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Ajankohtaista

Trackers: The Rise, Bloom and Later Developments of a Paradigm

trackers, music software, chipmusic, home computers, demoscene

Markku Reunanen
markku.reunanen [a] aalto.fi
Senior university lecturer, Aalto University
Docent, University of Turku

How to cite: Reunanen, Markku. 2024. ”Trackers: The Rise, Bloom and Later Developments of a Paradigm”. WiderScreen Ajankohtaista 5.8.2024. http://widerscreen.fi/numerot/ajankohtaista/trackers-the-rise-bloom-and-later-developments-of-a-paradigm/

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First published in Finnish in Musiikki 2–3/2019 as ”Trackerit: paradigman synty, kukoistus ja myöhemmät vaiheet”. https://musiikki.journal.fi/article/view/87867. Link to errata.

Trackers are music software whose history spans over three decades. They are tightly linked to the history of home computers, and they made previously unreachable digital composition tools available to enthusiasts in the 1980s. Over the years, trackers have been used both for commercial and non-commercial purposes, for example games and demos, and they have given rise to lively hobbyist communities. In this article, I go through the history of trackers, their characteristics and typical uses. The study is based on the analysis of 60 tracker programs and six interviews of their creators. The findings highlight the tight link between trackers and computer hardware, the reasons why authors wanted to create such software, and the gradual evolution of the paradigm.

Introduction

Tracker programs, or more commonly just trackers, are music composing software which were first published for the 1980s’ popular home computers, such as the Commodore 64, Amiga and Atari ST (see Saarikoski 2004). In the big picture, trackers can be placed in a larger historical continuum where expensive, professional studio technology gradually entered homes and became available for hobbyists. Now, in 2019, the paradigm is still well alive: new software versions are published regularly and there are various active tracker user communities.

Thomas Kuhn (1962) has defined paradigms as practices that define a certain field of study at a given time. Even though it is debatable whether trackers can be considered a field of study, the concept is still useful, as their use is in many respects a ”paradigm” with its distinctive tools, practices and terminology – even a holistic lens through which a composer understands music at large. In addition, Kuhn’s model of a paradigm shift is also applicable here, as trackers replaced earlier approaches to digital composition and were eventually challenged by other competitors representing a different paradigm.

Tracker software is tightly linked to several parallel developments, such as the history of computing, digital games, the demoscene and other hobbyist communities, as well as music production. Therefore, it is natural that existing research dealing with trackers also represents different fields of study. Technology, history and cultural studies have so far been the most common perspectives, while there is a clear lack of analysis of tracker music itself. Hanna Lönnblad’s journal article and her later master’s thesis on demoscene music are rare examples of such an approach (Lönnblad 1997; 1998).

Chipmusic – music that is either composed for or mimics the characteristic sound of vintage computer and game console sound chips – is not necessarily tracker music, but there exists a notable overlap between the two. Nils Dittbrenner’s Chip-Musik (2007) and Kenneth McAlpine’s Bits and Pieces (2019) are large overviews on the essence of chipmusic (also known as chiptunes), whereas the cultural side of things has been studied by Carlsson (2008), Driscoll and Diaz (2009), Karila (2013) and Polymeropoulou (2014). Sebastian Tomczak’s doctoral thesis, On the Development of an Interface Framework in Chipmusic (2011), is an in-depth look into the features of vintage sound chips and how they can be connected to modern computers.

Demoscene, the enthusiast community focusing on computer demos, has been both an active user and a creator of tracker software. Reunanen (2010, 66–70) discusses tracker music as a common format for demo music and Jimmy Maher (2012, 171–205) dedicates several pages to the iconic ProTracker in his platform studies book The Future Was Here: The Commodore Amiga (for more on platform studies, see Bogost & Montfort 2009). Lönnblad’s (1997; 1998) studies also took place in the context of the demoscene. Esa Hakkarainen’s (2011) An Overview of Retro Game Music mentions demos, too, but otherwise the focus is on retro themes and game music. So far, the use of trackers for commercial game music production has been explored little, even though there was a heavy connection between the two in the 1980s and 1990s, as discussed later in this article.

Trackers and related hobbyist cultures are too colorful to cover in depth in just one article. Therefore, I have limited the scope here to the following two, closely related research questions:

  1. How has the tracker paradigm evolved over time?
  2. For what purposes have trackers been created and used?

The research material consists of two main parts: tracker software and interviews with tracker creators. At first, I compiled a list of 60 tracker programs with their basic information (platform, release year, author, screenshot, and basic features), after which I chose the most influential or exceptional examples for further in-depth analysis, which could be labeled as close reading. Sofware studies is a relatively new approach in the field of digital humanities and often technical in nature, even though it is equally possible to study computer software as culture (Manovich 2009; 2013; Fuller 2008; see Haverinen and Suominen 2015). Even though the source code of the selected trackers was not part of the research material, my own previous programming experience with tracker music playback served as a useful foundation which provided extra understanding of the inner logic of tracker software. To explore the creators’ point of view, I conducted six semi-structured interviews, coupled with excerpts from three interviews conducted by others (Amiga Music Preservation n.d.; Sidmusic.org n.d.; Game Audio Network Guild 2011).

Defining Features of Trackers

Composing music using a tracker differs notably from other composition and notation paradigms. There is no stave or a piano roll view like in sequencers, such as Cubase. Next, I will go through the most relevant concepts in order to provide the reader with an understanding of what defines a tracker and how it is to compose music with one. It should be noted that there are considerable differences between trackers, so the discussion here focuses on the core features that constitute a tracker in the first place.

At the heart of tracker software is the track, a column where the composer enters notes, instrument numbers and various commands (see Figure 1). The tracks proceed vertically from top to bottom, and each typically represents an independent sound channel. Especially in the case of home computers, such as the Commodore 64 (C-64) or Amiga, the mapping is one to one with the channels offered by the sound chip. Along with increasing computational power this hard coupling eventually vanished, which will be discussed in more detail in the next section. When entering notes on the track the computer keyboard behaves like a double piano keyboard: letters and numbers correspond to notes which can be either typed manually or played in real time.

Figure 1. Hearttracker 2 1/3 (1992). Source: screenshot by author.

A full song consists of parts called patterns. The traditional length for a pattern is 64 rows, which gives a certain direction to music created using trackers. Each pattern comes with a number, which is placed on a list called song order. Part of the song order can be seen in the top left corner of Figure 1 (Pos, Pattern, Length). The possibility to repeat a pattern saves effort, as there is no need to re-enter the same notes. In addition, on vintage computers there were also technical reasons for it, as reusing the same content saved precious memory.

In addition to notes, tracks contain instruments, which refer to the sounds that are to be played back. An important difference between trackers is whether the sounds are synthesized either using the sound chip or computationally, or whether the sound is digitized from an external source. Roughly speaking, 1980s’ early 8-bit home computers (C-64, MSX, Amstrad CPC etc.) rely on their sound chips, whereas Amiga and later PC trackers are based on samples (cf. Dittbrenner 2007; Carlsson 2008; Tomczak 2011). This division is inevitably blurry, as even old machines might be capable of limited sample playback and trackers on new machines may feature also real-time synthesis. Typical features of an instrument are its volume, finetuning, looping, envelope and panning – differences between programs are particularly pronounced when it comes to instrument handling.

Figure 2. NinjaTracker 2.0 (2006). Source: screenshot by author.

The third kind of content that goes on a track are the commands which can be controlled by using parameters. The parameters are traditionally given in the hexadecimal notation (as opposed to common ten-based decimal numbers, they are based on 0–F), so for example the number 255 is written as FF. Most likely, the original reasons for using the hex notation were easier implementation and saving some screen estate. As can be seen in Figure 2 with NinjaTracker, a tracker musician often works with plenty of numerical values. Table 1 contains the commands supported by ProTracker. Three main categories can be recognized among them: commands dealing with volume, pitch and song playback.

0 – arpeggio

E0 – filter on/off (Amiga hardware feature)

1 – portamento up

E1 – fine pitch slide up

2 – portamento down

E2 – fine pitch slide down

3 – tone portamento (to a note)

E3 – glissando control (sliding type)

4 – vibrato

E4 – vibrato control (modulation curve)

5 – tone portamento + volume slide

E5 – set fine tune

6 – vibrato + volume slide

E6 – pattern loop

7 – tremolo

E7 – tremolo control (modulation curve)

8 – not used

E8 – not used

9 – sample offset (jump in playback)

E9 – retrigger note

A – volume slide

EA – fine volume slide up

B – position jump (jump in song)

EB – fine volume slide down

C – set volume

EC – note cut

D – pattern break

ED – note delay

E – subcommands (see right column)

EE – pattern delay

F – set speed

EF – invert loop/funk repeat (non–standard)

Table 1. ProTracker commands. E is not a command itself but features multiple subcommands.

The concept of tempo is distinctive to trackers and slightly differs from standard music terminology. On vintage devices, music playback is usually heavily tied to the screen refresh rate (50 Hz in Europe). It may have been the only technical means to get precise timing to begin with, in addition to which it matches well with game and demo programming which, too, are dependent on the same screen refresh cycle. For instance, on the Amiga the default BPM (beats per minute) is 125, which follows directly from the screen refresh rate: every sixth screen refresh the playback proceeds to the next row of the pattern, which correspond to 1/16 notes, so four rows constitute a beat. ProTracker’s command F lets the composer roughly alter the playback speed by changing the screen refresh counter, and later versions added the possibility to control the tempo directly using BPM values.

The last fundamental concept that goes with trackers is the module. The music composed by an artist must be saved in a format that can be distributed for further use by others, which has given rise to a number of file formats. The ”mod” file extension, used by the influential Soundtracker and ProTracker plus several other programs, has been so ubiquitous that tracker music has even been referred to as ”mods” (see McAlpine 2019, 142–4). Other common file formats are, for instance, Fasttracker II’s XM and Scream Tracker’s S3M. Modules are self-contained with all the necessary content for playing back the tune: the tracks, song order and instruments with their samples.

Many of the features seen in tracker software directly mirror the capabilities of the underlying hardware platform. For example, ProTracker’s E0 command switches the built-in lowpass filter on and off on Amiga computers. Yet, other features and terminology clearly originate from more general music theory and practices. On the one hand, programs have been used for certain purposes, which has shaped their feature set and, on the other hand, it is possible to recognize cultural reasons, as some functionality lives on mainly for historical reasons even if the original technical limits are long gone. In the next two sections, I address these factors in more detail: the history of trackers, their uses and creators.

Devices, Software and Pieces of a Family Tree

Even a quick glance at trackers from different decades and platforms reveals how features have been inherited from one program to another and how they have evolved over time. New trackers hardly ever radically differ from their predecessors, but they rather represent gradual evolutionary steps where technical or musical features are added, programming errors are fixed and usability is improved. These relationships form a family tree of sorts. It is, however, hard to explicitly lay out the tree, as features have been borrowed horizontally and not all the design decisions are made consciously.

As Petri Saarikoski (2004, 78) notes, computers were only one example of commodified electronics, such as calculators, electronic games and digital clocks, which become household items around the same time. Early 1980s’ ”microcomputer boom” machines were technically very different to today’s devices: their memory capacity and processor power were modest, and a typical sound chip could play back a few channels of simple synthesized audio. Graphics – if any – were of low resolution with few colors and the most common input devices were the keyboard and joystick (see Saarikoski 2004, 98–113; Forster 2005).

According to current knowledge, the first program that could be considered as a tracker is Soundmonitor programmed by Chris Hülsbeck for the Commodore 64 in 1986 (e.g. Game Audio Network Guild 2011; see Suominen & Sivula 2016). As can be seen in Figure 3, Soundmonitor already had several familiar features, such as the vertical tracks corresponding to audio channels, effects and plenty of numbers. The term ”monitor” and heavy use of hexadecimal numbers in the user interface bear resemblance to other tools of the time, namely machine language monitors, which were used for manipulating memory contents. Hülsbeck himself mentions analog synthesizers as his source of inspiration, as well as other C-64 musicians of the time and Steinberg’s early MIDI sequencer, which was the origin for the notation (interview with Hülsbeck 23.4.2019).

Figure 3. Soundmonitor 1.0 (1986). Source: screenshot by author.

Even if tracks were already clearly present in the program, the term ”tracker” entered common use somewhat later along other software. Hobbyists soon started modifying Soundmonitor to suit their own needs: Rockmonitor II (1987) is an early example of tracker evolution. The Commodore 64 faded from the market toward the 1990s, but devoted enthusiasts still develop new software for it. The aforementioned NinjaTracker and Mats Andrén’s defMON (2013) are more recent trackers running on actual hardware (cf. Lindsay 2003).

The Commodore 64 was the birthplace of trackers, but their golden age was rather on Commodore’s next computer platform, the Amiga. The Amiga (nowadays often called Amiga 1000), introduced in 1985, was a highly multimedia-capable device compared to its contemporaries. The following cheaper model, the Amiga 500, achieved success also in the Finnish home market (Saarikoski 2004, 389). From a musical perspective, the main difference compared to earlier home computers was that the Amiga could play up to 28.8 kHz digitized 8-bit audio on four independent channels, which were grouped into two stereo pairs. Therefore, music on the Amiga is commonly based on sample playback at different pitches.

To walk through all the Amiga trackers would require an article of its own, so I focus here on some typical examples only. Karsten Obarski’s (The) Ultimate Soundtracker, also known simply as Soundtracker, from 1987 is the oldest of them. Obarski mentions that he knew of Soundmonitor, but also used C-Lab’s ScoreTrack, which may have affected the initial design decisions (Amiga Music Preservation n.d.). As can be seen in Figure 4, Soundtracker notably differs from its predecessor: instead of a textual interface you can use a mouse and click buttons. Overall, the program already looks like a typical tracker, and its features can still be recognized in software that came out thirty years later. As a disappeared curiosity the tracks have fixed names to indicate their expected – even if unnecessary – use (Melody, Accompany, Bass, Percussions).

Figure 4. The Ultimate Soundtracker 1.21 (1987). Source: screenshot by author.

Pex ”Mahoney” Tufvesson developed his NoiseTracker in 1989 using Soundtracker as the starting point. His motivation was to fix errors that were left in Soundtracker and, while doing that, he also added new features, such as improved instrument handling (interview with Tufvesson 24.4.2019). The mod file format, which became a standard of sorts on the Amiga, is based on Tufvesson’s additions. These roots are still visible in the ”M.K.” (Mahoney & Kaktus) tag which can be found in such files.

Shortly thereafter followed the ProTracker family of programs, which quickly took over the Amiga tracker domain not only among hobbyists but also game audio professionals. The first version from 1990 was developed by a group called Amiga Freelancers, after which others started modifying the software to their liking. The ProTracker 2 series was developed by Noxious and version 3 by Cryptoburners. When looking at ProTracker’s user interface (Figure 5), it is evident how after Obarski the changes were mainly cosmetic. The information density has increased, partly to improve usability and partly to accommodate for new features (see also Maher 2012, 171–205; McAlpine 2019, 137–42).

Figure 5. ProTracker 2.3d (1994). Source: screenshot by author.

Commodore’s dominance at homes started fading at the beginning of the 1990s and, eventually, the company went bankrupt in 1994 (see Saarikoski 2004, 389–95; Bagnall 2005). Home computers were mostly replaced by IBM PC compatibles over the decade, and notable trackers started appearing on them as well. The transition did not, however, happen overnight and the Amiga remained an important enthusiast platform in spite of its commercial hardships, because of its established trackers and sound quality, which was not surpassed before 1992 with the release of the Sound Blaster 16 and Gravis UltraSound expansion cards for the PC, both of which were capable of 16-bit sound.

From a technical standpoint, the Gravis UltraSound (GUS) is like an advanced Amiga: it is possible to play up to 32 individual digitized sounds simultaneously at different pitches. Therefore, extending the existing four-channel model to a greater number of tracks was straightforward. The Sound Blaster 16 was not capable of similar hardware mixing, but had to rely on software implementations instead, which was not feasible before the processor speeds eventually started facilitating it. Similar attempts had been made on the Amiga even earlier, as Oktalyzer (1989) had low-fidelity support for eight channels. It is evident how the need for more than four channels was recognized early on, even if it took a few years more for the hardware to catch up. Finnish OctaMED acquired a similar feature in 1991 and proper multichannel mixing in 1996, when more powerful next generation Amigas became capable of it (Kinnunen 1999).

The first PC-based trackers, such as Scream Tracker 2.2 (1990), ModEdit (1991) and Whacker Tracker (1992) were clearly behind their Amiga counterparts in usability, features and sound quality. The situation started changing in 1994 when Scream Tracker 3 (ST3) and Fasttracker II (FT2) were released within the demoscene. Out of these two Fasttracker II is clearly a closer relative to Amiga trackers: the tracks, song order and commands resemble ProTracker to a high extent (Figure 6). New soundcards, increased memory and improved processors, however, facilitated new features, such as up to 32 channels, 16-bit samples, free panning and volume envelopes for the instruments. FT2, in turn, inspired later software: for example, the PC-based Skale Tracker (2005) and the multiplatform MilkyTracker (2005).

Figure 6. Fasttracker II. The song here uses ten channels, eight of which are visible at a time. Source: screenshot by author.

Scream Tracker 3 (Figure 7) can, likewise, be recognized as a tracker but it stands out more from the mainstream of the time. The interface is not operated with a mouse and there are separate views for the tracks, song order and other features, which resembles the earlier version of Scream Tracker and even Soundmonitor, rather than Amiga trackers. The commands are largely in line with their ProTracker counterparts, albeit with a different numbering. As with FT2, there are as many as 32 channels available, even though their precision is limited to 8 bits. The legacy of ST3 can be observed in later software too, in particular Impulse Tracker (1995) and Schism Tracker (2003), both of which highly resemble their predecessor (cf. Lönnblad 1998).

Figure 7. Scream Tracker 3.01 beta. Source: screenshot by author.

Renoise (2002) is, in many respects, a prime example of how far trackers can be stretched. It is a commercial digital audio workstation (DAW), which supports, for example, VST plugins, several sound file formats, scripting and multichannel audio devices. Many of these features are comparable to and familiar from other competing professional audio software, but where Renoise stands out is its adherence to the tracker paradigm.

Some of the trackers that constitute the research material do not conveniently fit into any historical continuum or family tree. Little Sound DJ (LSDJ, 2000) runs on the tiny screen of a Nintendo Game Boy handheld console and is operated using its directional pad and buttons. On the one hand, it is easily recognizable as a tracker, but on the other hand, its features are so closely tied to the particularities of the device that it highly differs from more common computer-based software (McAlpine 2019, 186–8). An emerging trend of the 2000s is cross-development, meaning that music is composed on one platform but used on another, whereas traditionally the two were the same. In my research material examples of such are GoatTracker (2001), which is used for composing for the C-64, and Arkos Tracker (2010), which targets early 1980s’ MSX, Spectrum and Amstrad CPC computers. Both of them run on modern computers, but the outcome works on vintage hardware. Similar traits can be observed in software development, too:

defMON is coded using TextMate on Mac, the ACME cross assembler, and makefiles. I’ve also used some different solutions for executing the assembled file directly on the C64, such as Graham’s CODENET and more recently a similar solution that uses the 1541U2 hardware. The very first versions of the player were coded in TASM on the C64 though, but it didn’t take long until I migrated to a cross assembly environment. (interview with Andrén 24.4.2019.)

Even though the final product, defMON, itself runs on an actual C-64, Andrén prefers the comfort of a modern computer for the development. Themes such as authenticity, skill and authorship are frequently discussed in the context of retro computing, for example chipmusic (Polymeropoulou 2014), hardware hacking (Lindsay 2003) and the demoscene (Reunanen 2010, 34–6).

In this study, I will omit so-called players, although there is at least a similar amount of such software – for just listening to tunes there is seldom a need to use the original tracker, which would be clumsy for that purpose to begin with. In addition to sharing and listening, songs are also used as content in multimedia productions, such as games and demos. To get a tune playing outside of trackers or players requires even more software, namely programming examples and libraries, which improve – or limit – the utility of music composed with a certain tool. It is important to realize how trackers do not exist in isolation but are part of the larger sound ecosystem of a platform, which consists of much more than musical composition.

Creators and Purposes

To answer the second research question, let us give the voice to tracker software creators: who programmed them, why and for what purposes? Based on credits found on trackers and their documentation, it is evident that most trackers have been created by either a single person or a small group of people. All the interviewees of this study had designed and implemented their programs chiefly alone, although they had received help, inspiration, comments, source code and testing support from others. Some of the trackers were credited to a demo group, even if there was effectively just one author.

All the interviewees had some prior experience with music before starting their tracker project: in particular, piano playing was a recurring theme, and most had experience of other instruments, too. As to their computer hobby, playing games, watching demos and programming were the most common ones and, thus, we could say creating a tracker brought together several of their already existing interests. Lasse Öörni crystallizes plenty in his short answer: ”Gaming, drawing, coding. First as a hobby and finally (game) programming also as work.” (interview with Öörni 23.4.2019)

When asked about the motivation to start creating a tracker – a challenging and time-consuming project – programmers often mentioned a personal need that was not satisfied by any existing tool. Chris Hülsbeck and Lasse Öörni needed game music for the Commodore 64 (interviews with Hülsbeck and Öörni 23.4.2019), and, in the same lines, the first tune composed by Karsten Obarski with his Soundtracker ended up in a 1987 ball game called Amegas (Amiga Music Preservation n.d.). An equally common reason was that existing tools were found lacking or of low quality. Quoting Pex Tufvesson: ”Since the previous versions of Soundtracker contained a lot of bugs, I felt the urge to fix them. And when they were fixed, I took the opportunity to add a couple of features I thought were missing!” (interview with Tufvesson 24.4.2019) General interest in the topic provided extra motivation, and for Julien Névo creating Arkos Tracker 2 was a conscious learning project to improve his C++ language skills (interview with Névo 24.4.2019).

The history of trackers is heavily intertwined with the demoscene, as several important trackers have been created in that context and for its needs (e.g. Reunanen 2010, 66–70). For instance, NoiseTracker, ProTracker, Fasttracker, Scream Tracker and Arkos Tracker could be categorized as such programs. Most of my interviewees had participated in the demoscene one way or another; Tufvesson as a still active author (interview with Tufvesson 24.4.2019). Demo background music is an evident use for tracker music, but at least equally important are various music competitions organized at demo events, parties, and nowadays also on online forums (see Ratliff 2007; Reunanen 2010, 37–9).

Games and tracker music, likewise, have a long shared history, as we have seen above. Their relationship is not quite as straightforward, though, as even in the presence of Soundmonitor and its derivatives game music was still commonly composed by directly programming it in symbolic machine language, assembly (Sidmusic.org n.d.; interview with Hülsbeck 23.4.2019). Although from a musician’s perspective there are notable advantages to using a tracker, such as interactivity, the paradigm shift did not happen immediately (cf. Kuhn 1962). Another factor is that Soundmonitor was released only in 1986, when the C-64 had already been in the market for more than three years. The peak of tracker music was rather on the Commodore Amiga in the late 1980s and early 1990s, as confirmed by the World of Game MODs collection, which features about 10 000 tunes – most of them extracted (”ripped”) directly from games (World of Game MODs 1999). Increased storage capacity, such as the CD-ROM format, and generally improved multimedia capabilities eventually made it possible to use CD-quality audio in games, after which game music largely diverged from the tracker world (Game Audio Network Guild 2011; cf. Ratliff 2007).

Mentions of trackers in other professional uses other than games were rare in the answers. Pex Tufvesson said that he had received thanks from people working in the music business who had kickstarted their career on NoiseTracker (interview with Tufvesson 24.4.2019). Teijo Kinnunen mentioned that Calvin Harris created his first published album (I Created Disco, 2007) using OctaMED (interview with Kinnunen 28.4.2019). In both cases, there is a similar narrative where musicians move ”forward” from trackers to other tools. The Renoise (n.d.) website features a lengthy list of its users ranging from producers to DJs and composers. In this particular case, we are dealing with marketing material, which needs to be considered when evaluating the claims.

The third link between trackers and business is the fact that some of them were created as commercial products. Renoise is an evident example of such, but also Soundtracker and Oktalyzer were sold. Teijo Kinnunen’s MED was initially distributed for free, but after the British company RBF Software made him an offer, the following versions titled OctaMED became commercial (interview with Kinnunen 28.4.2019). Most trackers, however, have been published for free use by the community – often there is even no explicit mention of it, as it has been such standard practice. This kind of liberty is different from the free software movement, which has also gained traction among tracker developers: GoatTracker, MilkyTracker and Fasttracker II Clone (2017) represent such recent ethics (see Vuorinen 2007).

When the project that started out of curiosity and personal need becomes public, the role of the creator changes. All my interviewees had received user feedback, which had been mostly positive. Typically, the thanks were coupled with development ideas and feature requests: ”At times there have been a lot of feature requests, and sometimes I’ve just had to answer that the source code is available, you can do it yourself.” (interview with Öörni 23.4.2019) Teijo Kinnunen related very similar experiences:

A while ago I tried OctaMED on an emulator and found it amusing how I had added this and that feature based on user requests. Some of them were probably never used… But at the time I didn’t yet have enough experience on software design so that I could have just said ”no” to feature requests, if there didn’t seem to be a real need for them. (interview with Kinnunen 28.4.2019.)

Whether you fulfill the requests or not, the increasing popularity of a tracker brings the author closer to the community when private development becomes public and when the tracker starts to become an important tool for others as well. As we can observe in the interviews above, the planned and actual uses for a tracker are not always in line: programs originally developed for game sound have been used for demos and vice versa. The final phase in the life cycle of a tracker is its end, when the author loses interest or the users migrate elsewhere.

Conclusion

Studying trackers revealed how they are, first and foremost, cultural artifacts that reflect their time, such as the computer market, software development, videogames, popular music and hobbyist cultures. The first trackers were among the first publicly available interactive software that let musicians compose on home computers without extensive programming skills. Even if trackers do not currently represent mainstream music production, they still hold a strong position among enthusiast communities, such as the demoscene and chipmusic circles.

We can recognize a few different periods and turning points in the history of trackers: the birth of the paradigm on the Commodore 64, the popularization and formation on the Commodore Amiga, and, finally, the improvements in sound quality and channel count brought about by later hardware development. Few programs have been completely new and revolutionary, but rather evolutionary steps over their predecessors – even Obarski’s Soundtracker can still be recognized in software created thirty years later. The existing culture of use has, on its behalf, shaped the developments with factors such as familiarity, tradition and audience expectations in play.

Programmers have started developing trackers, first and foremost, out of their personal interest and needs: for example, to compose music for their games or to fix the shortcomings of existing tools. The popularity of a tracker forms a user community around it, and the role of the programmer changes when there is a userbase with their requests to consider. Games and demos have been traditional homebases for tracker music, coupled with other enthusiast communities and, at least to a certain degree, professional musicians.

In this article, I have studied the history of trackers, their creators and uses, while several other perspectives would still warrant further attention. As mentioned in the introduction, there is already some research on the social aspects of tracking, but less so on their actual use: how is it to compose music using a tracker? From a software studies perspective there would be room for further depth, as I have here remained on the surface consisting of visual appearance and features, instead of considering their technical implementation or relationship to music technology at large. Furthermore, the analysis of actual tracker music is still an effectively untouched subject.

To conclude, let us go back in time to the end of the 1980s, forget about our current digital tools, and sit down for the first time in front of a tracker to marvel how the home computer is opening a new world for us:

Making music, of course. But more importantly, which you tend to forget these days, the Commodore Amiga and Noisetracker was actually a very cheap way of being able to experiment with sample based music, and learning the tricks of the trade. (interview with Tufvesson 24.4.2019.)

Acknowledgements

Thanks to Petri Saarikoski and Yrjö Fager for their comments, and the Academy of Finland for funding the Centre of Excellence in Game Culture Studies (CoE-GameCult, decision 312395).

References

Interviews

Interviews conducted by Markku Reunanen.

Chris Hülsbeck, 23.4.2019.

Julien Névo, 24.4.2019.

Lasse Öörni, 23.4.2019.

Mats Andrén, 24.4.2019.

Pex Tufvesson, 24.4.2019.

Teijo Kinnunen, 28.4.2019.

Websites

All websites accessed 1.11.2019.

Amiga Music Preservation. n.d. ”Interview: Karsten Obarski”. http://amp.dascene.net/detail.php?view=3982&detail=interview

Game Audio Network Guild. 2011. ”Interview with Chris Huelsbeck”. 29.4.2011. http://www.audiogang.org/interview-with-chris-huelsbeck/

Kinnunen, Teijo. 1999. ”A Brief History of OctaMED”. Accessed through the Internet Archive. http://stekt.oulu.fi/~kinnunen/omhist.html

Renoise. n.d. ”Artists | Renoise”. https://www.renoise.com/artists

Sidmusic.org. n.d. ”Interviews with Rob Hubbard”. http://www.sidmusic.org/sid/rhubbard.html

Literature

Bagnall, Brian. 2005. On the Edge: The Spectacular Rise and Fall of Commodore. Winnipeg: Variant Press.

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Ajankohtaista

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Constructing a Transmedia Universe: The Case of Battlestar Galactica

Battlestar Galactica, transmedia storytelling, transmedia universe, transmedial world, user-generated content

Aino-Kaisa Koistinen
aino-kaisa.koistinen [a] jyu.fi
PhD, Title of Docent in Media Culture (University of Turku)
Postdoctoral researcher, Contemporary Culture Studies
Department of Music, Art and Culture Studies
& The School for Resource Wisdom
University of Jyvaskyla

Raine Koskimaa
raine.koskimaa [a] jyu.fi
PhD, Professor of Contemporary Culture Studies
Department of Music, Art and Culture Studies
University of Jyvaskyla

Tanja Välisalo
tanja.valisalo [a] jyu.fi
MA, Doctoral Student in Contemporary Culture Studies
Department of Music, Art and Culture Studies
University of Jyvaskyla

Viittaaminen / How to cite: Koistinen, Aino-Kaisa, Raine Koskimaa & Tanja Välisalo. 2021. ”Constructing a Transmedia Universe: The Case of Battlestar Galactica”. WiderScreen Ajankohtaista 15.6.2021. http://widerscreen.fi/numerot/ajankohtaista/constructing-a-transmedia-universe-the-case-of-battlestar-galactica/

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In this article, we define a ‘transmedia universe’ as encompassing the complexity of transmedia storytelling, production and consumption. In doing so, we use the popular science fiction television series Battlestar Galactica as a case study, including both the original and reimagined versions of the series and their various intramedia and transmedia, narrative and non-narrative, and diegetic and non-diegetic expansions. Moreover, we look beyond the official productions of the Battlestar Galactica franchise and include, for example, user-generated content within its transmedia universe.

Introduction

The reimagined version of the American science fiction television series Battlestar Galactica (2004–2009, henceforth the reimagined BSG) has been cited as an example of the growing trend towards transmediality (e.g. Scott 2008; 2010; Jenkins 2011). The reimagined BSG franchise, indeed, offers a wide range of products and media platforms from which to access and enjoy its complex storyworld (understood here as a shared realm in which franchise-specific settings, characters, objects and actions exist; cf. Donald and Austin 2019). These include transmedia expansions that broaden the storyworld via the same medium (in this case, television) as well as expansions created for various mediums. In addition to these, the reimagined BSG is an intriguing example of building a complex storyworld, not only because the television series has spawned multiple transmedia productions but also because the series is in itself a remake of another series, the original Battlestar Galactica (1978–1979, henceforth the original BSG).

The present article tackles this vast range of expansions to investigate how BSG’s transmedia franchise is constructed. We also look beyond the commercial franchise and include, for example, user-generated content. Considering various transmedia expansions created around the original and reimagined BSG series, we suggest the use of the term transmedia universe to encompass the complexity of transmedia production and consumption. Doing so, we build on existing theories on transmedia storytelling and the creation of transmedia worlds and universes.

Transmedia evolution has been studied extensively from the perspective of media economics (Albarran 2013; Bennett et al. 2012; Clarke 2013; Davis 2013; Doyle 2010; Ibrus 2016; Rohn and Ibrus 2018) and political economy (Bolin 2007; Rodriguez-Amat and Sarikakis, 2012), and on the other hand, from the perspective of transmedia storytelling and engagement with fictional content. There are several attempts to conceptualise the fictional aspect of transmedia, such as Lisbeth Klastrup and Susana Tosca’s (2004; 2011; 2014) notion of “transmedial worlds”, arguing that one needs to approach transmedia not only as narratives but as “abstract content systems” and worlds. We claim, however, that the diversity of transmedial systems has not yet been adequately addressed, and more importantly, that the financial media production and branding aspects of transmediality have been too strictly separated from the fictional content of transmedia narratives. Therefore, we introduce a definition of transmedia universe that encompasses the complexity of transmedia storytelling, production and consumption.

We are here reconciling the two aforementioned strands of branding or economics and fictional content with the concept of a transmedia universe, which is not limited to the narrative worlds and diegetic contents, but encompasses the production and marketing issues relevant for the franchising, as well as non-diegetic contents, such as toys and collectibles, and also transmedia expressions not controlled by the franchise, such as user-generated content (i.e. fan fiction, fan art or other fan-created materials).[1] Despite Jenkins’ (2006) opening towards fan activity, and studies of fan engagement, fan activities and fan communities connected to transmedia (Vassallo de Lopes 2012; Tosca and Klastrup 2020), transmedia theorising has still not fully incorporated the insights that fandom research could provide. Our definition of transmedia universe provides a unique understanding of user-generated content in all its richness and its relationship to other transmedia contents.

In the following, we will, firstly, situate the BSG transmedia universe in the context of so-called transmedia television. Secondly, we will discuss the concept of transmedia universe in relation to existing transmedia theories, and thirdly, offer a more detailed analysis of the BSG transmedia universe.

Transmedia Television

The relationship between the original and reimagined BSG would be easy to categorise as adaptational rather than transmedial. We nevertheless claim that both series can be situated within the same transmedia universe, and as examples of transmedia television. The original BSG was initially launched in 1978. The narrative begins when robots called “the Cylons” attack human colonies and force the remaining human survivors to flee into space in search of the mythical planet called Earth, which is to be their new home. Their journey is led by a battlestar (i.e. a spaceship) called Galactica, and they continue to be followed by the Cylons who strive to eliminate all humans. In the beginning, the series attracted a fairly large audience, but this success did not last for long, and the series was cancelled just the next year in 1979.[2] However, a spin-off series called Galactica 1980 (1980) saw daylight only a year later. This series takes place a generation later with Earth already found and the first “Galacticans” setting out to explore their new home planet. The series did not reach the success of its predecessor and only ten episodes were made (Booker 2004, 89; Storm 2007, 3).

The reimagined version of BSG started as a miniseries in 2003. Like the original version, the reimagination was a success. It was followed by a continuous series that aired from 2004 to 2009 and received many awards and nominations, not to mention appraisal from critics (Storm 2007, 8; Stoy 2010). The basic premise follows the original series: the miniseries begins with the Cylons attacking human colonies, which forces the surviving humans to scatter into space in search of a new planet to call home—again, the mythical Earth. However, what differentiates the narratives is that in the reimagined version, there has already been a war with the Cylons 40 years before the events of the miniseries. While referring to this past war, the reimagined version portrays Cylons as very similar to those in the original series, and thus, visually situates the original version as the first Cylon war. These references to the original are one of the reasons why the relationship between the original and reimagined BSG can be considered transmedial instead of adaptational.[3]

Marsha Kinder (1991, 1) originally used the term “transmedia” referring to the “supersystem of entertainment, one marked by transmedia intertextuality”, spread over a set of media platforms, like in the case of Teenage Mutant Ninja Turtles. In 2006, Henry Jenkins (2013) developed the term “transmedia storytelling, which refers to the systematic unfolding of elements of a story world across multiple media platforms, with each platform making a unique and original contribution to the experience as a whole”. For Jenkins (2011), transmedia storytelling is “a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience”. Ideally, transmedia worlds consist of different narratives that clearly impact each other and contribute to the overall story, and the production is controlled by a single creator or creative unit or distributed through licensing (Jenkins 2011).

Following Jenkins’ definition, the relationship between the original and the reimagined BSG would not be transmedial, as the two series do not clearly contribute to the same overall story, nor are they set in the same storyworld (the reimagined franchise does not officially state that the narrative of the new series continues the original version, yet this is implied on occasion) or controlled by a single creative unit. Although we focus on the reimagined BSG and the transmedia expressions created around it, we nevertheless argue that the original BSG and its expansions should not be overlooked when analysing the reimagined BSG as transmedia. Indeed, when one looks at not only these two series but also their various transmedia expressions, the relationship between the two BSG series becomes more complex—and transmedial.

Jenkins’ definition of transmedia storytelling has been criticised in that the transmedia phenomenon seems to be more complex, and transmedia worlds often “fail” to be as unified and coordinated as he suggests they ideally be. For example, both Jason Mittell (2015, 303, 317–318) and Colin B. Harvey (2015, 85–87) note how it may be hard to sustain a coherent storyworld comprising ongoing narratives, such as in serialised television (see also Clarke 2009). Writing on “the phenomenon of transmedia television”, Mittell (2015, 292, 295) argues that Jenkins’ (2011) description of transmedia as a “unified and coordinated entertainment experience” does not fit television (cf. Evans 2011, 33–36). Commercial television’s industrial demands—attracting audiences that are, then, sold to advertisers—dictate that the television show always has to be the core text, making the transmedia experience less “balanced” (Mittell 2015, 294–295). Transmedia extensions serve the function of supporting and strengthening “the core television experience” and sustaining “viewers’ engagement and attention across these periodic gaps” between television episodes and seasons (Mittell 2015, 295; see also Evans 2011, 36–38).

For Mittell (2015, 303), “the constraints of the television industry and the norms of television consumption insist that transmedia extensions from a serial franchise must reward those who partake in them but cannot punish those who do not”. In a similar vein, Suzanne Scott (2013, 46) notes that television series usually serve as the “motherships” that a transmedia story is built around. Furthermore, Carlos Scolari (2009, 598) acknowledges the centrality of television in the transmedia franchise created around the series 24. In this sense, both the original and reimagined versions of the BSG television series are the core texts of their transmedia worlds, making them examples of transmedia television.

The reimagined BSG, especially, offers a wide range of products and media platforms from which to access and enjoy it, including official content (by which we mean those extensions that are officially included in the franchise), as well as unofficial content, such as user-generated transmedia expansions. There are, for instance, webisodes, comic books, novels, games and merchandise. The reimagined BSG also inspired user-generated content in the forms of fanfiction, fan art, fan-made games and blogs. It is noteworthy that the original BSG also spawned an ample amount of transmedia expansions (see Image 1), such as novels, a “storybook” with pictures, a scrapbook, an encyclopaedia, games, comic books, toys and user-generated content. There is also an extensive fan-made online database called Battlestar Wiki that deals with both the original and the reimagined BSG franchise. We consider all of the aforementioned content as part of the BSG transmedia universe (for an overview of the universe, see Table 1).

Image 1. Transmedia extensions created around the original series (San Diego State University, Special Collections, Science Fiction). Picture by Aino-Kaisa Koistinen.

As the transmedia productions created around the original BSG illustrate, selling products related to a television series is not a new phenomenon (see Clarke 2013, 9). However, the 21st century has seen a significant transformation in television, leading to an increase in transmedia productions (Clarke 2013; Evans 2011, 1–8; Mittell 2015, 292–293). As Elizabeth Evans (2011, 1–2) writes, “television is now bigger than TV”, meaning that due to developments in digital technologies, television has expanded onto the Internet and to mobile phones, new platforms on which to engage with televisual narratives. Simone Murray (2005, 417) uses “streamability” to refer to the way media brands “can be translated across formats to create a raft of interrelated products”, thus strengthening the brand. Indeed, streamability has become a central economic strategy for television producers in a time when consumption of television is significantly changing (Clarke 2009, 435; 2013, 4).

The reimagined BSG with its transmedia expansions thus takes part in a larger change in the media landscape: one that is changing the television medium itself. Another thing that enables both BSG series to expand to different media is the science fiction genre, which can be described as building possible worlds that differ from our lived realities. This makes the genre suitable for creating complex transmedia universes that revolve around multiple worlds and are accessed via different platforms (see Harvey 2015, 38, 94–95; Mittell 2015, 311; Roine 2016, 209, 213). Moreover, according to Clarke (2013, 6–8), genre television usually has an active audience that is ready to purchase products related to a given television series. Fantasy and science fiction worlds also allow fans to imagine, for example, parallel worlds in which to situate their own stories (Harvey 2015, 94–97, 186). It is thus no surprise that science fiction and fantasy have established themselves “as dominant modes of transmedia storytelling” (Harvey 2015, 1; see also Mittell 2015, 311). Star Wars, Doctor Who and Marvel’s Cinematic Universe can be given as well-known examples of this “fantastic transmedia” (Harvey 2015, 5, 79). Even though science fiction and fantasy seem to be suitable genres for creating transmedia expressions, series that do not belong to these genres, such as 24 (2001–2010) and Sherlock (2010–present), have also extended their stories on various mediums. That said, given the tendency of both science fiction and television to incorporate transmedial elements, a science fiction television series and the transmedia expansions created around it are together a suitable object of study when examining a transmedia universe.

 Original BSGRe-imagined BSG
Official franchise  
TV series
  • Battlestar Galactica (1978–1979)
  • Galactica 1980 (1980)
  • Battlestar Galactica (2003 miniseries)
  • Battlestar Galactica (2004–2009)
Films, spin-offs, webisodes
  • Battlestar Galactica (1978 film)—theatrical release of the pilot episode of the TV series
  • Mission Galactica: The Cylon Attack (1979 film) – television film created by re-editing series episodes
  • Battlestar Galactica: Razor (2007 television film)
  • Battlestar Galactica: The Plan (2009 DVD film)
  • Caprica (2009 DVD film)
Novels, novelizations, comics etc.
  • Larson, Glen A., Battlestar Galactica: The Photostory (1979)
  • The Battlestar Galactica Storybook (1979)
  • A series of novelizations published between 1978–1987
  • A series of novels published between 1997–2005
  • Several comics (1978–2019)
  • Carver, Jeffrey A.: Battlestar Galactica (2006)
  • Gardner, Craig Shaw: The Cylon’s Secret (2006)
  • David, Peter: Sagittarius is Bleeding (2007)
  • Harper, Steven: Unity (2007)
  • Several comics (2006–2019)
Non-diegetic materials
  • DVD extras
  • Podcasts
  • DVD extras
Books (non-fiction), magazines
  • Neyland, James: The Official Battlestar Galactica Scrapbook (1978)
  • Encyclopedia Galactica: From the Fleet Library aboard Galactica (1979)
  • Official companion books to the miniseries and seasons 1–3 by David Bassom (2005–2009)
  • Di Justo, Patrick & Grazier, Kevin S.: The Science of Battlestar Galactica (2010)
  • Battlestar Galactica: The Official Magazine (7 issues)
Games
  • Battlestar Galactica Space Alert (1976 electronic game)
  • Cylon Attack (1984 BBC Micro game)
  • Battlestar Galactica (2003 PlayStation 2 / Xbox)
  • Battlestar Galactica (2006 mobile game)
  • Battlestar Galactica Role Playing Game (2007 tabletop)
  • Battlestar Galactica (2007 Xbox Live Arcade / Microsoft Windows)
  • Battlestar Galactica: The Board Game (2008)
  • Battlestar Galactica Online (2011– browser-based MMO)
  • Battlestar Galactica Deadlock (2017)
Collectibles, toys, merchandise etc.
  • The Battle of Galactica, a theme park ride at Universal Studios, Los Angeles, United States (1979–1992)
  • Costumes, clothes, accessories
  • Models, action figures
  • Toys, e.g. Battlestar Galatica Lasermatc Pistol (Mattel 1978)
    Activity books
  • Jigsaw puzzles
  • Costumes, clothes
  • Accessories, jewelry
  • Models, action figures
  • Toys
  • Other merchandise, e.g. trading cards
Unauthorized products  
Books (non-fiction), films, journal articles
  • Several unauthorized books
  • Scholarly publications
  • Battlestar Galactica: The Second Coming (2009), short film
  • Several unauthorized books
  • Scholarly publications
User-generated content  
Games 
  • Fan-made games, e.g. Diaspora
  • Fan-made game mods, e.g. Battlestar Galactica Colonial Wars (a Star Wars: Empire at War: Forces of Corruption mod)
  • Battlestar Galactica role-playing communities in Second Life virtual world
  • Monitor Celestra (Sweden 2013), a live action role-playing game
Creative fan content
  • Fan fiction
  • Fan art
  • Fan videos
Wikis, fan sites

From Transmedia Worlds to Transmedia Universes

Harvey (2015, 87) acknowledges that not all elements of a transmedia franchise are equal, stressing the role of memory in transmedia storytelling. He describes how “transmedia expressions … ‘remember’ other elements in a given transmedia network” in different ways (2015, 2). Thus, what is at play in creating transmedia worlds is how transmedia expressions remember each other, but also the memories of the storyworld they elicit in the audience (Harvey 2015, 3). For Harvey (2015, 91) memory is what discerns transmedia storytelling from adaptations. Linda Hutcheon has defined adaptation as “an extended, deliberate, announced revisitation of a particular work of art” (2013, xiv). Although for Hutcheon (2013, 4), “[r]ecognition and remembrance are part of the pleasure … of adaptation,” Harvey (2015, 91) argues that adaptations typically remember their so-called original versions vertically, meaning that memories travel only from the source material to the adaptation, whereas in transmedia, memories can travel both ways between different transmedia extensions. Reminiscent of Mittell’s arguments on transmedia television, Harvey (2015, 91) nevertheless points out that despite the potential of transmedia storytelling to create horizontal memories that travel between different elements of a transmedia network, memories often tend to travel only from a core text to other transmedia productions.

As the reimagined BSG suggests, the possibility that the original series is the previous Cylon war mentioned in the narrative invites the viewer to consider that both series belong to the same storyworld—making the relationship between these series more complex than a “revisitation” of existing material. In doing so, the reimagined BSG can also be said to remember the original series. Moreover, this remembering evokes the memories of audiences that have seen the original version. The BSG console game (2003) provides an interesting case in bridging the gap between the original and reimagined BSG as it was released prior to the launch of the reimagined series, thus serving as a prequel to it, yet its visuals are based on the original series. This creates a sense of continuity between the two and enables the interpretation that both series represent the same fictional world in different historical phases, which would undermine the adaptation approach towards the reimagined series and its transmedia extensions. Harvey (2015, 9, 79–92) also notes that, in some cases, it can be hard to differentiate adaptations from transmedia, as storyworlds can include materials that are examples of both adaptations and transmedia storytelling.

Although the reimagined BSG series can be interpreted as an adaptation, when examining both the original and reimagined versions in relation to various other intra- and transmedial BSG expansions, we claim that it is more relevant to analyse these series as parts of a broader transmedia universe (cf. Roine 2016, 198–199, 208–213). As we started to map out the complex transmedia productions related to the two BSG series, we also noticed that the transmedia world, or universe, cannot be understood as a unified and coordinated experience. On the contrary, different productions overlap and create conflicting narrative threads that are not necessarily remembered in the core text, not to mention user-generated content spreading outside the corporate-controlled franchise. It is, therefore, relevant to move beyond the concept of transmedia storytelling or franchises to a broader consideration of transmedia universes.

Many scholars have opted for new terms, such as fictional world (Dena 2009), narrative world (Scolari 2009), storyworld and transmedia network (Harvey 2015) to analyse the complexity of the transmedia phenomenon. For instance, Scolari (2009, 586) has analysed “how … new multimodal narrative structures … construct a narrative world”. Scolari is, in a sense, mediating the positions privileging storytelling (emphasising narrative structures) and those promoting transmedia worlds (acknowledging the worlds constructed through narratives). As mentioned above, Klastrup and Tosca (2004, 410) have coined the concept “transmedial world” to encompass the non-narrative aspects of transmediality. We suggest, however, that it is important to also take into account the non-diegetic aspects of transmediality, such as toys, different kinds of user-generated content, deleted scenes, podcasts and documentaries. To include this wider and more heterogeneous spectrum of elements, we use the term transmedia universe.

Louisa Ellen Stein (2016, 65) also draws attention to audiences’ perception of narrative content by describing how official and fan-created texts together form complex transmedia landscapes, “multi-authored transtexts,” but her approach excludes non-narrative content. Jan-Noël Thon (2015) uses the term transmedial universe to describe complex transmedial storyworlds, but his definition excludes user-generated content. Hanna-Riikka Roine (2016, 191–198) acknowledges the role of fan-created content in constructing “the Battlestar Galactica universe”, but her approach differs from ours as it focuses on “the rhetoric of worldbuilding”. Roine’s analysis also centres on audiovisual instalments, leaving out parts of the BSG transmedia universe. Our definition of transmedia universe thus aims to offer a broader understanding of transmedia.

Transmedia expansions have also been understood as paratexts. Booth (2015, 5), when writing about board games based on media texts, prefers to call them “paratexts”, and emphasises paratexts’ importance in helping us to understand the “larger connections between elements of the contemporary media environment”. Mittell (2015, 261) calls non-diegetic materials “orienting paratexts” that orient us towards a storyworld but place us outside the actual core text, making them “distinct from transmedia paratexts that explicitly continue storyworlds across platforms.” We, however, claim that it is necessary to acknowledge non-diegetic content as their own transmedia expansions—thus including them in the concept of transmedia universe. To put it simply, our definition of transmedia universe, therefore, incorporates all the different productions created around the original and reimagined BSG series, both by the official franchises as well as by fans and other users. In this inclusive approach, there is no need to categorise some of the transmedia expressions as paratexts. All expressions, however, may function in a paratextual way, leading the audience from one part of the universe to another.

Transmedia universe is a concept particularly suited for BSG as the series is a reimagination of another series, linking it to the transmedial world of the original. Harvey (2015, 86) suggests that a transmedia storyworld can consist of multiple distinct infra storyworlds, together forming a broader supra storyworld. These infra storyworlds are not necessarily consistent with each other, despite being parts of the same supra storyworld. Building on Harvey, we consider the original BSG and the reimagined version as both constructing their own supra storyworlds, each including their own sets of infra storyworlds (cf. Evans 2011, 27). These two supra storyworlds, together, construct the broader BSG universe (see Figure 1). The concept of transmedia universe is also useful in cases like popular superhero franchises with their several re-launches and mutual fusions, where quite distinct supra storyworlds are brought together (cf. Harvey 2015, 79–92).[4]

Figure 1. The BSG transmedia universe includes expressions created around both the original and the reimagined BSG series, including non-diegetic content.

Closer Look at the Battlestar Galactica Universe

Even though we acknowledge the role of the original BSG franchise in constructing the broader BSG universe, it is not possible to analyse all of these transmedial expressions in one article. Our close analysis, therefore, focuses on the transmedia expansions created around the reimagined version. During the first running of the reimagined BSG series in 2004–2009 (starting with the miniseries of 2003), there were several diegetic transmedia expansions published, including webisodes distributed through the series’ website. The Resistance (2006, series of ten short webisodes) aired between seasons two and three and its events fill in the gap between the narratives of these seasons. It is a “classic” example of a transmedia expansion as defined by Jenkins, with an airing schedule coordinated with the television series and content that provides a “unique and original contribution to the experience as a whole” (Jenkins 2013). Despite this, drawing on Mittell (2015, 316), these webisodes can also be seen only as an example of keeping the viewers engaged with the television series during the break between seasons, and as such, an example of unbalanced transmedia instead of the ideal and balanced transmedia described by Jenkins (2011).

Scolari (2009) is one of the few researchers who has attempted to offer a detailed analysis of how transmedia expansions are used with a specific television series. Scolari (2009, 598, 601) identifies “four strategies for narrative world expansion”. His first strategy, that of “interstitial microstories”, alludes to creating stories that enrich the diegetic world by expanding the period between the seasons, and have a close relationship with the macrostory. The second strategy introduces “parallel stories”, which unfold simultaneously to the macrostory and “may evolve and transform into spin-offs”. The third strategy, “peripheral stories”, consists of stories that can be considered distant satellites of the macrostory and that have a weak relationship to it. Fourth, Scolari identifies the creation of user-generated content platforms like blogs and wikis as the final strategy of expanding a narrative world.

Applying Scolari’s strategies to the narrative transmedia expansions of the reimagined BSG, we noticed that all of these strategies are present in the BSG transmedia universe, but they exclude non-diegetic content as well as a variety of diegetic expansions such as, what we would call, alternative stories. For example, in the reimagined BSG episodes 11 and 12 of season 2, “Resurrection Ship” parts one and two are about destroying a Cylon ship that serves as a station at which killed Cylons are reanimated. The comic series volume one (Ship), on the other hand, describes how the Galactica finds a destroyed colonial battlestar on which dead human characters are miraculously resurrected back to life—thus giving a wholly different meaning to the concept of the “resurrection ship”. The unbalanced nature of the BSG transmedia universe is evident in the way these events are not remembered in the core television series (cf. Harvey 2015, 91). Thus, these expansions provide what are essentially alternative stories, uniquely broadening the transmedia universe in comparison to Scolari’s strategies. The alternative stories are not necessarily contradictory with the series, but they are clearly incompatible with it, in that it is unlikely that events as miraculous as the resurrection of humans in the comic series would not be referred to in the television series. The BSG Board Game (see Image 3) is, in fact, created around the idea of alternative stories. The game proceeds through various crises (water shortage, fuel shortage, explosion in the fleet, etc.) with successive rounds of the game occasionally producing relatively coherent “episodes”. In a sense, the BSG Board Game is a permutational generator of alternative episodes in the BSG universe.

Image 2. Playing the BSG Board Game. Picture by Raine Koskimaa.

Another type of expansion left out of Scolari’s strategies is one introducing new themes to the transmedia universe. For example, The Face of the Enemy webisodes, as well as the spin-off TV film Razor, include homosexuality, previously all but absent from the BSG transmedia universe. Transmedia productions may thus enable the inclusion of themes that the producers are somehow unable to incorporate in the core text. However, it is important to note that the homosexuality of the characters that are “outed” in Razor and The Face of the Enemy is not remembered in the reimagined BSG (see also Scott 2011, 187). In this sense, these thematic expansions are irrelevant to the core text. Regardless, for LGBTQI+ audiences (or any audiences who wish to see non-heteronormative sexualities represented on television), these transmedia expressions may be important for engagement with the core text as well.[5] In unofficial transmedia products, thematic expansions are typical of fanfiction stories. While this user-generated content does not “officially” expand the narrative of BSG in the sense that it would be accepted as part of the franchise, it can be meaningful for fans and their interpretation of the BSG transmedia universe (see also Hellekson and Busse 2006, 7).

New, alternative events, characters and themes are not uncommon for transmedia. Harvey (2015, 86) acknowledges the possibility of incoherence between infra storyworlds. Similarly, we see transmedia universes as flexible and contradictory. Mittell (2015, 314–315) has divided transmedia storytelling into “What If?” transmedia—that allow incompatible elements alongside those that are canonical, that is, broadly accepted by fans or audiences as being part of the narrative world (cf. Jenkins 1992, 94–98)— and “What Is” transmedia, which is about filling in the gaps. Mittell nevertheless notes that the lines between these two are fluid (2015, 315). We argue that beyond the narrative construction of a specific story or storyworld, both “What If?” and “What Is” transmedia fit within the same transmedia universe.

Alternative events, stories and themes can be a result of the dispersal of creativity between different producers and platforms. Scholars have noted that such dispersal affects the content of transmedia texts, making it hard to create a coherent and unified transmedia storyworld (e.g. Clarke 2013; Harvey 2015, 188; Johnson 2013, 111). This is evident, for instance, in tie-in novels often diverging from the core text (Clarke 2009, 441; Mittell 2015, 297). The BSG transmedia universe includes cases of this, for example, in the novels The Cylon’s Secret (2006) by Craig Shaw Gardner and Unity (2007) by Steven Harper. The writers of the tie-in novels are faced with specific restrictions and constraints from the series’ producers, and so the novels tend to be distanced from the program (Clarke 2009, 435). Clarke (2009, 443–444) has noted how a lack of communication between the authors of tie-in novels and the official franchise production team has led to authors seeking information on the fictional world from fandom, such as fan-created wikis—many of the writers of which are fans of the franchises themselves. How users engage with and interpret a transmedia universe can thus influence the construction of the official franchise. This is an example of why the transmedia universe concept needs to include myriad aspects of storytelling, production and consumption.

In addition to official diegetic expansions in the BSG transmedia universe, there is an even more diverse collection of unofficial diegetic expressions created by fans. Thousands of stories based on the reimagined BSG alone are published in online fan fiction archives.[6] Suzanne Scott (2008; 2010; 2013) has argued that as different transmedia productions—such as webisodes, or podcasts by the series producer—are created to fill the narrative gaps, the fans of Battlestar Galactica may find it hard to create fan fiction—at least, if they wish their fiction to fit into the canonical, accepted storyworld of the series. This does not seem to be the case for BSG fan fiction, which ranges from stories that add details to the events of the television series to stories that are described by the authors themselves as set in an “alternate universe”, and to crossover fan fiction that mixes elements from BSG with elements from other stories, such as other science fiction television.

Fan-created expansions can, similarly to the ones included in the official franchise, be described as either “What If?” or “What Is” transmedia depending on the content. This user-generated content is usually published free of charge, beyond the control of the official franchise, but sometimes it is directed and controlled by the franchise (Harvey 2015, 135). As Derek Johnson (2013, 227, 229) notes, using the fan-created Battlestar Galactica game Diaspora as an example, user-generated content, despite being created beyond franchise control, can also be purposefully distanced from the core television series, similarly to official transmedia expansions. However, much of the user-generated content features the major events and characters of the core television series.

Games provide intriguing examples of transmedia expansions by introducing non-narrative elements to the transmedia universe. In the BSG video game (2003), the main character is young Adama (also a main character in the reimagined series), still a Viper pilot at this point. There is not much story content in the game, as it consists of a series of Cylon attacks posing various challenges to the Viper fleet, and the action mainly consists of flying and shooting. It is the nature of games as part of transmedia universes that they do not primarily tell stories about the world but “let the user of the world become and act as a character in the world” (Klastrup and Tosca 2004, 5). The aforementioned BSG Board Game also includes a strong non-narrative element. The game manages to recreate the paranoid feeling of the Colonials in the players, as they do not know which of them are Cylons in disguise, and a player might find oneself a Cylon only after a lengthy gaming period (see also Booth 2015, 107). Here, the emphasis is not on the story content, but rather, on the users’ engagement with the fictional world and its characters, which underlines the need for a wider perspective on the transmedia experience. In our experience from playing the game, most of its enjoyment comes from playing with characters familiar from the reimagined BSG, as well as recognising situations typical in the narrative of the series.

Even though productions such as podcasts, commentaries and behind-the-scenes documentaries are situated in non-diegetic relation to the storyworld, they still provide a way for the users to engage with the transmedia universe, and may provide information that affects the way they understand the broader transmedia universe. For example, simultaneously with the first airing of the reimagined BSG series, podcasts by the series creator, Ronald D. Moore, were released. These podcasts provided commentary to each episode and were later made available as DVD extras, including background information and interpretations of the characters and events, along with information about the making of the series, such as explanations for certain creative decisions. For instance, the commentary for episode 2 of season 2 reveals that a coat worn by a main character, Starbuck, belonged to her father, information that is not revealed in the episode itself. This detail hints at Starbuck’s emotions towards her father, not previously discussed in the series.

The significance of these non-diegetic expansions for audiences is visible in, for example, the Battlestar Wiki. The wiki includes detailed documentation of the BSG transmedia universe (both the original and reimagined series). Each series episode, for example, is listed with the exact time of its first airing, the plot synopsis, characters appearing in it, actors and guest actors and an analysis of the events in relation to the story continuum. Returning to Scolari’s (2009, 598) strategies, his “user-generated content platform” reduces the content and its role as a transmedia expansion to the platform alone, but in fact, the wiki collects, creates and structures fans’ knowledge and interpretations of the series (cf. Booth 2010). Battlestar Wiki is a tremendous fan effort in many ways, underlining the appetite of media users for various additional and supporting information (see also Mittell 2013). The engagement with the BSG transmedia universe is not only about immersing oneself in the fictional world but also revelling in the related trivia. This trivia concerns both the fictional world and non-diegetic aspects of the BSG, such as the actors and scene-shooting instances—typical content of behind-the-scenes extras and commentary tracks.

The role of non-diegetic content is one of the key differences between the concepts of transmedia storytelling and our conceptualisation of transmedia universe. These non-diegetic transmedia expansions include material objects such as action figures (see also Evans 2011, 21–23). Harvey (2015, 137–162) acknowledges that toys and other merchandise emphasise how transmedia worlds are a wider concept than just stories since they can be used as props in stories that users enact themselves or may serve as entrances to fictional storyworlds. Similarly, we argue that non-diegetic content should not only be seen as commercial attempts to attract more users but also part of the way in which audiences engage with transmedia universes, even though the non-diegetic content does not expand the diegetic world as such.[7] In brief, with transmedia universe, we are not only referring to a diegetic storyworld or a universe comprising of various storyworlds but our universe is a construction that encompasses all materials related to the core text, one that is not limited to specific media.

Image 3. Examples of the BSG universe, including both official and non-official content. Lego characters by Ochre Jelly. Source: Flickr, license: CC BY-NC-SA 2.0. Top-left photo by Aino-Kaisa Koistinen, top-right by Raine Koskimaa.

Outside the BSG transmedia universe, an example of this type of construction can be seen in how audiences engage with The Hobbit film trilogy, based on J.R.R. Tolkien’s book. Even though the book and the films are not transmedia in that they would create a coherent storyworld (cf. Jenkins 2006; 2011), audiences’ experiences with the book and the films are often expressed as engagement with a broader “Tolkien universe” that also includes various transmedia productions, like user-generated content, visits to filming locations, or events such as queuing for the films (Koistinen, Ruotsalainen and Välisalo 2016, 361–366). Shifting the focus to transmedia users thus brings new perspectives to analysing how transmediality is as much a construction created by audiences as it is a creation of the official franchise.

We have demonstrated how diegetic and non-diegetic, narrative and non-narrative content produced by both official and unofficial content creators should all be considered as part of the transmedia universe of BSG. Even though different parts of the transmedia universe are not equal in that the television series tends to dominate the creation of official content and originate the user-generated content, they all have the potential of adding layers of meaning to BSG. The same can certainly be said for other complex transmedia universes as well. Indeed, research needs to go beyond narratives, storyworlds and franchises to analyse the vastness of transmedia universes.

Conclusion

In this article, we have suggested a novel definition for the transmedia universe concept to encompass the complexity of transmedia production and consumption. In our understanding, a transmedia universe thus includes not only additions to the official storyworld but also non-diegetic, non-narrative, non-fictional, unauthorised and user-generated content. Indeed, we argue that is not sufficient to study only narrative world expansion strategies; to grasp the vastness of the transmedia phenomenon, we need to move beyond narratives to the analysis of transmedia universes with all their diegetic and non-diegetic, narrative and non-narrative contents. Non-diegetic products such as merchandise are an integral part of the transmedia universe and affect how users understand it; the same can be said for user-generated content. Transmedia universe as a concept thus discards the demand for “a unified and coordinated” (Jenkins 2011) experience and allows incoherence and conflicting elements between different products of the same universe. In other words, the expressions forming a given transmedia universe do not need to establish a coherent canon.

We also do not expect all users to accept the varying expansions in the canon of, for example, their favourite television series. A transmedia universe is more like a set of elements, expansions and stories that users utilise according to their preferences. Transmedia universes are not merely created by commercial entities but comprise various heterogeneous elements forming a complex whole. For the engaged audience, the transmedia universe in all its complexity is significant in how they approach and experience productions such as BSG, and this audience perspective specifically motivates the need for the concept of transmedia universe in the way delineated in this article.

Enabled by the developments of digital technologies, transmediality has generated a significant change in the media landscape, and for television specifically. Even though these changes are emphasised in the science fiction and fantasy genres, in particular, they are part of a wider phenomenon. Applying our definition of the concept of transmedia universe to this phenomenon will take us closer to the lived reality of transmedia consumers and the different ways they are navigating and experiencing the current media landscape, not just through narrative expansions but other content as well. Our definition of transmedia universe, therefore, opens up new perspectives on reception and media use. Further analysis is needed of user-generated content and what it can tell us about how fans, users and consumers interpret and use media. Indeed, future research on transmedia should develop the concept of transmedia universe and redirect focus towards actual transmedia audiences.

Acknowledgements

This research was supported by the EU Horizon 2020 funding (Transmedia Literacy. Exploiting transmedia skills and informal learning strategies to improve formal education. RIA 645238).

References

All links verified 14.6.2021.

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Jenkins, Henry. 2013. “T is for Transmedia…” Confessions of an Aca-Fan. The Official Web-Blog of Henry Jenkins, March 18, 2013. http://henryjenkins.org/2013/03/t-is-for-transmedia.html.

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Notes

[1] We prefer to use “expansions” or “expressions” when referring to the instalments of the BSG universe instead of, for example, “extensions” or “products” since the preferred terms better encompass the diverse materials in the universe, including user-generated content.

[2] For more on BSG of 1978–1979, see Booker (2004, 89), Storm (2007, 1–10) and Telotte (2008, 18; 2014, 32–33).

[3] For more on the differences and similarities of the original and reimagined BSG series, see Koistinen 2015.

[4] When addressing diegetic content specifically, the theoretical framework of possible worlds might prove useful in describing the various ontological zones found there (Ryan 1991). Ryan has applied the notion of storyworlds to transmedia storytelling (2013), but the approach is less suited to the wider scope adopted in this paper, covering the franchise and user-generated aspects in addition to diegetic content.

[5] Suzanne Scott (2010, 32) uses The Face of the Enemy webisodes as an example of how transmedia stories are “pushing queer readings or queer characters to the periphery of the narrative”. In this sense, transmedia expansions may be used for both including and excluding queer characters and viewers.

[6] More than 5,700 fan fiction stories were published on Archive of Our Own and 5,400 stories on Fanfiction.net, the two largest fan fiction archives, by 21 May 2021.

[7] Toys can even be the origin or core of a transmedia universe, as is the case with My Little Pony and Transformers.

This article will be re-published on WiderScreen extra issue, December 2021.

Kategoriat
1–2/2021 WiderScreen 24 (1–2)

An Inquiry on Post-linguistic Subjects in Twin Peaks: The Return

Dougie Jones, entelechy, neurodiversity, post-linguistic subjects, Twin Peaks: The Return

Francisco B. Trento
francisco.trento [a] uniarts.fi
PhD, postdoctoral researcher
The University of The Arts Helsinki

Viittaaminen / How to cite: Trento, Francisco B. 2021. ”An Inquiry on Post-linguistic Subjects in Twin Peaks: The Return”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/an-inquiry-on-post-linguistic-subjects-in-twin-peaks-the-return/

Printable PDF version


In the long-awaited third season of Twin Peaks (ABC, 1990-1991; Showtime, 2017), the audience was introduced to Dougie Jones, a tulpa of FBI Agent Dale Cooper, the series’ main character. In the series, a tulpa is a fictional entity created through somebody’s wishful thinking and meditation. The audience and critics interpreted Dougie Jones as a clumsy, unintentional, a-rhetorical character, incapable of solving the investigation cases like Cooper. In this article, I discuss Dougie’s post-linguistic subjectivity to contest the notion of intentionality which relies on linguistic traits and normative behaviours. Dougie Jones’ character disturbs the normative understanding of intentionality, which fails to embrace subjectivities that do not always express consent through linguistic constraints. To discuss these matters, I draw on Neurodiversity Studies (Yergeau 2018) and Critical Disability Studies (Clark 2013).

Introduction

First, I will introduce Dougie Jones’ role in the drama and supernatural mystery TV series Twin Peaks (ABC, 1990–1991), created by Mark Frost and David Lynch. Dougie Jones expresses themselves by repeating short words and non-linguistic signs of intention. I posit the question of linguistic intentionality because it is used to categorise individuals as rhetorical beings. I draw on the scholarship of Neurodiversity Studies researcher Melanie Yergeau to challenge spoken and written language as the sole modalities of expressing intention. I analyse Dougie Jones’ scenes from the third season of Twin Peaks through their lenses. Briefly, I also mention how people in the spectrum of neurodiversity are represented in North American TV shows.

Dougie Jones never expressed himself through complex phrasal constructs. That does not mean their intentionality is not expressed. Non-linguistic intentionality and post-linguistic consent modalities are often read as dangerous features. They receive the label of ‘creepy’ or ‘weird.’ Neurodiversity Studies’ growing body of literature discusses the narrow-mindedness of the common understandings of rhetoric and intentionality.

Neurodiversity, as a term, was coined by the activist Judy Singer. She defines neurodiversity as a subset of earthly biodiversity. Humans colonised almost all earthly ecosystems (Singer 2019). Therefore, neurodiversity is present in the entire world, and it “refers specifically to the limitless variability of human cognition and the uniqueness of each human mind” (Singer 2019). Neurodiversity, in this conceptualisation, does not distinguish between able and disabled human bodies. Instead, in Singer’s vision (2019), everybody is neurodiverse, as there is a wide range of cognitive variability and modes of expression and communication. The neurodiverse movement and the neurodiverse paradigm focused on the subjectivities who are not neurologically typical, especially the ones in the spectrum of autism. While the discussion regarding the limits of neurodiversity and its different connotations is far from being finished, some bodies who do not adhere to the normative/standard modes of being and communication suffer from the lack of proper recognition of their onto-epistemological views.

Neurodiversity Studies (Rosqvist, Chown & Stenning 2020) is an emerging research field that focuses on the non-neurotypical modalities of perception. It emerged from within Critical Disability Studies in the 2010s. It aims to craft anti-ableist onto-epistemologies and dislodge able-bodiedness as the centre of the human and non-human experience. The concept of a post-linguistic subject was borrowed from the Literary Theory Scholar Antony Ballas (2019).

Of Tulpas and Doppelgangers

Twin Peaks: The Return (2017) is the third instalment of the Twin Peaks TV series. The Twin Peaks franchise’s main plot revolves around the investigation of Laura Palmer’s (Sheryl Lee) death in the North American town of Twin Peaks, Washington. She was murdered under mysterious circumstances, and her body was found wrapped in plastic near the shore. While Laura was portrayed as the archetype of the innocent white and virgin girl, her lifestyle embraced substance abuse and sexual misconduct that could bother a small conservative town’s inhabitants. In this series, Dale Cooper (Kyle MacLachlan) was presented as a skilled FBI agent sent to Twin Peaks to investigate Laura’s death. Cooper’s character is compassionate and possesses a vast knowledge of occultism and Tibetan Buddhism – one of Lynch’s primary influences (Bishop, 1992). This attunement to the occult otherness fed Cooper’s intuition and helped him solve the mystery. Laura was murdered by a ghostly entity that has inhabited Twin Peaks for decades – Bob (Frank Silva). Bob had incorporated into Laura’s father body, Leland (Ray Wise), and killed her during an orgy in the city’s hotel, as shown in the films Twin Peaks: Fire Walk with Me (1992) and Twin Peaks: The Missing Pieces (2014), directed by David Lynch.

The second season of Twin Peaks ended with Agent Cooper stuck in another dimension: The Waiting Room. Cooper crushes his head into a mirror in its last scene and laughs with his face covered in blood. Cooper had travelled to the lodge to rescue his girlfriend, Annie (Heather Graham), kidnapped by one of his nemeses and former FBI agent Windom Earle (Kenneth Welsh), as a lure to capture him and get revenge. The Waiting Room is an interdimensional portal that mediates communication between our universe and the others. Its scenery includes red curtains and kitsch furniture lying on a zig-zagged stylised ground. In Twin Peaks, the other dimensions, layers of the actual fictional world, including the Black and the White Lodges. The former is the home of evil beings, including Bob and the Man from Another Place (Michael J. Anderson).

The White Lodge scenario was designed through computer-generated imagery, and it is presented as a fortress lying in a purple sea. It hosts peaceful entities and spirits, like ‘The Giant,’ later named ‘The Fireman’ (Carel Struycken). He wants to restore the balance between the good and evil forces through interference into Earth’s world. In Part 8 of Twin Peaks: The Return, it is implied that he sent Laura Palmer to Earth to restore the balance after the first human-made nuclear explosion opened a dimensional schism that allowed creatures of the Black Lodge to populate Earth. This mechanism later brought Dougie Jones to Earth.

While the first two iterations of Twin Peaks revolve around Dale Cooper and his catchy phrases, Cooper is absent from the first sixteen episodes, or at least a talkative and self-presentational version of the FBI agent. It knowingly contests the earlier show’s core of audience identification with Agent Dale Cooper” (Hills 2017, 08). During the six first parts of Twin Peaks: The Return, most of the usual scenarios of Twin Peaks’ town were absent, and as well the characters of its sheriff’s department (Hills 2017, 4), breaking the continuity of the series’ spatiality. During the beginning of the season, Cooper had journeyed through the thresholds of another dimension, while in the ‘real world’ scenario, his tulpa was thriving to survive. To make the absence of Agent Cooper in the ‘real world’, unnoticed, Mr C – an evil doppelgänger of Dale Cooper, under the control of Bob – forged two copies of Cooper’s body and sent them to Earth. In the third part of Twin Peaks: The Return, the audience was presented to Douglas Jones and their daily life. Douglas worked in an insurance company, Lucky 7 Insurance. Douglas was portrayed as fatter than Cooper, and he used colourful and tacky clothing in contrast with the always well-adjusted black coat of the FBI agent. Dougie Jones was created to mimic FBI Agent Dale Cooper, as the main character was stuck in another dimension since the end of the second season.

Tulpas and tulpamancy – the practice of crafting tulpas – grew in popularity in online communities like Reddit in this decade. There, users gather to discuss techniques to craft these imaginary companions. Many of David Lynch’s aesthetic and narrative choices are inspired by Tibetan Buddhism. It is supposed that tulpamancy emerged in meditative practices in which it is believed that an entity would be created according to the intentionality of the person who crafted it. Tulpas, as explored in many online communities, like Reddit, are conceived of as entities that share mental space with the host (Martin, Thompson & Lancaster, 2020). In Twin Peaks, tulpas were not only portrayed as creatures of thought; they also emerge physically, outside the body of their creators. After being crafted in somebody’s mind, the tulpa may develop its own desires (Martin, Thompson & Lancaster, 2020).

[A Tulpa] equates to ‘thoughtform,’ both as the idea of a form conjured from thought as if out of nothing, but also specifically in Tibetan Buddhism, Tibet having been very important to Cooper prior to going into the Lodge. Note that a Tulpa in the Twin Peaks mythos is not the same as a doppelgänger, which is an inversion of the original; the Tulpa seems to be an extension of the original. This Tulpa was named Dougie Jones, and had a weakness for gambling and prostitutes, yet somehow married and produced a child. Being an extension of the evil Cooper, he has wants (greed and lust) that may or may not reflect the original Cooper. (Piercy 2018 as quoted in Tembo, 2020, p. 192)

In Twin Peaks: The Return, the tulpas are framed as entities without intentionality. They are proxies built to perform actions and mimic other individuals. The show implied that Douglas Jones is a tulpa of Dale Cooper sent to this world twenty-five years before the show’s third season timeline. Douglas lived in Las Vegas. In a rendezvous with a prostitute, Douglas’s body embodied Dougie. Dale Cooper was sent back to Earth, travelling across the electricity network during that moment. Cooper, however, was transferred to Douglas’ body, which was already inhabited for decades. As two different things cannot be in the same place without having their physical integrity affected, they merged into a distinct entity, Dougie Jones. He is neither Douglas nor Cooper, but Douglas and Cooper, a mesh of Douglas Jones and Dale Cooper’s subjectivities.

David Lynch’s oeuvre is marked by the presence of doppelgängers, physically similar or identical to the body they mimic – and therefore interpreted by the same actors, but generally embodying a different sense of morality. Frequently, the characters meet their analogue or digital doppelgängers, delivering them into uncomfortable and uncanny situations (Jarvis, 2020). In Lost Highway (1997), the main character can transform herself into unknown doubles. In Twin Peaks: The Return, several copies of Dale Cooper appear. These copies are not doppelgängers, as the latter oppose or mirror the ‘original ones.’ They are, instead, empty shells that have an individual autonomy to become something different.

Another character portrayed as a tulpa in the third season of Twin Peaks is Diane (Laura Dern). She has been present since the first episode of Twin Peaks. Agent Cooper kept a diary in his cassette recorder, and Diane was his interlocutor. ”Diane, 7:30 am February twenty-fourth. Entering the town of Twin Peaks. Five miles south of the Canadian border, twelve miles west of the state line. Never seen so many trees in my life. As WC Fields would say, I’d rather be here than Philadelphia” (Twin Peaks, Pilot). Only in the third season, her face and background history were narratively explored. In the series, Diane used to be an FBI agent briefly romantically engaged with Cooper. In the third season, she was recruited by FBI Deputy Director Gordon Cole (David Lynch) to help him find Cooper, who was out of the radar since 1991. While being interrogated by Cole and his partner Albert (Miguel Ferrer), Diane realised that she was not the ‘original’ Diane but a tulpa sent by the entities of the Black Lodge (Video 1).

Video 1. Diane Scene Twin Peaks Season 3 Part 16.

The observation of non-typical behaviour is key to identifying tulpas who aim to pass as another person. After being debunked and sent back to the interdimensional waiting room, Diane-tulpa met MIKE (Al Strobel), a mischievous entity that uttered the phrase: “Someone manufactured you. For a purpose!”. She was transformed into a pearl-shaped seed.

Image 1. Douglas Jones and Diane’s tulpa returning to the seed state after fulfilling their entelechies.

Tulpas often detour their ‘entelechy’, defying their ‘planned’ purpose. Entelechy is the idea that the initial stage of a being contains the recipe that will define its entire existence. The autistic scholar Melanie Yergeau explains entelechy “as a finality or cause that is intention possessed within and unto itself. Aristotle’s primary example of entelechy was that of the seed: a seed’s potential and eventual plantness is encoded within that very seed”. As I mentioned, after the phrase ‘Someone manufactured you for a purpose, which now has been fulfilled’ was uttered in the series, the bodies of the tulpas precisely returned to the shape of a seed, as if their entelechies were fully reached, except for Dougie Jones’ character, briefly analysed in the next section of this article.

Dougie Jones’ Post-linguistic Subjectivity

To discuss the state of Dougie Jones’ narrative role expressing intentionality beyond the linguistic signification, I break down the device of intentionality into three elements. They are the linguistic – or post-linguistic – rhetoric, linguistic – or post-linguistic – consent and the primacy of humanly-performed behaviour. I analyse a few passages where Dougie enacts their post-linguistic subjectivity. Dougie was repeatedly questioned and interdicted because of their ‘strange’ acts.

Dougie Jones acted ‘strangely’ – he rarely spoke or used complex phrases in his societal interactions. In other academic publications, he was described as a ‘trance-like stupor’ version of Agent Cooper (Grønstad 2020, 124). I discuss Dougie’s narrative role to exemplify how bodies that are not neurologically typical are devalued by neurotypical society. Dougie Jones’s tulpa cannot be classified as a neurodiverse body in the narrow sense of the term. However, Dougie’s tulpa performs behaviours that do not reproduce typically structured methods of social and work-related performance.

The empty vessel[1] schema mirrors a common trope regarding people in the neurodiverse spectrum. As Melanie Yergeau (2018, 73) says, concerning the Autism Speaks co-founder Suzanne Wright, “in other words, Wright suggests, autistic people are mere husks, fleshy orbs who breathe and dwell and exist, but whose presence is not accurately termed living.” Dougie’s interests do not rely on fulfilling the typical standardised patterns of communication. The media and film scholar Matt Hills (2017, 7) defined Dougie Jones as “a ‘shell’ of false identity: He is depicted as unable to speak, beyond repeating the ends of others’ sentences, and is unable to recall his own identity and history”. From now on, when referring to Dougie Jones, I point to the tulpa that inhabited Dougie’s body.

Image 2. Dougie Jones thrives on black coffee.

Despite not behaving like her husband’s previous iteration, Janey-Y sent Dougie to their job, a big insurance company in Los Angeles (Twin Peaks: The Return, Part 5). When arriving in the complex where the company is located, Dougie started to explore the environment. Dougie did not walk in straight lines or with a clear purpose in the eyes of their employers. Dougie bumped into an insurance company assistant (Video 2), who was carrying a pile of coffee cups straight from the coffeeshop.

Video 2. Dougie Elevator Scene.

Dougie’s body was captured by the gravity of the strong smell of coffee and moved their head towards their lids. The assistant mentioned that Dougie was late for a meeting, but his attention remains on the coffee cups. He walks towards the elevators, and Dougie follows – the coffee, not the person. Dougie enters the elevator, and their face looks to the back of the elevator, not into the other passengers’ faces. This gesture caused some discomfort on these individuals who were not used to non-typical socialites that detour face-to-face conversations. Suddenly, Dougie’s head was propelled in a different direction while he utters one of the few words he learned after being manufactured as a tulpa: “C-O-F-F-E-E.” The assistant said, “I am sorry, Dougie, I didn’t get one for you.” However, Dougie does not respond to linguistic modalities of consent. Instead, he followed his appetites, and his arms reach toward a cup of coffee, disregarding the names written on the coffee cups. When the coffee finally touches Dougie’s mouth, an orgasmic sound echoes. He drank a large cup of coffee in one sip, impressing the other passengers in the elevator and repeating the phrase said by his assistant: “A DAMN GOOD JOE.” Dougie communicated and expressed his desires by repeating the exact phrases and bodily movements that his peers did not understand. Repetition is discarded from the typically ableist understanding of intentionality, or a post-linguistic subject, as Ballas (2019) asserted:

Dougie (Dale Cooper’s ‘tulpa’) is a post-linguistic subject who has no memory of language, and must relearn simple tasks like eating, drinking and social cues. However, Dougie’s amnesia does not result in a lack of agency, but rather enhances his abilities—as though he has pure, unmediated access to reality, is able to divine the truth, and ultimately access knowledge of the real beyond the subjective frame. (Ballas, 2019, 123)

Image 3. Dougie in the elevator.

Other interpretations of Dougie’s performance diminish his mode of being: “Dougie’s blank intoning of linguistic tropes from the original show, always slightly off-key, gestures tantalisingly toward something that is and will remain absent” (Jones, 2020, p. 10; our remark) or medicalise his existence, by affirming that Dougie represents Lynch’s “fantastical connotations of dementia” (Hills, 2017, p. 01). The previous phrase may express the common understanding of intentionality. As there is no clear objective in linguistic or bodily language easily readable by neurotypicals, one assumes a lack of it. It is absent. Eventually, ‘non-normal behaviour is pathologised, deemed dangerous and unpredictable, as it does not fit onto the grid of controlled expectations of a control society (Deleuze, 1990), where a network of devices survey deviant behaviours.

I highlight the ending credits of Twin Peaks: The Return, Part 5 (Video 3). Dougie stares at a statue located in the parking lot/entrance of the insurance company that employs him. His fixed gaze towards the statue lasts for a long time, while Dougie slowly explores the monument’s toes by gently touching them. That simple gesture, without a clear intention, was enough to activate the hyper-policialised society’s alarm, as a guard of the company arrives and tries to inform Dougie that he is not allowed to stay there after the working hours. The credits start rolling over Dougie’s apparent stuckness, and Johnny Jewel’s Windswept plays in the background while the last lights of the complex of buildings are turned off. The artist-researcher Jaime del Val connects this constant personal and interpersonal vigilance to the bodily postures and non-linguistic rhetorical signs of human bodies to a fixed model of vision that emerged during the Renaissance. According to him, “this model, that is still grounding our cameras and screen-based interfaces in digital culture, allows to reduce movement to segments that can be codified, first in strict behavioural patterns and architectures” (Del Val 2020, 315).

Video 3. Ending credits of Twin Peaks: The Return, Part 5.

On a broader level, agency, as a concept, is understood by new materialist epistemologies as a distributed phenomenon that happens through intra-actions (Barad, 2003). Therefore, agency is not restricted to the intentionality of a singular individual. Nevertheless, it is still essential to understanding the nuances of the empty vessel schema. There are bodies read as empty vessels incapable of societal interaction, like Dougie. In that understanding, intentionality is only read as expressing clear linguistic order words in English. As I wrote (Kuipers & Trento, 2018), Dougie Jones’ non-normativity disrupts daily life’s behavioural and normative constraints. when Dougie intends to do something, “it’s not through linguistic and social techniques. (…) There’s not “I want,” not at least as a voice that passes through their throat, but as a movement-moving, their body tending towards a piece of pie or a black cup of joe”. (Kuipers & Trento, 2018).

Intent and non-typical rhetoricities in post-linguistic subjects

In this article, I draw on Neurodiversity Studies as they offer a robust framework for deconstructing the normative understandings of rhetoric that Dougie did not fulfil. The following paragraphs illustrate the current growing body of literature on neurodiversity and my experience as a person on the spectrum of neurodiversity. While there are several definitions regarding the neurodiverse spectrum range, I advocate for a broader understanding of it. It encompasses not only those diagnosed or identified with the spectrum of autism but also the body-minds with ADHD and non-typical ways of focusing, and those who suffer from anxiety and depression disorders. In general, one could say that any non-normative mode of behaviour could be assigned to the spectrum of neurodiversity. Importantly, though, is to reaffirm that each condition/mode of being has its particularities/necessities that shall not be ignored.

Melanie Yergeau’s (2018) book Authoring Autism: On Neurological Queerness explores how neuroqueer perception is often discursively de-rhetorised. Moreover, in its most normative sense, rhetoric embraces a distinct sense of perception of intentionality. One mechanism that aims to exclude neurodiverse bodies from the rhetorical realm is the affirmation that they cannot express intentionality. Intentionality is understood as a solely linguistic feature tuned to a particularly normative mode of sociality, which diminishes the agential potential of the non-human relationalities. The intent is only evaluated when it is clearly spoken, and when it is “offered in conjunction with the neuroqueer, it becomes illegible: we only know what intent is when that intent is read via pro-social measures” (Yergeau, 2018, 37). Nowadays, many practisers of ABA (Applied Behavioural Analysis), the most recognised therapy for neurodiverse persons in the Americas, still see neurodiverse bodies as lacking intentionality. In sum, Yergeau systematises intentionality as a linguistic or non-linguistic system expressions of inference:

If we were to define intentionality rather simply, we might cast it as that toward which we turn as well as the action of turning-toward unto itself. Intentionality encompasses both the process of inference and the physical action of communicating or making that inference known. It is determined by both cause and effect, the latter of which is made recognisable on the body—through speech, through gesture, through gaze, through paralinguistic cues such as throat clearing, or feet shuffling, or kiss blowing. (Yergeau 2018, p. 37)

The issue lies in intentionality being only read in the typically spoken language or in gestural codes that rely on a neurotypical causality [i.e., I smile because I am happy]. Also, in ”neuronormative Western cultures, on the other hand, are more likely to demand eye contact as a sign of respect or attention, demand’ quiet hands’ as a sign of being ready to learn (Bascom 2011) and prioritise speech over other forms of communication.” (Hillary 2020, 97). The compulsory withdrawal of the intent from the neurodiverse perception dehumanises people on the spectrum, posing them as non-subjects. If intent cannot be detected in somebody’s speaking, it is deemed non-existent. Melanie Yergeau explains that intent “isn’t empirically visible in the way that flapping fingers are; nor is meaning as neutrally descriptive as fingers moving back and forth, or fingers thumbing the air, or fingers fluttering over the eyes of an autistic interlocutor” (Yergeau 2018, 145). While these non-typical demonstrations of intent are hardly noticed in many social situations, they suffer several attempts of categorisation by the standardised state apparatuses. However, “what finger motions mean cannot be contained in a graph, plotted as an average, or intuited by means of physical observation. However, finger motions can be contained, extinguished, reinforced, prompted, faded, shaped, or otherwise brought into compliance” (Yergeau 2018, 145).

In her dissertation, the Critical Disability Studies scholar Emily Clark (2013) analysed the representation of deafness in the literature of the 1980s. Clark problematises the compulsory implicit and collective understanding that the expression of an internal feeling can be only made through a linguistic utterance. Instead of categorising individuals by their ability to perform language normatively, which may solidify the ableist divide between the able and non-able bodies, Clark (2013, 12) proposes alternative categories:

  • Bodies with language (specifically English), and without languae (mute, unintelligible).
  • Bodies with “correct” language (grammatically-correct, understandable, “appropriate”), and with “incorrect” language (cursing, screaming, “sloppy” grammar).
  • Bodies that communicate verbally; bodies that communicate non-verbally.
  • Literate bodies; barely literate bodies; illiterate bodies.
  • Bodies that chose to read, and those that chose not to read.

