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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/

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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

Ashinoff, Brandon., and Abu-Akel, Ahmed. 2019. “Hyperfocus: the forgotten frontier of attention.” Psychological Research. https://doi.org/10.1007/s00426-019-01245-8.

Audley, Sarah. 2020. Autistic Representation in Television. Portland State University Library. https://doi.org/10.15760/honors.918.

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.

Connor, David. 2013. “Kiss my Asperger’s: turning the tables of knowledge.” International Journal of Inclusive Education, 17(2), 111–129. doi:10.1080/13603116.2011.605911.

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.

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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)

“Call for help”: Analysis of Agent Cooper’s Wounded Masculinity in Twin Peaks

crime fiction, Dale Cooper, detective fiction, masculinity, trauma, Twin Peaks

Karla Lončar
karla.loncar [a] lzmk.hr
Ph.D. candidate
Miroslav Krleža Institute of Lexicography


Viittaaminen / How to cite: Lončar, Karla. 2021. ”’Call for help’: Analysis of Agent Cooper’s Wounded Masculinity in Twin Peaks”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/call-for-help-analysis-of-agent-coopers-wounded-masculinity-in-twin-peaks/

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This essay explores the shifts in representation of the masculinity of FBI Special Agent Dale Cooper, one of the leading characters of the Twin Peaks fictional universe, created by David Lynch and Mark Frost. The research covers three chapters. The first chapter serves as an analysis of Cooper’s character from the original television series (1990–91) and Lynch’s film prequel Twin Peaks: Fire Walk With Me (1992), in which he is interpreted as an intuitive detective (Angela Hague), who departs from the conventional depiction of detective characters. The second one investigates Cooper’s “returns” in the third season/Twin Peaks: The Return (2017) and their significance for his character development through the lens of psychoanalytic interpretations of the detective/crime genre and its connections to past trauma (Sally Rowe Munt). The third chapter further explores the struggles of Cooper’s three major self-images in The Return: the Good Dale/DougieCooper, Mr. C and Richard, all of which suggest certain issues in perception of his masculinity, by referring to several psychoanalytic, feminist and masculinity scholars (Isaac D. Balbus, Jack Halberstam, Lee Stepien), official Twin Peaks novels The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes (Scott Frost, 1991) and Twin Peaks: The Final Dossier (Mark Frost, 2017) as well as the Ancient myth of Orpheus and Alfred Hitchcock’s film Vertigo (1958).

Introduction

Ever since he appeared in the television pilot of Twin Peaks, a supernatural crime and soap-opera hybrid series (1990–91) co-created by David Lynch and Mark Frost, FBI Special Agent Dale Cooper (Kyle MacLachlan), has become one of the oddest fictional investigators to date. Just as Twin Peaks immediately came to be regarded as an antithesis to generic television shows, Cooper served as an antipode to the conventional representation of a detective character. Throughout the two seasons of the original series, he acts charmingly strange: instead of predominantly displaying traditional masculine traits such as logic and aloofness like most popular investigators until then, Cooper’s brilliant crime-solving techniques include listening to his own dreams and intuition as well as empathizing with people around him, which are characteristics commonly perceived as “soft” or feminine (Gates 2006, 28). Even the ending of the show, in which he gets overpowered by evil forces responsible for the murder and continuous rape of Laura Palmer (Sheryl Lee), the Twin Peaks high-schooler whose case he had been sent to investigate, defies the traditional portrayal of a detective-hero destined to restore the initial order.

Image 1. Dale Cooper entering the town of Twin Peaks in series’ Pilot (1990).

Several other official Twin Peaks works depict Cooper in a very similar fashion: in The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes (1991), the epistolary novel written by Scott Frost, he seems equally eccentric, just as in Lynch’s film prequel Twin Peaks: Fire Walk with Me (1992), where he – although briefly appearing – demonstrated yet again his attunement with the supernatural world by envisioning what is going to happen in the immediate future.

However, in Season Three of the series, or Twin Peaks: The Return (2017), Lynch and Frost conceived Cooper’s character in a much more intricate manner. The main plot follows the complex trajectory of at least three of his versions, developed after the Season Two finale, which was set in the red room, the transcendental realm of various spirits, where his personality got split in half. There is Good Dale, who after 25 years of hibernation in the lodge reappears in the world of men by mistakenly switching places with the insurance salesman Douglas “Dougie” Jones, in a process that leaves him operating in a “low-functioning amnesiac state” (Twin Peaks Wiki), which he needs to overcome in order to return to his previous persona. Then there is Mr. C, Cooper’s malevolent doppelgänger possessed by the demon Bob, Laura’s rapist and murderer,[1] who is on a pursuit to kill off the Good Dale and find Judy, another evil entity which can presumably “save” him from going back to the Black Lodge, from where he had previously escaped. And there is Cooper’s look-alike, FBI agent Richard, who appears after Cooper’s successful self-unification and continues to exist, presumably, in some parallel universe, where he is on a mission to save the adult version of Laura Palmer.[2]

What seems to be the most surprising is that Cooper, despite his final self-unification, never fully metamorphoses into that quirky and lovable character the audience once knew from Seasons One and Two. Even the very ending of the show, in which one sees the repeated scene of Black Lodge Laura whispering secrets into the Good Dale’s ear, mirroring the dream-like sequence from Season One, in which Laura tells Cooper who her killer is, suggests that he is more likely to enter another storyline similar to Richard’s than to go back “home”.

Considering this, one can assume that Cooper’s character in The Return is subject to major shifts in its representation. If the “old” Cooper generally serves as a portrayal of a detective who embraces his “feminine” side and is ready to understand the world’s darkness, the nature of his multiple versions in Season Three reveals that this is not entirely the case. Even though the “new” Cooper still functions as an unconventional detective-hero, the powerlessness (DougieCooper), forceful violence (Mr. C) and savior complex (Richard) of his newer versions all point out that his shattered Self is encountering a deep crisis connected to the notions of his phallic power, which lies at the core of the patriarchal construction of male subjectivity (Silverman 1992, 3). In psychoanalytic terms, if all these versions of Cooper are to be perceived as elements of his psychic reality, the Third Season Cooper does seem to have a problem with his own masculinity, if one is to define it as a “set of expectations that society deems appropriate for a male subject to exhibit” (Gates 2006, 28) that has more to do with a certain ”dynamic between embodiment, identification, social privilege and class formation, and desire, rather than … having a particular body” (Halberstam 2002, 355).

The aim of this essay is to explore the shifts in the representation of Dale Cooper’s masculinity and find out what they mean – especially within the context of the Twin Peaks fictional universe and the time during which its installments had been released. In order to do so, I will start by analyzing Cooper’s “original” character through the lens of his intuitive detection (Angela Hague) and feminist readings of the detective genre. I also intend to evaluate how Cooper’s “returns” in the third season correspond with the generic conventions of detective and crime fiction and the changes in his character, as seen through the lens of psychoanalytic theory (Sally Rowe Munt). When it comes to the exploration of his masculinity crisis, I shall refer to several psychoanalytic, feminist and masculinity scholars (Isaac D. Balbus, Judith/Jack Halberstam, Lee Stepien), as well as the official Twin Peaks novels The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes (Scott Frost, 1991) and Twin Peaks: The Final Dossier (Mark Frost, 2017), along with the myth of Orpheus and Hitchcock’s film Vertigo (1958), a frequent reference point in Twin Peaks, all of which may provide further insights into this paper’s subject.

The Original Series and Fire Walk With Me: Cooper as an Intuitive Derationalized Detective

In order to explain the ways in which the original and Fire Walk With Me Cooper differ from the conventional detectives, one should refer to the insightful text “Infinite Games: The Derationalization of Detection in Twin Peaks,” written by Angela Hague, in which she analyses the detective narrative of the first two seasons as well as Cooper’s non-rational “intuitive detection” methods. According to her, Twin Peaks heavily defies the rules of the detective genre, which are “based on what John Cawelti has classified as the ‘classical’ detective story created by Edgar Allan Poe and Conan A. Doyle” and “equally applicable to the later ‘hardboiled’ versions of the genre written by Dashiell Hammett and Raymond Chandler.” (Hague 1995, 130) Namely, “[b]oth classical and hardboiled detection posits that rational solutions can be found to human crimes, that mysteries are physically-based and accessible to the powers of the logical intellect” (Hague 1995, 130). Due to this focus on mental analysis, their stories need to have “definitive endings in which rationality and order are restored” (Hague 1995, 131).

The original Twin Peaks often flouts these guidelines. Firstly, it does this by centering its plot around supernatural agencies that are causing pain and sorrow among the people of the eponymous town. Secondly, by setting up an unorthodox crime investigator – Dale Cooper – who primarily relies on feelings, dreams and intuition while solving cases.[3] And thirdly, it achieves this by employing a postmodern, or metaphysical, narrative structure, which is non-linear, often parodic in nature, and lacks a firm plot and a neat ending (Hague 1995, 132).

To Hague, Cooper represents a player of an infinite game, a term coined by philosopher James Carse, who defines it as a game in which “boundaries are constantly being dissolved to prevent the game from ending,” unlike a finite game, which depends on “the existence of unchanging rules, spatial and temporal boundaries, and ‘conclusions’ in which someone must ‘win’” (Hague 1995, 133). A finite player may be well “trained” in playing the game but an infinite player is truly educated and “sees what is unfinished in the past and therefore discovers an increasing richness in it, with the result that ‘education’ leads to continuing self-discovery” (Hague 1995, 135). Following this assessment, Hague sees Cooper’s capitulation to evil in the series’ finale as something temporary, just like his prior accomplishments: “[t]o understand the nature of evil and its ‘shadow’ relationship with the good, he must completely experience it” (Hague 1995, 142). In doing so, he becomes the very embodiment of constant boundary shifts, represented by the nature of the infinite game.

The virtue of rationality, along with strength, heroism, virility, independence, and will, together with the more challenging, albeit socially acceptable traits, such as the inability to be flexible, coldness, and detachment, have all been considered manly throughout the decades (MacInnes 1998, 47). As expected, all of them have been attributed to many male detective characters. No wonder Cooper’s character, with all its social intelligence, receptiveness to unconscious forces, “ego elasticity” (Hague 1995, 137) and the ultimate surrender to the powers of the Black Lodge, seems like a parodic departure from the conventional detective persona, even though he may look like one (with his keenness for trench coats and slick hairstyles common in the 1950s, Lynch’s beloved cinematic and historical period).

All of this can be applied to Cooper’s character in Fire Walk With Me. Although not functioning as the central figure, since the first part of the film is about the murder investigation of Laura’s unfortunate predecessor Teresa Banks (Pamela Gidley) conducted by other FBI agents, he still demonstrates exceptional intuitive and non-rational mental abilities. For example, one of the key scenes, in which the special agent Philipp Jeffries (David Bowie) appears in the FBI Philadelphia Office from another dimension, serves as a manifestation of Cooper’s dream. He also intuits the details about the next murder victim in a conversation with the agent Albert Rosenfield (Miguel Ferrer), furthering the audience’s previous knowledge of his extrasensory perceptions.

Considering the time of the original series and film’s release, Cooper’s subversive persona can be interpreted as co-authors’ negative response to the popular American films of the 1980s, like cop action films – such as Die Hard (1988) and Lethal Weapon (1987) or neo-noir films (Fatal Attraction (1987) – which try to reassert the traditional notions of masculinity, supposedly due to the crisis caused by the earlier failure of the Vietnam War and further political and economic empowering of women (Gates 2006, 100). It can also be read as their nod towards the handsome male characters of the then extremely popular soap operas like Dallas (1978–1991) and Dynasty (1981–1989), which have always been traditionally favored by female audiences.

That said, the originally conceived Cooper redefines masculinity within the context of the detective and mystery genre: he acts “feminized” and is revealed to be imperfect, due to his failed heroism in the series’ finale. However, what has not been disclosed is the extent of his “imperfection,” which in itself will become the theme of The Return.

Season Three: Cooper’s Returns to the Scene of the Crime

Season Three finds Cooper where Season Two left him – in the Black Lodge, still stuck in the surrealist world of “black/white dychotomy” (Hague 1995, 141). From then on he – or all of his versions—sets off on a heroic journey back “home” in order to acquire the object(s) of his desire by playing (if not acting) the detective who follows cryptic clues.

There is a special relationship between detective fiction and psychoanalytic theory, whose scientific aim is to trace and understand unconscious desires. “At the heart of both is the investigation of a conflict, with the intention of effecting resolution and closure,” states Sally Rowe Munt in her Murder By The Book: Feminism and the Crime Novel (1994, 143). “The figure of the psychoanalyst doubles with that of the detective, as an agent bent on interpreting clues and symbols, a figure of power who applies ratiocinative skills to a particular text. The psychoanalyst is adept at identifying repetition and return, something which characterizes not just the action of a detective,” but the whole narrative (Munt 1994, 143).

Expanding on this notion, The Return can be considered as a parable of psychoanalysis, just like the crime novella The Purloined Letter by E. A. Poe, which Munt distinguishes, relying on Jacques Lacan, as the perfect example of a crime text echoing the psychoanalytic process. Both of these works exhibit “continuous return and repetition,” which privileges “the act of interpretation over the original event” (Munt 1994, 144). What comes to the fore is their “endless deferral—one can never return to the same place, only hold a mutable memory of it” (Munt 1994, 144). In other words, what one witnesses is the works’ “obsessive return to the crime scene” and “continual reliving of the event” (Munt 1994, 144). In the case of The Return, whose title highlights the importance of this continuous recurrence, the “crime scene” evidently signifies a certain loss, trauma or a setback that Cooper, as a variation of a psychoanalyst and analysand, must figure out in order to move on.

Image 2. Dale Cooper in Twin Peaks: The Return (2017).

It is interesting to note that all of Cooper’s personas gravitate towards a certain vision of “homecoming,” which is a word defined by the act of a return. The Good Dale looks as if he wants to go back “home”, or to begin where he had left off 25 years ago. Mr. C’s goal is to find Judy, who may be perceived as his mother, especially if one compares the horned symbol found on the card he is carrying (Part 2) with the antlered Experiment which bore Bob (Part 8), the entity he is in symbiosis with. Richard, on the other hand, wants to take the woman named Carrie Page (Sheryl Lee), who he believes is Laura Palmer, to her mother in Twin Peaks, even though she is perfectly fine living in Odessa, Texas (Part 18). It seems that all of the Coopers have the urge to go back to, psychoanalytically speaking, the realm of “pre-oedipal unity” (Munt, 1994, 143), where the mother, or primary caretaker, acts as an insurer of the child’s absolute safety. However, as one is reminded by Carrie’s negative reaction to the (former) Palmers’ house, the site of horrible abuse that took place decades ago, a “home” can be associated with many crimes, too.

The Return notably plays with another motif that mirrors “our earliest Oedipal struggles,” and that is the split between the good and the bad self, just like the one Cooper experiences throughout most of this season. This “sadistic fantasy” is typical for crime fiction, as the protagonist often projects his own fears “onto a perceived ‘enemy’” (Munt 1998). To explain this fantasy, one needs to go back to the psychic processes of childhood: in order to conceive itself as a “separate identity,” ordinarily after experiencing the trauma of separation from the primary caretaker, the child needs to define itself through opposition, or an enemy, states Munt citing Tania Modleski and W. W. Meissner (1998). Extrapolating from Melanie Klein, Munt goes on further in suggesting that this “splitting off of projected and introjected images into two types – good, loved phantasms, and dangerous, bad phantasms – leads both to omnipotent fantasies of restoration and fantasies of paranoid destruction … Gradually, through the process of mourning,” the child ”learns to reintegrate the two sides of this internal, psychic, manic-depressive response, through an increasing testing of reality, which s/he performs through the activation of the super-ego” (1998). If mourning is not successful, the anger towards the imaginary enemy persists and turns into the state of melancholia (1998). Similar processes may happen in adults when particular events evoke past traumas, which certain artworks, especially the ones consisting of generic crime elements like The Return, convincingly recreate.

The eventual eradication of Mr. C and Cooper’s consequential unification, along with his metamorphosis into a ”separate identity” represented by Richard, does reveal that, amidst the processing of certain trauma, Cooper is gaining some sort of insight, which Shoshana Felman, following Sigmund Freud and Jacques Lacan, defines as a ”singular event of discovery … that, because it cannot by its nature become a heritage … has to be repeated, reenacted, practiced each time for the first time” (1987, 12). But what kind of insight and what kind of trauma?

The Return and the Trouble with Cooper’s Masculinity

Except for their peculiar affinity for returns, DougieCooper, Mr. C and Richard all seem to have certain issues with power and potency. DougieCooper is the embodiment of powerlessness in as much as he is completely dependent on others: he walks where he is led and is at most able to repeat other people’s sentences (like “Call for help”). Sometimes he acts like his old self – for example, the first time he tastes coffee after 25 years of absence (Part 4) or when he masterfully disarms Ike “The Spike” (Christophe Zajac-Denek) in self-defense (Part 7) – but he is not able to consciously control his actions. He does not seem to have an erotic drive, either, except for the one time he had sexual intercourse with Dougie Jones’ wife, Janey-E (Naomi Watts), who took all the initiative (Part 10). Mr. C, on the other hand acts like his sheer opposite: he is the “embodiment of the all-powerful American and the ultimate capitalist product” (Stepien 2018) who does what he wants[4] powered by Bob, which includes killing people and raping women (like Audrey Horne /Sherilyn Fenn/ and Diane Evans /Laura Dern/). Richard seems like the combination of these two. In Part 18, he exercises different levels of power and control over his enemies as well as Carrie Page, a version of Laura Palmer, whom he desperately wants to take back to her mother in Twin Peaks. He exhibits sexual interest too, although his desire seems more ritualistic than authentic, as one can see from the depiction of his and Linda’s (Laura Dern) intercourse.

Having all that in mind, it is fair to assume that their complex relationship with control and power is related to the perception of their masculinity: DougieCooper acts pretty emasculated, Mr. C is an example of toxic masculinity, and Richard is somewhere in between, although gravitating towards a certain emasculation, due to his failure to bring Laura home. It seems all of them have a different relationship to phallic power, which can be defined as “the representation of the power that seems to be available to men in social and political terms in a male-dominated culture” (Halberstam 2002, 355). If one considers Cooper’s versions as the representations of himself, it is safe to assume that, throughout the Return’s narrative, he suffers from a serious masculinity crisis, due to internally conflicting self-images.

These images also reflect certain narcissistic traits – with Mr. C acting within the fantasy of grandiosity (he is a white male psychopath) and DougieCooper his vulnerable, fragile counterpart (he is constantly under attack by Mr. C’s assassins as well as the mafia), similarly to Richard, who behaves as what Isaac D. Balbus in his article “Masculinity and The (M)other” calls an “idealizing narcissist” (2002, 223), marked by his need to take care of others (that is, take Carrie/Laura back home). However they are read, if one considers them along with the previously mentioned psychoanalytic readings of detective fiction, this season can indeed be interpreted as Cooper’s turn to childlike, or pre-Oedipal responses as a defense mechanism from an evocation of a certain trauma.

In order to explore this presumed emasculating trauma one needs to revisit certain scenes of his returns, especially prior to his split and after his unification. The season begins with Season Two finale footage of him getting trapped in the lodge. However, it is worth remembering that the reason he got there is because he wanted to save his girlfriend Annie Blackburn (Heather Graham) from the psychopathic killer Windom Earle (Kenneth Welsh). In order to set her free, he agreed to give his soul away, after which he got split in half and met his doppelgänger, who immediately escaped out of the Black Lodge, leaving the good Dale stuck in the world of transcendence.

Another memorable return of his happens after the killing of Mr. C, when the presumably unified Cooper travels back in time and saves Laura from her demise (Part 17). In this scene, admittedly referring to the mythic legend of Orpheus and Eurydice’ journey from the Underworld,[5] Cooper does manage to save her from her killer and alter the course of history. However, just as Eurydice, Orpheus’ wife whom he wanted to resurrect by leading her out of the kingdom of the dead, she disappears nonetheless, leaving him confused.

In his last “return,” however, he tries to save her again, this time as Richard, who finds Laura/Carrie working at the Odessa diner (significantly called Judy’s) and living in a home with an unidentified male cadaver. She agrees to come with him to “her mother” but ends up screaming and causing a blackout in the Palmers’ house, which in this unknown timeline seems to belong to the Tremonds/Chalfonts – families from the earlier installments of Twin Peaks linked to the Black Lodge. As indicated in various resources, this plot twist is strongly reminiscent of the one from Vertigo (1958), Alfred Hitchcock’s film.[6] In this film, detective Scottie Ferguson (James Stewart) is enthralled by a woman called Madeleine (Kim Novak), who turns out to be played by (another) Judy (Kim Novak), an actress hired to deceive him, so the real Madeleine can die at the hands of her husband (Tom Helmore), who pushes her off the tower Scottie cannot climb due to his vertigo, a condition that developed after he was unable to save his police partner. In the final sequence, Scottie manages to take Judy to the scene of Madeleine’s crime, where she screams in horror and falls to her death, too. Although Carrie doesn’t die in The Return, both of these works feature female doubles – one functions as an object of desire (Laura/Madeleine) and the other as its less glamorous version (Carrie/Judy) – as well as the damaged, fragile and emasculated protagonist (Cooper/Scottie), suggesting that there is an important link between them.

All of Cooper’s returns involve failed attempts to save women: first Annie, then Laura, and finally Carrie. However, those were not the only women he knew who were in danger. Let us not forget the original series’ Madeleine “Maddy” Ferguson, Laura’s look-alike cousin (whose name also refers to the names of Vertigo’s protagonists), who got killed by Leland/Bob. There is also Caroline Earle, his first love, who got killed by her husband Windom and whose spirit interchanged with Annie’s character after Cooper entered the oneiric world of Black Lodge. Audrey Horne belongs to this group too, since she was held hostage at the local brothel and later raped by Mr. C. Cooper did help some of these women, like Annie and Audrey, to a certain extent, although it turned out to be little bit too late. And some of them, like Caroline, Laura and Maddy, he could not help at all. Yet, the last two versions of Laura – the ones resembling Eurydice – perhaps did not want to be “saved”.

“Cooper never questions for a minute whether or not he has the right to alter all of time and space, or the consequences that this might have for the people,” Lee Stepien interprets the scene of saving Laura (2018). “First off, by ‘rescuing’ Laura, Cooper is effectively depriving her of the right to choose. In the first season, Bobby Briggs reveals that Laura told him that she wanted to die. It’s an extreme example of the way that real world chivalry can often have the effect of suppressing a woman’s autonomy. Secondly, preventing Laura’s death doesn’t erase a lifetime of trauma. She was not a troubled girl who needed a man to save her, but someone who was trying to take charge of her life in the face of the years of physical and psychological suffering. Laura’s original problem … was Bob. He’s a symbol of the negative consequences of institutionalized patriarchy that is invisible or ignored, as in cases of sexual assault when the focus is shifted to the woman’s behavior.” (2018)

In psychology, the urge to save women, or to be needed by them, has been known as the White Knight Syndrome, which is the exact term FBI agent Tammy Preston somewhat sneeringly uses when referring to Cooper in Mark Frost’s canonical book Twin Peaks: The Final Dossier (2017, 57). Mary C. Lamia defines it as “a compulsive need to be the rescuer in an intimate relationship originating from early life experiences that left the white knight feeling damaged, guilty, shamed, or afraid,” which usually include some kind of “loss, abandonment, trauma, or unrequited love. Many [white knights] were deeply affected by the emotional or physical suffering of a caregiver.” (2009)

Although The Return does not suggest this, leaving the question of his initial wound open, it is interesting to note that, according to Scott Frost’s The Autobiography of F.B.I. Special Agent Cooper, in a way, he could not save his mother either. Namely, she died from brain hemorrhaging in a hospital when he was 15. After she died, Dale and his dad saw her and his dad whispered something in her ear (1991, 37). A variation of this scene can be found as early as Season One of Twin Peaks, with Laura’s persona whispering Cooper the name of her killer in the Red Room of the Black Lodge. However, this scene gets recreated at the very beginning (Part 3) and the very ending (Part 18) of The Return, too, suggesting its importance.

Having all of this in mind, The Return may be read as an allegory of Cooper’s psychic crisis triggered by Bob’s violence towards women, which catapulted him back to the interior realms of his earliest loss(es), or feelings of complete safety: like Ferguson in Vertigo, he too perhaps felt he was not “man enough” to save them when they needed him the most. This allegory does not have a neat ending, since it ends with the aforementioned scene of an anxious-looking Cooper listening to Laura’s whispers. However, the fact that this scene tends to repeat itself suggests a glimpse of hope that Cooper might eventually hear her and create an alternate timeline where he could get past his troubles and gain critical insight concerning his ideas of masculinity, which are more harmful than not to the women he so desperately wants to save.

Conclusion

Agent Cooper has been one of the most radical detective characters in television history. Since the time of the original series and the film prequel’s release, he has represented an atypical investigator – warm-hearted, intuitive and sensitive to supernatural forces – someone who incorporates lots of the so-called feminine aspects into his personality. Even his ultimate demise has been seen as a welcome antithesis to the conventional, overly masculinized, white male detective hero who mostly succeeds in solving cases. However, in spite of Cooper failing his final task, he could overall be seen as a psychically stable character who, in light of Lynch and Frost’s postmodern play with characters and narratives, represents an “infinite player,” whose seeming demise is just another stage in his mission to achieve a certain balance in the world.

In the third season of the series, Cooper remains an infinite player: he indeed passes many stages in his quest for insight and balance. But The Return represents a much darker take on this process, eventually reaching the point of radical deconstruction of Cooper’s character. By the end of the show, he still has not finished his journey, revealing his immense fragility, disorientation and insecurity. Moreover, the series exposes that his “old” character is just another and perhaps non-existing construct, and that the “real” Cooper consists of several personas, who severely struggle to find balance in the expression of their masculinity and power.

In order to metaphorically point towards Cooper’s messy psychic reality, Lynch and Frost cleverly play with several oneiric plotlines and timelines, as well as the conventions of crime and detection narratives, which can be seen as a repeated return to the scenes of the crime, or revisitation of certain traumas, losses, and unconscious childhood wounds. In psychoanalytic terms, they revisit certain traumas and losses in order to soothe the characters’ and readers’ subconscious childhood wounds as well as reflecting and revealing pre-Oedipal, narcissistic impulses that emerge while dealing with severe stress.

Since the fictional portrayals of psychic scenarios always at least implicitly reflect on social conflict, Cooper’s struggles with his manhood, triggered by his failures in saving Laura, Annie and a string of other women, may also be interpreted as a reflection of the current Zeitgeist. In this day and age of fourth-wave feminism, women’s rights movements have indeed been striking new blows at patriarchal social structures, disturbing the gendered notions of what makes a “woman” or a “man,” in a similar fashion as during the late ‘80s and early ‘90s, when the original series had been released, coinciding with the articulation of third-wave feminism. Considering this, The Return may well serve as a mirror to the latest social upheaval. However, there is a certain optimism to it, which in itself seems radical: by not providing a finite or happy ending, the series invites us to keep replaying the same narrative – just like Cooper – until we reach further insights, which would move us away from the confinements of rigid patriarchal rationalities to the realms of true empathy towards ourselves and others.

