulkonäköönsä kyseenalaisilla tavoilla. Esimerkiksi Three Movie Buffs –sivuston kriitikko Scott Nash (2010) liitti arvosteluunsa kuvakaappauksen alastomasta Foxista. Kuvatekstin mukaan Foxin lahjakkuuden voi nähdä ainoastaan silloin, kun näyttelijän suu on kiinni ja hänellä on vähän vaatteita päällä.

Kuva 1. Megan Fox Jennifer’s Body -elokuvassa. Useassa elokuvan kritiikissä arvosteltiin näyttelijän ulkonäköön ja älykkyyteen liittyviä seikkoja.

Ulkonäköön liittyvä trivialisointi kietoutuu osaksi muuta näyttelijöitä ympäröivää spekulointia välillä hyvin kyseenalaisesti. Esimerkiksi Pajiba-julkaisun arvostelussa Ted Boynton (2009) kirjoitti Foxin ulkonäöstä yksityiskohtaisesti viitatessaan näyttelijän karvoitukseen:

Even more offensive, no one gets naked on screen, though we see enough of Megan Fox to realize that she has a surprisingly hairy back; given the unfavorable lighting and angle, the cinematographer must have been pretty sick of her shit by the time they shot that scene (Boynton 2009).

Arvostelussaan Boynton spekuloi, että kuvaajan ja Foxin välillä on ollut jokin selkkaus. Näin Boynton päätteli ilmeisesti sen seikan perusteella, että Foxin selkää on kuvattu takaapäin niin, että Foxin selkä näyttää yllättävän karvaiselta. Arvostelussaan Boynton määritteli elokuvassa nähtävän alastomuuden vähyyden suorastaan vääryydeksi. Käsittelen seuraavaksi samankaltaista kritisointia, jota yllättäen esiintyi myös monissa muissa arvostelussa.

Elokuvan Rotten Tomatoes -kritiikeissä pohdittiin toistuvasti, että elokuva ei ole genreensä nähden tarpeeksi pelottava. Tästä näkökulmasta elokuvassa pelataan varman päälle eikä näytetä liikaa väkivaltaa, kauhua tai alastomuutta. Alastomuuden puute osoitettiin pettymykseksi nimenomaan pääosan esittäjän Megan Foxin kohdalla ja monet kriitikot esittivät tämän seikan pahoittelevaan sävyyn. 7(M)Pictures -sivuston Kevin Carrin (2009) mukaan elokuva olisi jonkin arvoinen, jos Fox olisi siinä seksikkäämpi ja kehottaa lukijoita etsimään Foxin vähäpukeisia kuvia lehdistä kuten Maxim tai Stuff, sillä elokuvaa katsoessaan lukija joutuisi Carrin mukaan sietämään Foxin epätoivoista näyttelemistä.

Ohjeistamista alastonkuvien suhteen löytyi myös muista arvosteluista. Luke Y. Thompson (2009) neuvoi lukijaa, kuinka Foxin alastonta vartaloa voi ihailla paremmin hakemalla hänestä salaa otettuja kuvia. Thompsonin mukaan elokuvasta voi kuitenkin koota mielikuvan Foxista alasti yhdistelemällä mielessään eri kuvakulmia Foxin vartalosta:

Does Megan get naked? Not exactly – you can see more of her nude body just by google-searching for those leaked set photos. But with rear shots of her skinny -dipping, ample cleavage, and non-nipple-proof shirts, there are enough pieces here to put the full mental picture together. (Thompson 2009.)

Rotten Tomatoes -sivuston kriitikkoarvosteluissa Jennifer’s Body -elokuvan pääasialliseksi kohderyhmäksi nimetään teinipojat, minkä takia alastomuuden vähäisyys mielletään arvosteluissa niin keskeiseksi asiaksi. Heteronormatiivisesti arvosteluissa katsotaan, että oletettuja mieslukijoita kiinnostaa elokuvassa eniten Foxin näkeminen alasti. Esimerkiksi Annalee Newitz (2009) epäili Gizmodon arvostelussaan, että elokuvan saamat negatiiviset ensireaktiot johtuvat siitä pettymyksestä, kun ennakko-odotukset eivät vastanneet lopullista elokuvaa. Newitzin mukaan niihin kuului oletus Foxin alastomuudesta.

Arvosteluissa esitettiin tulkintoja Foxin älykkyydestä viittaamalla näyttelijän kykyyn lukea tai edes ymmärtää vuorosanojaan. Vaikka Foxin roolisuoritus olisi nähty päällisin puolin onnistuneena, samalla vihjattiin hänen olevan kykenemätön ymmärtämään lausumaansa. Kriitikot näkivät yhteyden Foxin ulkonäön ja osaamisen välillä, jolloin Fox peitteli joko kehnoja näyttelijäntaitojaan tai tyhmyyttään ulkonäkönsä avulla. Näyttelijän ulkonäkö liitettiin osaksi hänen näyttelijäntaitojensa sekä älykkyytensä arvottamista. Jälkimmäisen kohdalla voidaan pohtia, liittyykö spekulointi kritiikkiin tai edes journalistisiin käytäntöihin. Hollywood & Fine -sivuston arvostelussa Marshall Fine (2009) ihmetteli, että Fox pystyy puhumaan ja kävelemään samaan aikaan. Huippukriitikon statuksella vaikuttava Kathleen Murphy (2009) käytti samankaltaista retoriikkaa kirjoittaessaan että Foxin mahtava keho ja täydet huulet eivät riitä piilottamaan faktaa siitä, että pinnan alla ei ole ketään kotona.

Arvosteluissa Jennifer’s Bodyn muista tekijöistä korostuu eniten käsikirjoittaja Diablo Cody, joka saa paljon enemmän huomiota osakseen kuin elokuvan ohjaaja, Karyn Kusama. Esimerkiksi Josh Larsen (2009) esitti blogissaan, että Cody on harvinainen esimerkki käsikirjoittajasta auteur-taiteilijana, jonka kirjoitustyyli leimaa koko elokuvaa. Codyn taitoja ja osaamista peilataan arvosteluissa etenkin suhteessa hänen menneeseen Oscar-voittoonsa. Oscar-voitto on todennäköisesti yksi syy Codyyn kohdistuneeseen suureen huomioon. Ennen Codya parhaan alkuperäisen käsikirjoituksen kategoriassa oli palkittu yhteensä yksitoista naista Oscareiden yli 90-vuotisen historian aikana, mutta yksikään nainen tai muunsukupuolinen ei ole voittanut kyseistä käsikirjoituksen palkintoa Codyn jälkeen. Aineistoissa oli mukana arvosteluja, joissa voiton vaikutus Codyn osaamiseen näyttäytyy ongelmallisessa valossa.

Arvosteluissa toistui esimerkiksi näkemys, jonka mukaan Oscar-voitto teki Codyn ylimieliseksi. Kirjoittaessaan näin kriitikot luovat kuvaa Codysta amatöörimäisenä ja itserakkaana käsikirjoittajana, jonka voitto ei ole oikeasti ansaittu. Pop Matters -sivuston Bill Gibron (2010) esitti vähätellen, että ”neiti Cody” ja hänen Oscarinsa luulevat olevansa kaiken kritiikin yläpuolella. Todd Gilchrist (2009) väitti, että voitto on tehnyt Codysta itsetärkeän, minkä johdosta käsikirjoituksessa korostuvat pakonomaisesti Codyn omat mieltymykset:

Here she’s empowered by the self-importance of her Oscar win, and indulges every pop-culture reduction she possibly can shoehorn into a given scene (Gilchrist 2009).

Codyn osaamista trivialisoitiin useissa arvosteluissa. Kevin Carrin (2009) kirjoittaman arvostelun nostolause kutsuu Codyn kirjoitustaitoja Oscar-voittajalta amatöörimäiseksi. Amatöörimaisuuteen viittaa myös Peter Howellin (2009) arvostelun nostolause, jossa Howell vihjaa, että Cody on huitaissut käsikirjoituksen kokoon MySpace-päivitystensä välissä.

Useat kriitikot puhuivatkin Jennifer’s Body -elokuvasta Codyn mahdollisuutena todistaa taitonsa ikään kuin Oscar-voiton jälkeen niihin kaivattaisiin vielä lisävarmistusta. ReelViews-julkaisun James Berardinelli (2009) näki, että Jennifer’s Bodyn myötä Cody voi todistaa, että Juno ei ollut pelkkä onnenpotku. Esimerkiksi O’Connor (2009) pitää Codyn epäonnistumista Jennifer’s Bodyn kohdalla vääjäämättömänä seurauksena arvostetun palkinnon voitolle. Amatöörimäisyyteen ja huijaamiseen viittaavat kommentit antavat ymmärtää, että Codylla ei todellisuudessa ole taitoja tai luonnetta, joita ”oikealta” Oscar-voittajalta vaaditaan.

Käsikirjoittajan sukupuoli tuotiin arvosteluissa esille, kun hänen osaamistaan suhteutettiin miespuolisten kollegoiden taitoihin. Jossain arvosteluissa sukupuoli nähtiin ”etuna” käsikirjoitukselle, sillä miespuoliset käsikirjoittajat eivät kriitikon mukaan pystyisi vitsailemaan tamponeista tai PMS-oireista yhtä terävän hauskasti (Villarreal 2009). Kriitikko Emanuel Levy (2009) korostaa sivuillaan Codyn naiseutta sanoessaan käsikirjoittajan sukupuolen näkyvän erityisesti siinä, kuinka naispuoliset hahmot ovat paremmin kirjoitettuja kuin miespuoliset. Tunnetuista käsikirjoittajista Codya verrattiin useimmiten Quentin Tarantinoon. Tässä yhteydessä kriitikot pohtivat, miksi Tarantinoa palvotaan ja Codya syrjitään, vaikka he muistuttavat tyyliltään toisiaan. Esimerkiksi Rob Gonsalvesin (2009) mielestä oli outoa, että Codyn erottuva kirjoitustyyli ei saa yhtä paljon positiivista huomiota osakseen. Vertailu Tarantinoon näkyi arvosteluissa tosin myös negatiivisessa mielessä: Armond Whiten (2009) mielestä elokuva todisti, että Cody on yhtä pinnallinen huijari kuin Tarantino. Miespuolisten käsikirjoittajien lisäksi eräässä arvostelussa nostettiin esille myös miespuolinen tuottaja, joka olisi voinut tehdä elokuvasta ”paremman”. Emanuel Levy (2009) harmitteli, että Codyn edellisen elokuvan taidolla ohjannut Jason Reitman ei käyttänyt enemmän valtaa Jennifer’s Bodyn tuottajana. Levy ei siis nähnyt elokuvan tuottajan epäonnistuneen tehtävässään, vaan piti ongelmana hänen oletetun valtansa vähyyttä.

Ottaen huomioon parhaan alkuperäisen käsikirjoituksen Oscar-palkinnon voittaneiden naisten vähäisen määrän on kyseenalaista, että Codyn taitoja sekä voittoa vähäteltiin arvosteluissa niin avoimesti. Arvosteluja lukiessa Codyn voittoon kohdistunut kritiikki näyttäytyi yleisenä reaktiona. Alan arvostetuimmat palkinnot tuovat naisille paljon näkyvyyttä ja uusia mahdollisuuksia edetä urallaan. Legitimoimalla naisten paikan muuten sukupuolittuneella alalla myönnetyt palkinnot voivat myös johtaa uusien ja tärkeiden roolimallien syntyyn. Näistä syistä pidän Codyn voiton kyseenalaistamista ongelmallisena.

Jennifer’s Bodyn Letterboxd-arvostelut

Letterboxd-sivuston käyttäjien kirjoittamissa arvosteluissa Jennifer’s Bodyn tekijöihin viitattiin usein sukupuolen näkökulmasta. Tämä liittyi erityisesti elokuvan kohdeyleisön uudelleenmäärittelemiseen, jota käsittelen tässä alaluvussa. Ensiksi käyn läpi tapoja, joilla elokuvantekijöiden sukupuoli näkyi sivustolla. Aineistoni perusteella suosituimmissa arvosteluissa tekijöiden sukupuolta pidettiin itsessään jo positiivisena seikkana, mikä antoi elokuvalle lisäarvoa. Esimerkiksi nimimerkki brat pitt (2016) ylisti korostettuun tyyliin kirjoitetussa arvostelussaan, kuinka elokuva on tyttöjen tekemä ja tytöille suunnattu: ”this movie is made by girls for girls & I LOVE IT!!!!!!!!!!!! I LOVE GIRLS!!!!!!!!!!” Yksinkertainen ja lyhyt arvostelu antaa ymmärtää, että kohdeyleisössä ei ole mitään tulkinnanvaraista. Nimenomaan tekijöiden sukupuoli tuntui osoittavan todellisen kohdeyleisön.

Keskustelu elokuvan ”todellisesta” kohdeyleisöstä nousi esille useissa Letterboxd-sivuston arvosteluissa. Yleisenä käsityksenä oli, että elokuvaa markkinoitiin väärin teinipojille, kun se todellisuudessa oli tarkoitettu naisille. Nimimerkki Trudie (2019) kirjoitti, kuinka elokuvan julisteet ja tapa kuvata Foxia niissä antoivat ymmärtää, että elokuva oli suunnattu heteromiehille, mutta kuinka hän katsoessaan elokuvaa ymmärsi kohdeyleisön toisin. Monet muutkin ovat havahtuneet tähän, mikä näytti johtaneen elokuvan uudelleenarviointiin uudesta näkökulmasta. Uudelleenarviointiin liittyy käsitys, jonka mukaan elokuva on alun perin tarkoitettu naisille, koska tarinan vahvana teemana on naisten välinen ystävyys. Kirjoittajien mukaan elokuvan tekijöiden sukupuoli tukee tätä näkemystä, sillä vain naiset olisivat pystyneet tekemään kyseisen elokuvan. Esimerkiksi nimimerkki Patrick Pryor (2018) mainitsi arvostelussaan, kuinka osa elokuvassa nähtävistä vitseistä oli sellaisia, että ne olisivat voineet tehdä vain naiset. Huumori ja elokuvan aiheet identifioidaan sukupuolisidonnaiseksi.

Kuva 2. Jennifer’s Body -elokuvan mainosjuliste.

Sivuston käyttäjät hyödyntävät elokuvantekijöiltä lainattuja kommentteja tukemaan edellä esitettyä näkemystä kohdeyleisöstä. Esimerkiksi nimimerkki Trudie (2019) hyödynsi ohjaajan haastattelua argumentoidessaan, että elokuva oli alun perin suunnattu naispuolisille katsojille. Haastatteluissa Kusama on kertonut, ettei elokuvan markkinointi vastannut hänen näkemystään elokuvasta. Trudien arvostelu on oikeastaan pitkä essee, jossa Trudie esittää, että elokuva ei menestynyt, koska sitä markkinoitiin elokuvana miespuolisille katsojille, kun se todellisuudessa oli kirjoitettu naisille eikä siten vastannut katsojille asetettuja odotuksia:

It’s no wonder the film was both a commercial and critical failure, the studio advertised a product that didn’t quite exist, and if it did, it existed with a self-awareness that steered away from expectations (Trudie 2019).

Myös nimimerkki ghostsarereal (2012) paikansi elokuvaan kohdennetun vihan syyksi osittain sen, että elokuvaa markkinoitiin seksikkäänä elokuvana pojille, vaikka se kertoi naisten välisestä ystävyydestä. Ghostsarerealin arvostelu on yksi suosituimmista ja sillä on yli 700 kappaletta tykkäyksiä.

Siinä missä Rotten Tomatoes -sivuston arvosteluja hallitsi keskustelu käsikirjoittaja Diablo Codysta, Letterboxd-arvosteluissa korostui erityisesti elokuvan päänäyttelijä Megan Fox. Aineistossani suuri osa arvosteluja käsitteli pelkästään Foxin läsnäoloa elokuvassa. Tykätyimpien arvostelujen perusteella Fox oli nimittäin ollut usein suuri syy katsoa elokuva ja kirjoittaa siitä. Foxin roolisuoritusta käsitellään etenkin hänen imagonsa näkökulmasta. Esimerkiksi nimimerkki josh lewis (2019) esitti, että Fox käyttää onnistuneesti omaa imagoaan hyväksi kauhun ja surun esiintuomiseksi elokuvassa. Josh lewisin kommentti määrittää Foxille paljon toimijuutta hahmon tulkinnassa.

Keskustelua ohjaa Letterboxd-sivuston toimintalogiikka, jossa elokuvia kirjataan ikään kuin omaan päiväkirjaan. Näin ollen keskustelua käytiin henkilökohtaisesta näkökulmasta, sillä käyttäjien kirjoittamissa arvosteluissa korostuvat omat kokemukset. Erityisen kiinnostavia näistä arvosteluista teki se, että niissä reflektoitiin toistuvasti samankaltaisia teemoja naisten älykkyyden ja ulkonäön arvioimisesta, mitä esiintyi Rotten Tomatoesin arvosteluissa. Nimimerkki ᵛᵛᴬᴰᴱ (2019) kävi omassa arvostelussaan läpi entistä negatiivista mielipidettään Megan Foxista ja kuinka se vaikutti hänen käsitykseensä elokuvasta. Arvostelussa hän kertoo, kuinka teinivuosinaan inhosi Foxia, koska tunsi tämän ainoastaan Transformers-elokuvien kautta ja piti siten Foxia tyhmänä. ᵛᵛᴬᴰᴱ pitää Foxia kuitenkin yhtenä tämän elokuvan parhaista puolista. Nimimerkki Ethanin (2018) koko arvostelu oli muotoiltu anteeksipyynnöksi Megan Foxille. Nimimerkki taran (2016) lyhyessä arvostelussa internalisoitua naisvihaa pidettiin syynä omiin menneisiin ennakkoluuloihin Foxia kohtaan:

the worst thing internalized misogyny did to teenage!me was make me dislike megan fox. I’m so glad to have left those days in the past. (tara 2016.)

Kun Letterboxd-arvosteluissa viitattiin Megan Foxin näyttelijäsuoritukseen, se tehtiin usein reflektoiden sitä aikalaisvastaanoton negatiivista reaktiota vasten. Esimerkiksi nimimerkki Daniel (2017) ylisti Foxia sanoen että tämä on saanut osakseen paljon ansaitsematonta vihaa. Nimimerkki Daisoujou (2019) arvioi Foxin roolisuorituksen pelkästään riittävän hyväksi, mutta epäili, että Foxia aikoinaan kohdannut epäluulo saattoi johtua siitä, että häntä ei ulkonäkönsä takia oteta vakavasti näyttelijänä. Käyttäjät olivat tietoisia elokuvaa ympäröineestä keskustelusta ja tarkastelivat siksi elokuvaa eri tavalla. Osa jopa hyödyntäen feministisen mediatutkimuksen termistöä.

Foxin roolisuorituksessa nähtiin paljon hyvää, jopa täydellisyyttä. Sitä ylistettiin käyttämällä hyväksi ironisen huumorin ja ylettömän liioittelun keinoja, jotka ovat tyypillisiä sivustolle. Ylistyksessään ylivuotavat arviot voidaan myös lukea vastareaktiona Foxin imagoon kohdistunutta ansaitsematonta kritiikkiä kohtaan. Arvosteluissa toistui esimerkiksi vitsailu siitä, että Foxin olisi elokuvan julkaisuvuonna pitänyt voittaa roolisuorituksestaan parhaan näyttelijän Oscar.

Ylistyssävyiset arvostelut voivat liittyä kokonaan täysin Foxin roolisuorituksen ulkopuolisiin seikkoihin. Kyseiset arvostelut oli kirjoitettu ironista huumoria hyödyntäen, mikä on niiden keräämistä tykkäyksistä päätellen sivustolla erittäin suosittua. Yhteistä niille oli Foxin fanittaminen. Esimerkiksi nimimerkki Tylah Marie (2017) kertoi, kuinka maksaisi rahaa, jotta Fox edes löisi häntä: ”i would literally pay money for megan fox to punch me.” Kyseinen ”arvostelu” ei sisällä muuta tekstiä, mutta siinä annetaan elokuvalle neljä tähteä. Sivustolle tyypillisessä huumorissa väkivalta ja näyttelijöiden fanittaminen kietoutuivat yhteen mitä kummallisimmilla tavoilla. Muissa samankaltaisissa arvosteluissa toivotaan Foxin esimerkiksi murhaavan tai syövän kirjoittajat. Näitä kommentteja yhdistää Foxin esittäminen voimakkaana ja oikeastaan jopa väkivaltaisena toimijana, jonka jokainen ele näyttäytyisi faneille toivottavana. Fanittavissa arvosteluissa korostuu käyttäjien halu Foxia kohtaan. Esimerkiksi Zara (2017) kyseli, kenet hänen pitäisi uhrata saadakseen muhinoida Foxin kanssa. Vaikka Foxin ulkonäköä ei välttämättä kommentoitu suoraan, Fox esineellistyi arvosteluissa pelkäksi halun kohteeksi.

Lopuksi

Elokuva-alan sukupuolivinoutumat ovat läsnä myös elokuvakritiikissä ja valtaosa kriitikon statuksella kirjoittavista on edelleen miehiä. Tekemäni tapaustutkimus osoitti, että elokuvakritiikkiin sisältyy kyseenalaisia tapoja puhua naisista, joista osa on alallaan jo valmiiksi marginaalisessa asemassa. Argumentoin, että elokuvakritiikki on osaltaan mukana luomassa ja ylläpitämässä mielikuvaa, jonka mukaan naisten paikka ei ole elokuvien teossa. Aineiston perusteella elokuvien kritiikissä pääsivät nykyisin ääneen myös sellaiset näkemykset, jotka kyseenalaistavat syrjivät käytännöt sekä puheenvuorot, mutta havaintojeni perusteella naisten osaamista epäiltiin ja vähäteltiin toistuvasti ammattilaisten kirjoittamassa kritiikissä. Rotten Tomatoes -sivuston käytännöt eivät kyseenalaista näitä kommentteja, vaan osaltaan vahvistavat ne legitimoimalla niiden kirjoittajat kriitikoiksi sekä toistamalla ja korostamalla arvostelujen sisältämiä seksistisiä kommentteja nostolauseissa. Ottaen huomioon sivuston merkittävyyden elokuvien markkinoinnissa tänä päivänä, pidän sivuston tätä ulottuvuutta huolestuttavana.

Käymällä läpi kaikki kriitikoiden statuksella kirjoitetut Jennifer’s Body -elokuvan arvostelut havaitsin useita tekstuaalisia tapoja, joilla naisten osaamista ja saavutuksia trivialisoidaan Rotten Tomatoes -sivuston arvosteluissa. Näkyvin trivialisoinnin tapa oli kiinnittää elokuvakritiikin lukijan huomio elokuvan ulkopuolisiin seikkoihin sekä epäolennaisuuksiin. Naispuolisten näyttelijöiden ulkonäköä kommentoitiin ja arvioitiin erittäin epäammattimaisesti jopa siinä määrin, että naisen keho alkaa näyttäytyä arvosteluissa häiritsevänä sekä naisten elokuvauraa rajoittavana tekijänä. Seksistiset kommentit olivat kärkkäimmillään, kun näyttelijän älykkyyttä pohdittiin suhteessa tämän ulkonäköön tai roolisuorituksen arviointi perustui näytetyn alastomuuden määrään.

Elokuva-arvosteluissa laajalti esiintyvä naispuolisten näyttelijöiden esineellistäminen näyttäytyy kyseenalaisena, varsinkin kun pohditaan naisten asemaa elokuva-alalla vasten #metoo-kampanjaa. Kuinka naiset voivat puhua kohtaamistaan vääryyksistä jos näkemys naisista objekteina läpäisee koko elokuva-alan aina kritiikkiä myöten? Aikalaisarvostelut, joissa kehotettiin lukijoita etsimään salaa otettuja kuvia naispääosan esittäjästä elokuvan katsomisen sijaan, tuntuivat nykypäivän näkökulmasta surullisilta esimerkeiltä kampanjan käsittelemästä vallan väärinkäytöstä.

Letterboxd-sivuston elokuva-arvosteluissa puhuttiin naisista ylistävään, jopa liioittelevaan sävyyn. Ironisen ja monitulkintaisen huumorin varjolla naiset esitettiin aktiivisina toimijoina, jotka pystyvät melkein mihin vain. Sivuston arvosteluissa korostuivat etenkin käyttäjien henkilökohtaiset kokemukset suhteessa elokuvien tekijöihin. Näissäkin arvosteluissa kommentoitiin naisten ulkonäköä sekä esineellistettiin heidät halun kohteeksi. Arvosteluista oli havaittavissa nykypäivän näkökulma käsiteltyihin elokuviin ja niiden aikalaiskritiikkiin, sillä valtaosa suosituimmista eli näkyvimmistä arvosteluista oli kirjoitettu viime vuosien aikana. Letterboxd-sivuston käyttäjien kirjoittamissa arvosteluissa korostui tekijöiden sukupuoli. Etenkin aikalaisvastaanottoa käsiteltiin sukupuolen näkökulmasta, mikä kertoo #metoo-kampanjan laajemmista vaikutuksista. Valveutuneisuus alan sukupuolittuneisuudesta sekä naisten huonosta asemasta alalla näkyikin Letterboxdin käyttäjien kirjoittamissa arvosteluissa aivan eri mittakaavassa kuin aikalaiskritiikissä. Kohdeyleisöä määriteltiin uudelleen kyseenalaistamalla vanhemmissa arvosteluissa yksinkertaistettu näkemys miehistä universaalina yleisönä. Koska kyseessä olivat naisten tekemät elokuvat naisista, todellisen kohdeyleisön tulkittiin olevan samaa sukupuolta.

Sivustojen toimintalogiikka on myös huomioitava elokuva-arvostelujen sisältöä pohdittaessa. Yleisesti ottaen Rotten Tomatoesin arvostelut olivat aikalaiskritiikkiä. Arvostelut oli julkaistu pääasiassa elokuvan julkaisuvuonna eikä merkittävä osa kokonaisista arvosteluista edes ollut luettavissa. Sivusto näyttäytyi verkkoympäristön asettamista mahdollisuuksista huolimatta varsin jähmeänä alustana, kun pohditaan tilannetta uudelleenarvioinnin näkökulmasta. Ammattikriitikoilla ei ole mahdollisuuksia kirjoittaa vuosia sitten ilmestyneistä elokuvista siinä määrin, että uudet arvostelut vaikuttaisivat huomattavasti Rotten Tomatoesin arvosanaan elokuvalle. Jähmeys näyttäytyi arvosteluissa yksipuolisena ja vanhentuneena näkemyksenä kritiikin lukijoista sekä elokuvien katsojista.

Aineiston perusteella valtaosa Jennifer’s Body -elokuvan arvostelleista kriitikoista piti elokuvan yleisöä heteromiehinä ja arvosteli elokuvaa näkökulmasta, jossa esimerkiksi naisten näyttämisellä alastomana annettiin paljon painoarvoa. Letterboxd-sivuston vapaamuotoisissa arvosteluissa näkemys elokuvien kohdeyleisöstä on muuttunut uudelleenarvioinnin myötä. Naisten tekemien naisista kertovien elokuvien nähtiin olevan suunnattuja etupäässä naisille ja elokuvia jopa katsottiin nimenomaan niiden tekijöiden sukupuolen takia. Väitän, että Letterboxd voi toimia elokuvaharrastajille tilana uudelleenarvioida sekä keskustella elokuvista sukupuolen näkökulmasta. Tämä vahvistaa esimerkiksi Marc Verboordin (2014, 924) esitystä siitä, kuinka kritiikin instituutioiden ulkopuolella toimiminen voi mahdollistaa uusien näkökulmien löytämisen kulttuuriseen arvottamiseen.

Elokuvakritiikkiä pitää kokonaisuudessaan tutkia lisää laadullisen feministisen mediatutkimuksen näkökulmasta, sillä useat määrälliset tutkimukset osoittavat sille suuren tarpeen. Erityisen tärkeää olisi tarkastella marginalisoitujen eli esimerkiksi ei-valkoisten naisten tekemien elokuvien saamaa kritiikkiä. Elokuvasivustojen toimintalogiikkaan ja algoritmeihin pureutuvalle tutkimukselle olisi myös tarvetta, erityisesti niiden piilevän luonteen takia.

Lähteet

Kaikki linkit tarkistettu 29.4.2020

Aineisto

Jennifer’s Body -elokuvan kriitikkoarvostelut Rotten Tomatoes -sivustolta, 40 kappaletta. Aineisto tutkijan hallussa.

Jennifer’s Body -elokuvan arvostelut Letterboxd-sivustolta, 30 kappaletta. Aineisto tutkijan hallussa.

Kirjallisuus

Boyle, Karen. 2014. “Gender, comedy and reviewing culture on the Internet Movie Database.Participations: Journal of Audience & Reception Studies. Vol. 11:1, 31–49.

Frey, Mattias. 2015. “The New Democracy? Rotten Tomatoes, Metacritic, Twitter, and IMDb.” Teoksessa Film Criticism in the Digital Age, toimittaneet Frey, Mattias & Sayad, Cecilia, 81–98. New Jersey: Rutgers University Press.

Pirinen, Riitta. 2006. Urheileva Nainen lehtiteksteissä. Akateeminen väitöskirja. Tampereen yliopisto. Sosiaalipsykologian laitos. Tampere: Tampereen Yliopistopaino.

Shepherd, Tamara. 2009. “Rotten Tomatoes in the Field of Popular Cultural Production.” Canadian Journal of Film Studies. Volume 18:2, 26–44.

Varis, Anni. 2020. Amatöörejä, jumalia ja barbileikkejä : elokuvakritiikin tavat puhua elokuvia tekevistä naisista. Pro gradu -tutkielma, mediatutkimus, Turun yliopisto.

Verboord, Marc. 2014. “The Impact of Peer-Produced Criticism on Cultural Evaluation: A Multilevel Analysis of Discourse Employment in Online and Offline Film Reviews.” New Media & Society. Vol. 16:6, 921–940.

Kategoriat
Ajankohtaista

Apollo-avaruusohjelman edistyminen julkisessa keskustelussa 1967–1969

Jere Kesti-Helia
jpjkes [a] utu.fi
Digitaalinen kulttuuri
Turun yliopisto

Viittaaminen / How to cite: Kesti-Helia, Jere. 2020. ”Apollo-avaruusohjelman edistyminen julkisessa keskustelussa 1967–1969”. WiderScreen Ajankohtaista 9.4.2020. http://widerscreen.fi/numerot/ajankohtaista/apollo-avaruusohjelman-edistyminen-julkisessa-keskustelussa-1967-1969/

Tulostettava PDF-versio


Tutkimuskatsaus käsittelee ihmisen kuuhun lähettämiseen tähdänneen Apollo-avaruusohjelman edistymisestä käytyä sanomalehtikeskustelua vuosina 1967–1969 ja perustuu pro graduni ”‘Our program is moving with rapid momentum’ –­ Sanomalehtikeskustelu liittyen NASAn edistymiseen Apollo-avaruusohjelmassa 1967–1969 (2019)” keskeisimpiin tutkimustuloksiin. Sanomalehtikeskustelusta esiin nousevien teemojen keskiössä ovat Apollon saama poliittinen tuki, Apollo 1 -onnettomuus ja Apollo-lennot. Esiin nousevat myös Apollo-ohjelman piirteet. Katsauksen lopussa esitetään opinnäytetyön pohjalta heränneitä ajatuksia.

Avainsanat: Apollo-avaruusohjelma, avaruuskisa, kylmä sota, lehdistötutkimus


Jo vuonna 165 Lukianos Samosatalainen kirjoitti tieteisfiktiotarinassaan, kuinka kreikkalaiset sotilaat lensivät kuuhun ja kohtasivat siellä sen asukkaita ja eriskummallisia petoja (Launius 2018, 11). Ensimmäinen kuuhunlaskeutuminen tapahtui kuitenkin vasta vuonna 1969 Apollo 11 -lennolla. Saavutus oli seurausta kylmän sodan ilmapiiristä ja supervaltojen välisestä avaruuskisasta. Presidentti John F. Kennedy oli vuonna 1961 ilmoittanut Yhdysvaltojen menevän kuuhun ennen 1970-lukua. Uskottiin, että onnistunut avaruuden valloitus edustaisi oman talousjärjestelmän ja ideologian erinomaisuutta.

Ihmisen kuuhun lähettäminen 1960-luvulla on eittämättä yksi ihmiskunnan suurimmista saavutuksista tieteen ja teknologian saralla. Ensimmäisenä kuussa kävelleen ihmisen Neil Armstrongin sanat: ”That’s one small step for a man, one giant leap for mankind” tai muut viittaukset avaruuskisaan nousevat esiin vielä nykyäänkin. Esimerkiksi Noin viikon uutiset -ohjelman Jukka Lindström vitsaili vuonna 2016, että vaikka sekä Espoon metrolinjasta että kuulennoista haaveiltiin jo 1960-luvulla, niin kuuhun mentiin vuonna 1969, mutta metrolinja ei ollut vieläkään valmis (Noin viikon studio 2016).

Nykypäivänä sosiaalisessa mediassa saattaa nähdä erilaisia salaliittoteorioita kuulentojen tapahtumien oikeellisuudesta ja etenkin tähän liittyvää vitsailua. Toisaalta saatetaan muistuttaa, kuinka huikea saavutus oli. Kun palataan vuosiin 1967–1969, julkisesta keskustelusta välittyy varsin erilainen kuva. Apollo-ohjelma suoritettiin kovien aikataulupaineiden ja kustannushaasteiden ympäröimänä. Projektiin liittyi tuotannollisia haasteita ja se vaati kuolonuhreja. Poliittisessa ilmapiirissä kritisoitiin projektien suuria kustannuksia ja sen tuoman hyödyn vähäisyyttä. Jopa NASAn sisällä ilmeni vastakkainasettelua ihmisten ja tietokoneiden välillä. Toisaalta ensimmäinen kuuhunlaskeutumisyritys itsessään oli ainutlaatuinen tapahtuma, johon kohdistui suuria odotuksia.

Pro graduni päätutkimuskysymys oli: Millä tavalla NASAn Apollo-avaruusohjelman edistymiseen liittyvä keskustelu ilmeni The New York Timesissa ja The Washington Postissa vuosina 1967–1969? Käsittelin myös sitä, mitkä tekijät vaikuttivat NASAn saamaan poliittiseen tukeen ja miten ne vaikuttivat käsityksiin projektin edistymisestä. Lisäksi tarkastelin käsityksiä Apollo 1 -tulipalon ja avaruuslentojen vaikutuksesta projektin edistymiselle. Avasin myös aineiston ja tutkimusten avulla Apollo-ohjelman piirteitä.

Digihumanistinen tutkimusote

Käytin tutkielmassani aineistona kahta johtavaa yhdysvaltalaista päivälehteä, The New York Timesia (sulkuviitteissä lyhenne NYT) ja The Washington Postia (sulkuviitteissä lyhenne WaPo). Ne kirjoittivat laajasti ja toisinaan yllättävän kriittisesti Apollo-ohjelmasta 1960-luvun lopussa, joten ne olivat hedelmällistä sisältöä analyysini kannalta. Aineistonkeruussa ja sen analyysissä korostui digihumanistinen lähestymistapa eli digitaalisen teknologian käyttö tutkimusprosessissa, sillä käytin ProQuest LLC -yhtiön digitoimia lehtiä. Digitaalisen kulttuurin tutkijoiden Jaakko Suomisen ja Anna Haverisen mukaan digihumanistinen tutkimus voi painottaa teknologian kehittämistä tai sen teoreettista ymmärtämistä. Lisäksi teknologia voi olla tutkimuksessa joko välineen tai kohteen roolissa. (Suominen & Haverinen 2015.) Pro gradussani ProQuest-sanomalehtikokoelma auttoi aiheen teoreettisessa ymmärryksessä ja toimi välineenä aineistonkeruulle ja analyysille.

Kuva 1. Digitaalisen humanismin akselisto. Lähde: Suominen & Haverinen 2015.

ProQuestiin on digitoitu kaikki valitsemieni sanomalehtien numerot vuosilta 1967–1969. Tämä tarkoittaa tutkimuksellisesti laajaa aineistoa. Ongelmallista on kuitenkin se, miten tutkija löytää valtavasta aineistomassasta itselleen tarpeelliset artikkelit ilman liian suurta kuormitusta. Huomasin opinnäytettäni tehdessä, että oli tärkeää selvittää sivuston tekniset ominaisuudet ja käyttää tehokasta hakusanalouhintaa. Tekstinlouhinta tai hakusanalouhinta tarkoittaa aiheen kannalta oleellisten hakusanojen ja hakusanayhdistelmien käyttöä, jotta aineistosta löytyy oleellinen sisältö pienemmällä vaivalla (Eijnatten et al. 2013, 60). Näin tutkija pystyy löytämään itselleen pienemmällä vaivalla paljon arvokasta aineistoa. Hakusanat muotoutuivat sitä mukaa, kun substanssiosaamiseni kehittyi aineistoa ja kirjallisuutta lukemalla.

ProQuest on hyödyllinen esimerkiksi siinä mielessä, että sieltä pystyy tarkistamaan, milloin jokin henkilö tai avaruuslento on mainittu sanomalehdissä ensimmäisen kerran. Apollo-ohjelmassa NASAn aikataulut saattoivat muuttua eri tapahtumien seurauksena. Kun sanomalehdissä esiintyi uuden lennon nimi, niin pystyin päättelemään, että projekti oli ottanut askeleita eteenpäin. Tästä esimerkkinä on Apollo 7. Se esiintyi ensi kertaa aineistossa The New York Timesissa 28. huhtikuuta 1968. ProQuestilla pystyi myös selvittämään, kuinka usein jokin tapahtuma tai henkilö sanomalehdissä mainittiin. Esimerkiksi Apollo-ohjelman johtaja Samuel C. Phillips esiintyi usein sanomalehtien sivuilla kommentoimassa avaruusohjelman edistymistä. Myöhemmin aineisto ja kirjallisuus osoittivat, että Phillips oli NASAlle tärkeä hänen johtamistaitojensa sekä mediaesiintymisen kannalta.

Vaikka pyrin käyttämään tehokasta hakusanalouhintaa, niin aiheenrajaus ei siitä huolimatta ollut helppoa. Aineistoa oli runsaasti ja se herätti jatkuvasti uusia kysymyksiä. Lisäksi aihetta oli tutkittu aikaisemmin paljon, joten tuoreen tutkimusnäkökulman löytäminen ei ollut helppoa. Näiden haasteiden selättämisessä yksi tärkeä ratkaisu oli lukea kerralla enemmän kirjallisuutta, jonka jälkeen oli helpompi hahmottaa, mitä ei aikaisemmin ollut tutkittu ja mikä oli kiinnostavaa uutta tietoa. Nämä haasteet huomioon ottaen hyvä ratkaisu oli käyttää menetelmänä aineistolähtöistä sisällönanalyysiä. Siinä aineistoon perehtyminen määrää tutkimuskysymykset. (Tuomi & Sarajärvi 2018, 105.) Runsaan kirjallisuuteen ja aineistoon perehtymisen jälkeen sain rajattua aiheeni ja luotua tutkimuskysymykset.

Miksi Apollo-ohjelma aloitettiin?

Apollo-ohjelma aloitettiin toukokuussa 1961 välittömästi presidentti John F. Kennedyn kongressissa pitämän puheen jälkimainingeissa. Kyse oli amerikkalaisten heikentyneestä kansallisylpeydestä. Neuvostoliiton Juri Gagarinista oli tullut joitakin viikkoja aikaisemmin ensimmäinen ihminen avaruudessa hänen kierrettyään Vostok-aluksella maapallon. Lisäksi Yhdysvallat oli epäonnistunut syöksemään kommunistisen Kuuban johtajan Fidel Castron vallasta Sikojenlahden maihinnousussa. Avaruuskisa itsessään oli alkanut jo vuonna 1957, kun Neuvostoliitto oli lähettänyt ensimmäinen satelliitin eli Sputnikin avaruuteen. Yhdysvalloissa aiheesta alkoi mediapaniikki – uskottiin, että Neuvostoliitto voisi tehdä ydinasehyökkäyksen avaruudesta käsin. National Aeronautics of Space Administration eli NASA perustettiin vuonna 1958 vastaukseksi Sputnikin herättämiin pelkoihin. (Lagerstedt 2008, 34–35, 66–70, 75–77.)

Sosiologi Daniel Sage on todennut, että kilpajuoksu kuuhun ei ollut amerikkalaisille vain kisa vaan myös kohtalo. Kuu muistutti amerikkalaisia heille tutuista Kalliovuorista, josta voisi valvoa ja ohjata ihmiskunnan tulevaisuutta. Taiteilija Chesley Bonestellin taideteokset ja Wernher Von Braunin kirjoitukset avaruuden valloituksesta 1950-luvulla Collier’s-lehdessä vahvistivat entisestään amerikkalaisten kiinnostusta kuuhun. (Sage 2014, 27, 45-50.)

Kuu ei ollut vain mikä tahansa kiertoradalla kiertävä möhkäle, vaan maisemaltaan yhdysvaltalaisten identiteettiä ja kotia muistuttava maailma. Neil Armstrong totesi kuuvierailullaan, että maisemat muistuttavat häntä amerikkalaisesta erämaasta (NYT 21.7.1969; WaPo 21.7.1969). Avaruuskisan alkuaikoina tuo maailma oli kommunismin uhkaama, joten Yhdysvaltojen oli aika lunastaa se itselleen.

Edellä mainittu kuvaus Yhdysvalloista perustuu Sagen transsendenttisen valtion teoriaan. Teorian mukaan Yhdysvalloilla on käsitys itsestään poikkeuksellisena valtiona maailmassa, ja tätä käsitystä se ylläpitää erilaisilla materialistisilla ja diskursiivisilla käytännöillä. Tämä ylimielinen käsitys sulkee etnonationalistisesti pois eri ihmisryhmiä, uskontoja, instituutioita, materiaaleja, ideologioita ja maisemia. Se palvelee vain tiettyjä ihmisryhmiä ja sosiaalisia intressejä ja siksi sillä on usein tuhoisia seurauksia, tosin joissain tapauksessa myös progressiivisia. Teoriaan liittyy olennaisesti myös käsitys, että Yhdysvalloilla on kohtalo levittäytyä loputtomaan maailmankaikkeuteen. (Sage 2014, 7, 17.)

Myös Yhdysvaltain kongressi kannatti presidentti Kennedyn päätöstä ja nosti NASAn määrärahoja merkittävästi. Historioitsija Walter McDougallin mukaan tämä oli osoitus teknokraattisen mallin riemuvoitosta. Teknokraattinen ideologia korostui Yhdysvalloissa erityisesti Kennedyn ja Johnsonin hallituskausien aikana, jonka jälkeen se alkoi luhistua. (McDougall 1997, 8.) Teknokraattisessa yhteiskunnassa päätöksenteko on teknisillä asiantuntijoilla kuten insinööreillä ja tiedemiehillä (Gunnell 1982, 392). McDougall on kritisoinut teknokraattista mallia todeten, että sen ratkaisut olivat samankaltaisia kuin ongelmat, joita lähdettiin ratkaisemaan (priorisointi, sääntely, johtamistekniikoiden entistä kovempi soveltaminen ja teknologian korostaminen ratkaisuissa). Laadullisia ongelmia pyrittiin ratkaisemaan määrällisillä metodeilla. (McDougall 1997, 8, 443.)

NASA oli ideaali teknokraattinen organisaatio. Apollo-ohjelman johtamismallia voi luonnehtia järjestelmätekniikaksi (engl. systems engineering). Insinöörit seurasivat tietokoneen avulla projektin kustannuksia ja aikatauluja ja tekivät tarvittaessa päätöksiä niiden muuttamisesta (Sato 2007, 912–913.) Apollo vaati järjestelmätekniikan kaltaista mallia, sillä kuuhunlaskeutumiseen vaadittavaa teknologiaa kehitettiin ensimmäistä kertaa historiassa kovalla aikataululla. NASAlle työskenteli useita yksityisyrityksiä, joita piti koordinoida. Ilmavoimista tullut Samuel C. Phillips oli suuressa roolissa järjestelmän integroimisessa ja johtamisessa.

Kuva 2. Kuulentoon vaadittava kalusto ja niiden rakentajat. Lähde: Levine 1982, 21.

Apollo-ohjelman edistyminen ja poliittinen tuki

Yhdysvaltain budjettitoimisto ja kongressi päättivät vuosittain NASAn tilivuosikohtaisesta (heinäkuu–kesäkuu) budjetista. Retrospektisesti projektin tekninen onnistuminen huomioon ottaen näyttäisi siltä, että NASAlle myönnettiin tarpeeksi suuri budjetti. Aikalaiskeskustelun pohjalta on kuitenkin perusteltua olettaa, että budjetti oli jonkinasteinen haaste Apollo-ohjelman aikataulun toteutumiselle.

NASAlla oli Apollon lisäksi muitakin projekteja ja ihmisen kuuhunlähettämistä yritettiin ensimmäistä kertaa historiassa. Historioitsija Alexander F. G. Brown kirjoittaa, että kirjallisuudessa NASAn ensimmäisen vuosikymmenen resursseja on pidetty riittävinä. Apollo-aikaiset päätöksentekijät eivät kokeneet sitä kuitenkaan näin. (Brown 2009, 83.) NASAn johtaja James E. Webb käytti aineistossa usein avaruushallinnon budjetista nimitystä ankara budjetti (engl. austere budget) (WaPo 1.2.1967).

Kiireen ja kustannuspaineiden keskellä tapahtui Apollo 1 -tulipalo. 27. tammikuuta 1967 NASA harjoitteli maanpäällä AS 204 -lähtölaskentaharjoituksessa tulevaa ensimmäistä miehitettyä Apollo-lentoa varten, joka oli tarkoitus lentää helmikuussa 1967. Tulipalo vei kolmen astronautin, Virgil ”Gus” Grissomin, Edward Whiten ja Robert Chaffeen, hengen. Onnettomuus aiheutti lisäkustannuksia ja NASA joutui vakuuttamaan kongressin siitä, että projekti pystytään saattamaan loppuun saakka turvallisesti.

Ensin NASAn sisäinen tutkintaryhmä (Apollo 204 Review Board) selvitti tulipalon syttymissyytä ja julkaisi siitä raportin huhtikuun 1967 alussa. Tämän jälkeen kaksi kongressin avaruuskomiteaa aloitti oman tutkintansa. Kongressin tutkintaan kuuluivat huhtikuussa ja toukokuussa 1967 suoritetut kuulustelut, joissa komiteat hyödynsivät NASAn sisäisen tutkintaryhmän tekemää raporttia. Senaatin avaruuskomitea julkaisi oman raporttinsa 30. tammikuuta 1968. Kesällä 1967 kuulustelujen ja raportin välissä kongressi teki tärkeitä päätöksiä Apollon ja muiden NASAn projektien budjetista.

NASAn tutkintaryhmä ei pystynyt määrittämään tarkkaa syttymissyytä tulipalolle, mutta se epäili rikkinäisestä johdosta syntynyttä kipinää. Brown on kritisoinut raporttia siitä, että se keskittyi pitkälti teknisiin puutteisiin. Siinä ei käsitelty poliittisia tai taloudellisia paineita, historiallista kontekstia tulipalon syttymissyistä tai johtamiseen ja organisatoriseen käyttäytymiseen liittyvää kritiikkiä. Pelkän erehdyksen tai huolimattomuuden sijaan onnettomuus oli kumulatiivinen seuraus aikataulu- ja kustannuspaineista sekä NASAn ja sen teknologiaa valmistaneen North Americanin insinööri- ja turvallisuuskulttuureihin ja tekniseen filosofiaan liittyvistä eroista. (Brown 2009, 56–58, 81–82.)

Kuva 3. Taiteilijan näkemys tulipalon syttymissyystä. Lähde: The Washington Post 10.4.1967.

Sanomalehdet tai avaruuskomiteat eivät menneet yhtä syvälle tulipalon syttymissyihin kuin Brownin vuoden 2009 tutkimus. Keskustelu, etenkin kuulustelujen loppupuolella, kuitenkin sivusi näitä välillisiä syitä (aikataulu- ja kustannuspaineet sekä organisaatiokulttuurien väliset erot). Stephen B. Johnsonin mukaan kongressi ei tutkinnassaan löytänyt puutteita Phillipsin johtamistavasta eli järjestelmätekniikasta (Johnson 2002, 146). Tämän perusteella ongelma oli enemmänkin vaikeus integroida North Americaniin monimutkainen keskitetty järjestelmä kiireellisellä aikataululla. Muun muassa tämä heikensi aluksen rakentamiseen liittyvää turvallisuutta.

NASAn selektiivisesti ja optimistiseen sävyyn kirjoitettu raportti, koettu Neuvostoliiton uhka ja astronauttien auktoriteetti vakuuttivat poliitikot NASAn kyvystä saattaa Apollo loppuun ennen vuosikymmenen loppua. Taustalla oli myös poliitikkojen sitoutuminen pitkäntähtäimen projektiin. Tätä voi luonnehtia sosiaalipsykologi Robert B. Cialdinin sitoutuneisuuden ja johdonmukaisuuden periaatteella (engl. commitment & consistency principle) (Cialdini 2009, 72–73). Komiteoissa oli paljon avaruusosavaltioiden edustajia, jotka kunnioittivat presidentti Kennedyn tavoitetta. Myös presidentti Johnson oli avaruusohjelman suuri tukija. Näin ollen itse seuraavan tilivuoden Apollo-budjettia ei juurikaan leikattu kesän ja syksyn 1967 budjettipäätöksissä.

Kongressin kuulustelut olivat kokonaisuudessaan NASAlle kuitenkin katastrofaaliset. Alussa käsiteltiin tulipalon syttymisen aiheuttanutta huolimattomuutta, mutta kuulustelujen loppupuolella fokus siirtyi Apollo-ohjelman johtamiseen liittyvään kritiikkiin. Kuulustelut paljastivat avaruushallinnon kongressilta pimittämää tietoa, kuten Phillipsin raportin. Se oli vuosilta 1965–1966 tehty Apollo-ohjelman johtaja Samuel C. Phillipsin määräämä selvitys North Americanin työnlaadusta, joka raportin perusteella oli heikkoa. Raportin tuloksia ei oltu kerrottu Webbille tai avaruuskomiteoille. Phillipsin raportti herätti keskustelun siitä, miksi juuri North American Aviation valittiin Apollo-aluksen rakennuttajaksi vuonna 1961.

NASAn johtaja James E. Webb jäi kuulusteluissa kiinni valehtelusta. Webb väitti aluksi, että yhtiö oli vuonna 1961 arvioitu parhaaksi avaruusaluksen rakennuttajaksi NASAn tekemän selvityksen perusteella. Myöhemmin hän myönsi, että Martin Marietta arvioitiin parhaaksi vaihtoehdoksi, mutta arviointiryhmä oli tehnyt huonoa työtä. Uusi arviointi oli osoittanut North American Aviationin parhaaksi vaihtoehdoksi. (NYT 12.5.1967.)

Historioitsija Arnold S. Levinen mukaan vuodesta 1961 vuoteen 1967 NASAn budjettia oli leikannut enimmäkseen Yhdysvaltain budjettitoimisto, mutta vuonna 1967 kongressi teki merkittävimmät budjettileikkaukset. Tilivuosien 1965–1967 budjettileikkaukset vaihtelivat 0,9–3,6 prosentin välillä. Tilivuoden 1968 leikkaukset NASAn kokonaisbudjetista olivat kuitenkin 10 prosenttia. (Levine 1982, 188, 202.) Ilmi tullut salailu ja valehtelu tarjosi NASAn vastustajille mahdollisuuden leikata odotettua enemmän NASAn kokonaisbudjetista. Myös NASAn tukijat halusivat antaa avaruushallinnolle opetuksen ja luultavasti olivat entistä myötämielisempiä leikkauksia kohtaan.

Kuva 4. NASAn pyytämä ja sille myönnetty budjetti tilivuosille 1959–1971. Lähde: Levine 1982, 188.

Kokonaisbudjetin leikkaukset heijastuivat Apollon ulkopuolisiin projekteihin, mutta niillä oli vaikutusta myös Apollon budjettiin. Ulkopuoliset varat saattoivat antaa turvallisuuden tunnetta suurikustanteista Apolloa silmällä pitäen. Kuulustelujen jälkeen NASA päätti, että vain kuulentoihin liittyvät laitteistomuutokset olivat sallittuja ja Apollo sai ykkösprioriteetin suhteessa muihin projekteihin. (Brown 2009, 127.)

Odotettua nopeampi edistyminen Apollo-lennoissa vuonna 1968 helpotti NASAn budjettihuolia. NASAn ei tarvinnut lentää toista miehittämätöntä kuumoduulitestiä tai kolmatta Saturn V -testilentoa. On mahdollista, että ankaraa budjettia olisi korostettu avaruushistoriassa syynä edistymättömyydelle, jos NASAn menestys olisi ollut heikompaa. Kaikesta huolimatta ilman tilivuoden 1968 odotettua suurempia leikkauksia NASAn 1970-luvun projektit olisivat voineet olla kunnianhimoisempia.

Apollo 1 ja astronauttien sankarillistaminen

Apollo 1:n tulipalo aiheutti poliittisten haasteiden ja kustannusongelmien lisäksi myös henkisiä, teknisiä ja organisatorisia haasteita. Näistä ensimmäisenä täytyi ratkaista henkiset haasteet eli miten käsitellä astronauttien kuolemia. Lentoharjoituksissa oli kuollut aiemmin astronautteja, mutta Apollo 1 oli ensimmäinen, jossa astronautit kuolivat osana Apollo-ohjelmaa. Lisäksi kuolemat sattuivat maanpäällisessä testissä, mikä oli odottamattomampaa kuin kuoleminen avaruudessa.

Astronautit – kuten Virgil Gus Grissom – olivat usein sanoneet julkisesti, että avaruuden valloitus on henkensä vaarantamisen arvoista (NYT 29.1.1967). Sosiologi Daniel Sagen mukaan riskien hyväksyminen kuului astronauttien maskuliiniseen identiteettiin ja NASAn organisaatiokulttuuriin. NASA ajatteli, että astronauttien liikkeitä on helpompi arvioida ja laskea, kun kuolemanpelko ei herättänyt heissä paniikkia. (Sage 2014, 81.) Tämä on osoitus myös teknokraattisesta mentaliteetista – astronauttien maskuliinisuutta käytettiin hyväksi, jotta heidän liikkeitään pystyttiin helpommin ennakoimaan.

Astronauttien näkemykset riskien hyväksymisestä saattoivat herättää myötätuntoa ja ne omaksuttiin lehdistössä kuolemien jälkeen. Transsendenttisen valtion perusteella onnettomuus uhkasi käsitystä nationalistisesta voittamattomuudesta ja aiheutti negatiivisia mielenliikutuksia. Mielenliikutukset käännettiin kuitenkin sankarillisiksi tunteiksi astronautteja kohtaan (Sage 2014, 131). NASA, poliitikot ja toimittajat sankarillistivat astronautit, jotta heidän kuolemansa oli helpompi hyväksyä. Astronauttien sankarirooli jäi tulipalon jälkeen elämään lehdistöön ja tutkimuksiin, mikä kertoo NASAn kyvystä vaikuttaa siihen, miten sen historia nähdään. Tosiasiassa kuolleiden astronauttien rooli Apollon menestyksessä on minimaalinen, kuten Brown huomauttaa (Brown 2009, 52–53).

Kaikki eivät pystyneet käsittelemään tulipaloa. Thomas O’Toolen The Washington Postin artikkelista käy ilmi, että moni sai potkut, hermoromahduksen tai päätti avioliittonsa (WaPo 6.10.1968). Ainakin yksi teki itsemurhan avaruusohjelmassa (Lagerstedt 2008, 232). Apollo-aluksen kehitysjohtaja Joel F. Shea on esimerkki henkilöstä, joka ei pystynyt käsittelemään tulipalon tuomaa traumaa ja surua. Shea etsi kuumeisesti syytä tulipalolle sen tapahduttua. Hän joi itsensä uneen ja sairastui uupumukseen. NASAn joutui siirtämään Shean pois Cape Kennedystä Washington DC:seen. (Murray & Cox 1989, 154, 158; Cassutt 2018, 14. luku.) Uupunut johtaja ei olisi kohentanut avaruushallinnon heikentynyttä imagoa tulevissa kongressin kuulusteluissa. Häntä ei Apollo 11:n aikaisissa lehtiartikkeleissa myöskään nostettu esiin, koska se olisi heikentänyt Apollon menestystarinaa.

Jotta NASA välttäisi vastaavanlaisen tulipalon jatkossa, niin sen piti tehdä teknisiä ja organisatorisia muutoksia Apollo-ohjelmassa. Teknisiä muutoksia olivat esimerkiksi nopeammin aukeava luukku ja materiaalit, jotka eivät syttyisi niin helposti palamaan. Organisatorisiin muutoksiin kuului esimerkiksi North American Aviationin uusi johtoryhmä ja configuration control boards (CCB) -ryhmien toiminnan tehokkuuden vahvistaminen. CCB-ryhmät pitivät huolen siitä, että avaruusohjelman aliurakoitsijat noudattivat vaadittuja toimintamalleja (Brown 2009, 126, 128–131; Johnson 2002, 139).

Muutokset koskivat erityisesti NASAn pääurakoitsijaa eli Apollo-aluksen rakentajayhtiötä North American Aviationia. NASAn suuret johtajat olivat vastuussa muutosten täytäntöönpanosta. Howard E. McCurdyn termi exceptional people kuvaa hyvin johtajien roolin korostamista NASAn organisaatiokulttuurissa. Apollo-ohjelmassa nähtiin olevan töissä poikkeuksellisen kovia ihmisiä, jotka selviytyivät kaikista haasteista. (McCurdy 1994, 25, 50, 60.) NASAn johtaja James E. Webb yritti parhaansa mukaan kiillottaa avaruusohjelman imagoa. Apollo-ohjelman johtaja Samuel C. Phillips teki taas organisaation suorituskykyä edistäviä toimintoja. Nämä seikat käyvät ilmi esimerkiksi The New York Timesin artikkelista heinäkuulta 1967 (NYT 2.7.1967).

North American Aviation sai lähes kokonaan uuden johtoryhmän. Yksi yllättävän näkyvä muutosta edesauttanut johtaja aineistossa oli tulipalon jälkeen uudelleen suunniteltavan Apollo-aluksen kehitystä johtamaan tullut insinööri John F. Healey. Hän kiristi valvontaa ja kuulutti kovan työn tekemisen tärkeyttä. Kova valvonta oli yksi Apollo-ohjelman johtamisjärjestelmän avainpiirteistä ja tästä North American oli luistanut. Healeyn tekemistä muutoksista huolimatta uutta Apollo-alusta ei saatu Cape Kennedyyn tavoitepäivämäärään 15.3.1968 mennessä. Uudelleenrakenneltu alus saapui sinne 30.5.1968. Tämä kertoo myös projektin suurista haasteista. Ehkä myös tämän takia sanomalehdet eivät päässeet jatkamaan Healyyn liittyvää sankaritarinaa. Hänet kuitenkin mainittiin tärkeänä lenkkinä Apollo 11:n lähestyessä.

NASAn akuutin kriisivaiheen voidaan katsoa kestäneen noin kolme ja puoli kuukautta onnettomuudesta 10. toukokuuta pidettyyn lehdistötilaisuuteen, jossa NASA kertoi tulevaisuuden suunnitelmistaan. Tietysti lehdistötilaisuuden jälkeen oli vielä tulipalosta aiheutuneita haasteita ratkaistavaksi, eikä yhtä päivämäärää ole mahdollista määritellä. Suurimmat ongelmat olivat kuitenkin toukokuun ja kesäkuun jälkeen takana.

Ennen onnettomuutta kuuhunlaskun nähtiin tapahtuvan ennen vuotta 1970, mutta tulipalon jälkeen NASAssa pidettiin todennäköisempänä määräajan lipsumista seuraavalle vuosikymmenelle. Eniten lausuntoja leimasi kuitenkin epätietoisuus. Vuosikohtaiset arviot ensimmäisestä kuuhunlaskusta nousivat esiin sanomalehtikeskustelussa etenkin Apollo 1 -tulipalosta Apollo 7 -lennon lähestymiseen, jolloin ne muuttuivat kuukausikohtaiseksi. Taustalla olivat menestyksekkäät miehittämättömät lennot ja tuotantotyössä kuten Apollo- ja kuualuksessa tapahtunut edistyminen (Brooks et al. 1979, 255).