The notion of post-linguistic subjectivity converges with the post-linguistic turn in the social sciences and humanities during the 1980s. It vouched to overcome the structuralist paradigm, which posited the discursivities as societal construction’s leading agents. In a structuralist framework, “where there is reason, there is a subject” has been replaced by “where there is language, there is a subject” (Wolfe 2003, 129, as quoted by Clark 2013, 68). In the TV series, Dougie Jones’ post-linguistic subjectivity oscillates between ‘bodies with incorrect language’ and ‘bodies that communicate non-verbally.’ However, “language in the form of representation, including literary representation specifically and evocatively, is a mechanism that has the capacity to humanise as well as to dehumanise” (Clark 2013, 68). Dougie has a lot to say in terms of non-linguistic modalities of intent. Let’s take one of the scenes in which Dougie is attracted by the smell of a ‘damn’ cup of black coffee – a desire that emerged from the bodily memory of Agent Dale Cooper. His body moves towards the cups propelled by his obsessive appetite for that drink is an example to help the reader understand how the normative device of neurotypicality funnels all experience and expression. Both Dougie’s stillness and his constant desire for more coffee and pie were pathologised. These are glitches that may disturb the ‘correct’ organisation of societal behaviour through neurotypical eyes. In cinema and TV, non-typical behaviour and post-linguistic subjects are mostly praised when they fulfil a goal of success, in terms of a successful career or the ‘overcoming’ of difficulties, as I will briefly discuss in the next section.

In the series, Dougie Jones had obsessions. Dougie frequently expressed his constant desire to eat cake, pies and drink large amounts of black coffee. Despite not being fully understood by his colleagues, his obsessions facilitated his working life. Dougie received messages from the lodge’s entities through visions of them pointing to random points of his sight. In the first part of Twin Peaks: The Return, the entities are shown in the scenario of a casino, where they pointed the right directions to help Dougie win a large sum of money in the slot machines. With a pencil, Dougie drew a series of lines over the insurance company’s spreadsheets back at the insurance company. The drawing helped his boss unveil a fraudulent internal schema of corruption and the workers responsible for the non-appropriate behaviour were purged. When the owner of the insurance company, Bushnell Williams, invited Dougie into his room, he promptly understood what Dougie’s drawings meant without requiring the utterance of complex spoken phrases. This gesture embodies not only acceptance but engagement with post-linguistic modalities of communication, acknowledging that “there are bodies who will never speak, or at least, will never speak in recognisable human language” (Clark 2013, 15). As I have written, “perhaps revealing in typicality, but the lines are just lines as much as red is just red. To draw just a line means not to parse all of the abstractions into its act or to rely on pure habit. It is just a line in the drawing of the event, while simultaneously its ingression” (Kuipers & Trento, 2018).

Image 4. Dougie’s drawings.

On another occasion – Twin Peaks: The Return, Part 13 – Dougie Jones was summoned by Anthony Sinclair (interpreted by Tom Sizemore) for a coffee date in the insurance company’s café. Sinclair aimed to kill Dougie Jones by poisoning his coffee, as Dougie’s drawings revealed the latter was involved in a corruption scheme. The character walked towards a display filled with several apple pies in the scene. Dougie’s eyes immediately focused on the pies. When asked by the attendant, he could not speak out his intentions of eating the pie. When the attendant said he could sit down and have a coffee while waiting for the pie at the table, Dougie promptly changed his direction towards the table as if some keywords activated his movement. In the following scene, Dougie promptly takes the cup of coffee not destinated to him and puts his hands on Sinclair’s neck, changing his mind. Later, Sinclair decided to confess his involvement in the corruption scandal.

Dougie defied the expected entelechy for a character manufactured for a purpose, a body with “incorrect” language (cursing, screaming, “sloppy” grammar)”, according to Clark’s (2013, 12) previously-mentioned categorisation. An excellent concept to describe Dougie’s entelechy always-in-becoming is the Dogon egg, as it was conceptualised by the French Post-Structuralist philosophers Gilles Deleuze and Félix Guattari. For them, the construction of one’s self and subjectivity mirrors the development of an egg yet-to-be-hatched: “the egg is the milieu of pure intensity, spatium not extension, Zero intensity as principle of production” (Deleuze & Guattari 1987, 164). While the egg contains the genetic information, which will determine most of an individual’s phenotypical features, they are present in intensity, as they are subject to several contingencies. The egg “always designates this intensive reality, which is not undifferentiated, but is where things and organs are distinguished solely by gradients, migrations, zones of proximity” (Deleuze & Guattari 1987, 164). When post-linguistic subjects are stigmatised, their entelechy refers to a life with precarious agency and not much room for deviations from a master plan. Dougie was created to be easily manipulated, but the intensities present in his subjectivity helped dismantle the goals from the entities of the Black Lodge.

Dougie’s representation on screen brought discomfort to some spectators. One may argue that Dougie’s character carries the perspective of comic relief. However, his persistence in the series, to the detriment of the appearance of the real Cooper – who ‘appeared’ only during the last two episodes-, emphasises David Lynch’s interest in the post-linguistic modalities of rhetoric present in his most recent short films. A segment of the audience as well as some of the characters in the third instalment did not fully grasp the non-linguistic rhetorical potential of the tulpas and post-linguistic subjects. However, post-linguistic subjects take part in the social realm. They need better inclusion frameworks that rely less on their ridiculing and more on recognising their modes of being as valid onto-epistemological systems of belief. Neurodiversity and post-linguistic subjects are not simultaneous or the same. However, they may eventually overlap, as the oppressions of the shared collectivity of non-able bodies also overlap. In the next section, I briefly turn to the representation of some non-typical traits in contemporary television and film.

It is happening againestigmatising atypical rhetoricities on screen

Repetition is one of the most well-known traits of neurodiversity and other non-typical modes of being. It may refer to some gestures repeatedly enacted or known as stimming. It is often framed as ‘obsessive behaviour.’ Obsession is also often connected to ‘hyperfocus’ (Ashinoff & Abu-Akel 2019, p. 09): “(1) hyperfocus is induced by task engagement; (2) hyperfocus is characterised by an intense state of sustained or selective attention; (3) During a hyperfocus state, there is a diminished perception of non-task relevant stimuli; and (4) During a hyperfocus state, task performance improves”. In this article, I am not particularly interested in the possible biological causality that results in hyper-focusing. I am interested in societal responses to a mode of being that embraces hyper-focusing and often fails into including them into the work and social life. In the cinema, hyper-focus is often represented as a ‘superpower,’ while there is also a trend of framing it as an advantage at work.

As Malcolm Matthews (2019) has written in the article ‘Why Sheldon Cooper can’t be black’, neurodiverse subjects are often represented as white-male and heterosexual savants who hold extensive knowledge in mathematics, physics, coding and the hard sciences in general. They are portrayed as lacking the desire to interact with other humans—especially sexually. This prominent representation excludes an incredibly diverse pool of identities that may fit into the neurodiverse spectrum, who’s neurodiversity is never considered due to the significant tendency of assuming that the autism spectrum only includes white male individuals. That is the case of the protagonist of The Big Bang Theory (CBS, 2007-2019) TV show, where Sheldon Cooper (Jim Parsons) is on the spectrum of autism (Rourke & McGloin 2019). Sheldon is portrayed as a genius who obtained his PhD in theoretical physics as a teenager and disliked social agglomerations and sexual contact. This tendency grows on an old trope from the Applied Behavioural Analysis that fashions autism as an extreme-male disorder, while psychosis would be a female mental characteristic (Yergeau 2018).

Like Netflix’s Atypical (2018), and in other shows, generally well-received by the neurodiverse community, the main character Sam is an 18-year-old teenager who seeks to engage in a romantic heterosexual relationship with a colleague. In the American medical drama The Good Doctor (ABC, 2017-), the representation of autistic savantism and the inability to read social and bodily cues reappears, as the main character “Shawn Murphy is a young, genius surgical resident characterised as being inappropriate with patients, but able to decipher medical complications other surgeons cannot solve because of his autism.” (Audley 2020, 5).

These non-typical characters still successfully express intentionality by ‘passing’, performing as neurotypical, despite the emotional distress it can cause. In other words, they reach towards their entelechy of success. There is a particular common understanding of what ‘reaching towards’ (Manning 2007) means that needs to be deconstructed. Dougie’s touching expresses intentionality and cannot be only read through terms of uncertainty or dangerousness, as the danger of a ‘strange’ being that touches other people without pre-agreed linguistic consent. Linguistic consent must not be the measure of all intentionality, as it excludes beings who communicate and perceive differently than the norm. These modes of being are often represented in the mainstream audio-visual field as dangerous and creepy. I advocate for the creepy to become the crip, as in Crip Theory (Puar 2017). This academic field aims to foreground the non-abled ontologies and analyse how societal devices and discursivities mould the normative modes of being. There is nothing wrong or lacking in being crip, as queer activism reassigned the term ‘queer’. There is a need for more intersectionality in portraying and analysing fictional and non-fictional characters in audio-visual media.

An example of post-linguistic subjectivity’s portrayal refers to Samira Makhmalbaf’s protagonists in Sib (Iran, 1998): two sisters raised in an enclosed environment without being introduced to language. In the film, the camera follows their ‘release’ into the society after and portrays their communication with Tehran’s inhabitants without the utterance of fully formed words. There is a growing body of literature in academia that recognised the importance of this intersectionality. It interweaves between Deaf Studies and Neurodiversity Studies to modalities of communication “beyond the category of languages in general – and this is perhaps where autistic scholars and researchers attending to stimming (practices such as flapping arms, humming, spinning, playing with a rubber band, knitting, doodling, and tapping a foot” (Friedner and Block 2017, 287).

Conclusion: some considerations

In this article, I aimed to test some notions emerging in Neurodiversity Studies and Critical Disability Studies in film and television research. The concept of tulpa, and its portrayal in the series, helped examine the understanding of intentionality that stigmatises post-linguistic subjects. In Twin Peaks: The Return, Dougie’s portrayal as deviant from his purpose and utilitarian entelechy – “someone manufactured you, for a purpose, which now has been fulfilled” – and the unpreparedness of his peers to understand his more-than-linguistic modes of communication mirror the failure of societal organisations on dealing with the traits of neurodiversity.

While at any moment, Dougie Jones’ journey was recognised as a narrative of neurodiversity, the analysed scenes express that it is essential to posit and vouch for a broader understanding of the spectrum of neurodiversity in film and television fictional portrayals. In this sense, revisiting the concept of neurodiversity, as Judy Singer crafted, may help broaden the inclusivity and embrace individuals who communicate differently from standards of normalcy. As I mentioned (Trento 2020), Robert Chapman’s approach (2020) to neurodiversity is pragmatically valuable for those who identify with the spectrum. The author connects neurodiversity and autism, in particular, to a serial collective. This collectivity is not attached to an identitarian paradigm. It is a shared experience of oppression that can be transitory or permanent. The serial collective, as a notion, was created by the political theorist Iris Marion Young: ”serial collectives are defined in light of shared external material factors that mutually affect each member of the collective, regardless of whether they identify or not” (Chapman 2020, 12).

Film and Television Studies lack discussing neuroqueer minorities and post-linguistic subjects. Dougie Jones’ problematisation around the empty vessel model is a prolific point of entry into the debate on the representation of post-linguistic subjects’ intentionality in film and TV studies. The concept of “post-linguistic subjectivity” (Ballas 2019) needs further development, but it aligns with the post-linguistic turn in the Humanities. It also requires more audio-visual production that expresses neurodiverse subjects’ neurodiverse perception. One could argue that Dougie Jones’s character was developed as comic relief and therefore ridiculed. However, as I have exemplified here, post-linguistic subjectivities are represented through success and overcoming stories that tend to reproduce the mantra of ‘keep failing until you succeed,’ excluding the bodies who cannot attain dominant behavioural standards.

Francisco B. Trento is a postdoctoral researcher at the Centre for Educational Research and Academic Development in the Arts (CERADA) at UniArts Helsinki, Finland, and previously obtained a Ph.D. in Communication and Semiotics at Pontifícia Universidade Católica de São Paulo, Brazil. Their work emphasises nonneurotypical modes of perception and techniques for dis/abling arts education through artistic research. Francisco previously worked as a postdoctoral researcher at the Senselab (Concordia University), and they work on the intersections between queer studies, post-qualitative inquiry, and critical disability studies.

References

All links verified 27.5.2021

Research materials

Atypical. 2017. Created by Robia Rashid. Written by Robia Rashid and several authors. Weird Brain, Exhibit A, Sony Pictures Television and Netflix.

Lost Highway. 1997. Written and Directed by David Lynch. October Films.

The apple [Sīb]. 1998. Directed by, Samīrā Makhmalbāf, Iran: Ferdosi Multimedia.

The Big Bang Theory. 2007-2019. Created by Chuck Lorre. Written and Directed by Several Authors. Chuck Lorre Productions, Warner Bros Productions and CBS Television.

Twin Peaks. 1990-1991. Written by Mark Frost and David Lynch. Directed by David Lynch, Tim Hunter, Caleb Deschanel & Others. Lynch/Frost Production, Propaganda Films, Spelling Television and CBS Television.

Twin Peaks: Fire Walk with Me. 1992. Written by Mark Frost and David Lynch. Directed by David Lynch. CIBY Pictures.

Twin Peaks: The Missing Pieces. 2014. Written by Mark Frost and David Lynch. Directed by David Lynch, Absurda Productions.

Twin Peaks: The Return. 2017. Written by Mark Frost and David Lynch, directed by David Lynch. Showtime Networks, Rancho Rosa Partnership, Twin Peaks Productions, Lynch/Frost Productions.

News Articles

Felperin, L. 2017. What Netflix comedy Atypical gets right and wrong about autism. The Guardian 17.8.2017, https://www.theguardian.com/tv-and-radio/2017/aug/14/atypical-netflix-autism-spectrum-depiction-cliches.

Literature

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Ballas, Anthony. 2019. “‘My Log Has a Message for You,’ or, Vibrant Matter and Twin Peaks: On Thing-Power and Subjectivity.” In Critical Essays on Twin Peaks: The Return (pp. 119–133). Springer International Publishing. https://doi.org/10.1007/978-3-030-04798-6_8.

Barad, Karen. 2003. “Posthumanist Performativity: Toward an Understanding of How Matter Comes to Matter.” Signs: Journal of Women in Culture and Society, 28(3), 801–831. https://doi.org/10.1086/345321.

Chang, Heewon. 2008. Autoethnography as Method. Walnut Creek: Left Coast Press.

Chapman, Robert. 2020. “The reality of autism: On the metaphysics of disorder and diversity.” Philosophical Psychology, 33(6), 799–819. https://doi.org/10.1080/09515089.2020.1751103.

Clark, Emily. 2013. Voiceless bodies: Feminism, disability, posthumanism (Order No. 3549994). Available from ProQuest Dissertations & Theses Global: The Humanities and Social Sciences Collection. (1284867050). Retrieved from http://ezproxy.uniarts.fi/login?url=https://www-proquest-com.ezproxy.uniarts.fi/dissertations-theses/voiceless-bodies-feminism-disability-posthumanism/docview/1284867050/se-2?accountid=150397.

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Bishop, Peter. 1992. Tibetan Buddhism, and the Western Imagination. London: The Athlone Press.

Del Val, Jaime. 2020. “Neither Human nor Cyborg: I Am a Bitch and a Molecular Swarm. Proprioception, Body Intelligence and Microsexual Conviviality.” World Futures, 76(5–7), 314–336. https://doi.org/10.1080/02604027.2020.1778335.

Deleuze, Gilles. 1995. “Postscript on control societies.” Negotiations, 177–82. New York: Columbia University Press.

Deleuze, Gilles, and Guattari, Félix. 1987. A thousand plateaus: Capitalism and schizophrenia. (B. Massumi, Trans.). University of Minnesota Press. Originally published in French 1980.

Friedner, Michele, and Block, Pamela. 2017. “Deaf studies meets autistic studies.” The Senses and Society, 12(3), 282–300. https://doi.org/10.1080/17458927.2017.1369716.

Frost, Mark. 2017. Twin Peaks. The Final Dossier. Flatiron Books.

Grønstad, Asbjørn. 2020. “And Dark Within: David Lynch.” In Rethinking Art and Visual Culture (pp. 117–134). Springer International Publishing. https://doi.org/10.1007/978-3-030-46176-8_6.

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Jones, Joshua. 2020. “The past dictates the future”: Epistemic ambivalence and the compromised ethics of complicity in Twin Peaks: The return and Fire Walk with Me.” NANO: New American Notes Online, (15) Retrieved from http://ezproxy.uniarts.fi/login?url=https://www.proquest.com/docview/2356774067?accountid=150397.

Hillary, Alyssa. 2020. “Neurodiversity and cross-cultural communication.” In Neurodiversity Studies (pp. 91–107). https://doi.org/10.4324/9780429322297-10.

Hills, Matt. 2017. “Cult TV Revival: Generational Seriality, Recap Culture, and the “Brand Gap” of Twin Peaks: The Return.” Television & New Media, 19(4), 310–327. https://doi.org/10.1177/1527476417742976.

Matthews, Malcolm. 2019. “Why Sheldon Cooper Can’t Be Black.” Journal of Literary & Cultural Disability Studies, 13(1), 57–74. https://doi.org/10.3828/jlcds.2019.4.

Martin, Anna, Thompson, Bailey, and Lancaster, Steven. 2020. “Personality Characteristics of Tulpamancers and Their Tulpas.” Center for Open Science. https://doi.org/10.31234/osf.io/5t3xk.

Manning, Erin. 2007. Politics of Touch: Sense, Movement, sovereignty. Minneapolis: University of Minnesota Press.

Nieland, Justus. 2012. David Lynch. Chicago: University of Illinois Press.

Piercy, G. 2018. ‘The Fractured Self: Shattered Identity and Twin Peaks.’ 25 Years Later: A Site Both Wonderful & Strange.” https://25yearsla-tersite.com/2018/01/02/the-fractured-self-shattered-identity-and-twin-peaks/. Accessed on 27.9.2020

Puar, Jasbir. 2017. The right to maim: Debility, capacity, disability. Durham: Duke University Press.

Rosqvist, Hanna B., Chown, Nick, and Stenning, Anna. (Eds.). 2020. Neurodiversity Studies. Routledge. https://doi.org/10.4324/9780429322297.

Rourke, Brenda, and McGloin, Rory. 2019. “A Different Take on the Big Bang Theory: Examining the Influence of Asperger Traits on the Perception and Attributional Confidence of a Fictional TV Character Portraying Characteristics of Asperger Syndrome.” Atlantic Journal of Communication, 27(2), 127–138. https://doi.org/10.1080/15456870.2019.1574797.

Singer, J. 2019. June twenty-eighth). “What is Neurodiversity. Neurodiversity 2.0. Building on my original idea. https://neurodiversity2.blogspot.com/p/what.html.

Slater, Jennifer. 2020. “The Christian woman as a weaker, but honoured vessel (1 Pt 3:7): Forbidden to act in persona Christi.” In Die Skriflig/In Luce Verbi, 54(1). https://doi.org/10.4102/ids.v54i1.2519.

Tembo, Kwasu D. 2019. “Copy of a Copy of a Copy: Theorising the Triplicity of Self and Otherness in Season Three of Twin Peaks.” In Critical Essays on Twin Peaks: The Return (pp. 183–197). Springer International Publishing. https://doi.org/10.1007/978-3-030-04798-6_12.

Trento, Fransisco B., Kuipers, H. (2018). “Extraordinary Adventures in Neurodiversity with Dougie Jones” Inflexions, INfLx pOp up 1: Diversity in Diversity. http://inflexions.org/diversityindiversity/The%20Extraordinary%20Adventures%20in%20Neurodiversity%20of%20Dougie%20Jones-1/TheExtraordinaryAdventuresinNeurodiversityofD.html.

Yergeau, Melanie. 2018. Authoring Autism: On Rhetoric and Neurological Queerness. Durham: Duke University Press.

Notes

[1] A tulpa’s body is a vessel. A vessel, or a repository, is a common trope in several Western and Non-Western belief systems. The vessel does not possess any utility quality, as its function is carrying and delivering a message or fulfilling a purpose. In Christianity, “the metaphor of a liturgical leader as an empty vessel signifies openness and receptivity to divine authority and to act on behalf of Jesus Christ” (Slater 2020, 1) – “Jesus called Paul ’a chosen vessel of Mine to bear my name before Gentiles, kings, and the children of Israel’ (Ac 9:15)” (Slater, 2020, 1).

Kategoriat
1–2/2021 WiderScreen 24 (1–2)

Will Kentucky Route Zero Take You to Twin Peaks? Tracing the Narrative of the American Weird

cybertext, fan studies, hypertext, intertextuality, metatext, narrative, video games

Alesha Serada
aserada [a] uwasa.fi
PhD Student
School of Marketing and Communication
University of Vaasa

Viittaaminen / How to cite: Serada, Alesha. 2021. ”Will Kentucky Route Zero Take You to Twin Peaks? Tracing the Narrative of the American Weird”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/will-kentucky-route-zero-take-you-to-twin-peaks-tracing-the-narrative-of-the-american-weird/

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In this article, I analyze the narrative of Kentucky Route Zero in search of tropes and constructive principles already known from Twin Peaks. I seek to find out how interactivity of the game adds to these tropes and techniques, and whether we can project our findings about its interactive hypertextual narrative back to Twin Peaks. I suggest that, in both cases, the fictional world largely emerges from the interaction with the audience that actively interprets the narrative and extends it far beyond the ‘tangible’ text. Furthermore, the authors explicitly call for such involvement by introducing self-reflexivity and metacommentary in their work. I conclude with the perspective of the American Weird setting, implemented in both ‘story worlds’; it can engender new meanings that surpass the linear logic of narration.

Introduction: Twin Peaks as the Point of Departure

Since its premiere in 1990, Twin Peaks has transformed the experience of consuming popular media, particularly television (see e.g., Barrett 2017; Boulègue 2017; Mittell 2015), not just for its fans, but also for the generations to come. This cult TV series remains one of the most influential texts in experimental storytelling, not least due to its unique fictional universe (‘story world’). In addition to television and film, the legacy of Twin Peaks can also be discovered in video games, as confirmed by many dedicated lists compiled by game critics. One particular game, Kentucky Road Zero (Elliott, Kemenczy, and Babbitt 2013), is frequently mentioned in such lists (Andriessen 2020; Green 2017; Seagrave 2017; Turi 2015; Welsh 2020). This association may be even more surprising, as the game does not visually resemble Twin Peaks. The look of the game is minimalist and clean; it has very few ‘cinematic’ segments and heavily relies on text dialogues.

Image 1. Scene from Kentucky Route Zero Act II (2013). The main characters are waiting for a giant eagle to carry them away from the corporate Museum of Dwellings.
Image 2. Scene from the finale of Kentucky Route Zero Act V (2020). The look of the game became more sophisticated in the process of development, especially in its depiction of space.

Kentucky Route Zero (2013–2020) is an independently developed computer game in five episodes, referred to as ‘Acts’ in the game. These ‘Acts’, united by an overarching narrative, were released in a serial form between 2013 and 2020. They were accompanied by another five shorter interactive ‘Interludes’ and other additional media content such as short videos and music recordings. The authors and developers of the game Jake Elliott, Tamas Kemenczy, and Ben Babbitt formed a small company called Cardboard Computer; later, they partnered with the publisher Annapurna Interactive to bring the game to popular consoles (Elliott, Kemenczy, and Babbitt 2017) (Elliott et al., 2017). The game proved to be a creative success and gained a considerable fan following. Its official Reddit community exceeded 2,600 members as of May 2021, with approximately 800 discussion threads posted by developers and fans since February 17, 2013. The main writer of the game story, Jake Elliot, has been nominated for the 56th Nebula Award in the Game Writing category (SFWA 2021).

The game experiments with interactive techniques of storytelling and breaks several conventions, such as plot closure, to an aesthetically satisfying result. For instance, the point of view constantly switches between different characters, some of which never appear on the screen. This also makes it difficult to identify how much each player character is supposed to know about the mysterious story world that is full of secrets. Sometimes two focalization points for narration are actualized at the same time, represented by two streams of branching dialogues on the screen (see Fig. 3). As it is common in adventure games, dialogue choices do not affect the development of the main story; they seem to lead nowhere in most cases, revealing frequent disruptions of continuity and logic in the narrative. However, this discontinuity, which is responsible for numerous blank spaces in the story, is a deliberate aesthetic decision much appreciated by the core fan base of the game.

Image 3. Scene from Kentucky Route Zero Act IV (2016). A branching dialogue that constitutes the principal part of the game story is sometimes divided into two parallel tracks.

It can be argued that high artistic ambitions of the game’s creators may have alienated a broader audience of players: some reviewers on Steam describe it as too much of an ‘art house’ (Renegade Master, 2020) and even “A collection of ‘contemporary art exhibits ‘ masqueraded as videogame” (manola.mann, 2020). Despite all the blanks and dead ends (or maybe thanks to them, as we will see later) KRZ also has a thriving community of fans engaged into solving puzzles, interpreting and extending its fictional world, in the same way as Twin Peaks does.

Stop Making Sense: Fan Reading as ‘Topological Analysis’

One of the first noticeable similarities between Kentucky Route Zero and Twin Peaks is the importance of online communities in solving the fictional mystery. Back in 1990, Twin Peaks was one the first TV shows to initiate early message boards and discussion groups such as alt.tv.twin-peaks; crucial analytical tools in active fan reading. Besides, it was one of the first cases in the history of fandoms to apply technologies of archival preservation (namely, VCR tapes) for the needs of collective meaning making (Jenkins 1995; 2003). New interpretations are sometimes derived from the smallest and, probably, random details discovered after multiple replays of a particular scene. Jason Mittell describes this mode of analysis as ‘drillable engagement’, characteristic of so-called ‘forensic’ fandom (Mittell 2015, 289).

Ultimately, this mode of reading is similar to academic text analysis, and, first and foremost, classical philology. In the style of traditional literary scholars, fans drill into all possible references and influences (intertext), establish meaningful connections to the media that accompanied the game (hypertext) and inspect the artefacts within and beyond the game that would shed light on the production of the text (metatext). This mode of inquiry acknowledges the ’intertextual landscape’ that surrounds the original text and construct a ‘rhizomatic’ structure of meanings that fans traverse in their active co-creation of the enigmatic narrative. However, unlike academic researchers, fans do not care about the potential hierarchy of signs and meanings of ‘high culture’ (e.g. Jenkins 2003).

In the case of Kentucky Route Zero, such a reference would be One Hundred Years of Solitude (Elliott, Kemenczy, and Babbitt [2020] 2020); early Surrealist cinema can serve as an example in the case of Twin Peaks (Boulègue 2017). These references are acknowledged and often admired by fans, but they are as good for solving the mystery as any film goof. Similarity and connectedness are the most important factors, valued even more when totally unexpected.

In literature studies, the term ‘topos’ (‘topoi’) is used to denote common topics, shared tropes and borrowed motifs that appear in different works throughout the cultural history, especially in the German philology and the Russian scholarship that inherited from it, which can be seen in Bakhtin’s works (Somoff 2015). Recently, the concept of ‘topos’ has been rediscovered and applied to adventure games in transmedial story worlds (Schmidt 2020); we will return to the updated version of this concept later.

The search for ‘topoi’ holds a special place in the academic Twin Peaks scholarship, as well: we may find elaborate investigations on what ‘food’, ‘clowns’ (Boulègue 2017, 137–60) or ‘air’ mean (Rooney 2018) in the context of the show. Moreover, fan-driven analysis seems to be rather ‘topologic’ in connecting common places into a larger, not necessarily ‘true’ or ‘objective’, but often highly engaging perspective of a fictional world (see Boulègue 2017 for fan-driven cultural analysis; or Rosseter 2019 for purely fan analysis). We, as well, might want to indulge ourselves into the hunt for shared ‘topoi’ in the worlds of Twin Peaks and Kentucky Route Zero. For example, the power line is an important location in Twin Peaks Season 3 (and electricity in general carries many meanings in its world), and we also see a similar silhouette of a power line in the first scene in Kentucky Route Zero.

The game starts at the gas station in Act I, and the gas station is the place that spawns Evil in Twin Peaks Season 3. The gas station in Kentucky Route Zero is called Equus Oils. It has a giant horse head on the roof, which reminds us of the Silver Mustang casino. However curious, these are probably coincidences: Act I of KRZ was released in 2013, and Twin Peaks Season 3 premiered in 2017. We may still ask ourselves about the common source of these ‘topoi’, as well as many others, which would require us to ‘zoom out’ and look at these two stories within the larger ‘intertextual landscape’ of media.

Intertextuality: as Deep as the Code Goes

Studies of intertextuality in cinema started as traditional ‘toposforschnung’, but soon went beyond the search of similar imagery or motifs. In the most influential Russian work on intertextuality in cinema, The Memory of Tiresias (1998), Mikhail Iampolski criticizes this ambition of creating quasi-universal ‘symbolariums’ of cinematic images. Instead, he connects the ability of the viewer to create a cohesive narrative to their memory about previous cultural texts. He writes: ”The semantic fullness of any text is surely the result of its ability to establish a connection with the texts that came before it, and occasionally with those that came later” (Iampolski 1998, 8).

Such perspective places particular importance on the viewer who inevitably perceives the film through the lens of their experience with other media. Following the footsteps of Mikhain Bakhtin, Iampolski understands intertextuality as the transformative field of meanings at the intersection of <the perspectives of> the author and the reader (Iampolski 1993, 34, absent from the English edition). Umberto Eco offered a similar model of intertextuality, recently adopted for digital transmedia realms by Hanns Christian Schmidt (Schmidt 2020, 109).

Intertextuality – connectedness to the previous texts through the previous experience of the audience – is an important feature of every work of postmodernism. Twin Peaks is generally characterized as a postmodernist narrative that builds on a multitude of previous works and genres (e.g. Geller 1992). Demonstrating even higher self-awareness (probably required at this stage of development of the relatively underexplored medium of a video game), Kentucky Route Zero explicitly connects itself to the tradition of postmodernist literature. Its style is described as ‘magical realism’ in the official Steam store, due to its references to One Hundred Years of Solitude by Gabriel García Márquez. Its developers confirm the connection, and frequently mention this novel as a source of inspiration (e.g. Han 2020).

The names of characters in KRZ encourage further intertextual investigation, as illustrated by its substantial Fandom Wiki. Cousins Shannon and Weaver, two important characters in the game, are both named Márquez. Moreover, Shannon’s name is most likely a reference to the mathematician Claude Shannon (“Shannon Márquez” 2014). Another important character is named Lula Chamberlain; her second name hints at William Chamberlain, the author of the surrealist novel The Policeman’s Beard Is Half Constructed (1984) and the developer of the artificial intelligence program Racter (1984) that allegedly wrote that novel. Furthermore, the intertextuality of KRZ stretches beyond the text presented to the player: its fans have discovered a reference to the novel in the game’s files (”Lula Chamberlain” 2014). The ‘forensic’ fandom has literally taken the game apart in search of shared ‘topoi’.

In addition, this is where we may (or may not) find another reference to the work of David Lynch: Lula’s first name could be a reference to one of the two main characters in Lynch’s film Wild at Heart (1990), is a story of two lovers, Lula and Sailor. In Kentucky Route Zero, Lula acknowledges the romantic feelings of her former colleague Joseph but does not want this relationship at this point.

Image 4. Scene from Kentucky Route Zero Act II (2013). Lula Chamberlain is shown reading a rejection letter, probably a parody of the academic review process.

Hypertextuality: The Garden of Forking Dead Ends

The common understanding of hypertextuality starts with non-linearity of hypertextual works: they are often comprised from relatively independent fragments that can be consumed in a different order. Another frequent feature is the use of different media on one hypertext, such as, combining text, film and interactive (executable) programs (Bell 2010). From this perspective, KRZ is certainly a hypertext, complemented with Interludes that are included as a part of playing experience but do not move the story forward. The hypertextuality of Kentucky Route Zero does not end here: WEVP-TV, the fictional TV studio featured in Act IV, has its own website and several hours of original content (“WEVP-TV Broadcast History” 2017).

Even though the ending will not change depending on the choices made by the player, there will be slight, often purely poetic, differences in the game’s dialogues and scenes depending on the specific path through the dialogue choices and the scene sequences taken by the player. Thanks to this, KRZ makes an outstanding example of a linear but productively replayable game: in the end, we are left wondering what has actually happened, and we may want to replay different sequences in search for clues. Moreover, a dedicated player would go through all available content in the game to unlock additional achievements, while learning more about the strange world of ghosts in the static and underground bird songs featured in Interludes. Significantly, this is also how dedicated viewers engage with the complex story of Twin Peaks: The Secret Diary of Laura Palmer is one popular supplementary text to explore its world (see e.g. Mittell 2015, 299). Mittell refers to this book as one of the first canonical examples of ‘diegetic extension’ in American TV: an object from the story world enters the real world to extend the fictional universe.

KRZ features at least one ‘diegetic extension’ in the form of a separate digital artifact. Extending the universe of the game into the real world, Junebug, the fictional character from KRZ, has released a real-life album of aerial synth pop (“ambient whisperwave”, according to the fictional musicians themselves), on Bandcamp in 2020 (Junebug 2020). Unfortunately, the album is only available as a digital download, although Bandcamp also supports distribution of physical music records. However, it sets itself aside from the conventional forms such as an official soundtrack or even a rather paratextual interpretation of it by fans, such as interpretation of music from Twin Peaks by the band Xiu Xiu (Xiu Xiu 2016)). Even though we know that the music was written by the developers of the game, it is published in a way that suggests that the singer, Junebug, actually exists in our world.

The signature track from the album, “Too Late to Love You”, first appeared in Act III of Kentucky Route Zero. The song itself is a playable artifact in the game: the order of the lyrics depends on the player’s choices. In this way, the medium of a video game provides a unique opportunity for active involvement, although in a much more rigid scripted form than free interpretation of the text in the imaginary space between the reader and the writer/producer.

Image 5. Scene from Kentucky Route Zero Act III (2014). Performance of Junebug and Johnny at The Lower Depths, a bar reminiscent of Twin Peaks’ Bang Bang Bar.

The performance of Junebug and Johnny at the bar, The Lower Depths, in Act III — one of the most beautiful scenes in KRZ — is easily identified as a reference to Twin Peaks by its fans (as some of the game critics also note: see Turi 2015; Williams 2014). The ethereal music style, the visual palette, and the context of a night bar are reminiscent of Julee Cruise’s performances in all three seasons of the series.

Self-Reflectivity: The Randomness is What Makes it Realistic

Twin Peaks has always been self-reflective about being a TV show (see e.g. Geller 1992), and its metatextual quality has only amplified with time. One of the key scenes to express this self-awareness is smashing a television set at the beginning of Fire Walk with Me. This scene explicitly communicated the departure of David Lynch from the genre conventions of television (see e.g., McAvoy 2019; Joseph 2017). In a more recent example, Season 3 shocks the viewers with the gruesome death of two lovers. The young man’s work is to watch a shiny glass cube with vacuum inside that is also a portal to an alternative world — obviously, symbolic television. Agent Cooper himself appears in it at some point, when no one is watching, and this can also be a self-reflective gesture from Lynch; pointing at the expectations of his devoted audience who want ‘the old Cooper’ back. Meanwhile, the broader authorial ambition here is to show something that will figuratively blow its audience’s minds, as it literally, and shockingly, happens to the viewers inside the fictional world of the TV series.

As we have already observed in the example of The Policeman’s Beard Is Half Constructed, the novel supposedly written by an algorithm and referenced in the game, Kentucky Route Zero contains many particular references to the history and the process of video game development, also adding a level of metatext to its narrative. The first character whom Conway, our first point-of-view character, encounters at the beginning of the game, is Joseph, a former game designer; one of the first things that Joseph does is to invite Conway (and the player) to the cellar where three ghosts, the recurrent characters named Emily, Ben and Bob, are playing a mysterious tabletop game. This game immediately invites us, the players, to see it as a model of the actual game we are currently playing. The fictional players describe it in the following way: “The randomness is what makes it realistic”, which may also be read as the key to KRZ’s own creative success.

Kentucky Route Zero is self-reflective about being a video game, so much that it becomes one of its major plot devices. Much of the game’s events revolve around the artistic research project XANADU that Joseph, Lula, and their colleague Donald undertook many years ago when they worked as project researchers at the university. Another important character, the already mentioned young mathematician Weaver Márquez, was also involved in the project as a disposable intern, which might or might not have led to her early demise. The university funding was not enough to finish the project, and the researchers parted their ways (note the critique of the ‘merit-based’ academic evaluation in Fig. 4). This part of the story supports the societal critique that forms the core message of the game.

One noticeable difference between Kentucky Route Zero and Twin Peaks is that the former asks much more straightforwardly political questions. Even in its most enigmatic Season 3, Twin Peaks still represents probably the most straightforward contemporary version of the universal fight between Good and Evil in their purest and most abstract form. For comparison, in KRZ, the greatest evil is represented by the Distillery, to which the inhabitants of Kentucky are indebted. The Distillery is yet another symbol of capitalism that drives the conflict of the overarching story across five acts and seven years in development. This does not make a very surprising discovery, although the fans of the game highly admire its political message. In the final Act V, the characters seem to arrive at a better world where they may hope to build a sustainable community after the flood. Still, two innocent horses will die in the end, no matter how well you play.

Metatextuality: Invitation to a Beheading of the Author

On this journey to a better future, the mission of Joseph, Lula and Donald is one of the mysteries that the player needs to uncover. According to the common interpretation of the game’s story, the goal of the project was to build a machine that documents the process of its own creation in the form of an interactive game with multiple possible endings. In Act III, the player learns that before wrapping the project up, Joseph, Lula and Donald undertook a scary trip into another world that may or may not have been the virtual world of the game inside the machine.

Whatever happened during that trip (there are different options), the project seems to have failed at the point of time when the player had first entered the game. At the fictional time point when the player enters the game, Joseph works at a gas station, Lula works as a clerk at a Bureau, despite her artistic talent and ambitions. Eventually, we find Donald in the cave, which he named Hall of the Mountain King – another musical reference to the piece by Norwegian composer Edvard Grieg for the play Peer Gynt (1867) by Henrik Ibsen. This reference suggests that Donald expects supernatural troll-like entities to help him repair the computer and relaunch the mysterious XANADU.

In the universe of Twin Peaks, we find a predecessor to XANADU in the Blue Rose group lead by Gordon Cole (played by David Lynch himself). In both cases, the figure that stands for the external author is limited in their knowledge about the fictional world – and yet, they know everything somehow. Joseph, the former leader of the XANADU project, is blind; Gordon Cole of the Blue Rose secret society is almost deaf. In both cases, their impairment symbolizes their ability to penetrate supernatural mysteries: a ‘topos’ that can be traced to Greek legends. To make this connection clear, one of the options for the name of the dog that accompanies the protagonists in KRZ is Homer.

Moreover, these ambiguous metatextual ‘author-characters’ take a special place in the narrative. They seem to have the external knowledge about the making of the fictional world we found ourselves in, and they actively initiate the quest of the main protagonist to uncover the fictional mystery. Their role in the narrative is to destabilize the position of the ‘reader’ and to remind them that, by consuming these texts, the audience also participates in a collaborative game of meaning making (which also includes the author of this article). In KRZ, Donald has even authored a research paper titled “Literary Multitudes: Hypertextual Narrative as Poststructural Witness”. Unfortunately, this article does not exist in our reality, despite our burning wish to refer to it.

Among many others, a rather minor but highly self-reflective question is whether artistic research and the arts in general can be offer a viable career when funding for it is driven by business logic. The decline of the arts in a profit-oriented social system becomes a recurrent theme: another member of the XANADU project, Lula, has not realized her artistic ambitions, although her sculpture showed much promise, as we learn from yet another interlude, an installation of her artistic work. Furthermore, when the players pass the conference hall in the Kafkaesque castle of the Bureau of Reclaimed Spaces, they unlock a peculiar achievement: a bearded, barefoot person plays a beautiful piece of music on the organ. This character’s name is Will, and he appears later in the game on a boat named Mucky Mammoth; he used to teach French literature and drama at a university but his department (of course, in the humanities) was dismantled as a result of budget cuts. This leaves us, the academic audience, with far too familiar real-world concerns, but also with the homely feeling of belonging into the narrative of the game.

‘Cybertextuality’: the Player as a Hypertextual Witness

Does it matter, in terms of the narrative, that Kentucky Route Zero is a video game? Its metatextual references firmly locate it within the discourse of narratology in new media, even though its actual playability rarely exceeds conventional interactivity. However, the name Xanadu may be a reference to one of the first hypertext novels afternoon, a story (1990) by Michael Joyce, which also mentions the location named Xanadu. After the players discover XANADU in the game, they are invited to engage in an archaic textual adventure game within the game – a homage to the influential historical landmark, Colossal Cave Adventure, (1977) that the writer of the game Jake Elliott used to play as a child (Han 2020). The choices made in this small game within the game affect the dialogue and the interpretation of KRZ in general. The player character can even die in this nested game, although this is presented as an achievement in the actual game, accompanied with a condescending line: “Your score was 0 out of a possible 8192”.

This may be the rare case when the playing scholar can actually get the essential experience of an old school textual adventure that is explicitly required to be able to understand the whole concept of ‘cybertext’ (Aarseth 1997, 2). The concept of ‘cybertext’ has been proposed by the game studies scholar, Espen Aarseth, to present a new perspective on non-linear texts, first and foremost, in literature and games (Aarseth 1997). According to Aarseth, a cybertext is the exemplary representative of an ‘ergodic’ text, the text that requires a “non-trivial effort” to make sense of it due to its physical properties in the material world. Eye-movements and page-turning would count as a ‘trivial’ effort: a non-trivial effort would be, for example, selecting one of the many different dialogue options in a hypertext fiction, or, ideally, typing lines of text to advance the electronic game. The ideal ‘cybertext’ is a machine by itself, “a mechanical device for the production and consumption of verbal signs” (Aarseth 1997, 21), – just like the fictional XANADU.

Kentucky Route Zero simulates exactly this kind of interactive experience with its exquisitely written and designed branching dialogue trees. Furthermore, it offers even more creative ways to invite user input that generate unexpected feedback loops. The ‘reader’ of the game is invited to complete its ‘text’ in many different ways that often reference old or obsolete media artifacts, such as simulations of a textual adventure game, an AM/FM radio receiver, and an old phone connected to an automatic answering line in one of the Interludes. The player can press buttons with numbers on the phone to access the information about the mysterious Echo River, receive traveling tips, and other information such as “Catalogue of subterranean bird songs”. The conversation takes unconventional turns when the voice on the telephone suggests options such as “If you are holding a snake right now, press 4”, and then asks “How do you think the snake feels?”. This is a characteristic example of the overall surreal mood of the game: after a number of similar occasions, we start accepting the whole world of KRZ in its entire weirdness.

This assumption may help us to shift our perspective from singular recurrent signs and themes to a larger picture of the story world as a particular ‘topos’. As Schmidt suggests, the concept of ‘topoi’ in serial transmedia can be read twofold: as a vocabulary of particular recognizable ‘common places’ in an intertextual landscape and as a fictional ‘setting’ in whole (Schmidt 2020, 109). Besides, panning from regular recurrent tropes (‘building blocks’) to the repeated structural characteristics of the whole world (setting), we also acknowledge our metatextual position in relation to a specific transmedial universe, as well as our ability to expand it.

It is important where the story takes place, not just the vocabulary that is used to tell it. The player conceives the non-trivial topology of Kentucky Route Zero and its surroundings by navigating its ergodic maps that present additional puzzles and challenges[1]. It may take a while to reach all locations when driving the van in Act I, but then the rules drastically change when the characters travel across the same map on the back of the giant eagle Julian. The map of the game world was two-dimensional at the beginning of Act I, but it suddenly becomes three-dimensional at the end of it. Consequently, this peculiar way of mapping fails to create a continuous mental model of the story world, despite the many clues it provides. Similarly, to an extent, this is characteristic of the world of Twin Peaks, despite this town being firmly located in a recognizable region of the US, with its material and spiritual surroundings thoroughly mapped. Both Twin Peaks and Kentucky Route Zero are ‘topoi’ by themselves, and both of them belong to the same narrative ‘setting’. It is the surrealist, horrifying, and yet, homely and believable world of imaginary ‘dark Americana’, best represented by the trademark ‘Lynchian noir’ (Sheen and Davison 2004).

Both fictional worlds have blossomed on the same fertile ground of modern American mythology, defined by the great American Dream and the current reality of ‘the American nightmare’, as Sionhan Lyons describes it (Lyons 2017). Rachel Joseph labels this re-enchantment of the mundane American reality in Twin Peaks as ‘the Northwest Weird’ and explains it with the weirdness and the horror of reality itself. In her words, “the “weirdness” of the world and performance of Twin Peaks is the weirdness of reality itself” (Joseph 2017, 66).

As Lyons writes, the American nightmare is often understood as the American Dream destroyed by male-enacted violence and darkness. It is the answer to both the American Dream, embodied in the comfort of roadside diners and the famous cherry pie, and the American Nightmare, embodied in the real-life figure of the serial killer Ted Bundy. By choosing this third option, the fictional worlds in the American Weird setting surpass the linear logic of narration and engender an abundance of novel poetic and political meanings. They may not provide freedom of choice mechanically (as in a hypothetical adventure game with endless choices), but they do it conceptually instead, envisioning the way to escape from the American Horror when the American Dream ceases to come true.

Conclusion and Discussion: Is Everything a Cybertext Now?

One of the biggest mysteries of Kentucky Route Zero is its inconclusive ending. The supposedly main conflict between the hellish Distillery and the people of Kentucky is never resolved. Even more mysteriously, this does not prevent its numerous fans from enjoying it. The same can be said about the multimedia compendium of television, film, writing and music that is Twin Peaks today. In both cases, the authors encourage free interpretation of their art (see Sheen and Davison 2004, 3 on Lynch), and this process is particularly active in online fan communities. The quest, or the investigation, never brings the protagonists close enough to the answer. The ends are never tied together – rather, they multiply like Hydra’s heads. There is no key to this puzzle, at least, in the authorial intent, but the absence of a finite answer only extends the pleasure.

In the ideal cybertext, there are many paths throughout such text, and choosing one way eliminates the possibility of the plot resolved otherwise. Aarseth refers to this contradiction as ‘aporia’ (Aarseth 1997, 91). However, there is no ‘aporia’ in Kentucky Route Zero: alternative choices may reveal more beautiful poetic lines and scenes (such as the organ concert or caring for the unfamiliar snake), but they do not have any influence on the main conflict of the story between the people of Kentucky and the diabolic Distillery. From this perspective, KRZ remains a rather linear game with very little narrative ‘aporia’: it corresponds to the architecture of the vector with optional side branches, the most typical narrative structure, for example, in digitally augmented books (Ryan 2015).

The game scholar Souvik Mukherjee would categorize this type of a game as a ‘monorail’ narrative “where the entire sequence of actions is scripted quite restrictively” (Mukherjee 2018). Still, each replay would still present a unique ‘reading’ for each player, according to Mukherjee, even though the player’s choices do not matter much, apart from the order and the tempo according to which the story develops.

In the end, can we imagine Twin Peaks as a ‘cybertext’? It definitely has an element of ‘aporia’ in it: as long as the viewer believes that it was Leland Palmer who killed Laura Palmer, the intrigue is gone, and most of the show (probably the best part) stops making sense for this particular viewer. However, the fans of the show choose a different way to read it. Initially served to the passive ‘voyeur’ audiences of ‘soap opera’, Twin Peaks has evolved over more than 30 years of its presence in the global cultural memory. It most certainly requires a non-trivial effort of perusing a wealth of manifold media artifacts to make sense in its current state. This makes it possible to interpret Twin Peaks as a “choose-your-own-adventure” book with many alternative explanations and even plot twists. The cryptic ending of Season 3 brings to the fore this tendency for the extreme and then just leaves it there: after almost 30 years with Laura Palmer, we still do not know her secrets. All we know is that her father once killed her against the will of her creator.

References

All links verified 27.5.2021

Albums

Junebug. 2020. Too Late to Love You (music album). Bandcamp. https://junebug.bandcamp.com/album/too-late-to-love-you.

Xiu Xiu. 2016. Plays the Music of Twin Peaks (music album). Polyvinyl.

Video Games

Elliott, Jake, Tamas Kemenczy, and Ben Babbitt. 2013. Kentucky Route Zero (game). Available on Steam. https://store.steampowered.com/app/231200/Kentucky_Route_Zero_PC_Edition/.

Videos

Rosseter, Anonymous. 2019. Twin Peaks ACTUALLY EXPLAINED (No, Really) (video broadcast). Twin Perfect. https://www.youtube.com/watch?v=7AYnF5hOhuM.

“WEVP-TV Broadcast History” (videoart). WEVP-TV. 2017. http://wevp.tv/vdb/.

Websites

Andriessen, CJ. 2020. “The Eternal Influence of Twin Peaks.” Destructoid, April 11, 2020. https://www.Destructoid.com/stories/the-eternal-influence-of-twin-peaks-582331.phtml.

Elliott, Jake, Tamas Kemenczy, and Ben Babbitt. 2017. “Notes on the TV Edition.” Cardboard Computer (blog). September 7, 2017. http://cardboardcomputer.com/2017/09/07/notes-on-the-tv-edition/.

Elliott, Jake, Tamas Kemenczy, and Ben Babbitt. 2020. Kentucky Route Zero Official Developer Wiki. https://github.com/dekuNukem/Kentucky_Route_Zero_Official_Developer_Wiki.

Green, Holly. 2017. “9 Games to Play If You Loved Twin Peaks.” Paste Magazine, May 19, 2017. https://www.pastemagazine.com/games/twin-peaks/9-games-to-play-if-you-loved-twin-peaks/.

Han, Karen. 2020. “The Strange Story Behind the Best Game of 2020.” Slate Magazine, December 9, 2020. https://slate.com/culture/2020/12/kentucky-route-zero-profile-best-video-game-2020.html.

“Lula Chamberlain.” 2014. Kentucky Route Zero Wiki. 2014. https://kentucky-route-zero.fandom.com/wiki/Lula_Chamberlain.

Seagrave, Richard. 2017. “10 Games That Fans of Twin Peaks Will Love.” GameSpew, May 23, 2017. https://www.gamespew.com/2017/05/10-games-that-fans-of-twin-peaks-will-love/.

SFWA. 2021. “SFWA Announces the 56th Annual Nebula Award® Finalists.” The Nebula Awards®. March 16, 2021. https://nebulas.sfwa.org/?p=6846.

“Shannon Márquez.” 2014. Kentucky Route Zero Wiki. 2014. https://kentucky-route-zero.fandom.com/wiki/Shannon_M%C3%A1rquez.

Turi, Tim. 2015. “Eight Games Inspired By Twin Peaks’ Weirdness.” Game Informer, April 6, 2015. https://www.gameinformer.com/b/features/archive/2015/04/06/8-games-inspired-by-twin-peaks-39-weirdness.aspx.

Welsh, Oli. 2020. “Kentucky Route Zero Review – Haunting Drifter’s Odyssey Comes to an End.” Eurogamer. January 28, 2020. https://www.eurogamer.net/articles/2020-01-28-kentucky-route-zero-review-haunting-drifters-odyssey-comes-to-an-end.

Williams, G. Christopher. 2014. “Transcending Fiction: ‘Too Late to Love You Now’ and ‘Kentucky Route Zero.’” PopMatters. May 21, 2014. https://www.popmatters.com/182075-transcending-fiction-too-late-to-love-you-now-and-kentucky-route-zer-2495656878.html.

Literature

Aarseth, Espen. 1997. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.

Barrett, Kyle. 2017. “Smashing the Small Screen: David Lynch, Twin Peaks and Reinventing Television.” In From Approaching Twin Peaks: Critical Essays on the Original Series, 47–64. Jefferson: McFarland.

Bell, Alice. 2010. The Possible Worlds of Hypertext Fiction. New York: Springer.

Boulègue, Franck. 2017. Twin Peaks: Unwrapping the Plastic. Bristol: Intellect Books.

Geller, Theresa. 1992. “Deconstructing Postmodern Television in Twin Peaks.” The Spectator 12 (2): 65–71.

Iampolski, Mikhail. 1993. Pam’at’ Tiresija. Moskva: RIK “Kultura” (In Russian).

Iampolski, Mikhail. 1998. The Memory of Tiresias: Intertextuality and Film. Oakland: University of California Press.

Jenkins, Henry. 1995. “Alt.Tv.Twinpeaks, the Trickster Author, and Viewer Mastery.” In Full of Secrets: Critical Approaches to Twin Peaks, 51–69. Detroit: Wayne State University Press.

Jenkins, Henry. 2003. Textual Poachers: Television Fans and Participatory Culture. London: Routledge.

Joseph, Rachel. 2017. “‘I’ll See You in the Trees’: Trauma, Intermediality and the Pacific Northwest Weird.” In Approaching Twin Peaks: Critical Essays on the Original Series, 65–80. Jefferson: McFarland.

Lyons, Siobhan. 2017. “David Lynch’s American Nightmare.” In From Approaching Twin Peaks: Critical Essays on the Original Series, 128–42. Jefferson: McFarland.

McAvoy, David. 2019. “‘Is It About the Bunny? No, It’s Not About the Bunny!’: David Lynch’s Fandom and Trolling of Peak TV Audiences.” In Critical Essays on Twin Peaks: The Return, 85–103. Cham: Springer International Publishing. https://doi.org/10.1007/978-3-030-04798-6_6.

Mittell, Jason. 2015. Complex TV: The Poetics of Contemporary Television Storytelling. New York: NYU Press.

Mukherjee, Souvik. 2018. Video Games and Storytelling: Reading Games and Playing Books. London: Palgrave Macmillan UK.

Rooney, Monique. 2018. “Air-Object: On Air Media and David Lynch’s ‘Gotta Light?’ (Twin Peaks: The Return, 2017).” New Review of Film and Television Studies 16 (2): 123–43. https://doi.org/10.1080/17400309.2018.1447275.

Ryan, Marie-Laure. 2015. Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins University Press.

Schmidt, Hanns Christian. 2020. Transmediale Topoi: Medienübergreifende Erzählwelten in seriellen Narrativen. Marburg: Büchner-Verlag (In German).

Sheen, Erica, and Annette Davison. 2004. The Cinema of David Lynch: American Dreams, Nightmare Visions. London: Wallflower Press.

Somoff, Victoria. 2015. “Metapragmatics, Toposforschnung, Marxist Stylistics: Three Extensions of Veselovsky’s Historical Poetics.” In Persistent Forms: Explorations in Historical Poetics, 65–89. New York: Fordham University Press.

Notes

[1] Maps are also important in Twin Peaks. Its complex topography has been mapped by the Native Americans in rock art. This map explains the world in its unity of natural and supernatural powers, and the relations between them, such as the Black Lodge and the White Lodge that represent Evil and Good. Lakes are also meaningful in the landscape around Twin Peaks, and we can find a variety of lakes on the map of KRZ.

Kategoriat
1–2/2021 WiderScreen 24 (1–2)

Expanded Lynch: Synaesthetic Intermediality as Immersiveness in “Industrial Symphony No. 1”

David Lynch, expanded cinema, immersion, Industrial Symphony No. 1, intermediality, performance, sensoriality, synaesthetic

Fátima Chinita
chinita.fatima [a] gmail.com
PhD, Associate Professor
Film and Theatre School of the Lisbon Polytechnic Institute, Portugal

Viittaaminen / How to cite: Chinita, Fátima. 2021. ”Expanded Lynch: Synaesthetic Intermediality as Immersiveness in “Industrial Symphony No. 1””. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/expanded-lynch-synaesthetic-intermediality-as-immersiveness-in-industrial-symphony-no-1/

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David Lynch’s cinematic work has always been intermedial, engaging other art forms. In this article I focus on a variety of performatic intermediality, which I deem responsible for Lynch’s atmospheres and his motto of entering into another world. I posit that Industrial Symphony No. 1: The Dream of the Brokenhearted is the key to Lynch’s artistic hybridity as well as the core of the immersiveness his films impart to the viewers. However, this is done differently in the eponymous stage performance (1989) and the deriving television film (directed and edited by Lynch himself, broadcasted in 1990). The theatrical performance is one big, long mood, as Lynch observed, whereas the film version expands upon the immersive experience of the stage and creates a novel approach to audiovisual works in the line of Gene Youngblood’s concept of expanded cinema, and more specifically the “synaesthetic mode”, highly dependent on a stylization achieved in the post-production stage. This spectatorial experience stimulates the sensorium in an almost erotic manner, as Laura U. Marks contends of “haptic eroticism”, and spreads the self-reflexive properties of the film to the entire cinematic medium, as Gilles Deleuze claims of his “crystal-image”. Thus, the more the film commingles (self-)reflexivity and sensoriality, the more it reinforces the viewers’ immersiveness and allows them to enter into another world.

Introduction: Intermediality as the expansion of an artistic practice

This article explores different meanings of the word “expansion” as it produces effect in David Lynch’s oeuvre and specifically Industrial Symphony No. 1: The Dream of the Brokenhearted, a twofold artwork with crucial significance. First, Lynch’s oeuvre should be considered full-fledged intermedial, and not just cinematic and/or painterly. Yet, its intrinsic performativity should be positioned as a specific type of intermedial relationship within media practice without exactly forming an intermedial aesthetics per se. Second, the film version of Industrial Symphony No. 1 is an artistic expansion of the stage production and not an adaptation thereof. It paradoxically induces in the viewers both a media consciousness and what I consider to be a sensorial immersion in the artwork, corresponding to Gene Youngblood’s concept of “synaesthetic cinema” and how it is perceived by the audience. Third, the opening up of the viewers’ senses corresponds to the medium’s flaunting of its properties in the form of a Deleuzian flux I call the “becoming-cinematic”.

Artistically, besides filmmaking, David Lynch is mostly associated with painting. For example, Allister Mactaggart, in The Film Paintings of David Lynch (2010), aiming to guide the readers towards the visual content of Lynch’s films and away from the story and overall narrative comprehension, misguidedly uses the expression “film paintings” in an analogy with Lynch’s activity as a painter. In reality, none of the six chapters of Mactaggart’s book, nor the introduction and conclusion, examines the art of painting per se, and the aforementioned expression is mostly a catchword.[1] Lynch himself often admitted his inclination for artistic forms other than painting. He confessed that he wished to proceed towards cinema precisely because he felt that painting lacked some properties, notably movement. In an interview with Starfix he combines this with the entrance into another world: “What I missed when I looked at paintings was the sound. I waited for a sound to be heard: a wind blowing, perhaps. I also wanted the frame borders to disappear; I wanted to get into the painting. It was a spatial impetus.” (1990, 87; quoted by Chion 2001, 19, my translation).

I argue that David Lynch’s artistic output needs to be considered differently, especially the cinematic work around which everything else revolves. To begin with, Lynch’s artistic versatility, which encompasses a broad spectrum of activities, needs to be taken into account. Indeed, his skills include painting, drawing (comic strips), photography (e.g., the old factories series), design (furniture construction), and music (he composes, writes lyrics and plays the guitar). I wish to address his work as being – and having always been − deliberately intermedial in a general but not universal sense. In this I follow Ginette Verstraete’s idea that ”[I]ntermediality refers to crossovers and interrelations taking place between the arts and the media” (2011, 7), which necessarily involve more than one medium (Rajewsky 2010, 51). In other words, I contend that Lynch’s cinematic work has always knowingly engaged other art forms. Nevertheless, the case has very seldom been made for the intermedial significance of his work. To my knowledge, only one book expresses this leaning in the title: David Lynch: mondi intermediali (edited by Cinzia Bianchi and Nicola Dusi 2019).

In approaching Lynch this way, though, I do not intend to develop an intermedial meta-theory, but only to focus on specific media aspects pertaining to the involvement of the senses and one intermedial property in particular, which I define as performativity. I align myself with Jens Schröter’s “formal discourse” on intermediality (2011, 3) in which different media can be united by a common property, or media substratum. I contend that Lynch’s intermediality is a result of the desire to combine movement (present in cinema), volume (the cornerstone of theatre), sound (the essence of music), and the obliteration of the screen as such. This combination opens up a field of what I term “performatic intermediality” which calls for further research, especially since it is largely responsible for Lynch’s immersive atmospheres.

This concept of mine is applicable to all art works where performance takes place, whether it is theatrical or not, unlike Chapple and Kattenbelt’s notion, which restricts intermediality in performance to theatre practices that become visible only through the process of (live) staging (2006, 12). Katti Röttger, who argues for a theatre performance as an event, that is, “an intermedial process that […] makes the audible and the visual phenomenon appear and become accessible to the experience” (2013,7, emphasis mine) is closer to my meaning. She does not think in terms of a theatre performance as a pre-given whole (a hyper-medium that contains other media), but as an interaction between media which makes them occasionally, and separately, perceptible to the spectators. The main property of the performance is, therefore, its ability to change within a performatic context. As an art with actors and/or shapes in motion, film also performs but in different ways. Some of these are entirely technical and pre-recorded but made interchangeably visible and audible during the film works.[2] Within the sphere of intermediality, Schröter too, considers that a medium − as technology or art form – is not a priori constituted but rather formed in action and that intermediality in a more restricted sense is the process of evincing a relationship between ”observable media forms” (2011, 16). I am particularly interested in the self-reflexivity of this process (see Paech 2000, 13).

Lynch always claimed that films are “another world to go into”, and that they “are more like fairy tales or dreams” than anything else (Lynch in Breskin 1990, 66). Industrial Symphony No. 1: The Dream of the Brokenhearted, with music composed by Angelo Badalamenti, is the perfect example of performatic intermediality. In this article, I analyse its double existence: first as a 45-minute stage performance (1989) and then as a film made for television (1990). Although both products stemming from the same authorial vision are very different and therefore produce dissimilar experiences in their respective audiences, both of them are immersive and extremely appealing to the senses. Moreover, the film version can be considered an example of Gene Youngblood’s “synaesthetic cinema” (1970), a concept used to describe non-commercial films in which the most important is the “design” (plasticity, poetic form, sensual imagery) and not the narrative. For the most part, these are non-normative films, which act upon the viewers’ senses and subscribe to a novel and artistic cinematic language.

Before advancing any further, I must state that immersion is not to be understood here in the technological sense of virtual environments where the sensorial properties of the real world are substituted by digital properties (Mestre 2005, unpaginated), or as a simulated entrance into a three-dimensional environment (William Gibson in Packer and Jordan 2001, xxxi). Neither is it to be taken in the fictional sense of having the feeling of being mentally [or emotionally] absorbed by stories, diegetic worlds and characters (Gander 2005, 11). According to Jane H. Murray, “[I]mmersion is a metaphorical term derived from the physical experience of being submerged in water” (1997, 98, emphasis mine). It is precisely in its non-literal meaning that I use it in this article.[3] As long as there is a “diminishing critical distance” and ”an increasing involvement” on the part of the viewer, a plunge into another universe, an ensuing submersion takes place (Grau 2003, 13).

My method is entirely empirical, based on the viewing of all of Lynch’s films and the prior consideration of their characteristics. In my monograph (Chinita 2013) on Inland Empire (2006), I had the opportunity to analyse in detail how the director composes his atmospheres to generate immersion and thematically deploy his artistic motto: “We are like the dreamer who dreams and then lives in the dream” (quote from the Upanishads, Lynch 2006, 139). My argument here is personal and qualitative, therefore open to criticism. The research focuses less on Lynch’s own discourse in interviews than on the intermedial analysis of the selected study case. If anything, this article aims to be a twofold contribution: to intermediality studies and to David Lynch’s. The main argument I make is that Industrial Symphony No. 1, usually considered a minor piece in Lynch’s artistic career, might, actually, be the opposite: the very key to Lynch’s artistic hybridity.

1. Performance as three-dimensional ambiance

Theatre is fundamental in Lynch’s cinematic career. It has been a crucial leitmotif from Eraserhead (1977) to Inland Empire (2006) – by way of the Victorian theatre in Elephant Man (1980), the cabaret stage in Blue Velvet (1986), the Italian theatre-like curtains of the Red Room in Twin Peaks: Fire Walk with Me (1992), and the Club Silencio in Mulholland Drive (2001). Many of the most iconic and climactic scenes in Lynch’s films are staged in such locations.

Image 1. Eraserhead (1977) (left). Image 2. Inland Empire (2006) (right).

In addition, Michel Chion observes that more than a stage, real or metaphorical, the theatre in Lynch’s films is part of a compositional strategy wherein the sets are filmed in the manner of a physical proscenium arch. The furniture is positioned frontally in relation to the camera and the characters are centred in the frame. Within this spatial pattern, the geometrical positioning of sofas, curtains and spotlights adds to the overall theatrical effect. However, rather than keeping the audience at an emotional distance, by revealing the intradiegetic viewers’ placement and the theatrical apparatus in a Brechtian manner, Lynch accomplishes the opposite. These theatrical scenarios add to the audience’s sensorial engulfment in the world of the film, which presents viewers with an over there which is visually and aurally appealing. The large bright red curtains and the zig-zag-patterned floor in the Red Room of the Twin Peaks universe is just such an example, meant to corroborate the concept of entering another world, which the film addresses. Sound, being largely pervasive and indivisible, in these cases is made even more palpable due to the assumed three-dimensionality of space. This is, probably, one of the reasons why sound helps “to propel us into a film, to make us feel inside it”, as Chion claims (2001, 54−55).

Image 3. The Red Room in Twin Peaks: Fire Walk with Me (1992).

By recurrently using theatre as a leitmotif and a compositional strategy in his films, David Lynch openly affirms his allegiance to performatic intermediality. However, at the end of the 1980s a new opportunity arose to use it in a different way.

In 1989, the Brooklyn Academy of Music invited David Lynch and his long-time collaborator Angelo Badalamenti to produce a 45-minute stage performance for the New Wave Music Festival. Despite the notoriety generated by the event at the time, having to do with Lynch recently acquired indie-crossover status in the film industry,[4] relatively few people could attend the presentation, which had only two sessions, both performed on November 10. The following year (1990) the stage performance was released on VHS and laserdisc, in a version edited by Lynch himself and intended for television only. Both versions of Industrial Symphony No. 1: The Dream of the Brokenhearted are extremely important for an analysis of intermediality in Lynch’s artistic work.

In order to unravel the connection between art and ambiance and their ability to transpose the spectators into another world filled with stimuli, which immerse their reason and senses, I need to consider each product (or version) separately, as well as some aspects of the medial transposition from one to the other.

The performance Industrial Symphony No. 1 was presented on a large stage whose stage design remained unchanged from beginning to end. However, the manipulation of lights, sound and smoke completely transfigured the scenery from one moment to the next. The stage was generally very dark, crossed by searchlights and filled with vapour produced by smoke machines; abrupt and loud noises, such as a siren or wind blowing, filled the space, enhancing visual and audio textures and producing an immersive feeling in the viewers. The only protagonist was the singer Julee Cruise, dressed as an ingénue in a white prom night attire and featuring a blonde wig. This was presumably a hinting at the character of Laura Palmer from Twin Peaks, whose television pilot Lynch had already shot. The stage was visited at times by a topless woman writhing herself in a seductive pose like Lula in Wild at Heart (played by Laura Dern), and a man suspended from cables emulating her paramour Sailor (played by Nicolas Cage) in the same film, which was under production at the time.

The spectacle contained other bizarre characters, such as a dwarf (played by Michael J. Anderson, a Lynch regular), a tall clarinet player, industrial workers, female dancers, naked toy dolls descending from above on cables like rappelling parachutists, and a gigantic deer-like figure. All of them evolved around and literally on an industrial landscape, featuring a high voltage tower, pipes, cables and a large derelict automobile. Leitmotifs from the Twin Peaks universe − both the television series and the cinematic prequel − were all around: a log of wood being sawed, evoking lumberjacks; a visceral deer seemingly skinned, calling to mind the woods and violence; the car, evoking joyrides; and so on. The whole experience was just overwhelming and all-encompassing, triggering the spectators’ senses and enveloping them in a non-stop flux of images and sounds. This is important for two reasons: one of them intermedial, the other ontological.

Firstly, the performance was a musical event. It was composed of ten segments − they cannot really be considered musical numbers as the show flowed from one to the other in one big musical continuum. The great majority of them were sung in playback (only Rockin’ Back Inside My Heart was sung live [Video 1.]); one of them was essentially spoken (with Michael J. Anderson verbalising two different roles) and three others were instrumental. The avant-garde Italian intellectual Ricciotto Canudo claimed that music and film evoked grandiose feelings, were magically suggestive, and conveyed the most profound sensuality (Morel 1995, 72).[5] For Jacques Aumont, music is plastic (”plastique”), poetic and has emotional properties (2003). The performance Industrial Symphony No. 1 tried to highlight these features, but combining them with eminently theatrical ones.

On the one hand, it seems to me that Lynch and Badalamenti chose to use the oxymoron Industrial Symphony, not to deprecate the nature of their work in an ironic fashion, but rather to enhance their very serious purpose of putting on an important musical work, which could expand the audience’s awareness of the musical theatre medium. Industrial Symphony No. 1 was not a symphony by any account, as it was centred on a pop singer and contained electronic music. It was not a stage musical either since it had no story, only a state of mind and the feeling of sadness pertaining to a supposedly heartbroken girl who was left by her lover. This situation is actually seen in a filmed prologue shot by Lynch with the actors Laura Dern and Nicolas Cage, who were under contract to him at the time for Wild at Heart. Nor was Industrial Symphony No. 1 an opera, notwithstanding its mixture of music and text, because these are both rather abstract, operating at a symbolic level. In sum, the whole show was about ambiance. Lynch himself states that Industrial Symphony No. 1 is “one big, long mood” (quoted by Zyber 2012), following his recurrent statement about cinema: “A sense of space is so critical in cinema, because you want to go into another world. Every story has its own world, and its own feel, and its own mood” (Lynch 2006, 117).

Images 4−5. Two wide shot images from the stage, resembling the audience’s experience.

On the other hand, Industrial Symphony No. 1 was presented live to an audience. It was a hybrid performance operating in consonance with a Baconian raw logic of sensations. Its aim was “[N]ot to represent but to present… [a] genuine creation, which unfolds in a realm that can only be understood via sensation – viscerally” (Meier 2012, 126). Its sheer presence, its theatrical immediacy, was used for sensorial impact and perceived by the spectators in the auditorium, enveloped as they were by the smoke, the darkness, the filtered lights, the clangourous soundscapes, as well as struck by the performers’ gestures and bodies (sometimes perceived floating in space). This was an experience, not an object − as Ivana Brozić claims of theatre in general (2012) − here further heightened by specific performative circumstances. Indeed, the spectators were not only co-present in the overall space of the performance (the auditorium, if not the stage), but they were made a more integral part of it than they would be in a film theatre in front of a finished, immutable product.

However, Brozić’s insistence on corporeality as being eminently theatrical and her comment that “[T]he imaginary worlds, the sensations and the significations theatre is said to create, are ultimately located in the spectator. They are a result of perception” (2012, 144) are problematic when applied to Lynch’s work Industrial Symphony No. 1, because the exact same conditions pertain to the film version. Ultimately, they are a result of the performative intermediality as I conceive of it.

Secondly, the aforementioned ontological problem is the performatic nature of Industrial Symphony No. 1 itself. Brozić’s condition for theatrical intermediality resides in mediation (i.e., “the material process of media realization”, Elleström 2014, 11). For her, this mediation occurs live on stage without any subsequent technology of communication, a specific technical apparatus for reception, which is the primary condition of existence for cinema. However, she does not consider one single modality of mediation, but several operating together: “[Theatre] is multimedial, an environment created by a multiplicity of mediations (of which the performer is only one) and full of internal allegiances and conflicts”. Put this way, both artistic versions entitled Industrial Symphony No. 1 are multimedial and both combine live action with technology, because they unite several media, which can always be told apart from each other, within one single art form (Clüver 2007, 25; Verstraete 2011, 9).

https://www.youtube.com/watch?v=QmJzy0WrSXY

Video 1. Julee Cruise / Rockin’ Back Inside My Heart.

The theatrical performance contained one instance − the song Rockin’ Back Inside My Heart − in which three TV sets were brought in and placed at the front of the stage in order to show a video live feed of Julee Cruise in the trunk of a car singing directly to a handheld onstage camera. Although the whole performance took place live on stage, this particular moment is occurring live on video as well with the help of technology, being, therefore, twice mediated.[6] The film version, on the other hand, contains the audio-visual material recorded during the live performance in which the actors’ bodies were serving as mediators, but mixes it with subsequent use of technology in the process of editing and requires yet further technology for reception. Nonetheless, since it is a film made for television, the reception also took place live in that medium. Brozić’s idea, which is based on the here and now of theatre, does not take into account the hybridity factor to which both theatre and cinema are increasingly prone. Therefore, although her adjective “subsequent” is still central to her idea, I prefer to focus on the multimediality involved and pay equal attention to the production and the reception apparatuses.

According to this rationale, neither version of Industrial Symphony No. 1 is entirely theatrical nor cinematic; rather both of them are performatic. Their intrinsic hybridity, as a combination of both art forms and inherent mediations, invalidate neat categorizations.[7] Although I designate the two instances of the artwork as, respectively, theatre performance and film version, I do so for the sake of clarity, since neither of them corresponds to the traditional output of either artistic form.

For example, both instances of Industrial Symphony No. 1 are self-reflexive and meta-medial in that they force the spectator to be aware of the conditions of technological reproduction, usually embedding other technical media in the overall performance. What is most particular about them, however, is that they reinvent the relationship between the body and the voice of the performer by resorting to the use of technology. The result is a type of ”ventriloquism” which Jelena Novak calls ”dissociated voice” (2012, 107). Since Julee Cruise sings in playback for most of both art works − although she has a microphone in her hand in the opening song Up in Flames − she is “problematizing and redefining” the musical genre conventions, as Jelena Novak claims that post-opera does for opera (Meurer 2014, 41). By separating the actual voice of the singer from the song that she seems to be vocalising, Lynch anticipates his discourse on illusion and unreality contained in the “No hay banda!” skit staged in the Club Silencio scene of Mulholland Drive (2001). Even in Rockin’ Back Inside My Heart, the actual voice is physically disassociated from the (reproduced) body.

Image 6. Live video feed in Rockin’ Back Inside My Heart (left). Image 7. The dissociated voice in Club Silencio (right).

Entering into another world is an overall concern of Lynch, and mediation as the realization of medial properties attracts the viewers’ attention to the spatial meaning of medium as something which is in a middle position (therefore, possibly in transit to something else). The narrative immersion implied in the penetration of another spatial and/or cognitive reality by the characters (e.g. the Red Room in Twin Peaks) equates with the affective immersion experienced by the spectators upon coming into contact with a unique artistic reality (the famous “Lynch world”) itself filled with specific atmospheres. In films, it is not the immediacy and the liveness of the performance that create and sustain this feeling, but rather a different use of the affects, as a mixture of emotions and senses. Thus, as I will argue next, the film version of Industrial Symphony No. 1 artistically expands upon the stage performance.

2 Sensorial expansion and synaesthetic cinema

The video prologue, a telephone conversation between the character of the Heartbroken Woman (Laura Dern) and the Heartbreaker (Nicolas Cage), provides the contextual framework for understanding Julee Cruise’s performance as someone else’s dream, as suggested by the film’s subtitle. She is referred to in the end credits of the film version as the Dreamself of the Heartbroken Woman; her universe, which is the filmic Industrial Symphony No. 1, is a world in its own right, cognitively entered into by a character. However, I am not particularly interested in this expansion, which is merely narrative. Lynch has always posited that his main interest in narrative resides in the possibility of building worlds filled with mystery and not in the transmission of a clear story. Lynch’s acknowledgement that he wants to be engulfed in his own atmospheres is much broader than that and has transcendental overtones.

In the very beginning of the book Catching the Big Fish, which serves as an abridged version of his personal aesthetics, Lynch states: “The more your consciousness – your awareness – is expanded, the deeper you go towards this source [The Unified Field], and the bigger the fish you can catch” (2006, 1). This is his formula for obtaining inspiration and, consequently, for directing inventive films. In Expanded Cinema, Gene Youngblood declares: “Thus, by creating a new kind of vision, synaesthetic cinema creates a new kind of consciousness: oceanic consciousness” (1970, 92). The two statements seem to echo one another, although in interviews Lynch never once refers to Youngblood’s philosophy, nor do I claim that he had any knowledge of it. I only intend to stress the artistic and sensorial interconnection in terms of how films are perceived by both men.

Gene Youngblood advocated an “expanded cinema” predicated on a creative, artistic and innovative approach to art, perceived as a catalyst of change (in a social sense as well) (1970). As I already mentioned here, the real core of this expanded cinema was its “design”, that is, its plastic and poetic form and its sensual imagery. The then newly-available image-making technologies allowed for an expanded communication, where art became an “environment” (43). This was made possible by different venues for art consumption, including films and installations in museums and art galleries. In addition, the filmic experimental trend of the 1960s benefited greatly from the existence of specialised arthouse movie theatres. This rather mild, because incipient, immersive conception of art coexisted with a self-reflexive quality.

Such seeming paradox was due to the “synaesthetic mode” (42), which together with “an expanded consciousness” on the part of the audience (41), unafraid of physical stimuli and conceptual work, formed a new type of vision. The film artists committed to the synaesthetic mode had the declared aim of rejecting linear plots (and traditional drama altogether) and professed a new synaesthetic reality instead of a merely representative realism. Form overpowered narrative content in a purposely chaotic fashion. In synaesthetic cinema, according to Youngblood, the “artist shoots and manipulates [the] unstylized reality in such a way that the result has style” (107). This process, achieved entirely in the post-production stage, is described by Youngblood as “post-stylization” (107) and often consists of a juxtaposition of incongruities, deliberate alterations or distortions, and a record of the process of its own making. All of this was integral to the result and the viewers’ experience of the films. According to Youngblood, the works made in compliance with the synaesthetic mode evince a “structural relation between the parts and the whole” (85). Thus, the films are fusions of disparate and unusual materialities. For example, incongruous juxtapositions are obtained through overlapping superimposition, which is a form of syncretism, a combination of several forms into one single unified form in perpetual flux. Images fuse constantly with others to the point of indiscernibility. “In synaesthetic cinema they are one total image in metamorphosis” (87); “Synaesthetic cinema is a space-time continuum” (81).

In the film version of Industrial Symphony No. 1, the audio-visual shots are really indiscernible from one another, better falling under Gilles Deleuze’s general category of “images” (1985), as I have posited elsewhere concerning Inland Empire (Chinita 2013). Since for Deleuze the notion of “image” is abstract and not reducible to pictorial representation alone (e.g., it also includes sound), the term seems completely appropriate in this case. In Industrial Symphony No. 1 images and sounds are in permanent mutation, metamorphosing into something else, usually via the technique of superimposition and/or long dissolves; they exemplify Youngblood’s synaesthetic film as “one continuous perceptual experience” (86), albeit composed of discrete elements. Shots are truly fused together.

Image 8. Deleuze’s “image”: discrete elements fusing into one another via superimposition.

Deliberate distortions occur whenever there is an interaction of proportions. Since, according to Youngblood, “[T]he fundamental subject of synaesthetic cinema – forces and energies – cannot be photographed” (1970, 87), the result is a seeming visual magma made to be experienced by the viewer rather than watched. Overexposures, flashes, conflicts of volume and scale, macro close-ups, and strobing lights, all mentioned by Youngblood as synaesthetic cinema resources, are featured throughout the film version of Industrial Symphony No. 1. The contrasts are nearly made palpable, generating an “almost visceral, tactile impact” (100).

Images 9–10. Visceral, tactile impact generated by the use of close-up.

In Image 10, a close-up of Julee Cruise’s face, the viewer perceives something like an indented facies. Although Cruise’s face is not physically carved, the projection of images over her figure generates that impression. This extremely visceral outcome is a direct result of the cinematic technique of superimposition and would not be perceivable as such from afar in the stage version of Industrial Symphony No. 1. In CBF, Lynch observes: “While many sets are good enough for a wide shot, in my mind they should be good enough for close scrutiny, for little details to show” (2006, 117). In the film version, the director has managed to blend together very dissimilar shot scales in one single Deleuzian image, thereby conjoining the wide shot of the stage with the detailed close scrutiny possible in film. In Image 11 the singer on stage seems to be replicated, not on a screen as is usual with live video feeds, but in the foreground of the self-same image. It is an illusion, a faux raccord, but one that plays with the simultaneity of different perspectives provided in different shot scales. “Synaesthesis is the harmony of different or opposing impulses produced by a work of art. It means the simultaneous perception of harmonic opposites” (Youngblood 1970, 81).

Image 11. Harmonic scale opposites in one single “image”.

In Touch, Laura U. Marks writes about “haptic eroticism”, a fluctuation between the proximal and the distant: “In the sliding relationship between haptic and optical, distant vision gives way to touch, and touch reconceives the object to be seen from a distance” (2002, xvi). It is the dialectic between the surface (of the body) and the depth of field of the image (seen from afar) that is erotic. “Haptic images are erotic regardless of their content, because they construct a particular kind of intersubjective relationship between the beholder and image” (13), Marks claims. In extreme close-ups, which in many cases prevent the correct apprehension of the object/person being filmed, the viewer is so close to the image that, in a sense, there is no barrier between him/her and the film matter. Among the pro-haptic properties mentioned by Marks, one finds videos on film, over- or underexposure, blots of light, silhouettes of human bodies, layered images. [8] Texture is so enhanced that the viewers are immersed through their sensorium. Lynch’s technique in the film version of Industrial Symphony No. 1 can be said to approximate Marks’s theory, accomplishing haptic eroticism and the consequent immersion. However, there is one significant difference between Marks’s theory and Lynch’s practice. Indeed, the film director does not accomplish this result through a dialectic in which one image substitutes another sequentially; rather he does it in the same image, at the same time, as is demonstrated by Image 11.

By using superimposition as an editing device (i.e., a form of post-stylization according to Youngblood) to simultaneously highlight detail and the general space in the film Industrial Symphony No. 1, Lynch does not envelop the viewers/auditors in an atmosphere in the same way that he does the performers of the eponymous stage production. In the film version, the audience is not engulfed by another world; their immersion works in a different way. The film viewers are literally drawn towards the Deleuzian image in its very flux. They appropriate the said image in its haptic eroticism, its intrinsic movement between distance and proximity. The superimpositions are conceived of as a velvety textural skin, that the viewers/auditors want to touch with their whole bodies as much as they want the film to touch their sensorium. For the duration of the film, the audience lives in a state of amazement, of cognitive suspension, which is why Brechtian effects are neutralised. Thus, the haptic eroticism experienced is twofold: two types of material are opposed inside one single image (which is never steady but prolongs itself into another one) and this dual effect is reproduced in the viewers in connection with the reception of the entire work as a whole (they feel very close to the work, while simultaneously perceiving it well). They do not identify with characters, they engage with forms and materials instead. Thus, Marks’s haptic eroticism becomes more than a modality of viewing; it is a mode of experiencing. As a synaesthetic film, Industrial Symphony No. 1 is magnetically immersive and is reminiscent of the lyrics of a song very dear to David Lynch: “Bluer than velvet was the night / Softer than satin was the light” (Blue Velvet, by Bobby Vinton, 1963).

Image 12. A feeling of blueness.

As explained by Youngblood (1970), some experimental films of the 1960s, such as Michael Snow’s, overtly address the self-reflexive nature of cinema as a medium. They are formal experiences meant to break the illusion and reveal the cinematic technique to the viewers. The film version of Industrial Symphony No. 1 achieves exactly the same without endangering the sensorial seductive power of Lynch’s overall universe. This amounts to a perfect combination of immersive and self-reflexive properties. Examples of the latter are the disclosure of the apparatus during Rockin’ Back Inside my Heart and the paraphernalia of cables for the suspension of characters in mid-air. Thus Lynch anticipates here what he will accomplish later in full fictional form in the metacinematic Mulholland Drive (2001), arguably the most seductive of Lynch’s features to date.

This seeming paradox is once more easily resolved with the help of Gilles Deleuze. In his book Cinema 2 – The Time-Image (originally published in French in 1985), the philosopher distinguishes the style of modern cinema from that of its classic predecessor by claiming that it consists of “images” which are intrinsically double. This bifacial image is endowed with an internal reflection, made up of the constant permutation of its two opposing sides. While one side has actuality, the other remains virtual, and vice versa. An image is considered “actual” (or real) by Deleuze when it has screen presence, and “virtual” when it is relegated to the background (in other words, it is not the main focus of the film, but lingers somewhere else). In Lynch’s film version of Industrial Symphony No. 1 the same permutation takes place, but because the film evolves as a fast-paced flux in which superimpositions are always taking place, real and virtual coalesce to a larger extent than they do in other films. The blown-up doubles of the singer Julee Cruise superimposed over her flesh-and-bone likeness may be considered the virtual part of the image, whereas the more clearly in focus and corporeal singer is the actual side.

Katerina Krtilova, in her philosophical approach of the concept of intermediality, considers that a medium is not a fixed ideal entity, but rather a “reflective structure” in permanent mutation (2012, 39). In Deleuzian terms, although he does not focus on intermediality, this corresponds to the notion of “circuit”. Bifacial images are constantly transitioning to something larger than themselves. Individually, they are an embryo (”germe”) that propagates the reflex to the whole environment (”milieu”), and thereby reveals the latter as an institutional construct. Therefore, by using superimpositions and all the other aforementioned cinematic (and synaesthetic) techniques in the film version of Industrial Symphony No. 1, Lynch manages to transform each and all of his “images” in this work in a spark that generates the crystallization of the whole film as such and of its medium as that of cinema. Therefore, I claim that this becoming-cinematic is the ultimate expansion of Industrial Symphony No. 1. This assertion obviously denies all claims that consider this film a mere remediation of the stage performance made for the secondary medium of television. Philosophically and artistically, this work is no mere recording. Rather, it prepares the viewers for the more complex practices evinced in later Lynch films, namely Inland Empire, which is the sum total of the director’s techniques and themes. Furthermore, by anchoring the entire crystallized universe on the senses, Lynch creates an ode to synaesthetic film and contributes in no small measure to the cinematic path of immersion.

Image 13. The Deleuzian crystal-image, or the synaesthetic film at its best.

To conclude: Immersion in the other world of art

My purpose in this article was not to analyse how the stage performance of Industrial Symphony No. 1: The Dream of the Brokenhearted is transposed to the screen, which would be a case of transmediation (“the translation of one medium into another”, according to Verstraete 2011, 9). Although, strictly speaking, the transposition of a number of core features (musical form, oneiric content, female protagonist, setting) from the stage to the screen makes the film a complex transmediation of media products (Elleström 2014, 24), my focus was not on the media products themselves but on the effects they generate on the viewers. Therefore, I disregard the fact that, in this case, the film (“the target medium”, according to Lars Elleström) “triggers representations of multifaceted media traits similar to those of a source medium” (2014, 22). For me, the two versions of Industrial Symphony No. 1 are two completely different outputs, although they were made from the same original visual and sonic materials. What interests me is the transposition of an atmosphere from one medium to another, which takes place in the interactions between media but is not media-dependent. This means it is not dependent on the specificity of either qualified media or art form involved, but works around them to achieve a similar result through different processes.

According to Daniel Yacavone, each film is a singular holistic entity (a “film world”), possessing “pronounced sensory, symbolic, and affective dimensions. It provides ‘virtual’ and actual experiences that are at once cognitive and immersive and sensuous” (2015, xiv). Although he is thinking of fictional cinema endowed with a story (a diegetic world or “world-in”), he claims that what really characterises a film as a world, from a philosophical perspective, is the way the materials are used by the filmmakers (“world-of”). Rephrasing this closer to my purposes here, a film is a world whenever there is a medial presentation of the very possibilities of cinema. According to Yacavone, film worlds are immersive experiences for the viewers because, “unlike paintings, films as aesthetic objects have an actual temporal dimension and an event character” (2008, 93). Although Industrial Symphony No. 1 is a string of performances more than anything else and has no story to which the viewers’ may adhere, like other films it too conveys “a unique world-feeling, recognized by the viewer as such” (98) pertaining to the single artistic style of its creator, David Lynch.

If this apparently unassuming work for television, unjustly discarded by many as of no real artistic import, is to be deemed the key to Lynch’s overall cinematic practice, that is due to its performatic intermediality, which also exists in other subsequent Lynch films, but in an attenuated form. Ultimately, by expanding the viewers’ consciousness through an artistic and specifically cinematic modality which Gene Youngblood calls “synaesthetic cinema”, Lynch’s film version of this work reaches the pinnacle of his intermedial art. The sensorial and artistic expansion produced by Lynch in the film version of Industrial Symphony No. 1 itself equates the sensations and the resultant immersion generated in the film viewers, and their full adhesion to the auteur’s universe. Lynch’s peroration of entering another world is an invitation for immersion and expanded consciousness.