Karla Lončar is a Croatian Ph.D. candidate in film studies at the University of Zagreb, currently working at the Miroslav Krleža Institute of Lexicography. The subject of her dissertation is Twin Peaks, for which she was awarded The Fulbright Research Scholarship in 2017/18. Her writing on the series has appeared in various Croatian and international publications (Supernatural Studies Journal, New American Notes Online, Desistfilm, 25 Years Later website, etc.).

References

All links verified 27.5.2021

Film

Die Hard. Director: John McTiernan, written by: Jeb Stuart and Steven E. de Souza, based on: Nothing Lasts Forever by Roderick Thorp, starring: Bruce Willis, Alan Rickman. Gordon Company, Silver Pictures. 1988. 132 min.

Fatal Attraction. Director: Adrian Lyne, written by: James Dearden, based on: Diversion by James Dearden, starring: Michael Douglas, Glenn Close, Anne Archer. Jaffe/Lansing Productions. 1987. 119 min.

Fire Walk With Me. Director: David Lynch, written by: David Lynch and Robert Engels, starring: Sheryl Lee, Chris Isaak, Kyle MacLachlan. CIBY Pictures. 1992. 134 min.

Lethal Weapon. Director: Richard Donner, written by: Shane Black, starring: Mel Gibson, Danny Glover, Gary Busey. Silver Pictures. 1987. 110 min.

Vertigo. Director: Alfred Hitchcock, written by: Alec Coppel and Samuel Taylor, based on: D’entre les morts by Boileau-Narcejac, starring: James Stewart, Kim Novak, Tom Helmore. Alfred J. Hitchcock Productions. 1958. 128 min.

TV series

Dallas. Created by: David Jacobs, starring: Barbara Bel Geddes, Jim Davis, Patrick Duffy et al. CBS. 1978-91. 14 seasons. 357 episodes.

Dynasty. Created by: Richard and Esther Shapiro, starring: John Forsythe, Linda Evans, Joan Collins et al. ABC. 1981-89. 9 seasons. 220 episodes.

Twin Peaks. Created by: David Lynch and Mark Frost, starring: Kyle MacLachlan, Sheryl Lee, Sherilyn Fenn et al. ABC. 1990-91. 2 seasons. 30 episodes.

Twin Peaks: The Return. Created by: David Lynch and Mark Frost, starring: Kyle MacLachlan, Sheryl Lee, Sherilyn Fenn et al. Showtime. 2017. 18 parts.

Websites

Lamia, Mary C. 2009. ‘White Knight Commonalities: Are you a ‘white knight?’ Psychology Today. May 2009. https://www.psychologytoday.com/us/blog/the-white-knight-syndrome/200905/white-knight-commonalities.

Loncar, Karla. 2017. ‘When the World Spins: Connections Between The Return and Hitchcock’s Vertigo.’ 25 Years Later Site. December 2017. https://25yearslatersite.com/2017/12/14/when-the-world-spins-connections-between-twin-peaks-the-return-and-alfred-hitchcocks-vertigo/.

Stepien, Lee. 2018. ‘The Men Are Not What They Seem: Shattering Fragile Masculinity in Twin Peaks.’ 25 Years Later Site. April 2018. https://25yearslatersite.com/2018/04/03/the-men-are-not-what-they-seem-shattering-fragile-masculinity-in-twin-peaks/.

Twin Peaks Wiki, n.d. ‘Dale Cooper.’ https://twinpeaks.fandom.com/wiki/Dale_Cooper.

www.BlueRoseEpics.com. 2017. ‘Twin Peaks Finale Partly Explained By Mark Frost.’ November 2017. http://www.blueroseepics.com/2017/11/twin-peaks-finale-partly-explained-by.html.

Literature

Balbus, Isaac D. 2002. “Masculinity and the (M)other: Toward a Synthesis of Feminist Mothering Theory and Psychoanalytic Theories of Narcissism.” In Masculinity Studies and Feminist Theory, edited by Judith Kegan Gardiner, 193-209. New York: Columbia University Press.

Felman, Shoshana. 1987. Jacques Lacan and the Adventure of Insight: Psychoanalysis in Contemporary Culture. Cambridge and London: Harvard University Press.

Frost, Mark. 2017. Twin Peaks: The Final Dossier. New York: Macmillan Books.

Frost, Scott. 1991. The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes. New York: Pocket.

Gates, Philippa. 2006. Detecting Men: Masculinity and the Hollywood Detective Film. Albany: State University of New York.

Hague, Angela. 1995. “Infinite Games: The Derationalization of Detection in Twin Peaks.” In Full of Secrets: Critical Approaches to Twin Peaks, edited by David Lavery, 130-143. Detroit: Wayne State University Press.

Halberstam, Judith. 2002. “The Good, The Bad, and The Ugly: Men, Women and Masculinity.” In Masculinity Studies and Feminist Theory, edited by Judith Kegan Gardiner, 344-368. New York: Columbia University Press.

MacInnes, John. 1998. The End of Masculinity: The Confusion of Sexual Genesis and Sexual Difference in Modern Society. Buckingham and Philadelphia: Open University Press.

Munt, Sally Rowe. 1998. “Grief, doubt and nostalgia in detective fiction or … ‘death and the detective novel’: a return.” College Literature 25(3).

Munt, Sally Rowe. 1994. Murder by the Book? Feminism and Crime Novel. New York and London: Routledge.

Silverman, Kaja. 1992. Male Subjectivity at the Margins. New York and London: Routledge.

Notes

[1] He is the spirit that possessed Laura’s father Leland, who welcomed his presence when he was a child.

[2] There are two other versions of him: artificial doubles, or “tulpas,” manufactured by the supernatural technology, which include the aforementioned Dougie Jones, a sleazy insurance salesman, petty gambler, thief and adulterer, and another one who takes Dougie’s former place, this time as the caring husband and father of the Jones family.

[3] I would like to add he is not the only character in touch with his intuition and feelings: similarly defined are also some of the Twin Peaks women and men (Sarah Palmer /Grace Zabriskie/, Maddy Ferguson /Sheryl Lee/, Andy Brennan /Harry Goaz/, etc.), which contributes to the overall unconventionality of the original Twin Peaks.

[4] Memorable is his remark that he does what he wants: “Want, not need. I don’t need anything.” (Part 2)

[5] Mark Frost confirmed that in an interview for Empire Magazine, quoted in “Twin Peaks Finale Partly Explained By Mark Frost” (2017).

[6] For further reading, see Loncar (2018).

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)

Eternal Returns to a Peak Experience: Creating and Curating Play(ful) Tributes to Twin Peaks

artistic tributes, peak experience, replaying, toyification, Twin Peaks

Katriina Heljakka
katriina.heljakka [a] utu.fi
Postdoctoral researcher
Digital Culture
University of Turku


Viittaaminen / How to cite: Heljakka, Katriina. 2021. ”Eternal Returns to a Peak Experience: Creating and Curating Play(ful) Tributes to Twin Peaks”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/eternal-returns-to-a-peak-experience-creating-and-curating-playful-tributes-to-twin-peaks/

Printable PDF version


This article documents the infinite allure of the cult series according to its own logic: In the spirit of play, what follows is a creative reflection of the author’s personal exploration of Twin Peaks through fandom, artistry and curatorship that sets to traverse the boundaries of a traditional academic text. The autoethnographic, artistic compilation includes a retrospective and reflective documentation of the author’s past experiences, exhibitions and events in relation to the Twin Peaks television series, seasons 1, 2 and 3; Twin Peaks: The Return, featuring a written introduction as well as ample visual and audiovisual material from the Peak Experience art exhibitions and related adventures. In the article, connections between the fictional series, its imaginative characters, and the actual geographic space of the pilot’s (Season 1) filming locations are made to fan-art, as they are discussed as inspirational resources for fans and artists in the creation, crafting and curation of play(ful) tributes to Twin Peaks. As a scholarly contribution of a researcher of toys and play, the text references contemporary sources on play theory as well as source texts tying the reflection with analyses of Lynch’s oeuvre. The discussion flows freely between the opus maximus that Twin Peaks is, and the innate playfulness and toyness of the artistic pieces produced for the ongoing exhibition series, as well as the author’s own photoplay in reference to the activities as a fan of the television series. The collage of photographic and audiovisual ‘playworks’ and artworks, which function as research material for the analysis, are claimed to follow a ‘lynchian aesthetic’—multiple and ambiguous in their identity – as proposed by Foster-Wallace (1997, 151), and represent the results of creation and curation of play(ful) tributes to Twin Peaks. By asking how ‘the happening again’ manifests in a loop of eternal returns, the author highlights the timeless gold of Twin Peaks as a source for artistry, fandom and play of creative adults.

Image 1. Curtain call: Meet the Peak Experience curator (self-portrait, 2017).

Beginning (19901992)

“I have no idea where this will lead us, but I have a definite feeling it will be a place both wonderful and strange”, David Lynch once said about Twin Peaks (Burns 2015, 15). It is on this very foundational idea I build on my analysis and discussion on the phenomenon that the fiction and fantasy of Twin Peaks is—filled with the ambiguity of simultaneous wonder and mesmerization so familiar to play.

People play because they enjoy perplexity (Henricks 2015, 383). For this reason, the quest for wonder and awe demand talent from those who strive to move us imaginatively and emotionally. Today’s creative talents, the artists, designers, authors and play makers of the world know that predictable playgrounds offer very little magic. In fact, it is unpredictability, rarity, novelty, beauty, color, secrecy, and incongruity, which all stretch the imagination and encourage flights of fantasy (Frost 2015, 430).

Players yearn to be wowed and play is said to sometimes yield peak experiences of particularly high personal quality (Kerr & Apter 1991, 112). For Brian Sutton-Smith (2004, xiii), play represents a peak experience, which manifests as self-actualization, as ‘flow of being in the zone’. “Play is of the mind,” states Sutton-Smith as documented by Dorothy Howard (in Darian-Smith & Factor 2006, 6). He believes that play, humor, true pretend, and dreams permit the mind to go anywhere.

“Engaging with any form of entertainment, particularly of a fictional nature, is a form of play” (Gray 2010, 205). Humans are also ‘playback machines’ (Gaines 1991) that record what they see, hear, and otherwise experience sensorially, and then play back those experiences, transforming them in the process (De Kosnik 2016, 7). With these ideas in mind, humans both return to and re-play what is familiar and memorable for them.

Image 2. What will be Twin Peaks to fans forever. (Snoqualmie Falls, 2009).

The starting point for my own playing back and reflections on Twin Peaks, are derived from play theory as well as my personal reminiscing around manifestations of Peak Experience, a series of artistic tributes to the hauntingly unforgettable masterpiece that the 1990s television show is. By making my stance of a toy and play scholar and a fangirl transparent, it is easier to justify this uncritical, yet creative take on the subject.

In earlier research activities (Heljakka 2016), I have focused on the re-playing aspect of artistic fan engagements with Twin Peaks. In the study, one interviewee identified Twin Peaks as filled with ambiguities, using the terms “oppressing, decadent, mysterious, playful, enigmatic, sick, scary, cranky, fabled, surprising, erotic, weird and addictive” to describe the ambiance of the series. Indeed, Lynch’s work has been described to have an interest in forces, not identifiable as good or bad, but ambivalent forces with an impetus on environments and possibilities (Foster-Wallace 1997, 204).

The motivation for this think piece[1] is to play with potentiality of the (perhaps) perverse passion that Twin Peaks represents to me: To formulate an autoethnographic account and an artistic compilation, which includes a retrospective and reflective documentation of the past experiences, exhibitions and events related to the series, with a particular accentuation on Seasons 1 and 2. It features a presentation of playful theoretical threads, which have aided my own readings of Twin Peaks, as well as ample visual and audiovisual material from the Peak Experience art exhibitions. What adds on to the reflective and playful autoethnographic approach of the text (meaning both experimentation and eclecticism), are my personal adventures interested in investigations of Twin Peaks through fan travels, creations and curation of art.

The Timeless Gold of Twin Peaks

I consider Lynch a master of make-believe, just like George Lucas of Star Wars fame. His oeuvre begs to be approached as a paidic system, with childlike curiosity and enthusiasm. In contrast to ludic systems known from games, for Caillois’, paidic means open-endedness and more unstructured forms of play. Paidic systems are like sandboxes, which afford unlimited, unregulated space for creative play. Games have a steady foothold in Twin Peaks – just consider the gambling in One-Eye Jack’s casino, and later in Las Vegas, or more generally, the eternal game between the good and evil, black and white, pieces of chess played by Windom Earle against Dale Cooper. Without the rigidity the rules that these games imply, the childlikeness of paidic play communicates more whimsy, distortion and multiple ways of toying with possibility – being more malleable and plastic, asking to be tugged and towed to unexpected territories, even beyond the borders of the sandbox.

I believe David Lynch to possess a paidic mindset, interested in fantastic world-building according to his own aesthetic and rules – a logic forever reinvented. For this reason, he is a magician of play. But Twin Peaks despite its ‘paidic circle’ of play is not directed to children’s engagement or playful fantasizing. The series is very much a springboard for the adult imagination, as well as an invitation to many forms of play for the adult fan. It is no secret, then, that Twin Peaks has spawned playful tributes since it’s 90s beginnings thanks to Lynch’s originality, ingeniousness and vision. I consider it to resemble a ‘sandbox’ game, in which alterations and constellations are rather asked than afforded, or a construction toy kit, which provides more opportunities than limitations on building both material and imaginative layers on the flickering products of the mind – light and dark. As one of the Peak Experience artists, Jennifer Ramirez, writes: “This series is timeless gold that raises questions about our existence, about our most inner desires, our inner darkness our sadness, traumas and life force.” (Warmsquirrel blog, November 8, 2018)

My own journey with Twin Peaks started decades ago: In the beginning of the 1990’s I was a teenager, who after videotaping episodes of Twin Peaks with her sister, watched the recordings in the daylight and used to press the pause button every time Killer BOB appeared on the screen. Oh the teenage anticipation teased out of those tapings – I can see clearly now the temptation of it—the horrendous pleasure derived from balancing between the beautiful and the bad-assed. What else could it have been about than licking the cherry sunken in a weird cocktail of innocence and damnation (Foster-Wallace 1997, 211), distinctly a part of who Miss Palmer was prior to her murder, maybe even post mortem.

The eerie atmosphere around the series lingered around long after its ending on Finnish television in the 1990s, but the video tapings were never played again. For a long time, the mystery remained unsolved. Curiously, Laura Palmer, filled with secrets, had stated in one of the last episodes: “I’ll see you again in 25 years.” As Telotte (1995, 171) observes, Twin Peaks left us hanging from the cliff unlike any other episodic series has done. The wait began. What a lengthy teaser.

“Although the play-world exists in actual space and time, it also creates its own space and time” (Russell & Ryall 2015, 155). As suggested here, adult engagement in play, or reminiscing of teenage experiences of a cultish television series is not only about nostalgia, or endless manipulation of the souvenirs in one’s mind. It is about finding the force, being energized by it and navigating one’s own ways of using it as a source of wonder and possibility all over again. After having been a fan of the series for decades, I have during the past five years explored Twin Peaks both as a toy and play scholar and as a visual artist and curator. It is the adult cultures of toy play that inspired what would become a seemingly endless, “lynchian” playground for my own creativity, self-expression and exploration.

Invitation to Play(fulness)

Play scholar Henricks envisions how a society dominated by play principles would acknowledge the importance of openness, inclusivity, and aesthetic dimension of life (Henricks 2015, 116).

The most obvious modern manifestations of play as a consumable experience, however, include children’s toys, computer and video games, the attendance at artistic and sporting events of the young and the old-and the plethora of other and more specific entertainment available (Sutton-Smith, 2017, 233–234).

The aesthetic of play manifests in games, toys and playful environments. What is the link between contemporary television and toy play? Perhaps enjoyment and participation. The openness and inclusivity have indeed become part of what TV is today – inviting and interactive, just like many playthings of the present. Furthermore, media entertainment also provides possibilities for the flights of fantasies and escapism. Neurologist and founder of psychoanalysis, Sigmund Freud defines play as fantasy woven around real objects that are or become toys, as contrasted with the pure fantasy of dreaming and daydreaming (Frappier, 1976, 104). The wowness of toys becomes tangible through the manipulation of them, the actual acts of interacting with the plaything through fantastic scenarios and narratives. It is here the dimensions of immaterial imaginings and material artefacts merge. Toying with the fantasy-laden resources of the world, like media products, means that affects are triggered.

Media, TV, toys and the like inspire art and in playing, even the fan becomes an artist. Nina Lieberman views the artist as a practitioner of playfulness (Lieberman 1977, 10). In the spirit of play, what follows is a spontaneously crafted and creative reflection of the author’s personal exploration of Twin Peaks through artistry and curatorship, which sets to traverse boundaries of a traditional academic text. This think piece documents the infinite allure of a cult series according to its own logic.

After having seen Raisa Kettunen’s astounding re-playing of iconic Twin Peaks scenes with her Blythe doll (Blythe as Laura, Blythe as the Log Lady, see Image 5), I dreamed up the idea of an art exhibition, which would invite contemporary Finnish artists and fans to participate in a group exhibition as Twin Peaks players and creatives. Instead of a ‘peak subjective experience’ (Sutton-Smith 2004, 45), the series of exhibitions celebrates Twin Peaks as a co-created, collective Peak Experience: Consequently, a dream team and an artist collective emerged, including Columbian and Russian talent.

The invitation to play with Twin Peaks has generated multiple pieces for the Peak Experience exhibitions; paintings, sculptures, mixed-method pieces, installations, toy-art, graphics, photographs and photogenic environments. Between 2016–2018 the collective has organized four exhibitions including setting up experiential spaces and performative events including various artworks installed both indoors and outdoors at galleries in Pori and Helsinki and the Superwood Festival. The collective has grown by each exhibition including artists and fans of different ages, gender, even nationalities.

Image 3. Welcome to Twin Peaks (2009). The author photographed by Tommi Vuorenmaa.

Revisiting (2009)

Tourism has been frequently compared to play. Heynders and van Nuenen (2014) recognize the fan tourist as a player of “cult geographies” (Geraghty 2014). In 2009, I made a road trip to Snoqualmie and North Bend with a friend. Fandom impacts the tourist experience in peculiar ways: While driving towards the mountains, Angelo Badalamenti’s original soundtrack was not playing in the car, but in the back of my head. Strange how the familiar tunes stick with one forever despite the fact that I was long beyond my teenage years and the first encounter with Twin Peaks. With my travel companion, we chased the location for the ‘Welcome to Twin Peaks’ sign, based on mere guesses as proper online homework had not been done, finally begging us to give up as the night darkened.[2] Of course, we were chasing a dream, an object and place that (no longer) exists in the real world and came to the intersection, in which reality, imagination, and the media that are at the heart of film tourism, meet (Waysdorf 2020, 284). Interestingly, we were probably not too far from the site.[3]

We decided not to splurge on the ‘Great Northern’ hotel, in reality Salish Lodge. However, after seeing the lobby, I realized I would need to revisit and accommodate properly some day. We chose a cheap motel instead. But the atmosphere was undoubtedly there – from the parking lot, you could see the traffic light, hanging on top of the street, giving that eerie, squeaky sound. The night landed swiftly on the mountainous landscape, almost like a blanket.

A fangirl forever, I am, and absolutely, needed to visit the Double R Diner, in reality, Twede’s Café in North Bend. This worn-out diner tucked in a street corner with slow traffic has an iconic spot for photoplay in its backyard. Snapshots they were, those quickly taken photographs I would now call ‘assisted selfies’ (Image 3), but most of the material aimed to capture the atmosphere (Image 4).

Images 4. The way to Twin Peaks, Twede’s Café and a slice of pie. Photographs by the author (2009).

In a transmedia sense, toys embody fictions. There were no Twin Peaks-related industrially-produced toys around at the moment, not even available in Snoqualmie or North Bend at the time, so no toy tourism (see e.g. Heljakka & Ihamäki 2020) with playthings with a direct fit to the setting of ‘real’ Twin Peaks could take place. I remember traveling with an Uglydoll plush (‘Deer Ugly’) at the time, but it was not taken out to roam the matter-of-fact Lynchian landscape on this occasion. Later on, in 2018 to be precise, however, I would travel here with a bag-full of character toys to indulge in photoplay (or, toy photography, see Heljakka 2012) in these particular and strangely enigmatic geographies of fan play, linking the imaginative with the realness of the landscape.

“Really experiencing” a place needs to be done in a multisensory fashion (Waysdorf 2020, 285), and this involves consumption conducted with all senses: “what is most important in any imaginative experience is that the fan is having the experience in their own body” (Ibid., 288)—even on their body (for Twin Peaks fandom expressed in nail fashion and wearable art, see Images 9 and 11). What was available were the oral pleasures: The visit called for take-out pie, neatly unboxed and eaten and washed down with a heap of filtered coffee at a lookout spot in miserably foggy Seattle. The city was quickly scouted through the windows of a rental car, before escaping to some nearby national park’s hiking trails, a must if you have a thing for the firs and entering the woods, when driving out of Twin Peaks (see Image 4).

Image 5. Raisa Kettunen’s artwork In the Waiting Room (2014).

Re-playing (2015–2016)

Whenever adults imagine and create, they are to some degree playing (Gray 2015, 126). Years 2015–2016 mark the anni mirabilis period in the author’s co-existence with Twin Peaks. In May 2015, I joined the conference “I’ll See You Again in 25 Years: The Return of Twin Peaks and Generations of Cult TV”, at the School of Art and Media, University of Salford. For myself, this event set many Twin Peaks related activities in motion.

In my presentation focusing on the fan play around Twin Peaks, I noted how existing Twin Peaks-related toys and playthings found on the Internet by the time, were the products of fan creativity, not industrial productions. I uttered my confident prediction that toy maker Funko would surely produce a series of toyified Twin Peaks Images, with plump heads and bodies, with that oh-so-familiar aesthetic known by contemporary storyworlds. Probably in one year, the sketches had already been presented to the decision makers of the toy company. In three years, I brought my own Twin Peaks Funko Vinyl Pops to Snoqualmie and North Bend.

To admit the toyetic[4] quality of Twin Peaks is to recognize its transmedia potentiality, but to realize its capacity to influence entire worlds of (adult) fan play, would be far more accurate. In 2016, 25 years had passed since the first broadcasting of Twin Peaks Season 1. It was time to start re-playing—to retreat to artistic amusings inspired by Lynch’s beautiful, yet dark and mysterious world. Inspired by Raisa Kettunen’s work, I invited artists to join the Peak Experience collective as both a curator and creator. A creator creates ‘stuff’ and services, but what does a curator do in a profoundly digitalizing age?

Wolff and Mulholland (2013) note that with the advent of improved web infrastructure and storage, users can select, collect, annotate, tailor, organize and present content of multiple media types. This process is similar to the one of museum curators, who research, select, interpret, organize and narrate exhibitions.

A curated exhibition is based on the knowledge and research of one or more experts in the field. This research informs both the selection and organization of the objects. Importantly, the curator offers an interpretation of how the objects relate to one another. Essentially, they tell a story (Wolff and Mulholland 2013, n.p.).

The grand narrative behind the series of the Peak Experience exhibitions are artists’ and fans’ responses to the multidimensional storytelling related to Twin Peaks. My role as a Peak curator entailed first, a selection of artists with a connection to the series as devoted fans or commentators of Lynch and Frost’s mesmerizing storyworld. Second, a collection based on artworks was created, some of them tailor-made for the exhibition, some channeling a recognizable aura of ‘lynchian aesthetic’ (meaning ambiguity resorted between the nodes of wonderful/strange), and therefore, qualified for the exhibition. Foster-Wallace explicates the meanings of ‘lynchian’ as follows:

An academic definition of Lynchian might be that the term “refers to a particular kind of irony where the very macabre and the very mundane combine in such a way as to reveal the former’s perpetual containment within the latter.” But like postmodern or pornographic, Lynchian is one of those […] words that’s definable only ostensively—i.e. we know it when we see it. (Foster-Wallace 1997, 161).

Image 6. Gallery exhibition poster art by Carina Laine; P-galleria, Creat Space, and Superwood/Ivana Helsinki House (2016–2018).

The name of our exhibition refers, besides Twin Peaks, to peak experiences theorized by psychologist Abraham Maslow (1908–1970). A peak experience stands for a moment of happiness and fulfilment, which has meaning to both wellbeing and mental development. Maslow placed the human desire for self-expression on the top of his hierarchy and by doing so, ensured a valuable position of play among the hierarchy of needs.

Play by large, is a self-expressive activity. According to Henricks, we do not play to refine what we already know; we play to discover what we do not yet know (Henricks 2017, 11). Play may focus on imaginary matters (Henricks 2015, 5) just as it often circles around physical matters. Again, “Imaginative play may underlie creativity, innovation, and new ways of operating within the physical, organic, and social worlds in which all creatures are embedded” (Burghardt 2015, 35). In fact, imaginative play is a celebration of our personal originality (Sutton-Smith 2008) as well as in artistic tributes, in which imagination as a mediated practice is built on the idea of re-creation and mimesis.

When playing, a person may have a peak experience related to the use of imagination and limitless self-expression. Contemporary forms of play are often inspired by popular culture and the re-imagining of and toying with story worlds connected to transmedia phenomena have become emergent in both fandoms and in the context of art. Mimetic forms of play and multifaceted intertextual references to iconic popular productions are present in fan art and tributes of various kinds. The selected artworks of the Peak Experience exhibitions each link to the series in their unique ways – some recapturing unforgettable scenes, some reinterpreting its memorable characters:

Our Peak Experience art exhibition plays with artworks and spatial atmospheres created with different techniques. It is an artistic tribute to the magic story world created by David Lynch and Mark Frost. In our exhibition minimalism meets maximalism, plastic meets organic materials and beauty is juxtaposed with terror. At the same time, humor, mischievousness and mystery are present. Further, visitors may photograph themselves in a staged environment reminiscent of Agent Dale Cooper’s dream world/the Black and White Lodge. (Press release for Peak Experience at P-galleria, 2016)

The first Peak Experience exhibition was organized at P-galleria in Pori in October, 2016. Displaying of the pieces was a product of the curator’s vision of how to distribute the works in the three rooms of the gallery; The first space, a seductive introduction, inviting visitors in a small mountain town, so familiar for many, the second space a walk through the fir-infested, eerie woods with the innate owls, a giant portrait of the Log Lady, and the third space[5], the quintessential Black/White Lodge.

Instead of aggression and the violent aspects of Twin Peaks, the Peak Experience exhibitions have sought to bring to the fore affective reactions and responses to it. Besides its ‘lynchian vibe’, the art created aims towards a certain aesthetic interest in toyification: to cutify and craft the mysteries into the form of visual, material and spatial objects, so that they become playable in the sense of both object play and play of the mind.

Image 7. Welcome to Twin Peaks (2016). A painting by Katja Tukiainen.