Miehittämättömät lennot 1967–1968: ihmisen ja tietokoneen vastakkainasettelu

Miehittämättömät lennot, Apollo 4, 5 ja 6, ovat kiistatta vähiten huomiolle jäänyt tapahtumasarja (marraskuu 1967 – huhtikuu 1968) kaikista Apollo-lennoista. Nimensä mukaisesti lennoilla ei ollut ihmisiä mukana ja lehdistökirjoittelun näkökulmasta niistä puuttui inhimillinen ulottuvuus, mikä oli osasyy niiden pienelle mediajulkisuudelle. Lisäksi lennot kestivät vain joitakin tunteja, kun taas miehitetyt lennot kestivät useita päiviä. Kaikkien kolmen lennon yhteenlaskettu uutistarinamäärä ProQuestin hakusanalouhinnalla oli 31 artikkelia (kolme päivää lennon tapahtumisesta). Lähes 11 päivää kestäneen Apollo 7:n artikkelimäärä taas oli 93. Pienestä mediajulkisuudesta huolimatta lennot olivat kriittisiä kuulentoprojektissa. Jos NASA olisi epäonnistunut niissä, niin teknologian kehitys olisi vaatinut lisäaikaa ja ensimmäinen kuuhunlaskeutuminen olisi mahdollisesti luisunut 1970-luvulla riippuen ongelmien vakavuusasteesta.

Koska astronautit eivät vieneet mediahuomiota, niin NASA ja tiedetoimittajat korostivat lennoilla käytettyä teknologiaa kuten tietokoneita. Miehittämättömillä lennoilla nousikin vahvasti esiin historioitsija Paul N. Edwardsin teoretisoima suljetun maailman diskurssi. Teorian mukaan kylmässä sodassa tietokone oli symbolisesti ja teknisesti avainroolissa. Tietokoneiden laskemia malleja käytettiin aseiden ohjaamiseen, mutta myös NASAn kaltaisten organisaatioiden johtamiseen. (Edwards 1997, 5–7.) Hyvä esimerkki suljetun maailman diskurssin ilmenemisestä aineistossa on hehkutus kuuraketin Launch vehicle digital computerista (LVDC) (NYT 11.11.1967). LVDC suoritti kriittisiä ohjaus- ja navigointitoimenpiteitä laukaisun ja lennon aikana (Ceruzzi 2018, 92–94).

Kuva 5. Yhdysvaltojen ja Neuvostoliiton rakettien kehitys. Lähde: The New York Times 17.7.1969.

Lennoista suosituin sanomalehtikeskustelussa oli Apollo 4 eli jättimäisen Saturn V -kuuraketin noin kahdeksan tuntia kestänyt ensilento marraskuussa 1967. Raketin pääsuunnittelija oli Natsi-Saksasta Yhdysvaltoihin toisen maailmansodan jälkeen napattu Wernher von Braun.

Lentoa voi pitää merkittävänä moraalinkohottajana, euforian hetkenä ja oikeastaan yhtenä tärkeimmistä Apollo-lennoista avaruuskisassa astronauttien hengen vaatineen Apollo 1:n ja epäonnistuneiden kuulustelujen jälkeen. Se oli psykologisesti, teknisesti ja organisatorisesti tärkeä, kuten Brooks kumppaneineen on todennut (Brooks et al. 1979, 233–234). Lento osoitti, että NASA voi onnistua Apollo 1:n kaltaisen tragedian jälkeen. Se osoitti myös university-government-industry -järjestelmän toimivuuden ja sen, ettei Neuvostoliitto ole enää rakettien tehokkuudessa niskan päällä.

Huolimatta Saturn V:n tuomasta euforiasta sanomalehtikeskustelussa esiintyi myös varauksellinen sävy liittyen avaruusohjelman tulevaisuuteen. Ensimmäisen kuuhunlaskeutumisen jälkeinen aika nähtiin epävarmana. Kuulennoille oli vaikea löytää pragmaattista hyötyä, varsinkin kun pelko Neuvostoliittoa kohtaan oli vähentynyt. Tietynlainen varauksellisuus on läsnä koko aineistossa ja jopa ennen Apollo-lentoja.

Saturn V:n ensilennon jälkeen The Washington Postin J. V. Reistrup viittasi Orlando Sentinelissä julkaistuun pilakuvaan. Pilakuvassa Kongressiksi nimetty hahmo sanoo kuuraketin laukaisusta häkeltyneelle katsojalle: ” If you think this is something, just wait ’til you see the sudden stop she makes in 1970!” (WaPo 11.11.1967.) Viittaus on hyvä osoitus siitä, että kuulentojen tuki ei vain yhtäkkiä lopahtanut Apollo 11:n jälkeen, vaan yleisön kiinnostusta ylläpiti vuosikymmenen lopussa odottava huipennus. Lisäksi jo vuonna 1966 Valkoisessa Talossa haluttiin leikata Apollon jälkeisistä lennoista, kuten politiikan tutkija W. D. Kay on todennut (Kay 2005, 85–87, 93, 97).

Apollo 5 oli kuumoduulin ensimmäinen testi ja suoritettiin tammikuun 1968 lopussa. Lento paljastaa kiinnostavasti astronauttien mytologisen aseman amerikkalaiskulttuurissa. Aluksen Apollo Guidance Computer sulki laskeutumismoottorin liian aikaisin. NASAn lennonjohdossa nousi kaaos, kun ongelmaa yritettiin selvittää. Lopulta NASA kauko-ohjasi aluksen niin, että se suoritti tehtävän. (Mindell 2008, 175–176.) Miehitettyjen lentojen johtaja George E. Mueller totesi The New York Timesille, että jos astronautit olisivat olleet lennolla, he olisivat voineet ratkaista ongelman lennonjohdon kanssa (NYT 24.1.1968). Ohjelmakoodaaja Jim Millerillä olisi tosiasiassa ollut ratkaisu ongelmaan, mutta häntä ei kuunneltu (Mindell 2008, 175–176).

Mindellin käsittelemää kaaostunnelmaa ei lehdistössä puitu sen tarkemmin, mutta Muellerin lausunto on selkeä viittaus siihen. Muellerin puheiden perusteella astronauttien korostaminen ja sankarillistaminen oli tärkeää, sillä henkensä vaarantavien kylmän sodan taistelijoiden kautta NASA pystyi vaikuttamaan julkisuuskuvaansa positiivisesti ja luomaan organisaatiostaan mytologisemman. Ohjelmakoodaajaa NASA ei osannut sovittaa sankarirooliin tai hyödyntää imagonrakentamisessaan. Toimittajat tosin suhtautuivat kriittisestä tähän NASAn imagoon. The New York Timesin Russell Baker kirjoitti pääkirjoituksessaan, että NASAn luomalla myytillä ja oikean elämän astronautilla on ”valovuoden” välinen kuilu (NYT 7.4.1968). Lehtien pääkirjoitukset kritisoivat myös presidentti Kennedyn määräaikaa.

Mindellin mukaan Apollo 5:stä alkoi aikakausi, jolloin NASA alkoi korostaa astronauttien roolia teknologian ”pettäessä” (Mindell 2008, 233). Ilmiö oli selkeästi havaittavissa aineistossa. Transsendenttisen valtion näkökulmasta tietokoneiden mahdollistama automaatio olisi heikentänyt Yhdysvaltojen identiteettiä erityisenä, vapaana ja kyvykkäänä valtiona. Astronautteja korostamalla pystyttiin vahvistamaan amerikkalaisille tärkeää vapauden identiteettiä.

Saturn V -kuurakettia testattiin toistamiseen huhtikuussa 1968. Avaruusohjelman suuri tukija presidentti Lyndon B. Johnson ilmoitti 31. maaliskuuta, ettei asetu ehdolle seuraaviin presidentinvaaleihin. 4. huhtikuuta, kun Saturn V laukaistiin, tunnettu ihmisoikeustaistelija Martin Luther King ammuttiin kuoliaaksi Tennesseen Mephisissä. Tapahtumat heikensivät raketin laukaisuun liittynyttä uutisarvoa. Todennäköisesti ilman näitäkään tapahtumia lentoa ei olisi käsitelty merkittävästi enemmän huomioon ottaen miehittämättömien lentojen piirteet.

NASA koki Saturn V:n koelennon tällä kertaa epäonnistuneeksi. Sitä vaivasivat moottoriongelmat sekä hyppykeppi-ilmiö (engl. pogo effect) (Lagerstedt 2008, 241). Näistä vakavammaksi NASA koki hyppykeppi-ilmiön. Raketti värähteli pystysuuntaisesti niin voimakkaasti, että se olisi vaarantanut Apollo-aluksessa olleiden astronauttien terveyden. Julkisuudessa lennon jälkeisinä päivinä NASA puhui hyppykeppi-ilmiön sijasta moottoriongelmista, sillä NASAn insinööreistä hyppykeppiongelmaa tarkkailivat vain Huntsvillen avaruuskeskuksen insinöörit (Murray & Cox 1989, 224). Muuten tuotantotyöhön liittyvää ongelmanratkaisua lehdistö ei juurikaan seurannut. Lennot itsessään olivat uutisarvoltaan suurempia ja muut uutisaiheet olivat keväällä 1968 pinnalla.

Ongelmien ratkaisu oli kuitenkin elintärkeää projektin jatkumiselle ja presidentti Kennedyn tavoitteen täyttämiselle. Hyppykeppi-ilmiön ratkaisu on hyvä esimerkki Apollo-ohjelman johtamisjärjestelmän eli järjestelmätekniikan olemuksesta. Apollo-ohjelman johtaja Samuel C. Phillips kuvaili 17. heinäkuuta 1969 The New York Timesissa, että ongelmaa ratkaisemaan kutsuttiin useita asiantuntijoita NASAn kenttäkeskuksista ja aliurakoitsijoista. Järjestelmäteknikot ratkaisivat, miten laitteistot, ohjelmistot, laitokset, ihmiset ja toimintamallit sovitettiin yhteen, jotta ongelma saatiin ratkaistua. (NYT 17.7.1969.)

Phillipsin kuvaus edustaa hänen johtamismetodiansa Program Evalution Review Techniquea (PERT). Yasushi Saton mukaan PERTissä työprosessi jaettiin tuhansiin avaintapahtumiin, niistä muodostettiin verkosto ja niille määriteltiin tapahtumajärjestys. Lopuksi data laitettiin tietokoneeseen. Järjestelmäteknikot pystyivät tarkastelemaan, miten muutos yhdessä avaintapahtumassa vaikutti projektin aikatauluun ja kuinka paljon työvoimaa ja resursseja prosesseihin tarvittiin. (Sato 2007, 912–913.)

Järjestelmätekniikka on hyvä osoitus myös Edwardsin suljetun maailman teoriaan liittyvästä tietokoneen tärkeydestä. Tietokoneen laskemia malleja hyödynnettiin myös organisaatioiden johtamisessa. Organisatorisen osaamisen turvin kylmän sodan osapuolet pystyivät viestittämään kolmannen maailman maille oman ylivertaisuutensa. Aineiston sanomalehdissä itse järjestelmätekniikkaa käsiteltiin vähän, sillä se monimutkaisuudessaan ei välttämättä ollut lukijoille kiinnostavinta sisältöä. Moottoriongelmien ratkaisussa NASA oli edistynyt merkittävästi huhtikuun loppuun menneessä. Myös hyppykeppi-ilmiö ratkaistiin Apollo 8:aan mennessä.

Miehitetyt lennot 1968–1969: askel askeleelta kuuhun

Eniten aineistossa kirjoitettiin miehitetyistä lennoista. Niissä astronautit vaaransivat henkensä toisin kuin miehittämättömillä lennoilla. Sanomalehtikeskustelussa sanomalehdet painottivat aina lennon vaarallisuutta, mutta niiden edistyessä myös niiden onnistuneisuutta. Lennot olivatkin pääpiirteittäin menestyksekkäitä, joskaan eivät täysin ongelmattomia. Apollo-lennot 7–11 olivat kuin portaikko ­– askel kerrallaan NASA testasi miehistöä ja kalustoa. Kun ne todistivat toimivuutensa, NASA pääsi askel ylöspäin aina haastavampaan tehtävään ja lopulta laskeutumaan kuuhun.

Lokakuun 1968 Apollo 7 oli ensimmäinen miehitetty lento sitten Gemini XII:n marraskuussa 1966. Luultavasti se myös nosti lennon uutisarvoa. Onnistunut lento osoitti tulipalon jälkeen uudelleensuunnitellun komentomoduulin toimivuuden, jota astronautti Walter M. Schirra kuvaili helpottuneisuudessaan avaruusajan Cadillaciksi (WaPo 16.10.1968). Lento tarjosi myös positiivista uutisoitavaa vuoden 1968 levottomien tapahtumien, kuten salamurhien ja Tšekkoslovakian miehityksen, jälkeen. Ennen Apollo 7:ää kuuhunlaskun arviot muuttuivat kuukausikohtaisiksi.

Kuusi päivää kestänyt Apollo 8 oli kuitenkin ennen ensimmäistä kuuhunlaskua teknisesti tärkein edistysaskel miehitetyissä Apollo-lennoissa. Lento oli alun perin tarkoitus lentää vasta alkuvuonna 1969, mutta NASA päätti nopeuttaa sitä Neuvostoliiton edistymiseen liittyvien pelkojen ja kuumoduulin tuotannossa esiintyvien ongelmien takia (Lagerstedt 2008, 242–244; Brooks et al. 1979, 272). Ennen lentoa moni tiedemies niin NASAssa kuin sen ulkopuolella piti lentoa liian vaarallisena. NASAn johtajisto päätti kuitenkin marraskuun 1968 alussa, että lento voidaan lentää ja näin ollen joulu 1968 sai hyvinkin poikkeuksellisia piirteitä. Astronautit lukivat Raamatun luomiskertomusta suorassa televisiolähetyksessä. Lisäksi lennolla otettiin kuuluisa Earthrise-valokuva (ks. Kuva 6). Valokuva välitti ihmisille kuvaa maapallosta hauraana paikkana avaruuden pimeydessä ja muistutti ympäristönsuojelun tärkeydestä. (Tribbe 2014, 78–79.)

Kuva 6. Astronautti William Andersin kuuluisa Earthrise-valokuva. Lähde: NASA.

Lennolla testattiin ensimmäistä kertaa Apollo-aluksen moottoria (Service Propulsion System tai S.P.S.) kuun kiertoradalla. Moottori oli kriittisessä roolissa etenkin kuun kiertoradalla asettumisessa ja aluksen suuntaamisessa kohti maahan paluumatkan alkaessa. Näiden toimenpiteiden kohdalla moottorin tarvitsi ensinnäkin käynnistyä, mutta sen lisäksi polton täytyi olla juuri oikean pituinen. Väärä polttopituus kiertoradalle asettumisessa olisi lähettänyt astronautit loputtomalle matkalle avaruuden pimeyteen tai sysännyt heidät kuolettavasti kuuhun. Paluumatkan alkaessa väärän pituinen poltto olisi jättänyt astronautit kiertämään kuuta, kunnes heiltä olisi loppunut happi. (Murray & Cox 1989, 237.)

Kuva 7. Apollo 8:n lentoreitti. Lähde: The New York Times 21.12.1968.

Kriittisten kiertoradalle asettumisen ja sieltä poistumisen välillä aikaa oli vain noin 20 tuntia. Tässä välissä astronautit lukivat myös luomiskertomuksen kymmenen ensimmäistä jaetta. Luomiskertomuksen lukeminen vei selkeästi mediahuomion kriittisiltä moottorinpoltoilta. The New York Timesin William K. Stevens kuvaili moottoria 26. joulukuuta yhdeksi lennon tuntemattomimmiksi sankareiksi. Retrospektisesti moottorin tärkeyttä on korostettu ainakin dokumenttisarjoissa From the Earth to the Moon (1995) ja Chasing the Moon (2019). Apollo 8:n jälkeen ensimmäisen kuuhunlaskeutumisen ajankohdan fokus siirtyi kesään 1969, jos aiemmin oli pohdittu useissa yhteyksissä vielä syksyä.

Apollo 8:n jälkeen toimittajat kokivat vahvasti, ettei Neuvostoliitto ollut enää varteenotettava uhka kilpajuoksussa kuuhun. Neuvostoliiton edistyksestä oli vaikea saada selkeää kuvaa, mutta erinäiset venäläisten lausunnot antoivat kuvan, etteivät kuulennot olisi enää prioriteetti Neuvostoliitolle. Venäläinen professori ja Sputnikin isänä tunnettu Leonid Sedov väitti, etteivät venäläiset ole ylipäänsä kilpailleet kuulennoissa amerikkalaisten kanssa (WaPo 29.12.1968).

Neuvostoliitto oli kuitenkin ollut kisassa mukana, mutta kuten Asif A. Siddiqi toteaa, niin Apollo 8 oli maan avaruusteollisuudelle kollektiivinen shokki – mikään venäläisten avaruussaavutus vuonna 1968 ei vetänyt sille vertoja. Neuvostoliiton avaruusohjelman ottikin lennon jälkeen uuden suunnan ja kuuohjelma sai pienemmän prioriteetin. (Siddiqi 2000, 674–679.) Tästä eteenpäin Yhdysvallat kilpaili oikeastaan aikaa vastaan avaruuskisassa. Tammikuun alussa NASA ilmoitti virallisesti mahdollisen ensimmäisen kuuhunlaskeutumislennon miehistön. Onnistuneet Apollo 9 ja 10 -lennot sinetöivät kuuhunlaskeutumisen yrittämisen heinäkuussa.

Apollo 8:n aikaan keskustelu avaruusohjelman kustannuksista tuli näkyvämmäksi. Kustannuksia oli aineistossa tietysti kritisoitu jo esimerkiksi kesän 1967 budjettikeskusteluissa, mutta Apollo 8:n laaja mediajulkisuus toi entistä näkyvämmäksi kritiikin. Myös Neuvostoliiton hiljaisuus antoi aihetta keskittyä maan omiin ongelmiin. Sanomalehdet alkoivat vahvemmin identifioida vastakulttuurista kritiikkiä vasta Apollo 10 -lennon aikoihin, joka toimi kenraaliharjoituksena ensimmäiselle kuuhunlaskeutumiselle. Aineiston sanomalehdet olivat melko Nixon-vastaisia, joten kritiikki toimi aseena tammikuussa presidentiksi noussutta konservatiivista Nixonia kohtaan. Myös suuren Apollo 11 -mediaspektaakkelin lähestyminen ja uutisartikkeleiden lisääntyminen aiheesta teki todennäköiseksi, että myös vastakulttuurit huomioitaisiin.

Aikakauden henkeä ja vastakkainasettelua kuvasi aineistossa köyhien afroamerikkalaisten ja teknokraattisen NASAn korkeatasoisten johtajien kohtaaminen Cape Kennedyssä ennen Apollo 11:n laukaisua. Köyhät kysyivät, miksi köyhyyden keskellä lähetetään ihminen kuuhun. NASAn johtaja Thomas Paine vastasi ihmisen kuuhun lähettämisen olevan helpompaa kuin nälänhädän ja köyhyyden ratkaiseminen. Hän lisäsi, että avaruusohjelman tuomat onnistumiset saattavat yhdistää amerikkalaisia köyhyyden kaltaisten ongelmien ratkaisussa. (WaPo 16.7.1969.)

Kohtaaminen muistuttaa edelleen ajankohtaisesta ja filosofisesta kysymyksestä: ”Jos voimme mennä kuuhun, miksemme voi ratkaista jotain muuta ongelmaa.” Paine viittasi avaruusohjelman taustalla olleeseen organisointijärjestelmään ja sen potentiaaliin ratkaista myöhemmin erilaisia sosiaalisia ongelmia.

Matthew D. Tribben mukaan Apollo 11 edusti tosiasiassa NASAlle ja esimerkiksi uutisankkuri Walter Cronkitelle kunnollisten ihmisten riemuvoittoa (Tribbe 2014, 38, 129, 143). Näin ollen köyhien afroamerikkalaisten lisäksi myös muille vastakulttuureille – kuten naisasialiikkeille, ympäristöliikkeelle tai uusvasemmistolle – NASA edusti empatiakyvytöntä eliittiä. Kohtaaminen ja puheet köyhien ongelmien ratkaisuista olivatkin pitkälti imagon kohennuksen hetki NASAlle sen vihollisten silmissä.

Apollo-ohjelma kohtasi paljon kritiikkiä myös muiden kuin vähemmistöjen tasolta. David E. Nye on käsitellyt tutkimuksessaan Harris Polls -mielipidekyselyjä Apollo-aikana. Vuonna 1965 Harris Polls -mielipidemittauskyselyssä 65 prosenttia kannatti 4 miljardin käyttämistä vuosittain avaruuteen. Helmikuussa 1969 Apollo 8:n jälkeen enää 34 prosenttia kannatti. Apollo 11 nosti heinäkuussa 1969 kannatusta 51 prosenttiin, mutta elokuussa luku oli tippunut jo 44 prosenttiin. (Nye 1992, 148–150). 1970-luvun NASAn laskenut poliittinen tuki on jatkumo alhaisille kannatusluvuille. 1970-luku osoittaa, että avaruusajan johtamista ja avaruusinnovaatioita ei pystytty hyödyntämään sosiaalisissa ongelmissa.

Apollo 11:n onnistumisprosentiksi NASA antoi julkisuudessa 80, mutta NASAn sisällä se oli 60. Neil Armstrongin oma arvio oli 50 prosenttia. Optimistiset puheet avaruusohjelman potentiaalista olisivat olleet myös epäuskottavia, jos NASA olisi ilmoittanut julkisuudessa pienemmän onnistumisprosentin Apollo 11:lle.

Itse Apollo 11:n kuuhunlaskeutumisvaihe oli aineistossa myös kaikkein vaarallisin ja hankalin. Eaglen laskeutumista vaivasivat erityisesti AGC:n tekemät hälytykset, jotka häiritsivät Armstrongin keskittymiskykyä jo muuten hankalassa tehtävässä. Myös polttoaineen riittävyyttä jännitettiin. Tosin jo muutaman päivän kuluttua NASA ilmoitti, ettei sen loppuminen ollut tosiasiassa niin lähellä (WaPo 24.7.1969).

Vaarojen ja onnistumisen kautta lehdistö pääsi rakentamaan laskeutumisesta jännittävän sankaritarinan. Sankarin roolin saivat astronauttien lisäksi myös lennonjohtajat, jotka antoivat luvan jatkaa hälytyksistä huolimatta. Tapansa mukaan NASA ja samalla lehdistö esittivät tietokoneen epäluotettavana ja korostivat taitavien pilottien ja lennonjohtajien sankariotteita. Onnistuneen paluumatkan myötä Apollo 11 suoritti presidentti Kennedyn asettaman teknisen tavoitteen.

Kuva 8. Buzz Aldrin kuussa. Lähde: NASA 1969.

Lopuksi: mitä Apollosta voi oppia?

Pro gradu -työni oli sukellus 1960-luvun lopun Apollo-ohjelman edistymisestä käytyyn keskusteluun kahden johtavan yhdysvaltalaisen sanomalehden näkökulmasta. Analyysi alkoi Apollo 1 -tulipalosta, käsitti siihen liittyvän tutkinnan, miehittämättömät lennot ja päättyi Apollo 11:n onnistumiseen. Eniten mediajulkisuutta saivat miehitetyt lennot. Siitä huolimatta myös miehittämättömät lennot ja tuotantotyöhön liittyvä kehitys oli tärkeää edistymisen näkökulmasta.

Tutkin aihetta digihumanistisella lähestymistavalla ja hyödynsin laajaa ProQuestin sanomalehtikokoelmaa. Aiheen rajaaminen ei ollut aluksi helppoa, sillä laaja aineisto ja kirjallisuus herättivät jatkuvasti uusia kysymyksiä. Tutkimuskysymykset muotoutuivat vasta tutkimusprosessin loppuvaiheessa. Toisaalta ProQuestin tarjoamien työkalujen etu on, että voi analysoida pienessä ajassa laajan aineiston, mikä tekee aineistosta kattavamman.

Oli mielenkiintoista analysoida aikalaiskeskustelua aiheesta, joka nousee suurena teknologian ja tieteen riemuvoittona esiin vielä nykypäivänä, mutta jonka tausta ja aikalaisnäkemykset on nykypäivänä sivuutettu. Apollo 1 ja Apollo-ohjelman viimeiset Apollo-lennot ensimmäiseen kuuhunlaskeutumiseen saakka tapahtuivat poliittisessa ilmapiirissä, jossa veronmaksajia oli vaikea vakuuttaa sen pragmaattisuudesta. Toisaalta kuuhun ei oltu koskaan aiemmin lennetty, mikä teki tapahtumasta ainutlaatuisen ja nostatti sen arvoa.

Pro gradussani huomasin, että aihetta käsittelevä aikalaiskeskustelu voi olla hyvin erilaista kuin keskustelu siitä vuosia myöhemmin. Tämän perusteella historiaa voidaan myöhemmin käyttää esimerkiksi kansallisylpeyden nostattamisessa vaikeina aikoina. Lähdekriittisesti onkin tärkeää perehtyä tapahtumasarjan alkuhetkiin, jos sitä haluaa ymmärtää kokonaisvaltaisesti. Tällöin voi huomata, jos tapahtumasarjaa halutaan myöhemmin vääristellä ja käyttää poliittisessa vaikuttamisessa.

Jälkeenpäin on kiehtovaa miettiä, miten sadattuhannet ihmiset motivoituivat lähettämään ihmisen kuuhun niin pienessä ajassa. Taustalla oli tietysti kylmä sota ja pelko maapallon joutumisesta vaarallisen ihmiskuntaa tuhoavan ideologian kynsiin. Pelko vaikuttaisikin olevan yksi tekijä motivoida ihmisiä tekemään asioita, joita ei muuten osaisi edes kuvitella. Kylmä sota ja avaruuskisa tuovat mieleen myös kilpailullisuuden globaalilla tasolla. Onko kilpailullisuus ja halu voittaa vastapuoli yksi merkittävä tekijä herättämään motivaatio ihmisten ongelmanratkaisulle? Vaaditaanko ilmastokriisin tai rasismin ratkaisuun esimerkiksi kilpailu? Tämä nostaa entisestään esiin kysymykset kilpailullistamisesta tai pelillistämisestä ja niiden etiikasta nykypäivänä.

Apollo-ohjelman johtamisjärjestelmä järjestelmätekniikka oli hyvin teknokraattinen ja monimutkainen, mutta sen avulla saavutettiin presidentti Kennedyn asettama tavoite. On vaikea kuvitella, että nykypäivänä Yhdysvaltain ilmavoimilta peräisin ollutta järjestelmää sovellettaisiin nykypäivänä. Kysehän oli ikään kuin rauhanaikaisesta sodanajan mobilisoinnista. Toisaalta olisi kiehtovaa kuvitella, että kansat yli rajojen loisivat jotain yhtä monimutkaista vaikkapa ilmasto-ongelmien ratkaisemiseen.

Tällaiseen organisoimiseen vaadittaisiin lahjakkaita organisoijia, kuten avaruushistoriassa unohdettu Samuel C. Phillips apureineen oli. Voisi olettaa, että yksi tekijä Neuvostoliiton häviöön avaruuskisassa oli se, ettei heillä ollut Phillipsin kaltaista johtajaa. Ehkäpä joitakin elementtejä Apollo-ajan organisoinnista voi ammentaa nykypäivänä. Jos työtehtävät jaetaan satoihin avaintapahtumiin kuten Apollossa, saattavat isot ja monimutkaiset ongelmat tuntua helpommin saavutettavilta.

Pro graduni tutkimustulosten perusteella aiheen tutkiminen on edelleen arvokasta siitäkin huolimatta, että sitä on tutkittu paljon sen tapahduttua. Ymmärrys projektin edistymisestä, onnistumisesta, haasteista, ongelmista ja sen saamasta tuesta on ajankohtainen vuosikymmenestä toiseen. Joudumme usein elämässämme pohtimaan eri projekteja ja kysymään onnistuuko se, onnistuuko se tarpeeksi nopeasti, onko se tarpeeksi arvokas, uskooko itse sen onnistumiseen tai uskooko kukaan muu sen onnistumiseen. Lopulta Apollo saattoi heijastaa montaa elämän osa-aluetta, ja voimme edelleen kysyä: ”If we can go to the Moon, why can’t we…”

Lähteet

Kaikki linkit tarkistettu 8.4.2020

Aineisto

The New York Times 1967–1969

The Washington Post 1967–1969

Televisiosarjat

Chasing the Moon. Yhdysvallat, 2019. Sk & O: Robert Stone. 360 min. T: PBS. Esitetty Yle Areenassa.

From the Earth to the Moon, Yhdysvallat, 1998. T: HBO, Tom Hanks. 720 min.

Videot

Jukka Lindström & Noin viikon uutiset: Länsimetro. Noin viikon studio, YouTube 14.10.2016. https://www.youtube.com/watch?v=wQmsOALffiU.

Kirjallisuus

Brooks, Courtney G., James M. Grimwood ja Loyd S. Swenson Jr. 1979. Chariots for Apollo: A History of Manned Lunar Spacecraft, NASA, Washington DC. https://history.nasa.gov/SP-4205.pdf.

Brown, Alexander F. G. 2009. Accidents, Engineering and History at NASA: 19672003. Massachusetts Institute of Technology: Cambridge. https://dspace.mit.edu/bitstream/handle/1721.1/55162/607570236-MIT.pdf?sequence=2&isAllowed=y.

Cassutt, Michael. 2018. The Astronaut Maker: How One Mysterious Engineer Ran Human Spaceflight for a Generation. Chicago Review Press: Chicago. https://books.google.fi/books/about/Astronaut_Maker.html?id=wtI2DwAAQBAJ&redir_esc=y.

Ceruzzi, Paul E. 2018. “The Other Side of Moore’s Law: The Apollo Guidance Computer, the Integrated Circuit, and the Microelectronics Revolution, 1962–1975.” Teoksessa NASA Spaceflight: A History of Innovation, toimittaneet Launius, Roger D. & McCurdy, Howard E. Springer: New York. https://link.springer.com/chapter/10.1007/978-3-319-60113-7_4.

Cialdini, Robert B. 2009. Influence Science and Practice. Fifth Edition. Pearson Education: Boston. https://epdf.pub/download/influence-science-and-practiceb3771e2d68cd4adee0ee57eb40571afd35421.html.

Edwards, Paul N. 1997. The closed world: computers and the politics of discourse in Cold War America. The MIT Press: Cambridge. https://www-fulcrum-org.ezproxy.utu.fi/epubs/cc08hf75k?locale=en#/6/14[xhtml00000007]!/4/1:0.

Eijnatten, Joris Van, Toine Pieters ja Jaap Verheul. 2013. “Big Data for Global History The Transformative Promise of Digital Humanities.” Low Countries Historical Review, Vol. 128–4, 55–77. https://www.bmgn-lchr.nl/articles/10.18352/bmgn-lchr.9350/galley/9786/download/.

Gunnell, John G. 1982. “The Technocratic Image and the Theory of Technocracy.” Technology and Culture, Vol. 23, No. 3, 392–416. https://www.jstor.org/stable/3104485?seq=1#page_scan_tab_contents.

Haverinen, Anna ja Jaakko Suominen. 2015. ”Koodaamisen ja kirjoittamisen vuoropuhelu? – Mitä on digitaalinen humanistinen tutkimus?” Ennen ja nyt – Historian tietosanomat. http://www.ennenjanyt.net/2015/02/koodaamisen-ja-kirjoittamisen-vuoropuhelu-mita-on-digitaalinen-humanistinen-tutkimus/.

Johnson, Stephen B. 2002. The Secret of Apollo: Systems Management in American and European Space Programs. Johns Hopkins University Press: Baltimore. https://ebookcentral.proquest.com/lib/kutu/reader.action?docID=3318181.

Kay, W. D. 2005. Defining NASA: The Historical Debate over the Agency’s Mission. State University of New York Press: New York. https://ebookcentral.proquest.com/lib/kutu/detail.action?docID=3407654.

Lagerstedt, Ilpo. 2008. Rakettimiehiä: Kilpajuoksu kuuhun. Karisto Oy: Hämeenlinna.

Launius, Roger D. 2018. The Smithsonian History of Space Exploration: From the Ancient World to the Extraterrestrial Future. Smithsonian Books: Washington DC.

Levine, Arnold S. 1082. Managing NASA in the Apollo era. NASA, Washington DC. https://history.nasa.gov/SP-4102.pdf

McCurdy, Howard E. 1994. Inside NASA: High Technology and Organizational Change in the U.S. Space Program. The Johns Hopkins University Press: Baltimore.

McDougall, Walter M. 1997. …The heavens and the earth: A Political History of the Space Age. The Johns Hopkins University Press: Baltimore. https://www-fulcrum-org.ezproxy.utu.fi/epubs/pr76f3467?locale=en#/6/8[xhtml00000004]!/4/1:0.

Mindell, David A. 2008. Digital Apollo: Human and Machine in Spaceflight. Massachusetts Institute of Technology: Cambridge. https://ebookcentral.proquest.com/lib/kutu/detail.action?docID=3338795.

Murray, Charles ja Catherine Bly Cox. 1989. Apollo: The Race to the Moon. Simon and Schuster: New York. https://www.scribd.com/document/60204750/Cox-Murray-Apollo-the-Race-of-the-Moon.

Nye, David E. 1997. Narratives and Spaces: Technology and the construction of American culture. University of Exeter Press: Exeter.

Sage, Daniel. 2014. How Outer Space Made America: Geography, Organization and the Cosmic Sublime. Ashgate Publishing Limited: Loughborough. https://ebookcentral.proquest.com/lib/kutu/reader.action?docID=1784645&ppg=1.

Sato, Yasushi. 2007. “Systems Engineering and Contractual Individualism: Linking Engineering Processes to Macro Social Values.” Social Studies of Science, Vol. 37, No. 6, 909–934. https://journals-sagepub-com.ezproxy.utu.fi/doi/pdf/10.1177/0306312707076601.

Siddiqi, Asif A. 2000. Challenge to Apollo: The Soviet Union and the Space Race, 19451974. NASA, Washington DC. https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20000088626.pdf.

Tribbe, Matthew D. 2014. No Requiem for the Space Age: The Apollo Moon Landings and American Culture. Oxford University Press: New York. https://ebookcentral.proquest.com/lib/kutu/detail.action?docID=1690575.

Tuomi, Jouni ja Anneli Sarajärvi, Anneli. 2018. Laadullinen tutkimus ja sisällönanalyysi. Kustannusosakeyhtiö Tammi: Helsinki. https://www.ellibslibrary.com/book/9789520400118.

Kategoriat
1/2020 WiderScreen 23 (1)

Kritiikki käytännössä

elokuvajournalismi, elokuvakritiikki, kirjoittaminen, kritiikki, taidekritiikki

Juha Rosenqvist
juha [a] film-o-holic.com
kriitikko, toimittaja ja tietokirjoittaja
päätoimittaja, Film-O-Holic.com

Viittaaminen / How to cite: Rosenqvist, Juha. 2020. ”Kritiikki käytännössä”. WiderScreen 23 (1). http://widerscreen.fi/numerot/2020-1/kritiikki-kaytannossa/

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Kritiikki mielletään usein taiteen arvottamiseksi, mutta pohjimmiltaan kritiikissä on kyse teoksen analysoinnista ja analyysin purkamisesta ymmärrettävään muotoon. Taiteen ja yleisön välissä olevan kritiikin voi luonnehtia suodattavaksi tulkinnaksi, joka auttaa yleisöä löytämään kiinnostavat ja merkitykselliset teokset sekä auttaa yleisöä ymmärtämään teoksia, niiden sisältöjä ja tarkoitusperiä. Tekstilajina kritiikki sijoittuu journalistisen ja akateemisen kirjoittamisen välimaastoon, jossa kirjoittajan on hallittava niin journalistinen selkeys kuin tutkimuksellinen analyyttisyys. Edellä mainittua tarkoitusta palveleva kritiikki rakentuu tietyistä perustekijöistä, joiden avulla on mahdollista kirjoittaa ja laatia hyvää kritiikkiä.

Kritiikistä käydään aika ajoin keskustelua. Kyse ei ole niinkään yleisestä koko kansan keskustelusta, vaan kulttuuripiirien puheesta, jonka sävy on usein huolestunut. Syynä huoleen varsinkin tällä vuosituhannella on ollut kritiikin ajautuminen mediakentän myllerryksissä takavasemmalle. Kritiikiltä on valtamedioissa viety tilaa ja näkyvyyttä, mistä esimerkiksi Antti Selkokari kirjoitti Kritiikin Uutisissa vuonna 2018 (Selkokari 4.12.2018). Huoli kritiikin tilasta ja tulevaisuudesta ei ole aiheeton.

Pitkään kritiikkiä kirjoittaneena, opettaneena ja aiheesta luennoineena olen yrittänyt seurata käytyä keskustelua ja kirjoittelua, joskus siihen itsekin osallistuen. Kritiikistä ja ylipäätään kulttuuri- taide- ja tiedejournalismista käytävää keskustelua hallitsee huoli niiden asemasta muuttuvassa maailmassa. Huoli on perusteltua, mutta vahvasti hallitsevana se jättää varjoonsa itse sisällöt.

Siitä, mitä kritiikki on käytännössä ja mitä merkitystä sillä on, keskustellaan vähemmän. Aihetta on toki käsitelty, muun muassa Kalle Kinnunen pohti vuoden 2019 lopulla kritiikin merkitystä ja tarkoitusperiä Ylen julkaisemassa esseessään (Yle Uutiset 27.11.2019). Akateemisellakin rintamalla aiheeseen on pureuduttu, mistä esimerkkinä vuonna 2012 ilmestynyt Martta Heikkilän toimittama Taidekritiikin perusteet, joka on ensimmäinen ja toistaiseksi ainoa kritiikkiä kokonaisvaltaisemmin käsittelevä suomenkielinen teos (Heikkilä 2012). Heikkilän toimittama kirja toimii hyvänä syventävänä lukemisena kritiikistä kiinnostuneille.

Omissa yhteyksissäni olen kaivannut yksinkertaistettua ja selkeää materiaalia kritiikistä ja sen kirjoittamisesta. Jonkun kerran tällaista tekstiä on minulta itseltänikin tiedusteltu, artikkelia, joka avaisi oven kritiikkiin ja sen kirjoittamiseen. Kyse ei ole vain kritiikistä ja sen kirjoittamisesta, sillä monitahoisena tekstityyppinä siihen sisältyy paljon sellaisia osa-alueita, jotka limittyvät niin journalismiin kuin tieteelliseen kirjoittamiseen.

Kritiikissä on pohjimmiltaan kyse analysoinnista ja analyysin purkamisesta ymmärrettävään muotoon sanallisesti sujuvaksi kokonaisuudeksi. Kyse on taidosta, josta hyötyy vaikka ei kirjoittaisi elämässään ainuttakaan kritiikkiä.

Tästä lähtökohdasta aloin koostaa aihetta käytännönläheisesti tarkastelevaa artikkelia, joka palvelisi myös opetuskäyttöä. Artikkeli pohjautuu pääosin luentorunkoihini ja niihin liittyvään aineistoon sekä omaan neljännesvuosisataiseen kokemukseeni elokuvakriitikkona ja toimittajana.

Artikkeli on jaettu kolmeen lukuun. Ensimmäisessä luvussa avaan kritiikin olemusta ja tarkoitusperiä. Toisessa luvussa käsittelen sitä, mitä on hyvä kritiikki. Kolmas luku on kritiikin kirjoittamisesta. Lähestyn aihetta käytännönläheisesti listaamalla lopuksi yksinkertaisen kirjoitusstrategian, joka auttaa hahmottamaan käytännön kirjoittamisprosessia, oli kyse sitten kritiikin, artikkelin tai oikeastaan minkä tahansa journalistisen tai akateemisen tekstin kirjoittamisesta.

I Mitä kritiikki on

Otsikon sisältämään kysymykseen ei ole suoraa, saati helppoa vastausta. Kritiikkiä on mahdotonta määritellä täysin yksiselitteisesti, kuten edesmennyt Jarmo Papinniemi Kritiikin uutisten pääkirjoituksessa aikanaan kirjoitti (Kritiikin Uutiset 2/1996). Papinniemen havainnollistavaa kirjoitusta olen luetuttanut useasti osana kritiikin opettamista.

Papinniemi pohti häneltä usein kysyttyä napakkaa määritelmää kritiikille. Papinniemen johtopäätös oli, että kritiikki on monen tekstityypin leikkauspiste. Laveasti ajateltuna siinä yhdistyy koko journalismin kirjo. Kritiikki ei ole mitään yksittäistä vaan vähän kaikkea. Tämän moninaisuuden oivaltaminen on kritiikin ymmärtämisen perusta, ja jotta se realisoituisi myös käytännössä, on kritiikkiä tarkasteltava aluksi hieman teoreettisemmin.

Kritiikki on analyysiin perustuvaa arvottamista

Kritiikki mielletään yleensä arvostelemiseksi, mikä eurooppalaisessa kulttuurissa on ymmärretty virheiden etsimisenä. Taustalla on kritiikki-sanan etymologia, kreikan kantasana kritikos merkitsee tuomaria. Kriitikko on tuomari, joka antaa teokselle tuomionsa ja erottelee toisistaan hyvän ja huonon taiteen. Aivan näin yksinkertaista kritiikki ei ole, vaikka kritiikin perusluonne taiteen arvottamiseen liittyykin.

Kritiikki on taiteen arvottamista, mutta varsinainen ydin on siinä, miten tämä arvottaminen tehdään. Arvottaminen perustuu analyysiin ja analyysistä johdettuun tulkintaan. Analyysissä kyse on teoksen taiteellisesta ja kulttuurisesta purkamisesta.

Taide ei ole vakioitua eikä taideteoksille ole olemassa yleispätevää kaavaa, joten teoksia voidaan purkaa ja tulkita monin eri tavoin. Taiteen tulkinnassa korostuukin subjektiivisuus, jota määrittävät myös aika ja paikka eli kulttuurinen kehys, jossa teoksen vastaanotto, purkaminen ja tulkinta tapahtuvat.

Uutisjournalismiin sekä erityisesti tieteeseen ja tutkimukseen liitetään pyrkimys, tai jopa vaatimus, objektiivisuudesta, joka tässä yhteydessä on ymmärrettävä yleisen tason riippumattomuutena ja omaäänisyyden välttämisenä. Taiteen tutkimuksessa objektiivisuuden vaateeseen pyritään vastamaan vallalla olevilla teorioilla ja tulkintakehyksillä. Tutkimuksen parissa tämä on perusteltua, jotta eri tutkimuksia voidaan vertailla ja suhteuttaa toisiinsa. Vastaava ajattelu on usein läsnä myös kritiikissä, sillä myös siihen liitetään ajatus yleisestä vertailtavuudesta. Objektiivisuuden pyrkimys ei kuitenkaan poista kritiikiltä sen subjektiivista lähestymistapaa, joka liittyy olennaisesti taiteen vastaanottamiseen.

Taideteosta voidaan kritiikissä analysoida ja purkaa yleisesti hyväksyttyihin teorioihin ja käytänteisiin nojaten kuten tutkimuksessakin. Tieteen kehyksessä tulokset esitetään eri muuttujiin perustuvilla päätelmillä, kun taas kritiikissä kriitikko valitsee, mitä päätelmiä hän pitää tärkeänä ja esiin nostamisen arvoisina. Vastaavaa valintaa tapahtuu myös tieteen saralla, mutta kritiikissä valinta on tiedostettua ja tarkoituksenhakuista.

Tieteessä tutkimus itsessään johtaa tiettyihin päätelmiin, mutta kritiikissä kriitikko nostaa esiin haluamansa tai valitsemansa päätelmät, jotka voivat olla, ja usein ovatkin, taiteenlajin tutkimuksen tuottamia. Eli kritiikissä kriitikko johtaa tulkintaprosessia ja tekee valinnat, siksi kyse on subjektiivisesta asetelmasta vaikka taustalla vaikuttavatkin tutkimukseen liitettävät objektiivisuuden tavoitteet. Tätä subjektiivisuutta voidaan pitää kritiikkiin sisäänkirjoitettuna.

Analyysin näkökulmat

Taideteoksen analysointi voidaan jakaa kahteen tarkastelutapaan: teosta tarkastellaan joko taiteen tai kulttuurin näkökulmasta. Kyse ei ole toisiaan poissulkevista näkökulmista vaan usein erityisesti kritiikissä teosta tarkastellaan kummastakin näkökulmasta.

Taiteen näkökulmassa teosta tarkastellaan suhteessa taiteenlajiinsa. Taiteen piirissä on vallalla olevia teorioita ja taiteenlajeittain yleisesti hyväksyttyjä ja oikeaksi katsottuja toteutus-, teko- ja ilmaisutapoja, joiden perusteella teosta voidaan tarkastella ja arvioida suhteessa taiteenlajin toisiin teoksiin. Tämä edellyttää aina kyseisen taiteenlajin tuntemusta. Esimerkiksi elokuvan kohdalla voidaan tarkastella käsikirjoitusta, kuvausta, leikkausta, näyttelijöitä ja niin edelleen. Vertailua ja suhteuttamista voidaan tehdä eriytyneemmin myös taiteenlajin sisällä, esimerkiksi lajityypin tai tekijän muun tuotannon suhteen.

Kulttuurin näkökulmassa teosta tarkastellaan suhteessa vallitsevaan kulttuuriin. Siinä missä taiteen näkökulmasta teoksen tarkastelua ohjaavat usein taiteenlajin käytänteet, kulttuurinen tarkastelu nojaa aikaan, paikkaan ja tulkitsijaan, mistä esimerkiksi Hannu Salmi on kirjoittanut kirjassaan Elokuva ja historia (1993). Taideteoksen kulttuurisen analyysin taustalla vaikuttaa luonnollisesti kulttuurintutkimus, mutta kritiikissä korostuu ajankohtaisuus, teoksen yhdistäminen tekoaikansa tai vastaanottoaikansa ajankohtaisiin asioihin ja ilmiöihin. Kulttuurisessa tarkastelukontekstissa teos käy vuoropuhelua ympäristönsä kanssa ja kritiikki pyrkii nostamaan esiin olennaiset asiat tästä vuoropuhelusta.

Kulttuurisessa tarkastelussa taideteos ymmärretään osaksi vallitsevaa kulttuuria eikä itsenäisenä kulttuurista irrallisena artefaktina, jollaisena puhtaasti taitteellisesta näkökulmasta tapahtuva tarkastelu voi teosta pitää. Taiteellinen tarkastelu on kuitenkin hyvin harvoin irrotettu kulttuurisesta yhteydestään. Tämä johtuu yksinkertaisesti siitä, että käsitykset ja näkemykset taiteesta ovat sidoksissa kulttuuriin. Kyse on itsestäänselvyydestä, jota ei useinkaan käytännön tasolla tunnisteta tai huomioida.

Taiteenlajeista esimerkiksi elokuvassa käsitykset kerronnasta ja estetiikasta ovat aikasidonnaisia ja muuttuneet vuosikymmenten aikana. Samalla tapaa aikasidonnaisia ja muuttuvia ovat esimerkiksi yhteiskunnan arvot tai käsitykset historiasta. Eri aikakausien elokuvat ovat tämän takia harvoin yhteismitallisia, eli niitä on vaikeaa, ellei jopa mahdotonta vertailla tasaveroisesti keskenään.

Vertailun ja tulkintalähtöisen arvottamisen hankaluudesta käyvät esimerkkeinä Väinö Linnan Tuntemattomasta sotilaasta (1954) eri aikakausina tehdyt elokuvasovitukset (1955, 1985, 2017). Niiden vertailu on haasteellista, koska elokuvilla on ollut eri aikakausina toisistaan poikkeavia tarkoitusperiä ja elokuvat on tehty omalle aikakaudelleen tyypillistä kerrontaa ja estetiikkaa noudattaen. Tällöin riippuu tulkitsijasta sekä tulkinnan ajasta ja paikasta, mitä kyseisten teosten kohdalla painotetaan, ja tämä vaikuttaa tulkintaan ja sitä kautta teoksen arvottamiseen. Tällaisten teosten keskinäinen vertaaminen on mahdollista, kunhan huomioidaan teosten lähtökohdat oman aikakautensa kulttuurin tuotteina ja miten ne suhteutuvat tulkinta-ajan kulttuuriin. Tarkemmin esimerkkinä mainitsemistani Tuntemattoman sotilaan elokuvaversioista ja niiden merkityksistä voi lukea kirjoittamistani kritiikeistä Aku Louhimiehen Tuntemattomasta sotilaasta (Film-O-Holic.com 27.10.2017) ja Rauni Mollbergin Tuntemattomasta sotilaasta (Film-O-Holic.com 20.04.2018).

Kritiikin perimmäinen tarkoitus ei lopulta olekaan pelkkä arvottaminen vaan ennen kaikkea teoksen ymmärrettäväksi tekeminen kulloinkin vallitsevassa kulttuurikontekstissa.

Kritiikki on taiteen ja yleisön välissä. Tässä positiossa kritiikin voisi luonnehtia suodattavaksi tulkinnaksi, joka auttaa yleisöä löytämään kiinnostavat ja merkitykselliset teokset sekä auttaa yleisöä ymmärtämään teoksia, niiden sisältöjä ja tarkoitusperiä.

II Hyvä kritiikki

Jos kritiikin oletettuun perusolemukseen liittyy hyvän ja huonon sekä onnistuneen ja epäonnistuneen määrittely, niin mikä määrittelee kritiikin onnistumista tai epäonnistumista. Mikä on hyvää ja mikä huonoa kritiikkiä?

Kritiikin itsensä laatumäärittelyä on mielekkäintä pohtia siitä näkökulmasta, mistä tarkoitustaan palveleva kritiikki rakentuu. Tarkoituksessa onnistumista määrittää – kuten oikeastaan kaikessa journalismissa – kaksi päälinjaa: 1) mitä kohteena olevasta teoksesta/asiasta kerrotaan ja 2) miten kertominen tehdään.

1) Kritiikissä teoksesta kertominen jaetaan neljään osatekijään

Kritiikillä on neljä osatekijää, jotka yhdessä muodostavat ymmärrettävän kokonaisuuden siitä, mitä kritiikin kohteena olevasta teoksesta kerrotaan:

  1. Teoksesta kerrotaan tarvittava taustainformaatio, jotta kritiikin vastaanottaja pystyy asettamaan teoksen taiteenlajiinsa ja esimerkiksi tekijänsä tuotantoon.
  2. Teoksesta kerrotaan lyhyesti sen tapahtumataso eli mitä teoksessa tapahtuu. Esimerkiksi kertovan taiteen kohdalla tämä tarkoittaa kuvausta tarinasta ja juonesta.
  3. Teosta ja sen sisältöjä analysoidaan jonkin näkökulman tai näkökulmien kautta. Näkökulma määrittää viitekehyksen, jossa kritiikissä tehty analyysi ja siitä johdetut tulkinnat tulisi ymmärtää. Analyysi voi olla taiteen tai kulttuurin, tai molempien, näkökulmasta tehtyä teoksen purkamista.
  4. Teosta arvotetaan analyysistä johdettuun tulkintaan perustuen. Kriitikko tulkitsee teosta analyysin pohjalta ja perustelee arvottamisen tekemällään tulkinnalla. Siksi kritiikin arvottaminen on perusteiltaan aina subjektiivista, koska sen perustana on kriitikon tekemä tulkinta, joka on aina riippuvainen ajasta, paikasta ja vallitsevasta kulttuurista.

Kritiikin painopiste on teoksen ymmärrettäväksi tekemisessä, ei sen tapahtumatason kuvailussa. Elokuvan osalta tunnettu ja tunnustettu turkulainen elokuvakriitikko Tapani Maskula on havainnollistanut asian seuraavasti:

”Tämä on yksi hyvän ja huonon elokuvakritiikin tunnusmerkki. Mitä huonompi kriitikko, sitä enemmän hän kertoo juonesta. Juonen selostaminen on sikäli turhaa, koska jokainen tietää ja jokainen kyllä ymmärtää, mistä elokuva kertoo, mutta huomattavasti harvempi tietää, mitä elokuva tarkoittaa. Ja se on kriitikon tehtävä selittää, mitä elokuva tarkoittaa. Ja se tarkoitus voi olla aivan päinvastainen kuin mitä on elokuvan juoni. Jo tämän ristiriidan esilletuominen on usein hedelmällistä lukijan kannalta.” (Rosenqvist 2002)

Maskulan mainitsema yksityiskohtainen juonen selostaminen on kritiikin vastaanottajan kannalta usein tarpeetonta ja turhaa. Jos kritiikin kohteena olevaan teokseen ei ole vielä tutustunut, ei useinkaan kaipaa yksityiskohtaista tietoa juonesta, koska se vesittää jännitettä. Lisäksi seikkaperäistä juoniselostusta voi olla vaikea hahmottaa, mikäli teokseen ei ole vielä omakohtaisesti tutustunut. Jos taas teokseen on jo tutustunut, ei kaipaa tarkkaa selostetta, koska tapahtumat ovat jo tuttuja. Kummassakin tapauksessa tapahtumaselosteen sijaan kritiikin vastaanottaja hyötyy teoksen analyysistä, sillä se auttaa häntä teoksen ymmärtämisessä niin vastaanottotilanteessa kuin sen jälkeenkin.

Kritiikin onnistumista ei siis määrittele se, onko sen vastaanottaja kriitikon kanssa teoksesta samaa mieltä, vaan se, onko kritiikki ollut vastaanottajalleen hyödyllinen ja auttanut häntä suhteuttamaan ja ymmärtämään tarkastelun kohteena olevaa teosta.

2) Kritiikissä asioista kerrotaan selkeästi

Kritiikin ymmärrettävyyden kannalta on olennaista, miten kritiikki on laadittu. Onnistunut kritiikki on tehty, kirjoitettu tai puhuttu, journalistisella selkeydellä luovan kirjoittamisen rakenteita ja tyyliä hyödyntäen.

Kritiikki on journalismia ja journalistisessa ilmaisussa asiat ja tulkinnat pyritään esittämään mahdollisimman selkeästi väärinymmärrysten välttämiseksi. Lukijalle/vastaanottajalle ei saisi jäädä epäselväksi, mitä kirjoittaja tai esittäjä tarkoittaa.

Selkeys tekstin tasolla ei tarkoita uutisjournalistista tyyliä, vaan teksti saa olla verbaalisesti rikasta ja tyyliltään persoonallista, mikä luovassa kirjoittamisessa ja ilmaisussa on ylipäätään toivottavaa. Kirjoittajan oma ääni ja ajattelu saavat kuulua, ja parhaimmillaan ne muodostavat esittäjälleen tunnistettavan persoonallisen tyylin.

Uutisjournalismissa sisältö rakennetaan pyramidiperiaatteella eli kolmion kärkeen, jutun alkuun, tuodaan esiin tärkeimmät ja olennaisimmat asiat. Jutun edetessä asiakäsittelyä laajennetaan ja syvennetään. Rakenteen ideana on, että tarvittavat faktat tulevat esille heti alussa, jotta tiedon välittäminen on mahdollisimman tehokasta. Uutisjuttua ei tarvitse lukea/vastaanottaa kokonaan tietääkseen, mistä on kyse.

Kritiikkiä ei rakenneta uutisjournalistiselle pyramidiperiaatteelle, sillä kyse ei ole uutisesta tai sellaista aihekäsittelystä, jossa objektiivisuuden periaatteella voidaan erottaa yleisesti tärkeiksi katsotut asiat ja faktat, niin sanottu uutiskärki. Kritiikissä kirjoittaja tekee subjektiivista valintaa esiin nostamiensa aiheiden suhteen, mikä edellyttää asiayhteyteen liittyvää perustelua.

Uutisessa asioista kerrotaan, kritiikissä asioita tulkitaan ja perustellaan. Tämä takia pyramidirakenteen sijaan onnistuneessa kritiikissä hyödynnetään tarinankerronnalle tyypillistä juonirakennetta, jossa on draaman kaarelle ominainen kolmijako: alku, keskikohta ja loppu. Rakenne perustuu Aristoteleen Runousopissa esitettyyn kirjallisen teoksen tapahtumien järjestämiseen siten, että ne seuraavat toisiaan uskottavasti ja loogisesti (ks. esim. Heinonen et al. 2012).

Rakenne soveltuu kritiikin ohella niin artikkeleihin, esseisiin kuin tutkielmiin. Vaikka kyse ei olekaan juonellisista teksteistä, niin rakenteen avulla asioiden käsittely voidaan kritiikissä tai artikkelissa järjestää vastaavalla tavalla, jotta esitetyt huomiot on mahdollista perustella samassa asiayhteydessä loogisesti. Tällöin alku toimii johdatuksena, joka taustoittaa ja antaa näkökulmat, keskikohta on varsinaista aihekäsittelyä eli analyysistä johdettua tulkintaa ja kritiikin osalta siihen perustuvaa arvottamista, ja loppu on yhteenveto, jossa muodostetaan mielikuva, jonka tekstin on tarkoitus vastaanottajalleen jättää.

Edellä kuvatussa rakenteessa tekstin loppuosalla on painoarvoa toisin kuin uutisjournalistisessa alkua painottavassa pyramidirakenteessa, jossa loppuun jätetään vähemmän tärkeät asiat. Kritiikeissä ja monissa artikkeleissa sekä tutkimusteksteissä ”tärkein” eli johtopäätelmä esitetään vasta lopussa. Tällöin koko tekstin haltuunotto on edellytys sen ymmärtämiseksi.

Erityisesti kritiikeissä, joiden yhteydessä annetaan tähtiä tai jokin numeerinen arvio, on erittäin olennaista, että lopussa luotu mielikuva arvottamisesta vastaa ja on harmoniassa tähtien tai numeerisen arvon kanssa. Muutoin sisällön ja symbolein tehdyn arvottamisen suhteen voi syntyä kritiikin uskottavuuden kannalta epäkiitollinen ristiriita.

III Kritiikin kirjoittaminen

Onnistuneen kritiikin periaatteiden soveltaminen käytäntöön vaatii harjoittelua. Kritiikin, kuten minkään muunkaan tekstin, kirjoittamista ei opi kuin kirjoittamalla. Myös puhuttujen esitystapojen taustalla on lähes poikkeuksetta kirjoitettu tai valmiiksi ajateltu teksti. Kirjoittamisen ja ajattelun harjoittelussa kritiikki on siinä mielessä hyvä tekstilaji, että siinä tieteellisen kirjoittamisen argumentointiperiaatteet yhdistyvät journalistiseen pyrkimykseen selkeästä ilmaisusta. Tyylillisesti kritiikki on kuitenkin tieteellistä kirjoittamista ja uutisjournalismia vapaampaa.

Kritiikki edellyttää asiantuntemusta

Kritiikki vaatii kirjoittajaltaan asiantuntemusta taiteenlajista, josta kirjoittaa. Taideteoksen analysointi edellyttää kyseisen taiteenlajin perusasioiden hallintaa. Populaareina pidetyissä taiteenlajeissa, kuten elokuvassa, tarvittavaa asiantuntemusta ei aina pidetä välttämättömyytenä, sillä suurelle yleisölle suunnatut teokset mielletään viihteeksi, jolla ei lähtökohtaisesti nähdä taiteellisia arvoja tai merkityksiä.

Käsitys on jo periaatteellisesti väärä, sillä kunkin taiteenlajin piirissä tehtävät teokset ovat lähtökohtaisesti taidetta. Teosten taiteellisia ansioita ei voi luokitella etukäteen tuotantotapojen, budjettien tai yleisökohderyhmien perusteella. Taide on taidetta, ja taide käsitellään taiteena. Taiteen ja yleisön välissä oleva kritiikki on nimenomaan se foorumi, jossa teosten taiteellista onnistumista ja merkitystä määritellään, ja tämä edellyttää asiantuntijuutta.

Kritiikin kirjoittaminen ei edellytä muodollista pätevyyttä tai muodollisesti tunnustettua asiantuntijuutta, vaan kritiikissä kyse on käytännön asiantuntijuudesta, jonka voi saavuttaa monin eri tavoin. Olennaisinta on, että kritiikin kirjoittaja itse tiedostaa oman osaamisensa ja sen rajat.