References

All links verified 25.5.2021

Research material

Lynch, David (dir). 2010. Industrial Symphony No. 1: The Dream of the Brokenhearted. 1990; Italy: Raro vídeo – arte, cinema, visione. DVD.

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Yacavone, Daniel. 2015. Film Worlds: A Philosophical Aesthetics of Cinema. New York: Columbia University Press.

Youngblood, Gene. 1970. Expanded Cinema. London: Studio Vista.

Zyber, Josh. 2012. “Auteur Theory: ‘Industrial Symphony No. 1’,” Bonus View (blog). Posted on August 20, 2012. https://www.highdefdigest.com/blog /industrial-symphony-david-lynch/.

Notes

[1] Oddly, Lynch’s unparalleled cinematic style, which is loosely considered surrealist, is very often compared with those of his favourite painters Francis Bacon and Edward Hopper, neither of whom is Surrealist in the strictest pictorial sense.

[2] I extend the concept of performance to a metaphorical agency and/or context that surpasses the field of Performance Studies, although institutional performances are, indeed, privileged by Lynch, as I will refer shortly.

[3] Cf. Immersion and the Visual Arts and Media (Fabienne Liptay and Burcu Dogramaci, eds. Brill/Rodopi, 2015), in which immersion is applied to painting and architecture, photography and cinema, as well as installation art.

[4] With Blue Velvet, released in 1986, Lynch had been nominated for an Academy Award for Best Director at the 1987 edition of the Oscars.

[5] Ricciotto Canudo, ”Musique et cinéma, langages universels”. Originally published in Comoedia, No. 3176 (August 1921) and reprinted in L’usine aux images (Morel 1995).

[6] I do not call this remediation because it is not an instance of a qualified media being re-inscribed in a different technical media (Ellleström 2010, 31). This representation of the media of video and television occurs within the performance and as an integral part of it, and not as a conscious borrowing of media by an altogether different media (see Bolter and Grusin 1999, 44−50).

[7] In Intermedial Studies the word “hybridity”, is usually taken as a synonym of intermediality. Paech mentions it, cursorily, as a form which is a mixture of media (2011, 2). Nagib and Jerslev (2014, xviii−xxiii), in following André Bazin’s defence of impurity in cinema, try to override the limitations of media specificity, therefore calling attention to the ideological overtone contained in the term “hybridity”, and which multimedia, that is also a mixture of media, does not possess. As a feature of intermediality at large, hybridity is employed here as a highly positive term. See also Müller 2010, 345−346.

[8] Richard B. Woodward, in an interview with Lynch in 1990 (“A Dark Lens on America”), mentions the components of David Lynch “consistent film style”: slow dissolves, spotlighting, extreme close-ups, figures who emerge out of darkness, the enhancement of textures, (facial) deformities, exaggerated noise, banal dialogue, ridiculously specific and eccentric characters, among other aspects (Breskin, 1992, 57).

Kategoriat
Ajankohtaista

“Classics Age” – The Flexibility of Planned Obsolescence in Terms of the Classic Finnish Board Game Kimble

adaptive obsolescence, classics, cultural neo-production process, forced obsolescence, planned obsolescence

Lilli Sihvonen
lilli.sihvonen[a]utu.fi
Degree Programme in Cultural Production and Landscape Studies
University of Turku

Viittaaminen / How to cite: Sihvonen, Lilli. 2020. ”’Classics Age’ – The Flexibility of Planned Obsolescence in Terms of the Classic Finnish Board Game Kimble”. WiderScreen Ajankohtaista 14.10.2020. http://widerscreen.fi/numerot/ajankohtaista/classics-age-the-flexibility-of-planned-obsolescence-in-terms-of-the-classic-finnish-board-game-kimble/

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Planned obsolescence most commonly refers to the deliberate limitation and weakening of the use, usability and durability of a product or service. Its purpose is to stimulate consumption. Planned obsolescence is harmful for both users and the environment, and has been studied from both economical and technological aspects. It also has several sub-concepts, methods and techniques. This article focuses on conceptual flexibility of planned obsolescence in terms of the classic Finnish board game Kimble. It asks, how does a classic product change the purpose, outcome, and definition of planned obsolescence? This article presents the author’s lifespan theory of classic products: the cultural neo-production process in which the same product is re-introduced to the users several times, and is partly influenced by planned obsolescence. This article suggests new forms of obsolescence, adaptive and forced obsolescence, that stress the fact that obsolescence is a flexible and ubiquitous phenomenon. It is not always planned, nor is its outcome always perpetual. Classic products need obsolescence to exist.

Introduction

“Because classics do not age” is a line recently used in the Finnish Fazer Company’s commercial for Domino cookies. Domino cookies have been on the market since 1953, and are considered somewhat of a basic treat during Finnish coffee breaks. “It is a classic and original”, and a according to the advertisement, “not old”. [1]

Classics are considered to have a recognised value, they are historically memorable and linked to a canon, a group of generally great works (Mäyrä 2008, 55). Stewart Woods defines classical board games as games that do not have any specific author, company or organisation who can claim ownership, for example, games such as chess. Mass-market games, on the other hand, are those that dominate market shelves and are associated with the general public. They can also be divided into three sub-categories the first being successful family games from the 19th and 20th century. According to Woods, these are considered classics as their rules are known to the general public. However, their status is based on manufactured nostalgia and effective marketing. (Woods 2012, 17–19.)

Classical products are supposed to endure both physically and psychologically, not to become obsolete like everyday products. Planned obsolescence, the limitation of product use and durability, is hardly associated with physically durable and classic products. Nevertheless, classics do age, but the increase in their value and enduring status is what makes their aging process significant. The aging process also takes different forms: some classics have limited availability and are withdrawn from the markets, while others retain their demand and go through some minor modifications over the years. Some classics utilise a combination of these forms.

In my own research, I am particularly interested in the lifespan of classics and the functions of planned obsolescence. In this article, I will consider how planned obsolescence is connected to the lifespans of classic products using the Finnish board game Kimble as an example. My research question is: How does a classic product change the purpose, outcome, and definition of planned obsolescence?

To understand why this question is asked, I will introduce the concept of the cultural neo-production process in which classics are created, and how obsolescence is part of that process. This process describes a lifespan where a (classic) product is re-released more than once, and subsequently reflects one form of product relationship, i.e. our attitudes towards products that endure and those that do not. (Sihvonen 2014.)

In addition, to understand the significance of planned obsolescence in the context of classics, its use and connotations need to be redefined. For instance, classic products that are constantly on the market and physically durable require new descriptions such as adaptive obsolescence or forced obsolescence: product modifications made voluntarily or those that are demanded by influences exterior to the company. Obsolescence is not always planned, but rather is something that occurs over time. This makes obsolescence a flexible term. I will present these definitions later in this article.

Next, I will discuss planned obsolescence more profoundly. After which I will describe the connection of planned obsolescence to the concept of the cultural neo-production process and make some remarks on its relation to other lifespan terms. Then, I will introduce the classic Finnish board game Kimble along with my research material and methods. Following on from this, I will demonstrate my research findings and point out how a classic requires different descriptions of obsolescence. In the last section, I will conclude my arguments.

A very essential part of my own research is that obsolescence can co-exist with other phenomena, thus, it is involved in different processes. This article is part of my upcoming dissertation in which I study lifespans of classics; my aim is to create a theoretical framework of the cultural neo-production process which can be applied to different kinds of cultural products to explain the societal and material meanings related to re-releasing classics.

Planned Obsolescence

There are several definitions of planned obsolescence, and most of them emphasise its negative aspects. Vance Packard, for instance, defined obsolescence as a strategy that indicates a throwaway spirit and affects both the product’s shape and mental attitude of the consumer (Packard 1960, 65). Giles Slade sees planned obsolescence as “the catch-all phrase used to describe the assortment of techniques used to artificially limit the durability of a manufactured good in order to stimulate repetitive consumption” (Slade 2006, 5). Both distinguish three types of obsolescence, which are very similar to one another: Packard introduces the obsolescence of function, quality and desirability – where a new, better functioning product outmodes the old one, or the product breaks down or wears out, or the styling becomes old-fashioned and less desirable in the consumer’s mind. (Packard 1960, 66–67.) Slade ties his three types of obsolescence to historical events: technological obsolescence can be traced back to the introduction of the electric starter in automobiles in 1913, as can psychological obsolescence to the annual model change, again, adopted by the car industry in 1923. Adulteration, ergo, the practice of using inferior materials and the manipulation of the failure rate of products, began during the Depression. (Slade 2006, 4–5.)

These definitions have been the basis of my own previous research. I have referred to planned obsolescence as a method that limits the use of a product or a service technologically, materially, or psychologically. A better functioning product replaces the old one, the product is forced to break down or wear out at a given time, or new and better-looking products lure the consumer to abandon the old ones. However, newness does not guarantee quality: new jeans can be manufactured to look old and worn out, which can also make them wear out more easily. (Sihvonen 2014, 3, 51.)

A considerable amount of research has focused on, for instance, how to delay (Lawlor 2015), plan for (Burns 2010), or regulate (Maitre-Ekern and Dalhammar 2016) obsolescence, the problems and questions it raises and the extremely short lifespans of products (Packard 1960; Slade 2006; Newman 2012). In practice, these studies focus on the problems and harmful effects of planned obsolescence, such as, an unsustainable economy, an increase in environmental issues, the transportation of e-waste into developing countries, and climate change. Jonathan Chapman, for instance, notes that the decline in natural sources is not entirely due to increasing population, but also because of the unsustainable design of products (Chapman 2015, 4–5). Paul Connerton, in turn, has claimed that obsolescence is a form of forgetting. To keep on consuming, people have to abandon and forget old products. (Connerton 2008, 66–67.) Roland Strausz claims that obsolescence is a tool for the consumer to punish the manufacturer for poor quality. One loses costumers quickly if the quality is not improved. (Strausz 2009, 1405–1406.)

Researchers, as well as politicians, have suggested solutions such as legislation that guarantees product durability, energy efficiency, sustainability, and ecological products. The European Union, for instance, is aiming to secure the possibility of product repair and to make it more profitable for the consumer instead of buying a new product [2]. In some cases, product durability can also be a problem: if there are more energy efficient products available, should the consumer purchase a new, less energy consuming product while the old one is still functioning (Maitre-Ekern & Dalhammar 2016)? There is also the danger of seeing planned obsolescence where it does not exist. Slade reminds us that long term wear and tear is normal (Slade 2006, 5). However, the issue still remains that many product’s operational life is far shorter than their material life; we are producing enduring waste (Chapman 2015, 10–13).

The research concerning planned obsolescence is also evolving. In 2016, the themes of the conference Planned Obsolescence: Texts, Theory, Technology focused on planned obsolescence as an analytical tool to study literary and artistic works, and their facets, e.g., representational and theoretical. The presentations discussed issues such as the ephemeral nature of street art and self-destruction as a radical form of obsolescence.

Moreover, presentations were given on Packard and Slade’s definitions are from an American point of view, however, there are several other opinions how obsolescence has developed. Overall, this is a phenomenon whose qualities are – ironically – constantly reconstructed and negotiated by different scholars, users, producers and manufacturers.

Product Lifespan and the Cultural Neo-production Process

From the planned obsolescence point of view, the studies of product lifespans focus on use and usability. A product can be both physically and psychologically untenable for use even though the material itself could withstand more wear and tear: the product can wear out and be discarded, but exist as waste for a very long time. (See Chapman 2015.) The material is not designed to be obsolete.

The product lifespan can be understood as the period between the acquisition and the final disposal of the product, whereas the market lifespan refers to the market availability of the product (Park 2010, 78). Product longevity, on the other hand, is shaped by user behaviour and socio-cultural factors – not from the design and manufacturing processes like physical durability (Park 2010, 78; Cooper 2010, 8–11). The consumer can find ways to repair the product, and so make it last longer. Culture anthropologist Ilmari Vesterinen has a broader view on lifespan: it starts from the birth of the object (the moment of manufacturing or existence), and ends with the death of the object, the disappearance from existence. (Vesterinen 2001, 33–36.)

To illustrate the life of classic products and products that are re-released more than once, I have developed the concept of the cultural neo-production process to describe the controlled alternation between planned obsolescence and revivification. Planned revivification is a term coined by the sociologist Fred Davis who used it to signify a nostalgia-based resuscitating of products (Davis 1979, 133–134). The cultural neo-production process is of my own development, but its roots lie in the idea that Davis introduced in his book Yearning for Yesterday – A Sociology of Nostalgia (1979): planned obsolescence and revivification should be built into old media products like movies and television shows so that products should first have a short life on the market, after which they would disappear with the introduction of new products (planned obsolescence). Then, several decades later the products would have a nostalgic re-introduction (planned revivification) (Davis 1979, 133–134; Sihvonen 2014).

While Davis never elaborated further on replays, apart from his idea that companies would have nostalgia specialists determining the specific times for reintroductions (Davis 1979, 133), reappearances have become the nature of media products to some extent. Old television series are repeatedly broadcast. On special occasions, such as anniversaries, films such as Titanic and Jurassic Park are often re-released not only on television, but also in cinemas. Some companies, e.g., Disney, are known for their strategy of withholding their products from consumers and re-releasing their classic films only once a decade (Wasko 2001, 44–46).

Building on this, in my previous study I have recognised and separated different phases in the process by using a media product as an example. The cultural neo-production process consists of the original production phase, neo-production and resting phase(s), and can thus entail several market life spans. The original production phase is a unique phase in which the product’s possible future reappearances are determined. After the markets tire of the product, it is then directed to its first resting phase by planned obsolescence, where it will stay for a certain period of time, as determined by the producer. To the consumer this means that the product is not available for purchase. The first neo-production phase is activated after the resting phase. Nostalgia, modifications and updates are methods that are used in the comeback to active consumers to repurchase the product. This is both obsolescence and revivification: each re-version of the product makes the previous one obsolete, either by ending its manufacture or sale possibilities or by turning the old one into something old-fashioned. The new version also revitalises the product in general. (Sihvonen 2014, 81–89.)

As Davis suggested, the most common explanation for this kind of revival of products would be nostalgia. Svetlana Boym defines nostalgia as longing for a time that no longer exists or has never existed. According to her, nostalgia is the sentiment of loss and displacement, and it reappears as a defence mechanism during hard times. (Boym 2001, xiii–xiv.) Paul Grainge has claimed that nostalgia is the result of certain technological transformations and strategies of niche marketing and not a reflection of a mood of longing (Grainge 2000, 29.) Toni Ryynänen and Visa Heinonen note that there is no unambiguous definition” of nostalgia. They claim that nostalgia is mainly based on childhood memories and has been used in the literature to refer to memorable experiences. They have studied recalled consumption experiences, and found different temporal structures that involve nostalgia. (Ryynänen & Heinonen 2017.)

Indeed, there seems to be a whole economic structure behind nostalgia, not just a longing for bygone days and products. While I admit that nostalgia is a strong and significant influencer in the cultural neo-production process, it is not the only facet, nor the most interesting one to study. For instance, what happens to a classic during the process of planned obsolescence, e.g., what modifications are made or how does it develop otherwise, – these are far more interesting questions. In this article, I wish to draw attention away from nostalgia, and focus on how the board game Kimble has changed overtime, how the changes are justified by the manufacturer and seen by the users, and how these changes reflect conceptualisation of planned obsolescence in the cultural neo-production process.

Case Product, Research Material and Method

As Davis focused on media products, and I myself have in my previous study used a film as an example product, it is now time to explore other product types that are known to reappear. The usual market life-span of a board game is only a few years (Heljakka 2010, 23). Of course, the game’s life continues among the players, and analogue games might preserve playability longer than digital games. Digital games can face rapid technological obsolescence when applications, technical supports and updates cease, or the physical disks corrode (See Newman 2012, 11, 16–19). Board games are prone to other forms of obsolescence depending on, for instance, how they are manufactured and from what they are manufactured.

Kimble (see Image 1) is one of the traditional and popular board games in Finland. It was introduced into the Finnish market in 1967 and has been in stores ever since. It is produced by the Finnish board game company Tactic Games Ltd (known before as Nelostuote)., which was founded in the same year. Kimble is based on the American game Trouble. Aarne Heljakka (Sihvonen 2019), who founded Tactic Games, and his family received Trouble as a gift from their American relatives. The game became popular among the children in the family, which made Heljakka realise that the game might sell well in Finland. He bought a license to manufacture and sell the game, and the production began in the family’s garage where the game boards and game packages were manufactured by family members. The game was named Kimble after Dr. Richard Kimble, a character in the television series The Fugitive, which was popular on Finnish television in the 1960s.

Image 1. The game board of the original Kimble version. Lilli Sihvonen 2015.

The idea of Kimble is to go around the game board and run away from the other players’ game pieces. The board is composed of a square-shape but with eight plastic sides and a game track of small slots where players insert their game pieces. Each player has a set of four game pieces of either blue, red, yellow or green. The “Pop-O-Matic” die container is in the middle of the game board. To roll the die, the player pushes the Pop-O-Matic. The game starts when the player rolls six”, and is allowed to move one piece to the starting point. Six” always allows another roll. Pieces are moved according to the die, and the game board is circled clockwise. If a piece lands on a taken slot, this piece eats” the other one which is sent back to the home base to wait for a new six”. The winner is the one who first lands all their pieces on the finish. Kimble is a fast-paced, intense and loud game; not only do the players make a noise but especially the Pop-o-matic produces a loud sound. The game is also easily turned into a drinking game in which the rules are slightly modified and an alcoholic drink serves as punishment, – this is popular among students in a human sized version. (See Sihvonen 2017; Sihvonen 2018.)

The research material consists of the facets of manufacture and production, the users, and the product. These three different facets represent the actors that take part in the cultural neo-production process. The first part of the research material, that is the manufacture and production facet, consists of interviews I conducted in 2015. I interviewed five specialists working for Tactic Games Ltd, three of them descendants of Aarne Heljakka: CEO Markku Heljakka (the founder’s son and now a former CEO), creative manager Katriina Heljakka[3] (the founder’s grandchild), and sales manager Kalevi Heljakka (the founder’s son, retired). The two other specialists were the graphic designer Jussi Wallenius and the production manager Hannu Tuomola (retired). The interviews focused on the history and development of Kimble, and on the interviewee’s own professional background and experience. They have all worked for the company for several years, especially the members of the Heljakka family, who began in childhood or adolescence.

The second part consists of the responses to the Kimble online inquiry I conducted in November 2015. I received altogether 247 responses, out of which 184 were women, 51 men, and 12 did not either answer the gender question or answered ’other’. The largest respondent groups were students (105) and workers (96), and those born in 1980s and 1990s. A more detailed demographic background description is given in the two charts below.

Figure 1. Demographic background of the Kimble online inquiry.
Figure 2. Demographic background of the Kimble online inquiry.

The inquiry form included 23 Kimble or board game related questions, but here I will only deal with the responses to the questions 17. Which Kimble versions do you own or recognise and 18. Which Kimble version do you consider the best and why because these questions specifically focus on different Kimble versions. Question 17 had 21 different Kimble versions as options: the ones that had been published in Finland and I had documented so far. The options ’original version’ and ’other’ both included an open-ended text section for details: in the ’original version’ the time of purchase year was specifically asked in order to determine the exact version they were familiar with, and in the option ’other’ the participants were questioned as to whether they either owned or recognised Kimble versions that were not included on the list. All the questions on the online inquiry were mandatory, so both questions 17 and 18 had 247 responses. Altogether 102 respondents, who either owned (had owned) or recognised an original version, gave an estimate as regards the purchase year, and 12 respondents mentioned either owning or recognising a Kimble version not on the list.

For this article, I have been particularly interested in what modifications have been made to which versions and why, and how users have perceived these changes. Both thematising and content analysis have been used in analysing the data. Thematising can be used to compare the occurrence of the themes that will enlighten the research problem. However, Eskola and Suoranta argue that thematising does not necessarily guarantee a very deep analysis. In order for it to function well, an interaction between the theory and empiricism is needed. (Eskola & Suoranta 2014, 175–182; see also Tuomi & Sarajärvi 2013, 93.) I have divided the interview material into four different categories: history and stories, modifications, permanent features, and users and user culture. These categories have been the themes of my previous research articles, and they also represent the different sections of the cultural neo-production process. For this article, I have separated the discussion of the modifications from the research material.

Content analysis is applied to both research materials. Content analysis is used to examine how or what has been written or spoken about the subject under analysis. It is usually used to quantify the content of the text by calculating individual words as well as sentences, and to compare qualitative research material in order to make generalisations. (Eskola & Suojajärvi 2014, 186–189; see also Tuomi & Sarajärvi 2014.) However, there are differences in understanding content analysis. For instance, Tuomi and Sarajärvi note that (at least in Finnish language) analysing (sisällönanalyysi) and separating (sisällön erittely) the content of a text into units and to present it quantitatively are two different aspects of the analysing method. In the first, the content is described verbally, while in the latter it is presented more as numbers/figures. (Tuomi & Sarajärvi 2014, 105–107.) Furthermore, Lindsay Prior has suggested thinking of content analysis as a hybrid method, combining both qualitative and quantitative modes of inquiry, and it is not uncommon to use content analysis along with various other methods (Prior 2014, 359–379). Although I have quantified the data and calculated the number of certain types of responses such as how many users have or have not noticed any of the modifications, which Kimble versions are in question and what is the users’ response to modifications, I describe the results verbally when analysing them.

As Arjun Appadurai has noted, we are not to think of objects as just commodities. We are to follow the things themselves in order to find human transactions that enliven things. (Appadurai 1986, 3, 5.) Therefore, the third part consists of product documentation I gathered in the same year. I photographed and examined over 30 different Kimble versions including both the original and themed versions that had been published up to that date. A themed version combines the product with a character or theme: the company buys a license which gives the rights to do this. The character is like a new costume on the product, but the product keeps its distinct features. (Heljakka 2011.)

Kimble was Tactic Games’ first product, and one of the first games to be manufactured from plastic in Finland, which gives it a historically significant context. Sihvonen and Sivula have previously noted that the game was memorable in the company’s history. It has been recognised as a classic by both the company and the players. (Sihvonen & Sivula 2016.) It resists the traditional forms of obsolescence, and demands a renegotiation: as the interviewees argue, the game has always been manufactured to be physically durable. Aarne Heljakka even advertised the game’s durability by standing on it without breaking it [4]. Even now, it is difficult to break Kimble, and it wears out slowly. Kimble makes a most interesting case since it is not planned to become obsolete, and the original version does not have actual resting phases. However, the renewing of the original version and the introduction of the themed versions point to a cultural neo-production process. In the next section, I will further discuss the relation of the experts’ arguments and users’ perspectives in terms of adaptive and forced obsolescence.

Adapting or Forced Obsolescence?

As pointed out by Davis, consumers are encouraged through nostalgia to purchase products (Davis 1979, 133–134). In the cultural neo-production process, this applies especially to consumer groups who are reacquainted with the product and who have the potential to develop a nostalgic interest towards it. My studies have also shown that it is useful to the producer to design permanent and recognisable features in order to create a sense of familiarity and trust towards the product. To attract new consumers but also to offer something new to the existing ones, the product is modified and updated by renewing specific parts of its design, materials, production or marketing. (Sihvonen 2014; Sihvonen 2017.)

The changes made to a classic product are executed with serious consideration, and are rarely radical or quickly produced as in planned obsolescence. By adaptive obsolescence, I refer to modifications and improvements that are made voluntarily and gradually. These modifications are caused by something external to the company, such as consumer feedback, fashion, or safety concerns. Obsolescence is still relevant here since the product is in the cultural neo-production process and its previous version is rendered obsolete. The modifications to the original Kimble demonstrate the gradual development and adaptability of the product.

The original Kimble has been updated seven times in 40 years (1967–2007) (see Image 2). At first, Kimble greatly resembled its paragon, Trouble. The front cover of the package was a photograph portraying a family of four playing the game. The hole in the middle of the front cover was meant for the customer to push the Pop-O-Matic in the shop before purchasing the game. In 1972, the cover changed from a photograph to a drawing, yet its portrayal as a family game and the hole in its cover remained. The visual design changed considerably in the third version in 1977 when Kimble’s new theme was established: a blue background with just the game board on it, and no hole in the cover. The next four versions have consisted of small adjustments that have kept the theme recognisable for the consumers. The front cover has only changed from a photograph to a computer-generated image of the game. The company’s graphic designer says that these adjustments are done approximately every ten years, usually when the game has its anniversary.

Image 2. The development of the original Kimble. Lilli Sihvonen 2015.

Slade notes that psychological obsolescence means creating concern and shame about being old-fashioned. Its specialised form is the obsolescence of style, which is supposed to steer our attention to the object’s visuality and design. (Slade 2006, 50–53.) This is something the consumers are supposed to experience, but companies are prone to it as well: keeping up with the changing visual designs. Changing the visual design is merely an adaptation to fashion, but at a far slower rate than expected in psychological obsolescence. The slow pace suggests a stable status in culture: the dated appearance does not cause harm to the product or the company.

Adaptive obsolescence also refers to the anticipation of future industrial and production demands and safety issues. In practice, this means modifying the product before any possible penalties take place. Such was the case with Kimble’s wooden game pieces, which were changed to plastic in 1977. The CEO says that they could not say with any certainty whether the paint used in the pieces at that time was harmful. The plastic pieces were considered safer and allowed for the addition of a protruding edge on the outer surface to prevent the pieces from falling off the game board. The CEO has clarified that nowadays the wooden pieces are safer, and the retro versions of Kimble have reverted to wood. The development of Kimble also reflects the development of general processes of manufacture to ensure safer materials and methods.

According to the interviewees, the modifications have had a positive impact on the product and its manufacturing procedures. For instance, the hole was removed from the game package since customers complained about losing their game pieces. Both the former sales manager and the former production manager recall how the manufacturing of Kimble has developed: in early days, the game board was glued together which required a certain time to dry and a proper ventilation system. This made the process slow. Instead they developed a method of ultrasonic sealing where a small plastic plate is inserted under the game board and the parts are welded together. This is how Kimbles are still manufactured. In general, the adaptive obsolescence has occurred slowly and gradually, and has usually been the result of improvements. The modifications cannot be radical because a classic needs to secure its value when updated.

Jonathan Sterne has argued that obsolescence is not always planned but built-in or forced, and socially controlled (Sterne 2007, 22–23). The more advanced form of adaptive obsolescence would be forcing obsolescence. With an external force, such as legislation or the owner of the license, compels the manufacturer to make changes to the product, or a phenomenon such as fashion makes the product obsolete. This is close to social obsolescence, one of Brian Burns’ four modes of obsolescence, which he says is either something that societies stop doing, or something that occurs when new laws and standards are adopted (Burns 2010, 46–47). This shows that the product is not entirely under the manufacturer’s own influence.

The themed versions are ways to introduce the product to new generations via some known character or theme, such as the Disney Company’s Winnie the Pooh[5] (see Image 3) or Angry Birds based on a mobile game from the Finnish game company Rovio Entertainment (see Heljakka 2011). Some of the interviewees note the strict design instructions have to be followed when a license is bought. In some cases, the license is so expensive that the company can only use the visual design and is unable to design any new material components such as new game pieces. Each new themed version is chosen according to whatever is popular at the time. They have much shorter market lifespans than the original versions, mainly due to the rapid changes in fashion or closing contracts that force them to be obsolete.

Image 3. Winnie the Pooh Kimble. Lilli Sihvonen 2015.

The success of the themed versions can differ quite a lot. For instance, Winnie the Pooh Kimble is the first themed version ever published (2000), and the interviewees link it to a new era in Kimble’s history since it turned out to be a huge success where two classics were combined – a classic Disney character with a classic product (See Sihvonen & Sivula 2016). This themed version, with game pieces taking the shape of Winnie the Pooh, has lasted over time, and its visual design has been updated as the Disney Company has itself renewed its own characters. Another themed version is Beyblade Kimble (Image 4), with a design based on the anime series Beyblade, and the game pieces are the same shape and colour as the originals, but the players can put stickers on them. Beyblade Kimble was not as successful as Winnie the Pooh Kimble. The CEO explains that sometimes the target group and the product do not meet, and with the themed versions, there is always a risk involved since there is no guarantee of a successful version. However, themed versions enhance the life of the original version.

Image 4. Beyblade Kimble. Lilli Sihvonen 2015.

For the online inquiry respondents, the most recognised and owned version was the original Kimble. Moreover, when asked which was the best Kimble version and the reason for that choice, most of them chose the original version either because it was the only one they had ever played, they did not recognise other versions, or they thought the themed versions were too commercial. Some did not answer the question, while others claimed that they were unqualified to answer because they did not know other versions. For most, the time of acquisition of the original Kimble was unclear. They speculated that they had either bought it or receive it as a gift in their childhood in the 1990s, which also correlates with their age distribution. However, none of them described their version or gave any details about it. It is possible that due to the gradual and slow change of the current blue original version, the modifications were not visually memorable. The respondents did not know that Kimble had changed as only radical changes tend to be noted, or the modifications to Kimble were considered irrelevant. It is also possible that the question was not constructed sufficiently clearly for them to understand that they were being asked for a description of their version in order to determine the exact original version in question. The participants, of course, assumed I knew the game and that the game was generally known in Finland.

Interestingly, the themed versions were more often recognised than owned by the respondents compared to the original version [6]. There is a huge difference between recognising the versions mentioned in this article. For instance, only 9 respondents claimed to recognise Beyblade Kimble, while both Angry Birds Kimble[7]versions were more widely recognised, and the original Angry Birds version also owned by a few. Winnie the Pooh was recognised by 52 respondents and also owned by 12. This clearly confirms the CEO’s comment on the themed versions: the franchise has a huge impact on the success even though it is still the same product.

Consequently, the themed versions were not familiar to the respondents but this can also be because of the distribution channels of the online inquiry which correlates with the age distribution of the respondents: as I advertised the online inquiry, it first spread through the university and social media channels and only after that reached local media channels and board game groups. The online inquiry might not have reached the right target groups for the themed versions as the first was published in 2000, and the respondents who might have played those versions could have been just children at the time of the online inquiry. Should I release it again in 2025, it might reach the target groups of the themed versions and change the research results.

Regardless, the respondents resisted the commercialism and stated that the original version endures over time and is not prone to fashion. This was the case, even though the themed versions are physically just as durable as the original version. On the other hand, some respondents showed interest in the themed versions due to fandom and design. For instance, Pori Kimble (a version which is designed based on the Finnish city Pori and where Tactic Games’ headquarters is located) was claimed to be interesting. There were also a few who considered the first original Kimble (with a photograph) the best one. They mentioned the wooden pieces but not the hole on the cover, but this still indicates a mild interest towards the retro versions of Kimble. Miles Park claims that while fashion is a major reason for product obsolescence, it can have a positive impact on extending product lifespans. In fashion circulation, classics and collector’s items are created, and retro and nostalgia function as marketing strategies in recycling the past styles. Park also considers the advertising of ’design classics’ right at their launch problematic.(Park 2010, 95–96.) Classics cannot be artificially manufactured.

As themed versions extend the life of Kimble, they also indicate how prone Kimble can be to fashion but only when themed versions are in question. The online responses confirm the forms of adaptive and forced obsolescence: while the original version adapts to whatever cultural context there is, the themed versions live only a fragment of the life of the original version and they are forced not planned to become obsolete.

Conclusion

In the beginning of this article I asked how does a classic product change the purpose, outcome, and definition of planned obsolescence?

In the previous chapter, I presented a classic Finnish board game Kimble and its original and themed versions to elaborate new forms of planned obsolescence: adaptive and forced obsolescence, that is, voluntarily made modifications and ones that are forced by something external to the manufacturer. I have briefly described these new terms of obsolescence with an explanation and case examples in the following table. Undoubtedly, the line between different forms of obsolescence is subtle. For instance, although the creative manager was not certain why the materials in the original game pieces were changed, she said that these things can happen when a subcontractor closes down or another material becomes more common and cheaper. The manufacturer is either forced to modify the product or voluntarily chooses a new material.

Form of ObsolenceDescriptionCase Product Kimble
Adaptive
(FI: Sopeuttava)
Modifications and improvements that are voluntarily and gradually done. Caused by something external to the company.Gradual development and adaptability of original Kimble versions: slow change in visual design, anticipation of future industrial and production demands and safety issues.
Forced
(FI: Pakotettu)
An external force, such as legislation or owner of the license, compels manufacturers to make changes, or a phenomenon such as fashion makes the product obsolete. Manufacturer is focerd to make modifications.The introduction of themed versions: licenses are bought and last certain amount of time, they are chosen according to whatever is popular at the time.
Planned Obsolence
(FI: Suunniteltu vanhentaminen)
A method that limits the use of a product or a service technologically, materially, or psychologically (Sihvonen 2014). A sortment of techinques used to artifically limits the durability and to stimulate repetitive consumption (Slade 2006).Not applicable.

These new forms arise for two different reasons: Firstly, Kimble’s cultural neo-production process is only partial, and secondly, Kimble is physically durable. As explained earlier in this article, planned obsolescence is part of the cultural neo-production process in which classics are created, and its role in the process is to direct the product into a resting phase limiting the product availability. However, Kimble is not the type of product that rests: the original version is constantly available, and themed versions only exist for a while without ever reappearing apart from a few exceptions. The effect of planned obsolescence in Kimble’s cultural neo-production process is not complete; it is not planned. Rather, what occurs here are lighter versions of obsolescence but still obsolescence as the previous versions will no longer be available. I have illustrated this in the diagram below to demonstrate how the different forms might stand in relation to one another in the resting phase of the cultural neo-production process. Lighter versions of obsolescence are the consequence of a physically durable product being in the cultural neo-production process, and the reason for the partial process.

Figure 3. The relation of different forms of obsolescence in the cultural neo-production process. Lilli Sihvonen 2020.

According to Daniel Miller, an object’s own material possibilities and constraints may indicate some general material practices (Miller 1987, 105). The second reason, being physically durable, indicates a strong resistance to planned obsolescence. Although obsolescence is usually seen as the perishability of the material and the end of usefulness, in the cultural neo-production process the impact of obsolescence is not perpetual. The product in general does not become obsolete, but versions of it do, at least from a manufacturing point of view. Rob Lawlor’s distinction between item obsolescence and product obsolescence is useful here: in item obsolescence, a single individual item becomes obsolete while product obsolescence makes every single item of the product obsolete (Lawlor 2015, 401–426). Kimble versions might face product obsolescence, but the individually owned versions can continue for ever due to their durability. From a planned obsolescence point of view, the CEO claimed that Kimble’s only weakness is its durability: it is, in fact, too durable. Durability is, as argued by Tim Cooper, the required function of the product in its normal conditions of use (Cooper 2010, 8). Roland Strausz claims that it is often difficult to assess durability before purchase, but it is learnt in the use (Strausz 2009, 1405–1406). Kimble can be acknowledged as being more durable than required (See Sihvonen 2017), and its durability is one of the reasons for adaptive and forced obsolescence; it cannot be weakened on purpose because that would cause the loss of customers to the company.

Kathleen Fitzpatrick has suggested that planned obsolescence is an encompassing term for different kinds of cultural conditions each of which need different methods of analysis and response (Fitzpatrick 2011, 1). Thus, its qualities are constantly being reconstructed and negotiated by different scholars. Every definition and perspective (when well argued) is reasonable and justifiable. It is difficult, and perhaps unnecessary, to compress obsolescence into a one specific term. It is flexible term, and this flexibility is revealed by studying products that are not supposed to become obsolete and the cultural neo-production process in which classics are created. Classics do not exist without planned obsolescence; not only because it is part of the cultural neo-production process directing them to a resting phase, but also because other products around classics become obsolete. More importantly, it does not always lead to the wearing out and breaking of the product.

Of course, more research on the matter is needed. It will be necessary to investigate different types of classics and their cultural neo-production processes to determine the contexts where the different forms of obsolescence actually occur. Then, it would be possible to turn the cultural neo-production process into a tool to extend product life.

References

All links verified 11 October 2020.

Research material

Interviews

Katriina Heljakka, creative manager, 23.1.2015. Recording and transcription in author’s possession.

Markku Heljakka, CEO, 5.2.2015. Recording and transcription in author’s possession.

Jussi Wallenius, graphic designer, 5.2.2015. Recording and transcription in author’s possession..

Kalevi Heljakka, (retired) sales manager, 11.9.2015. Recording and transcription in author’s possession.

Hannu Tuomola, (retired) production manager, 5.11.2015. Recording and transcription in author’s possession.

Kimble documentation

Kimble original versions 7. Material in author’s possession.

Kimble themed versions 21. Material in author’s possession.

Online inquiry

Kimble online inquiry, Webropol form, November 2015. Respondents 247 (women 184, men 51, other 6 and no reply 6). Material in author’s possession.

Online videos

”Domino – Klassikot eivät vanhene – Olohuone” . Youtube 17.8.2017. https://www.youtube.com/watch?v=rAp6toARXwY. (transl. Domino – Classics do not age – The Living room scene” , Youtube)

Websites

Angry Birds. https://www.angrybirds.com/.

Beyblade. https://beyblade.com/.

”Domino – Suomen rakastetuin keksi”. Fazer. Viitattu 27.9.2019. https://www.fazer.fi/tuotteet-ja-asiakaspalvelu/tuotemerkit/domino/domino—suomen-rakastetuin-keksi/. (transl. Domino – Finland’s beloved cookie”, Fazer Company web page)

”Planned Obsolescence: Text, Theory, Technology”. Planned Obsolence. Viitattu 27.9.2019. https://plannedobsolescenceweb.wordpress.com/.

”Planned Obsolescence: Text, Theory, Technology – Program.” Planned Obsolence. Viitattu 27.9.2019. https://plannedobsolescenceweb.wordpress.com/program/.

Winnie the Pooh, Wikipedia site. https://en.wikipedia.org/wiki/Winnie-the-Pooh.

News Articles

Aulasmaa, Maarit. EU haluaa eroon kodinkoneiden ja elektroniikan kertakäyttökulttuurista – tilalle kestäviä, korjattavia ja kierrätettäviä laitteita.” Yle Uutiset 16.11.2016. https://yle.fi/uutiset/3-9289303. (transl. EU wants to get rid of disposable home electronics”, Yle News)

Kokkonen, Yrjö. EU pidentää sähkölaitteiden käyttöikää – korjauskelvottomia kodinkoneita ei enää päästetä myyntiin.” Yle Uutiset 11.1.2019. https://yle.fi/uutiset/3-10592132. (transl. EU is extending the use of electronic devices”, Yle News.)

Literature

Appadurai, Arjun. 1986. Introduction: Commodities and the Politics of Value.” In The Social Life of Things: Commodities in Cultural Perspective, edited by Arjun Appadurai, 3–63. Cambridge: Cambridge University Press.

Boym, Svetlana. 2001. The Future of Nostalgia. New York: Basic Books.

Burns, Brian. 2010. Re-evaluating Obsolescence and Planning for It.” In Longer Lasting Products: Alternatives to the Throwaway Society, edited by Tim Cooper, 39–60. Farnham: Gower.

Chapman, Jonathan. 2015. Emotionally Durable Design: Objects, Experiences and Empathy. London & New York: Routledge.

Connerton, Paul. 2008. Seven types of forgetting.” Memory Studies, 1(1): 59–71. https://doi.org/10.1177/1750698007083889.

Cooper, Tim. 2010. The Significance of Product Longevity.” In Longer Lasting Products: Alternatives to the Throwaway Society, edited by Tim Cooper, 3–36. Farnham: Gower.

Davis, Fred. 1979. Yearning for Yesterday: A Sociology of Nostalgia. New York: The Free Press.

Eskola, Jari, and Juha Suoranta. 2014. Johdatus laadulliseen tutkimukseen. 10th edition. Tampere: Vastapaino.

Fitzpatrick, Kathleen. 2011. Planned Obsolescence: Publishing, Technology, and the Future of the Academy. New York & London: New York University Press.

Grainge, Paul. 2000. Nostalgia and Style in Retro America: Moods, Modes, and Media Recycling.” Journal of American & Comparative Cultures, 23(1): 27–34. https://doi.org/10.1111/j.1537-4726.2000.2301_27.x.

Heljakka, Katriina. 2010. Hiljaisen tiedon pelikentällä – Lautapelisuunnittelu vuorovaikutusprosessina.” Pelitutkimuksen vuosikirja 2010, 22–32. http://www.pelitutkimus.fi/vuosikirja2010/ptvk2010-03.pdf.

Heljakka, Katriina. 2011. “License to thrill” – Lisenssit: lautapelisuunnittelun lyhyt oppimäärä.” Pelitutkimuksen vuosikirja 2011, 46–54. http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-05.pdf.

Lawlor, Rob. 2015. Delaying Obsolescence.” Science and Engineering Ethics 21(2): 401-427. https://doi.org/10.1007/s11948-014-9548-6.

Maitre-Ekern, Eléonore, and Carl Dalhammar. 2016. Regulating Planned Obsolescence: A Review of Legal Approaches to Increase Product Durability and Reparability in Europe.” Reciel, 25( 3): 378–394. https://doi.org/10.1111/reel.12182.

Miller, Daniel. 1987. Material Culture and Mass Consumption. Oxford: Blackwell.

Mäyrä, Frans. 2008. An Introduction to Game Studies: Games in Culture. Los Angeles, London, New Delhi & Singapore: Sage Publications.

Newman, James. 2012. Best Before: Videogames, Supersession and Obsolescence. London: Routledge.

Packard, Vance. 1960. The Waste Makers. New York: IG Publishing.

Park, Miles. 2010. Defying Obsolescence.” In Longer Lasting Products: Alternatives to the Throwaway Society, edited by Tim Cooper, 77–105. Farnham: Gower.

Prior, Lindsay. 2014. Content analysis.” In The Oxford Handbook of Qualitative Research, edited by Patricia Leavy, 359–379. New York: Oxford University Press.

Ryynänen, Toni, and Visa Heinonen. 2017. From nostalgia for the recent past and beyond: The temporal frames of recalled consumption experiences.” International Journal of Consumer Studies 2018, 42(1): 186–194. https://doi.org/10.1111/ijcs.12398.

Sihvonen, Lilli. 2014. Kulttuurituotteen suunniteltu vanhentaminen ja henkiinherättäminen – Esimerkkinä Disneyn Lumikki ja seitsemän kääpiötä. Pori: University of Turku.

Sihvonen, Lilli. 2017. Pop-o-matic-muovikupu ja kestävyys – Kimble-lautapelin pysyvien ominaisuuksien merkitys.” Ennen ja Nyt, Pelit ja historia, 2017(1), http://www.ennenjanyt.net/2017/01/pop-o-matic-muovikupu-ja-kestavyys-kimbe-lautapelin-pysyvien-ominaisuuksien-merkitys/.

Sihvonen, Lilli. 2018. From a Board Game to a Drinking Game: One Biography of the Finnish Board Game Kimble.” Well Played, 7(1): 127–142. http://press.etc.cmu.edu/index.php/product/well-played-vol-7-no-1/.

Sihvonen, Lilli. 2019. Heljakka, Aarne.” Online release from National Biography of Finland. Studia Biographica 4. Helsinki: The Finnish Literature Society (SKS), 1997–.

Sihvonen, Lilli, and Anna Sivula. 2016. Klassikoksi rakennettu – Erään lautapelin historia.” Pelitutkimuksen vuosikirja 2016. http://www.pelitutkimus.fi/vuosikirja2016/klassikoksi-rakennettu-eraan-lautapelin-historia.

Slade, Giles. 2006. Made to break: Technology and Obsolescence in America. Cambridge & London: Harvard University Press.

Sterne, Jonathan. 2007. Out with the Trash: On the Future of New Media.” In Residual Media, edited by Charles R. Acland, 16–31. Minneapolis: University of Minnesota Press.

Strausz, Roland. 2009. Planned Obsolescence as an Incentive Device for Unobservable Quality.” The Economic Journal, 119(540): 1405–1421. http://www.jstor.org/stable/40271396.

Tuomi, Jouni, and Anneli Sarajärvi. 2013. Laadullinen sisällönanalyysi. 11th edition. Helsinki: Tammi.

Vesterinen, Ilmari. 2001. Esinepeli.” In Pandoran lipas – Virvatulia esineiden maailmasta, Edited by Ilmari Vesterinen ja Bo Lönnqvist, 13–60. Helsinki: Suomalaisen Kirjallisuuden Seura.

Wasko, Janet. 2001. Understanding Disney: The Manufacture of Fantasy. Cambridge & Malden: Polity Press.

Woods, Stewart. 2012. Eurogames: The Design, Culture and Play of Modern European Board Games. Jefferson, North Carolina, and London: McFarland & Company, Inc., Publishers.

Notes

[1] Domino – Klassikot eivät vanhene”, Youtube.com 17.8.2017; Domino”, fazer.fi 27.9.2019. YouTube video on Domino cookies’ adds claiming that classics do not age or grow old. A Fazer Company’s website on Domino cookies telling the history of Domino cookies.

[2] Aulasmaa, yle.fi 16.11.2016; Kokkonen yle.fi 11.1.2019.

[3] Katriina Heljakka is also a researcher whose studies I refer to in my research.

[4] Read more about Kimble’s history from Sihvonen & Sivula 2016.

[5] Winnie the Pooh is originally A. A. Milne’s creation, which Disney Company later adopted. https://en.wikipedia.org/wiki/Winnie-the-Pooh.

[6] Only two respondents claimed neither to own nor to recognise even the original version, which indicates only a reluctance to answer thoroughly to the online inquiry: why would anyone answer to an online inquiry of Kimble, if they did not even recognise the game (apart from the possible lottery win)?

[7] Angry Birds original and Angry Birds Space Race.

Kategoriat
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/

Printable PDF version


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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Anderson, Benedict R. 1991 [1983]. Imagined Communities. Reflections on the Origin and Spread of Nationalism. London: Verso.

BAD. 1994. “Quo Vadis Amiga.“ Commodore & Amiga, 3: 43–44.

Belk, Russell W., and Gülnur Tumbat. 2005. “The Cult of Macintosh.” Consumption, Markets and Culture 8(3): 205–217.

Bell, Catherine. 1997. Ritual. Perspectives and Dimensions. Oxford e.a.: Oxford University Press.

Bobek, Andrzej. 1994. ‘Amiga w TV.’ Amiga Magazyn 3: 12–14.

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Hyła, Marek (interview). ‘Polski Portal Amigowy.’ September 2007. http://www.ppa.pl/publicystyka/marek-hyla-twin-spark-soft-wrzesien-2007.html.

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Kokoszczyński, Tomasz. 1991. ‘Wywiad z famous Ziło.’ Amigowiec 0: 15–16.

Korzeniewski, Robert. 1994. ‘JamRose.’ Amiga Magazyn 7: 36–37.

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Lifter. 1991. ‘Chudy Agnus czyli pośmiejmy się.’ Fat Magnus, Issue 2. http://www.fatmagnus.ppa.pl/

Lindsay, Christina. 2003. ‘From the Shadows: Users as Designers, Producers, Marketers, Distributors and Technical Support.”’In How Users Matter: The Co-Construction of Users and Technology, edited by Nelly Oudshoorn and Trevor Pinch, 29–50. Cambridge, MA: MIT Press.

Maher, Jimmy. 2012. The Future Was Here. The Commodore Amiga. Cambridge, MA: MIT Press.

Muñiz, Albert M., and Thomas O’Guinn. 2001. ‘Brand Community.’ Journal of Consumer Research 27(4): 412–432.

Muñiz, Albert M., and Hope Jensen Schau. 2005. ‘Religiosity in the Abandoned Apple Newton Brand Community.’ Journal of Consumer Research 31(4): 737–747.

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Oudshoorn, Nelly, and Trevor Pinch, eds. 2003. How Users Matter: The Co-Construction of Users and Technology. Cambridge, MA: MIT Press.

Pampuch, Marek. 1994a. ‘Nie ma tego złego….’ Amiga Magazyn 12: 6–7.

Pampuch, Marek. 1994b. ‘Wywiad z TV Krater.’ Amiga Magazyn 3: 10–11.

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Redakcja. 1990. ‘Poszło….’ Amigowiec 2: 1.

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Wasiak, Patryk. 2014. ‘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, 129–150. London: Springer.

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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.

Lonely Cracker Man. 1987. ‘Lonely Cracker Man [advert]’. Moj Mikro, no. 10: 63.

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Luxury Boy. 1990. ‘The Yugoslavian Scene’. CCCP, no. 7: 3.

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

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

Red Sector. 1990. ‘Red Sector Have a New Mission: To Kill Paranoimia!’ Criminal, no. 1.

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

Scorpie/F4CG. 1992. ‘Interview [with Derbyshire Ram]’. Pirates, no. 13: 31–34.

S.W.A.T./Bronx. [1990]. Letter to Jugger/Panic, https://gotpapers.scene.org/wp-content/uploads/2018/05/swat_to_jugger_199xxxxx.jpg.

Tai, Thomas. 1986. Cracker, Hacker, Datensammler. Softwarepiraterie unter der Lupe. Heidelberg: Hüthig.

‘TEG Copyparty’. 1992. Smiling Panda, no. 4.

‘Transcom Holidays Party’. 1990. CCCP, no. 8: 4.

‘Transcom Party in Yugoslavia!!!’ 1990. Gridpoint Observer, no. 1: 14.

‘World BBS List’. 1994. https://files.scene.org/view/resources/docs/wbl1.txt.

Yugoslav Cracking Service. n.d. 3D Construction Kit. Commodore 64. http://csdb.dk/release/?id=142663.

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.

Wlodek Black. n.d. ‘Obo mne’.
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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/

Printable PDF version


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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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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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/.

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Kategoriat
1–2/2019 WiderScreen 22 (1–2)

The Pro Strats of Healsluts: Overwatch, Sexuality, and Perverting the Mechanics of Play

Gender Studies, Healslut, Overwatch, performativity, play, Queer Studies, sexuality

Kyle Bohunicky
kbohunicky [a] ufl.edu
Digital Worlds Institute
University of Florida

Jordan Youngblood
youngbloodj [a] easternct.edu
English and New Media Studies Departments
Eastern Connecticut State University

Viittaaminen / How to cite: Bohunicky, Kyle, and Jordan Youngblood. 2019. ”The Pro Strats of Healsluts: Overwatch, Sexuality, and Perverting the Mechanics of Play”. WiderScreen 22 (1-2). http://widerscreen.fi/numerot/2019-1-2/the-pro-strats-of-healsluts-overwatch-sexuality-and-perverting-the-mechanics-of-play/

Printable PDF version


Obey or play? In digital games, sex is often confined by medial references and mechanical impositions. Tanya Krzywinska, in “The Strange Case of the Misappearance of Sex in Video Games” (2015), explains that games often obscure representations of sex and minimize playing sex. Game series like Mass Effect (2007 – 2017) use cinematic techniques such as the fade to black to allude to the climax to come, whereas games like Playboy: The Mansion (2005) abstract sex into the act of two characters comically bouncing on each other. And when sex is featured as something for players to perform, it often emerges as a mini-game in which the play is restricted by a series of button inputs, from its origins in the 1990 bedroom of Virtual Valerie (1990) to the more recent versions seen in the God of War (2005 – 2018) games until 2010. Far from an emergent, improvisational process, sexual actions in video games feel decidedly assembled and constructed; consider the Second Life (2003) universe, where sexual positions are purchasable encoded processes within “pose balls” that repeat the same action, over and over again.

Yet despite procedural and medial impositions designed to control sexual play in digital games, fan communities have found their own ways to erotically engage within—and outside—the game, playing out their fantasies via emergent mechanics, in-game behavior, fan art, roleplaying, and fanfiction. Building upon prior work from writers like Jenny Sundén exploring how a queer relationship within and outside World of Warcraft (2004) responded and implemented mechanics of play (2012), or Stephen Greer’s analysis of how to “play queer” within digital worlds (2013), this paper focuses on one such community surrounding the game Overwatch (2016), a competitive team-based shooter. While Overwatch has cultivated a massive fan community who are drawn to its diverse and non-normative characters, Blizzard Entertainment, the game’s developer, has been decidedly coy about the sexualities (and sexual habits) of its cast, making only a few nods via comics and other supplemental media to their love lives. As a Teen-rated cartoonish shooter meant to welcome the maximum number of consumers, little within its designed world of play would seem to acknowledge sex.

In the short story “Bastet” (2019), written by Michael Chu and officially commissioned by Blizzard Entertainment, a specter follows Jack Morrison. Better known to the multiplayer first-person shooter Overwatch’s player community as “Soldier 76,” Morrison is one of the game’s lead protagonists and features prominently in the game lore. Easy to learn and difficult to master, Morrison is a well-rounded offensive player whose balance makes him a common starting character for new players, and he is also featured as the first playable character that players use in the tutorial to learn Overwatch’s mechanics and gameplay. His storyline focuses upon his tenure as commander of the titular futuristic government defense agency, eventually leading to its collapse and Morrison’s apparent demise. Five years after his funeral, Morrison returns as a mysterious figure now known only as Soldier 76, who begins carrying out nonviolent raids on decommissioned Overwatch facilities.

It would seem that 76 might serve as the series’ ghost, both haunted by amorphous neophytes and also haunting former allies and enemies who compose Overwatch’s playable cast. Yet 76 is not without his own phantoms. As we learn in “Bastet,” the specter of Morrison still lingers, and with him, 76’s unrealized future with a man named Vincent. Over the course of the story, 76 is wounded and forced into hiding along his former squadmate Ana; during this time, the two reminisce over photos of Overwatch and the relationships lost along the way. In one photo, illustrated for the story, Morrison is depicted with his arm around another man. He reflects:

“Vincent deserved a happier life than the one I could give him.” Jack sighed. “We both knew that I could never put anything above my duty. Everything I fought for was to protect people like him… That’s the sacrifice I made.”

“Relationships don’t work out so well for us, do they?” Ana said, unconsciously running her thumb over where her wedding ring used to be. (12)

The specter of Soldier 76’s sexuality looms large in these lines, signified through the juxtaposition of Ana’s phantom wedding band and the absence created by Morrison’s commitment to Overwatch and the kinships forged in the throes of battle. Morrison’s ghost reminds Soldier 76 and Ana of everything sacrificed in the name of duty, yet on a larger intertextual level, it may potentially raise an ethical conundrum for Overwatch’s players: what aspects of ourselves do we sacrifice in engaging with the game?

Like Ana and Soldier 76, who find their identities at odds with their actions, Overwatch struggles with a strong case of dissonance between player action and its characters’ narrative identity. Defined by Clint Hocking as “ludonarrative dissonance” (2007), we can observe this effect at work in the in-game environments, which are sites where the Overwatch’s cast suffered significant traumas and triumphs. Rather than taking on the emotional and personal resonance we might expect a battlefield to have for someone who once fought and watched friends die there, these spaces are reduced to mere playgrounds for gleefully gibbing other players during game sessions. Team building runs into similar conflicts. Players can freely play as sworn enemies like Reaper and Soldier 76 on the same team despite the impossibility of such a situation within the game narrative (Ramée 2016). Most importantly for this article, the romantic and sexual identities of the game’s characters endure a similar dissonance. While Overwatch features unlockable costumes and voice lines that gesture loosely towards characters’ sexuality, one of the few being the characters Reinhardt and Ana’s flirtatious pre-game dialogue, these traces of sexuality simply vanish during gameplay. Where Reinhardt and Ana might coyly banter during one match, in the next they could be found driving bullet and hammer into the other’s brain. In short, little, if any, options exist within Overwatch for characters or players to express or play their sexuality regardless of its presence within the game narrative.

This division between gameplay and sexuality has been commented on and enacted by Overwatch’s design team. Remarking on his apprehension about Overwatch porn in an interview with Kotaku’s Nathan Grayson (2016), game director and lead designer Jeff Kaplan commented on the place of pornography within Overwatch fandom, “Nobody’s trying to step on anybody’s freedom of speech or any of that, like I totally love people’s creative expression. I would just say just be mindful that there are a lot of kids who are engaged with the franchise and as long as things are kept sort of away from them, that’s what’s important.” While keeping sexual content out of a game to broaden its potential audience might pass as a savvy business move, the issue is complicated by Blizzard’s decision to issue cease-and-desist orders to adult content creators (Chalk 2017). One order in particular was sent to the online magazine “Playwatch,” which featured “articles, interviews with real-life cosplayers, and yeah, loads of horny fan art…A lot of it was silly—the multi-page interview with Bastion is nothing but beeps and boops—but it also included coverage of the November Symmetra buff, top Hero picks and player rankings for the month, an interview with Jannetincosplay, and even a Spanish-language article about Sombra.” Playwatch, which specifically targeted an adult audience with campy humor and fanmade content akin to that found on websites like DeviantArt, seems a curious case as it falls outside of Kaplan’s alleged concerns with open displays of sexuality in the Overwatch universe.

Possibly, then, it was Playwatch’s decision to combine sexuality with gameplay that made it a target because the magazine violated the Overwatch team’s vision of “exclusive inclusivity.” Kaplan explains that “we’ve always wanted Overwatch to be a very inclusive universe…that inclusivity spans from game play styles, some people like to play support, some people like to play DPS, to genders and body types and different nationalities” (Kaplan). In his description, as with Overwatch itself, there is an apparent division between gameplay and representation, where “inclusivity spans from game play styles… to genders and body types and different nationalities.” Kaplan’s phrasing, compounded by Blizzard’s legal actions, thus divides gameplay from sexuality and embodiment. In Overwatch players can choose their gameplay style and their avatar, but the idea of those elements connecting to sexuality within the space of an Overwatch match itself are things meant to be “sort of kept away,” in a manner of speaking.

Perhaps somewhat ironically, then, one of the few ways in which Overwatch manages to suture players’ experience of gameplay and its characters’ narrative experience is through its division of sexuality and play–a decision that has led many players to question, and “Bastet” to possibly attempt to address, why the sexual identity of its characters matters. We might find answers to this question in the grieving expressed by Ana and Soldier 76 over their decision to play characters in Overwatch’s narrative universe who are unable to summon anything but the ghostly memory their former partnerships. As Chu tweeted following the publication of “Bastet,” “Jack and Vincent were in a romantic relationship many years ago” (2019); his use of past tense and the story’s implication that duty comes before sexuality should, for many players, encourage questions about the place of their own sexuality in Overwatch. In many ways, Ana and Morrison are mirrors held up to the player, and their grief can be read as a troubling reflection of the emotional experience of having to choose between sexuality or gameplay in Overwatch. Ana and Soldier 76 can either play the game of Overwatch, or they can take up their former relationships, but they cannot do both. Must players make the same choice? Can combat co-exist alongside sexuality?

Such tensions are not unusual among fans who identify as part of marginalized communities seeking to find a space for themselves among the texts they love; yet such a challenge does not close off possibilities but rather opens unexpected doors to create, produce, and push back against systems that render such identities invisible. Our article explores a thriving counterculture within the Overwatch player community called “healsluts.” The healslut community is an ongoing, evolving space of sexual play that doesn’t end when the round is over. Despite Blizzard and its development team’s best efforts at divorcing gameplay and sexuality, healslutting repurposes Overwatch and its mechanics into a space for sexual play. We align the actions of the healslut community with acts of creative resistant fandom such as fanfiction, which—as Christine Handley’s (2012) examination of fan fiction within the Star Wars community suggests—allows fans to not pejoratively “poach” content, but provide a powerful “rejoinder” to it (98). The healslut community, in essence, performs an overall action of what J.L Barnes (2015) deems “imaginative resistance” that exists within fandoms, particularly when there appears to be a schism between what characters are claimed to be and what they actually do in the text (79).

Healslutting invites players to deploy elements of BDSM kink and sexuality not merely within the vocabulary and design of the game, but also in a communal paratext surrounding the game involving forums, voice chat, and viral fan-designed images. Kishonna L. Gray (2015) notes the power of these larger paratextual networks via social media and other online platforms as a way for resisting “masculine-normative hegemonic fandom” in video games, allowing communities like women of color to push back against dominant narratives and create spaces inclusive of their identities (86). Here, avenues like Reddit, Twitter, and—until very recently—Tumblr allow for healsluts to connect, commiserate, and adopt practices that allow for in-game communication. These players actively repurpose and “pervert” Overwatch’s mechanics, creating a system of erotic roles and a shared community discourse which allows for pushing back against both the sterilized forms of sexuality that games offer and the means through which designers attempt to discipline sexuality. In so doing, we hope to continue the work set forth by Bo Ruberg and Amanda Phillips (2018) in their call for scholars to more closely explore acts of resistance in games in connection with gender and sexuality which “challenge norms” and “undermine dominant structures of power”—here, in part, by embracing one’s dominant (or submissive) playful side. The healslut community offers an example to us in game studies as to how to productively and provocatively find pleasure in unexpected places, and how we might continue to align acts of gameplay as not just reflecting, but producing resistant identities.

An Overview of Overwatch

Through a critical examination of player practices within the healslut community, specifically based on the subreddit r/HealSluts (2019), our study contributes to the growing conversation in queer- and gender-based game studies about the role of sexuality in digital games, and specifically on Overwatch itself. The limited amount of scholarly material on Overwatch tends to focus on its roles within the world of e-sports or spectator gaming, such as Mark Johnson and Jamie Woodcock’s (2018) analysis of Twitch noting that “particular streamers have risen to rapid success on the back of such games as Warframe (2013), Super Mario Maker (2015), and Overwatch (2016), often having been broadcasting these games since the day they were released” (7). More intriguing is the early line of inquiry offered at the end of Toby Hopp and Jolene Fisher’s (2017) attempt to link gender and genre together in the pleasure playing a first-person shooter; contrasting the game to titles like Halo (2001) and Call of Duty (2003), the authors claim “the title Overwatch (released by Blizzard in 2016) is substantially more popular among female gamers than titles in popular FPS franchises… Such engagement inconsistencies may be due to differences in the games’ competitive environment, storyline dynamics, and/or avatar characteristics” (356). Finally, Maria Ruotsalainen and Usva Friman’s (2018) research recognizes the multiple player imaginaries attached to Overwatch’s characters—particularly the prevalent stereotype that “all women play Mercy,” a popular healer character within the game, as one such imaginary invented by the community. Routsalainen and Friman explain that this imaginary within the community prominently reads Mercy’s players “as feminine and boosted, accessing the gamespace through others (males) boosting them,” revealing an implicit gendering that comes with the choice of character. (These binarized gender dynamics, ironically, become a central destabilizing aspect of the healslut community’s use of Mercy as its primary character; as this essay will explore, both male- and female-identified players turn to this “feminine,” supportive characterization as a subversively erotic element of play.) In these studies, Hopp and Fisher as well as Routsalainen and Friman tap into the lingering question of something being distinctive about Overwatch, a mix of its character design, possibilities of play, player imaginaries, and larger narrative opportunities which opens up something beyond the standard experience of a first-person shooter—that, perhaps, being the prospect of roleplaying.

First impressions of Overwatch often paint the game as a strictly team-based first-person shooter affair in which players can join a team of up to six other players and compete against another team in one of the game’s several modes, such as assault, escort, control, etc. Much of this is conveyed through the game modes, each of which features a distinct set of rules, play-styles, and objectives that players might encounter in a match. Escort, for example, is a gameplay mode built around a moving point called a “payload.” Players must collaborate with their teammates to defend and “push,” a term for moving the payload forward by standing on or nearby it, the payload until it reaches its goal in the opposing team’s base. Control, on the other hand, tasks a team with defending two to three specific areas on a map, which can be captured by the opposing team if they manage to stand on the area without being killed or moved off of the point.

Upon starting the game, however, the importance of playing a role quickly becomes apparent across at least three levels: communication, class, and character choice. Excluding the one versus one mode in Elimination, Overwatch is played almost entirely on teams of three or six. Victory in Overwatch’s modes depends on teamwork, and the game demands intensive collaboration among a majority of players. These pressures encourage players to collaborate with each other during game sessions via in-game text chat or third-party voice chat applications like Discord, making Overwatch a game that mixes in-game and out-of-game identities. Gameplay goes beyond the character that players choose and extends to aspects like players’ tone of voice, word choice, media sharing (for example, providing maps and other resources), and a cluster of other performances not strictly limited to the gamespace. Players are not just identified by who they play as, but how they embody those characters both through their gameplay within the game and in its backchannels while interacting with other players.

Take, for example, the Competitive Play setting, which adds a number of extra layers to the gameplay experience. Competitive Play is a high-risk, ranked gameplay setting designed to offer players a serious experience and encourage team- and skill-intensive playstyles. The setting is designed for players looking to break into Overwatch’s esports league on a professional level, and as a result, largely breeds a team-based version of what T.L. Taylor (2006) and Mia Consalvo (2007) respectively define as the “power gamer” whose gameplay experience is defined largely by mastery and victory. In Competitive Play, tempers run hot, voice comms are (ideally) supportive but uncompromisingly direct, and a single misplay can make the difference between platinum and gold rank for an entire team–the setting is explicitly designed for a specific type of player.

Quick Play, on the other hand, is a casual-friendly, unranked mode that offers a low-risk play experience. Without the victory-driven pressures of Competitive Play, Quick Play allows a variety of play styles to flourish–some of which are playful and lighthearted, while others are experimental and exploratory. Arcade, the final style, is designed entirely to support the latter play styles. In Arcade, players can find and create game modes not “officially” in the game such as one-shot-to-kill, zero gravity with Hanzo, the game’s longbow user. Whereas Competitive Play demands a high level of obedience to the formal rules of play, and Quick Play is a bit looser in its demands, Arcade allows players to invent their own rules entirely.

Thus, to say that Overwatch is a “team-based first-person shooter” radically reduces the layered complexity of its gameplay and player performances, as it potentially involves an ongoing process of communication and identity building through preferred play mode, style of play, text, voice, and even video feeds with other players. Tony Manninen’s “Interaction Forms and Communicative Actions in Multiplayer Games” (2003) identifies at least 12 different forms of play that facilitate the communicative and social aspects of digital games, many of which are necessary for players to be fluent in if they are to succeed in Overwatch. The player community has documented these aspects of gameplay in many of the player-produced strategy videos recorded to improve players’ skills. Whereas many of these videos recorded for other games focus on mechanical dexterity, the Overwatch videos focus on effective and collaborative communication skills–especially during intensely competitive matches. As YouTuber Dragonmar notes in their video “5 Minute Tips: Communication and Callouts, Talking like the Pros” (2016), “In my opinion, communication is by far one of the biggest separating factors between high level players and high level play and sort of that bottom tier play.” In addition to the key phrases that Dragonmar recommends players use during gameplay, much of the video is invested in identity building, talking players through the steps necessary to perform as a sociable player within the gamespace. Dragonmar states:

I know not everyone’s a people person, and it’s hard for some people to talk, but I personally have forced myself to say hello to everyone in every single match I go into, and I feel like there’s this psychological reasoning to it…it sort of builds like this trust and it makes them like me and it puts some weight on my opinions because I do sort of take that in-game leader role.

Unit Lost’s video “How Pros SHOTCALL! – Communication and Shotcalling Guide” (2017) provides similar tips designed to help players are able to enact the persona of professional players through both their gameplay and their personalities. Such lessons, while fulfilling a pragmatic need, also add an additional layer of roleplaying for the players themselves that goes beyond the character they choose to play as within the game itself.

Once players have crafted their communication persona, the next choice facing most players is their in-game embodiment that they will occupy for the match: that is to say, they need to pick a character to play as. Playable characters in the game, known as “heroes,” can be selected at any time before or during a match, and Overwatch currently features an expanding roster of 29 heroes. Characters are broken down into three main classes: Tank, Damage, and Support. Tank heroes typically serve as the team’s metaphorical shield. Equipped with a large amount of health and attack-negating skills, these heroes keep the pain away from the more vulnerable Damage and Support heroes. Many of their skills are designed to protect friendly players while controlling the opposing team. One such tank, the German armored fighter Reinhardt, has an ability called “Barrier Field” which is a giant, curved shield that covers Reinhardt and surrounding teammates, allowing him to escort other players through the opposing team’s fire. Similarly, the Russian bodybuilder Zarya’s “Projected Barrier” attaches a bubble shield to a distant teammate, allowing them to endure attacks without damage while powering up her own weapons with the absorbed energy from enemy shots.

Although many Tank heroes are slow and bulky protectors who are often easy targets, their presence is formidable and fatal if underestimated. Tanks can deal wide-ranging attacks debilitating many characters on the opposing team. The South Korean pro-gamer D.Va’s “Self-Destruct” launches her mech suit forward into a glowing ball of death for any enemy players in wide radius, while D.Va herself is ejected safely to the back. Alternatively, Australian insurrectionist Roadhog’s “Whole Hog” fires a barrage of shrapnel in a wide cone, allowing him to deal significant damage to a large group and push them back (often off of edges and cliffs to their demise). From patient protectors to hasty aggressors, tank gameplay thus allows players to adopt and express many different personalities through their gameplay. These personalities are added on to the communicative personas adopted in voice communication software, and this range of performed personalities can be found in each of the classes and nuanced even further through the specific styles of gameplay offered in the unique set of abilities offered by each character.

The traces of these gameplay-based expressions can be seen in the fan fiction produced by the Overwatch player community. Within the community, characters like D.Va and Soldier 76 are given names unique to the personalities embedded within their play styles. Soldier 76, for example, is often called “Dad” not because of his age, but rather because of the personality conveyed through his gameplay abilities. In many fan produced comics, Soldier 76 is often depicted providing other characters with their lunch, and he can be seen reminding them that he has “his eye on them,” both of which reference his in-game ability to place a healing beacon on the map and his ultimate which automatically locks his aim on enemy players. Similarly, Pharah is presented as “gremlin” D.Va’s mother who looks out for her by providing an aerial barrage of Mountain Dew. The interaction is a reference to the dynamic shared between D.Va, a tank who is often in the direct line of fire, and Pharah, an airborne attacker whose ultimate ability sends a rain of missiles over her teammates and onto the opposing team. The comic replaces missiles with Mountain Dew as a reference to jokes about gamers’ diets with D.Va positioned as Overwatch’s gamer.

While many of these comics serve as a visual and textual index of the range of expression and identity possible through each of Overwatch’s characters and classes, they also have served as a means for players to explore the largely absent depictions of kinship and relationships within the game. On the reddit thread, “Overwatch Question: Can someone post a Family Tree?,” VintageKD writes, “Mercy is the mother because her play style basically feels like babysitting. The children run off and get into trouble and you have to save them.” Much like Soldier 76’s position as “Dad” within the fan universe, Mercy’s play style influences her kinship with other characters within the universe. In addition to being depicted as “Mom,” however, Mercy is also depicted as Pharah’s lover with whom she raises their disobedient child D.Va. This representation, called the “Pharmercy,” has no connection to the game lore; instead, Pharmercy emerged from Pharah’s gameplay. As the Overwatch wiki (2019) explains, “While Pharah can stay fairly safe up in the air, she should not be without support. A common pair for Pharah is Mercy, who can boost her damage and heal her while staying with her in the air.” The sexual pairing of Pharah and Mercy is a response to and expression of this game performance, practicing what Darshana Jayemanne (2018) describes as “the way videogame performances generates bodies and renders them prone to volatility, transformation and seriality” (21). Overwatch’s fan community demonstrates that as players play, they actualize potential embodiments through the performative lexicon provided by the game. While fans have manifested these performative expressions in paratextual materials, the healslut community has explored their potential performance within Overwatch itself.

To suck their cocks, and to fill bars, all of it is one thing”: The /HealSluts community

With these topics in mind, the healslut community’s function within the world of Overwatch comes into view. In exploring how Overwatch’s central mechanics, rather than being thoroughly quarantined from sexuality, in fact take on and represent new eroticized meanings among players, it is crucial to take into account the digital spaces in which these meanings are defined, discussed, and ultimately deployed within the game’s field of play. Foremost among these spaces is r/HealSluts, a dedicated place of discussion (or “subreddit”) within the online message board/aggregator website Reddit. As a discourse community, the r/HealSluts subreddit currently (as of February 2019) has a base of roughly 29,000 subscribers. As taken from the subreddit’s “community details” section, it is a self-described “community filled with eager healers willing to do what they can for their team, *especially their dominant counterparts.* **Join us as we pervert the act of healing for fun!*” (“Healsluts: Perverting the act of healing for fun”). Far from a peripheral focus, the idea of “perverting” healing—of taking a seemingly benign gameplay act and giving it a sexual undertone—is sealed into the community’s header and sidebar description accompanying every view of the website.

Healslutting is decidedly not unique to Overwatch, as the community’s wiki and various threads list a variety of games and situations where this action already takes place or could take place in; consider the thread “Some less known games with slut potential,” where opening poster u/ToasterTroll (2018) lists series such as Fallout, Fire Emblem, and the Payday games as featuring mechanics with “slut potential for both healers and slutting in general.” A short collection of posts follow, with u/deathride58 (2018) in particular going into detail about everything from turning the force-feedback from music game Audiosurf into the commands for a vibrator to refusing to use certain healing commands in the first-person shooter Killing Floor 2 to provide a sub/dom relationship between teammates. u/deathride58’s final line serves as a sort of ethos for the entire community: “Any game can become a slut game if you or your dom(s) try hard enough.” Luke Winkie’s Kotaku article on the community (2016) similarly emphasizes this point, as “the beauty of healsluts is you can make anything—literally anything—part of the kink.” All gameplay mechanics serve as a potential outlet for perverse play, offering users the opportunity to engage in “slut” behavior regardless of intent or design from the game’s creators.

Linking to other player-driven activities which can twist or even openly disregard the apparent intent of a mechanic or structure, the community’s own wiki page titled “Why is this a thing?” describes healslutting as a sort of mod to reinject interest and pleasure into play. According to wiki writer u/LeviathansLust (2019), “[m]ost enjoy a game at it’s [sic] default, but others tend to try to enjoy their experience more and keep it from dulling out via mods. It’ll give it a new taste and you’ll be satisfied with the game for that much longer.” If BDSM practice itself is a type of “mod” to sexual practice between physical bodies, healslutting transfers that process of rethinking existing mechanics to reinvigorate the experience into the digital realm. Kent Aardse (2014) suggests that video games welcome this process due to their nature as digital objects, with players “always reminded that the site is fiction because of the uncanny valley. Bounded by the contract and rules set in place, masochists feel entirely safe engaging in S&M acts in a sanctioned game space, just as videogame players find a safe environment contained in the screen.” Such a recognition seems, to u/LeviathansLust, largely inevitable, as “when you take someone who enjoys video games and sexual stuff, you’ll fancy the idea of combining them in some way.” Yet while, as Aardse claims, there is a potential physical distance between the game and the player’s body, healslutting begins to collapse that distance, particularly with players encouraged to act upon their bodies during play in accordance with what happens in-game. There is no neat distinction between what one does inside and outside the game. What I do with my body in both locations feeds into an overall attitude and identity which is performed according to a variety of norms and expectations.

It is precisely this fuzzy boundary between game and not-game, between “real” and “unreal,” that seems to attract a number of users to healslutting. A striking number of threads on the board are created by individuals claiming that discovering healslutting provided insight into their sexual identity outside the game as well, or that what they typically believed was “outside” of video games could be integrated in surprising ways. One such example comes from user u/its_onyx (2019), detailing in a thread titled “I Met My LDR Daddy” how their first physical BDSM relationship emerged from participating in the r/HealSluts community Discord (a voice and text chat app popular among players). The relationship began initially as exploring dom/sub play within games, then shifted to voice chat, then finally into meeting in person at a hotel; as described by u/its_onyx, this process was “my first ever time being in an in person relationship and in the sub role. There was [sic] many firsts and even then it felt so natural to be in my role.” Healslutting provides an initial contact point to what eventually becomes “natural,” or solidifies a preference into an overall identity, as with user u/NotaRelnam (2019) in his thread “I didn’t even know there was a name for this until a few days ago.” In recounting the process of being dominated by a woman in his World of Warcraft guild, u/NotaRelNam processes the experience via a series of anecdotes before coming to a statement of self-definition: “And sorry if its hard to follow, I was just trying to get it all down while I still felt telling this to somebody, I’ve never told anybody about it. I don’t really know how common a big sized guy being a Heal Slut is, but I am one.” What was previously a sort of generalized desire is given “a name,” a means through which a larger sexual identity can be confessed—and through that, a set of behavior to follow. Healslutting, in this sense, suggests something akin to what Susanna Paasonen (2018) argues are sexual “spaces of openness and opportunity that unfold in relation to and through an array of norms, scripts and rules,” which end up as “pivotal to the titillating, even engulfing force that sex and sexuality hold in individual fantasies, cultural representations and social arrangements” (547).

How this unfolds, in many ways, becomes a central point of discussion in the HealSluts community, as while the overall name of “healslutting” provides a wide sexual space and point of contact, defining what exactly it is—or the specific game mechanics it should prioritize—is an ongoing topic of debate. A whole page of the r/HealSlut wiki (“What are the roles?”) is devoted to role definition, breaking down the distinction, say, between a HealSlut (“a healer who is usually masochistic and enjoys being verbally abused”) and a TankSlut (“they want to hurt and bleed for their partner”). HealDoms can “control whether their partner lives or dies” through the active denial of using their in-game healing abilities, while a DPSDom (short for “damage per second”) habitually flaunts how good they are at killing opponents while reminding their submissive HealSlut “just how useless they are” in winning the game. Posters on r/HealSluts often tag their preferred gameplay role after their screenname, immediately letting users know what category to associate them with. This also structures posting style as well; HealSlut-tagged users often post in deferential, “cute” language until a Dom arrives in-thread to berate them, while “Switch” users aptly enough flow between discourse roles as they see fit. While users are repeatedly reminded to flow and adapt between identities to see what they enjoy most, a strong connection between in-game practice and forum identity forms over time; how I play is how I post is how I identify.

Thus, new users wanting to join in often ask about in-game practice: how does one healslut properly, so to speak? A thread titled “Hey, new here; need to learn before I play” immediately jumps into the minutiae of HealSlut mechanics, with user u/BecauseOtters28 (2019) asking the forum, “I’m seeing some things that make healsluts look like a catch-all for playing any dynamic in-game. But I’ll also see other things that seem to assert that it is a very specific master/slave dynamic with degradation and humiliation. So, which is it? Or is it just contextualizing gameplay in any way as kinky play?” From there, an extensive discussion emerges between u/BecauseOtters28 and u/RPDit, with u/RPDit (2019) attempting to define a specific version of healslutting in contrast to “the not-yet-named ‘battle slutting’ type of activity,” which they view as any form of gameplay that is given a sexual undertone. For u/RPDit, healslutting “can be pretty much anywhere on the [dominant/submissive] matrix… as long as it’s sexualized and (in my strongly-held opinion) you’re playing a healer,” yet admits “we do seem to still be in the phase of trying to agree on where exactly the borders you’re asking about are.” As their discussion suggests, a role meant to pervert and distort the lines of ordinary gameplay still requires, to some extent, community consensus on what it means and what actions are required within it. Yet the only way to know is to play, a conclusion that u/BecauseOtters28 reaches with a game-related pun: “There’s obviously a disconnect happening somewhere, and the only way to fix that is to grind. :p”

Here attention switches (so to speak) to Overwatch itself, given its role as the game most posted on and discussed within the r/HealSluts community. In an advice thread for a new player mostly used to League of Legends, community moderator u/LeviathansLust (2019) notes that “Overwatch is the best to ease into when it comes to this fetish” (“Any example audio that anyone could share?”), and the vast majority of upvoted posts within the community feature visual depictions of Overwatch characters involved in sexual acts. The game both serves as easily explainable entryway into the HealSlut structure of play and also offers a set of characters and mechanics considered desirable to inhabit. In particular, the primary healer character Mercy—a blonde female with mechanical angel wings typically clad in white and carrying a staff—serves as community icon and central fetishized object. While other characters, such as the mechanized tank robot D.Va or the older sharpshooter Ana, have various discussions and debates surrounding their use in dom/sub Overwatch dynamics, we will predominantly focus on Mercy and the discourse surrounding her use as a way of exploring how the player community has developed rules and expectations for perverse play, as well as the expectations for community discourse.

The first set of mechanics to be perverted directly relate to discourse—specifically, how to let others know you may desire to play in a HealSlut relationship to them without prior establishment of that bond. The question of whether or not other players know or recognize a given individual is healslutting (or any form of eroticized play) is a central one across the r/HealSluts community, given that the act can be undertaken solo or linked to someone else. The wiki directly teases this idea, using hypothetical outraged players as a sort of mocking point of debate: “If you’re witnessing any BDSM or HealSlutting happening in public with more than a few… ‘Vivid’ examples, report them. If it bothers you too much, leave the game” (“Why is this a thing?”) Within Overwatch, there is the direct—and most dangerous option—of announcing one’s intentions via public voice chat, one that runs the active risk of violating Blizzard’s terms of service and being banned from play. In lieu of this, the community has created a sort of coded set to announce via gameplay mechanics that you wish to engage in sex play. Through a mix of pre-designed animations known as “emotes,” icons known as “sprays” that can be placed on the gameplay environment, and voice lines, players can “announce” their intentions to other players aware of the code. As Mercy, for example, the community has defined HealSlut “behavior” as spraying the “Arrow” icon on a wall, using the “Relax” emote (basically resting on the ground, legs tucked under) directly underneath it, and repeatedly calling out the voice line “I’ve got my eye on you.” In response, a dominant D. Va would activate their “Heartbreaker” emote and call out “I play to win.” This would potentially invite both players to take their chat off the public setting and engage in play of their own privately.

In essence, to be a HealSlut in a public Overwatch match leans on coded discourse that builds on the basic principles of roleplaying within Overwatch and feels decidedly similar to epistemological constructs in other sexual subcommunities. Wearing a particular outfit while going to the right bar on the right night shifts into the activation of gestures and gameplay features never “meant” to carry a sexual undertone. If you do not go into the match already partnered—that is, with someone who already knows your perversion—you are forced to rely upon a collection of underground knowledge that may or may not lead to a connection at all. This may lead to more frustration than success; one thread from the community titled “Does anyone else find it difficult to meet other doms/subs in OW?” finds user u/SissyPiggy (2019) bemoaning how rare it is to find that point of connection. Having followed the community protocol, they admit things haven’t been very successful, as “I’ve been trying the rest + spray combo every game for a few days now with a mild account name, although it’s obvious if you’re into the kink. I know it’s a very very small portion of the community into it, but it seems like no one knows what tf I’m doing.” Poster u/majoragor (2019) commiserates, echoing a further danger of coded discourse: “only problem is once someone replies with an emote you can’t really know if that person understand what happened s/he may think s/he’s just emoting which makes things difficult.” Intent may not equal reception and trying to stay below the surface to avoid not being able to play at all means a strong likelihood of missing out. It is not coincidental most of the community’s connections are made outside of game via subreddit threads, within Discord, or as extensions of existing relationships brought into the game itself.

This question of intent, pleasure, and awareness of not explicitly violating Blizzard’s terms of service in the pursuit of sexualized play takes on an even more fascinating dynamic in the growing community discourse surrounding the use of teledildonics. In one thread titled “Theoretically automating the healslut experience” discussing how to directly turn gameplay experience into data to control the vibration function of a dildo, user u/Spice002 (2019) asks if it is possible to link directly to the game’s affect on run-time memory, as “I was thinking of a vibrator that slowly increases strength as you heal someone up, but from what I heard Bliz is very anal about poking around the game (even if you’re just reading it for non-nefarious reasons).” Here, u/Spice002 clearly means “nefarious” in the sense of cheating: gaining an unfair advantage in the match itself. Using the data for a vibrator might be naughty, illicit, perverse, but not nefarious; however, running the risk of incurring Blizzard’s wrath makes the prospect a fraught one. User u/graveknight1 (2019) confirms the suspicion, claiming “They are extremely anal about it. I don’t ever want to make someone at risk of being banned, so I have not tired [sp] to interact with the OW program at all.” As with knowing when and how to emote, knowing exactly how far to push interacting with Overwatch itself as a program reflects the HealSlut community’s attempts to sustain its desired forms of play while remaining, for all intents and purposes, “legal” participants within the game’s rules.

While knowing how far to push Blizzard’s own rules on community engagement and software manipulation is one side of the discussion, there remains the question of proper play and adherence to role expectations among HealSluts themselves. Take, for example, a thread by poster u/LittleZera titled “Good Girl or Bad Girl? Offensive as Mercy” (2019). The poster begins with describing their first-ever “Play of the Game” as Mercy, suggesting the most crucial moment of gameplay in the match. However, rather than being a moment of crucially healing a teammate, u/LittleZera earned their honors by acting out of character: namely, by gunning down two enemies on the other team. On a gameplay level, this could only be seen as a net good; within the game’s algorithms, the act is clearly valued as a positive one, one worth rewarding and given prominence after the match. Yet on a community level, the disruption of Mercy’s role as a submissive HealSlut—one whose sole role is to support the heroic efforts of her attached tank or DPS partner—renders the action far more problematic. The tension between gameplay use and erotic roleplay is so much that u/LittleZera asks the subreddit to weigh on the “right” course of action here: “Does this mean I am a Good Girl for achieving it and protecting my team in another way. Or does it mean I’ve been a Bad Girl because I should’ve healed my team instead? Feeling a little bit conflicted about it.” Note that u/LittleZera does not mention a specific person enforcing these rules on the other team; these expectations are decidedly internalized, governing their perception of play to the point they share the moment of play with others to ensure their feelings are correct.

According to the top up-voted response to their query, the answer is Bad Girl, due to “taking the spotlight from your team. You should’ve been damage boosting your teammates into the potg.” Being “successful” is, within the values of the community, an undesirable outcome, one meant for others to achieve at the submissive “expense” of the HealSlut player. A few posts later, user u/bubbly-blondie (self-tagged as a HealSlut) goes so far as to suggest that a way to avoid this behavior is to literally deactivate access to the mechanic itself, claiming “i felt much better after i got rid of the controls for shooting and hitting! it makes me feel much subbier and makes me have to heal all the time, and i know my dom will protect me <3” (2019). The assigning of key actions, decidedly one without any specific erotic purpose originally by Blizzard, suddenly offers a way to provide disempowered roleplay; by forcing the player to only repeatedly execute one given command, this control scheme now enables a style of playing as Mercy that matches the community expectations of a “good girl.” If the player cannot be trusted to (role)play properly, the game itself can be reconfigured to match the desired sexual resonance.

Returning to the fuzzy boundary of inside and outside the game, the denial of certain actions within Overwatch is meant to inspire certain actions done physically to (or with) the body of the healslut player. In response to a thread asking “What’s the best way to play Mercy in Overwatch?,” user u/codemonkeyjay (2019) offers a glib response that garnered 72 upvotes, an extremely high number for the community: “Equip staff, hold R2. Occasionally push Your Ult button. Find a dick, put it in your mouth, suck. Repeat until the match is completed.” The process is mechanical, endless, always directed outward; since Mercy is only acting upon others to serve them on a gameplay level, the player controlling her should emulate that behavior in person. The obvious gendered powered dynamic here of “finding a dick” as opposed to any other genitals to service is one echoed in a large quantity of r/HealSluts discourse; while a number of community posts fetishize the idea of lesbian character pairings, the idea of what the player desires outside of the game structure habitually returns to a penis being the object of interest. Whether one attached to a person or a surrogate version like a dildo, players of any gender configuration are encouraged to suck, stroke, or insert in tandem with their in-game performance.

The process of tethering in-game play to self-pleasure has formed a variety of what the community dubs “HealSlut games”; as u/LeviathansLust describes in the “official” thread for archiving and linking the games, these are “sexual mini-games that are played while you play video games. Much like challenges, these games include rules, consequences, and in some cases restrictions” (“HealSlut Games MEGATHREAD,” 2019). In this sense, Overwatch becomes a template upon which sexual play can be overlaid and enacted, with the in-game mechanics serving as a general impetus for the larger meta-game bringing about different erotic rules and rewards. It also provides a “single-player” option for what is both a multiplayer game and (in a dom-sub relationship) often a multi-person configuration, with HealSlut games allowing “HealSluts to enjoy themselves even when they’re alone or too shy to include actual doms.” They additionally provide a sort of interior barrier for exploration, opening a space of play to “closet healsluts who don’t want to include anyone in their fetish but still want to enjoy themselves.” Again, even when perverting the rules of the existing game, the r/HealSluts community provides a structure for that perversion, accounting for different motives, needs, and wants while ensuring that the experience follows particular standards of play. By further exploring HealSlut games, we continue to find what Stephanie Boluk and Patrick Lemieux (2018) see in metagames more broadly: “the alternate histories of play that always exist outside the dates, dollars, and demographic data that so often define videogames in industry magazines and encyclopedia entries” (9).