Welcome to the Playground

The notion of space is essential to play, may it mean roaming in terrains of the physical, virtual or imaginative. Lynch contributed greatly to the localization of the imagination by filming the pilot in the North-West. The forests and mountains of the mysterious lands, marks for a North-European person very much the spiritual ground of native Americans, a natural landscape surrounded by ancient traditions and respectful co-existence between nature, animal and human. My wish was, when designing the exhibition space, to bring some of this magic to the art and how it is ‘dis-played’.

The idea behind the physical organization of the Peak Experience exhibitions was to function as experimental spaces and immersive environments—as the Black and White Lodge with its zigzag black-and-white pattern was recreated and the red velvet curtains hanged to achieve that special atmosphere in the three exhibitions. In the exhibition at P-galleria, a participatory invitation to play was also thrown to the general public, first to join in the game by posting photographs depicting landscapes from their hometown, which remind them of Twin Peaks by using hashtags #ihakotvinpiiksis #precissomitwinpeaks #justlikeintwinpeaks and #peakexperience. The challenge resulted in a photographic artwork being included in the exhibition (see Image 8).[6]

Image 8. On the left a photograph by Rauno Korhonen at P-galleria, photographed by the author (2016). On the right, Black and White Lodge, a painting by Katja Tukiainen (2016).

My baby girl, merely 6 months during the first exhibition in October 2016, placed on the chair in that space mimicking the Black and White Lodge, reminded me how different the affordances for play appreciated by the very young and those “I’ve seen it all” adults are. Somehow, when joining me for the displaying day, she had grasped a branch of the fake Douglas “fir” I’ve salvaged at the furniture rental, and happily occupied herself by chewing it, while I was giving the exhibition its finishing touches. Then again, a quick conversation between the artists at the opening party revealed their spontaneous desire to roll around on the zigzag floor, just like the mischievous little maidens in Peak Experience artist Katja Tukiainen’s oil painting “Black and White Lodge” (Image 8). This illustrated how the paidic pleasures of play may not be so different for children and adults.[7]

Toys are the most known ‘paidic’ objects to cater for play in the contemporary world. Toys gain meaning and a glow (Heljakka, 2013) once manipulated as objects of play. Their materiality and design longs for human touch. In art, toys are used both as raw material and inspiration (Heljakka 2016). When remodeled into sculptures and installations, the artist casts an additional glow on the toys, just like any player. Worn out toys channel the message that they have been cared for, at best dearly loved. It is because of this that toys that are only allowed to live in the collector’s glass cabinet carry an aura of melancholy around them. In all these manifestations, play is about the consequences of self-expression (Henricks 2017, 11).

One example of toyified and playable art is “The owls are what they seem” (protecting its wearer from the evils of Ghostwood) my own wearable art piece with 52 plush owls, hand-sewn into the fabric base (Image 9). This toyified piece is heavy, wearing it feels like walking in a harness, dressed in the toyetic essence of Twin Peaks. Later on, this protective jacket – because plush owls would not be there to scare you, just to cover you – has been worn for Toy Fair in New York and by a TV show host for Finnish Broadcaster Yle’s morning show on Twin Peaks.

Image 9. Come, follow the owls. Peak Experience at P-galleria (2016). An assisted selfie of the author photographed by Merja Heljakka.

Returning (20172018)

The second Peak Experience exhibition opened at Creat Space Helsinki on the 5th of January 2017. The exhibition received good media coverage: The curator joined fellow Peak artists Katja Tukiainen and Mari Kasurinen in radio interviews conducted with Radio Helsinki and Yle, and multiple blogs published posts and photographs of the exhibition. Twin Peaks: The Return aired on HBO Nordic on May 22 in 2017. The saga of the original cult television series that still attracts new audiences continued in 2017, when the third season created by Mark Frost and David Lynch, and directed by Lynch saw the daylight. Bob returned, but so did Laura.

What happened before this was that I received an invitation to play the part of a Twin Peaks connoisseur on national broadcaster Yle’s morning show. Due to a hectic schedule at the time, I was destined to be in Tel Aviv for a toy design conference on the very same day that the live show was to be aired on Finnish TV. Arrangements were made and flights rescheduled so that I could be present. The protective owl jacket and some of my Funkos were sent to the studio in advance, so that I would reconnect with them when returning from Israel. Through a catastrophic series of delayed flights on the way home, I got stuck in Berlin and joined the TV show through a fast-organized tele-presence. Clothed in my Ivana Helsinki owl-themed top at the airport, I managed to participate from a distance from the airport lounge. The interview went well, but to my misfortune, someone stole Bob from Yle’s studio in Finland. In fury, I mitigated the feelings of loss by ordering a replacement from Amazon on the same day. The unfortunate event also prompted some photoplay, inspired by artefacts from the original series. I replayed a poster with the drawn face of Bob, asking “Have you seen this man?” replacing the question with “Have you seen this toy?” (Image 10). Later on, I was interviewed by a local radio station about the first episode on the same day it became available. This time, in-person participation was possible. This time the toys followed—none of them escaped.

Image 10. Have You Seen This Toy? A screenshot of an Instagram post made by the author (2017).

Repurposing Legos and the Log

Many returns followed. In 2018 the Peak Experience collective functioned as the main (visual) art partner of the Superwood Festival organized at Hotel Rantapuisto in Helsinki. Paola Suhonen, the designer of Ivana Helsinki, creator and curator of the festival and a filmmaker herself, has often referenced Twin Peaks in her work.[8] The Superwood ‘boutique festival’ is said to resemble a sleepover with a Twin Peaks-atmosphere: ”Art installations around the hotel milieu set the mood with quirky Twin Peaks atmosphere” (Superwood Festival website).

At Superwood, the Peak Experience collective grew into a significantly larger group of artists, who displayed works around and outside the hotel from the corridors to a specific gallery room. Some of the pieces were installed outdoors. In the gallery, visual artist and musician Sasha Kretova installed an ambient sound piece, and as an auditive experience, a completely new addition to the exhibition.

In playing, anything becomes possible—the strange disappearances of Twin Peaks treasures did not stop: For the occasion, I thought of making a neck-piece for myself of my daughter’s Lego shovel by giving it a gilded touch inspired by the tools seen in The Return. I rummaged her toy box and snatched the perfect piece suitable for this intention. Mysteriously, when it was time to paint the part for the impromptu necklace, the toy had vanished from the hotel room. I’m still looking for a replacement and wondering about the mystery. Please do not tell her.

For the Superwood exhibition, the artists were invited to create their individual interpretation of the Log. Game scholar Ian Bogost notes, how a stick doesn’t come with a manual. but it has properties. Length and woodenness, strength and breakability, a status as detritus inviting its absconding and repurposing, sharpness and length etc. “The stick’s delight owes a greater debt to the thing itself than it does to the child who would put it in use-even if that child’s invention of new uses for the stick’s material properties also contributes to its function as a plaything” (Bogost 2016, 166–167). The stick, the ultimate found-object-as-toy is “very open-ended, all-natural, the perfect price,” Strong curator of collections Christopher Bensch has said (Bogost 2016, 161). A stick comes close to the Log. But whereas the stick is an improvised, tactile plaything, organic and akin to a chunkier wizard’s wand, the log is shaped by human hands, leaving a texture of labor on it. It is rather wood than ‘wooden’ like some industrial toys, but it’s naturalness has been affected by the cut. Philosopher, sociologist and art critic Walter Benjamin (1935) liked wooden toys because according to him, their aura was sustained in the raw-material.

The Log in possession of the Log Lady in Twin Peaks is anthropomorphized like any toy character, highly personal and therefore psychologically powerful. Not everything is what it seems, and even dead wood may possess magic capacities. Held in one’s arms, the Log is a very universal toyfriend, just like the stick. Being more robust, the weight of the Log resembles that of a child—needy and demanding, it requires attention and nurturing. It has something to say, but like a doll, cannot speak for itself. Despite the fact that most (non-technological) dolls have mouths, they need players to articulate their inner lives. The Log, even, like Eero Aarnio’s famous Puppy furniture-characters, does not have a face at all. But what counts is its capacity to let the player imagine and thereafter, project a face on them. In this way, any appropriately modelled object, shaped either by nature or a designer, may become a toy and parasocial[9] companion if the player so demands. In the Superwood exhibition the Log reappeared in many manifestations of artistic play, in both subtle and subversive interpretations (Image 11).

Image 11. Super(iority of) wood and some characters. Peak Experience artworks (clockwise from lower left corner) by Mari Kasurinen, Henna Kallionkieli, Sampo Marjomaa, and Jasmin Anoschkin at Ivana Helsinki House photographed by Johanna Lehtinen (2018).

Toyification of Twin Peaks

Toys are prompts that trigger and persuade people to play with others. The Peak Experience has featured toys from its beginning – in the form of raw material, inspiration and actual toy-art. In Caillois’ (1964) definition, mimicry is a way for players to escape themselves by becoming someone or something else. As demonstrated, once superimposed with capacities of the human imagination, (toylike) things have the same potential.

In play, more than anywhere else, apart from madness, the player can escape the usual orthodox links between signs and their referents. In play, the significance of what is going on may come as much out of the minds of the players as out of the objects in their hands or the world to which those objects refer. (Sutton-Smith 1986)

Toyification communicates the idea of an entity (physical, digital or hybrid) being intentionally reinforced with toyish elements or dimensions; an object, a structure, an application, a character or a technology acquiring a toyish appearance, form or function (Thibault & Heljakka 2018). Many transmedia creations are toyified at some point, unless they are toys from the start. As noted in earlier research (Heljakka 2016) ‘toyish’ interpretations of Twin Peaks were long produced as part of the activities of fans only, and not as industrially made playthings. Nevertheless, like many media productions, even Twin Peaks was destined to become toyified. This happened through fan play and art long before the launch of Funkos, but happened again, as the Vinyl Pops entered the market.

Funko Vinyl Pop characters come with eyes, just like Hello Kitty (see Image 12). They are mouthless, but not mute. Like character toys in general, they come with eyes, and eyes are a gateway to the soul: “When you see the nose, eyes, forehead and when you are able to describe them, you relate to the other as if it is an object. The face is meaning […] The face talks” (Levinas 1996, 73–74). Despite their obvious amiability and cuteness, the magic of Funkos lies in how recognizability to the original referents remains, although the toys come with rounded edges, large heads, tiny noses and hands, channeling Lorenz’ kindchenschema (orig. 1943, see Lange et al., 2017).

My personal peak experiences in association with Twin Peaks have demonstrated how toyification, once at the level of imagination, on the one hand lets the simplest wood chunks become toys. On the other hand, industrial toys as precisive objects for play, are meant to set the imagination in motion by offering more clues for play.

Fantasy of the mind travels beyond semiotics, even if to be toyified in one’s imagination, and when the object calls out a certain weight and aesthetic. Therefore, we can see that the Log can be a toy in more ways that the saw that cut it never could. Nevertheless, what makes the Log more human than Funko, is its vulnerability. The Log may die once burned the way plastic never could. The materiality of toys therefore regulates their life cycles as human companions. The eerie foreverness of plastic toy figurines make them appear powerful, even threatening. Frank Silva might be long gone as an actor, but the image of Bob lives on in the form of Funko (see Image 13). As a toy, Bob always seems to lurk in the shadows of the glass cabinet of collectables, looking for opportunities to crawl behind a sofa and scare any other player, toy—or human. This, unless of course, Bob becomes stolen, evaporates or decides to leave to some other place, more beautiful and strange.

Image 12. The Log Lady and Dale Cooper joined me for a damn fine cup of joe at the ‘Double-R’ Diner, a.k.a. Twede’s. Photographed by Carina Laine (2018).

Toy tourism in Twin Peaks

In 2018, I returned to Snoqualmie and North Bend with fellow Peak artist Carina Laine. This time with my nails painted exactly like Diane’s, or her Tulpa (Image 12). This time dressed for the part with a tartan-patterned skirt, a homage to the visual style of the series that had such a huge impact in my teens. This time with toys. The ones that I predicted in my essay (Heljakka 2016), would be later launched by Funko. And they were (see Image 13).

Images 13. Dale Cooper and Bob as Funko Pop Vinyl toy characters, photoplayed by the author (2018).

Therefore, it is interesting to note, how traveling with toys to locations of film and television toyrism follow ideas presented in reference to being a fan, for “Fandom, both in terms of the community and other fans and the experience of being a fan, is not an isolated moment. It is something that the fan brings with them to the location they visit and something they carry with them once they leave”, writes Waysdorf (2020, 290). Engaging in toy tourism, when visiting Twin Peaks, then, is to let the plaything make fandom tactile—tangible and playable, and perhaps most of all, to be photoplayed, once again captured on camera being behind the screen just like on television.

The phenomenon of travelling toys refers to activities, in which toys travel in the name of toy tourism, either as a part of amateur practices as their owners’ companions (see Images 13), single-handedly within hosting programs or professionally organized toy travel agency services (Heljakka 2013, 289), or within the game of geocaching (Heljakka & Ihamäki 2020). Previous research observes how toy tourism—or toyrism—is a hybrid of value dimensions, playful artifacts, and touristic playscapes in destinations and social media (Heljakka & Räikkönen 2021).

My friend and fellow Peak artist and I stayed at the “Great Northern”, a.k.a. Salish Lodge, this time the only possible choice. What echoed the visual attributes of Twin Peaks were surprisingly few in the hotel. Of course, we lit up the quintessential (electric) fireplace and prepared our cups of joe with the local roast. What is the highlight of this accommodation is its vicinity to the Snoqualmie waterfall and it’s beyond words scenic vistas offering amazing possibilities for photoplay with human companions and toyfriends (see Image 2). Perfect occasions and locations for tributes of fandom.

After breakfast at Twede’s, we strolled to North Bend making use of every photo opportunity that arose in the picturesque village. During the daytime the place seemed welcoming and harmless. An Uber driver navigated the way to Ronette’s bridge solely based on our assumptions that it would be located adjacent to a railroad. Upon arrival, I made myself into a toy, triumphantly swiveling in my long skirt of the sheer euphoria of being there. We found it like a treasure, without having that map (Image 14).[10]

Image 14. Assisted selfie on Ronette’s Bridge, on the left (North Bend, 2018) and Noormarkku, Finland, on the right (2020). Photographed by Carina Laine.

I asked for a number of ‘assisted selfies’ by my friend (for example, see Images 14 and 15) and found limitless joy in photoplaying with all the toyfriends that traveled with me this time. This time photographing needed not be rushed or restricted to a few shots only like during my first visit in 2009. My smartphone has a brilliant camera and plenty of storage, which encourages delving into play and a thorough state of flow, including concentration, contemplation and the ultimate freedom for self-expression, making this 2018 visit far more fruitful in terms of productive play than the visit of 2009 had been. Thanks to rapidly evolving technologies, contemporary play becomes enriched with extended possibilities.

Image 15. Welcome to Twin Peaks, again (2018). Photographed by Carina Laine.

There is no end (to imagination): The concept of eternal returns

The symbol for eternity, to infinity and beyond has become perceivable in some media creations, like toys. In my own art (This is Play, 2011) I have asked, “Are there toys in heaven?” To some, the thought of life as an endless state of play would be intolerable, the epitome of regression at worst, but for some the utmost and desirable precondition, in which the playing human (or any fan) may survive.

Essentially, play is progress through communication, and if there is no possibility for dialogue between players, one is limited to her own inner world and to the silent dialogues. A world without art and entertainment would mean a situation, in which we had more limited possibilities to toy with in terms of our imaginings. This would have severe outcomes for our creativity and problem-solving skills, even relationships. The idea of eternity intimidates, because it has cosmic proportions and transforms us humans into the toys of God as philosophized by Plato.[11] Lynch is a Buddhist and his spiritual worldview comes across in Twin Peaks in many ways. The concept of eternal return is therefore not distant from analyses on the cult series and nor can they be so in the reflections of a researcher, or a curator of ‘peak experiences.’

Sutton-Smith (2017, 225) writes how “we assume that the peak experiential states within play must be about happiness”. Despite the concept of eternal returns, it is not the cyclic movement that results in happiness, nor an end-state of ‘static’ afterlife. Play is far too messy to generate happiness only, and consequently more akin to the roughness and realness of creative chaos that succumbs to the hunger of novelty, and the quest for weirdness and wondering. It is the variations that are made during each cycle that make us content.

Essentially, contemporary play just like the world of Lynch, draws its awe from mystery and the unanswered. It is probably better not to know if there are toys in heaven, or whether we transform into cosmic dust in space in passing. Playing is about molding and extending the imagination—and nurturing the imaginations of others by adding endless narrative layers answering the what if’s that set it in motion. It is the glimmer in the creative beast’s mind, persistently chasing to feed on the unexpected, the unheard, the unseen. This asks for mental plasticity of a curious mind—the famous out of the box way of thinking. Finding oneself out of the box seems to have been an innate quality of Lynch, who paradoxically, by creating Twin Peaks with fellow producer Mark Frost got ‘inside the box’ that the TV of it’s time was. Clearly, a media that needed some serious toying with its conventions—some stirring and shaking in terms of defining what TV could be. Lynch returned by repeating the trick with Twin Peaks: The Return, with the hallucinatory episode 8 (Gotta Light?) in particular, but again, with a historical(ly) twist(ed angle).

According to Henricks, people play to discover expanded versions of self (2015, 11). Paul Frappier, a researcher of adult play states: In playing we recuperate unused parts of ourselves (1976, 195). I would add to this: people play because they want to test the limits of their (own and others’) tolerance and capacities. What is most rewarding is to stretch and by doing so, titillate the imagination, keeping the peak experience at reach of the fingertips, but never completely in one’s hands.

“By adopting, inventing, constructing, and reconfiguring the material and conceptual limits around us, we can fashion novelty from anything at all.” (Bogost, 2016, 223). In the end—or rather—at the dusk of a new beginning, what seems to keep fans and artists going, just like the creativity of Lynch, is looking for the rabbit holes in which, repeatedly let oneself fall in and bring oneself again, and again to those familiar vistas, that waterfall, that coffee mug, those cherries rolling inside our mouths, eternally teasing ourselves if the knot can be made or not. That is the secret of wrapping—to let it be intact, leave it be, unboxed and never opened and at the same time, to play with the concept of the endless potentiality of possibility. Like the fantasy of catching unicorns, or rather, white horses or the idea of forces of time, nature, and destiny, constantly affecting our environments and existence. Just look what happened to Laura—filled with secrets, but even though unwrapped, never emptied of her mysteries, really.

It is happening again (20192021)

Long-term play often gives the most gratification. The plan was to take Peak Experience to Tokyo in fall of 2019 with Ivana Helsinki. We planned a miniature exhibition including an AR element featuring the easily transportable log collection traveling in one suitcase and possibly, a mobile app. But time was not on our side and the event was postponed. Then, the world was hit by the pandemic with serious outcomes, limiting travel and movement for a duration, still by large, unknown.

Social distancing has had an effect on how we play, but not why we play. In play, we seek solidarity and companionship. We are socioemotional beings and remain playful even in times of crises. For many, pandemic play has produced a temporary, positive refuge from the never-ending flood of pessimistic news. Because play is escapism as much as it is interaction with the actual world. As Waysdorf notes, physical place may be even more significant in a digital and transmedial age (2020, 294). In the pandemic of loneliness and isolation, the desire to project sceneries from familiar and ‘fannish’ media locations, popularized by film or television on nearby landscapes, may represent forms of playful escapism to many. We seek the fantastic in the familiar, and are ready to believe in the make-believe superimposed even on everyday environments.

As the curator, I started scouting for a new exhibition location in my hometown, the city of Pori, where it all began, years ago. How I continued the quest for peak experiences in my own ‘hoods’ and woods, was by seeking the scenes in my own everyday environment. A familiar fact was that the town I live in has many neighborhoods that so obviously channel a ‘Twin Peaks vibe’—multiple railroad bridges resembling that of Ronette’s, a couple of historical saw mills and those somewhat disturbing forest-areas, which seem so similar to Twin Peaks that one would not dare to step into them in the dark hours. Perfect locations for filming the next Peak Experience—an immersive and completely digitized edition of our exhibition (for reference, see Addendum). So, there I am, once again, in Twin Peaks, on that bridge, swiveling around in a pleated skirt, feeling alive and ready to play (see Image 14).

Ultimately, peak experiential states are sustained through imagination, the key element of play. Peak experiences happen, because of creativity of artists, fans and players, not through fulfilment by happiness and having it all. To be kept alive, play asks for reruns and returns. Play requires reminiscing, so that it can prepare us to become curious again, for what comes next and what differs from what has been seen and done before. Through the playful artistic tributes, the Legacy of the Log lives on. Eternal returns mean that by playing (back), I’ll see You again, and again. And I’ll play (with) You again.

Addendum

The dream was to create an immersive, virtual exhibition of Peak Experience (Peak Experience: Immersive Edit) that can be accessed as a bonus feature below this reflective think piece. This multidimensional documentation exemplifies the many tributes to the TV series that were created and curated during the journey. Let us demonstrate how the magic of Twin Peaks lingers around. Welcome to our Peak Experience, virtually.

Acknowledgments

You’ve got to be grateful for beautiful things that are replayed in life. The author would like to express her deep gratitude to Kirsty Fairclough, Michael Goddard, and Anthony Smith at Salford University for organizing the conference on Twin Peaks in 2015, and to the fantastic fellow editors of this special issue, Petri and Pauliina: Thank you so much for your professionalism, good spirits and showing the ropes between some damn good cups of virtual coffee. What yields acknowledgment, is also the tremendous role of the late toy and play scholar Brian Sutton-Smith, my most preferred theorist on play(things). Markku, my father, for playing the drone, and Aliisa, who frequently revisits the wondrous territories of creative videography with me through our cooperation. And last, but definitely not least, thank you, my fellow artist superfans from all the four (+1) Peak Experience exhibitions, so far organized in 2016–2018 (+2021). I would not have wanted to do it, or could not have done it without You. As your Peak Curator let me promise You this: I’ll play (with You) again.

References

All links verified 30.5.2021

Art exhibitions

Peak Experience Collective (2016). Peak Experience. Art exhibition. P-galleria, Pori. 2.11.-20.11.2016.

Peak Experience Collective (2017). Peak Experience. Art exhibition. Creat Space, Helsinki. 5.-17.1.2017.

Peak Experience Collective (2018). Peak Experience Replayed. Art exhibition. Superwood Festival, Helsinki. 12.–14.10.2018.

Peak Experience Collective (2018). Peak Experience Replayed Extended. Art exhibition. Ivana Helsinki House. 1.-28.11.2018.

Peak Experience Collective (2021) Peak Experience Immersive Edit. Virtual exhibition.

@peakexperienceart on Instagram. https://www.instagram.com/peakexperienceart/.

Television series

Twin Peaks. Lynch, David & Frost, Mark (1990–1992). Television series. Seasons I & II.

Twin Peaks: The Return. Lynch, David & Frost, Mark (2017). Television series. Season III.

Websites

Gooney Bird. 2011. Kenner Collector Focus: Interview with Bernard “Bernie” Loomis – President of Kenner, Posted on March 4, 2011, http://www.kennercollector.com/2011/03/interview-with-bernard-bernie-loomis-president-of-kenner/.

Merriam-Webster. 2021. Think piece. https://www.merriam-webster.com/dictionary/think%20piece.

Ramirez, Jennifer. 2018. Twin Peaks fans creating a damn good exhibition! November 8, 2018. https://warmsquirrel.com/crochet-art/crochet-art-log-lady-twin-peaks/.

Superwood Festival. https://www.superwoodfestival.com/.

YLE Areena. 2017. Tähtihetki: Twin Peaks tekee paluun. [Twin Peaks Returns] 19.5.2017. https://areena.yle.fi/1-4142308.

Literature

Alemany Oliver, Mathieu. 2015. “Rejuvenated territories of adulthood.” In North American Advances in Consumer Research 43, edited by K. Diehl & C. Yoon, 654–655.

Benjamin, Walter. 1935. The Work of Art in the Age of Mechanical Reproduction.

Burghardt, Gordon M. 2015. “Integrative approaches to the biological study of play.” In The Handbook of the Study of Play 1, edited by Johnson, James E., Eberle, Scott, G., Henricks, Thomas, S., and Kuschner, David, 21–39. Co-published with The Strong.

Burns, Andrew. 2015. Wrapped in Plastic. Twin Peaks. ECW Press, Canada.

Csikszentmihalyi, Mihaly. 1975. Beyond boredom and anxiety. The experience of play in work and games. Jossey-Bass Publishers.

Darian-Smith, Kate, and Factor, June. (Eds.) 2006. Child’s play: Dorothy Howard and the folklore of Australian children. Melbourne, Australia: Museum Victoria.

De Kosnik, Abigail. 2016. Rogue archives: Digital cultural memory and media fandom. MIT Press.

Foster-Wallace, David. 1997. A supposedly fun thing I’ll never do again. Abacus.

Frappier, Paul. 1976. The Playing Phenomenon in Adults (dissertation). Université du Quebec, Montreal.

Frost, Joe L. 2015. “Designing and Creating Playgrounds.” In The Handbook of the Study of Play, edited by Johnson, James E., Eberle, Scott, G., Henricks, Thomas, S., and Kuschner, David, 425–434. Co-published with The Strong.

Funko Pop Vinyl. Toys.

Gaines, Jane M. 1991. Contested Culture: The Image, the Voice, and the Law. Chapel Hill: University of North Carolina Press.

Geraghty, Lincoln. 2014. Cult Collectors. London: Routledge.

Gray, Jonathan. 2010. Show Sold Separately: Promos, Spoilers, and Other Media Paratexts. New York: New York University Press.

Heljakka, Katriina. 2011. This is Play. Art exhibition. Galleria Elise. 10.6–31.7.2011.

Heljakka, Katriina. 2012. “Aren’t you a doll.” Journal of Gaming and Virtual Worlds. Vol. 4, Issue 2, 153–170.

Heljakka, Katriina. 2016. “Toying with Twin Peaks: Fans, artists and re-playing of a cult-series.” Series. International Journal of TV Serial Narratives, Vol 2. Number 2, 2016, https://series.unibo.it/article/view/6589

Heljakka, Katriina, and Ihamäki, Pirita. 2020. “Toy tourism. From Travel Bugs to characters with wanderlust.” In Locating Imagination. Popular Culture, Tourism & Belonging, edited by Nicky van Es, Stijn Reijnders, Leonieke Bolderman & Abby Waysdorf. Routledge, 183–199.

Heljakka, Katriina, and Räikkönen, Juulia. 2021 “Puzzling out “Toyrism”: Conceptualizing value co-creation in toy tourism.” Tourism Management Perspectives, Volume 38, April 2021. https://doi.org/10.1016/j.tmp.2021.100791.

Henricks, Tomas S. 2015. “Where Are We Now? Challenges for the Study of Play.” In The Handbook on the Study of Play, edited by Johnson, James E., Eberle, Scott, G., Henricks, Thomas, S. and Kuschner, David, 381–391. Co-Published with the Strong.