Julkaisuyhteydellä on merkitystä

Taiteenlajin perusasioiden hallitsemisen lisäksi onnistuneen kritiikin kirjoittaminen edellyttää myös kritiikin julkaisuyhteyden tiedostamista. Sillä, missä kritiikki julkaistaan, on merkitystä. Julkaisuyhteys ja julkaisumuodon mahdolliset rajoitteet ajan tai julkaisutilan suhteen vaikuttavat aihekäsittelyn laajuuteen ja tyyliin. Onnistuneen kritiikin perusperiaatteet ovat yhteneviä julkaisuyhteydestä riippumatta, mutta miten käytännön soveltaminen tehdään, riippuu julkaisuyhteydestä.

Verkkojulkaisussa, päivälehdessä, erikoisjulkaisussa, radiossa tai televisiossa käytännöt ovat erilaisia riippuen niin julkaisufoorumin tekniikasta kuin kohdeyleisöstä. Tavat, joilla kritiikissä teosta käsitellään, pitää suhteuttaa oletettuun vastaanottavaan yleisöön. Kritiikin asiasisältö voi olla sama, mutta asioiden käsittelytapa on erilaista, jos esimerkiksi kohderyhmänä on päivälehden lukijakunta tai taiteenlajin erikoislehden lukijakunta. Jälkimmäisen lukijakunnan voi olettaa omaavan tietoa taiteenlajista, jolloin asiakäsittelyssä voi olla erikoistuneempaa, kun taas suuren yleisön kritiikissä asioita on käsiteltävä yleistiedollisella tasolla.

Kirjoittamisen perusstrategia

Laatii kritiikkiä mihin tahansa, on journalistisen kirjoittamisen perusstrategian omaksuminen käytännön tasolla usein hyödyllistä. Perusstrategiasta on hyötyä kaikessa kirjoittamisessa:

  • Kaikki lähtee teokseen tai aiheeseen tutustumisesta, minkä jälkeen on hyvä varata aikaa pohdinnalle. Olennaisten teemojen avautuminen ja tärkeiden asioiden oivaltaminen vaatii aikansa, ja on edellytys näkökulman löytämiselle. Kun asiat, jotka haluaa nostaa esiin, ovat selvillä, voi tekstille hahmotella toimivaa rakennetta.
  • Selvitä tarvittavat taustatiedot ja faktat. Yksinkertaiset asiavirheet ovat julkaistuissa sisällöissä kiusallisia ja heikentävät esittäjänsä uskottavuutta ja asiantuntijuutta, vaikka kyse olisi sinänsä asiakäsittelyn kannalta merkityksettömästä virheestä, kuten vuosiluvusta tai nimen kirjoitustavasta. Nykyaikana yksinkertaisten faktojen tarkistaminen on niin helppoa ja nopeaa, ettei faktantarkistusta kannata laiminlyödä.
  • Tekstin kirjoittaminen on kirjoittajakohtainen prosessi. Toiset kirjoittavat tekstin yhdeltä istumalta yhtenä kokonaisuutena ja toiset kirjoittavat tekstin osissa. Oikeaa kirjoitustapaa ei ole olemassa. Tärkeintä on löytää itselleen mieluisa ja toimiva tapa kirjoitta tekstiä.
  • Teksti ei ole koskaan valmis yhdellä kirjoittamisella. Tekstiin pitäisi aina kyetä ottamaan etäisyyttä. Paras tapa on seisottaa tekstiä yön yli tai jopa pidempään, jos se on ajallisesti mahdollista. Vähimmillään tekstistä pitäisi ottaa etäisyyttä kahvitauon verran, ja tauon ajan ajatella jotain muuta.
  • Tekstin seisottamisen tarkoitus on etäännyttää kirjoittaja omasta tekstistään. Omalle tekstilleen tulee ”sokeaksi” ja kirjoitusprosessin aikana tekstistä on vaikea nähdä selviä ja yksinkertaisiakin virheitä. Kun tekstiin saa etäisyyttä, virheet ja huonot kielelliset ilmaisut löytyvät tekstistä helpommin. Oikolukua tehostavia keinoja ovat tekstin tulostaminen ja lukeminen paperilta tai tekstin lukeminen ääneen. Kumpikin keino lisää kirjoittajan etäisyyttä omaan tekstiinsä, mikä edesauttaa virheiden korjaamista.

Oikoluvun ja korjausten jälkeen teksti kannattaa lukea huolellisesti vielä kertaalleen yhtenä kokonaisuutena. Pidemmät ja vaativammat tekstit on suositeltavaa luetuttaa vielä toisella henkilöllä.

Lopuksi

Useiden tekstilajien leikkauspisteenä kritiikille on ominaista tyylien ja ilmaisujen moninaisuus, joka on kritiikin rikkautta ja tekee siitä mielenkiintoista. Tämä ei tarkoita kuitenkaan säännöttömyyttä, sillä hyvää kritiikkiä kuin mitä tahansa tekstiä ja ilmaisua määrittävät tietyt käytänteet ja tavat. Kritiikin perusasioita ovat selkeys ja ymmärrettävyys yhdistettynä analyyttisyyteen ja tulkintaan.

Perusoletuksena kritiikki on arvottamista, mutta sitäkin enemmän kyse on taideteosten ymmärrettäväksi tekemisestä. Siksi kritiikki on arvokasta ja siksi sitä tarvitaan.

Kritiikin laatiminen edellyttää asioihin perehtymistä, jäsentelykykyä ja perustelemisen taitoa sekä luovuutta nivoa edellä mainitut sujuvaksi kokonaisuudeksi. Kritiikki paketoi laajankin kokonaisuuden ymmärrettävään muotoon. Kyse on taidosta, jonka jokainen voi ottaa haltuun harjoittelemalla, ja tästä taidosta on hyötyä kaikessa kirjoittamisessa.

Lähteet

Kaikki linkit tarkistettu 10.3.2020

Heikkilä, Martta (toim.). 2012. Taidekritiikin perusteet. Helsinki: Gaudeamus.

Heinonen, Timo; Arto Kivimäki, Kalle Korhonen, Tua Korhonen ja Heta Reitala. 2012. Aristoteleen Runousoppi. Runousopin suomennos: Kalle Korhonen ja Tua Korhonen. Helsinki: Teos.

Kinnunen, Kalle. 2019. Elokuvakriitikko selittää maailmaa, ja siksi ammatti on uhattuna maailmassa, jossa ihmiset rakastavat eniten omia tunteitaan. Yle Uutiset 27.11.2019, https://yle.fi/aihe/artikkeli/2019/11/27/elokuvakriitikko-selittaa-maailmaa-ja-siksi-ammatti-on-uhattuna-maailmassa.

Papinniemi, Jarmo. 1996. Mitä kritiikki ei ole. Kritiikin Uutiset 2/1996, 3.

Rosenqvist, Janne. Elokuvakriitikon ominaisuuksista, tehtävistä ja haasteista. WiderScreen 2–3/2002, http://www.widerscreen.fi/2002-2-3/tapani-maskula-osa-ii/.

Rosenqvist, Juha. 2013. Kaivattu perusteos kritiikistä. WiderScreen 4/2013, http://widerscreen.fi/numerot/2013-4/kaivattu-perusteos-kritiikista/.

Rosenqvist, Juha. 2017. Jotta emme unohtaisi. Film-O-Holic.com 27.10.2017, http://www.film-o-holic.com/arvostelut/tuntematon-sotilas/.

Rosenqvist, Juha. 2018. Sodanvastainen Tuntematon. Film-O-Holic.com 20.04.2018, http://www.film-o-holic.com/dvd-arvostelut/tuntematon-sotilas-1985/.

Salmi, Hannu. 1993. Elokuva ja historia. Helsinki: Suomen elokuva-arkisto & Painatuskeskus.

Selkokari, Antti. 2018. Elokuvakritiikille koitti hyytävä syksy. Kritiikin Uutiset 4.12.2018, https://www.kritiikinuutiset.fi/2018/12/04/elokuvakritiikille-koitti-hyytava-syksy/.

Kategoriat
1/2020 WiderScreen 23 (1)

Kulttuurijournalismin ja kritiikin tulevaisuudesta

kritiikki, kulttuuri, kulttuurijournalismi, taide, tiede

Juha Rosenqvist
juha [a] film-o-holic.com
kriitikko, toimittaja ja tietokirjoittaja
päätoimittaja, Film-O-Holic.com

Viittaaminen / How to cite: Rosenqvist, Juha. 2020. ”Kulttuurijournalismin ja kritiikin tulevaisuudesta”. WiderScreen 23 (1). http://widerscreen.fi/numerot/2020-1/kulttuurijournalismin-ja-kritiikin-tulevaisuudesta/


Mediakentän muutokset ovat tällä vuosituhannella olleet nopeita ja kulttuurijournalismi on ainakin osin jäänyt muutosten jalkoihin. Väline- ja teknologiakeskeisessä muutoksessa ajaudutaan koko ajan kauemmas kulttuuria jäsentävistä ja analysoivista sisällöistä. Etääntyminen syvällisemmistä, ajattelua kehittävistä sisällöistä näkyy varsinkin nuorten kiinnostuksessa tuottaa tällaista sisältöä. Kulttuurijournalismin parissa tähän haasteeseen ei ole kyetty kunnolla vastaamaan. Syynä ovat resurssien jatkuva kaventuminen ja kulttuurijournalismiin kohdentuva väheksyntä. Nykymenossa tunnutaan unohtaneen, että sivilisaatiomme perustuu kulttuuriin, taiteen ja tieteeseen ja siihen, mitä me näistä tiedämme ja miten niistä keskustelemme. Ja se on kulttuurijournalismin ydintä.

Mediakenttä on tällä vuosituhannella uudistunut niin perusteellisesti, että tänä aikana varttuneelle ikäpolvelle perinteinen painettu lehti saattaa olla osin jopa vieras tai ainakin vanhentunut julkaisuformaatti. Perinteisen julkaisutoiminnan lopusta ei voi vielä puhua, mutta aiemmin niin vakaasta valta-asemastaan se on luisumassa marginaaliin.

Myllerrys on vaikuttanut myös kulttuurijournalismiin, johon laajasti tulkiten kuuluu kaikki taiteen ja tieteen saralla tapahtuva journalistinen julkaisutoiminta. Osin kulttuurijournalismin saralla muutosta on seurattu sivusta, osin muutoksessa on oltu mukana eturintamassa. Herkimmin teknologian tuomiin uusiin mahdollisuuksiin ovat tarttuneet nuoret ja ne, jotka haluavat asiaansa kuuluville, mutta joille ei ole ollut sijaa vakiintuneessa mediakentässä.

Tässä ei ole mitään uutta. Käytännössä sama kuvio on toistunut aina, kun tiedonvälitystä muokanneita uusia teknologioita on otettu käyttöön. Etabloituneet toimijat eivät niihin tartu vaan ne, jotka näkevät niissä mahdollisuuden päästä esiin, saada äänensä kuuluville. Muutosprosessit olivat aiemmin usein sukupolven mittaisia, mutta tällä vuosituhannella tahti on ollut todella nopea. Se mikä vuosikymmen sitten oli uutta ja innovatiivista, on nyt jo vanhaa ja osin aikansa elänyttä.

Tiedonvälityskulttuurin hektiseen muutokseen kulttuurijournalismi ei ole kyennyt täysin vastaamaan. Tilanne on ollut sikäli hankala, että tekninen kehitys ei ole kulttuurijournalismin ydintä, vaan sisällöt. Kulttuurijournalismissa kyse on taiteen ja tieteen saavutusten käsittelystä ja analysoinnista, ja näiden sisältöjen haltuunotto tapahtuu useimmiten eri aikaperspektiivissä kuin teknologian kehitys.

Tähän vedoten kehityksen matkasta ei voi kuitenkaan jättäytyä pois. Sisältörikasta kulttuurijournalismia tarvitaan uusilla ja alati kehittyvillä julkaisualustoilla. 2000-luvulle asti tästä huolehtivat pääasiassa nuoremmat sukupolvet, ne jotka halusivat muuttaa asioita ja näkivät uusissa teknologioissa mahdollisuuden yhä rikkaampaan ja moniäänisempään sisältötuotantoon ja sitä kautta tasavertaisempaan maailmaan.

Vallitsevasta nykyhetkestä tämän näkymän tavoittaminen on aiempaa haasteellisempaa, ei mahdotonta mutta ei niin selkeää kuin joskus aiemmin. Tämä ei tarkoita, että ennen oli paremmin. Maailma menee eteenpäin, mutta menneisyys tuo asioihin perspektiiviä, joka auttaa tekemään asioita paremmin tulevaisuuden kannalta. Tämän perspektiivin hahmottamisessa kulttuuria selittävällä ja analysoivalla kulttuurijournalismilla on hyvin keskeinen rooli. Kehityksen vauhti on nykyisin vain niin nopeaa, että tälle kulttuurisen viitoituksen perspektiiville ei näytä jäävän kummoistakaan sijaa.

Viime vuosisadalla viitoitus oli sikäli selkeää, että kulttuuri moninaistui ja rikastui vuosikymmenestä toiseen, mikä näkyi myös kulttuurisen sivistyksen laajentumisena. Sivistys on asioista tietämistä ja laaja-alaistenkin merkityssuhteiden ymmärtämistä. Kriittistä ajattelua. Riippumattomasta tiedonvälityksestä ammennettua itsenäistä asioiden hahmottamista ja ymmärrystä. Alati rikastuva kulttuurikenttä oli avainasemassa tässä kehityksessä.

Tämä on paradoksaalisesti muuttunut. Paradoksaalista asiassa on se, että aikana jolloin saatavillamme on enemmän tietoa kuin koskaan ihmiskunnan historiassa, ihmiset tuntevat tätä tietoa yhä heikommin.

Kulttuurin moninaistuminen vaikuttaisi tällä vuosituhannella saavuttaneen sellaisen kyllästymispisteen, jossa moninaisuudesta on tullut tasapäistävän normaalia ja marginaalista arkipäivää. Kun yhteiskunta varsinkin kulttuurin saralla sallii ja suvaitsee lähes kaiken, sisällöllisille muutosvoimille ei ole enää samaa tarvetta kuin aiemmin. Ja kun ei ole tarvetta muutokselle, ei ole tarvetta tietämiselle, minkä lopputulemana ajaudutaan ajattelun degeneroitumiseen.

Kulttuurin kentällä itsessään olisi asian suhteen varmasti itsetutkiskelun ja peiliin katsomisen paikka, mutta juurisyy on toisaalla: yhteiskunnan suhteessa kulttuuriin ja sen merkityksen ymmärtämiseen.

Kulttuurinen ymmärrys on kaiken perusta

Kulttuurin ja varsinkin sen tukemisen tarpeesta on käyty aina keskustelua. Viime vuosisadan kehityskulku kulttuurisen ymmärryksen saralla vaikutti johtavan hiljalleen tämän pohdinnan jäämiseen taustalla, mutta valitettavasti aihe ei ole kadonnut minnekään, pikemminkin päinvastoin. Yhä törmää keskustelunavauksiin, joissa kyseenalaistetaan kulttuurin, taiteen ja tieteen tukeminen. Miksi tukea jotain sellaista, joka ei tuota mitään tai tule omillaan toimeen? Mihin sellaista tarvitaan?

On vaikea edes hahmottaa, miten reagoida asiaan ja keskusteluun, jossa ollaan samalla tasolla kuin selitettäessä lapselle, miksi pitää opetella lukemaan ja laskemaan. Koska ne ovat perusasioita. Se mitä olemme ja mitä ympärillämme on, perustuu näihin perusasioihin. Kulttuuri, taide ja tiede, ovat yhteiskuntamme perusasioita, joihin tuntemamme sivilisaatio perustuu. Jos näistä perustuksista ei pidetä huolta, vaarana on koko sivilisaation suistuminen raiteiltaan, eikä sen takaisin kampeaminen ole helppoa.

Yhteiskunnan suhtautuminen kulttuurin näkyy konkreettisesti siinä, miten taidetta, tiedettä ja koulutusta tuetaan. Tuessa ei ole kyse vain tuotantotasolle annettavasta rahasta, vaan myös ilmapiiristä, jonka luomisessa tärkeä rooli on kulttuurista kertomisella ja kulttuurin tuotannon, taiteen ja tieteen saavutusten, analysoinnilla. Sen tukeminen on yhtä merkityksellistä kuin itse tuotannon, koska asiassa ollaan muutoin jälleen paradoksin äärellä. Ajatusleikki siitä, kaatuuko metsässä puu, jos kukaan ei sitä näe tai kuule, sopii myös kulttuuriin: onko kulttuurin tuotantoa olemassa ainakaan merkityksellisessä muodossa, jos kukaan ei sitä näe tai siitä kuule, saatikka keskustele?

Ja tämä keskustelu ja ennen kaikkea keskustelun merkityksellisyys on ollut tietynlaisessa vapaan pudotuksen inflaatiossa jo pidempään. Pudotuksen kiihdyttäjinä ovat olleet digitalisaatio ja siihen liittyvä tiedonvälityskulttuurin muutosnopeus, joka on jättänyt keskustelun merkitykset viime vuosisadalle. Nuoremmille ikäpolville kulttuurinen keskustelu merkityksineen on tästä syystä käymässä vieraaksi.

Löytävätkö nuoret enää kulttuurisisältöjen pariin?

Viime vuosituhannen lopulla joukko nuoria elokuvasta innostuneita opiskelijoita, itseni mukaan lukien, päätti perustaa elokuvalehden. Sellaisen, jossa asioita käsiteltäisiin heitä kiinnostavista näkökulmista. Valtamediasta omille näkemyksille ei löytynyt sijaa. Nuorille painetun julkaisun aloittaminen ei ollut mahdollista, mutta teknologian kehitys tarjosi mahdollisuuden. Lehti voitiin pienin kustannuksin perustaa internetiin. Film-O-Holic ja WiderScreen syntyivät. Ne syntyivät tekemisen ja itseilmaisun halusta saada oman sukupolven ääni ja ajatukset kuuluviin.

Muutamassa vuodessa lehdet vakiintuivat ja lukijatutkimusten mukaan suurin osa lukijakunnasta oli nuoria, alle 30-vuotiaita, ja vanhempien osuus oli marginaalinen, mikä oli ymmärrettävää, olihan kyse nettilehdistä. Kun sama lukijatutkimus toteutettiin viisitoista vuotta myöhemmin, tilanne oli muuttunut päinvastaiseksi. Tänä päivänä suurin osa lukijoista on vanhempia, yli 40-vuotiaita, ja nuorempien ikäryhmien osuus on muuttunut marginaaliseksi.

Molemmat lehdet ovat alusta lähtien toimineet vapaaehtoispohjalta laadukkaina julkaisufoorumeina nuorille kirjoittajille. Ensimmäisen kymmenen toimintavuoden aikana uusia nuoria kirjoittajia tuli tasaisesti mukaan vanhempien jäädessä pois. Viimeisen kymmenen vuoden aikana tilanne on muuttunut. Uusia nuoria kirjoittajia tulee mukaan koko ajan vähemmän. Muutos on ollut radikaali ja korreloi suoraan lukijatutkimusten kanssa.

Herää kysymys, mitä on tapahtunut? Luonnollisesti kyse on monen muuttujan summasta, mutta taustalla on havaittavissa tiedonvälityskulttuurin nopea muutos, johon kulttuurijournalismin kentällä ei ole kyetty vastaamaan saati mukautumaan. Osin kyse on resurssien rajallisuudesta, mutta sitäkin merkittävämpi syy lienee siinä, ettei syvällisempi sisältö saa enää vastaavaa sijaa tiedonvälityskentällä kuin aiemmin.

Uudet teknologiat ovat tuoneet uusia ilmaisu- ja viestintämahdollisuuksia, mutta eivät ole tuoneet sisältöihin lisää syvyyttä. Teknisten toteuttamistapojensa ja taloudellisten toimintamekanismiensa myötä kehitys on nykyviestinnässä ollut enemminkin päinvastaista. Samalla vakiintunut mediakenttä on monilta osin lähtenyt samaan suuntaan taloudellisten houkuttimien ja myös realiteettien ohjaamana.

Ei kulttuurijournalismi ole koskaan valtavirtamedian keskiössä ollut, mutta tilaa ja mahdollisuuksia sille suotiin ennen enemmän. Viime vuosisadan jälkipuoliskolla kulttuurijournalismin pariin ohjautui helposti jo kritiikkien kautta. Kritiikki on usein portti syvemmälle kulttuuriin, sillä kritiikki on juuri se foorumi, jolla taiteen ja sen vastaanoton vuoropuhelu käydään osin tieteen ja tutkimuksen tarjoamilla työkaluilla. Kritiikki on tavallaan kulttuurijournalismin matalan kynnyksen kohtaamispaikka.

Ja näitä paikkoja on yhä vähemmän. Ja jos porttiteoriaan on uskominen, niin tällä on ollut merkitystä. Kun nuoret eivät löydä kritiikin pariin, ei heissä herää myöskään kiinnostusta sen suomiin syvempiin perspektiiveihin itse kulttuuriin. Tämä johtaa ajattelun kapeutumiseen, mikä näkyy tarpeessa omien ajatusten esille tuomisessa. Nykyäänhän kuka tahansa saa ajatuksensa ja äänensä ainakin teoriassa kuuluville, mutta miten on käytännössä? Onko ajatuksissa ylipäätään enää sellaista sisältöä, joka aidosti herättäisi muissa intellektuaalista kiinnostusta? Kysymystä olisi tarpeen pohtia laajemmin, sillä muutoin edessä on tilanne, jossa kaikki esittävät mielipiteitään, mutta kukaan ei puhu asiaa.

Yleistämisessä on aina vaaransa eivätkä kehityskulusta ole vastuussa nuoret vaan edeltävät sukupolvet, jotka ovat olleet synnyttämässä vallitsevaa tilannetta kaikkine tehokkuuslaskelmineen ja leikkauksineen.

Ihmiset ovat kulttuurin resurssi

Olemme tilanteessa, jossa ihmetellään nuorten rapistuvaa luku- ja kirjoitustaitoa. Digihuumassa tilannetta koetetaan paikata välineillä. Yhteiskunta käyttää paljon resursseja hankkimalla kouluihin tietokoneita ja tabletteja, joita käytetään kirjojen korvikkeina. Hankinnoissa olisi jotakin järkeä, jos uuden teknologian suomia mahdollisuuksia hyödynnettäisiin, mutta näin ei riittävässä määrin tapahdu. Vähääkään kehittyneempi tiedonhaku tai multimediallisten ilmaisujen hallinta syvällisempien sisältöjen esittämisessä ja jäsentämisessä ovat perustaitoja, jotka nykyään pitäisi hallita. Hallitaanko niitä? Nykyinen koulujärjestelmä vaikuttaa suuren mittaluokan yhteiskuntaresurssien vajaakäytöltä.

Mitä tiedonhakutaidoiltaan rajallinen nuori saa irti nykyisestä tiedonvälityskentästä? Internetin alkuaikoina vallitsi aito ideologia kaikkien saatavilla olevasta tiedosta, joka avaisi väylän parempaan ja tasavertaisempaan maailmaan. Osin tämä toteutuikin, mutta markkinatalouden lainalaisuudet ovat ottaneet vallan internetissäkin, mikä osaltaan on vallitsevassa talousjärjestelmässä reaalista kehitystä. Varjopuolena on vain se, että vastuullisesti tuotettu syvällisempi sisältö on internetissäkin padottu yhä enenevissä määrin maksumuurien taakse, jonne nuoret eivät löydä, osin ihan taloudellisten realiteettien takia.

Kun tiedonhaun taidot ovat rajalliset eikä syventävien sisältöjen ääreen ole opittu, ei sellaisen perään osata hakeutua, jollaista ei osata edes kaivata. Loppumattomasti vastaan vyöryvään ärsykekeskeiseen mielipideviestinnän huomaan on tällöin helppo heittäytyä ja jäädä. Ja kuten historiasta tiedetään, tämä on vaarallinen tie mustavalkoiseen vastakkainasetteluun ja yhteiskunnallisen polarisaation syventymiseen.

Kulttuurijournalismilla ei yksinään maailmaa pelasteta, mutta maailman jäsentämisessä ja ajattelun laajentamisessa sillä on hyvin tärkeä rooli. Nykyisessä tiedonvälityskentässä ruohonjuuritason toimijoiden harjoittamalla kulttuurijournalismilla on kenties aiempaakin suurempi tehtävä turvata merkityksellisen sisällön saatavuus kaikille, puhumattakaan siitä hyödyntämättömästä potentiaalista, joka pieniin kulttuurijulkaisuihin liittyy opetus- ja koulutustoimintaa ajatellen.

Jokainen kulttuurijulkaisuja pyörittänyt tietää, että pienjulkaisuja, olivat niiden julkaisualustat mitä teknologiaa tahansa, ei tehdä markkinaehtoisesti. Se ei ole todellisuutta. Todellisuus on kengännauhabudjetilla pyöritettyä vapaaehtoistoimintaa. Tällaisen tukemista yhteiskunta ei ole pitkään aikaan, jos oikein koskaan, katsonut mitenkään erityisen tärkeäksi, vaikka kyse on yhteiskunnan mittaluokassa olemattomista summista.

Kulttuurijournalismille jaettava tuki on Suomessa niin pientä, että vaikka tuki kaksin- tai kolminkertaistettaisiin, se ei näkyisi valtion vuosibudjetissa mitenkään. Itse asiassa iso osa nykyisin jaettavasta tuesta tulee veikkausvoittovaroista, mikä sekin on sivistyneen demokratian näkökulmasta vähintäänkin outo rahoitustapa.

Riippumaton tiedonvälitys turvataan kaikille suomalaisille Yleisradion olemassaololla, ja hyvä niin. Mutta miten turvattaisiin riippumaton ja laadukas kulttuurijournalismi kaikille suomalaisille? Nykyisellä tukipolitiikalla ja rahoitusmalleilla sitä ollaan lähinnä ajamassa alas. Tämä on ristiriidassa kaikkien niiden juhlapuheissa ääneen huokailtujen lausuntojen kanssa, joissa valitellaan nuorten heikentynyttä luku- ja kirjoitustaitoa, varoitellaan yhteiskunnan polarisoitumisen vaaroista ja niin edelleen. Sitä yhteiskunnan kulttuurisesti valveutunutta ruohonjuuritasoa, joka koettaa pitää sivilisaatiomme peruspalikoita edes jonkinlaisessa järjestyksessä, ei huokailussa muisteta ainakaan niin, että ruohonjuuritason vähäisiäkään toimintaresursseja koetettaisiin turvata.

Sisällöllinen osaaminen ei ole kulttuurijournalismin kentältä vielä mihinkään kadonnut, mutta se ei ole pysyvää eikä ikuista. Osaamiselle tarvitaan jatkajia, nuoria, jotka voivat viedä sisällöllistä osaamista uusille julkaisualustoille ja -kanaville. Tämä jatkuvuus on välttämätöntä, mutta se ei ole mahdollista ilman tarvittavia resursseja. Tekniikka ja laitehankinnat eivät ole näitä resursseja. Ne ovat vain välineitä päämäärien saavuttamiseksi. Resurssit ovat sisältöä luovia ja tuottavia ihmisiä. Ja sisällöt ovat maailmaa jäsentäviä ja selittäviä analyysejä sekä vuoropuhelua. Se on kulttuurijournalismin ydintä, joka mahdollistaa tuntemamme sivilisaation olemassaolon. Sitä ei voi suoraan mitata nykyisillä taloudellisilla mittareilla, mutta loppupeleissä sillekin on löydettävissä oma taloudellisesti korvaamaton arvonsa.

Kategoriat
1/2020 WiderScreen 23 (1)

Huutavat kriitikot – elokuvakritiikki YouTubessa

ansaintamallit, elokuvakritiikki, YouTube

Atte Timonen
atte.t.timonen [a] utu.fi
Digitaalinen kulttuuri
Turun yliopisto

Viittaaminen / How to cite: Timonen, Atte. 2020. ”Huutavat kriitikot – elokuvakritiikki YouTubessa”. WiderScreen 23 (1). http://widerscreen.fi/numerot/2020-1/huutavat-kriitikot-elokuvakritiikki-youtubessa/

Tulostettava PDF-versio


Elokuvakritiikin määrän vähentyessä niin sanotuissa vanhoissa mediamuodoissa on YouTube pystynyt tarjoamaan sille uudenlaisen julkaisualustan. YouTuben menestyneimpien elokuvakriitikoiden suosion takana on vahva parasosiaalinen elementti. YouTuben sisäänrakennettu tapa tuoda katsojaa lähemmäksi sisällöntuottajaa on tehnyt kritiikistä helpommin lähestyttävää, jopa samaistuttavaa. Samalla se on valitettavasti näkynyt ongelmallisten ja pinnallisten tuotantojen yleistymisenä. Kuitenkin, viimeisten kuuden vuoden aikana on uusi julkaisumuoto, videoessee, lisännyt myös akateemisen elokuvakritiikin suosiota YouTubessa.

Vuonna 2019 Valtion taidepalkinnon elokuvataiteen saralta voitti kriitikko Kalle Kinnunen, joka toimii muun muassa Suomen Kuvalehden ja Imagen elokuvakriitikkona. Helsingin Sanomien haastattelussa hän totesi seuraavasti:

“Elokuvakritiikin tila on viimeisen kymmenen vuoden aikana huomattavasti vähentynyt eri medioissa. Samalla, kun kaikenlainen markkinapuhe lisääntyy, mediassa on jatkuvasti vähemmän keskustelua taiteen sisällöstä.” (Kinnunen 27.11.2019)

Kinnunen on oikeassa. Television puolella elokuvakritiikki on käytännössä olematonta, ja lehdissäkin se on vähentynyt. Iltalehti lopetti elokuvakritiikin julkaisemisen 2015 ja ulkomailla The New York Times ilmoitti samana vuonna, ettei jokaista New Yorkissa ensi-iltaan tulevaa elokuvaa enää arvioida lehdessä. Tero Kososen mukaan elokuvien suurkuluttajat hakevat elokuviin liittyvän informaation muualta kuin päivälehdestä. Kulttuurikritiikki on kohdannut kriisin, jossa sen paikkaa perinteisessä journalismissa uhkaa “internetin tuomat uudet julkaisualustat ja ansaintamalli” (Ilta-Sanomat 20.4.2018). Mitä ovat nämä uudet julkaisualustat ja ansaintamallit, jotka ovat sitten haastamassa klassista elokuvakritiikin mallia mediassa?

Käyn tässä esseessä läpi YouTube-videopalvelussa esiintyvän elokuvakritiikin historiaa: mikä on vaikuttanut sen syntyyn ja kehittymiseen? Millaisia ovat olleet sen suosituimmat muodot, ja millainen on sen tämänhetkinen tila? Samalla analysoin, miten parasosiaaliset suhteet ovat vaikuttaneet sen suosioon sekä pohdin YouTuben palvelumallin ja sen suoman vapauden tuottamia ongelmia suhteessa kritiikin ymmärtämiseen.

Olen itse kirjoittanut elokuvakritiikkiä eri alustoille kuuden vuoden ajan. Kirjoitan säännöllisesti Porin ylioppilaslehti Pointille sekä omaan blogiini Suomi-Rivendell-Asgard arvosteluja uusista ja välillä myös vanhoista elokuvista. Lähestyn aihetta siis kritiikin kirjoittajan ja kuluttajan näkökulmasta. On myös sanottava, että olen saanut inspiraationi aloittaa elokuva-arvostelujen kirjoittamisen nimenomaan YouTuben elokuvakriitikoilta.

Elokuvakritiikin nousu YouTubessa

YouTubessa suosiota saaneen elokuvakritiikin muoto sisältää usein yhden tai useamman ihmisen istumassa pöydän ääressä, kasvot kohti kameraa, keskustelemassa joko toisen kriitikon tai yleisön kanssa. Ennen YouTuben syntyä tämä formaatti oli olemassa jo television puolella. Esikuva tällaisella tyylille on amerikkalaisten kriitikoiden Gene Siskelin ja Roger Ebertin pitkään isännöimä ohjelma At the Movies (1986–2010). Ohjelman tyypillisessä jaksossa Siskel ja Ebert puhuvat 4–5 elokuvasta 30 minuutin ajan, keskustellen molempien kriitikoiden näkemyksistä ja päättäen arvion arvomääritelmällä “peukut ylös vai alas”. At the Movies –sarjaa tehtiin 24 tuotantokautta. Se voitti lukuisia Emmy-palkintoja ja sen vaikutus vastaaviin ohjelmasarjoihin oli valtava. At the Movies sukelsi syvälle elokuviin, mutta sitä rajoitti myös sarjan formaatti ja sen pituus. Puolessa tunnissa yhden elokuvan käsittelyyn jäi aikaa ainoastaan 4–5 minuuttia. Tämä ei tarjoa mahdollisuutta päästä kunnolla kaivautumaan elokuvan sisään, vertaamaan sitä ohjaajan aikaisempaan tuotantoon tai keskustelemaan sen paikasta osana laajempaa elokuvahistoriaa.

YouTube-videosivusto aukesi 2005, ja pian kriitikot saapuivat sivustolle. Vuonna 2004 aloittanut nettisivusto Cinemassacre.com sisälsi James Rolfen tekemiä koomisia videoita retropeleistä. Niissä Rolfe esitti vihaisen pelifanin ja kriitikon hahmoa nimeltä The Angry Nintendo Nerd. Vuonna 2006 Rolfe siirsi materiaalinsa YouTuben puolella, ja 2007 hän muutti ohjelman nimen The Angry Video Game Nerdiksi, kiertäen näin Nintendon tekijänoikeuksia. Rolfen videoilla oli selkeä, toistuva rakenne: vihainen nörtti esittelee vanhan pelin, joka usein on ollut osa hänen ja oletetun katsojakunnan lapsuutta, ja samalla haukkuu sen pystyyn koomisen yliampuvalla tavalla, usein lukuisten kirosanojen saattelemana. Vuonna 2006 Rolfen videosta “Teenage Mutant Ninja Turtles (NES)” tuli viraalihitti YouTubessa (ks. Video 1). Hardcore Gamer -sivuston hieman mahtipontisessa artikkelissa “The Nerd Who Changed Gaming Culture Forever” Alex Carlson huomioi, että Rolfen kielenkäyttö ja keskisormi pystyssä-asenne oli olennainen osa kokonaisuutta (Carlson 7.1.2014). Tämä asenne rikkoi mielikuvaa kritiikistä kuivana ja persoonattomana kenttänä, ja avasi ovia monille tuleville huutaville kriitikoille.


Video 1. The Angry Video Game Nerdin viraalihitiksi noussut Teenage Mutant Ninja Turtles (NES).

Vuonna 2007 Doug Walker perusti oman kanavansa nimeltä The Nostalgia Critic. Kuten Rolfe, Walker esitti hahmoa, vihaista “nostalgia-kriitikkoa” joka arvioi elokuvia ja TV- sarjoja omasta lapsuudestaan, tarkoituksenaan kritisoida sokeaa nostalgiaa. Vaikka näissä oli usein koominen pohja, vastasivat niissä esitetyt mielipiteet Walkerin omia mielipiteitä. Perinteisessä Nostalgia Critic -arviossa elokuva käytiin läpi alusta loppuun asti, sitä arvioitiin ja samalla sen sisällöstä väännettiin vitsejä. Videoiden keskimääräinen pituus oli puolesta tunnista jopa 45 minuuttiin. Doug Walker perusti myös oman verkkosivuston, That Guy With Glasses ja myöhemmin The Channel Awesomen, josta tuli myös alusta monille muille kriitikoille jotka kopioivat Walkerin hahmon tyyliä. Nostalgia Criticin vanavedessä YouTubeen alkoi ilmestyä yhä enemmän vihaisia kriitikoita huutamassa kameralle: Angry Joe (Joe Vargas), Linkara (Lewis Lovhaug) ja Cinema Snob (Brad Jones), joista Angry Joe- kanavalla on nykyään yli 3 miljoona tilaajaa, ylittäen Channel Awesomen tilaajamäärän kahdella miljoonalla. Kaikki heitä yhdistää status amatöörikriitikkoina, joilla ei ole taustallaan koulutusta elokuva-tai media-alalla.

Tämän mallin lisäksi oli muita varhaisia menestyjiä. Bob “MovieBob” Chipman alkoi tehdä arvosteluita 2008 omalla kanavallaan, kunnes 2010 liittyi The Escapist– viihdesivustolle, joka julkaisi hänen elokuva-arvostelujaan nimellä “Escape to the Movies”. The Escapistilla on 1,16 miljoona tilaajaa, joskin sivustolla on myös peliarvosteluja ja uutisia. Toinen menestystarina on Chris Stuckmann, joka kirjoitti aluksi arvioita blogissaan, mutta 2009 hän avasi YouTube-kanavansa. Kanavalla on 1,72 miljoonaa tilaajaa, ja se on keskittynyt yksinomaan Stuckmannin tekemiin arvioihin. Jos YouTuben hakukenttään kirjoittaa “film review”, Stuckmannin sivusto tulee hakutuloksen kärkisijoille. Bob Chipman ja Chris Stuckmann tarjosivat alusta alkaen erilaisen mallin YouTubessa olevasta elokuvakritiikistä. Kummankin tyylissä näkyy Siskelin ja Ebertin vaikutus, ja Stuckmann on sanonut At the Moviesin olleen hänen inspiraationsa. Heidän videonsa ovat enemmän perinteisen kritiikin mallisia: niissä ei esiinny komiikkaa, vitsejä elokuvasta ja sen sisällöstä (ainakaan alituisesti) tai roolihahmoja. He käyvät läpi elokuvan alkuasetelman tai tiivistelmän, kertovat mistä pitävät ja mistä eivät ja nostavat esiin teemoja tai ideoita elokuvan pinnan alta. Molempien videot ovat mitaltaan 4–10 minuuttia pitkiä.

Suomalaiset elokuvakriitikot YouTubessa ovat hieman hajanaisempi joukko. Tällä hetkellä suosituimpia elokuva-arvostelijoiden joukossa on Japen leffavlogi (3,75k tilaajaa), Totuus Elokuvasta (1,66k tilaajaa), Vernus (1,37k tilaajaa) ja stand up- koomikko Iikka Kivi (2,66k tilaajaa). Näiden visuaalinen tyyli on hyvin lähellä perinteistä vloggausta sekä Stuckmannin ja Chipmanin tyylisten YouTube-kriitikoiden videoita. Jokaisen kanavalla on myös elokuva- arvioiden lisäksi muuta materiaalia: Kiven tapauksessa toki hänen stand up- videoitaan, mutta muilla on kyse erilaisista listavideoista, joissa käydään läpi suosikkielokuvia tai tietyn vuoden parhaimpia elokuvia. Arviot seuraavat myös samanlaista mallia aiemmin mainittujen kanssa: juonisynopsis, oma mielipide, hyviä ja huonoja puolia ja lopussa mahdollinen juonipaljastuksia sisältävä osio. Arvosteluvideoiden pituudet ovat kanavasta riippuen 5–12 minuuttia. Vanhin näistä kanavista, Japen leffavlogi, on ladannut arvosteluita YouTubeen vuodesta 2015 lähtien.

Miksi juuri tämän tyyppiset kritiikit ovat nousseet suosioon YouTubessa, ja miten tämä on vaikuttanut kritiikin käsittelemiseen laajemmassa kontekstissa?

Parasosiaalinen ansa ja vilpillinen mediakritiikki

Donald Horton ja R. Richard Wohl julkaisivat 1956 teoksen Mass communication and para-social interaction, jossa he loivat termin parasosiaalinen käytös. Parasosiaalinen käytös viittaa suhteeseen, joka muodostuu yleisön ja median hahmojen välille (Horton & Wohl 1956). Suhde muistuttaa oikeita arkielämän ihmissuhteita, jotka vahvistuvat julkisuuden henkilöiden jakaessa tietoa omasta elämästään. Vaikka ilmiö on ollut olemassa kauan, ja haittailmiöt kuten stalkkaus ovat sidottuja parasosiaaliseen käytökseen, on YouTube ja sosiaalinen media muodostanut aivan uudenlaisen kentän parasosiaaliselle käytökselle. Se on ollut avain monien sisällöntuottajien menestyksessä. Leslie Rasmussenin (2018) mukaan parasosiaaliset suhteet ovat tyypillisesti olleet yksipuolisia ja etäisiä, mutta internetin kommunikaatiovälineet ovat muuttaneet sitä lähemmäs perinteistä kanssakäyttäytymistä. Kun julkisuuden henkilö on twiitin, sähköpostin tai kommentin päässä sinusta, on tällaisten parasosiaalisten suhteiden luominen paljon helpompaa.

Tämä parasosiaalinen tekijä näkyy myös vahvasti monien YouTuben elokuvakriitikkojen suosiossa. Kriitikot, kuten esimerkiksi aiemmin mainitut Doug Walker, Bob Chipman ja Chris Stuckmann, ovat kaikki luoneet osittain oman suosionsa parasosiaalisten suhteiden avulla, mikä on vaikuttanut heidän tuottamansa kritiikin suosioon samalla. Ensinnäkin on huomioitava kuvaustapa: kuten Siskel ja Ebert aikoinaan, useat YouTuben kriitikoista puhuttelevat yleisöään suoraa, katsoen suoraan kohti kameraa. Sen sijaan että he olisivat hienosti lavastetussa TV-studiossa, he ovat usein normaalin näköisissä huoneissa, joita saattavat koristaa oheistuotteet tai hyllyt täynnä kirjoja tai dvd:itä. Tämä luo kuvan siitä, että nämä kriitikot eivät ole mitään kaukaisia entiteettejä keinotekoisessa ympäristössä, vaan samanlaisia median kuluttajia kuin mekin. Hahmoa esittävien kriitikoiden kohdalla myös toissijainen sisältö kanavalla vahvistaa tätä: Doug Walkerin sivuilla on myös vlogeja, joissa hän on vielä tuttavallisempi ja rennompi. Hän on kuin yksi meistä.

Rasmussen nostaa myös esiin sen, miten viime vuosina parasosiaalisia yhteyksiä on käytetty myös some-markkinoinnin ja promootion työkaluina. Lindsay Ellis nostaa esiin tubettajien luoman autenttisuuden tunteen videoesseessään “Youtube: Manufacturing Authenticity (For Fun and Profit!)” (ks. Video 2).

“This fall in line with the appeal of Youtube in general, that it strips away the polished facade of television to give you something ‘real’….Fundamentally, Youtube lifts the barrier between the content creator and the viewer. ”


Video 2. Lindsay Ellisin “Youtube: Manufacturing Authenticity (For Fun and Profit!)” käsittelee autenttisuuden tunnetta.

Nämä kriitikot eivät ole siis mitään akateemikoita tai älymystön jäseniä, vaan tavallisia faneja kuten sinä ja minä. He ajattelevat elokuvista samalla tavalla kuin me. Tämä on aitouden, tai ainakin keinotekoisesti tuotetun aitouden, luoma illuusio, parasosiaalinen ansa. Bob Chipmanin ja Chris Stuckmannin tuttavallinen tapa puhutella katsojia (“you/ guys”) sekä videoiden lopussa oleva kehotus tilaamaan, jakamaan, kertomaan oma mielipide, painamaan thumbs up -nappia, seuraamaan somessa ja mahdollisesti rahoittamaan, on kaikki osa tätä. Tätä viimeistä osaa kutsutaan nimellä “call to action”, jossa videon tekijä pyytää katsojaa ottamaan osaa sisältöön muuten kuin istumalla ja katsomalla. Näin katsojasta tulee myös osa tätä prosessia: heistä tulee tilaajia, seuraajia, ja mahdollisesti jopa rahoittajia. Tällainen aitouden luominen ja parasosiaalisen suhteen rakentaminen ei ole olennaista kritiikin sisällön suhteen, mutta se on elintärkeää näkyvyyden ja rahoituksen kannalta. Tämä luo kuitenkin ongelmia elokuvakritiikin sisältöön.

Viime vuosina on noussut esiin kritiikkiä YouTubessa esiintyvää elokuvakritiikkiä kohtaan. Tällä hetkellä yksi suurimmista elokuva-aiheisista kanavista on CinemaSins, jolla on 8,78 miljoonaa tilaajaa. CinemaSinsin “Everything Wrong With x” -formaatti on yksinkertainen: noin 20 minuuttia kestävän videon aikana Jeremy Scott laskee kasaan elokuvan “synnit”, ja lopussa syntien summa lasketaan yhteen ja tuomio langetetaan. Synnit videoissa vaihtelevat, mutta usein kyse on juoniaukkojen esiin nostamisesta, hahmojen tekemien valintojen kritisoinnista ja elokuvan sisältöä koskevasta saivartelusta. Tämä ei sinänsä ole väärin – kukin saa omalla kanavallaan tehdä mitä haluaa – mutta CinemaSinsin suosio sekä asema elokuvakritiikin kentällä on huomioitava keskustelussa kritiikin muutoksesta. CinemaSins on osa samaa YouTubessa sijaitsevan kritiikin jatkumoa, jonka aloitti Angry Video Game Nerd ja jota Nostalgic Critic jatkoi. Kritiikin ja komedian amalgaami, jossa sarkastinen nipottaminen yksityiskohdista vetoaa katsojakunnan – eli yhä enemmän 2000–2010 vaihteessa isommaksi nousevaan nörttiyleisöön – omaan tapaan keskustella mediasta foorumeilla. Tämä ei kuitenkaan ole kritiikkiä, vaan korkeintaan sen esiaste, reaktio elokuvaan. Videoiden ollessa myös useimmiten noin 20 minuuttia pitkiä, on kokonaisuutta vaikeaa ottaa vastaan vain vitsinä. Alun perin videot olivat 10 kertaa lyhyempiä, mutta YouTuben algoritmin alkaessa suosia pidempiä, enemmän ajankäytöllistä omistautumista suosivia videoita markkinoinnissa, alkoivat CinemaSinsin videot paisua. “Kritiikin” sisältö on sidottu kaupalliseen menestykseen.

Tämän kaltainen kritiikki, niin sanottu vilpillinen kritiikki (bad faith criticism), on yleistä YouTuben enemmän performatiivisten kriitikoiden parissa. CinemaSins on kerännyt paljon kritiikkiä osakseen, jopa suoraan elokuvateollisuuden puolelta. Elokuvaohjaaja Jordan Vogt-Roberts kirjoitti twitterissä laajan vastalauseen CinemaSinsin videolle “Everything Wrong With Kong: Skull Island”, joka käsitteli hänen samannimistä elokuvaansa. Vogt-Roberts nosti esiin useita esimerkkejä jossa CinemaSins käytti syntejä vilpillisesti, jättäen huomioimatta kohtausten kontekstit tai laajemman elokuvan kokonaisuuden. Usein kun CinemaSins joutuu kritiikin kohteeksi, heidän vastauksensa nojaa argumenttiin “nämä videot ovat komediaa” tai “ettekö te ymmärrä sarkasmia”, vedoten siihen että he esittävät hahmoja. Kuitenkin, samaan aikaan Jeremy Scottin omalla kanavalla olevissa elokuva-arvioissa, hän toistaa samaa kritiikkiä jota myöhemmin näkyy CinemaSinsin videoilla. Sama näkyy myös Doug Walkerin omissa arvioissa elokuvista, jotka ovat sisällöltään hyvin samanlaisia hänen esittämänsä hahmon kritiikkeihin. CinemaSinsin lähes 9 miljoonaa tilaajaa ovat osoitus kanavan saavuttamasta vaikutusvallasta, ja kun näiden videoiden vilpillinen mediakritiikki valuu yleisöön, se vaikuttaa varmasti katsojan tapaan katsoa ja ottaa vastaan elokuvia. Tämä näkyy osittain jo elokuvissa, kuten Disneyn live-action -elokuvissa, jotka pohjautuvat aikaisempiin animaatioelokuviin. Niistä on hiottu pois kaikki kulmat, ja vanhat nipotukset ja saivartelu on tehty mahdottomaksi nokkeluudella, joka syö elokuvan sisältöä.

Jokainen kuva kuin maalaus – videoesseiden nousu

Vuonna 2013 alkoi kuitenkin tulla ensimmäisiä esimerkkejä uudenlaisesta elokuvakritiikin muodosta YouTubessa. Kriitikko Matt Zoller Seitz, joka teki lähinnä klassisia, artikkelimuotoisia kritiikkejä, julkaisi kirjansa The Wes Anderson Collection videomuodossa, jakaen kirjan neljään videoon. Tämä ei kuitenkaan saanut suurta suosiota, vain yksi videoista ylitti 100 000 katsojan rajapyykin. Vuonna 2014 Tony Zhou perusti YouTube-kanavan Every Frame a Painting, ja hänen videonsa Edgar Wrightin editointityylistä oli hänen ensimmäinen läpimurtonsa. Tämä video keräsi yli 4 miljoonaa katsojaa. Zhou’n videot ovat hyvin analyyttisia, keskittyen joko kuvauksen eri elementteihin (Joel & Ethan Coen: Shot | Reverse Shot), ohjaajien tyyleihin (Lynne Ramsey- The Poetry of Details) tai näyttelijäntyöhön (ks. Video 3). Zhou lopetti videoiden julkaisemisen 2016, mutta hänen kanavallaan on yhä 1,76 miljoonaa tilaajaa. Zhou’ta eikä Seitzia ei kuitenkaan voida pitää varsinaisesti tämän formaatin synnyttäjinä: elokuva-esseitä elokuvista on tehty kauan, ja hyvä esimerkki tästä on Orson Wellesin F For Fake vuodelta 1973, joka on elokuvan mittainen essee taideväärentämisestä. Kuitenkin, Zhou’n suosio aloitti YouTubessa uudenlaisen elokuvakritiikin yleistymisen.

Video 3. Tony Zhoun videoessee Robin Williamsista.

Zhou’n videoiden kutsuminen videoesseiksi juontaa niiden rakenteesta. Alussa Zhou esittelee aiheen ja tulokulman, sitten käsittelee argumenttinsa, jotka tukevat hänen ajatustaan esimerkkien kautta, ja lopussa esittää päätelmänsä näiden argumenttien varassa. Esseen rakenne on yhä sama, vaikka se olisi osana 5 minuutin mittaista videota joka käsittelee Jackie Chanin tapaa kuvata toimintaa elokuvissaan. Tubettaja Evan Puschak kommentoi 2016 pitämässään TED-talkissa “How Youtube Changed The Essay”, että esseen on oltava “lyhyt, mielenkiintoinen totuus”. Puschak myös vertaa videoesseitä elokuvaesseisiin, tehden kuitenkin eron enemmän avant-garde-elokuvia muistuttavien teosten kuten Chris Markerin Sans Soleilin ja YouTube-videoiden välille:

“It seems to me, that video essays take their cues more from academia and journalism and from their online predecessors, the educational explainer youtube channels.” (Puschak 9.6.2016)

Tätä formaattia ovat seuranneet monet, ja videoesseistä on tullut 2010-luvulla vaikutusvaltainen mediaformaatti. Zhou’n mallia seurasi myös Puschak, jonka The Nerdwriter -kanavalla on yli 2 miljoonaa tilaajaa. Puschak ei keskity vain elokuviin, mutta hänen tyylinsä on hyvin samanlainen kuin Zhou’n. Lindsay Ellis, joka 2008 liittyi Doug Walkerin Channel Awesomeen nimellä “Nostalgia Chick”, erosi sivustosta 2014 ja alkoi tehdä video-esseitä hyvin akateemista lähtökohdasta. Hänen suosituimpiin julkaisuihinsa kuuluu videosarja Michael Bayn Transformers -elokuvista, joita hän tarkastelee elokuvatutkimuksen eri filosofioiden lähtökohdista. Ellisin menestys on huomioitava erikseen, sillä 2019 hänen Hobitti-elokuvia käsittelevä video-trilogiansa The Hobbit Duology oli ehdokkaana Hugo-palkinnolle, ollen ensimmäinen YouTube-video tässä kategoriassa. Myös aikaisemmin lyhyempiä elokuva-arvioita tehneet tubettajat ovat alkaneet tehdä videoesseitä. Huomattava esimerkki on Bob Chipmanin 3 tuntia ja 27 minuuttia pitkä kolmiosainen Really That Bad: Batman V Superman videoessee, joka on kerännyt yli miljoona katsojaa.

Videoesseet ovat avanneet sosiaalisen median käyttäjille enemmän analyyttisen ja akateemisen tavan tutustua elokuviin, ja tarjoavat siten omalla tavallaan vastalauseen aiemmalle, pinnalliselle elokuva-kritiikille, jota YouTubessa on toki valtavasti. Samat parasosiaaliset elementit kuitenkin ovat yhä olemassa, ja tämä yhdistettynä useiden video-esseiden akateemiseen jargoniin ja hyvään tuotantoon tuottaa omanlaisiaan ongelmia. Vilpillinen argumentti tai esimerkki ontosta ja jopa virheellisestä argumentoinnista on helppo piilottaa näiden taakse. Kuitenkin, useimmat video-esseet elokuvista eivät ole arvioita vaan kritiikkiä. Niiden tarkoitus ei ole kertoa katsojalle tekijänsä mielipiteitä elokuvasta ja onko sen näkeminen kannattavaa, vaan syvemmin pohtia käsiteltävää elokuvaa jonkin elokuvatutkimuksen linssin lävitse. Tämä voi keskittyä koko elokuvaan tai vain sen osa-alueeseen, mutta useimmat videoesseistä kuitenkin pureutuvat jotenkin sekä kohteeseensa, sen paikkaan osana laajempaa elokuvahistoriaa ja kulttuurista kontekstia.

Lopuksi

YouTube on tarjonnut jo varhaisessa vaiheessa hyvän alustan elokuvakritiikille. Kulttuurikritiikin kadotessa päivälehdistä ympäri maailman ja printtijournalismin tehdessä hidasta kuolemaansa, on palvelu kenties tämän kritiikin muodon tulevaisuus. Sen tarjoama vapaus, saavutettavuus ja kansainvälisyys on tehnyt monista harrastelijoista kuuluisuuksia ja tehnyt elokuvakritiikistä helposti lähestyttävän kritiikin muodon. Samalla kritiikin määritelmät ovat muuttuneet ja muovautuneet, mihin on vaikuttanut vahvasti enemmän koomiset ja performatiiviset kritiikin muodot. Vanhat kanavat kuten Channel Awesomella ja Chris Stuckmannilla on yhä miljoonia seuraajia, vaikka ne eivät ole muuttaneet formaattiaan juuri lainkaan yli kymmenen vuoden aikana. Kuitenkin näinä valeuutisten aikakautena on yhä tärkeämpää, että myös YouTubessa esiintyvän kritiikin kuluttajalla on medialukutaitoa, jolla erottaa vilpillinen ja virheellinen kritiikki satojen videoiden joukosta.

YouTuben elokuvakriitikoiden kummisedän Roger Ebertin kuoltua 2013 kriitikko Wesley Morris kirjoitti muistotekstissään “The People’s Critic: Remembering Roger Ebert” seuraavasti:

“What Siskel and Ebert instilled in civilian filmgoer was perception. Movies had a surface that could be penetrated and explored.” (Morris 5.4.2013)

Monellakin tapaa nykyään suositut video-esseistien, kuten Evan Puschakin, Lindsay Ellisin, Michael Tuckerin (Lessons From A Screenplay) ja Dan Olsonin (Folding Ideas) ideana on edelleen avata elokuvan kerroksia yleisölle, oli kyse sitten käsikirjoituksesta, editoinnista tai kulttuurisesta ja aikakaudellisesta kontekstista. David Piercen Wired-verkkolehden artikkelissa “The World’s Best Film School Is Free On YouTube” bloggari Jason Kottke kommentoi, että elokuvasta kirjoittaminen on vähän kuin arkkitehtuurista tanssiminen (Pierce 12.9.2017). Kuvien, musiikin ja puheen yhdistäminen antaa audiovisuaalisen kokemuksen, ja on helpompi nostaa esiin pointteja elokuvan kuvakerronnasta ja tyylistä, kun voit aktiivisesti samalla näyttää mistä puhut. Kulttuuri- ja taidekritiikin määrä on ehkä vähentynyt klassisissa medioissa, mutta sen määrä YouTubessa kasvaa alati. Se on kuitenkin yhä amatöörien kenttä monellakin tapaa, mutta lainatakseni Roger Ebertia:

“I was instructed by a wise film editor long ago: ‘If you understand something, you can explain it so that almost anyone can understand it.’ ….Jargon is the last refuge of the scoundrels.” (Ebert 2010)

Lähteet

Kaikki linkit tarkistettu 10.3.2020

Videot

Ellis, Lindsay. 2018. “Youtube: Manufacturing Authenticity (For Fun And Profit!)”, YouTube 11.9.2018. https://www.youtube.com/watch?v=8FJEtCvb2Kw.

Puschak, Evan. 2016. “How Youtube Changed The Essay.” TEDxLafayette College. YouTube 9.6.2016. https://www.youtube.com/watch?v=ald6Lc5TSk8.

Verkkosivustot ja -palvelut

Carslon, Alex. 2014. “The Nerd Who Changed Gaming Culture Forever.” Hardcore Gamer. 7.1.2014. https://hardcoregamer.com/2014/01/07/the-nerd-who-changed-gaming-culture-forever/68599/.

Dry, Jude. 2017. “‘CinemaSins Attacked ‘Kong: Skull Island,’ so Director Jordan Vogt-Roberts Fought Back in the Best Way.” Indiewire. 15.8.2017. https://www.indiewire.com/2017/08/cinemasins-kong-skull-island-jordan-vogt-roberts-1201866889/.

Morris, Wesley. 2013. “The People’s Critic: Remembering Roger Ebert.” Grantland. 5.4.2013. http://grantland.com/hollywood-prospectus/the-peoples-critic-remembering-roger-ebert/.

Lehtiartikkelit

Kinnunen, Kalle. 2019. ”Elokuvakriitikko selittää maailmaa.”Yle Uutiset. 27.11.2019. https://yle.fi/aihe/artikkeli/2019/11/27/elokuvakriitikko-selittaa-maailmaa-ja-siksi-ammatti-on-uhattuna-maailmassa.

Kosonen, Tero. 2018. ”Viihdetoimituksen esimies.” Ilta-Sanomat. 20.4.2018.

Owens, Simon.2017.  “How Youtube and podcasts spurred the golden age of film criticism.” Medium.com. 8.11.2017. https://medium.com/the-business-of-content/how-youtube-and-podcasts-spurred-the-golden-age-of-film-criticism-538b6d427efc.

Pierce, David. 2017. “World’s Best Film School Is Free On Youtube.” Wired.Com. 12.9.2017. https://www.wired.com/story/youtube-film-school/.

Kirjallisuus

Ebert, Roger. 2010. Roger Ebert’s Movie Yearbook 2010. Andrews McMeel Publishing LLC.

Kumen, Tommi. 2018. ”Kulttuurijournalismia, josta viimeisenä voisi luopua” – elokuvakritiikin tilanne suomalaisissa päivälehdissä. Opinnäytetyö. Haaga-Helia.

Horton, Donald ja Richard R. Wohl. 1956. “Mass communication and para-social interaction.” Psychiatry: Journal for the Study of Interpersonal Processes, 19, 215–229.

Rasmussen, Leslie. 2018. “Parasocial Interaction in the Digital Age: An Examination of Relationship Building and the Effectiveness of YouTube Celebrities.” The Journal of Social Media in Society, Spring 2018, Vol. 7, No. 1, 280–294.

Kategoriat
1/2020 WiderScreen 23 (1)

Tapani Maskulan kriitikkokurssi

Kimmo Ahonen
kimmo.ahonen [a] tuni.fi
FT
Tampereen yliopiston Porin yksikkö


Viittaaminen / How to cite: Ahonen, Kimmo. 2020. ”Tapani Maskulan kriitikkokurssi”. WiderScreen 23 (1). http://widerscreen.fi/numerot/2020-1/tapani-maskulan-kriitikkokurssi/

Kirja-arvio teoksesta Tapani Maskula Intohimosta elokuvaan – valitut elokuvakritiikit 1960–2010-luvuilta. Toim. Juri Nummelin (2018). Sammakko, Turku, 383 sivua.