In constructing a HealSlut game, the designer typically creates a visual template which establishes a set of required objects, a timeframe, and a character. Mercy, as the primary interest of the community, has the most unique iterations devoted to her. One such example is the “Healslut Game – Oral Edition” (Image 1), designed to specifically tie in-game actions to emulating oral sex. Requiring a dildo (“preferably one as realistic as possible so you can become properly immersed in your position”) and a place to set it, the meta-game begins with selecting Mercy and immediately preparing one’s body for play: “build up some saliva in your mouth, you’ll need it!” Once the round begins, the majority of in-game results link directly to an act done to or with the dildo, ranging from “slap[ping] yourself with the cock” if killed by an enemy Mercy to being unable to activate Mercy’s ultimate move unless “currently slurping on that cock.” This even extends to in-game correspondence, as being thanked by a fellow player results in kissing the dildo. The quality of one’s overall performance determines whether or not the player is allowed to orgasm after the game, with only a 10-vote result earning the chance to climax—“but be sure to clean the cock with your mouth after it gets dirty in your juices.”

Image 1. A r/HealSluts “HealSlut game,” by user u/Kelhsy.

The design of the meta-game, both visually and mechanically, is meant to shift the non-sexualized process and results of Overwatch play into a decidedly erotic, well, outcome. Even the tone of language shifts when moving from gamespace to player body, as a rather dry description of game state—“if you lose the round”—provides the grounds for a much more elaborate result: “take that cock as deep as you can in your throat.” The very nature of the meta-game seems to taunt the expectation that Overwatch is not “meant” to be played this way or is potentially a violation of the terms of service. Consider the “difficulty” settings of the meta-game, with each iterative process a more explicit breaking of the wall between game, player, and body. “Medium” requires the player to voice their performance to their teammates, broadcasting “all [their] pathetic gagging noises,” while “Hard”—in a rather deliberate pun—suggests the player exchange the dildo for something else, as “the game is greatly improved by having a real throbbing cock to slurp on!” Each iteration flaunts the idea of Overwatch as non-sexualized, pushing the player’s out-of-game actions ever closer to the space of virtual play, and there is a striking ambiguity in antecedent in declaring “the game is greatly improved” with a “real throbbing cock.” Does this mean the meta-game, or perhaps Overwatch itself?


For user u/meoowmew, there is no division between the meta-game and the game itself. In a striking thread titled “My guide to healslutting” (2018), u/meoowmew directly addresses the hypothetical player in one of the more explicit rebukes of the magic circle doctrine available:


This is why you are here, slut. Fill their bars. See all those teammates who have their healthbars half-empty? Take your staff, direct the stream of healing into your teammate, and pump their health up to full. Hear that sound? Fwwwwooooosssh. Clink. Fwoooooosh. Clink. Fwoooosh. Even by itself, isn’t it just so satisfying? It’s so easy to do, literally effortless.


I know, right? Fantastic. And you know you’ve always felt this way. You just may have never realized it. That’s why you’ve always loved played Mercy, you little whore. You love having your mouth stuffed with their cocks. Pleasuring them. Non-stop. Over and over. The more you do it the better it feels. To suck their cocks, and to fill bars, all of it is one thing.

There is no outside, no imaginary space between game act and physical want; “all of it is one thing,” an erotic process built into Overwatch from the visual feedback of the UI changing to the sound effects indicating a completed heal. The bars themselves become phallic, “pumped” back to full by the efforts of the player only to fade in size over time and require attention again. This response does not require a backstory provided by Blizzard establishing the sexual preferences of a given character or a visual design that emphasizes particular physical attributes; it is the mechanic itself, the requirement to “fill bars,” that opens up the possibility and expectation of perverse play. In this sense, there is no way to “de-sexualize” Overwatch outside of utterly eliminating the very structures that make the game what it is. Healslutting is not so much a response to a character model or a narrative hook—though those can certainly amplify the response—so much as it is a way of exposing and expressing the latent erotic potential in the power dynamics between players of all games. To return to /u/deathride58, “Any game can become a slut game if you or your dom(s) try hard enough.”

Conclusions: Uniting mechanics and erotics

In “Play and Be Real About It: What Video Games Could Learn from Kink” (2017), game designer and critic Mattie Brice claims that “[i]f we understand play as the exercising of empathy through engaging contexts, and kink as a type of play design that deeply confronts life contexts, then kink practices stand as a stronger model for engaging people with meaningful play than the overly instrumentalized and decontextualized approach to games propagated by contemporary gaming design” (79). The intersection of the erotic and the ludic is not something that corrupts or renders games threatening or dangerous; for Brice, learning from sex play means new kinds of gameplay that are more human, more honest, more open to the context of everyday life. In a striking comparison to regular sexual practice and the act of playing a video game, Brice notes that “we hop into a dark space with each other and keep our fingers crossed that the other person knows what they’re doing” (80). While this might not mean the literal depiction of sex in-game, the question of when “the game” ends and when “real life” begins—and how these are meant to be kept at an active distance—is precisely what helps to create this contextless “dark space” that actually serves to diminish communication and understanding.

The active re-integration of kink practice by healslutting into Overwatch suggests that, for a not-insubstantial number of gamers, this attempt to divide the erotic and the ludic does not lead to inclusiveness as Kaplan suggests. Instead, it pushes the process into the periphery, into the re-reading and reconstruction of play among a metagaming community. The argument that sex in Overwatch only “exists” at the edges of its universe in the game’s short stories, in fan fiction, or in actions like healslutting creates a surreal divide that echoes the lived existence of many people in everyday life: like Ana-qua-Bastet and Soldier 76, your identity doesn’t matter here. The apparent safety for all of the magic circle becomes what Boluk and Lemieux call “the desire for an ahistorical, escapist gamespace” that voids out questions of ideology, embodiment and inquiry (21). The impulse to make play safe for “everyone” ends up, in many ways, reaffirming the primacy of only those identities and practices considered normative and acceptable. Similarly, it should not be “up” to those in underrepresented communities to create spaces for themselves to be seen and acknowledged. This simply shifts the requirement for labor back on those already unseen, while the existing model of storytelling and mechanical construction stays largely unchanged by the most popular and widespread producers.

This reinscription of normative identities and attitudes can be seen in the wealth of research on toxic gaming culture examining the links between how gender and sexuality are performed and engaged within and outside of the game space. Despite developers’ claims to creating an egalitarian gamespace through greater representation in a character roster or paratextual fiction, research on player imaginaries and stereotypes from Ruotsalainen and Friman (2018), Consalvo (2012), Taylor (2012), and Paul (2018) demonstrate that player performances within these gamespaces are both informed by and re-enact many of the problematic narratives surrounding gender and sexuality beyond the game space. In this way, then, we might read healslutting as an act of rebelling, not just against developers, but also against the normative performances and narratives that the player community weaves into the dominant “lexicon of play” in a game like Overwatch. The healslut community brings to light the ways in which games have always been queer and non-normative despite how broader communities (and even developers) attempt to cast both their spaces and play.

This is not to say that Blizzard should integrate healslutting into gameplay proper, or turn things like erotic play into monetized emotes and thus simply transform a subversive act of play into a new line of profit. But there is a space somewhere between, an acknowledgement of the existence of sex and sexuality in the digital realm, that provides opportunity while refusing tokenism. In Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture, Adrienne Shaw argues that “diversity is not the result of demand by audiences but the social responsibility of media producers” (225). It is not because players “want” diversity, but because it should and can be done to begin with; only through this active process can the “assumed normative categories of male, white, and heterosexual” be removed from their status as “default” (225). Making only a token gesture to Soldier 76’s gay past in a text deliberately left at the game’s periphery does not provide the “diverse” space that Kaplan claims.

 

References

All links verified 30.10.2019.

Games

Bioware. Mass Effect. Electronic Arts, 2007 – 2017.

Blizzard Entertainment. World of Warcraft. Blizzard Entertainment, 2004.

Overwatch. Blizzard Entertainment, 2016.

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Dragonmar. 5 Minute Tips: Communication and Callouts, Talking like the Pros. YouTube, 2016. https://www.youtube.com/watch?v=K6iMzSG3Op4.

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Chalk, Andy. 2017. “The Overwatch Playboy Parody “Playwatch Magazine” has been Shut Down by a Copyright Claim.” https://www.pcgamer.com/the-overwatch-playboy-parody-playwatch-magazine-has-been-shut-down-by-a-copyright-claim/.

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Grayson, Nathan. 2016. “Overwatch’s Director on Competitive Mode, Controversies, and the Future.” https://kotaku.com/overwatchs-director-on-competitive-controversies-and-1783869335.

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“Pharah.” Overwatch Wiki, last modified February 9, 2019. https://overwatch.gamepedia.com/Pharah.

Ramée, Jordan. 2016. Overwatch’s Lore Problem. Gamer Professionals. https://www.gamerpros.co/consistently-not-immersive/.

Reddit

BecauseOtters28. “Hey, new here; need to learn before I play.” Reddit, 9 February 2019, www.reddit.com/r/HealSluts/comments/aopzxv/hey_new_here_need_to_learn_before_i_play/.

deathride58. “Some less known games with slut potential.” Reddit, 14 August 2018. www.reddit.com/r/HealSluts/comments/6tj3pf/some_less_known_games_with_slut_potential/.

HSESlice. “Theoretically automating the HealSlut experience in OW.” Reddit, 12 January 2019. www.reddit.com/r/HealSluts/comments/af300f/theoretically_automating_the_healslut_experience/.

Its_Onyx. “I Met My IRL Daddy.” Reddit, 5 February 2019. www.reddit.com/r/HealSluts/comments/anj8lg/i_met_my_ldr_daddy/.

Kelhsy. “The Healslut Game – Oral Edition.” Reddit, 2018, https://www.reddit.com/r/HealSluts/comments/7bwg69/my_final_version_of_the_mercy_healslut_game_oral/.

LeviathansLust. “HealSlut Game MEGATHREAD.” Reddit¸18 January 2018, www.reddit.com/r/HealSluts/comments/7rdzyi/healslut_games_megathread/.

—. “What are the roles?” Reddit, 13 November 2018, www.reddit.com/r/HealSluts/wiki/newbie4.

—. “Why is this a thing?” Reddit, 8 March 2018. www.reddit.com/r/HealSluts/wiki/newbie3.

LeviathansLust, NotSoTiny, CptJac, and NikiXP. r/HeaSluts. Reddit, 2019. https://www.reddit.com/r/HealSluts/.

LittleZera. “Good Girl or Bad Girl? – Offensive as Mercy.” Reddit, 6 February 2019. www.reddit.com/r/HealSluts/comments/anubfa/good_girl_or_bad_girl_offensive_as_mercy/.

Meoowmew. “My guide to healslutting.” Reddit, 2 December 2018. www.reddit.com/r/HealSluts/comments/a2gdcf/my_guide_to_healslutting/.

NecroDamer9. “what the best way to play Mercy in overwacth?” Reddit, 23 January 2019. www.reddit.com/r/HealSluts/comments/aixe8u/what_the_best_way_to_play_mercy_in_overwacth/.

NotaRelnam. “I didn’t even know there was a name for this until a few days ago.” Reddit, 11 January 2019. www.reddit.com/r/HealSluts/comments/aesfl5/i_didnt_even_know_there_was_a_name_for_this_until/.

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Aarsde, Kent. 2014. “The Other Side of the Valley; Or, Between Freud and Videogames.” Journal of Games Criticism 1, no. 1. www.gamescriticism.org/articles/aardse-1-1.

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Brice, Mattie. “Play and Be Real About It: What Games Could Learn from Kink.” In Queer Game Studies, edited by Bonnie Ruberg and Adrienne Shaw, 77–82, Minneapolis, MN: University of Minnesota Press, 2017.

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Consalvo, Mia. 2018. Cheating: Gaining Advantage in Videogames. Cambridge, MA: The MIT Press.

Gray, Kishonna L. 2015. “Cultural Production and Digital Resistance: Examining Female Gamers’ Use of Social Media to Participate in Video Game Culture.” In Fan Girls and the Media: Creating Characters, Consuming Culture, edited by Adrienne Trier-Bieniek, 85–100. London: Rowman & Littlefield.

Greer, Stephen. 2013. “Playing Queer: Affordances for Sexuality in Fable and Dragon Age.” Journal of Gaming and Virtual Worlds, 5, no. 1. doi: 10.1386/jgvw.5.1.3_1

Handley, Christine. 2012. “‘Distressing Damsels’: Narrative Critique and Reinterpretation in Star Wars Fanfiction.” In Fan Culture: Theory/Practice, edited by Katherine Larsen and Lynn Zubernis, 97–118. Newcastle: Cambridge Publishing.

Hopp, Toby, and Jolene Fisher. 2017. “Examination of the Relationship Between Gender, Performance, and Enjoyment of a First-Person Shooter Game.” Simulation & Gaming, 48, no. 3, pp. 338–362. doi:10.1177/1046878117693397.

Jayemanne, Darshana. 2017. Performativity in Art, Literature, and Videogames. London, UK: Palgrave Macmillan.

Johnson, Mark R., and Jamie Woodcock. 2018. “The Impacts of Live Streaming and Twitch.Tv on the Video Game Industry.” Media, Culture & Society. doi:10.1177/0163443718818363.

Manninen, Tony. 2013. “Interaction Forms and Communicative Actions in Multiplayer Games.” Game Studies 3, no. 1.

Paasonen, Susanna. 2018.  “Many Splendored Things: Sexuality, Playfulness and Play.” Sexualities 21, no. 4, pp. 537–551.

Ruotsalainen, Maria and Usva Friman. 2018. “‘There are No Women and They all Play Mercy’: Understanding and Explaining (the Lack of) Women’s Prescence in Esports and Competitive Gaming.” DiGRA Nordic ’18: Proceedings of the 2018 International DiGRA Nordic Conference.

Ruberg, Bo, and Amanda Phillips. 2018. “Not Gay as in Happy: Queer Resistance and Video Games.” Game Studies 18, vol. 3: http://gamestudies.org/1803/articles/phillips_ruberg.

Shaw, Adrienne. 2014. Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. Minneapolis, MN: University of Minnesota Press.

Sundén, Jenny. 2012. “Desires at Play: On Closeness and Epistemological Uncertainty.” Games and Culture 7, no. 2, 164–84. doi:10.1177/1555412012451124.

Taylor, T. L. 2007. Play Between Worlds. Cambridge, MA: The MIT Press.

Kategoriat
1–2/2019 WiderScreen 22 (1–2)

On the Importance of Queer Romances – Role-play as Exploration and Performance of Sexuality

analog game, digital game, queer, role-play, role-playing games, romance, RPG, sexuality

Tanja Sihvonen
tanja.sihvonen [a] uwasa.fi
Professor
Communication Studies
University of Vaasa

Jaakko Stenros
jaakko.stenros [a] tuni.fi
University Lecturer
Game Research Lab
Tampere University

Viittaaminen / How to cite: Sihvonen, Tanja, and Jaakko Stenros. 2019. ”On the Importance of Queer Romances – Role-play as Exploration and Performance of Sexuality”. WiderScreen 22 (1-2). http://widerscreen.fi/numerot/2019-1-2/on-the-importance-of-queer-romances-role-play-as-exploration-and-performance-of-sexuality/

Printable PDF version


This article investigates various kinds of analog and digital role-playing games (RPG) from the perspective of queer romance. We are interested in finding out how ‘queer’ appears in the composition of role-playing games through analysing players’ explorations and performances, as well as the options for romance in these games. We will look into a variety of role-playing games as research material in this study, from non-digital play – such as traditional tabletop role-playing games to live action role-play, or larp – to single-player digital RPGs. We ask how queerness affects the options for romance, whether localised in an event or in the composition of a single character, and what kind of exploration it serves. Is queerness to be found in the romance mechanic, or crunch, of RPGs, or is it part of the fluff: the setting and character descriptions? This article’s orientation is theoretical, and the main reference material here comes from RPG studies as well as queer game studies.

Introduction

I didn’t design my character to be gay, but then it’s never really a choice, and when I realized this I actually felt as if he’d come out to me, his creator. I was excited. (Rougeau 2015)

In 2014, a non-player character called Dorian Pavus was introduced in Dragon Age: Inquisition (BioWare, 2014). Although this companion mage was not the first homosexual in a digital role-playing game (RPG), his introduction sparked considerable controversy on social media (Giant Bomb 2015; Grill 2014; Makuch 2014). For many, his presence marked a turning point for openly and ‘legitimately’ gay digital game characters. For instance, Kate Gray (2015) explains what the heartbreak felt like when her female avatar’s ‘boyfriend’ in the game, Dorian, came out to her. Similarly, Mike Rougeau’s (2015) player character Herald of Andraste turned out to be gay when he met Dorian, ‘Mr. Right’ for him, in the gameworld. The introduction of Dorian Pavus was a landmark moment in the history of digital role-playing games in the sense that his unapologetic gayness is disclosed to the player only when certain interactions have – or indeed, have not – taken place in the game. In other words, Dorian Pavus has not been marked as queer through representation, but through his (and the game player’s) actions.

The case of Dorian Pavus demonstrates that digital non-player characters (NPCs) can have lives of their own, lives that does not necessarily comply with the goals and ambitions of the player character and/or the player. Pavus has also been considered worthy of attention in games research (e.g. Østby 2017; Pelurson 2018). What lies at the heart of his case is a clash between players’ expectations and the game’s character design – a clash that opens up interesting viewpoints to the inner life of avatars, and the possibilities for role-playing them. Another crucial context for approaching this clash is an analysis through social interaction. It seems that confronting these kinds of deep, unexpected experiences in digital games requires a level of maturity from players that is not always a given in a mainstream gamer culture characterised by misogyny and homophobia (see Condis 2015). It is rarer for non-digital RPG player characters to act in ways that are surprising or discordant with player expectation, but such game mechanics do exist; in Monsterhearts (2012), for example, players are not in control of the infatuations of their characters (see Sihvonen & Stenros 2019).

Figure 1. A screenshot from a fan-made video celebrating a romance between the player’s elf character and Dorian Pavus from Dragon Age: Inquisition (El Doriango 2015).

This article takes the perspective of queer social interaction as a starting point to analyse how players of various kinds of role-playing games utilise the ‘magic circle’ of the game to explore romantic and amorous interactions, as well as questions of gender identity and sexuality. We also discuss instances where the game confounds its unsuspecting players, such as in the example above, by confronting them with unforeseen content. In this text, we ask how queerness appears in role-playing games: How does it affect the options for romance, is it localised in an event or the composition of a single character, what kind of exploration does it serve? Is queer to be found in the romance mechanic, or crunch, of RPGs, or is it part of the fluff: the setting and character descriptions (see Care Boss 2012)?

This article’s orientation is theoretical, and the main reference material here comes from RPG studies as well as queer game studies. We will look into a variety of role-playing games as research material in this study, from non-digital play – such as traditional tabletop role-playing games to live action role-play, or larp – to the multiplicity of digital RPGs. As part of our analytic framework and theory-building we have derived inspiration particularly from Stephen Greer’s (2013) work on the possibilities of ‘playing queer’, as well as Todd Harper’s (2017) reflection on the retroactively gay protagonist in the Mass Effect universe. This analysis is not based on a systematic review of all possible RPGs containing queer elements; rather, we aim to build theory through certain interesting game examples, such as Monsterhearts, Empire of the Petal Throne (1975), Mellan himmel och hav (2003), and the Dragon Age and the Mass Effect series. Our hope is that these observations will have relevance beyond specific genre conventions and lead to interesting insights regarding games, social interaction, and romance in general. This article is part of a larger ongoing research project that documents and makes sense of queer role-playing games, role-playing, and the culture around them.

‘Queer’ in this article is used in a double meaning. It refers to subjects, mechanics, and representation inclusive of LGBTQ identities within games and game culture, and to ways of thinking that simultaneously destabilise and reimagine games and play. The former can be thought through queer as a noun or an adjective, and the latter through queer as a verb. In queer theory, ‘queer’ is mostly seen as a verb (Barker & Scheele 2016). It can serve as a building block for a framework through which it is possible to critically examine the infrastructure that channels the emergence of certain kinds of games, play styles, and players. A vital part of this framework is interrogating and challenging dichotomies that have for a long time structured how games are understood and interpreted (see Shaw & Ruberg 2017, ix–x). Games, play, and game studies can be imagined otherwise, and that process begins with investigations on how to ‘queer’ the structure of games.

Queering can be an act of, for instance, twisting, flipping, and undermining the conventions and normative boundaries that drive patterns of play (Clark 2017, 4). In our quest to study romances in role-playing games, we regard games as systems of pleasure, and play as activities that target between the lines, destabilising the conventions of social interaction. In this context, we define romance as amorous, erotic, or flirtatious interaction between game characters.

Queer theory is very much about interpretation and imagination. That is not enough for us. We cannot ignore ‘queer’ as a noun (“a bunch of queers”) or an adjective (“queer community”) either. We draw not only from queer theory, but also from game studies, a multidisciplinary field combining approaches from humanities, social sciences, and design research. We are interested in games, characters, mechanics, and narratives that have been identified as LGBTQ related. While queer theory is largely opposed to the permanence that ‘identity’ implies and prioritises acts of becoming, we cannot ignore play by and about characters and themes (self)identified as somehow queer. We think that this gap can be bridged if our work is thought of as merely a snapshot at a certain time. It is not only possible but also probable that what we have here identified as queer will be identified differently at a later time.

Therefore ‘queer romances’ can be understood as acts that question the heteronormative binary logic of game characters and the boundaries of their social interaction as well as the principles of role-play in many kinds of RPGs enabling queer play. We treat ‘queer’ as a method that is part of a scientific paradigm – queer game studies – that is necessarily intersectional and concerned with issues of access, visibility, subjecthood, agency, and voice (see Shaw & Ruberg 2017, xvii–xviii). Our ‘queer look’ at games is first cast at tabletop role-playing games, since this is the first context in which modern RPGs took form.

The slow rise of fluff in tabletop role-playing games

The origins of the contemporary genre of role-playing games can be traced to the publication of Dungeons & Dragons in the US (TSR, 1974).[1] The early tabletop role-playing games had little room for romance of any kind. Indeed, the early role-playing games, Dungeons & Dragons certainly included, had very little of what would later be known as a setting: information about a fictional world, its inhabitants’ customs, practices, norms, and cultures in the first place (see Appelcline 2014, 19, 73). The published rulebooks, emerging from a tradition of miniature wargames, concentrated on rules, character classes, items such as weapons and magical artefacts, spells, and adversaries. These RPG rulebooks provided scarce resources for building relationships, interpersonal drama, or cultural exploration. However, while the rulebooks obviously give us some idea of the components and building blocks of tabletop games, they do not tell us how the actual play took place.

The kind of role-playing that was understood as exploration of a setting or a character, or a kind of dramatic slice-of-life play, was in the North American vernacular later referred to with the demeaning term fluff. It is the binary pair of crunch. Crunch refers to the rules and mechanics; fluff is the story-related atmospheric detail, background, setting, history, and culture. Designer Emily Care Boss (2012) has described how these terms are used: ‘One common approach to role-playing is to look at rules and mechanics as the skeleton of play, and “fluff” as the details occasionally handed out to keep the bones from sticking out. There is a dismissive quality to fluff.’ In her thesis on geek media and identity, Rachel Yung (2010, 77) defines fluff as ‘creative backstory of RPG characters’, although this definition is much too narrow for our purposes.

We consider the concept of fluff as a fruitful one, as it shifts focus from the structure of the game to the tapestry and atmosphere of play. Fluff is all those things that are unimportant to the system. This is where we find in-character chats, the fashion worn, and any cultural colour that designers (and, in their praxis, the players) have chosen to include in their game. This is also where we often find gender, ethnicity, and appearance of the character – seemingly unimportant variations of the norm that is the basic character. It is tempting to describe this basic character as not infrequently a ‘white able-bodied cisgender straight dude in his late 20s or early 30s’, but in many games all this remains unspoken as even the categories and characteristics of characters are seen as fluff. However, our concept of fluff is not simply a restatement of the question of representation either. Fluff is not just about ‘who is possible’ in the game world, but, we argue, it is the difference between a procedural simulation on one hand, and a role-playing game where the fictional world comes alive on the other. Fluff is all those things that the system does not recognise as meaningful, but the players do. However, the fluff-crunch dichotomy is not a restatement of the friction between authorship and play either, since the designers create not only the crunch but the fluff as well.

In early tabletop role-playing games, cues for queer romance cannot be found in the rules or rulebooks – that is, the crunch of the game. Sexuality and romance of any kind were solidly situated in the realm of fluff. And since there was very little fluff, there was hardly any published LGBTQ content. Queer playing was certainly possible, but accounts of such play have not been found. Still, from Gary Alan Fine’s (1983) account of play practices in the late 1970s we learn that, for example, sexual assault by player characters on non-player characters did happen, showing that players did move beyond the written rules and setting. Generally speaking, published tabletop role-play source books have a very heteronormative history, but subtle hints of queer play can be found. In the more recent editions of RPG source books, LGBTQ characters and themes are more visible and afforded, and the possibility of queer romance is present, although still often subdued.

Even so, we still argue that queer romances have been not only possible, but present in role-playing games from the beginning (see also Ruberg 2019). While direct evidence from play practices is missing, we can find the first mention of a lesbian romance in an early pioneer of creating a vivid and livable world through focusing on fluff. Linguist and author M.A.R. Barker’s Empire of the Petal Throne (1975) was a trailblazer in setting design and the first fully realised RPG world, Tékumel. The rulebook argues for developing coherent complexes for players to explore, and one of the examples is “The Tomb of Mnekshétra, the Lesbian Mistress of Queen Nayári of the Silken Thighs” (Barker 1975, 102).

In our earlier study of the history of queer representation in the rulebooks of tabletop role-playing games, we argued that prior to the late 1980s ‘early role-playing games silenced queer sexualities completely’ (Stenros & Sihvonen 2015), but in light of the discovery of this passage in Tékumel, we now see this conclusion is no longer accurate. A more nuanced reading we are proposing in this article is that queerness has existed in RPG texts from the beginning, but it took a decade for setting information (and fluff) to gain importance – and another decade for queerness to gain prominence in the settings:

Queers are possible in the fiction [of tabletop role-playing game settings] if the reader pays close attention to the choice of words. There have also been blatant, agenda driven uses of queers, both arguing that queers are an abomination, and ones proclaiming inclusivity and alternativity. More recently, the inclusions of queer sexualities have been more matter-of-fact, described without underlining – unless queerness has somehow been a key theme in the game setting. (Stenros & Sihvonen 2015.)

While romance, and queer romance specifically, is usually part of the fluff, that does not mean that it cannot be part of the crunch. Role-play game systems have had game mechanics for operations such as seduction. Rendering acts of flirtation, romance, and hooking up into a simple check of character attributes and some dice throws may not be very, well, romantic, but it does model some aspects of amorous interactions for the system. Seduction skill can be used, for example, to charm a guard and thus escape a brig.

Tabletop role-playing games where attraction, romance, and relationships are at the core of mechanics also exist, although they are quite rare. Emily Care Boss has created a trilogy of romance games – Breaking the Ice (2005), Shooting the Moon (2007), and Under My Skin (2009) – that are explicitly inclusive of queer romance. They are also part of the indie RPG movement that emphasised the importance of bespoke rules for each game with the credo ‘system does matter’ (Edwards 2004). The already mentioned example of Avery Alder’s Monsterhearts is a game where the player is not in control of who their character is attracted to. In Monsterhearts, the game mechanics, and thus the crunch, can be characterised as queering (Sihvonen & Stenros 2019, 115–116).

Figure 2. Blue Rose (2005) is a romantic fantasy tabletop role-playing game in which homosexual love was created before heterosexual love in the diegetic world.

To sum up, queer role-play has been possible since the beginning regardless of whether there were cues for it or not. LGBTQ fluff content has also existed in tabletop role-playing game source books since at least 1975. Fluff has been derided in the North American RPG culture, but over the years it has gained prominence in published source books – although the ‘core books’ usually concentrate more on crunch than fluff. Queer fluff, especially romantic queer fluff, is still relatively rare, but today some kinds of nods towards queer practices in RPGs are found in popular settings. Queer crunch exists but is rare. During the 1990s, queers and queer romances also started to become more commonplace in analog role-playing game settings. A culmination of this tendency was Blue Rose (2005), a romantic fantasy role-playing game where romances – gay, lesbian, and straight – took center stage (see Fig. 2).

Queer social interactions in live action role-play

Interpersonal relationships and social connections are a central element in larps. While physical surroundings and the actions they afford are undeniably important for larping, the presence of other players provides a particularly significant platform for meaningful actions. In certain larp traditions, such as the Nordic larp tradition on which we are focusing here, these social connections are seen as the most important part. They are valorised (e.g. Fatland & Wingård 1999), theorised (e.g. inter-immersion, see Pohjola 2004), and their creation is supported (e.g. Piancastelli 2019). Indeed, the characters and their personal connections receive much more attention than the creation of the setting, or elaborate rule systems in the design discourse around larp (e.g. Koljonen et al. 2019). While it is possible to view romance as a function of the setting, or as a result of mechanics, in larp it is most commonly seen as interpersonal affordance.

It is enlightening to reflect on this in relation to an early pioneer[2] of queer larp. Mellan himmel och hav (2003, transl. Between Heaven and Sea) was a queer feminist scifi utopia larp created by the Ars Amandi collective and inspired by the works of Ursula K. Le Guin. Through its fiction, the larp sought to make visible and question heteronormativity, expectations of monogamy, and the binary gender system. It was set in the far future on an alien planet and featured a human culture where there were two primary genders: morning people and evening people. Neither of these corresponded with contemporary ideas of masculinity or femininity, but were a new mixture created for the larp. New pronouns were also created for them. The core institution of the society was marriage, but a marriage was always between four people – two morning people and two evening people. From the point of view of players, they involved two male players and two female players, so that each player in a marriage would get to play a heterosexual relationship, a homosexual relationship, and a friendship. In addition, the society had a third gender. They would not marry, but acted as spiritual leaders for the community. (Gerge 2004; Tidbeck 2004; Stenros 2010.)

The narrative of this larp revolved around a marriage that would join together young adults from two neighbouring settlements. Sexuality, romance, and amorous interactions were at the core of the larp’s theme, and its designers developed new gender-neutral sex mechanics to help players carry out amorous scenes in a meaningful and comfortable manner (see Wieslander 2004). This was revolutionary at the time. Previously, sex mechanics had not been a site of serious design, nor had there been attempts at infusing such interactions with meaning. The technique used in Mellan himmel och hav was called Ars Amandi, and it worked for straight and gay sex; it was agnostic towards the number of participants, it did not assume that one participant was active and the other one passive, and most importantly, it was not played for laughs (see Fig. 3) (see also Stenros 2013).

Figure 3. A demonstration of the Ars Amandi technique from the workshop that preceded the Danish larp Totem (2007). Photograph by Peter Munthe-Kaas.

In Mellan himmel och hav, both the mechanics and the setting – crunch and fluff – supported the portrayal of queer romances, foregrounding such themes as bisexuality and polygamy. However, the larp also went one step further and encouraged players to get comfortable with one another during two workshop weekends that preceded the actual larp play (multiple separate workshops were and are very uncommon). During the workshops, players participated in creating the world, developed their characters and the interpersonal relationships, and discussed the queer feminist ideology of the larp. Fostering interpersonal affordances was taken seriously; the participants thought of themselves as an ensemble, and other people in the larp scene half-jokingly called them a ‘cult’ (see Stenros 2010).

Mellan himmel och hav is a unique example of bespoke larp design, where queerness is embedded in the design and mechanics of play. It was exceptional at the time, and although there have been other larps that have followed in its footsteps and the sex mechanics developed for it have spread to other larps and larp traditions, such an inclusive approach to queer romances is still far from commonplace in live-action role-play.

In general, queer romances in larp have received very little scholarly attention. Our understanding of larp practices is largely based on player accounts and secondhand information sources, such as post-play documentation, which presents challenges to research. For instance, cues for queer interaction can be detected in the source material of larps but there may be no evidence of such instances during play. On the other hand, as players are able to develop their characters relatively freely (at least in some traditions of larp), there may be queer aspects or attributes to the embodied characters that the persons organising or documenting the larp are not aware of. However, in the para-academic tradition surrounding Nordic larp, there are a few illuminating pieces we can draw from. Of particular interest in this regard is Eleanor Saitta and Sebastian F. K. Svegaard’s (2019) chapter ‘Designing for Queer and Trans Players’:

While abuse and violence that recreate real-world oppression are often thought of first in this context [of challenges in designing for queer and trans players], romantic or erotic play is also of specific concern. It only occurs in relation to another player, and requires vulnerability from both players. When players can’t find others to play with, or when there’s an imbalance in the amount of vulnerability in the situation, play becomes less accessible. This happens for players who aren’t conventionally pretty, for older women, and for minorities. Queer and trans players in particular often find themselves in a separate, disconnected larp, where they struggle to understand who is interested in play. (Saitta & Svegaard 2019, 175.)

In this text, Saitta & Svegaard discuss how queer experiences in fictional (or fictionalised historical) contexts are easily erased or rendered unintelligible, even by initiatives that are thought of as inclusive and queer-friendly by the designers. An example of such a tactic would be the removal of oppression, homophobia, and transphobia from the gameworld. While it is meant well, much of queer and trans history becomes nonsensical if such structures are removed during the design process. Similarly, gender-neutral casting, sometimes seen as a way to ensure that, for example, leadership positions do not default to male characters, or to introduce queer relationships organically (an existing relationship between two characters can be straight or queer based on the genders of the players cast in the roles) may seem inclusive at first glance, but it erases queer lived experience in the long run. Gender-neutral casting erases any specificity there can be in a queer (or straight) relationship on the level of the design. In such larps, every romance runs the risk of becoming interchangeable and non-specific, although obviously players can in practice queer any relationship.

Similarly, Saitta & Svegaard (2019) point out that difference is removed when straight players who portray queer relationships are not given support through the design. There are also asymmetric power relations involved in players’ choices of playing a queer relationship: A straight male player may be socially rewarded for his ‘courage’ to play a queer character, even if the portrayal is tone-deaf, whereas a queer player can be expected to tone down passion and desire in their performances so as not to elicit discomfort in non-queer players. Furthermore, since larp is embodied interaction between players, the body of the player cannot be ignored. Saitta & Svegaard write about trans bodies (see also Koski 2016), and how overt or subtle reactions of cisgender players’ perceptions of such bodies influence romantic larp play:

The question of player reaction is complicated because the body of a trans player may not look like the body of their character. Creating a new history for a player’s trans body within the fiction, often one that would carry its own violence, is both hard work and often painful. Because designers can rarely help here, many trans players choose to play cis characters. (Saitta & Svegaard 2019, 180.)

To conclude this section, larps with queer romance exist, but are often difficult to document. Sometimes such romances are initiated by players in accordance with the fictional world, or in a vacuum of no fictional support, or even in conflict with the fiction. Sometimes queer romances are a part of the intended design, supported by setting design, theme, character design, larp mechanics, workshops, and communication around larp. Examples of the latter, in the Nordic tradition following Mellan himmel och hav, include exploration of the coming of the HIV-AIDS epidemic to New York in Just a Little Lovin’ (2011-, see Paisley 2016), and Forbidden History (2018, no written documentation exists yet), a stylised indulgence in the public, the private, and the occult in a privileged educational institution. Furthermore, in addition to these event-style larps, there is an emerging tradition of easy-to-set-up chamber larps. Larps touching on queer themes and romance can be found from collections such as #Feminism (Bushyager, Stark & Westerling, 2016), Queer Gaymes (Bryk & Granger, 2016), and Prism: Larp Scenario Anthology Vol. 1: Queer (Milewski & Wicher, 2018).

It is against this growing number of larps consciously created for queer and trans players that the importance of Saitta & Svegaard’s piece (2019) becomes apparent. In a social form of expression, queer romance will emerge even if it is not encouraged, but if the further goal is to be inclusive of queer and trans players, conscious design work is required.

Daydreaming in single-player digital RPGs

In principle, role-play is a social activity where every player performing a role is seen to only make sense in the context of other players (a more general term for this is socio-dramatic play, see Burghardt 2005) and possibly a game master also engaged in the same activity. This is obvious in tabletop and larp, but also in digital role-playing such as massively multiplayer online role-playing games, play-by-post role-playing games, and other mediated social role-play events.

Research on multiplayer online games and play has dominated the field of game studies, and thus it is not surprising that also studies of queerness and games have largely focused on analyses of virtual worlds and mediated interactions between players (see Shaw & Ruberg 2017, xiv). On the other hand, play-by-post roleplaying, i.e. turn-based structured role-playing via an online platform, where the focus is on storytelling through prose (and possibly images), has only very recently garnered any scholarly attention (e.g. Dorey 2017; Stang 2017; Zalka 2019). Online multiplayer role-playing games have the most varied possibilities for queer romances, since they are able to bring together dispersed players with similar interests and have structures that enable the incorporation of player-created content. Among them, there is also a growing number of games that do provide cues for queer play.

However, in this article we concentrate on the kind of digital role-play that is distinct and restricted in order to get a grasp of how these games can be used for the players’ explorative and performative purposes. Although there are some other forms of organised solo role-play, single-player digital role-playing games are the most widespread and successful form. Since they are private, small-scale, and customisable (up to a point), they are likely to act as safer environments for the kind of personal and intimate role-play that queer romance necessitates. Socio-dramatic play, and social play in general, is inherently limiting because every player needs to take other players into account, and adjust their character’s behaviour and their own play style accordingly – some of the problems associated with these limitations were discussed in the previous chapter. Obviously, the player does not leave behind their cultural assumptions (see Ludic Hermeneutic Circle in Sicart 2009, 117–119) as they begin playing, but the experience can be solitary and as private as any digitally technology enabled activity can be today.

It is therefore important to note that single-player role-playing is a substantially different sub-category of role-play where the player performs the role only to themself and possibly a computer system. In single-player digital role-playing games, or SPDRPGs, the player usually has a player character that can be modified to the player’s liking and that the player finds themself bonding with. Encountering or gradually developing a romantic relationship between the player character and an AI-controlled non-player character in the gameworld can be an eye-opening performative experience, and an essential narrative path in the experiment of playing certain single-player RPGs.

BioWare is a Canadian game studio that has gained a reputation for creating single-player RPGs that allow for romantic and sexual same-sex situations to emerge within these complex artificial worlds. With its focus on exploring the possibilities of complex character design, non-normative sexual orientations, meaningful relationships, and other emotionally charged topics, it is not surprising that BioWare’s games have been researched extensively over the past years (e.g. Dutton, Consalvo & Harper 2011; Hassan 2017; Jørgensen 2010; Voorhees et al. 2012). We regard especially its serial Mass Effect (ME) and Dragon Age (DA) franchises among the most interesting high-profile games that feature LGBTQ interaction options. In this section, we are going to use them as examples in our analysis of the conditions in which queer romances are possible in SPDRPGs.

Even though both romance (Kelly 2015; Waern 2011) and queerness (Condis 2015; Krobová et al. 2015) have been studied in relation to BioWare titles, the role-playing aspects of queer romances for a single player have not yet been fully investigated, in spite of their importance in these games. Both ME and DA have powerful romantic options that have garnered exceptional enthusiasm among game scholars (Greer 2013; Reiss 2014; Østby 2016; Schröder 2008). Romantic narratives in these games are fundamentally based on player agency, as every player can choose whether they want to engage in romance, which NPC to approach, and also, to some extent, how the romance will develop and end. In these games romance is an essential part of the gameplay mechanic (Waern 2011, 240) and thus the crunch for the player. In all of BioWare’s games, queer content is primarily offered and activated through optional romantic relationships that the player character can pursue with non-player characters (Østby 2016; Krobová et al. 2015). According to David Gaider (2013), former lead writer at the studio, around a quarter of BioWare game players invoke same-sex romance options.

Dragon Age is situated in the magical world of Thedas, where the player gets involved in solving cultural and political issues in addition to fighting off evil and saving the world. Thedas is largely populated by human-resembling races, and their attitudes towards sexuality and gender are generally more liberal and experimental than in many other games, including Mass Effect (Østby 2016, 257–258). In Dragon Age, the romance options are presented to the player via their party members, and they depend on the race, social status, and gender of the player character as well as the gender and orientation of the romanceable non-player character.

In Dragon Age: Origins (BioWare, 2009), there are four possible romantic interests for the player character, of which two allow for heterosexual relationships to emerge, and two result in bisexual relationships (Waern 2011). In Dragon Age II (BioWare, 2011), out of the four possible ones, the primary romantic option for a gay male player character is the mage Anders, with whom the romance is integral to the main narrative of the game (Krobová et al. 2015). In Dragon Age: Inquisition, romance options have doubled, and the associated narrative paths have been considerably redefined – as the element of surprise connected to its earlier described character Dorian Pavus demonstrates (Østby 2016, 255–256). Romance in each of these instalments can develop in complex and unpredictable ways.

Mass Effect consists of (so far) four single-player, sci-fi themed role-playing games that are also third-person shooters. Its central narrative, set in year 2183, revolves around the discovery of ancient alien technology that has enabled interstellar travel and the encountering of alien races. The customisable but pre-fixed player character of the game is Commander Shepard, who discovers a machine race called Reapers who could doom the entire galaxy into mass extinction. In the world of ME, the way the personal narrative path turns out for Shepard alters the player’s game experience in considerable ways. This configuration begins with the player choosing some basic elements of Shepard’s socio-cultural background and service history as well as his or her gender (Voorhees 2012, 265).

The main component of role-play in both Dragon Age and Mass Effect is a dialogue wheel, a menu-based system that the player uses to interact with her environment and NPCs and steer the progression of the game’s narrative. Player choices also indirectly shape the gameworld, the player character, and the relationships between her/him and the NPCs. Out of these relationships, the options for romance are the most significant in terms of the gameplay and consecutive narrative content, and they are also essential in managing the chosen role and character of Shepard, thus allowing romance to become an essential part of crunch as well as fluff in these games. The weight of the decision on relationships is accentuated as the player can only be romantically involved with one NPC in each of the series’ instalments (in a single play-through). Furthermore, the romantic options are structurally different as they feature varying lifecycles, and some are more tightly woven into the narrative than others. In this way, the options for (queer) romance are also part of the crunch, or the game structure and rules, in both DA and ME.

Romantic partnerships may also extend beyond one instalment of the game to the next, if the player so wishes. For example, in Mass Effect 2 (BioWare, 2010), none of the romantic partner options from the first game are in the spaceship’s crew, so the player can choose to romance another character in the game, or to remain faithful to the first partner. In Mass Effect 3 (BioWare, 2012), the player can revive either of these romances through a string of decisions, or (as a male Shepard) approach the male soldier Kaidan Alenko and have a homosexual relationship with him (see Krobová et al. 2015). In this way, the ‘standard’ straight white cisgender male John Shepard is also employed in queer play.

Figure 4. A screenshot from a fan-made video portraying the love story between Shepard and Kaidan Alenko (Hydronami 2012).

Todd Harper (2017) reports playing ClosetShep, a player interpretation where the male Shepard is a closeted gay man, who is finally able to open up romantically in the third game; for him, this was a plausible explanation as to why Shepard could only have a gay romance in the third installment of the series. His love interest, Kaidan Alenko, can also be read as a closeted gay character, since he had appeared in all previous ME games without being positioned as homosexual. Harper (2017, 127) explains: “I was retroactively explaining, in narrative form, a primarily mechanical innovation that only manifested in the final game of the series”. The first two Mass Effects game were not built to examine what it feels like to be a closeted gay man and how losing oneself in one’s work is a way to cope with the feelings of isolation and loneliness that it entails. Yet this is what Harper found in his pretend play with the Mass Effect artefacts. The absence of romance in the first two parts became meaningful with the possibility of a romance later.

It is likely that the narrative decision-making as an RPG strategy engages the player emotionally in the game and in its characters’ destinies, since it creates a sense of the player being responsible for their own gameworld. This increased emotional engagement can be achieved by featuring in-game decisions that have obvious and lasting consequences in a game or throughout the whole series (Waern 2011). In addition to focusing on the crunch that allows for queer play, there are many ways for the player to alter the fluff in these games in order to achieve queer romantic options. While ClosetShep is an example of post-play narrative modding (see Layne & Blackmon 2013), many single-player games also encourage the production and distribution of user-created modifications through which queer romance can be attainable in surprising and interesting ways.

For instance, Shepard’s gender can be changed without touching any of the other attributes in the save game mode using the simplest save game editing, thus making it possible for the player character to initiate a romance with another crew member outside of their available options. Save game editing has apparently been quite popular with players wanting to experience romantic relationships normally excluded from their player character’s gender (see Okogawa 2011, sections [10–11]). Fan forums and modding sites on the internet abound with aesthetic fluff mods that alter the appearances and textures of game characters as well as change the settings and levels of play. Another interesting way of modding single-player digital RPGs is the creation and maintenance of NPCs and their narrative paths that differ from the original game. Changing the characters and their surroundings in SPDRPGs is part of modifying the fluff of these games, whereas reconfiguring game code to allow for queer romances that actually have an effect on the gameplay itself is part of the crunch and thus, in many ways, more difficult (see Sihvonen 2019).

As we have seen in this brief overview, both of these modification styles can be an important part of the experience of playing single-player digital RPGs. Single-playing role-playing, when played without a digital game artefact, is akin to daydreaming or solitary play with toys. The digital single-player game provides a narrative context, a responsive system, and the kind of curated focus that can be absent in the more baroque and digressive social role-playing games. This brings about meaningful structure to the daydreaming, but also limits play, thus creating a demand for modding. In social role-playing, we negotiate with other people. In digital single-player role-playing games we cannot negotiate, but need to stick within the possibilities afforded by the game artefact – or tamper with the artefact directly. Single-player digital games are thus private, focused, and restrictive while also providing the player with possibilities for experimentation, innovation, and self-discovery.

Conclusions

We can find queer romance in all kinds of role-playing games, be they digital or non-digital, social or solitary. The earliest cues for queer romance in a commercial role-playing game can be found in the mid-1970s. Player-initiated queer romances are harder to find than cues created by designers, since play is ephemeral, and role-playing game documentation is scarce. While evidence of queer romance in role-playing games is plentiful, the systemic game artefact, be it digital or non-digital, can be limiting by its very nature. The worlds of Mass Effect and Dragon Age are places where the players can, within strict but expanding boundaries, ‘do’ gender in the sense Judith Butler (1990) has talked about performance. Yet, while the BioWare games offer possibilities for playing gay, lesbian, and bisexual romances, it is obvious that there is not much proprietary queer content available to play with – and even modding the system is unable to transcend it.

Tabletop role-playing games and larps are more co-creative, and thus incorporating queer romance is easier – provided that fellow players are open to such ideas. However, since these games are social, playing a romance requires more than one person who is willing to commit to the performance. As Saitta and Svegaard (2019) argue relating to larp, existing social structures and norms may prevent queer romances from emerging in practice, even if the design does provide a space for it, if such choices are not actively encouraged and supported by the design.

In this article we have woven together ideas and insights from different kinds of role-playing games. While these games are different, and indeed the methods in which we have interrogated them are also necessarily different, it is our hope that with the duals connecting threads of role-play and queer romance enable us to say something about perfoming amorous interactions as fictional selves and acting ‘as if’ someone else in shared storyworlds.

Players seeking to queer role-playing games are operating within the local social norms that are constructed knowingly and unknowingly with co-players. They operate within the socially upheld game rules that usually draw from an explicit rule set, and in digital games they also operate within the laws of the code in their software (which can be modded). Tabletop, larp, and single-player digital RPGs all have different configurations of these aspects. Traditionally, tabletop role-playing games are most bound by the published source books that lay the foundation for the shared world. Larps are often not based on published rule systems, but can have bespoke systems. Yet larps usually feature a larger player base, which means that the social norms are harder to negotiate. In single-player digital RPGs there are no co-players, but the digital artefact comes with hard limits.

Queer practices, or even identities, do not boil down to just romance. The queer is in the gap between the cues provided by the artefact and the player’s response (see Sihvonen & Stenros 2018). It is in the invitations to play, to extrapolate, and to engage in transgressive readings. In the fluff of various kinds of RPGs, we find both explicit cues for queering and vague hints that can encourage queer readings and practices. While a queer reading certainly can be constructed with very little support in the text, having such support can be extremely meaningful as the opening quote of this article shows. Furthermore, if we consider the fact that 24 percent of the players of BioWare’s games have chosen to engage same-sex romance options (Gaider 2013), we can conclude that it is not only the queer-identified players looking for LGBTQ representation that are significant – it is also the implicit and explicit affordances of these single-player RPGs that allow for all kinds of queer deeds and performances to emerge in real life, on private screens, and in various online contexts.

Even if there are no cues for queer romance, queer play is obviously still possible. However, cues for queer play make it not just possible, but likely and practical. And here we need to return to our dual meaning of ‘queer’. In a sense, queering role-playing games is best when there are few or no cues present. That is when we can truly twist, flip, and undermine the conventions and norms. Can any mechanic already included in a game ever be ‘queer’ in this sense? Even if it is in the doing of these mechanics that queering happens, is the player only reconstructing something that is already in the text (i.e. the rule system)? However, whereas queer readings go against the grain of the text, in queer social play the queering can happen either in relation to larger norms and conventions, or against the local conventions of the (sometimes very) small group of co-players. Queer (adjective) content is still transgressive in many game cultures at the time of writing, even if it is only re-presenting something someone else imagined.

In Mass Effect and Dragon Age, queer romances are avoidable, as the player needs to opt in to participate in them. Queer, or LGBTQ, play is not thrust upon all players. Yet, when queer romance is in the crunch, in the system of the game, it becomes unavoidable, like in Monsterhearts or Mellan himmel och hav. The history of tabletop role-playing game source books and the slowness in starting to discuss setting and culture show that romance of any kind has been considered peripheral. Thus, it is hardly surprising that moving not only romance, but queer romance into the centre of a game is a rare act, and an act we argue is queer, at least at the time of writing. Games with queer crunch are queer in the sense that they disrupt norms, make alternatives visible, and confront players’ expectations. Games with opt-in queer fluff tend to have heteronormative and sexist baselines, but they are queer in the sense that they are fluid, offering the player the possibility to decide how they want to do or perform their gender and sexuality on that day. We need queering to see and imagine the romantic possibilities that lie beyond the horizon or in the shadows. Even so, in systems of shared storytelling it is not enough to do those acts alone; they need to be visible and legible enough for others to recognise them. And for this we need both crunch and fluff to include cues for queer play.

Acknowledgements

Special thanks to James Lórien MacDonald, Juhana Pettersson, and Evan Torner.

References

All links verified 24.10.2019.

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Notes

[1]‘Role-playing game’ (or RPG) as a term has multiple meanings. The term is used to refer to commercial game types (such as tabletop role-playing games) and to genres of digital games (single player digital role-playing games). While these types have similarities, such as certain game mechanics, an importance of game characters, as well as historical similarities, they are nonetheless often treated as separate. Our use of ’role-playing game’ aligns with its use in game studies (e.g. Zagal & Deterding 2018), where the term is seen as an umbrella for games and playing styles that have been called role-playing games at some time, tracing the genealogy of the term in various historical and cultural contexts, and trying to take its variations and specifications into account regardless whether they are digital or non-digital, or commercial or non-commercial.

[2] With clearly productised role-playing games, be they tabletop RPG handbooks or published single player digital RPGs, it is possible to track down starting-points and ‘firsts’. With larps that are ephemeral by nature and rarely published in any form, such claims would be much more contested.

Kategoriat
3/2018 WiderScreen 21 (3)

On the Dark Side of Lifestyle Blogging – The Case of Negative Anonyms

blog elicitation, lifestyle blogging, negative anonyms, online ethnography

Riitta Hänninen
riitta.j.hanninen [a] jyu.fi
Post-Doctoral Researcher
Department of History and Ethnology
University of Jyväskylä

Post-Doctoral Researcher
Centre of Excellence in Research on Ageing and Care (CoE AgeCare)
Academy of Finland

Viittaaminen / How to cite: Hänninen, Riitta. 2018. ”On the Dark Side of Lifestyle Blogging – The Case of Negative Anonyms”. WiderScreen 21 (3). http://widerscreen.fi/numerot/2018-3/on-the-dark-side-of-lifestyle-blogging-the-case-of-negative-anonyms/

Printable PDF version


The social reciprocity between bloggers and their readers included in lifestyle blogs is inspired by casual exchange of information, opinions, and emotional support. Despite the obvious positive connotations, the world of lifestyle blogging also has a darker side to it. A negative anonym is recognized by bloggers as a reader who comments behind a pseudonym and distributes critical or abusive comments targeted against bloggers’ physical appearance, personality, life choices, or commercial collaborations. Bloggers are often regarded as influencers of social media. In this study, however, the perspective is reversed as I explore some of the ways bloggers are influenced by their readers.

Lifestyle bloggers value their readers as one of the most important aspects of blogging, while at the same time they hold their personal lives precious and exercise a strict regime on their privacy (Nardi et al. 2004; cf. Viégas 2005). By controlling the disclosure of information, bloggers strive to determine where to draw the boundary between themselves and others – private and public. (McCullagh 2008, 12; cf. Sinanan et al. 2014.) My analysis of recurring critical comments and the strategies employed by Finnish bloggers to manage these comments is based on the idea of blogs as ethical spaces, where, according to Lövheim (2011a; cf. Harris 2008), bloggers negotiate moral issues by using new technologies in order to handle the shifting boundaries and norms in contemporary Western society.

This study focuses on the impact negative anonyms[1] have in the Finnish blogosphere. I concentrate especially on the multiple ways lifestyle bloggers experience readers’ comments and ask what is criticized by the negative anonyms who comment on blogs. I also discuss the recurring topics that negative anonyms rely on in their criticism, according to bloggers. Secondly, I am interested in the consequences of critical comments for the Finnish blogging scene: in this context, I focus on the strategies lifestyle bloggers employ to manage critical comments as well as the practices through which negative anonyms consequently affect the basic social structures of the online world of blogging in general. The contextual thematic analysis of the research is based on online ethnography, including extended online observation, 8 thematic interviews, and 17 blog elicitation interviews (BEI).

The relationship between bloggers and their readers

Lifestyle blogs[2] delight people and bring positive things into their lives, yet in anthropological terms, sociality reflects the whole variety of human existence including the positive and negative aspects of being together. The drawback of online communality in the blogging world is that not all followers in social media fall into the majority of benevolent readers. Similar accounts can also be found in other countries, such as Sweden (Lövheim 2011b), Singapore (Abidin 2013) as well as Germany, Switzerland, the United Kingdom, and the United States (Eckert 2017), suggesting that the existence of negative anonyms often associated with trolling[3] and online bullying[4] has a transnational quality to it. The idea of putting oneself out there involves risks especially for female entrepreneurs in digital spaces, where they submit themselves to public scrutiny (Duffy & Pruchniewska 2017, 855).

According to Shao (2009), the majority of user-generated media followers do not engage in active conversation in blogs or comment on them at all. This argument concurs with Google Analytics, which is regularly used by the bloggers participating in this research to get information about their readers. As Viégas’ (2005; cf. Östman 2013) survey from the mid 2000s, which marks the beginning of lifestyle blogging at large, indicates, the occurrence of personal topics was positively and significantly correlated (r = .0.3, p < 0.01) with how often bloggers “got in trouble” with their readers. In the light of my research data, the issue of refraining from personal accounts that are too intimate to share is still as current in the Finnish blogosphere as it was over fifteen years ago.

The relationship between bloggers and their readers has been widely studied in the contexts of, for example, authenticity and trust (Abidin & Thompson 2012; boyd 2006; Colucci & Cho 2014; Chai & Minkyun 2010; McRae 2017), the debate over private and public (Livingston 2008; McCullagh 2008; Sinanan et al. 2014; Talvitie-Lamberg 2014), and commercialization of the blogging world (Herring et al. 2005; Abidin 2013; Hänninen 2015), all of which challenge the relationship between bloggers and their readers and predispose lifestyle blogging to the emergence of negative anonyms.

Less attention, however, has been paid to the actual focus of the criticism or the everyday life strategies bloggers employ in order to maintain their personal boundaries. Boyd (2006; Abidin 2013) argues that the conflict between bloggers and their readers is based on a discontinuity, where in the bloggers’ view blogs are in fact a corporeal extension of the self, while the readers seem to agree that it is only a place to engage in conversation. According to Lövheim (2011b; cf. Rettberg 2014), the decision to protect one’s private life is clearly set against the expectation that popularity requires sharing personal stuff with readers, and that establishing boundaries implies the risk of losing this position.

The cultural norms of the blogging community are continuously negotiated and co-created between bloggers and readers. In practice, this means that bloggers’ income depends on sustaining the illusion of intimacy, or “perceived interconnectedness”, with people they may not normally associate with, and that this relationship can be precarious and prone to stress. (Abidin 2013; cf. Bortree 2005; cf. Abidin & Thompson 2012.)

Of course, not all critical commenting falls into the category of negative anonyms, nor does disagreement per se constitute bullying. In this analysis, distinguishing constructive critique from abuse is based on the experiences of and connotations made by individual bloggers since the denotations of comments written by negative anonyms are often unspoken and rarely unambiguous (cf. Hinduja & Patchin 2008). The original connotations of a given negative comment are not easily deciphered even by the bloggers themselves. However, in order to describe the recurring topics negative anonyms rely on in their criticism and the consequences critique has for the Finnish blogging scene, the lifestyle bloggers’ point of view is central in this analysis.

Online observation and blog elicitation interview

The research data consists of extended online observation and 25 interviews conducted in autumn 2014 (8), autumn 2015 (3), and autumn 2017 (14) within the Finnish blogosphere. The extended online observation for this study was carried out between June 2017 and January 2018. Following the overall demographics of the world of lifestyle blogs, the majority of interviewees are girls and women, but the research data also includes two male bloggers. The age of the randomly chosen bloggers writing in both Finnish and English varies from 18 to 50. Geographically, the bloggers represent the whole of Finland, including expatriates who do not physically live in Finland[5], but who blog mainly in Finnish and/or under Finnish blog portals.

The bloggers participating in this study reflect the general hierarchy of the blogging world. Established professional and semi-professional bloggers receive more monetary compensation for their blogs and thus have a different take on the commercial side of blogging in comparison to writers who blog only as a hobby and have little or no collaboration at all with the lifestyle industry. As I am constructing an overall view of the relationship between bloggers and their readers in the context of negative anonyms, the focus of the research will be on all three groups of bloggers.

I have been observing the Finnish blogosphere for over ten years, partly as a personal pastime but also as an online ethnographer. During the first leg of my fieldwork in 2014, I studied lifestyle bloggers using a traditional thematic interview (8) and conducted an extended online observation (cf. Hopkins 2016) regarding the blogging world. After the most recent part of my fieldwork observation (June 2017–January 2018), which consisted of reading approximately 50 randomly chosen Finnish lifestyle blogs on a weekly basis (which I consequently still do), I focused particularly on the relationship between lifestyle bloggers and their readers and the idiosyncrasies of this interaction. I was also interested in the early ideal of lifestyle blogs as personal diaries dating back to the mid-2000s and the role the commercialization process plays in the everyday lives of Finnish lifestyle bloggers. In this analysis, extended online observation primarily serves a contextual function triangulating the interview data. Approximately one third of the bloggers/blogs observed for this study have also been interviewed.

After conducting the first 8 thematic interviews in 2014, I soon realized that in order to fully grasp the visual and multi-channelled characteristics of contemporary lifestyle blogging, I should pay more attention to elaborating the thematic interview as a research method and started to develop BEI. New media phenomena such as lifestyle blogs are often based not only on texts and written material but also on a generous amount of visual aids such as photographs and videos, which Uimonen (2013; cf. Kaufmann 2018) describes as the online performance of selfhood being staged in digitally mediated and networked social worlds. In addition to blog posts, BEI is also equipped to dive into the Instagram, WhatsApp, Snapchat, and Facebook environments used multi-medially by the majority of bloggers.

To apply BEI in practice, I instructed the interviewees to choose 2 to 4 blog posts that they thought were important for their blogging. During the interview sessions, I asked the bloggers to describe what these blog posts were all about and why they had chosen these particular posts for our discussion.

BEI is based on the photo-elicitation method deriving from the fields of digital and visual anthropology and sociology (Padgett et al. 2013; Harper 2002). It operates on the simple principle of placing one or more images, such as photos but also videos or any other type of visual representation, at the center of an interview and asking bloggers to comment on them. The images, or in this case blog posts, may be produced by the interviewees themselves (native image making technique) or provided by the researcher. (Bignante 2010; cf. Epstein et al. 2006.) The main difference between photo-elicitation and BEI is that instead of choosing only visual materials, bloggers were asked to comment on a number of blog posts consisting of both visual and textual elements they regard as important.

BEI can be used as an independent interview method focusing on elicitation in itself, or, as in this research, an extension of the thematic interview that enhances the depth of the interview. Thirdly, depending on the methodological framework of the research, the visual material produced by BEI can also be considered an independent data set and analyzed accordingly. The choice between these three methodological frameworks is based on the research questions and epistemological focus of the analysis.

In the context of negative anonyms, I found that the research data produced by BEI reflected mostly some of the positive elements regarding lifestyle blogging, including for example posts that have been commercially successful, evoked high visibility in social media, or even if not entirely positive, touched the blogger’s sentiments by being personally appealing to the interviewee (cf. Norppari & Hautakangas 2012). It was thus clear that less focus was placed on the negative aspects of lifestyle blogging, such as trolling and bullying, and that while BEI played a pivotal role in terms of the overall data gathering, in this particular analysis, it served as an extension of the thematic interview.

In my fieldwork, BEI has deepened my understanding of the everyday lives and work of lifestyle bloggers by providing “behind the scene” information on the phenomenon, including insight on negative anonyms and the ways bloggers cope with them. Furthermore, BEI was especially engaging to the bloggers, who were able to choose their favorite blog posts and “show me around” their blogs. As the bloggers were free to choose blog posts for discussion, the interviews also include in-depth information on what the bloggers regard as memorable, and emotional in their blogging (cf. Collier 1987). BEI also provides necessary tools to overcome the often artificial barrier between virtual and real-life fieldwork environments characteristic to the blogging world (cf. Boellstorff 2008). Additionally, it promotes informant participation by emphasizing the collaboration between the researcher and interviewees (Jenkings et al. 2008). Lastly, BEI does not exclude the possibility to ask further questions (cf. Bignante 2010), which was something I did especially towards the end of each interview to avoid unnecessary interference by the researcher.

Based on the triangulation of the observational data and interviews in this research, the contextual thematic analysis starts with the critique targeted by negative anonyms on lifestyle blogs and proceeds to the strategies lifestyle bloggers engage in order to cope with negative anonyms. The overall aim of the analysis is to determine how negative anonyms, in fact, construct the basic social structures of the Finnish blogosphere.

Reoccurring topics of critique in lifestyle blogging

The three main categories of critique discussed in this chapter are issues related to bloggers’ personal life, subjects that go against the idea of blogs as “happy places” prevalent in the blogging world in general, and finally the often heated discussion on the commercialization of the blogosphere. Blogs are read, commented on, and commercially utilized by both bloggers and advertisers precisely because of their personal quality: the commodity a lifestyle blogger holds in the context of commercialization is the blogger herself. The number of blog readers has grown, in Finland from the mid-2000s until recently (OSF 2017). Small privately run blogs mainly written to family and friends have turned into commercially viable businesses, adding to the pressure bloggers encounter on a daily basis. As Emma[6] points out:

[…] you start thinking about what you can write about. The Internet can be a cruel place. And then you realize that you can’t really give the right impression of yourself. You are constantly afraid of what’s going to happen if you do. […]

The main problem of contemporary lifestyle blogging is, according to Maria, that “bloggers are considered celebrities without any human rights.” Similarly, the concern over “right impressions” and privacy established by Emma focuses on the safety and welfare of the blogger including her family and friends. According to my analysis, it is clear that most bloggers participating in this research identify with this concern, and that whole areas of the bloggers’ personal lives are to a various degree excluded from their blogs (cf. Eckert 2017, 14; cf. Abidin 2013; cf. McCullagh 2008).

Maria describes her take on privacy issues by measuring the personal information she shares online against that shared with casual acquaintances: “I only write about things I could tell a stranger at a bus stop.” Additionally, many bloggers have decided not to use the real names of their children, spouse, relatives, or friends[7], or to post photographs that could compromise their anonymity (cf. Bortree 2005). According to my research data, many Finnish lifestyle bloggers are equally concerned about topics related to the places they live and work in outside the blogging scene, and asking permission to publish photographs of other people than themselves in their blogs.

The measures bloggers take to protect their privacy reflect the critical comments in their blogs. Everything that is “on display” becomes exposed to readers and their unpredictable actions. The examples of being attacked by a negative anonym range from body shaming, family dynamics, dietary choices, and conspicuous or unethical consumption, such as buying clothes, bags, or footwear made in Chinese sweatshops, to surreptitious advertising (cf. Hänninen 2015; cf. Lövheim 2011b). The aspiration towards privacy in lifestyle blogging also includes the idea of blogs as happy places, as Hanna describes her disposition:

I like to emphasize nice things in life. I think that positivity is the stuff I like to bring forward [in my blog]. I have always said that my blog is a happy place and that I want to promote happy things that could delight my readers.

Similarly, lifestyle bloggers also report that they avoid explicitly controversial topics such as politics, religion, and sexuality (Abidin 2013)[8]. The idea of blogs as happy places is one of the predominant staples of the blogging world. Easy-going posts featuring the positive aspects of life outnumber the negative or otherwise difficult issues in blogs. Bloggers’ reluctance to reveal the details of their everyday lives is based on their need for privacy and subsequently security. In the context of the discourse portraying blogs as happy places, this view is further complemented by the idea of “cutback reality” – a construction of reality that appears to be all there is to know about a blogger (cf. Lövheim 2011b), but, as Amanda points out, represents only a small, carefully selected part of the everyday life distributed to the reader:

My strategy has always been to create an illusion of abundance of the things I share [with readers] while in truth the majority of my everyday life remains completely out of bounds.

Of course, the cutback reality of lifestyle blogging is not merely related to the privacy issues or ethics of the online world. It also reflects the aesthetics of blogging, which Creeber (2009, 17) describes as an activity “indulging in increased levels of intertextuality, generic hybridity, self-reflexivity, pastiche, parody, recycling and sampling.” In Barthesian (2001; cf. Hänninen 2012) terms, this cutback reality consists of various semantic elements that do not only leave out structures of the everyday lives of bloggers but also playfully rearrange and thus add to them in order to create something new.

Blogs are assemblages of carefully selected aspects of bloggers’ everyday life and aspirations put on display by bloggers, yet what is not shown is often as informative as what is included (Sinanan et al. 2014). In practice, this means that the overall view a blogger creates through their blog is not a snapshot of their everyday reality as such but, rather, a stylized representation of this reality created by the blogger. Returning to the negative anonyms, I argue that alongside the aesthetic aspects of happy places, the cutback reality also serves an important protective function in lifestyle blogging.

Too many positive, happy-go-lucky blog posts produce negative comments from some of the readers who regard this kind of content as superficial and therefore inauthentic. This argument has a clear affinity with the critique on commercialization in lifestyle blogging: an excessive number of commercial collaborations creates aggravation in a similar fashion to a large number of positive blog posts. Julia describes her experiences on the commercialization of lifestyle blogging as surprising as she had not realized that so many readers oppose advertising in blogs:

It was only last week, I had just done a collaboration with a bread company, and a couple of my readers commented on that post, saying that I have a lot of commercial stuff [in my blog]. I guess I was asking for it, but then I wrote a separate post about [commercial] collaborations in my blog, and it turns out that now everybody [the readers] thinks that I advertise too much.

Based on my fieldwork, the two common arguments against commercialization in blogs among readers are that advertisements corrupt the authenticity of the blogging world and that if advertising was to exist in the blogging scene at all, it should be executed in an ethical manner[9]. As Abidin & Ots (2016) point out, all three parties in blog advertising, i.e. bloggers, followers, and brand clients, are sensitive to what they regard as deceptive and unethical practices in lifestyle blogging and thus place normative pressure on bloggers. Unethical practices comprise, for example, insufficiently labeled collaborations or surreptitious advertising, and, as Julia points out in her account, a large amount of commercial content in a given blog (Hänninen 2015). Julia also discloses a third example of unethical practices in the blogging world, which is related to the way commercial collaborations are executed in the eyes of a critical reader:

I think they [commercial posts] are kind of stupid, too, if you first write like normally and then you say that this bread is good, it’s the best bread ever blah blah blah. It’s just ridiculous. […] But if I write just like I usually do and present the product in the context of my real everyday life, then there comes a reader who says that you are so clever. You always sneak in the commercial content so that she didn’t even realize that the blog post was labeled as commercial.

Dissolving the boundary between everyday life and commercial content is a controversial issue, which clearly demonstrates the enduring gulf between bloggers and some of their critical readers. Incorporating commercial content into the everyday life of the blogger is regarded, on the one hand, as unethical, as the reader does in the description above, or on the other hand, as an example of a good, professional blog post – a position common to bloggers.

The three categories of critique – i.e. issues related to bloggers’ personal life, content that goes against the idea of blogs as happy places, and the critique on commercialization – share a common denominator, which is the concept of authenticity. Marwick (2013) describes it as a palpable sense of truthful self-expression, a connection with and responsiveness to the audience, and finally an honest engagement with commercialization. All three categories emphasize the importance of integrity and trust in the relationship between bloggers and their readers. Understanding the controversy between bloggers and their readers relies on the core values and ethics of lifestyle blogging. I also argue that the values in lifestyle blogging are not something that could be predetermined. Instead, they live in and off of an ongoing debate on the integrity and trustworthiness of bloggers – requirements that constitute “an imperative of authenticity” in the blogging world.

Managing negative anonyms – The passive and active strategies

The strategies bloggers employ to cope with negative anonyms in their everyday lives range from ignoring the negative comments to hiding their hurt feelings or, in extreme cases, filing a police report on a hostile stalker. In terms of the various ways bloggers manage their relationship with negative anonyms, these initial examples fall into passive and active strategies.

As one passive strategy, lifestyle bloggers typically regard negative anonyms as the necessary evil of social media (cf. Moor et al. 2010). Critical or abusive comments are something that cannot be avoided while blogging and bloggers just have to deal with the status quo, or as Hanna summarizes it: “[…] you toughen yourself up and stop caring.” Rather than confronting negative anonyms or giving them a piece of one’s mind, bloggers for the most part prefer to ignore bad behavior in their blogs and hide their true feelings from the public (cf. Abidin 2013). Privately, however, bloggers do show emotions towards negative anonyms, which, as Anna describes her sentiments, evoke sorrow and anxiety:

[… ] On a good day, I laugh [at the negative comments] and forward them to my mother: “Just look at this!” I feel sorry for the people who have the energy to write them to me. But sometimes late at night when I can’t sleep I start to think […] about all the freaky comments I’ve received and it gets me down.

As was briefly touched on in the previous chapter, another passive strategy is that lifestyle bloggers start to avoid provocative issues that could produce critical comments or draw negative anonyms to the blog. Deep personal contemplation is replaced with more superficial descriptions of everyday life happenings. Holding oneself back from provocative or intimate issues has a great impact on the actual substance of lifestyle blogs. The influence of negative anonyms also extends to the form, such as sarcasm, which can be misinterpreted by readers either deliberately or by mistake as something completely different from the original intention of the blogger (cf. Papacharissi 2011). There were several bloggers among the interviewees who reported that they have adjusted their writing styles according to the negative comments they have received.

In order to prevent unnecessary conflicts, bloggers are, in fact, exercising careful self-censorship in their blogs – censorship that does not necessarily require further input from negative anonyms as it is based on the blogger’s or her colleagues’ previous negative experiences and carried out in advance. This passive strategy also reflects upon the intimacy of blogging, which, in the bloggers’ view, has suffered from the negative comments. According to Maria, writing to a large audience that one does not know properly can be intimidating and difficult to manage:

How many people would be willing to open up their personal lives to tens of thousands of people – things that could potentially be used to hurt you in the coming years? I think it’s certain kind of self-protection that you only tell the fluffy and cuddly, superficial stuff in your blog that cannot be used to hurt you on a personal level.

Blogs can quickly start to appear shallow, superficial, and distant to readers, who do not leave the stylistic change unnoticed or without a comment. In the long run, this kind of relative abstinence can produce dissatisfaction among blog readers. In more theoretical terms, this phenomenon also reveals a classical vicious circle, which explains the sources of abusive criticism and bullying in the blogging world. The more bloggers try to hide aspects of their personal life because they are concerned about negative comments or try to protect their privacy, the greater the pressure among readers as they want to know more or find that blog posts are becoming superficial.

To fade away from one’s own blog is a radical process for a blogger, leaving her without the voice she used to have for example at the beginning of her blogging career, when the number of readers was often smaller and bloggers had more freedom to express themselves through their blogs[10]. The consequences of fading away from one’s own blog can be drastic as bloggers sometimes end up quitting their blogs temporarily or for good. This can happen directly because the bullying itself has become too much to handle, or indirectly after losing one’s voice and interest in blogging.

The active strategies lifestyle bloggers employ against negative anonyms include, for example, discussing abusive comments with friends, family members, and colleagues in the Finnish blogosphere. Eckert (2017) points out in her comparative study in Germany, Switzerland, the United Kingdom, and the United States that there is a designated buddy system among bloggers who wish to share their experiences on bullying, whereas in Abidin’s (2013) analysis on the Singaporean blogosphere, bloggers rarely confided in each other regarding online abuse. In Finland, sharing similar experiences and emotions, and especially humor and laughter provide a necessary outlet for bloggers to cope with the negative feedback they receive in their everyday life. Negative anonyms are also actively managed by blocking abusive comments or moderating them (cf. Lövheim 2013).

Another way to deal with negative anonyms is to publish all comments regardless of their content, but to ignore the negative ones, or to react to them only with smiley faces or a short reply thanking the reader for their input. The function of emoticons here is to publicly demonstrate to the readers that the provocation has no effect on the blogger and is subsequently useless. According to my extended online observation and interviews, confronting negative anonyms or trying to reason with them is generally not advised among Finnish lifestyle bloggers as it can worsen the situation and thus turn the comment field into an unpleasant place for the blogger as well as the readers (cf. Eckert 2017; cf. Turtiainen 2017).

It is also common that bloggers get in touch with the administrators of various online forums in order to delete false, too detailed, or abusive threads concerning their blog posts usually describing private aspects of their personal life. Some negative anonyms compile information on bloggers from various online sources and publish their findings in similar places. According to Heer & boyd (2006), online environments can disturb the segmentation of place in social reality, where different spheres and groups of everyday life, such as work and family, are often kept separate from each other. Privacy management is difficult in social media, where nothing one posts online ever really disappears or becomes forgotten (cf. Viégas 2005). This can result in a sensation of “losing control” (Grudin 2001), which consists of a decontextualization of a blogger’s original texts, photographs, and meanings, and can return to haunt the person even after a long period of time.

Another active way to make use of the critics of the blogging world is to harness their negative energy for one’s own benefit in exchange for online visibility. As Abidin (2014) points out, the meaning of privacy in blogging has changed: it is no longer personal seclusion free from public attention, but rather a commodity manipulated by lifestyle bloggers. Thus, there exists a completely new, yet not entirely surprising, attempt to endorse the happy place among lifestyle bloggers, which is manifested in Maria’s description of her take on negative anonyms:

One can actively avoid them [shits storms] and that’s my game because I like to keep my blog a happy place. Alternatively, you can also use your blog as a source of power by creating them [shit storms] – that’s one perspective to it. […] If you want to maximize the total number of your readers, this is a guaranteed way to do it. Just remember to wear a bulletproof vest.

The idea of bloggers as instigators of online “shit storms” or “blog storms” (cf. Hänninen & Kotonen 2015) portrays bloggers as active agents in social media capable of and willing to manipulate readers’ reactions and stir controversy for their own benefit. Jones (2013) adds to this argument by stating that online bullying includes a generative function since it can act as a ‘clickbait’, which provides opportunities to increase traffic for the blog. It can of course be rewarding in itself to gain new followers, to get reposted or “to have a say” on a matter that one finds personally important. Visibility also serves as an instrument to other desirable commodities in the blogging world, such as extra income, which is often based on the scope and quality of a blogger’s online presence.

In the blogging world, adopting active and passive strategies against negative anonyms overlap to some degree. In fact, being active or passive in the context of negative anonyms is not something that could be determined in terms of an individual blogger because she can simultaneously employ both strategies in her blogging. The overlap also manifests itself in the interface between the two strategies as the passive qualities of a given act can be interpreted as active and vice versa depending on the context of implementation. In practice, the quality of a given strategy is always determined by an individual blogger.

Conclusions

Lifestyle blogs constitute ethical spaces in new media. The recurring topics of criticism and the strategies bloggers employ to manage these comments suggest that negative commenting has a profound impact on the basic social structures of lifestyle blogging in itself and influences both the content and form of a given blog post.

Bloggers frequently describe their blogs as happy places with a focus on the good and beautiful rather than the difficult or just mundane aspects of everyday life. In the context of negative anonyms, this idea is further complemented by the concept of cutback reality, which portrays the blogging world as a construction of reality that appears to be all there is to know about a blogger, while it, in fact, portrays only assorted, and in aesthetic terms stylized segments of the whole. In this context, I argue that the cutback reality serves an important protective function in lifestyle blogging.

The values in lifestyle blogging cannot be defined in beforehand. Instead, they live in the margins of an ongoing debate on the integrity and trustworthiness of bloggers – requirements that constitute an imperative of authenticity in the blogging world. From a theoretical point of view, this means that all three main categories of critique discussed in this analysis – bloggers’ personal life, criticism against happy places, and commercialization – share the prerequisite of authenticity as their common denominator.

The passive strategy of narrowing down intimate or provocative issues in lifestyle blogging affects the emotions and opinions of bloggers. This, in turn, can make blogs appear superficial and distant to readers and provoke dissatisfaction among them. This passive strategy also reveals a vicious cycle between bloggers and their readers: the more bloggers try to conceal aspects of their personal life, the greater the curiosity of readers to find out what exactly is hidden and why.

The active strategies include discussing abusive comments with friends, family members, and colleagues, as well as blocking abusive comments from the blog or moderating them. In their blogs, bloggers can also manipulate readers’ reactions by stirring controversy with provocative issues and thus turning negative comments into clickbaits. In this light, bloggers are, in fact, active agents of social media capable of controlling their readers’ reactions for their own benefit.

Critique is an integral part of blogs as ethical spaces. The role it plays in the blogosphere is equally important to the positive comments, which usually postulate agreement between bloggers and their readers. However, there are multiple occasions documented in this analysis where this dialogue falls apart and negotiation turns from constructive critique into bullying.

Acknowledgments

I would like to thank Associate Professor Paula Uimonen from the Department of Social Anthropology at the University of Stockholm for her invaluable insight on the elicitation method used in this research.

Funding

This work was supported by the Central Finland Regional Fund of the Finnish Cultural Foundation and the Centre of Excellence in Research on Ageing and Care (CoEAgeCare), Academy of Finland, grant number 312367.

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Shao, Guosong. 2009. “Understanding the appeal of user-generated media: A uses and gratification perspective.” Internet Research 19:1, 7–25.

Sticca, Fabio, and Sonja Perren. 2013. “Is cyberbullying worse than traditional bullying? Examining the differential roles of medium, publicity, and anonymity for the perceived severity of bullying.” Journal of Youth and Adolescence 42:5, 739–750.

Talvitie-Lamberg, Karoliina. 2014. Confessions in social media: performative, constrained, authentic and participatory self-representations in vlogs. Publications of the Department of Social Research 2014:10. Helsinki: Unigrafia.

Tokunaga, Robert. 2010. “Following you home from school: A critical review and synthesis of research on cyberbullying victimization.” Computers in Human Behavior 26:3, 277–287.

Turtiainen, Riikka. 2017. “Mentorina terveelliselle elämäntyylille. Asiantuntijuuden rakentuminen suomalaisten naisten fitnessblogeissa.” Liikunta & Tiede 54:1, 58–67.

Uimonen, Paula. 2013. “Visual identity in Facebook.” Visual Studies 28:2, 122–135.

Viégas, Fernanda. 2005. “Bloggers’ expectations of privacy and accountability: An initial survey.” Journal of Computer-Mediated Communication 10:3. DOI: 10.1111/j.1083-6101.2005.tb00260.x.

Ybarra, Michele, danah boyd, Josephine Korchmaros, and Jay Oppenheim. 2012. “Defining and measuring cyberbullying within the larger context of bullying victimization.” Journal of Adolescent Health 51:1, 53–58.

Östman, Sari. 2013. “2005 – Tietoyhteiskunnasta kansalaisjournalismiin.” In Sosiaalisen median lyhyt historia, edited by Jaakko Suominen, Sari Östman, Petri Saarikoski, and Riikka Turtiainen, 67–87. Helsinki: Gaudeamus.

Notes

[1] In the Finnish blogosphere, negative anonyms are known by various abbreviations, such as anonyms and anos.

[2] The concept of lifestyle blogging is notoriously wide and overlapping in its scope, ranging from, for example, fashion, cooking, and health to interior decoration, family-oriented topics, and beyond (Norppari & Hautakangas 2012; cf. Jäntti et al. 2017). According to my fieldwork, it is also not uncommon that bloggers affiliate themselves with two or more categories at the same time. A fashion or family blogger may regard herself as a lifestyle blogger, which is considered one of the more general categories of the blogosphere, and vice versa. For the purposes of this study, I asked the bloggers participating in the research whether they regarded themselves as lifestyle bloggers, and almost everybody agreed that they did. This does not mean, however, that all lifestyle bloggers are lifestyle bloggers only since every individual blogger represents a very specific profile based on their personality and interests. One explanation for this “perceived consensus” lies in the commercialization of the blogosphere: being a lifestyle blogger creates more professional opportunities for an individual blogger than restricting oneself to only one of the more specific categories.

[3] According to Herring et al. (2002), trolling consists of online activities where an individual “baits and provokes” other group members and draws them into a fruitless argument while diverting attention from the stated purposes of the group.

[4] Online bullying differs from traditional bullying in that it is based on an increased potential for a larger audience and anonymous bullying, lower levels of direct feedback, decreased time and space limits, and lower levels of supervision (Sticca & Perren 2013, 739). The difference between constructive criticism and online bullying can be difficult to grasp in lifestyle blogging. Most researchers agree, however, that online bullying is a form of bullying based on the use of electronic communication technologies (Kowalski et al. 2014; cf. Olweus 2013; cf. Ybarra et al. 2012; cf. Tokunaga 2010) and involves aggressive behavior that is repeatedly and intentionally carried out against a defenseless victim (Sticka & Perren 2013, 740–741; cf. Menesini et al. 2012).

[5] These two countries are not disclosed in this article because the contextual information could compromise the identity of the interviewees. A total of nine of the twenty-five interviews were conducted with Finnish bloggers living outside Finland.

[6] The bloggers’ names have been converted into pseudonyms in order to protect their anonymity.

[7] Less than a decade ago, the identity and appearance of the bloggers themselves now blogging with their real names and faces were placed under a similar scrutiny to the one experienced by their children today.

[8] Bloggers also post on highly personal and difficult incidents in their lives, such as divorce, eating disorders, bullying, and death in the family, which constitute an enlightening exception to this rule.

[9] There has been a historical shift between these two discourses in the sense that ten years ago, when lifestyle blogging was a new phenomenon in Finland, many readers and bloggers alike thought that advertising did not belong to lifestyle blogging at all. Today, the emphasis is focused more on the ethics of the commercial practices of the blogosphere.

[10] Taking an indefinite break from one’s blog can also happen due to health reasons, work and family related issues, or because the blogger feels that she needs to take a break from blogging and/or social media.

Kategoriat
3/2018 WiderScreen 21 (3)

Monkey in the Self-Portrait – The Non-Human Animal and the Question of Self-Representation

agency, human-animal studies, new materialism, non-human, posthumanism, self-portrait, selfie, visual culture

Tiina Salmia
tiina.salmia [a] utu.fi
PhD Student
Department of Art History
University of Turku

Viittaaminen / How to cite: Salmia, Tiina. 2018. ”Monkey in the Self-Portrait – The Non-Human Animal and the Question of Self-Representation”. WiderScreen 21 (3). http://widerscreen.fi/numerot/2018-3/monkey-in-the-self-portrait-the-non-human-animal-and-the-question-of-self-representation/

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The article examines self-portraits taken in 2011 by Indonesian crested black macaque monkey Naruto with wildlife photographer David Slater’s camera. People for the Ethical Treatment of Animals (PETA) filed a lawsuit against Slater to request that the monkey be assigned copyright and that PETA be appointed to administer proceeds from the photos for the benefit of Naruto and crested macaques in the reserve on Sulawesi. With this provocative lawsuit PETA wanted to stimulate discussion about expanding legal rights for non-human animals. These photographs, the discussion concerning them, and the court case shed light on the embodied agency of a non-human animal and human-animal relations in visual culture. In this article, I examine what it means when an animal points a camera at himself and takes a picture. I argue that the knowledge that the picture of the monkey is taken by the monkey himself causes the picture to be seen in a new light and raises questions as to the animal’s status as an object and an Other. Furthermore, it urges a thorough re-examine of the agency, power, and embodied consciousness associated with photography and the practices of self-representation.

Image 1. One of the photographs in the dispute. Slater, David. The Monkey Selfie, 2011.

Introduction

British wildlife photographer David Slater travelled to Sulawesi Island in Indonesia in 2011, to photograph crested black macaque monkeys; currently, a nearly extinct species because of human actions such as hunting and the clearing of the rainforests. Excited by the noise of the shutter release and their reflections in the camera’s lens, the monkeys took over 300 photographs, of themselves and each other, with the camera Slater set up.[1] One of the results of this unusual photo session was a perfect shot: a monkey called Naruto grinning in a wonderfully cropped and sharpened image. The photograph, which looks like a happy selfie taken by the monkey, spread rapidly in both social and traditional media after Slater licensed several images from the same shoot to the Caters News Agency and the photographs were published as “monkey self-portraits”. (Wikipedia, n.d.)

The rest of the story is well known; court proceedings were initiated against David Slater by the animal rights organization PETA over the copyrights of the photos. These photographs, the discussion concerning them, and the court case enlighten the value and valuation of a non-human animal in visual culture. In this article, the court case is not discussed in detail and the primary interest is not the copyright issues. My principal interest is in analyzing the embodied agency of a non-human animal in visual culture using Naruto’s well-known self-portrait as my example. I examine if it is possible to question the power relations constructed in the practices of visual representations and presenting oneself with self-portraits. The theoretical background is provided by feminist visual culture studies and human-animal studies with an emphasis on new materialism and posthumanism.

Based upon an affective and embodied reading of Naruto’s self-portrait this paper examines what happens when an animal points a camera at himself and takes a picture. In self-portraits the physical, material body of the photographer is in front of the camera when s/he takes the photo of her/himself. A growing number of feminists studying materiality, particularly bodies and natures, argue that we need a way to talk about the materiality of the body itself as an active, sometimes unruly, force (Alaimo and Hekman 2008, 1–4). I strive to point out, with the example of Naruto’s selfie and the discussion around the image, how the non-human animal’s corporality and its materiality is in fact an “unruly force”, active in ways that cannot be explained only in terms of consciousness and signification.

The so-called “affective turn”, which emphasizes the carnal ways of being in and experiencing the world, is often considered a reaction towards the linguistic models of post-structuralist theorizations (Liljeström and Paasonen 2010, 1–2). For instance, Sara Ahmed explores how emotions work to shape the surfaces of individual and collective bodies and circulate between bodies, moving, sticking and allowing us to distinguish an inside and outside in the first place (Ahmed 2014, 1–10). In my reading of this picture of Naruto I analyze how we respond to Others through emotions and create surfaces and boundaries. When examining the materiality of the world and the body, the point of view of human-animal studies implies not making a categorical difference between human and non-human bodies.