Henricks, Thomas S. 2017. “Foreword”. In Play for Life. Play Theory and Play as Emotional Survival, by Sutton-Smith, Brian. Compiled and edited by Charles Lamar Phillips and the editors of the American Journal of Play, The Strong.

Heynders, Odile, and van Nuenen, Tom. 2014. “Tourist Imagination and Modernist Poetics: The Case of Cees Nooteboom.” In Travel and Imagination, edited by G. Lean, R. Staiff & E. Waterton, 103–118. Farnham: Ashgate.

Kerr, John H., and Apter, Michael J. 1991. Adult play. Amsterdam: Swets & Zeidlinger.

Lange, Benjamin P., Schwab, Frank and Depp, Johnny.2017. “Das Kindchenschema bei Medienfiguren.” Evolutionäre Ästhetik. 163–181. Lengerich: Pabst Publishers.

Levinas, Emmanuel. 1996. Etiikka ja äärettömyys. Keskusteluja Philippe Nemon kanssa. [Ethics and Infinity: Conversations with Philippe Nemo] (finnish transl. Antti Pönni), Gaudeamus.

Lieberman, J. Nina. 1977. Playfulness. It’s Relationship to Imagination and Creativity, Academic Press, Inc.

Sutton-Smith, Brian. 2004. “Foreword: Play as Fantasy of Emergency.” In Play, development and Early Education, edited by James Johnson, James F. Christie and Francis Wardle, Pearson.

Sutton-Smith, Brian. 2008. “Beyond ambiguity.” In Foundations of Playwork, edited by Fraser, Brown and Taylor, Chris, 139–144. Open University Press, U.K.

Sutton-Smith, Brian. 2017. Play for Life. Play Theory and Play as Emotional Survival. Compiled and edited by Charles Lamar Phillips and the editors of the American Journal of Play, The Strong.

Thibault, Mattia, and Heljakka, Katriina. 2018. “Toyification. A Conceptual Statement.” 8th International Toy Research Association World Conference, Jul 2018, Paris, France.

Telotte, J. P. 1995. “The Dis-order of Things in Twin Peaks.” In Full of Secrets. Critical Approaches to Twin Peaks, edited by Lavery, David, 160–172. Wayne State University Press: Detroit, Michigan.

Waysdorf, Abby. 2020. “Placing fandom. Reflections on film tourism.” In Locating Imagination. Popular Culture, Tourism & Belonging, edited by Nicky van Es, Stijn Reijnders, Leonieke Bolderman & Abby Waysdorf, 283-296. Routledge.

Wolff, Annika, and Mulholland, Paul. 2013. “Curation, curation, curation.” Narrative and Hypertext Workshop (NHT’13), 1-3 May 2013, Paris, France.

Notes

[1] According to Merriam-Webster dictionary, a think piece is “a piece of writing meant to be thought-provoking and speculative that consists chiefly of background material and personal opinion and analysis”, see https://www.merriam-webster.com/dictionary/think%20piece.

[2] For a similar experience, see Tuomi in this Special Issue.

[3] For reference, please compare the landscapes of Figure 3. and Figure 4.

[4] Toyetic is a term coined by Berbie Loomis, who worked at Kenner Toys. For reference, see Gooney Bird (2011).

[5] Third space also refers to the theorizing of E. Soja (1996), who proposes a different way of thinking about space and spatiality. “First and second spaces are two different, and possibly conflicting, spatial groupings where people interact physically and socially: such as home (everyday knowledge) and school (academic knowledge). Third spaces are the in-between, or hybrid, spaces, where the first and second spaces work together to generate a new third space.” For reference, see ‘Third space theory’, https://www.oxfordreference.com/view/10.1093/oi/authority.20110803103943995. More fitting for this analysis is perhaps the following perspective on third space: The term Third Space is coined by the theorist Homi K. Bhabha. He describes the Third Space as a transition space, where post-colonial power relations and norms are subverted by political, aesthetic or everyday practices. A Third Space is not a physical place, it’s much more a space where hybrid identifications are possible and where cultural transformations can happen. Third Spaces enable cultural hybridity, that is to say identities and practices, which perform difference without an assumed or imposed hierarchy. In reference to the ‘narrative space’ of Twin Peaks, we could consider the forest as a third space, shared by the presence of forces, and allowing shapeshifting and hybridizing of identities to take place. For this definition, see https://thirdspace-webseries.com/.

[6] Twin Peaks is a popular reference in association with descriptions of small and secluded townscapes and communities. At the time of writing, the author notices how Twin Peaks was brought up in reference to Mariehamn, Åland in Finnish travel magazine Mondo, where artist Nayab Kram compared her hometown to Twin Peaks by saying “Mariehamn can also be like Twin Peaks, mystic, uncanny, with secrets beneath the surface”. See Roviomaa, Johannes (2021) Onnellisten saari, Mondo 4/2021, 36–45.

[7] In fact, paidia refers to children in Greek language. For reference, see Alemany Oliver (2015).

[8] In a runway show in New York, Paola Suhonen chose to play Julee Cruise’s song Into the Night (1989) as the models walked the show for the Velvet Lake 2011/2012 collection. During cocktails after the fashion show I asked the designer if I had heard right, and she confirmed.

[9] Parasociality refers to “a term coined by Horton and Wohl in 1956 to refer to a kind of psychological relationship experienced by members of an audience in their mediated encounters with certain performers in the mass media, particularly on television. Regular viewers come to feel that they know familiar television personalities almost as friends.” See ‘parasocial interaction’ in Oxford reference https://www.oxfordreference.com/view/10.1093/oi/authority.20110803100305809.

[10] In this Special Issue, a detailed map of these territories is provided by Pauliina Tuomi. For reference, see Tuomi, Pauliina (2021) ”Pöllöt eivät ole sitä, miltä näyttävät, mutta ovat löydettävissä: matkapäiväkirja ja vinkit Twin Peaks -kierrokselle”.

[11] For reference, see Plato, Laws (English) book 7, section 803c: http://www.perseus.tufts.edu/hopper/text?doc=Perseus:text:1999.01.0166:book=7:section=803c&highlight=plaything.

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

Pöllöt eivät ole sitä, miltä näyttävät, mutta ovat löydettävissä: matkapäiväkirja ja vinkit Twin Peaks -kierrokselle

elokuva- ja tv-turismi, fanikulttuuri, matkakertomus

Pauliina Tuomi
pauliina.tuomi [a] tuni.fi
FT, tutkijatohtori
Tampereen yliopisto
Informaatioteknologian ja viestinnän tiedekunta, Tietotekniikka.


Viittaaminen / How to cite: Tuomi, Pauliina. 2021. ”Pöllöt eivät ole sitä, miltä näyttävät, mutta ovat löydettävissä: matkapäiväkirja ja vinkit Twin Peaks -kierrokselle”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/pollot-eivat-ole-sita-milta-nayttavat-mutta-ovat-loydettavissa-matkapaivakirja-ja-vinkit-twin-peaks-kierrokselle/

Tulostettava PDF-versio


Tässä matkakertomuksessa käydään läpi omakohtaisia kokemuksia vierailusta Twin Peaksin kuvauskohteisiin sekä tarjotaan vinkkejä muille matkaa suunnitteleville. Matkapäiväkirja koostuu kohteista otetuista kuvista sekä niiden kuvausteksteistä. Matkaa peilataan netissä jo oleviin, pääosin kansainvälisiin vinkkisivustoihin sekä osin fiktiivisiin TP-karttoihin. Kertomus toimii suomenkielisenä matka- ja vinkkioppaana Twin Peaksin tärkeimmille kuvauslokaatioille, ja sen toivotaan inspiroivan mahdollisimman monen TP-fanin tekemään unohtumattoman matkan (sitten kun se pandemian puitteissa joskus on mahdollista) seudulle, jossa Twin Peaksin tunnelman voi yhä aistia.

Kuva 1. Elokuva- ja TV-turismin tärkein ja tunteisiin vetoavin piirre on maantieteellinen tunnistettavuus esimerkiksi tiettyjen maamerkkien kautta. Twin Peaksin alkumusiikistakin tutut, Snoqualmien putoukset sopivat tähän tarkoitukseen täydellisesti.

Johdanto

Alkuvuonna 2019 pohdimme puolison kanssa, minne päin Pohjois-Amerikkaa seuraavaksi matkaisimme, ja yhtäkkiä, kuin salama kirkkaalta taivaalta, hihkaisin ”Twin Peaks”! Tiesin suunnilleen, missä kuvauksia oli tehty, ja täten matkakohteeksi valikoitui Seattle. Twin Peaks on 1990-luvun TV-sarjana itselle merkittävä, se on jättänyt lähtemättömän jälkensä tuolloin noin 10-vuotiaan mieleen. Kun sarja starttasi Suomessa olin katsottuani ensimmäisen jakson yhdessä vanhempieni kanssa välittömästi koukussa. Äitini vastusteli, että se ei olisi ikäisilleni suunnattu, mutta intettyäni, että haluan jatkaa sen katselua, siihen suostuttiin, vaikka en koskaan saanut katsoa sarjaa yksin. Julistin, että sarja ei ollut lainkaan pelottava ja osaisin hyvin erottaa todellisuuden ja televisiosarjan toisistaan. No, jälkikäteen mietittynä, se ei ehkä ollutkaan ihan niin. Sarjan hahmo Bob on sittemmin vieraillut vakiokasvona painajaisunissani aina näihin päiviin asti.

Olen sittemmin aikuisiällä katsonut niin Fire Walk With Me -elokuvan kuin televisiosarjan kaksi tuotantokautta useampaan otteeseen, ja nauttinut niiden tuomasta jännityksestä ja alkumusiikin ensisävelten ihokarvoja nostattavasta tunnelmasta. Ja vielä tänä päivänä, koska osaan sarjan tapahtumat ulkoa, Bobin tullessa ruutuun, katson kohtaukset sormien välistä – mainittakoon tässä yhteydessä kuuluisa sohvan yli ryömiminen -kohtaus sekä Lauran serkun Maddyn kohtalo (”it is happening again”). Suurin pettymys pienen tytön mielessä oli kuitenkin sarjan silloinen päätös (”how’s Annie”). Siitä oli vaikea päästä yli, ja kuullessani kolmannen tuotantokauden tulosta, olin enemmän kuin innoissani. Valitettavasti uusi kausi ei tuonut tuota vanhaa agenttia takaisin, mutta yhtä kaikki, senkin päätös oli vaikuttava. ”What year is this” – ja Sheryl Fennin kirkaisu siihen päälle, ja taustalla kiirivä huuto ”Laura” kaikkien valojen samalla sammuessa. Kaikki Twin Peaks -kaudet johdattivat minut sen syntypaikoille, kohteisiin, joihin en ikinä 10-vuotiaana olisi uskonut pääseväni.

Televisiosarja saa kulttimaineen, kun sitä pidetään jollakin tavalla merkittävänä ja poikkeuksellisena, ja kun se koetaan tunnusmerkeiltään nostalgisena. Toki, on kritisoitu, että näillä kriteereillä melkein mikä tahansa televisiotuotanto voitaisiin jälkikäteen julistaa kulttisarjaksi. Joillakin ohjelmilla on kuitenkin hämmästyttävä valta kannustaa fanit uppoutumaan kuvitteelliseen maailmaan.

Jo elokuvateollisuuden alkuaikoina ymmärrettiin oikeiden kuvauspaikkojen merkitys, ja näitä kohteita alettiin markkinoida ajatuksella ”you’ve seen the movies, now visit the set”. (Ks. esim. Connell 2012) Samalla muodostuu mielikuvia, jotka voivat stimuloida matkustamista määränpäähän (Kim ja Richardson 2003). TV- ja elokuvaturismin varhaisvaiheet liitetään usein Alfred Hitchcockin (1899–1980) elokuviin, joissa esiintyi helposti erottuvia ja mieleenpainuvia maisemia, kaupunkikuvia ja maamerkkejä. Parhaiten tämä näkyy ehkä psykologisessa trillerissä Vertigo (1958), jossa näkyvät San Franciscon legendaarisimmat turistikohteet synnyttävät katsojassa vahvoja tunteita. San Francisco mainitaankin yhtenä ensimmäisistä paikoista, joka on houkutellut katsojia hyödyntämään elokuvamatkailun etuja. (Edgerton 1986.) Innokkaimmat katsojat etsivät nimenomaan tarkkoja kuvauspaikkoja, ja tätä prosessia helpottivat aiheesta julkaistut kirjat ja myöhemmin verkkosivustot (ks. Reeves 2003, Iltalehti 2018.) 

Pirates of the Caribbean ja Harry Potter ovat tunnettuja esimerkkejä elokuvien mediabrändeistä, joiden ympärille on syntynyt elokuvaturismin lisäksi myös kokonaisia teema- ja viihdepuistoja. Niissä kuitenkin päädytään ennemmin simuloimaan kokemusta, kuin tarjoamaan autenttista, oikeiden kuvauspaikkojen tuomaa tunnelmaa. Niin sanotulla elokuva- populaarikulttuuriturismilla voikin olla useita erilaisia muotoja ja ilmenemismuotoja (esim. Busby ja Klug 2001; Beeton 2011; Croy ja Heitmann 2011). Yleensä ne kattavat vierailut tietyissä elokuva- / televisiotuotannoissa kuvatuissa paikoissa. Paikat ovat todellisia, kuten kaupungit, kylät, maaseutu ja muut ympäristöt, joita on sittemmin käytetty elokuvan kuvauspaikkoina. Riittää, että katsoja tunnistaa ne fiktiivisen tarinankerronnan osana.

Usein isoa roolia, erityisesti ei-kaupallisessa mielessä, pyörittävät fanit ja faniyhteisöt. Tiettyjen sarjojen ja elokuvien ympärille saattaa syntyä isoakin toimintaa, josta vastuussa ovat yksittäiset henkilöt, joita faniyhteisö tukee (Månsson 2011). Tämä pätee myös Twin Peaksin kohdalla. Sarjalla on jo vuonna 1993 aloittanut tapahtuma, vuosittain järjestetty Twin Peaks festival, joka on alun perin fanien alullepanema, mutta ensimmäisen kerran se toteutettiin yhteistyössä studion kanssa, jonka avustuksella paikalle saatiin myös sarjan näyttelijöitä. Tämän jälkeen toiminta jatkui fanivetoisena aina vuoteen 2019, jolloin CBS ilmoitti ottavansa tapahtuman haltuunsa, ja järjestävänsä sitä omissa nimissään. 

Toinen fanien luoma iso, maailmanlaajuinen tapahtuma, on vuosittain järjestettävä Twin Peaks Day, 24. helmikuuta). Päivän juhlallisuudet näkyvät ja pyörivät globaalisti muun muassa fanipohjaisen Welcome to Twin Peaks -Facebook-yhteisösivun kautta. On korostettava, että jopa David Lynch on noteerannut tapahtuman hienosti ja raportoinut siitä Twitter-tilillään. Fanit ovat myös tuottaneet sarjan ympärille useita erilaisia karttoja, erityisesti fanimatkailuun liittyen, joiden pohjalta on halutessaan helppo tutustua alueen eri kuvauskohteisiin (Kuva 2). Kartoissa fiktiiviset kuvauspaikat usein suhteutetaan paikkansapitäviin maantieteellisiin sijanteihin. Twin Peaksin kulttikohteiden ympärillä onkin useita sivustoja, joita vasten voi peilata ja suunnitella omaa kierrosta ja matkaansa (esimerkiksi Twin Peaks blog.)

Kuva 2. Karttamalleja on useita, ja ne yleensä sekoittavat niin fiktiivisen kuin todellisenkin maantieteellisen sijainnin.

Ranskalainen Guy Debord (1983) on aikoinaan todennut, että spektaakkeli ei ole puhtaasti kuva tai kuvien yhdistelmä, vaan kuviin perustuva sosiaalinen rakenne. Elokuvaturismin erottuva piirre onkin maiseman tai kuvauspaikan muuttuminen spektaakkeliksi. Tämän prosessin kautta se muovautuu kulttuurimaisemaksi, jota voidaan uudelleen luoda, manipuloida, vahvistaa tai jopa kyseenalaistaa (Kuva 3).

Kuva 3. Twin Peaksia markkinoidaan spektaakkelina ja kokemuksena, ja se on tiedostettu niin Salish Lodgen kuin myös alueellisen markkinoinnin toimesta. Lähde: Snoqualmie, Washington -sivusto.

 Hills (2002, 145) on tähdentänyt, että mediafanimatkailu on affektiivis-tulkitseva prosessi, joka määrittelee tilan uudelleen, ja luo kulttimaantieteellisen alueen ja fyysisen toiminnan painopisteen. Kulttimaantieteellinen prosessi on parhaiten havaittavissa fanien kiinnittymisenä kyseiseen tilaan. Sellaisenaan merkityksettömistä paikoista tulee merkittäviä, (Shields 1991; Hills 2002), mikä näkyy selvästi elokuvakarttojen kautta ja oppaina näihin sijainteihin (esim. Reeves 2003; Barth 1991; Smith 1988). Grenier (2011) on tarkastellut elokuvafanien kokemusta ja suhdetta määränpäähän ja huomauttanut, että elokuvaturistien tärkein motivaatio onkin usein nostalgian etsiminen. Fandom-käsite elokuva- ja elokuvamatkailussa perustuu katsojan ja ”katsotun” emotionaaliseen osallistumiseen, ja lukuisissa tutkimuksissa korostetaankin juuri tätä henkilökohtaista suhdetta (Couldry 1998; Lee ja Yoo 2011; Kim 2012). Tämä tunnetason sitoutuminen, ja sen eteen nähty vaiva, johtaa usein konkreettiseen vierailuun kuvauskohteissa. Näin tapahtui myös minulle vuonna 2019, kun pääsin viimein toteuttamaan fanimatkan Twin Peaksin konkreettisiin, fyysisiin maisemiin.

Seattle airport – kohdetta kohti

Saavuimme Seattlen lentokentälle pitkän lennon, ja muutaman välilaskun jälkeen suhteellisen väsyneinä – Suomesta kun ei ole tarjolla suoria lentoja Seattleen. Löysimme valitsemamme RentalCar -autovuokraamon suhteellisen helposti läheltä lentokenttää. North Bendiin ja Snoqualmieen on noin 50 minuutin ajomatka.

North Bend sijaitsee Kaskadien reunavuorilla, noin 52 kilometriä Seattlesta itään. Kaupungin pinta-ala on 7,6 neliökilometriä, ja vuonna 2020 sen väkiluku oli 8039. Läheinen vuori Mount Si kohoaa kaupungin ylle. Lähikaupunki Snoqualmie, on noin viiden kilometrin päässä North Bendistä.

Navigaattorista on korvaamatonta apua, kun lähdet autovuokraamosta, mutta kunhan olet oikealla tiellä, loppumatka on käytännössä melko lailla suoraa tietä, ja voit vain nauttia maisemista (Kuvat 4 ja 5). Kimin (2012) tutkimus vahvistaa, että elokuvaturistit yhdistävät paikan päällä kokemuksensa tunteisiin, jotka tuntuivat katsellessaan televisiodraamaa. Kim on todennut myös, että emotionaalinen osallistuminen on ”välitön lähtökohta” monille elokuvaan liittyvien matkailukohteiden kokemuksille.

Maantieteellinen sijainti ja juuri oikeantyyppisen kuvausympäristön löytäminen olivat Frostille ja Lynchille tärkeää. Kyseiset lokaatiot löytyivät Frostin mukaan, heidän matkattuaan Washingtonin osavaltioon etsintäkierrokselle, ystävän suositeltua pikkukaupunkia Snoqualmie Fallsia. Frost sanoo heidän löytäneen kirjaimellisesti valmiina paikan, jonka olivat jo pilottijaksoon käsikirjoittaneet. Rautatieasemaa vastapäätä oli pieni ruokasali. Saha oli aivan kaupungissa. Ja erityisesti kukkulalla sijaitseva, täysin Great Northernin oloinen, hotelli seisoi vesiputouksen vieressä. Frost on kuvannut hetkeä, ja löytöä oudon osuvaksi: ”it was a really weird moment of synchronicity”. (Twin Peaks Fan Page, ks. myös Rodley 2005, 202–215.)

Kuva 4. Tätä lähdimme tavoittelemaan.
Kuva 5. Ja jo ajomatka Twin Peaksiin oli elämys, kun alat tunnistaa maisemista jotain mystisen tuttua.

Salish Lodge ja Snoqualmie-putous

Päädyimme yöpymään Salish Lodgessa, joka on siis oikeasti olemassa oleva hotelli- ja kylpyläkokonaisuus, jonka ulkopuolta kuvattiin sarjassa useasti. Sarjassa annettiin ymmärtää, että kyseessä oli Great Northern -hotelli, jossa muun muassa agentti Cooper yöpyi, ja Ben Horne teki erillisiä, hämäriä toimiaan. Salish Lodge toimi todella merkittävässä asemassa televisiosarjassa – alkumusiikin vesiputouskohtausta alkaen. Sisätilakuvaukset on kuitenkin tehty yksityisomistuksessa olevassa Kiana Lodgessa, Poulsbossa, Washingtonissa. Kysymys on elokuva- ja televisiotuotannoille melko tyypillisestä ratkaisusta, jossa tietyt kohteet toimivat niin sanottuina ”kaksoiskappaleina” todellisille lokaatioille. (Butler 2011.)

Kuva 6. Salish Lodgen sisällä on muistomyymälä, jonka valikoimiin kuuluu pelkästään Twin Peaks -tuotemyyntiä. Siellä on muun muassa myynnissä pehmeitä ”loglady”-pölkkyjä sekä kuvassa näkyvä, sittemmin myös kolmannella tuotantokaudella merkittävää roolia pyörittävä, agentti Cooperin hotellihuoneen avaimenperä.

Jos siis olet menossa putouksille, ja tutustumaan muihinkin kuvauskohtaisiin, suosittelen vahvasti yöpymistä Salish Lodgessa, vaikka siellä onkin hintavampaa kuin muualla. Sitä tunnetta ja ilmapiiriä on vaikea saada muualta, ja on hienoa – sekä pelottavaa – käydä putouksilla pimeyden laskeuduttua (kuvat 6–8).

Kuva 7. Hotellihuoneessa näkyy myös kulttisarjan kuvauslokaationa toimiminen.
Kuva 8. Kahvi on Twin Peaks -blendiä ja tietty populaarikulttuurinen leikittely näkyy: “The coffee beans may not be what they seem”. Sama markkinoinnin teema toistuu myös hotellin yläkerran The Attic -baarissa.

Salish Lodgen yläkerrassa toimii baari ja ravintola. Ruokalistalla oli tarjolla lähinnä perinteistä ravintolaruokaa pizzoista pihveihin. Baarin puolella on kuitenkin Agentti Cooperille omistettu drinkki, joka oli tietysti pakko maistaa (Kuva 8). Tuntui hassulta juoda sitä, autenttisissa olosuhteissa, putouksen näkyessä ikkunasta. Drinkki oli muuten melko hapan allekirjoittaneen makuun, mutta se ikään kuin kuului asiaan. Tutkimukset tukevat ajatusta siitä, että korkeamman tason emotionaalinen osallistuminen luo korkean tason tyytyväisyyden paikan päällä tapahtuviin kokemuksiin (Carl et al. 2007; Kim 2012). Esimerkiksi New Yorkissa on mahdollista osallistua Sex in the City -kierrokselle ja nauttia samalla cosmopolitania, joka oli päähahmo Carrien suosikkicoctail.

Kuva 9. Aamupala on hintava, mutta todella runsas.

Jos päätät yöpyä Salishissa, suosittelen ottamaan todella runsaan aamupalan, jota paikka tarjoaa (Kuva 9). Se pitää sisällään kaiken mahdollisen niin makean kuin suolaisen aamupalan ystävälle (Salish Lodge, aamupalamenu). Annos on niin suuri, ettet todennäköisesti saa sitä kaikkea syötyä. Ota silti huomioon, että sitä ei voi jakaa, vaan jokainen ruokailija maksaa oman summansa.

The great, centennial log

Kuva 10. Jättiläismäinen puu/pölkky on erityisen tuttu pilottijakson alkumusiikista.

Keskustasta löytyy eräs alueen vanhimmista ja suurimmista tukeista (Kuva 10). Snoqualmie Valley Recordin mukaan puu oli ”taimi vuonna 1587, joka säilyi 1970-luvulle saakka viiden meripeninkulman päässä kaupungista pohjoisessa”. Jättiläismäinen puu löydettiin alun perin hakatusta metsästä, ja siihen oli osunut salama. Puu asetettiin tähän paikkaan vuonna 1977, ja sen on ollut siitä asti tunnusmerkkinä kaupungille. Vuonna 2011 se päädyttiin aitaamaan, koska se koki vandalismia. (Snoqualmie Valley Record)

Ronetten silta

Kuva 11. Ronetten silta on karu, mutta silti vaikuttava. Se on myös faniyhteisöissä nostettu yhdeksi vaikuttavimmista kohteista, juuri karuutensa vuoksi.

Silta, jota pitkin Ronette Pulaski laahustaa pilottijaksossa, löytyy suhteellisen läheltä Salish Lodge -hotellia (Kuva 11). Silta on avoinna yleisölle ja se ylittää Snoqualmie-joen juuri sen alapuolella, jossa joen kolme haarukkaa muodostavat yhdeksi joeksi. Sen ylitettyään päätyy luonnonvaraiselle viheralueelle. Itse kohtaus Ronettesta oli aikoinaan pelottava, mutta normaalitilanteessa silta on kuin mikä tahansa silta, vaikka tuntuu kuin se olisi siihen juuri sarjaa varten aseteltu, niin osuva se on. Ronetten sillan läheltä, kivenheiton päästä, löytyy myös Lauran kohtalon kannalta merkittävä tienristeys (Kuva 12).

Kuva 12. Tienristeykseen on kuvauksissa lisätty tuulessa liehuvat liikennevalot. Tämä on paikka, jossa Laura hyppää pois Jamesin moottoripyörän selästä ja juoksee metsään, Leo Johnsonin ja Jacques Renaultin mökille, myöhempään kuolemaansa.

Twede’s Cafe eli Double RR Dining

Kuva 13. Double RR eli oikeasti Twede’s Cafe kuvattuna ulkopuolelta.

Double RR:ssä käyminen oli itselle yksi merkittävimmistä visiiteistä matkan aikana, putouksen lisäksi (Kuva 13). Tässä kohteessa korostui ehkä eniten TV:n luoma illuusio paikasta, joka ei sitten todellisuudessa vastannutkaan ihan sitä, mitä ajattelin. Kuppila on paljon pienempi, kuin sarja antaa ymmärtää, ja ainakin meidän siellä vieraillessa todella hiljainen. Fanin vierailu kuvauspaikoilla voi aiheuttaa valtavaa tyydytystä, mutta myös pettymystä. Katsojan oma tuntemus ja kokemus voivat muuttaa yksilön käsitystä ja nautinnon tasoa. (esim. Connell 2012) Paikan pienuudesta huolimatta, se oli itselle, Salish Lodgen putousten lisäksi, henkeäsalpaavin, ja mitä epätodellisin vierailu (Kuva 14).