Tapani Maskula tunnetaan ja muistetaan erityisesti Turun Sanomien pitkäaikaisena elokuvakriitikkona. Hän aloitti TS:n kriitikkona vuonna 1980 ja jatkoi 2010-luvun alkuun asti. Tietokirjailija Juri Nummelin on koonnut Tapani Maskulan elokuva-arvosteluja kirjaksi. Yli kolme vuosikymmentä TS:n elokuva-arvioita olisi jo riittänyt useamman kirjan aineistoksi.

Nummelin ei kuitenkaan tyytynyt tähän ilmeiseen ratkaisuun, vaan kaivoi ansiokkaasti esiin kriitikon 1960- ja 70-luvun kirjoituksia mm. Uusi Päivä -lehdestä ja Turun Ylioppilaslehdestä. Mukaan on otettu myös Maskulan Elitisti-verkkojulkaisuun viime vuosikymmenellä tekemiä juttuja.

Kirjan arviot on jaettu kahdeksaan eri osioon. Valikoima kattaa monipuolisesti tekstejä eurooppalaisesta taide-elokuvasta suomalaiseen elokuvaan sekä tietysti otoksen amerikkalaista lännenelokuvaa ja rikoselokuvaa.

Suomessa ei ole monta kirjoittajaa, jotka tuntisivat 1940-50 -luvun rikoselokuvaa tai lännenelokuvaa sillä syvätarkkuudella kuin Tapani Maskula. Osioissa onkin monia vähän tunnettuja tai unhoon jääneitä teoksia. Hyvän elokuvakirjan merkki on juuri tämä – se innoittaa katsomaan elokuvia!

Sanomalehtikritiikkien antologia on kirjamuotona haasteellinen, koska tekstit sijoitetaan siinä merkittävästi alkuperäisestä poikkeavaan muottiin. Peräkkäin laitettuna kriitikon tekstin eivät aiheuta samanlaisia ahaa-elämyksiä kuin sanomalehdestä luettuna muiden juttujen joukossa. Elokuvakriitikkojen ensi-ilta-arviot ovat lähtökohtaisesti päiväperhosia: nopeasti kirjoitettuja juttuja, joiden kirjoittaja ei ehkä vuoden kuluttua allekirjoita samaa näkemystä elokuvasta.

Suurin osa Maskulan arvioista on silti kestänyt aikaa hämmästyttävän hyvin. Nummelinin valikoimasta on luettavissa myös Maskulan kirjoitustyylin kehittyminen.

Oli hauska huomata, miten hyvin muistin joidenkin arvioiden yksittäisiä sanavalintoja. Kehuessaan Sam Peckinpahin (monien haukkumaa) merkkiteosta Tuokaa Alfredo Garcian pää (Bring Me the Head of Alfredo Garcia, 1975), Maskula totesi, että ”amerikkalaisen elokuvan voima ja suola on aina ollut pienimuotoisissa B-filmeissä”. Sattuvasti sanottu.

Tiiviin ilmaisun mestari

Sanomalehtikritiikkien formaatti vaatii tiivistä ilmaisua. Vain harva, jos kukaan, suomalainen elokuvakriitikko on yltänyt siinä samalle tasolle kuin Maskula. Hänen kirjoitustaitonsa näkyy jo elokuvan juonireferoinnissa. Se hoidetaan ytimekkäästi muutamalla virkkeellä, juonen pääpiirteet tiivistäen, mutta liiallisia juonipaljastuksia välttäen. Sen jälkeen päästään itse asiaan: elokuvan sisällön, estetiikan ja/tai merkittävyyden arviointiin.

Tämän Tapani Maskula todella osasi. Arvostelun lukijalle ei jäänyt epäselväksi, mikä oli kriitikon kanta elokuvaan. Hän kontekstualisoi elokuvat tarkkanäköisesti sijoittamalla ne oman aikansa yhteiskunnalliseen viitekehykseen, mutta esitti kuitenkin myös arvion elokuvan hyvyydestä tai huonoudesta – joskus raivostuttavan selväsanaisesti.

Maskulan tekstit ovat vahvasti ideologiakriittisiä. Hollywood-elokuvaa hän arvioi marxilaispohjaisesta näkökulmasta – luokka-asetelmia ja kapitalismikritiikkiä painottaen, mutta kuitenkin ilman dogmaattisia pakkopaitoja. Välillä hän yllätti lukijansa kehumalla elokuvia, joille muut kriitikot tai suuri yleisö olivat kääntäneet selkänsä. Maskulan tekstejä leimaakin analyyttisyys, itsenäisyys ja yllätyksellisyys.

Maskula on tunnettu armottomasta rehellisyydestään: hän seurasi omia standardejaan eikä pahemmin piitannut yleisön tai elokuvabisneksen näkökulmasta. Tämä näkyi hänen arviossaan Pekka Parikan Talvisota-elokuvasta (1989). Nyt luettuna kyseessä on hyvin argumentoitu kriittinen arvio. Osa aikalaislukijoista piti sitä silloin jonkinlaisena talvisodan muiston häpäisemisenä.

Maskulan arvioiden pääosassa ei kuitenkaan ollut elokuvan reseptio, vaan sen elokuvataiteellinen arvo. Hän on itsekin todennut kirjoittaneensa nimenomaan elokuvaharrastajille. Maskula teki sen kuitenkin selkeällä, helposti lähestyttävällä kirjoitusotteella. Sikäli kyse oli kansansivistyksestä. Maskulan kritiikkejä seuraamalla lukijan elokuvasivistys karttui kuin huomaamatta. Näin kävi ainakin allekirjoittaneelle.

Yhden tähden Maskula

Viimeisenä luvun Nummelin on otsikoinut provosoivasti muotoon ”huonot elokuvat”. Mukana on Moulin Rougen (2001) tapaisia elokuvia, jotka ovat yleisesti keränneet kriitikoilta kehuja, mutta jotka eivät Maskulaa innostaneet. Otsikointi on sikäli oikea, että ”yhden tähden Maskula” tunnettiin elokuvien lyttäämisestä, vaikka inhosikin elokuvien tähdittämistä. Moni Turun Sanomien lukija katsoi niitä elokuvia, joita Maskula haukkui – mikä oli kriitikolle sulka hattuun, osoitus tietystä johdonmukaisuudesta.

Tätä paradoksia sanoittamaan löytyy kirjasta myös hyvä sitaatti. Maskula arvioi Turun Ylioppilaslehdessä Don Siegelin ohjaaman elokuvan Tappakaa Charley Varrick (Charley Varrick, 1973) vuonna 1974. Toisin kuin aikalaisarvioijien enemmistö, Maskula osasi nähdä (suosikkiohjaajiinsa lukeutuneen) Siegelin kivikovan rikoselokuvan elokuvataiteellisen arvon. Arvionsa lopuksi hän totesi: ”En ole koskaan voinut hyväksyä Siegelin maailmankatsomusta, mutta hänen filmiensä taidokkuutta ja hiottua tehokkuutta voin silti ihailla kerran toisensa jälkeen”.

Sitaattia mukaillen: Maskulan lukijakunta ei välttämättä hyväksynyt hänen arviointikriteerejään, mutta osasi arvostaa hänen arvioidensa taidokkuutta ja johdonmukaisuutta.

Pienenä kauneusvirheenä pitäisin sitä, että valikoimassa ei ole mukana yhtään William Friedkinin elokuvaa. Maskula lienee ainoa suomalaiskriitikko, joka nimesi Friedkinin toimintaelokuvan Elää ja kuolla L.A:ssa (To Live and Die in L.A, 1985) heti mestariteokseksi.

Kokonaisuutena Juri Nummelinin toimittama kirja on pieni kulttuuriteko – ja elokuvajournalismin näkökulmasta hyvinkin suuri kulttuuriteko. Se on tärkeä muistutus tinkimättömän elokuvakritiikin merkityksestä informaatioähkyyn tukehtuvassa kulttuurissamme.

Maskulan kritiikeissä riittää toki tämän jälkeenkin pöyhittävää – yksi kirja ei suinkaan tyhjennä pajatsoa. Heitän, ulkomuistista, sitaatin, joka on jäänyt kummittelemaan mieleeni. Maskula arvioi Turun Sanomissa Lauri Törhösen ohjaaman elokuvan Ameriikan raitti (1990), onnistuen avausvirkkeessään tyrmäämään sekä elokuvan että ohjaajan: ”Ameriikan raitti ei ole vain huono elokuva, vaan se on huono jopa Lauri Törhösen elokuvaksi”.

Kategoriat
Ajankohtaista

Learning to Feel? An Essay on Death, Sex and Tricksterism in Todd Phillips’s Joker (2019)

emotions, Hildur Guðnadóttir, Joaquin Phoenix, Joker, Jungian archetypes, sexuality, Todd Phillips, trickster

Kirsi Kanerva
kirsi.kanerva [a] helsinki.fi
Postdoctoral researcher
Department of Cultures
University of Helsinki

Viittaaminen / How to cite: Kanerva, Kirsi. 2020. ”Learning to Feel? An Essay on Death, Sex and Tricksterism in Todd Phillips’s Joker (2019)”. WiderScreen Ajankohtaista 23.1.2020. http://widerscreen.fi/numerot/ajankohtaista/learning-to-feel-an-essay-on-death-sex-and-tricksterism-in-todd-phillipss-joker-2019/

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In this essay, I will discuss some of the opportunities offered by Todd Phillips’s Joker (2019) to engage in an “interpretative play,” to use the term of Noël Carroll, with this particular work of art, and consider some of the emotional responses that the movie elicits. The perspective in this free-associative essay is subjective, and the aesthetic and non-aesthetic responses to the film elaborated here concentrate on the following selected themes: emotions and sexuality as part of the Joker’s origin story and the Joker’s role as an archetypal trickster in the Jungian sense.

Introduction

In 2019, Todd Phillips’s Joker (2019) became the highest-grossing R-rated film in history (Yang 2019). The origin story of the Joker[1] has elicited many discussions on issues of social concern. Compared to many other Batman-related narratives in the DC universe, Joker is more realistic: the Joker figure—or Arthur Fleck (hereafter AF), as he is called in the beginning of the story, before he becomes the Joker—is not an exaggerated, mutant-like (cartoon) character or psychopathic villain in the realm of fantasy. The realistic approach and the tendency to provoke discussion on social matters are certainly key, but not the only factor that has led to audience engagement with this particular work of art. The film’s director Todd Phillips has suggested that the movie is so popular because of the deeper meanings people can discover in it, and it has also been pointed out that the film offers multiple choices for interpretation. (Looper 2019; Morrison 2019.)

Indeed, some things are not explicitly spelled out in Joker, and non-aesthetic responses elicited by the movie, such as interpretations of various scenes or symbols, are manifold. As spectators interacting with and contemplating works of art, we do enjoy engaging with “interpretive play,” as Noël Carroll has noted, and we consider it rewarding to search and discover hidden themes and meanings or latent structures (Carroll 2001, 6, 9–12, 19). In addition, the movie elicits aesthetic responses as emotional responses produced by events and situations, and the protagonist keeps us engaged with the work (Carroll 2001, 215–218, 222, 225). In this essay, I will discuss—from a fully subjective perspective—some of the opportunities offered by Todd Phillips’s Joker to engage in an “interpretative play” with the work and some of the emotional responses that the movie elicits.

Naturally, no matter how subjective this essay intends to be, interpreting a work of art, understanding and explaining it requires that the intentions of its makers are not disregarded. In the case of Joker, these intentions may include those of the screenwriter (Todd Phillips & Scott Silver) and the director, but also those of the main actor, Joaquin Phoenix, who improvised in some of the scenes, and the composer, Hildur Guðnadóttir, whose music both creates atmospheres and contributes to the interpretation of some scenes in the movie. These intentions have been further elaborated in different media, as well as in the original screenplay of the movie, which has been made available online. Even if these intentions do constrain other interpretations, they also permit the study of meanings expressed in Joker which were not purposefully intended by the filmmakers and which they may not be aware of (as some of our actions can be subconscious, and the degree of consciousness and intentionality in our decision-making may vary). Moreover, the meanings intended by the filmmakers are not necessarily always understood in that way by the audience; the former cannot control interpretations of their work even if they were to explicitly suggest how it should be understood, whereas the latter will inevitably interpret it in light of their knowledge, experiences, norms and value orientations, which they may not necessarily share with the creators. (See, e.g., Carroll 2001, 184–185, 187–188; Johansen 2002, 46–57, 67.)

What follows is a free-associative essay of my own interpretive play, a creative-oriented piece of writing that aims at elaborating some of the responses the movie has elicited—in one of its spectators, at least. The topics considered in this essay are not all-encompassing; the themes that will be discussed include emotions and sexuality as part of the Joker’s origin story, and the Joker’s role as an archetypal trickster in the movie.

Prologue: On Emotions

AF is represented in the movie as a socially handicapped, isolated person who suffers from some kind of mental illness that requires medication, as he has suffered a traumatic brain injury as a child. He desperately tries to fit in, forcing a fake laugh when he hears other people tell jokes, even if he does not seem to find them funny himself, and always trying to put on a (normative, socially acceptable) happy face. At times he bursts into pathological laughter that he cannot control. At the same time he is painfully well aware that to be accepted by “normal” people, he must behave as if he had no mental illness. There is something childlike in him; he is the good little boy who will bring joy and laughter into the world. In other words, a great deal of his “abnormality” is related to his emotions, which he expresses—or practices (Scheer 2012)—in somewhat unconventional ways, or not at all.

Video 1. Teaser trailer for Joker.

In AF’s case, as a consequence of the code of conduct—the happy face—his mother has expected of him, emotions that do not comply with its norms are locked inside. When his boss Hoyt shouts at AF at the beginning of the movie, accusing him of neglecting his work, he keeps smiling and holds everything inside. Shortly thereafter, he tries to release all the bottled-up anger: the camera shows him aggressively kicking heaps of garbage. (The script suggests something animate as the object of his kicks, but this is not portrayed in the movie.) The anger was there already in the office, however. Even if AF doesn’t say anything, it leaks out a bit, reflecting on the surface of his body and behind his eyes, even if his face muscles are frozen in a smile. A similar betrayal of emotions—this time also through his face muscles—occurs when he discovers that his mother has concealed knowledge about his real father, and later on Murray Franklin Show where the talk show host makes fun of him. At times his irritation finds expression in his legs, which quiver nervously, while his frustration is represented in self-inflicted violence, such as when he hits his head against the wall of a phone booth after being told he is fired.

Even if AF occasionally appears unemotional, he has feelings; he is detached from his inner state. AF’s “unemotionality” already as a child is implied when his mental image of his mother as a young Penny Fleck, whom AF sees as he reads her medical report, explains to the doctor that she never heard him crying and how AF has always been “such a happy little boy.” The silence and “happiness” mentioned in connection with his abuse could refer to a response mechanism that occurs during traumatic events in which fight-or-flight responses are not possible (see, e.g., Scaer 2014, 13–19); in AF’s case, these include his freezing up and being unable to react physically, or becoming dissociated from his body, which may have helped him to be mentally somewhere else, even though he was present during the torture which resulted in brain injury. A similar type of freezing response is shown in the beginning of the film, when AF is beaten up by a bunch of youths. As he lies on the ground in his clown suit and the boys are kicking him, he does not express any signs of pain—or any emotions whatsoever. The only change in his state of being appears to be his breathing; after the boys have run away and AF lies alone on the ground, it sounds slightly heavier.

AF is not completely handicapped when it comes to his ability to interpret his inner state but he has difficulties in verbalizing his emotions or expressing them in conventional ways. He is aware that he only has “negative thoughts,” but he does not seem to be capable of categorizing his emotions or naming them more precisely than being happy or not. In the above-mentioned scene, the only emotional “outburst” occurs after the boys have ceased to kick him and then run away: AF pushes a button in his clown suit so that a flower attached to the front makes a squirt of water. According to Todd Phillips, this act suggests that the Joker sees comedy in his pain (Phillips 2019). However, despite the director’s intended meaning, since the water does not spray on anyone as a joke, the flower that emits water can also have alternate interpretations. Water is liquid, just as tears are liquid; it is as if the flower is shedding tears on his behalf (or bleeding on his behalf, from his mental wounds) since he himself lacks the ability to communicate his inner feelings. In this case, and when he is later assaulted by three men in a subway car, he does not shed tears. After all, this would cause the blue makeup around his eyes to drip. This kind of visible “leaking” does occur after AF has put on his Joker makeup (as will be further elaborated in chapter “The Beginning of the Metamorphosis” below).

As his mother never heard him crying, tears in particular appear to be an expression that AF has learned to block or is incapable of expressing—until they later start to flow unabated, such as when he learns from his mother’s medical report that he was adopted and severely maltreated as a child. When he reads about his mother’s psychological diagnosis and internment in a mental hospital, he first starts to cry. This information shakes the foundation of who he thought he was, shattering his self-identity. Eventually, however, he starts to laugh; he laughs and sobs so long and hard that snot runs down from his nose.

As a child who was always “happy,” perhaps he laughed instead of crying, as seen above. AF’s laughter, therefore, is a gesture that underlines his detachment from his social environment. Laughing sometimes signifies his desperate attempt to be “normal,” but in general AF’s laughter is difficult to interpret in a conventional way. He appears to laugh uncontrollably when he is confused, nervous, anxious, sad or upset; when he is hurt; when he thinks he has been unjustly treated; or when he hears things he does not want to hear, like when Mr. Wayne implies that AF’s mother’s story about him being AF’s father is false. Even stage fright appears to trigger his uncontrolled laughter. Moreover, this laughter is constantly misinterpreted, being read differently by others.

Image 1. AF’s pathological laughter. Joaquin Phoenix in Joker. Source: Joker © Warner Bros. 2019

In the course of the movie, AF does learn new ways to express his thoughts. When the object of his infatuation, the single mother Sophie, lightly uses the finger gun gesture in the elevator, AF takes the meaning of this sign in a different way. He performs it also when he exits the elevator, placing his finger “gun” to his temple and pulling the trigger, as if to blow his head off. It is slightly uncertain what his message is; it is not intended to be threatening, but it could also indicate “yeah, my life sucks, too,” or “I want to kill myself” (based on the fact that only a little while before, he expressed to his social worker the wish to have his medication increased, because he did want to “feel so bad anymore”). He uses the finger gun gesture again when he intrudes into Sophie’s apartment after discovering the “truth” of his childhood in the official documents. As he sits on Sophie’s couch he places the finger gun to his head but does not pull the trigger. In this scene, the gesture—even if AF does not “fire” the “gun”— probably refers to his wish or intention to die. Like his other expressions of frustration and anger—after all, suicide is violence against oneself and thus related to anger and aggression—the gesture does not require words. His inner life finds expression in a nonverbal gesture, as in the case of the tear-shedding flower mentioned above.

Another nonverbal expression that appears to be linked to AF’s inner state but also represents a crucial part of his becoming and being the Joker in this cinematic context is his dancing.

Dancing, or Sex and Death

In the beginning of the movie, AF does not defend himself when he is being attacked by the youths, like he is incapable of physically protecting himself. Instead of fighting or fleeing, he freezes. After receiving a gun from Randall, an older clown colleague, he carries it with him when at work (even though he is not used to handling guns), perhaps because the threat of physical aggression is constantly present in his life. When he is attacked later by three white-collar types on the subway, he appears more prepared to defend himself. At first he tries to kick his aggressors, but when they start to beat him up he shoots them. Killing the first two, he appears to act spontaneously, as if in self-defense, but the third is an intentional execution. AF acts rationally. He does not leave the train immediately but gathers his things in his bag, as if to leave no identifying evidence, and only then follows the third man off the train, finishing him.

After the incident, AF is shocked at first. He runs away from the crime scene in panic, as if he is expecting to be pursued or caught. He hides in an empty public bathroom, out of breath and agitated. But then, in solitude, he starts to dance. The director of the film has pointed out that AF “has music in him,” and it is this music that is fighting to get out and moving his body in the bathroom scene (Flicks and the City 2019). AF’s performance here could be construed as a kind of victory dance or “somatic therapy” that helps him to calm down. His movements are slow and relaxed, and he is no longer agitated. The scene differs drastically from the scene in the original screenplay; although it is likewise situated in the bathroom, AF intends to shoot himself but cannot because he has no bullets left. Thus, the music fights its way out of AF only in the improvised scene of the movie (Giroux 2019). As AF dances, his body is no longer a passive object of violence but an active subject that expresses the music in him. The music—which C. G. Jung did not place in the same category as sex but which “originally belonged to the reproductive sphere” (Jung 1967, 136)—is also linked to AF’s sexuality.

Image 2. The Bathroom dance. Joaquin Phoenix in Joker (Joker © Warner Bros. 2019)

After the subway killings, it is as if he has sexually awakened. AF is not an asexual person per se; in the movie, his sexuality prior to the subway killings appears to involve pornographic images, but his sexuality is not expressed in his body language. According to the original script, he is sexually inexperienced. After his dance in the public bathroom, however, it seems that he has become sexually aroused. Immediately thereafter, the camera follows him down the corridor of the apartment building where he lives; he heads determinedly, in a straight line, toward Sophie’s door. When she opens it, he immediately kisses and embraces her, and the slow motion suggests that they are about to have a sexual encounter. As revealed by the filmmakers (Flicks and the City 2019), AF’s relationship with Sophie is just a dream,[2] but Arthur the clown is nonetheless eroticized for the first time: he expresses sexual desire (even if in his own mind), and his sexuality is now expressed in his body and in his movements. It is no longer made manifest merely in the pornographic images of his journal, which suggest a boyish and inexperienced type of sexuality.

At this point, the Jungian approach to personality appears well suited to explain AF’s experience: the film appears to make visible the process in which the various parts of AF’s human self, both conscious and unconscious, start to become integrated. Until the subway incident, his personality has consisted only of the slightly childlike and compliant side that he shows to others; the good little boy is his persona/ego or, in Jungian terms, the mask that hides his true self. At this point in the film, it is as if he is lacking life power and energy; all he has are negative thoughts, and his lack of power can be seen in his posture, in the way he walks (somewhat downcast, hanging his head to the right), and in his incapability to defend himself.

After the killings, however, his sexual desire is aroused. The animal side of his personality now appears integrated in his self, representing the source of both creative and destructive energy; this is where Eros belongs. This side also includes the shadow, which everyone carries but which has been isolated from his consciousness. It is the repressed “other in him,” including things that are unacceptable in terms of one’s own morals as well as social standards. The shadow, which also encompasses the past, is not purely evil, but primitive, disobedient and non-conforming to the norms and regulations of society; Jung also characterized it as inferior. (Jung 1969a, 76–79; Jung 1969b, 197–198; Jung 1966a, 53; Jung 1966b, 28.) From a Jungian perspective, the shadow is AF’s “companion and friend,” his “potential ally” and “dark brother.” As soon as it starts to become incorporated in his personality, it enables him to defend himself, since defense and the capability to attack require evil (Neumann 1962, 352–353). Being an opposite “to the attitude of the conscious mind” (Jung 1966a, 53), the repressed shadow creates tension when it is made conscious, which is the prerequisite for movement (Jung 2011, 30; Jung 1966a, 53–54). As Jung explains, “Life, being an energic process, needs the opposites, for without opposition there is […] no energy” (Jung 1969b, 197). He continues, “Life is born only of the spark of opposites” (Jung 1966a, 54).

As a consequence of the incident in the subway, AF’s libido (which in Jungian thought does not have the predominantly sexual meaning that the term has for Freud) now has a gradient. As a consequence, his libido—that is, his psychic energy as a desire and appetite unchecked by any authority, which is linked not only to sexual procreation but also emotions and affects, as well as general life instincts of survival and bodily needs, such as hunger, thirst, sleep, sex and avoiding pain—has started to flow (Jung 1966a, 50–54, 62–63; Jung 1967, 135–139). He was a victim for so long, but now he has defended himself. The subway killings give rise, in William James’s terms (1929), to a conversion experience; AF’s life is radically transformed from the old to the new. Earlier he did not have control over his own life; his agency was restricted, and he had no chance to counteract or limit the violence directed at him. But now, with the help of his “dark brother,” the shadow, he gains agency. It is he himself who uses violence now. He has become the one who decides who will feel pain and die.

AF’s dance movements may also reflect his attempt to make himself look bigger (Sapir 2019). He has conquered those who tormented him—he has gained power over them—and thus, in a sense, he has become “bigger.” A reflection of this psychological consequence can later be seen in his straighter posture.

Image 3. The Bathroom dance. Joaquin Phoenix in Joker (Joker © Warner Bros. 2019)

The same piece of music (composed by Hildur Guðnadóttir) that plays in the background in the public bathroom scene is heard again in the movie when the Joker is waiting behind the curtains, about to walk on stage on the Murray Franklin Show. His hands move as if he were dancing again to the rhythm of his inner music, and his movements are as calm and relaxed as they were when he danced after the subway killings. This time his dance does not prepare him for procreative action (in his dream world), but appears to set up his last scene. His intention there is to commit suicide. By then, in Freudian terms, his death drive Thanatos (the opposite of Eros as his life force and will to live) has been activated, and he is prepared to die. This time we can clearly hear the voice of women singing. This music by Hildur Guðnadóttir may not be the singing of angels but—bearing in mind her cultural background and the Scandinavian mythological tradition—valkyries (valkyrjur); thus, these are the voices of supernatural women who escorted ancient warriors into battle and chose those who would be slain, taking them to the afterlife and joining them in Valhalla (a notion which presumably had sexual connotations as well; see e.g. Egeler 2010, 84–104). When AF enters the stage of the Murray Franklin Show, his behavior is in line with the elements created by the music: being sexually charged, he intensely kisses the previous guest, an elderly female therapist. It is as if death (his or others) and sex are inseparable opposites that take place together, with (actual or impending) death being the impetus that stirs up AF’s sexual urges.

Insinuations of the inseparable link between sex and death can also be found in the scene where AF kills Randall. After his deed he sits down, leaning against the wall beside Randall’s corpse, and breathes heavily as a consequence of the physical effort. Randall’s bodily fluids (blood) are splattered over his face and breast, and a relaxed smile plays on his face, as if to imply his satisfied participation in a sexual act. Soon after the killing, AF heads to the TV studio in his Joker outfit. As he dances down the stairs, he is clearly feeling good. He appears joyful, relaxed and self-confident; he is surrounded by an aura of eroticism and his habitus (in Bourdieu’s terms)—including how he uses his body while dancing and how he walks—resembles that of other cinematic male figures with sex appeal. A cigarette hanging between his lips complements his erotic image.

Image 4. Joker dances down the stairs. Source: Joker © Warner Bros. 2019

Occupying himself with (male) death—either his or that of others—appears to awaken his sexual desire, even if the impulses that have been released prior to his lust are not culturally acceptable but belong to the domain of chaos: killing, destroying and raping. (Indeed, while from his own perspective he fulfills his wish for love in his dream, from Sophie’s perspective this desire perhaps leads to rape.) The existent (although not actually fulfilled) desire suggests that as a consequence of the lethal violence he exercises and which makes him a kind of “warrior,” he yearns for reunion with the feminine, and he longs for a woman’s affection and gentleness. In line with the Ancient Greek mythic tradition where the god of war (Ares) was united with the god of love (Aphrodite), what is produced as a result (as the offspring of the deities) are Eros and Anteros, symbolizing “passion” (see also Stevens 2004, 123–126).

Death thus releases AF’s inner music. As has been mentioned above, Jung linked music to the sphere of reproductive activity. Perhaps in line with this (departing from the Oedipal motif), it should be noted that when AF kills his mother, he does not dance; after the matricide scene, he rehearses for the Murray Franklin Show. Interestingly, after killing another female figure (the doctor in the mental hospital at the end of the movie), he first walks out of her room in a somewhat bowed posture, but by the end of the corridor he has already started to dance. His death-elicited dancing thus appears to be connected to patricide, killing one’s “father,” who represents authority, a figure of dominion, that is, someone who has the legitimate right to exercise power over others. This authority is not tied to a particular gender. The doctor, although a woman, is a person who exerts power over AF when she chooses to listen to him or not—or prescribe his medication or not. AF is suspicious about authorities in general; this shows in his behavior when he interacts with his social worker, the doctor and two detectives.

Thus, all the men he kills are like “fathers,” or creators of the Joker, and authorities in that sense. Randall gives him the gun without which the Joker would never have been born, the three young men in the subway are the ultimate trigger that catalyzes his transformation, and Murray not only contributes to the emergence of the Joker when he plays AF’s video on his show and ridicules him, but he also acts as Murray the Baptist by giving him his villain name. In addition, AF’s actions also contribute to the death of his putative father, Mr. Wayne. After the downfall of his fathers and creators, or the other authority figures in AF’s life, it is the clown who survives and takes power.

In Freudian terms, by killing his “fathers” AF avoids castration, but the objects he uses to kill the men (not the doctor or his mother)—namely, a gun (and bullets) and scissors—are also phallic objects in that they penetrate the bodily boundaries of their targets. Therefore, AF’s lethal violence against other men is in some sense also sexual and connected to power, a symbolic male rape that allows him to subjugate his victims and eliminate his rivals, who have forced him into an inferior position and, from an evolutionary perspective, prevented him from being the fittest in the reproductive sense. The first time AF fires his gun, by accident in an improvised moment (Giroux 2019) in his own living room, refers to this competitive position between males that AF appears to experience: in his imaginary discussion, a woman praises him for being “a good dancer,” after which he fires his gun at an invisible male rival (who, according to him, is not a good dancer), as if to eliminate his imagined competitor. The elimination of his “fathers” and sexual rivals (with the help of his ally and brother, the shadow) is an act of violence, but the act is also related to sex and power, for it is the death of those he sees as authority figures that in particular releases his inner music, embodied in his dancing, and thus enables his libido to flow.

The Beginning of the Metamorphosis, or the Trickster in Him

After discovering that Mr. Wayne is his father, AF goes to see him. At first he meets his half-brother Bruce Wayne (meeting him brings a smile to his face), and later Mr. Wayne himself. However, the arrogant Mr. Wayne, whose version of AF’s origin differs from his mother’s, rejects AF and eventually punches him in the face, irritated by his uncontrolled laughter. The following night, AF stands in his apartment, alone after his mother has been hospitalized. He is now separated from his putative male kin: his father who claims not to be his father (though the butler Alfred Pennyworth’s surprise as he sees “Penny’s son” is telling) and his little half-brother. He leans toward the kitchen countertop, his back in a curved posture, hanging his head, uttering some short and feeble bursts of laughter. He starts to empty the fridge, and then he packs himself inside it.

If interpreted in Freudian terms, this scene improvised by Joaquin Phoenix (Giroux 2019) could suggest that AF’s death drive has strengthened: AF’s sense of connection with other beings has begun to completely dissolve now. According to Mr. Wayne’s claims, he is not genetically connected even to his mother, but an adopted son without a past (even if we cannot be sure if the adoption papers he discovers the next day are false, made because Mr. Wayne wanted to deny all connection to his son he had conceived with a servant woman), and his putative link to the Wayne family is erased right at the beginning. As he climbs in the fridge and closes the door, it is as if AF wishes to enter an enclosed space, the womb, and thus eventually dissolve and return to the inorganic state where he no longer exists (Freud 1930, 4509–4510; Freud 1920). Interpreted from the Freudian perspective, his act could be related to his suicidal tendencies. However, in light of the process where AF becomes the Joker, his withdrawal may not refer to an irreversible demise per se, but to a momentary disappearance, which results in a symbolic reassemblage of the dissolved inorganic parts (like Frankenstein’s monster) or a metamorphosis during which he changes his shape.

In his curved position, AF appears like some type of malformed monster. Later, when Gary and Randall pay him a visit after his mother’s death, he bends his back similarly, as if he were an animal. After drawing a smiley face on the wall by stamping out his cigarette and laughing his fake laughter at Randall’s joke, he places himself in the doorway, his back in a curved position, his face turned down. From this posture, he lifts his face to observe the two men, as if on the prowl, resembling an animal that is about to attack. He then calmly straightens his back, approaches Randall and kills him with scissors and his bare hands.

The process of AF’s metamorphosis is also visible in his facial appearance: when he kills Randall his face is painted white (without any other makeup yet). The white mask does not leak; it hides his intentions and makes his face unrecognizable. Before putting on his final clown makeup, after which he has become the Joker and his metamorphosis is complete, he tries on different identities, even speaking to Gary in an English accent. But it should be noted that even before this scene, AF has been an amorphous figure, whose facial appearance and miens (when he is without his clown mask) have differed from scene to scene, so that during the whole film it is difficult to say what AF actually looks like, and whether he is in fact changing his faces or shifting his shape.

Image 5. The white mask. Source: Joker © Warner Bros. 2019

Shapeshifting is one of the characteristics associated with archetypal tricksters (Hynes 1993, 36–37). The earlier cinematic representations of the Joker have highlighted his role as a trickster figure who plays jokes on people (Mattes 2019; Polo 2019; Corse Present 2019), and after becoming the Joker in this film, AF also becomes someone for whom, similar to other tricksters, causing mischief gives pleasure (Doueihi 1984, 287; Makarius 1993, 79; Hynes 1993, 35–36). This is seen when he stirs unrest and wreaks havoc, for example, in the train snatching a clown mask from one of the passengers, which eventually results in a group fight: he laughs at seeing the unrest. Compared to earlier representations of the character, Joaquin Phoenix’s Joker is a far subtler portrayal of a trickster, sharing more characteristics with trickster archetypes in world mythologies than the mere tendency to play pranks or shift his shape.

As the supposed illegitimate son of Mr. Wayne, AF is—similar to many other tricksters—of impure birth (Makarius 1993, 73–74), reflecting “a sort of predestination to a career of being a violator” of social norms (Makarius 1993, 74). When his father rejects him, he is also “[a]bandoned by his own kind” (Makarius 1993, 77). His alternate origin in the adoption papers, whether they are fake or not, abolish his past and make him a foundling with uncertain origin. He could be the son of elves, or even Oedipus, who got the name “swollen foot” because of the scars made when he was bound and abandoned by his parents; in like manner, AF got his “scar,” his brain injury, when he was bound to a radiator, abandoned by his real father.

The Joker’s role as a trickster is further suggested by his unconventional behavior, including his laughter and view of what is funny. “Comedy is subjective,” he declares in the studio. Before becoming the Joker, who laughs at seeing unrest or violence exercised on others, he laughed when upset, afraid, nervous, sad or confused. He has learned that laughter is about happiness, but in his case it is linked to emotional states that are unpleasant to him. Just before he kills his mother, however, he appears to invert his view of his own life and the meaning of his laughter. He denies that he has a condition, even if she has always told him so; instead he argues that his laughing self is his “real me” (which in a way is true, because his brain injury is apparently permanent). Before he considered his life a tragedy, but now he regards it as a comedy; thus, he chooses to interpret his laughter in the conventional way—that is, the way “normal” people understand it—as an expression of happiness and joy.

However, accepting the “normal” interpretation of laughter also makes his choice a sign of his submission to the prevailing circumstances. By that time, even his own death has become a source of laughter to him: after killing his mother, he rehearses his joke for the Murray Franklin Show at home. When he acts as if he is blowing his head off with his gun, and as he pretends to lie dead on the sofa in his own living room, there is a happy smile on his face, and his imaginary audience is cheering and laughing. In terms of the Joker’s role in the cinematic universe, when he chooses to view his tragedy as a comedy, he again displays one of the characteristics of a trickster: the ability to invert situations so that bad becomes good, grief becomes joy, and sadness becomes laughter (Hynes 1993, 37).


Video 2. AF rehearses his joke for the Murray Franklin Show.

Even the worst and most immoral killings the Joker commits are now a source of amusement for him, part of his comedy. It is the “real him” that sits in the police car at the end of the movie and is overjoyed at the chaos he observes and of which he himself is the seed. The tendency to invert situations is also apparent in his clown name, Carnival. The name and the phenomenon known as Carnival make another direct reference to a state where the world is turned upside down to question prevailing norms, to break boundaries and to make the sacred profane; it is a state that eventually leads to ritual purification.[3]

Tricksters are also (excessively) erotic figures whose sexual self-control may be underdeveloped (Doueihi 1984, 287; Greenfield 1985, 38–41; Makarius 1993, 79–80; Stevens 2004, 124–125). AF’s tendency to associate death with sex is but one symptom of this over-eroticizing. A reference to excessive sexuality is also made, for instance, when AF is phoned by a scheduling person for the Murray Franklin Show and invited to appear. As the phone rings, the camera briefly shows AF lying on his bed, his hand in his underpants, before the view is blurred. As he gets out of bed to answer the phone, the camera focuses again on his hand, which he is pulling out of his underpants, as if to suggest that he has been masturbating. The abundance of pornographic images in his journal may likewise be interpreted as representations of his excessive interest in sex, even if he sometimes appears asexual, especially in the company of his mother. Yet, his interaction with her appears slightly disturbing, such as, for instance when he bathes her or dances with her. Later, when she has been hospitalized and he is downcast at how his father figure Murray ridiculed him on his show, he lies on her bed—a double bed which is apparently also his own bed—smelling her pillow, as if to comfort himself. Not only is there a strong emotional bond between the mother and son, but also there is a kind of incestuous aspect of their relationship, and incestuous relationships (which are thought to have magical value) are typical of tricksters in general (Makarius 1993, 67, 70–72). This stands even if his mother acts as a kind of repressive force: she expects him to be a good little boy whose sexuality is somewhat infantile and hidden, as is suggested by the pornographic images and drawings in his journal, which are apparently meant for his eyes only (he is unwilling to show his journal to his social worker, for example, both in the film and according to the original screenplay).

Image 6. Joaquin Phoenix and Frances Conroy in Joker. Source: Joker © Warner Bros. 2019

What is also interesting concerning his role as a trickster is that the Joker (i.e., not AF) sheds tears only with his left eye. The first time is when he is on his way to the studio to perform on the Murray Franklin Show, and he is being chased by the two detectives. The second time is just before expressing happiness at how the streets of Gotham City are burning, when he sits in the police car after killing Murray Franklin. In both scenes, the blue color under his left eye has become quite smudged, betraying the tears that he has been shedding. In mythology, one-eyed gods, such as Óðinn in Old Norse and Horus in Egyptian mythology, can see all and possess great wisdom. In Jungian thought, then, the single eye signifies self-awareness (Grabenhorst-Randall 1990, 193). Thus, a single eye shedding tears could suggest that the Joker is now more conscious of his feelings, desires and motives than AF ever was; this appears to be true, since emotions start to leak to the surface of the Joker’s body to an increasing degree, as if he had learned to feel now, whereas AF appeared “emotionless.” It also symbolizes possession of knowledge that he did not previously have. Before further considering the issue of the left side, which I will return to in the next section, it is worth noting that the idea of possessing knowledge points to the fact that, even if most of the traits mentioned above emphasize the trickster’s abnormality and dangerous aspect, tricksters are in fact positive figures as well. This favorable side of the trickster and his connection to knowledge is manifested also in AF-Joker, even if becoming a benefactor requires that he violate a taboo.

The Modern Prometheus

In the scene where AF commits matricide,[4] the camera is directed at his face to show how after suffocating her with a pillow he takes a deep breath, as if it were his first ever. He inhales like a newly born child. The camera then shows him calmly standing by the window (he is calm during the whole scene, but this suggests that he has now decided to commit suicide, as sudden and total calmness are one of the signs presumed to indicate imminent suicide when one has made a determined decision to end their life). As he looks out the window, sunlight shines through the glass and Venetian blinds refract the rays. He sees the light, and it illuminates his face. The hospital room appears dim, like a kind of cave, from which he sees the brightness outside. As in the allegory of the cave presented by Plato in the Republic (Book 7), once freed from the prison of rules that have required him to always put on a happy face, even though he is still down in the cave, he sees the light. What AF saw before was but an illusion, the false world of a good little boy who was always happy. Now his vision is clearer. Whereas previously he saw silhouettes reflected on the wall, now he sees reality, and he can perceive its true form. He has become a philosopher, whose role in society, according to Plato, is to enlighten those who are still “prisoners,” that is, those who spend their lives in the cave watching silhouettes on a wall rather than the true form of real objects.

After killing his mother, AF can look at the light without squinting. It does not blind him, because he has been heading toward it ever since he was fired from his job at Haha’s: he walked out after picking up his things, down the stairs, kicked the door open and stepped into the bright sunlight. (Right after this scene, we see empty medicine boxes; AF is running out of his pills, so going toward the light is also related to his missing his scheduled dosage.) As the cave allegory suggests, matricide provides him with knowledge—the wisdom that the light outside the cave represents. Murdering a blood relative is a violation of one of the most fundamental societal taboos, but in the reality of the trickster, the magic power—wisdom—that the trickster can gain access to is derived from the breaking of such taboos (Makarius 1993, 71–73; Doueihi 1984, 294). Like a trickster, the Joker gains wisdom by committing matricide.

In the cinematic reality where he dwells, the Joker can be viewed differently from different perspectives—after all, tricksters are full of ambivalence and contradictions. They are simultaneously demiurgic creators, ingenious inventors or ridiculous clowns or idiots; furthermore, they are good or evil, or benevolent or malefic (see, e.g., Doueihi 1984, 283; Makarius 1993, 67–68, 86). For the authorities that define the norms and maintain order, he is a monster—even if they do not necessarily realize that the monster is their own child, created by them (Cohen 1996, 20). But for the masses—the “clowns” ridiculed by Mr. Wayne—he is a source of inspiration and admiration, and his effect on them is profound.

From their perspective, he has not followed norms that require subservience and obedience to laws; rather, he has killed the rich and arrogant. Through his actions he has given a voice to the silent but ever-increasing anger of the crowds, which has been inflamed by social injustice (even if some of the protesters may have asocial or criminal motives as well). He has given them keys to their agency. His actions have promoted their actions, and his violence has encouraged them to join the uprising and create chaos (in a city that is already in chaos, covered in its own filth). As the violator of taboos “who separates himself from the society and transcends its law through devotion to the cause of humankind” (Makarius 1993, 72)—although not consciously since he has his own personal motives—the Joker provides the crowd with tools and information that enable them to satisfy their secret desires. For the masses, he is the (asocial) hero who disobeys the rules, challenges established orders, plays tricks on the authorities and the powerful, and transgresses boundaries, as well as desecrates the sacred on their behalf. He is also the scapegoat who in the end is punished for his transgressions. (Makarius 72–73, 78–79, 83–84.)

He who has seen the light brings people knowledge. As suggested by the analysis of his ascent from the darkness of the cave into the light, the Joker brings the people light; it is reflected in fire, which eventually spreads in the streets of Gotham, triggering riots and literally engulfing the whole city. From the perspective of Christian ethics, the Joker as light-bringer could naturally be seen as Lucifer. From this perspective also, AF’s use of his left hand appears intriguing. For example, AF puts on his clown makeup and writes with his right hand, except when he notes in his journal with his left hand that “the worst part about having a mental illness is people expect you to behave as if you dont [sic].” He giggles as he writes, as if he finds the sentence “funny” (even if we know that his laughter usually does not signal joy). In addition, during his first killing in the subway car he first holds the gun with both hands but later always shoots with his left hand. Left-handedness suffers from a history of stigmatizing beliefs and superstitions; the left-handed have been considered more prone to committing crimes, and in the history of Christianity, the Devil—“the aping shadow of God” (Jung 1969b, 177)—has been regarded “as the left hand of God” (Jung 1969c, 313).

The connection between left-handedness and criminality is further emphasized at the end of the movie, for the man who eventually shoots Bruce Wayne’s parents holds the gun in his left hand. Interestingly, however, when the Joker kills Randall he holds the scissors in his right hand. (This could be intentional or unintended, or even another sign of the trickster defying expectations.) However, interpreting AF-Joker as a left-handed demonic figure (in the Christian sense), who is inherently bad, would immediately label him as a negative character pure and simple, an interpretation resisted by the movie itself. It also contradicts the trickster figure, who as the collective Shadow is an ambivalent archetype, a symbol of the archaic past where divine and non-divine were not yet distinguished (Radin 1972, 168), and where there existed no pure good or pure evil, but “[g]ood and evil, creation and destruction” were fused (Diamond 1972, xxi).

From the Jungian perspective, the left hand, which is clearly the weaker hand of AF (and Joaquin Phoenix?), is also considered to be inferior. Thus, the left hand could also refer to AF’s shadow (see also Jung 1969a, 78–79), which, as has been elaborated above, is not purely evil but primitive, unadapted and disobedient, and which is his ally when he defends himself. That said, the atmosphere is definitely creepy when the Joker draws a smiley face on the wall with his cigarette with his left hand shortly before he kills Randall. Also, at the end of the movie, as he is being taken to jail and the policeman who is driving the car blames him for bringing the fire on the streets of Gotham, the Joker, who has watched the rioting people and laughed happily at the unrest, presses the left side of his face—indeed his left eye—against the wire mesh that separates the two men and answers: “I know. Isn’t it beautiful?” This could be interpreted as a sign that the shadow side of his self is talking.[5]

Figure 7. Joker sheds tears with his left eye (a screenshot from the final trailer). Source: Joker © Warner Bros. 2019

It is more difficult to understand why the Joker uses his right hand to kill Randall. It could be suggested that this deed is more conscious and intentional, and less instinctive, than the killings he carries out with his (shadow-linked) left hand. The consequences of the actions he commits with his left hand are much more significant, as for the masses the Joker is the bringer of light, Prometheus, the philosopher of ancient myths (see also Kofman 1986, 27), who steals fire (power) from the gods (authorities, the rich) and gives it to civilization—the subjugated masses who live in misery and poverty—thus providing them with the means to improve their existence: this time not literally fire to cook food or forge swords but the strength to rise up and demand change. It is the Joker’s actions that spark the inferno on the streets of Gotham. Truly, the Joker is the bringer of fire, the modern Prometheus, even if the consequences of his actions leading to the uprising of the masses were unintended by him. Many of the earlier discussions on the film have centered on the individual and the issue of whether the movie itself could elicit violence (Newland 2019). However, although the movie concentrates on the Joker, the film is also a story about the birth of the power of the masses, and how the socially isolated and neglected come together and create groups. It is precisely this story that has inspired the use of Joker masks around the world in various protests and demonstrations (Mounier 2019).

Regarding the aesthetic experiences elicited by the movie (Carroll 2001, 215–218, 222, 225), the last outdoor scene, which underlines the Joker’s role as a modern-day Prometheus, exemplifies an emotional response—which can be determined by asking ourselves what emotions it elicits in us, as Carroll (2001, 232) suggests—which is the opposite of isolation: namely, a sense of unity, empowerment and undividedness. In this scene, some of the rioters have lifted the Joker onto the hood of the police car. A huge crowd of people gathers round, cheering and yelling, inciting him to stand up. He rises, and he dances. The perspective here is interesting: first the Joker is shown from the point of view of the crowd, but then the camera zooms to his face. Behind him are the masses, clown-masked and non-recognizable. The Joker paints his own blood, which is dripping from his mouth, into bright red clown lips on his face. When he turns around again, the viewer is now behind him. We see what he sees (even if we cannot feel what he feels). People around the police car are cheering and roaring. The noise is immense. The power of the scene is overwhelming. In the movie theater, the noise and the music generate a bodily effect; they are not only heard by the ears but felt by the body. The music and the noise of the crowd well over the viewer, going through them, being absorbed in them. As a visual and aural entirety, the last scene encloses the observer. It is not about being possessed, but becoming part of. The sense of unity nearly makes one burst. It brings tears to one’s eyes, producing exaltation and euphoria. The observer merges with the surging, faceless, clown-masked mass. They are undivided; there is an overwhelming feeling of togetherness. The experience is empowering; at the climax of the scene, just before the lights go out and we can hear AF’s laughter, everything is possible. The masses are united, powerful in their collectivity.[6] (But the violins in the score are sad, and somewhere in the background one might hear the sound of apocalyptic trumpets and the metallic voice of some cyborg beast, roaring. Gæti það verið Fenrisúlfur?)

This scene could suggest that for the first time the Joker is truly connecting with people in his social environment. He is the object of their awe and acclaim. People have noticed him, and because of his confession on the Murray Franklin Show they know that he is their Hero (another Jungian archetype), the clown who brought fire. It could be argued that his narcissistic wishes have now become fulfilled. In addition to that (in a Freudian sense), as an organism he has become the object of these other organisms and, for a moment at least, is incorporated into a higher unity with them. He is touched and utterly overjoyed; like in the studio, both of his eyes are full of tears. He appears to laugh—it is not an uncontrolled, pathological laughter this time, and his tears are not tears of anger or agony. His expression suggests that he is deeply moved, overwhelmed by feelings that flood out of him, uncontained.

Epilogue

In the last scene of the movie, the Joker walks down a white corridor, hands cuffed, with bloody shoe soles. He has apparently killed the doctor he was just speaking with. He is in a mental hospital, but here, too, he can see the light: at the end of the corridor there is a window—he is heading toward it—through which daylight illuminates the white aisle. Everything is bright, and he must be seeing everything clearly now. His shadow follows behind him, bound to him, without losing its grip on his body. Frank Sinatra’s That’s Life plays in the background, creating a jocular impression and framing his last trick—his killing of the doctor—as somewhat “funny.”

The Joker’s being in a mental institution suggests that—despite men crashing into the police car, in order to free him—he was still taken into custody. The riots that his actions elicited must have also been suppressed by the authorities. Even were he to become the real Joker, would he ever be anything but a sad figure in the reality of Gotham City? Like Frankenstein’s monster, he might have to admit that “no sympathy may I ever find” (Shelley 1818, “September 12th”). Even if others might use him to promote their own aims, he would not gain anything from it in the end. Tricksters never do.

Who knows. Maybe he will be back. As the song goes, maybe he is just finding himself “flat on […] [his] face,” and he will later “pick […] [himself’] up and get back in the race.” How would AF, if he were able with proper medication to rid himself of the Joker within him, handle his relationship with his putative little brother in the fairly realistic Gotham City portrayed in Joker? In the scene where the two offspring of Mr. Wayne meet, he is both interested and thrilled about the boy. His smile is genuine. Even though he may laugh at the mental picture of Bruce Wayne standing by his dead parents, he is still the trickster, who may deceive us and whose world may be inverted. Or, perhaps the Trickster (the former Boy who also became the Hero in this life story of his) is just happy because he is now his little brother’s closest kin. Brothers, undetachable from each other, they are like shadows.

But what about Bruce Wayne? Does the Joker become his enemy because he is bad or because Bruce knows about their mutual origin? Why does Bruce become Batman in the first place? Is losing his parents the only reason for becoming a hero? (Does it make him a loner, too?) Or, did he break a taboo or commit such a grave “sin” that it needs to be atoned for? Is helping people part of his penitence, or a way to connect with people? After all, no man is an angel, and flawless saints only inhabit fantasy (being a rich orphan and seeing your parents to be killed is hardly enough to make you a saint). Does Batman really help people, or does he just pretend to be doing it, to emphasize his own status? With his earlier male role models, his father and Alfred Pennyworth, hypocrisy and double standards were probably practiced in his upbringing more ardently than high moral standards. Is Bruce Wayne himself a reliable narrator? Is everything we have learned about Batman by far just his dream? Can we trust his testimony? Did he really see a clown in the alley where his parents were shot? What if he has false memories, or if he just lied?

If the Joker is an unreliable narrator, as has been suggested (Morrison 2019), and the story is just his imagination, Joker would merely confirm general expectations concerning Gotham City (or everyday reality?), that bad people are bad because of the inherent badness that resides within them, whereas good people are good, pure and simple. Flawless and perfect, Saint Batman is thus a member of this breed, a modern savior who has never sinned but had to suffer because of the deeds done by others, who deprived him of his mother and father, Mr. Wayne the Martyr (who is not a bad person after all, even if that is suggested in Joker).

Sometimes we just grow tired of hearing stories about these modern fairytale saints and superheroes that wear funny costumes, some of whom occupy themselves with industrialized manslaughter and whose explanation that “they couldn’t carry a tune to save their lives” as a reason for killing somebody would be a hilarious joke instead of a morally contemptible utterance. They do not move us or let us be surprised; they do not enable us to ask, ponder or answer ultimate questions about life and the human condition, to become wiser and more understanding. They do not make us think (quite the opposite), and they do not inflame us with enthusiasm to contemplate veiled meanings or allow us to explore the shadows hidden from our view. Our defenders, our allies, our friends—our selves. “How about another Joke[r], Murray?”

Special thanks to Anu Salmela for her helpful comments on the text, and to Albion M. Butters for proofreading the article, correcting my English and offering useful comments.

References

All links verified January 21, 2020

Film

Joker. Directed by: Todd Phillips, written by: Todd Phillips, and Scott Silver, starring: Joaquin Phoenix, Robert De Niro, Zazie Beetz, Frances Conroy. Hollywood, CA: Warner Bros. Pictures, 2019. 122 min.

Music

Hildur Guðnadóttir. 2019. Joker (Original Motion Picture Soundtrack). Watertower Music.

Scripts

“Joker. An Origin.” Written by: Todd Phillips & Scott Silver. April 13, 2018. https://www.scriptslug.com/assets/uploads/scripts/joker-2019.pdf

Online Videos

Flicks and the City. 2019. “The Joker DELETED ENDING You Never Saw + Deleted Scenes.” October 5, 2019. Video 10:46. https://www.youtube.com/watch?v=joU-xioKMvA.

Looper. 2019. “Joker Director Finally Explains That Last Crucial Scene.” October 8, 2019. Video 4:11. https://www.youtube.com/watch?v=Lvobr-K2Sps.

Phillips, Todd. 2019. “Joker Director Breaks Down the Opening Scene.” Vanity Fair, October 7, 2019. Video 12:32. https://www.youtube.com/watch?v=awoQuVq2yYc.

Warner Bros. Pictures. 2019. “Joker – Teaser Trailer.” April 3, 2019. Video 2:24. https://youtu.be/t433PEQGErc.

Warner Bros. Pictures. 2019. “Joker – Final Trailer.” August 28, 2020. Video 2:24 https://youtu.be/zAGVQLHvwOY.

Warner Bros. Pictures. 2019. “Joker Movie – I’m Also A Comedian Clip.” December 13, 2019. Video 1:21. https://www.youtube.com/watch?v=7T0DuKpjDMY.

Websites

Corse Present. 2019. “Joker: A Trickster for our Times.” Corse present blog, October 5, 2019. https://corsepresentblog.wordpress.com/2019/10/05/joker-a-trickster-for-our-times/.

Giroux, Jack. 2019. “Joker Cinematographer Lawrence Sher on Contrasts and Chaos [Spoiler Interview]”. Slashfilm, October 23, 2019. https://www.slashfilm.com/joker-cinematographer-interview/3/

Mattes, Ari. 2019. “The Joker’s Origin Story Comes at a Perfect Moment: Clowns Define Our Times.” The Conversation, September 11, 2019. http://theconversation.com/the-jokers-origin-story-comes-at-a-perfect-moment-clowns-define-our-times-123009.

Morrison, Matt. 2019. “Evidence ALL Of Joker Is In Arthur Fleck’s Head.” Screenrant, October 10, 2019. https://screenrant.com/joker-movie-not-real-arthur-fleck-mind-theory/.

Mounier, Jean-Luc. 2019. “From Beirut to Hong Kong, the Face of the Joker is Appearing in Demonstrations.” France 24, October 24, 2019. https://www.france24.com/en/20191024-from-beirut-to-hong-kong-the-face-of-the-joker-is-emerging-in-demonstrations.

Newland, Christina. 2019. “’Incel’ Violence is Horrific, but Joker is Complex, and Doesn’t Take Sides.” The Guardian, September 2, 2019. https://www.theguardian.com/film/2019/sep/02/incel-violence-joker-rightwing-film-joaquin-phoenix

Polo, Susana. 2019. “The Secret to the Joker’s 50 Year Transition from Trickster to ‘Twisted’.” Polygon, October 8, 2019. https://www.polygon.com/comics/2019/10/8/20903529/joker-batman-dc-comics-history-funny-dark-twisted.

Sapir, Moran. 2019. “Hidden Things in the Film Joker That Most People Missed.” Universityfox, October 31, 2019. https://admin.universityfox.com/stories/behind-scenes-joker-facts-make-movie-even-better/.

Literature

Carroll, Noël. 2001. Beyond Aesthetics: Philosophical Essays. Cambridge: Cambridge University Press.

Cohen, Jeffrey Jerome. 1996. “Monster Culture (Seven Theses).” In Monster Theory: Reading Culture, edited by Jeffrey Jerome Cohen. Minneapolis, Minn.: University of Minnesota Press, 3–25.

Diamond, Stanley. 1972. “Introductory Essay.” In Paul Radin, The Trickster: A Study in American Indian Mythology. New York: Schocken Books, xi–xxii.

Doueihi, Anne. 1984. “Trickster: On Inhabiting the Space Between Discourse and Story.” Soundings: An Interdisciplinary Journal. Vol 67, 3: 283–311.

Egeler, Matthias. 2010. Walküren, Bodbs, Sirenen. Gedanken zur religionsgeschichtlichen Anbindung Nordwesteuropas an den mediterranen Raum. Berlin & New York: De Gruyter.

Freud, Sigmund. 1920. “Beyond Pleasure Principle.” In Freud: Complete Works 2000, 2007, 2010, edited by Ivan Smith, 3713–3762. https://www.valas.fr/IMG/pdf/Freud_Complete_Works.pdf.

Freud, Sigmund. 1930. “Civilization and Its Discontents.” In Freud: Complete Works 2000, 2007, 2010, edited by Ivan Smith, 4462–4532. https://www.valas.fr/IMG/pdf/Freud_Complete_Works.pdf.

Grabenhorst-Randall, Terree. 1990. “Jung and Abstract Expressionism.” In C. G. Jung and the Humanities, edited by Karin Barnaby & Pellegrino D’Acierno. London: Routledge, 185–205.

Greenfield, Barbara. 1983. “The Archetypal Masculine: Its Manifestation in Myth, and Its Significance for Women.” The Journal of Analytical Psychology. Vol 28,1: 33–50.

Hynes, William J. 1993. “Mapping the Characteristics on Mythic Trickster: A Heuristic Guide.” In Mythical Trickster Figures: Contours, Contexts, and Criticisms, edited by William J. Hynes & William G. Doty. Tuscaloosa: University of Alabama Press, 33–45.

James, William. 1929. The Varieties of Religious Experience. A Study in Human Nature. London: Longmans, Green.

Johansen, Jørgen Dines. 2002. Literary Discourse: A Semiotic-Pragmatic Approach to Literature. Toronto: University of Toronto Press.

Jung, C. G. 1966a. “The Problem of the Attitude Type.” In Collected Works of C.G. Jung, Vol 7: Two Essays in Analytical Psychology, edited by Gerhard Adler, and R. F. C. Hull. Princeton, N.J.: Princeton University Press, 41–63.

Jung, C. G. 1966b. “The Eros Theory.” In Collected Works of C.G. Jung, Vol 7: Two Essays in Analytical Psychology, edited by Gerhard Adler, and R. F. C. Hull. Princeton, N.J.: Princeton University Press, 19–29.

Jung, C. G. 1967. “Concept of Libido.” In Collected Works of C. G. Jung. Vol 5: Symbols of Transformation, edited by Gerhard Adler, and R. F.C. Hull. Princeton, N.J.: Princeton University Press, 132–141.

Jung, C. G. 1969a. “Psychology and Religion.” In The Collected Works of C. G. Jung, Vol 2: Psychology and Religion: West and East, translated by R. F. C. Hull. Princeton, N.J.: Princeton University Press, 3–105.

Jung, C. G. 1969b. “A Psychological Approach to the Dogma of the Trinity.” In The Collected Works of C. G. Jung, Vol 2: Psychology and Religion: West and East, translated by R. F. C. Hull. Princeton, N.J.: Princeton University Press, 107–200.

Jung, C. G. 1969c. “Foreword to Werblowsky’s ‘Lucifer and Prometheus’.” In The Collected Works of C. G. Jung, Vol 2: Psychology and Religion: West and East, translated by R. F. C. Hull. Princeton, N.J.: Princeton University Press, 311–315.

Jung, C. G. 2011. “Psychological Aspects of the Mother Archetype.” In Collected Works of C. G. Jung. Vol 9, Part 1: Four Archetypes, translated by R. F. C. Hull. Princeton, N.J.: Princeton University Press, 7–44.