Human-animal studies is a cross-disciplinary field, which examines the complex relationships between humans and animals. It places the animal at the center and sees the animal as an active subject and agent affecting the human-animal encounters studied (Nyman and Schuurman 2015, 17–18). My emphasis is on posthumanism, which displaces the dialectical scheme of opposition, replaces well-established dualisms with the recognition of egalitarianism between humans and animals and offers a language with which to study self-portraits photographed by a non-human animal. This vital bond is based on the sharing of this planet on terms that are no longer so clearly hierarchical. Rosi Braidotti (2013) writes about how the dialectics of negative difference define the animal as the necessary and familiar other of the human. She describes the “oedipal relationship” between humans and animals as unequal and framed by structurally masculine habit of taking for granted free access to and the consumption of the bodies of others. (Braidotti 2013, 67–73.) It is essential to perceive human agency equal in relation to other agencies in order to be able to renounce a human-centered worldview. Karen Barad (2003, 2007) challenges the difference seen between a human subject and a non-human object with her theory of agential realism, which bypasses the binary between the material and the cultural and concentrates on the process of their interaction (Braidotti 2013, 158).

I am not a specialist in monkey behavior or wildlife photography; however, issues concerning Others have interested me because of my background in gender studies. Intersectional examining of human-animal relations emphasizes the meaning of species in producing social constructions, categories dividing animals, and inequality. Kirsi Laurén and Nora Schuurman (2017) wrote that the implications of feminist research are essential for human-animal studies in social sciences and humanities. The posthumanistic perspective, conceptualizing the subject position and agency of animals, and analyzing the hierarchies and power structures between humans and non-human animals evolve from feminist discussions, in which these questions are crucial (Laurén and Schuurman 2017, 67). Naruto’s self-portrait reveals the hierarchical power structures of visual culture: when an animal points a camera at himself and takes a picture it urges to re-examine the agency, power and embodied consciousness associated with photography and the practices of self-representation.

Who has the right to copyright?

Copyright law grants the creator of an original work exclusive rights for its use and distribution. The financial benefit from the creative work goes to the author, the active agent who made it. In the picture above, the crested black macaque monkey Naruto poses just like humans in selfies on social media: an arm-length from the camera, with a wide smile on his face with big teeth showing and with brown eyes staring straight at the camera.[2] In the background, green leaves of trees are visible and disclose the Sulawesi jungle. At the time the photograph was taken Naruto was (according to PETA’s complaint concerning copyright infringement) a 6-year old wild male macaque and primatologist Antje Engelhardt and her group had been observing him since the day he was born.

The self-portrait photographs taken with David Slater’s equipment were uploaded from The Daily Mail to the multimedia repository Wikimedia Commons by the webpage’s editor. Wikimedia Commons is a collection of images and video files that are free to use by anyone online. The website listed the photographs as being in the public domain on the grounds that they were the creation of an animal, and not a person. According to Slater the income from the photographs belonged to him and in 2014 he stated his intention to sue Wikipedia for a loss of earnings. On December 22nd 2014, the United States Copyright Office clarified its practices, explicitly stating that works created by nature, animals, or plants are not copyrighted and listing “a photograph taken by a monkey” and “a mural painted by an elephant” in its compendium as examples of the types of work it would not register. The same, they stated, applies to works produced by divine and supernatural beings. In addition, the owner of the camera does not have the rights to the image. Accordingly, Wikipedia did not have to remove the photographs or pay copyright fees.

In contrast to these stakeholders, PETA (People for the Ethical Treatment of Animals) believed that the copyright of the image belonged to the monkey who took it. In 2015, PETA filed a lawsuit in the U.S. federal court in San Francisco against David Slater and his company, Wildlife Personalities Ltd. to request that the monkey (whom they named Naruto) be assigned the copyright and that PETA be appointed to administer proceeds from the photographs, which appeared in a book entitled “Wildlife Personalities”, for the benefit of Naruto and other crested macaques in the reserve on Sulawesi. “If this lawsuit succeeds, it will be the first time that a non-human animal is declared the owner of property (the copyright of the “monkey selfie”), rather than being declared a piece of property himself or herself. It will also be the first time that a right is extended to a non-human animal beyond just the mere basic necessities of food, shelter, water, and veterinary care”, stated the press release by PETA.

During a hearing in January 2016, US District Judge William Orrick III said that the copyright law does not extend its protection to animals. In March 2016, PETA filed a notice of appeal to the Ninth Circuit Court of Appeals. In September 2017 PETA and Slater finally reached a settlement in the case. PETA’s last appeal was dismissed, and Slater agreed to donate 25 percent of the gross revenue from the monkey selfie to charities dedicated to protecting the crested macaque and its habitat. “PETA and David Slater agree that this case raises important, cutting-edge issues about expanding legal rights for non-human animals, a goal that they both support, and they will continue their respective work to achieve this goal,” claims a joint statement from the artist and the animal rights group (PETA Statement: “Monkey Selfie” Case Settled, 2017). The copyright dispute concerning Naruto’s self-portrait raised interesting questions related to the human-animal relations in visual culture (in which animals are often represented but rarely credited), for instance, questions of authorship and the agency of the author.

“But first, let me take a selfie”

Image 2. “But first, let me take a selfie” – an Internet meme based on “the monkey selfie”. Source: Pinterest.

A selfie is the most popular type of self-representation in today’s digital media-scape. It can be considered a subgenre of self-portrait photography and is now a well-established form of self-expression. A selfie is usually taken at arm’s length or in front of a mirror with a digital camera or a smartphone and posted in social media. (Pargana Mota 2016, 36.) There were over 300 photographs taken when the monkeys played with David Slater’s camera and in some of the images a monkey’s hairy arm is in the image, which is, according to Anna Munster (2016), “an instant mark of a selfie”[3], Munster sees the self, although bordered with representational politics, as an extended field reaching toward other subjectivations and continually in flux. Naruto’s image is a selfie and went viral because when the monkey took his own picture he stepped into an area reserved for humans by subjectivating and individuating itself. The picture also participates in the Internet animal visual culture, in which animals play with camera apparatus, and emphasizes the complexity of the relationships that constitute the production of the self-image, human and animal, play and intent. (Munster 2016.)

After becoming acquainted with the topic for some time, I discovered the Internet memes commenting on selfie culture based on Naruto’s and hundreds of other monkeys’ self-portraits. These pictures expose the attitudes towards both monkeys and people taking selfies. A large proportion of the jokes comment on how silly it is to take selfies (“Girls trying to take a selfie”, “Tag your selfie addict friend”), prioritizing it before anything else (“But first, let me take a selfie”) or how the monkey resembles a despised person (like an ex-partner). Selfies provoke media commentators and the blogosphere to describe their takers as suffering from, for instance, “grandiose exhibitionism, inflated self-views, superficial personalities and shameless self-promotion” (Pargana Mota 2016, 36).

Theresa Senft and Nancy Baym write that a news story appears every month in the popular media that associates selfies with narcissism, body dysmorphia or even psychosis. Selfies are also considered dangerous since preoccupation with the camera over one’s surroundings causes accidents. Senft and Baym argue that the stereotype of selfies as only the activity of young girls making duck faces in their bathrooms is inaccurate. (Senft and Baym 2015, 1589–1590.) “… The gendered characterization of selfie-taking enables the selfie to be used to indicate particular qualities and habits that are culturally associated with women, such as a preoccupation with one’s appearance. Once the selfie is established as connoting narcissism and vanity, it perpetuates a vicious circle in which women are vain because they take selfies, and selfies connote vanity because women take them,” writes Anne Burns (Burns 2015, 1720). In the 1970’s, critic John Berger wrote that in the history of Western art, women have had little control over how their body and subjectivity are depicted in art. “Men look at women. Women watch themselves being looked at”, Berger stated (Berger 1973, 47). Many researchers think self-portraits reverse this situation.

The discussion around Naruto’s self-portrait is an instructive example of the fact that animals are mainly only seen from the point of view of the human. The photograph’s ability to delight the viewer is related to its anthropomorphic features: we see the monkey pointing the camera at himself and this resembles us and gives him human characteristics in our thoughts. Accordingly, the animal is not at the center of the discussion, but rather the center is the human being reflecting his or her feelings towards nature (see e.g., Lummaa 2008, 60 and Sihvonen 2015, 91–92). I argue that the picture Naruto took of himself underlines the agency and the subjectivity of the animal. In this image, a monkey plays the main part. This fact seems to have been forgotten in discussions about Naruto’s selfies, which focus mainly on the lawsuit, copyright issues, and money.

Distinguishing animals from humanity in visual culture

The “monkey selfie” case is a rare example of a dispute over an animal as the copyright owner of an artistic work, but certainly not the first example of an animal as an object of art. Animals have been represented in visual arts throughout history. When humans first began to express themselves through art, they sketched hunting pictures of animals on cave walls and rocks. Animals were seen as threats, competitors or food. For instance, the Lascaux caves in Southwestern France exhibit strikingly realistic animal depictions from 25,000 BC. Since then animals have functioned as symbols and have illustrated myths and beliefs, but they also have been included in the everyday life of humans as sustenance, friends and pets. Pets have sometimes been represented as individuals, but wild animals have been depicted as exemplars and symbols of their species. Animals represent people in stories and it is more a rule than exception that animals are interpreted as symbols of human activity and interaction.

The history of photographing animals has gone hand in hand with the history of shooting animals, writes Bryndís Snæbjörnsdóttir (2009). The first steps of nature photography developed together with an increasing sophistication in taxidermic methods. Photography and taxidermy were both used as a means of recording samples of nature. Still today, in “sports hunting” the photograph of the dead animal shows that the encounter took place. Snæbjörnsdóttir associates the craving for trophies like taxidermic examples stocked in museums, with colonialistic heroism and machismo: newly found territories and landscapes were discovered and researched in the name of science and education (Snæbjörnsdóttir 2009, 80–82).

“With regard to the concept of the animal, the modern age could be characterized as an epoch of human exception,” Roni Grén writes (2017). For most of the preceding time man’s spiritual abilities were considered unique, for example, the human ability to make art (Grén 2017, 6). Artist Donald Judd stated in the 1960s: “If someone says his work is art, it’s art” (Baker 2013, 10). But what about art made by animals? How does one define it and what does it mean? The majority of the articles, I have read about the topic, ask: “Is it art?”

There are numerous kinds of creativity in the animal kingdom, such as the beautiful decorated structures bowerbird males build to woo the females and also the constructions created by spiders, bees and beavers can be considered beautiful and creative (Goldman 2014; Cembalest 2013). However, art is associated so strongly with humankind that in most cases non-human animal creativity is only considered art if the animals use stereotypical art equipment such as brushes, paints, pencils, cameras (like in this case) and so on. It is mostly the animals in captivity that have access to art equipment.[4]

Ben-Ami Scarfstein analyzes (1988) those activities of birds and monkeys resembling art.[5] Earlier interpretations of the communication of birds offer a perfect example of denying animals the abilities we consider the characteristics of humans. The typical counterargument related to animals and art is that it is impossible to use the term “art” if the creature cannot consciously reflect its own experience. Scarfstein argues that research has weakened the claims supporting human superiority. The complex reactions of animals that are considered automatic or instinctive are actually not very well known and cannot be explained with mechanisms constructed from a human point of view. Human art would not be possible if we were not intelligent and self-aware. However, Scarfstein believes art would not be possible if our actions were only based on awareness, without “intuition” or the “instinctive”. (Scarfstein 1988, 45–47.)

Scarfstein compares art to play: it is difficult to give an exhaustive definition of either one as they are both transforming and diverse and based on curiosity. The most important biological aim of play is to exercise pleasurably everything a grown human or animal must master. A playful ability to try and modify communicative behavior is common to monkeys, in birds it helps them find individually suitable mates and in humans to find compatible partners. (Scarfstein 1988, 75–80.) “The human selfie shares something with the animality of play”, Anna Munster says. Play exceeds survivalism: the monkey in the selfie cannot be reduced to a mere instrument, instead he enacts expressively with the technical apparatuses via play. (Munster 2016.)

The question of animals and art is deeply related to the idea of human uniqueness and how the concept of art, often criticized as Western and masculine, has excluded and hierarchically been defined in relation to its Others such as handicrafts, art made by women and non-Western art (and also at some point photography). In addition to visual arts, the lack of language has been one of the key criteria for justifying the distinction between humans and animals. I searched the web extensively for information on the subject to obtain the details of the “monkey selfie” case. I found a considerable number of short articles from different online medias with almost the same content. The lawsuit has been reported as a comical case commenting on its special nature. Reporters have enthusiastically invented witty headlines when covering the case, for instance “No More Monkey Business: Court Rejects Monkey Selfie Copyright Case” and “The “monkey selfie” battle heads back to court — and gets even more bananas”. (Duan 2016; Moyer 2016.)

The underlying feature in the articles is the question of how we can possibly understand an animal when we do not speak the same language. Since animals are unable to speak, it is argued they are not capable of rational thinking either (Rojola 2015, 151). By examining the behavior of animals for decades, however, the languages of non-human animals have been discovered and the false belief in the muteness of other species has been questioned.

The lawsuit has raised issues concerning the agency of animals, raised awareness of endangered species, led to a debate on animal rights and sought to question the special status of the human being. The transgression of conceptual borders and the provoking contesting of the human-centeredness of authorship and art has prompted heated debate in the Internet and wide news coverage. Ari Adut (2008) writes that a scandal derives its force from publicity, plays a central part in the transformation of norms, and reveals cultural divisions in society (Adut 2008, 4–9). Transgressive images have the possibility to profoundly affect their audiences and affect the norms of visual culture (Adut 2008, 224–226).

Art made by animals had already been used to provoke and to problematize human visual culture decades before Naruto’s self-portraits and the lawsuit. For instance, in February 1964 four works by a previously unknown avant-garde artist Pierre Brassau were exhibited as a part of a group exhibition in Göteborg, Sweden. The audience and the critics agreed that Brassau’s works were among the best pieces of the show. Only one critic disliked Brassau’s paintings and declared “Only an ape could have done this.” In fact, Pierre Brassau was a monkey, a 4-year-old chimpanzee called Peter from Borås Zoo. A journalist at the Göteborgs-Tidningen, Åke “Dacke” Axelsson, had perpetrated the hoax. He wanted to find out if art critics could tell the difference between modern art and art made by a monkey. (Museum of hoaxes, n.d.)

I argue that on top of the question if the art made by animals really can be art or if their art is better or worse than art made by humans, the topic of conversation should be how to account for the various ways in which animals participate in visual culture without doing it with the same goals or purposes as humans.

Image 3. Chimpanzee Peter, also known as artist Pierre Brassau, at work. Source: Museum of Hoaxes.

Visual justifications for oppression

In the history of European cultures in particular, human societies have associated other groups of people with animals and thus justified the subjection of these groups. Feminist theorists have repeatedly shown that the concept of humanity as universal and non-gendered is a so-called naturalized truth that masks white, heterosexual male power. Western thinking is structured by a gendered and hierarchical body-mind distinction: a man/subject/human who strives to master a woman/object/nature. Associated with nature, woman has been seen as the object of science, art and technology, and man their dominant subject (see e.g., Kontturi 2006, 33–34).[6]

Representations of similarities between humans and animals have been used in the postcolonial West to dehumanize and racialize some non-Western cultural groups. Elder, Wolch, and Emel (1998) argue that the animal body is used to construct cultural difference and to sustain White American supremacy. One of the most common manifestations of dehumanization as a means of racist discrimination is comparing humans with apes and monkeys. In fact, this is so common that it has its own name: simianization. It is still a part of everyday racism today and used to offend athletes as well as politicians, like the previous President of the United States or the Ministers for Integration in Italy and of Justice in France. At the end of the year 2014, North Korea captured the global headlines by comparing the President of the USA to a monkey. This was not an exceptional attack since after his election Obama was compared to an ape even in Japan. Moreover, a Belgian newspaper found it hilarious to portray the President and the First Lady as apes. (Hund, Mills, and Sebastiani 2015, 9–10.)

Philosophers of the Enlightenment had already tried to shift Africans nearer to the ape species than Europeans. In addition to black people, simianization has also been related to sexism and anti-Semitism among other things. Overall, the ape stereotype represents elements of a canon of de-humanization which is a part of larger verbal and visual metaphoric systems linking the Other to objects or animals, dirt or germs, i.e. things that require managing, cleansing, or elimination. Because the question concerning the places of apes and men in the chain of being, or the process of evolution, was a significant part in the development of modern race science, everyday simianization could, partially at least, count on scientific complicity. Because the ape stereotype allowed the mise-en-scène of monstrous fantasies, simianization was commonly accompanied and reinforced by works of art. In the course of a flood of ascriptions and assumptions, the ape stereotype evolved into a persistent marker of otherness. (Hund, Mills, and Sebastiani 2015, 12–18.)

As Terike Haapoja and Laura Gustafsson write: “Throughout history, declaring a group to be nonhuman or subhuman has been an effective tool for justifying slavery, oppression and genocide. Conversely, differentiating humans from other species has paved the way for the abuse of natural resources and other animals” (Museum of Nonhumanity, n.d.). Racism traces its psychic roots to the fear of the Other and to phobic attitudes toward nature and the body, according to Ella Shohat and Robert Stam (1994). Racism has a discoursive dimension, but it is not just a discourse: “…a police prod is not a discourse, even though discourses impinge on public perceptions of why and how police prods are used” (Shohat and Stam 1994, 22). Symbolic representations have had concrete material effects on human and non-human bodies.

Why look at Naruto?

In the image the sow is enormous in size and in front of it stands a brisk looking woman. The woman makes notes on the form she has in her hand. I do not know what the woman writes. I wonder how the woman can withstand the eyes of the pig, its gaze. The pig doesn’t speak any human language, but it sees, it witnesses. How does a person bear the pig’s eyes, the eyes that see what humans do? …After seeing the pig Anni cannot think of anything else. I cannot either. The picture fills my mind horribly uncontrollably: it reoccurs against my wish again and again. I compare my own situation and the situation of the pig. This turmoil inside me when the child turns and kicks – the pig feels the same. Waking up once in a while every night – the pig feels the same. Aches and pains – it feels the same. I also feel the need for nesting, the need to prepare. It doesn’t matter if it is culture or biology, I know, it feels the same. Everything that it feels, I also feel and vice versa. The only difference is that I can choose everything. (Silfverberg 2013, 127–129.)

When I was pregnant with my daughter I read Anu Silfverberg’s book about her experiences of having her first child. One paragraph in the book, which I loosely translated above, still haunts me and I interpret it as a powerful description of animal gaze and face. Silfverberg writes about being 8 months pregnant and having a strong physical reaction to seeing a picture in a newspaper of a pregnant pig suffering in a cage no larger than its own size. I remember clearly having a heavy feeling on my chest and feeling nauseated every time I thought about pigs and cows, their eyes gazing at me, and how their young are taken from them. With all the bodily changes, the hormones, instincts and aches I remember feeling very close to other mammals and identifying with them.

John Berger discusses the animal gaze in his well-known essay “Why Look at Animals?” (first published in 1980): “… animals are always the observed. The fact that they can observe us has lost all significance. They are the objects of our ever-extending knowledge. What we know about them is an index of our power, and thus an index of what separates us from them. The more we know, the farther away they are”. (Berger 2009, 27.)

The face and the eyes play the most important part in Naruto’s self-portrait in my interpretation. It is the face and the name of an individual that lends him/her an identity, observes Snæbjörnsdóttir (2009, 110–111). In the book quoted above Anu Silfverberg tries to understand how the brisk looking woman can face the eyes of the pig who witnesses everything she does.The eyes, the gaze and the face make the Other a subject and separate it from the mass. In my opinion, this is the most important thing visual culture can do: at its best it makes you identify, understand and acknowledge the Other. Donna Haraway (2008, 88) asserts that “Respect is respere – looking back, holding in regard, understanding that meeting the look of the other is a condition of having face oneself”.

These affects cross the traditional hierarchical boundaries in science, such as mind/body, reason/feeling, objective/subjective, and masculine/feminine. Naruto returning my gaze from the photograph touches me, breaks the illusion of objectivity and the distance between the researcher and the subject. It questions the position of the monkey as an object and reveals our “likeness-in-strangeness” (Baker 2013, 79, 111–116). Ron Broglio (2011, 58) writes that in theory today animal agency has been described as the look of the Other, which reverses human optical supremacy and concedes that animals look back at us from their own world and selfhood. It is impossible to know what the world looks like from the point of view of an endangered monkey. However, it is important to realize that such an experience exists (e.g., Gustafsson & Haapoja 2015, 132). Although copyright issues are probably not very relevant to Naruto, he is a subject, not just a representative of his kind or a symbol for human actions.

Conclusions: The Others crossing borders

“…the Other is the indispensable mediator between myself and me. I am ashamed of myself as I appear to the Other”. (Sartre 1969, 222.)

Naruto’s self-portrait has now led us from the Sulawesi Jungle to courtrooms, and on to the history of photography, and then to the connection between apes and racism, gender, and othering. I believe that the picture raises very topical questions and crosses borders between “us” and “them”. The art made by animals threatens the uniqueness of human culture and the borders between a human and an animal. It is easier to laugh at the “monkey selfie” and the court case than to question our conceptions about non-human animals and hierarchies that have been presumed to be true.

Naruto’s self-portrait questions a worldview engaged to the human framework and the assurance of human omnipotence compared to other beings, objects and powers, according to Karoliina Lummaa and Lea Rojola (2015, 8). By taking the self-portrait Naruto symbolically refuses to stay as the object and rather appears as a subject in the photograph. The knowledge that the picture of the monkey is taken by the monkey forces a reconsideration of old values. Art and visual culture have the possibility to make visible new and non-hierarchical ways of existing alongside animals.

To conclude, I would like to reverse John Berger’s question: Why should animals look at humans? Pictures like Naruto’s self-portrait, in which the animal individual’s eyes gaze at us, are important reminders in this age of mass extinction and environmental change, that we humans need to look the endangered animal in the eyes and acknowledge the fact that we are responsible for our actions for Others as well.

Acknowledgments

I would like to thank Tutta Palin and Katariina Kyrölä for their patient reading of, and fruitful comments on, an early draft of this article. Thanks also to WiderScreen’s editors and two anonymous referees for their suggestions and criticisms, all of which made this a better text. I would also like to thank Elizabeth Nyman and Bruce Johnson for checking the language of the article and David Slater for allowing me to use the monkey selfie image.

References

All links verified 30.8.2018.

Websites

Cascone, Sarah. 2017. “This Monkey Just Won the Moral Victory in the World’s Most Controversial Animal Selfie Case: PETA agrees to drop its appeal on behalf of monkey photographer.” Artnet News. https://news.artnet.com/art-world/peta-monkey-selfie-case-1078697.

DJS Photography. “Sulawesi macaques…” http://www.djsphotography.co.uk/original_story.html.

Duan, Charles. 2016.” No More Monkey Business: Court Rejects Monkey Selfie Copyright Case.” Public Knowledge. https://www.publicknowledge.org/news-blog/blogs/no-more-monkey-business-court-rejects-monkey-selfie-copyright-case.

History of Others. 2016. Museum of Nonhumanity declares that dehumanization is history. http://www.historyofothers.org/upcoming-the-museum-of-the-history-of-non-humanity/.

Munster, Anna. 2016. “Collectivation and Techno-Animalities: The Case of the Monkey Selfie”. Techno-Collectivities Conference. https://vimeo.com/170827390.

Perle, David. 2017. “PETA Statement: ‘Monkey Selfie’ Case Settled.” People for the Ethical Treatment of Animals (PETA). https://www.peta.org/media/news-releases/peta-statement-monkey-selfie-case-settled/.

Monkey selfie meme in Pinterest. n.d. https://fi.pinterest.com/pin/575757133598008696/.

The Museum of Hoaxes. “Pierre Brassau, Monkey Artist”. n.d. http://hoaxes.org/archive/permalink/pierre_brassau_monkey_artist.

People for the Ethical Treatment of Animals (PETA). 2015. COMPLAINT FOR COPYRIGHT INFRINGEMENT, Case No.: 15-cv-4324. http://www.mediapeta.com/peta/PDF/Complaint.pdf.

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Moyer, Justin Wm. 2016. ”The ‘monkey selfie’ battle heads back to court — and gets even more bananas.” The Washington Post, August 11. https://www.washingtonpost.com/news/animalia/wp/2016/08/11/the-monkey-selfie-battle-heads-back-to-court-and-gets-even-more-bananas/?utm_term=.b28edbe9bbad.

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Notes

[1] During the court case David Slater has emphasized his authorship and role in taking the well-known picture. Slater recounts in his webpage how he created the “monkey selfie”. He says he found the macaque monkeys amazingly photogenic due to their very human-like characteristics and was fascinated by their piercing red eyes. In his effort to get good photos he followed a group of monkeys with the help of a local guide in the tropical forests in the far north of Sulawesi. Slater decided to put the camera on a tripod with a wide-angle lens to get pictures of the monkeys’ faces. He then moved away from the camera and the monkeys started fingering the lens and pressing the buttons. They played with the camera and some images were taken. (DJS Photography, n.d.). PETA claims in their Complaint for Copyright Infringement, “The Monkey Selfies resulted from a series of purposeful and voluntary actions by Naruto, unaided by Slater, resulting in original works of authorship not by Slater, but by Naruto”, (People for the Ethical Treatment of Animals, n.d.). There has also been dispute about the identity of the monkey in the picture and its sex. However, as mentioned above, my objective is not to analyse the court case.

[2] However, as notified by a member of the audience in a human-animal studies conference (Eläintutkimuspäivät, 24–25 April 2017 in Helsinki, Finland) where I presented a very early version of this paper, the expressions of monkeys and humans are not at all identical: what looks like smiling and laughter to us humans might mean fear and/or aggressivity to members of other species.

[3] Other photographs from the same photoshoot, including the one in which the monkey’s arm is visible while taking the photo: https://www.telegraph.co.uk/science/2016/03/15/david-slaters-monkey-selfie-photoshoot—the-unseen-pictures/selfie-of-a-macaque-monkey/.

[4] Art supplies are offered to a wide variety of species in zoos to keep animals physically and mentally stimulated and to reduce stress levels (Cembalest 2013). At least one scientific study has been conducted on painting by zoo elephants, and the results show that even though the benefits vary from individual to individual, art did not raise the elephants’ well-being (Goldman 2014).

[5] For instance: dance-like movements are a part of birds’ mating display and the birdsong of some birds is harmonic and includes complex overtones (Scarfstein 1988, 38–41).

[6] All translations from Finnish are mine unless stated otherwise.

Kategoriat
3/2018 WiderScreen 21 (3)

Romance Gone Mortal – Taboo of Shipping Fictional Movie Monsters

affect, Babadook, fandom, monster, Pennywise, shipper, shipping, taboo

Meniina Wik
meniina.wik [a] student.uwasa.fi
Doctoral Student
School of Marketing and Communication
University of Vaasa

Viittaaminen / How to cite: Wik, Meniina. 2018. ”Romance Gone Mortal – Taboo of Shipping Fictional Movie Monsters”. WiderScreen 21 (3). http://widerscreen.fi/numerot/2018-3/romance-gone-mortal-taboo-of-shipping-fictional-movie-monsters/

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This article examines the taboo of shipping two fictional movie monsters, Pennywise the Dancing Clown and Babadook, and the way they turned into a celebrated power couple in social media. Shipping is a fan activity, in which the focus is to find romantically charged subtexts from media texts. Pennywise, an eternal entity and a demonic monster, is the main antagonist in Stephen King’s book It (1985) and its latest audiovisual version (2017). Soon after the movie’s release comments concerning the character’s ‘hotness’ filled social media. Discussion about Pennywise’s sexual appeal rose to a completely new level when fans decided that Pennywise is homosexual and in a relationship with Babadook, another horror movie character and an incarnation of repressed grief in the Australian horror movie The Babadook (2014). The article has two data sets. The primary one is collected from a social networking service Twitter and concentrates on affectivity of fan-made drawings concerning the Pennywise/Babadook pairing. The secondary one is collected from a microblogging and social networking website Tumblr and examines motives behind shipping oneself with a monster using Pennywise as an example. Attention is also given to hashtags and the way they operate as a tool to get acquainted with shipping and shipperdom.

Introduction – shipping, monstrous romance and taboo

A fan is an umbrella term for different kind of identities, and one of these is a shipper – a fan who is interested in romantic relationships, imaginary or real, between characters in media texts. A shipper is a member of an interpretive subgroup, which focuses to find romantically charged subtexts from media texts. These subtexts are divided to romantic relationships between fictional characters by shippers. This activity is called shipping, which is a common practise in fandoms and has become a popular facet of fan interaction. For instance, many fan fiction readers and writers have announced their shipper preferences when interviewed. On the other hand, shipping has a controversial reputation in fandoms – interpreting texts in different ways, amongst people who are passionate about the source text, can result in conflicts and in some cases intolerance by fandom subgroups. (Gonzales 2016; Bothe 2014, 6, 10.) Examining shipping as a controversial phenomenon includes for instance fandoms concerns about turning a sci-fi media text into a soap opera (The X-Files 1993–), queering a detective series (Sherlock 2010–) or stigmatising a fantasy horror series with a norm-breaking theme, for instance incest (Supernatural 2005–) (see e.g. Scodari & Felder 2000; Caro Lancho 2013, 15; Gonzales 2016). There can also be a struggle between shippers of different couples in the same fandom and shipping can reach outside fannish dimensions by pairing real persons (RPF, Real Person Fiction) or oneself with fictional characters.

Locating shippers in the field of fanhood is challenging, because they are experts on creating intertextual connections – they might operate simultaneously in several fandoms and combine them. Despite its popularity in fan cultures, shippers and shipping are a mostly unexplored research topic (Souza et al. 2014). Industries behind media text productions have noticed shippers´ significance as popularity builders. Shippers constitute one of the most active communities in fandoms and their actions advertise the media text for free, so fostering them can lead to commercial benefit. Shippers are also experts in the field of visual communication – they examine media texts through interpretative lenses of their own and create new individual narratives, which can take a visual form.

In this article, I research the taboo of shipping two fictional movie monsters, Pennywise the Dancing Clown and Babadook, and the way they turned into a celebrated power couple in social media (Image 1). Pennywise, an eternal entity and a demonic monster, is the main antagonist in Stephen King’s novel It (1985) and its audiovisual adaptations (1990, 2017). Pennywise takes the shape of a clown to get near children in a town called Derry, feeds on children and gets its life force from their fear. Soon after the premiere of the 2017 movie adaptation It rose to the most highest-grossing horror movie at the US box office of all the time (The Guardian 2017), and the second part of the story is due to be released as an audiovisual adaptation in 2019. In this article, my focus is on the most recent representation of Pennywise because my data, material produced by shippers, examines mainly this version from the latest movie. The other character, Babadook, is a titular character in an Australian psychological horror movie and a sleeper hit The Babadook (2014), which tells a story of a single mother who remains haunted by the death of her husband and tries to get along with her anxious young son. This troubled family is tortured by Babadook, an incarnation of mother´s repressed grief.

Image 1. Fandom vs. Shipperdom; while fans take interest in media texts as entirety, shippers are particularly interested in characters and romantically interpreted relationships between them.

The undercurrent of this article is taboo – the concept is examined from standpoints of shipping as an activity, monstrous romance and sexual appealing. Shipping monsters is a taboo because they operate between disgust and attraction. The same creatures who terrifies us can evoke potent escapist fantasies – the linking of monstrosity with the forbidden makes the monster all the more appealing (Cohen 1996b, 16–17). Monsters are liminal beings, something between human and inhuman, and this liminality turns monster into a taboo.

Both Babadook and Pennywise can be examined in the context of queer – a critical theory to challenge and break apart conventional categories (see Giffney & Hird 2008, 5), not only referring to sexuality or gender minorities. Both characters are sexually multidimensional and therefore can be seen as strange, fascinating, and even scary. Popular culture has already imagined multiple alternatives to male and female, masculine and feminine. The contemporary culture, specifically horror film, can provide a rich archive for an alternative politics of embodiment, reproduction and non-reproduction. The horror film has become a rich location for imagining and working out the relations between the human and its others, or the nonhuman and its queering of the site of embodiment. (Halberstam 2008, 266, 275.) Via TV, the monster comes to our home and we permit its access (Ingebretsen 1998, 31).

The key concept is affect – it signifies sensation and intense feelings that become visible through the circulation of objects, such as pictures or videos, in digital spaces (Paasonen 2011, 232). In this article I research both affectivity of fan-made drawings concerning the Pennywise/Babadook pairing and motives behind shipping oneself with a monster using Pennywise as an example. Desire for monstrous beings has always existed in the culture, and social media has become an arena where this controversial phenomenon can rise into wider consciousness. I am interested in how shippers find both sympathetic and repulsive features in these terrible creatures per se and how shippers are humanizing them by fan art. Shipping such characters is highly controversial – it breaks taboos in society, where we have been taught to see monsters in context of evil. Juxtaposing and bundling together current media phenomena, for instance Pennywise´s status as a sex symbol and Babadook´s status as a LGBTQ icon, is a familiar method in the internet culture to evoke emotions in users and thus ensure the stickiness of content and spreading forward (Sihvonen & Wik 2017, 16).

I examine how shippers celebrate controversial ships and justify their right for interpretation. In the second chapter I discuss social media and the ways it functions as an arena for shippers, I also present the two sets of data. The third and fourth chapters examine the monstrous desire and what kind of themes can be handled through monstrosity. The fifth chapter summarises my key findings.

Research method and material – social media as a display window into shipping

It premiered on September 8th 2017. It took only few days before first articles discussing Pennywise´s sexual appeal appeared in blogs and digital magazines. These articles lifted up some of the most intriguing tweets about the subject. Soon after this discussion, the Pennywise/Babadook ship burst into flames in social media, and online journals and media sites tried to follow the development of the phenomenon. An accident of categorization was the trigger for Babadook´s status as a LGBTQ icon – The Babadook gained a whole new kind of fame and interpretations when the movie was mistakenly categorized by video streaming service Netflix as a LGBTQ movie instead of horror. This led to the rainbow community welcoming the titular character with open arms, despite the absence of overt references to LGBTQ culture in the film. In June 2017 Babadook was displayed as a symbol during that year’s Pride Month (Wikipedia 2018) (Image 2). The roots of the ship lie in a debate between users of 4Chan website and Twitter – Babadook was already declared to be a LGBTQ icon, and 4Chan user tried to troll a Twitter user who said Pennywise was also gay. This tongue-in-cheek conversation had soon summoned a large audience and the new ship was born. (Karnes 2017.)

Image 2. Babadook as a LGBTQ icon and celebrating the 2017´s Pride Month.

Social media has been a key factor in announcing the idea of monster´s sexual appeal. For instance Babadook´s declamation to a LGBTQ icon happened via social media and thus had visibility which led him to be the guest of honor in Pride. This decoding of monster´s sexuality is not, however, a brand new or social media -constructed phenomenon – social media offers a peephole to this deep structure of taboo, which has been a part of culture for centuries. This taboo can be examined via both fictional and real-life monsters. For instance, it is not exceptional for “normal” people to fall for serial killers. However, it is a taboo to become (sexually) attracted to such abominations, who have lost touch to their humanity because of the crimes they have committed. Serial killers are examples of borderline creatures possessing mythic primitivism that is both positive and negative (Picart 1996, 2).

Twitter was selected as a primary platform of this study based on my observations of media sites – several of them lifted up some of the most fascinating tweets about the subject as examples of ongoing conversation. Access to Twitter is effortless based on its overt nature and visibility also for unregistered users. (Isotalus, Jussila & Matikainen 2018, 9.) Twitter’s strongest asset in competition with other platforms is its ability to generate enormous amounts of “live” streams of short-lived online traffic (van Dijck 2013, 87). The service is optimal for high pace communication about occurring opinions and informing – hashtags aggregate wide conversations and contemporary communities (Koskela & Sihvonen 2018, 34, 47). In this article Twitter functions both as an instrument to collect the data and as a source to examine a phenomenon transmitted through it (see Isotalus, Jussila & Matikainen 2018, 26). It can be said based on my observations that for Pennywise/Babadook ship Autumn 2017 was the time period of reporting – it was something new, fun and highly controversial. At the end of my observation time I noticed that reporting was already abated, a month was an optimal period for informing about the ship.

The Twitter data was collected between 13th of September and 13th of October 2017. I used hashtags #pennywise and #babadook to track down the ongoing conversation, then adding popular names for the pairing, #babawise and #pennydook, to list of followed hashtags. In total 193 tweets matched my search. While organizing the collected data I noticed three tweets published between years 2014–16 with hashtag #babawise. I removed them from the data, as they were not related with the ship. Altogether 69 tweets included fan-made images. I approach these fan-made images with the concept of affect, which signifies sensation and intense feelings that become visible through the circulation of objects, such as pictures or videos, in digital spaces. Affect can be described as an immediate physical experience. Another used concept in this article is stickiness, which is an affective value. High rate circulation of an object, for instance a picture or a news headline, raises its affective value and it gains more and more stickiness. (Paasonen 2011, 232; ead. 2014, 25.) The phenomenon had affective stickiness from the starting point – when 4Chan and Twitter uses started their skirmish about sexual identities of the both characters, the back and forth trolling increased attractivity and visibility of the discussion among users increasing its affective stickiness (see ead. 2014, 22).

Tumblr, a microblogging and social networking website, was selected as a second platform for this study. It can be described as a massive churning machine of evocative photos. It has a huge queer ecosystem: users circulate porn, flirt, provide support to deal with homophobia as well advice on coming out (Cho 2015, 43). A Tumblr blog called Pennywise Confessions (Image 3) is the second set of my data – it also has a queer coming out -dimension allowing users to confess ones´ darkest desires towards Pennywise. The blog recognizes its controversiality by informing about teratophilia, the ability to see beauty in the unusual and a sexual preference for individuals having unusual appearance, and its subgenre coulrophilia, sexual attraction to clowns (see Urban Dictionary 2018[1]; Griffiths 2013). Shipping oneself with a fictional character is one of the most controversial and misunderstood forms of shipping, and the intention of the blog´s administrator is to offer a safe place to manifest these kind of (sexual) needs without judgement or shame. The blog published 339 posts during 11th of September and 25th of November 2017. Those posts included eleven administrator’s own announcements dealing with general guidelines or other notifications, which I removed from the data.

Image 3. Pennywise Confessions in Tumblr.

Hashtags are a way to ship in social media. Shipperdom, a community formed by shippers, is scattered all over the internet and it is not possible to locate it just in a one platform. Hashtags are a convention to collect together ideas and thoughts concerning a particular ship, for instance Pennywise/Babadook by using hashtag #pennydook. Collecting the data from Twitter would have been impossible without knowing the hashtags and routines based on them. Also the Tumblr blog data works with hashtags – if I would like to examine just particular type of confessions, for instance highly sexual ones, I could use a hashtag #smut. To get acquainted with hashtags is a way to get acquainted with shipperdom.

Obtained results and the data collected from Twitter – disarming the monster

Monster is a flexible concept which explores the distinctions between human and inhuman. It is a cultural body, best understood as an embodiment of difference, a breaker of category – monsters combine cultural meanings in ways that cannot actually exist in our culture, for instance vampires are both dead and alive, a combination of human being and animal. (Asma 2000, 7; Cohen 1996a, ix, x; Hills 2005, 16; Leffler 2000, 145.) In this chapter I connect Pennywise and Babadook to the traditional conception of the monster and monstrous desire. I also examine how the data collected from Twitter handles the tradition and on the other hand tames the concept of the monster.

The data collected from Twitter, altogether 69 tweets, included fan-made visual production. As I continued processing the data I noticed popularity of one fan-made image that was used in 34 tweets and dominated the visual flow. Other fan-made images were used altogether in 35 tweets. I performed close reading to the data and categorised it. The six categories found are pure puppy love, erotic tension, steady relationship, reproduction/starting a family, LGBTQ motive and mastering the genre (Figure 1).

Figure 1. The main categories and subcategories for the data collected from Twitter.

Category pure puppy love forms the largest group. The most shared fan-made visual production (Image 4) fits in this category via its naive drawing style and innocent-highlighting message – Pennywise and Babadook look harmless and cute in childlike proportions with large heads and small bodies. This is one way to undress the monstrosity of the characters’ and make them seem innocuous. Image is also free of provocation, characters’ relationship is presented through a frame of innocent first love, the image represents their preliminary stage of sexual intimacy. References to the LGBTQ community are quite subtle, just Pennywise´s sign, one red balloon, has multiplied to a rainbow-coloured bundle of balloons. It can be said that the image is easy to digest and it can be shared without the fear of emphasizing the LGBTQ aspect. Even it is a picture of monstrous ship, it can be interpreted in multiple ways – ode to friendship or love, as support to LGBTQ rights or as an indication of one’s understanding of horror crossovers.

Image 4. Pennywise, Babadook and a rainbow-coloured bundle of balloons – the most shared fan-made production of the data collected from Twitter. Source: Twitter.com.

Erotic tension is the second category. Images classified to this category contain gazes, determined touching and lustful facial expressions. In Image 5 Pennywise is clearly seducing Babadook with his gaze – s/he holds Babadook´s chin up forcing her/him to look in her/his eyes while another hand is raised and used to hypnotise “the victim”. Babadook is already under the spell, he does not seem reluctant and has reached one hand towards Pennywise. The image has strong sexual tension and it arouses questions about what’s going to happen next. This is the reason for image´s provocativeness, there is no variety of ways to interpret it. Overt signs of LGBTQ theme as such as rainbow colours are not present, but the characters are represented as male, even Babadook´s face and figure has been softened or feminised compared to the original.

Image 5. Babadook gets enchanted by Pennywise´s hypnotic gaze. Source: Twitter.com.

Image 5 demonstrates how monsters can be fascinating and even charming. They are like predatory animals and kill for living, so their way of acting is easier to understand under the laws of nature. For instance it can be said that vampiric figures are seen as mysterious and appealing, as well sexually. It has not been so from the beginning of vampire folktales and literature. In Bram Stoker’s novel Dracula (1897) the vampire count from Transylvania is beastlike other pursuing just personal satisfaction, even if he has a certain type of charm and compelling sexuality. In 1960’s the vampire character adopted more sexually alluring image via actor Christopher Lee. Eventually Annie Rice’s series of novels, The Vampire Chronicles (1976–2016), introduced romantic, aristocratic, elegant vampires, who are always erotic and occasionally ethical. The vampire evolved from a plain monster to romantic hero and monstrous lover, who can be interpreted as a symbol of prohibited desire. (Leppälahti 2012, 155–156; Cohen 1996b, 5; Leffler 2000, 43; Klaber 2014, 2; Grady 1996, 226.)

As a monster Pennywise shares several qualities with vampire, both traditional and modern version. S/he has the vampiric gaze, which hypnotizes her/his victims and they just can not turn their eyes away of the amber-shaded eyes. S/he has a lust for blood and hunts predatorically to survive – after the hunger is satisfied, s/he retreats to her/his 27 years of rest. S/he can shapeshift like a vampire, and when feeding hers/his mouth is full of sharp blood-soaked teeth. Manipulative and from time to time even charming, her/his language is rich which beckons to intelligence and is therefore appealing. Always knowing the weaknesses of her/his victims s/he masterfully uses those as a benefit. In Image 5 Pennywise´s vampiric features are highlighted – he clearly dominates the situation and Babadook is claimed to be hers/his.

The third category is steady relationship. Fan-made production in this category contains themes of going steady – the crush has evolved to love, and the couple is ready take the next step in their relationship. In Image 6 characters are represented as adults, and Pennywise is popping the question of marriage with the help of his signature, a red balloon. Babadook does not hesitate and is eager to step on the holy matrimony. Even the theme of the image is serious, the style of drawing is simple and cute – the characters appearances do not highlight the fact that they are monsters, they look like being seen through a filter which makes them nice and approachable.

Image 6. Humanizing the monsters by a need to finding a mate. Source: Twitter.com.

Another archetype of monster is Frankensteinian one, referring to Mary Shelley´s tragic character named after his creator. Frankenstein is perhaps the most famous of the gentle-hearted giants gone bad, who has turned into a monster by his family and kills out of fear-induced rage (Asma 2009, 11). The Frankensteinian monster has two principal features. Firstly, it is characterized as a lumbering, clumsy, and ugly body. Secondly, the Frankensteinian monster, like its body, is a social misfit desperately in search of love, rather than a brilliant and dangerous rebel who flouts society’s rules, like a vampire. (Picart 1996, 7.) Despite his unnatural origin, he is driven by the most humane need – finding a mate. In the Shelley´s book the creature itself ponders the taboo of his need by asking shall each man find a wife to his bosom and each beast have his mate, but is he doomed to be alone. Babadook can be interpreted as a Frankensteinian monster, who becomes misunderstood and dangerous when roaming freely. Babadook is both human and inhuman, which builds character´s repugnancy.

Like in Frankenstein, theme of smothered sexuality is also present in The Babadook – the mother tries to masturbate before getting into a sleep, but is interrupted by the fear of Babadook. Eventually the mother and her son confront Babadook, which nearly cost them their lives. In the end the mother accepts Babadook as a part of herself, as her own creation and decides to take on responsibility, unlike the creator of poor Frankenstein’s monster. When Babadook represented sorrow the mother felt after her husband’s death she did not know how to love Babadook. After accepting Babadook her sorrow reformed into a loving memory. After that she was able to love her son and move on. The final minutes of the movie shows them in a garden, digging worms and after that standing next to a basement door – there Babadook moved after confrontation. The mother goes down the stairs, calms the monster down and offers her/him a bowl filled with worms to eat. Like Frankenstein´s monster, Babadook was misunderstood and hated by her/his creator, but after being nurtured and taken cared of, s/he became a part of the family. Babadook reforms the concept of the monster by arguing that dying is not always the inevitable destiny of a monster (cf. Ingebretsen 1998, 25). In Image 6 Frankensteinian monster finally finds love and her/his mate.

The fourth category is reproduction/starting a family. Fan-made images in this category examined how the relationship between the characters had evolved to the point of starting a family. In Image 7 the characters´ appearances are distinctly adult-like, their proportions are correct and they are dressed as ones. It is interesting how the shipper has changed characters´ clothes – neither Pennywise or Babadook wear their usual clothes, instead they are dressed like going for a walk in early winter with warm jackets, pullovers and boots. They seem to be in a merry mood and have laid their eyes on a boy while walking hand in hand with him. This boy is a character called Thomas from Spanish horror movie The Orphanage (2007), who is recognizable for the horror audience by the burlap-made sack which covers his head. He wears tidy clothes and holds Pennywise´s sign, one red balloon, in his hand.

Image 7. Humanizing the monsters by a basic human need – reproduction. Source: Twitter.com.

The image´s message is that Pennywise and Babadook can be good parents. They could be coming from a funfair with a balloon and snacks, having a lovely day there. This theme of parenting and representing Pennywise and Babadook clearly as male is provocative; the image is not as easy to digest like for instance Image 4. The possibilities for interpretation are not as extensive, even the image is affective. The image decodes how monsters must find means to propagate their species. For instance, a vampire can bite and thus have offspring, but this image demonstrates how monstrous families can be started by adopting progeny from other movies of the horror genre. In this way, the image is complex and needs wider knowledge of the genre to be fully understood.

Like being said, Image 7 represents both Pennywise and Babadook as male figures. In fact Pennywise is not male or female, it is an entity and referred simply as it in the movie´s title. S/he is a shapeshifter, who moves between species and genders and triggers (repressed) fears of its victims to pop out. Babadook is more complex monster in a way that s/he is both an incarnation of sorrow and a reflection of the mother. It can be said that in fact Babadook is more female than male, even though her/his appearance with angular figure, black cape and top hat are signifiers of a male character. The concept of these kind of liminal beings evokes to examine the significance of sexlessness as a stimulus of fear. In Image 7 liminaliness of the sex has been erased by representing the characters as male which is emphasized by masculine wardrobe.

The fifth category is LGBTQ motive. It shares qualities with Image 4 – a shipper has used plain drawing style, and the characters’ childlike proportions are highlighting their harmless and approachable nature (Image 8). Monstrosity has been drawn out of them, in fact they are not even the center of attention in the picture, the rainbow-colored flag is. Despite the flag, the image lacks rich colouring, so the flag´s role is highlighted and ties it into the LGBTQ theme. There is some provocation – the LGBTQ theme cannot be moved aside as Pennywise is kissing Babadook and their hands are around each other. Touching and showing emotions is nevertheless quite moderate, without the flag they could be interpreted to be a couple of friends hugging. The image does not show passionate love or sexual tension.

Image 8. Pennywise and Babadook are supporting LGBTQ rights. Source: Twitter.com.

The sixth category is mastering the genre. The fan-made productions in this category emphasize shippers´ familiarity towards both the ship and the horror genre. Knowing the ship is capital in fandoms of the horror genre, but it is not the most significant matter. Competing with knowledge is typical to fandoms, and by sharing pictures of this category the currency of knowledge is indicated. These images are not highly affective – they require deep-level knowledge of the horror genre, for instance in Image 9 the character´s appearances have drastically changed and only hashtags offer a clue to their origins.

Image 9. Twitter user announces to be familiar with both the ship and the horror genre. Source: Twitter.com.

Hashtags #pennydook and #babawise served as a way to find the ship and designations for the pairing. These designations are further divided to categorization RST or UST. If shipper supports RST (Resolved Sexual Tension), s/he hopes that romantic feelings shared by the pairing are made public. If the supported view is UST (Unresolved Sexual Tension), shipper enjoys the sexual tension between the pair and finds no need to shatter it by confessing romantic feelings. (See Scodari & Felder 2000.) Based on the analysis of data collected from Twitter, all categories, only mastering the genre as an exception, supported RST classification. The categories line up to form a traditional course of (human) relationships – it starts from finding a mate, evolves to crush and sexual desire, then progresses to steady relationship and commitment and finally a desire to start a family comes along. Understanding the circle of life through this kind of structure and applying it to monsters molds them more and more human and via that more and more identifiable and acceptable target of desire. This has an influence on affectivity of the image – the most retweeted image (Image 4) presents cute and harmless, child-like Pennywise and Babadook and successfully undresses their monstrosity. It demonstrates how controversial content is molded in a suitable form for mainstream and is thus easy to share.

Obtained results and the data collected from Tumblr – monster as a reflection of self

Shipping oneself with a monster is a way to examine the monster as a reflection of self. I approach this theme via data collected from a microblogging and social networking website Tumblr and examining what kind of themes can be handled through monstrosity. I followed the blog called Pennywise Confessions (Image 3) between 11th of September and 31st of December 2017 and collected 339 postings. Those included 11 announcements from the administrator, which I deleted from the data leaving the final number of postings to 328. The principal function of the blog is that a confessor sends her/his written confession to the administrator, who combines the text with a suitable image and finally publishes the confession. By this procedure all confessions comply to the same visual layout and are read by the administrator – after all, the controversial blog gets its share of trolling and shaming, and those posts are deleted from the flow of confessions.

Figure 2. The main categories and subcategories for the data collected from Tumblr.

I categorised the data and formed four main groups of postings – desire, pure, back-shaming and comments to the newbies/users (Figure 2). The first one is also the largest category, which I divided further to four subcategories. The combining factor for the postings in the main category desire is that they all examine the concept from different angles and they are very bold. The first subcategory is vore – it is an abbreviation from the word vorarephilia, a fantasy about being consumed (Urban Dictionary 2017). The second subcategory of desire is monster porn. Monstrous desire has generated its own genre even in porn industry – monster (car)toon porn is a genre of three dimensional (3D) computer-generated pornography focusing on depictions of sexual encounters of the impossible and improbable kind (Paasonen 2017, 1). The line between these subcategories is wavering – in monster porn the desire to being bitten or other ways lethally damaged during intercourse is also present, but it is not the most important aspect (Image 10).

Image 10. The main category desire – postings from the subcategories vore and monster porn. Source: www.pennywiseconfessions.tumblr.com.

The third subcategory is monstrous desire, which examines the taboo to desire a monster. First posting in Image 11 describes thrill of being an object of desire for a monster. The second one finds justification for desire treating Pennywise as a living being trying to survive – it hunts predatorically, not just because of its demon nature. For instance, in horror literature count Dracula is a rapist by assaulting a young woman who does not remember the happened afterwards (Klaber 2014, 43), and still he is seen as an object of lust and desire strengthened by charismatic actors playing him in films. Even the French fairy tale, La Belle et la Bête, and afterwards Disney´s 90´s classic The Beauty and The Beast (1991) has a monstrous lover – the Beast was not merely a test for the heroine in terms of her ability to see past surfaces, but he was a site of contained peril (Klaber 2014, 18–19). Like these examples in this category demonstrate, confessors are conscious about the present peril but it just strengthens the desire.

Image 11. The main category desire – two postings from the subcategory monstrous desire. The first one is aware of the taboo and the second one justifies the desire. Source: www.pennywiseconfessions.tumblr.com.

The fourth subcategory of desire is the actor. Bill Skarsgård, the actor playing Pennywise, is an ascending young star. Because of his young age he was a surprising choice for the role of one of the most iconic horror villains, but after the premiere Skarsgård was praised by both audiences and critics. However, in It he is under heavy make-up and almost unrecognizable – in Image 12 Skarsgård is seen in a light version of Pennywise´s make-up and is still recognizable. The posting represents both the actor and the monster and examines the line between them. These two personalities do not rule out each other, in fact Skarsgård and Pennywise are the two sides of the same being for the confessor.

Image 12. The main category desire – a posting from the subcategory actor. Source: www.pennywiseconfessions.tumblr.com.

The second main category is pure, for which I have formed two subcategories. The first one is fluff/love, in which Pennywise is seen as an object of innocent love (Image 13). Fluff is a term of classification in fan fiction – it refers to light romantic, sometimes humorous content, which has no strict storyline (Urban Dictionary 2018). On the other hand, postings in this category are serious and feelings between self and Pennywise are described as deep and the relationship steady. The second subcategory is friendship, in which Pennywise is seen as a guardian, whose dubious actions are justified by the urge to protect his friends (Image 13). To befriend a monster is a cool thought, and the idea of binge-watching movies and eating popcorn with him is fascinating.

Image 13. The main category pure – postings from the subcategories fluff/love and friendship. Source: www.pennywiseconfessions.tumblr.com.

The final two main categories are the blog administrator’s answers for shamers and newbies/users. In the main category back-shaming the administrator has received judgmental postings from Tumblr users outside the fandom who are shaming both the blog and its users because of the controversial content (Image 14). The administrator lifts up some of these posting to the blog´s image flow and back-shames them visually, for instance with a gif. By this procedure, the administrator encourages readers to keep on sending confessions and demonstrates that everybody has a right for an opinion – desiring a monster is not as unusual as it seems and the blog is open-minded safe space to examine those feelings. The last main category is comments to the newbies/users – confessors have found the blog and their desire for Pennywise quite recently, and after first shock they have become interested about the monster by themself or find the blog´s theme bold and intriguing. The administrator has lifted some of these comments as part of the confession flow and added a gif via which he/she gives approving feedback to the newbie/user. At the same time s/he is showing how the phenomenon is spreading and how the feedback can also be positive and empowering.

Image 14. Postings from the main categories back-shaming and comments to the newbies/users. Source: www.pennywiseconfessions.tumblr.com.

Based on the analysis of the data collected from Tumblr, through monstrosity one can examine a (repressed) need of romance and staying in touch with other beings, sexual desire and fantasies. It can be said that the monster embodies sexual practices that must not be committed, or that may be committed only through the monster’s body. The monster enforces the cultural codes that regulate sexual desire – it is transgressive, too sexual, perversely erotic, a lawbreaker. (Cohen 1996b, 14, 16.) The horror story is concerned with a conflict-ridden relationship with the primitive, instinctive, uncontrollable part of the human personality, which is apparently linked to sexuality or aggression. The monster not only represents menace and opposes the good characters – it also embodies something terrifying and fascinating which arouses the interest and emotional involvement of the reader or viewer (Leffler 2000, 159, 142), such as in the Pennywise´s case. In the story the character is scared of the unknown, but simultaneously driven on towards it by an inner instinct to make the unknown known (ead. 2000, 111), like the viewer. It could be asked, is this the same force that drives the female characters in harlequin romance novels to find out the dark past and deep wounds of troubled, alienated and still fascinating men.

Conclusion – shipping as a resistanced form of fan participation in social media

In this article, I have examined shipping via frame of monstrous romance. Thinking monsters as queer can be seen as throwing a match to a smouldering fundament – it has always been present in culture and it has appeared in multiple different ways. For instance, during the 19th century “freak shows” and “monster spectacles” were common entertainment (Asma 2009, 7) and used the term monster pejoratively. This demonstrates how deep roots the fear of queer and all humanity-crossing lies in the society, and how beings comprehended as monsters operates between disgust and attraction. After all, we all have the potential to become monstrous.

My two data sets presented the differences and their meanings for shipping between two social media platforms. Twitter was used to announce the existence of the new pairing and there was not any motive to refine character´s story. Different opinions concerning the pairing were present in informing process, but the characters did not evolve in typical ways for instance fanfiction. On the other hand in the microblog Pennywise Confessions postings operated as vignettes and evolved Pennywise´s and confessor oneselves´ story – oneself was shipped with the clown purely romantic and opposite to that in powerfully erotic ways, utmostly porn. The motive for confessors was to examine repressed and controversial desires and mold Pennywise´s story ahead. S/he was also interpreted mostly as a male in Tumblr, as many of the boldest confessors mentioned his (big monster) penis. In Twitter both Pennywise and Babadook were represented more gender neutral, not particular male or female, who represented the LGBTQ community via their liminality. In Twitter the characters were seen gender free and they had been humanized and their appearance softened. In Tumblr Pennywise was interpreted as male and dangerous, but these characteristics together built her/his attractivity.

Hashtags played a crucial role especially in the first set of the data. In Twitter a user had to know the right hashtags to be able to follow the ongoing discussion of a particular ship. In Tumblr hashtags were used to categorize the confessions, for instance #vore or #pure, but their meaning was not significant because all the confessions were in one blog and thereby easy to find. The administrator started to use hashtags on rather belated point, at first the confessions were tagged simply with #pennywiseconfessions. As a summary, it can be said that in Twitter the most important hashtags were used as name compilations of the pairing, for instance #pennydook. In Tumblr the function of hashtags was to aid a confessor to read same type of confessions with the one s/he had sent. Thereby hashtags are a way to ship in social media, when there is not a one single platform where the community gathers to discuss and share opinions anymore.

In this article, I have studied shipping as a marginal phenomenon per se, but I have demonstrated that it has multidimensional characters. I have also shown how deeply its roots lie in the cultural structures. Shipping relates to something about the cultural undercurrent and fan-made products with affective stickiness are one way to adduce something that exists in all of us. Shipping and fan-made products are one way to examine repressed feelings, the thin line between disgust and attraction and feelings that this contradiction evokes. It might also be interesting to ask why humans have a need to think living beings, artificial objects and for instance monsters through relationships. Was the creation of pairings canon-faithful, heteronormative or norm-breaking, everyone has a right to manifest their opinions via shipping.

References

All links verified 26.9.2018.

Research Material

Twitter. 69 shipper-produced images, collected from Twitter during 13.9.–13.10.2017. Used hashtags: #pennywise, #babadook, #pennydook, #babawise https://twitter.com/.

Tumblr. Pennywise Confessions. 328 postings, Collected from Tumblr during 11.9.–31.12.2017. http://pennywiseconfessions.tumblr.com/.

Films

The Babadook. Directed and written by: Jennifer Kent, starring: Essie Davis, Noah Wiseman, Daniel Henshall. Umbrella Entertainment, 2014. 93 min. Based on the short film Monster, 2005.

It. Directed by: Andy Muschietti, written by: Chase Palmer, Cary Joji Fukunaga, starring: Bill Skarsgård, Jaeden Lieberher, Finn Wolfhard. Warner Bros. Pictures, 2017. 135 min. Based on the novel It by Stephen King, 1986.

Images

Image 1. Combined in Adobe InDesign by author

Sources:

it_movie_poster.jpg – http://www.impawards.com/2017/it.html.

the_babadook_movie_poster.jpg –

http://img.moviepostershop.com/the-babadook-movie-poster-2014-1020771472.jpgbaba-penny-couple.jpg.

http://punkee.com.au/wtaf-internets-decided-pennywise-babadook-horrors-hottest-couple/34797.

https://tranzmuteproductions.deviantart.com/art/Horror-Couple-704332182.

Image 2. Combined in Adobe InDesign by author

Sources:

https://en.wikipedia.org/wiki/The_Babadook.

https://www.tattoodo.com/a/2017/06/the-babadook-is-america-s-newest-gay-icon-and-that-s-fabulous/.

http://nymag.com/selectall/2017/06/the-secret-gay-history-of-the-babadook.html.

Web Pages

Karnes, Eric 2017. ”Babadook and Pennywise Are Now LGBT Icons Thanks to 4Chan Troll.” The Blemish. https://theblemish.com/2017/09/babadook-pennywise-now-lgbt-icons-thanks-4chan-troll/.

Urban Dictionary, 26.2.2018, https://www.urbandictionary.com.

Wikipedia, 3.1.2018, https://en.wikipedia.org/wiki/Main_Page.

News Articles

The Guardian, 11.9.2017, https://www.theguardian.com/film/2017/sep/11/it-breaks-horror-record-us-box-office-stephen-king-skarsgard-clown.

Literature

Asma, Stephen T. 2009. On Monsters: An Unnatural History of Our Worst Fears. New York: Oxford University Press.

Bothe, Gemma. 2014. ‘If fandom jumped off a bridge, it would be onto a ship’ An examination of conflict that occurs though shipping in fandom. Australian and New Zealand Communication Association Conference 2014, Swinburne University.
https://www.researchgate.net/publication/268449054_%27If_fandom_jumped_off_a_bridge_it_would_be_onto_a_ship%27_An_examination_of_conflict_that_occurs_though_shipping_in_fandom.

Caro Lancho, Melissa. 2013. Holmes and Watson or Sherlock and John: A homoerotic reading of Conan Doyle’s Characters in BBC’s Sherlock. Universitat Autònoma de Barcelona. https://ddd.uab.cat/pub/tfg/2013/112443/Melissa_Caro.pdf.

Cho, Alexander. 2015. “Queer Reverb: Tumblr, Affect, Time.” In Networked Affect, edited by Ken Hills, Susanna Paasonen and Michael Petit, 43–58. London: The MIT Press.

Cohen, Jeffrey Jerome. 1996a. “Preface: In a Time of Monsters.” In Monster Theory: Reading Culture, edited by Jeffrey Jerome Cohen, vii-xiv. Minneapolis: University of Minnesota Press.

Cohen, Jeffrey Jerome. 1996b. “Monster Culture (Seven Theses).” In Monster Theory: Reading Culture, edited by Jeffrey Jerome Cohen, 3–20. Minneapolis: University of Minnesota Press.

van Dijck, José. 2013. The Culture of Connectivity: A Critical History of Social Media. Oxford: Oxford University Press.

Giffney, Noreen and Myra J. Hird 2008. “Introduction: Queering the Non/Human.” In Queering the Non/Human, edited by Noreen Giffney and Myra J. Hird, 1–16. Burlington: Ashgate Publishing Company.

Gonzalez, Victoria M. 2016. ”Swan Queen, shipping, and boundary regulation in fandom.” In Transformative Works and Cultures. Rutgers University, USA. http://journal.transformativeworks.org/index.php/twc/%20article/view/669/717.

Grady, Frank. 1996. “Vampire Culture.” In Monster Theory: Reading Culture, edited by Jeffrey Jerome Cohen, 225–241. Minneapolis: University of Minnesota Press.

Griffiths, Mark. 2013. The ugly truth: A brief look at teratophilia. Accessed February 26 2018. https://drmarkgriffiths.wordpress.com/?s=teratophilia.

Halberstam, Judith. 2008. “Animating Revolt/Revolting Animation: Penguin Love, Doll Sex and the Spectacle of the Queer Nonhuman.” In Queering the Non/Human, edited by Noreen Giffney and Myra J. Hird, 265–282. Burlington: Ashgate Publishing Company.

Hills, Matt. 2005. The Pleasures of Horror. New York: Continuum.

Ingebretsen, Edward J. 1998. “Monster-making: A Politics of Persuasion.” The Journal of American Culture 21:25–34. http://onlinelibrary.wiley.com/doi/10.1111/j.1542-734X.1998.00025.x/abstract

Isotalus, Pekka, Jari Jussila, and Janne Matikainen. 2018. “Twitter viestintänä ja sosiaalisen median ilmiönä.” In Twitter viestintänä. Ilmiöt ja verkostot, edited by Pekka Isotalus, Jari Jussila and Janne Matikainen, 9–30. Tampere: Vastapaino.

Klaber, Lara. 2014. Taming the Perfect Beast: the Monster as Romantic Hero in Contemporary Fiction. Cleveland: Cleveland State University.

Koskela, Merja, and Tanja Sihvonen. 2018. “#Hashtagin funktiot Twitterissä.” In Twitter viestintänä. Ilmiöt ja verkostot, edited by Pekka Isotalus, Jari Jussila and Janne Matikainen, 31–50. Tampere: Vastapaino.

Leffler, Yvonne. 2000. Horror as Pleasure. The Aesthetics of Horror Fiction. Stockholm: Almqvist & Wiksell.

Leppälahti, Merja. 2012. “Eläviä vainajia, muodonmuutoksia ja muita outoja tapauksia.” Elore 19:144–164. http://www.elore.fi/arkisto/2_12/leppalahti.pdf.

Paasonen, Susanna. 2011. Carnal Resonance: Affect and Online Pornography. Cambridge: MIT Press.

Paasonen, Susanna. 2014. “Juhannustanssien nopea roihu ja Facebook-keskustelun tunneintensiteetit.” In Media & viestintä 37:22–39. https://journal.fi/mediaviestinta/article/view/62836.

Paasonen, Susanna. 2017. “The Affective and Affectless Bodies of Monster Toon Porn.” In Sex in the Digital Age, edited by Paul Nixon and Isabel Düsterhöft, 1–22. Farnham: Ashgate.

Picart, Caroline Joan S. 1996. “Crime and the Gothic: Sexualizing Serial Killers.” Journal of Criminal Justice and Popular Culture 13:1–18. https://www.albany.edu/scj/jcjpc/vol13is1/Picart%20(1).pdf.

Scodari, Christine, and Jenna L. Felder. 2000. “Creating a pocket universe. “Shippers,” fan fiction, and The X-Files online.” In Communication Studies 51:238–257.

Sihvonen Tanja, and Meniina Wik. 2017. ”Uuden Sherlockin uudenlaiset fanit. Fanius osana digitaalista mediatuotantoa.” Elore 24:1–31. http://www.elore.fi/arkisto/2_17/sihvonen_wik.pdf.

Souza, Cleyton, André Rolim, Jonathas Magalhães, Evandro Costa, Joseana Fechine & Nazareno Andrade. 2014. How a conflict changes the way how people behave on Fandoms An investigation of Shipper’s fight in Facebook groups. Proceedings of Collaboration and Technology: 20th International Conference, Santiago, Chile.
https://www.researchgate.net/publication/275345319_How_a_conflict_changes_the_way_how_people_behave_on_Fandoms_An_investigation_of_Shipper’s_fight_in_Facebook_groups.

Notes

[1] Using Urban Dictionary as a source in this article is justifiable because the nature of the phenomenon – theory behind shipping practises is so far evolving and the existing literature and other sources must be adapted to this section of fan studies.

Kategoriat
1–2/2018 WiderScreen 21 (1–2)

Imagi(ni)ng Urban Transformation in Post-Détente Havana

aesthetic practice, Havana, power relations, societal change, space, U.S.-Cuba détente, urban transformation, visual images

Benita Heiskanen
benita.heiskanen [a] utu.fi
Director
John Morton Center for North American Studies

Viittaaminen / How to cite: Heiskanen, Benita. 2018. ”Imagi(ni)ng Urban Transformation in Post-Détente Havana”. WiderScreen 21 (1-2). http://widerscreen.fi/numerot/2018-1-2/imagining-urban-transformation-post-detente-havana/

Printable PDF version


This article probes the visual implications of urban transformation in Havana in the aftermath of the re-establishment of diplomatic relations between Cuba and the United States on December 17, 2014 (D17). The rapprochement provides a new geopolitical context to study the ways in which binational policy-making and multinational financial investments are reflected visually in Cuba’s capital city. Drawing on fieldwork conducted in Havana in June–July 2015, as well as online sources, the article focuses on parts of urban Havana, where transformations are underway. By situating the research in different urban locations, the discussion emphasizes both the significance of visual-spatial power relations and Cubans as a heterogeneous community, whose members have multiple ways to negotiate, interact with, and represent ongoing societal changes impacting their lives. The article poses the following questions: How do various actors in Havana imagine urban transformation in the détente context? How do their differing viewpoints assume visual expression in various parts of the city? What kinds of tensions can be evidenced from official and unofficial visual statements? Urban transformation does not solely entail policy-making, but necessarily comprises a complex web of issues combining financial investments, visual statements, and personal experiences. This article’s visual-spatial framework delineates societal change in Cuba as a complex nexus that intertwines everyday experiences, visual expressions, and formal and informal modes of communication. In so doing, it captures the social realities of residents of Havana in their everyday surroundings, exposing multiple linkages between policy-making and online and grassroots visual culture.  

Introduction

Throughout Cuba, visual images—billboards, roadside signs, and posters—are used to influence the opinions of the citizenry. Similarly, individuals express their private opinions about collective issues visually on buildings and in shared space. This article probes into the visual implications of urban transformation in Havana in the aftermath of the re-establishment of diplomatic relations between Cuba and the United States on December 17, 2014 (D17) for the first time since the United States’ trade embargo was imposed on Cuba in 1962 (Leogrande and Kornbluh 2015). The rapprochement provides a new geopolitical context to study the ways in which binational policy-making and multinational financial investments are reflected visually in Cuba’s capital city. The discussion is premised on a Transnational American Studies analytical paradigm (Gronbeck-Tedesco 2015; Fluck et al. 2011; Heiskanen 2009; Briggs et al. 2008) that decenters the United States as the geographic core of U.S.-Cuba relations.

The United States’ policy towards Cuba for the past half century attempted to bring down the Socialist regime by isolating the island through an economic embargo and restrictions on travel and commerce (Krull 2014; Mariño and Pruessen 2012; Lievesley 2004). Cuba’s single-party government, in turn, long restricted citizens’ interactions with non-Cubans and their spatial mobility outside national borders (Domínguez et al. 2004). A major socio-economic shift was prompted as a result of the détente, which stimulated unprecedented flows of people, goods, and capital, with significant consequences for Cubans on the island and in diasporic contexts. According to President Obama’s statement on the rapprochement (White House 2014), the détente would create “more opportunities for the American and Cuban people, and begin a new chapter among the nations of Americas.”

Since the D17 and the reopening of embassies in Havana and Washington, D.C. in 2015, there has been much political, economic, and cultural speculation worldwide about how the détente will affect urban transformation in Havana. In response to this speculation, this article poses the following questions: How do various actors in Havana imagine urban transformation in the détente context? How do their differing viewpoints assume visual expression in various parts of the city? What kinds of tensions can be evidenced from official and unofficial visual statements? The article makes the case that urban transformation does not solely entail policy-making, but necessarily comprises a web of issues combining financial investment, visual statements, and personal experiences.

Based on fieldwork conducted in Havana in June–July 2015, as well as online sources, the article focuses on parts of urban Havana where transformations are underway.[1] It first lays out some viewpoints regarding the fraught history of U.S.-Cuba relations, produced by official and online representations. The images discussed reflect the ways in which visual statements serve as powerful means to convey information and to reinforce political unity, but they also bring up some of the tensions evident in societal developments. The article then examines some of the specific urban imagi(ni)ngs of Havana from the perspective of official and grassroots actors in Havana.

To do so, it juxtaposes two adjacent parts of the city, Old Havana (Habana Vieja), the historical center and main tourist attraction, renovated with the assistance of foreign funding, and the Colón neighborhood of Central Havana (Centro Habana), an inner city area historically known for various illicit activities, with little outside investment. By situating the research in these urban locations, the discussion emphasizes both the significance of visual-spatial power relations and Cubans as a heterogeneous community, whose members have multiple ways to negotiate, interact with, and represent ongoing societal changes impacting their lives.

The discussion’s visual-spatial framework delineates societal change in Cuba as a complex nexus that intertwines aesthetic practice, the appropriation of space, and formal and informal modes of communication. Drawing on Jacques Rancière’s (2013, 2004) work on the political dimension of aesthetics, the article captures the social realities of residents of Havana in their everyday surroundings, exposing multiple linkages between policy-making and online and grassroots visual culture. The logic here is twofold: on the one hand, the visual-spatial approach explicates “aesthetic acts as configurations of experience that…induce novel forms of political subjectivity” (Rancière 2004, 9). On the other hand, the visual-spatial framework gives access to “insight that is not accessible by any other means” (Banks 2011, 4), while enabling “investigative serendipity, the following of a line of inquiry that could not have been predicted in the original research design” (ibid., 9).

The focus on visuality and spatiality is meaningful, moreover, in that it demonstrates, as Sarah Pink (2012, 3) puts it, “how we know as well as the environments in which this knowledge is produced.” Indeed, the visual-spatial intersection—the “where” and “how”—calls attention to the significance of where societal discussions and image productions take place as well as people’s claim to and maneuvering within urban space (Heiskanen 2016; Glass and Rose-Redwood 2014; Lefebvre 1996; Burgin 1996). Ultimately, the visual-spatial analytical approach is important in that it does not reduce societal change to political abstraction alone, but calls attention to individuals’ agency in dealing with their experiences of change.

Visualizing U.S.-Cuba Policy-making

Cuba has a strong tradition of visual communiqués providing a means to influence public opinion (De Ferrari 2014; Hernandez-Reguant 2009; Fernandes 2006; Kunzle 1975). Various groups of people—governmental agencies, artists, and individual citizens—appropriate public space for their visual agendas. Roadside signs, billboards, graffiti, and public art with powerful rhetoric express sentiments about the ramifications of societal development. Given the troubled history between the two nations, Cuba’s identity and sovereignty are often mirrored against the United States (Belnap and Fernández 1998). Indeed, U.S.-Cuba relations draw heavy-handed criticism across the island. Below, in Image 1, entitled Bloqueo (‘blockage’, meaning the embargo), the impact of the half-century long economic isolation is depicted as genocide, symbolized by the noose on the billboard. Whereas the official rhetoric of the United States has been to support the Cuban people but not the government, the roadside imagery poignantly challenges such an interpretation by depicting the U.S. government as knowingly hurting the people.

Image 1. Bloqueo: El genocidio más largo de la historia (‘The Blockage: The longest genocide of mankind.’) Photo: Nadia Nava Contreras. Courtesy of the John Morton Center for North American Studies.

In the United States, media discussions in favor of the rapprochement at the time of its announcement focused on improving bilateral liaisons through financial measures. Vox’s Matthew Yglesias (Zurcher 2014) described the Cuban embargo as “the longest-running joke in American foreign policy, and something that can’t come to an end a moment too soon.” Many who advocated for the lifting of the embargo reiterated Obama’s rationale for the change of course: that in 55 years the existing policy had failed to accomplish what it intended—to overthrow the Communist regime. Rather, it had devastated the lives of ordinary Cubans. Some pro-détente advocates in the United States argued that the rapprochement was to benefit the Cuban people: “The people want it, clearly. They’re sick to death of being cut off from the greater North American region they had always belonged to before Castro” (Totten 2014).

Cuba’s allies, such as the late President Hugo Chávez of Venezuela in Image 2, receive popular endorsements visually on buildings, driveways, and courtyards in Havana. After the collapse of the economic ties with the Soviet Union—known as the “Special Period in Time of Peace”—in the 1990s, Venezuela provided a counterbalance to the U.S. embargo with subsidized goods, such as oil, in exchange for doctors, teachers, and military advisors (Mesa-Lago 2012; 1998). Notwithstanding the drastic recent economic struggles brought by Nicolás Maduro’s government, the interdependence of Cuba and Venezuela continues to be strong. Some economic analysts (Economist 2015) have made the case that the death of Hugo Chávez in 2013 may have given Raúl Castro the impetus to look north for a new trading partner, eyeing toward U.S. tourists as a lucrative source of revenue for the island.

Image 2. El mejor amigo de Cuba (‘Cuba’s Best Friend’). Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

The U.S. economic argument for removing trade barriers is based on the notion that it is missing out on significant opportunities; according to an estimate by the International Trade Commission, the embargo cost U.S. exporters up to 1.2 billion dollars annually in lost sales. As one U.S. trade enthusiast put it, “Our allies are taking a disproportionate share of the market of an island that is only 90 miles from our shores and is a natural market for U.S. goods and services” (Rothkopf 2013). Some called for the strengthening of the United States’ hemispheric position through a whole host of financial and geopolitical maneuvering:

U.S. hemispheric priorities including economic and energy integration, a multilateral hemispheric dialogue with emerging powers, the accommodation of Bolivarian elites, immigration, public security, and drug policy have all been undermined by the lack of a stable U.S.-Cuba relationship. Obama’s initiatives toward Cuba are thus best understood as an attempt to better the possibilities of U.S. leadership in the Western Hemisphere (López-Levy 2015).

Such arguments raised the alarm bells of those dismayed by the prospects of having U.S. companies take over the island’s economy, to turn it into a “test case for reasserting U.S. hegemony in the Western Hemisphere” (López-Levy 2015).

Another hugely popular political portrayal in Havana is that of the “the Miami Five,” depicted in Image 3. The Miami Five—Gerardo Hernández, Ramón Labañino, Fernando González, Antonio Guerrero, and René González—were Cuban intelligence agents who were arrested in Miami 1998 and convicted of conspiracy to commit espionage and various other charges and sentenced between 15 years and life in prison. Their purpose was to infiltrate various Cuban exile groups in the United States. The Miami Five claimed (Guardian 2013) to be trying to prevent terrorist attacks in Havana. The Cuban government first denied knowledge of their actions, but later admitted they were indeed intelligent agents.

Image 3. The Miami Five. Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

The arrests created a huge uproar worldwide and many argued that the agents were wrongfully convicted. The Miami Five were gradually released from prison during the course of the 2010s, and the last ones were freed as a result of a prisoner swap, part of the détente talks between Cuba and the United States. In exchange, Cuba released the ailing U.S. prisoner Alan Gross, who had been arrested in 2009 for bringing satellite phones and computers into Cuba without the permits required under Cuban law. In addition to images of the Miami Five throughout Havana, one also finds inspirational political graffiti stating “5Í VOLVERAN” (Yes, the 5 will return); the first word being a word play with “Sí” and 5, as in Image 4.

Image 4. 5í volveran (‘Yes, the 5 will return’). Photo: Nadia Nava Contreras. Courtesy of the John Morton Center for North American Studies.

The political images discussed above exemplify the ways in which visual statements serve as a powerful means to convey information and to reinforce political consensus and official ideology. These images conform to mutually agreed unwritten rules and, in so doing, allow uniting together for a common cause—often against a mutual adversary—as in the case of the Embargo roadside sign. Pro-regime visual expressions in shared space not only carry strong partisan undertones, but also depictions of individuals as subjects affected by political decision-making, exemplified by the Miami Five imagery. As with the Hugo Chávez portrayals, visual conformity to official ideology implies an important modus of partisan identity representation, one that does not challenge status-quo rhetoric or the one-party system. It is uncertain whether the image producers are de facto representatives of the ruling party or seeking affiliation with them for a sense of security. Even so, we can assume that such imagery effectively serves as a means of political reinforcement of the powers-that-be.

Informal Visual Politics

Because policy-making and official discourses often clash with the ways in which policies are experienced by the people, it is particularly important to consider informal visual statements as well. Image 5 is a small, but gripping example of this. Faded graffiti of a tongue conjoined by an eye is pierced by a butcher’s knife with blood dripping from its blade, and juxtaposed by the following statement: “Live your life and not mine.”

Image 5. Vive tú vida y no la mía (‘Live your life and not mine’). Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

The image may be interpreted in various ways on individual, collective, and societal levels. It evokes what Rancière (2004, 63) has defined as a “double effect” of political art: “the readability of a political signification and a sensible or perceptual shock caused, conversely, by the uncanny, by that which resists signification.” As the author is anonymous, we ultimately have no way of knowing what he or she may have meant with the depiction, whether it is meant as an act of political subjectivization. Yet the strikingly violent symbolism suggests fierce emotional frustration with the intrusion of an omniscient eye into private space, interfering with how one chooses to live one’s life.

In various online representations, the détente process and its side effect of “dethroning” Cuba’s favorite ally Venezuela due to the U.S.-Cuba rapprochement, provided a field day for meme-makers and cartoonists. The changing relations between the United States, Cuba, and Venezuela are depicted as a triangle drama, with Barack Obama and Raul Castro flaunting their relationship at the expense of Nicolás Maduro. In Image 6, Maduro, with tears in his eyes and an uncontrollably laughing Obama standing nearby, cries: “Castro don’t leave me.”

Image 6. Castro no me dejes (‘Castro don’t leave me’). Source: Soy502.com.

A Twitter image by @edoilustrado, image 7 in turn, depicts a widely grinning Obama paying a visit to Castro, with a bouquet of flowers and dollar bills in hand, while Castro is pushing the hapless, semi-dressed Maduro off the balcony rail, complete with his clothes and personal hygiene items flying around.

The new “best friends” are often depicted as taking selfies together, as in Image 8, a meme entitled “Pal Face.” The best friend motif stems from the presidents’ televised D17 addresses. In his speech, President Obama’s call for reuniting was underlined by his claim in Spanish that todos somos americanos (‘we are all Americans’), while President Castro assured that the arrangement is based on mutual respect, sovereignty, and the independence of both nations. In comparison to the singular images conforming to official party politics, memes and other humorous online representations provide a means to complicate the power relations involved.

Image 8. Pal Face! Source: Crónica Viva.

Across the world, the re-establishment of diplomatic relations between the United States and Cuba was generally met with surprise; few media commentators saw it coming. Yet the process did not happen overnight. Obama indicated already during his candidacy that a policy shift toward Cuba would be on his agenda. Castro and Obama assumed office in 2008 and 2009, respectively, and each had been working on various kinds of national reforms. Obama, for example, lifted many of the restrictions on travel, remittances, and financing of exports between the United States and Cuba already in 2009, resulting in a major boost in tourism (Chávez et al. 2005). For his part, Castro gradually allowed sales of private property, purchases of cell phones and computers, and private enterprise for Cuban citizens to make a living off of the tourism industry. In 2011, the educational, “people-to-people” category of travel for citizens of the United States was reopened, while Castro removed the requirement for an exit permit to leave the country.

The most vocal U.S. opponents to the policy change came from the ranks of the Republican Party as well as Floridians of Cuban descent. The critics’ arguments were based on three main viewpoints: the de facto loss of the Cold War, the condoning of human rights violations, and giving up on fundamental U.S. ideals. In this view, the Cold War was either won or lost, and engaging in dialogue with the Cuban regime meant surrender or, as Yoni Sanchez (2015), a Cuban dissident, puts it, “Castroism has won — again.” From the Cuban perspective, the economic argument that the U.S. is “missing out” on economic deals because of the embargo reinforces the perception of “Yanqui” economic imperialism, symbolized by the Statue of Liberty, Coca Cola, and McDonald’s taking the best of the Cuban people, as depicted in the meme in Image 9 below.[2] 

Image 9. Enjoy Coca-Cola. Source: Yusnaby.com.

Online images, as in the examples above, make it possible to call attention to political developments in real time outside the censorship of mainstream media. The online visual representations, in effect, enable a form of visual political participation in which grassroots activism and cyberpolitics intersect. By providing opportunities to engage in various parallel discourses, they allow their users to make fun of, take a stand on, and express alternative viewpoints on developing political events. Because of the online circulation “their end purpose, the uses they are put to and the effects they result in,” to quote Rancière (2004, 20) again, cannot be predetermined.

However, online representations necessitate access to the Internet and are only available to those who do. According to existing statistics, up until the détente, Cuba only had a 4.1% Internet access rate per household, the lowest in the western hemisphere (ITU 2015). In 2015, the Cuban government launched a strategy for the expansion of public Internet access on the island by establishing hotspots, with pre-paid cards for users to purchase. The gradual availability of Internet connectivity prompts important questions regarding the distribution of knowledge and access to information. Meanwhile, visual imagery in shared public space provides a more accessible platform for expressing anonymous, grassroots viewpoints.

Reinventing Shared Public Space in Old Havana

The process of urban transformation in Havana intensified in the 21st century. The city provides an example of urban restructuring where a range of global influences converge. Notwithstanding the U.S. economic embargo, Cuba has not been cut off from other parts of the world. In recent decades, its main business partners have been Venezuela, the European Union, and China (Erikson 2005). In the aftermath of the collapse of the Soviet Union in the 1990s, European nations began investing in efforts to restore cultural heritage sites in the city. In the 2000s, the influx of Latin American, European Union, and Asian capital expanded, alongside private funding from Cubans living abroad. The financial assistance of Spain, France, and the European Union, in particular, is evident in the restoration of the colonial architecture of Old Havana (Alfonso López 2013).

Throughout Plaza de Vieja, the main square of Havana, there are plaques dedicated to European nations and the European Union. Yet the distribution of foreign capital and resources has been conspicuously uneven: the areas visited by tourists and wealthier locals with access to the tourism industry are experiencing the most noticeable changes. Image 10, which depicts the restoration of the National Capitol Building, exemplifies a typical site in the city where renovation processes and decaying old architecture stand side by side in stark contrast to each other. After the Revolution of 1959, the Capitol, which resembles the United States Capitol, has not housed the government but is the home of the Cuban Academy of Sciences.

Image 10. Capitolio (National Capitol Building). Photo: Nadia Nava Contreras. Courtesy of the John Morton Center for North American Studies.

Old Havana, a UNESCO World Heritage Site, is the city’s main tourist attraction, which in the past decades has been reconstructed with the assistance of the Cuban government and European funding. According to Scarpaci et al. (2002, 158), as many as six agencies and national commissions were tasked with preserving Havana’s built heritage: “For example, three branches of the government as well as UNESCO worked to save Plaza Vieja. Perhaps the greatest support for historic preservation came in 1982, when UNESCO declared Habana Vieja and the network of colonial forts a World Heritage Site.” The restoration of the historic Old Town was a chicken-and-egg type of necessity needed both to draw foreign investment and to attract more tourism (Freeman 2014). The preservation effort resulted in renovations or constructions of buildings, museums, and cultural centers, boosted by the influx of foreign financial capital.

Whereas much of the Revolution of 1959 focused on bringing the development of rural areas into par with urban areas, the emphasis during the past decades has been the reconstruction of major cities in an effort to promote tourism. The dual-currency system, which separates the tourism-economy from the local economy, is striking. Individuals with access to the tourism industry have significantly better incomes and buying power in comparison to those that do not (Krull 2014; Wilson 2013; Hernandez-Reguant 2009). Contrary to images circulating in international media about Havana, famous brands, such as Lacoste, Adidas, Puma, and L’Oréal, are readily available in areas frequented by tourists, as evidenced by Image 11. Whereas international pundits have been speculating about the impact of a U.S. economic invasion, European and Canadian companies have already laid stakes in the country with their economic agendas.

Image 11. Adidas. Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

As with the depictions of binational relations, various visual statements produced by official and grassroots actors alike reveal that city planning is also a source of tensions. In Image 12, the statue of Carlos Manuel Céspedes, considered the Father of the Nation, is cordoned off from the reach of people, symbolically reinforcing the divisions between the haves and have-nots. The tensions between different factions in the country are not new; however, they have assumed new meanings in recent years.

Image 12. Plaza de Vieja (‘Parade Square’), Statue of Carlos Manuel Céspedes. Photo: Nadia Nava Contreras. Courtesy of the John Morton Center for North American Studies.

The notion of a singular Cuban “heritage” that is being promoted by the government as representative of national identity is a source of criticism on a grassroots level. Consider, for example, Image 13, the Eye of the Cyclone (Ojo del ciclon), which carries the following text: “Please remove the road bumps and puddles. They are not heritage.”

Image 13. Ojo del ciclon (‘The Eye of the Cyclone’). Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

The image provokes several thoughts. As it is located on O’Reilly Street, a main thoroughfare of Old Havana—an epitome of the restoration efforts—the image implies criticism of what is considered to be “heritage.” The location of the text on the lowest corner facing the street speaks to the necessity of semi-clandestine, grassroots reproach, which is quite distinct from the imagery promoting the government agenda discussed in the previous section. Moreover, the image implicitly takes issue with the economy, which contributes to an uneven distribution of wealth, resources, and infrastructure.

Image 14 offers a similar example. In it, a mouse-like rodent is depicted as saying: Ya no quiero más queso (‘I don’t want any more cheese’). Given that “cheese” is a slang term for money, and that mice are known to be cheese-lovers, one could interpret the image as a protest against the infiltration of foreign capital into Havana and, perhaps, against the masses of tourists flooding into the country with their “cheese.” The signature of the image “Cuba-Ecuador 015,” in turn, implies a possible politico-economic commentary.