Kuva 14. Sain kokea interiöörin, joka vastasi pitkälti sitä, mitä olin jo pienenä nähnyt. Samoin kirsikkapiiras oli taivaallista, eikä kahvissakaan ollut valittamista. ;)

Kuppilan seinillä on paljon alkuperäismateriaalia kuvausten ajalta, kuriositeettina vaikkapa Frank Silvan kuva, jossa Bob on siemailemassa tauolla kahvia (Kuva 15). RR-kuppilan hiljaisuus on rikkoontunut monet kerrat, mutta näiltä osin paikan suurimmat asiakasryntäykset tapahtuivat 1990-luvulla. Esimerkiksi Chris Rodleyn kirjoittamassa ja pääosin David Lynchin haastatteluihin perustuvassa Lynch on Lynch -kirjassa mainitaan, että RR-kuppilan emäntä teki ennen televisiosarjaa 6 piirakkaa päivässä, mutta sarjan jälkeen 60. Turisteja kiersi ”bussilasteittain” paikalla erityisesti 1990-luvun alussa. (Rodley 2005, 206)

Kuva 15. Twin Peaks näkyi kuppilan ulkoasussa vahvasti. Heillä on seinillään materiaalia, jota ei ole missään muualla nähtävissä.

Welcome to Twin Peaks -kyltti

Kyltin metsästys oli yksi vaikeimpia tehtäviä kierroksellamme (Kuva 16). Tärkein syy oli se, että kylttiä ei enää valitettavasti ollut olemassa – alkuperäinen kyltti varastettiin, eikä sen tilalle tehty uutta. Toinen ongelma oli Googlen ja nettisivujen antamat väärät koordinaatit. Haimme oikeaa paikkaa niiden mukaan melkein tunnin, kunnes etsin lisätietoa ja kyseenalaistimme siihen asti saamamme tiedot. Kun paikka tuli esiin, siitä ei voinut erehtyä. Olin nähnyt sen niin monta kertaa kahden ensimmäisen tuotantokauden alkukohtauksen yhteydessä. Kun olimme ottamassa paikasta kuvia, kanadalaisia turisteja pysähtyi samaan levennykseen kysymään, että olivatko löytäneet oikean kyltin paikan. Myös he olivat harhaantuneet Googlen ohjeiden pohjalta. Jaoimme mukavan, yhteisöllisen hetken fanien kesken kertomalla omat Twin Peaks -taustamme. Jos matkailua pidetään kohtaamisena, ihmisten väliset suhteet ja matkailuympäristöt voivat olla aineellisia, metaforisia tai kuvitteellisia (Crouch 2000).

Kuva 16. Aito kyltinpaikka löytyi lopulta, mutta ilman itse kylttiä. Fanipohjaisen netti- ja somemateriaalin pohjalta sain kuitenkin tilanteen lavastettua FB-kehyksen avulla.

Twin Peaks, Sheriffin asema

Twin Peaksin Sheriffin asema sijaitsee osoitteessa 7001 396. Dr SE Snoqualmie, Washington, eli se sijaitsee saman tien varrella, jota pitkin erikoisagentti Dale Cooper saapuu Twin Peaksin kaupunkiin. Navigaattori ei kyltin tavoin toimi tämänkään kohteen kohdalla. Oli vaikeaa päästä määränpäähän, sillä navigaattori näytti meidän olevan perillä keskellä metsäistä tietä. Ajoimme edestakaisin kyseistä tietä, kunnes sattumalta näin tutun sahan piipun puiden välistä. Paikan etsimistä vaikeutti se, että asema sijaitsee tältä tieltä alempana, ja sinne ei ole mitään opaskylttiä. Löydettyämme alatielle, näimme lopulta nyt osoitteessa toimivan firman kylttejä. Nykyisin asema toimii muta-autoradan toimipisteenä, jossa olisi saanut vierailla myös sisällä, mutta aikataulusyistä emme tehneet muuta kuin kuvasimme ikonisen, hyvin tunnistettavan, rakennuksen ulkoa käsin (Kuvat 17 ja 18). Yhtä kaikki, jos olet matkannut tuonne asti, älä luovuta, vaikka paikka ei heti löydy, pidä silmät auki ja suunnista sahan piipun mukaan.

Kuva 17. Parkkipaikalla oli myös TP-auto, ikonisine tarroineen, fanien iloksi kuvattavana.
Kuva 18. Nykyisin rakennuksessa toimiva Dirtfish Rally School ottaa fanit huomioon ja huolehtii, etteivät yli-innokkaat vierailijat loukkaannu alueella, mutta kutsuu halukkaat myös sisätiloihin käymään. Kyltti löytyy teipattuna sheriffin auton sivulasiin.

The Packard Sawmill

Kivenheiton päässä Seriffin asemalta sijaitsee myös Packard Mill, kovin ränsistyneenä, mutta sarjassakin tapahtuneen tulipalon osalta, se tuntuu ihan uskottavalta (Kuva 19). Todellisuudessa saha oli alkuperäiseltä nimeltään Snoqualmie Falls Lumber Company, joka aloitti toimintansa jo vuonna 1914. Suurin osa pääsahasta suljettiin vuonna 1989, jolloin jäljelle jäi vain puun viimeistelylaitos. Ja lopulta koko laitos suljettiin 30. toukokuuta 2003. (University of Washington library)

Kuva 19. Jäljellä olivat enää sahan rauniot, mutta toisaalta se osui hyvin sarjassa tapahtuneeseen, Leo Johnsonin sytyttämään tulipaloon.

Laura – wrapped in plastic

Kuva 20. Laura Palmerin ruumiinlöytöpaikka on ainoa kohteista, joka ei ole käytännössä 10 kilometrin säteellä.

Ainoa merkittävä paikka, joka jäi näkemättä, on iso puu, jonka juurelta Pete löysi Lauran muoviin käärityn ruumiin (Kuva 20). Paikka sijaitsee muihin kohteisiin nähden kaukana, ja olisi edellyttänyt yhden päivän matkaa kohteeseen. Kyseinen sijainti löytyy jo aiemmin mainitun Kiana Lodgen alueelta, jonka rannalta kyseinen tukki on edelleen löydettävissä. Kuriositeettina Kiana Lodgesta on vielä mainittava, että siellä on kuvattu myös alkumusiikin alussa oksalla oleva lintu.

Lopuksi

Itselle kokemus oli juuri sitä, mitä lähdin hakemaan. Sitä värittivät tietyt ennakkoajatukset ja TV-ruudun kautta välittyneet mielikuvat. Kohteissa vierailu avasi kuitenkin silmiä sille, kuinka TV:ssä nähty fiktio muuntuu, kun siitä tulee fyysisesti totta. Monet kohteista eivät näyttäneet täsmälleen siltä, kuin sarjassa, mutta olivat paikoin sitäkin herkullisempia kohdata.

Twin Peaksilla on selvä vaikutus alueen turismiin, ja alueellinen markkinointi osaa hyödyntää yhtä 1990-luvun merkittävintä TV-ilmiötä. Oli kuitenkin ilo huomata, että turismi ja sen mahdolliset lieveilmiöt eivät näkyneet negatiivisesti oman vierailuni aikana. Paikat eivät olleet tupaten täynnä, vaikka tuolloin elettiin heinäkuun loppua. Päinvastoin kaikkialla oli sarjan hengelle juuri osuvan hiljaista. RR Dinerissa oli meidän lisäksi tuolloin ehkäpä yksi tai kaksi paikallista asiakasta, Ronetten silta oli tyhjä ja niin edelleen. Ehkäpä juuri siksi, että kuvauspaikkojen luoma turismin lumo on fanien tuottamaa, eikä niinkään kaupallisen markkinointikoneiston aikaansaamaa?

Netin turismiulottuvuus onkin yleisesti tunnustettua ja sen luomat faniyhteisöt ovat vahvimmin luoneet Twin Peaks -kokemuksia. Tavallaan tuntuu, että näiden yhteisöjen ehdoilla syntynyt turismi soveltuu kyseessä olevan sarjan ympärille parhaiten. Yksittäiset henkilöt kauppaavat netissä muun muassa opaspalveluja, mutta lähinnä omaksi ilokseen. Uskon, että Twin Peaksin nauttiessa ansaitusti kulttisarjan mainetta, fanituristit löytävät tiensä kuvauspaikoille jatkossakin – pandemian sen viimein suodessa.

Kun mietin seuraavia mahdollisia elokuva- ja TV-lokaatioita, joissa haluaisin vierailla, en keksi juuri toista yhtä vaikuttavaa kohdetta. Lähemmäksi kokemusta tulee vuonna 2017 tapahtunut vierailuni Yksin kotona 2-elokuvan kuvauspaikoilla New Yorkissa. Näin elokuvan niin ikään 10-vuotiaana, joten yhtä kaikki tämäkin elokuva heijastelee lapsuuden aikaista mediakuluttajan nostalgista tunnemaisemaa.

Aina kun kokee TV:ssä nähdyn paikan oikeasti, se vaan tuntuu hienolta. Tähän peilaten voisin nähdä itseni televisio- ja elokuvaturistina jatkossakin. Twin Peaksin osalta tämä matka oli tavallaan jonkinlainen täyttymys televisiosarjan värittämille vuosille. Usein sanotaan, että ihmisen pitää kohdata demoninsa, jotta pääsee eteenpäin. En tiedä onko sattumaa, mutta vierailuni jälkeen, eräs herra Bob ei ole enää näyttäytynyt unissani. Kop kop kop.

Kohteet ja niiden osoitteet:

  1. Salish lodge (Great Nothern)

6501 Railroad Ave, Fall City, WA 98024, Yhdysvallat

  1. Sheriff office/Saw mill

7001 396th Dr SE, Snoqualmie, WA 98065, Yhdysvallat

  1. Sparkwood & 21

396th Dr SE, Snoqualmie, WA 98065, Yhdysvallat

  1. Ronette’s bridge

40433 SE Reinig Rd, Snoqualmie, WA 98065, Yhdysvallat

  1. Welcome to Twin Peaks sign

41471 SE Reinig Rd, Snoqualmie, WA 98065, Yhdysvallat

  1. Giant log

201 Railroad Ave, Snoqualmie, WA 98065, Yhdysvallat

  1. Twedes (RR-diner)

137 W North Bend Way, North Bend, WA 98045, Yhdysvallat

Lähteet

Kaikki linkit tarkastettu 15.5.2021.

Aineisto

Matkakuvat: Pauliina Tuomi / Tero Vuori.

Muut kuvalähteet

Kuva 2:
https://twin.pk/jstpmap
https://welcometotwinpeaks.com/wp-content/uploads/twin-peaks-washington.jpg

Kuva 3:
https://www.salishlodge.com/

Kuva 4:
https://steamuserimages-a.akamaihd.net/ugc/956338686077142992/FED5C81F412B2046F1EE8A0773DB1B29A6AAEF55/

Kuva 10:
https://i2.wp.com/www.twinpeaksblog.com/wp-content/uploads/2018/09/04_TPB_Loc_WA_GiantLog_2001Credits.jpg?ssl=1

Kuva 11:
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Kuva 17:
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Kuva 19:
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Kuva 20:
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Kategoriat
1–2/2021 WiderScreen 24 (1–2)

The Twin Peaks Fandom on the Net – 30 Years of Activity and Counting

fandom, Twin Peaks

Samantha Martinez Ziegler
samazi [a] utu.fi
Digital Culture
University of Turku


Viittaaminen / How to cite: Martinez Ziegler, Samantha. 2021. ”The Twin Peaks Fandom on the Net – 30 Years of Activity and Counting”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/the-twin-peaks-fandom-on-the-net-30-years-of-activity-and-counting/

Printable PDF version


The Twin Peaks fandom on the net has had a lifespan of over 30 years since the cult series began airing on U.S. television in the year 1990. Up to the present time, fandom culture has evolved, and the Twin Peaks community as well. The focus of this essay is to explore the history of the Twin Peaks fandom from its origins on the Usenet newsgroup alt.tv.twin-peak in the early 1990s all the way to its move to LiveJournal, social media, and the hybrid platform Reddit in the 21st century. In my text, I also highlight how the unsolved mysteries and recurrent riddles of the Twin Peaks television series and Twin Peaks-related media have been instrumental to the ongoing activity of the fandom. Lastly, I consider what the longevity and adaptability of the Twin Peaks fandom on the net mean in terms of fandom culture and the foreseeable future of fandom. This essay was written in the spring of 2020 for that semester’s Academic Writing and Digital Culture class but was revisited and last modified in May 2021 prior to its publication in the journal.

Introduction

“This has to have been one of the best shows ever”, a user posted on a thread on alt.tv.twin-peak, a Usenet newsgroup active in the early 1990s mainly dedicated to discussing and interpreting the American TV series Twin Peaks among its fans. “You are dealing with an obsessed group of people here”, another user commented in relation to the heavy influx of messages on the board during the show’s first two seasons. Users would log into the net and dedicate hours of their day to share their ideas and theories among other passionate fans. What we could now easily dismiss as common fan behaviour, in the early 90s, these interactions on the alt.tv.twin-peak newsgroup were one of a kind. They influenced and shaped fan culture for generations to come.

As noted by Henry Jenkins (1992), Twin Peaks posed a series of strenuous challenges and riddles open to interpretation for computer netters, like no other TV show had done before (Jenkins 1992, 55–57). The complexity of Twin Peaks gave its viewers the opportunity to spend days analysing and discussing, in particular, fragments of dialogue, camera shots, character mannerisms, and even background music. These communal analyses served as a base for users to subsequently formulate their own theories and later introduce them over several discussion threads, a behaviour that can still be observed within the online Twin Peaks fandom up to this day.

With the premiere of Twin Peaks: The Return in the year 2017, the show’s third and final season, new questions have been added to the ones that have plagued the minds of fans for decades. Though rather than drawing negative emotions, these unanswered questions are the core essence of what the Twin Peaks community is all about: a group of enthusiastic fans who want their brains to be put to test with every new episode and every piece of new media. In this essay, I will go through the virtual history of the Twin Peaks fandom, from its birth up to now, while taking a look at the way the series’ mysteries have played a role in keeping the fandom active during the show’s nearly 26 year-long hiatus.

Origins of the Twin Peaks Fandom on the Net

When the first episode of Twin Peaks was broadcasted on American television on April 8, 1990 by ABC Network, viewers were instantly mesmerised by what they saw on their television screens. Twin Peaks was like no other TV series seen before. With Mark Frost’s brilliant story writing combined alongside David Lynch’s hailed eye for filmmaking, Twin Peaks blended several television and film genres and tropes into a unique and intricate type of its own. Set in the fictional town of Twin Peaks, Washington, the plot revolves around an FBI agent, Dale Cooper (Kyle MacLachlan), who joins the local police to investigate the murder of 17 year-old homecoming queen Laura Palmer (Sheryl Lee). However, in the two hour long pilot episode of the show, we soon discover that most of the mysteries revolving around Laura Palmer’s death go beyond what we can see. The odd, quirky personalities from the town folk make the viewers question what other secrets are hidden under plain sight. But the most important question, the one that was printed in the mind of every viewer after watching the pilot episode of the show, is unmistakable:

“Who killed Laura Palmer?”

As actor Kyle MacLachlan put it into words for a Showtime interview in 2017, this question, which computer netters amicably nicknamed WKLP early on, resonated around the world. And more importantly, it drove people with connection to the net to reach for their peers, who were interested in Twin Peaks, in order to discuss the episodes, share their theories, and spark new ideas and speculations. As a result, the alt.tv.twin-peak newsgroup on Usenet, an electronic networked discussion system, was born on April 12, 1990.

From early on, when television viewing was combined with taking part in discussion boards, “technologies of convergence enabled communal rather than individualistic modes of reception” (Duffett 2013, 388). Multiple discussion threads would start after each episode, often including the questions such as “did anyone else see…” or “am I the only one who thought…” in the title, suggesting a need to confirm one’s own produced meanings through conversation with a larger community of readers” (Jenkins 1992, 57). Users typed down their hypotheses and shared them with those “who shared their passion for breaking the code” (ibid.). Whether these theories would or would not be proven right was nonessential; it was the thrill of sharing these thoughts within a Twin Peaks obsessed community that motivated fans to keep the group active while the show aired on TV.

The first season of Twin Peaks consisted of 8 episodes, including its two hour long pilot. Rather than offering resolutions, through the course of the series, creators Mark Frost and David Lynch added intricate riddles and unexpected twists to the already multi-layered story told on TV. It was in the middle of the show’s second instalment, which was broadcasted on the same network from September 1990 to June 1991, that Frost and Lynch saw themselves forced to reveal the identity of Laura Palmer’s murderer.

The revelation shocked audiences around the world, including members of the alt.tv.twin-peak newsgroup. Interestingly enough, revealing the identity of the killer was not enough to tie any of the other loose ends of the series. Frost and Lynch had created an exceptional story that extended far beyond Laura Palmer’s murder, even though its consequences and the events that led to it were still considered to be the very core of the show. A few days after the reveal episode was broadcasted on U.S. television, a user commented “too bad we STILL don’t know what those owls are or whether or not they aren’t what they seem” on the alt.tv.twin-peaks group, the last phrase in reference to one of the most iconic and haunting lines of dialogue said in Twin Peaks: “the owls are not what they seem”. To this day, only fan-made theories surrounding the owls’ imagery is offered.

While Twin Peaks was still airing its second season, ABC cancelled the show due to low viewership in the U.S. The show’s final episode, titled “Beyond Life and Death”, was broadcasted on June 10, 1991, and for many years to come, it would become one of the most heavily analysed episodes within the expanding Twin Peaks community in message boards, online forums, blogs, among others. There are two main reasons why: the first one, a promise made by the deceased Laura Palmer: “I’ll see you again in 25 years”. This sparked interest and excitement among fans, despite knowing about the show cancellation. The second reason, by far the most evident one, was the final scene of the show. In it, FBI Agent Dale Cooper seemingly loses his sanity, repeating the same line over and over again: “Where’s Annie?”. These two scenes, among other supernatural patterns repeated through the course of the show, would mark the fate of fan discussions for years to come.

Image 1. Laura Palmer (Sheryl Lee) in the Black Lodge, Twin Peaks, Season 2, Episode 22.
Image 2. FBI Agent Dale Cooper (Kyle MacLachlan) in front of a broken mirror, Twin Peaks, Season 2, Episode 22.

Fandom Migration and Adaptability — The Move From Usenet to LiveJournal to Reddit

The Twin Peaks fandom did not disappear after the show’s cancellation in 1991. If something, the show’s already laid down roots gained strength. A prequel film arrived in American movie theatres in 1992 by the name of Twin Peaks: Fire Walk with Me, written and directed by filmmaker David Lynch himself. The movie did not act as a way to tie the show’s loose ends since it is set before the events of the television show, Twin Peaks: Fire Walk with Me focuses merely on the last days of Laura Palmer’s life. Once again, many fans with access to the computer net headed to the alt.tv.twin-peaks newsgroup right after watching the film, ready to share their theories or confirm beliefs they had during the early days of the show.

With the popularisation of the world wide web in the mid 1990s, many fans started moving from Usenet to different web pages, online forums, and fan club pages. Nowadays, this process is known as fandom migration. These web pages would essentially look like “shrines, full of pictures of celebrities” (Duffett 2013, 382). For instance, while users were already able to share images in the alt.tv.twin-peaks newsgroup in the early 1990s, the internet made this process considerably faster and easier than before. With these new innovations, the internet “transformed and further facilitated the whole phenomenon of fandom” (ibid.).

Following the end of the show and airing of the prequel film, the Twin Peaks fandom never ceased its activities on the net. Messaging boards would come alive with multiple posts discussing new theories “as new releases of the series arrived on VHS, then DVD, and then Blu-ray over the years” (Silver 2018). Some of these releases would include extra footage or deleted scenes, which fans would utilise to fill in the gaps in their own theories or spark entirely new ideas. After all, the show had enough unsolved mysteries and plots for viewers to generate different interpretations of the new information. Questions, theories, and opinions that were often found on alt.tv.twin-peaks were now posted elsewhere on the web. To illustrate, on thread started on a Twin Peaks LiveJournal under the title “Judy” in 2004, user greypele posted the following:

“I’m aware that Twin Peaks is not meant to make any logical sort of sense and that still, with that said, it is a great deal of fun to attempt to make sense of it, my question is: Who is Judy? […] I’m just asking for any theories or additional information. I’ve gone on another Twin Peaks a-thon and am, again, totally obsessed with trying to make connections while being very seriously terrified by the sound of a ceiling fan.”

Even a decade after the show originally aired, and with only a minimum amount of new footage released, the narrative surrounding the story of Twin Peaks kept inviting the viewer to participate in its analysis (Jenkins 1992, 55). Similarly, a decade later, in the year 2014, redditor cohle779 started a thread on the Twin Peaks subreddit (/r/TwinPeaks) after watching Fire Walk with Me, sharing their own theories and individual interpretation of the film. At the end of the post, the text reads: “what are your theories or findings? I also always wonder about who Judy is, what’s up with the monkey and what happened to Desmond”. Even with the ten year gap between the posts and the different platforms, the same questions are asked (“who is Judy?”), and no answer nor interpretation is discredited – a recurrent custom found in the fandom. On both of these occasions, fellow members of the Twin Peaks community have come forth and answered the threads by posting their own made-up theories about the subject in question, regardless of whether their hypotheses are plausible within the context of the show or not.

Fans want to dissect the source material with other fans. Following this notion, fandom allows fans to do so, and on the net, communication platforms become the virtual space to carry out these fan activities. According to Mark Duffett, even though fan text (otherwise known as fanon[1] or, particularly, meta[2]) “often creates particular details or character readings even though canon does not fully support it – or, at times, even contradicts it”, it is a vital part of fandom because ”it shows that fans can canonize their objects in a different way to the text’s official creators or guardians” (2013, 354–355). These fan-made texts, and more specifically in Twin Peaks fandom, these fan theories, have an effect on the way others perceive the original source material, often altering their perspective (ibid.). This ongoing fandom engagement creates a distinction between a “casual” viewer and a more devoted one.

The Return of Twin Peaks on Television and Reigniting of the Fandom Online

In the year 2014, after a series of cryptic tweets by Mark Frost and David Lynch referencing Twin Peaks, fans started to speculate online about a possible continuation for the TV show. However, it was not until spring 2015, when Lynch confirmed the then heavily rumoured return of Twin Peaks through his Twitter account. Although the announcement was made 25 years after the first season of Twin Peaks was broadcasted, Twin Peaks: The Return, the long awaited third season of the show, premiered on Showtime in May 2017. The Return consisted of 18 episodes that continued the plot from the first two seasons, keeping the majority of the original cast. The cliff-hangers from the original series were addressed, yet neither Lynch nor Frost ever offered straightforward explanations. Even if mysteries have been plaguing the minds of fans since the 1990s, The Return was not the creators’ way of answering age-old questions about the show, but a way to challenge the viewers with even more riddles than before.

Once the final episode of the season aired, and parallel to the fan reaction to FBI Agent Dale Cooper repeatedly repeating the famous phrase “where’s Annie?” in the closing shot of Twin Peaks in 1991, the feeling of shock took over the online Twin Peaks community with the cliff-hanger from The Return. In it, fans are presented with a new question, once again formulated by Agent Cooper: “what year is this?”. As one would expect, a new hoard of fan-made theories was created soon after episode 18 was broadcasted.

Image 3. Sheryl Lee in the closing shot of the series finale, Twin Peaks, Season 3, Episode 18.

Since the first two seasons of Twin Peaks aired on TV in the early ‘90s, “fandom, the internet, and television itself necessarily all transformed, but Twin Peaks’ originary mythos of intertwining the three cast a long shadow over all of them” (McAvoy 2019, p. 88). Yet in spite of these changes, the need to confirm and validate one’s own ideas and sentiments within a large community of fellow fans in order to have a sense of belonging still characterises the Twin Peaks fandom to this day.

As I mentioned before, back in the early 1990s, multiple threads started on the alt.tv.twin-peaks newsgroup would start with “did anyone else see…” and “am I the only one who thought…”, followed by the original poster’s own thoughts on a certain topic concerning the series (Jenkins 1992, 57). In a similar manner, Reddit users have exposed alike behaviour after the broadcast of The Return. For example, an entry by redditor thefrightfulfulhog posted on the Twin Peaks subreddit after episode thirteen of the show’s third instalment is titled “Did anyone else see a similarity between these two pairs of shots?”. Another case that follows the same pattern is redditor thisheatdeceit’s entry on June 5, 2017 by the title “Am I the only one who thinks the ending of the new part is really sad?”. Over 25 years later, this type of fan behaviour, and more specifically, the need to find peers who agree with the sentiment expressed, is still present in the Twin Peaks community.

The Twin Peaks subreddit, along with microblogging platform Tumblr and other social media, not only make the experience of sharing fan-text faster than it was for Usenet users in the early 1990s, but also allows new forms of fan-made material to be created. In this manner, it is not uncommon to see that the most popular posts[3] on Reddit are a collection of internet memes, or aesthetic photo edits, gifs and moodboards[4] on Tumblr. Nowadays, the sharing of these images plays “a much greater role in the fan discourse” (Cherry 2019, p. 72) than it used to in its Usenet and BBS origins, nowadays becoming an accepted essential component of vocabulary for online communities. Moreover, fan-made images often accompany fan-text, analyses, theories, and other forms of meta text in order to illustrate their ideas or express their emotional responses to the content material. The sharing of these images, especially Twin Peaks-related memes, was remarkably observed during the first run of The Return in 2017 (ibid.).

Image 4. Meme shared on the Twin Peaks subreddit about The Return.
Image 5. An exemplary aesthetic edit of Twin Peaks posted on Tumblr.

Laying the Groundwork for the Future of Online Fandom

The stable presence of Twin Peaks online communities on different forums and social media platforms resonates well with other fandoms. As outlined throughout this essay, in spite of the lack of new source material and a hiatus that lasted for nearly 27 years, the Twin Peaks fandom has kept its online activity for decades by discussing and analysing old content among its peers (Silver 2018). The extensive amount of fan-made material, meta, and projects suggests an “excessive fan consumption of cult media” (Cherry 2019, 75). Whether the source material is old or new, fans continue to consume the source material of Twin Peaks and dissect it online. And one of the most fascinating things about this fact, is that this behaviour has persisted for nearly three decades.

During the 2010s, the exponential rise and popularity of social media platforms created spaces for new and lesser known fandoms. A notable example of this is the fandom of the TV series Hannibal, created by American writer Bryan Fuller and based on the series of novels by Thomas Harris. The series aired its three seasons on the television broadcasting company NBC from 2013 to 2015 up until its cancellation, consisting of 39 episodes in total. Analogous to the birth of the Twin Peaks fandom in the early 90s, the Hannibal fandom saw its rise right after the first episode aired in April 2013. The amicably nicknamed fannibals[5] would participate in online discourse about the series’ content, often engaging in different analyses and theories, which continued following the show’s abrupt cancellation in 2015.