Jung, C. G. 2011. “On the Psychology of the Trickster-Figure.” In Collected Works of C. G. Jung. Vol 9, Part 1: Four Archetypes, translated by R. F. C. Hull. Princeton, N.J.: Princeton University Press, 133–152.

Kofman, Sarah (& trans. Winnie Woodhull). 1986. “Prometheus, the First Philosopher.” SubStance. Vol 15, 2: 26–35.

Makarius, Laura. 1993. “The Myth of the Trickster: The Necessary Breaker of Taboos.” In Mythical Trickster Figures: Contours, Contexts, and Criticisms, edited by William J. Hynes & William G. Doty. Tuscaloosa: University of Alabama Press, 66–86.

Neumann, Erich. 1962. The Origins and History of Consciousness, Vol 2, translated by R. F. C. Hull. New York: Harper Torchbooks. [Ursprungsgeschichte des Bewusstseins, 1949].

Plato. n.d. The Republic, translated by Benjamin Jowett. The Internet Classics Archive. http://classics.mit.edu/Plato/republic.8.vii.html

Radin, Paul. 1972. The Trickster: A Study in American Indian Mythology. New York: Schocken Books.

Scaer, Robert C. 2014. The Body Bears the Burden: Trauma, Dissociation, and Disease. New York: Routledge.

Scheer, Monique. 2012. “Are Emotions a Kind of Practice (and Is That What Makes Them Have a History)? A Bourdieuian Approach to Understanding Emotion.” History and Theory, Vol 51,2: 193–220.

Shelley, Mary. 1818. Frankenstein or, The Modern Prometheus. London: Lackington, Hughes, Harding, Mavor & Jones. The Project Gutenberg EBook. http://www.gutenberg.org/files/41445/41445-h/41445-h.htm.

Stevens, Anthony. 2004. Roots of War and Terror. London & New York: Continuum.

Notes

[1] I have chosen to use the article (i.e. the Joker) since the character is commonly referred to in the comics as “the Joker”. However, I do not suggest that Arthur Fleck is the Joker.

[2] Here I will not consider further which scenes in the movie could be just AF’s dream.

[3] Jung, who considered the clown a trickster as well, has regarded the old carnival customs as “remnants of a collective shadow figure” (Jung 2011, 135–142, 144).

[4] That is, matricide, if Penny Fleck is indeed AF’s mother.

[5] In the first scene of the movie, AF sheds a tear with his right eye, as if to suggest that the shadow is still isolated from his consciousness (even if the actor’s tear is spontaneous; Phillips 2019). After putting on the Joker makeup, AF’s self-awareness and wisdom has increased; he sheds tears with his left eye, which can be linked to the shadow.

[6] According to Jung (2011, 147): “As soon as people get together in masses and submerge the individual, the shadow is mobilized.”

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Sexuality and Play – Introduction

Veli-Matti Karhulahti | vmmkar [a] utu.fi | Editor | University of Turku | University of Jyväskylä

Laura Saarenmaa | laura.saarenmaa [a] utu.fi | Editor | University of Turku

Ashley ML Brown | ashley [a] eae.utah.edu | Editor | University of Utah

Welcome, dear reader, to our WiderScreen special issue! We, the editors of this collection, have carefully collated the readings found here in a celebration of intersecting play(fulness) and sex(uality). While this conceptual duo has been frequently referenced at least since Karl Groos’ (1901) study of human play in general and Sidney and Shirley Kaplan’s (1981) work on digital games and sex in particular, research on the explicit relationship between play(fulness) and sex(uality) has remained relatively undeveloped (see Harvinainen et al. 2018).

The call for papers produced a great number of submission, of which we could unfortunately accept only a few. Our review process was long, playful, and rigorous, which resulted in the lowest acceptance rate in the history of the journal. We look much forward to seeing all the texts that did not make it to this special issue soon to be published somewhere else! In total, we are proud to present five full articles (two of which in an interview form), two book reviews, and a conference report. The common thread which strings them all together are play’s capacity to enable experimentation with and embodiment of sex and sexuality.

Our first article is an interview between Jess Marcotte and Kara Stone entitled “Questions on Queer Game Design: An Interview”. The paper is a back and forth between the authors who discuss their own scholarly and design approaches to making games for and building queer communities. Central to the article is the idea that queer game maker spaces are ones with a reduced pressure to make commercially viable titles. This is not to suggest that making commercially viable titles is undesirable or unachievable by non-hegemonic gamemakers, but rather to highlight the freedoms afforded by making games in an indie-dev space. According to Marcotte and Stone, not being beholden to shareholders has thus allowed for freedom, creativity, and playfulness to thrive – producing games about sex and sexuality in an earnest and experimental way, which is difficult in the AAA context.

As the Marcotte and Stone article discusses the playfulness of queer game development space, the next article talks about play happening in queer spaces. In “Gaming with Gender Performativity, Sexuality, and Community”, Michael Anthony DeAnda writes about the playful nature of Drag Bingo in gay bars. For the host Sofanda Booz, Drag Bingo is – in addition to allowing for losing and winning (which is important too) – a chance to give back to the LGBTQ+ community through charity, to play with conceptions of gender and sexuality, and to creatively express herself in an environment where the stakes, like in bingo, are low.

After the two interviews, we present four original research articles. “The Pro Strats of Healsluts: Overwatch, Sexuality, and Perverting the Mechanics of Play” by Kyle Bohunicky and Jordan Youngblood discusses the phenomenon of ‘healslutting’, a term that is given to the rethinking of healing player characters in games like Overwatch as a type of sexual submission. This reimagining of a fairly asexual mechanic like removing player damage so that they may continue to fight in a battle is done with the intent of adding additional interest to the gameplay, or so the Reddit community r/healsluts professes. Bohunicky and Youngblood argue that healslutting provides both an impetus and forum for discussing and playing with sexual identities. This is particularly useful for populations for whom taking a sexually subservient role would be considered wrong or emasculating. As in DeAnda’s interview, Bohunicky and Youngblood demonstrate how play spaces allow for the exploration of identities with lower stakes.

The second research article, “On the Importance of Queer Romances: Role-play as Exploration and Performance of Sexuality” by Tanja Sihvonen and Jaakko Stenros, analyses the appearance of queer identities and content in role-playing games through looking at players’ explorations and performances as well as the content in the games themselves. The article illustrates how games with queer content, such as Dragon Age and Mass Effect, may allow players to play with gender and sexual identities, but in a somewhat limited way. Other role-playing forms like tabletop and LARP foster more player creativity with less boundaries to gendered and sexual expression with regard to content. However, because these forms of role-play are social, they entail collective acknowledgement and participation of queerness, which may again, in turn, be limited by existing hegemonic norms. Hence, the article functions as a companion to the above studies by illustrating the boundaries and limits of games as playful spaces of exploration and queer expression.

In the third article, ”Vakava leikki – Tiedonjakaminen, identiteetti ja leikillisyys suomalaisen seksichatin nimimerkeissä” [Serious play – Information, Identity and Playfulness in Finnish Sexchat Pseudonyms], Lasse Hämäläinen and Ari Haasio shed light on the lingual and textual playfulness through the analysis of Finnish sexchat-pseudonymes. The analysis of the material – 1488 pseudonyms collected from popular Finnish sexchat site herkku.net – combines onomastics and information science research methodology. The authors discuss the findings in terms of identity formation, information sharing and lingual-sexual play, and suggest that in sexchat pseydonyms playfulness is a subsidiary factor to detailed definitions and information on sexual identities and sexual preferences.

In the fourth article, “Synching and Performing: Body (Re)-Presentation in the Short Video App TikTok”, Mona Khattab provides a content analysis of a recently popularized social networking application and its capacity to shape stereotypes in body visibility. By looking at TikTok users’ self-representations in the video format, Khattab probes the notions of beauty and gender as they appear and transform in the app’s social networks. Ultimately, she argues that apps like TikTok provide access to understanding the stereotyped roles better, and eventually, perhaps even change those roles as they are constantly parodied and transformed.

In addition, this special issue contains two book reviews and a conference report. Miguel Sicart reviews Susanna Paasonen’s Many Splendored Things, addressing the book’s strengths in taking new looks at old theories regarding the relationship between power, play, and sexuality. Next, Sabine Harrer reviews the classic Sex in Videogames by Brenda Brathwaite. Harrer approaches the book as a historical account of how sex has been treated in the gaming industry. She observes the lack of reflexivity and insight into who’s pleasure is being exhibited and at whose expense, ending with a post #GamerGate and #MeToo contextualization. Lastly, Valtteri Kauraoja provides a report of the 3rd Sexual Cultures conference that was organized in University of Turku in May this year.

Overall, the collection of articles here represent a variety of insights and positions on the topic of sexuality and play. Together, they illustrate how playful environments can allow for diverse expressions of gender and sexuality in independent game developer cultures (Marcotte and Stone), gay bar bingo nights (DeAnda), and in actual gamer communities (Youngblood and Bohunicky). Although play offers great affordances to this expression, as outlined in the review of Many Splendored Things (Sicart), there are real world and in-game limitations to this expression (Sihvonen and Stenros), which are both a factor of the zeitgeist in which the games are made and by the personalities and dispositions of the people who make them (Harrer). As such, we hope this special issue advances the understanding of how sex, sexuality, play, and playfulness are now connected in academia (Kauraoja) as well as outside of it.

References

Groos, Karl. [1901] 1912. The Play of Man, trans. E. Baldwin, Appleton and Company.

Harviainen, J. Tuomas, Ashley M. L. Brown, and Jaakko Suominen. 2018. “Three waves of awkwardness: A meta-analysis of sex in game studies.” Games and Culture, 13(6), 605–623.

Kaplan, Sidney, and Shirley Kaplan. 1981. “A Research Note Video Games, Sex, and Sex Differences.” Social Science, 56(4), 208–212.

Front cover: Sofonda Booz by Michael DeAnda.

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Questions on Queer Game Design: An interview between Jess Marcotte and Kara Stone

community organizing, intersectional feminism, practitioners interview, praxis-focused research, queer game design

Jess Rowan Marcotte
jess.ro.marcotte [a] gmail.com
TAG Research Lab
Concordia University

Kara Stone
kstone1 [a] ucsc.edu
Department of Film and Digital Media
UC Santa Cruz

Viittaaminen / How to cite: Rowan Marcotte, Jess, and Kara Stone. 2019. ”Questions on Queer Game Design: An interview between Jess Marcotte and Kara Stone”. WiderScreen 22 (1-2). http://widerscreen.fi/numerot/2019-1-2/questions-on-queer-game-design-an-interview-between-jess-marcotte-and-kara-stone/

Printable PDF version


This co-interview between game designers and scholars Jess Marcotte and Kara Stone takes up questions about queer game design as a critical and reflective scholarly practice, and the ways in which we represent sex and sexuality in videogames. In it, we take turns asking each other questions on the respective videogames that we have designed, our approaches to art-making, community organizing, and the way queer and feminist theory influence us, while also interrogating what it means (for us) to be queer game designers and pondering the future of queerness and games. In so doing, we explore our paths into this art form and provide insight into how our trajectories were influenced by initiatives with the goal of bringing in new voices and fostering inclusion in the field of games. As artist-scholars, we provide perspectives on how our differences of positionality bring difference to our art practices, community organizing efforts, and design approaches. Alternative design practices in non-commercial spaces can provide the conditions needed for experimental work that may fail” by industry standards, but that pushes games into new, exciting, and queer territories.

Jess Rowan Marcotte is a queer nonbinary game designer, writer, intersectional feminist, and PhD candidate at Concordia University. Their work has been showcased at IndieCade, E3, and Ars Electronica. Some of their games include “TRACES”, “In Tune: a game about navigating consent”, “rustle your leaves to me softly,” “The Truly Terrific Traveling Troubleshooter” and “transgalactica: A Tune Your Own Adventure.” Their dissertation explores physical-digital hybrid game experiences from intersectional feminist and critical design perspectives. They are a QGCon (The Queerness and Games Conference) co-organizer.

Kara Stone is an artist and scholar interested in the affective and gendered experiences of mental illness and healing as it relates to game design. Her artwork has been featured in The Atlantic, Wired, and Vice. She is a member of the Different Games Collective. She holds a BFA in Film Production and master’s degree in Communication and Culture from York University, and is currently a PhD student in Film and Digital Media with a designated emphasis in Feminist Studies at University of California at Santa Cruz.

Introduction

This co-interview between game designers and scholars Jess Marcotte and Kara Stone takes up questions about queer game design as a critical and reflective scholarly practice, and the ways in which we represent sex and sexuality in videogames. In it, we take turns asking each other questions on the respective videogames that we have designed, our approaches to art-making, community organizing, and the way queer and feminist theory influence us. We ask each other questions and trade answers on the theories we find most inspiring, how we consider representing sex and intimacy in a participatory, playful media like videogames, and how we understand queerness as embedded in a playful, reflective design process. It is our hope that this conversation provides one (or two) possible blueprints for designing queer games, designing games queerly, and designing for queer communities, while also bringing light the confusing, murky and contradictory aspects within finding queerness in gamesAs artist-scholars, we provide perspectives on how our differences of positionality bring difference to our art practices, community organizing efforts, and design approaches. The received norms and best practices” of the industry suggest a somewhat rigid way of approaching design in order to maximize monetary interests which can lead to risk-averse practices (for a thorough discussion, see: Dyer-Witheford and De Peuter’s Games of Empire). Alternative design practices in non-commercial spaces can provide the conditions needed for experimental work that may fail” by industry standards, but that pushes games into new, exciting, and queer territories.

Kara: To begin, I’m very curious about how you “came to” making and studying games. We have both starting making and studying games before the prevalence and popularity of game design programs in universities, and we are both now not in departments specifically focused on videogames. How did you come to games, and do you feel like you are “in games”?

Jess: Up until 2013, the closest that I came to designing a game (outside of childhood play) was designing and writing adventures for tabletop games to play with my friends. When I was writing my Master’s thesis (a creative writing thesis about short stories, scuba diving, and accessibility of specialized language through contextualization), I was offered a small contract to write some games’ journalism for the lab that I now study at (TAG lab). Simultaneously, I made my first game in a group while covering Global Game Jam 2013 (it was really pretty awful, and the group was far too large for a jam), and made my first solo game while writing about my experience in the Pixelles Montreal follow-along program [1]. That was the first year that the Incubator ran, so it was really very fortuitous. From there, there always seemed to be another chance to learn more about designing and making games. My first game design class was with Pippin Barr, and it was all about making curious games” — small game projects that sort of ran counter to industry best practices and teased rather than pleased.” So, Pippin ruined me forever for AAA games.

So now, I’ve been making games for around six years. I don’t really feel like I’m in games” — maybe that’s partially just an image thing, when I think of my friends in mainstream studios and AAA, and what their companies are making. I feel like I make games but I’m not in games” — I think what I do is closer to somewhere between interaction design and interactive art, maybe? I definitely think that there are other people who are making things that look like what I’m making, but none of them are in mainstream games. I guess this also has something to do with commercialization of a product, to a degree.

How about you, Kara? If I remember right, you started to make games through a similar initiative to Pixelles in Toronto, right? How did you come to games and where do you situate yourself?

Kara: It was also in 2013 when I started. What a big year! I was already in my masters then. Someone in my program heard I liked videogames and invited me to a talk on feminism in games at Toronto’s Vector Festival. The panel consisted of Alison Harvey, Cecily Carver, Sandra Danilovic, Cindy Poremba[2], Rachel Weil, and Emma Westecott – all feminist games people that have continued to inspire me! Up until then, I had been in various art schools for 10 years already, but no one once talked about videogames as a possible medium, so when Cecily Carver, then of Dames Making Games, a not-for-profit organization for marginalized identities to make games similar to Montreal’s Pixelles, spoke about non-men making games, I immediately wanted in. I went up to her right after and asked her how to join DMG, where I then made my first game Meditation Meditation. Medication Meditation was received much better than I would have expected; an article about it was published in The Atlantic, which pulled me into the indie games scene – which I just learned existed. I “pivoted” my masters thesis from mental illness in experimental video to mental illness in videogames and have continued with that path ever since. Most of my artistic and academic practice is concerned with psychosocial disability, sexuality, and politicizing “feelings.”

I wonder about this question of “belonging in videogames” because of the way games culture pushes non-white men out. There are systems at play that are supposed to make us feel like we don’t belong, which is possibly all the more reason to state “I belong!”. And yet the only time I feel as if I belong in games is when I am at academic feminist games conferences, never industry events and rarely in community organizations – though even that is only sometimes because I am much more familiar with feminist theory and cultural studies than I am with game studies “canon.” (I taught a game studies course before I ever took one!). I have very rarely struggled with feelings of non-belonging; I felt like I belonged in theatre, in experimental video, in art galleries, and in all the different departments of my three degrees. This is largely in part due to cis and white privilege, that those spaces have already been carved out for white cis women like myself. What does it mean for me to not belong in games, when I have made games that have been critically received, displayed at festivals and art galleries, have spoken at huge industry events, and am in a collective organizing for social justice in videogames (the Different Games Collective)? A sense of non/belonging is quite fundamental (or at least very common. I wouldn’t say it is necessarily inherent!) for the queerness; feeling different, excluded, and in search of a queer community that is sometimes never found.

Have you found a sense of belonging in queerness, and how does that sense inform your approach to game design, game studies, and community organizing?

Jess: I’ve absolutely found a sense of belonging in queerness that I didn’t expect. I mean that in a very personal way: embracing my queerness helped me feel like I belonged to myself. By claiming my queer identity, I was able to more fully allow myself to be who I am. I was able to claim a greater sense of agency and control, and more fully resist certain expectations of who I ought to be and who I ought to like. That has been an amazing experience.

That change has reflected positively in almost every area of my life. That renewed sense of agency has been important to me. Knowing how powerful it can be to be able to have that, I want it for others as well. Wanting to create spaces where other people can feel recognized and called to drives a great deal of my approach to design, game studies, and community organizing.

In my creative work, I see this manifesting in the kinds of games that I make. I want to facilitate reflection, moments of questioning, and conversations. I try to do that by creating games about topics that matter to me (usually from an intersectional feminist perspective) where the difficulty of the mechanics or interactions in the game isn’t a barrier to engaging with the work as much as possible (unless that difficulty is part of what is being explored). That’s one of the reasons why I often work with alternative control schemes (although I also just find alt controllers, their materiality, and the possibilities that they open up for different kinds of interactions compelling). This has been the case from when I first started making games, but I was introduced to a framework called Reflective Game Design” (created by my supervisor, Dr. Rilla Khaled) when I started my doctorate that formalizes and puts into words some of the theory behind those impulses. My work in game studies is deeply entangled with my design work, because I write largely about design.

In terms of finding queer community and community organization: I don’t think that I have found a community in a traditional, stable sense. My community isn’t bound to one geographical location, and we don’t have a meeting spot like a church or a sports stadium. The faces in the spaces that I have been organizing change all the time. There’s a fluidity to the composition of the community, and I think that’s okay. People need different things at different points in their lives. I think that what is particularly enduring with events like QGCon (one of the events that I co-organize) is the idea of a space where, even temporarily, and even if only within a very limited scope, we can suspend many of the norms and rules imposed upon us from the kyriarchy and agree to behave a certain way toward each other, with a certain set of agreed-upon values and a certain vulnerability. Many of the community spaces that I have been in have not been able to sustain themselves indefinitely (such as the Mount Royal Games Society, which I co-organized Princess of Arcade for) because they rely on labours of love from a small group of people whose circumstances eventually change.

But these initiatives and communities are no less valuable for their ephemerality, and I’ve noticed that new community spaces and groups emerge from the needs of the community. I never intended to become a community organizer, but I have often stepped up when I have felt able to assist and accomplish a task. That often winds up translating into eventually stepping into an organizational role. So, I guess allowing initiatives to end when they can no longer be sustained, seeing what events and opportunities emerge that match my values, and seeing where I am able to assist, is my queer way of community organizing.

In your own community organization roles and creative collaborations, have you ever found your queer, intersectional approach to organizing and designing created friction between succeeding” by hegemonic, capitalist metrics and preserving your health and values?

Kara: Ha! Yes, and recently. It is possibly impossible to do anti-capitalist work at or with the university as it has become a corporate for-profit business, even at public universities I’ve attended, where they expect all non-academic organizations to feel indebted to them, where they don’t understand non-hierarchical collective models, nor social justice inclusive practices. I personally think it is ok to make temporary coalitions with institutions where we can agree on some terms and goals, but never be fully consumed by it. This means that they often dissolve, like you said, when it becomes unable to make affordances that compromise the group’s ethics. In my current departments, I’m lucky enough to be surrounded by those who are “working from within” but that means they are constantly working against, which is exhausting. That working against is necessary and when one is in a community of those working against, it is transformative. When it is an individual working against, it is debilitating. In a way, it is productive to not belong, to not be assimilated into the institution or dominant culture, but there can be a necessity to find a community to make it bearable.

Your points about designing for belonging and reflection really resonate with me. I wonder if we have a diverging outlook on how we approach our art. Let me explain:

There is belonging through community as we have spoken about but you also point to belonging through witnessing and participating in the art piece itself; in other words, art can be a mode of belonging. Of course, representation is massively important in this: to see yourself as an identity represented on the screen. Representation doesn’t necessarily have to be bodies, it can also mean representing an outlook or experience that one identifies with. Beyond representation in those forms, the design structure and mechanics contribute (but do not solely create!) the meaning of the piece. Bo Ruberg’s [2017] work on queer mechanics and queerness inherent in games is a great explanation. My first game Medication Meditation portrays daily minutiae of living with psychosocial disability, though there is no character in it with psychosocial disability – no characters at all. It is designed so that there is no winning, no losing, no score, no defined progress.

Figure 1. Screenshots of three levels from Medication Meditation. Source: Kara Stone.

This was important to me as for most of us with psychosocial disability, there is no winning or overcoming, and being concerned with “score” or improvement actually negatively affects us. Medication Meditation was my first art piece that was successful, as I mentioned. It led to me receiving emails from strangers telling me about their experience with mental illness, or their brother’s, or how the game helped them. It was the first time I realized that if I am more honest and emotional and pour that into my work, the more possibility of affective resonance the audience has. I did not and still do not set out thinking about the audience. I know that’s a very looked-down upon thing in game design! I’m really not player-focused. I’ve even released a game with zero play-testing. It’s possibly because I come from the arts where art is most often still viewed as personal expression, not design for audiences. I want my idea to be somewhat communicable and interpretable by the audience, but it’s almost secondary to me.

My process of creating now has been about self-reflection and exploration of ideas I don’t understand yet. It is not demonstrative, not “I know this or experience this and now I am creating this piece to represent that knowledge.” It is difficult to explain as it is not the norm, where we view art as communicating something already known. I fall back on the notion that the artist knows already before the art is formed. Even if you look above at me talking about Medication Meditation, I do this. But really, I did not know all of that before making it! I came to know it through the process of making it. There are ideas in the game I did not realize until well after it had been released. I write about this phenomenon in my article Time and Reparative Game Design: Queerness, Disability, and Affect (2018). the earth is a better person than me is clear example of being selfish in the design process. It’s a highly personal game – though not specifically about me, I’m not a character in it, and not all the experiences in it have happened to me. I drew from myself, as well as friends, as well as stories, and took them to a fictionalized but what I see as natural conclusion. The process was incredibly personal. I made it alone, so the writing, art, and programming was all myself. I did it not to demonstrate an idea or experience, nor to make other people belong, but to reflect and understand myself and the world better. But the feedback I received for it was amazing. People wrote long letters about how they related to Delphine, the main character, to her fear of her own sexuality, her suicidality, her masochism, her self hatred. The piece worked to give people a sense of belonging, a “I feel that way too!”, as it expressed things that are rarely expressed in media. It doubles back to me too; when someone says they relate, I think “Wow! I’m not alone!”.

I wonder, does it make a difference if I am not player-oriented when I am designing if the outcome of belonging and recognition is the same? Or is the belonging and recognition even more powerful because it is so personally and inwardly focused? Am I right in the assumptions I make that distinguish between art and design? What is your relationship to the player in your design process? Furthermore, would you describe your design process as queer? As playful?

Jess: I think that deeply personal work is more likely to find deeper resonance with some particular people than something that we design that’s meant to appeal to everyone. When I said that the accessibility of the controls was important to my games, that’s also because the themes and subjects that I’m exploring often ask players for a little extra work when it comes to engaging with them, so that’s the tradeoff. Committing in good faith to having a sensual (through partially fictionalized) experience with a plant, like Squinky and I ask players to do with rustle your leaves to me softly (2017) or being asked to speak vulnerably about one’s personal experiences with oppressive forces like in Flip the Script! (2018) is not the usual ask for games. I think, as you rightly point out, these practices have a fair bit more in common with artistic performances. Because my work often deals with these physical, embodied experiences with control, with components that might need to be repaired or that players might need guidance about, I’m also usually present when my games are being shown. So, I almost have to watch players engage with my work, or in some cases outright facilitate like a gamemaster for a tabletop RPG. I can’t seem to avoid them!

Figure 2. The puppets of Flip the Script! and a plant interface from rustle your leaves to me softly. Source: Jess Marcotte and the TAG Research Lab.

At the same time, while I do wonder about and take into consideration whether my games will be accessible to players (via their controls, or via the language I choose to explain myself), I never wonder if the topics will be of interest to anyone else. I sort of trust that if it’s interesting to me, that it will call to someone else, too. In that way, my practice is also inward-looking. I usually make games about topics that I have questions about or want to work through ideas about — so, it seems like we share that in common! I think my most didactic-feeling games are In Tune (2014), The Truly Terrific Traveling Troubleshooter (2017) and Flip the Script! (2018). They’re also games that I worried the most about when playtesting because they ask players to trust that I know what I’m doing as a designer when in fact these are definitely my (well-considered, hopefully well-researched) best guesses about how to make a game about consent, or emotional labour and active listening through divination, or intersectionality with puppets.

You were one of the first players to play The Truly Terrific Traveling Troubleshooter at QGCon 2017, and that playthrough necessarily made me change how we had been planning to present it. I had to rethink how I was introducing the game and what my role as the designer was. Ever since, the experience involves more “gamemastering” and my showperson patter. Having the opportunity to adjust play experiences on the fly for these kinds of physical-digital hybrid games is another reason why eventually I have to turn my attention to players and the play experience.

I’ve had so much trouble defining queerness because it’s such a messy, satisfyingly ambiguous term. I think of queerness as being about our desires for ourselves and our own bodies as well as our desires for others. Sara Ahmed’s Queer Phenomenology (2007) does some definitional work that I really appreciate around queerness as an orientation — and as a re-orientation of normative desires. She talks about queerness as a matter of sexual orientation and sexual practices as well as a matter of deviation and obliqueness.

At a very basic level, I think my design process is queer by virtue of the fact that the approaches and results do not look very much like normative game design practices. The subject matter definitely plays into that — making a game about consent isn’t very much like making a first person shooter game. I think the subjects I’m dealing with demand new mechanics and new ways of approaching the design work because the experiences I’m aiming for are not the usual fare. My goals are also different: I have the privilege of, at least for now, designing games without worrying about their commercial viability, and that’s very freeing in terms of subject matter and form — like the way that I am constantly making bespoke, handmade custom controllers that are not easy to replicate or share (I’m a bit annoyed at myself for that). It is really only in the past two years that my games have had explicitly queer content — the “ecosexuality” of rustle your leaves to me softly or the trans space traveler in transgalactica: A Tune Your Own Adventure (2018). My current work-in-progress is about trans time travelers coming to a world and time something like ours.

Figure 3. Screenshots from transgalactica: a tune your own adventure. Source: Jess Marcotte and Dietrich Squinkifer.

As to whether my design process is playful, I would say that there are periods of playfulness, such as when designing puppets or a controller, and periods of very serious, almost sombre work, where I work through a lot of fears and doubts, such worrying about whether my games might cause harm to people if I haven’t designed them well or fail to facilitate them well, or worrying about my own ability to complete the work that I set out for myself. The resulting games usually have a lot of inherent humour to them coming out of the play, and humour is such a helpful way of disarming people, helping them feel comfortable, and facilitating discussions on difficult topics.

If I’m not mistaken, I think that we both “claimed” our queerness and became more open about it well into adulthood. How does this change the way you consider your work in “hindsight” if at all, and are there revelations that came out of that? How do you define queerness and do you think of your own design practice as queer? How do you feel about the potential for expansiveness (maybe over-expansiveness?) in the term?

Kara: “Well into adulthood” meaning in our twenties! I knew I liked women and wanted to date women since I was 14, but actively avoided labels including straight. I still do! When being asked about my sexuality and identity, a large part of me is like, “it’s not your business, butt out!” I suppose that is why I like the term queer, because it is blurry and vague and all people really know from it is that I’m not straight. I imagine that without queer theory I would never identify myself or my work as queer, as I came to feel theoretically and politically aligned with queer theory the more I learned of it, forming queerness as an orientation towards something and away from others, like you mentioned. There are still things in my sexuality and my work on sexuality that are currently “inexpressible” – and I think there is power in keeping it opaque and not letting it be fully defined by popular notions of queer identity. Though I am hesitant to divorce it from the sexual and the gendered, and definitionally move it to something as broad as “the non-normative” I understand the rhetorical device to argue queerness in everything, to make it natural and indestructible, but in a practical way I worry it falls apart. If queerness is opened up to be non-normative, that includes quite a few cis straight men indie game designers, and I worry that will then make people be act as if, ‘well it’s already queer so no reason to include other people.’

This question about hindsight is really interesting because we are eternally the “most right” in the present. Here I automatically thought of Sext Adventure (2014), a game where the player sexts with a fake chat bot. There is no real chat bot, I wrote all the paths, but it’s portrayed as if it is a procedurally created individualized experiences.

Figure 4. Screenshot of Sext Adventure. Source: Kara Stone.

That fiction purposefully breaks down as the narratives continues; the bot confuses gendered body parts, accidentally sending you a hairy, masculine chest, rather than full breasts. The bot character sometimes tries to assert its own sexuality, or expresses frustration at being overworked. It doesn’t understand humanness. At the time, I was engaging in an imaginary conceptualizing of what robots would make of human sexuality and gender, trying to de-naturalize it. Now, I can see it simultaneously as an expression of my queerness and sexuality at the time: not fitting nicely into the hetero/homo dichotomy, being confused about myself, and frustrated at others’ expectations of me. When we are open and honest and genuine, things seep out we don’t realize, or may never realize. I did not realize that Sext Adventure could be interpreted as an expression of my own sexuality until Bo Ruberg interviewed me as research for a book on queer games. This does not mean it is the most “right” interpretation, but one that resonate in this moment – and is open to change.

My work is predominantly concerned with psychosocial disability, but of course it’s a mistake to view psychosocial disability as divorced from queerness – or from race, gender, or socioeconomic status. Oppression operates in part by debilitating lives. Sext Adventure and the earth is a better person than me are explicitly about sex, and queer sexual desire. Ritual of the Moon contains a queer romance narrative. Regardless of content or representation, my process of designing has queer theory weaved into it. I am working on what I call reparative game design, a way of orienting game design towards healing, healing as a process and never an end-goal. This is based off queer theorist Eve Sedgwick’s reparative reading, which argues that the dominant mode of analysis in academia is paranoid, and focused on pointing out more queer wounds rather than healing them. I would never say that videogames can heal people; at least not more than other forms of art can! Art can contribute to a paradigm shift that aligns people with healing practices and orientations. When thinking about queerness is this intrinsic way, I want to be careful not to suggest that everything I do is queer because I am queer, or I am trying to form a queer practice. There are times in which I may re-inscribe heteronormativity if I’m not conscious and careful, as heteronormativity is so pervasive we need to be constantly tearing it down.

You wrote above on the sensuality of your work, particularly rustle your leaves to me softly, and the materiality of The Truly Terrific Traveling Troubleshooter. Can you speak more about how you conceptualize sensuality and materiality, and why it is important to your work? Is there something necessarily sexual in the sensual? From there, I’m interested in this move of queer theorists such as Carla Freccero and Mel Chen to study the non-human. Artists Beth Stevens and Annie Sprinkle described themselves as once lesbians and now eco-sexuals. What’s going on here? What’s the connection between queerness and the non-human? How did you and Squinky engage with these ideas in rustle your leaves to me softly?

Jess: There’s a lot to unpack here! I take each project in its own terms when it comes to both sensuality and materiality, but if I had to give one major conceptual opinion about them, it would be that both are under-utilized in mainstream game design. Materiality in particular demands that either the designer reframe and recontextualize existing materials that are commonly-found in games, or that they make something custom. So I understand why this is the case, but it is still disappointing. As to sensuality, I do think that vulnerability and a certain kind of intimacy is necessary to allow ourselves to experience the sensual openly, but there’s nothing necessary sexual in the sensual. I think that the two may be often conflated because many people only allow themselves that kind of vulnerability and intimacy when it comes to sex and romance. The word definitely shows that in its connotations, but it is certainly not inextricable. Each of these concepts becomes important to the current project that I am making as I develop the project in context — so, I would say that in that way, materiality and sensuality are important to that specific project, not to my work globally. But then, because that keeps happening project after project, I can no longer say that they’re not important to my work generally. It took awhile for me to embrace that particularity of my practice as it is now, along with the frequent need for human facilitation. That is how I wound up studying hybrid games.

Before making rustle your leaves to me softly, I had read Karen Barad’s “Posthuman Performativity”, and Jane Bennett’s Vibrant Matter, but I hadn’t read books like Donna Haraway’s When Species Meet, or Mel Chen’s Animacies, for example, which I have read since. rustle your leaves to me softly sort of came partially out of secondhand accounts of the theorists that you’ve mentioned — a friend and fellow designer and student, Ida Toft, was very interested in designing games for non-human entities, and we had some discussions about the topic. It was intriguing to me even though I didn’t know much about it — so I made a game with Dietrich Squinkifer to explore some ideas and thoughts about it!

Squinky and I made this game for Global Game Jam 2017, and our local site was sponsored by a Sustainability Action Fund, so there were a lot of plants hanging around as we brainstormed. Another designer, who ultimately couldn’t continue the jam with us brought in the idea of ASMR (Auto-Sensory Meridian Response), and we decided to think about what kind of ASMR a plant would enjoy and want to share with their partner (in this case, a human).

I think that the non-human helps us to conceptualize needs and desires outside of our own, which we might otherwise tend to universalize. I think also it is important to recognize that in popular culture, particularly in games, queerness is often dehumanized, or figured as monstrous (inhuman or non-human). There is excellent work on how disability, mental health, and queerness is figured as monstrous in Adan Jerreat-Poole’s introduction to their First Person Scholar issue, Mad/Crip Games and Play” — and, what’s more, it uses plant-femme Poison Ivy as a key touchstone (2018).

I think that there is also something to be said about how plant metaphors are used in poetry as sensual and sexual metaphors — this is something that I was playing with when writing rustle your leaves to me softly. Words like root”, stem”, nectar”, and bud” have long been sensualized, way before the term eco-sexual came into vogue. Maybe there is also something to be said about how many humans relate to ecological milieus as sensory/sensual places. Maybe the idea of “raw, untouched nature”, which is obviously a construct, helps us to access our desires for our own bodies outside of the contexts and structures that might otherwise normally bound and restrict us. The human body in “nature”…we can almost pretend that we are leaving certain structures behind. But even the idea of “nature” and the natural, of the nature preserve, is a product of those structures. National Park systems, like Canada’s, for example, restrict indigenous people from using their own land as they would have traditionally, because for example, you cannot set up residence in a national park for longer than a certain amount of days, and certain traditional activities are considered illegal. So, they’re inherently bound by colonialist rhetoric about humans and human activities as separate from nature.

Kara: Can you talk about the reception to your videogames on queer and trans experience? What has the feedback been like? In what capacity and to what audience do you find them best shown?

Jess: For those games (and I’m thinking specifically of In Tune, transgalactica and rustle your leaves to me softly as having the most explicit trans/queer content), I’ve been able to share and showcase them in vastly different ways. For example, transgalactica is one of my few recent games that is completely digital, so we were sort of able to share it widely on the internet. I think that’s how that particular game is best — at home, alone, where you can take your time with it and there’s no pressure for how long you take with each message. There’s no pressure to even continue on to the ending at all if you don’t want to (although I hope people do, because I’m proud of the writing). Multiple players have told us that they spent a lot of time just losing themselves in the sounds and in Squinky’s music. Generally, I think that it’s a game about affirmation, humour, and being tired, and people seemed to respond to that on a personal level. It was shared widely on Twitter, for example.

It also recently got written up as part of a preview for this year’s QGCon arcade in RockPaperShotgun. I think most arcades would not have suited this game, but QGCon’s context is friendly and experimental and, well, super queer. I left a notebook there over the course of the weekend for people to write comments in, and people wrote down their favourite radio stations — their own messages to other players and to us.

rustle your leaves to me softly is an installation game, so in most cases, I have been present for its major showcases (which have been a lot fewer since it involves live plants). For some people, the ASMR effect is really strong, and coupled with the words that the plants are saying, I’ve seen quite a few blushes and giggles. People tend to want to talk about it afterwards if I’m hanging around. Mostly, in game contexts, the response has been surprise to the sincere intimacy of the context.

Recently, rustle went to Linz this past September for Ars Electronica, which is a large electronic arts festival in Austria, as part of the “Taking Care” exhibit at AECampus that was curated by the Hexagram Network here in Montreal. There was a lot less surprise in that more “arts-focused” context — (but it was also a harder context because of the particulars of the setup — short plinths, no seats, and some technical issues at first). We also left it alone most of the time, though I popped in to watch people play out of habit.

Figure 5. Allison Cole and Zachary Miller play In Tune (ca. 2015). Source: Jess Marcotte.

In Tune has had the most press of any of my games — it’s easy to understand by watching and it came out at the right time. Plus, Allison Cole, who I made it with, took the lead on making sure that we applied to everything with it, which takes a lot of energy, but definitely had results. It had a decent festival run (Indiecade @ E3, Indiecade Night Games, Indiecade East Night Games, Come Out and Play, Montreal Joue, academic conferences, etc) and generally it has been contrasted to the many, many VR experiences that are usually available next to it. Austin Walker said it made him feel human again at E3, which is honestly a comment about my work that I’ll probably never forget. I think what surprises people the most about In Tune is that it’s actually engaging, fun and even funny, but doesn’t disrespect the subject matter (consent and intimacy).

Over the years, because of the kind of game I make, I have had to watch a lot of people react to my games and also frequently facilitate them. So, I have an intuitive/practiced sense of how people are reacting to the work. My work does get some press attention, but mostly I don’t think people know it exists until they run into it at a festival or conference context. I do know that for those that do discover it, it sometimes has deep and personal meaning, which is kind of what keeps me going. I recently got a message from someone I met once, a few years ago, playing In Tune in a park in Culver City for Indiecade Night Games, wondering if I remembered her. Recently, someone also mentioned to me the impact that playing The Truly Terrific Traveling Troubleshooter had on bringing them closer to a partner. Although getting press is affirming and helps when applying for grants and proving one’s legitimacy (always an awkward prospect for me), it’s the one-on-one relationship that people form to the work that I think has meant the most. It’s also a little bit fun to watch people blush when a plant whispers in their ear.

Figure 6. Some of the interface and materials for The Truly Terrific Traveling Troubleshooter. Source: Mattias Graham and Jess Marcotte.

I’ll show my games to anyone who is willing to take them on their own terms and commit sincerely to playing! I think they do well in very busy contexts where the noise is practically its own privacy screen, or in private playthroughs. I rarely get the chance for private playthroughs, so places where you can’t eavesdrop on other people’s intimate conversations are probably best.

What has the reception to your work, particularly sex/ual games like the earth is a better person than me, been like? What has surprised you the most?

Kara: I spoke above on the responses to my games more clearly about mental illness, like Medication Meditation, where people identified and opened up to me. That was by far the most surprising response, since it had never happened to me before then. Sext Adventure was one of my next projects and was, on the surface, quite different. The first iteration of the game was an actual texting game, where one pays 5 dollars and gets the number for a hotline to text, and the sext bot sexts them back and sends them glitchy nudes.

Figure 7. Promotional image of Sext Adventure. Source: Kara Stone.

In the promotional material I played up the expectations of what a sexting bot would be like and who it would be created for. Most people would assume that a sext bot would be created by straight men for straight men – for good reason, as that model still dominates both the porn and videogame industries. I am clear in the blurbs about the game that the bot subverts those expectations, so I have something to point to when people ask for a refund!

That texting version was shown at Indiecade in Los Angeles and Vector Game Art Festival in Toronto, as well as a few other shows. Media outlets such as Wired, Vice, and Polygon wrote about it as it has a very sexy hook. It’s by far my most “successful” game, in its media coverage and sales. After the texting version became unsustainable financially, I made it into a twine and called it Cyber Sext Adventure. That was about 4 years ago and still people purchase the game almost every single day. It’s likely that very few of those people are satisfied, which brings me a little joy. Every once in awhile I still receive emails saying it wasn’t what they wanted, or how to make the sext bot a woman.

Figure 8. Email from Sext Adventure Player. Source: Kara Stone.

The responses to the earth is a better person than me are a bit of a mix between Sext Adventure and Medication Meditation. The game is advertised as about having sex with the earth, though in a somewhat dark way, and people seem more scandalized and shocked about that then a sexting bot, I’m sure in part because it’s a woman protagonist and the earth characters are not physically anthropomorphized. Though there are very graphic sex scenes with the earth in the game, both visual and written, it’s not often done to titillate the player. Sometimes the sex is very sad or messy; sometimes it’s done before a bittersweet goodbye. It’s always filled with confused feelings about desire, queerness, and mental illness.

Figure 9. Screenshots from the earth is a better person than me. Source: Kara Stone.

Many, many less people have played the earth is a better person than me for a few reasons: Sext Adventure came out 5 years ago, and earth person has been out for only a few months. It’s a visual novel and a lot of people don’t like those. It takes over an hour to play whereas Sext Adventure is under 10 minutes. Straight men think Sext Adventure is to sexually excite them. There is a lot of “Haha what???” sort of responses to hearing the idea of the earth person, but once it has been played, the responses are more of identification and sadness. I’ve received emails from people saying how similar their emotional experiences are to Delphine’s – which is nice, because Delphine’s emotional experiences are close to my own. A microcosm of this is seen in the youtube comments for a Lets Play of the earth is a better person than me done by ProJared Plays! I did not know this stream happened until one of its audience members emailed me saying how much they identified with the game (and later, asked me if I wanted to be friends).

Figure 10. Youtube comments on BANGIN’ TREES | ProJared Plays. January 4, 2019. Source: Kara Stone.

As a side note, this Lets Play has over 12,500 views and 240 comments, though led to a total of 3 more game purchases than average.

Jess: You talked about the difficulty and vulnerability of writing the earth is a better person than me. You also talked about wanting to avoid definitions of queer design that would position every action that you take as a queer person as also queer. You also mentioned that inscribing actions as queer could be viewed as a protective move, since if we position queerness everywhere, it makes it harder to erase and destroy. Given the current political climate and the dangers that marginalized people are facing right now, what are your hopes for the future of queer design?

Kara: I don’t want queerness to be assimilated into the games industry, as a face of a company or a product to be sold. I want queer design to be anti-capitalist, non-homonormative, difficult, sexy, weird, utopian, negative, questioning, and messy. I hope designers think about queerness and feeling queerly when designing. I hope games are made to explore feelings that are common in the queer experience and queer media like desire, shame, and hope. As an artist, I think of queer design as a way I can learn more about myself, others, the world, and the way it all works, so in that way I view it as a research tool and form of knowledge building. It also works as community building and recognizing shared experiences, realizing “oh, I’m not the only one that feels that way?”, or opening up ways in which we could be.

What about you? What are your hopes for the future of queer game design?

Jess: What you said about queer design as a mode of interrogation really speaks to me — I also hope queer design will forever be perpetually questing, questioning, and seeking rather than turning into something settled and set. I hope for queer design to continue to be entangled, messy and unsettled. I also hope that queer game design will continue to be a place where people can hail each other and discover that they aren’t alone in their desires for themselves and for others.

I hope that the future of queer design is more visible and louder than ever before, and I hope it disrupts settled narratives — I hope it makes people a little uncomfortable, and that from that discomfort, come questions about the way that things are.

Kara: Closing thoughts?

Jess: We’ve covered a lot of delightfully messy ground of our own in this conversation, but I think that we probably both still have a lot to say. I hope we’ll be able to continue this conversation with each other and with other designers in our queer future! There’s a special issue of Game Studies about Queer Game Studies that came out on December 31st, 2018 that might be of interest to anyone who wants to learn more about these topics. Kara and I both have articles about queer game design in the issue, where I think we expand on some of these thoughts about our own design work.

References

All links verified 27.10.2019

Games

Cyber Sext Adventure. Kara Stone. 2015.

Flip the Script!. Jess Marcotte. 2018.

In Tune. Allison Cole, Jess Marcotte, and Zachary Miller. 2014.

Medication Meditation. Kara Stone. 2014.

Sext Adventure. Kara Stone. 2014.

the earth is a better person than me. Kara Stone. 2018.

Ritual of the Moon. Kara Stone. 2019.

rustle your leaves to me softly: an ASMR Plant Dating Simulator. Jess Marcotte and Dietrich

Squinkifer. 2017.

The Truly Terrific Traveling Troubleshooter. Jess Marcotte and Dietrich Squinkifer. 2017.

transgalactica: A Tune Your Own Adventure. Jess Marcotte and Dietrich Squinkifer. 2018.

TRACES. Jess Marcotte. 2019.

Videos

ProJared Plays! BANGIN’ TREES | The Earth Is a Better Person than Me | ProJared Plays. Accessed 4 January 2019. https://www.youtube.com/watch?v=5aPs3e9SH0E.

Literature

Ahmed, Sara. 2007. Queer phenomenology: Orientations, objects, others. Durham: Duke University Press.

Barad, Karen. 2003. “Posthuman Performativity: Toward an Understanding of How Matter Comes to Matter.” Signs: Journal of Women in Culture and Society 28, no. 3: 801–831.

Bennett, Jane. 2010. Vibrant Matter: a Political Ecology of Things. Durham: Duke University Press.

Chen, Mel Y. 2012. Animacies: Biopolitics, Racial Mattering, and Queer Affect. Durham: Duke University Press.

Dyer-Witheford, Nick, and Greg De Peuter. 2009. Games of Empire. Minneapolis: University of Minnesota Press.

Haraway, Donna. 2008. When Species Meet. Minneapolis, MN: University of Minnesota Press.

Jerreat-Poole, Adan. 2018. “Introduction.” Mad/Crip Games and Play, First Person Scholar special issue.

Khaled, Rilla. 2018. “Questions over Answers: Reflective Game Design.” In Playful Disruption of Digital Media, edited by Daniel Cermak-Sassenrath. Berlin: Springer.

Marcotte, Jess. 2018. “Queering Control(lers) Through Reflective Game Design Practices.” Game Studies: The International Journal of Computer Game Research. Vol 18, 3.

Ruberg, Bonnie. 2017. “Playing to Lose: The Queer art of Failing at Video Games.” Gaming Representation: Race, Gender, and Sexuality in Video Games, edited by Jennifer Malkowski, and TreaAndrea M. Russworm. Digital Game Studies. Bloomington: Indiana University Press.

Stone, Kara. 2018. “Time and Reparative Game Design.” Game Studies: The International Journal of Computer Game Research. Vol 18, 3.

Notes

[1] Pixelles Montreal is a not-for-profit organization that runs inclusive programs, with a particular focus on women in their main programming.

[2] Before becoming a designer, Jess took a Game Studies class with Cindy Poremba at Concordia University called, awkwardly, Video Games And/As Literature.” Jess is teaching that same course in Winter 2019. 

Kategoriat
1–2/2019 WiderScreen 22 (1–2)

Gaming with Gender Performativity, Sexuality, and Community: An Interview with Sofonda Booz on Hosting Drag Bingo Events

Bingo, culture, Drag queens, games, gay, gender, queer, sexuality

Michael Anthony DeAnda
mdeanda [a] depaul.edu
Lecturer
College of Computing and Digital Media, School of Design
DePaul University

Viittaaminen / How to cite: DeAnda, Michael Anthony. 2019. ”Gaming with Gender Performativity, Sexuality, and Community: An Interview with Sofonda Booz on Hosting Drag Bingo Events”. WiderScreen 22 (1-2). http://widerscreen.fi/numerot/2019-1-2/gaming-with-gender-performativity-sexuality-and-community-an-interview-with-sofonda-booz-on-hosting-drag-bingo-events/

Printable PDF version


Sofonda Booz is a drag queen host of the weekly “C U Next Tuesday Bingo” event at the SoFo Tap, a bar in Chicago, IL. During her Bingo events, Sofonda draws from gay subcultural knowledge and current events to inform her games, requiring additional player participation through call-and-response, conversations, and lip syncs. In this interview, Sofonda relays her experience doing drag and developing her Bingo set, focusing on how she creates a welcoming community for players on Tuesday nights. Through her reflections on her career, she discusses cultural shifts in drag performances that address larger issues of gender and sexual identity in culture. Furthermore, she articulates her methods of researching, designing, and hosting Drag Bingo that speak to game design skills: research, experience design, and iteration.

In 1992, Judy Werle, the director of development for Chicken Soup Brigade, an HIV/AIDS outreach charity organization in Seattle, was tasked with conceptualizing a new fundraiser for the charity. After studying people playing Bingo at local halls, she decided to organize a similar game, but with a “gay flair” (Ang, 1996). The product of her vision took place in 1992: Gay Bingo hosted by the Sisters of Perpetual Indulgence, an order of drag queen nuns focused on service and visibility of the gay community (Kiviat, 2007). Bingo hosted by drag queens proved successful for drawing in an audience of both gay and straight people, resulting in the national spread of Drag Bingo events. In the years following the success of Gay Bingo in Seattle, Werle served as a traveling consultant for other HIV/AIDS community support programs who also wished to implement similar events. Today, every state in the US hosts a regular Drag Bingo night, and many popular ones still serve philanthropic causes.

Sofonda Booz, often referred to in Chicago, IL as “The Bearded Lady,” (see Figure 1) hosts the weekly “C U Next Tuesday Bingo” event at the SoFo Tap, a bar located on Clark Street on the northside of Chicago’s Uptown neighborhood. The bar’s name is derived from it’s location: South of Foster, and Sofonda will often point out how her name includes SoFo. The SoFo Tap gives off a laid-back vibe, and is billed as “your neighborhood bar.” A wooden counter borders three sides of the bar, with the shelves of alcohol and a mirror against the wall. Patrons may sit at the bar or at one of the tables that accommodate two or three people. The layout of SoFo communicates that it is a place for socializing as opposed to dancing. Events at this bar further articulate this space for socializing and mingling, such as trivia nights; Doggy Days, weekend afternoons for patrons to enjoy a beer with friends and bring their dogs and unleash them in the bar; and Bear Night for Bears, larger and hairy gay men, and men who love them. Aside from Bingo, the advertisements all contain masculine men in a state of undress (see Figure 2). While these cards highlight how bars use Bingo to advertise their other events, the types of bodies depicted in these ads contribute to the masculine aesthetic of the space. On Tuesdays, a Bingo set up occupies the open space outside of the restroom and by the dart boards, facing the entrance of the bar.

Figure 1. Sofonda Booz and her Bingo equipment.
Figure 2. Advertisements for different events at SoFo.

SoFo’s C U Next Tuesday Bingo generally starts off with about ten to fifteen players, some are seated alone at the bar or at one of the high tables drinking a cocktail or beer and indulging in free popcorn. This bar has a crowd of regulars that attend several of their events, and sometimes they drop in for Bingo. Around 7:45 PM, a couple of men in their early forties usually arrive and arrange two high-top tables close together against the wall and encircle them with five to seven seats. They hold these seats for members of their Bingo group that meets at several different Bingo events in Chicago. Many of them attend religiously to play Bingo and have a couple drinks, particularly because they like socializing. After 8 PM, Sofonda welcomes anybody who walks through the door, “Hi! Welcome to Bingo at the SoFo Tap! Come up and grab some cards!” Most people usually grab cards, even if they just retreat into the far corner to talk after getting their drinks. A couple of times, the arriving person declined the invitation, and the host just continued with the game. By 9:30 PM, half an hour from the end of the event, the crowd grows to nearly thirty participants, usually men presenting more masculine and ranging from mid- to late-twenties to mid-fifties. On occasion, some women also attend to either watch Sofonda host or joining their friends after dinner. During this time, players shift between conversing with their friends and engaging with the host. Sofonda says she encounters many regulars and is able to greet several of them by name.

During her Bingo events, Sofonda draws from gay subcultural knowledge and current events to inform her games, requiring additional player participation through call-and-response, conversations, and lip syncs. For example, she uses innuendos when calling balls, like when calling O69, players are to make their most exaggerated orgasm noise. She also creates Bingo patterns referencing sex and body parts, such as the “tight little hole” and “blown out asshole” (see Figure 3).

Figure 3: Tight Little Hole pattern (left) and Blown Out Asshole pattern (right).

Drag Bingo is a more complex game than its ludic and procedural components relay. Roger Caillois (1958/ 2001) explores games of chance as equalizers of all participants, but argues this type of play trains people to accepting fate. Games of chance foreground destiny or luck while setting the player as a passive participant, particularly because it denies the use of skill and training. Thus, chance-based games create space of truly fair play under ideal conditions because skills, resources, and experiences are removed from the situation (Caillois, p. 17). Greg Costikyan (2013), while interested in uncertainty in games, assesses that without the ability to master the game, players will lose interested in purely chance-based games. Though, as Mary Flanagan (2009) discusses, chance-based games serve to facilitate social interaction between players. She challenges the privilege of focusing purely on the procedural and ludic structures of chance games, arguing that understanding the experience games, even games of chance, requires observing the broader contexts in which this play happens. So while Costikyan suggests players often become restless with game of chance due to their limited agency, Flanagan demonstrates that these games provide just enough structure to facilitate social interaction between co-located players. In line with Flanagan, Drag Bingo highlights that games of chance need be probed further than the ludic and procedural elements to incorporate the experiences and socializing activities that also occur in and around games.

Drag Bingo is an interesting game to consider when thinking about studying and designing games. Werle’s initial development of Gay Bingo highlights many of the skills for game design: design research (visiting the Bingo halls), experience design (collaborating with the Sisters of Perpetual Indulgence to bring a gay flare to the event), consideration of the target audience (thinking about how to make this event more than simply calling balls), and marketing (popularizing it in Seattle and consulting for other HIV support organizations in other cities). As Sofonda discusses in this interview, she also researches her events, focuses on her audience, and thinks about the experience she is constructing. Furthermore, she thinks about how to iterate her games and her sessions so that the environment for play continues to be safe and welcoming for players.

In this interview conducted on 23 February 2018, Sofonda Booz focuses on her experience doing drag and developing her Bingo set, discussing how she creates a welcoming community for Bingo players to join in on a Tuesday night. The interview begins with the development of Booz’s drag career and her understanding of drag. Her discussion of drag highlights interesting shifts in gay culture and drag that speak to issues of gender performativity, biological essentialism, and inclusion/exclusion. As she transitions into talking about Bingo, Booz bears light on queerly performing in and out of LGBTQ spaces, but also articulates how her experiences of doing drag influence her Bingo sets. Worth considering through this interview is how play shapes identity and how gender and sexuality are negotiated through play, materiality and performances. Through her experience, she discusses how she utilizes Bingo to create a low-stakes space for players to play with gender and sexuality.

Michael DeAnda [MDA]: Let’s start off talking about your drag career. How long have you been doing drag?

Sofonda Booz [SB]: I would say on-and-off, I’ve been doing drag for six or seven years. The first time I ever did drag for public consumption other than like Halloween was as part of a GLBTQ theater company I was a part of, called Midtangeant Productions. We were running for ten years, and through them there were multiple shows where I ended up in drag. The first show I was fully immersed in corsets and boobs and padding and makeup and wigs was the revival of a show called Snow White and the Seven Drag Queens. That was seven or eight years ago. And the show ran on and off for two years. Through that I kind of just learned [drag] from people around me.

It was all performance, I never considered myself a drag queen, I was like, “I’m an actor, and I’m doing drag for the show.” I even wrote in the program, “I am not a drag queen, and I just want to make that clear. I’m a dragtor.” Because of [acting in drag] there were other opportunities that arose. Like there was another opportunity where I got a chance to write a show as part of that theater company with myself as the lead, [playing a] woman in drag. What I liked doing was being on stage and doing comedy. I found that I got a lot more mileage from being funny in a dress than being funny as a boy. Theater is what started me down this, down this corseted path.

MDA: That’s a great way to put it! So who inspires you to do drag? What are your references when you’re performing or getting ready?

SB: When I started, I was like, “Tell me what to do and I’ll do it.” I was learning from people around me, like close friends in my tight little theater community. Madame X specifically that helped me along, she was part of that theater company and works at Kit Kat Lounge.[1] I call her my drag grandma, not my drag mother, because I make jokes that she’s as old as a dinosaur.

I look in my closet—I have a closet for me, and I have a closet for Sofonda. A lot of Sofonda’s closet was really borrowed, stolen, or given. For a long time I didn’t have an inspiration. I was doing drag to entertain people. As long as the look was funny, and it made a visual impact, I didn’t really care. But kind of over the past couple of years, I’ve been more and more inspired by the bearded drag community. I don’t necessarily model myself after them, but I do look at them as pioneers and as inspiration, not necessarily like a visual inspiration because I’m not modeling myself after their clothing styles. But I look at them as people who are really leading a path to major acceptance for someone like a bearded queen.

To go back to like Snow White and the Seven Drag Queens, when I started that show, I had to shave my beard every single week. And then I convinced my director to let me do it bearded. I had been seeing more and more bearded queens, like Lucy Stool, Hellvetika, JerFay, some of the girls down at The Call.[2] Drag over the past few years has started to diversify so much that everything is drag. Those are the ones who inspired me. Style-wise, I go on these little “journeys.” Right now, I’m on this 50s housewife journey with where I’m at in my life and because it’s a style I’ve always wanted delve into (see Figure ). My biggest inspiration is to make sure that I am larger than life, entertaining as hell, and that I’m not just a pretty girl in a dress. I’m “The Bearded Lady!” So I’m like, “I’m not going to be [beautifully feminine], I’m not going to be cute.” If I’m already exaggerating drag to the point where I’m a bearded queen, everything else is exaggerated too.

Figure 4. One of Sofonda Booz’s 50s housewife look.

MDA: So you mentioned keeping separate spaces for your clothing and your means of expression. I’d like to ask about your pronouns. What pronouns do you use?

SB: I do use “she” and “her” when I’m in drag and I refer to myself as a lady. But when I’m in drag I’m the first one to take the piss on myself. My whole mentality when I’m up there telling jokes is like, “I best make a joke about myself first before someone else thinks that I’m taking this all too seriously, because I’m not!” I’m there to entertain people; I’m there to make people laugh. But I definitely use she/her pronouns. I use she/her pronouns with all my drag queen friends, and I call my drag queen friends by their drag queen names: it’s not “Nate,” it’s “Specificity”; it’s not “Colby,” it’s “Tequila”; it’s not “Drew,” it’s “Dixie.” Unless I met them in a separate part of my life, then I usually call them by she/her. And I think that’s also synonymous with gay culture as well. I think a lot of my gay friends who aren’t in drag I call “her” or “she.” You know it’s almost a colloquialism of gay culture at this point to be like, “Oh girl!” I think it’s beyond just being a drag queen, I think it’s just part of who I’ve grown up and become as a gay man and the culture I’m immersed in currently.

MDA: Do you have a lot of people who refer to you as “Sofonda,” even when you’re out of drag? What’s that like?

SB: Yeah. I’m fine with it. Especially people at the bar. People at SoFo call me Sofonda all the time. I’ll walk in, and they’re like, “Hey Sofonda!” It’s actually kind of a little pat on the back because then it’s like I know that I have over the past few years really taken a different look at my drag and a really different look at my drag career, which is almost exclusively toward Drag Queen Bingo. I always have had a worry that, especially when I started doing drag and when I started doing Bingo, that people aren’t going to see me as a drag queen, as pretty, or as any kind of illusion—that’ I’m just a man in a dress. I’m not the most polished queen in the world, but it shows me that they’re still buying into what I’m selling. So, I mean it validating, like, “I like who you are Sofonda, and I like what you’re doing.”