Image 14. Ya no quiero mas el queso (‘I don’t want any more cheese.’) Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

The year 2015 saw a political crisis between the two nations, with Ecuador imposing a visa on Cubans in an effort to prevent unlawful immigration to the United States via Ecuador. A web search reveals that the phrase Ya no quiero más queso is in point of fact a part of a longer saying that continues sino salir de la ratonera (‘but to get out of the mouse trap’), which could be interpreted as a statement of solidarity to people wanting to escape Cuba through Ecuador, rather than get goods from there. In some informal personal dialogue, Cubans indicated that Ecuador is a major source of contraband and everyday items in Cuba; hence, the symbolic association to the notion of “cheese.”

Grassroots Visual Interventions in Central Havana

In contrast to Old Havana, the inner city neighborhood of Colón in Central Havana, which lies adjacent to Old Havana, carried a reputation as the historic vice district of the city, with flourishing prostitution and drug trade in the 20th century. According to Scarpaci et al. (2012, 58), Central Havana was originally the site of Spanish immigrants and lower-middle-class workers, who constituted Havana’s “new urban proletariat.” Unlike the historic Old Havana, the Colón neighborhood today does not attract official foreign funding of any kind, nor is it a priority area for real estate investment. Rather, it exemplifies grassroots approaches to housing renovation, citizen activism, and public art. Even if in today’s Colón one does not see visible criminal activities or experience a sense of danger, the ironworks covering the doors and windows of buildings remind visitors of its sordid past.

Pre-1990s policies of urban development focused on the outer areas of Havana, which led to a deterioration of inner city infrastructure with substantial consequences for people’s standard of living. Whereas Old Havana has, for example, state-of-the-art recycling sites (complete with compartments for paper, plastic, glass, and aluminum) sponsored by the European Union, Image 15 testifies to a major sanitation problem in Cólon, caused by inefficient garbage disposal and transportation.

Image 15. Untitled. Photo: Nadia Nava Contreras. Courtesy of the John Morton Center for North American Studies.

Throughout Colón—and elsewhere in Central Havana—there is a strong presence of street art and graffiti. Image 16 portrays a “laundry exhibit” in the neighborhood. Although much of the text is illegible, one cue hints at the exhibit’s message. The most visible text proclaims “BEAUTIFUL, SOVEREIGN CUBA,” suggesting a demonstration of some kind, one which the residents of the neighborhood will likely be able to attach meaning to and react upon.

Image 16. Linda Cuba suverana (‘Beautiful, sovereign Cuba). Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

The graffiti in Image 17, in turn, depicts youth sub-culture, perhaps influenced by rap or reggaeton—as suggested by the character’s outfit and accessories. The paintbrush and spray cans point to a creative process, perhaps the reinvention of one’s own identity, rather than conforming to preconceived notions established by older generations. The look on the character’s face, as well as the hands hidden behind the back, evoke a clandestine action, secrecy, and non-conformance. Depending on one’s viewpoint, one could also offer a critical reading of the image: that it poses a forewarning of some kind.

Image 17. Untitled. Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

Whatever the case may be, street art in Colón and elsewhere in Havana may serve as conversation starters on collective issues regarding the ramifications of societal development. The parallel discourses that such informal visual statements offer entail various open-ended possibilities for reinterpretation, serving as competing viewpoints vis-à-vis official depictions. The ways in which people respond to ongoing events also expose how different modes of communication are tied to questions of individual and collective agency. Ultimately, then, these images provide sources of information to contemplate visual commentary that falls outside of official communication networks.

Street Art by Yulier P.

A prime example of street art in Havana is the work of Yulier P. [Rodríguez Perez], a graffiti artist and muralist, who is ubiquitous in the city. Image 18, which is the entrance into his community studio, showcases some of his uncanny, alien-like figures, always painted hairless. The images by Yulier P. resist closure, inviting endless questions and open-ended interpretations. Albeit ambiguous, they are invested with powerful emotion.

Image 18. “Community Studio José Marti” by Yulier P. Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

Image 19 features a character that could be interpreted as a non-conforming adult or an adult in an infant’s body; s/he might be wearing shorts or diapers, but the necklace prevents any singular readings of gender. What the figure is sniffing is not clear either: it might be the smell of a rose, but it could also be something more sinister, such as a heart or an illegal substance. One reading could be that the seemingly deformed figure is a product of substance abuse. Whatever one’s interpretation might be, the image forces the viewer outside of one’s comfort zone. Any reading is, of course, culture-specific, so what might be obvious to local residents may not be caught by a visitor’s analytical eye.

Image 19. Untitled by Yulier P. Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

In Image 20, two identical creatures droop their heads back, with their mouths open, ready to catch a chicken drumstick, or a fruit or berry-like object. It is hard to tell for sure what the object is; rather than something edible, it could be a drop of blood. The lackluster expressions and disinterested glances suggest passivity, as if the figures were waiting for something to fall into their mouths without putting any effort into it and without knowledge of what the “something” might be.

Image 20. Untitled by Yulier P. Photo: Benita Heiskanen. Courtesy of the John Morton Center for North American Studies.

A chance encounter with Yulier P. in Central Havana gave me an opportunity to ask him questions about his art, which captures the curiosity of locals and visitors alike.[3] According to the artist, he insists on creating figures without hair in an effort to underscore the relative—not absolute—character of beauty. Yulier P. makes it a point to emphasize that his is not political art; rather, he defines his art as “social criticism” of the human condition. Some pieces may be about things he unwillingly witnessed or lived through. Even so, he feels they are important to be portrayed and seen. Each image, he asserts, contains a lived experience. At the time of the conversation with Yulier P. in the summer of 2015, the police had investigated him, but had not disrupted his painting.

Some two years later, however, international news outlets reported that the artist had been detained by the authorities and told to erase all of his murals in the city and its environs (Daily Mail 2017). According to news reports, the artist was threatened with imprisonment if he did not voluntarily erase the some 200 images he had created; allegedly, he refused to conform (Nunez Leyva 2017). In a short film about his work, the artist describes Cubans’ reading of his art as “anti-revolutionary” or “anti-government,” a willful illegal act in public space (Las Calles que Hablan, 2017). A week after his detention, Amnesty International (2017) published an appeal, “Urgent Action: Urban Artists at Risk in Cuba,” on behalf of Yulier P., urging citizens to write to the Cuban government on behalf of the artist and to overturn the provision by which his work would be labeled “dangerous.”

The various visual images discussed in this section—as in the previous one—speak to the ways in which shared public space is reinvented by various actors in the city in different ways. Shared public space is a locus of tensions between official and unofficial versions of current events. Specific and abstract consensus and dissensus (Rancière 2012) viewpoints are attempts to impose or contest official representations. Informal visual statements, then, exemplify the ways in which different strata of society manage to express their viewpoints as agents of their own history, enabling their makers to take a stand and to provide alternative discourses to official viewpoints. While people may feel excluded from tourist areas and oppose some of the government’s agenda, visual statements capture their viewpoints in their everyday surroundings, thus also reflecting their personal socio-spatial realities.

Displays of public art serve as an important form of visual intervention, one which exposes multiple linkages between policy-making and grassroots politics of representation. In the case of Yulier P., urban art serves as freedom of expression (if not freedom of speech) as well as an urban spatial struggle. When the series of hurricanes struck the island in the fall of 2017, the artist also deployed his art as a token of solidarity. During the massive flooding in the city, Yulier P. sent images of his work in plastic bottles through the flooded streets of Havana to convey his love and goodwill to the recipients (On Cuba 2017). The ways in which particular urban groups and individuals use shared public space for collective messages to communicate with one another, bottom-up and top-down, has distinct theoretical implications with regards to the creators’ sense of sense of place and being in urban Havana.

Since the election of Donald J. Trump in 2016, some of the D17 initiatives have been rolled back by his administration. Moreover, the binational relations have been hindered by a mysterious “sonic attack” by an unknown source on both U.S. and Canadian embassy personnel in Havana, which led to the repatriation of U.S. officials from Cuba, and vice versa. Even though the future of the binational relations is largely in flux, the diplomatic relations between the countries remain in place. Both the United States and Cuba might see yet another shift in existing power relations, with the U.S. congressional election taking place in 2018 and the presidential election in 2020, as well as with Raúl Castro’s resignation in 2018. The potential lifting of the U.S. trade embargo and the future of the U.S. Naval Base in Guantánamo Bay, located on the southern tip of the island, continue as sources of tensions between the two nations and would need U.S. Congressional approval to be resolved.

Notwithstanding the contingencies and irrespective of which direction the future affairs of the two nations take, changes are already underway, and the formalization of relationships has created a unique set of conditions that impact the everyday lives of Cubans in tangible ways. A visual-spatial analysis of responses to change in Havana provides a useful tool to penetrate official discourses and to demonstrate the impact of policy-making on the lives of people, who we would not hear from otherwise. Indeed, the most important conclusion that can be drawn from the examples in this article is that the pervasive visual imagi(ni)ngs of Havana provide explanatory power that binational geopolitical discourses alone would fail to capture.

References

All links verified 17 May 2018.

Online Videos

“Las Calles que Hablan (mini documental sobre Yulier P.)”, YouTube 11 July 2017. https://www.youtube.com/watch?v=KdzJUCWPIX4. “Botellas al mar, de Yulier P.” Facebook page On Cuba, 21 September 2017.

https://www.facebook.com/OnCuba/videos/1473067672789178/?hc_ref=ARSw9ZOW2Q0pOHoQd4o8ZuBHuHcRRnQO0op2xw3m7Vbj-MP_K558u1euIFpqAlGLyi0&pnref=story.

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Economist, May 29, 2015. “Why the United States and Cuba are Cosying Up.” http://www.economist.com/blogs/economist-explains/2015/05/economist-explains-37?zid=305&ah=417bd5664dc76da5d98af4f7a640fd8a.

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Sanchez, Yoni. December 19., 2015. “Castroism Has Won—Again,” Miami Herald. https://www.miamiherald.com/opinion/op-ed/article4699491.html.

Zurcher, Anthony. December 18, 2014. “US-Cuba Deal Has Vocal Critics,” BBC News. http://www.bbc.com/news/blogs-echochambers-30540089.

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Notes

[1] I would like to express thanks to Nadia Nava Contreras and Pekka Kolehmainen for conducting background research with me for this article and for Nadia Nava Contreras for conducting research with me in Cuba. The Faculty of Social Sciences at the University of Turku supported the trip to Havana for launching this research project. I would also like to acknowledge the John Morton Center Research Network’s scholars, who provided useful commentary on the first draft of the article, and to Albion M. Butters, Malla Lehtonen, and Ilmari Pirkkamaa for technical assistance with the article. Finally, thanks to the anonymous reviewers and editors of this volume for their suggestions for improving the article.

[2] The image was originally found in Yusnaby.com. It is currently available at Wallpapic, https://img.wallpapic.com/i3348-813-57/thumb/politiikka-coca-cola-Virvoitusjuoma-sarjakuvia-taustakuva.jpg.

[3] As Nadia Nava and I ran into the artist unplanned, we could not conduct a formal interview with him, but the conversation was recorded in field notes, dated July 9, 2015. Notes in possession of the author

Kategoriat
1–2/2018 WiderScreen 21 (1–2)

Urban Murals and the Post-Protest Imagery of Networked Publics: The Remediated Aftermath of Ukraine’s Euromaidan on Instagram

affective narratives, networked publics, protest, urban art

Tetyana Lokot
tanya.lokot [a] dcu.ie
Assistant Professor
School of Communications
Dublin City University, Ireland

Viittaaminen / How to cite: Lokot, Tetyana. 2018. ”Urban Murals and the Post-Protest Imagery of Networked Publics: The Remediated Aftermath of Ukraine’s Euromaidan on Instagram”. WiderScreen 21 (1-2). http://widerscreen.fi/numerot/2018-1-2/urban-murals-post-protest-imagery-networked-publics-remediated-aftermath-ukraines-euromaidan-instagram/

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In modern hyper-mediated urban environments, public art becomes an inseparable part of the multiplicity of meanings generated by citizens with regards to their city, their country and each other. What meanings can public art convey after a protest in a mediated city? And how do social media users capture and reflect on these visual artefacts? This article focuses on the urban murals that appeared in Kyiv, the Ukrainian capital in the post-Euromaidan period (spring 2014 – present day). The creation of murals began as a spontaneous urban practice, but post-protest, morphed into a concerted effort to populate blank walls of decaying apartment blocks around cities with meaningful art, reflecting on the turbulent political, social and cultural changes in the country. The article considers how this mediated public art form resonates with the networked post-protest publics through the affordances of Instagram and explores the different kinds of meanings networked publics in and around the post-protest city can produce. It focuses on how the mediation of the murals on Instagram might reflect or frame the meanings embedded in the murals themselves and how these themes might fit into the broader metaphorical narrative of rebirth and regeneration in the post-Euromaidan city of Kyiv.

“The city finds its own use for things”.
William Gibson

Introduction: Remediating post-protest online

The Euromaidan protest in the fall of 2013-winter of 2014 sprung up around the idea of Ukraine as a pro-European democracy with close ties to its Western European allies. Initiated by the sudden refusal of then-President Victor Yanukovych to sign an association agreement with the EU, the protest movement grew to encompass other claims and grievances, including access to basic human rights and dignity, opposition to state corruption, and police brutality. Though protesters came from all walks of life, protest action was concentrated in urban areas and relied heavily on digital networks for coordination and daily activities. In terms of protest messages and expression, the use of urban space for protest claims was closely tied to social media use to disseminate, popularize and record visual and textual expressions of dissent. The urban public art scene exploded with new and repurposed signs, symbols and slogans. Many art objects, including posters, graffiti, stickers, digital art, were created, circulated and re-interpreted by protest participants and observers (Lishchyns’ka 2015). As in any modern urban environment, such production and consumption of art was heavily mediated through online platforms – in fact, mediation was often an intrinsic part of the artistic objects themselves, imbuing them with additional weight and significance. Public art, in other words, became an inseparable part of the multiplicity of meanings made by protest participants with regards to the momentous events and their role in them.

What meanings can public art convey in the aftermath of a protest in a mediated city? And how do social media users capture and reflect on these visual artefacts? Can we say that the networked publics in and around the city use public art to reflect and make meaning of the post-protest reality?

This article focuses on the urban murals that started blossoming on the walls of multiple buildings in Kyiv, the Ukrainian capital, and other Ukrainian cities, in the post-Euromaidan period (spring 2014 – present day). The creation of murals began as a spontaneous urban practice, but post-protest, morphed into a concerted effort to populate blank walls of decaying apartment blocks around cities with meaningful art, reflecting on the turbulent political, social and cultural changes in the country. The mural movement grew to encompass a slew of international artists and drew worldwide fascination, becoming one of Kyiv’s – and Ukraine’s – main attractions from the “post-protest” period. The creation of the murals has been broadly covered in Ukrainian media (e.g., Kuryshko 2015; DreamKyiv 2015; Afisha 2016; Bigmir 2016), and there is an ongoing effort to document the locations of the murals using an interactive online map (Kyivmural 2017).

The mass proliferation of monumental murals on the walls of buildings in Kyiv occurred in two phases, orchestrated by local and international artists. The first phase, City Art, lasted from May to December 2015 (though a number of post-protest murals appeared earlier). This phase’s main goal was to refresh and transform the historic centre of the Ukrainian capital, and both Ukrainian and international artists worked to create around 30 murals. The second phase, Art United Us, started in March 2016, and is ongoing, with plans to create between 100 and 200 new murals (Afisha 2016). This phase has a more pointed focus on peacebuilding and conflict resolution (Art United Us 2017), echoing the developments in Kyiv and Ukraine, as society has turned from reflecting on the protest period to dealing with the armed conflict in eastern Ukraine instigated and supported by Russian forces. Throughout both phases of the mural creation, mural locations were negotiated with local authorities and residents through public meetings and consultations, and, though artists proposed their own themes and designs (Bigmir 2016), organisers and local residents had the final say in whether a mural would be painted on a particular wall and what it would look like.

In this article I consider how the physically present public art of these murals, mediated online, resonates with the networked post-protest publics through the affordances of Instagram and explores the different kinds of meanings networked publics in and around the post-protest city can generate by engaging with the murals through social media. It focuses on how the mediation of the murals on Instagram might reflect or frame the meanings embedded in the murals themselves and how these distinct themes (Sharp et al. 2005) might fit into the broader metaphorical narrative of rebirth and regeneration in post-Euromaidan Ukraine.

The article examines the visual content and themes of the murals themselves (as experienced by me in person during on-site observation or via mediated means), the mediated images of the murals on Instagram, as well as the affective expressions and contextual information, such as hashtags and other text, attached to these images in Instagram posts. Undertaking a semiotic visual analysis (Kress & van Leeuwen 1996; Jewitt & Oyama 2001) of a sample of relevant Instagram posts about the murals, the study catalogues the representational resources of the images, and categorises them in conceptual and narrative terms. It considers the symbolic and metaphorical structures of the murals themselves as visual materials, but also regards the way the murals are mediated through Instagram and the narrative and interactive structures that emerge in the process of this mediation. The findings stemming from this diverse collection of image-based affective expressions present an interesting case for scholars of mediated urban environments and contribute to the field of knowledge about how urban denizens engage with public art and the ideas it seeks to express in hyper-mediated city environments. Importantly for the Western-dominated field of social media research, this study deals with a case from Eastern Europe, enriching scholarly understanding of how platforms like Instagram are used by citizens of non-English speaking countries and environments where social media may serve as alternative spaces of public appearance, deliberation and meaning-making.

In the article I draw on danah boyd’s definition of networked publics as the imagined collectives of individuals “restructured by networked technologies” (boyd 2010, 39) with the understanding that these publics are also embedded into the material spaces and geographies of the city. I complement this view with Zizi Papacharissi’s conceptualisation of the affective or highly emotional dimension of networked storytelling (Papacharissi 2016). If, as boyd argues, networked publics emerge as both spaces constructed by digital networks and as imagined communities of individuals collectively engaging in technologically mediated practices (boyd 2010), then how do people who form such networked publics engage not only with the digital platform infrastructures, but also with the symbolism and metaphors of mediated public art? And what meanings and representations of the post-protest city emerge from their collective experiencing of these artefacts through the use of networked technologies? Using the post-Euromaidan urban murals and their mediated representations on Instagram as a case study, I explore these entanglements between the concepts of networked publics, visual semiotics and affective intertextual meaning-making to discover how urban denizens orbiting in highly mediated spaces are able to make and re-make the meaning of public art and the post-protest reality it represents.

Murals, urban mediation and platform vernaculars

As an urban art form, murals are generally considered less “illicit” than graffiti, as they tend to get the public’s and sometimes even the authorities’ blessing. Yet they also manage to capture the “hopes and fears, struggles and aspirations” of the communities which create and house them (Rolston 1992, Cockcroft & Barnet-Sánchez 1993, Golden et al. 2002). This potential to serve as vehicles and vessels of interpretive and meaning-making work for the public is especially evident in urban environments where murals emerge in reaction to instances of injustice, tragedy, violence and protest (see e.g. Rolston 1992 on murals in Northern Ireland).

As examples of street art, murals are inscribed into the physical public space and thus are closely linked to people’s consumption and prosumption of such space. In fact, as they are embedded into the canvas of urban spaces, there is a certain inevitability to them being publicly beheld by urbanites. At the same time, this inescapable publicness of murals as street art (Carmona & Tiesdell 2007), when mediated, also allows for a contemporaneous, interactive agency (Visconti et al. 2010), both on the part of the artists and on the part of the urban denizens. Extending Hirschman’s (1983) discussion of artistic agency, we can argue that in multiply mediated urban public spaces, both the artists and the dwellers consuming and remediating the art can “express their subjective conceptions of beauty, emotion or some other aesthetic ideal” and simultaneously “formulate beliefs about the nature of reality and values regarding desirable states of reality” (Hirschman 1983, 46).

In the contemporary, spatially hybrid cities (Ridell & Zeller 2013), public space is at once multimodal and relational, so public art is not only created to be looked at and interpreted by passers-by, but is also, together with the space it inhabits, constantly reproduced in human activities and interactions (Lefebvre 1991). This relationality, in turn, not only enables the (re)production of public art as signs and symbols, but also allows for the reimagining of the meanings behind the artistic artefacts (the signifieds behind the signifiers) and for the retelling of these imaginaries in multiple ways as they are remediated across urban networks, both digital and physical. The mediation and representation of urban spaces, and public urban art in particular, through visual social media such as Instagram has become an integral part of everyday urban existence.

The practices of people that form networked publics around engagements with urban public art are necessarily inscribed not only into physical spaces of the city, but also into the networked spaces of social media platforms. boyd (2010) suggests that the latter formations are imagined collectives of people restructured by the platforms’ affordances for making content and conversations more persistent, highly replicable (text and images easily copied and shared), scalable (increasing potential visibility of text and images) and searchable. Importantly, such affordances of networked spaces lead to collapsed social contexts and the overall blurring of public and private in online discourse. This personalisation of public discourse, especially when it revolves around matters of political or social import, brings to the fore the emerging deformalisation of political debate and the role of individual reflections, emotions (affect) and opinions. Such ‘everyday’ practices allow citizens to inscribe the political within the personal (Highfield 2016) and grant them the ability to participate in and contribute to various aspects of political life in a public, yet highly individualised and often distinctly affective context provided by the digital networks and the hybrid urban spaces they wrap around.

At the same time that our mediated practices of being in urban space become increasingly visually mediated and media-rich, precipitated by what Gibbs et al. (2015) call a visual turn in social media, certain ritualised uses of social media platforms emerge. Highfield defines these ritualised practices as standardised and recurring social media behaviours shaped by both the affordances of platforms and the norms and cultures around them (Highfield 2016, 41). Each of these platforms possesses a unique combination of styles, grammars and logics for expression – what Gibbs et al. term the “platform vernacular” (Gibbs et al. 2015). The vernacular emerges at the intersection of platform affordances and how they are appropriated and performed by platform users. Instagram, specifically, allows image sharing in a seamless, casual way, yet offers a range of features (such as filters or hashtags) that turn shared images into discursive focusing devices, offering a format for condensed expressions of creativity, political views or modalities of emotion and affect, such as admiration, anger, dissatisfaction, hope or passion. Such habitual practices of expression are also influenced by the fact that Instagram use is heavily centered around mobile devices and thus embedded in everyday relations with urban public spaces. This allows social media users to focus attention on particular aspects of their urban environment, be it cultural, artistic or socio-political ones, while also fostering a personal connection with the spaces on an emotional or affective level. Papacharissi (2015), complementing boyd’s view of networked publics, argues that digital networked media are especially adept at serving as conduits for affective expression in moments of social change, inviting users to feel their place in momentous historical events and to develop meaning from these events, even if they were experienced indirectly. In the case of sharing Instagram images of city murals, users are able to draw attention to a particular piece of public art, but also to create certain resonance around the meaning of the piece as interpreted by its beholder. In this way, urban dwellers can engage in ritualised social media practices by adding affective and narrative context with every personal post about public art and thereby contribute to a growing canvas of intertwined individual experiences, constantly shaping and redefining the meaning inferred from their encounters with the art.

Affective publics (Papacharissi 2016) concentrated around a ritualised networked practice (such as sharing images of public art on Instagram), can potentially generate a sense of connectedness among those posting to the platform, weaving their individual experiences into a multimodal set of meanings of a shared lived event or its aftermath. By incorporating the individual affective reactions to and representations of events, networked social media thus permit speculative meaning-making of uncertain situations through affective attunement (Papacharissi 2015). Focused around a particular ritualised practice in hybrid urban spaces, such affective publics could be instrumental in shaping a relational network of spatial imaginaries from which alternative futures of the post-protest city might emerge. A horizontalised, networked, spatially hybrid environment that allows for a multiplicity of voices, emotions and interpretations harkens back to Michel de Certeau’s vision of the city being written “from down below” by the ordinary visions of its urban denizens (de Certeau 1984). Especially in networked environments that offer more ambient and casual ways of reclaiming political and civic agency, emotion and affect emerge as key to informing political transformation and social change (Peltola et al. 2017).

Collecting and analysing visual data from Instagram

My choice of Instagram as a platform for examining the mediated practices of urban denizens around public art was informed by the fact that, unlike Facebook and Twitter, platforms that were originally text-driven, Instagram (founded in 2010) was devised as a primarily visual medium and allows for a casual capture of everyday experiences in photographic form, while also providing a space for textual or narrative content. Instagram is also becoming increasingly popular online, with the platform reporting 800 million monthly users and 500 million daily users as of September 2017 (Etherington 2017). In Ukraine in particular, the number of Instagram users has seen rapid growth and rose from 3.8 million users in April 2017 to 5.6 million users in June 2017 alone (Dmytrenko 2017).

Leaver and Highfield (2016) note that Instagram data is also comparatively more accessible for research scholars than, for instance, that of its parent company, Facebook. Instagram as an application is also available across different mobile operation systems, potentially increasing the pool of users. In terms of related research on affective Instagram publics and the role of emotional narrativity in Instagram use, scholars have investigated sharing practices around grief and mourning (Gibbs et al. 2015; Leaver & Highfield 2016) and around specific communities (e.g., Ging & Garvey’s 2017 study of the pro-ana Instagram posts). Other studies have examined how certain spaces are experienced and mediated through Instagram use, for instance, museums (Weilenmann et al. 2013) or cities in a broader sense (Hochman & Manovich 2013; Boy & Uitermark 2016).

The proliferation of locative mobile media with image-capturing capabilities coupled with image-sharing platforms like Instagram results in a further hybridisation of the “experience” of urban public art, making the material, spatial and digital aspects of it inseparable. MacDowall and de Souza (2017) argue that in fact, there is a close relationship between the architecture and vernacular of Instagram as a platform and the production and consumption of urban street art. This is evidenced by many graffiti and street artists incorporating Instagram into their everyday practices and using it to document, share and distribute their work. The experience of consuming street art is also changed by Instagram as part of our highly mediated interaction with hybrid urban spaces. In this respect, the image-centric nature of Instagram (while also availing of its capabilities for intertextuality) offers a productive way to examine how urban denizens engage with public art in the city and how they use the affordances of Instagram to produce image-based reflections on the art and the meanings behind it.

I collected the data for this case study on Instagram from January to April 2017, focusing on three hashtags that were most commonly used to accompany photos of and mark people’s experiences of murals in Kyiv after the spring of 2014 (the end of the protests). These were #муралыкиева (Russian), #мураликиєва (Ukrainian), and #muralkiev (English). Ukraine, and Kyiv in particular, has a multi-lingual tradition colouring its social media practices, so it was important to capture these rituals in their original forms (e.g., a number of Instagram posts use more than one of the above hashtags, ostensibly to increase visibility, or use them in conjunction with other hashtags). The use of the hashtags also could be seen as indicating the overtly public nature of the posts, and all collected posts were accessed through the publicly accessible desktop Instagram view which does not require registration. Despite these operational definitions of publicity, social media users often have varying degrees of privacy expectations, especially when sharing personal content (Leaver & Highfield 2016). Therefore, in this study I only present selected samples of shared visual content, anonymise the screen captures of Instagram posts, and focus heavily on textual description of the images.

The preliminary number of posts captured on each hashtag was as follows:

#муралыкиева (Russian) – 1,460 posts
#мураликиєва (Ukrainian) – 328 posts
#muralkiev (English) – 149 posts

After cross-comparison and stripping out the duplicates (images that were the same unique posts and contained more than one designated hashtag), the total number of posts for analysis was reduced to 1,817 URLs. I then analysed the Instagram posts employing visual and textual semiotic analysis in terms of the images they contained and the additional textual content that accompanied them, such as hashtags and user-generated captions. I did not analyse the comments from other users under each Instagram post as they were beyond the scope of this project.

The obvious limitation of this sampling method is that focusing on three hashtags does not allow to capture the complete dataset of mural-related Instagram posts (a common issue in Instagram-based research, see e.g., Ging & Garvey 2017; Leaver & Highfield 2016). Certainly, many photos of murals are not marked with these hashtags yet selecting the most commonly used popular ones allows me to productively focus the sampling strategy and capture a non-representative, yet significant subset of relevant data from the social media platform.

In what follows, I analyse Instagram posts by using a social semiotic approach to glean how the semiotic resources of Instagram posts are used for interpretation and intertextual connection (Jewitt & Oyama 2001). This analysis helps gauge how Instagram is used as a visual communication platform to remediate urban murals and how those image-based practices can be understood in the context of post-protest meaning-making and affective expression. In their approach to social semiotic visual analysis, Kress and van Leeuwen (1996) identify three kinds of meaning-related work that images may do: representational (i.e., an image represents the world or part of it), interactive (i.e., an image plays a part in an interaction with those capturing or viewing it) and compositional (i.e., an image constitutes a kind of recognisable textual element). In each of these aspects, the semiotic resources analysed are grounded in particular social, historic and cultural contexts and also shaped by people’s own meaning-making efforts when consuming visual messages.

Of particular interest here are the representational semiotic resources, which Kress and van Leeuwen separate into conceptual and narrative structures. Conceptual structures can symbolically define, characterise or classify people, places or things in the images. In the case of urban murals, reading the images of murals for symbolic or metaphorical definitions of key themes is an important part of the overall analysis of their Instagram-based remediation. On the other hand, narrative structures are indicative of relationships and actions between subjects or objects in the image and can often be seen through vectors of action or reaction in visual materials that might be transactive or non-transactive (Jewitt & Oyama 2001). These can be compounded by analysing the interactive semiotic resources in images, such as distance or point of view, to glean additional meaning from an Instagram photo.

The first stage of analysis was aimed at exploring the imagery of the murals themselves. I categorised the mural images from the Instagram posts with regard to their symbolic or metaphorical conceptual structures, using mutually exclusive categories as they emerged from a preliminary overview of the post sample. These categories were grounded in the social, historic and cultural contexts of post-protest Ukrainian social and urban life and were to some extent informed by additional knowledge about the murals gleaned from media coverage (Kuryshko 2015; DreamKyiv 2015; Afisha 2016; Bigmir 2016), such as information about the artists and interviews with the creators and curators. This contextual categorisation was largely an inductive process and resulted in a list of broad symbolic and metaphorical themes. I discuss these in detail in the findings.

At the second stage of analysis, I shifted the focus to examining the narrative structures with regard to users’ relational and participatory practices in urban space evident in the images. Here, visual analysis centred on the presence or absence of the city dwellers in the photos of the murals they captured, their visual relationship with the murals, their reactions to the murals, and the various angles of the photos suggesting different points of view and distances with regards to the public art in urban spaces. Additional intertextual analysis focused on the presence of user-provided context such as additional hashtags and personal comments about the art or related to it. The findings of this stage of the analysis indicate how people use the affordances of Instagram to connect mediated public art (murals) to their own points of view and affective standpoints, allowing for a multiplicity of visual and intertextual meanings of the post-protest city. In the following, I will summarise the findings of both stages of analysis in separate chapters, with a greater focus on the narrative structures in order to capture the role of Instagram-based mediation practices in meaning-making around public art.

Conceptual structures of mediated urban public art on Instagram

The visual semiotic analysis revealed a number of broad conceptual themes encompassing most of the murals created during the post-Euromaidan period. The key symbolic categories that emerged were: Ukrainian history and heritage; Kyiv’s urban history, myths and stories; protest, revolution and national identity; new heroes of post-Euromaidan Ukraine. A number of the murals also involved the more metaphorical themes of change, rebirth and transformation; freedom and peace; the more emotional themes of hope and love; and abstract art (uncategorised or other). To some extent, these reflect the affective themes of hope, struggle and aspiration encountered by other scholars who have studied murals as public art in various contexts (Rolston 1992, Cockcroft & Barnet-Sánchez 1993, Golden et al. 2002), but a few of the categories are specific to the post-Euromaidan context. I briefly outline and explain the categories below, beginning with the more general themes and then focussing on those related to the post-protest context.

Ukrainian history and heritage (6%, 109 posts): Murals in this category usually depict figures that played important roles in Ukrainian history (e.g., Ukraine’s first president Mykhaylo Hrushevsky) or its cultural heritage (e.g., the writer and poet Lesya Ukrainka). A recurring element in this category is the symbolic presence of traditional Ukrainian dress, ornaments, patterns and other symbols of Ukrainian historical and cultural legacy.

Kyiv as urban history, stories, artefacts (5%, 91 posts): This category contains murals that reflect particular elements of Kyiv’s own, more intimate urban lore. Examples in this category include an image of Archangel Michael (traditionally, the guardian angel of Kyiv city – see Figure 1) and a mural depicting a group of black ravens (a reference to a cage with live ravens hidden in a small yard in old town Kyiv, a closely guarded urban “secret” location). These elements or moments of local lore serve as a kind of visual synecdoche for the city as a whole, while pinpointing their own sentimental or emotional value.

Image 1. Mural, a depiction of Archangel Michael, guardian angel of Kyiv city, in a residential neighbourhood. Photo from Instagram.

Abstract art or other (9%, 163 posts): This category contains largely uncategorisable murals that don’t fit into a particular theme (e.g., an elephant hanging from a cluster of colourful balloons).

Protest, revolution, national identity (39%, 709 posts): While the first three categories are fairly direct in their symbolism, this category is likely the most metaphor-rich, as the art in it seeks to make sense of the tumultuous events of the fairly recent protests and their impact on national – and urban – identity. This is also one of the most densely populated categories in the dataset. Examples of metaphors and allegories in this category include a fairytale setting depicting a mythical hero battling a snake (struggle); protesters in animal masks, one of them carrying a Ukrainian flag, in a standoff with equally masked thugs (Figure 2); a ballet dancer balancing on a bomb with a lit fuse (revolution); a girl in national dress in a field of sunflowers under a blue sky (yellow and blue are the colours of the Ukrainian flag and are often used to signify national identity). This category also includes more recent images commenting on ongoing violence and loss of life in Ukraine, as exemplified by a mural depicting a woman hugging a blank shape of a man with an arrow through his back.

Image 2. Mural, a metaphorical depiction of struggle between ‘good’ and ‘evil’ forces in Ukraine, in a residential neighbourhood. Photo from Instagram.

New heroes of post-Euromaidan Ukraine (5%, 91 posts): This category is fairly straightforward, capturing individuals who were prominent during the Euromaidan protests or became symbols of the post-protest environment. Examples here include a portrait of Serhiy Nigoyan (Figure 3), a young protester who was the first victim of the anti-protester violence and died aged only 21; and a mural with Anna Rizatdinova, a female athlete from Crimea (an autonomous republic within Ukraine that was occupied by Russia after Euromaidan).

Image 3. Mural, a portrait of Euromaidan protester Serhiy Nigoyan in downtown Kyiv. Photo by Tetyana Lokot.

Change and transformation (19%, 345 posts): Another more metaphorical category of murals depicting various allegories for change and transformation, including a runner breaking through the finish line and simultaneously breaking through their own skin (Figure 4) and a man crossing a river while holding onto a deer’s horns.

Image 4. Mural, a runner breaking through the finish line, in a residential neighbourhood. Photo from Instagram.

Freedom, peace, hope and love (17%, 309 posts): There are yet more metaphors in murals in this category, ranging from a person with a key through their heart connected to a series of gears (“love runs the world’) to a proliferation of murals containing images of birds (a common symbol of freedom or peace), sometimes with literal additions of text (e.g., an image of storks in a nest and “Peace to Ukraine” under them).

The fact that the thematic category dealing with protest, revolution and national identity, and the ones depicting themes of change, transformation, peace, hope and freedom were the most numerous is in line with the general history of the mural movement and the explicit desire to address these themes in the public art spaces. It is also in line with the aims of the post-Euromaidan mural creation movement to populate public urban spaces with fresh ideas and meanings in the wake of momentous social events. At the same time, the distribution of themes is to some extent informed and shaped by the choices made by individual city dwellers on Instagram as they decide which murals to capture, share and comment upon. Though not a representative sample, the prevalence of mural images with these specific themes among the Instagram-based networked publics indicates a certain preoccupation with and desire to join the public post-protest discourse about social change, urban transformation and identity renegotiation precipitated by the events of Euromaidan and their aftermath.

Narrative structures and practices of Instagram users

Further visual semiotic analysis was aimed more specifically at how the mural images were mediated and represented through the means of Instagram. This analysis revealed some of the key narrative processes and relational practices around social media users’ interactions with murals as a form of monumental public art. In the Instagram images, users captured the urban spaces and the public art inscribed within them, and themselves as interactive participants (engaging in the action). The urban spaces and art interchangeably served as background – what Kress and van Leeuwen (1996) call “locative circumstances” – and as a more central, foregrounded participant in the image.

Self-inscription and juxtaposition of the self and the image in the mural occurred in about one tenth of the posts (198 cases out of 1,817), most often exemplified by the selfie format, with the user’s (users’) face(s) close-up and the mural in the background or acting as a kind of frame (see Figure 5 for examples). This self-inscribing in the Instagram posts was overwhelmingly meant to convey reaction (of the person inscribed to the art), but was predominantly non-transactive, in that no return action was expected from the mural as an inanimate, if meaningful object. In some cases though, this more intimate point of view (suggested by a close-up of the user inserting themselves into the hybrid art space) was replaced by a more distant one, picturing the urban citizen in proportion to the monumental art, to indicate the scale of the space occupied by the artistic creation. In some other cases, users inserted themselves into the artistic landscape more directly by posing as if in dialogue with the mural or as one of its elements.

Self-insertion or more intimate point-of-view practices can serve as indicators of subjectivity and personalisation (Gibbs et al. 2015) of our visual experiences, especially with regard to how we receive and remediate public art in urban spaces. Such self-insertion and “drawing closer” to the murals or “gazing upward” at them can perhaps indicate the “affective attunement” that Papacharissi (2015) describes when discussing how social networked media allow us to inscribe ourselves into historical events through structures of feeling and affect shared with others on the network, even if we ourselves were not physically present at a given event at the time it occurred. In the case of post-Euromaidan murals in particular, such visual affective insertion may serve to integrate the feelings and experiences of Instagram users about the events of the protest and its aftermath into broader structures of meaning and emotion generated by the creation of the murals and their collective representation on Instagram.

Image 5. Caption: Examples of different self-inscription in images with the same mural. Photos from Instagram.

More often than not, however, the Instagram images simply depicted the wall or building hosting the mural, without any interactive participants involved (69% or 1,254 posts). In these cases, users were capturing the art itself or as framed by the urban space it was inscribed into, offering various possibilities to interpret the city as background to the mural; the mural as background blended with the rest of the urban space; or the mural as foregrounded (cropped) exclusively without the urban background. The remaining posts (365 images or about 20% of the total sample) either contained other objects (e.g., coffee cups) or depicted the mural as a smaller part of a larger urban landscape, again negotiating its relationship with the urban space around it by backgrounding or foregrounding the mural in the context of the city. The contextualisation in these cases occurred through the use of intertextual tools such as hashtags or short comments appended to the shared image. Though not part of the visual object per se, these hashtags and utterances are nonetheless part of the Instagram platform vernacular (Gibbs et al. 2015) and connect the shared images to broader discourses and meanings, serving as entryways to other users’ image feeds and cementing Instagram’s sociality as a visual media platform. Yang (2015) further argues that hashtags derive their narrative agency as much from their narrative form as from their contents and social context – and this is certainly true for hashtags used in conjunction with the images on Instagram.

Analysis of textual content appended to the images of murals posted to Instagram revealed deeper insights into the mediated practices around urban public art. Though in about 10% of cases the textual content consisted only of one or more hashtags (e.g., the initial hashtags #муралыкиева, #мураликиєва, and #muralkiev; also #streetart, #modernart, #muralbusters, #walkabout, etc.), in the rest of the cases the posts contained more substantial textual content, such as discussions of the content of the mural or the context behind it, reflections on its meaning or on the emotions elicited by seeing it (see, for instance, figures 6, 7, 8 and 9). The predominant modalities of textual practices amounted to the following:

What is it (what is in the picture): Those who captured and shared photos of murals added context to the images, explaining what they thought the mural depicted, when it was made, who created it, and providing other additional factual details. This level of verbal engagement allowed for some compositional meaning-making and interpretation, but in a very basic sense with only the lightest of framing efforts. For instance, Figure 6 shows a post with an image of a mural where the only added context is the original title of the mural, ‘Love Runs the World’, given to it by the artist and conveyed by the author of the Instagram post.

Image 6. Image of a mural on Instagram, with user adding context by providing the original title of the mural, ‘Love Runs the World’, and the hashtags ‘Kyivmurals’, ‘millo’ (the name of the artist) and ‘InterestingKyiv’. Photo from Instagram.

What is the artistic value: In a number of posts, users debated and critically evaluated the artistic merit of a particular mural. This was done either by using specific additional hashtags (e.g., #modernart) or by offering direct commentary on the quality of the artists’ work, the choice of the theme or the appropriateness of the mural in its surrounding space. This group also accounts for a few comments that dealt with the choice of wall or building which housed the mural (in some cases, the buildings had historical value of their own). There were comments that were positive, as well as negative or neutral in terms of sentiment value. Combined with the visual representational meaning, these comments further elucidate the relational nature of urban space and public art within it, underscoring the tensions between the interactive participants and the represented art in the act of remediation online.

Why it is significant: A smaller number of posters used comments to explain the significance of a particular mural or its subject/theme, adding to the salience and value of the image itself. This is a deeper level of commentary that allows for more profound engagement with the signifier (the mural remediated in an Instagram image) and for an in-depth exercise in compositional meaning-making as it is interpreted into a signified. Comments in this group usually touched on the history behind specific images or events they signified and justified the appearance of particular murals by placing them in the context of recent events such as the Euromaidan protests, the ongoing political reforms or the simmering conflict in eastern Ukraine. Some of the comments about significance also involved discussions of the changing image of Kyiv as a ‘European capital’ and the role of the murals as public artefacts signifying these changes. Figure 7 shows one such Instagram post, where the poster analyses a mural depicting a young woman holding an open cage with one bird still inside the cage, and the other out of it. The author of the Instagram post ruminates on the meaning of the image where “the point of the mural is the birds, not the girl” and concludes that “we all have freedom and choice, but are we all conscious of having them?”.

Image 7. Image of a mural on Instagram, depicting a young woman with an open bird cage and two birds. The poster reflects on the symbolism of the image and its relation to issues of personal freedom and choice. Photo from Instagram.

How it makes one feel: Finally, a number of posts contained comments that were overtly personal, emotional or affective in nature and described the users’ own feelings, memories and associations in connection with the murals or their subject matter. While not numerous, these affective expressions served as meta-commentary, connecting the citizens’ concerns to larger themes of fear of change, processing of trauma in the wake of violent protest, anger at ineffective government reforms and hope for a brighter future and a better city (and country). Distinctly personal in nature, these accounts added to the affective structures of personal experience evident from the earlier visual analysis, weaving the resulting intertextual material into the fabric of post-protest urban space and connecting with the multiplicity of post-protest histories attempting to make personal and collective sense of the events that the city and its inhabitants had experienced. Figure 8, for instance, shows an Instagram user adding a simple emotional expression to the image of a mural depicting a woman hugging a blank shape of a man with an arrow through his back, with the words “It seems like just an image, but it carries so much meaning…” and the hashtag #meaningoflife. In contrast, Figure 9 shows an Instagram user sharing a very specific recollection connected to a mural depicting a metaphorical scene of struggle:

A memory from Kyiv – a mural telling the story of how Ukraine fought against its enemies, I remembered it because it’s been timely these past few days (the post was made on February 22, the anniversary of the last days of the Euromaidan protest – TL). When you get to know the country from the inside and gain friends, you feel everything going on here much deeper and you feel empathy.

Though transient and ephemeral, these bursts of affective representations of urban murals in Instagram posts, evident from the combination of image-based symbolic structures and supplementary contextual text and hashtags, arguably contribute to a networked reimagining of the city. They do so by combining the feelings, fears, hopes and aspirations ignited and represented by the public art into a networked collection of the imaginaries of “the post-protest city we want” ­– and allow the networked publics to claim the right to that city.

Image 8. Image of a mural on Instagram, depicting a woman hugging a blank shape of a man with an arrow through his back, with the post author reflecting on how the image makes them feel. Photo from Instagram.
Image 9. Image of a mural on Instagram, depicting a metaphorical scene of struggle. The poster reflects on the symbolism of the image and its relation to Ukraine’s struggle during the Euromaidan protest. Photo from Instagram.

Conclusion

By analysing how murals that emerged in post-Euromaidan Kyiv were visually and verbally mediated on Instagram I explored in this article the possibilities provided by a remediation of urban art for meaningful participation in public life that exist beyond institutionalised political arenas (Visconti et al. 2010). We are talking about an urban politics that is visual, personalised and highly affective. This kind of politics is especially pertinent for non-Western contexts (such as Ukraine and other Eastern European states) where social media platforms are often used by citizens as alternative spaces of public deliberation and meaning-making, but where visual platforms such as Instagram have received significantly less scholarly attention than the dominant players such as Facebook and Twitter. The materials I examined, such as the images of the murals themselves and their intertextual depictions in Instagram posts, demonstrate how public art can engage networked publics and enable them to renegotiate symbolic representations of power, history and citizenship within the city.

Beyond the initial artistic intent and the thematic and relational meanings of the murals dealing with key concerns of a post-protest society in symbolic and metaphorical terms, urban denizens employ various ritualised social media practices and avail of specific platform vernacular to further interpret and make meaning of the public art. They insert themselves and juxtapose themselves with the art in visual terms creating a variety of meaning-making structures around their reactions to the murals, their relationship with them, and their experience of them. These structures signal the users’ subjectivity with regards to public art, a personalisation of visual experience and a certain affective attunement to the state of the city and its dwellers in the aftermath of the protest events. In Instagram posts, these newly formed affective publics weave their experiences and reflections into broader structures of meaning and emotion generated by the creation of the murals and their collective experience of them on Instagram. They further engage in meaning-making practices by adding context to the murals, evaluating their artistic merit, explaining their significance, and sharing personal stories about the feelings and memories that the public art objects evoke in them. Combined, these hybridised spatial practices add layers of meaning to the public art and the spaces it inhabits, allowing for a multiplicity of affective, bottom-up post-protest meanings that contribute to the city being written “from down below” (de Certeau 1984) and include themes of rebirth, regeneration (Sharp et al. 2005) and post-conflict reconstruction and peacebuilding. This multiplicity also extends to the imaginaries of the city itself: the mural, itself a layer of meaning transposed onto a ‘blank’ canvas of a city wall, becomes a canvas where multiple personal meanings are inscribed when the murals are captured and circulated in Instagram posts.

The study’s findings show how engaging with the city through mediated and remediated public art allows citizens (both participants of the protests and not) to weave their own memories, meanings, and feelings into the multiple representations of the post-protest city that are able to co-exist and entangle. The mediated set of networked images and attached textual namings and depictions emerges as both a tool and a space of public conversation about the meaning of art in cities and what it can do. While the murals themselves are a result of public negotiation, the networked imagery around them also emerges as a constant re-negotiation of personal stories and experiences. The city is refashioned and reborn after a crisis through new public art, but also through the multiple networked imaginaries that the art evokes. The rebirth, then, is also hybrid, relational and multispatial, existing in the augmented environment where physical space, bodies and digital images together with their verbal commentaries all merge. The Instagram-based affective public constructed around urban public art in the post-Euromaidan context serves as evidence that engagement with digitally mediated urban art may play a key role in re-negotiating representations of power, history and citizenship in the wake of transformative social events such as mass protests.

References

All links verified June 3, 2018.

Websites

Afisha. 2016. “Художники со всего мира нарисуют 100 новых муралов в Киеве [Artists from around the world will paint 100 new murals in Kyiv]”. http://afisha.bigmir.net/other/news/229329-Hudozhniki-so-vsego-mira-narisujut-100-novyh-muralov-v-Kieve.

Art United Us. 2017. “About.” Facebook page. Accessed on April 2, 2017. https://www.facebook.com/pg/artunitedus/about/.

Bigmir. 2016. “Гео Лерос: Мы не диктуем художнику, какой мурал ему рисовать [Geo Leros: We don’t dictate to the artist what kind of mural to draw]”. http://news.bigmir.net/capital/999181-Geo-Leros–My-ne-diktuem-hudozhniku–kakoj-mural-emu-risovat–.

Dmytrenko, Oleg. 2017. “5.6 million Ukrainians are already using Instagram, while Facebook fell to 8.9 million.” Watcher, June 27, 2017. http://watcher.com.ua/2017/06/27/5-6-mln-ukrayintsiv-vzhe-korystuyutsya-instagram-a-facebook-prosiv-do-8-9-mln/.

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Kategoriat
1–2/2018 WiderScreen 21 (1–2)

Hues on a Shell: Cyber-Dystopia and the Hong Kong Façade in the Cinematic City

cinematic city, cyberpunk, Ghost in the Shell, Hong Kong, representation, screenscape

Brian Sze-hang Kwok
sdbriank [a] polyu.edu.hk
Assistant Professor
School of Design
The Hong Kong Polytechnic University

Anneke Coppoolse
anneke.coppoolse [a] polyu.edu.hk
Assistant Professor
School of Design
The Hong Kong Polytechnic University

Viittaaminen / How to cite: Sze-hang Kwok, Brian, and Anneke Coppoolse. 2018. ”Hues on a Shell: Cyber-Dystopia and the Hong Kong Façade in the Cinematic City”. WiderScreen 21 (1-2). http://widerscreen.fi/numerot/2018-1-2/hues-shell-cyber-dystopia-hong-kong-facade-cinematic-city/

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This article considers the (re)production of Hong Kong’s urban space in cyberpunk cinema, specifically in the American interpretation (2017) of Mamoru Oshii’s Ghost in the Shell (1995). How Chinatowns and Asian cities have inspired cyberpunk environments in both literature (e.g. Neuromancer 1984, Snow Crash 1992) and film (e.g. Blade Runner 1982, Ghost in the Shell 1995) has been extensively explored (e.g. Bruno 1987, Doel and Clarke 1997, Wong 2004). Asian urbanities have fed imaginations about density, verticality, and alienation. Wong (2004, 100) argues that, as filmic configurations of urban futures, Asian cities can be seen as prototypes of what capitalist world cities might become (King 1990 in Wong 2004, 100). Davis (2010, 140) points out, however, that while these cinematic cities signal certain Asian mobility, imaginaries of high-tech futures in the cyberpunk genre particularly emphasise the dark side of life, presenting grubby alleyways, shady business, and images the like.

From William Gibson’s Neuromancer (1984) to Guillermo del Toro’s Pacific Rim (2013), rampant hypermodernity has been presented in a dystopian fashion that involves not only stories about the dark sides of life but also visual narratives about neon-lit and significantly vertical façades. This article considers urban Hong Kong, in these narratives, to be both an actor and a shell—not much different from Ghost in the Shell’s Major character and her cybernetic body. In film, the city is not represented but reframed as “a body with a ghost”: in cyberpunk film specifically, it is reframed as a shell patched with lights and shadows, encapsulating the soul (or what is left of it) of a place. The cyberpunk city is not a copy of a “real” city but rather a particular rendering of a city that is already a simulation.

James Tweedie (2010) stated with reference to Seijun Suzuki’s Tokyo Drifter (1966) that “[t]he neon sign is where the city begins to assume the form of cinema”. Although he subsequently argues that, today, neon in the “city of spectacle” is rather a fragment from another time and “the future of the city is no longer written in neon” (Tweedie 2010), the dystopian city of the future is significantly and persistently neon-lit. The dystopian city of the future is a patchwork of recycled images—a pastiche, as Bruno (1989) argues. Taking on the position that the cinematic city is not just a context or an image, but also a body and a ghost, this article articulates how, via Oshii’s visual elaborations in the 1995 anime, the American adaptation has produced another kind of future city; a future city that finds both resemblance and misconception in the everyday experience of Hong Kong as a “shell” that is both familiar and unfamiliar (Abbas 1997). This article, thus, reiterates the exchange between film and the city towards a story about spectacle and contemporary urban experience.

The digital revolution that coincided with (and accelerated) the rise of Asia and the growth of Asian megacities, provided the science fiction genre – specifically its sub-genre cyberpunk – much inspiration. Since its early development, cyberpunk (novels, comics, and films) has adapted and built upon the aesthetics of, and imaginations about, digital technology, Asian urbanity, and their convergence. Whether set in Chinatown-like impressions of Western metropolises, in non-specified places of transit, or in actual Asian cities of the near future, the cyberpunk genre with its distinctive visuality has taken Asian urban space as its defining image.

This article focuses on the representation of the Asian urban landscape in the context of science fiction – of cyberpunk to be more exact. It addresses the visual specificities of the imaginations, “reimaginings”, and interpretations of urban space in the American adaptation of Ghost in the Shell (2017). The film being uniquely intertextual, it ought to be understood in the context of the cyberpunk genre (or sub-genre) as a whole. We therefore first elaborate an inquiry into the development of the genre as it configured differently in the West and in Japan. In this inquiry, we acknowledge its socio-historical context while considering its engagement with Asian urban space more generally. This helps us to articulate the postmodern condition in which cyberpunk emerged.

The socio-historical inquiry (however rough and incomplete) forms the contextual base for our analysis of the film – of the ways in which the postmodern city is presented, and of the references to Hong Kong’s urban space as made in this presentation. The analysis then leads us to new perspectives of what geographer David B. Clarke refers to as the cinematic city – cinematic city concerning both “the relations between urban and cinematic space” and the “screenscape” that the cityscape has come to be seen as (Clarke 1997, 2).

We take on the position that the cinematic city is not just a context or an image, but also a body and a ghost as it both hints at a familiar place (a ghost) that is at the same time only a projected shell or a shell that is projected on (a body only). The film portrays a search for what it means to be human. It negotiates questions of real and not real, questions that are particularly challenging when considered in the context of the postmodern city, which is a place of particular references and intertextuality – a place of spectacle where “the real” is hard to find if not long gone. This kind of city is not only postmodern in its thematics, it is postmodern in its form. It is hybrid, it is vertical, it is about façades and projections.

This article articulates how the American adaptation of Masamune Shirow’s manga has produced another kind of future city via Mamoru Oshii’s visual elaborations in the 1995 anime with the same title; a future city that finds both resemblance and misconception in the everyday experience of Hong Kong as a “shell” that is, as Ackbar Abbas would refer to it, both familiar and unfamiliar (Abbas 1997).[1] The article reiterates the exchanges between film and the city, towards a story about spectacle and the contemporary urban experience.

The postmodern city and the cinematic city of cyberpunk cinema are both spectacles that are subject to and products of what Bruno (1987, 64) calls postindustrial decay. Visually, this has resulted in a recycling (perhaps even a reappropriation) of a recognisable collection of obsolete items and images from the decaying city, in its imagined or projected future. We argue that precisely in the spectacle of the postmodern city as represented in the American remake of Ghost in the Shell, it is made apparent that Hong Kong as one of the Asian cities that has inspired the urban aesthetic of cyberpunk, is both familiar (a ghost) and unfamiliar (a shell) as symbolised in the relation between the film’s main protagonist, the Major, and the city in which she operates.

New Wave Science Fiction

Cyberpunk, as a sub-genre of science fiction, has its roots in the New Wave science fiction movement of the 1960s and 1970s where writers began exploring ways to combine “the best aspects of both science fiction and mainstream literary fiction” (Higgins 2013, 2). This movement is by some (e.g. Higgins 2013; Hoppenstand 2016) described as a response to the limiting “pulp-formula” of traditional science fiction. However, elsewhere it is stated that the movement is best understood as the same genre but “revolving back upon itself to reconsider its original logic” (Roberts 2016, 377). Science fiction writer and professor Adam Roberts (2016, 377) even goes as far as suggesting that New Wave science fiction is nothing more than a way of addressing “what ‘happened’ to science fiction” in the 1960s and 1970s.

What “happened” to science fiction, happened in the context of a changing world where rapid technological development did not only inspire but also induce concern about potentially destructive qualities of technology. While technology brought the first man to the moon, transformative social change and movements in support of social equality happened across the Western world – in the aftermath of World War II, in response to the Vietnam War, and with the end of colonialism, among other world-changing events (Higgins 2013, 1). Instead of excitement about the future, there was an increasing concern about the past (Roberts 2016, 336).

As a decade of conservatism (the 1950s) was quickly replaced by one in which countercultures thrived (with and without psychedelics), New Wave writers were not only inspired by outer space, but also by inner space: “normative consensual reality” was opposed across the United States and Europe, and New Wave writers engaged in this development (Higgins 2013, 5). Specifically, as New Wave writers developed a critical perspective of technological development and of certain world orders, they began to imagine dystopian scenarios. Entropy and chaos were the conditions of New Wave worlds. Alfred Bester’s novels of the 1950s, however, can be taken as early examples of similar critiques. His novels specifically deal with the problem of the (white) masculine hero common in pulp novels of his time (Roberts 2016, 304). Furthermore, in film, Fritz Lang’s cinematic imagination of a dystopian future as portrayed in Metropolis (1927) is an even earlier science fiction work that came to inspire science fiction films and literature of the following decades (The Harvard Gazette, July 17, 2014).

The comic, The Long Tomorrow (1975), which came out in two parts – in the French magazine Métal Hurlant (1976) and later also in its American equivalent Heavy Metal (1977) – became an important visual referent for the urban aesthetic of later science fiction worlds. It includes elements of crime noir fiction and presents a science fiction future with flying cars, dense living environments, and most of all dystopian atmospheres (Neon Dystopia, June 15, 2016). The comic has influenced the worlds of Neuromancer (1984), Blade Runner (1982), and other prominent science fiction novels and films – Star Wars (1977) included, as well as films such as The Fifth Element (1997) and Alien (1979) which the writer Dan O’Bannon and the artist Jean Giraud (a.k.a. Moebius) of The Long Tomorrow were invited to work on (Wheeler 2016). O’Bannon worked on the screenplay of Alien and Moebius on the concept design of The Fifth Element.

Although critiqued for its “dumbing down” of the science fiction genre, which was initially mainly a written genre, Star Wars can be seen to have redefined visual science fiction. With Star Wars, science fiction became one of the most popular genres in visual media (Roberts 2016, 399-400). Furthermore, Tron (1982), which came out some years later (and which storyboard and production design Moebius had also worked on), provided a certain narrative and visual grammar for the presentation of cyberspace, telling a story about a hacker fighting a Master Control Program inside a computer (Roberts 2016, 399). And Blade Runner released in the same year, proposed the grubby, postindustrial urban aesthetic that has since been the accepted image of cyberpunk film.

A Postmodern Aesthetic

Indeed, soon after The Long Tomorrow, cyberpunk grew into a significant sub-genre of science fiction, bringing together dark views of urban life and imaginations about the dystopian potential of technological change (Abbott 2007, 124). As early as the 1980s, authors such as Neal Stephenson and William Gibson began narrating detective-like stories where hackers or self-destructive cops would fight corrupt or otherwise shady corporations in hyper-technological settings (Abbott 2007, 124). These stories present a near future that is exclusively urban and particularly hybrid – racially, spatially, bio-technologically, and aesthetically. Neuromancer in particular established the cyberpunk sub-genre as it combined the premise of Tron with the Blade Runner aesthetic (Roberts 2016, 439).

Cyberpunk, however, can be seen as something more than a sub-genre. It needs to be understood as part of a much larger cultural development. It did not just develop in a context that was particularly postmodern, it partly defined this context (Roberts 2016, 440). Giuliana Bruno (1987, 63), in her argument about postmodernism as elaborated in her reading of Ridley Scott’s Blade Runner, states that postindustrial decay – which inspires the New Wave and cyberpunk aesthetic – is an imminent condition of the modern city. It is not an imagination about, but an implication of the city of the near-future. She suggests that the future city is not ultramodern by default but postmodern by consequence, leading to the adaptation of an aesthetic of decay in the cyberpunk genre. Geographer David Harvey calls this a remarkable portrayal of the conditions of postmodernity and of the complex experience of space and time (Harvey 1989, 322).

Bruno (1987, 64) explains postindustrial decay as “an effect of the acceleration of the internal time of process proper to postindustrialism”. The speeding up of production has resulted in a mode of “recycling” – a reusing of obsolete things, fashion, images, the city – that has found form in the cyberpunk genre. This mode of recycling is a pastiche. There is no longer room for uniqueness (Bruno 1987, 66). Pastiche has its own logic, and can be understood as radical eclecticism. It celebrates representation in the postindustrial society – in the “society of the spectacle” of Marxist thinker Guy Debord (1983) where everything is a simulation (Bruno 1987, 67). The real is the fiction (Bruno 1987, 67). In other words, with postmodernism, the imaginary of the city as presented in cyberpunk is “the real”. The real and the simulation are no longer one or the other – the city is the simulacrum. The cyberpunk city, in Bruno’s reading, does not “conceal the truth”, it “conceals that there is [no truth]”, following a quote from Ecclesiastes in Baudrillard’s book Simulations (1983, 1).

Even though cyberpunk presents a certain simulacrum – a representation only, that patches together diverse reused images, objects, cities, cultures – a note has to be made about the racial aspect of its temporally adjacent universes. With the premiere of the much-anticipated Blade Runner 2049 (2017), a discussion revived not only about cyberpunk’s fetishisation of Asian urban space, but about the systematic exclusion of Asian actors from cyberpunk films. Los Angeles in 2049 – the setting of this new Blade Runner film – is more than a Chinatown of the future. It is presented as an urban agglomeration with distinct East-Asian features; it stages the usual vertical architectural form and endless urban sprawl, decorated with neon-coloured signage in Japanese and Chinese. Korean signs appear later, when the story moves to the abandoned city of Las Vegas. Yet, in spite of this significantly hybrid urban image with East-Asian characteristics, the film’s cast is predominantly white while only a few extras seem to be of East-Asian descent.[2]

This critique of exclusion follows from recent whitewashing allegations made when actress Scarlett Johansson was selected for the role of the Major in the film of our focus – the American remake of Ghost in the Shell (e.g Los Angeles Times, March 28, 2017). Ghost in the Shell originally being a Japanese manga that was developed by Japanese comics artist Masamune Shirow, and subsequently turned into two anime films by director Mamoru Oshii[3] who took inspiration from the Hong Kong cityscape, it has been widely argued that an Asian actress should have been given the part – not in the least place because the Major’s name in the anime series is not Mira Killian (as in Sanders’ remake), but Motoko Kusanagi.

This discussion about white actors playing non-white roles, or roles in films that ought to present racially diverse urban fabrics, is highly important and very necessary. It does, however, not fit the scope of this article. We focus on the representation of urban space in Rupert Sanders’ version of Ghost in the Shell. That is, we mainly focus on screenscapes and less on the socio-cultural fabric of the cinematic city. In so doing, we address the other argument that is often made with regard to cyberpunk, namely that it fetishises Asian cityscapes. We do this by also highlighting developments in, and the importance of, Japanese science fiction and its related aesthetic form.

Ghost in the Shell

Rupert Sanders’ Ghost in the Shell is the most recent adaptation of the infamous Japanese comic series with similar (English) titles – The Ghost in the Shell (1989), Ghost in the Shell 1.5: Human-Error Processor (1996), and Ghost in the Shell 2: Man-Machine Interface (2001) respectively. This series is created by Masamune Shirow, whom critics refer to as the master of Japanese cyberpunk (e.g. New Retro Wave, February 1, 2016; Nihonden, July 25, 2016). Japanese cyberpunk relates to Western cyberpunk but it has its own characteristics – usually with an industrial aesthetic and a challenging plotline. Shirow’s manga series – its philosophical fabric and social contemplation – also presents such a narrative. It has a depth to it that already begins with the titles.

“Ghost in the Shell” directly references Hungarian-British author Arthur Koestler’s book The Ghost in the Machine (1967) which was, in turn, based on an earlier idea coined by British philosopher Gilbert Ryle as he described René Descartes’ theory of mind-body dualism (Komel 2017, 923). Shirow’s Ghost in the Shell explores existential questions about the relation between spirit and body and, in so doing, presents a layered story with a complex plotline. The American adaptation of Shirow’s Ghost in the Shell follows a model of narration that the world is more familiar with. Some critics (e.g. Mintzer 2017; The Japan Times April 12 2017) refer to it as a “sleek watered-down version”. However, produced by Paramount to be screened as a mainstream film, a simpler storyline was to be expected.

Ghost in the Shell tells a story about a fight against cybercrime in the city of the near future. It follows the Major character whom is called Mira Killian in the American adaptation. She is a cyber-enhanced human (a ghost in a shell) and the first fully functioning result of a secret project by Hanka Robotics – a corporation that builds and sells cyborgs and cyber enhancement services. The corporation developed a technology with which artificial bodies (shells) could integrate human brains (ghosts). The CEO of Hanka Robotics put the Major to work on counter-terrorism operations with a bureau called Section 9. Although she has the perfect artificial body to work on such cases, she increasingly experiences glitches related to her “real” past, which should not be possible.

The Section 9 team, including the Major’s loyal partner Batou, witnesses a cyber-terror attack on a conference at Hanka Robotics at the beginning of the film. After this, the Major begins chasing antagonist Kuze, the Puppet Master. Kuze is able to hack the artificial minds of cyborgs, hence his nickname. In her quest to find Kuze, the Major discovers that there had been other test subjects of Hanka Robotics’ secret project whom had all seemingly died. At the same time, she discovers that the memories she has of a past that she believed was hers, are mere implants and that the glitches she experiences are fragments of her actual past. The American adaptation has further included a storyline where the Major discovers that she has, in fact, another name – Motoko Kusanagi – and a mother whom she decides to visit. However always supported by her partner Batou, a change of events causes the Major to become the subject of a chase as her narrative is increasingly woven into that of Kuze.

Whilst the narrative structure and philosophical layering of the Japanese manga (or lack thereof in the American remake) is worth investigating, what this article focuses on is the remake’s visual references – specifically, the urban imagery that defines the Ghost in the Shell universe and that makes reference to an urban landscape that has inspired much of the Japanese and Western cyberpunk genre. Indeed, Sanders’ Ghost in the Shell has not only taken reference from the initial manga. It largely borrows from the anime Ghost in the Shell that was made in 1995, some years after the first of the manga series had come out. It was Mamoru Oshii who turned to Hong Kong in his quest to finding the perfect image of the future. The anime is the first of a sequel, the second being Ghost in the Shell 2: Innocence, which was released in 2004. This sequel (Oshii 1995, 2004) is a classic in its own right which is, in turn, influenced by another cyberpunk classic, namely Ridley Scott’s Blade Runner. The latter, as alluded to earlier, is often presented as a metaphor of the postmodern condition (Bruno 1987, 62) and was indeed a source of inspiration for much of the cyberpunk movement – both in the West and in Japan (Medium, December 31, 2016).

Cyberpunk Cities

Cyberpunk cities are daunting metropolises; they are forecasts of tomorrow’s Londons, New Yorks, Tokyos – of hybridised global cities – where “hyper-communication” (Abbott 2007, 124) informs high-rise landscapes and subterranean plotlines. Indeed, many of these forecasts feature Asian (e.g. Japanese or Chinese) characteristics, specifically in the composition of the respective universes the films, novels, and comics are set in. For example, Ridley Scott’s Blade Runner, which, as mentioned above, set the tone for a novel branch of cult films (neo-noirs), features Los Angeles in 2019, as imagined with distinctively Asian characteristics: neon-lit streets, high-rises, and dense, “multicultural”[4] urban publics. The image of Blade Runner presents a “postmodern pastiche”, as both Bruno (1987) and Wong (2000, 98) argue.

Leonard Sanders (2008) attempts to explain the extensive references to the Japanese city, as made in Western cyberpunk fiction – in films such as Blade Runner or even more literally in, for example, William Gibson’s Neuromancer which is set in the Chiba Prefecture (an industrial area near Tokyo). First of all, he alludes to the Western exoticisation of Japan and to the existing admiration for Japanese aesthetics (e.g. tea ceremonies, geishas) and martial arts (e.g. judo, karate) (Sanders 2008, 29). That is, specifically in the New Wave movement, Asia was “re-signified” following the inward look of the New Wave science fiction movement and its fascination with the spiritual side of Asian culture Star Wars’ Jedi tradition being the most obvious example (Goto-Jones 2008, 14-15). Yet, the reason for cyberpunk to be this involved with Japan has also to do with the rise of Japan as an economic force, which was specifically apparent in the 1980s and 1990s. As Goto-Jones (2008, 15) puts it, “Japan was no longer merely science fictional, Japan had become the future itself”.

Sanders argues that the American (Western) imagination about Japanese urbanity can be understood as what he calls “postmodern orientalism” (Sanders 2008, ii) or “techno-orientalism” (Sanders 2008, 237). The imagination about a technologically advanced yet dystopian Japanese city is a response to the economic crises of the 1980s in the West, as well as a realisation that the world may be moving towards a “Japanese future” (Sanders 2008, 237). While Japan was no longer a military threat to the West (post-WWII), this imagination was not so much based on anxiety, but rather on a certain form of excitement. Or, as Goto-Jones (2008, 14) argues, the Western (specifically European) view of the Japanese future was informed by an earlier romantic mystery that came with the place.[5]

Besides imaginations about distinctively Japanese futurism, or Japan-inspired representations of near-future cityscapes, Hong Kong is the other place that has triggered imaginations of dystopian futures for decades. The impression of Neuromancer’s Chiba that Barclay Shaw, the illustrator of the Phantasia Press edition (1986) of William Gibson’s book, gave is not quite what a future Japanese street scene would look like. Instead, it features a fragment of an urban space that has a significant Hong Kong “feel” (Wong 2004, 98). Since, myriad Hollywood films have also taken Hong Kong as a source of inspiration for their representations of dystopia or as settings for significantly dystopian events – some recent ones being Pacific Rim (2013) and Doctor Strange (2016).

At this point, it may be clear that the urban aesthetic of cyberpunk films is often informed by particularly Asian or, to be more precise, East-Asian characteristics. Yet, as Oshii’s Ghost in the Shell proves, such imaginations are not one-directional (e.g. a Western gaze onto the East). As we will elaborate in the next section, Japanese cyberpunk was also fascinated by Asian urbanity, specifically by the densely populated Chinese enclave called the Kowloon Walled City in Hong Kong, which was demolished in the early 1990s. This is to say that Japan is not only “science fictional” (i.e. inspiring Western science fiction), it has its own science fiction tradition with its heydays in the 1970s and 1980s (Goto-Jones 2008, 15). This Japanese tradition is particularly open to diverse media forms that can carry the narratives – it has embraced the “convergence culture”, Ghost in the Shell’s diverse adaptations being an example of this (Goto-Jones 2008, 15).

Furthermore, in its fantasy about Hong Kong’s urbanity, Japanese cyberpunk can be seen to have adapted to another kind of Orientalist perspective (Sanders 2008, 247). More specifically, as Sanders argues, inspired by Edward Said’s (1994) view of empire, the Kowloon Walled City forms “an unparalleled (and unforgettable) example of the geography of empire and the many-sided imperial experience that created its fundamental texture” (Sanders 2008, 248). With texture, he means, both Hong Kong as the British saw it and the circumstance that allowed the enclave to emerge and sustain. The Kowloon Walled City became a site for interaction between “imperialising Europe” and the “imperialised other world” (Sanders 2008, 248).

Postmodernism and Hong Kong Urban Space

Despite there being significant differences between the kind of cyberpunk fiction that was produced in the West and in Japan in the 1980s and the 1990s (differences in plotlines, audiences, and socio-cultural movements), cyberpunk and its intertextuality could be understood as a transnational conversation under the socio-political conditions of its time. The apparent connectedness of that time, and the mediated society that it implied, invited critiques of postmodern existence and initiated questions about the meanings of relations between people and between people and machines (i.e. biotechnology). Yet, cyberpunk could also be understood as a movement that thrived on the possibility of connectedness (of being connected) that had become so apparent at the end of the twentieth century. As Fredric Jameson argued, the genre is the “supreme literary expression if not of postmodernism, then of late capitalism itself” (Jameson 1991, 419). Japan, in this story, is precisely that – a “postmodern scene, a global array of disjunctive flows” (Sanders 2008, 4).

Japanese scholar and critic Takayuki Tatsumi observed that specifically in the late 1990s, both American and Japanese cultures came to new conversations not only between outlooks and belief systems, but also between “the science-fictional Japan of the American imagination and Japanese science fiction itself” (Tatsumi 2006, 176). In this conversation between Western – particularly American – culture and that of Japan, American imaginations about Japan (and Asian urbanity) interact with (and, at times, inspire) Japanese representations. Tatsumi considers this conversation to be one between Orientalist and Occidentalist views of Japanese and American cultures and aesthetics (Tatsumi 2009, 318).

The mise-en-scène of Oshii’s Ghost in the Shell however suggests also another kind of orientalising. It presents a highly aesthetic interpretation of the urban spaces of Hong Kong – an interpretation that is for an important part informed by the form and circumstance of the earlier mentioned Kowloon Walled City (Image 1). The Kowloon Walled City, demolished in 1993, was a patch of urban space within the territory of Hong Kong, that was kept as a mainland Chinese enclave during Hong Kong’s colonial days. It was a notorious and hyper-dense hybrid space with its own rules; a space of anarchy where everything was possible – trade, gambling, etc. Regardless of its disappearance (or possibly partly induced by it), the Kowloon Walled City has left an “affective imprint” as it became the subject of – or inspiration for – among other cultural products, Japanese manga and anime (Fraser and Li 2017, 218).

Image 1. “The Kowloon Walled City” by Dan Jacobson (under CC BY-SA licensing).

The Kowloon Walled City became subject to filmic exploration at a moment in history when anxiety in the context of postmodernism and late capitalism was specifically prevalent (Fraser & Li 2017, 225). It has indeed been a source of inspiration for a range of Japanese manga and anime fiction – among which, for instance, Tsubasa: Rezaboa Kuronikuru (2003-2009) and Kindaichi Case Files, Hong Kong Kowloon Treasure Murder Case (2012). The creative production and the consumption of such imaginations seems to manifest an “Orientalist fantasy” (Ng 2015, 145 in Fraser & Li 2017, 225) that is apparent in both Japanese cyberpunk fiction, and in cyberpunk as produced in America and in the West more generally.

Furthermore, in light of Bruno’s (1987, 64-67) argument about postindustrial decay and the related radical eclecticism that celebrates “the society of the spectacle” (Debord 1983), it can be argued that the reproduction of the Kowloon Walled City in Japanese cyberpunk fiction is precisely the kind of recycling of otherwise obsolete urban details (rather, of urban details that have previously been rendered redundant) that produces its postmodern aesthetic.

A City, a Shell, a Soul?

The latest Ghost in the Shell adaptation can be understood to have come full circle – via Blade Runner, Shirow’s manga, and most importantly Oshii’s anime, which has to an extent been visually influenced by Blade Runner (2017) – in its portrayal of a future city that is both inspired by earlier cyberpunk work (that took inspiration from Hong Kong), and by Hong Kong’s cityscape as we know it today. These inspirations and interactions, further, work between Japanese and Western visions and narratives, as well as interpretations of urban settings. Where Oshii’s anime was merely inspired by Hong Kong’s urbanity and its significant architectural configuration, the American adaptation has interpreted the anime towards a blockbuster film that does more than simply reference Hong Kong.

Sanders’ Ghost in the Shell “inserts” fragments of the actual city into the story of Ghost in the Shell – however not before the necessary post-productive treatment. In its search for “real” locations in Hong Kong, the adaptation can be seen to superimpose an imagined Hong Kong onto the actual cityscape. Yet, at the same time, it can also be seen to have laid images of Hong Kong’s city- and streetscapes over Oshii’s anime. As explained in Baudrillard’s (1983, 1) words, Hong Kong has become the simulacrum. As the real and the simulation are no longer binary oppositions in the context of the postmodern city, the city of the postindustrial society is a city that is a spectacle of recycled urban fragments – a spectacle that projects a city.

The second scene of the film establishes this in a long shot that takes the audience along a “holographic neon-lit”[6] cityscape that ends at the film’s Major character standing on top of a building, looking down at the city below. The city features a spectacle, a landscape of skyscrapers decorated with holographic advertisements that form a dynamic composition of blue-, green-, and red-tinted hues. Lights cast over the otherwise dark buildings. A landscape of verticality presents neon colours that match the usual impression one has (or is given) of Hong Kong’s cityscape and its patchwork of neon signs. In the distance, one building boasts a stylised five-petal Hong Kong orchid tree flower – the flower that features on Hong Kong’s flag. Certainly, this scene – with its long flyover aerial establishing shot – presents the spectacle of Hong Kong and of the film itself – giving away clues that Bruno (1987, 66) might call recycled images. The scene presents both the film and the city in which it is set as an intertextual complex: a pastiche.

With the establishment of the location, the next scene addresses the possibility of cyber enhancement in humans. It features a banquet for the President of the African Federation, organised by corporation Hanka Robotics. The conversation at the banquet engages different opinions about cyber enhancement to which an important comment is made about what is “real” and pure in this context. It introduces the audience to the existential question the story of Ghost in the Shell evolves around – between soul and body – namely, “what it means to be human.”[7] This scene is the first of many scenes in which questions of the “real” are explored in terms of human existence, however let us emphasise again that these questions are woven into the fabric of the postmodern city, the city that is in itself a copy of sorts – a patchwork of references.

At the end of the scene, it is made clear that the Major character is the one struggling most with this question of soul and body, which also explains the opening scene of the film. In this scene, we see her wake up to a voice that tells her that her human body had died but that her “ghost” was saved and given a new “shell”. What is interesting about the portrayal of loneliness that seems to come with such bioengineered existence, is the aesthetic connection that is made between the Major’s being inside a cybernetic body and the urban landscape in which she operates as an agent fighting crime.

The cybernetic body – the artificial body – is in a way just like (or part of) the city in the background. It is a shell – a reference to a (human) body – while the postmodern city is at the same time a reference to a city and therefore a shell. The city is a shell that is constructed through intertextual references that are, to a significant extent, digital in nature. This connection between the cybernetic body and the urban environment in which it operates is made particularly apparent in the transition from the second scene into the third. Here, the Major has realised that an attack is about to take place at the Hanka Robotics banquet. The fastest way for her to get from the top of the building to the banquet hall is by travelling through the digital spaces of the city. She dives down from the building into the data structure of the city – she becomes one with the city, her ghost is encapsulated by it. The Major exists for a short while merely in the city’s cyberspace, emerging again from a wall-length screen at the site of the attack, to help keep casualties to a minimum.

The scene following the banquet attack is one of many that makes the connection between the cybernetic body and the “shell” of the city visually explicit. In this scene, the Major is back in what seems to be her room. She is resting (for as far as cyborg bodies need resting) and as the camera moves further away from her, the window above her bed emerges and allows a view of the city she lives in – an anonymous urban image featuring particular verticality. The Major is positioned in the middle of the screen – on her own – against a backdrop of the city. Indeed, the urban landscape mirrors the shell of the cybernetic body. It forms an urban shell that is seemingly soulless. Yet, it is also a familiar place and therefore potentially a place with a soul.

Returning to the idea of loneliness – the kind that the Major seems to be experiencing when considering her existence as something potentially other than human – she does not seem to seek closeness to others. She does seek physical closeness to people in an attempt to understand how their bodies differ from hers. However, even the person who knows her best – her partner Batou who went through cyber enhancement himself, after he had got injured in an explosion – struggles to be close to her. His cyber enhancement involved the fixing of a new pair of eyes, which allowed him to “see like her”. Yet, the Major seems to carry the burden of the existential question of what it means to be human entirely on her own.

Regardless of the implied sense of loneliness, the Major seems only “at peace” when she is truly alone; when she is away from people and data streams. She is “at peace” when she is away from the city; when she does not need to think about her own existence. In Osshi’s anime as well as in the American remake, there is one place where the Major can find this kind of quiet. She spends time under water, away from cyber noise and away from people. She makes deep dives which – as a dialogue between her and Batou in Oshii’s anime explains – make her feel anxious and lonely but hopeful as well. Specifically, in that brief moment when she comes back up, approaching the surface, she feels like she could transform into something different: a reference to a possible rebirth, or hopes thereof. Precisely this capacity to be hopeful might make the Major most human. In the absence of the city, hope for “real” existence seems to be able to exist. Once resurfaced, however, the postmodern city features again in the background. “Reality” kicks in. The simulacrum is the real.

In the American remake, the postmodern city as seen from the water is most certainly a reference to the all too familiar Hong Kong skyline. In Osshi’s anime, it is a similar skyline of a similar city. The city is a simulacrum both at the level of the streets – in the urban details interpreted from the Kowloon Walled City via Osshi’s anime through to Sanders’ remake – and at the level of the skyline.

Perspectives and Souls

Other wide-panning shots of the cityscape hint at similar ideas about the connection between city and shell and city and soul. The shots do so as the skyscrapers they capture feature building-high projections of human and cyborg figures. The “screenscape” can be understood in two ways. On the one hand, it is as though the projections on the buildings suggest that the shell of the city may be more than just a shell: a body with a soul (if not a human soul, then a “cybersoul”). On the other, it may be articulating the exact opposite, namely that everything in the city of the future is a projection: a spectacular place without a soul.

At the street level, the typical chaos presents itself with illegal sellers of sorts chasing after potential buyers, advertisements flashing by, stray dogs living in alleyways. The atmosphere of these streets and the adjacent indoor spaces the streets give access to (grim nightclubs, brothels) is perhaps closest to what one would imagine the Kowloon Walled City was like. Oshii’s anime gives at a certain moment in the film a minutes-long impression of the chaos of the city from the level of the streets (which are in Oshii’s version waterways). This is one of the most remarkable scenes in the anime, however the American adaptation has not quite adapted this in the same way.

What Sanders’ adaptation instead emphasises is a series of recurring bird’s-eye view shots of the city. These are shots similar to the long shot at the beginning, revealing fragments of the city’s network of roads and flyovers, surrounded by holographic advertisements projected on and between buildings. It appears that the city of Ghost in the Shell (2017) is best presented in this way – somewhere between street level and rooftops. Architects Adam Frampton, Jonathan D. Solomon, and Clara Wong came to a similar observation about Hong Kong some years ago whilst living in the city. They published a book titled Cities Without Ground: a Hong Kong Guidebook (2012) in which they present Hong Kong as existing above- and underground. They argue that Hong Kong is a city without ground as the density of its urban centres has made it necessary to build roads and pedestrian infrastructures in the air and underground.

Whilst the authors map out the ways in which public and private spaces in Hong Kong are connected via networks of pedestrian walkways that lead people from shopping malls to train stations without ever needing to set foot on the ground, we prefer to interpret their claim – rather, borrow their idea – about “Hong Kong without ground” in relation to the city’s significant verticality. Life happens vertically in the city that tops the list of cities with most skyscrapers. Further, verticality speaks to everyone’s imagination just like it did to comics artists O’Bannon and Giraud when they created The Long Tomorrow (1975) or to Fritz Lang for that matter, and to his screenwriter Thea von Harbou, when they realised Metropolis (1927). Indeed, the vertical city is a pastiche. It occurred and reoccurred ever since the very first science fiction works.

Cyberpunk worlds are vertical and stories play out both underground, in the air, and also on rooftops. Myriad scenes in cyberpunk films have important events happen on rooftops – Blade Runner’s infamous final scene included. Rooftops are also places for vulnerable moments. The new Blade Runner 2049 includes a love scene between replicant K and holographic avatar Joi, which plays out on a rooftop (against a backdrop of urban verticality). Further, besides the second scene of Ghost in the Shell (2017) in which the Major is scanning the city for cybercrimes, there is a rooftop scene with Batou whom is supposedly enjoying a beer on a quiet night, accompanied by a street dog that he has befriended.

Chow and De Kloet (2013, 140) in their reading of rooftops in Hong Kong films, argue that in the vertical city of Hong Kong rooftops are places where characters come to terms with themselves and with the urban space in which they find themselves. Drawing from Lindner (2011), they further suggest that alienation and detachment are far more severely experienced in big metropolises. Rooftops, then, are places that “connect the materiality of global capitalism with embeddedness in a local environment” (Chow and De Kloet 2013, 142-143). Transferring this idea to the cyberpunk city and to the Major on top of that building, she is quite literally connecting with both the materiality as well as the local environment of the city below. Batou, on his rooftop, projects an entirely different experience of “connecting” as he is both in touch with the materiality of the postmodern city (the physical rooftop) and connected with the stray dog from the alley – the local environment.

Verticality gives a city a body (a shell). It provides an urban shell for projection. Yet, it also allows a city a soul – on rooftops or in moments of human interaction. In other words, it allows spaces for encounters, such as on rooftops – encounters that do not need to be violent. Rooftops allow distance and connection. They allow a special kind of vantage point where one can be both in the city and looking at it. They provide perspectives of spectacles and inner selves: reflection.

The Cinematic City

“You’re what everyone will become one day”, this is what the Major is told in a moment of doubt. The first of her kind (at least that is what she has been told), the Major is a success story of biotechnology – an operative ghost inside a shell. If the cybernetic body, the shell, is like the city. And if the intention is indeed to reproduce this body and the related technology, i.e. “You’re what everyone will become one day”, then the body and the city are both the simulacrum. There is no original.

We have elaborated an inquiry into imaginations and images of Hong Kong as a cinematic city in the context of cyberpunk film – a postmodern city which spectacular visuality is repeatedly re-presented in cyberpunk cinema and specifically in Sanders’ Ghost in the Shell. In this film of our focus, the city is not just a representation of urban fragments or – in Bruno’s words – recycled images. Instead, it is reframed as “a body with a ghost” as it is connected to the Major’s quest to finding meaning to her being or not being human. In cyberpunk film, the city is reframed as a shell patched with lights and shadows – with intertextual references, recycled meanings – encapsulating the soul (or what is left of it) of a place.

David Clarke (1997) suggests that cinematic representation influences how a city is understood in the minds of people. Certainly, Hong Kong comes with a certain aesthetic meaning that film (specifically cyberpunk film) has attached to it. The new adaptation of Ghost in the Shell only confirms this, precisely because it has both taken inspiration from previous imaginings of Hong Kong and from the city itself. If the Major is what everyone will become one day – a ghost in a shell – Hong Kong may be approached in a similar way. Hong Kong is the dystopian film of the future – it has long become a cinematic city, a simulacrum – a screenscape. The future city then finds both resemblance and misconception in the everyday experience of Hong Kong as a “shell” that is both familiar and unfamiliar (Abbas 1997).

Ghost in the Shell is a story about spectacle and contemporary urban experience. Its latest adaptation has proven more than any other cyberpunk film that there is both recognition and distance, anxiety and resemblance, spectacle and little moments of loneliness: the city as simulacrum still beholds some elements of familiarity in experience. Precisely in, or due to, the spectacle of the postmodern city, Hong Kong as one of the Asian cities cyberpunk film has taken reference from, is both familiar (a ghost) and unfamiliar (a shell). Hong Kong is familiar and unfamiliar in its spectacle of verticality and neon-lit façades, in its significant decay, in its concern with the real, in its use of rooftops, and in its lack of ground. Rather, the postmodern city in Sanders’ remake of Ghost in the Shell can be recognised as Hong Kong precisely because of the elements of spectacle and their relation to those little moments when the spectacle exists at a distance – when we as an audience “see” the Major; when we tend to see something more than just a façade – a ghost (soul).

References

All links verified 20 May 2018.

Films

The Fifth Element. Directed and written by: Luc Besson, starring: Bruce Willis, Gary Oldman, Milla Jovovich. Hollywood, CA: Gaumont, 1997. 126 min.

Doctor Strange. Directed by: Scott Derrickson, written by: Jon Spaihts, Scott Derrickson, C. Robert Cargill, starring: Benedict Cumberbatch, Chiwetel Ejiofor, Rachel McAdams. Hollywood, CA: Walt Disney Studios, 2016. 115 min.

Metropolis. Directed by: Fritz Lang, written by: Thea von Harbou, starring: Gustav Frölich, Alfred Abel, Brigitte Helm. Germany: Ufa, 1927. 153 min.

Tron. Directed by: Steven Lisberger, written by: Steven Lisberger and Bonnie MacBird, starring: Jeff Bridges, Bruce Boxleitner, David Warner. Hollywood: Walt Disney Pictures, 1982. 96 min.

Star Wars: Episode IV – A New Hope. Directed and written by: George Lucas, starring: Mark Hamil, Harrison Ford, Carry Fisher. Hollywood: Lucasfilm Ltd., 1977. 121 min.

Ghost in the Shell. Directed by: Mamoru Oshii, written by: Kazunori Itō, starring the voices of: Atsuko Tanaka, Akio Ōtsuka, Iemasa Kayumi. Japan: Shochiku, 1996. 82 min.

Ghost in the Shell 2: Innocence. Directed and written by: Mamoru Oshii, starring the voices of: Atsuko Tanaka, Akio Ōtsuka. Japan: Manga Entertainment, 2004. 98 min.