Nearly five years afterwards, the Hannibal fandom remains active online. For instance, by visiting the Hannibal subreddit, I was able to find lengthy discussions and blocks of meta text that keep on analysing the series finale, among other recurrent topics such as the nature of the relationship of the protagonists, and so on. While a new season of the show has not been confirmed by the show’s creator, fannibals are not giving up hope. The “Save Hannibal” campaign, a movement that was built solely on social media, has helped spark the conversation about the show’s revival (Caulfield 2019). It seems that as long as there is a passionate fanbase, there is hope. By looking at the history of the Twin Peaks fandom, which was active for over two decades with no new content before getting a new season of the show, and managed to adapt to technology advances, other fandoms could try to follow its steps.

Social media has undoubtedly changed the way we consume and experience fandom. To be precise, these platforms make fandom interaction more accessible and reachable than before. Whereas the most prominent and interactive Twin Peaks communities can be found on Reddit and the microblogging platform Tumblr, Twitter also became home to one of the most unique fandom experiences: a project by the name of Enter the Lodge. What started as a fan-made way to celebrate the story of Twin Peaks, soon became a popular production within the fandom. Started in 2012 and entirely written on Twitter, Enter the Lodge is a fictional continuation to the series’ second instalment. They also count with a website, EnterTheLodge.com, where the different conversations, plot developments, as well as images and documents have been archived.

Social media-based projects like Enter the Lodge put fan theories and meta text in practice: fans are able to develop their own hypotheses not only by writing them down and sharing them with others, but by participating in a role-play-esque project with fellow members of the community.

Conclusion

Over the course of the years, Twin Peaks and its community have left an important mark in the history of fan culture on the net. From its origins, thousands of threads started on the alt.tv.twin-peak newsgroup on Usenet in 1990 and 1991, up to now, with diverse web pages and spaces created on platforms like Reddit, Tumblr, and social media dedicated to the show. The Twin Peaks fandom has not only demonstrated fandom behaviour as its best by producing lengthy and complex analyses since the show was first broadcasted, but has in its process created a strong sense of community amongst its members. Thus, fan-made theories and assumptions are well received by the fans, and these often prompt others to participate in the conversation and continue the discussion. The Twin Peaks fandom has also set an outstanding example of what it is to adapt to new technological advances by migrating through different networked platforms. From the previously mentioned newsgroup on Usenet to shrine-like forums and social media, fans have found and created safe spaces where to share their mutual passion for Twin Peaks and all the unanswered questions the show has left behind.

The year 2020 marked the 30th anniversary of Twin Peaks, and trustingly, the fandom that was born alongside the show will keep growing and continuing to reach these life milestones for years to come.

References

All links verified 27.5.2021

Images

Image 1. KissThemGoodbye.Net. Twin Peaks Screencaps. Retrieved from http://kissthemgoodbye.net/twinpeaks/displayimage.php?album=57&pid=78436.

Image 2. KissThemGoodbye.Net. Twin Peaks Screencaps. Retrieved from http://kissthemgoodbye.net/twinpeaks/displayimage.php?album=57&pid=79235.

Image 4. KissThemGoodbye.Net. Twin Peaks Screencaps. Retrieved from https://kissthemgoodbye.net/twinpeaks/displayimage.php?album=27&pid=36262.

Image 5. Redditor SubtleOrange. /r/TwinPeaks. Reddit. Retrieved from https://www.reddit.com/r/twinpeaks/comments/6dwaqb/no_spoilers_it_cant_be_that_complicated_right/.

Image 5. Tumblr User chloedeckr.. Tumblr. Available: https://chloedeckr.tumblr.com/post/135764472337.

Online conversations, social media, and forums

Hannibal – The NBC Tv Show subreddit. Reddit. r/HannibalTV. (13.12.2013). Retrieved from https://www.reddit.com/r/HannibalTV/.

LiveJournal user “greypele”. LiveJournal. Twinpeaks.livejournal.com. (25.11.2004). Retrieved from https://twinpeaks.livejournal.com/206368.html.

Reddit user “cohle779”. Reddit. r/TwinPeaks.(7.4.2014). Retrieved from https://www.reddit.com/r/twinpeaks/comments/22eqqd/fwwm_jeffries_scene_question/.

Reddit user “thefrightfulhog”. Reddit. r/TwinPeaks. (5.6.2017). Retrieved from https://www.reddit.com/r/twinpeaks/comments/6s574s/s3e13_did_anyone_else_see_a_similarity_between/.

Reddit user “thisheatdeceit”. Reddit. r/TwinPeaks. (7.8.2017). Retrieved from https://www.reddit.com/r/twinpeaks/comments/6ffndy/s3e5_am_i_the_only_one_who_thinks_the_ending_of//.

Twin Peaks subreddit. Reddit. r/TwinPeaks. (15.4.2010). Retrieved from https://www.reddit.com/r/twinpeaks/.

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Usenet, alt.tv.twin-peaks newsgroup. (20.4.1990). Google Groups -archive (18.2.2020). Retrieved from https://groups.google.com/forum/#!topic/alt.tv.twin-peaks/StAAR71cmTI.

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McAvoy, D. (2019). “Is It About the Bunny? No, It’s Not About the Bunny!”: David Lynch’s Fandom and Trolling of Peak TV Audiences. In Sanna, A. (Ed), Critical Essays on Twin Peaks: The Return. Pp. 85-103. Springer. Switzerland.

Miller, L. S. (May 18, 2017). ‘Twin Peaks’: How The Show’s Original Fans Created the Internet As We Know It Today. IndieWire. Retrieved from https://www.indiewire.com/2017/05/twin-peaks-fans-created-internet-social-media-mark-frost-henry-jenkins-1201818886/.

Paskin, W. (June 7, 2017). Diane, Remind Me to Tell You How Twin Peaks Changed TV Forever. Slate.com. Retrieved from https://slate.com/arts/2017/06/how-twin-peaks-spawned-a-whole-tv-genre-from-lost-to-mr-robot-to-westworld-that-wants-to-be-a-riddle-for-viewers-to-solve.html.

Rodriguez, A. (September 2, 2017). “Twin Peaks’” obsessed fans have been trying to solve the same mysteries online since 1990. Quartz. Retrieved from https://qz.com/1067020/twin-peaks-obsessed-fans-have-been-trying-to-solve-the-same-mysteries-online-since-1990/.

Silver, S. (2018). How Twin Peaks Gives Us Hope for the Future of Fandom. Living Life Fearless. Retrieved from https://livinglifefearless.co/2018/features/how-twin-peaks-gives-us-hope-for-the-future-of-fandom/.

Notes

[1] Fanon: fan + canon. The body of widely accepted fan-created embellishments of a fictional universe, storyline, or character. (source: Double-Tongued Dictionary)

[2] Meta or meta text refers to fan-made text discussing source material, story or character analysis, or other aspects related to fandom. (source: Fanlore)

[3] On Reddit, the popularity of a post is measured by getting upvotes from other redditors.

[4] An aesthetic edit or a moodboard is a style of image editing in fandom that refers to a set of images about an individual fandom or character, usually by adding a specific colour palette or by being desaturated. Source: fanlore.org.

[5] Fandom slang: a blend of fan + Hannibal. (source: wiktionary.org)

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

Mulholland Drive – Hollywoodin pimeä sydän

sisällönanalyysi, surrealistinen tarinankerronta, taidekritiikki

Petri Saarikoski
petri.saarikoski [a] utu.fi
Yliopistonlehtori
Digitaalinen kulttuuri
Turun yliopisto


Viittaaminen / How to cite: Saarikoski, Petri. 2021. ”Mulholland Drive – Hollywoodin pimeä sydän”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/mulholland-drive-hollywoodin-pimea-sydan/

Tulostettava PDF-versio


Mulholland Drive (2001) on kiistattomasti yksi David Lynchin uran kohokohtia. Elokuvasta on tehty lukuisia tutkimuksia ja analyysejä, mutta sitä on edelleen mahdollista tarkastella uusista näkökulmista. Tekstissä käydään läpi Lynchin mestariteoksen tuotantohistoriaa ja luodaan lähiluvun ja taidekritiikin avulla juoneen sitoutettu sisällönanalyysi. Samalla luodaan perusolettamus mistä Mulholland Drivessä oikeasti on kysymys (tai voisi olla kysymys).

Oli alkusyksy 2002 Turun keskustassa noin puolen yön aikaan. Olin matkalla Dianan elokuvateatterista kohti vuokrakämppää hieman pyörällä päästäni, ja kelasin ajatuksessani juuri valkokankaalla näkemääni unenomaista spektaakkelia. Hiljaisten katujen luoma aavemainen tunnelma hitsautui pysyväksi osaksi elokuvakokemuksen muistoa. Kysymyksessä oli David Lynchin Mulholland Drive, joka oli tullut elokuussa Suomen ensi-iltaan reilu vuosi valmistumisensa jälkeen. Elokuva oli saanut Suomessa syksyllä melko myönteisen vastaanoton kriitikoilta, vaikka teattereissa sitä kävivät katsomassa lähinnä ohjaajan fanit ja elokuvaentusiastit.[1]

Kuva 1. Tienviitta on valaistu kuin osoitekyltti aaveita kuhisevaan metsään.

Elokuvan ilmestymisajankohta 2000-luvun taitteessa oli Lynchin uran kannalta tärkeä, koska varsinkin kriitikot, mutta myös suuri yleisö vertasi häntä yhä edelleen aikaisempiin menestyksiin, kuten tuohon aikaan reilu kymmenen vuotta aikaisemmin televisiossa nähtyyn Twin Peaks -sarjaan. Valkokankaalla Blue Velvet – ja sinisempi oli yö (1986) oli aikoinaan asettanut taiteellisen riman niin korkealle, että sitä tuntui olevan vaikea enää ylittää.

Mulholland Drive on osa ”Los Angeles -trilogiana” tunnettua kokonaisuutta, jonka muut osat ovat Lost Highway (1997) ja Inland Empire (2006). Los Angelesin miljöön käytön lisäksi yhteistä trilogialle oli neo-noir -tyylin yhdistäminen rikostrilleriin, jota tehostettiin mysteeritarinan surrealistisella kerronnalla. Lost Highway on tuotantohistoriallisista syistä selkein sisällöllinen vertailukohta. Molemmissa lineaarista tarinankerrontaa hajotetaan tyylillä, jonka seurauksena katsojalle syntyy selittämättömyyden ja tulkintahorisontin katoamisen tunne. Trilogiaa voi hyvällä syyllä luonnehtia Lynchin tuotannoille tyypillisten visionääristen valveunien moniulotteisemmaksi saavutukseksi (Rutanen 2012, 18-19)

Luon tässä artikkelissa yhden, audiovisuaalisen kerronnan lähilukuun perustuvan läpiluotauksen elokuvasta. Lähden liikkeelle tarkastelemalla sen tuotantohistoriallisia taustoja, siirryn tämän jälkeen seikkaperäisempään sisältöanalyyttiseen käsittelyyn, jossa keskityn erityisesti sen tärkeimpiin avainkohtauksiin, ja teen lopuksi arvion sen yleisestä merkityksestä ja laadin yhteenvedon. Käytän aineistoviittauksissa lähteenä vuonna 2003 Suomessa julkaistua ensimmäistä dvd-painosta lisämateriaaleineen (pituus 145 minuuttia).[2]

Menetelmällisesti katsaus perustuu elokuvan lähiluvulle, jossa yksittäisten kohtausten analyysin avulla tarkastellaan elokuvan kerrontaa ja erilaisia audiovisuaalisia vihjeitä. Niiden tulkintamahdollisuuksia nivotaan samalla myös tuotantohistorialliseen kontekstiin ja ohjaajan intentioihin. Menetelmässä korostuu kirjoittajan subjektiivinen näkökulma, vaikka analyysi muuten tukeutuu saatavilla oleviin tärkeimpiin lähteisiin. Artikkeli sitookin näiltä osin käsittelyn osaksi objektiivisuuteen pyrkivää taidekritiikkiä, jossa lähteisiin sidotulla taustatyöllä me voimme kuitenkin paremmin perustella omaa näkökulmaamme, jolloin luotu teksti erottuu normaalista, retrospektiivisesti tehdystä elokuvakritiikistä. (Rosenqvist 2020)

Omaksutun menetelmällisen näkökulman osalta on tietenkin nostettava esiin, että tämän katsauksen kirjoittajalle elokuvalla on erityistä ja henkilökohtaista arvoa, mikä väistämättä vaikuttaa myös siitä tehtävään tulkintaan ja arvottamiseen. Mielestäni se on yksi tärkeimmistä 2000-luvun alussa julkaistuista elokuvista. Analyyttistä elokuva-arviota kirjoittaessa tätä subjektiivista näkökulmaa pidettäisiin täysin itsestään selvänä, mutta tutkimuksellisen tekstin kohdalla on tarpeellista korostaa lukijalle katsauksen lähtökohtaisia ja tietoisesti valittuja rajoitteita.

Lynch vastaan Hollywood – televisiosarjasta elokuvaan

Mulholland Drive kytkeytyy Lynchin uran kriisiin 1990-luvulla. Twin Peaks – Tuli kulje kanssani (Fire – Fire Walk with Me, 1992) oli ollut tyrmistyttävä takaisku ohjaajalle. Näin siitäkin huolimatta, että Twin Peaks -televisiosarjan jättimenestyksen vanavedessä tehty täyspitkä elokuva nauttii nykyisin fanien keskuudessa suurta suosiota.[3] Kriitikot olivat suhtautuneet hyvin penseästi elokuvaan, ja se oli flopannut pahasti lippuluukuilla. Lynch on myöhemmin haastattelussa myöntänyt, että varsinkin yleisö oli odottanut tuttua jatketta televisiosarjalle, ja näihin tarpeisiin elokuva ei antanut tarpeeksi vastinetta. Mahalaskun syvyys selittyykin osittain sillä, että ohjaaja oli noussut Hollywoodin kuumaksi nimeksi vuoden 1990 aikana, mutta tämä menestyksen kaari oli nyt katkennut tylysti. (David Lynch In Conversation 14.3.2015; Guardian 7.2.2007. Ks. myös Twin Peaks Wiki 14.8.2020)

Uusia projekteja Lynch joutui rakentamaan osittain toteutumattomien ideoiden pohjalta. Jo 1980-luvulla David Lynch oli erittäin kiinnostunut Marilyn Monroen mystisestä kuolemasta, mutta yhdessä Mark Frostin kanssa hän ei ollut koskaan saanut ideaa käsikirjoituspöydältä eteenpäin (Rodley 2007, 335). Tästä huolimatta Monroen kuolema vaikutti ideatasolla erityisesti Twin Peaksin tuotannon ollessa käynnissä. Televisiosarjan ykköstuotantokauden ydintarinaksi muodostuva Laura Palmerin murhamysteeri voidaan nähdä tämän kiinnostuksen allegorisena lähtökohta, joten suoraa jatkumoa Mulholland Driveen ei ole vaikea havaita (Rutanen 2012, 19).

Vuoden 1992 Twin Peaks – Tuli kulje kanssani -elokuvan floppaus johti kuitenkin ensin Lost Highway elokuvaan, jossa televisiosarjasta tuttu maalaismainen pikkukaupungin miljöö vaihtui suurkaupungin valtaisiin kulisseihin. Identiteettileikittely ja kahtia jakautuneet persoonat olivat Lynchille jo tuttua materiaalia, mutta tällä kertaa Lynch ei rakentanut toiseen ulottuvuuteen viittaavaa ”mustaa kiltaa”, vaan unimaisema nivellettiin kerronnaltaan rikotun keskustarinan osaksi. Mulholland Drive käytti hyvin pitkälti samanlaista konseptia, mutta kehitti sen vielä asteen verran pidemmälle.

Tuotantohistorialliset seikat ovat keskeinen osa elokuvan syntyhistoriaa. Alun perin Mulholland Drive piti olla televisiosarja, vaikka Lynchin oman tarinan mukaan hän suhtautui jo hyvin varauksellisesti televisiosarjojen tekemiseen. (David Lynch In Conversation 14.3.2015; Rodley 2007, 349–350) Lähdekriittisesti ajateltuna herää kysymys: miksi ohjaaja loppupeleissä sitten panosti – näennäisestä vastahakoisuudestaan huolimatta – niin vahvasti televisiotuotantoihin? Twin Peaks oli joka tapauksessa edustanut hänen urallaan selkeää kohokohtaa, joka oli nostanut ohjaajan ainakin hetkellisesti maailmanlaajuiseen suosioon. Lynch on vastahakoisesti tunnustanut, että televisiosarjoissa oli kuitenkin ”hölmöä vetovoimaa”. (Rodley 2007, 350) Hän oli siis varsin tietoinen televisiosarjojen suomasta taiteellisesta mutta myös kaupallisesta potentiaalista, jota jokainen Hollywood-ohjaaja ainakin välillisesti kaipaa.

Twin Peaksin tuotannossa ollut Tony Krantz sai joka tapauksessa suostuteltua ohjaajan mukaan hankkeeseen. Projekti etenikin siihen pisteeseen, että vuoden 1999 alussa kuvattu 90 minuuttia pitkä pilottijakso tarjottiin ABC-yhtiön nähtäväksi. Yksipuolisten lähdetietojen mukaan yhtiön edustajat pitivät kokonaisuutta liian sekavana ja he suhtautuivat erityisen kriittisesti ei-lineaariseen tarinankerrontaan, eivätkä myöntäneet projektille jatkorahoitusta. Lynch on myöntänyt, että tiukan aikataulun vuoksi alkuperäisestä filmimateriaalista leikattu pilotti-versio oli yksinkertaisesti epäonnistunut. Tuotantoyhtiön näkökulmasta Lynch liikkui epäilemättä jo valmiiksi heikoilla pohjilla, koska hänen kaksi edellistä elokuvaansa olivat menestyneet heikosti lippuluukuilla. (Woods 2000, 206–214; Rodley 2007, 352; David Lynch In Conversation 14.3.2015) Oliko yksinkertaisesti kysymys siitä, että David Lynch ei ollut Twin Peaksin jättimenestyksestä huolimatta enää myyvä brändi 1990-luvun lopulla? Oli niin tai näin, televisiosarjan ei uskottu houkuttelevan tarpeeksi yleisöä.

ABC:n perääntymisen jälkeen hieman onnekkaasti ranskalainen Canal+ -yhtiön osoitti kiinnostusta projektia kohtaan, ja pitkien neuvottelujen jälkeen elokuvalle myönnettiin rahoitus ja kuvaukset alkoivat uudelleen. David Lynch laati uuden, täysimittaiseen elokuvaan sopivan käsikirjoituksen. Suuri osa uudesta materiaalista filmattiin lokakuussa 2000. Tuotannon osalta piti ratkaista merkittäviä käytännön ongelmia, koska pilottijakson aikana käytettyjä lavasteita ja muuta materiaalia oli kadonnut tai hävitetty. Tärkeintä oli kuitenkin, että pääosan esittäjät onnistuttiin kiinnittämään uudelleen ja projekti saatiin päätökseen keväällä 2001. (Rodley 2007, 352–353; David Lynch In Conversation 14.3.2015)

Kuva 2. David Lynch ohjeistaa Naomi Wattsia elokuvan kuvausten aikana. Lähde: ”B-roll, MD”.

Tuotantohistoriallisesta kontekstista tarkasteluna Mulholland Drive osoittautui selkeäksi menestykseksi. Retrospektiivisesti nähtynä se on Lynchin uran merkkipaalu, ja yksi hänen tunnetuimmista teoksistaan. Varsinkin syksystä 2001 eteenpäin se menestyi kohtuullisesti lippuluukuilla ja esitysoikeuksien myynti jatkui vilkkaana vuoden 2002 puolelle.[4] Se sai ilmestyessään pääosin ylistävän arvostelut elokuvakriitikoilta, ja voitti lukuisia alan tunnustuksia, joista tunnetuin oli Cannesin elokuvajuhlien ohjaajapalkinto.[5] Tätäkin merkittävämpää on, että 20 vuotta valmistumisensa jälkeen Mulholland Driven kulttuurinen arvostus on säilynyt, ja nykyisin sitä pidetään yhtenä 2000-luvun merkittävimmistä elokuvista.[6]

Hollywood-mysteerin langanpätkät

Teen seuraavaksi sisältöanalyysin varsinaisesta elokuvasta, mutta käsittelen ensin sen nimen historiallista kontekstia. ”Mulholland Drive” on 34 kilometriä pitkä tienvarsiosuus Santa Monican kukkuloiden kupeessa Los Angelesissa, ja tie jatkuu länsiosassa Mulholland Highway -nimisenä valtatienä. 1920-luvulla rakennettu tie on nimetty suunnittelija ja insinööri William Mulhollandin mukaan, joka tunnetaan erityisesti Los Angelesin vesihuoltojärjestelmän rakentajana. Los Angelesin historiassa Mulholland on kontroversiaalinen hahmo, ja hänen suorasukaiset toimenpiteensä vesihuollon kehittämishankkeissa ovat kiistanalaisia. 1900-luvun mittaan Mulholland Drive kytkeytyi miljöönä osaksi Hollywoodin historiaa, ja nykyisinkin monet elokuvateollisuuden tähtinäyttelijät asuvat sen varrella. Sijaintinsa puolesta tie tunnetaan erityisesti erinomaisesta näköalastaan Los Angelesin keskusta-alueelle ja San Fernandon laaksoon. Ikoninen Hollywood-kyltti on niin ikään suoraan nähtävissä tieosuudelta. (Ks. esim. Roth 1999). Tievarsiosuuteen on toistuvasti viitattu populaarikulttuurissa. Lynchin elokuva on niistä tunnetuin, mutta muista nimikkeistä mainittakoon esimerkiksi rikoskirjailija Michael Connellyn Harry Bosch -sarjan romaanit ja novellit (Ks. esim. Connelly 2003; Connelly 2012). Näistä historiallisista ja maantieteellisistä syistä johtuen tien nimi on kansainvälisestikin hyvin tunnettu

Elokuvan rakenteelliseksi keskuspaikaksi valittu tie muodostuu näin Hollywoodin ja sen historian symboliksi. Tätä korostetaan myös visuaalisesti, kun alkuteksteissä elokuvan nimi näkyy tievarsiviittana (ks. Kuva 1). David Lynch kehitti elokuvalleen iskulauseen ”A love story in the city of dreams” (”rakkaustarina unelmien kaupungissa”), jota voidaan pitää kierona viittauksena alussa avautuvalle rikos- ja mysteeritarinalle. Lynchillä on joka tapauksessa selvästi henkilökohtainen suhde tiehen. Osittain tämä selittyy silläkin, että hän on asunut aivan tien läheisyydessä. Haastattelussa, joka tehtiin filmausten aikana, hän kuvaa sitä ”unenkaltaiseksi”, ”pimeäksi” ja ”mutkikkaaksi”. Rakentaako Lynch kuvaillussaan tuttua vertailukohtaa myös omaan uraansa taiteilija ja elokuvaohjaajana? ( ”Interview with David Lynch ”, MD, 00:00-00:30)

Kuva 3. Edestakaisin ja toistensa lomitse pyörivät tanssijat elokuvan alun jitterbug-kohtauksessa. Psykedeelinen värikkyys luo sille unenomaisen ja riehakkaan tunnelman, joka muuttuu hetken päästä painajaiseksi.

Elokuvan juonenkäänteet voidaan jakaa karkeasti kahteen osaan: ensimmäisessä nähdään alun auto-onnettomuus ja sen jälkiselvittelyt sekä nuoren naisnäyttelijän uran alkuvaiheen tapahtumat, toisessa osassa mysteeritarinaa kierretään auki ja katsojalle tarjotaan alkuun lomittuvia mysteeritarinan pätkiä, jotka kaikki päättyvät nähtävään surrealistiseen loppuratkaisuun. Jako on hyvin pinnallinen, koska elokuvan tarina etenee vain näennäisen lineaarisesti lopussa nähtävän arvoituslaatikon aukeamiseen asti (MD 108:00) Lisäksi lukuisat kohtaukset, tärkeimpänä lopun mysteeritarinan auki kiertävät takaumat, heittävät katsojaa toistuvasti takaisin jo nähtyihin kohtauksiin. Noin puolen tunnin mittainen loppuosa itse asiassa kiertää käsittelyn suoraan alkuun, joka tavallaan sulkee koko juonen ympyrän. Käsittelen seuraavassa elokuvan juonta aineistona, lähinnä keskittyen tärkeimpiin teemoihin, jolloin käytän edellä esitettyä jakoa erityisesti niiden lukemiseen tarkoitettuna työvälineenä.

Chris Rodleyn mukaan Mulholland Drive näyttää ja tuntuu yhtenäiseltä, mutta tarkemmin tarkasteltuna luisuu järjen ulottumattomiin ja läpi sormien. Tästä syystä kaikkia tulkintoja voidaan loiventaa sanoilla ”todennäköisesti”, ”mahdollisesti” ja ”ehkä”. (Rodley 2007, 331–332) Näiltä osin elokuvaa on tutkimuksissa ja taidekritiikissä verrattu Möbiuksen nauhaan eli pintaan, jolla on vain yksi puoli ja yksi reuna. Kierretyllä nauhalla ei näytä olevan alkua eikä loppua. (Hudson 2004; Rodley 2007) Geometrisenä kuviona se tarjoaa vertailukohdan samaan päätelmään: elokuvalle ei ole sen näennäisestä selkeydestä huolimatta löydettävissä selkeää loppupäätelmää vaan tulkintahorisonttia voi leikata ja kääntää loputtomiin.

Tärkeimpänä johdattelevana tekijänä näemme aivan alussa räikeän psykedeelisen ja intensiivisesti leikatun tanssikohtauksen. (MD, 00:23-01:22) Taustalla soiva, Angelo Badalamentin toteuttama musiikkikappale on nimeltään ”Jitterbug”, jolla viitataan samannimiseen ja kohtauksessa nähtävään swing-tyyppiseen, erittäin fyysiseen tanssimusiikin alalajiin, joka nousi alun perin suosituksi 1930- ja 1940-luvulla. (ks. esim. Rogers 2010). Hyperaktiivinen kohtaus päättyy Lynchin usein käyttämiin ylivalotuksiin, jotka muistuttavat palavan filmimateriaalin luomaa räjähdystä. Taustalla näkyy suosionosoituksista nauttiva nainen parin sivuhenkilön kera. (MD, 01:23-1:49) Tämän jälkeen seuraamme ensimmäisen persoonan näkökulmasta toistaiseksi tuntemattomaksi jäävän hahmon syvää vajoamista vuoteen lakanoihin. Taustalla kuuluva raskas hengitys viittaa, että henkilö on joko pahasti sairas tai jopa kuolemaisillaan. Unenomainen tanssikappale antaa kuitenkin viitteitä, että sen on kuvitellut yksi ja sama henkilö (MD, 1:49-2:15)

Jitterbug-kohtauksen jälkeen seurataan naista kuljettavaa autoa Mulholland Drivellä, joka päätyy yllättävään pysähdykseen. Naista (Laura Elena Harring) komennetaan pistoolilla uhaten ulos tienvarteen. Katsojalle ei selvitetä kohtauksen taustoja, koska se päättyy äkilliseen nokkakolariin. (MD, 4:39-5:20) Nainen selviää ainoana hengissä, mutta hän on menettänyt kokonaan muistinsa. Hän raahautuu kukkuloilta näennäisen satunnaiseen asuntoon, jonne hän jää nukkumaan. (MD, 6:03-11:13) Alkavaa mysteeriin viitataan kolaripaikalle saapuvien etsivien pohdinnoilla: ”Joku saattaa ehkä olla kadoksissa”, ”Voi olla”. Avaus on aavistuksen humoristinen ja tuo mieleen vastaavan poliisiparin, joka Lost Highway -elokuvan alussa tutkii mysteeristä asuntomurtoa. (MD, 8:51-8:55).