MDA: I know that the term “drag” is, is really contested, especially when we’re talking about validation and what is really considered “drag.” What is your definition of “drag?” What is “drag” to you?

SB: Well that’s a two-pronged answer because I think to really define what I define “drag” now, I’d have to define what I thought drag was then.

When I was in this GLBT theater company for example, I was in a show, and I was getting in wigs and corsets, putting on makeup and heels, and I was “the drag queen.” But then we have the female actors who are also getting in wigs and corsets and makeup and heels and getting on stage, but for me they weren’t a drag queen. I have a friend who is a female drag queen who performs all over the country really, and I met her through this theater company. We had this debate a few years ago. She’s like, “I’m a drag queen.” I was like, “You’re at an unfair disadvantage. You have big old tits. You don’t even have to [pad]. You have to do so much less. It’s not giving me the illusion of being a woman; you are a woman. You are enhancing it, and you’re making it larger than life, but that’s not what [drag] is.” I think everything that’s been happening in the drag community over the past few years, especially in Chicago—Chicago is one of the most diverse drag communities I’ve ever seen—about the rise of different types of drag: bearded queens and genderfuck[3] and female drag queens. I don’t even really think of any of those label subsets as like, “Oh well, you’re a ‘genderfuck drag queen,’” “Oh, you’re a ‘female drag queen.’” It’s just “drag queen.”

Drag to me is taking that person who isn’t on the exterior every single day but who lives inside and is burning bright, and however you want to express that creatively for the world to see, then that’s drag. There are people who dress in drag for their nine-to-five: they put their hair up, they do their makeup, they put on heels, clothes, suits and slick their hair if they’re a [masculine presenting], and that’s like their work drag. It’s just an enhancement of yourself, and for me, it’s always been the best person you can be and the person you maybe always wanted to be but can’t always be. I try and be a consistent character as a person from day to night, I still tell stupid jokes, I still laugh at myself, I’m still self-deprecating. But when I get on a microphone, I put all the best parts of myself out there full-force. Drag is an expression of yourself and your heart and your passion. It’s so stupid to say it, but I realized over the past few months how passionate I am about fucking Bingo.

When I realized that, I was just like, “God! I can just have even more fun doing it!” I like my nine-to-five job and the people I work with; they know about Sofonda, and they’ve come to see her multiple times. But there’s just this freeing energy I feel when I’m up there with a microphone hosting because I love performing and I love making people laugh. I get so scared when people don’t laugh. That speaks to drag queens needing validation. Everybody has their insecurities. But when I was acting, I didn’t like doing dramas because I didn’t know if I was doing a good job. I’m not going to hear the audience crying. But when I’m acting a fool, and I hear somebody laugh or somebody comes up to me after a show and tells me, “you were really funny,” or “thank you so much, here’s a twenty dollar bill”—which has happened and needs to happen more! I’ve always been a guy who likes tangible results, and I like to know the effort I’m putting in is worth something to somebody.

MDA: So I’m interested. Earlier you said that you’re drag career’s basically been priming you for doing Drag Bingo, I want to hear about that. What was that trajectory like? What were the milestones for that?

SB: So Snow White and the Seven Drag Queens literally opened so many doors for me, and I met a lot people in my life at that time because of that show. There was one time where a friend said, “Hey, my girlfriend’s friend is looking for a drag queen to host Bingo, and I thought of you.” And I responded, “I mean I’ve been to Drag Queen Bingo. I’ve been to some really bad Drag Queen Bingo, I’ve been to some really good Drag Queen Bingo too.” But I also never thought, “That’s going to be me some day!” But then this opportunity fell in my lap to do Bingo, and the best part was that it at [Tavern on Little Fort] a straight bar in North Center, just north of Irving Park off of Lincoln.

Basically, they just said they wanted a Bingo night. I didn’t even know if they wanted a drag queen because all their communication only mentioned they were looking for a Bingo host. So I came in [to pitch my set] and I said, “We’ll call it ‘Dirty Bingo’ and I’m going to bring a guest host every week,” as a fucking security blanket. I just got through the presentation and I was expecting some reservation because it’s a straight bar. Instead they said, “Okay great! Sounds like you know what you’re doing, so I guess we’ll see you in two weeks. We’ll start advertising and then go from there.” I was like, “This was easy. I just got recommended for it, wrote my own fucking ticket, and now I’m hosting Bingo at a straight bar.” That first gig ran every week for six months at a straight bar.

There were some good nights, some bad nights. It was a ten minute walk to the train from [the bar]. I couldn’t get all my friends there every single week. I can’t even do that now at SoFo. And, I don’t know, for whatever reason [the straight bar] decided not to continue]. So after six months, on my birthday show too. I had that place fucking packed! 200 people, and [the bar] made so much money! So that was like [August of 2015].

And then I was working with my theater company, but then Snow White ended. So drag was just done for me. I had this closet full of clothes, I was ready to pack it all up and be done with [drag] and then I remember in 2016 I got a call from the girl who bartended and now managed the tavern, and she said, “Hey! I want to bring back Bingo!” So we decided to do it every other week. I did that from December 2016 through September of 2017. I had made lots of friends from that gig and then I started filling in at @mosphere Bar[4] when my drag sister started getting a gig there, and I would fill in for her when she had nights off. Now that I started doing hosting in a gay bar, and I was like like, “What is this magical world I’m in? I can make dick jokes and pussy jokes.”

At [Tavern on Little Fort] I realized that I was not a hundred per cent comfortable because of the audience. If you’re in a little tavern or in a little pub, you’re not expecting a bearded lady to come up to you and be like, “Hey, wanna play Bingo?” A lot of people got scared off! I’m super grateful for that opportunity, it laid the groundwork and gave me a lot of ideas. So, I became part of the rotation at @mosphere for a while, and then I filled in occasionally for my other drag sister, Alexis Bevels, she already [hosted Drag Bingo] at the Glenwood up in Roger’s Park, and she was starting to take over at SoFo. Atmosphere decided to end their Bingo program.

However, Alexis ended up getting a show every other week at a different bar, and she’s like, “Hey, I can’t do this a every single week, would you want to share it? And then we’ll [alternate].” It was a gay bar and I didn’t have to host every week, that took a little bit of the pressure off. Now that I’m at SoFo, I am doing shit there that I never thought I’d do, like: just some of the crap that’s coming out of my mouth, for one; some of the things I’m asking people to do; some of the games I’m asking people to play; the reactions I’m getting from people. I’ve never felt happier doing Bingo than I have at SoFo. It’s like at this point, all the stars have aligned.

MDA: So you said you perform at SoFo currently. How would you describe that bar?

SB: It is kind of a gay neighborhood bar. It’s like a gay Cheers (1982-1993, USA, Charles/Burrows/Charles Productions). Everybody knows your name; you know all the bartenders. Just go and have a beer after work, it’s super chill. The bartenders and the rest of the staff are all also really invested the programming too and want it to succeed. Everyone there is just really open and collaborative, and they let me run with these ideas and be a fool, and they support it. It’s the same thing as my day job: it’s different going into a place you love to work versus going into a place where they’re just paying you and you’re just going. It’s not that I didn’t love doing it at the straight bar or at Atmosphere. I think that familiarity, like that Cheers-type vibe, is kind of what lends itself to that. I know most of the people who come in every week, and they know me too.

MDA: Can you tell me a bit about the people that come in to play Bingo with you?

SB: I’ve gotten the regulars, I’ve gotten the people who followed me from @mosphere, and then the occasional just random group of people who are like, “Bingo? What? I had no idea!” But, I will say this about them, I mean Bingo’s not for everybody, but people get really passionate about playing Bingo. Like, when you need B1 and I call B2, you’re like, “Damn it!” I, on multiple occasions have to explain to people, “You know that I have no control over this, right? You know this is a game of chance. I am just merely the arbiter of said Bingo balls.” I always try to be my semi-charming self when people come in. I’ve never met somebody at any of my gigs who decided to play Bingo that didn’t have a good time. Even if they didn’t win, they’re not like, “Ah crap! That was a terrible evening.” I see that if they’re sitting down to play, they want to be engaged, and they want to be active. And my experience with the specific people who come in to SoFo and play Bingo is just that they’re all a crazy bunch of bastards.

Going back to what I said before, I’ve never met a nicer bunch of people as customers. There was an incident with a customer when I first started, and the owners said to me, “We really want this to be a safe haven for everybody and for everyone feel welcome.” And I took that to heart, I’ve always wanted that in my life, and so I feel like we have our own little Tuesday-night community. Whether they come every week or once a month or once every six months, I just appreciate that they all buy in to what I’m selling.

MDA: What do you think keeps people coming back to Bingo, or what do you think draws people into Bingo?

SB: Like I said, people just want mindless escape sometimes. It’s fun, and they get to be active, socialize, and drink. Part of it is also because people just like SoFo. People are very, very loyal to that bar and what I’m trying to do is forge connections with the people who come in. I’m not just this [host], I love talking to people and engaging with people, and I think that’s part of why people return. People feel like, “I didn’t just come here, you like that I’m here, and you want me to be here.” I think my engagement with people encourage them to come back—at least I hope it does. I don’t want anyone leaving ever feeling uncomfortable because that’s what I would want if I was attending. I know there are just some people who just come in for Bingo now, so I guess I’m doing my job!

MDA: That’s cool! So I’d like to talk about what you do hosting Bingo. What are some of your ritualized practices surrounding the game of Bingo?

SB: I without fail will always continue to make an orgasm noise whenever O69 comes up. You can’t take that away from me. You can’t tell me not to do it. At my core, when it comes to Bingo, I’m dick jokes and dad jokes, and sometimes I get some dad dick jokes in there.

I’ve also got my list of games and my list of special things we can do, like a “Wild Bingo”[5] or a “Speed Round” things like that. And I have my little boards that I use to show what pattern we’re going to do (see Figure 5). I take it seriously. I want to be prepared and make sure I have all my ducks in a row, to make sure that everyone else knows what they’re doing, knows how to play, has a fair chance of winning. And that just might be me coming from an acting background like, “You have to know your lines, you have to know you’re blocking, you have to know you’re choreography.” Like, I don’t choreograph anything I say or do, it literally is all off the cuff. I mean, I’ve got my little rhymes and things engrained in my head, like “O66, sucking all the dicks!” I think it kind of goes along with just the preparedness of wanting to make sure people have a good time and people are entertained.

Figure 5. Demonstration Pattern Sofanda Booz uses to show the Bingo pattern to the audience.

In terms of rituals, there’s a lot of times where I’m just like, “Okay, let’s put on this makeup and this wig and this dress and let’s hope for the best, let’s hope I don’t break my ankle, let’s hope I don’t get too drunk.” So a lot of hoping is involved with it too. But, I mean I know I’m there to do a job, so I’ve got my little arsenal of tools and I’ve got my know-how in my head of things that I can say and do. And I think just preparedness-wise, the biggest thing is going back to when I get there: engaging people and talking to people and making sure that people know that they’re welcome and that I want them to play, and I want them to win, and I’m cheering for them! I’ve always wanted people doing that for me when I’m playing Bingo, and I want them to feel comfortable. So, I mean, If I’m uncomfortable, they’re uncomfortable, and visa versa.

MDA: You talked about your arsenal and I know part of that is that you have these cards with different patterns on them, can you talk about some of the patterns that you play during Bingo and how you introduce them?

SB: Oooh boy! This is the R-rated part of the interview. Not that my swearing hasn’t been. When I started my career, it was “Dirty Bingo with the Bearded Lady and His Bevy of Beauties.” I researched all of these different Bingo boards. And I’m like, “Well what else can I do? What else can I draw? How can I do this?” And I’m like, “Okay, easy enough, I can draw a dick, so let’s draw a dick on here.” I don’t know why I drew it in purple, but I did, and I’ve had it in purple for years. So I have this “Big Purple Dick” (see Figure 6) and I’m like, “Look at my big, hard, purple dick!” Sometimes I’ll be feeling frisky and it’s like, “Okay, I’ll give you more than one way to win.” Hold it up, it’s a hard dick; hold it down, it’s a soft dick. And part of the reason I do that is to diversify people’s chances of winning, for one, and two I do something where people don’t just yell “Bingo!” when they win with me—unless I’m drunk and forget, which does happen—with every special board, there’s something special to yell out. Like when the dick is hard, you have to yell out, “I’ve got a hard on!” Or if it’s soft I always yell out “Flaccid! Flaccid!” like Meryl Streep in Death Becomes Her (Zemeckis [dir.], 1992) which is one of my favorite movies of all times.

Figure 6. Big Purple Dick pattern.

So even with the things that they call out, I refer to my own knowledge of pop culture, and movies, and television, and drag, and, current events, to keep people on their toes and make sure that they’re engaged. I like doing all these different boards and switching it up all the time and not having the same program because: one, I like the mentality of people coming in and not knowing what will happen; and then two, having to listen and make sure they’re paying attention. Other good ones I’ve done… “Five whores in a corner” (see Figure 7) is a fun one, so it’s a corner (of the Bingo card) and then the two on either side, and I usually pick out the staff, they’re two whores, and then myself, I’m another whore, and then if I know somebody in the bar, they’re the fourth whore, and then you’re competing to be the fifth whore. It’s just silly stuff. I’m not going to lie, I have gone to other queen’s Bingo, and I have playfully repurposed some of their own boards or done my own spin on it. There’s only so many abstract designs you can draw without it being ridiculous on a Bingo board.

Figure 7. “Five Whores in a Corner” pattern.

I want people to know what they’re getting into when they do it. At SoFo, it’s not called “Dirty Bingo!” anymore. We rebranded, and now it’s “See You Next Tuesday.” I felt it went along with the brand. Alexis was on board too. I think it also opened ourselves up to have more fun and do other things like lipsyncs, and a ring toss on a dildo.

MDA: Can you tell me a bit about these?

SB: So again with Alexis and I coming in, SoFo wanted to diversify the night, and they’re like, “well we want to have it not just be Bingo. We want it to be something more than that.” So we came up with this concept of like, “See You Next Tuesday” because the other thing that came up was that people are always asking like, “Oh, well when’s Bingo?” “Well it’s called ‘See You Next Tuesday.’” I mean if you can’t figure it out then you have bigger problems. ‘See You Next Tuesday’ officially started beginning of February in 2018. Alexis actually hasn’t been here for any of it, so I’ve had three weeks so far to do my own thing. And there’s honestly stuff that comes to me in the moment that I’m just like, “Let’s do this!” I thank god for those audiences because I tell them to say stupid shit when I’m on a microphone, or I ask them to do stupid shit, and people do it! It’s awesome!

MDA: Can you give me an example?

SB: So like I told you O69, favorite ball of all time, absolute favorite! So I’m just like, “Huh, so we always call this ball, we don’t do anything with it. Why don’t we do a contest? Whoever wants a free shot, show me a dick pic that somebody sent you within the past week.” And then everyone just kind of looked at each other, and they’re like, “Eh, I don’t really want to do that.” And then one person stood up, and I’m like, “Nobody? C’mon! A bar full of predominantly gay men! Somebody has a dick pic on their phone.” And like eight or nine people came up. And, so I’m standing there in this 1950s style housewife dress with a bunch of men shoving their phones in my face with dick pics, like, “What about this one?” I was like, “Woah! What have I just unleashed here?” But again, I think the initial reaction from people was shock, and they’re like, “What?It’s Bingo! People aren’t expecting that. I think it’s because of the environment I’ve created, people are comfortable enough to come up and do that. Plus people like alcohol, and they want a free shot, so that helps too!

And I’m just trying to also just change it up. I’ve been to Bingo where [the host is] like, “B1, 1 under the B,” and call that out like clockwork every single time, and I don’t like that. I want to make sure you’re paying attention and that you are fully engage in everything I’m doing, so that’s why I’m always trying to throw little curve balls and stuff like that. And plus, it give people an opportunity to win more and do more. Even if one person wins and everyone else loses, everyone still feels good, or like, “Oh that could have been me!” or “I can win too!” So it also kind of bumps up morale in this little Tuesday night Bingo community that we have for the evening.

MDA: You’re kind of touching on this, when you’re hosting do you do anything to get people to explore their gender and/or sexual identities?

SB: I always try and promote a level of openness. As long as people are safe and having fun, anything goes. I just want people to have a good time. One of the things I do that has yielded a myriad of results is “Storytime,” which is just one of my favorite things to do. Storytime is: I have a blank board, I get a volunteer from the audience who’s willing to tell a story, I have now started telling people, “You have to limit this story to about 60 or 90 seconds. Tell me a story about something like a sexy story or an embarrassing story or something stupid that happened to you today.” And the reason I had started doing that at “Dirty Bingo” back in the day at a straight bar—and I got some good stories from straight bars—was just so people [contributed].

Like it’s one thing to get up there on a microphone and be making all these jokes about sex or talking about sex. And it’s because I’m comfortable with sex, but I also want everyone else to be comfortable too. So it’s a little opportunity for somebody to share a little bit about theirself. There’s no shame in anything that anybody has ever told. I would say 99 per cent of the time, whatever story they’ve shared, I mean, usually yields some laughter from the crowd or some kind of big reaction. But I want to normalize sex. There’s nothing wrong with it. We all have sex, we all have our own identities that we need to not be ashamed of and be proud of. Storytime is part of my little opportunity to kind of give somebody else the spotlight for a minute to do the same thing that I’m doing in drag.

I’ve started implementing the “Wheel of Divas”[6] occasionally (see Figure 8). In Bingo, if we have a tie, we’ll spin the wheel and then do a “Lipsync for Your Life.” I will say, some of the people who get up there and lipsync are like the biggest, butchest guys that all of a sudden will pull out these dance moves and put out this word-for-word lipsync, and I’m like, “Where did you come from? And, please don’t take my job!”

Figure 8. The Wheel of Divas on the Bingo setup.

I think drag has broken down so many barriers in terms of gender expression and gender identity. Like I said, I don’t think of drag in terms of gender anymore, I think of it in terms of expression. If going up there and lipsynching also gives you an opportunity to be a different person for 90 seconds or explore something within yourself that wants to come out or that isn’t around every moment of every single day, great! I like when people take chances and just release that part of themselves and just have fun.

MDA: When you’re hosting Bingo what do you do when two or more people call “Bingo” at the same time?

SB: Like I said, I have this arsenal of tricks inside my head, and I don’t always know what I’m going to do. I used to be overly prepared. I used to have themes every week at the straight bar, and I used to be like, “I’m dressed like a Disney princess and we’re going to have Disney themed trivia questions.” And I used to have people each grab a boob, or if there was more people, then they’d grab a boob or a butt to use as buzzers. But again, I’ve really been challenging myself to not just do that.

On Fat Tuesday, I had a big, giant dildo from my personal collection that is just far too big to be inserted inside anybody, so I decided to use it as a prop instead. It’s huge! It’s like a Coke can thick, and like two Coke cans long. So I use it as a prop. So on Fat Tuesday we had beads, so then, when we had a tie people did a ring toss on the dildo.

MDA: What do you think makes Drag Bingo unique from other types of drag performances?

SB: That’s really the only world I’m in right now. I’m not performing, and I’m not acting. I do drag performances, like pop-up performance as part of SoFo now during breaks, but I’m not out there at the drag race at Roscoe’s (a gay bar in Chicago’s Boystown neighborhood) trying to compete. I’m not at Berlin (a club in Chicago’s Lakeview neighborhood) [as] part of their midnight shows. I enjoy going there to see that. I’ve always said I have a tremendous respect for drag queens, and I think everybody brings something different to the table. And I went and I saw a local pageant for Hamburger Mary’s. Amazing performers! And the thing that threw me was the interview portion. There were some people that were amazing performers, and when you put them on microphone, they could barely formulate a sentence. I think it was the nerves, clearly, but also they lead me to really value myself and what I do and have a new appreciation for myself. I look at those girls doing the splits and beating their mug for days, and doing some of the shit they do; and I’m like, “I could never do that.” But then I look at myself and I’m like, “I know for a fact that there are some of those girls who cannot do what I do.”

I know a lot of drag queens in the community, but I don’t think I’m viewed on the same level as them, but I don’t think they’ve also given me a chance. Like, I know a lot of these queens that go to other gigs, support each other’s shows. Drag queens don’t come to my Bingo—except for my friends that are drag queens, the few. So, like I said earlier, with all drag queens are, there’s a level of insecurity and need validation. And I have that, definitely. But I see what I’ve done over the past few months and where I’ve come in my journey—especially with Bingo—and I realize that I don’t really care anymore. There’s going to be people who like what I do, and there’s going to be people who look at me as a booger and think that I’m not a drag queen. I don’t really care.

I am confident in what I do. I love what I do! I love being up there. I love making people happy and making people laugh. I wouldn’t trade it for anything. I don’t want to be one of those girls, I want to be a hostess. I love hosting and I love talking to people and hearing what they have to say. So, I’m okay with the differences, but I don’t know how many people in the drag community really celebrate the differences. I feel like especially a lot of young queens or people who are very stuck on what it is they do still think that what I do isn’t as valid as what they do. It’s disappointing sometimes, but I think about it this way: I try to keep an open mind, I try to be not that discouraged by it, but the times I do get discouraged by it I’m like, “Well, do you have a regular gig? Do you get paid on the regular to do drag? Or are you going out and getting fifty bucks for a show?” I’m like, “Somebody wants me to be there, and somebody’s paying me to be there, and somebody recognizes my talents and recognizes me as a valid performer and is encouraging me and they can see it because of the reaction of the people who come there.”

So, I mean, if I don’t get validation from other drag queens, I couldn’t really give a shit. The only validation I really want is from the people in the bar that night. I get so stupid gushy-mushy on the microphone sometimes. I think I did a couple weeks ago, I almost started crying like, “You guys mean so much to me!” And it really does. I mean I work a day job that’s not easy, and my favorite parts of the week in order of importance: on a Tuesday: being in drag; hosting; making people laugh; drinking; having a good time; actual day job; waking up; process of getting in drag is at the bottom of the list. I hate getting in drag! It’s not fun. Drag is not comfortable. The other thing that gets me is that drag is not easy, and why somebody else can’t recognize that just because I’m not doing the same thing you do does not mean I am not putting in a shit-ton of effort to do what I do. So, like I said, we’ll agree to disagree and move on with our lives.

MDA: So knowing that drag isn’t easy and having the experience to make that call, why host Bingo in drag?

SB: Like I said, I went to school to be an actor. I got my Bachelors of Arts in acting. I moved to Chicago to be an actor and perform because it was truly the only thing that made me happy for a long time. And it evolved, and I’m a very social person, and I love hearing people’s stories, making new friends, learning from other people’s experiences, and I also still love having a creative outlet.

I don’t know how this happened, but I started dating somebody six months ago, and I feel like on our first date, I told him, “By the way, you should know…” I always lead with that on a first date because some people aren’t into dating drag queens. He’s a dancer, and a performer, and an actor, so he understood, but it took him a while to come see me. He’s now become somebody who’s also exploring the world of drag and also exploring what he wants to do, and has also become a creative collaborator with me in terms of costuming, and wigs and everything in between.

I’ve ebbed and flowed away from the world of drag many times over the past few years, sometimes not even doing it for six to eight months at a time in between gigs. He helped me remember why it was I started doing it . I like hosting was because it fills a void in me, that passion that I had for acting and that passion I had for performing and for making people laugh, it’s back and it’s this whole new world that I feel lucky to be a part of it. Really lucky because, like I said, there’s people out there who bust their butts and don’t get daily gigs.

MDA: So what advice would you give to somebody who’s looking into getting into Drag Bingo or wants to host drag bingo?

SB: First of all, I think you need to just put yourself out there and take a chance. If it’s something you really want to do and you see an opportunity, you have to take the opportunity. My very first gig, somebody said, “They want to do Bingo,” and I said, “I’m going to make this mine, and I’m going to turn this into something.” I mean you have to obviously do your research and know the programming of said establishment to see if it’s even a viable option. There’ll be opportunities that somebody moved away, and you’re right place right time.

And the other thing about it is, if you really want to host Drag Bingo, go see as much Drag Bingo as humanly possible. It’s like anything else, you’re not going to learn unless you immerse yourself in it. Like I have been to so many shows! I used to go to see [Angelique Munro], she used to host at Atmosphere before Christina Rose and I did, and then she went to a bar called Shakers, and then that gig ended. Terry Yaki would do it at the old Halsteds and then at Hydrate. My friend Debbie Fox would do it at Spin when she was filling in for [Angelique]. There are so many Drag Queen Bingos. Go see what they’re doing and then decide what you want to do.

If you want to do what it is that they’re doing, yes, imitation is the sincerest form of flattery, but my advice is make it your own. I know some people do some Dirty Bingo and some stuff like that, but I don’t see people do it the way I do it. But, the other thing I need to do personally is go out there and see who else is doing Bingo and do my research, find out what’s changed, see if there are any new ideas that I can appropriate or switch into my own. And I don’t feel like any one person is doing any kind of revolutionary Drag Bingo.

It all depends on the establishment. It all depends on the prizes. It all depends on the clientele. It depends on the queen doing it, being engaging and funny. But just do as much research as possible. Put yourself out there. Why not? What do you have to lose?

MDA: Those are all the questions that I have. Is there anything else that you’d like to add that I haven’t covered?

SB: Like I said, I realized over the past few months, especially with the gig at SoFo, how much Bingo has actually become a big part of my life. There’s something about playing Bingo that’s just this basic shared human experience like, “We’re all in this together!” It’s just come to symbolize for me so much more than just being in drag; it’s also come to be just a part of who I am at this point.

People at work ask me about it all the time. It’s been a good outlet for me, and it’s been a good opportunity for me to explore who I am as a drag queen, who I am as a hostess, as a comedian. Because that time on the mic has given me this path of self-discovery, it means so much more to me than just calling out numbers on a ball. It’s something that actually is part of my history, and when I decide whatever day to stop doing drag or stop hosting Bingo or the place burns down, it’ll be sad, but I will never be too sad knowing that it has given me so much. And that’s that!

 

References

Ang, Audra. 1996. “Gay Bingo Nights Find Niche in Seattle.” LA Times, June 9, 1996. http://articles.latimes.com/1996-06-09/local/me-13232_1_gay-bingo.

Kiviat, Barbara. 2007. “How Drag Queens Took over Bingo.” TIME, May 2, 2007. http://content.time.com/time/arts/article/0,8599,1617013,00.html.

Caillois, Roger. 1958/ 2001. Man, Play, and Games. Urbana: University of Illinois Press.

Costikyan, Greg. 2013. Uncertainty in Games. Playful Thinking Series. Cambridge, Massachusetts: MIT Press.

Flanagan, Mary. 2009. Critical Play: Radical Game Design. Cambridge, Mass: MIT Press.

Notes

[1] The Kit Kat Lounge is a bar in Chicago’s Boystown neighborhood that hosts drag shows every night of the week and drag brunches on weekends.

[2] The Call is a bar in Chicago’s Edgewater Neighborhood.

[3] “Genderfuck” is a term used for when a person juxtaposes the aesthetics and performances of masculinity and femininity into one look.

[4] @tmosphere, “atmosphere,” is a gay bar in Chicago’s Andersonville neighborhood on Clark Street.

[5] Wild Bingo is a fast-paced round of Bingo in which the first five balls count for all the spaces in accordance with the ones place value of the number. For example, if B1 is one of the first balls called, all players may mark off on their own sheets B1, B11, I21, N31, N41, G51, O61, and O71. The first player with a “blackout,” the entire card marked off, wins.

[6] The Wheel of Divas is a tool used to settle ties. Female popstar singers are written on the wheel. Upon a tie, Sofonda spins the wheel, and the two winners lipsync to a song by the diva whose name the wheel landed on.

Kategoriat
1–2/2019 WiderScreen 22 (1–2)

Synching and Performing: Body (Re)-Presentation in the Short Video App TikTok

beauty, body image, gender, performativity, self-representation

Mona Khattab
mona.khattab [a] uwasa.fi
Doctoral Student
School of Marketing and Communication
University of Vaasa

Viittaaminen / How to cite: Khattab, Mona. 2019. ”Synching and Performing: Body (Re)-Presentation in the Short Video App TikTok”. WiderScreen 22 (1-2). http://widerscreen.fi/numerot/2019-1-2/synching-and-performing-body-re-presentation-in-the-short-video-app-tiktok/


The performance of the body via new media seems centered on negotiating stereotypes of the body image, mainly gendered images of masculinity and femininity, and perceived notions of beauty as an indicator of sexual appeal. This study seeks to analyze the role of social networks in shaping stereotypes that rely on body visibility. The article chooses the short video app TikTok as one of the recent social networking apps (SNAs) offering users the ability to upload, edit, and share short form videos. The research methodology offers a content analysis of sample videos focusing on self-representation. Such analysis examines the impact SNAs have on the formation and expression of users’ notions of beauty and gender through their digital representations of the body.

The body has long been viewed at the heart of contention between public and private spheres. Due to such tension between the natural individuality of the body and its societal public visibility, ownership of the body and its visibility intersect, leading to issues of self-representation. Sexuality and gender, already linked in more ways than one to the body and how it is performed, have also become linked to social media networks and new digital platforms that accelerate and accentuate the performativity of the body. With the potential of sharing images and videos of a given user’s body, each user falls under the pressure of performing their body knowing it is watched by other users, as well as in comparison to other performances seen in other shared images and videos. As a result of all these elements, the body is constantly a key player in an individual’s self-representation.

If the visibility of the body shapes its public significance, then the performance of the body, in that sense, can be ultimately seen as a presentation of a body image. With the potential for modification via social network sites (SNSs), the performance of the body is locked into constant presentation and representation. This shaping and reshaping of the body image seem centered on negotiating stereotypes of the body, mainly gendered images of masculinity and femininity, and perceived notions of beauty as an indicator and perpetuator of sexiness and sexual appeal.

Sexuality and gender can be viewed as social constructs. SNSs play a role in shaping stereotypes that rely on body image to construct gender-related notions. One effective method of projecting sexuality is body visibility. SNSs work to extract and summarize the self, valuing “characteristics” that are important for garnering attention (Cirucci 2018, 42). The foregrounding of attention in social media underlines the increased importance of the visuality of the body. As mediation of sexuality creates an infrastructure of sexual life based on representations of body images, digital media, in its user-oriented potential, offers many ways of self-representation, thus democratizing sexual presentation. Such presentation rests largely on performing a body image. Psychological studies of social norms and sexual behavior found strong correlations between social media images and peer perceptions of sexual behavior (Young and Jordan 2013).

The short video app TikTok is an example of recent social network applications, which are referred to in this article as SNAs, following the use of SNSs to refer to social network sites. TikTok is among the recent SNAs that offers users the ability to upload, edit, and share short videos. TikTok achieved impressive popularity, particularly among adolescents, teens and individuals in their early twenties, commonly referred to as tweens, thus targeting Millennials, and Generation Z.

Scope of Research

The current research analyzes videos posted on TikTok in order to examine its role in performing aspects of gender and beauty. Through this analysis, the study focuses, based on the nature of the app, on the age groups normally impacted by the app. The videos are categorized to cover various aspects of gender and beauty that can be addressed by the functionality of the features of the app, thus highlighting the significance of the short video app specifically for issues of gender and sexualized beauty for the generation it attracts.

The study is motivated by observations of the rapidly rising potential of social media in not only reflecting, but also shaping sexualized notions such as beauty and gender. Since social media itself is evolving with new apps and new uses, the potential only deepens and broadens. More notions can be impacted by new social media. The significance of this study is that it can help draw attention to the versatility of new digital social media and its growing impact on performativity and self-representation.

This research problematizes digital platforms’ societal impact by inquiring whether digital representations of the body in short video apps can be visibly impacted by sexualized notions of gender and beauty. The paper tries to answer the research question; how does TikTok as an example of new digital media illustrate the normalization of stereotyped body images of beauty and gender?

Short Video Apps

A new video-related feature developed that impacted new media: video editing. The ability to create videos and edit them profoundly personalized the video experience in the world of social networking and turned it from a sharing function into a creative one. In the newly minted short form video apps such as TikTok, and before that Musical.ly, unprecedented editing features, mainly lip synching, filters, and speed control, have set the new apps apart with editing capabilities that personalize each video, thus bringing the individualization and creativity of video sharing to a new level (Sensor Tower, n.d.).

The popularity of TikTok was precedented only by its predecessor Musical.ly before their merger. Developed by Alex Zhu and Luyu Yang in 2014 (Baig 2018), Musical.ly almost instantly witnessed 500 people downloading the app every day, and by 2016, Musical.ly reached a total of 70 million users at 10 million users daily, already at times overtaking Snapchat and Instagram (Carson 2016). Musical.ly was bought by Chinese AI company ByteDance in 2017 and joined a similar platform under the name TikTok in 2018 (Dave 2018). The new merged app TikTok, known as Douyin in China, has reached a phenomenal status as the number one short video sharing app worldwide (Jing 2018).

From its launch in 2016 until 2018, TikTok has tripled its revenue and has been downloaded a total of 800 million times worldwide, with 80 million in the United States alone (Yurieff 2018). As of the first quarter of 2018, TikTok ranked first in downloads at 45.8 million, ahead of giants such as YouTube, Instagram and Facebook (Tung and Zhang 2018). By September 2018 it was the most downloaded app of any type in the United States (Jenke 2018).

TikTok videos are available to users who sign up for accounts and also to anyone who has a direct link to the video without being a user of the app. The platform allows users to record videos lasting typically from 15 to 60 seconds using lip synchronization to popular tracks, then share their videos with other users, who, in turn, are allowed to follow each other, react or comment on each other’s videos as well as duet together. In many cases, a hashtagged challenge is launched inviting users to share their short videos that address the topic of the challenge, thus linking them thematically.

TikTok hooked its shareability to major social networks such as Facebook, Twitter, and Instagram, gaining even more access. This has led to some real financial gains for the top users of the app. The success of Musical.ly users, called Musers to imply the creative drive of the app, has clearly migrated to the success of TikTok influencers as well (Influencer Marketing Hub, n.d.a). The top Musical.ly influencers earned up to $300,000 per sponsored post (Influencer Marketing Hub, n.d.b).

The short video platform’s widespread outreach has a noticeable societal impact. Such impact, however, did not go smoothly as it faced some criticism and even legal battles over its content. For instance, on July 3rd, 2018, court orders in Indonesia blocked TikTok due to what they deemed sexually explicit content (Saker 2018). Soon after, the ban was lifted when a team from TikTok met with the Indonesian Ministry of Communication and promised to censor specific content deemed sexually explicit (Mohan 2018). In China, authorities criticized insufficient privacy settings in the app as well as what was deemed as “vulgar” content (Jing 2018).

TikTok has raised some parental concerns due to a perceived focus on sexualized topics in comments as well as the popularity of songs that have sensual themes, a concern intensified with that the fact that the age limit was initially only 12 and then was raised to 13 (Chtayti 2018; Goovaerts 2018; TikTok 2019). In the US, parents took to websites such as Common Sense and Reddit to criticize TikTok’s low age limit while mature content is permissible (Common Sense Media, n.d.; Reddit, n.d.). The app even caused an uproar in France as evident in interviews by the French News Agency (AFP) with concerned parents of young users of the app (NDTV 2018).

Key Concepts

Playfulness and sexuality are focal concepts to this article. Paasonen (2018) defines playfulness as a mode, thus placing it as intentional behavior, a choice, and, perhaps just as important, a performance (537). This mode, Paasonen argues, pushes sexual identities in its bodily focus (538). In later stages of the evolution of the terms play and playfulness, she points out, both have come to denote exploration and even adult role playing (Ibid). This article uses the term play and its variations of playful and playfulness to denote practices that highlight the body, its image, and features, in an attempt to project, explore, and define sexual and sensual notions. Sexuality in this article is used to refer broadly to all elements pertaining to sensuality, sexual identity, and sexual behavior.

This study links playfulness to sexualization and argues that playfulness is more than pleasurable but is also cognitive. This article utilizes Paasonen’s feminist reference to sexuality. She sees it as a cognitive element. As a result, the role SNSs has in playfulness acquires a broader significance (538). As Paasonen goes on to say that playfulness is a form of openness, this article attempts to see SNSs as a new vehicle for such openness. Paasonen discusses instrumentality as crucial for sexuality and playfulness. It is possible to explore SNSs and social media at large as a digital form of instrumentality (541).

Central to this study as well is the notion of performativity of the body. In SNSs, the presentation of gender is linked to visual display of the body, especially among tweens. Such self-representation often reflects a stereotype of gender heavily underlining hypermasculinity and hyperfemininity (van Oosten, Vandenbosch and Peter 2017, 147). Self-representation intersects with playfulness when it is deemed sexy, a description achieved by suggestive posing for videos and photos posted on SNSs, which may include seductive performances such as sexy gazing, scantily dressed poses, all constituting sexualized appearance (Ibid). Posting on SNSs is specifically linked to adolescents as a source of gratification (Perloff 2014, 368), which is evident in the high frequency of SNSs usage among that age group (Lenhart et al. 2010, 22).

The terms performativity, representation and performance are interconnected in this article. Performativity includes performance as a form of self-representation that presents the body. Self-representation in this article, therefore, refers to how gendered and sexualized notions of the self are projected visually in social media. Studies reinforce the role such visuality plays in incorporating and resisting notions of gender and sexuality (De Ridder 2017, 2). This leads to an “ever-present worry of needing to perform oneself appropriately” (Clark 2005, 217). Webb and Temple (2015) argue that online videos offer a gender performance platform (648). Interestingly, they argue that women are even under more pressure to perform their gender on social network spaces without deviating from pre-existing gender expectations (649). Perhaps one of the reasons of the pervasiveness of digital performativity is the multiple roles play by individuals as digital access becomes increasingly individualized. It is stipulated that the roles of producer, consumer and distributor in digital media are often played by the same individual (Rutledge 2013, 48).

Linked to self-representation of the body in this article is the notion of beauty. Standards of beauty are narrowly defined and harshly applied by mainstream media and mostly adopted by social media (Caldeira and De Ridder 2017, 323). Such standards apply to both women and men, and while they focus more on women, perfectionist stereotypical images of beauty still strictly impose standards of masculinity on the appearance of men as well (Iovannone 2016; Siibak 2010, 419). Also connected to the notion of beauty is the use of the term body image in the article. It refers to the image formed by the presentation of the body as a visible element of the videos. The implications of the body image as a social construct of body worth are still there but are not the primary meaning of the term as it is used in this article.

Methodology

In order to address the research question, the article engages with this relatively new territory of SNAs by analyzing TikTok sample videos, underlining features relevant to the study. Due to research ethical reasons, the sample videos have been included in the peer reviewed version of the article during the review process but have been removed from the public version. In order to adhere to ethical regulations that protect users’ privacy, this article adopts what I refer to as interpretative video content analysis. This method does not supply screenshots of the videos. Instead, it replaces them with descriptions of the content of each video within the context of self-representation as relevant to the study. This is followed by interpretations of the content. This methodology directly addresses the research question as it highlights how the features of the videos represent the notions of beauty and gender through the performance of the individuals in the videos.

The strategy used to employ content analysis of the videos relies on three elements. First, each video is divided into frames, based on the change of movement, facial expression, and/or attire of the individual in the video. Second, the analysis links such changes to aspects of representations, as each change signals a new category, such as attractiveness or unattractiveness. Third, the analysis draws attention to details that are recurrent in many videos as well as details that appear in few videos only, such as having more than one person in the video, which is less common than a single individual.

The analysis is user focused as it sheds light on the users’ perspective of the representations of the body and notions of gender and sexuality. The research examines videos from three popular TikTok challenges, #DontJudgeMeChallenge, #KarmaisaBitch, and #TheBoyChallenge, in order to contextualize the research question. The videos are selected randomly from the three challenges to offer a randomized sample. The names of the users of the sample videos are removed. Moreover, no screenshots of the videos are used in order to protect the users’ identities. Extensive descriptions depict in detail the relevant features of each video. The identities of the users are not significant to the research in themselves since the analysis focuses only on the relevance of the content to the research question.

I have started using Musical.ly in 2015, followed hundreds of Musers and witnessed the app icon change to TikTok after the merger of both apps. As a researcher and user, I was specifically interested in new challenges. As I watched thousands of videos with the intent of finding links among them, I noted common elements in each challenge. For this article, I chose sample videos that best represent the main features and commonalities I observed among the challenges.

Since the article deals with normative concepts derived from cultural and social understandings such as, “attractiveness”, “beauty” and “sexual appeal”, I am aware of the fact that this might have been affected by my personal and cultural stance, as is common to such concepts. However, for the purpose of this study, and in order to achieve a degree of impartiality, I aligned my understanding of these terms within the app content with the feedback the app received worldwide (detailed in the section titled “Short Video Apps”).

The Challenges

TikTok offers challenges. These are hashtagged trending videos that start a series of video responses from users. Among their most popular challenges is #DontJudgeMeChallenge, which was initiated in 2015 as a campaign based on a makeup tutorial YouTube video by Chicago-based makeup artist Em Ford titled “You Look Disgusting” (Ford 2015; Brad 2015). The campaign spread on social media networking sites such as Twitter and Instagram and gained wide attention as an attempt to combat body shaming, reaching 170,000 video submissions on Twitter. The campaign consisted of videos made by users that highlighted facial imperfections such as acne or scars, clearly and rather farcically added by makeup, only to be removed on camera to show a cleaner complexion. The campaign was sometimes criticized as self-defeating and propagating the very element of body shaming it purportedly targeted (Linshi 2015).

Another major challenge launched by TikTok is #KarmaisaBitch. This challenge builds on the comedic sense propagated by the now-extinct website Vine (Tiffany 2018). The name of the challenge is derived from Riverdale (Aguirre-Sacasa 2017), an American television soap opera, popular among teenagers. In one scene, Veronica Lodge, one of the characters played by American actress Camila Mendes, hears that her rivals have just had a car accident and would take months to recover. Her response is to smile mischievously as she slowly says, “Oh, well. Karma is a bitch.” In the TikTok challenge that adopted this phrase, videos rely on TikTok’s unique editing feature to personalize each user’s video. All videos circle around the theme of transformation where a character begins looking unattractive, says the phrase “Oh, well. Karam is a bitch,” then transforms into an attractive person, usually wearing makeup and/or wearing more stylish hair and clothes (Feldman 2018).

The third challenge, #TheBoyChallenge, features mainly female users who change their appearance to look like males. The videos negotiate a gendered binary of girl/boy transformation.

It is worth mentioning that the challenges are sometimes hashtagged under slightly different names. Some videos are cross-tagged, using more than one hashtag from the same category. For the first challenge, #DontJudgeMeChallenge is the original challenge hashtag and it garnered 430 million users by the 31st of January 2019. Other alternatives are #DontJudgeMe, with 95 million users, and #DontJudge with 75 million, all the way to alternatives such as #DontJudgeOthers (51 thousand), #DontJudgeByCover (217 thousand) or changed spellings such as #DontJudgeChallage [sic] which has 10 million. Similarly, #KarmaisaBitch is the largest challenge in its motif, with 145 million followers, and other alternatives such as #KarmaisaBitchChallenge which has 4 million followers and #OhWellKarmaisaBitch which has 86 thousand, among several other alternatives. #TheBoyChallenge is the original challenge in the third motif with 351 million followers. Some alternatives include #BoyofMyDreams or added nationality such as #GermanBoy or #PolishBoy, or simply #Boy, but all have a significantly smaller number of users.

The videos in the analysis are divided into two binaries. The first is an attractive/unattractive binary that includes video samples from #DontJudgeMeChallenge and #KarmaisaBitch challenges. The second is a gender binary that includes videos from #TheBoyChallenge.

1 The Attractive/Unattractive Binary

The #DontJudgeMeChallenge is a straightforward reference to value judgement based entirely on the body image. The challenge begins with the user projecting herself/himself as unattractive, then attempting to cover the camera in order to transform to a different attractive body image. The title of this challenge is more like a plea asking the public sphere to hold off judgement. It is interesting that the videos do not live up fully to the title. The very structure of the videos accepts and even seeks judgement. It only requests viewers to postpone their judgement until the users change their appearance to become more acceptable within normalized concepts of beauty. In asking for no judgement, however, the videos elicit judgement.

The #KarmaisaBitch is another reinforcement of value judgement based on the body image. This is evident as the makeover motif is central to the challenge. The original scene from the TV show is an expression of gloating over an unfortunate event that happens to one’s rival. The scene went viral on YouTube then became a popular meme before it became a TikTok challenge. In the challenge, a user initially looks at the screen, either plain looking or with unfavorable makeup like the #DontJudgeMeChallenge. The user then throws a bedsheet over, covering herself/himself. The video then cuts to a new scene where the same user has a makeover and fits the same criteria of beauty used in the #DontJudgeMeChallenge. What is added to the #KarmaisaBitch challenge is that the users lip sync the sentence, “Oh, well. Karma is a bitch,” from Riverdale (Aguirre-Sacasa 2017), followed by the transformation scene to the tune of Kreayshawn’s (2011) song “Gucci Gucci,” in a blunt socioeconomic reference.

It is worth mentioning that all the videos take place in what seem to be the users’ bedrooms. This adds an element of intimacy, enhancing playfulness. It is interesting that the videos’ background reveals an intersectionality of the private, as seen in the bedrooms, and the public, as the videos are posted publicly. For the purpose of the analysis, the video samples from both challenges are divided into the following categories: (1) Exaggerated features in the unattractive scene; (2) Body shaming; (3) Ableism; (4) Ageism; (5) Integrating gender; (6) Rejection; (7) Variation.

1.1 Exaggerated features in the unattractive scene

In the first scene from one standard #DontJudgeMeChallenge video, a close up of the face of a male user in what appears to be a bedroom shows that the user clearly uses a filter to exaggerate his features by making his nose and lips seem bigger, adds cream to his face, distorting his complexion, lets his hair hang down, and looks subdued. In the scene following the transformation, the filter is gone, revealing the user’s regular features. What is more, there is no cream or any other material distorting his complexion. His hair is styled with a bandana. Perhaps more importantly, his posture changes dramatically. The subdued look is replaced by a sexy, forward poise where he bends his head sideways, winks, and sticks his tongue out. The absence of the filter that distorts the facial features is replaced by another filter that releases pink hearts around the user’s face, thus creating a sexualized image that sharply contrasts to the initial one. The pink hearts can also serve as typical feminine representation of the male user.

The concept of exaggerated features reflects an interesting defense mechanism that pre-emptively distorts facial features beyond realistic measures, thus the real features of the user seem more attractive in comparison. The facial distortion is aided by performing a look, as the user not only presents what is deemed as unattractive features, but also performs unattractiveness with intentional gestures such as subdued looks, including closed eyes and pouting mouth. These are clearly contrasted in the attractive scene with the user, not only removing exaggerated features induced by technological aids such as filters, and by makeup, but also by performing sexiness. Such sexiness maybe evident here in the flirtatious attitude displayed by the user in front of the camera. The exaggerated unattractiveness, therefore, is a performance that creates distance between the user and the unattractive filter, thus acting as a self-asserting performance of sexual attractiveness.

1.2 Body shaming

In this example, a female user does not use a filter to distort her features. Instead, in order to strike an unattractive pose, she does not wear makeup, wears oversized clothes, pulls her hair back, wears eyeglasses. She stands in what seems to be a bedroom with flailed arms and stares blankly. In the transformation scene, the user wears makeup, a short t-shirt revealing midriff, and poses with her hair flowing and arms widespread, again in a traditionally sexy pose. The two scenes focus on the user’s belly, as she clearly stuffs her shirt in the first scene to seem as if she has a large waistline, then bares it in the second to show a small waistline, with an elaborate focus on an overweight version in the initial scene. The t-shirts in both scenes are also interesting. The first one has a kitten only, symbolizing innocence and infantilizing the desexualization of the first scene, but also laughing, almost as if it is laughing at the unexpecting audience. The second t-shirt has the word Queens written on it, emphasizing the power that accompanies the sexualized transformation.

Another user offers a male version of the body weight motif. He poses bare chested in a bedroom in both scenes. In the first one, he has a protruding belly that he is rubbing, drawing attention to it. In the second scene, he sucks in his belly, showing off a muscular stomach, flaunting the stereotypical six pack abs that are often associated with male sexual appeal. He shifts his pose and smiles confidently as well. It is interesting that this video is among the few videos by male users that focuses on a complete body image, as most videos seem to follow what Siibak (2010) terms as faceism, a focus on the face of male models in advertising trends (408).

Both videos equate body shape and specifically body weight with sexual attractiveness. There is a focus on belly size in both videos, a stereotypical simplification of negative body images. The bare-chested male video corresponds to the female bare midriff video, using the same focal point to reflect hypermasculinity and hyperfemininity at the same time. The users both perform gestures that accentuate their midsection, whether in the female user’s case by flailing her arms or in the male user’s case by directly holding his belly. Facial expressions also change with the body transformation, showing a smile in the second scene, thus correlating pleasure and joy with a sexualized stereotypical body image.

1.3 Ageism

Another variation on the binary of ugly and beautiful is age. In one video, the first scene shows a young man and a child, who both panic as, via filter, they notice that their hair is grey and their faces have wrinkles, indicating old age. Their terrified reaction mimics clearly fear of aging. In the transformation scene, both users are young. Their image is complimented with other features. In the first image, the young man in his older version is wearing a sleeveless shirt, with grey hair and wrinkled face. In the second, he is a young man, wearing a dark shirt on top, implying a more professional look as opposed, perhaps, to a stereotype of retired men in a sleeveless flannel. What is more, in the second image, both users not only have dark hair, but they have their hair styled and coiffed. As a result, a sexualized look reinforced by a wink and a smirk, distinguishes the second image.

The exaggerated facial expression of panic at the aged version reflects the negative space occupied by old age. The video stabilizes the same pose for both individuals, thus focusing attention on the two main changes in the second scene: signs of aging and expressions of panic, therefore linking them together.

On a similar note, another video employs an interesting twist using age as well. The first scene features an older man, with no makeup or filters, who is standing in a rather subdued manner. The transformation scene, instead of using the same user with makeup or filters, features a different user altogether. This second user is a young individual who stands with the stereotypical confidence seen in the other videos. He has a noticeable resemblance to the first man, implying he might be his son. The resemblance in the facial features of the older and young users is countered by the contrast in their poses, which elaborates a more energetic and more attractive pose struck by the younger user. The value judging here is perhaps evident in implying that old age is unattractive.

Physical movement is significant in this video. The hand gestures given by the younger user are parallel to his smile. This indicates an empowered stance, clearly opposed to the older user’s pose which is almost expressionless. The physical movement, then, reinforces the perspective of youth being lively, or even alive, while old age is equated with lack of movement, and, in that sense, lifelessness.

1.4 Ableism

The sample video for this category follows the same steps but adds a slight variation that is quite interesting. In the unattractive version, the hair, complexion, and posture of the user are compromised in a closeup as always. In addition, however, the user is seen holding a respiratory inhaler. The reference to ill health in the video adds health as an attribute to sexual appeal. In the transformation version, the stereotypical elements of hair, complexion, and poise are altered to reveal not only a self-confident user with the usual bold gaze facing the viewer, but also emphasize health as the user is no longer hunched forward and is not holding an inhaler.

In the health-related video, other attributes to sexual attractiveness are emphasized. In the first unattractive scene, the user is wearing eyeglasses, which he removes in the second scene. This underlines the stereotypical image of nerdiness as desexualized, as eyeglasses have a long-standing association with bookishness. The role of health in sexiness is interestingly restricted to physical health, highlighting the visibility of health, and foregrounding it as a primarily societal body image that overshadows its understanding as a personal condition.

1.5 Integrating gender

An interesting and less common play on gender in the #DontJudgeMeChallenge is introduced in a video that has an interesting twist. In the unattractive version, we see the expected face in closeup covered with pimples, a painted unibrow, exaggerated facial expressions, and a mop of hair. The user’s unattractive character wears eyeglasses, which is in line with the negative portrayal of physical weaknesses as weaker eyesight here is portrayed as a sign of ugliness. A new feature is added here, as a moustache and beard are also painted on the user’s face. The gender twist occurs as the transformed user in the second scene is revealed as a woman. Not only do the stereotypical features of complexion, facial expressions, hair, or even eyeglasses change, but also the user’s gender changes. The first masculine image is replaced by a female image. The transformed image is clearly sexualized, with a hazy hue added and the user rolling out her tongue and posing in a traditional sexy poise. It is worth noting that this video selected the stereotypical use of makeup to emphasize a notion of attractiveness as visible, manufactured, and sexualized.

The user intentionally displays mock behavioral change. In the initial masculinized unattractive scene, aggressiveness is emphasized as opposed to the subdued and seductive feminized pose in the second scene paired with a cynical smile. Sexiness, therefore, is associated with beauty. In addition to behavior, facial features are exaggerated in the negative body image, using makeup to add pimples. A medical condition, in this case acne is branded as unattractive. A hint of ableism is, therefore, inherent to some degrees in the process.

1.6 Rejection

One video shows two users performing a short skit. This is the only video that takes place in what seems to be a living room rather than the bedrooms we have in all the other videos. A man and a woman play a couple. The man is sitting on a couch, pretending to be too busy with his mobile phone to pay attention to the woman, sitting at his feet and begging with a hand gesture for his attention. In the second scene, the woman gets a makeover, and is now the one sitting in an aloof pose on the sofa while the man is the one on his knees on the floor raising his arms in the pleading gesture. It is worth noting how, despite seemingly empowering the female partner, the video still reinforces heterosexual norms of gender roles, as the woman only manages to earn the man’s attention when she achieves sexualized appearance.

In the couple’s video sample, the center of power is attention, which is also sexualized. The video feminizes the source of attention by focusing on stereotypical hyperfemininity, as the female partner wears a dress and long hair in the attractive scene. An interesting detail here is the sunglasses. The person sitting on the couch and ignoring the attention-seeking partner is wearing fashionable sunglasses in both scenes, whether it is the male in the first scene or the female in the second. This is a clear reference to the significance of visibility and communal approval which rests on body image. The visual aspect is emphasized by hiding the eyes of the partner whose attention is sought, thus underlining that it is the sexualized body image that is sought. The video asserts that the body needs to be seen in order to be acknowledged.

1.7 Variation

Variation in one video is worth examining where the focus is not on a person but on a drawing. The background here is not a room but a piece of paper. The initial scene shows only a hand drawing an unimpressive stick figure face. In the second scene, a fully drawn portrait in Japanese manga style fills the screen. Interestingly, it is the character in the drawing who has the stereotypical sexy pose, complete with dangling earrings and stylish hair. Replacing a human body with two variations of drawing styles, an unattractive stick figure and the other an attractive well-executed drawing, reduces body image to a created project, thus emphasizing its performativity and projectability.

It is possible to see this video as a reflection on the process behind the challenge. It epitomizes the performativity of the visual body image and highlights the desexualized oversimplified aspect of the first scene as opposed to the second scene. It is interesting to see in this video how the artist is reproducing what Abidin (2016) refers to in her study of pastiching Asian cuteness as a blend of performative cuteness with sensuality (38).

2 The Gender Binary

#TheBoyChallenge is a seemingly simple gender transformation. A typical video in this challenge begins with a teenage female user who puts her head down or looks away then comes back with her hair covered, usually by a hooded sweater, and looks like a teenage male. Variations on this theme all tackle the intersectionality of the body image and gender as a performance. Moreover, users still attempt a sexy pose, while impersonating a male, thus performing sexiness in a different gender, which highlights the role of the body in presenting not only gender but sexual appeal as well. The video samples are analyzed under the following categories: (1) Clothed transformation; (2) Non-clothed transformation; (3) Witness.

2.1 Clothed transformation

In one typical video in #TheBoyChallenge, the user stands in a bedroom and shows the viewers a hairband, then turns around, hides her head, and when she turns back, she looks like a teenage male in a hooded sweater. She then performs a stereotypical teenage male seductive pose, making a fist with the three middle fingers while sticking out the thumb and little finger of her hand, perhaps alluding to the shaka hand gesture, normally viewed as “chill” or “cool” gesture that indicates a non-committal laid back attitude.

The key to the clothed transformation video is to reinforce the superficiality of the visibility of gender binaries. If transforming from the male to female image relies on rolling up a user’s hair and pulling up a sweater’s hood, then the entire visual aspect of gender is reduced to a performed body image. An interesting component of the clothed transformation video is the emphatic gestures performed by the female user to mock stereotypical masculine sexiness, only adding to the visual level of gender performance.

2.2 Non-clothed transformation

One of the interesting variations of the challenge does not use clothing and hair but uses facial makeup to change the user’s gender. In this video, there is a closeup on the user’s face lying on a pillow on a bed. The user hides half their face, revealing a female’s face, only to turn around and cover the female face, revealing the other side of the face as a male’s face. The side meant to indicate a male has a moustache and a stubble beard painted on the face, whereas the side meant to represent a female has long eyelashes and lipstick. The user is bare-shouldered, and no clothes are shown. A birthmark on the shoulder is shown in both the female and male scenes, indicating that the male and female faces belong to the same person. The video puts emphasis on the body image that relies on natural facial features and the absence of clothes intensifies such focus.

Going beyond the clothed version of the challenge, this video argues that the binaries are, almost literally, skin deep, but also emphasize the focus on the performance of the body image as central to the communicated perception of gender.

2.3 Witness

In the duo videos in #TheBoyChallenge, the user has an audience witnessing the transformation and showing disbelief. In one video, the screen is split. Both parts of the split screen seem to be taken in a bedroom. A male user eagerly watches a female user with long hair in the first scene. In the transformation scene, the female user turns around, simply covers her hair with her sweater’s hood, then turns to face the camera looking like a male. The male user covers his mouth, wide-eyed with a dropping jaw as if in shock as he watches her transformation.

The duo challenge shifts attention to the viewer as much as to the user. By splitting the screen between the transforming user and the watching viewer, the videos underline the performativity of the gender binary. The transformation is done for an audience, not for its own sake. While the structure of all videos assumes a viewer, as the users are facing the camera, the duo videos create a second layer where we, the actual viewers, get a full opportunity to view how other viewers like us react to the transformation. The duo video structure is a commentary on the communal role we as viewers play in the performativity of the body image to construct a gender binary.

Discussion

The video samples discussed in the attractive/unattractive binary section show a knowledge of the stereotypes of beauty and hence present some recurrent features; first, the user intentionally displays mock behavioral change, from subdued and meek in the first scene to confident and sexy in the second scene. Sexiness, therefore, is associated with beauty and openness. Second, facial features are exaggerated in the negative body image, using makeup or app filters. Third, medical conditions, from acne to more serious diseases implied, are branded as unattractive. A hint of ableism is, therefore, inherent to some degrees in the process. Fourth, old age is also seen as detrimental to beauty which can be seen as a form of ableism as well. Fifth, body shaming was hinted at more than once as users, both females and males, pretended to be overweight in the initial scene in some video samples. Sixth, there was a clearer emphasis on relationships in bringing two individuals in the videos.

Videos presented to discuss the gender binary share several features that characterize the users’ perspectives on the role of the body image in gender presentation. First, for most of the videos, a simple clothing item and a hairstyle are enough to perform a gender visual appearance. This is a clear statement from the users that they perceive the visual attributes of gender as no more than a performance of the body that carries little weight. Their videos, therefore, point out that they view the visibility of gender as a pure construct of representing a body image. Even the videos relying on makeup deliver a similar message, however more potent, that removable and changeable facial makeup can influence the visual characteristics attributed to gender. Second, in the duo videos, the use of witnesses, almost in a voyeuristic sense, can be seen as a reference to societal monitoring of gender binaries. By showing a mock-surprised audience, the duo videos reflect the users’ critique of the lack of depth, and even shallowness, of the communal perspective of gender binaries and boundaries that can be easily changed by the users.

An important aspect relevant to the discussion in the current paper is value judgement. The images presented in the videos of the three challenges consistently posit essentialist norms of beauty and gender that are either accepted or challenged but are held as constant and fixed criteria. Such value judgement is formed by binary presentations of bad and good, ugly and beautiful, thus constructing a binary hierarchy (De Ridder 2017, 1). For instance, a video is divided into two major scenes. The first scene presents the user in one state, followed by another scene that offers a drastic change to the user’s gendered and/or sexualized body image. In #DontJudgeMeChallenge and #KarmaisaBitch, the initial scene shows the user with makeup that renders her or him presumably unattractive. An intercepting scene usually shows how the user fails to transform from unattractive to beautiful, pretending to briefly panic, then, after trying again, the final scene shows how the user transforms successfully into an attractive female or male, accentuating the new image with sexiness. The transitional scene, which can be a repeated mock-attempt at transforming before the final successful attempt echoes the need for approval that characterizes online self-representation, as “different ‘performances’ need to be modified according to the received feedback.” (Clark 2005, 217).