Ghost in the Shell. Directed by: Rupert Sanders, written by: Jamie Moss, William Wheeler, Ehren Kruger, starring: Scarlett Johansson, Takeshi Kitano, Michael Pitt. Hollywood: Paramount, 2017. 106 min.

Alien. Directed by: Ridley Scott, written by: Dan O’Bannon, starring: Sigourney Weaver, Tom Skerritt, Veronica Carwright. Hollywood: Brandywine Productions, 1979. 117 min.

Blade Runner. Directed by: Ridley Scott, written by: Hampton Fancher and David Peoples, starring: Harrison Ford, Rutger Hauer, Mary Sean Young. Hollywood: Warner Brothers, 1982. 117 min.

Tokyo Drifter. Directed by: Seijun Suzuki, written by: Yasunori Kawauchi, starring: Tetsuya Watari, Chieko Matsubara, Hideaki Nitani. Japan: Nikkatsu, 1966. 83 min.

Pacific Rim. Directed by: Guillermo del Toro, written by: Travis Beacham, Guillermo del Toro, starring: Charlie Hunnam, Idris Elba, Rinko Kikuchi. Hollywood: Legendary Pictures, 2013. 132 min.

Tetsuo: The Iron Man. Directed and written by: Shinya Tsukamoto, starring: Tomorowo Taguchi, Kei Fujiwara, Shinya Tsukamoto. Japan: Kaujyu Theatres, 1989. 67 min.

Blade Runner 2049. Directed by: Denis Villeneuve, written by: Hampton Fancher and Michael Green, starring: Ryan Gosling, Harrison Ford, Ana de Armas. Hollywood: Alcon Entertainment, Columbia Pictures, Bud Yorkin Productions, Torridon Films, 2017. 163 min.

Novels and Comics

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Otomo, Katsurhiro. 1984-1993. Akira. 6 Volumes. Tokyo: Ködansha.

Stephenson, Neal. 1992. Snow Crash. New York: Bantam Books.

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O’Bannon, Dan and Jean Giraud. 1977. “The Long Tomorrow,” Heavy Metal 1 (4): 80-87. HM Communications, Inc.

O’Bannon, Dan and Jean Giraud. 1977. “The Long Tomorrow: Part 2,” Heavy Metal 1 (4): 65–72. HM Communications, Inc.

Websites

Mintzer, Jordan. 2017. “‘Ghost in the Shell’: Film Review,” The Hollywood Reporter, http://www.hollywoodreporter.com/review/ghost-shell-review-987891.

News Articles

The Japan Times, April 12, 2017. “Hollywood’s ‘Ghost in the Shell’ Remake Misses the Mark,” https://www.japantimes.co.jp/culture/2017/04/12/films/film-reviews/hollywoods-ghost-shell-remake-misses-mark/ – .WsDB_2aPAWp.

New Retro Wave, February 1, 2016. “Remember This…Retro Cyberpunk #2 (The Anime Edition),” https://newretrowave.com/2016/02/01/remember-this-retro-cyberpunk-2-the-anime-edition/.

Los Angeles Times, March 28, 2017. “The original ‘Ghost in the Shell’ was a watershed film in animation history,” http://www.latimes.com/entertainment/movies/la-et-mn-ghost-in-the-shell-history-20170328-story.html.

The Harvard Gazette, July 17, 2014. “Tracking Fritz Lang,” https://news.harvard.edu/gazette/story/2014/07/tracking-fritz-lang/.

Nihonden, July 25, 2016. “Masamune Shirow: The Master of Cyberpunk, His Rise and Fall,” http://nihonden.com/anime/masamune-shirow.

Neon Dystopia, June 15, 2016. “The Legacy of the Long Tomorrow,” https://www.neondystopia.com/cyberpunk-books-fiction/the-legacy-of-the-long-tomorrow/.

Medium, December 31, 2016. “Case Study: Hong Kong’s Influence on Blade Runner, Ghost in the Shell, and Cyberpunk Cinema,” https://medium.com/@ray.zhu/bridging-the-gap-sci-fi-cinema-and-depictions-of-hong-kong-sar-b15800678c29.

Literature

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Abbott, Carl. 2007. “Cyberpunk Cities: Science Fiction Meets Urban Theory,” Journal of Planning Education and Research 27 (1): 122–131. Sage Publishing.

Baudrillard, Jean. 1983. Simulations. USA: Semiotext(e).

Brown, Steven T. 2010. Tokyo Cyberpunk: Posthumanism in Japanese Visual Culture. New York: Palgrave MacMillan.

Bruno, Giuliana. 1987. “Ramble City: Postmodernism and Blade Runner,” October 41: 61-74. MIT Press.

Chow, Yiu Fai and Jeroen de Kloet. 2013. “Flânerie and Acrophilia in the Postmetropolis: Rooftops in Hong Kong Cinema,” Journal of Chinese Cinemas 7 (2): 139–155. Taylor & Francis.

Clarke, David. 1997. “Introduction: Previewing the Cinematic City.” In The Cinematic City, edited by David Clarke, 1–18. London: Routledge.

Davis, Darrell William. 2010. “Technology and (Chinese) Ethnicity.” In Cinema at the City’s Edge: Film and Urban Networks in East Asia, edited by Yomi Braester and James Tweedie, 137–150. Hong Kong: Hong Kong University Press.

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Desser, David. 2003. “Consuming Asia: Chinese and Japanese Popular Culture and the American Imaginary.” In Multiple Modernities: Cinemas and Popular Media in Transcultural East Asia, edited by Jenny Kwok Wah Lau, 190–191. Philadelphia: Temple University Press.

Doel, Marcus and David Clarke. 1997. “From Ramble City to the Screening of the Eye: Blade Runner, Death and Symbolic Exchange,” In The Cinematic City, edited by David Clarke, 140–175. London: Routledge.

Frampton, Adam, Jonathan D. Solomon, and Clara Wong. 2012. Cities Without Ground: a Hong Kong Guidebook. Singapore: Oro.

Fraser, Alistar and Eva Cheuk-Yin Li. 2017. “The Second Life of Kowloon Walled City: Crime, Media and Cultural Memory,” Crime Media Culture 13 (2): 217–234. Sage Publications.

Goto-Jones, Chris. 2008. “From Science Fictional Japan to Japanese Science Fiction,” IIAS Newsletter 47: 14–15. International Institute for Asian Studies.

Harvey, David. 1989. The Condition of Postmodernity: An Enquiry into the Origins of Cultural Change. Cambridge: Blackwell Publishers.

Higgins, David. “New Wave Science Fiction,” A Virtual Introduction to Science Fiction, edited by Lars Schmeink, accessed September 18, 2017, http://virtual-sf.com/?page_id=321: 1–12.

Hoppenstand, Gary. 2016. “Genres and Formulas in Popular Literature,” In A Companion to Popular Culture, edited by Gary Burns, 101–122. Chichesterz: Wiley-Blackwell.

Jameson, Fredric. 1991. Postmodernism, or, The Cultural Logic of Late Capitalism. Durham: Duke University Press.

King, Anthony. 1990. Global Cities. London: Routledge.

Komel, Mirt. 2016. “The Ghost Outside its Shell: Revisiting the Philosophy of Ghost in the Shell,” Teorija in Praksa 53: 920–928. Faculty of Social Sciences, University of Ljubljana.

Lindner, Christoph. 2011. “The Postmetropolis and Mental Life: Wong Kar-Wai’s Cinematic Hong Kong.” In The New Blackwell Companion to the City, edited by Gary Bridge and Sophie Watsons, 327–336. Oxford: Blackwell.

Roberts, Adam. 2016. The History of Science Fiction. London: Palgrave Macmillan.

Said, Edward. 1994. Culture and Imperialism. New York: Vintage Books.

Sanders, Leonard Patrick. 2008. “Postmodern Orientalism: William Gibson, Cyberpunk and Japan.” PhD diss., Massey University.

Tatsumi, Takayuki. 2009. “Waiting for Godzilla: Toward a Globalist Theme Park.” In American Studies: An Anthology, edited by Janice A. Radway, Kevin K. Gaines, Barry Shank and Penny Von Eschen, 315–318. Chichesterz: Wiley-Blackwell.

Tatsumi, Takayuki. 2006. Full Metal Apache: Between Cyberpunk Japan and Avant-Pop America. Durham: Duke University Press.

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Notes

[1] Ackbar Abbas (1997: 78) argues that “changing cities produce many sights that are unfamiliar”. Taking on a visual perspective of changing cities, however, he sees also an “unfamiliar in the familiar”; an unfamiliar that quickly becomes familiar due to a continuous replay of imagery of the city. Abbas calls this situation a déjà disparu (not a déjà vu) where the “televisual” seems to overtake all other ways in which we might formerly have been able to look at the city. We take this line of thought to connect to what we will later address, following Bruno (1989), as the pastiche of the postindustrial city–a spectacle of recycled fragments.

[2] Also British actor Lennie James–an actor with African-Trinidadian roots–and Somali-American actor Barkhad Abdi make an appearances in the film, playing secondary parts.

[3] There have been more interpretations of the manga, among which two TV series and video games.

[4] “Multicultural” however with a noticeable choice for white (male) characters.

[5] Also earlier on in the 20th Century had Japan been an inspiring and somehow mystical place that was represented in Western fiction (Goto-Jones 2018, 14).

[6] The image appears neon-lit in that diverse neon colours cast their hues over surrounding buildings, yet neon technology has been replaced with a digital variant which makes a clear reference to Ridley Scott’s Blade Runner (1982).

[7] Where the manga and the anime have presented this question in a much more complex manner, the American adaptation of the story has set the tone for simplicity right at the start of the film. We do not want to project any opinions about this in our article. For a critique of the film’s plotline, we refer you to the many film reviews that can be found online.

Kategoriat
1–2/2018 WiderScreen 21 (1–2)

The Graffiti Storyline and Urban Planning: Key Narratives in the Planning, Marketing, and News Texts of Santalahti and Hiedanranta

graffiti, narratives, planning, storytelling, temporary use

Kai Ylinen
kai.ylinen [a] jyu.fi
MA, Doctoral Student
Art History
University of Jyväskylä

Viittaaminen / How to cite: Ylinen, Kai. 2018. ”The Graffiti Storyline and Urban Planning: Key Narratives in the Planning, Marketing, and News Texts of Santalahti and Hiedanranta”. WiderScreen 21 (1-2). http://widerscreen.fi/numerot/2018-1-2/graffiti-storyline-urban-planning-key-narratives-planning-marketing-news-texts-santalahti-hiedanranta/

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This article regards urban planning as a form of storytelling and argues that there is significance in whose stories and which storylines are acknowledged to belong to the narrative fabric of a place and how the stories of future districts are communicated to the public through narratives during a planning project. My focus is on the storyline that follows the activity of graffiti culture in the two case areas of Santalahti and Hiedanranta (located in the city of Tampere in Finland) during these areas’ phases of transition created during the redevelopment of former industrial areas into residential districts. In my discursive analysis I identify key narratives that recur in planning, marketing, and news texts concerning the two case areas. These narratives are 1) Progress and Innovations, 2) The Old with the New, 3) The Warm, Welcoming Home, 4) Together with Communities, 5) Ruin and Despair, 6) Graffiti as Art and a Pastime, and 7) The Underground. The key narratives offer insight into the means by which the stories of the two future forms of the districts are distributed to the audience by various agents, the narratives that are dominant, and the degree to which the existence of the graffiti storyline is visible in them.

Introduction

There are two comparable post-industrial areas undergoing significant redevelopment and giving rise to diverse and diversely constructed narratives in the western region of the city of Tampere in Finland: Santalahti and Hiedanranta. Both areas have had industrial activity in the past, are currently in a process of being transitioned into residential districts and have a recent history of economic idleness. Although the areas have had small businesses and entrepreneurs working there during their idle state, there has been at least some inactivity and lack of maintenance of the buildings. This idleness has created an opening for temporary activities to occur in Santalahti and Hiedanranta, and enabled the birth of stories; in particular, a storyline formed around graffiti, which is the focus of my article. This storyline attaches to the active graffiti culture operating in both areas before and during the planning of the two remodeled districts.

This empirical case study describes how the future forms of the districts of Santalahti and Hiedanranta are presented to the public through key narratives found in planning, marketing, and local newspaper texts. I ask which narratives are dominant. Is the graffiti storyline included in these narratives, and if it is, how? With narratives I refer to the intentional-communicative artefacts of storytelling. In the words of Gregory Currie, these artefacts “have as their function the communication of a story, which function they have by virtue of their makers’ intentions” (Currie 2010, 6). In turn, I view a story, essentially, as a sequence of events or experiences –  or a presentation of a single one (Finnegan 1998, 9; Skalin 2008, 201). Finally, I use the concept of storyline to refer to a particular chain of events in order to differentiate various narrative threads within a story.

My purpose is to bring forward the aspect of storytelling in urban planning and the importance of the narrative fabric of places under redevelopment. Mark Childs, in his article concerning how place stories can inform and condition urban design, gives stories high priority among the other vital features of a site: “Listening to stories of place can inform designers about the narrative fabric that is as much a critical part of the context of a site as the soil type” (Childs 2008, 184). When I use narrative fabric (as mentioned by Childs) I mean a composition of place stories such as everyday practices, experiences, and memories of dwellers, myths, novels, photographs, and newspaper articles produced of a place, and unbuilt designs produced during planning (Childs 2008, 175).

The narrative fabric is especially interesting in the cases of Santalahti and Hiedanranta, as the first district has had to deal with multiple, clashing interpretations of the area and, in the planning of the second one, storytelling has been intentionally used as a participatory method to understand what kind of future district people are hoping for. My approach supports this issue’s theme of a city as a central stage for narration, where diverse visions and stories can guide the planning or challenge its ambitions and objectives, and thus shape the future of places in the city. My article draws on the studies concerning the relations of storytelling and planning (Mandelbaum 1991; Throgmorton 1993, 1996, 2003; Sandercock 1998, 2005; Forester 1999; Eckstein 2003; Childs 2008; van Dijk 2011; van Hulst 2012; Bulkens, Minca & Muzaini 2015), as well as studies of the temporary use of spaces (Haydn & Temel 2003; Groth & Corijn 2005; Doron 2010; Lehtovuori & Ruoppila 2012; Colomb 2012).

I have intentionally made graffiti a protagonist in this article, as the storyline relating to it has not yet been properly analyzed in the context of the two case areas. Furthermore, my aim is to contribute to the discussion of contemporary graffiti and street art as cultural heritage (MacDowall 2006, 2017; Avery 2009; Kimvall 2013; Merrill 2014; Ylinen 2015; Alves 2017; Nomeikaite 2017). By referring to heritage, the studies suggest that, despite being a highly controversial culture of artistic expression, even graffiti belongs to the narrative fabric of the place it actively occurs in – and in some cases, it contains historical, artistic, or communal value worth discussing as a part of the area’s future. This raises another important question in my study: Whose stories and which storylines get to be told during an urban planning process?

This article is divided into eight sections, including the introduction and the conclusion. In the following section, I will first explain how planning and storytelling are connected. After that, I will focus on the settings and the graffiti storylines of Santalahti and Hiedanranta, followed by a section in which I describe the research materials I have used in my analysis, and I explain the method of analysis. Finally, I describe the seven key narratives found in the planning, marketing, and newspaper texts concerning the two areas. In reporting the results particular attention will be devoted to how the graffiti storyline is present in the key narratives.

Storytelling in Planning

To tell a story has been defined in the words of Lars-Åke Skalin as “to state that this or that sequence of events is an occurrence of this world, or of a possible world (fictional, hypothetical etc.), in a past, present, or future time dimension” (Skalin 2008, 201). However, the relations between storytelling and planning require some further exploration. First, Merlijn van Hulst (2012, 302–303) has specified two models in which storytelling and planning practice work together: storytelling as a model for planning and storytelling as a model of planning. The former model positions storytelling as a contemporary method that can be used in planning practice for better understanding the narrative fabric of place. In her contribution to the authorship issues of planning stories, Barbara Eckstein noted that in many cases the stories used in a planning project belong to somebody else, for example, to communities and individuals who have shared their stories (Eckstein 2003, 21). Such stories are, for example, the ones told from within the graffiti scene in Santalahti and Hiedanranta. The storytelling methods used in a planning project allow the stories of communities, groups, and individuals to be made use of in urban planning in order to ensure that every stakeholder has been heard and listened to (see, e.g., Sandercock 2005). In extension to van Hulst’s models, Bulkens, Minca, and Muzaini considered storytelling as an act of resistance, as a way “to allow individuals affected by a spatial planning project to voice their concerns and their respective positions” (Bulkens, Minca, & Muzaini 2015, 2313–2314). Ideally, the storytelling methods enable planners and designers to utilize local knowledge and identify problems, which might offer solutions to conflicts in all stages of a process.

Van Hulst’s second model positions planning itself as a way of storytelling, meaning that planning does not just make use of others’ stories but also produces its own ones. For John Forester (1999) the practice stories of planners are an effective way of learning about both others’ and one’s own work in the planning field, whereas James Throgmorton (1993; 1996; 2003) has famously argued that, to the core, planning is persuasive and constitutive storytelling about the future. From the perspective of the designs used in planning, Terry van Dijk adds that places undergoing development also gradually grow towards that told future (van Dijk 2011, 126). He also emphasizes that planning as storytelling is not only future-oriented but also about changing perceptions of what these places mean and are in the present time (van Dijk 2011, 134).

To construct a persuasive story about the present and the future of a specific site, planners and designers connect multiple storylines concerning places and various aspects of that area. These storylines may be set in a past, present, or future time dimension and are transformed into narrative objects such as documents and designs and eventually a new plan. When presented to the public, the complete planning story, or some sections of it, will be interpreted in numerous ways depending on which storylines the planners have included in their story construction, the stories of which individuals and communities they are using, which audience will be receiving the story, and through which narratives they are delivering it.

Some narratives have been born apart from the formal planning process, hence not all of them necessarily support the intended story constructed by planners and designers. In this study, I will also analyze texts produced by owners, developers, and marketing specialists of the properties and journalists of the local newspapers. In addition to planning practitioners, landowners, and property developers working on the redevelopment, journalists are important agents. They are, ideally, able to craft narratives that would otherwise be lacking by raising questions and perspectives the other two groups either cannot or will not raise, and thus they have the possibility to act as mediators between the city in charge of the planning, property developers in charge of the construction, the landowners, and the public.

I argue that the informal narratives also contain constitutive elements of the narrative fabric of place. In the following section, I will describe the cases of Santalahti and Hiedanranta and their graffiti storyline, which emerged during a state of temporary use in both areas: outside the formal planning process in Santalahti and as a part of it in Hiedanranta.

The Settings of Santalahti and Hiedanranta

The city of Tampere is the third largest city in Finland, holding 228 274 inhabitants (as confirmed in May 2017 on their official website). The inland city between two lakes is the center of the Council of Tampere Region, located in Western Finland approximately 180 kilometers to the north-west from the capital Helsinki. Tampere was the main industrial city in Finland during the 19th century, and therefore its history lies heavily on its industrial heritage and working-class culture. The factory eras of Santalahti and Hiedanranta are both considered notable parts of Tampere’s industrial history from the late 19th to the early 20th century.

The industrial use was the primary use of both areas in the past. After the factory era came to an end, the following economic idleness was accompanied by temporary activity in the area. This temporary use suggests a state that occurs between the former primary use(s) and the new primary use(s) that are to be achieved by the redevelopment of the area (Lehtovuori, Hentilä, & Bengs 2003; Lehtovuori & Ruoppila 2012). Typically, temporary use may appear in indeterminate spaces that seem to have been “left out of time and place” (Groth & Corijn 2005, 503) in contrast to their surrounding environment. Such spaces are, for example, empty lots, idle industrial areas, train yards, and spaces under bridges (see, e.g., Doron 2000). Both the Santalahti and Hiedanranta areas include such indeterminate spaces with a recent history of temporary use. I will view the two settings one by one.

Santalahti

Santalahti is located two kilometers to the west from the city center, between a railroad and the lake Näsijärvi. In particular the eastern part of the Santalahti area comprises of historical factories, which made goods such as paper and matches in their time, as well as of warehouses and buildings associated with the industrial activity. The two former industrial blocks that are currently framed by the match factory, the paper factory, the bone meal factory, and the roofing felt factory are in unauthorized temporary use by urban subcultures, such as graffiti artists, skateboarders, photographers, and the young. The graffiti storyline in the two factory blocks in Santalahti began uninvited in 1990s after all formal activity in the factory buildings had ceased. Over the two following decades the writers and artists gradually painted layers of graffiti pieces inside and out on all four factory buildings and their warehouses. The long wall on the other side of the railroad is also painted with graffiti and considered a hall of fame within the scene.

Image 1. Several graffiti pieces on the southern façade of the roofing felt factory in Santalahti. Kai Ylinen 2017.

Planners working on the Santalahti project employed the rational and systematic planning model in which storytelling methods were not used. The new master plan for transitioning Santalahti into a residential district was confirmed on 4 April 2017 after a 10-year planning process. It is estimated that the current population of 290 will increase to 2300 residents in the future. In the eastern part of the area, the graffiti-blooming match factory and the paper factory are protected in the master plan. In addition, the future tramline that is currently under development in the city of Tampere will run through Santalahti.

The properties in Santalahti are owned by private developers. The new master plan for the Santalahti district was ordered from the City of Tampere by these actors. According to an email by Heli Toukoniemi, Land Use Manager of the City of Tampere, the city does not own any buildings in the area. The main property owners working on the development of the site are Pohjola Rakennus, YH Kodit, and Lemminkäinen, of which the first two stand behind branding and marketing the area as Uusi Santalahti (‘New Santalahti’).

Image 2. A map of the New Santalahti, courtesy of Pohjola Rakennus and YH Kodit, sent by an email to the author by Tuire Mäenpää / YH Kodit.

Hiedanranta

Hiedanranta is situated in western Tampere and is also on the shore of the lake Näsijärvi, four kilometers from the city center. It is connected to the busy commercial district of Lielahti and shares its eastern border, on the shore, with Santalahti. In Hiedanranta stands a former sulfite cellulose factory, later owned by Metsä Board (previously M-Real), along with its extensions, several buildings for the factory staff, and the historical Lielahti mansion. The activity in the factory ended in 2008 and the City of Tampere bought the site from Metsä Board in 2014. The industrial environment was closed to the public until 2016.

After opening the idle factory area, the City of Tampere has made various events and activities possible by renting facilities to citizens for intended and authorized temporary use, supporting the organization of events in the area. Under the name Temporary Hiedanranta, the area offers scopes for action to various parties, for example, to a café, a cultural center, craftspeople and artists (for them to establish studios), a skateboarding hall, and an open space for circus professionals and practitioners. The current graffiti and mural art visible in the area have been made in 2016 and 2017 in two legal art events held by the Tampere-based street art and graffiti organization Spraycankontrol.

Image 3. A few of the graffiti and mural art pieces made in the event of Spraycankontrol ’17 in Hiedanranta. Kai Ylinen 2017.

The planners of Hiedanranta have chosen a participatory planning approach to which storytelling methods have been central. The planning of Hiedanranta is still in process. In the structure plan published in 2017, the future Hiedanranta is divided into three subareas, as shown in Image 4 below: 1) the Lielahti Hybrid District, an innovative part of the Lielahti commercial area, 2) the Factory City, consisting mainly of the post-industrial environment and the historical Lielahti Mansion area, and 3) the Canal City, a neighborhood in the shore zone of lake Näsijärvi, between the central marina and Santalahti marina. The district is anticipated to offer homes for 25 000 residents and new jobs for 10 000. Like in Santalahti, the future tramline will be operating in Hiedanranta.

Image 4. A map of the future Hiedanranta showcasing the three neighborhood identities, courtesy of the City of Tampere, visible on the page 19 in the Structure Plan of Hiedanranta.

The Materials and the Method of Analysis

This study includes three diverse types of research material from between 2013 and 2017, which is the period when both future forms of the districts have been planned and/or promoted to the public. First, planning texts include plans, reports, statements, and designs produced by planners, architects, other designers, or city officials. All in all, 49 items in this set were analyzed, excluding the various planning documents of Santalahti that were published before 2013, some of which are summarized in the final report. Thirty items belong to the planning texts of Santalahti and the remaining 19 to the planning texts of Hiedanranta.

The second set of materials includes marketing texts, comprising of billboards, flyers, websites, promotional maps, and customer magazines (created by property owners, developers, advertising agencies, or marketing specialists). Eleven of the marketing texts target Santalahti and four Hiedanranta.[1]

The third set consists of news texts, including news articles about Santalahti or Hiedanranta from three local newspapers – Aamulehti, Moro, and Tamperelainen – published between 1 January 2013 and 20 September 2017.[2] The articles in this category include only the newspapers’ journalistic content, meaning that all advertisements and letters to the editor were excluded. Thus, these texts are produced by journalists and those responsible for the paper’s editorial stance. These three papers were chosen for their content and distribution being central to Tampere. The news texts include 91 articles in total. Thirty-six of them cover Santalahti: 26 published in Aamulehti, nine in Moro, and one in Tamperelainen. Hiedanranta was the subject in 53 articles, 38 of which were published in Aamulehti, one in Moro, and 14 in Tamperelainen. In addition, two articles included both districts as their subject, one published in Aamulehti and the other one in Tamperelainen.

It must be noted that although there seem to be less news articles about the Santalahti area, this is a result of the demarcation of this study. First, discussion about Santalahti began over ten years ago but the issues were selected to fit a timeframe in which narratives about both areas were active in the newspapers. Also, within the selected timeframe, more press releases were published about Hiedanranta as it is a newer development project, resulting in more articles on this district during the period. Second, the development of the Santalahti area is well documented, only the articles focus on the very specific processes active in the area, especially those concerning the long-planned and now built road tunnel and the future tramline. The articles that focus purely on these two major development projects in the city are excluded from the materials.

My analysis is based on identifying the broad, recurrent key narratives present in the previously described materials. Often used in the narrative analysis of life stories, key narratives are produced as well-worn accounts that the author uses to explain and justify their actions and decisions (Phoenix 2008, 67). In addition, the focus of this analysis is on the content reading of narratives “as manifested in separate parts of the story, irrespective of the context of the complete story” (Lieblich, Tuval-Mashiach & Zilber 1998, 16). This means that not all key narratives appear in every text, and not all are intended to be part of the formal planning stories. As there also exists “repeated subject matter” (Phoenix 2008, 67) within the texts that focus on informal storylines, the key narratives found in them are as essential and constitutive to the narrative fabric of place as the ones found in texts presenting formal planning stories. By using this method of analysis, I am able to specify the most often used means of communicating the stories of the present and the future of Santalahti and Hiedanranta.

I have identified seven key narratives that were recurrent in the planning, marketing, and news texts. The first four are future oriented: 1) Progress and Innovations, 2) The Old with the New, 3) The Home, and 4) Together with Communities. The remaining three depict the present of the areas: 5) Ruin and Despair, 6) Graffiti as Art and a Pastime, and 7) The Underground. All seven can be connected to the graffiti storyline in some way – at the very least, by the absence of it. The narratives are also the ones shared by all material types, with an exception of The Warm, Welcoming Home narrative that was missing from the news texts and the Ruin and Despair narrative that was missing from the marketing texts.

Table 1. The number of texts in each key narrative, organized by the area and material type.

Table 1 above shows how the key narratives are distributed between the two areas and the text types. As planning texts also contain comprehensive reports and compilations about all stages of the plan and marketing texts target the whole new district, one item can feature in multiple key narratives. There are also a few texts that did not contain any narrative elements. These texts are, for example, numeric tables, technical descriptions, forms, and purely descriptive items. All the following narratives are intertwined, and some of them are dependent of another.

The Key Narratives

There is variety regarding which narratives are dominant in the presentations of each area, as seen in Figure 1 below. The most dominant key narratives in both are Progress and Innovations and The Old with the New that wholly support the intended planning stories. Along with The Warm, Welcoming Home narrative, recurrent mostly in marketing texts, the two last narratives where the graffiti storyline is visible through their original scene-based authors are minor ones. They are, however, also supporting the formal planning story of Hiedanranta, whereas in Santalahti, The Underground narrative in particular strictly opposes the official story constructed by planners and designers. The storyline authored by those acting from within the graffiti scene in Santalahti was never intended to be part of the area’s present or future by those working on planning. Instead, the planning story of Santalahti gets support from the highly visible Ruin and Despair narrative, even though a large number of stories delivered by this narrative are told by authors who are not working in planning.

Figure 1. The division of narratives.

These differences in dominant narratives are caused by three central factors. First, the planning methods are different. The planners in the Santalahti case relied on the rational planning model and the planners in Hiedanranta employed a participatory approach, which explains why the Together with Communities narrative is used so much more often in the texts of Hiedanranta. The second has to do with the ownership of land and properties. Unlike in Hiedanranta, the properties in Santalahti are owned by private actors. The ownership status sets distinctly different interests, objectives, and ambitions for the redevelopment of these areas, greatly affecting the kind of narratives that are dominant.

The third factor is involved with the larger cultural context. It has to do with cultural shift regarding graffiti appreciation. Santalahti carries the weight of many years of unauthorized graffiti activity. Its narratives are weighted down by the idea of a wasted and ruined district ridden with crime: trespassing, arson, drug use, and graffiti (Ylinen 2015, 42–45). The graffiti in the area has, over the years, become the most often used means of depicting the unlawful nature of the area and the ruined state of its buildings. This narrative began during the period of zero tolerance of graffiti in the capital area of Finland and before the cultural shift regarding graffiti happened; and it has not changed since then. Hiedanranta does not have this weight of years. Its redevelopment began after the cultural shift regarding graffiti; the period of zero tolerance was over – graffiti, street art, and mural art were already being painted and legal graffiti walls were built all around the country. Graffiti had entered an era of being gallery-worthy art. These major distinctions are vital to understanding why the narratives are different in nature between the two areas. Next, I will go over all the seven key narratives.

1) Progress and Innovations (future-oriented)

This narrative is present in all the material categories concerning both Santalahti and Hiedanranta. It is the most dominant narrative and there is no difference in how it has been used between the two areas. It supports the intended planning stories of the future and concentrates purely on the redevelopment of the areas. The texts describe both areas as new and modern districts, focusing on how many residents the area will hold or how many jobs the new facilities will offer. In the news texts, the narratives focus on describing plans and designs, such as visualizations and maps.

The progress is seen to generally be welcomed by the city and its residents. It is shown by emphasizing cleverness, sustainability, and innovations. For example, in the guidelines for blocks in Santalahti (Seppänen and Villanen 2014), the innovativeness of Santalahti shows in its sustainability and renewable solutions. This is visible in the use of renewable energy sources, favoring wooden materials, supporting choices for public transport and cycling, and creating green-roofs that will be utilized in urban farming and recreational activities.

The urban farming and renewable energy sources are even more present in the visions of Hiedanranta. Hiedanranta is portrayed in the structure plan (City of Tampere 2017c) as “the new, sustainable urban centre of the city of Tampere.” The car parks will be used as local energy and waste collection hubs and the developers are aiming for energy self-sufficiency. The objective for the redevelopment of Hiedanranta aims “to support the commercial and industrial progress, as well as the competitive strength, of the whole region, with emphasis on implementing a smart, adaptable and resource-effective city, based on a circular economy.”

The present temporary use of the areas is only used to illustrate how quickly the areas are being developed into something better. The graffiti storyline does not have a place in this narrative, but if it is on rare occasions mentioned, it is done in a passive and condemning way in news texts. For example, one article focusing on the future of Hiedanranta mentions the area’s current state in 2015 in the very end: “The old industrial district […] has been fenced off and it is inaccessible without a proper permit. However, there have been visits to the area to do, among other things, illegal graffiti” (Taponen 2015b).[3] In another Hiedanranta article (Högmander 2013b) the author mentions that “some of the buildings have tenants and Metsä Board premises. Others mainly collect graffiti.”

This narrative always needs a foundation to which the progress and innovations are compared. The key narratives linked to these foundations are The Old with the New narrative, where the industrial history is seen as a resource, and the Ruin and Despair narrative, which is used as a contrast to a better future.

2) The Old with the New (future-oriented)

The Old with the New is the second most used narrative in all the text types of both areas. It utilizes the past uses of Santalahti and Hiedanranta as a resource in building something new alongside the history. It focuses to the future instead of the past and especially emphasizes how the old buildings attached to industrial history are respectfully given a new life.

The guidelines for blocks in Santalahti (Seppänen and Villanen 2014) state that the identifiable, modern building ensemble will honor the heritage of industrial building practice and will be based on the protected match factory. On their official websites, all the major property owners in Santalahti are promoting the protected buildings as a symbol of industrial history and as a quality part of the cityscape. Otherwise, and importantly, all else is new. The same message is visible on the flyer of New Santalahti, where the match factory is described as a natural combination of colorful industrial history and modern urban life, as seen in Image 5.

Image 5. A section concerning the match factory area from the New Santalahti flyer. The chosen photograph also shows pieces of graffiti as an effect of mixing history with recent urbanity.

In Hiedanranta, historical elements are also considered an essential part of the identity of the future district. In these visions, the old factory buildings are upgraded and renewed. The old industrial buildings are given a new purpose as “restaurants, exercise centers, and culture hubs” (Kalliosaari 2016). The designs, such as those shown in Image 6, show the historical factory buildings as “the heart of the city centre” and “[t]he development anchor of the area” (City of Tampere 2017c).

Image 6. A visualization of the heart of the city center showcasing the shopping street and the future tram line among the industrial past. City of Tampere 2017.

In one news article (Uusitalo 2017b) the protected buildings of Santalahti are all presented separately with pictures – both their past and their future primary uses are described. An old cardboard factory, for example, will likely be turned into loft apartments and the graffiti-blooming match factory might become a daycare center. The article depicts the future district in a very positive light: “The residential district being built in Santalahti will have both old red brick buildings and new buildings of different heights, and the idyllic area can be walked through by foot. The industrial buildings will have an essential role in creating the look for the new Santalahti.” The news texts concentrating on Santalahti agree that some old buildings must be saved in one way or another, but that the area is also in desperate need of redevelopment.

The graffiti is again mentioned in passing and only in the context of Santalahti – it may or may not remain in the area in some capacity. For example, the guidelines for blocks (Seppänen and Villanen 2014) mention that graffiti pieces can be removed from the protected industrial buildings by soda blasting. On the contrary, the Pirkanmaa Provincial Museum notes that there is a remarkable collection of graffiti on the walls of the match factory and that the graffiti should be included in the discussion of the protection of the building (“Lausuntokoonti” 2013). In one of the news articles (Manninen 2017a), the repurposing of the old industrial buildings is lamented, even though it is also seen as an inevitable step. The issue is seen through the eyes of the entrepreneurs remaining in Santalahti during the state of temporary use: “Similar spaces are nonexistent in Tampere, because most of the older factories have been either torn down or renovated for a new purpose.”

3) The Warm, Welcoming Home (future-oriented)

This narrative dominates the marketing texts and emphasizes the pleasantness of the future neighborhood, completely set in the future time dimension. The future homes are described as warm and welcoming, and the residents can enjoy the parks, the lake, and jogging paths in the natural environments. The Warm, Welcoming Home is a typical narrative, especially in Santalahti. The graffiti storyline is absent.

The convenience of location is important to this narrative. On New Santalahti’s webpages, it is told that you as a future resident will be “living conveniently near the services of the city center and moving quickly between the work, errands, and leisure.” It also reminds us that the residents will be on favorable position in regard to the future tramline. The location is also highly visible on the websites of all the major property owners, as well as on the billboards and the flyers of New Santalahti. On the flyer, as seen in Image 7, the residents can enjoy the peace of their own secluded home in the immediate neighborhood of the cardboard factory but may also conveniently go wherever they like – even by tram.

Image 7. A section concerning the area of the cardboard factory from the New Santalahti flyer. Nature, the family life, and different activities are well presented.

The New Santalahti website also allows its visitors and possible new residents to participate in a survey concentrating on what the Santalahti of their dreams is like. The website emphasizes that everyone is welcome: “[Santalahti] holds thousands of stories, ambiences, and hopes. Come and make your own stories true.” In Image 8, the future residents are urged to find a home in Santalahti.

Image 8. “Find Home”. A screenshot of the header banner on the front page of the New Santalahti website.

As marketing the new apartments is not yet topical for Hiedanranta, The Warm, Welcoming Home narrative is less present in its materials. In planning texts, Hiedanranta is described as having potential to house thousands of homes with a direct view of the lake, making activities such as boating and tour skating possible for the future residents. The closeness to the lake is further emphasized: “versatile housing will connect naturally with the recreational opportunities and other functions offered by the lake and its shoreline” (City of Tampere 2017c). The versatility is depicted with common saunas, shared gardens and working spaces, playgrounds, and restaurants, all making the life in Hiedanranta appear communal. This sense of community has been one of the main interests in the planning of Hiedanranta and it is also highly visible in the next key narrative. In the news texts, The Warm, Welcoming Home is not a key narrative.

4) Together with Communities (future-oriented)

This future-based narrative focuses on the stories of communities. It emphasizes the new way of developing a neighborhood: through openness, co-operation, and creating together. The planning of Hiedanranta relies a lot on participatory and storytelling methods. From the beginning, there have been several events allowing participation in the redevelopment process, such as walking tours, workshops, and garden and planning parties to find out what kind of Hiedanranta people would fall in love with. A booklet about the people of Hiedanranta was published with an aim to give everyone an opportunity to hear what has already been said about the area. The author of the booklet notes that “we have also attempted to give room to diverging views.” The communal themes in the booklet included, for example, nature, preservation and use, an everyman’s shore, and permission to act. The graffiti is also mentioned and present in the booklet, as seen in Image 9. One participator hopes that “there will be activities in the area that are spontaneously spurred [on] by the residents themselves. It doesn’t always need input from the City, just room and permission to act. […] It doesn’t even have to be a big deal; a flower bed, a graffiti wall, a wood workshop or simply permission to be somewhere may be enough” (Kuowi 2016). Many events and activities held in Temporary Hiedanranta have been organized, keeping an eye on the future, and life during the temporary use of the area is utilized as a marketing method for that future.

Image 9. “Many have asked for a graffiti wall”. A part of the page 21 from the People of Hiedanranta booklet. Kuowi 2016.

This narrative is almost non-existent with the texts concerning Santalahti, excluding the cases in which the lack of community involvement is criticized, usually from the perspective of stakeholders or a disappearing underground culture. For example, the planners were criticized for “not truly listening to stakeholders but only to the landowners” who ordered the plan and claimed that the “municipal democracy or share had no standing in the plan at all.” In a compilation document of opinions and answers regarding the Santalahti draft plan, the planner answered the criticism by denying the accusation and explaining how the targets of both landowners and stakeholders were mapped out in events and authoritative negotiations. They also reminded people that the officially delivered comments have served the use of the planner and the planning consult (“Asemakaavaluonnosten 8048 vaihtoehtoja A ja B koskevat lausunnot / vastaukset” 2013).

In a positive light, the community involvement in Santalahti is only mentioned in news texts that focus on the rare occasion of the legal activity in the area. These articles draw a clear line between welcome and unwelcome activity. For example, one article (Koskenniemi 2014) tells a story of airsoft being played in the area with the permission of the landowner. The article describes how the players also keep the area clean, but bemoans the illegal activity and trespassing. The property owner is quoted as saying that his aim is to “weed out the criminal activity” from the lot, thus making room for a key narrative of Ruin and Despair.

5) Ruin and Despair (present-oriented)

The Ruin and Despair narrative is based on the present time and is highly more recurrent in the texts of Santalahti. The narrative depicts the idle industrial environment as a run-down center of lawlessness. For example, in a news article about homelessness (Ala-Heikkilä 2017) a man is photographed in the Santalahti area amongst graffiti, as the area was one of the places in which he used to spend nights when he was homeless. The author begins by describing colorfully the match factory area: “Jari Virtanen sits on a couch, pulls a blanket over himself and lies down. Next to his pillow there are used condoms, white goo, and an empty carton of juice. On the floor of the factory there are countless empty beer cans and plastic utensils. The walls are covered in graffiti.” The author uses plenty of details to describe how run-down and desperate the old factory is in order to illustrate the ruinous state in which the homeless man lived in contrast to his current apartment.

In this narrative, the graffiti and the people doing it are regarded as having a disorderly nature and as a symbol for ruin, lawlessness, and despair. The narrative is also completely cast away from the future. It is one of the foundations that the Progress and Innovations narrative uses: a shameful past to which the glorious future is compared. The narrative is barely visible in the planning texts of Santalahti and used only once in the texts of Hiedanranta. In these texts the focus is always on progress and improvement in order to move the attention away from Ruin and Despair. Thus, in the marketing texts, this narrative is non-existent.

The news texts, however, almost feast on the narrative. In a question posed for readers of Moro, the author takes a clear stand by asking: “Would you be happy if the mess that is Santalahti would be built on soon?” The editorial in the same issue urges people not to make any official complaints about the area’s planning process so that it would finally be built into something better (Manninen 2015b). The narrative is also present in the news articles about arson and accidents that happened in the area during its state of temporary use. One of those news items describes a man dying after he fell from the roof of the roofing felt factory in Santalahti (Koskinen 2016). In another article it was said that “young people spend their time in the area and paint graffiti. […] The industrial area of Santalahti has suffered from vandalism and fires.” According to the interviewed property owner, both the police and the property owners in the area have been powerless in the face of the vandalism. “It can be said that we have been looking on from the side while our properties have been raped, and I speak for all the owners of Santalahti properties,” the property owner is quoted as saying, and he adds that the owners “haven’t complained but gritted [their] teeth” (Haakana 2013b).

6) Graffiti as Art and a Pastime (present-oriented)

In this present-oriented narrative, graffiti is viewed as a legitimate art form and as a way of spending time. It only focuses on acceptable forms of producing graffiti art. Illicit graffiti is rarely mentioned and, if it is, it is considered a problem that can be fixed by setting up more legal walls for painting.

The narrative is completely missing from the planning and marketing texts concerning Santalahti. In Hiedanranta the legal graffiti, street art, and mural art are celebrated. In the Hiedanranta flyer, as seen in Image 10, the authors have used a photograph taken at the graffiti and street art event Spraycankontrol ’16 to advertise the area with a mention of having a thousand square meters of urban street art.

Image 10. A page from the Hiedanranta flyer.

In a short news article (“Hiedanrannassa maalattiin seiniä” 2016) about the same Spraycankontrol event held in Hiedanranta, graffiti and street art are depicted as a positive force. Those who have done the graffiti are described as artists, and a city official “rejoices” about the fact that Hiedanranta is now a “significant street art destination nationwide.” The event was organized with the support of the City of Tampere.

In another article, the spokesperson for the Spraycankontrol organization was interviewed about legal graffiti walls. The article also includes a critical viewpoint of the destruction of the Santalahti graffiti: “It’s a shame that the city [of Tampere] did not think much of the young people when developing the area of the match factory,” the spokesperson says. He notes that the area of Santalahti had the potential to be redeveloped into a place for youth culture. He also mentions Hiedanranta as a potential replacement for the Santalahti area, thus linking the two areas together. In this article, graffiti is seen mostly as a hobby that needs legal outlets, especially for young people. The spokesperson also describes graffiti as an art form, hoping that city officials would see how graffiti could enliven the cityscape (Oikari 2017).

7) The Underground (present-oriented)

The last key narrative illustrates the underground culture in the two areas in a positive, approving, and slightly romanticized manner. The narrative is completely missing from both the planning and marketing texts of Santalahti but is present in the planning texts of Hiedanranta as one layer of the Together with Communities narrative that focuses on communal activity.

The Underground narrative is the most visible in the news texts concerning both areas. The articles concerning Santalahti include criticism towards the redevelopment of the area, as it will inevitably destroy the famous graffiti center, often referenced by the name the Pispala Gallery. In an interview of a fiction author, she is set against the backdrop of Santalahti as it was one of the places she frequented during the writing process of her book. The author writes that “[t]he area has been planned as a residential area but rounds of official complaints have kept the houses under the reign of underground cultures. For the graffiti enthusiasts, the Pispala Gallery has been a semi-legal place to do their art” (Lehtinen, N. 2017).

This criticism is also offered in a large article that trails the development of Tampere from the past to the future, detailing its major milestones and projects. A researcher from Museum Center Vapriikki raises concern about the Santalahti area. “If the old buildings could remain as a place for graffiti, they could be a huge attraction for young people in the future,” he suggests, “We could ask the young people what they want” (Roth 2016d). In another article (Roth 2016a) by the same author, graffiti artists operating unauthorized in Santalahti are interviewed. This article depicts the area as a rare, culturally rich meeting point of underground cultures. The author details the difficulties of sustaining or protecting the wide underground graffiti culture in Santalahti.

Additionally, one article suggests that because of the redevelopment in Santalahti, half of the famous historical working-class district of Pispala, to the south of Santalahti, is on the verge of disappearing. The author has interviewed anonymous graffiti artists, explaining how the area comes to life at night and how it is visited by people from all over the country. “This is a very nice place,” one visitor is described as saying about the two eastern factory blocks covered in graffiti in Santalahti. The point of view is very clearly about the preservation of the area, emphasizing the quality of the graffiti pieces and the sense of community in the area (“Puolet Pispalaa uhkaa kadota” 2014).

Whereas news texts featuring Santalahti use this narrative as a form of criticism towards the lack of interest in acknowledging the subcultures of Santalahti during the planning process, the Hiedanranta articles use it to illustrate the identity of Temporary Hiedanranta. For example, in one article (Jokelin 2017) Hiedanranta is depicted as rough but beautiful and as a place with “some deliberate bleakness and a sense of abandoned buildings, but in a cool, hipster sort of way.” In this narrative, the Hiedanranta area is described as a culture hub, celebrating the urban subcultures.

Discussion

Of the seven key narratives, the graffiti storyline is absent in one (The Warm, Welcoming Home), passive in two (Progress and Innovations, The Old with the New), and active in four (Together with the Communities, Ruin and Despair, Graffiti as Art and a Pastime, The Underground), of which only one is future-oriented. The other three concentrate on the criticism (Santalahti) or celebration (Hiedanranta) of the present day relations of planning and graffiti storyline. None of the narratives promise that after the two areas’ transition from their temporary use to their future residential use the graffiti storyline would still continue – although the incomplete planning story of Hiedanranta seems to be flirting with the idea.

The most critical of the narratives, the Underground, can also be seen weaved through as an undertone in the whole of my study. This is because I have chosen to focus on the graffiti storyline, which manifests itself most clearly in the criticism towards the disinterest in acknowledging the heritage of graffiti culture in the planning process of Santalahti and in the prospect of developing Hiedanranta. However, even though the dominant narratives of Hiedanranta speak of the high involvement of urban subcultures, this might be just due to the incompleteness of the case. The planning process is not immune to possible pitfalls in the future, such as gentrification through arts uses which usually concerns districts definable by some form of specific appropriation or characteristics (Miles 1997, 107) and there seems to be a need to develop this kind of strong identity for Hiedanranta.

In addition to the previously mentioned three main differences between the two areas, Hiedanranta does not have a history of graffiti like Santalahti does. This means that the planners did not need to make decisions regarding the future of said culture. Instead, the City of Tampere has been able to create something temporary with which to carefully experiment during the planning process. This is partly due to the city’s increasing interest in redeveloping vacant and indeterminate sites in the Tampere region. For example, in the Urban Fallows research project originated in Tampere University of Technology and initiated under Creative Tampere (a City of Tampere business development programme for the years 2006–2011), researchers developed methods for mapping indeterminate spaces as resources in response “to the demands of cultural actors searching for spaces in which to pursue their activities” (Ylä-Anttila 2010, 13). The researchers were also involved in various planning and development processes in order to create alternative redevelopment models for the reuse of vacant spaces (Ylä-Anttila 2010, 13). Hiedanranta has been subject to this type of interest.

The graffiti storyline connected to Santalahti and Hiedanranta is a common one. The same questions and problems concerning the stories and heritage of graffiti culture have been discussed all over the world. In the Nordic countries recent urban development projects – such as the ongoing redevelopment of an idle parking hall in Bergsjö (Gothenburg, Sweden), the former coal depot in Sydhavnen (Copenhagen, Denmark), or the now-demolished Hjartagarðurinn park in the center of Reykjavík (Iceland) – have all had to deal with these narratives of urban planning concerning the active graffiti culture operating in the area.

Selecting the perspective of urban planning is always a crucial decision. It is important to discern what is included in the narrative fabric of the area under planning as it may be something as unexpected as a graffiti storyline. Acknowledging the existence of these types of storylines is required at the very least for planners to be able to decide between the inclusion and exclusion of that specific storyline: Should this storyline continue at this specific place in the future? Through what kind of narrative should it be represented to the public? And even more importantly, what happens if it is decided that the storyline should be cut here? The decision of inclusion or exclusion should always be conscious and justifiable as it is not only targeting phenomena per se but communities behind them.

All the made decisions, as well as the possible absence of some, are visible in the planning stories and, therefore, as Throgmorton writes, the materials produced in planning as narrative objects “shape meaning and tell readers (and listeners) what is important and what is not, what counts and what does not, what matters and what does not” (Throgmorton 2003, 128). Storytelling is always selective, and narratives always have consequences.

Conclusion

In this study, I have approached two post-industrial case areas undergoing planning in the city of Tampere: Santalahti and Hiedanranta. Both areas are currently in temporary use: a state between their former industrial use and redevelopment for the new residential use. I have approached storytelling as a model for and of planning and analyzed seven interwoven key narratives identified in planning, marketing, and news texts, by which the present and the future of the two areas have been communicated to the public from 2013 to 2017. The narratives were analyzed from the perspective of storylines that involves the graffiti culture operating in both areas in recent years, completely unauthorized in Santalahti but supported by the City of Tampere in Temporary Hiedanranta.

The most dominant narratives of both areas concentrate on the future by illustrating the progress and the change through sustainability and innovations and by emphasizing the use of historical buildings as a resource of redevelopment. The graffiti storyline is most clearly visible in three narratives, in one of which it is under scrutiny as a symbol for disorderly lawlessness in the Santalahti area. The two other narratives focus on graffiti as a legitimate art form and culture, and maintain that graffiti itself has inherent value. Even though these two minor narratives focus only on the present state of the areas, they nevertheless include the stories from within the graffiti culture.

This study exemplifies the complexity of the narrative fabric in urban planning, but lacks being able to offer insight into how to include graffiti storylines as a part of the future and especially into how the possible value in them could be better identified. Therefore, the vital question of recognizing and acknowledging the stories and heritage of graffiti culture in spaces of temporary use remains for future studies.

References

All links verified 4 June 2018.

Materials

The planning documents of Santalahti

  1. A-Insinöörit Suunnittelu Oy. ”Voimalinjakaapelisovitus.” 2 June 2014.
  2. Arkkitehdit LSV. ”Aluejulkisivu.” 25 September 2013a.
  3. Arkkitehdit LSV. ”Havainnekuva.” 3 June 2014b.
  4. Arkkitehdit LSV. ”Paikoituskaavio.” 20 January 2013c.
  5. Arkkitehdit LSV. ”Pelastustiekaavio.” 17 September 2013d.
  6. Arkkitehdit LSV. ”Varjoanalyysi.” 23 September 2013e.
  7. ”Asemakaavaluonnosten 8048 vaihtoehtoja A ja B koskevat lausunnot / vastaukset.” 8 February 2013.
  8. ”Asemakaavaluonnosten 8048 vaihtoehtoja A ja B koskevat mielipiteet / vastaukset.” 8 February 2013.
  9. ”Asemakaavan seurantalomake.” 18 December 2015.
  10. FCG Finnish Consulting Group Oy. ”Hulevesiselvityksen liite.” 11 October 2013a.
  11. FCG Finnish Consulting Group Oy. ”Santalahden asemakaava-alueen hulevesiselvitys.” 11 October 2013b.
  12. FCG Suunnittelu ja tekniikka Oy. ”Yhteenveto Santalahden alueen pilaantuneisuudesta.” 08 July 2013.
  13. ”Hyväksyttävä asemakaava.” 10 June 2014.
  14. ”Lausuntokoonti.” 2013.
  15. ”Pirkanmaan rataverkon kehittämisen liikenteellinen tarveselvitys.” 2013.
  16. ”Muistutuskoonti.” 2013.
  17. ”Poistettava asemakaava.” 15 December 2014.
  18. Ramboll Finland Oy. ”Santalahden asemakaavan meluselvitys, päivitys.” 30 May 2014.
  19. Ramboll Finland Oy. ”Viheryleissuunnitelma.” 1 October 2013.
  20. ”Santalahden asemakaavaehdotusta 8048 koskevat lausunnot.” 3 June 2014.
  21. ”Santalahden asemakaavaehdotusta 8048 koskevat muistutukset ja vastaukset.” 3 June 2014.
  22. ”Santalahden asemakaavan liikenneselvityksen 8/2013 liitteet”. August 2013.
  23. Seppänen, Jouko. ”Asemakaavaehdotuksen selostus.” 10 June 2014a.
  24. Seppänen, Jouko. ”Asemakaavaehdotuksen selostus: kaava nro 8048.” 15 December 2014b.
  25. Seppänen, Jouko. ”Santalahden asemakaavatyön näkymätarkasteluiden kooste.” 14 November 2013.
  26. Seppänen, Jouko, and Maija Villanen. ”Kortteliohje.” 10 June 2014.
  27. SITO Tampere Oy. ”Santalahden asemakaavan liikenneselvitys.” August 2013.
  28. Tampereen kaupunkikuvatoimikunta. ”Lausunto Santalahden asemakaavaehdotuksesta.” 11 March 2014.
  29. ”Viranomaisneuvottelun muistio.” 6 March 2014.
  30. YIT Rakennus Oy, BST-Arkkitehdit Oy, and Cederqvist & Jäntti Arkkitehdit. ”Havainnekuvat.”

The planning documents of Hiedanranta

  1. City of Tampere. ”Arvostelupöytäkirja: Tampereen Hiedanrannan kaupunginosan kansainvälinen ideakilpailu.” 2016a.
  2. City of Tampere. ”Hiedanrannan työpajataulut.” 2017a.
  3. City of Tampere. ”Hiedanrannan yleissuunitelman runko.” 2017b.
  4. City of Tampere. “Hiedanranta Landscape Survey.” 2016b.
  5. City of Tampere. ”Hiedanranta: rakennesuunnitelma.”
  6. City of Tampere. ”Kantakaupungin yleiskaava: Lielahden rannan kehittämisvisio.”
  7. City of Tampere. “The Objectives for the local master plan for the inner city 2040.” 2015.
  8. City of Tampere. ”Kilpailuohjelma. Tampereen Hiedanrannan kaupunginosan kansainvälinen ideakilpailu.” 2016c.
  9. City of Tampere, Uusi kaupunki, and Kuowi. ”Hiedanranta Brainstorming Workshop.”
  10. Heiskanen, Jari, and Kirsi Niukko. ”Hiedanrannan rakennetun ympäristön selvitys: Harjun ja veden maisema, Lielahden tehdasalueen historialliset kerrostumat, rakennukset ja kulttuuriarvot.” 2015.
  11. ”Hiedanrannan rakennetun ympäristön selvitys: rakennuskortit.”
  12. ”Hiedanranta arkkitehtikilpailua varten Raitiotien suunnitteluperusteita.” 2016.
  13. Hukkanen, Heikki and Matti Holopainen. ”Technical Area Description Of Hiedanranta.” 2016.
  14. ”People of Hiedanranta.” 2016.
  15. Lehtovuori, Panu et al. ”Development Vision for Hiedanranta: Densely-built and Intensively Green Tampere City West.” 2016.
  16. Pirkanmaa Provincial Museum. ”Arkeologinen inventointi.” 2015.
  17. Rahkonen, Riikka, and Jouko Seppänen. ”Rakennetun ympäristön selvitys.” 2016.
  18. ”Yhteenveto suunnitelma-alueen luonnonarvoista.”
  19. ”Vaitinaron liikenne- ja liittymäselvitys, yhteenveto.” 2016.

The marketing materials

  1. Billboard of Hiedanranta.
  2. Billboard of the New Santalahti [a].
  3. Billboard of the New Santalahti [b].
  4. City of Tampere. http://valiaikainenhiedanranta.fi/.
  5. Flyer of Hiedanranta.
  6. Flyer of Hiedanrannan kesä.
  7. Flyer of the New Santalahti.
  8. Lemminkäinen. ”Santalahdessa kotisi on keskustassa järvinäkymin.” http://www.lemminkainen.fi/asunnot/asuntohaku/tampereen-santalahti.
  9. Map of the New Santalahti.
  10. Pohjola Rakennus. “Uusia koteja suunnitteilla Santalahteen”. http://www.pohjolarak.fi/kohteet.
  11. Pohjola Rakennus, and YH Kodit. http://www.uusisantalahti.fi.
  12. ”Tulevaisuuden kohteita yhdistävät hyvät sijainnit.” Arvoa asiakkaalle: Pohjola Rakennus Oy:n asiakaslehti, 1/2014. Tampere: Pohjola Rakennus Oy. https://issuu.com/mainio/docs/arvoaasiakkaalle_netti_31d86f7548d738.
  13. ”Uusi toimisto ja mittavia hankkeita.” Arvoa asiakkaalle: Pohjola Rakennuksen asiakaslehti, 2017. Tampere: Pohjola Rakennus Group PRG Oy. https://issuu.com/mainio/docs/arvoa_asiakkalle_2017_issuu.
  14. YH Kodit [a]. “Tampereen Santalahti.” https://www.yhkodit.fi/kotia-etsivalle/suunnitteilla-olevat-kohteet/santalahti.
  15. YH Kodit [b]. ”YH Kodit ja Pohjola Rakennus rakentavat Tampereen Santalahteen 500 asuntoa.” https://www.yhkodit.fi/uncategorized/yh-kodit-pohjola-rakennus-rakentavat-tampereen-santalahteen-500-asuntoa.

The newspaper articles

  1. ”2 300 asukkaan asemakaava Santalahteen.” Aamulehti. June 11, 2014.
  2. Airaksinen, Annastiina. ”Hiedanrannan pioneerit luovat uutta kaupunginosaa.” Aamulehti. June 17, 2016.
  3. Airo, Tatu. ”Hiedanrantaan jopa 25 000 asukkaan kaupunginosa.” Aamulehti. October 13, 2016.
  4. Airo, Tatu. ”Ratikka jatkoon.” Aamulehti. August 6, 2017a.
  5. Airo, Tatu. ”Valtava alue Näsijärvestä täytetään.” Aamulehti. July 14, 2017b.
  6. Ala-Heikkilä, Minna. “Vihdoin kotona.” Aamulehti. July 16, 2017.
  7. Haakana, Tuomas. “Hylätyssä tehtaassa paloi taas kokko Pispalassa.” Aamulehti. July 9, 2013a.
  8. Haakana, Tuomas. ”Tikkutehtaan omistaja: rötisköt ovat kaavoitusbyrokratian tuote.” Aamulehti. December 28, 2013b.
  9. Heinänen, Liisa. ”Palo tuhosi teollisuushistoriaa.” Aamulehti. November 12, 2014.
  10. ”Hiedanrannan suunnittelukisan voitosta 110 000.” Aamulehti. April 25, 2016.
  11. ”Hiedanrannan voitto jaettiin kahdelle työlle.” Tamperelainen. January 11, 2017.
  12. ”Hiedanrannan yleissuunnittelu on alkanut.” Tamperelainen. June 3, 2017.
  13. ”Hiedanrannassa maalattiin seiniä.” Tamperelainen. August 24, 2016.
  14. ”Hiedanranta hurmasi kävijät.” Aamulehti. August 16, 2015.
  15. ”Hiedanrantaa ideoidaan avoimissa työpajoissa.” Tamperelainen. April 8, 2017.
  16. ”Hiedanrantaan tulossa kelluva sauna.” Tamperelainen. May 17, 2017.
  17. ”Hiedanrantaan tutustui yli 7 000 vierasta.” Aamulehti. August 18, 2015.
  18. ”Huimat graffitimaalaukset koristavat Hiedanrantaa.” Aamulehti. August 25, 2016.
  19. Huovinen, Jorma. ”Palaneen tehtaan ydinosa säästynee.” Aamulehti. November 13, 2014.
  20. Husa, Mikko. ”Tukku uusia festareita ja Kuivaamo.” Aamulehti. May 24, 2016a.
  21. Husa, Mikko. ”Uusi Kuivaamo pääsee tositestiin.” Aamulehti. June 15, 2016b.
  22. Högmander, Jutta. ”Lielahteen voisi joskus nousta tornitaloja ja Tampereen Riviera.” Aamulehti. July 19, 2013a.
  23. Högmander, Jutta. ”Suljettu tehdasalue odottaa uutta elämää.” Aamulehti. July 14, 2013b.
  24. Högmander, Jutta. ”Tehtaiden kaupungin tarina jatkuu.” Aamulehti. February 25, 2016a.
  25. Högmander, Jutta. ”Villit visiot.” Aamulehti. April 3, 2016b.
  26. Jokelin, Jantso. ”Uusi Tampere kajahti käyntiin betonin keskellä.” Aamulehti. July 16, 2017.
  27. Kalliosaari, Kati. ”Hiedanrannassa toimistotkin voivat kellua.” Aamulehti. March 12, 2016.
  28. Kalliosaari, Kati. ”Raitiovaunu ajaa tehtaan läpi Hiedanrannassa.” Aamulehti. January 11, 2017a.
  29. Kalliosaari, Kati. ”Tampereen Hiedanrannan ideakilpailu ratkeaa tänään.” Aamulehti. January 10, 2017b.
  30. Kangasvieri, Fanni. ”Skeittaava koira Rambo hurmaa etenkin lapsiyleisön.” August 5, 2017.
  31. ”Kauneus kohtaa rumuuden.” Aamulehti. July 18, 2014.
  32. Koivu, Viivi. ”Santalahti on yhä vailla kaavaa.” Moro. May 29, 2014.
  33. Koskenniemi, Aila. ”Softaajat siivoavat tikkutehtaan tonttia.” Aamulehti. April 23, 2014.
  34. Koskinen, Anu Leena. ”Mies putosi katolta ja kuoli.” Aamulehti. June 1, 2016.
  35. Kuusela, Matti. ”Kaikkien aikojen romanttisin kosinta.” Aamulehti. May 20, 2017.
  36. Lehtinen, Juha. ”Purkutöihin päästäneen ensi kesänä.” Aamulehti. November 11, 2014.
  37. Lehtinen, Nina. ”Mieli liikkuu.” Aamulehti. February 5, 2017.
  38. ”Lielahden piippu uhkaa sortua.” Moro. July 16, 2015.
  39. ”Lielahden vanha tehdasalue valaistaan.” Tamperelainen. December 12, 2015.
  40. ”Lielahti kasvussa.” Tamperelainen. August 24, 2016.
  41. “Liki 40 tahoa kilpailee Hiedanrannan ideoinnista.” Tamperelainen. October 15, 2017.
  42. Manninen, Jukka. ”Onneksi Santalahteen on luvassa rantaparatiisi.” Moro. March 26, 2015a.
  43. Manninen, Jukka. ”Pienyrittäjät joutuvat pois pahvitehtaasta.” Moro. August 3, 2017a.
  44. Manninen, Jukka. ”Santalahdessa asuu kohta 2 300 tamperelaista.” Moro. April 20, 2017b.
  45. Manninen, Jukka. “Santalahteen voisi rakentaa 8-kerroksisia asuintaloja.” Moro. October 31, 2013.
  46. Manninen, Jukka. ”Tervetullut parannus.” Moro. April 20, 2017c.
  47. Manninen, Jukka. ”Älä valita Santalahdesta.” Moro. March 26, 2015b.
  48. Metsähalme, Freija. ”’Lielahti olisi kuin Dubai.” June 14, 2014.
  49. Mylläri, Jari. ”Pahvitehtaan firmoille saatava tilat.” Moro. August 3, 2017.
  50. Mäkinen, Petteri. ”Hervannallinen uusia asukkaita Lielahteen.” Tamperelainen. February 7, 2015.
  51. Mäkinen, Petteri. ”Uittotunneli jäämässä kauaksi rannasta.” Tamperelainen. July 12, 2017.
  52. Mäkinen, Petteri. ”Uusille asuinalueille pyörätie.” Tamperelainen. March 30, 2016.
  53. Määttänen, Markus. ”Tulevaisuus avautuu.” Aamulehti. November 15, 2017.
  54. Nieminen, Iida. ”Kivulias laji vaatii paljon harjoittelua.” Aamulehti. August 8, 2017.
  55. Nyman, Juhana. ”Tehtaan piippu uhkaa sortua Lielahdessa.” Aamulehti. June 30, 2015.
  56. Oikari, Joel. ”Spray-maalausta harrastaa moni, mutta missä..?” Tamperelainen. August 5, 2017.
  57. ”Olisitko iloinen, jos Santalahden rytöpesän rakentaminen alkaisi nopeasti?” Moro. March 26, 2015.
  58. Pelkonen, Roosa. ”Kiva, että tikkutehdasta käytetään luvalla.” Tamperelainen. May 10, 2014.
  59. Pesonen, Heidi. ”Lielahden uusi asutus voi tulla tekosaarille.” Aamulehti. June 13, 2014.
  60. Pesonen, Heidi. ”Pala tukkilaiskulttuuria tuhoutui Tampereella.” Aamulehti. April 23, 2015.
  61. ”Pirkanmaan pulssi.” Aamulehti. April 26, 2015.
  62. ”Pirkanmaan pulssi.” Aamulehti. December 12, 2014.
  63. Pokkinen, Jorma. ”Kaavoihin kangistuneet.” Aamulehti. July 28, 2013.
  64. ”Puolet Pispalaa uhkaa kadota.” Aamuleht July 18, 2014.
  65. Roth, Raili. ”Graffitien mestarit.” Aamulehti. August 15, 2016a.
  66. Roth, Raili. ”Hiedanranta kehittyy Tanskan tyyliin.” Aamulehti. May 11, 2017.
  67. Roth, Raili. ”Lielahti sai puita ja kanaaleita.” Aamulehti. April 30, 2016b.
  68. Roth, Raili. ”Matka Suomen Dubaiksi.” Aamulehti. December 4, 2016c.
  69. Roth, Raili. ”Puoliksi luvallista taidetta.” Aamulehti. September 11, 2016d.
  70. Rouvinen, Talvi. ”Pispalan feimi katoaa uuden asuinalueen tieltä.” Moro. August 6, 2015.
  71. Ruissalo, Pekka. ”Hiedanrannan alueella menee nyt lujaa.” Tamperelainen. May 31, 2017.
  72. Ruissalo, Pekka. ”Hiedanranta vakuutti tamperelaiset.” June 6, 2016.
  73. Rämö, Marjo. ”Lielahden tehdasalue avautuu yleisölle.” Tamperelainen. June 29, 2016.
  74. Saarinen, Jussi. ”Lielahden pimeydestä löytyi helmi.” Aamulehti. November 21, 2016a.
  75. Saarinen, Jussi. ”Mansen Suvilahti.” Aamulehti. June 16, 2016b.
  76. Saarinen, Jussi. ”Vapaa kulttuuri jäi valtatien alle.” October 11, 2016c.
  77. ”Santalahteen esillä 2 300 asukkaan kerrostalot.” Aamulehti. November 6, 2013.
  78. Särkiniemi, Emilia. ”Lielahti, harmaa autoilijoiden kaupunginosa.” Aamulehti. February 13, 2016.
  79. ”Tampereen Hiedanrannassa pidetään juhlat.” Aamulehti. August 14, 2015.
  80. Tanner, Suvi. ”Lielahden tehdasalueelle asuntoja ja työpaikkoja.” Aamulehti. January 31, 2014.
  81. Taponen, Aki. ”Tampereen Santalahteen tulee yli 2 000 asukkaan kaupunginosa.” Aamulehti. December 15, 2015a.
  82. Taponen, Aki. ”Tehdasalue sai uuden nimen.” Aamulehti. May 28, 2015b.
  83. Taponen, Aki. ”Tulitikkutehtaan kortteliin päiväkoti ja kerrostaloja.” Aamulehti. May 4, 2014.
  84. ”Teollisuusalueella Tampereella paloi tällä kertaa sohva.” Aamulehti. December 3, 2014.
  85. Tolonen, Anni. ”Olympiatason skeittihalli avautuu pian Tampereelle.” Aamulehti. May 12, 2017.
  86. ”Tulitikkutehtaalla syttyi tulipalo sunnuntaiyönä.” Aamulehti. April 22, 2014.
  87. Tunturi, Saara. ”Meidän rantamme.” Aamulehti. April 17, 2016.
  88. Tuominen, Nette. ”Ylväs ja ronski Hiedanranta avaa porttinsa.” Aamulehti. August 15, 2015.
  89. Uusitalo, Kaisa. ”Kuivaamo on uusi kulttuuritila tehdasmiljöössä.” Aamulehti. June 17, 2017a.
  90. Uusitalo, Kaisa. ”Suojellulle Santalahdelle on suuria suunnitelmia.” Aamulehti. July 3, 2017b.
  91. Välinoro, Anne. ”Hiedan tulevaisuus.” Aamulehti. June 11, 2016.
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Ylä-Anttila, Kimmo. 2010. “Refining the Method. Learning From Action Research.” In Urban Fallows. Transformations & Breeding Grounds, edited by Kimmo Ylä-Anttila, 13–23. Tampere: Tampere University of Technology.

Notes

[1] According to the email sent to the author on 22 August 2017 by Harri Kiviranta, a Project Development Manager of Pohjola Rakennus Oy, more marketing materials of New Santalahti should be available later in Autumn 2017 as the development proceeds. Since this article has been written before that, the future materials unfortunately could not be analyzed.

[2] Aamulehti is a paid daily newspaper owned by Alma Media Oyj, published in Tampere, and serving mostly the Pirkanmaa region. Moro is a weekly supplement of Aamulehti, distributed free of charge on Thurdays. Tamperelainen is a free local newspaper issued twice a week and owned by Etelä-Suomen Media Oy, a part of media concern Keskisuomalainen Oyj.

[3] Quotes translated from Finnish to English by the author Kai Ylinen.

Kategoriat
3/2017 WiderScreen 20 (3)

Building the Post-War Nations – Rome, Open City and Murderers Among Us as Part of the Cultural Heritage Process

Cultural heritage process, Identity work, Italian Neorealism, Murderers Among Us, National identity, Open City, Rome, Rubble films

Lauri Leikas
lauri.leikas [a] gmail.com
M.A. in Cultural Heritage Studies
Independent Researcher

Viittaaminen / How to cite: Leikas, Lauri. 2017. ”Building the Post-War Nations – Rome, Open City and Murderers Among Us as Part of the Cultural Heritage Process”. WiderScreen 20 (3). http://widerscreen.fi/numerot/2017-3/building-post-war-nations-rome-open-city-murderers-among-us-part-cultural-heritage-process/

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This article deals with Roberto Rossellini’s famous Italian neorealist film, ‘Rome, Open City’ (Roma, città aperta, 1945), as well as Wolfgang Staudte’s, ‘Murderers Among Us’ (Die Mörder sind unter uns, 1946), one of the best-known examples of realist rubble films from post-war Germany. Cultural heritage is a communal process and films, as cultural products, can act as unifying factors for a nation’s viewers as well as for the architects of national identity. The article focuses on the ways in which these films can participate in the cultural heritage process and thereby affect the unity of a nation as a cultural heritage community. The cultural heritage process is maintained by using identity tools through which I analyse the cultural heritage built by post-war realistic films produced in two different nations.

Introduction

In this article, I will discuss how 1940’s Italian neorealist and German rubble films built the cultural heritage of the two nations as heritage communities after the devastation of World War II. I am using the term building instead of rebuilding as the post-war objectives were not about restoring the conditions of the nations to pre-war conditions. In post-war Germany, the original term rebuilding was replaced by the concept of new construction, which describes the process more authentically (Overy 2012, 62). This is also applicable to the post-war situation in Italy. I have previously examined how Italian neorealist films build and maintain the unifying cultural heritage of the nation [1]. This article will expand the perspective on two post-war nations with different historical backgrounds, and in this case, the focus will be on two essential films from both countries and from the same period. Roberto Rossellini’s Rome, Open City[2] (Roma, città aperta, 1945), the first, most successful and probably best-known neorealist film, has previously been a subject of my research. It portrays the struggles of a partisan group in Rome during the Nazi occupation in 1944. In this article, I will also focus on Wolfgang Staudte’s Murderers Among Us (Die Mörder sind unter uns, 1946), the first and most famous example of post-war German rubble films. Rubble films refer to movies produced in Germany after World War II that focus on a particular historical situation, people’s post-war realities and the presentations of the ruined landscapes of bombed cities (Rentschler 2010, 9–10). Murderers Among Us concentrates on a former soldier whose war memories complicate his adaptation in the post-war society of ruined Berlin. I have chosen these two films because they are clearly ground-breaking in their respective societies and are probably the main works of their genres.

As works of fiction, Italian neorealist and German rubble films were created under the burden of the war and ensuing post-war conditions, and can therefore reveal information about the circumstances in which they were made. As historian Marc Ferro has emphasized that compared to documentary films’ expression of reality, the imagination of fiction films can reveal valuable hidden information about their time and societies (Ferro 1988, 81–83). Additionally, historian Pierre Sorlin has found that the film holds a number of connections to elements such as the cultural habits of a period or society (Sorlin 2001, 31). Historian Hannu Salmi points out that film is a significant source for the study of collective mentalities, which also reflect the filmmakers’ own attitudes (Salmi 1993, 128). Therefore, a fiction film is a suitable source for studying the mentalities of communities. As collective mentalities and diverse societies are central to the analysis, it is important to clarify what kind of views are behind the films that may have influenced the outcome. A film is usually made by a larger group, so it is necessary to evaluate the authors of the source (Salmi 1993, 128). According to Ferro, for example, films can contain statements about society represented by institutions and ideologies such as the state or the church (Ferro 1988, 163).

Due to the war, the production of Open City was not dependent on studio funding, which allowed it to be more artisanal, in fact, Rossellini himself raised the money to cover a large part of the film’s production costs. (Forgacs 2007, 28–31.) Italian culture scholar David Forgacs suggests that the film represents Rossellini’s Catholicism and writer Sergio Amidei’s communism in particular, which are the ideologies of the men behind the original concept of the piece. (Forgacs 2007, 14, 69.) It can be said that the result somehow reflects the alliance between communism and Catholicism that opposed German occupation and fascism.

In turn, a Soviet film company, DEFA, produced Staudte’s Murderers Among Us, although Staudte first offered a manuscript to the Western Allied film officers (Fehrenbach 1995, 204; Shandley 2001, 20; Moeller 2013, 121; Baer 2009, 47; Rentschler 2010, 13). Staudte’s pacifist film was aimed at Germany’s National Socialist past; thus the film was well suited to the views of the Soviet occupation force (Moeller 2013, 120–121; Shandley 2001, 116). For example, Staudte had initially planned for the protagonist officer, Dr Hans Mertens, to murder his former Wehrmacht captain, Ferdinand Brückner, for his horrific war crimes against innocent civilians, however, the Soviet occupation censorship authorities wanted to change the end of the film so that the character did not become a murderer (Baer 2009, 31). In this light, at least to some extent, the film speaks for Staudte’s advocacy of pacifism and the ideologies of the Soviet Union.

Sorlin also notes that while studying the societies of the time, the analysis of the film demands that that its favourable public reception is considered. (Sorlin 2001, 18–19.) Salmi has also stated that the films are a form of public dialogue; therefore, it is important to study a film’s reception as well. (Salmi 1993, 137.) At the time, these exemplary films were widely popular among the populace, so they can be considered as active participants in the shaping of the nation [3].

The theory of documentary realism, developed by documentary director John Grierson in the 1920s, claims that documentary film is an important tool linking people and the state, while the purpose of documentary films is to provide a poetic sense of unity and fusion. (Aitken 2001, 162–166.) For film theorist Siegfried Kracauer, films – while capturing the visible world – reflect the mentality of the nation because they are collective products and strive to please the united people. (Kracauer 1966, 5–7.) According to Kraucer, while post-war audiences suffered alienation, emptiness and hunger but the physical reality of films represents an escape from modern society and a return to life. (Kracauer 1960, 167–169.) Spectatorship is also the basis of the theory of cinematic realism advocated by one of the most influential film critic of Neorealism, André Bazin. Based on the invention of the photograph and its ability to freeze a particular contemporary phenomenon, Bazin states that film has the obligation to document the phenomena of the world in a realistic way and that cinematic projection brings the filmed phenomena back to life to satisfy the human needs of spectators (Cardullo 2011, 4–5). For the major realist film theorists Grierson, Kracauer and Bazin, the phenomena of unity displayed in national films can satisfy the spectator’s hunger for life in the nation as community.

In this context, I am interested in discovering how these realistic films, as part of their nations’ cultural heritage, with their focus on social problems and difficult circumstances, are able to build a national or communal identity. According to historian John Dickie: ‘Individual cultural documents such as films can tell us a great deal about what being a national involves because they construct the nation’ (Dickie 1996, 25.) Even though Italian and German societies had completely changed after the war, the cultural heritage of the nation can still be examined, for example, through films as cultural heritage endures for future generations, while new heritage is also created. This view is reflected in the definition of cultural heritage of the international council on monuments and sites (ICOMOS): ‘Cultural heritage is an expression of the ways of living, developed by a community and passed on from generation to generation, including customs, practices, places, objects, artistic expressions and values. Cultural heritage is often expressed as either intangible or tangible cultural heritage’. (“A Cultural Heritage Manifesto” 2015) Therefore, I aim to answer the following question: How do these post-war realist films from Italy and Germany participate in the cultural heritage process of the nation as a heritage community and how do they unite its members? In the present study, the nation is a cultural heritage community and films, as part of the nation’s cultural heritage, are also involved in the construction of identity. Cultural heritage is a communal process, in which the heritage community accepts the interpretations of the past (Sivula 2015, 57). In the analysis, I use the theory of the identity work of the cultural heritage process and various interpretations of national identity. My goal is to compare these films’ ways of building a unifying heritage and the analysis is based on the close reading method.

The Definition of National Identity and Cultural Heritage Process

In the case of film culture and unifying the cultural heritage of two nations as communities, it is important to look at the definitions of nationality, nation and identity. For nationalism scholar Ernest Gellner, the nation’s membership requires sharing the same culture, which is the system of ideas, symbols, behaviour and communication, and the nation is created when the residents of a certain region recognize common rights and obligations to each other for the benefit of their shared membership (Gellner 2008, 6–7). This duly means the recognition of other individuals as companions. The recognition of each other is also part of nationalism scholar Benedict Anderson’s definition of the nation as an imagined community. According to Anderson, Print technology and print-language made possible new kinds of imagined communities, which are the foundation of the modern nation (Anderson 2006, 48). Anderson’s well-known idea is that the nation is an imagined community, although the members of the nation do not know each other, nonetheless they still feel a sense of community (Anderson 2006, 6). In this context, film historian Alan Williams sees that the invention of recorded sound in film technology has been affected in the same way as print technology (Williams 2002, 2). It can be said that, national films can be used to imagine the nation because they can create a sense of community, without contact with other fellow citizens.

Based on Anderson’s idea of the imagined communities, cultural theorist Stuart Hall argues that national culture as a discourse builds identities, which can be found between the past and the future as part of the representation of the nation to which people can identify with. For example, in an imagined community, we are part of the nation’s narrative, which includes national symbols that represent shared experiences and historical events. Additionally, the emphasis is on the origin, continuity, tradition and timelessness, which are related to the illusion that the essential features of the nation have remained unchanged. (Hall 1992, 292.) For imagining communities, the essential parts of the identity are a traditional narrative with the concept of continuity, which provides valuable national meanings to identify with and that can also be traced from films.

It is important to know that cultural heritage is linked with identity because heritage creates a sense of inclusion and exclusion in communities and means a sense of place at global, national and local levels. (Smith & Agakawa 2009, 7.) Cultural heritage constructs identity, which can be expressed as a sense of place or how the community is seen from the outside. In this context, different heritage sites and objects can be used as identity tools. (Smith 2006, 34.) The French historian Pierre Nora developed the concept of Les Lieux de MémoireRealms of Memory (1989), which means that cultural heritage sites contain memories that maintain the community’s connection to the past. (Logan & Reeves 2009, 19.) Cultural heritage involves and unites individual and collective remembrance and can be used to re-interpret the past. In this instance, cultural heritage as Realms of Memory – a place, building, figure, ritual, text, symbol or manners – can strengthen the unity of a community. (Sivula 2013, 164.) Cultural heritage is a publicly recognized and officially protected tangible or intangible trace but may also refer to the traces of the community’s everyday life. (Tuomi-Nikula et al. 2013, 15–16.)

According to heritage scholar Anna Sivula’s article about commissioned histories, a heritage community maintains the cultural heritage process by using different identity tools. First, shared history means knowledge and interpretation of the past, which places the community within the continuity of past, present and future. History is inclusive whereby the members’ contact with the past strengthens the affiliation to the community, while it is exclusive for those who do not feel that inclusion. Shared history can be used as a framework for cultural heritage. Second, an experience of involvement occurs when members experience the inclusion of shared history and traces of the past. Third, the traces and symbols of the past that serve as evidence of shared history, and to which members of the community feel that they are involved. Shared history can be used to strengthen the symbolic position of the meaningful trace of the past in which case we speak of monumentalizing identity work. When the heritage community adopts a trace of the past or a symbol, it refers to possessing identity work, which means strengthening the heritage community’s experience of involvement with this trace or symbol. Historicizing identity work reinforces the image of oneself with the continuity of past, present and future, and contributes to the formation of the shared history. The cultural heritage process requires constant historicizing, monumentalizing and possessing identity work, which will enable the community to maintain its own cultural heritage. (Sivula 2015, 64–67.) Actually, monumentalizing identity work refers to the concept of institutionalization that geographer Anssi Paasi has used in connection with the formation of the regions. Institutionalization means the process in which a certain geographical area in society gradually emerges and develops into an entity with a status and regional identity of its own (Paasi 1986, 11). So, the process means that the region becomes gradually institutional just as the monumentalizing identity work strengthens the status of a certain trace of the past in the cultural heritage process.

Italian Neorealism

It is a widely held opinion that the most important figures of Italian neorealist movement are film directors Roberto Rossellini, Vittorio De Sica and Luchino Visconti, and that the films recognized as neorealist were produced between 1942 and 1952. (Spinelli Coleman 2011, 88; Liehm 1984, 129; Shiel 2006, 1; Bondanella 2009, 65; Leikas 2016, 24–25.) Most agree that the main works are Rossellini’s Rome, Open City (Roma, città aperta, 1945), Paisan (Paisà, 1946) and Germany Year Zero (Germania anno zero, 1947); Visconti’s The Earth Trembles (La terra trema, 1948); De Sica’s Shoeshine (Sciuscià, 1946), Bicycle Thieves (Ladri di biciclette, 1948) and Umberto D. (1952). (Shiel 2006, 3; Cardullo 2011, 19; Bondanella 2009, 66; see also Leikas 2016, 1–2.) At the time, only 11% of Italian films could have been be classified as neorealist and most proved to be box-office failures. (Bondanella 2009, 65.) The exceptions to this rule were Open City, Paisan and Bicycle Thieves, which were all commercial successes. Neorealist films made up a small minority of films shown in Italy as films imported from the US dominated the Italian box office from 1945 to 1950. However, Neorealism gained popularity, especially abroad, among educated, urban audiences. (Shiel 2006, 5.) For instance, Bert Cardullo suggests that the main characteristics of Italian Neorealism are minimal production resources, location shooting, nonprofessional actors, improvised scripts and a documentary style of photography. First of all, Neorealism was an ideological response against the control of the Fascist regime. Secondly, it took place during the rise of Realism, which concurrently appeared in Italian literature. Thirdly, the neorealist style was derivative of the lack of production funds. These films all tell us about the misery of ordinary people in the difficult post-war social and political situation. (Cardullo 2011, 19.)

1930s Italian cinema and film directors Alessandro Blasetti and Mario Camerini strongly contributed to the development of a new kind of film in the post-war period. After their violent rise to power, the Fascists sought to hide their dark past through cinema by sponsoring films showing the peaceful Italian countryside and its unknown people. Some key works of the regime’s “Ruralize Italy” -period were Alessandro Blasetti’s Sun (Sole, 1929) and Mother Earth (Terra Madre, 1931). (Brunetta 2009, 68–70.) Blasetti’s 1860 (1934) is a historical film about Garibaldi’s invasion of Sicily during the Risorgimento. The film is an important precursor to Neorealism, because it uses location shooting, non-professional actors, the local dialect, scenes of peasant life and a rural landscape. (Shiel 2006, 24; see also Bondanella 2009, 26.) The Italian neorealist movement developed during the Fascist regime when many of the neorealist filmmakers participated in the Fascist film industry and gained valuable technical training before the emergence of Neorealism. (Bondanella 2009, 52.) In 1926, the Fascist regime founded the Film Institute L.U.C.E (L’Unione Cinematografica Educativa), which produced fascist documentaries and newsreels aimed at maintaining political power. Later, the Fascists expanded their influence to fictional films when Mussolini noticed that films are ‘the most powerful weapon’. (Shiel 2006, 21.) When the Fascists realized the power of cinema, they founded a film school, the Centro Sperimentale in 1935 and opened the large Cinecittà studios in 1937. (Cardullo 2011, 19.) For example, Carmine Gallone’s famous historical spectacle Scipio Africanus (Scipione l’africano, 1937), was reminiscent of Italy’s glorious past and brought ancient Rome to the screen. In turn, Francesco de Robertis’s Men at the Bottom (Uomini sul fondo, 1941), is a fictionalized war documentary of the late Fascist period, which represented heroism without triumph or belligerence. (Brunetta 2009, 92–93.) Interestingly, the film also uses real locations and nonprofessional actors. (Ben-Ghiat 2000, 23; Liehm 1984, 44.) Further, the so-called Telefoni bianchi[4] comedies were popular because ordinary Italians didn’t want to conquer the world but rather to have a steady job, a regular wage and a decorated modern home. These films therefore depicted a luxurious and carefree life, which diverged from the wartime reality. (Brunetta 2009, 97; see also Spinelli Coleman 2011, 86; see also Shiel 2006, 25.) Therefore, the typical films of the Fascist period are glorious historical films, realistic war documentaries and light-hearted, escapist comedies.

Before the period of Neorealism, Roberto Rossellini worked as assistant director and co-screenwriter on Goffredo Alessandrini’s Luciano Serra, Pilota (1938), which was supervised by Il Duce’s son, Vittorio Mussolini. A few years later, Rossellini directed the military “fictional documentary” La nave bianca (1941) under the supervision of the Fascist filmmaker, Francesco De Robertis. The film emphasized the efficiency of the Fascist regime’s navy operations. (Ben-Ghiat 2000, 23; see also Liehm 1984, 43–45.) Actually, Vittorio Mussolini was quite a progressive figure and anti-fascists regarded him as “a good guy”. He was also the editor of the avant-garde film journal Cinema, whose editors created Ossessione (1942) together with director Luchino Visconti. (Brunette 1996, 7.) Compared to Visconti and his Cinema journal collaborators, it can be said that Rossellini’s relationship with the Fascist film industry of the 1930s was the most obvious of his neorealist contemporaries.

Italian films of that era weren’t propaganda compared to Nazi Germany’s productions as the Fascist regime highlighted sentimental nationalism, loyalty, courage and the efficiency of war preparations. Even propaganda films were not subjected to political pressure except for newsreels, which played an important role in propaganda and were closely monitored. (Brunette 1996, 8; Brunetta 2009, 69.) During the war years, films helped viewers forget the horrors of the conflict as films were intended to emphasize the values of humankind and not the nation’s success. (Brunetta 2009, 74.) The common view is that Fascist films – except documentary newsreels – were not as focused on the manipulation of the people as was the objective of German propaganda films. For example, Visconti was able to make Ossessione in Mussolini’s Italy, a film that would have been impossible to produce in Nazi Germany.

Director Luchino Visconti and the critics of the Cinema journal – influenced by French cinema, literature and American films – made Ossessione, which became a clear turning point in the history of Italian cinema. (Brunetta 2009, 101–102; Liehm 1984, 57.) Visconti wanted to move away from the highly staged Telefoni bianchi films and to show authentic Italy and to create realistic and familiar identification points for the Italian viewers. (Piturro 2008, 44–45.) Visconti’s film was influenced by French Poetic Realism, for example, Jean Renoir’s Toni (1935). (Shiel 2006, 18; see also Liehm 1984, 57.) The critic from the Cinema journal, Antonio Pietrangeli, used the term “Neorealism” first time in connection with Ossessione. (Cardullo 2011, 19.)