Tässä vaiheessa hän kohtaa Los Angelesiin juuri saapuneen Betty Elmsin (Naomi Watts), jonka tädille asunto normaalisti kuuluu. Amnesian logiikkaa noudattaen, muistinsa menettänyt ja oman henkilöllisyytensä unohtanut nainen valitsee nopeasti asunnon seinällä roikkuvasta Rita Hayworth -elokuvajulisteesta nimekseen ”Rita”. (MD, 23:39-24:26) Tästä eteenpäin tarinan mysteeriä keritään auki, kun he yhdessä yrittävät selvittää ”Ritan” oikeaa identiteettiä. Vihjeiksi nousevat ”Ritan” käsilaukusta löytyvät setelitukot ja outo sininen avain. Alusta lähtien on selvää, että naiset tuntevat toisiaan kohti empaattista vetoa. (MD, 41:00-43:10; 46:00-46:20, Kuva 3)

Kuva 4. Ritan ja Bettyn kohtaaminen. Tunneside esitetään koukuttavana ja Ritan unohtunut identiteetti arvoituksena, jonka selittäminen on Bettylle kuin ”harjoitus elokuvista”.

Betty Elms on henkilöhahmona korostuneen naiivi ja yli-innostunut, tyypillinen heijastuma Hollywoodin viihdekoneiston ääreen työnnettävästä noviisista, joka unelmoi jo tulevasta menestyksestään. (MD, 17:10–18:20) Lynch tuo tähän uutta perspektiiviä asettamalla hänen rinnalleen kaksi tärkeää sivuhahmoa: lentokentällä nähtävä Irene (Jeanne Bates) sekä asuntolasta vastaava Coco (Ann Miller). Molemmat näyttelijättäret olivat pitkän linjan Hollywood-veteraaneja, ja heille Mulholland Drive oli myös heidän viimeinen elokuvansa. Ann Miller kuvataan ”kaikessa komeudessaan” Bettyn uran tukikohdaksi laskettavan asuntolan ”johtajaksi”. (MD, 19:50–20:09) Jeanne Bates oli puolestaan tehnyt yhteistyötä Lynchin kanssa jo 1970-luvulla Eraserhead -elokuvan tuotannon aikana. Oudon ystävällisesti käyttäytyvä Irene nähdään myöhemmin hymyilevän irvokkaasti auton takaosassa, kun Betty on poistunut asunnolleen. Hän läpsäyttää riemuissaan kädellään kumppaninsa polvea, ikään kuin he olisivat onnistuneet junailemaan onnistuneen salajuonen. (MD 18:49–19:00)

Irene on alusta lähtien epätodellinen hahmo, joka jää kummittelemaan koko elokuvan ajaksi taustalle ja ilmestyy vielä lopussa täydentämään mysteeriä. Näiltä osin Irene ja Coco ovat konkreettisella ja fiktiivisellä tasolla viitteitä Hollywoodin menneisyyteen. Betty edustaa nykyisyyttä ja Rita puolestaan näitä puolia yhdistävää, mysteeristä ja synkkää tulevaisuutta, jota ei vielä kuitenkaan katsojalle avata. Katsojalle väläytettävä, näennäisen irralliseksi jäävä kohtaus Winkey’s -pikaruokalan työpaikkahaastattelusta ja viitteestä koko tarinaa uhkaavasta painajaisesta hajottaa kerrontaa ja esittelee muutaman sekunnin ajaksi, takapihalla kummittelevan mystisen ihmishirviön, joka näyttää äärimmäisen likaiselta pummilta. (MD 11:17-15:45) Winkey’s on esimerkki David Lynchin tavasta sirotella omia kokemuksiaan elokuviin. Fiktiivisen ruokalan tyylillisenä esimerkkinä oli Lynchin oma Denny’s -ruokala Sunset Boulevardilla. Pimeän kujan arvoituksen inspiraationa oli Lynchin ruokalassa kohtaamat Saatanan kirkon edustajat. Paikan väkevän tunnelman hän kanavoi takapihan mystiseen pummiin (Rodley 2007, 345)

Tarinan lineaarisinta puolta edustaa elokuvaohjaaja Adam Kesherin (Justin Theroux) taistelu uudesta elokuvaprojektistaan. Neuvottelujen tuotantoyhtiön edustajat näytetään mafia-tyyppisinä roistoina (elokuvan säveltäjä Angelo Badalamenti nähdään Luigi Castiglianen roolissa, joka vastenmielisesti sylkee tarjotun ekspresson lautasliinaan), jotka vaativat valokuvassa esitettävää Camilla Rhodesia päärooliin. ”Valitsette [tämän] tytön [this is the girl]” -kuuluu selvä käsky. Tässä yhteydessä katsojalle viitataan, että Camilla Rhodes ja Betty Elms liittyvät toisiinsa, mutta millä tavalla? Sitä ennen on myös tehty selväksi, että roistot etsivät kadonnutta ”Ritaa”. (MD 27:10-31:40) Kesher kieltäytyy, mutta joutuu piinallisten ja surkuhupaisten vaikeuksia jälkeen alistumaan roistojen vaatimuksiin. Meneillään olevan elokuvan filmauksia jatketaan vasta, kun Kesher on tavannut mystisen ”Comboy”-hahmon (Monty Montgomery), joka on alleviivannut hänelle, että ohjaaja valitsee ”sen oikean tytön”. Comboy huomauttaa, että jos Kesher tekee väärän ratkaisun, ohjaaja näkee hänet vielä kahteen kertaan elokuvan aikana. Katsoja itse asiassa näkee Comboyn kahteen kertaan, mikä viittaa näyttelijävalinnan menneen sittenkin väärin. (MD 111:47 ja 129:05)

Mulholland Drive voidaan siis tulkita osittain Lynchin Hollywoodin tuotantokoneistoa vastaan suuntaamaksi kriittiseksi satiiriksi. Sitä on näiltä osin verrattu Billy Wilderin noir-klassikkoon Auringonlaskun katu (Sunset Boulevard, 1950), joka voidaan nähdä paitsi kuvauksena Hollywood-unelmien rikkoontumisesta myös selvänä hyökkäyksenä aikansa studiosysteemiä vastaan. (Rodley 2007, 342; Sheen 2004, 170) Mulholland Drivessä nähkäänkin muutama selkeä viittaus elokuvaan, kuten Sunset Boulevard -kyltin vilahtaminen kohdassa, jossa auto-onnettomuuteen joutunut Rita kävelee kukkuloilta kohti Los Angelesin keskustaa sekä lyhyt otos Paramount-studion portilta (MD 7:31, 70:23–70:32)

Kesherin hahmo ja käsittelytapa voidaan helposti tulkita Lynchin tulkinnaksi Hollywoodin viihdekoneiston ilkeistä ja jyräävistä menettelytavoista. Kuvailussa näkyy selkeä piikki, jossa Lynch retrospektiivisesti kommentoi elokuvan alkuperäisen pilottijakson tylyä kohtaloa. Lynch onkin myöntänyt, että epäonnistunut yhteistyö ABC:n kanssa oli merkki siitä, että yhtiö ”vihasi häntä”, ja osittain nämä tunteet siirtyivät elokuvaan, vaikka siinä pitkälti kommentoidaan noin yleisemmin useimpien Hollywood-ohjaajien tuntemaa taistelua kylmän viileää tuotantokoneistoa vastaan. (Rodley 2007, 342–343) Omat, hyvänä pidetyt ratkaisut törmäävät usein neuvotteluissa kuin seinään. Ratkaisua ei useinkaan perustella ja siksi elokuvassakin nähdään vain lasiseinän takana näkyvä pieni elokuvapomo, joka pitelee ratkaisun avaimia käsissään kuin näkymättömiä lankoja (MD 16:01–16:21, 33:14–33-54).

Vertailu elokuvan alussa nähtävään, ja mysteerin avaavaan auto-onnettomuuteen ovat melko ilmeisiä. ”Tyttö on yhä kadoksissa”, toteamus yhdessä vaatimukseen ”oikean tytön” etsinnästä ovat selvästi rinnasteisia. Lyhyenä paralleelina nähdään tähän sijoitettu yksityiskohta, kun ”kadonneen tytön” etsinnän aloittava soitto ohjautuu punaisen lampunvarjostimella varustetulle yöpöydän puhelimelle. Vihjeestä käy myöhemmin selville, että soitto ohjautuu Diana Selwyn asuntoon. (MD 17:01, 121:51) Elokuvan rakenteessa on useitakin rinnakkaisia ja aluksi hämäräksi jääviä kohtauksia, kuten auto-onnettomuuden jälkiselvittely kahden heittiön välillä, joka päättyy surkuhupaisaan ampumakohtaukseen. Ampuja ryöstää sen päätteeksi ”Edin mustan kirjan”, joka on käsikirja täynnä alan puhelinnumeroita. Katsojalle tehdään selväksi, että tappaja etsii ”Ritaa”. (MD 37:00–38:14).

Pienten vihjeiden avulla ”Rita” alkaa muistaa mahdollisia yksityiskohtia identiteetistään. Onnettomuus on tapahtunut Mulholland Drivellä ja ”Diane Selwyn” -nimi vaikuttaa hänestä tutulta. Samalla nimellä löytyy osoite, mutta Cocon vuokralainen antaa pahaenteisen ennustuksen: ”Joku on pahassa pulassa”. (MD, 52:00–53:20; 57:50-–60:27) Bettyn ensimmäinen koe-esiintyminen (MD 71:12–78:00), joka onnistuu täydellisesti, kiertää tässä vaiheessa mysteeriä entistä syvemmälle, kun seuraavaksi Kesher valitsee lavalla laulavan Camilla Rhodesin (Melissa George) elokuvaan taikasanoilla ”tämä on se oikea [this is the girl]” ja vahvistaa näin sopimuksensa roistomaisille tuottajille. (MD 80:29–83:05)

Kuva 5. Camilla Rhodes on se ”oikea” tyttö. Haavekuvan kaltainen nostalginen musiikkitrippi 1960-luvun alkuun.

Juuri ennen päätöstä Kesher on nähnyt Bettyn takanaan, ja hänen ilmeensä on hämmentynyt. Johtuuko kaikki siitä, että Camilla ja Betty muistuttavat erehdyttävästi toisiaan? Oliko valinta sittenkin oikea? Kohtaus tarjoaa jälleen kerran viitteen doppelgänger-tehokeinoon, joita nähdään toistuvasti elokuvan aikana. Katsojalle jännittynyt kohtaus jää avoimeksi, kun Betty pakenee paikalta ja hän jatkaa Ritan kanssa Diane Selwyn kohtalon selvittämistä. Diana löytyy yllättäen asunnostaan kuolleena. Ruumis makaa sängyllä, jonka lakanat ovat väritystä myöten täsmälleen samat kuin aivan alkukohtauksessa. Diane Selwyn on se henkilö, jonka sammumisen katsoja näkee alkuminuuttien aikana. (MD 90:22-92:10) Dianen ruumiin löytyminen ja tätä kautta erään juonen langanpätkän selviäminen tuo esille koko elokuvaa varjostavan kuoleman uhan. Myöhemmin selviää, että Dianen kohtalo on synkkä esimerkki Hollywoodin tuotantokoneiston uhriksi päätyvän näyttelijättären menehtymisestä, johon edellä käsitelty Marilyn Monroe -teema selvästi viittaa.

Marilyn Monroe -viite jatkuu tästä, samalla kun doppelgänger-tehokeinoa syvennetään, ja pelokas Rita tekeytyy blondiksi, joka suuresti muistuttaa Bettyä. Emotionaalisesti naiset kiertyvät yhteen, kun he tekevät rakkauden tunnuksen toisilleen ja rakastelevat Bettyn vuoteella. (MD 93:00–97:55). Naisten intensiivinen lähentyminen toimii johdatuksena uuteen käännekohtaan, kun he heräävät Ritan painajaiseen, jossa hän toistaa espanjaksi sanaa ”hiljaisuus, hiljaisuus [silencio, silencio]”. (MD 98:05–98:10) Naiset lähtevät Ritan johdattelemana Club Silencio -teatteriin seuraamaan arvoituksellista yönäytöstä. Kohtauksen ilmeisenä tarkoituksena on korostaa, että kaikki nähty on todellisuudessa katsojalle luotua illuusiota. Näytöksessä kuultava musiikilla ja laululla ”ei ole yhteyttä”, koska ”kaikki tulee nauhalta”. Tällä hän näyttäisi viittaavan laajemmin elokuvaan ja sen mysteeriin tarinana, joka on kerrottu ja joka vain näennäisesti näyttää todelliselta. ”Los Angelesin itkijänaisen” (cameoroolissa nähtävä Rebekah Del Rio) esiintyessä Betty ja Rita kyynelehtivät surumielisen tunnelman vallitessa. Laulaja romahtaa lattialle, mutta tästä huolimatta laulu kaikuu teatterissa katkeamattomana. (MD 100:40–107:16)

Kuva 6. Rita ja Betty Club Silencion sinertävässä udussa. David Lynchin aikaisempi viehätys siniseen väriin näkyy useissakin elokuvan kohtauksissa.

Laulu on Del Rion versio alun perin Roy Orbisonin vuonna 1961 julkaisemasta kappaleesta ”The Crying”. Ilmeisesti kappale päätyi Lynchin mukaan elokuvaan ”sattumalta”, vaikka ohjaaja olikin sovitellut sitä jo vuoden 1986 Blue Velvet -elokuvaan. (Rodley 2007, 361–362) Se, että esitys tapahtuu espanjankielellä ja pantomiimina tarjoaa kuitenkin selittävän taustatekijän elokuvassa nähtäviin muihin musiikkiesityksiin – esimerkiksi Camilla Rhodesin koe-esiintymisessä kuultavaan Linda Scottin versioon kappaleesta ”I’ve Told Every Little Star”. Tämäkin esitys tulee suoraan nauhalta, mikä on osoitus sen luomasta ”illuusiosta”. ”Sattumaa” lienee myös se, että Scottin kappale on niin ikään julkaistu vuonna 1961. Kappale, samoin kuin muutkin elokuvassa kuultava 1950- ja 1960-luvun musiikki on samalla Lynchin nostalginen kunnianosoitus aikansa populaarikulttuuria kohtaan. Ohjaajan tuotannossa ratkaisu on myös helposti tunnistettava tehokeino. Monet hänen elokuvistaan, kuten sen henkinen edeltäjä Lost Highway, siirtyvät saumattomasti tarinan edustamasta nykyhetkestä menneisyyteen ja takaisin. Mulholland Driven tapauksessa musiikki liittyy saumattomasti Hollywoodin 1940- ja 1960-luvun historiaan. (ks. esim. Mazullo 2005). Niin kuin yleensäkin David Lynchin tuotannoissa, musiikki ei ole kuitenkaan pelkkä nostalginen kulissi, vaan sillä tavoitellaan tässäkin yhteydessä monimutkaisempaa tunneskaalaa, jonka kehyksenä toimii Angelo Badalamentin rakentama synkänpuhuva äänimaailma.

Rebekah Del Rion romahdus lavalla kesken lauluesityksen vahvistaa myös kuultujen musiikkiesitysten funktiota tarinaa peittävänä, kauniina kulissina. Yhteinen tulkintapinta viittaa kaiken kauniina nähtävän ja kuultavan katoavaisuuteen ja lähestyvään murhenäytelmään, josta on nähty vinkkejä muun muassa Diana Selwyn kuolemassa ja ruumiin löytymisessä. Elokuvan noin puoli tuntia kestävä loppuosa tarjoaa näiltä osin toistensa kanssa päällekkäin limittyviä vastauksia alkuosassa esitettyihin arvoituksiin. Kohtauksen aloittaa teatterikohtauksen jälkeen löytyvä sininen arvoituslaatikko, johon Ritan sininen avain sopii. Laatikon avaamisen yhteydessä Betty häviää äkillisesti, sitten avautuvan laatikon sysimusta pimeys nielaisee katsojan sisäänsä. (MD 108:10-110:30) Arvoituslaatikko ja avain tuovat elävästi mieleen vastaavat esineet, joita on nähty aikaisemminkin David Lynchin tuotannoissa. Yhden tulkinnan mukaan ne ovat vain esineitä, joiden taustaa tai tarkoitusperää ei voi selittää, ne yksinkertaisesti vain vievät väkisin juonta eteenpäin. Esimerkiksi Twin Peaksin toisen tuotantokauden päätösosassa esiintyy vastaava laatikko/avain –vastinpari. Tulkintaa hieman laajennettaessa ne ovat Lynchille tyypillisiä esineitä, joiden löytyminen ja ”käynnistyminen” johdattaa katsojaa eteenpäin mysteeritarinassa.

Noin puolen mittainen loppukohtaus valottaa Ritan/Bettyn/Camillan/Dianen henkilöhahmojen yhteen kiertynyttä arvoitusta. David Lynch palaakin näiltä osin Lost Highway –elokuvassa nähtävään mustasukkaisuuden teemaan. Tätä taustoitetaan suoraan Diana Selwyn tarinalla: Diane kuvataan elämässä sivuraiteelle joutuneena, fyysisen ja/tai henkisen krapulan ja ilmeisten rahahuolien piinaamaksi näyttelijättäreksi, joka herää koputuksiin samasta vuoteesta jossa hänen ruumiinsa oli aikaisemmin löytynyt. Nukkumisasentokin on sama kuin ruumiilla. Omia tavaroitaan hieman kiukkuisena hakeva kämppäkaveri ilmoittaa, että ”poliisit kävivät etsimässä häntä”. Kohtauksen aikana sininen avain näkyy hetkellisesti pöydän päällä. (MD 112:07–115:19)

Katsojalle myös selviää, että tummahiuksinen Rita onkin Camilla Rhodes, johon Dianella on viha-rakkaus –suhde. Camilla ilmestyy Dianen kämppään kuin humalaisen haavekuva, joka onkin äkkiä päättänyt tuhota kohteensa (MD 117) Suhteen murtavaksi tekijäksi esitetään Camillan alkava suhde ohjaaja Kesheriin. Seksuaalisesti turhautunut Diane nähdään sen jälkeen masturboivan sohvalla katseen fokuksen kadotessa kuin kysymys olisi elokuvan alkuosaa jatkavasta unesta. (MD 120:30–120:55) Tämä on jälleen yksi viite identiteettien sekoittumiseen, jossa Diane/Camilla -hahmojen sulautuminen viittaa yhdessä masturbaation kanssa itseensä rakastumiseen.

Uusi käänne identiteetti-leikittelyssä kääntyy peilikuvaksi, kun tarina muuttuu hetkeksi johdattelevaksi ja vähemmän unenomaiseksi. Avainkohtauksi muodostuu Camillan pyynnöstä tapahtuva Dianan ajomatka Hollywood-ammattilaisten juhliin Mulholland Drivelle. Alussa nähtävän auto-onnettomuuden tapahtumapaikka ja juhliin vievän oikopolun pysähdyspaikka osoitetaan samoiksi, mikä entisestään selventää tai hämärtää alun ja loppukohtauksen yhteyttä. Diane jopa huomauttaa auton kuskeille äkillisestä pysähdyksestä samoin sanoin kuin mitä kuullaan juuri ennen onnettomuutta: ”mitä te teette? Emme pysähdy tässä”. (MD 123:42)

Käänteisellä tapahtumalla katsoja jää miettimään kumpi tapahtumista on ”se oikea” ja mikä mystiseksi painajaiseksi kääntyvää illuusiota. Juhlien aikana selviää miten peruuttamattomasti ja armottomasti Diane on ihastunut tai jopa rakastunut ohjaaja Kesheriin, vaikka Camilla on napannut paitsi hänelle tarkoitetun pääroolin myös vietellyt samalla ohjaajan. Elokuvan nimi myös mainitaan: The Sylvia North Story, joka oli nähty välittömästi aikaisemmin Bettyn oman koe-esiintymisen jälkeen. Vihan ja katkeruuden herättämien kyynelten valuessa Diana näkee aikaisemmin Camilla Rhodesiksi mainitun ja koe-esiintymisessä laulaneen naisen (Melissa George) suutelevan Camillaa. Nainen on kuin haavekuva, tavallaan symboli ”siitä oikeasta tytöstä”, jolla on onni suudella voittajaa. Juhlissa on ilmeisesti tarkoituksena julistaa Kesherin ja Camillan suhde viralliseksi, mutta kohtaus päättyy kesken molempien nauraessa hysteerisesti. (MD 122:00–130:20) Mustasukkaisuusdraaman kenttä on näin levinnyt auki kaikkiin nähtävissä oleviin tulkintahorisontteihin.

Kuva 7. Loppuun palanut Diane vähän ennen romahdusta ja itsemurhaa.

Juhlien aikana paikalla oleva Coco, Kesherin äiti, ymmärtää kokonaistilanteen toteamalla lakonisesti ”vai niin” ja taputtamalla myötätuntoisesti Dianan käsiä. (MD 128:30–128:35) Kohtaus voidaan tulkita moniulotteisesti, sillä Cocoa näyttelevälle Ann Millerille Dianan tarina oli varmasti tuttu hänen omasta elämästään. Ann Miller oli varmasti urallaan nähnyt lukemattomia vastaavia tapauksia, joten toteamus on paitsi yhteenveto elokuvan keskeisestä jännitteestä myös viite Hollywoodin historiaan, jossa unelmien vastapuoleksi syntyy lukematon sarja pettymyksiä, vastoinkäymisiä ja katkeruutta. Juhlien aikana katsojalle tarjotaan jälleen yksi, lähes huomaamaton vinkki alun psykedeeliseen jitterbug-tanssikohtaukseen, joka päättyy Dianen oletettuun kuolemaan. Diane mainitsee pöytäseurueelle päätyneensä elokuva-alalle voitettuaan jitterbug-kilpailun. (MD 127:10)

Mustasukkaisuuden riivaama Diane nähdään seuraavana istumassa Winkey’s –pikaruokalassa yhdessä mafiaan kuuluvan roiston kanssa. ”Betty”-niminen tarjoilija käy tarjoamassa heille kahvia, mikä viittaa nimen ja henkilön olevan oikeasti keksitty. Diane näyttää Camilla Rhodesin valokuvaa ja antaa roistolle tehtävän, jonka luonnetta ei paljasteta katsojalle, mutta kohtaus tarjoaa viitteitä tilattavaan palkkamurhaan tai järjestettävään onnettomuuteen. Aikaisemmin Ritan käsilaukusta löytyvät mystiset setelitukot vilahtavat Dianan omassa kassissa. Kaupanteon jälkeen roisto näyttää sinisen avaimen ja mainitsee tehtävän suoritetuksi, kun Diane löytää avaimen. Sama avainhan oli nähty aikaisemmin, kun kohmeloinen Diane oli herännyt oven paukutteluun kämpässään ja saanut tietää, että poliisit etsivät häntä. Elokuvan loppu on kiertynyt näiltä osin lähes täyden ympyrän (MD 130:31–132:06).

Diana kysyy lopuksi mitä avain lopulta aukaisee, mutta saa vastaukseksi pelkkää naurua. Ruokalan pimentyneellä takapihalla nähdään seuraavaksi aikaisemmin vain hetkellisesti esiintynyt hirviömäinen pummi kuutio kädessään. Sininen avain ilmestyy Dianen kämpän pöydälle, ja kohtaus päättyy painajaismaiseen takaa-ajokohtaukseen, kun lentokentällä tavattu ja hirviöksi muuttunut Irene ilmestyy huoneeseen ja jahtaa kumppaninsa kanssa Dianea takaa. Omaan helvettiinsä ajautunut, kirkuva Diane pakenee vuoteelleen, kiskaisee yöpöydän laatikosta käsiaseen ja ampuu itsensä. Elokuva päättyy yökuviin Los Angelesissa ja ylivalotettuihin kohtauksiin Dianesta ja Camillasta. Viimeisissä kuvissa Club Silencion tyhjentynyt näyttämö väreilee sinisessä valossa ja kuiskaava ääni toistaa: ”hiljaisuus”. (MD 132:40–136:25)

Lopuksi: pimeys ei tarjoa selitystä

Tunnetusti Lynch on taiteilijana vältellyt tulkitsemasta elokuviaan jälkikäteen. Hänen luomassaan elokuvataiteessa alitajunta ja irrationaalisuus puhuvat ja katsoja ammentaa tästä kokemuksesta. Jos elokuvaa analysoi liikaa selitykset alkavat toistaa itseään ja kiertää väistämätöntä kehää. Kaikkia yksityiskohtia on silti käytännössä mahdotonta selittää, ja kun taidetta aletaan purkaa sitä selittäväksi tekstiksi, latistumisen vaara on hyvin lähellä. Taide on ensisijaisesti tunneperäinen kokemus, joka pakenee rationaalisia selityksiä. Tärkein tehokeino perustuu siihen, että jos vastausta etsitään, kuten katsoja tai tutkija lähes väistämättä aina tekee, sen oletettu löytäminen ei tarjoakaan tyhjentävää selvitystä. ”Lynchmäisen” tyylin mukaisesti objektiivisuuden vaatimuksesta voimme luopua − taideteoksesta ei voida koskaan löytää mitään tyhjentävää ja lopullista.

Mulholland Driven analysointi ja selittäminen yhdessä katsausartikkelissa on näistä syistä johtuen epäonnistumiseen tuomittu yritys. Toisaalta mikä tahansa klassikkoelokuva on aina avoin uusille, subjektiivisille tulkinnoille, ja tätä epäilemättä Lynch on ylipäätään ”Los Angeles” -trilogiallaan hakenut. Lähtökohtaisesti ei ole olemassa ”oikeaa” tai ”väärää” tulkintaa, ainoastaan katsojan horisontin ylittävää matkalla oloa. Tästä syystä olen halunnut tehdä elokuvan avainkohtauksiin seikkaperäisemmän läpiluotauksen. Tarkoitus ei ole ollut esitellä elokuvan juonta vaan yksinkertaisesti keskittyä yhteen, alusta loppuun vedettyyn kokemukseen. Elokuvan kokemus on aina subjektiivinen, eikä sen tarkoitus ole toimia esimerkiksi laajennettuna elokuva-arviona.