The digitally mediated value judgements associated with these videos ascribe to a normative heterosexualised performances of feminine and masculine desirability (Ringrose et al. 2013, 305). Such heterosuxalised context resulted in normalizing the sexualization of the female body (Evans, Riley and Shankar 2010, 123). Similarly, men present their body image as sexualized and romantic objects, influenced by stereotypical visual representation of masculinity on social media (Siibak 2010, 405). In his study of constructing masculinity in social networks, Siibak (2010) argues that posing techniques by users in social networks are influenced by advertising trends (419). This is evident in the videos in the TikTok challenges discussed here for both men and women. In all videos, sexy poses and seductive looks involve looking at the camera as opposed to subdued looks or even closed eyes.

Stereotypical visual constructs of the body, therefore, contribute significantly to the hierarchical binary value judgement system of bad and good body image. Traditional beauty ideals are mediatized to specifically favor flawless facial features, complexion, hair, and figure (Engeln-Maddox 2006, 259). In a relatively early study by Groesz, Levine and Murnen (2002), the findings confirm the crucial role that representations of thin body images on media had on body satisfaction (13). The impact of the mediatized body image has persisted into the digital media. The thin body image evolved into an obsession with the athletically fit body image. This has been emphasized, for instance, in a study of the hashtag #fitspiration, a portmanteau of the words ‘fit’ and ‘inspiration’ (Tiggmann and Zaccardo 2018). Furthermore, in another study of self-objectification of women’s body image in Instagram, Fardouly, Willburger and Vartanian (2018) discuss the role fitspiration plays in defining the hard-to-attain body image (1382). Such fixation results in marginalizing ageing and disabled individuals (Tiidenberg and Gómez Cruz. 2015, 79).

A Glimpse into User Perspective

The three TikTok challenges, #DontJudgeMeChallenge, #KarmaisaBitch, and #TheBoyChallenge offer a glimpse into the perspective that users of TikTok, the prime short video sharing app and a major SNA platform, may adopt about the role of the body image and issues of gender and sexuality. Both are viewed as products of the performance of the body, a self-representation that can be altered and shaped to conform to stereotypical notions of beauty, masculinity and femininity. Even while challenging such norms, the users clearly acknowledge their existence, showing an awareness of the imposed normative images of sexiness that define beauty and a gender binary that still shapes visual gender switching.

The variations of the videos range between changing the order of gender, introducing witnesses, and replacing human participants with drawings for example. A recurrent motif that favors youth, health, and a fit body runs through several videos, subscribing to traditional, usually heterosexual norms of beauty. Similarly, a recurrent motif of short hair for males and makeup and long hair for females reflects the stereotypes of a binary gender body image that accentuates hypermasculinity and hyperfemininity.

This study points out that, as SNA offers opportunities of sharing individualized short videos, it is a potent platform for understanding the role of the body image on shaping notions of beauty and gender. What is more, it has the potential to change those roles as it is shared and as the variations introduced may be reinforced.

 

References

All links verified 26.10.2019.

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Tiffany, Kaitlyn. 2018. “The Best Memes are Nonsense and I love ‘Karma is a Bitch.’” The Verge, January 26. https://www.theverge.com/tldr/2018/1/26/16937712/karma-is-a-bitch-riverdale-kreayshawn-meme.

TikTok. 2019. “Terms of Service.” Accessed February 21. https://www.tiktok.com/en/terms-of-use.

Tung, Hans and Zara Zhang. 2018. “8 Lessons from the Rise of Douyin (TikTok).” GGV Capital, June 15. https://hans.vc/douyin-tik-tok/.

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Abidin, Crystal. 2016. Agentic cute (^.^): Pastiching East Asian cute in Influencer commerce. East Asian Journal of Popular Culture 2 (1): 33-47. doi: 10.1386/eapc.2.1.33_1.

Carson, Biz. 2016. “How a Failed Education Startup Turned into Musical.ly, the Most Popular App You’ve Probably Never Heard of.” Business Insider, May 28. https://www.businessinsider.my/what-is-musically-2016-5/.

Dave, Paresh. 2018. “China’s Bytedance Scrubs Muscial.ly Brand in Favor of TikTok.” Reuters, August 2. https://www.reuters.com/article/us-bytedance-musically/chinas-bytedance-scrubs-musically-brand-in-favor-of-tiktok-idUSKBN1KN0BW.

Feldman, Brian. 2018. “‘Karma’s a Bitch’ is the Rare Meme Combining Riverdale and Kreayshawn.” New York Magazine, January 26. http://nymag.com/intelligencer/2018/01/what-is-the-karmas-a-bitch-meme.html.

Jing, Meng. 2018. “Most Downloaded IPhone App TikTok Hits 150 Million Daily Users in China, Marking Major Milestone.” South China Morning Post, June 14. https://www.scmp.com/tech/social-gadgets/article/2150528/most-popular-iphone-app-tik-tok-hits-150-million-daily-users.

Linshi, Jack. 2015. “Here’s How the ’Don’t Judge Challenge’ Totally Backfired.” Time, July 8. http://time.com/3948968/dont-judge-challenge/.

Mohan, Vyas, ed. 2018. “Indonesia Overturns Ban on Chinese Video App TikTok.” Reuters, July 11. https://www.reuters.com/article/us-indonesia-bytedance/indonesia-overturns-ban-on-chinese-video-app-tik-tok-idUSKBN1K10A0.

Sarkar, Himani, ed. 2018. “Indoniseia Band Chinese Video App Tik Tok for ‘Inappropriate Content.’” Reuters, July 4.

Yurieff, Kaya. 2018. “TikTok is the Latest Social Network Sensation.” CNN Business, November 21. https://edition.cnn.com/2018/11/21/tech/tiktok-app/index.html.

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Kategoriat
Ajankohtaista

Seitsemän elokuvaa kuulumisesta: Lyhytelokuva menetelmänä ja tutkimuksen kohteena osallistavassa hankkeessa

Kaisa Hiltunen
kaisa.e.hiltunen [a] jyu.fi
yliopistotutkija
Musiikin, taiteen ja kulttuurin tutkimuksen laitos
Jyväskylän yliopisto

Viittaaminen / How to cite: Hiltunen, Kaisa. 2019. ”Seitsemän elokuvaa kuulumisesta: Lyhytelokuva menetelmänä ja tutkimuksen kohteena osallistavassa hankkeessa”. WiderScreen Ajankohtaista 19.12.2019. http://widerscreen.fi/numerot/ajankohtaista/seitseman-elokuvaa-kuulumisesta-lyhytelokuva-menetelmana-ja-tutkimuksen-kohteena-osallistavassa-hankkeessa/

Tulostettava PDF-versio


Artikkelissa pohditaan lyhytelokuvan roolia taideperustaisessa osallistavassa tutkimushankkeessa Rajojen yli – kuulumisen performansseja ja narratiiveja taiteen keinoin (2017–2021). Tutkijalähtöisessä hankkeessa ihmisiä kutsuttiin pohtimaan kuulumista työpajoissa taiteen tekemisen ja keskustelun kautta. Yksi työpajoista oli videotyöpaja, jossa osallistujien tavoitteena oli tehdä kuulumista käsittelevä lyhytelokuva. Työpajassa valmistui seitsemän elokuvaa, jotka esitettiin julkisessa ensi-illassa ja taidenäyttelyssä, joka koostettiin kaikissa työpajoissa valmistuneista teoksista. Itsereflektiivisen artikkelin lähtökohtana on kysymys siitä, miten tutkijoiden ”tilauksesta” tehtyjä lyhytelokuvia tulisi analysoida, jotta analyysi tuottaisi kuulumisen tutkimuksen näkökulmasta relevanttia tietoa ja jotta analyysi olisi eettisesti kestävää. Mitä reunaehtoja prosessi asettaa analyysille? Miten on huomioitava esimerkiksi osallistujien vaihteleva kokemus elokuvanteosta, työpajan ohjaajien rooli ja tutkijan oma kietoutuminen prosessiin? Teoreettisena viitekehyksenä artikkelissa käytetään osallistavia visuaalisia ja taideperustaisia menetelmiä koskevia keskusteluja. Elokuvien yksityiskohtaista analyysiä keskeisemmäksi artikkelissa nousee kontekstin ja analyysin reunaehtojen tarkastelu. Sopivan analyysitavan määrittämisessä tärkeäksi seikaksi nousee osallistujan eli elokuvantekijän ja tutkijan yhteistyössä syntyvä tieto. Osallistavassa taideperustaisessa tutkimuksessa on tärkeää tuoda esille osallistujan ääni. Elokuvien lisäksi aineistona käytetään työpajoissa nauhoitettuja ryhmäkeskusteluja, osallistujien vapaamuotoisia yksilöhaastatteluja sekä tutkimuspäiväkirjaa, sillä kuulumista koskeva tieto syntyi hankkeessa paitsi elokuvien myös keskusteluiden kautta.

Avainsanat: analyysimenetelmä, kuuluminen, lyhytelokuva, osallistava tutkimus, taideperustainen tutkimus, taidetyöpaja, tutkimusetiikka


Tutkimushankkeessa Rajojen yli – kuulumisen performansseja ja narratiiveja taiteen keinoin (2017–2021) tutkitaan kuulumista taideperustaisin menetelmin, muun muassa osallistujien tekemien lyhytelokuvien avulla. Kysymme, miten ihmiset määrittelevät ja haastavat kuulumista ja miten he ilmaisevat kuulumista taiteen avulla.[1] Kutsuimme Jyväskylässä asuvia ihmisiä pohtimaan kuulumista kolmeen taidetyöpajaan talvella 2018. Videotyöpajassa jokaisen osallistujan tavoitteena oli tehdä kuulumista käsittelevä lyhytelokuva. Elokuvia valmistui seitsemän ja ne saivat julkisen ensi-iltansa toukokuussa 2018.

Tässä artikkelissa pohdin mitä haasteita liittyy lyhytelokuvan käyttämiseen menetelmänä tutkijalähtöisessä mutta osallistavassa hankkeessa. Osallistavissa taideperustaisissa tutkimushankkeissa analyysimenetelmät eivät ole yleensä kovin vakiintuneita, vaan niitä kehitetään projektien aikana (McNiff 2008, 33–34). Näin on ollut myös Rajojen yli -hankkeessa. Monitieteisessä tutkimusryhmässä käytämme taiteen- ja kulttuurintutkimuksen sekä kielentutkimuksen näkökulmia teosten, taiteellisen prosessin ja työpajatoiminnan analysoimiseen, mutta valmista mallia ei ollut. Rajojen yli -hankkeessa tutustuin taideperustaisiin osallistaviin menetelmiin ja toimin videotyöpajan ohjaajana neljän kuukauden ajan. Tämän artikkelin itsereflektiivinen ote nousee niistä monista kysymyksistä, joita minulle elokuvatutkijana on herännyt uudenlaisen tutkimuskentän ja aineiston äärellä.

Aluksi oli selvitettävä sopiva käsitteistö. Kuvaan tutkimushankettamme termillä taideperustainen tutkimus (arts-based research), jolla tarkoitetaan taiteellisiin käytäntöihin nojaavaa tutkimusta, joka ei välttämättä edellytä tutkijalta ja osallistujilta taiteilijuutta. Taidetta käytetään tiedon tuottamisen välineenä tai sen avulla etsitään uudenlaisia tietämisen tapoja. (Ks. esim. Barone ja Eisner 2012; Eisner 2008; McNiff 2008.) Koska mikään vakiintuneista käsitteistä ei tuntunut sopivalta kuvaamaan videotyöpajassa tehtyjä elokuvia, päädyin neutraaliin termiin lyhytelokuva. Kyse ei ole toimintatutkimuksesta, joten termi osallistava video (participatory video) ei ollut sopiva, koska sillä tarkoitetaan osallistujien yhdessä yhteisestä aiheesta tekemää elokuvaa (esim. Chalfen 2012; Milne 2016; Walsh 2016). Osallistujalähtöisestä elokuvastakaan ei voi varsinaisesti puhua silloin kun tutkijat kutsuvat osallistujia tekemään elokuvia valitsemastaan aiheesta. Monet osallistavan visuaalisen tutkimuksen menetelmät korostavat omaelämäkerrallisuutta (Chalfen 2012, 188–189), mikä ei päde suoraan kaikkiin tässä hankkeessa tuotettuihin elokuviin, sillä teoksilta ei edellytetty omaelämäkerrallisuutta.

Tässä artikkelissa menetelmää ja etiikkaa koskevat kysymykset kietoutuvat toisiinsa, kuten visuaalisia menetelmiä käyttävissä tutkimuksissa tyypillisesti käy (Waycott et al. 2015, 7). Pohdin, miten elokuvia tulisi analysoida, jotta analyysi olisi osallistujien kannalta eettinen ja jotta se myös tuottaisi tutkimuksen kannalta relevanttia tietoa. Sopivan analyysitavan etsimiseen liittyy monia toisaalta – toisaalta -pohdintoja. Miten elokuvien sisältöä, muotoa ja kokonaisprosessin merkitystä voisi tarkastella tasapainoisesti ottaen huomioon, että elokuvat ovat yhtäältä taidetta ja toisaalta tutkimusaineistoa? Miten tulisi huomioida osallistujien vaihteleva kokemus elokuvanteosta, entä oma läsnäoloni työpajoissa? Työni aineiston parissa on ollut pitkälti kamppailua tarkoituksenmukaisen ja eettisesti kestävän analyysitavan löytämiseksi. Artikkelin tavoitteena ei ole jokaisen seitsemän elokuvan yksityiskohtainen analyysi. Elokuvien lähilukua keskeisempää on kontekstin ja analyysin reunaehtojen tarkastelu ja asianmukaisen analyysitavan määritteleminen. Käsittelen kuitenkin myös elokuvien kuulumiseen avaamia näkökulmia ja kysyn, millaista tietoa elokuvat tuottivat kuulumisesta.

Elokuvien lisäksi käytän aineistona työpajoissa nauhoitettuja ryhmäkeskusteluja, osallistujien vapaamuotoisia yksilöhaastatteluja sekä omaa tutkimuspäiväkirjaani. Tärkeä osa työpajatyöskentelyä olivat keskustelut ja kokemusten jakaminen. Työpajat olivat eläviä kohtaamisia, joihin sisältyi myös paljon dokumentoimatonta ainesta. Kuten Tarr, Gonzales-Polledo ja Cornish (2017, 59) sanovat, elävään tilanteeseen liittyvät improvisoidut elementit eivät ole läsnä tallennetussa aineistossa enää myöhemmin. Esimerkiksi ohjaajien rooleihin ja ihmisten odotuksiin liittyvät pinnanalaiset jännitteet ja osallistujien työn seuraaminen läheltä ovat tällaisia asioita. Oma ymmärrykseni lyhytelokuvista syntyy tästä kokonaisuudesta, jota tässä artikkelissa avaan.

Lähden liikkeelle Rajojen yli -hankkeen tavoitteista, kuulumisen käsitteestä ja videotyöpajan esittelystä. Tämän jälkeen tuon esiin analyysin reunaehtoja ja esittelen elokuvat. Analysoin tapoja, joilla elokuvissa käsitellään kuulumista ja kartoitan sopivaa analyysitapaa keskustellen osallistavia visuaalisia menetelmiä käsittelevän tutkimuksen kanssa. Pohdin lopuksi vielä mitä prosessi on opettanut ja millaista tietoa kuulumisesta elokuvat tuottivat.

Rajojen yli taiteen avulla

Rajojen yli -tutkimushankkeessa taideperustaisten menetelmien avulla etsitään uusia näkökulmia kuulumisen tutkimukseen. Mukaan otettiin monia taiteenaloja, joista tässä käsittelen vain videotyöpajassa tehtyjä lyhytelokuvia.[2] Lähtökohtana hankkeelle oli havainto, että kuulumista ei ole aiemmin tarkasteltu kovin paljon taiteellisten käytäntöjen kautta. Lähdimme pohtimaan, millaista tietoa kuulumisesta olisi mahdollista saada taiteellisen toiminnan kautta. Aiemmissa kuulumisen tutkimuksissa kohteena on usein ollut erilaisia ns. haavoittuvia ryhmiä, kuten lapset, nuoret, maahanmuuttajat ja seksuaalivähemmistöt. Nämä tutkimukset sijoittuvat suurelta osin sosiaalitieteiden, kuten sosiaalipsykologian alalle (Lähdesmäki et al. 2016, 240; 242) ja monissa niistä on tavoitteena ollut vahvistaa osallistujien kuulumisen kokemusta. Suomessa Helena Oikarinen-Jabai on tehnyt somalinuorten parissa monivuotisen osallistavan ja taideperustaisen tutkimushankkeen, jossa keskeisiksi teemoiksi nousivat kuuluminen ja paikantuminen. Nuoret tekivät yhdessä taideprojekteja, muun muassa lyhytdokumentin ja radio-ohjelman, jotka käsittelivät heille yhteisiä aiheita, kuten suhdetta suomalaisuuteen. (Oikarinen-Jabai 2017a; 2017b.)

Rajojen yli -hankkeessa osallistumista ei haluttu rajata tietyille ennalta määritellyille ryhmille. Ainoa kriteeri oli, että osallistujan tuli asua työpajojen aikaan Jyväskylässä. Tavoitteena oli saada mukaan sekä paikkakunnalla pitkään asuneita, että sinne vasta muuttaneita, erilaisista taustoista tulevia ihmisiä ja tällä tavoin edistää ihmisten välistä kanssakäymistä sekä madaltaa rajoja mukana olevien instituutioiden, Jyväskylän yliopiston, monikulttuurikeskus Glorian ja Jyväskylän taidemuseon, välillä. Tutkimuksella ei siis pyritty vastaamaan jonkin tietyn ryhmän tai yhteisön olemassa oleviin ongelmiin, emmekä olettaneet, että osallistujilla olisi lähtökohtaisesti joitakin tiettyjä kuulumisen kokemuksia tai tarve kuulua johonkin. Tavoitteet eivät olleet emansipatorisia, kuten kuulumisen tunteen vahvistaminen, vaan kuulumisen pohtiminen, määritteleminen ja kyseenalaistaminen.

Yksi hankkeen syntyyn vaikuttaneista tekijöistä oli kuitenkin vuoden 2015 ”pakolaiskriisi” ja sen synnyttämä keskustelu rajoista, minkä vuoksi pyrimme saamaan osallistujiksi myös turvapaikanhakijoita ja maahanmuuttajia. Tämän vuoksi haimme osallistujia myös paikkakunnalla asuvia ulkomaalaisia tavoittavien sosiaalisen median ryhmien kautta. Samasta syystä yhteistyötahoksi pyydettiin Gloriaa, joka on matalan kynnyksen kohtaamispaikka erityisesti hiljattain Suomeen muuttaneille. Tavoitteena on tuottaa taiteen kautta tietoa kuulumisesta tilanteessa, jossa Suomi muuttuu entistä monikulttuurisemmaksi.

Monitahoinen kuulumisen käsite

Työpajassa emme puhuneet kuulumista käsittelevästä tutkimuksesta, vaan jokainen sai ymmärtää käsitteen omalla tavallaan. Me tutkijoina kuitenkin suhteutamme työpajassa esiin nousseita käsityksiä aiempaan teoriaan. Käyn lyhyesti läpi kuulumisen keskeisiä määritelmiä havainnollistaakseni käsitteen moninaisuutta. Kuulumisella voidaan yhtäältä tarkoittaa erilaisia virallisia kuulumisen muotoja, kuten kansalaisuus ja muut ulkoa päin annetut jäsenyydet ja toisaalta henkilökohtaista tunnetta siitä, että kuuluu johonkin paikkaan tai ryhmään. Sosiologi Nira Yuval-Davisin mukaan kuuluminen tarkoittaa emotionaalista, tai jopa ontologista, kiinnittymistä ja tunnetta kotona olemisesta. Siihen liittyy myös toivon ja turvan kokemuksia. Yuval-Davis toteaa, että kuuluminen luonnollistuu arjessa helposti ja puheenaiheeksi se nousee yleensä vasta sitten kun se kyseenalaistetaan. Kun ihmiset ryhtyvät puhumaan kuulumisen puolesta poliittisissa projekteissa, kyseessä on kuulumisen politiikka. Molemmilla tasoilla kuuluminen kytkeytyy eettisiin ja poliittisiin arvojärjestelmiin. (Yuval-Davis 2011, 10–12.) Maantieteilijä Marco Antonsichin mukaan kuulumista tulisi analysoida sekä Yuval-Davisin tarkoittamassa mielessä henkilökohtaisena kotona olemisen tunteena, jolloin Antonsich itse painottaa paikkaan kuulumista, että diskursiivisena resurssina, jonka avulla voidaan perustella tai vastustaa yhteiskunnallista sisään- tai ulossulkemista. Jälkimmäinen tulee lähelle Yuval-Davisin kuulumisen politiikkaa (Antonsich 2010, 644).

Kuulumisen toinen puoli on kuulumattomuus, joka voi olla vapaaehtoista ulkopuolelle jättäytymistä tai pakotettua ulossulkemista. Sosiologi Montserrat Guibernau (2013) määrittelee kuulumista ryhmäjäsenyyden kautta, jolloin se tarkoittaa yhteisten arvojen ja mielenkiinnon kohteiden jakamista, joskus hyvinkin eksklusiivisesti. Kuulumisen voi siis ajatella olevan toisessa ääripäässä yksilön henkilökohtainen tunne tai valinta, joka tyypillisesti kohdistuu tiettyyn paikkaan. Toisessa ääripäässä se on virallista, jonkin ulkopuolisen tahon määräämää ja säätelemää, kuten kansalaisuus tai joidenkin yhteisöjen jäsenyys. Edellisistä näkökulmista poiketen Rosalyn Diprose on puhunut kuulumisesta yleisinhimillisenä ihmisten välisenä yhteytenä, joka perustuu ruumiilliseen maailmassa oloomme. Kyse on esireflektiivisestä kuulumisesta, jota eivät määritä jaetut identiteetit, kuten kansallisuus, vaan kehollisuus, joka on samanaikaisesti yhteistä ja erillistä. (Diprose 2008, 36–47.)

Videotyöpaja ”Kuulumisen kertomuksia”

Videotyöpajaan ilmoittautui kaksitoista osallistujaa, joista neljä jäi pois matkan varrella. Osallistujat olivat 26–50-vuotiaita ja he olivat kotoisin Iranista, Meksikosta, Nigeriasta, Suomesta (3), Tansaniasta ja Turkista. Suurin osa heistä asui väliaikaisesti Jyväskylässä, pääasiassa opintojensa vuoksi. Tärkeimpinä osallistumisen syinä mainittiin halu oppia elokuvantekoa ja kiinnostus kuulumisen teemaa kohtaan. Ryhmä kokoontui kerran viikossa kolmen tunnin ajaksi noin neljän kuukauden ajan. Englanninkieliset tapaamiset järjestettiin Gloriassa, joka oli monille entuudestaan tuttu paikka.

Pidimme tärkeänä järjestää taidetyöpajoille kunnolliset puitteet ja varmistaa ammattimainen ohjaus. Siksi tutkijoiden työpareiksi työpajoja vetämään rekrytoitiin eri alojen ammattilaisia. Minun työparini videotyöpajassa oli videojournalisti Ronan, joka vastasi elokuvaopetuksesta. Muut sisällöt suunnittelimme yhdessä. Elokuvantekemisen lisäksi työpajaan sisältyi keskusteluja, lyhytelokuvien katsomista ja analysoimista sekä erilaisia yksilö- ja ryhmäharjoituksia. Tapaamisten alussa kävimme kuulumiskierroksen ja keskustelimme kuulumisesta pyrkien löytämään joka kerta uusia näkökulmia. Perehtymisen kuulumisen käsitteeseen aloitimme mielikuvakartan avulla, jolloin huomasimme nopeasti, että kyse on monitahoisesta ja monitulkintaisesta käsitteestä (kuva 1). Yhdellä kerralla pyysimme osallistujia tuomaan mukanaan itselleen merkityksellisen esineen, jonka kautta he saivat kertoa ajatuksiaan kuulumisesta. Näitä tärkeitä esineitä olivat esimerkiksi koru, sanakirja ja passi. Esineet auttoivat ihmisiä myös tutustumaan toisiinsa. Muita keskustelun aiheita olivat muun muassa tärkeät paikat ja kuulumiseen liittyvät tunteet ja aistikokemukset. Me tutkijat annoimme osallistujien määritellä ja ymmärtää kuulumisen haluamallaan tavalla, vaikka osallistuimme myös itse keskusteluihin. Työpajatapaamisissa oli usein mukana myös tutkimusavustaja, projektitutkija ja hankkeen johtaja, jotka kaikki osallistuivat keskusteluihin. Tutkijatiimistä kukaan ei osallistunut elokuvantekoon.

Kuva 1. Mielikuvakartta kuulumisesta.

Elokuvan suunnitteluun ja tekemiseen varattiin runsaasti aikaa ja se eteni järjestelmällisesti Ronanin määrittelemien vaiheiden (pre-production, production ja post-production) mukaisesti. Elokuvan tekemisen perusteet oli välttämätöntä käydä läpi, koska osalla ei ollut mitään aiempaa kokemusta elokuvan tekemisestä. Varsinainen elokuvanteko käynnistyi ideoinnista ja eteni synopsiksen ja käsikirjoituksen laadintaan. Tässä vaiheessa tehtiin ryhmätöitä, keskusteltiin ideoista ja annettiin toisille palautetta. Seuraavassa vaiheessa osallistujat harjoittelivat videokameran käyttöä ryhmissä. Tämän jälkeen jokainen kuvasi materiaalia omaa elokuvaansa varten vapaa-ajallaan ja viimeiset viisi viikkoa käytettiin editoimiseen. Kuvaus- ja leikkausvaiheessa osallistujat auttoivat toisiaan tarpeen mukaan. Kaiken kaikkiaan kyseessä oli pitkäjänteinen luova prosessi, joka edellytti sitoutumista, oman ajan hyödyntämistä ja uusien taitojen opettelua. Keskustelut kuulumisesta, tekeillä olevista ja tapaamisessa katsotuista elokuvista muodostivat tärkeän osan työpajatoimintaa. Mielipiteet törmäsivät toisinaan, esimerkiksi liikkuvuutta ja sen vapaaehtoisuutta koskevissa keskusteluissa. Loppuhaastattelussa monet pitivät erityisesti keskusteluja antoisina. Neljän kuukauden ajan ryhmä oli yhteydessä toisiinsa myös Facebook-ryhmän kautta.

Kuusi elokuvaa ennätti keväällä 2018 järjestettyyn julkiseen ensi-iltaan ja saman vuoden marraskuussa järjestettyyn uusintanäytökseen Gloriassa. Editoinnin loppuvaiheessa tai pian ensi-illan jälkeen haastattelin osallistujat yksitellen. Vapaamuotoisessa haastattelussa pyysin heitä käymään läpi työpajakokemusta kokonaisuutena ja pohtimaan mitä osallistuminen ja elokuvanteko merkitsivät heille kuulumisen näkökulmasta.

Tutkimushanke suunnitteli ja toteutti yhteistyössä osallistujien ja Jyväskylän taidemuseon kanssa taidenäyttelyn galleria Ratamossa talvella 2019. Näyttelyssä olivat esillä kaikki kolmessa työpajassa valmistuneet teokset. Näyttelyn avulla halusimme antaa jotain myös osallistujille, vahvistaa tutkimushankkeen osallistavuutta sekä tehdä tutkimusta näkyväksi. Osallistujilla oli mahdollisuus laittaa teoksensa myyntiin. Näyttelyssä osallistujien ja teosten rooli painottuu, kun taas tutkimus jäi pienempään rooliin. Tutkimushankkeen tavoitteista kerrotaan lyhyesti näyttelylehtisessä, mutta gallerian seinillä prosessia ei esitellä tutkimuksen näkökulmasta. Osa elokuvista on nähtävillä myös hankkeen sivustolla.

Analyysin reunaehtoja

Lähdettäessä analysoimaan tutkimushankkeessa, tutkijoiden ”tilauksesta”, tehtyjä lyhytelokuvia, jossa tutkija itse kietoutuu tiiviisti prosessiin, on kontekstin vaikutusta tarkasteltava monesta suunnasta. Halusimme selvittää ihmisten ajatuksia tutkijoiden etukäteen määrittelemästä aiheesta, kuulumisesta, tutkijoiden valitsemien menetelmien avulla. Osallistujilla oli mahdollisuus ylittää taiteenalojen rajoja ja tehdä yhteistyötä toisten kanssa, mutta videotyöpajassa kaikki pysyivät videoelokuvan raameissa. Vaikka aihe oli etukäteen annettu, niin sen laajuus mahdollisti monenlaisten teemojen käsittelyn eri tyyleillä ja eri näkökulmista. Lähtökohta oli vapaampi kuin sellaisissa hankkeissa, joissa osallistujat tekevät elokuvan yhdessä heitä yhteisesti koskettavasta aiheesta. Tietyn jännitteen tutkimusasetelmaan tuo kuitenkin se, ettei hanketta suunniteltu yhdessä osallistujien kanssa eikä se lähtenyt liikkeelle tietyn ryhmän tarpeista. Monet osallistujista riippumattomat seikat vaikuttivat lisäksi prosessin aikana siihen millaisia elokuvista tuli. Nostan näitä seikkoja seuraavaksi esiin.

Luc Pauwels tähdentää, että osallistavien visuaalisten menetelmien kohdalla tutkijan vaikutus prosessiin tulee minimoida, vaikka se on haastavaa. Näiden menetelmien suurimmat haasteet liittyvät siihen, miten osallistujat voidaan ohjeistaa tuottamaan visuaalisia teoksia tiettyä tarkoitusta varten siirtämättä epähuomiossa tutkijoiden omia arvoja ja normeja osallistujille. Elokuvantekemisen perustekniikoiden opettamisen yhteydessä tutkijan omat kulttuuriset käsitykset voivat vaikuttaa ja häiritä osallistujien työskentelyä. Se voi näkyä jopa sellaisten yksityiskohtien tasolla kuin kuvarajaus tai otoksen kesto. (Pauwels 2015, 102–103.)

Vaikka pyrimme antamaan osallistujille mahdollisimman vapaat kädet, niin Ronanin journalistinen ja dokumentaarinen tausta sekä aiempi kokemus videotyöpajojen vetämisestä vaikutti siihen, miten elokuvista keskusteltiin ja millaisia niistä lopulta tuli. Työpajan alussa keskustelimme fiktion ja dokumenttielokuvan tekemisen eroista pienryhmissä, jolloin esiin nousi fiktion työläys suhteessa dokumenttielokuvaan. Seuraavalla kerralla Ronan kertoi dokumenttielokuvan eri genreistä dokumenttiteoreetikko Bill Nicholsin teoksessaan Introduction to Documentary (2001) tekemän luokittelun pohjalta, mikä vahvisti ajatusta dokumenttielokuvasta sopivana vaihtoehtona. Fiktion tekemisen mahdollisuutta ei rajattu pois, mutta lähes kaikki ryhtyivät suunnittelemaan ei-fiktiivistä elokuvaa. Itse ajattelin, että lajityyppiajattelua ei tarvitsisi korostaa, jotta se ei ohjaisi tekemistä liikaa. En kuitenkaan kritisoinut luokittelun läpikäymistä, enkä pitänyt sitä isona ongelmana, sillä Nicholsin kategoriat ovat suhteellisen väljiä.

Myös käytettävissä oleva aika ja muut resurssit vaikuttivat siihen, että ei-fiktiivinen elokuva nähtiin luontevimpana vaihtoehtona. Vaikka valmistuneiden elokuvien joukossa ei ole fiktioita, eivät ne kaikki myöskään ole suoraviivaisia dokumenttielokuvia. Käytännön syistä elokuvien kesto rajattiin noin kymmeneen minuuttiin, sillä aika ei olisi muuten riittänyt osallistujien auttamiseen leikkausvaiheessa. Lisäksi ennakoimme ensi-iltaa, jolloin kaikki elokuvat tulisi voida esittää saman illan aikana. Osallistujien elokuvista puhuttaessa me ohjaajat pyrimme rajoittamaan mielipiteemme käytännön seikkoihin, kuten siihen mikä vaihtoehto olisi helpoin toteuttaa työpajan puitteissa tai kuinka monta haastateltavaa elokuvaan kannattaa ottaa. Osallistujat myös kommentoivat toistensa suunnitelmia yhteisissä keskusteluissa.

Osallistujien kokemukset elokuvanteosta ja valmiudet ilmaista ajatuksiaan elokuvan avulla vaihtelivat. Nämä erilaiset lähtökohdat tulee ottaa huomioon analyysissä. Aiemmalla kokemuksella ei välttämättä ole paljon merkitystä valitun aiheen kannalta, mutta ilmaisukeinojen hyödyntämisessä sillä on enemmän merkitystä ja tämä näkyy selvästi elokuvista. Niiden elokuvien, joiden tekijöillä ei ollut aiempaa kokemusta elokuvanteosta, formalistisissa ratkaisuissa näkyy suoraan ohjaajan vaikutus ja joissakin tapauksissa myös toisten osallistujien antama apu. Teosten esteettinen arvo ei ole ensisijainen asia tutkimuksen onnistumisen kannalta, mutta ilmaisukeinojen hallinta vaikuttaa siihen, miten elokuvan avulla voidaan kommunikoida kuulumisesta. Kyse on myös siitä, millä kriteereillä taideperustaisen tutkimuksen taiteellisia tuloksia tulisi arvioida.

James Haywood Rollingin (2010, 105) mukaan ei ole olemassa yhtä kriteeriä taideperustaisessa tutkimuksessa syntyneiden teosten taiteellisen laadun arviointiin, kuten ei yleensä taideteosten kohdalla. Tom Barone ja Elliot Eisner taas toteavat, että parhaimmillaan taideperustaisessa tutkimuksessa voi syntyä jotain mikä tulee lähelle taideteosta. He luettelevat kuusi kriteeriä taideperustaisen tutkimuksen ja sen tulosten arvioimiseen: osuvuus, ytimekkyys, koherenssi, produktiivisuus/generatiivisuus, sosiaalinen merkittävyys sekä kuvaavuus ja valaisevuus. (Barone ja Eisner 2012, 1; 146.) Työpajassa emme määritelleet olimmeko tekemässä taidetta vai jotain muuta. Taiteesta ei varsinaisesti edes puhuttu eikä kukaan osallistujista esitellyt itseään taiteilijana, vaikka muutamilla oli taiteellista kunnianhimoa. Haastattelussa osallistujien oli selvästi vaikeinta vastata kysymykseen, millä tavoin taide tai taiteen tekeminen on tärkeää kuulumisen kannalta. Selvää kuitenkin on, että elokuvilla on taiteellisia ansioita. Toisaalta, kaikki elokuvat palvelevat tutkimuksen päämääriä taiteellisesta laadustaan riippumatta. Jotkut elokuvista ovat kuitenkin tulkinnan ja näkökulmasta hedelmällisempiä siksi, että niissä käytetään ilmaisukeinoja tietoisesti ja monipuolisemmin. Ne ovat myös antoisimpia pohdittaessa, millaista on elokuvien kuulumisesta tuottama ns. taiteellinen tieto.

Analyysi- ja tulkintaprosessissa tulee lisäksi huomioida minun oma ”siellä olemisen” kokemukseni (Tarr, Gonzalez-Polledo ja Cornish 2017, 29–30). Minulla on sellaista tietoa elokuvien tausta- ja valmistumisprosessista, jota on mahdotonta analysoida tyhjentävästi ja pitää erillään valmiista elokuvista. Osallistuja-elokuvantekijöiden intentiot tulevat osallistavassa tutkimuksessa keskeisemmäksi osaksi tulkintaprosessia kuin esimerkiksi sellaisessa elokuvatutkimuksessa, jossa tutkija analysoi itselleen tuntemattomien tekijöiden elokuvia.

Miten osallistujat siis edellä kuvaamassani kontekstissa kertoivat kuulumisesta elokuvan avulla? Seuraavaksi esittelen elokuvat kertoen lyhyesti niiden sisällöstä ja tyylistä sekä tekijöiden ajatuksista.

Seitsemän näkökulmaa kuulumiseen

Väitös/The Defence (7.52 min.) [3]

Väitös käsittelee tohtorinväitöstilaisuutta kuulumisen riittinä, jonka myötä tullaan osaksi akateemista yhteisöä. Jukka valitsi tämän aiheen, koska kuuluminen akateemiseen yhteisöön oli hänelle henkilökohtaisesti tärkeää. Työpajan alussa hän suhtautui hyvin skeptisesti ajatukseen kuulumisesta. Hän koki käsitteen liian voimakkaaksi ja rajoittavaksi, sillä se tuntui sisältävän ajatuksen, että ihmisen täytyy olla jossakin, kun taas hän ei halunnut kuulua mihinkään. Jukka suunnitteli tekevänsä elokuvan omasta kuulumattomuuden tunteestaan, mutta hylkäsi idean itsekeskeisenä. Väitösaiheen kautta Jukka pystyi käsittelemään kuulumista itselleen merkityksellisellä tavalla, mutta kuitenkin etäännyttäen itsensä elokuvasta.

Päähenkilö, tohtorikokelas, antoi elokuvantekijän seurata häntä koko väitöspäivän ajan. Vaikka elokuva kuvaa siirtymäriittiä, joka vahvistaa väittelijän kuulumista akateemiseen yhteisöön, niin siinä ei puhuta suoraan kuulumisesta. Havainnoivan ja interaktiivisen dokumentin keinoja hyödyntävä elokuva seuraa tapahtumia sivusta mutta kuitenkin läheltä. Välillä päähenkilö puhuu kameran takana olevalle elokuvantekijälle, mutta tämä tapahtuu aina toiminnan kontekstissa eli erillisiä haastattelukohtauksia ei ole. Suunnitteluvaiheessa Jukka mietti, että kaavamaista akateemista rituaalia voisi elävöittää spagetti-westernin tyylillä. Tästä ideasta elokuvaan jäi ääniefektejä, kuvarajauksia ja leikkauksia, jotka tuovat kerrontaan ripauksen huumoria. Esimerkiksi väitöstilaisuutta edeltävän väittelijän, kustoksen ja vastaväittäjän jännittyneen kohtaamisen humoristisuutta korostaa kuvan rajaus (kuva 2). Yhtä paljon kuin väitöstilaisuutta kuvataan karonkkaa, jossa tulee esiin perheen, kollegoiden ja ystävien merkitys väittelijälle. Jukka oli tyytyväinen ensimmäiseen elokuvaansa, vaikka sanoikin, että olisi voinut käsitellä kuulumista suoremmin. Hän koki projektin voimaannuttavana ja mietti uuden elokuvan tekemistä.

Kuva 2. Ruutukaappaus elokuvasta Väitös.
Tunes of Belonging / Kuulumisen sävelet (12 min.)

Adriana ymmärsi kuulumisen eräänlaisena omistajuutena, jossa ei ole kyse siitä mitä itse omistaa, vaan siitä, että tulee muiden omistamaksi. Kuuluminen on sitä, että ympärillämme olevat ihmiset ja paikat saavat meidät tuntemaan, että meitä tarvitaan ja kaivataan. Hänen mukaansa kuulumisessa on siis enemmän kyse siitä, mitä ympärillämme on kuin siitä, mitä sisällämme on. Adrianan mielestä yhteiskunnat keskittyvät nykyisin yhä enemmän yksilöihin luoden illuusion, että pystyisimme selviytymään ilman muita ihmisiä.

Kuulumisen sävelet on toinen melko perinteistä dokumentin muotoa noudattava elokuva. Siinä kaksi muusikkoa, liettualainen Emilja ja iranilainen Sanati, kertovat miten musiikki auttoi heitä löytämään oman paikkansa ja yhteyden muihin ihmisiin vieraassa maassa, Suomessa. Musiikki on heille kommunikaation väline silloin kun yhteistä kieltä ei ole ja maailmassa olemisen tapa, joka auttaa heitä saavuttamaan kuulumisen tunteen. Adriana opiskeli itse musiikkia yliopistossa ja löysi sitä kautta henkilöt elokuvaansa.

Elokuva koostuu pääosin kohtauksista, joissa Emilja ja Sanati puhuvat tai esittävät musiikkia. Etäämpää kuvattujen otosten ohella mukana on puhuvia päitä ja muutama lähikuva esimerkiksi Sanatin soittimesta. Tapahtumapaikka Jyväskylä esitellään muutamin otoksin, minkä jälkeen huomio pysyy päähenkilöissä, heidän ajatuksissaan ja musiikissaan. Elokuvan rauhallinen rytmi tavoittaa sen tyytyväisyyden ja mielenrauhan, jota päähenkilöt kokevat musiikin äärellä. Tämä tulee esiin esimerkiksi elokuvan kokonaiskestoa ajatellen hyvin pitkässä kohtauksessa, jossa Sanati soittaa iranilaisella soittimellaan (santoor) (kuva 3). Adrianan ajatus muiden ihmisten merkityksestä kuulumiselle tulee näiden henkilöiden kokemusten kautta esiin, sillä juuri musiikin mahdollistamat yhteydet muihin ihmisiin on saanut päähenkilöt tuntemaan kuulumisen tunteita Suomessa.

Kuva 3. Ruutukaappaus elokuvasta Tunes of Belonging.
Smells of Belonging / Kuulumisen tuoksut (3.30 min.)

Hazal kertoi huomanneensa, että Suomessa ei tuoksu miltään toisin kuin hänen kotimaassaan Turkissa. Tämä havainto antoi idean runolliselle elokuvalle Smells of Beloning, joka tarkastelee tuoksujen ja kuulumisen suhdetta. Siinä italialainen, turkkilainen ja irlantilainen henkilö vastaavat kysymykseen, miltä koti tuoksuu ja onko kyseinen tuoksu koskaan muuttunut. He kertovat, millaisten tuoksujen kautta kuulumisen tunne on rakentunut heidän nykyisessä asuinpaikassaan Suomessa ja mitä tuoksuja he liittävät kotimaahansa ja kotiin. Kysymys on kulttuurisista eroista ja niiden vaikutuksesta kuulumisen tunteeseen. He liittävät kodin tuoksun muun muassa suomalaiseen mäntymetsään ja jäähän, italialaiseen ruokaan, minttuteehen ja mausteisiin, vanhoihin kirjoihin ja vasta leikattuun heinään. Ruoan ja luonnon tuoksut toistuvat vastauksissa. Vahvojen värien ja lähikuvien avulla elokuva pyrkii tekemään tuoksut aistittaviksi. Höyry nousee teekannusta (ks. kuva 4), munakoiso paistuu pannulla, ilmaan suihkautettu parfyymi heijastaa valoa ja vanhan kirjan tuoksun voi miltei aistia kirjan materiaalisuutta korostavassa lähikuvassa.

Hazal kertoi, ettei hän tunne kuuluvansa eikä tunne kiintymystä mihinkään paikkaan tai ihmisiin. Hän sanoi etsivänsä paikkaa, johon kuulua ja jossa viettää loppuelämänsä. Vaikka elokuva ei kerro hänestä itsestään, hän piti sitä tärkeänä oman etsintänsä kannalta. Hazal halusi välittää ihmisten kokemukset mahdollisimman autenttisesti katsojalle unen tai haaveen kaltaisen kerronnan avulla. Nopeine siirtymineen ja aistivoimaisine kuvineen elokuva muistuttaa nostalgista muistelemisen prosessia. Elokuvassa esiintyvät kolme henkilöä ovat visuaalisesti läsnä vain lyhyitä hetkiä, mutta heidän ääntään kuullaan enemmän. Elokuvassa ei tavoitella mitään suurempaa tarinaa, vaan vaikutelma on impressionistinen. Hazalilla on oma YouTube-kanava, jossa hän on julkaissut eri kulttuureja tarkastelevia elokuviaan, joissa hän on usein itse pääosassa. Tämänkin elokuvan lopussa hän näyttäytyy pikaisesti ja hänelle esitetään hänen oma kysymyksensä. Vastausta ei tosin kuulla.

Kuva 4. Ruutukaappaus elokuvasta Smells of Belonging.
My Cycling Tale / Minun pyöräilytarinani (2.23 min.)

Tämä humoristinen elokuva kertoo tansanialaisen Ombenin yrityksestä vahvistaa kuulumistaan Suomeen ja paikalliseen yhteisöön opettelemalla ajamaan polkupyörällä. Ombenin harjoittelu oli katkennut onnettomuuteen ja loukkaantumiseen, jonka seurauksena hän oli päättänyt, ettei pyöräily sovi hänelle. Työpajassa hän pystyi jo nauramaan asialle ja halusi tehdä kokemuksestaan myönteisen elokuvan. Lyhyen elokuvan alussa Ombeni esittelee ensin itsensä ja muutamin kuvin esitellään myös tapahtumaympäristöä, Jyväskylää pyöräilykaupunkina. Seuraavissa otoksissa Ombeni nähdään harjoittelemassa pyöräilyä ystävänsä avustuksella hänen oman kertojaäänensä säestäessä tapahtumia. Ombenin selostuksen siirtyessä onnettomuushetkeen kuviin ilmaantuu ensin teksti, ”Warning”, jolla varoitetaan elokuvan tulevasta sisällöstä. Varoituksen humoristisuutta lisää perään ilmestyvä liikennemerkki, jossa lukee ”Bad idea”. Tämän jälkeen hupaisa animoitu Ombeni-hahmo suistuu pyörällään lammikkoon. Väinämöistä muistuttava lentävä suomalaishahmo pelastaa Ombenin ja auttaa hänet kotiin (kuva 5). Kertomuksen traumaattisin hetki on toisin sanoen esitetty etäännyttävän animaation keinoin. Toisin kuin katsoja ehkä osaa odottaa, kertojaääni toteaa lopussa lakonisesti, että onnettomuuden jälkeen hän päätti, että pyöräily ei ole hänen juttunsa ja että hänen täytyy löytää muita keinoja kuuluakseen Jyväskylään.

Elokuvan suunnitteluvaiheessa Ombenia kiinnosti laajemminkin afrikkalaisten naisten kokemukset suomalaisesta pyöräilykulttuurista ja talviurheilusta sekä näiden asioiden vaikutukset kuulumisen tunteeseen. Taustalla oli kulttuurishokki, mutta Ombeni lähestyy kokemuksiaan optimistisesti elokuvassaan. Hän määritteli kuulumisen positiivisena yhteytenä toisiin ihmisiin. Hänen mielestään ihmisen on annettava aikaa itselleen, sillä kuulumisen tunne kehittyy vähitellen. Elokuvan myötä hän kuitenkin haastoi itsensä ja jatkoi pyöräilyn opettelua. Työpajan aikaan Suomesta oli tulossa Ombenille toinen koti. Ombenilla ei ollut aiempaa kokemusta elokuvan tekemisestä ja hän sai apua kuvaukseen, animointiin ja leikkaukseen muilta osallistujilta. Visio on kuitenkin hänen omansa. Haastavimmaksi Ombeni kuvasi oikean äänensävyn löytämisen kertojaääneensä.

Kuva 5. Ruutukaappaus elokuvasta My Cycling Tale.
Ikuisesti koti-ikävä / Forever Homesick (3.08 min.)

Tinan elokuva käsittelee kuulumattomuuden ja ulkopuolisuuden tunteita, joita hän koki muutettuaan takaisin kotimaahansa Suomeen monien vuosien jälkeen. Hän vietti nuoruutensa ja osan aikuisiästään Englannissa. Suomessa hän ei kokenut olevansa osa mitään ryhmää. Ulkopuolisuuden tunne liittyi vahvasti hänen omaksumaansa englantilaiseen aksenttiin. Tina aikoi käsitellä elokuvassaan kielen vaihtamisen kautta tapahtuvaa ulossulkemista keskusteluryhmissä, mutta aihe osoittautui liian työlääksi. Sen sijaan hän päätyi kuvaamaan yleisemmin tuntemuksiaan Suomessa asumisesta yhdistelemällä eri maissa aiemmin kuvaamaansa materiaalia Jyväskylässä kuvaamiinsa otoksiin ja koostamalla niistä elokuvansa.

Muualla kuvattu materiaali sisältää irrallisia kohtauksia toreilta ja tapahtumista sekä lentomatkalla kuvattuja kesäisiä otoksia, joihin sisältyy lentokoneen kuulutuksia (kuva 6). Näissä otoksissa on paljon ääntä ja puhetta. Kontrastina Jyväskylässä kuvatut otokset ovat hiljaisia näkymiä metsätieltä, jossa hän kävelee. Omalla kertojaäänellään Tina kuvaa ajatuksiaan Suomesta, jossa ihmiset ovat hänen mielestään etäisiä, ja pelkojaan siitä miten Brexit vaikuttaa hänen tulevaisuuden asuinpaikkaansa. Tunnelma on surumielinen ja haikea. Eri yhteyksissä kuvatuista otoksista syntyy vaikutelma, että kertoja potee koti-ikävää.

Tina puhui paljon kielen kautta tapahtuvasta ulossulkemisesta. Vaikka elokuva keskittyy yleisemmin ulkopuolisuuden kokemuksiin, hän onnistui tuomaan mukaan myös alkuperäistä ajatustaan kielen vaihtamisen kautta tapahtuvasta ulossulkemisesta käyttämällä elokuvassa useita eri kieliä, joista osa on tekstityksenä. Keino synnyttää hämmennystä katsojassa, kuten tekijän mukaan oli tarkoituskin.

Kuva 6. Ruutukaappaus elokuvasta Forever Homesick.
A Good Friend / Hyvä ystävä (6.50 min.)

Jamalin elokuva kertoo Naelista, syyrialaisesta miehestä, joka työskentelee monikulttuurikeskuksessa ja yrittää sopeutua elämään Suomessa. Elokuva alkaa sotaisalla näkymällä, jossa pommit iskeytyvät kaupunkiin jossain Lähi-Idässä. Kuvan päälle ilmestyy John F. Kennedyä siteeraava teksti: “Art is not a form of propaganda; it is a form of truth”. Näkymä vaihtuu kesäisiin kuviin Jyväskylän aamuliikenteestä ja työpaikalle saapuvasta Naelista. Elokuvan ensimmäisessä osassa Nael nähdään työssään tietokoneen ääressä ja jälkimmäisessä ruokailemassa perheensä kanssa kotonaan. Ensimmäisessä osassa Jamal yhdistää Naelin tilannetta ja hänen ajatuksiaan kuvaavia tekstejä Naelin työskentelyä kuvaaviin otoksiin. Yhdessä kohtauksessa Nael kertoo omin sanoin kotoutumisestaan. Tekstin mukaan työ monikulttuurikeskuksessa on auttanut Naelia ymmärtämään moniarvoisuutta ja sekularismia. Hän itse kertoo haluavansa rakentaa suhteensa suomalaisiin hitaasti ja varovaisesti, jotta oppisi ymmärtämään täkäläistä yhteisöä ja välttämään väärinkäsityksiä. Perhekohtauksessa ovat anonyymisti läsnä Naelin vaimo ja kaksi pientä tytärtä. He syövät, juttelevat ja siirtyvät ruoan jälkeen sohvalle. Kamera havainnoi tilannetta sivusta, eivätkä henkilöt puhu elokuvantekijälle.

Elokuva ei kerro mitään Naelin taustasta, mutta esittää hänet positiivisesti kotoutumiseen suhtautuvana maahanmuuttajana. Elokuva liittyy tekijänsä kokemuksiin siten, että Jamal on muuttanut Iranista Suomeen vuosikymmeniä sitten, ja hän korosti ihmisten kykyä sopeutua ja tuntea kuuluvuutta uusiin paikkoihin. Näyttelyn katalogissa Jamal kertoo elokuvastaan: ”Halusin näyttää, että meillä kaikilla on perustavanlaatuisia vaistoja ja tunteita, jotka voivat lähentää meitä toisiimme.” Ymmärrän tämän siten, että hän halusi esittää Naelin tavallisena työssä käyvänä perheellisenä ihmisenä. Miten Kennedyn sanat pitäisi tulkita tässä yhteydessä? Ehkä Jamalin tavoitteena on kuvata Naelin tilanne mahdollisimman totuudenmukaisesti ja suoraviivaisesti ja samalla rinnastaa kaksi erilaista todellisuutta.[4]

Kuva 7. Ruutukaappaus elokuvasta A Good Friend.
Six Breaths to Belonging / Kuusi henkäystä kotiin (4.42 min.)

Videotyöpaja osui Suvin elämässä tilanteeseen, jossa hänestä tuntui vaikealta asettua uudestaan Suomeen useiden vuosien poissaolon jälkeen. Tuolloin hän joutui pohtimaan, mitkä asiat ovat kuulumisen kannalta hänelle tärkeimmät. Suvi totesi, ettei kuuluminen hänen kohdallaan liity sosiaalisiin suhteisiin tai esineisiin. Olennaisimmaksi asiaksi kuulumisensa kannalta hän määritteli oman kehonsa, koska hänen mukaansa se kulkee aina mukana toisin kuin materia tai sosiaaliset suhteet, joista voi joutua luopumaan. Edes perhe ei tuntunut riittävän pysyvältä kiinnekohdalta. Six Breaths to Belonging on pitkän reflektoinnin tulos. Elokuvassa Suvi käsittelee kokemustaan omaan kehoon kuulumisesta ja suhdettaan ympäröivään maailmaan ikään kuin sivullisena tarkkailijana. Esitystapa on vahvasti symbolinen ja ilmaisukeinot kokeellisesta elokuvakerronnasta peräisin.

Elokuva on kuvattu opiskelijakylän kymmenkerroksisessa, jyväskyläläisten opiskelijoiden DDR:nä tuntemassa, asuntolassa, jonka käytävissä Suvi liikkuu, tanssii ja joogaa, mutta kuvaus on hyvin pitkälle tyyliteltyä (kuva 8). Hänen rauhallinen, mutta painokas kertojaäänensä rytmittää kerrontaa. Talon rakenteet ovat tärkeä osa elokuvan monimerkityksistä kerrontaa ja symboloivat hänen suhdettaan ulkomaailmaan. Keskeiseksi elementiksi nousee paloturvalasi, jonka sisältämät pienet kuplat symboloivat ihmisen ja maailman välistä kaksijakoista suhdetta. Kertojaäänen mukaan elämme omissa kuplissamme, mutta kuitenkin yhteydessä muihin. Oman kehon toimintojen avulla on mahdollista saavuttaa rauha ja karkottaa pelko, joka synnyttää rajoja ja kuulumattomuutta. Kehon rajapintoja tekijä kuvaa huokoisiksi ja hauraiksi, minkä vuoksi ero sisä- ja ulkopuolella olemisen välillä on häilyvä. Elokuva on leikkiä kuvan, kielen ja äänen monimerkityksisyydellä. Kuvat vääristyvät ja monistuvat kuin kaleidoskoopissa. Kertojaäänen puhe esitetään myös suomenkielisenä ja englanninkielisenä tekstityksenä. Yhdessä elektronisen taustamusiikin kanssa kuvat, puhe ja musiikki muodostavat orgaanisen, sykkivän kokonaisuuden, mikä herättää assosiaatioita mieleen, kehoon ja hengitykseen. Suvi työsti elokuvaa pitkään, mutta vielä leikkausvaiheessa hänellä oli epäilyksiä siitä, avautuisivatko sen merkitykset yleisölle. Hänen mielestään jännittävintä elokuvan esittämisessä yleisölle oli se, että elokuva on niin henkilökohtainen ja että jos se lähtee tarpeeksi syvältä, siitä voi tulla osa hänen identiteettiään.

Kuva 8. Ruutukaappaus elokuvasta Six Breaths to Belonging.

Kuulumista kohti monesta suunnasta

Elokuvat havainnollistavat monine aiheineen hyvin käsitystä, jonka mukaan kuuluminen on muuntuvaa ja joustavaa sekä kokemuksena että käsitteellisellä tasolla (Lähdesmäki et al. 2016). Työpajassa oli joskus vaikea hahmottaa mistä oikeastaan keskustellaan, koska ihmisten ajatukset kuulumisesta poikkesivat niin paljon. Yhden skeptisyys asettui vasten toisen positiivisuutta ja joidenkin kokemukset ulossulkemisesta vasten toisten kokemuksia mukaan ottamisesta. Yksi lähestyi kuulumista paikkojen, toinen ihmissuhteiden kautta. Näkemykset törmäsivät toisiinsa voimakkaimmin puhuttaessa liikkuvuudesta ja sen vapaaehtoisuudesta.

Kuulumisen teorioiden painotukset tulevat monin tavoin esiin elokuvien sisällöissä. Elokuvat käsittelevät sekä virallista että henkilökohtaista kuulumista, yleensä molempia samanaikaisesti, mutta näkökulma painottuu henkilökohtaisiin kokemuksiin, tunteisiin ja aistimuksiin. Tämä ei kuitenkaan tarkoita itsestään selvästi, että kyseessä olisi osallistujan omat kokemukset. Poliittisuus ilmenee useissa elokuvissa, mutta kuuluminen poliittisena projektina Yuval-Davisin tarkoittamassa merkityksessä ei tule esiin. Kuitenkin esimerkiksi ajatus omaan kehoon kuulumisesta ensisijaisena kuulumisen muotona voidaan nähdä poliittisena kannanottona, samoin ajatus vähitellen tapahtuvasta sopeutumisesta suomalaiseen yhteiskuntaan.

Yksikään teema ei nouse ylitse muiden, mutta keskusteluissa paljon esillä olleet liikkuvuuteen ja kansalaisuuteen liittyvät kysymykset kytkeytyvät lähes kaikkiin elokuviin suoraan tai epäsuoraan. On esitetty, että globaalissa maailmassa, jossa vapaaehtoinen ja pakotettu liikkuvuus ovat lisääntyneet, kuulumisesta on tullut entistä monipaikkaisempaa ja häilyvämpää (Hiltunen et al. 2019, 9; 11; 15). Suurin osa osallistujista oli asunut eri maissa. A Good Friend -elokuvan tekijälle kotoutuminen vieraaseen kulttuuriin oli henkilökohtaisesti tuttua ja hän suhtautui siihen optimistisesti. Ikuisesti koti-ikävä -elokuvaan heijastuu tekijän huoli siitä, miten Brexit vaikuttaa hänen mahdollisuuksiinsa Suomen kansalaisena palata Britanniaan. Näkökulma elokuvassa on henkilökohtainen, mutta kysymykset kuulumisen virallisista ehdoista ovat taustalla. Tunes of BelongingSmells of Belonging, My Cycling Tale ja Six Breaths to Belonging tarkastelevat sitä, mistä kuulumisen tunne rakentuu henkilökohtaisella tasolla ja omien valintojen kautta. Myös niiden taustalla on tekijöiden omia kokemuksia maasta toiseen muuttamisesta. Ainoastaan elokuvassa Väitös aihe ei liity muuttamiseen.

Ei ole yllättävää, että elokuvien aiheet ovat lähellä osallistujien omaa elämää, sillä työpajan kesto ja resurssit suuntasivat osallistujia tekemään elokuvia tutuista aiheista. Myös Ronan suositteli heitä valitsemaan tutun aiheen, jotta taustatutkimukseen ei kuluisi liikaa aikaa. Kuuluminen ymmärretään elokuvissa pääasiassa tavoittelemisen arvoisena asiana. Työpajakeskusteluissa käsiteltiin myös kuulumattomuuden tunnetta ja ulossulkemista ja ne olivat monelle tuttuja kokemuksia. Elokuvissa tuotiin kuitenkin enemmän esiin kuulumisen positiivisia puolia. Smells of Belonging -elokuvan tekijä tunsi kuulumattomuutta, mutta hänestä tuntui, että hänen elokuvaansa haastattelemien ihmisten kokemukset kuulumisesta auttavat häntä hänen omassa etsinnässään. Väitöksen tekijä taas totesi, että omien kuulumattomuuden tunteiden käsittely elokuvassa alkoi vaikuttaa itsekeskeiseltä ja hän vaihtoi siksi aihetta.