Roberto Rossellini’s Rome, Open City (1945) was made immediately after the war, so it symbolically reflects the atmosphere and the tragedy of the German occupation of Rome and the fight of the Italian partisans. It has been seen as the obvious cornerstone of Italian Neorealism and a new kind of cinema. The production conditions and limited financial backing, for example, forced the use of location shooting, sound dubbing and poor black-market film stock, which became some of the well-known characteristics of Italian Neorealism. (Bondanella 2009, 67.) For his part, film scholar Christopher Wagstaff claims that Neorealism is too often mainly defined by these ostensible characteristics, despite the fact that the filmmakers have been of the opinion that neorealist films are simply a reaction to the current situation and expressions of their wartime experience. (Wagstaff 2000, 38.) Film scholars Laura E. Ruberto and Kristi M. Wilson have also noted that if we look at films that are considered neorealist, it is clearly observable that they do not follow the rules of Neorealism and that Neorealism cannot be considered an organized school. For example, De Sica’s Bicycle Thieves was made with a massive Hollywood-style budget; Rossellini, for his part, used professional actors in Open City and the film itself was heavily scripted. (Ruberto & Wilson 2007, 9–10.) It is clear that certain, defined characteristics are part of Neorealism, but these are just minor points, which are often taken up in connection with Italian Neorealism. The most famous neorealist scriptwriter, Cesare Zavattini, brought together the basic idea of neorealism without any technical details: ‘The task of the artist – the neorealist artist at least – […] consists in bringing them to reflect […] upon what they are doing and upon what others are doing; that is, to think about reality precisely as it is’. (Zavattini 1978, 67-68.) Zavattini’s guiding principle is therefore that the neorealist filmmakers must observe the surrounding world and society and bring the phenomena to the screen. Because the movies do not follow a clear program and the basic idea is quite abstract, Italian Neorealism cannot really be regarded as a fully unified genre or movement.

The re-opening of Cinecittà-studios in 1948, the return of the genre-films and the increasing impact of the Hollywood films – as a result of Marshall Aid – in the late 1940s, contributed to the decline of Neorealism. In any event, the government and the people longed for more cheerful films. (Shiel 2006, 84–87; Piturro 2008, 38–39, 162–163.) In addition to the influence of the United States, the election victory of the Christian Democrats in 1948 reduced the influence of the Left, which also contributed to changes in film production. Historical epics, such as Alessandro Blasetti’s Fabiola (1948), were popular from the late 1940s until the early 1960s. (Wood 2005, 69–70.) In other words, Neorealism was a movement that was related to war and the social problems of post-war Italy. Film production expanded as many wider problems came to an end and the economy improved in the late 1940s.

German Rubble films

In Germany, the aim of the Third Reich feature film industry between 1933 and 1945 was to appeal to the people’s emotions without revealing the purpose of propaganda. They used the modes of classical cinema, such as an emotional approach, the glamorous star cult, approachable characters and common genres. Still, film was considered as an educational tool and was also controlled. (O’Brien 2006, 1.) Nazi feature films were not overtly ideological, and they contain attractive features from the entertainment films from different countries and periods, including the pre-Hitler period and Hollywood films. (Fehrenbach 1995, 41–42.) Thus, the propaganda of Nazi feature films was subtle. (Hoffmann 1997, 58.) Joseph Goebbels, head of the Ministry for Public Enlightenment and Propaganda, wanted to differ from the experimental films of Weimar era, such as Robert Wiene’s The Cabinet of Dr. Caligari (1920). His aim was to create productive, entertaining, politically useful and ideological films by nationalizing the German film industry. (Rentschler 2002, 141–142.) Filmmaker Leni Riefenstahl developed a cinematic aesthetic of Nazi iconography, which was especially evident in Triumph of the Will (Triumph des Willens, 1935), which played on the emotions of the people rather than their reason. For Goebbels, the film was intended to persuade the masses and politics was always involved, especially in that and other documentaries. (Hoffmann 1997, 94–95.)

Before the Allies took control of the four administration zones, the final film of the Third Reich was propaganda film director Veit Harlan’s film Kolberg (1945), which premiered in January 1945. In the eastern area of Germany, film production began shortly after the war, but the Western Allies avoided the dangerous influences of the past. Hollywood knew how to take advantage of this big void in Germany and the Germans were able to watch foreign films again. (Sandford 1980, 9.) The directors, producers and actors of the rubble films already took part in the industry during the Third Reich. For example, Wolfgang Liebener, the Nazi-era director, continued his career after the war by making rubble films. (Shandley 2001, 6.) Also, Wolfgang Staudte acted in the Veit Harlan’s anti-Semitic propaganda film Jew Süss (Jud Süß, 1940) although he later stated that he was practically forced to take part in. (Fehrenbach 1995, 207.) Thus, in both countries, the post-war filmmakers in the realist tendency also worked in the film productions of totalitarian systems in Fascist Italy and Nazi Germany.

In general, rubble films (Trümmerfilme) refer to films that were made in Germany after World War II, circa 1946–1949. Their central feature is the visual presentation of the destroyed Germany, which can be seen as a metaphor for the destruction of German identity. A common characteristic of the rubble films is the return of soldiers from the war (Heimkehrerfilme) and their experiences during the post-war crises. (Shandley 2001, 2; see also Fisher 2007, 29–30; see also Rentschler 2010, 9–13.) As a result of the allied invasion, the successful film production of the Third Reich also came to an end. Filmpause signifies the one-year break from filmmaking in Germany after the war despite the high demand for films. (Shandley 2001, 20; see also Baer 2009, 10–11.) The first German film after the Filmpause, was Wolfgang Staudte’s Murderers Among Us (Die Mörder sind unter uns, 1946), produced by the Soviet film company DEFA, which later became the film company of the GDR. (Fehrenbach 1995, 204.) According to scholars Robert R. Shandley and Martina Moeller, some other notable and successful East German rubble films are Gerhard Lamprecht’s Somewhere in Berlin (Irgendwo in Berlin, 1946), Werner Klingler’s Razzia (1947), Kurt Maetzig’s Marriage in the Shadows (Ehe im Schatten, 1947) and Peter Pewas’s Street Acquaintances (Straßenbekanntschaft). Some of the most successful and significant West German rubble films are Helmut Käutner’s In Those Days (In jenen Tagen, 1947), Harald Braun’s Between Yesterday and Tomorrow (Zwischen gestern und morgen, 1947) and Josef von Báky’s And the Heavens Above Us (Und über uns der Himmel, 1947). (Shandley 2001, 3–4; Moeller 2013, 106–108.) According to Moeller, scholars have often defined rubble films as a return to German expressionist cinema; however, Third Reich cinema, Hollywood’s film noir, Italian Neorealism and Romanticism are much more substantial influences on the genre. (Moeller 2013, 16.)

Moeller divides rubble films into three stylistic categories. First, West Germany primarily produced entertaining rubble films in which ruins are only decorative elements and the focus of the film is escaping from troubles. Secondly, realistic rubble films can be divided into Socialist Realism, pseudo-neorealistic films, Holocaust films and satirical parables. DEFA-studios focused on Socialist Realism and the fight against Nazism or for a better world. For example, Käutner’s In Those Days can be labelled as pseudo-neorealistic, where the spectator is a distant observer of past and present problems. Third, there are formalist rubble films, such as Staudte’s Murderers Among Us, which rely on a realist style and romantic patterns, including decline, fragmentation and crisis. They are films that stylistically return to Weimar cinema and film noir. (Moeller 2013, 111–113.) Scholar Jaimey Fisher has pointed out that both rubble films and neorealist films hold clear similarities, such as contemporary presentations, location shooting and a lack of film stars. (Fisher 2007, 25–26.) Film scholar Thomas Brandlmeier has also mentioned expressive camera techniques, fatalistic worldviews and pessimistic melodramas as the unifying factors between the two styles. (Moeller 2013, 22.) Scholar Eric Rentschler sees that after WWII, the world was changing towards new perspectives and representations that were reflected in rubble films and Neorealism. (Rentschler 2010, 11.)

Initially, the reviewers invented the term “rubble films” in a derogatory fashion in 1947 as the audience was already tired of the gloomy mise-en-scène of these films. When the conditions of broader German society changed as a result of the polarizations of the Cold War, viewers quickly lost interest in the rubble films because they no longer wanted to see post-war problems presented in films. (Shandley 2001, 8.) The 1948 reform and the growth of wealth reduced the number of viewers even further. (Moeller 2013, 19.) As has previously come to light, the situation was also similar to Italian Neorealism.

Heroes and Ruins as Shared History

It is clear that the events of historical films provide a valuable framework, both to tell a story truthfully and to convince the audience of the greatness of a nation with the aim of constructing national identity. A filmmaker, as an artist, is an essential narrator of national symbols, myths and memories. (Smith 2000, 48–52.) According to scholar Maria Wyke, related to the problematic unification of Italy in 1861 and heterogeneous Italians, historical films of the Roman Empire can be considered as Eric Hobsbawm’s “invented traditions” that promoted the continuity of the nation with a suitable past. The purpose was to strengthen national cohesion and justify certain contemporary political events through the use of a glorious history. For example, Carmine Gallone’s Scipio Africanus (1937) was related to the African campaigns of 1935–36 conducted by the Fascist regime and introduced general Scipio as the perfect Fascist. (Wyke 2008, 63–65.) The historical films of the Third Reich also relied on the presentation of the great leader, be it Wolfgang Liebeneiner’s Bismarck (1940) or Veit Harlan’s The Great King (Der große König, 1942). The representations of the historical leaders as rebels and tyrants were linked to Hitler and the reason for this was the use of history for propaganda purposes. (Hake 2004, 82–83.) These kinds of hero characters are symbols of the common past, creating continuity and building national identity through the shared history of the cultural heritage process.

Rossellini’s Rome, Open City also represents the past. First, the story is based on the executions of the two partisan priests from the Italian resistance, Don Pietro Pappagallo and Don Giuseppe Morosini, at the time of the German occupation of Rome in 1944. Second, the film is also based on the spontaneous street execution of a pregnant woman, Maria Teresa Gullace, in 1944. (Forgacs 2007, 14–16.) In a film, without any hesitation or despite the dangerous task, the partisan priest character Don Pietro Pellegrini smuggles money to the partisans at the request of leftist partisan hero, Giorgio Manfredi, a.k.a Luigi Ferraris. Later, Don Pietro confesses his loyalty to the partisans when he acquires false identity papers for Giorgio. In Don Pietro’s execution scene, a group of weak Fascists receive the execution command, but the almost immortal partisan priest does not die. This leads to an embarrassing situation in which the German captain Hartmann will have to shoot the priest by himself. A group of boys arrives whistling behind a fence nearby to honour their dying teacher, Don Pietro. Another well-known scene is the slaying of a pregnant Pina, which takes place when the Germans unexpectedly arrive at the house of the partisans to perform Giorgio Manfredi’s arrest. As a result, German soldiers shoot brave Pina on the street, as she runs after her captured partisan husband, Francesco.

Nationalism scholar Anthony Smith uses the term ‘usable past’, when the communal themes from the past, such as civic virtue and heroism, can be chosen for imagining and constructing the nation. (Smith 1997, 37.) David Forgacs points out that the film does not present any tourist landmarks or monuments, such as the Colosseum, the Roman Forum or Mussolini’s Piazza Venezia, as the film aims to connect the city of Rome to the resistance of ordinary people during the German occupation, rejecting the traces of the Fascist regime. (Forgacs 2007, 69.) As I have presented, representing shared experiences and common historical events, partisan heroes as representatives of the community can be seen as symbols of the nation’s narrative. Therefore, in this case, the nation can be seen as a heritage community that builds the cultural heritage. From the viewpoint of shared history, the partisan movement and occupation act as a framework for the heroic characters of Don Pietro and Pina, meaningful symbols of the immediate past, which can be thought of as part of the monumentalizing identity work of the cultural heritage process. (Leikas 2016, 57–58.) It can be said that the Italian partisan movement, as it relates to recent history, is a suitable theme for historical films that can lead to various interpretations of shared history of that period. For Rossellini and Amidei, an important left-wing Partisan movement cooperating with Catholicism provides a “usable past” for construction of the nation.

However, Open City is predominately a story of the period of repression that took place during the German occupation. Hungarian politician Gerorge Schöpflin has stated that myths and symbols act as builders of coherence and a nation’s myths of redemption and suffering represent powerlessness and compensation for the oppression of the occupying forces (Schöpflin 1997, 29–35). As film historian Mark Shiel has pointed out, Pina represents both the resistance of ordinary people and the Catholic faith that is shown through the close relationship between her and the priest Don Pietro (Shiel 2006, 49). In Pina’s dramatic death scene, Don Pietro symbolically holds her dead body in his arms after she has been sacrificed for her partisan and Catholic community. The relationship between these characters and their horrible destinies expresses the importance of religion to Rossellini. Related to the history of the partisan movement and characters above, Rossellini’s film is about the redemption and suffering of the nation as a community. According to heritage scholars William Logan and Keir Reeves, a nation’s shameful and painful past is represented in places like genocide sites and prisons, but afterwards, this brutal side of history becomes regarded as heritage and remembrance is maintained, for example, through films (Logan & Reeves 2009, 18–23). Accordingly, the film – based on real historical people – is a good example of difficult heritage” because it recalls memories of the painful times of the nation’s past.


Video 1. Rome, Open City – The Death of Pina can be seen as “difficult heritage” that witnesses the painful side of the nation’s history.

I have also maintained that these tragic events and the destinies of the characters can be seen as Realms of Memory, which unite the heritage community in remembrance of the past and thus, the sense of unity is strengthened. In this case, the film builds cultural heritage also by possessing identity work, which reinforces the culture heritage community’s involvement in these traces and symbols of the painful Italian past. (Leikas 2016, 58–59.) Rossellini’s film helped Italian post-war society sustain the memory of the heroic left-wing partisans as well as the painful events of the past. In the film, these are presented in the death and torture scenes of the common Italian heroes. The scenes consequently strengthen the imaginary cohesion of the heritage community.

Italian Neorealism and German rubble films are derived from different conditions. As Neorealism began as an aesthetic resistance movement that opposed fascism, rubble films essentially responded to the spectators’ need to identify with something in the time of post-war disillusionment. (Shandley 2001, 49.) Rentschler points out that German war survivors made a tremendous effort to regain themselves and found a national community. (Rentschler 2010, 17.) Neorealist films reacted against the banal film culture of the Fascist-era and against existing socioeconomic conditions in Italy. (Cardullo 2011, 19.) After Hitler and the Holocaust, there was no potential history rooted in the past for identity building or increasing national pride in Germany. (Fulbrook 1997, 74–75.) However, Jaimey Fisher has stated that the trauma experienced by the individual – Partisans, Workers and the Heimkehrer[5] – acts as a connecting factor in Italian Neorealism and German rubble films. For example, the partisan male heroes of the Open City experience humiliating and traumatic deaths and the male protagonists of Bicycle Thief and Umberto D. fail to provide financial security for their families, which can be associated with the traumatic male characters in rubble films. (Fisher 2007, 27–30.) I disagree with Fisher that the partisans are treated humiliatingly as the characters die as heroes, but I do think that there is a similarity in the hopeless situation experienced by the male characters in neorealist and rubble films. This type of desperation for male characters, as in Murderers Among Us, is also particularly apparent in De Sica’s films.

Although foreign escapist feature films were popular in Germany, rubble films dealt with everyday problems of Germans and their shared feelings of anxiety, guilt and fear, thus individuals were not alone with their emotions. (Baker 1995, 98.) According to Martina Moeller, the devastated city landscape in rubble films represents traumatic events and the vital need for a fresh start in the middle of the crisis. (Moeller 2013, 13.) George Schöpflin points out that unifying myths of unjust treatment emphasizes the helplessness of communities that have encountered terrible collective experiences. (Schöpflin 1997, 30–31.) Hence, in this case, according to Benedict Anderson’s theory, traumatized Germans in the post-war period had a chance to imagine a community through watching rubble films and, therefore, they experienced the imaginary companionship.

Murderers Among Us, the standard-bearer of the German rubble films, does not contain similar stories of heroes, religious sacrifices, the symbols of the nation’s narrative, the ‘Golden Age’ or usable past, as does Open City. In Murderers Among Us, the character Dr Hans Mertens is a former soldier and a Heimkehrer who suffers from the severe traumas of war and he desperately wanders through the ruins of Berlin. Jaimey Fisher has proposed that the film interprets the past and collective history via the wandering Dr Mertens, who like Flâneur in the city, is troubled by the voices of the Nazi past and memories that the ruined city landscape has evoked (Fisher 2005, 472). Additionally, scholar Hester Baer has noted that Dr Mertens’ blurred and disturbed gaze refers to his past traumas, which are triggered by different stimuli in the present day, for example, as a doctor, he cannot stand the sight of blood (Baer 2009, 34). In Murderers Among Us, the traumatic past, aroused by the ruined landscape and war-related stimuli, unites the imagined community to remember the immediate past, as Realms of Memory. Thus, it unites members of the heritage community in remembrance of the past. In this case as well, when the nation as a heritage community adopts the traces of the traumatic past, the film builds cultural heritage by possessing identity work. In the state of post-war disillusionment, some traces of identity can be found through shared experiences revealed by films as cultural artefacts.

Image 1. Murderers Among Us – A wandering Dr Hans Mertens amongst the ruins of Berlin as Realms of Memory that allow members of the heritage community to remember the past and its ruined landscape.


Video 2. Murderers Among Us – Dr Mertens compares the chess game to the war zone, which raises painful memories of war; common traumatic memories can also be used to build cultural heritage.

Often within the various nations, the governmental authorities have deliberately ignored some of the memories related to a nation’s cultural heritage or created invented traditions that have sought to support a particular nationalistic policy. (Logan & Reeves 2009, 20.) Thus, some aspects of national identity have been abandoned because of the negative past. As I mentioned in the context of Open City, Murderers Among Us is a perfect example of the traumatic and brutal side of history and “difficult heritage”. In this context, the film is also linked to the German history of suffering because it maintains memories of post-war suffering. For example, according to German historian Helmut Schmitz, the history of suffering emerges in the form of a Holocaust memorial in Berlin that has brought the Nazi crimes back to the memory culture and has institutionalized the Holocaust in contemporary Germany (Schmitz 2007, 3). In this way, Murderers Among Us and other rubble films have participated in the presentation of Germany’s history of suffering in the 1940s and have also contributed to the institutionalization of the Nazi past in the post-war years. Although, as Schmitz notes, the theme of wartime suffering has been a taboo subject and therefore it has still not been adequately remembered in modern Germany (Schmitz 2007, 5).

Eyes on the Hopeful Future

Some myths of nation building, expressed by Schöpflin, are also concerned with the future. The main idea of myths of renewal is that the present has been spoiled by violence from another community, however, purification can create a better world for the future and a fresh start. These kinds of myths were particularly evident in Germany and Italy after World War II. (Schöpflin 1997, 32–33.) As Anthony Smith has stated, the memories of the golden age will help shape the future of the community. (Smith 1997, 51.) In Open City, community’s – left-wing partisans and Catholics – gaze into the future and signs of rebirth are displayed after the execution scene of Don Pietro, when the priest’s young pupils leave and walk towards Rome with cheerful music playing. This final scene of the film reveals that although the pupils are sad, they walk towards the future with optimism. In this instance, if we consider the nation as a heritage community, this scene reinforces the image of oneself within the continuity of past, present and future, and, therefore, shared history is formed and cultural heritage is built by historicizing identity work (Leikas 2016, 60). Again, the scene also emphasizes the importance of religion for to Rossellini because the sacrifice of Don Pietro will lead to purification when the new hopes of the nation make a fresh start and thus, the myths of renewal occur.


Video 3. Rome, Open City – The execution of the partisan hero of the past, Don Pietro, and the road towards a better future with children. Thus, the myths of renewal emerge and shared history is formed.

Without the “Golden age”, where national identity derives its power from, people, especially in East Germany, had to rely on a shared future because after their hard past, their relationship with the future was more trusting. (Fulbrook 1997, 84–85.) In Murderers Among Us, related to Baer’s study, when Mertens’ gaze is disturbed and blurred by the past, Susanne Wallner – Mertens’ roommate and the future love of his life – again has a clear vision of the past and present day, she is able to deal with the past and she does not relate to anything broken. In the film, male and female characters represent different roles in repairing post-war society. (Baer 2009, 34.) Eric Rentschler has pointed out that the mission of rubble films, and especially Murderers Among Us, has been to clean up the ruins, restore humanity and create the conditions for the future community. In the film, a mythical woman, Susanne Wallner, represents the departure from the past and the view to the future while the past is men’s problem. (Rentschler 2010, 26.)

Desperate Mertens does not think about the future, while his roommate Wallner, as an artist, has painted optimistic sketches about “saving children” and cleaned up the ragged apartment. However, Mertens disapproves that Wallner sees a hopeful future. Mertens, as a doctor, believes that there is no point in saving humankind and again he goes wandering around the ruined city. In the most famous scene, Mertens displays his nerves to Wallner who intervenes in his affairs. He does not want to forget the past and, therefore, a despondent Wallner goes out to the ruined city. Later, a repentant Mertens finds Wallner and promises to love her some day while hopeful music plays. Mertens represents the traumatic past and Wallner aims towards a hopeful future, as does the entire nation. It can be said that, more than Open City, the film veers significantly towards a promising future due to Wallner’s actions. According to war historian Richard Overy, in post-war Germany, where many had lost their homes and possessions, moving forward was the only option (Overy 2012, 62). Rentschler confirms that: ‘[T]he Trümmerfilm is more concerned with moving forward, with reconstructing the nation rather than reconsidering its past’. (Rentschler 2010, 14.) This current state of society is therefore well represented in Staude’s film. The communities presented in the film differ from Rossellini’s Open City, because partisans and Catholics are closely linked, but in Murderers Among Us, former Nazi Captain Mertens is clearly different from Wallner, who again symbolizes a new post-war Germany that looks towards the future. For this reason, the film clearly represents Staudte’s and DEFA’s view of rejecting National Socialism. The film, and especially Wallner’s character, participates in the historicizing identity work of the cultural heritage process and thus the spectator’s image of oneself, on the continuity of past, present and future, is strengthened.


Video 4. Murderers Among Us – The famous scene in which the protagonists can see a promising future, which means that the film reflects a forward-looking German society.

Symbols of Unity and Differentiation

The nation can also be imagined as an integral geographical space, for example, as a cityscape with geographic boundaries that differentiate us from other. (Dickie 1996, 22–23.) Tim Edensor has pointed out that the relationship between geographical space and national identity often focuses on symbolic landscapes and famous sites, but everyday spaces are equally important builders of the national identity. Mundane and familiar things constitute a sense of place. (Edensor 2002, 50–51.) As previously noted, Open City does not contain any tourist landmarks or monuments. The same applies to the ruined city of Murderers Among Us. Italian historical films, such as Gallone’s Scipio Africanus, are unique icons, which build national identity based on the glorious past and for outsiders, they are the authorities’ representations of the golden age, which testify to the greatness of Italy (Leikas 2016, 62). It can be said that the Prussian film genre of the Third Reich, including Veit Harlan’s The Great King, shared the same objective.

As I have stated, in Open City, home is presented as a mundane shelter and retreat for Roman partisans where the war cannot reach. The home, as the safest place in the film, serves as a base and hiding place to keep away from the German occupiers. Home is strongly related to national identity through the differentiation, when home separates Italians and German occupiers from each other. The film presents an Italian family and a home that does not belong to the invaders. In this sense, the home can be seen as a suitable trace for the possessing identity work of the cultural heritage process. A scene from Open City where Giorgio Manfredi and Francesco eat at home best illustrates home security. They casually discuss the situation of the resistance movement and their future plans until Francesco’s future wife Pina arrives. After a while, they hear an explosion and Pina turns off the lights. They are monitoring the situation from the window and Pina’s son Marcello arrives home from the site of the explosion. The home represents the community with boundaries used to distinguish the main characters from outsiders. (Leikas 2016, 65.) Edensor has proposed the idea that a home is like a private nation with differentiating boundaries (Edensor 2002, 57–58). The sense of community, presented in the film, occurs in everyday life at a family’s home and imagining the community becomes possible when the community is placed against the outsiders. The nation as a heritage community may use this pattern for identity work.

Journalist Luigi Barzini emphasizes the importance of women in Italian society, as women work imperceptibly to maintain the family and the entire nation. (Barzini 1991, 227.) Although Francesco and Giorgio are the partisan heroes of the film, the mother figure Pina makes the ultimate sacrifice, as she fights for her family until her heroic death at the hands of German soldiers. In the cultural heritage process, Pina, as she sacrifices on behalf of the community, is an ideal symbol for possessing identity work. (Leikas 2016, 68–69.) As has been revealed in connection with Murderers Among Us, compared to the suffering Dr Mertens, Susanne Wallner, a concentration camp survivor herself, has a clear picture of the future. Wallner cleans, cooks and organizes the home, although the drunken and wandering Mertens does not want to restore order because of the trauma of the past. If we consider a home as a private nation, a strong woman dominates it, while the traumatized man, alternatively, wanders helplessly outside in the ruins of the city.

The family and the mother figure are also important elements in Vittorio De Sica’s Bicycle Thieves. I have stated that the film builds a community’s identity through a woman-dominated home where private is distinguished from public. The helpless men of the film, Antonio and his son Bruno, are leaving from home, which is dominated by a strong mother, Maria, and the feeling of home fades along with her, as husband and son head out into the city in a desperate search for lost bicycle from the crowded streets of Rome. (Leikas 2016, 67–68.) Additionally, film scholar Henry Bacon sees Maria’s home as a shelter, but misfortunes and social conditions drive Antonio and Bruno to endless wandering in the city (Bacon 1996, 75). A similar situation is also reflected in De Sica’s Umberto D. (1952), in which a housemaid, Maria, maintains the home. Similarly, Murderers Among Us presents a helpless man whose home is maintained by a strong woman. At first, his war trauma seems to be too deep, but eventually Mertens’ healing process begins with the assistance of Wallner. In these essential films that represent the difficult post-war years, there is a shelter for poor men, maintained by a strong forward-looking woman. It seems that men have failed at war, so women must restore order. In Murderers Among Us, Susanne Wallner’s home serves as a unifying symbol for possessing identity work, which the post-war nation, as a heritage community, can absorb into the construction of uniting cultural heritage.

Image 2. Murderers Among Us – An apathetic Dr Mertens and a female-dominated home as a uniting symbol for the heritage community.

As John Dickie has stated: ‘The opening sequence of Roma città aperta encapsulates its dominant system of differentiation. […] The Nazis are […] the film’s central image of an evil Other’. (Dickie 1996, 25.) I have noted that Rossellini has created a clear contrast to the partisans, which is visually expressed through the German uniforms. At first, the German occupying forces appear to be a strong authority but later the film presents the German leader, Major Bergmann, as an unmanly and abnormal character, who can be seen as a threat to the traditional nuclear family of the Italians. This pattern of differentiation is widely used in representations of the alien invasion. (Leikas 2016, 74–75.) According to Kimmo Ahonen, the threat to “normality” is also a typical feature of the 1950s alien invasion films of Hollywood. (Ahonen 2013, 214.) As has become clear, the Italian partisan family can act as a unifying factor for heritage community. I have stated that Pina’s sister Lauretta and her friend Marina Mari, who prefer a luxurious life and cooperate with the German soldiers, also threaten the nuclear family and that they are different from the left-wing partisans. (Leikas 2016, 71–72.) Further, David Forgacs has noticed that the film has a polarizing arrangement where the working-class community is set against the world of the cabaret girls, Marina and Lauretta (Forgacs 2007, 45).

In Murderers Among Us, the enemy of the community, represented by Mertens and Wallner, is his former captain and a comrade-in-arms Ferdinand Brückner who is responsible for the killing of civilians in Christmas 1942. This traumatic event haunts poor Mertens, and he decides to meet Brückner who currently has a successful business, a great family and a luxurious home despite the horrible events of the past. In this regard, Eric Rentschler has pointed out: ‘[Brückner] feels at home precisely because neither physical nor psychic ruins have a place in his prosperous new existence’. (Rentschler 2010, 28.) In a wartime flashback, Mertens tries in vain to change the uniformed Brückner’s plan to shoot the innocent civilians. In the end, Mertens decides to take revenge on Brückner, but Wallner runs into the scene and prevents the murder. As Major Bergmann in Rossellini’s film, Staudte presents Brückner as a manifestation of evil, who is clearly different than the protagonists. The character of Brückner also noticeably resembles Heinrich Himmler, one of the most powerful and most feared men in Nazi Germany. Therefore, in Murderers Among Us, there is also a clear contrast between the community and its enemies – in uniforms – who unjustly enjoy a luxurious life and haven’t taken responsibility for their actions. For spectators, a representation of the horrible past is personified as Captain Brückner, who is functional, as opposed to the traumatized Mertens, and especially to forward-looking Susanne Wallner. In the cultural heritage process, the main characters could act as unifying factors for the imagined community; cultural heritage is built on the basis of possessing identity work.

Image 3. The ”Evil Other” in military uniforms (Captain Ferdinand Brückner in Murderers Among Us and Major Bergmann in Open City) as differentiating symbols that set the “enemy” characters apart from the protagonists.

Conclusion

I have analysed these films from the viewpoint of the cultural heritage process and how these works can unite members of the heritage community, in this case, the nation and its film viewers who maintain the process. Because Rossellini’s leftists and Catholic characters, based on real-life historical figures, are meaningful symbols of the past and are part of the nation’s narrative, the shared history of the film can be used in monumentalizing the identity work of the cultural heritage process. The film constructs cultural heritage also by possessing identity work, which reinforces the heritage community’s involvement with these symbols. The film may also help the heritage community to remember the painful past, as with Pierre Nora’s Realms of Memory. Together, with a realistic story, the nation’s myths of redemption and suffering are well suited to highlighting Rossellini’s Catholicism.

In the German rubble film, Murderers Among Us, the ruined landscape and the film’s wandering protagonist can also be seen as Realms of Memory, which unite the spectators in remembrance of the traumatic post-war past, even if the memories were not necessarily pleasing. These are adoptable traces of the common past for the post-war German nation, as a heritage community, to create unifying cultural heritage. In this case as well, I refer to the possessing identity work of the heritage community. As has become clear, the film is not based on the same kind of heroic symbols, religious myths or usable past, as in Open City, rather the people’s shared experiences of terrible war construct common identity. As Anderson would have put it, the spectators’ sense of community is imagined by remembering the common past. Both films represent “difficult heritage”, which shows the brutal side of history, which is also considered as cultural heritage. Like any national memorial, Murderers Among Us also takes part in the presentation of Germany’s history of suffering and, thus, also in the institutionalization of the Nazi past.

The scene of renewal in Open City is an example of Rossellini’s religious views and the historicizing identity work of the cultural heritage process. When the struggles of the past are over, the nation as a heritage community may march towards a common future. The film creates a historical continuity, which can be used for identity work. Because of the traumatic past of the Nazi Germany, Murderers Among Us relies more on the hopeful future represented by the female character Susanne Wallner, while the past haunts the protagonist. As the film presents a common future of the nation as heritage community, the spectator’s sense of community is imagined. The film is participating in historicizing identity work, because it can also strengthen the spectator’s image of themselves within the continuity of past, present and future.

In Open City and Murderers Among Us, mundane life, home, family and women, by excluding the outsiders, can act as unifying symbols for possessing identity work. In the films, characters who prefer a luxurious life, the cabaret girls in Open City and company owner Captain Brückener in Murderers Among Us, are set against the nuclear family. Visually, differentiation is clearly evident through the use of uniforms by the occupiers and the common enemies of the nuclear family represented by the abnormal Major Bergmann in Open City and the unsympathetic and Himmler lookalike, Captain Brückner, in Murderers Among Us. Against this background, differentiation confirms the spectator’s experience of involvement to the unifying symbols, represented by decent Italians and Germans. Thus, the spectators’ sense of community is imagined. Also in this case, the unifying cultural heritage of the nation is constructed by possessing identity work.

These examples of Neorealism and rubble films participate in heritage building through monumentalizing, possessing and historicizing identity work of the cultural heritage process. They produce and maintain the cultural heritage of nations by interpretations of the shared history, experiences of involvement and symbols of unity and differentiation. The film can serve as a statement and observation of the time, because it has the ability to grasp the various phenomena and the nation’s history. Roberto Rossellini and others were able to find the elements from the nation’s past to create a sense of community, while Staudte’s Murderers Among Us went more towards a better future as the entire nation, even through the ruins, can also be seen as Realms of Memory. The female-dominated home can be seen as a symbol of unity, as in Open City; or as it appears in Murderers Among Us, as a mundane shelter from the nation’s enemies where it helps the film’s protagonists recover from the nation’s war trauma.

References

All links verified 30.10.2017.

Films

Murderers Among Us (Die Mörder sind unter uns). Directed and written by: Wolfgang Staudte. Starring: Hildegard Knef, Wilhelm Borchert, Arno Paulsen, Robert Forsch. DEFA (Deutsche Film-Aktiengesellschaft). 1946. 85 min.

Rome, open city (Roma, città aperta). Directed by: Roberto Rossellini. Written by: Sergio Amidei, Federico Fellini and Roberto Rossellini. Starring: Aldo Fabrizi, Anna Magnani, Marcello Pagliero, Francesco Grandjacquet, Harry Feist, Giovanna Galletti, Maria Michi, Carla Rovere, Joop van Hulzen. Excelsa Film. 1945. 103 min.

Online videos

“Rome, Open City – The Death of Pina”, YouTube 7.9.2014. https://www.youtube.com/watch?v=_L8ZqgtYvwM

“Murderers Among Us Chess Scene”, YouTube 29.1.2014. https://www.youtube.com/watch?v=1V20a9bqpzg

“Roma città aperta, finale”, YouTube 19.10.2010. https://www.youtube.com/watch?v=DWLgtSAogNk

“The Murderers Are Among Us”, YouTube 24.3.2014. https://www.youtube.com/watch?v=MWKpaCoIerI

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Leikas, Lauri. 2016. 1940-luvun italialainen neorealistinen elokuva kulttuuriperinnön rakennusaineena. Master’s thesis. University of Turku, School of History, Culture and Arts Studies, Cultural Production and Landscape Studies, Cultural Heritage Studies.

Liehm, Mira. 1984. Passion and Defiance. Film in Italy from 1942 to the Present. Berkeley: University of California Press.

Logan, William and Keir Reeves. 2009. “Introduction. Remembering places of pain and shame.” In Places of Pain and Shame. Dealing with ’Difficult Heritage’, edited by William Logan and Keir Reeves, 18–39. Abingdon, New York: Routledge.

Moeller, Martina. 2013. Rubble, Ruins and Romanticism. Visual Style, Narration and Identity In German Post-War Cinema. Bielefeld: Transcript verlag.

O’Brien, Mary-Elizabeth. 2006. Nazi Cinema as Enchantment. The Politics of Entertainment in the Third Reich. New York, Woodbridge: Camden House.

Overy, Richard. 2012. “Interwar, War, Postwar: Was there a Zero Hour in 1945?” In The Oxford Handbook of Postwar European History, edited by Dan Stone, 60–78. Oxford: Oxford University Press.

Paasi, Anssi. 1986. “The Institutionalization of Regions. Theory and Comparative Case Studies.” In University of Joensuu Publications in Social Sciences N:o 9, University of Joensuu, Joensuu, 1–36.

Piturro, Vincent. 2008. The Audience and the Film: A Reader-Response Analysis of Italian Neorealism. Denver: University of Colorado.

Rentschler, Eric. 2002. “The Testament of Dr. Goebbels.” In Film and nationalism, edited by Alan Williams, 137–151. New Jersey: Rutgers University Press.

Rentschler, Eric. 2010. “The Place of Rubble in the Trümmerfilm.” In New German Critique No. 110, Duke University Press, 9–30.

Ruberto, Laura E., and Kristi M. Wilson. 2007. “Introduction.” In Italian Neorealism and Global Cinema, edited by Laura E. Ruberto, and Kristi M. Wilson, 1–24. Detroit: Wayne State University Press.

Salmi, Hannu. 1993. Elokuva ja historia. Helsinki: SEA and Painatuskeskus.

Sandford, John. 1980. The New German Cinema. New York: Da Capo Press.

Schöpflin, George. 1997. “The Functions of Myth and a Taxonomy of Myths.” In Myth and Nationhood, edited by Geoffrey Hosking, and George Schöpflin, 19–35. London: Hurst & Company.

Schmitz, Helmut. 2007. “Introduction: The Return of Wartime Suffering in Contemporary German Memory Culture, Literature and Film.” In A Nation of Victims? Representations of German Wartime Suffering from 1945 to the Present, edited by Helmut Schmitz, 1–30. Amsterdam: Rodopi.

Shandley, Robert R. 2001. Rubble Films. Philadelphia: Temple University Press.

Shiel, Mark. 2006. Italian neorealism – Rebuilding the cinematic city. Brighton: Wallflower Press.

Sivula, Anna. 2013. ”Puuvillatehtaasta muistin paikaksi. Teollisen kulttuuriperintöprosessin jäljillä.” In Mitä on kulttuuriperintö?, edited by Outi Tuomi-Nikula, Riina Haanpää, and Aura Kivilaakso, 161–191. Helsinki: SKS.

Sivula, Anna 2015. ”Tilaushistoria identiteettityönä ja kulttuuriperintöprosessina: Paikallisen historiapolitiikan tarkastelua.” In Kulttuuripolitiikan tutkimuksen vuosikirja 2015. Kulttuuripolitiikan tutkimuksen seura r.y, , 56–69.

Smith, Anthony D. 1997. “The ‘Golden Age’ and National Renewal.” In Myth & Nationhood, edited by Geoffrey Hosking, and George Schöpflin, 36–59. London: Hurst & Company.

Smith, Anthony D. 2000. “Images of the Nation. Cinema, Art, and National Identity.” In Cinema and Nation, edited by Mette Hjort, and Scott MacKenzie, 45–59. London: Routledge.

Smith, Laurajane. 2006. Uses of Heritage. New York: Routledge.

Smith, Laurajane, and Natsuko Agakawa. 2009. “Introduction.” In Intangible Heritage, edited by Laurajane Smith, and Natsuko Agakawa, 1–9. London and New York: Routledge.

Sorlin, Pierre. 2001. “How to look at an “Historical” Film.” In The Historical Film. History and Memory in Media, 25–49. New Jersey: Rutgers University Press.

Spinelli-Coleman, Donatella. 2011. Filming the Nation. Jung, Film, Neo-Realism and Italian National Identity. London: Routledge.

Tuomi-Nikula, Outi, Riina Haanpää and Aura Kivilaakso. 2013. ”Kulttuuriperintökysymysten jäljillä.” In Mitä on kulttuuriperintö?, edited by Outi Tuomi-Nikula, Riina Haanpää, and Aura Kivilaakso, 12–27. Helsinki: SKS.

Wagstaff, Christopher. 2000. “Rossellini and Neo-realism.” In Roberto Rossellini. Magician of the real, edited by David Forgacs, Sarah Lutton, and Geoffrey Nowell-Smith36-49. London: BFI Publishing.

Williams, Alan. 2002. “Introduction.” In Film and Nationalism, edited by Alan Williams, 1–22. New Jersey: Rutgers University Press.

Wood, Mary P. 2005. Italian Cinema. Berg, New York, Oxford.

Wyke, Maria. 2008. “Italian Cinema and History”. In Theorising National Cinema, edited by Valentina Vitali, and Paul Willemen, 61–71. London: British Film Institute.

Zavattini, Cesare. 1978. A Thesis on Neo-Realism. Springtime in Italy. Reader on Neorealism. Edited by David Overbey, 67–78. Hamden: Archon Books.

Notes

[1] Translated into English, the title of my master’s thesis is “1940s Italian Neorealist Films as the Builders of Cultural Heritage”. Originally in Finnish: “1940-luvun italialainen neorealistinen elokuva kulttuuriperinnön rakennusaineena”.

[2] Usually called simply Open City. (Cardullo 2011, 216; Landy 2000, 15; Liehm 1984, 3; Bondanella 2009, 26; Brunette 1996, 41.)

[3] Open City achieved first place at the box-office 1945-46. (Bondanella 2009, 65) Based on statistics, Murderers Among Us had at least over 5 million viewers in its own time. (Moeller 2013, 106; Baer 2009, 45; Rentschler 2010, 13.)

[4] Films represents upper-class life symbolized by the white telephone in the boudoir. (Landy 2000, 8.)

[5] A soldier returning from war. (Shandley 2001, 2; Rentschler 2010, 12; Fisher 2007, 29.)

Kategoriat
3/2017 WiderScreen 20 (3)

Superman on the Silver Screen: The Political Ideology of The Man of Tomorrow on Film

Blockbusters, Comics, conservativism, liberalism, Superheroes, Superman, United States

Janne Salminen
janne.t.salminen [a] helsinki.fi
Doctoral Student
Area and Culture Studies, North American Studies
University of Helsinki

Viittaaminen / How to cite: Salminen, Janne. 2017. ”Superman on the Silver Screen: The Political Ideology of The Man of Tomorrow on Film”. WiderScreen 20 (3). http://widerscreen.fi/numerot/2017-3/superman-silver-screen-political-ideology-man-tomorrow-film/

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The critical and commercial success of Superman: The Movie (1978) by Richard Donner laid the groundwork for the contemporary superhero film boom. In that film, Superman was a moderately conservative character with a strong sense of social responsibility. Man of Steel (2013) directed by Zack Snyder, reintroduced Superman to movie audiences as a very conservative character with an individualistic streak. Before Man of Steel, Superman films had promoted consistently social responsibility, while the conservative and liberal attitudes changed from film to film.

Through contextualized close reading, the six live action Superman films can be placed in the cultural landscape of the United States, and they can be interpreted as ideological articulations. The focus this article is to examine how Man of Steel relates to the previous Superman films and other contemporary superhero movies by examining how it lands on the axes of social responsibility versus individualism and liberalism versus conservatism. The previous films of the series are brought up for contextualization, but instead of tracking how each film of the series represented ideological values, they are discussed rather in context to the latest film of the franchise.

Within the six feature films starring Superman (released between 1978 and 2013), these attitudes manifest themselves, especially through gender representations. Those films that promoted more liberal and progressive gender attitudes failed critically and commercially, while those with attitudes that are more conservative have fared significantly better. Man of Steel would appear to be a continuation of the conservative and darker superhero trend chosen by Warner Brothers as almost as a counter-balance to the more colorful Marvel films released by Disney.

In the summer of 2013 Man of Steel was released unto the world. It reintroduced audiences to Superman. After a seven-year absence at a time when superhero films had become almost synonymous with blockbuster films, Kal-El was back, and this time he was not your grandfather’s Superman. Gone was any trace of geniality or benevolence, the costume was darker, his expressions grimmer, and most importantly his idealism was replaced by cold pragmatism.

Superman made his first appearance in the pages of Action Comics in April 1938 (cover-dated June) (Weldon 2013, 25) and since then has become an enduring cultural icon. (Tye 2012, 299–300) Historian William Savage argues that Superman is not only the first superhero but that he is also the most influential (1990, 5). Over the last eight decades, Superman’s adventures have been depicted in almost every media imaginable: comic books, video games, theme park rides, radio shows, novels, songs, TV-shows, Broadway musicals, and films. In the 2010s his perhaps most notable presence is in the DC cinematic universe, which is now being cobbled together by Warner Brothers. This article focuses on the big-budget Superman movies released between 1978 and 2016.Superman (1978) and Superman II (1980) articulated conservative attitudes, but from Superman III (1983) onwards the series began to embrace a more liberal attitude, which culminated in Superman IV: The Quest for Peace (1987). Superman Returns (2006) returned the series to a moderately conservative position, while Man of Steel (2013), took an aggressively individualist and conservative position, which continued in 2016s Batman v Superman: Dawn of Justice. These films are built to be blockbusters, and as such, they are aimed towards the widest possible audience. The section discussing Superman (1978) will expand on the significance of this issue in greater detail. These films were released within the timespan of 35 years, and explaining and exploring all the societal and political changes of that took place in the United States during that time would be impossible within the confines of one article.[1]

The goal of this article is to understand what kind political ideologies and attitudes each Superman film[2] supports mainly through understanding what the character of Superman represents. Most of these films steadily maintained that the character has a strong sense of social responsibility, while his actions otherwise alternated between conservative and liberal. In 2013, the trend of promoting social responsibility was subverted when Man of Steel reimagined Superman as a borderline libertarian.

The analysis in this article is formulated using close reading and contextualization. Close reading is the extraction and internalization of meanings from a text (Paul and Elder 2006, Loc. 174), which Lawrence Grossberg states that is an attempt to connect it to a larger context and determine its intertextual articulations (1992, Loc. 1138). This article aims to connect articulations of these films to the cultural and political contextual landscape of the United States during the time when these films were released. I define ideology as a way of linking actions to principles or values as Hans Noel’s describes the concept (2013, 40). I interpret Superman’s actions being driven by social responsibility or by individualism and how those actions articulate conservative or liberal attitudes. Liberals tend to identify themselves as a group that favors change and progress, even if it means government involvement, whereas conservatives want to preserve traditional arrangements, especially if those arrangements are threatened by government interference (Conover and Feldman 643, 1981). Cognitive linguist George Lakoff argues that in contemporary conservative thinking limiting the pursuit of self-interests and economic freedom as not only socialism or communism but immoral as well. They see welfare as detrimental to society as it impedes competition and the advancement of individuals with most talents for operating in a free-market society (2002, 68–95). Lakoff also reminds us that conservativism and liberalism are not monolithic, and as they are radical categories, not one conservative nor liberal worldview would fit all liberals and conservatives, but there are central models and variations on those models (2002, 30).

I treat social responsibility as a set of beliefs that there must be a limit to economic inequality and as a duty to amend social injustices. Individualism, on the other hand, is a belief that is inequality acceptable since the efforts of the self-reliant individual determine success. These concepts are used in the manner Lawrence Bobo defines them in his article “Social Responsibility, Individualism, and Redistributive Policies” (1991, 73–74). Positions on specific issues may vary with time, but these are the fundamental values associated with these concepts. The liberal/conservative divide has been in effect since the 1950s and has only strengthened since then (Noel 2013, 10).

Author and literary scholar Tom De Haven describes Superman’s meaning to the American cultural heritage and ideological landscape as follows:

He embodied our values, celebrated our birthdays, cherished our traditions. Superman was all right. Superman was –if not us­, exactly, then ours. Superman by then was ours. He was finned cars and a smoking gross national product, he was the interstate highway system, he was Cinerama. He was big, larger than life, and he was American. (2010, Loc. 942)

The creators of Superman, Jerry Siegel (1914–1996) and Joe Shuster (1914–1992) both came of age during the great depression. The creation process was informed by the crisis that the population of the United States was experiencing. Initially, Clark Kent was a nervous, ineffectual journalist whose job was only to report events to the public, but Superman was a hero who could protect the public with ease (Darowski 2008, 463–464). He seems to be naturally inclined to use his powers for good, and on the very first page of the first Superman story, it reads: “Early, Clark decided he must turn his titanic strength into channels that would benefit mankind” (Siegel and Shuster 1938). Joseph Darowski identifies this early Superman as a roguish New Dealer, a symbolic representation of a country divided in half. The Great Depression that started in 1929 gave a huge blow to the United States’ confidence, rendering most of the population powerless. It was as if Americans were no longer the masters of their destiny. President Franklin D. Roosevelt’s New Deal was a promise to fix America, a pledge to make the government the protector of the people (2008, 464). Superman reflected these same ideals and promises.

Image 1. Christopher Reeve as Superman (Superman © Warner Bros. 1978)

From 1978 onwards, Superman would no longer be compared only to other superheroes on the pages of comics, TV-shows, or low budget movie serials; he was placed into a new cultural context, as he entered the arena of the cinematic blockbuster. Hollywood had managed to recapture public’s imagination and attention, while the director-driven “New Hollywood” films (Galenson and Kotin 2010, 37) were giving way to high-concept blockbusters like Jaws (1975) and Star Wars (1977) (Biskind 1998, 336–343). Due to the high cost of this type films, people making them were (and still are) less likely to take risks, so that they attract the widest audience possible (Cucco 2009, 217). Superman’s story was adapted for this new context. Film scholars Scott A. Lukas and John Marmysz claim that powerful dramatic and theatrical myths demand to be retold. They argue that retelling a story is comparable to a ritual, reflecting and reaffirming what values are culturally important (2009, 7–14). Perhaps Superman was similarly “demanding” to be remade in a new context to regain his relevance.

Director Richard Donner’s Superman (1978) presented the world with a hero who was a polite civic-minded idealist. One who seemed to abhor violence and appears to be motivated by altruism. The film’s plot follows Kal-El/Superman/Clark Kent (Christopher Reeve) as he is sent from the Planet Krypton to Earth as a baby, his formative years in rural Kansas, and when he finally moves to Metropolis and settles in his dual life as the mild-mannered reporter Clark Kent and the big blue boy scout, Superman.


Video 1. Trailer for Superman.

Superman arrived at a time when the US was in the throes of an existential crisis. Historian Gil Troy describes the United States during the late 1970s as a nation suffering from over-exhaustion. The Vietnam War had been a disaster, The Watergate scandal took down President Richard Nixon, and the economy was crumbling as unemployment increased along with inflation (2005, 27). During the first half of the decade, audiences had been keen on watching films that were morally ambiguous and featured bleak storylines. One Flew Over the Cuckoo’s Nest (1975), Dirty Harry (1971), and A Clockwork Orange (1971) are but a few examples of such films. Michael Ryan and Douglas Kellner describe these films as “anti-heroic” (1988, 223). A Clockwork Orange and One Flew Over the Cuckoo’s Nest are both identified by Robert B. Ray as being part of what he calls “the Left cycle” films, whereas a movie like Dirty Harry would appeal to a more conservative audience. Ray argues that this indicated a rift between ideologies in the US and that the films are attempts to describe same contemporary events from different perspectives. Ray states that the key difference between the films that leaned on the Left and those that leaned on the Right was in how they portrayed heroism. Left-leaning films presented outlaws often as heroes, who clash with the officials, whereas films that leaned on the Right portrayed the officials as heroes and outlaws as villains (1985, 298–300).

Ryan and Kellner argue that the success of “hero revival” -films such as Star Wars (1977), Raiders of the Lost Ark (1980), and First Blood (1982) signaled Ronald Reagan’s victory in the 1979 presidential election (1988, 228). Superman serves as an early example of this phenomenon but is more moderate in its celebration of strong, white, male heroes than the films mentioned before. In the late 1970s/early 1980s, supporting strict social control was one of the major components of a conservative identity (Conover and Feldman 1981, 639–640). Superman certainly respects the law and obeys it to the letter, but he is almost passive, always polite, and rarely resorts to violence. This attitude sets Superman apart from other conservative films as they portray violence as a necessary component of maintaining social order.

Clark Kent’s formative years in Kansas are portrayed as if they are taking place during the 1950s, or at least during some idealized version of the 1950s,[3] disconnecting Clark from the radical youth culture of the 1960s. Thus, conveniently explaining why teenaged Clark was not involved in any youth movements that questioned the values of the previous generation. During the 1960s, teenagers, and young adults had difficulty conforming to the expectations and values imposed on them by their elders. During the 1970s, a politically conservative hegemony had settled over America and stifled the large reforms, which the counterculture movement had tried to achieve (Suri 2009, 46–53). Ignoring or skipping the turbulent 1960s, Superman conveniently avoids addressing any ideologically complex issues openly. In his book Red State, Blue State, Rich State Poor State: Why Americans Vote the Way They Do (2009) Andrew Gelman notes that the polarization of American politics, the inability or unwillingness to find consensus, began during the 1960 and 1970s as the country struggled to find consensus on such issues as civil rights and the Vietnam war. He continues to add that the partisan divisions that began then continued onwards to the 2000s (Gelman 2009, Loc. 2259–2271). Ryan and Kellner argue that by 1978, the very year Superman was released, the conservative revolution (also called the Reagan revolution) had managed to demonize liberalism and big government to such an extent that the culture was shifting towards strikingly conservative themes (1988, 133–35, 290–92).

In Superman, City of Metropolis is not a crime-ridden cesspool, even if it is the setting for an overwhelming majority of crimes and other social problems in the movie. Ryan and Kellner note that films, which represent big cities as dangerous places tend to resonate with conservative audiences (1988, 92). In this sense, representing Metropolis (thinly veiled New York) as a reasonably decent place to live, but possibly in need of Superman’s services, the film mediates a common ground between conservative and liberal mindsets. The larger threat to the well-being of humanity in the film’s storyline comes from the main antagonist, Lex Luthor (Gene Hackman). Luthor plans to fire a nuclear missile into the San Andreas Fault, which will cause a massive earthquake that will sink California into the ocean. The primary motivation for Luthor to do this is money: he has bought large properties of land in the area where the new coastline would be after this cataclysm.

The ideological conflict with Superman and Luthor symbolizes the divide between social responsibility and individualism taken to a satirical extreme. If Luthor is successful, he will become a billionaire, but at the cost of countless lives. The people who die are casualties of his innovativeness. Superman represents the need to protect those with less political power from the dramatic changes implemented by those with superior abilities. In Luthor’s case, that ability is his intelligence (in the film Luthor claims to have an IQ of over 200) that needs to be kept in check by Superman, once again continuing the movie’s theme of moderation and mild conservativism.

Kellner argues that conservative films often create narratives in which a nation is redeemed by a savior (2010, 9). Superman does little to establish the character as anything more than a helpful do-gooder. Superman is also not a prototype for a hero for the Reagan age, as Susan Jeffords defines the Reagan era heroes trying to bring back an imaginary glorious past (1994, Loc. 835). Superman is reverent towards the glory days of the past, meaning the utopia of the doomed planet Krypton, but uninterested in recreating it. He also does his best to keep society from being destroyed (or changed too quickly) by overconfident megalomaniacs.

Superman II: Protecting the Heteronormative Hegemony from Disruptions

The second Superman film maintains the socially responsible course set in the previous film, but that responsibility is extended mainly to those who fit the heteronormative expectations of the early 1980s. Superman II (1981) celebrates the heteronormative hegemony and visualizes those who challenge it as murderous outsiders. These outsiders come in the form of three Kryptonian criminals who arrive on Earth to create mayhem and destruction.


Video 2. Trailer for Superman II.

In the years between the release of Superman and Superman II, the US had moved on from the Carter years to the Reagan years. President Jimmy Carter held a realist view of the limitations of resources and understood the complexity of the problems facing the nation and believed that with the help of the government, Americans could overcome these obstacles. Despite this, he had begun the process of deregulation, which meant diminishing government involvement with the economy. Such actions made his political priorities seem muddled (Outline of U.S. History 2005, 291–92). The Republican presidential candidate Ronald Reagan, on the other hand, believed that the government was the problem and most definitely not the solution (Troy 2005, 26–31). Reagan maintained three goals during all his years in office: cut taxes, decrease regulation, and increase defense. In his view, America’s military strength was the key to international respect and liberal politics were to blame for the social decline of the country (Troy 2005, 68–69). His ideology spoke particularly to those socially conservative voters who were disappointed in liberal politics and felt alienated by the increase in affirmative action, women’s rights, and permissive legislation towards pornography and drugs (Himmelstein and McCreae 1984, 595). By the time Superman II arrived in movie theaters in 1981, the national self-esteem of America was already on the rise and the nation had found its hero in Ronald Reagan, as he had become the 40th President of the United States (Troy 2005, 50–53).

Superman II establishes that not only is Clark a non-sexual entity for Lois, other women similarly ignore him. Jeffords argues that Reaganism generated the powerful male subject to counteract the “weaker” male subject of the Carter years along with the rise of family-oriented values that centered around a strong male body (1994, Loc. 179). The tension between Clark Kent’s supposedly “soft body” and his true Superman “hard body” is created as Clark is presented as an emasculated and repressed version of Superman. This tension associates Superman II with the emerging themes of the Reagan era. In Superman, these two sides co-exist, but the Clark Kent persona exists only to emphasize the superiority of Superman.

The previous film characterized Lois Lane as a confident and successful journalist, who is instantaneously swooned by Superman, but her infatuation with him has little effect on her career. In Superman II, her character is more passive, and her dreams of domestic bliss threaten to derail Superman’s career as a hero. This change is comparable to a trend that took place in Hollywood cinema in the early 1980s. Passive women, whose life revolves around finding a man and starting a family, replaced independent and driven heroines. Susan Faludi sees this trend as a direct response to the feminist female characters of the 1970s (2002, 323–326). At the beginning of Superman II, Lois Lane is a daring investigative reporter, willing to risk her life for a story, but as soon as she finds out that Clark Kent is Superman, her career ambitions fade. This regressive attitude towards women’s role in society becomes increasingly apparent as the film continues. Lawrence Grossberg argues that the return to traditional family values was one of the crucial components of constructing a conservative cultural hegemony (1993, Loc. 4611). The removal of Lois’ career ambitions and her desire to become a housewife for Superman signal an aggressively conservative sensibility.

Superman II treats women and any disruptions to the heterosexual hegemony at worst with contempt and at best dismissively. The female villain, Ursa (Sarah Douglas) is the clearest representation of this attitude. Not only are her actions violent but also, she shows no respect for traditional authorities or values. She also has short hair, which has been argued to be a necessity for radical women (Schneider 2004, 508), particularly within the context of second-wave feminism, which lasted from the 1960s until the backlash of the 1980s (Harlan 1998, 77–78). On the surface, the policies of the Reagan administration seemed to be working towards advancing women’s rights and equality, but in reality, they made it more difficult for women to build their professional careers by making day-care options limited. These policies were in line with the Reagan administration’s desire to reject feminist values, as they were seen corrupting family bonds that conservatives at the time saw being fundamental for the well-being of the society (Bashvekin 1994, 678–681).

The rebellious actions of the three Kryptonian criminals cause not only material destruction but also pose a threat to the heteronormative hegemony that Superman is actively protecting. The trio disrupts the gender binary with their gender-neutral uniforms, ambiguous romantic and sexual tensions, and overall contempt for how society has been organized. Zod (Terence Stamp) and Ursa have some vague romantic connection, but both seem equally fond of Non (Jack O´Halloran). Creating a context in which clear binary distinction between the sexes and heterosexuality are naturalized and incontestable is elemental to maintaining heteronormative hegemony. This naturalization means that gender roles are clearly defined as men being masculine (strong and active), women feminine (weak and passive), and that any variation from this or from the heterosexual relationships they form is unnatural (Engel, Dhawan, and Varela 2011, 63–64).

This hegemony is what Zod, Non, and especially Ursa are violently challenging. They do not conform to clear gender roles and demand to be acknowledged. Ursa is the distorted version of the ambition that Lois Lane had in the previous film, depicting the only actually active woman in Superman II as a man-hating killer. Valerie Lehr argues that vilifying non-conforming otherness as it struggles for acceptance, visibility, and political power, coincide with the archaic notion that granting these things for it would result in the deterioration of the capitalist society (1999, 54–56). Superman II suggests that it is the responsibility of every capable individual to do his/her part in maintaining the status quo and that those who question it are dangerous.

Superman III: Flying Against the Zeitgeist of the 1980s

Superman III (1983) reverses the conservative trend of the series and promotes considerably more liberal attitudes and values than either of the films that preceded it. In a pre-credits sequence, we are introduced to a new character, Gus Gorman (Richard Pryor)[4], who is waiting in line at an unemployment office. He hears that he is no longer eligible to receive welfare checks from the city of Metropolis. This scene suggests that not even the fictional city of Metropolis has been spared from the economic turmoil of the early 1980s. Unemployment had increased significantly due to the 1982 recession (Hanc 2000, 4). While leaving the unemployment office, Gus sees an ad for a career in computer programming and decides to apply.


Video 3. Trailer for Superman III.

Next time we see Gus, he has found work and is receiving his first paycheck. He complains to a co-worker how his salary is eaten up by taxes. The co-worker explains jokingly to him that this way he will have some money by the time he retires. To this Gus responds, “I want mine now!” This type of open dissatisfaction with social security and similar services was a part of the conservative mindset in the 1970s (Noel 2013, 105). Reaganism encouraged materialism and self-absorption to such an extent that the 1980s in America were defined by these individualistic values (Troy 2005, 330–331). Gus appears to have been beguiled by the zeitgeist of the time. Since Gus develops into one of the film’s antagonists, he articulates an open concern over how rampant individualism can result in a moral decline.

In Superman III, Clark takes center stage as the “real” person behind Superman. At his high-school reunion party in Smallville Clark meets his childhood friend, Lana Lang (Anette O’Toole) and the two start to develop romantic feelings towards each other. Clark is in no way dismayed by the fact the Lana is a divorcee and a single mother. Grossberg notes that during the 1980s, the conservative rhetoric had moved the family into the place of the individual, making it the primary unit of American social definition (Grossberg 1997, Loc. 5013). Superman III does not place Clark as a surrogate father, even though the possibility of a long-term romance is very likely. He is polite to little Ricky, Lana’s son, but more like a friend rather than a father figure. Clark challenges the idea that a nuclear family is necessary to raise a child. This contention is most openly articulated in scenes where Brad Wilson (Gavan O’Herlihy), Lana’s former boyfriend, tries to undermine Clark. When interacting with Lana’s son, Ricky, Brad’s motivation is only to showcase his stereotypical performance of masculinity to Lana, and how he would make a good male role model for her son. When Clark advises Ricky, his attitude is far from authoritarian or self-congratulatory.

Clark and Brad display several opposing views, most of them ideological: urban versus rural, modernism versus nostalgia, and liberalism versus conservatism. Clark believes that modern life allows for different ways of being, whereas Brad sees that people and things should remain the way they are. It is worth noting that Brad is Clark’s adversary, not Superman’s, even though Clark does use some of his powers for comedic effect. Clark seems to have a similar outlook on masculinity as socialist feminists had during the late 1970s and early 1980s. In their view, masculinity can have various meanings and is defined by men’s relation to women and other men, rather than a singular male sex role (Messner 1997, 58–59). Most explicitly, this viewpoint comes across in a scene where Clark and Brad exchange ideas on how Ricky should bowl.

Brad: For a guy who was lucky to be water-boy on the high school team, you sure got a big mouth, Kent.

Clark: I just think Ricky would rather not get a bowling lesson in front of the other kids.

Brad: The kid needs a man to show him —

Clark: The kid will do fine on his own.

While Clark is busy with his new romantic interest in Smallville, Gus Gorman has used his computer skills to embezzle money from the company he works for. Much to his surprise, the CEO of the company, Ross Webster (Robert Vaughn), does not scold him but wants to use Gus’ talents for far bigger schemes. Gorman utilizes various computer networks to manipulate markets so that Webster can reap enormous profits. When left unchecked, big business becomes a global threat, just to maximize earnings. Gus and Webster orchestrate a tropical storm to hit Colombia, the one coffee producing country that will not agree to be part of Webster’s cartel. Webster explains Colombia is unsettling the economy of an open market, which opens his ideological views to the audience.[5]

On an ideological level, those who favor individualism over social responsibility see that social and economic inequality is justifiable if one simply has the talents to acquire more wealth than others (Bobo 1991, 77–79). Webster represents such an individualist gone wild. He despises the idea of the market being regulated by anyone. To Webster, Superman embodies a mentality that hinders economic success. Grossberg identifies demonizing the regulation of the free market as one of the most important unifying conservative concepts that made the Reagan revolution possible (Grossberg 1993, Loc. 4394–4423).

Perhaps the most memorable element of Superman III is the sequence where he fights with himself. After being exposed to synthetic kryptonite developed by Gus in cahoots with Ross, Superman becomes selfish, overconfident, and all in all very unheroic. He ignores the mayhem the villains are causing, even helping them by proxy. Eventually, Superman has a nervous breakdown that culminates with him landing in the middle of a junkyard and splitting into two people. The other is Clark Kent and other the Evil Superman.

This brawl forebodes a change, which would take place in American society in general. The juxtaposition between Clark Kent and Superman previously represented a schism between effeminate intellectual male versus the idea that physical strength is an essential component of dominant masculinity, but the latter would become passé as America moved into late market capitalism: the producer became the consumer, and physical strength had little to do with one’s position in society (Goebel 2013, 183–84). Superman III solves this conflict by letting Clark destroy the selfish Superman (who has a five-o-clock shadow and a dirty looking costume). After the Evil Superman has evaporated, Clark opens his business shirt to reveal the brightly colored Superman costume underneath.

Even though it has been built up only very discretely, the Superman versus Clark fight serves as a symbolic climax of the film’s battling ideologies: selfish (individualism) versus selfless (social responsibility). Superman III positions Superman against the prevailing ideology of the 1980s and suggests that celebrating the nuclear family and individualism, so highly valued by conservatives, would create more problems than solve them.

Superman IV: The Quest for Peace: Openly Opposing the Politics of Ronald Reagan

Superman IV: The Quest for Peace (1987) continues the ideological direction of the previous film, this time liberalism is not just in the subtext, but in the text as well. The film’s main concern is the nuclear arms race, which indicates dissatisfaction with the Reagan-era cold war rhetoric.

The film begins with a scene where a drifting satellite hits a Russian space capsule, and Superman comes flying to their aid. The first lines uttered by Superman are in Russian. According to Christopher Reeve himself, the fourth Superman movie went into pre-production in 1985, with the writers working on a screenplay based largely on his input. Reeve felt anxiety over Ronald Reagan’s remarks in which he called the Soviet Union an “evil empire” and believed that the character of Superman could bring about positive change in the world. (Reeve 1998, Loc. 3078–3087). Writer Tom Mankiewicz, who co-wrote the 1978 Superman, warned Reeve not to have Superman involved with a real-world problem like nuclear weapons because the character could solve them so easily that the story would not be very dramatic (Rossen 2008, 170).


Video 4. Trailer for Superman IV: The Quest for Peace.

The cold war was still ongoing, and America’s anxieties about it (and hopes for a hero to right the world) could be mined for profit (Troy 2005, 241). Perhaps the most fevered exploitation of these fears and desires had been Red Dawn (1984), written and directed by John Milius. Red Dawn was heavily criticized especially by liberal publications, which saw it as a paranoid right-wing recruitment film (Lichtenfield 2004, Loc. 2043). The film involves the US being invaded by communist troops as the cold war suddenly heats, up and a group of American teenagers fights guerilla warfare against the communist invaders.

In Superman IV: The Quest for Peace, Superman slips further away from the savior of the nation he had previously been, showing him become more disillusioned with the politics of his adopted nation. Ronald Reagan had initially cast himself as the hero, the father figure for which the country yearned for, and he played the role like a professional (Jeffords 1994, Loc. 71). I would argue that Superman’s separation from early 1980s ideology of Ronald Reagan reaches its pinnacle in Superman IV: The Quest for Peace. In Superman III, Superman shifted from a conservative to a recognizably liberal character, in a collection of ideological choices and statements. It also indicated that Superman could implement those values with relative ease. Now the choice is much more challenging as he actively opposes the foreign policy of the US.

The concept of the cold war had been a dividing issue between conservatives and liberals consistently since the 1950s as liberals opposed the cold war openly (Noel 2013, 103–107). Superman’s actions in Superman IV place on a recognizably liberal side on this ideologically devisive issue. In Superman III, liberal and socially conscious values were in the subtext and occasionally became a part of the text. In this fourth movie, the text is explicitly ideological. After receiving a letter from a schoolboy, in which the kid asks why Superman allows for the existence of nuclear weapons, Superman begins disarming the world of these destructive weapons. Lex Luthor sees this as a business opportunity and creates a superpowered villain, which he names Nuclear Man. After destroying the Man of Steel, he plans to rearm the world with his business partners. “Nobody wants war. I’d just like to keep the threat alive.” Luthor says when explaining his plans to Superman. This kind of reasoning is similar to the idea that the fear of a war that nobody can win is not worth fighting. Nevertheless, rivaling countries (in this case the US and the Soviet Union) must maintain a credible nuclear armament as noted by Robert Jervis (1988, 80–84). According to Jeff Manza, Jennifer A. Heerwig, and Brian J. McCabe, the public support for military and armament spending had peaked around the early 1980s as had the concern over the Soviets which had been so dear to conservatives during the time leading to the Reagan presidency (2012, 130–31). Ronald Reagan’s characterizations of the Soviet Union as an “evil empire,” lead particularly those with liberal views to fear that rising tensions could lead to a nuclear holocaust (Chapman 2010, 102). Superman IV: The Quest for Peace shows Superman sharing the same fears as the liberals and taking a stand against such hostilities. He also makes the choice of ridding the entire world of nuclear weapons, not just of those that are a threat to the US.

Superman IV: The Quest for Peace seems to suffer from the inability to maintain a believable Superman narrative. In a sense, the film is an attempt to connect Superman with real-world issues, but the resolution can easily seem unsatisfying. The hero simply announces that he no longer will continue his mission, because he had to fight off a creation of Lex Luthor. It does not connect with anything in the film’s story, except possibly that Superman had time to think about his campaign while he was sick or flying from one corner of the world to the next. Critics, fans, and general audiences alike disliked the film, aside from the poor production values and lapses in narrative logic, the concept of Superman taking on nuclear disarmament, a genuine source of angst for viewers, was seen as ill-conceived at best (Rossen 2008, 168–70).

Superman IV: The Quest for Peace ended the Christopher Reeve cycle of Superman movies and put the franchise into hibernation for nearly two decades. Superman did appear in the live-action television series Lois and Clark: The New Adventures of Superman, which ran for four seasons between 1993 and 1997 (IMDB, “Lois and Clark: The New Adventures of Superman”), while Smallville ran for ten seasons, but focused solely on Clark’s years before he donned the red cape (IMDB, “Smallville”). Several Superman film projects were in development, but none of them materialized until 2006.

Superman Returns: Authoritarian and Conservative Attitudes Make a Comeback

Image 2. Brandon Routh as Superman (Superman Returns © Warner Bros. 2006)

Superman Returns (2006) continues where Superman II left off, ignoring parts III and IV, but has a contemporary setting, so it is a thematic sequel to Superman II rather than a direct continuation. Director Bryan Singer had successfully brought Marvel’s mutant superheroes to the silver screen in X-Men (2000), which was one of the early films of the modern superhero film boom (Lichtenfield 2004, Loc. 3526–3534). His first two X-Men films are also notable for their gay-rights subtext (Rauscher 2010, 27–29). In Superman Returns, such subtext is nowhere to be found. The film begins with a text explaining that Superman (Brandon Routh) has been missing for five years, ever since astronomers discovered the remains of Krypton. Early in the film, he returns to Earth, having found no other living members of his race. The world, Metropolis, and especially Lois Lane have gotten used to a life without Superman. Lois Lane (Kate Bosworth) now has a 5-year-old son, Jason (Tristan Lake Leabu). Superman quickly realizes that Jason is his son, but Lois has forgotten this since her memory was erased by Superman in Superman II.


Video 5. Trailer for Superman Returns.

Superman Returns rarely if ever addresses the issue of 9/11, which according to Eleni Towns is one of the defining moments for a generation (2011). Kellner notes that the targets that were attacked on September 11th, 2001, were symbols of American capitalism (World Trade Center lies in the heart of New York’s financial district), military power (Pentagon being the headquarters of the US Department of Defense), and government (Washington D.C.) (2010, 98). These events hover over the film even if they are not directly referenced. Lois Lane seems to blame Superman for leaving but does not specify what is at the heart of her accusations. She only implies that Superman was not present when he was needed and that the world has been forced to go on without him.

In 2000, Republican George W. Bush won the presidency in a tight election against Democrat Al Gore. These two were seen representing two very different ideologies, Bush being a conservative in the vein of Ronald Reagan and Gore a liberal technocrat with environmental concerns (Outline of U.S. History 2005, 332–333). In 2004, Bush was re-elected, and this has been attributed to a seemingly decisive and strong leadership when reacting to 9/11 and managing his subsequent war on terror. Even if he was not seen as highly competent, he did represent consistency at an uncertain time (Weisberg & Christenson 2007, 298–299). Superman Returns tells a similar narrative: A strong conservative leader who is not particularly popular becomes increasingly acceptable due to cataclysmic events. Before Superman reintroduces himself to the world, we see him watching televised news with dissatisfaction, as if the world has taken a turn for the worse during his absence.

The question of privacy had taken on a new dimension in the US, as anti-terrorism laws intended to prevent terrorists from planning any attacks were passed. These laws (commonly referred to as The USA Patriot Act) were seen by organizations like American Civil Liberties Union as permitting the surveillance of almost any US citizen and, through this, as a threat to liberty itself (ACLU 2001). Americans were initially willing to surrender some of their privacy to deter terrorism, but enthusiasm quickly declined after 2001, and more and more felt that control over their personal information was increasingly important (Kasper 2005, 80–81).

In a superhero movie that arrived just two years after Superman Returns, The Dark Knight (2008), Batman faced a moral dilemma when being able to monitor all cell phone communication in Gotham City. In Superman Returns, Superman uses his X-ray vision to spy in on Lois Lane’s home and domestic life and his super-hearing to eavesdrop on private conversations, and this presents no moral quandary. These invasions of privacy serve no other purpose than to satisfy Superman’s curiosity and help him reclaim his place as a father to his son. Whereas The Dark Knight was an articulation of the pessimism and distrust towards the economic and political elite, according to Douglas Kellner (2010, 11), Superman Returns seems to advocate trust in those who spy on citizens and accept the status quo. The Dark Knight presented invasion of privacy as problematic, no matter what the reason and that overreliance on one individual will yield only short-term solutions for society. Brian R. Farmer argues that the yearning for a charismatic hero from a “better time” is a popular concept especially among extreme conservatives (Farmer 2006, 89–90). In 2005, most conservatives viewed the Patriot Act as a necessary method of fighting terrorism, whereas an overwhelming number of liberals considered it was detrimental to civil liberties.[6] In a sense, Superman Returns gives an “A-OK” to an issue that liberals vehemently opposed while also pandering to a conservative need to see a hero from bygone days reclaiming his place in society.

The 2000s was not an era of overwhelming support for conservative attitudes but rather a time when liberalism had negative connotations. Republican politicians could easily describe themselves as conservative, but their Democratic colleagues had to avoid being labeled as “liberal” (Manza, Heerwig, and McCabe 2012, 137). Superman Returns reflects such attitudes and validates them as well. The main narrative of the film is Superman establishing himself as an authoritative leader and father, while also protecting the established cultural hegemony from transformation. This fear of change is articulated through Lex Luthor (Kevin Spacey), who is planning to use Kryptonian technology to create a continent of his own, which will result in the death of billions. Luthor is working to overthrow the entire capitalist system with his new world order, rather than trying to manipulate that system for his gain. The film seems to suggest that any disruptions of the prevailing social order would have catastrophic consequences.

Entertainment Weekly claimed that Superman Return’s budget (when including development for unmade Superman films and worldwide marketing) was $343 million (Jensen 2006). The film made $391 million worldwide (Boxofficemojo.com, “Superman Returns). Most likely due to the lackluster financial performance, the film did not receive a sequel, and the Superman film franchise was rebooted in 2013.

Man of Steel: Introducing the Individualistic Superman

Image 3. Henry Cavill as Superman (Man of Steel © Warner Bros. 2013)

Man of Steel (2013) represents both conservative and individualistic views stronger than any other previous Superman film. It retells Superman’s (Henry Cavill) origin story and pits him against other Kryptonians, led by General Zod (Michael Shannon). Man of Steel was directed by Zack Snyder, under the wing of executive producer Christopher Nolan. Nolan stated that he gave the initial push for Man of Steel, but had no further creative input. Film scholar Martin Fradley argues that there are inherently conservative elements in Nolan’s brand of realism and that those qualities are displayed most blatantly in his Batman trilogy. While Fradley’s argument is compelling, particularly in the case of The Dark Knight Rises (2012), Nolan’s Batman films emphasize the importance of social responsibility, a value almost completely missing from Man of Steel. Fradley lists conservatism, rationality, realism, and masculine gravitas being the core values of The Dark Knight Rises. He considers the way Nolan handles realism is telling of a latent homophobia and anti-feminism (Fradley 2013, 15–27). All these elements are very much present in Man of Steel, and aesthetically it is remarkably like Nolan’s Batman movies.


Video 6. Trailer for Man of Steel.

Several contemporary superhero films feature scenes that make a point of showing the physique of their male stars.[7] While these scenes are not entirely a reversal on the “male gaze,” they could be seen as making the superhero films more female friendly and subverting some of the tropes of superhero films (Velocci 2014). One of the key concepts of the “male gaze” is the depiction of females as passive objects for the male protagonist and/or viewers to gaze upon (Mulvey 1990, 35–36). Man of Steel features no scenes where Clark is subjected to such a gaze and the film sticks closely to another trend from conservative films: when the viewers see Clark’s body he is always in motion. Jeffords mentions that films from the 1980s that align themselves with Reagan-era ideals for masculinity portray the male body in motion, never passive, and with a narrative justification for presenting the highly trained and muscular physique (Jeffords 1994, Loc. 459–488). Superman also rarely shows any emotions, and even then, only aggression or mild frustration. This concept of an unemotional man of action is also an ideal held dear in the works of late author-philosopher Ayn Rand (Burns 2009, Loc. 742). Lois (Amy Adams) is a far more independent character than in any of the previous films. She also handles herself well in dangerous situations and figures out Superman’s identity quickly. Lois Lane is a strong independent woman, and as such, her arc in the film is to fall in love with Superman, the strongest man in the film’s universe. In Ayn Rand’s philosophy, women must be strong and independent, so that only the strongest and most dominant males can subdue them (Burns 2009, Loc. 4701). The relationship between Lois and Clark in Man of Steel is virtually identical to the ideal male/female dynamic described by Rand.

Man of Steel also shares some other ideological similarities with the philosophy of Rand. Ever since the 1990s, Rand had become an increasingly important icon for conservatives, despite her atheism (Noel 2013, 6). Rand is particularly influential among libertarians (Wilhelm 2014). The largest political group with a libertarian identity in America is a collection of people called “Business Conservatives,” as they are called in the PEW Research Center political typology report from 2014. This affluent group made up 10% of the adult US population, and while they support many ideals related to traditional conservatism, they see that conservativism is subservient to individualism. They have an overwhelming belief that the US government is spending more than it can afford on helping the needy and that it is best to keep the government’s role to a minimum (Pew Research Center 2014, 101). Similar ideals are present in Clark’s upbringing. In a flashback, we see him as a young teenager saving an entire busload of his schoolmates when the bus drives off a bridge into a river. His adoptive father’s (Kevin Costner) reaction is not elation, but rather disappointment since Clark should keep his powers a secret.

Jonathan Kent: You have to keep this side of yourself a secret.

Clark Kent: What was I suppose to do? Let them die?

Jonathan Kent: Maybe…

Jonathan Kent thinks his adoptive son was sent to Earth for a reason, but apparently saving children from drowning in a bus is not one of them. The reasoning could be that perhaps in the future Clark will save even more people and that by revealing his powers, he puts the future at risk. Either way, he is risking the future his father has planned for him, and the scene gives the impression that he should learn to focus on the big picture. An article by Adam Ozimek in the business magazine Forbes praised Man of Steel for its brave depiction of utilitarianism and pointed out how rare such weighing of the consequences of “the net present value of welfare” is, and that Hollywood usually depicts such values as a villainous quality (Ozimek 2013). Jonathan Kent dies protecting his son’s secret as he forbids him from saving him from a tornado. Superman interacts with his biological father, Jor-El (Russell Crowe) via an interactive hologram. Jor-El tells Clark that “Your greatness will inspire others.” This inspirational greatness is on display as Superman breaks Zod’s neck in the climactic battle of the film. The film frames this decision as the only conceivable course of action, not even suggesting the possibility of a compromise. By doing this, the film dispenses with any shred of idealism it had left for a character so closely identified with the American optimism. It serves as an exclamation point on the hard-right-leaning ideology that the film has been building up during its running time. In the polarized climate of the 2010s, even Superman cannot afford to show compassion to those who pose a threat to society.

Unlike the Christopher Reeve or Brandon Routh incarnations of Superman, both of which reflected contemporary presidential politics, Man of Steel presents us with a Superman that is aligned political ideologies that oppose those of the sitting president. Max J. Skidmore notes that President Barack Obama’s health care reform was met with considerable resistance from conservatives who claimed that Obama’s plans reeked of socialism and gave government control over one sixth of the economy. While the Affordable Care Act (ACA) did not meet unanimous praise from the left either, it was a major step towards universal healthcare in the United States. (Skidmore 2012, 104–06) The ACA represents Obama’s belief that compromise as the fundamental component of constitutional democracy, which resulted in politics that satisfied neither conservative nor liberal extremist (Pederson 2012, 47–48). Man of Steel could be seen a rejection of Obama’s political views as it presents “saving everybody” as a problematic concept and compromise as weakness.

Conclusions: Superman Films and their Political Ideologies from 1978 to 2013

Superman (1978), the first film of the series, the character Superman (Christopher Reeve) represents moderate conservative attitudes and acted almost like a mediator between them and liberal attitudes. He exhibits characteristics of a conservative and liberal hero but is decidedly passive and approving of the prevalent social order. He nevertheless sees untethered capitalism, represented in the film by Lex Luthor (Gene Hackman), as potentially dangerous to society and does not yearn to recreate some imaginary gone era (a concept popular among conservatives at the time). Superman displays a general pro- establishment mentality and belief in the fairness of US society, but the film avoids the conservative trope of portraying major cities as grimy, uninhabitable places.

In Superman II (1981), Superman stands as a defender of the conservative heteronormative hegemony and Lois Lane was reduced to a docile housewife candidate. Clark Kent is now more clearly than before an undesirable “weak” male, a repressed performance by Superman who has to masquerade as ineffectual Clark to maintain his double identity, which suggests that Superman is now closer to the masculine ideals of the early Reagan years than previously. The three main antagonists of the do not conform to gender expectations of the time, they wear gender-neutral costumes, and their relationship dynamics are ambiguous, and as such, represent a threat to the nuclear family ideal that Superman is trying to preserve. The disruptive presence of the villains is illustrated by the material destruction they cause, and as such, they are a vilified representation of otherness that struggles for acceptance and political power.

The direction set by the first two Superman films is reversed as Superman III (1983) portrays Clark Kent as the “true” identity, while Superman is the person he pretends to be when using his powers. The film reimagines Clark as a more complex representation of acceptable masculinities, rather than just the counterpart to Superman’s conservative mode of masculinity. The film culminates in Superman losing his moral compass and splitting in two, due to the influence of synthetic Kryptonite, which forces Superman and Clark to fight each other. This fight becomes a battle of ideologies, one being the individualistic aggressive Superman and the socially responsible mild-mannered Clark. Through Clark, Superman III articulates that the conservative ideals of the 1980s resulted in agony rather than happiness.

Superman IV: The Quest for Peace (1987) continues on the path set by the previous film, but rather than relying on symbolic representations of real-world issues, Superman takes on the very real issue of nuclear weapons. Reflecting the attitudes and worries of actor Christopher Reeve, now his fourth turn as the man of steel, Superman promises to rid the world of nuclear arms while Lex Luthor returns to capitalize on the situation. The film’s critique of the cold war arms race is not articulated clearly and seems to be mostly motivated by Ronald Reagan’s comments describing the Soviet Union as an “evil empire,” making the film’s overreaching and muddled anti-war message aimed towards no particular aspect of US foreign policy. The film concluded with Superman simply giving up on his mission, after exchanging blows with a less-than-impressive villain named Nuclear Man.

The 2006 attempt to revitalize the film series, Superman Returns is both a sequel to Superman II and a soft reboot. Superman (Brandon Routh) uses same tactics as the administration of George W. Bush to gain information and quietly taking his place as an authoritative father figure with very little fanfare or public support. Superman seems unengaged with the world aside from emoting some vague sense of disappointment towards the way the world has gone without him. Lex Luthor (Kevin Spacey) this time does not represent so much uncontrolled capitalism but rather a completely new world order, brought upon by using technology that resembles magic.

Since Superman Returns failed to generate enough box office revenue to warrant a sequel and the series was completely rebooted in 2013. Man of Steel (2013) recreates the conservative visual style of Christopher Nolan’s Batman films and for the first time shows Superman (Henry Cavill) questioning the value of trying to save everybody and his main duty to society is to be an example rather than a selfless savior. Superman’s libertarian leanings seem to have a subtext that could be interpreted being critical of the policies and beliefs of then president Barack Obama. In Man of Steel, Superman is unyielding and uncompassionate as anything else would imply weakness.

Those Superman films, which are recognizably conservative, have a recurring theme of cataclysmic events threatening the status quo of American society. Superman, Superman II, Superman Returns, and Man of Steel all seem to suggest that the destruction of the prevailing value system and major changes in society mean agony for all. It would be interesting to see how the latest Superman films, Batman v Superman: Dawn of Justice (2016) and in the upcoming Justice League (2017) deal with the concept of change and whether disruptions to hegemony are seen as dangerous, positive, or neutral. Superhero films (and television series) are currently being released at an almost exhausting pace but perhaps the most interesting ones are yet to come. Once the world has been saved enough times, these films might turn to ask complex questions of morality on a textual level, not just in the subtext and they just might do it more successfully than Superman IV: The Quest for Peace.

Acknowledgments

I would like to thank Outi Hakola for her patient reading of, and fruitful comments on, an early draft of this article. Thanks also to WiderScreen’s editors and two anonymous reviewers for their suggestions and criticisms, all of which made this a better text.

References

All links verified September 6, 2017.

Films

Man of Steel. Directed by: Zack Snyder, written by: David S. Goyer, starring: Henry Cavill, Amy Adams, Michael Shannon. Hollywood, CA: Warner Brothers Studios, 2013. 143 min.

Superman. Directed by: Richard Donner, written by: Jerry Siegel, Joe Shuster, starring: Christopher Reeve, Margot Kidder, Gene Hackman. Hollywood, CA: Warner Brothers Studios, 1978. 143 min.

Superman II. Directed by: Richard Lester / Richard Donner (uncredited), written by: Jerry Siegel, Joe Shuster, starring: Christopher Reeve, Margot Kidder, Gene Hackman. Hollywood, CA: Warner Brothers Studios, 1980. 127 min.

Superman III. Directed by: Richard Lester, written by: Jerry Siegel, Joe Shuster, starring: Christopher Reeve, Margot Kidder, Richard Pryor. Hollywood, CA: Warner Brothers Studios, 1983. 125 min.

Superman IV: The Quest for Peace. Directed by: Sidney J. Furie, written by: Jerry Siegel, Joe Shuster, starring: Christopher Reeve, Margot Kidder, Gene Hackman. Hollywood, CA: Warner Brothers Studios, 1987. 90 min.

Superman Returns. Directed by: Bryan Singer, written by: Michael Dougherty, Dan Harris, starring: Brandon Routh, Kevin Spacey, Kate Bosworth. Hollywood, CA: Warner Brothers Studios, 2006. 154 min.

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Notes

[1] This article condenses the key findings of my Master’s thesis, This is What Happened to the Man of Tomorrow: The Political Ideology of Superman on the Silver Screen from 1978 to 2013, University of Helsinki, Helsinki, 2015.

[2] Serials like Superman (1948) and Atom Man vs. Superman (1950), and the 58-minute theatrical film Superman and the Mole People (1951) are excluded.

[3] The chronology of Superman is somewhat confusing. The film’s prologue refers to Daily Planet being a beacon during hard times like the Great Depression. Clark’s teenage years take place in the 1950’s (Rock ’n’ Roll and Hot Rods) and the rest of the film takes place in contemporary late 1970s (clothes, cars, and cultural references) so Clark would have to be 17 in 1955/56 and in his forties by the time action moves to Metropolis. In Donner’s Superman, such inconsistencies are irrelevant. The film is building a myth and a Clark as a teenager in the 1950s is a part of that myth.

[4] It should be noted that Richard Pryor is the first African-American actor to have a major role in the Superman series.

[5] In this manner, Superman III goes against the advice of someone who would become an influential figure for contemporary libertarians. Ayn Rand warned Hollywood not to depict industrialists, free enterprise, or greed in an unflattering light, in her 1947 pamphlet Screen Guide for Americans. (John Belton, “Seeing Red: Cold War Hollywood,” Movies and American Society, 194–95).

[6] “The 2005 Political Typology: Beyond Red vs. Blue: Republicans Dedivided About Role of Government – Democrats by Social and Personal Values,” Pew Research Center (Washington D.C., 2005), 50.

[7] Such scenes can be found in Captain America: The First Avenger (2011), Thor (2011), Thor: The Dark World (2013), Captain America: Winter Soldier (2014), and Guardians of The Galaxy (2014).