Elokuvat heijastavat kuulumisen tutkimuksessa paljon tarkasteltuja näkökulmia, mutta yllättävämpiä näkökulmia nousi myös esiin. Six Breaths to Belonging vie henkilökohtaisen näkökulman syvälliseksi, ruumiilliseksi kysymykseksi: tekijä ottaa kuulumisen lähtökohdaksi oman kehonsa, ainoan pysyvän ”omaisuutemme”, johon ihminen voi turvautua, jos muuta kotia ei ole: ”Kun koti katoaa ainoa asia mihin turvautua on oma kätesi. Tartu siis siihen ja hengitä. Tämä on kotisi. Muuri joka on niin pehmeä että [pystyt] hädin tuskin pitämään kiinni tämän hetken tunteesta.” Tässä kehollis-eksistentiaalisessa näkökulmassa voi nähdä yhtymäkohdan Diprosen filosofiaan, joskin siitä puuttuu Diprosen korostama yhteisöllisyys. Elokuva kiteyttää tekijänsä sen hetkisen elämänfilosofian, johon kuului tietoista etäisyyden ottamista sosiaalisista ryhmistä.

Ryhtyessäni analysoimaan elokuvia, ymmärsin, että vain osa niistä kertoo suoraan osallistujien omista kokemuksista. Olin olettanut, tai toivonut, että omakohtaisuus olisi teoksia yhdistävä piirre. Työpajakutsussa emme kuitenkaan sanoneet, että elokuvan tulisi käsitellä omia kokemuksia. Jälkikäteen ajatellen elokuviin olisi ehkä ollut mahdollista saada enemmän yhtenäisyyttä ohjeistamalla osallistujia sitomaan elokuvat tiiviimmin henkilökohtaisiin kokemuksiinsa, mutta tämä ratkaisu olisi pienentänyt elokuvantekemisen omaehtoisuutta. Tekemisen vapaus tuntui osallistujista hyvältä. Yksi osallistuja kertoi haastattelussa kokeneensa vapauttavana sen, kun hän ymmärsi voivansa tehdä juuri sellaisen elokuvan kuin itse haluaa. Tutkija voi kaivata aineistolle yhtenäisyyttä, mutta taiteellisen prosessin kautta saatava tieto on kuitenkin aina luonteeltaan moninaista ja uniikkia (McNiff 2008, 35).

Pauwels (2015, 103) huomauttaa, että tutkijat voivat kontrolloida tämän tyyppistä prosessia vain rajallisesti. Kyse on jatkuvasta tasapainoilusta sen suhteen, minkä verran tutkijan tulee, tai paljonko hän voi, vaikuttaa prosessiin. Ylipäätään tutkimushankkeen alussa voi olla vaikea tietää, millaiseksi se käytännössä muotoutuu. (Ks. myös Tarr, Gonzalez-Polledo ja Cornish 2017.) Lisäksi alussa on vaikea tietää tarkasti sitä, mitä tutkijana tutkimukselta haluaa ja verbalisoida omia odotuksia. Taideperustaiseen tutkimukseen sisältyy monia epävarmuustekijöitä ja tavallaan sen perimmäinen ajatus on vieraalle maaperälle uskaltautuminen, koska vain sillä tavoin on mahdollista löytää uusia näkökulmia tutkittavaan asiaan. Toisaalta, osallistujiin tai visuaalisiin menetelmiin kohdistuvin rajauksin voidaan tarkentaa sitä mistä tietoa tuotetaan.

Taideperustaisten menetelmien käyttöä perustellaan Eisnerin tapaan usein sillä, että taiteen avulla voidaan päästä käsiksi sellaiseen tietoon, jota ei ole helppo sanallistaa tai joka paljastaa asioista uusia puolia ja vivahteita. Tätä tietoa, tai tietämisen tapaa, on luonnehdittu henkilökohtaiseksi, ruumiilliseksi ja tunteelliseksi. (Eisner 2008.) Henkilökohtaisuus mainitaan usein tärkeänä perusteena myös visuaalisten menetelmien käytölle. Richard Chalfen pitää yhtenä kriteerinä visuaalisten medioiden hyödyntämisessä sitä, miten menestyksekkäästi visuaalinen kertomus paljastaa tietoa, jota ei voida raportoida muilla ilmaisukeinoilla. Hän puhuu naiiveista kuvantekijöistä eli tavallisista ihmisistä, joiden tekemien teosten kautta tutkijat pyrkivät käsiksi ”autenttisempiin näkemyksiin” ja eliminoimaan ammattimaisten elokuvantekijöiden tietoisesti käyttämät ”filtterit”. Vaikka naiivien tekijöidenkään teokset eivät ole täysin vapaita erilaisista suodattimista, niin Chalfenin mielestä ne voivat paljastaa avoimemmin esimerkiksi arvoja ja asenteita. Vaikka kuka tahansa voi oppia taitavaksi taiteen tekijäksi, niin Chalfen uskoo, että tällaiset teokset voivat tekotapansa vuoksi tuottaa tietoa, jota ei muulla tavoin saada. Hän kuvaa tällaista elokuvaa Sol Worthin (1972) termillä ”bio-documentary”, joka tarkoittaa osallistujien tekemiä, heidän omia tunteita ja omaa maailmankuvaa käsitteleviä dokumenttielokuvia. (Chalfen 2012, 186–191.)

Videotyöpajassa valmistuneita lyhytelokuvia ei kuitenkaan voi ongelmattomasti pitää sisääntuloväylänä osallistujien kokemusmaailmaan. Joidenkin osallistujien kohdalla elokuva on jatkoa heidän työpajassa esiin nostamilleen henkilökohtaisille kokemuksille tai jopa sen hetkisen identiteettityön kiteytys. Esimerkiksi Ikuisesti koti-ikävä on kuin kuvitettu pala päiväkirjaa. Toiset saattoivat puhua omista kokemuksistaan, mutta ottivat niistä etäisyyttä elokuvassa käsittelemällä muiden ihmisten kokemuksia. Elokuvat voi jakaa kahteen ryhmään sen perusteella, kertovatko ne tekijänsä omista kokemuksista (My Cycling TaleIkuisesti koti-ikävä ja Six Breaths to Belonging) vai jonkun muun (VäitösTunes of BelongingA Good Friend ja Smells of Belonging). Elokuvista Six Breaths to Belonging ei paljasta henkilökohtaisuuttaan suoraan. Ymmärtääkseen miten henkilökohtainen se on, täytyy katsojan tuntea taustoja. Henkilökohtaiset kokemukset olivat tavalla tai toisella jokaisen elokuvan kimmokkeena, mutta tämä ei tee niistä omaelämäkerrallisia tai omakohtaisia.

Tällaisessa tilanteessa problematisoituu se, kenen ääni teoksessa kuuluu. Bill Nichols viittaa äänen (voice) käsitteellään tapaan, jolla dokumenttielokuva puhuttelee katsojaa sekä tapaan, jolla se välittää yhteiskunnallisen näkökulmansa kaikkien elokuvallisten koodiensa kautta (Nichols 1983, 18). Vaikka yksittäisiä elokuvia ei ole tässä mahdollista tarkastella äänen kannalta, on huomattava, että myös näiden elokuvien tapauksessa ääni on usein monen eri osatekijän summa. Esimerkiksi A Good Friend -elokuvaan alun Kennedy-sitaatti antaa vahvan, joskin arvoitukselliseksi jäävän merkityssisällön. Koska osallistujat eivät olleet ammattilaisia, voidaan ajatella, että kaikissa tapauksissa tekijä ei ole tietoisesti rakentanut elokuvaansa tapaa, jolla se puhuttelee katsojaa. Taideperustaisen tutkimuksen perusteluna käytetään äänen antamista osallistujille (Leavy 2017, 213), mutta tässä hankkeessa osallistujat antavat tilaa myös toisille äänille. Osallistavien visuaalisten menetelmien taustalla olevaan idealistiseen ajatukseen siitä, että osallistujat saavat kommunikoida autenttista tietoa omilla ehdoillaan on muun muassa edellä mainituista syistä suhtauduttava kriittisesti. Kuten Jacqueline Shaw toteaa, myös visuaalisen median näkökulmat ovat konstruktioita. (Shaw 2015, 53.)

Keskitason analyysi

Taideperustaisen tutkimuksen kentällä ajatellaan, että teos itsesään ei vielä ole riittävä tieteellisen tutkimuksen tulos (Mannay 2016, 46 viittaa Lomax et al. 2011; Pauwels 2015, 102; 111). Edellä olen kuvannut elokuvien sisältöä ja hieman myös niissä käytettyjä ilmaisukeinoja sekä analysoinut niiden lähestymistapoja kuulumiseen. Millä tavoin analyysiä tulisi tarkentaa? Tämä kysymys toimi lähtölaukauksena tälle tekstille, sillä analyysin laajentaminen sekä sisällön tulkitsemisen että ilmaisukeinojen osalta tuntui hankalalta. Millaisen näkökulman avulla tulisi analysoida elokuvien antia kuulumisen tutkimukseen siten, että se olisi reilua ja eettistä osallistujia kohtaan? Rajojen yli -hankkeessa etsimme uutta näkökulmaa kuulumisen tutkimukseen taiteen kautta kysymällä miten ihmiset kertovat kuulumisesta taiteen avulla. Etenkin jos paino on sanoissa ”miten” ja ”taiteen”, niin Pauwelsin (2015, 102) ohjetta, jonka mukaan tutkijoiden työksi jää analysoida huolellisesti osallistavien tutkimusten visuaalisia tuotoksia sekä merkityksellisen sisällön että tyylin osalta, ei voi ohittaa. Jos taas painotetaan kuulumista ja elokuva jätetään selkeästi välineelliseen asemaan, ei ilmaisukeinojen osuuden tarvitse analyysissä nousta yhtä keskeiseksi. Lisäksi, koska osallistujan oman äänen esiin pääseminen on osallistavassa tutkimuksessa tärkeää, tulisi löytää tasapaino tutkijan tekemän analyysin ja osallistujan itsereflektion kesken.[5]

Tärkein tämän prosessin opettama seikka analyysiä ajatellen on ehkä juuri se, että tutkijan ja osallistujan äänten tulee limittyä. Limittyminen ja osallistujan intentioiden huomioiminen erottavat taideperustaisen osallistavan tutkimuksen taiteentutkimuksesta, jossa tutkija analysoi taideteoksia, mutta ei ole läsnä niiden tekemisen prosesseissa. Tutkijan läsnäolo luovassa prosessissa tekee tutkijan työstä entistä vastuullisempaa. Omalla kohdallani se on hillinnyt voimakkaasti halua tulkita elokuvien sisältöjä. Osallistujan voi saattaa haavoittuvaiseen asemaan myös kertomalla osallistujan elokuvaan liittyvistä ajatuksista ja kokemuksista väärällä tavalla.

Vaikka osallistujat antoivat luvan nauhoitettujen aineistojen käyttöön ja teostensa esittämiseen omalla nimellään, tutkijan eettinen vastuu heitä kohtaan ei silti katoa mihinkään. Samalla on kuitenkin tärkeää tuoda esiin osallistujan ajatuksia teoksestaan ja tätä kautta myös hänen jokapäiväistä elämäänsä (Mannay 2015, 71) sekä osoittaa mahdollisia tulkintaeroja. Kyse on siis kollaboratiivisesta, osallistujan ja tutkijan yhdessä tuottamasta tiedosta. Tässä prosessissa taideteosta ei ole mahdollista irrottaa sitä koskevasta puheesta ja tekijän intentioista. Teos ja sitä koskeva puhe nähdään toisiaan tukevina aineistoina. Minulle tutkijana lyhytelokuvat ovat tämän tutkimuksen kontekstissa ensisijaisesti väline, jonka avulla on mahdollista saada tietoa kuulumisesta. Tämän tavoitteen toteutumista ajatellen määrittelen analyysitapani keskitason analyysiksi. Siinä pyritään tasapainoisesti huomioimaan elokuvien temaattista sisältöä, ilmaisukeinoja ja osallistujan ajatuksia.[6]

Elokuvat luovat merkityksiä monilla eri tasoilla kuvan, äänen, kerronnan, rytmin ja tyylin kautta ja edellyttävät siten ilmaisukeinojen ymmärrystä ja tulkintaa. Videotyöpajassa valmistuneiden lyhytelokuvien ilmaisukeinojen yksityiskohtainen analysointi ei kuitenkaan ole ongelmatonta johtuen muun muassa edellä mainitsemistani elokuvantekemiselle asetetuista ehdoista, mutta myös siitä, että jotkut osallistujat olivat elokuvantekijöinä pitemmälle edistyneitä kuin toiset. Kaikki eivät välttämättä olleet yhtä tietoisia erilaisten keinojen synnyttämistä vaikutuksista tai eivät osanneet käyttää elokuvan ilmaisukeinoja kovin monipuolisesti. Ensikertalainen saattoi käyttää jotain tekniikkaa vain siksi, että ohjaaja neuvoi häntä tekemään. Toisaalta kuitenkin Rajojen yli -hankkeessa on kyse taiteen avulla tutkimisesta eli taiteellinen ilmaisu ei voi olla sivuseikka. Meille tutkijoille kyse oli taideperustaisesta tutkimuksesta, mutta videotyöpajan kokoontumisissa emme juurikaan puhuneet taiteesta, kuten loppuvaiheessa huomasin. Haastattelujen perusteella useimmat osallistujat eivät olleet tietoisesti ajatelleet olevansa tekemässä taidetta, mikä on luonnollista, koska he eivät olleet ammattitaiteilijoita. Pikemminkin elokuva oli yksi tapa keskustelujen ohella käsitellä kuulumista. Kun kysyin osallistujilta, mikä projektissa oli heille tärkeintä, monet vastasivat, että keskustelut kuulumisesta. Osallistujille heidän omalla elokuvallaan saattoi olla aivan erilaista merkitystä kuin tutkijalle. Tällä on merkitystä silloin kun pohditaan miten teoksia tulisi esitellä ja analysoida (Waycott et al. 2015, 11–12).

Ollessaan esillä galleriassa institutionaalisen taidemaailman (Dickie 1971, 87–88) voi ajatella määritelleen lyhytelokuvat taiteeksi ja asettaneen ne taidekritiikin kohteeksi. Tässä kontekstissa oli siis hyväksyttyä myös arvostella elokuvien taiteellista laatua. Tutkija ei kuitenkaan ole kriitikko. Vaikka tehtäväni tutkijana ei ole arvottaa lyhytelokuvia, niin niiden esteettiset ominaisuudet vaikuttavat silti siihen miten hyvin ne ilmaisevat osallistujan ajatuksia kuulumisesta.

Ajateltaessa kokonaisprosessia, videotyöpajaa ja sitä seurannutta näyttelyä, niin elokuvien merkitys on tutkijan näkökulmasta ja haastattelujen perusteella myös useimpien osallistujien näkökulmasta jotain muuta kuin niiden esteettiset ansiot. Elokuvilla oli merkitystä myös mielekkäänä toimintana ja osana osallistavaa prosessia. Toiminta ja toisten ajatuksista oppiminen koettiin merkittävänä ja kuulumista rakentavana. Elokuvien tekeminen voimaannutti osallistujia ja mahdollisti omien ajatusten esiin tuomisen myös julkisesti.[7] Taiteellisen prosessin myötä monelle myös avautui uusi näkökulma kuulumiseen.

Elokuvien arvo ei siis ole vain esteettisen (tiettyihin ilmaisukeinoihin sitoutuva) tai tiedollisen (tiettyä kuulumista koskevaa tietoa välittävä), tai henkilökohtaisen (tunteita ja kokemuksia avaava) alueella, vaan myös etiikan ja yhteisöllisyyden alueella. Videotyöpaja toi yhteen ihmisiä, jotka eivät muuten olisi luultavasti tavanneet ja mahdollisti kokemusten, ajatusten ja näkemysten jakamisen ja ymmärryksen lisääntymisen. Se muodosti väliaikaisen yhteisön, joka poiki pitempiaikaisia ihmissuhteita ja tuttavuuksia sekä innosti toimimaan taiteen parissa. Videotyöpaja oli paikka, jossa taiteellisen toiminnan kautta ja yhteydessä neuvoteltiin erilaisista kuulumisista (Hiltunen et al. 2019, 11). Julkisten esitysten ja näyttelyn myötä keskustelu kuulumisesta jatkui ja levisi ryhmän ulkopuolelle elokuvien ja muiden teosten välityksellä. Julkinen esittäminen tarkoitti osallistujien henkilöllisyyden julki tulemista ja teki heidät haavoittuvaisiksi mahdollisten väärintulkintojen tai kritiikkien kautta (Waycott et al. 2015, 10). Kun lyhytelokuvia analysoidaan ja niiden taustoista kerrotaan, joutuu tutkija jatkuvasti punnitsemaan, mitä kannattaa sanoa.

Lopuksi

Olen tarkastellut Rajojen yli -hankkeessa toteutettua videotyöpajaa ja lyhytelokuvia taideperustaisena menetelmänä ja osoittanut niihin tutkimusmenetelmänä ja tutkimusaineistona liittyviä haasteita. Keskeisin tässä artikkelissa käsittelemäni haaste on ollut sopivan analyysitavan löytäminen. Olen analysoinut lyhytelokuvia alustavasti ja määritellyt analyysitapani keskitason analyysiksi, jota luonnehtii varovaisuus ja vastuullisuus. Tämä prosessi on opettanut, että tutkija ei voi lähestyä osallistavassa tutkimushankkeessa tutkijoiden ”tilauksesta” syntyneitä lyhytelokuvia samalla tavoin kuin hän lähestyisi ammattimaisten elokuvantekijöiden teoksia tutkimuksessa, jossa osallistavia menetelmiä ei käytetä. Keskitason analyysissä huomioidaan se, että lyhytelokuvat kietoutuvat paitsi tekijöidensä intentioihin myös muihin prosessia määrittäviin seikkoihin. Tekijän äänen esiin tuominen on olennaista osallistavassa tutkimuksessa, mutta on muistettava, että ”oma ääni” on suhteellinen käsite. Analyysitavan pohtiminen on noussut keskeiseksi siksi, että osallistava tutkimus on lähentänyt tutkijaa ja osallistujia, synnyttänyt empatiaa (van der Vaart, van Hoven ja Huigen 2018) ja saanut pohtimaan tutkimuksen tekemisen tapaa. Se on tuonut varovaisuutta tulkintoihin ja saanut harkitsemaan tarkoin, mistä suunnasta elokuvien merkitystä tulisi lähteä tarkastelemaan.

Kysymys siitä, miten ihmiset kertovat kuulumisesta elokuvan avulla on tässä artikkelissa saanut useita pieniä vastauksia. Jokainen seitsemästä lyhytelokuvasta on tuottanut uniikin näkökulman kuulumiseen. Lyhytelokuvat tuottavat kiinnostavaa tietoa kuulumisesta erityisesti yksittäisten ihmisten tilanteiden kautta. Pienestä, mutta samaan aikaan moninaisesta aineistosta on kuitenkin vaikea tehdä yleistäviä johtopäätöksiä. Rajojen yli -hankkeessa yksi haaste on ollut osallistujajoukon heterogeenisyys, mikä tekee vaikeaksi määritellä, kenen kuulumisesta prosessi tuottaa tietoa ja mitä ryhmää tuotettu tieto parhaiten hyödyntää. Yhteenvetona voidaan kuitenkin todeta, että elokuvissa kuuluminen nähdään toivottavana ja tavoittelemisen arvoisena asiantilana, vaikka se ei olisi helppoa. Elokuvien näkökulma kuulumiseen ja kuulumisen tavoittelemisen keinoihin vaihteli pragmaattisesta (pyöräilemällä kuuluminen) eksistentiaaliseen (ruumiillisuuden kautta kuuluminen). Kuulumisen tunne myös kohdistui moniin eri kohteisiin: paikkoihin, yhteisöihin, maahan ja omaan kehoon.

Jokainen elokuva käsittelee ihmisten henkilökohtaisia kokemuksia tai tuntemuksia, mutta ei aina osallistujan omia. Lyhytelokuvalle voidaan siis osoittaa monenlaisia käyttötapoja. Se voi kannustaa omaelämäkerrallisuuteen tai yhteiskunnallisen teeman esiin nostamiseen. Vaikka videotyöpajassa elokuvaopetuksen yhteydessä painottui dokumentaarinen ilmaisu, niin lopputulokset ovat ilmaisultaan hyvin erilaisia. Elokuvat, joiden tekijöillä oli aiempaa kokemusta, erottuvat ilmaisultaan monipuolisempina ja niissä on mukana kokeellista ilmaisua. Verrattuna työpajoissa käytyihin keskusteluihin elokuvailmaisu toi asioihin lisää sävyjä ja vaikutti syvemmin. Elokuvan erityislaatu kuulumiseen liittyvän tiedon muodostamisessa liittyy sen monikerroksisen ilmaisutavan tuottamaan affektiivisuuteen, kokonaisvaltaiseen tuntemiseen ja aistimiseen, jota ei välttämättä pysty pukemaan sanoiksi. Ironista kyllä, tutkimuksen kontekstissa taiteen vaikutuksista ja taiteellisesta tiedosta kommunikoimiseen tarvitaan sanoja. Tässä tutkimuksessa tiedon kuulumisesta ajatellaan syntyvän lyhytelokuvien ja niitä koskevan puheen yhteisvaikutuksessa.

Kiitokset

Kiitän Rajojen yli -tutkimushankkeen kanssatutkijoita Saara Jänttiä, Sari Pöyhöstä, Nina Sääskilahtea, Tuija Saresmaa ja Antti Valliusta tuesta ja kommenteista työstäessäni tätä tekstiä. Kiitos myös videotyöpajan osallistujille ja kanssaohjaajalleni Ronan Brownelle ajatusten jakamisesta.

Rahoitus

Artikkeli liittyy Suomen Akatemia rahoittamaan projektiin Rajojen yli – kuulumisen performansseja ja narratiiveja taiteen keinoin (SA308521)

Lähteet

Kaikki linkit tarkistettu 16.12.2019.

Lyhytelokuvat

Osa elokuvista katsottavissa Crossing Borders -sivustolla: http://croboarts.org/galleria/.

A Good Friend (Hyvä ystävä) Ohjaus: Jamal Piruzdelan. Tuotanto: Rajojen yli -hanke. Ensiesitys 23.5.2018. 6.50 min.

Ikuisesti koti-ikävä (Forever Homesick) Ohjaus: Tina Pienkuukka. Tuotanto: Rajojen yli -hanke. Ensiesitys 23.5.2018. 3.08 min.

My Cycling Tale (Minun pyöräilytarinani) Ohjaus: Ombeni Mwanga. Tuotanto: Rajojen yli -hanke. Ensiesitys 23.5.2018. 2.23 min.

Six Breaths to Belonging (Kuusi henkäystä kotiin) Ohjaus: Suvi Mononen. Tuotanto: Rajojen yli -hanke. Ensiesitys 6.2.2019. 4.42 min.

Smells of Belonging (Kuulumisen tuoksut) Ohjaus: Hazal Türken. Tuotanto: Rajojen yli -hanke. Ensiesitys 23.5.2018. 3.30 min.

Tunes of Belonging (Kuulumisen sävelet) Ohjaus: Adriana Zamudio. Tuotanto: Rajojen yli -hanke. Ensiesitys 23.5.2018. 12 min.

Väitös (The Defence) Ohjaus: Jukka Jouhki. Tuotanto: Rajojen yli -hanke. Ensiesitys 23.5.2018. 7.52 min.

Kirjallisuus

Antonsich, Marco. 2010. “Searching for belonging – an analytical framework.” Geography Compass 4 (6): 644–659.

Barone, Tom ja Elliot W. Eisner. 2012. Arts Based Research. Thousand Oaks: Sage.

Bordwell, David. 1996. “Contemporary film studies and the vicissitudes of grand theory.” Teoksessa Post-Theory: Reconstructing Film Studies, toimittaneet David Bordwell ja Noël Carroll, 3–36. Madison: University of Visconsin Press.

Chalfen, Richard. 2012. “Differentiating practices of participatory visual media production.” Teoksessa The SAGE Handbook of Visual Research Methods, toimittaneet Eric Margolis ja Luc Pauwels, 186–200. London: Sage.

Dickie, George. 2009 (1971). Estetiikka: tutkimusalueita, käsitteitä, ongelmia. Käännös Heikki Kannisto. Helsinki: SKS.

Diprose, Rosalyn. 2008. “’Where’ your people from, Girl?’: Belonging to race, gender, and place beneath clouds.” differences: A Journal of Feminist Cultural Studies 19 (3): 28–58.

Eisner, Elliot. 2008. ”Art and knowledge”. Teoksessa Handbook of the Arts in Qualitative Research, toimittaneet J. Gary Knowles ja Ardra L. Cole, 3–12. Los Angeles: Sage.

Franzen, Sarah ja Joey Orr. 2016. ”Participatory research and visual methods.” Visual Methodologies 4 (1): 1–9. DOI: 10.7331/vm.v4i1.80

Guibernau, Montserrat. 2013. Belonging: Solidarity and Division in Modern Societies. Cambridge: Polity Press.

Haywood Rolling, James. 2010. “A paradigm analysis of arts-based research and implications for education.” Studies in Art Education 51 (2): 102–114.

Hiltunen, Kaisa, Nina Sääskilahti, Kaisa Ahvenjärvi, Saara Jäntti, Tuuli Lähdesmäki, Tuija Saresma ja Antti Vallius. 2019. ”Kuulumisen neuvotteluja taiteessa.” Teoksessa Kuulumisen reittejä taiteessa, toimittaneet Kaisa Hiltunen ja Nina Sääskilahti, 9–27. Turku: Eetos.

Leavy, Patricia. 2017. Research Design: Quantitative, Qualitative, Mixed Methods, Arts-Based, and Community-Based Participatory Research Approaches. New York: The Guildford Press.

Lähdesmäki Tuuli, Tuija Saresma, Kaisa Hiltunen, Saara Jäntti, Nina Sääskilahti, Antti Vallius ja Kaisa Ahvenjärvi. 2016. ”Fluidity and flexibility of “belonging”: Uses of the concept in contemporary research.” Acta Sociologica 59 (3): 233–247. DOI: 10.1177/0001699316633099

Mannay, Dawn. 2015. “Making the visual invisible: exploring creative forms of dissemination that respect anonymity but retain impact.” Visual Methodologies 3 (2): 67–76.

Mannay, Dawn. 2016. Visual, Narrative and Creative Research Methods: Application, Reflection and Ethics. London: Routledge.

McNiff, Shaun. 2008. “Art-based research.” Teoksessa Handbook of the Arts in Qualitative Research, toimittanut J. Gary Knowles ja Ardra L. Cole, 29–40. Los Angeles: Sage.

Milne, E-J. 2016. “Critiquing participatory video: experiences from around the world.” Area 48 (4): 401–404. DOI: 10.1111/area.12271

Nichols, Bill. 1983. ”The Voice of Documentary.” Film Quarterly 36 (3): 17–30.

Nichols, Bill. 2016. Speaking Truths with Film. Evidence, Ethics, Politics in Documentary. Oakland: University of California Press.

Oikarinen-Jabai, Helena. 2017a. ”Mulla on kans suomalaisuutta alitajunnassa.” Lähikuva 30: 4, 38–56. DOI: 10.23994/lk.69010

Oikarinen-Jabai, Helena. 2017b. ”Suomensomalialaiset nuoret paikantumisiaan tutkimassa.” Nuorisotutkimus 35 (1-2): 40–53.

Pauwels, Luc. 2015. “’Participatory’ visual research revisited: A critical-constructive assessment of epistemological, methdological and social activist tenets.” Ethnography 16 (1): 95–117. DOI: 10.1177%2F1466138113505023

Shaw, Jacqueline. 2015. “Where does the research knowledge lie in participatory visual processes?” Visual Methodologies 5 (1): 51–58.

Sinnerbrink, Robert. 2016. Cinematic Ethics. Exploring Ethical Experience through Film. London: Routledge.

Tarr, Jen, Elena Gonzalez-Polledo ja Flora Cornish. 2017. “On liveness: using arts workshops as a research method.” Qualitative Research 18 (1): 36–52.

van der Vaart, Gwenda, Bettina van Hoven ja Paulus P. P. Huigen. 2018. “Creative and arts-based research methods in academic research. Lessons from a participatory research project in the Netherlands.” Forum: Qualitative Social Research 19: 2. DOI: 10.17169/fqs-19.2.2961

Walsh, Shannon. 2016. “Critiquing the politics of participatory video and the dangerous romance of liberalism.” Area 48 (4): 405–411.

Waycott, Jenny, Marilys Guillemin, Susan M. Cox, Deborah Warr, Sarah Drew ja Catherine Howell. 2015. “Re/formulating ethical issues for visual research methods from the ground up.” Visual Methodologies 3 (2): 4–15.

Yuval-Davis, Nira. 2011. The Politics of Belonging: Intersectional Contestations. London: Sage.

Viitteet

[1] Hanke on Jyväskylän yliopiston Musiikin, taiteen ja kulttuurin tutkimuksen laitoksen ja Soveltavan kielentutkimuksen keskuksen välinen konsortio.

[2] Kaksi muuta tähän mennessä järjestettyä työpajaa ovat monimediainen kirjoitustyöpaja ja visuaalisten taiteiden työpaja. Toisin kuin kaksi muuta työpajaa, taidetyöpaja toimi kutsuperiaatteella ja siihen kutsuttiin paikallisia eri alojen taiteilijoita. Myös näissä pajoissa syntyi muutama audiovisuaalinen teos. Vuonna 2020 hanke järjestää vielä teatterityöpajan.

[3] Kaikille elokuville annettiin sekä suomenkieliset että englanninkieliset nimet näyttelyä varten. Käytän tässä elokuvien ensisijaisia nimiä.

[4] En saanut haastattelua Jamalilta.

[5] Rajojen yli -hankkeessa olemme pohtineet, millaisia vaihtoehtoisia julkaisemisen tapoja, jotka toisivat paremmin esille hankkeessa tehtyä taiteellista toimintaa eli osallistujien osuutta, ja jotka myös akateeminen yhteisö tunnustaisi tieteelliseksi julkaisuksi, olisi mahdollista kehittää.

[7] Näyttely järjestettiin lähes yhdeksän kuukautta työpajojen päättymisen jälkeen ja monet osallistujat olivat muuttaneet jo pois Jyväskylästä. Kaikki antoivat kuitenkin luvan teostensa esittämiseen näyttelyssä.

[6] Vaikka ajatuksessani on samaa henkeä, niin se ei ole sama kuin David Bordwellin middle level research. Käsitteellään Bordwell tarkoittaa huolellisesti määriteltyjen kysymysten ratkaisemiseksi kehitettyjä elokuvateorioita kontrastina kaiken kattaville ”suurille teorioille” (Bordwell 1996, 26–30).

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Aina uudelleen leikitty pyhä: Leluilla luodut seimet fanitaiteessa

Katriina Heljakka
katriina.heljakka [a] utu.fi
TaT, tutkimuspäällikkö
Pori Laboratory of Play
Digitaalinen kulttuuri
Turun yliopisto

Viittaaminen / How to cite: Heljakka, Katriina. 2019. ”Aina uudelleen leikitty pyhä: Leluilla luodut seimet fanitaiteessa”. WiderScreen Ajankohtaista 19.12.2019. http://widerscreen.fi/numerot/ajankohtaista/aina-uudelleen-leikitty-pyha-leluilla-luodut-seimet-fanitaiteessa/

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Jouluseimi on katolinen traditio, joka on levinnyt myös luterilaiseen perinteeseen. Tämä ajankohtaiskatsaus osoittaa, miten visuaalis-materiaalisen nykyleikin näkökulmasta myös kristillistä kuvataideperinnettä on mahdollista tarkastella leikillistyvänä ja lelullistuvana transmediailmiönä ja toiminnan kenttänä, jossa jouluseimet voidaan nähdä fanitaiteellisena ja rituaalisena ilmiönä — aina uudelleen leikittynä pyhänä.

Avainsanat: aikuisten leluleikki, fanitaide, jouluseimi, katsaus, kuvaleikki, lelullistuminen

Kuva 1. Kirjoittajan kuvaleikkimä seimi.[1]

Johdanto: Jouluseimi leikillistyvässä kulttuurissa

Tämä katsaus käsittelee yhä uudelleen leikityn pyhän asetelman toistuvaa uudelleenversiointia osana aikuisten lelukulttuuria — jouluseimiä aikuisten leluleikkimänä ja kansainvälisenä fanitaiteen muotona. Katsauksessa lähestytään aihetta seimileikin kolmen eri periaatteen — profanaation, mimesiksen ja eutropelian — näkökulmista, käsitellään jouluseimillä harjoitettavaa kuvaleikkiä pyhän ja populaarin kohtaamispisteessä, sekä positioidaan leluilla luodut seimet transmediailmiöksi, joka ankkuroituu samanaikaisesti yhtäältä ikuisesti toistuvan uusioleikin ja toisaalta leikissä käytettävien välineiden mukaan uusia materiaalisia, visuaalisia ja digitaalisia piirteitä ja tulkintoja saavaksi aikuisen leluleikin muodoksi.

Pyhä on erilaisiin asioihin liittyvä jumalallinen mysteeri. Ihminen kokee pyhän — tietosanakirjan mukaan — kaikesta arkisesta täydellisenä erottuvana, ylevänä, ylimaallisena mahtina, jota hänen on lähestyttävä kunnioittavalla pelolla. (Teikari 2019, 4).

Kristityt alkoivat viettää joulua 300-luvulla. Jouluseimi on Jeesuksen syntymän ihmettä käsittelevä pyhä kuvaelma, johon sisältyvät hahmot ja ympäristö — talli tai luola. Seimiasetelman päähenkilöt tulevat jouluevankeliumista — Jeesus-lapsen ympärillä seisovat Maria ja Joosef, paimenia, itämaan tietäjiä ja eläimiä eksoottisista kameleista tallin asukkeihin. Härän ja aasin läsnäolo seimessä viittaa heprealaisiin ja pakanoihin (ei-heprealaisiin), paimenten keto hahmoineen kuvaa tavallisia ihmisiä, seimen yläpuolelle asetettava kunniaenkeli taivaallista sotajoukkoa, joka tuli julistamaan kansalle suuren ilon sanomaa. Maria, Jeesuksen äiti on seimessä lapsen luokse suojelevasti kumartuneena, Joosef suojelijana, Jeesus olkien päällä lepäämässä, tietäjät asetelman oikealla puolella, varsinainen seimi (suorakulmainen rehuastia) keskiössä, oljet seimessä elämän leipänä ja tähti seimessä Jeesus-lapsen yläpuolella. (Ks. Kiviniitty, Satu: ”Jouluseimen tarina”.)

Italialaisen pyhimyksen Franciscus Assisilaisen (1181–1226) rooli seimiperinteen elvyttäjänä on keskeinen: Tehtyään pyhiinvaellusmatkan Pyhään maahan ja käytyään Betlehemin syntymäluolassa hän tunsi erityistä kiintymystä joulun tapahtumiin. Jouluna 1233 hän järjesti heinillä täytetyn seimen sekä elävän härän ja aasin Greccon metsässä luostarimuurien ulkopuolella olevaan kallioluolaan. (Kiviniitty.) Tällä tavoin Assisilainen toi liturgian käsinkosketeltavaan muotoon (Gockerell 1998, 9).

Satu Kiviniitty kirjoittaa Raahen Museon verkkosivuilla ensimmäisen tiedon kirkossa olleesta seimiasetelmasta tulevan vuodelta 1291, jolloin Santa Maria Maggiore -kirkossa esitettiin seimi. ”Italiasta seimiperinne levisi muihin Euroopan maihin ja 1500-luvun loppupuolella niitä oli jo Ranskassa, Saksassa, Itävallassa, Sveitsissä, Espanjassa ja Puolassa.” Seimen loistokausi kirkoissa oli Kiviniityn mukaan 1600- ja 1700-luvuilla, jolloin seimiperinne laajentui myös kirkkorakennuksen ulkopuolelle, kaikkiin yhteiskuntaluokkiin ja vähitellen myös Suomeen, jonka kaikissa katolisissa kirkoissa on tapana pystyttää seimi. Vanhimpia seimiä Suomessa on arkkipiispa Lauri Ingmanin isän vuonna 1869 teettämä seimi. Luterilaisiin kirkkoihin seimi löysi tiensä 1980-luvulla. Varhaisimpia jouluseimiä on Turun tuomiokirkkoon vuodesta 1979 lähtien pystytetty seimi. (Kiviniitty.)

Kuva 2. Turun tuomiokirkon seimi vuonna 2019 on syntynyt ruotsinkielisten päiväkotien, päiväkerhojen, esikoulujen ja iltapäiväkerhon yhteistyössä. Kuva kirjoittajan.

Seimenrakentamisen taidehistoria on vuosisatoja vanha, mutta sen siirtyminen julkisesta tilasta suomalaisen luterilaisen kodin piiriin ja jälleen sosiaalisen median kautta osaksi julkista, jaettua tilaa on tapahtunut 2000-luvulla. 2010-luvulla seimiä ei löydy yksinomaan kirkoista, seurakunnista, oppilaitoksista tai näyttelyistä — aihe kutsuu monia jouluiseen askarteluun ja tunnelmointiin myös kotiympäristössä. Toimintaa ohjaavat leikille läheiset luovuus, mielikuvitus ja miniatyyrimaailmojen rakenteluun yhdistyvät kädentaidot sekä kekseliäs lähestymistapa eri materiaaleihin — leikillinen toiminta.

Leikin tulisi kiinnostaa nykyajan maailmaa enemmän kuin se näyttää tekevän, toteaa Man at Play -teoksen kirjoittanut teologi ja kirkkohistorioitsija Hugo Rahner (1967, ix). Teknologisoituvan yhteiskunnan mahdollistamana meidän on tultava tekemisiin leikin kanssa yhä enemmän. Tämän vuoksi leikkiin on suhtauduttava entistä vakavammin (Rahner 1967, xii). Ei ole myöskään sellaista leikkiä, jonka taustalla ei olisi jotain perustavanlaatuisesti vakavaa, Rahner huomioi (Ibid., 27).

Yksi leikin ja uskonnon suorimmista yhteyksistä on rituaalinen käyttäytyminen. Sekä leikki että rituaali edustavat metakommunikaation muotoja (Sutton-Smith 1997, 7). Nikki Bado-Fralick ja Rebecca Sachs Norris toteavat, miten rituaaliset toimintamallit on verrattain helppo nähdä formaaleissa leikin tavoissa, kuten urheilussa ja kilpailullisissa peleissä, mutta miten elementit sitä vaikeampi nähdä osana rituaaleja (2010, xv, 161).

Leikillistyvä kulttuuri (esim. Sutton-Smith 1997) ilmentää pyhillä asioilla, kuten jouluseimiasetelmalla leikkimistä monin tavoin samalla kun se tekee näkyväksi aikuisen leluleikkijän olemassaolon ja leikkitoiminnan periaatteet (Heljakka 2013). Nykylelujen tämänhetkistä suhdetta kulttuurin eri osa-alueisiin on mahdollista peilata myös kulttuurin laajempaa lelullistumiskehitystä kartoittaen, mikä tarkoittaa leluista tuttujen piirteiden leviämistä muita materiaalisen kulttuurin alueita edustaviin artefakteihin (ks. esim. Heljakka 2019). Lelullistuminen on tuonut perinteisesti lastenkulttuureihin liitetyt leikkivälineet osaksi aikuisten maailmaa: Nykykulttuuri, myös kristinuskoon liittyen, saa siten uusia visuaalis-materiaalisia ulottuvuuksia lelullistumisen kautta.

Seimileikin periaatteet: Profanaatio, mimesis ja eutropelia

Dosentti ja Porin Kirkkosanomien kolumnisti Erkki Teikarin mukaan ”Pyhän” tai sen johdonnaisten uusiokäyttö kertoo usein historian tuntemuksen ja/tai sanavaraston puutteista—taikka vain ajattelemattomuudesta.” (Teikari, 2019, 4). Tässä katsauksessa pyhän tarkoitus ymmärretään sen alkuperäisessä merkityksessä, mutta haastetaan ajatus pyhästä koskemattomana. Toisin sanoen, pyhä ymmärretään katsauksessa asiana, joka on mahdollista nähdä leikkiä innoittavana, leikissä käytettynä resurssina ja leikin rituaalisessa toiminnassa toistuvana ja vahvistuvana ilmiönä. Katsaus rakentaa tätä seimileikin periaatteiden ymmärrystä kolmen keskeisen käsitteen avulla, joita ovat profanaatio, imitaatio tai mimesis ja eutropelia.

Profanaatio merkitsee Harnin (2015) mukaan toimintaa, jossa pyhät esineet ja asiat palautetaan ihmisten keskuuteen ja vapaaseen käyttöön. Jouluseimitraditio profanoi pyhän jouluseimen ajatusta tuoden sen materiaalisen leikin lähipiiriin. Seimien varustaminen esimerkiksi nukeilla ja eläinleluilla eräänlaisena nukkekotileikkiin vertautuvana ilmiönä kuuluu olennaisena osana katolisiin jouluperinteisiin. 2010-luvulla tämä seimenrakentamisen muoto edustaa myös valokuvallista ja sosiaalisesti jaettua (aikuisten) leikkiä.

Leikki on imitaatiota (Rahner 1967, xi). Mimesis, eli jäljittely on toinen (nyky)leikille ominainen toiminnan malli. Sosiaalinen media yhdistettynä jäljittelevään leikkiin ja jakamistalouden toimintalogiikkaan on tehnyt aikuisten leluleikistä näkyvämpää ja sosiaalisesti hyväksyttävämpää. Vaikka seimen konseptille rakentuva leikki noudattelisi ’koreografialtaan’ tunnistettavaa ajatusta alkuperästään, voidaan siinä haastaa seimen asetelmallisuus esimerkiksi uusia hahmolelutyyppejä hyödyntäen. Uudelleenleikkimiseen perustuvassa fanitaiteessa seimiperinne elää näin eteenpäin globaalina ja rituaalisia piirteitä saavana ilmiönä yhä uusia visuaalisia ja materiaalisia muotoja ilmentäen.

Aikuisen leluleikkijän leikkitoimintaa edeltää leikillinen asennoituminen maailmaan. Leikkisyys (playfulness) on kuitenkin nimenomaan tapa kohdata maailma ajatuksellisessa ja asenteellisessa mielessä, siinä missä leikki (play) on toiminnallista. Silti myös toiminnallinen leikki edellyttää joustavaa ja leikkimielistä ajattelutapaa ja lähestymistä elämän eri osa-alueisiin. Eutropelia tarkoittaa Rahnerin (1967) mukaan mielen vetreyttä, joka mahdollistaa leikkimisen. Tuomas Akvinolainen hyödynsi Aristoteleen tekstejä kirjoittaessaan eutropeliaa kuvaillessaan sitä, miten leikissä on jotain hyvää, ja miten se on tarpeellista inhimilliselle elämälle: Ihminen tarvitsee toisinaan lepotauon ruumiillisesta työstä ja aika ajoin on hänen myös rentoutettava mielensä vakavista askareista. Tämä toteutuu leikissä (Rahner, 1967, 99). Ymmärtääksemme aikuisen leluleikkijän motiivia leikitellä pyhällä asetelmalla voimme siis rituaalin, profanaation ja mimesiksen lisäksi tukeutua ajatukseen eutropeliasta, joka mahdollistaa toiminnan vailla vakavuutta vaikka leikin aihepiirinä olisi perinteisesti hartautta henkivä jouluseimi historiallisine perinteineen.

Kuvaleikkiä pyhän ja populaarin kohtaamispisteessä

Kuvataiteen ja kristinuskon risteymät näyttäytyvät runsaina taidehistoriassa. Myös nykytaiteilijoita kiinnostavat kristinuskon ikoniset hahmot ja niihin liitetyillä merkityksillä ja assosiaatioilla leikittely. Pyhillä, uskonnollisilla henkilöhahmoilla operoiminen nykytaiteessa on kuitenkin herättänyt runsaasti keskustelua ja etenkin vastustusta. Esimerkiksi Etelä-Amerikkalaiset taiteilijat Marianela Perelli ja Pool Paolini loivat Barbie- ja Ken-nuken inspiroimia hahmoleluja uskonnollisista henkilöhahmoista, kuten Jeesuksesta ja Mariasta Barbie, The Plastic Religion -näyttelyyn (Gale 2014) herättäen poleemista keskustelua oikeudesta kajota uskonnollisiin hahmoihin lelullistetun taiteen nimissä.

Bado-Fralickin ja Sachs Norrisin teoksessa Toying with God (2010) todetaan, miten uskonnolliset aihelmat ovat löytäneet tiensä pehmoleluihin ja puhuviin Raamattu-nukkeihin, lihaksikkaisiin kristillisiin toimintahahmoihin jne. (2010, 7). Kirjoittajien mukaan pelit ja lelut kulttuurisina ja uskonnollisina artefakteina eivät ainoastaan heijasta arvoja ja tapoja, maailmankuvia ja odotuksia, stereotyyppejä ja ennakkoasenteita, mutta myös välittävät näiden sanomaa leikin kautta, leikissä (Bado-Fralick & Sachs Norris 2010, 14).

Bado-Fralick ja Sachs Norris kirjoittavat nukeista (tässä myös hahmolelut) monessa mielessä ’plastisina’ leikkivälineinä, koska niiden roolit muuttuvat rituaalisessa leikissä (2010, 147). Leluhahmot ovat siis ontologisesti tyhjiä — ne syttyvät luovan leikin kipinästä täyttyäkseen taianomaisesti leikin merkityksillä. Nukkeleikissä rakentuu mielikuvituksellinen maailma, aivan kuten rituaalissakin. Leikki nukeilla on siten kutsu käyttämään valtaa, avain inhimilliseen toimijuuteen ja luovuuteen.

Nukkeleikki on myös vuorovaikutteista ja moninaista. Nuket voivat tarjota leikkijälleen sosiaalisesti epähyväksytyn persoonallisuuden, väylän käsitellä valtuuttamattomia tunteita ja kapinoida, sekä mahdollisuuden astua hyväksytyn yhteiskunnallisuuden ulkopuolelle. Nukke voi projisoida sitä mitä sinun ei pitäisi olla, ja toimia näin välikappaleena vastakohtien ja ristiriitaisuuksien testaamiseen (Bado-Fralick & Sachs Norris 2010, 160).

”Seimi kuuluu selvästi populaarimpaan kulttuuriin kuin pyhä taide ja kirkkotaide. Seimi voidaan ajatella jonkinlaiseksi pyhäksi koriste- tai sisustusesineeksi.” (Kiviniitty) Jo varhaisessa vaiheessa kolmiulotteisissa seimiasetelmissa käytettävät hahmot saattoivat olla nivellettyjä ja taustastaan irtonaisia, mikä mahdollisti niiden liikuttelun ja uudelleenjärjestelyn (Gockerell 1998) — toiminnan, joka näyttäytyy lelukulttuurien näkökulmasta leikkitoiminnallisena. Jossain tapauksissa seimi on julkisessa tilassa esitettynä koottu valmiiksi osa kerrallaan — hahmot ilmestyen kukin kuvaelmaa täydentämään adventinajan edetessä, Jeesuslapsi viimeisenä jouluyön aikaan. Näin ollen seimen kokoaminen täydelliseksi muistuttaa myös aikuisten lelusuhteissa suosittuna leikin muotona tunnustettua keräilyä (Heljakka 2013).

Seimi on päätynyt myös leluteollisuuden aihelmaksi. Leluyritykset valmistavat erilaisia seimiä varta vasten lasten leikkitarkoituksiin, esimerkkinä Fisher-Pricen Little People -lelusarjan leikkiseimi Deluxe Christmas Story. Samalla on huomionarvoista, miten seimet lelullistetussa muodossaan ovat tulleet pedagogisten välineiden ohella (ne opettavat lapsille jouluevankeliumin tarinaa) myös osaksi lifestyle-tuotteiden tarjontaa — esim. italialainen muotoiluyritys Alessi on tuotteistanut seimen, jonka osat ovat keräiltävissä. (Ks. Crib set Presepe). Nykyaikainen, leikkivälineeksi miellettävä seimi voi edustaa estetiikaltaan myös abstraktia näkemystä ikiaikaisesta joulukuvaelmasta, kuten Floris Hoversin seimilelusetti.

Leikillistyvässä ja lelullistuvassa ajassa on muotoilun ja nykytaiteen maailma löytänyt varsinaisista leluista niin esikuvan kuin ilmaisuvoimaisen median varsinaisen esineleikin (object play) kasvattaessa suosiotaan myös aikuisten parissa. Jotta esinettä voitaisiin ajatella leluna, on sen oltava leikittävä (playable). Tänä päivänä aikuiset paitsi keräävät leluja yhä näkyvämmin, he myös kustomoivat, te­kevät käsitöitä ja valokuvaavat ja videoivat lelujaan entistä enemmän, toisin sanoen, leikkivät niillä.

Olen aiemmassa tutkimuksessani jäsentänyt leluelämyksen osa-alueita, joita ovat fyysinen, funktio­naalinen, fiktiivinen ja affektiivinen (ks. esim. Heljakka 2019). Seimiin perustuva asetelmallinen nykyleikki (dis-play/dis-playing) perustuu fyysisiin materiaaleihin, eli massatuotettuihin leluihin. Seimileikki leluilla on funktionaalista, koska se edustaa rituaalista ja jäljittelevää leikkiä. Sillä on siis uskonnollinen esikuvansa, jota leikissä jäljitellään. Seimileikin voidaan ajatella olevan fiktiivistä, sillä se perustuu tarinoihin. Ja lopulta, tämä leikki on affektiivista, sillä se herättää leikkijöissään tunteita ja inhimillistä kiinnittymistä johonkin elämää suurempaan, seimen tapauksessa Jeesuksen syntymään — joulun ihmeeseen.

Tässä katsauksessa esimerkkeinä käytettyjä leikin artefakteja edustavat Barbie-nuket ja Lego-, Star Wars– ja Funko-toimintahahmot, joita muihin esineisiin yhdistäen aikuiset leluleikkijät luovat pyhän asetelman yhä uudelleen (ks. Kuva 3). Populaarin lelukulttuurin hengessä luodut, mutta pyhän asetelman ideaa jäljittelevät seimet ovat moniulotteisia niin merkityksiltään kuin estetiikaltaan.

Bado-Fralick ja Sachs Norris (2010, 37) huomioivat, miten seimiä valmistetaan monista eri materiaaleista ja miten monet lapset leikkivät joulunaikana seimillä omia leikkejään. Myös nykyleluilla luodut seimiasetelmat ovat läheisessä suhteessa maailmojenrakenteluun ja niitä luonnehtii monikerroksellinen transmediaalisuus, eli mediarajat ylittävä olemus (Heljakka & Harviainen 2019). Viihteen supersysteemi (entertainment supersystem, ks. Heljakka 2013) lähentyy lelullisissa seimissä pyhää asetelmaa luoden sille materiaalisen toteutumisen puitteet. Hahmolelut, kuten nuket, action-figuurit ja pehmolelut otetaan leikissä osaksi pyhää näytelmää, mutta luonteenomaista seimileikille on myös sen yhteydessä tapahtuva kekseliäs materiaalisten resurssien hallinta (ks. esim. Kuva 1.), ja eri tarinamaailmojen yhdistely. Verkossa jaetaan kuvaleikkien lisäksi myös vinkkejä leluseimien värkkäilyyn, esimerkiksi Lego-palikoihin liittyen. Esimerkiksi BrickExtra-blogissa opastetaan, miten palikoista syntyy seimi.

Nykyleikin silmäkeskeisyys ja dokumentaarisuus näyttelee merkittävää roolia seimileikissä — kuvaleikki (photoplay), leluihin tai lelumaisiin hahmoihin perustuva ja asetelmia (dis-playing) tai toimintaa (esim. nukkedraamoissa, engl. doll-drama, ks. Heljakka & Harviainen 2019) taltioiva valo- ja videokuvaus, edustaa leikin dokumentoivaa muotoa ja leikkiä itsessään. Populaarikulttuurinen kytkös tuo mukanaan huumorin lelullistettuihin seimikuvaelmiin. Tällaisenaan lelullistetut seimet eivät lopulta erottaudu eurooppalaisen kristillisyyden perinteisiin liitetystä historiallisesta asenneilmapiiristä. Esimerkiksi Rahner (1967, 35) toteaa, miten Theodor Haecker oli oikeassa väittäessään huumorintajun olevan keskeisessä asemassa eurooppalaisen kristillisyyden sivilisaatiossa.[2]

Kuva 3. Esimerkkejä lelullistetusta jouluseimistä. Lähteet: BrickExtra, Cole Chloe/Dorkly.comHannah Gale/Metro UKWeb Urbanist.

Lopuksi: Uusioleikkiä täältä ikuisuuteen

Seimien luomisessa on kautta aikojen hyödynnetty monipuolisesti eri tekniikoita: kuvanveistoa, maalaustaidetta, näyttämötaidetta ja musiikkia. Tässä katsauksessa käsitelty, massatuotettuihin leluihin pohjautuva seimenrakennus- ja kuvaleikki edustaa uutta seimiperinteen suuntausta. Seimet yksityiskohdiltaan monipuolisina ja ilmeeltään vaihtelevina joulukuvaelmina näyttäisivät edeltäneen 2010-luvulla sosiaalisessa mediassa tapahtuvan jakamisen myötä näkyväksi kasvanutta miniatyyriasetelmien ilmiötä, kuten esimerkiksi vuosikymmenen lopulla suosioon nousseita (pakanallisia) tonttuovia. Jouluseimen on hartaudestaan huolimatta mahdollista toimivan aina esikuvana nykyajan leluasetelmille ja figuureilla, toiminta- ja pelihahmoilla sekä nukeilla toteutetuille (lämpimän) humoristisille ja tilallisille leikeille.

Seimiaiheen uudelleenleikkitävyysarvo (replayablity value) on kiistaton. Se vertautuu täten kristillistä perinnettä ajatellen esimerkiksi Nooan arkkiin lelullistettuna ja uudelleenleikittynä aihelmana, jossa sama tarina kerrotaan aina uusin välinein ja eri leikkijöiden mahdollistamana. Uskonnollisella aiheella voi näin olla universaali kaikupohja, ja on siis ymmärrettävä, että myös jouluseimen pyhä asetelma on digitalisoituvassa ja leikillistyvässä ajassa aikuisten leikkijöiden hyödyntämä resurssi.

Fanitaiteeseen tässä ajankohtauskatsauksessa kuvaillun uusioleikin ilmiön liittää paitsi sen (tunnistettavasta) estetiikasta kiinnostunut toteutustapa myös leikin välineisiin, eli jouluseimiä rakentaessa hyödynnettyihin hahmoleluihin, kytkeytyvät fanisuhteet. Pop-hahmoja ja niiden ympärille kehittyvien tuotteiden runsasmuotoisia imperiumeja fanitetaan. Myös fanitettujen hahmojen käyttäminen osana tässä katsauksessa käsiteltyjä kuvaleikittyjä jouluseimiä on materiaalisen ja visuaalisen leikin ohella yksi affektiivisen fanittamisen muoto ja ilmentymä.

Tässä katsauksessa osoitettiin, miten visuaalis-materiaalisen nykyleikin näkökulmasta myös kristillistä kuvataideperinnettä on mahdollista tarkastella leikillistyvänä ja lelullistuvana transmediailmiönä ja toiminnan kenttänä, jossa jouluseimet voidaan nähdä fanitaiteellisena ja rituaalisena ilmiönä — aina uudelleen leikittynä pyhänä. Tämä pyhän asetelman leikkitoiminnalliseen rekonstruktioon perustuvaksi uusioleikiksi nimeämäni ylisukupolvinen leikkitoiminnan muoto näyttäisi tarjoavan eri ikäisille leikkijöille kutsun pitkäkestoiseen ja alati uudelleenmuotoutuvaan ja tulkittavaan materiaaliseen, visuaaliseen ja sosiaalisesti jaettuun leikkiin — ad infinitum.

Lelututkija Katriina Heljakka toimii Turun yliopiston Kulttuurituotannon ja maisemantutkimuksen koulutusohjelman digitaalisen kulttuuriin oppiaineen luotsaamassa Pori Laboratory of Play:ssa tutkimuspäällikkönä. Leluihin, aikuisten leikkikulttuureihin ja sukupolvirajat ylittävään leikkiin erikoistunut tutkija väitteli Aalto yliopiston visuaalisen kulttuurin oppiaineesta vuonna 2013. Myös kuvataiteilijana toimivan Heljakan tämänhetkisiä kiinnostuksenaiheita ovat hänen post doc tutkimuksensa pääaihe — kulttuurin lelullistumisen ilmiökenttä, lelusuunnittelu, nykyajan fyysiset, digitaaliset ja hybridiset leikkivälineet ja leikkiympäristöt sekä sukupolvirajojen yli jaettu, yhteisöllinen leikki.

Lähteet

Kaikki linkit tarkistettu 18.12.2019.

Verkkosivut

BrickExtra. 2012. MOC of the Week. LEGO Nativity Scene, 27.12.2017, https://brickextratest.wordpress.com/2012/12/27/moc-of-the-week-lego-nativity-scene.

Cole, Chloe. 2013. The Nerdiest Nativity Scenes, www.dorkly.com, 24.12.2013, http://www.dorkly.com/post/57331/the-nerdiest-nativity-scenes.

Gale, Hannah. 2014. Yup, this is a Barbie and Ken version of Jesus and the Virgin Mary, 22.9.2014, Metro.co.uk, https://metro.co.uk/2014/09/22/yup-this-is-a-barbie-and-ken-version-of-jesus-and-the-virgin-mary-4877611/.

Kiviniitty, Satu. Jouluseimen tarina. Raahen museon kotisivut. http://raahenmuseo.fi/tietolaari/armas-joulun-aika/jouluseimen-tarina.

Web Urbanist. 2016. Strange Manger: The World’s Weirdest Nativity Scenes. https://weburbanist.com/2016/12/25/strange-manger-the-worlds-weirdest-nativity-scenes/2/.

Kirjallisuus

Bado-Fralick, Nikki ja Rebecca Sach Norris. 2010. Toying with God: the world of religious games and dolls. Waco, TX: Baylor University Press.

Gockerell, Nina. 1998. Krippen. Nativity Scenes. Crèches. Bayerisches Nationalmuseum München. Taschen.

Harni, Esko. 2015. Profanaatio ja leikki Giorgio Agambenin ajattelussa. Teoksessa Kulttuuripolitiikan tutkimuksen vuosikirja 2015, toimittanut Miikka Pyykkönen.

Heljakka, Katriina. 2013. Principles of adult play (fulness) in contemporary toy cultures: From Wow to Flow to Glow. Väitöskirja. Aalto-yliopiston taiteiden ja suunnittelun korkeakoulu.

Heljakka, Katriina. 2019. ”Vanhentunut Pete: nostalgia, retrovaatio ja vintage­leikki lähtökohtina hahmolelun suunnittelulle.” Tekniikan Waiheita 37, no. 3 /2019: 43–56.

Heljakka, Katriina ja J. Tuomas Harviainen. 2019. “From Displays and Dioramas to Doll Dramas: Adult World Building and World Playing with Toys.” American Journal of Play, no. 3/2019): 351–378.

Rahner, Hugo S.J. 1967. Man at Play. Herder and Herder. New York.

Sutton-Smith, Brian. 1997. The Ambiguity of Play. Harvard University Press.

Teikari, Erkki. 2019. ”Pyhää futista ja metkaa pyhiinvaellusta. Ikkunapenkki-kolumni.” Porin Kirkkosanomat 9, 14.11.2019, s. 4.

Viitteet

[1] Tässä seimessä on käytetty Sylvanian Families -leluhahmoja (bambeja ja pupua) vaatteineen, Lego-setistä lainattua tähteä, matkamuistoja (kameli Egyptistä, ananakset Havaijilta, miniatyyripärekori Raumalta), erilaisia askarteluvälineliikkeestä hankittuja valmiita pienoisesineitä tai niiden osia ja mukaelmia, joulukoristeita, sekä erilaista ylijäämätavaraa kuten kangastilkkuja, lahjanarua, pussinsulkijoita jne.

[2] Rachner viittaa tähän teoksensa sivulla 35. Alun perin teoksessa Theodor Haecker, Wiederbegegnungen von Kirche und Kultur in Deutschland, s. 165. Julkaisuajankohta tuntematon.