Lost Highway ja Mulholland Drive edustavat vakavasti otettuja kokeiluja elokuvakerronnalla, jossa käsittelyä voi pyörittää loputtomiin eri näkökulmista. Myöhemmin julkaistu Inland Empire (2006) vei tämän kerronnan vielä pidemmälle. Inland Empire voidaankin linkittää ohjaajan orastaviin internet-projekteihin, jotka veivät taiteilijaa yhä kauemmaksi kaupallisesta elokuvatuotannosta. Mulholland Drive nouseekin trilogian eheimmäksi kokonaisuudeksi, johon myös viittaa sen saavuttama pitkäkestoinen maine yhtenä tärkeimmistä 2000-luvun alussa julkaistuista elokuvista. Se on kiehtova, mystinen ja monitulkintainen, ja tästä huolimatta tiivisti ja taidokkaasti rakennettu paketti. Kerronnan hajottaminen ei ole täysin itsetarkoituksellista, vaikka erityisesti identiteeteillä leikittely haastaakin katsojaa jatkuvasti pohtimaan sen kätkettyjä arvoituksia. Sen vertailu unenomaiseen salapoliisitarinaan on siksi varsin onnistunut (Rutanen 2012, 18).

Kerrontekniikan osalta yhtäläisyyksiä voidaan toki löytää esimerkiksi ranskalaisen uuden aallon elokuvista, mutta täysin selkeiden vertailukohtien etsiminen on hyvin vaikeaa. Siinä on samanlaista viehätystä kuin ohjaajan surrealistisessa debyyttielokuvassa Eraserhead (1977). Oliko Lynchin tarkoitus luoda uudenlaista tulkintaa nuoruutensa taidekokeilulle? Sen epätavallinen tuotantohistoria ja onnekas sattuma tarjosivat ohjaajalle mahdollisuuden jatkaa Lost Highwayn viitoittamalla tiellä.

Yksinkertaisimmillaan Mulholland Drive voisi kuvata Diane Selwyn tarinaksi – Hollywoodin tuotantokoneiston jyräämäksi näyttelijättäreksi, joka päätyy lopulta itsemurhaan. Onko Diane vain Lynchin rakentama surrealistinen tulkinta Marilyn Monroen karusta kohtalosta? Tulkinta on vain yksi monien joukosta, mutta tuotantohistoriallisen kontekstin valossa sille löytyy uskottava tausta. Toisaalta, laajennettuna sen voi nähdä koko Hollywoodin ja sen historian kokonaissynteesiksi. Mutta mikä on Hollywoodin tarina tai miksi me haluamme sen kuvitella? Kysymys on tässäkin tapauksessa illuusiosta. Se vie matkalle Hollywoodin synkkiin kulisseihin, ja tuo hämmentyneen katsojan myös takaisin. Jos yksilö on osa systeemiä, niin systeemi on samalla yksilöiden osa, ja tarkastelun fokusta voi vaihtaa haluamallaan tavalla.

Mulholland Drive on tarina kuoleman väistämättömyydestä. Teatteri-esityksessä viitatulla hiljaisuudella” ja tyhjentyneellä näyttämöllä viitataan kaiken katoavuuteen. Kuolema ajaa sisälle tarinaan heti alun huumeisessa jitterbug-kohtauksessa ja siihen päädytään myös langan toisessa päässä – ympyrä sulkeutuu ja avautuu tarvittaessa uudelleen, mutta ainoa pysyvä elementti on kuolema. Tarinan keskusprojektina nähtävä, korostuneen 50-lukulaiseen tyyliin filmattava, fiktiivinen elokuva The Sylvia North Story on unelmiin kätkettyä, pinnallista fantasiaa. Sen kauniiden, punaisten verhojen takana avautuu Hollywoodin pimeä sydän, joka jauhaa varomattomia yksilöitä hajalle.

”Mulholland Drive” on oikea, Los Angelesissa sijaitse tieosuus, jolla on tärkeä osuus Hollywoodin historiassa, ja ohjaajalla itsellään on ollut siihen oma, henkilökohtainen suhde. Paikka on kiintopiste ja siitä voi helposti kertoa kauhistuttavia ja synkkiä tarinoita. Mulholland Drive on tähän maantieteelliseen kiintopisteeseen sidottu, moniulotteinen taideteos. Kaiken taustalla häälyy omien unelmiensa tuhoama Marilyn Monroe, kiiltokuvamaisena aaveena Hollywoodin kultaisilta vuosilta.


Video 1. Mulholland Driven virallinen traileri vuodelta 2017, jolloin yhtiö laittoi elokuvan uudelleenlevitykseen.

Lähteet

Kaikki linkit tarkistettu 25.5.2021

Elokuva

Mulholland Drive (”Mulholland Dr”) (MD). Ohjaus: David Lynch, käsikirjoitus: David Lynch ja Joyce Eliason, musiikki: Angelo Badalamenti, pääosissa: Naomi Watts, Laura Elena Harring, Justin Theroux, Ann Miller. Dvd-versio (2003), pituus 145 minuuttia. Lisämateriaaleista käytetty B-Roll”-videota (kuvauksia filmauksia) sekä David Lynchin kuvausten aikana tehtyä haastattelua Interview with David Lynch”.

Videot

”David Lynch In Conversation”. Haastattelija: David Stratton. Gallery of Modern Art (GOMA) Brisbane, Australia. Nauhoitettu 14.3.2015, pituus 58 minuuttia, https://www.youtube.com/watch?v=jGd6lnYTTY8.

Verkkosivustot ja -palvelut

Rotten Tomatoes, Twin Peaks: Fire Walk with Me” 21.12.2020, https://www.rottentomatoes.com/m/twin-peaks-fire-walk-with-me.

Rotten Tomatoes, ”Mulholland Drive” 21.12.2020, https://www.rottentomatoes.com/m/mulholland_dr.

Twin Peaks Wiki, “Fire Walk With Me”, https://twinpeaks.fandom.com/wiki/Twin_Peaks:_Fire_Walk_with_Me.

”Mulholland Dr”. Elonet, https://elonet.finna.fi/Record/kavi.elonet_elokuva_1080431.

Awards 2001: All Awards, Festival De Cannnes. https://web.archive.org/web/20141027075218/http://www.festival-cannes.fr/en/archives/2001/allAward.html . Haettu Internet Archivesta 6.11.2020.

BBC Releases Its List of the 100 Best Movies of the 21st Century, 28.6.2016, https://collider.com/bbc-best-movies-21st-century-list/.

Lehtiartikkelit

The Guardian 7.2.2007. ”David Lynch”, https://www.theguardian.com/film/2007/feb/08/davidlynch.

Kirjallisuus

Connelly, Michael. 2012. Mulholland Dive: Three Short Stories. eBook, https://www.michaelconnelly.com/writing/mulhollanddive/.

Hudson, Jennifer (Spring 2004). ”’No Hay Banda, and yet We Hear a Band’: David Lynch’s Reversal of Coherence in Mulholland Drive”. Journal of Film and Video. 1 (56): 17–24.

Mazullo, Mark. ”Remembering Pop: David Lynch and the Sound of the’60s.” American Music 23.4 (2005): 493–513.

Rodley, Chris. 2007. Lynch on Lynch (Lynch on Lynch – revised edition). Suomeksi toimittanut Lauri Lehtinen. Kolmas täydennetty laitos. Helsinki: Like.

Rogers, Richard A. ”A dialogics of rhythm: Dance and the performance of cultural conflict.” Howard Journal of Communication 9.1 (1998): 5–27.

Roth, Matthew W. 1999. ”Mulholland Highway and the Engineering Culture of Los Angeles in the 1920s”. Technology and Culture. 40: 545–575. JSTOR 25147359.

Rutanen, Tanja. 2012. ”Universumi sisälläsi – Mulholland Drive: tupa täynnä vieraita”. Filmihullu 2/2012.

Sheen, Erica; Davison, A. (eds.) 2004. The Cinema of David Lynch: American Dreams, Nightmare Visions. Wallflower Press.

Woods, Paul (ed.) 2000. Weirdsville USA: The Obsessive Universe of David Lynch. Plexus Publishing.

Viitteet

[1] Suomessa elokuvan virallinen nimi oli lyhennettynä ”Mulholland Dr.”. Käytän tässä artikkelissa selvyyden suoksi sen käyttöön vakiintunutta täysnimeä. Suomessa ensi-iltakierroksella elokuva kiersi neljällä kopiolla. Elokuvaa nähtiin salipaikoiltaan suurissa teattereissa elokuussa, minkä jälkeen se siirtyi pienempiin saleihin ja myöhemmin sitä nähtiin lähinnä elokuvakerhoissa. Ks. esim. Elonet.

[2] Käytän aineistovertailussa jatkossa elokuvasta lyhennystä MD ja dvd-painoksessa esiintyvään minuuttilukemaan ja kaksoispisteen jälkeen sekuntilukemaan.

[3] Elokuvakritiikkiin ja yleisövastaanottoon keskittynyt Rotten Tomatoes -sivusto antaa tälle hetkellä elokuvalle 78 % luokituksen yleisöäänistä ja 64 % luokituksen kriitikkoäänistä. Lukemaa voidaan pitää melko hyvänä, varsinkin kun alkuperäinen televisiosarja saa 88 % luokituksen molemmissa kategorioissa. ”Twin Peaks: Fire Walk with Me”,  Rotten Tomatoes 21.12.2020, www.rottentomatoes.com.

[4] Box Office Mojon tilastojen mukaan elokuva tuotti syksyllä 2001 ja keväällä 2002 yhteensä 20 miljoonaa dollaria. Elokuvan tuotantobudjetti oli ollut 15 miljoonaa dollaria. Ks. Box Office Mojo, https://www.boxofficemojo.com/release/rl3680863745/. David Lynchin uralla elokuva oli hänen toiseksi menestynein vuonna 1980 ilmestyneen Elefanttimiehen (The Elephant Man, 1980) jälkeen, joka tuotti 26 miljoonaa dollaria.

[5] Lynch jakoi palkinnon yhdessä Joen Coenin kanssa. Ks. Awards 2001: All Awards, Festival De Cannes, www.festival-cannes.fr.

[6] Esimerkiksi yleisradioyhtiö BBC:n vuonna 2016 keräämässä arvioluokituksessa Mulholland Drive nousee vuoden 2000 jälkeen julkaistujen elokuvien kärkisijalle. Best Movies of the 21st Century, https://collider.com/. Rotten Tomatoes -sivusto mittaa elokuvalle 83 % lukeman kriitikkoäänistä ja 87 % yleisöäänistä. ”Mulholland Drive”, www.rottentomatoes.com.

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/

Printable PDF version


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.

Literature

Aumont, Jacques. 2003. ”Les Fantômes de l’opéra.” In Le Septième art: Le cinéma parmi les arts, edited by Jacques Aumont, 151–169. Paris: Éditions Leo Scheer.

Bolter, Jay David and Richard Grusin. 1999. Remediation: Understanding New Media. Cambridge, MA, and London, UK: The MIT Press.

Breskin, David. 1992. Inner Views: Filmmakers in Conversation. Faber and Faber: Boston and London.

Brozić, Ivana. 2012. “Theatre and Music: Intermedial Negotiations.” In Travels in Intermedia[lity]: Reblurring the Boundaries, edited by Bernd Herzogenrath, 137–151. New Hampshire: Dartmouth College Press Hanover.

Chapple, Fred and Chiel Kattenbelt (eds). 2006. Intermediality in Theatre and Performance. Amsterdam and New York: Rodopi.

Chinita, Fátima. 2013. O Espectador (In)visível: Reflexividade na Óptica do Espectador em Inland Empire, de David Lynch. Covilhã: Livros Labcom.

Chion, Michel. 2001. David Lynch (nouvelle édition mise à jour). Paris: Cahiers du cinéma.

Clüver, Claus. 2016 [2007]. ”Intermediality and Interarts Studies.” In Changing Borders: Contemporary Positions in Intermediality, edited by Jens Arvidson, Mikael Askander, Jørgen Bruhn, and Heidrun Führer: 19–37. Lund: Intermedia Studies Press.

Deleuze, Gilles. 1985. Cinéma 2 – L’image-temps. Paris: Éditions de Minuit.

Dusi, Nicola and Cinzia Bianchi (eds.) 2019. David Lynch: Mondi intermediali. Milano: FrancoAngeli.

Elleström, Lars. 2010. “The Modalirities of Media: A Model for Understanding Intermedial Relations.” In Media Borders, Multimodality and Intermediality, edited by Lars Elleström, 11-48. Basingstoke and New York: Palgrave Macmillan.

Elleström, Lars. 2014. Media Transformation: The Transfer of Media Characteristics Among Media. Basingstoke and New York: Palgrave Macmillan.

Gander, Pierre. 2005. “Two Myths about Immersion in New Storytelling Media” (1999) In Lund University Cognitive Studies, 80.

Grau, Oliver. 2003. Virtual Art: From Illusion to Immersion. Cambridge, MA, and London, UK: The MIT Press.

Krtilova, Katerina. 2012. “Intermediality in Media Philosophy.” In Travels in Intermedia[lity]: Reblurring the Boundaries, edited by Bernd Herzogenrath, 37–45. New Hampshire: Dartmouth College Press Hanover.

Liptay, Fabienne and Burcu Dogramaci, eds. 2015. Immersion and the Visual Arts and Media. Amsterdam: Brill/Rodopi.

Lynch, David. 2006. Catching the Big Fish: Meditation, Consciousness, and Creativity. London, New York et al: Jeremy P. Tarcher / Penguin.

Mactaggart, Allister. 2010. The Film Paintings of David Lynch: Challenging Film Theory. Bristol and Chicago: Intellect.

Marks, Laura U. 2002. Touch: Sensuous Theory and Multisensory Media. Minneapolis and London: University of Minnesota Press.

Meier, Julia. 2012. “Genuine Thought is Inter(medial).” In Travels in Intermedia[lity]: Reblurring the Boundaries, edited by Bernd Herzogenrath, 125–136. New Hampshire: Dartmouth College Press Hanover.

Mestre, Daniel R. 2005. “Immersion and Presence”. http://www.ism.univmed.fr/mestre/projects/virtual%20reality/Pres_2005.pdf.

Meurer, Ulrich. 2014. “Horse in Motion: On the ‘Rationalities’ of Cinema and Opera.” Kinetophone: Journal of Music, Sound and Moving Image, no. 1 (2014): 35–58. https://www.academia.edu/7756338/Horse_in_Motion_On_the_Rationalities_of_Cinema_and_Opera.

Morel, Jean-Paul, ed. 1995. L’usine aux images: Ricciotto Canudo. Paris: Éditions Séguier /ARTE

Müller, Jürgen E. 2010. “Intermediality Revisited: Some Reflections about Basic Principles of this Axe de pertinence.” In Media Borders, Multimodality and Intermediality, edited by Lars Elleström, 237–252. Basingstoke and New York: Palgrave Macmillan.

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Nagib, Lúcia and Anne Jerslev (eds). 2014. Impure Cinema: Intermedial and Intercultural Approaches to Film. London and New York: I.B. Tauris.

Novak, Jelena. 2012. “Singing Corporeality: Reinventing the Vocalic Body in Postopera.” UvA- DARE: Digital Academic Repository of the University of Amsterdam, 90–107.

Paker, Randall and Ken Jordan (eds). 2001. Multimedia: From Wagner to Virtual Reality. New York and London: W.W. Norton & Company.

Paech, Joachim. 2000. “Artwork – Text – Medium. Steps en route to Intermediality”. Translated by Thomas La Presti. Keynote speech delivered at ESF Changing Media in Changing Europe, Paris May 2000. http://www.joachim-paech.com/wp-content/uploads/2018/03/ArtWorkMedia-1.pdf.

Rajewsky, Irina O. 2010. “Border Talks: The Problematic Status of Media Borders in the Current Debate about Intermediality”. In Media Borders, Multimodality and Intermediality, edited by Lars Elleström, 51–68. Basingstoke and New York: Palgrave Macmillan.

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Verstraete, Ginette. 2011. “Intermedialities: A Brief Survey of Conceptual Issues.” Kunstlicht 32, no. 3. https://tijdschriftkunstlicht.nl/wp-content/uploads/kunstlicht.medialiteit.ginette-verstraete.intermedialities.pdf.

Yacavone, Daniel. 2008. “Towards a Theory of Film Worlds.” Film-Philosophy 12, no. 2, 83–108. http://www.film-philosophy.com/2008v12n2/yacavone.pdf.

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
1–2/2021 WiderScreen 24 (1–2)

In Dreams: David Lynch ja 1950-luku

1950-luku, David Lynch, fiftarimusiikki, nostalgia, Yhdysvallat

Rami Mähkä
rarema [a] utu.fi
FT, dosentti
Yliopisto-opettaja
Digitaalinen kulttuuri
Turun yliopisto


Viittaaminen / How to cite: Mähkä, Rami. 2021. ”In Dreams: David Lynch ja 1950-luku”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/in-dreams-david-lynch-ja-1950-luku/

Tulostettava PDF-versio


David Lynchin tuotannossa viittaillaan eri tavoin 1950-lukuun. Huomattavaa on se, että suurin osa tuotannoista ei sijoitu 1950-luvulle, eikä käsittele sitä eksplisiittisesti. Tarkastelen katsausartikkelissa tapoja, joilla 1950-lukuun viitataan. Vuosikymmen esiintyy tarkalleen jäsentymättömänä teemana eri tavoin, kuitenkin musiikin toimiessa kiinnepisteenä. Lynchin suhde 1950-lukuun on ambivalentti, jopa ristiriitainen, jossa nostalgia ja idyllisen julkisivun taakse kätkeytynyt pimeä puoli ovat läsnä samanaikaisesti.


David Lynchin elokuva Blue Velvet – ja sinisempi oli yö (Blue Velvet, 1986) alkaa sarjalla esikaupunkiotoksia valkoisten lauta-aitojen vieressä kasvavista ruusuista, kaduilla temmeltävistä lapsista sekä ohiajavasta paloautosta, jonka miehistö huiskuttaa idyllisen esikaupungin asukkaille (Kuva 1). Filmi etenee lähes hidastetusti, kuin muistikuvana menneestä. Jakson aikana soi Bobby Vintonin kappale ”Blue Velvet” (1963), joka on haikeanromanttinen iskelmä kerran kohdatusta ja menetetystä rakkaudesta.

Kuvaston sävy alkaa kuitenkin muuttua vain muutaman minuutin kestoisen jakson edetessä, ja idylli särkyy hyvin groteskilla tavalla. Omakotitalon nurmikkoa kiireettömästi kastelevan miehen puutarhaletku menee solmuun. Hän saa sairaskohtauksen ja kaatuu kouristuksissaan vesilätäkköön. Koira säntää paikalle ja alkaa juoda vesiletkusta, isännästään tuon taivaallista välittämättä. Taustalla leikkii autuaan tietämätön taapero kotirouvan katsellessa mustavalkotelevisiosta rikosjännäriä. Vintonin kappale loppuu nopeaan feidaukseen. Kamera-ajo etenee pitkin ruohikkoa. Se pysähtyy tallentamaan hyönteisjoukkoa kuhisemassa saaliinsa kimpussa. Saalis osoittautuu irti leikatuksi ihmisen korvaksi. Pittoreskin julkisivun takana kummittelee selvästi painajainen. (Ks. myös Hughes 2001, 78–81; Rodley 2007, 28.)

Kuva 1. Blue Velvetin alkujaksoa. 1950-luvun yhdysvaltalaiseen symboliikkaan kuuluva valkoinen lauta-aita elokuvan pian rikkoutuvassa lähiöidyllissä. Kuva: kuvakaappaus DVD:ltä.

Tarkastelen tässä tutkimuskatsauksessa tiettyjen valikoitujen ja tunnettujen esimerkkien valossa, miten 1950-luku esiintyy temaattisesti Lynchin tuotannossa. Se näyttäytyy tyypillisesti visuaalisina tai audiovisuaalisina elementteinä, joilla ei pääsääntöisesti ole suoraa merkitystä elokuvien ja televisiosarjojen tarinoille tai juonille. Pikemminkin ne tulevat ja menevät, tai ovat hahmoja tai miljöitä jollain hyvin tulkinnallisella tavalla rakentavia yksityiskohtia.

David Lynchin tuotannossa musiikki on kaikkein tärkein 1950-lukuun viittaavista elementeistä. Roy Orbisonin balladi ”In Dreams” (1963), johon palaan myöhemmin, toimii yhtenä avainviitepisteenä Lynchin 1950-lukusuhteelle. Kysymys on unenomaisesta maailmasta, joka kuitenkin hänen käyttämänään muuttui usein painajaiseksi silmänräpäyksessä. Tälle on historiallinen taustansa, jossa kansallinen ja henkilökohtainen sekoittuvat toisiinsa.

David Lynch (s. 1946) eli lapsuutensa ja teini-ikänsä 1950-luvulla, tai ”pitkällä 1950-luvulla”, jonka voi katsoa jatkuneen Yhdysvalloissa 1960-luvun alkupuolelle, päättyen Kennedyn murhaan ja Vietnamin sodan alkamiseen. Hänen tuotannossaan aikakausi esiintyy erilaisin viitteenomaisin keinoin. Niille on tyypillistä tietyn idyllisyyden, naiiviuden, kommentointi, missä keskeistä on ylläkuvatun Blue Velvetin alkuotoksen kaltainen salatun, pimeän puolen ilkikurinen esiin nostaminen. Sama teema on televisiosarja Twin Peaksin (1990–1991) ydinteema, vaikkei sekään sijoitu 1950-luvulle. Itse asiassa Lynchin tuotannossa vain paljolti unohdettu sitcom On the Air (1992) (ks. Hughes 2001, 183–188) sijoittuu kyseiselle vuosikymmenelle. Silti vuosikymmen on läsnä konseptuaalisena elementtinä eri tavoin. Menneisyyden kokemukset ja muistot ovat selvästi jättäneet häneen syvän jäljen.

Lynch on itse todennut, että 1950-luku oli ”monessa suhteessa fantastista aikaa”, jonka aikana esiintyneet ongelmat ”jotenkin osattiin lakaista maton alle” (sit. Rodley 2007, 21; ks. myös ibid. 20, 24–25, 28–31, 34.). Tähän koettuun – ja sittemmin tutkimuksessakin esitettyyn (ks. esim. Wright 2017, 109–114) – dualismiin hänen tuotantonsa 1950-lukuviitteet perustuvat. Ne viittaavat unelmiin, mutta ovat samalla kyynistä, groteskia itsetarkastelua vuosikymmenien aikajanalla, kaiken sekoittuessa postmodernistisesti yhteen.

”Lynchtown” ja viisikymmenlukulaisen idyllin pimeä puoli

Kansallisen, ”virallisen” eetoksen alla 1950-luvun Yhdysvalloissa oltiin huolestuneita yhteiskunnan konformismista. Siinä yhdistyivät kasvavan taloudellisen ja aineellisen hyvinvoinnin ilmentymä, materialistisuus, sekä käsitys jaetusta ”amerikkalaisesta” elämäntavasta. Pikkukaupunkien ja lähiöiden keskeiseksi piirteeksi nousi lisäksi yhteisöllisyys, joka väistämättä merkitsi samuutta (yhteisö) verrattuna erilaisuuteen (yksilö), eli konformismia. (Ahonen 2013, 365–397, passim.; ks. myös Levine 2008.) Tässä on selkeä ristiriita ”amerikkalaisuuden” yksilölähtöisyydelle perustuvassa diskurssissa.

Elokuvateoreetikko ja säveltäjä Michel Chion (1995, 83–84, passim.) kirjoittaa ”Lynchtownista”, viitaten Lynchin elokuvien ja Twin Peaksin miljöihin, eli siisteihin pikkukaupunkeihin ja lähiöiden idylleihin, joissa ”kaikki on lähellä ja läheistä sekä kaikki tuntevat toisensa”. Mutta kun pimeys laskeutuu, puiden reunustamille kaduille alkaa kantautua ”susien ulvontaa”, eikä se edes kantaudu ”kovin kaukaa”. Chion tarkoittaa juuri sitä, mistä Blue Velvetissä (1986) ja Twin Peaksissa (1990–1991) on pohjimmiltaan kyse: läheisten, konformististen yhteisöjen kulissien takaisista pimeistä asioista, tukahdutetuista haluista ja väkivallasta. (Ks. myös Mähkä 2019, 12.) Samalla kyse on paljon pimeämmistä teemoista, sillä murhatun teinitytön, Laura Palmerin (Sheryl Lee), jonka tapauksen ympärille sarja rakentuu, seksuaalinen hyväksikäyttäjä ja murhaaja, myyttinen Bob (Frank Silva), ”asuu” tämän isän (Ray Wise) mielessä (Kuva 2). Paljon pessimistisempää konseptia on vaikea kuvitella. Ja tälle pessimismille Lynchin 1950-luku -taustainen yhteiskuntakuva pitkälti rakentuu.

Kuva 2. Murhatun teinitytön sureva isä kornin iloisena hotellinaulacroonerina televisiosarjassa Twin Peaks. Kuva: kuvakaappaus DVD:ltä.

Chion (ibid.) esittää lisäksi kaksi erityisen mielenkiintoista huomiota ”Lynchtowniin” liittyen. Ensinnäkin sen high school on täynnä ”kikattavia, leikkisiä kolmen hengen tyttöporukoita, joita suoraan Onnenpäivistä (Happy Days, 1974–1984) repäistyt teinipojat silmäilevät”. Toiseksi Blue Velvetin päähenkilö Jeffrey (Kyle MacLachlan), on Lynchin itsensä mukaan ”idealistinen poika, joka käyttäytyy kuin 1950-luvun nuoret” ja koko kaupunki on heijastuma aikakauden (siis 1950-luvun) ”naiivista ilmapiiristä” (sit. ibid.; ks. myös Hughes 2001, 72–74). Toisin sanoen 1950-luku on joko ”suorana” tai välillisenä (Onnenpäivät) viittauskohteena keskeinen näille Lynchin teoksille. (Ks. myös Mähkä 2019, 13.)

Lynchin töissä on usein ikään kuin kaksi aikatasoa, ”pitkä” 1950-luku ja nykyisyys (Blue Velvetin ja Twin Peaksin tapauksessa 1980-luvun jälkipuolisko, 1990-luvun alku), mutta on epäselvää, missä milloinkin viitteellisesti ollaan. (Mähkä 2019, 12–13; ks. myös Chion 1995.) Lynch on itse luonnehtinut 1950- ja 1990-lukujen kohtaamista Twin Peaksin yhdeksi ydinteemaksi,[1] ja mainittuun esitykseen liittyen kommentoinut ”50-luvun tunnelmaa” ”tavallaan banaaliksi, mutta samalla vieraantuneeksi” (sit. Rodley 2007, 170–171).

On huomattava, että 1970- ja 1980-luvuilla ilmestyi paljon 1950-lukua nostalgisoivia elokuvia ja televisiosarjoja, edellä mainitun Onnenpäivien lisäksi muun muassa Svengijengi ’62:sta (American Graffiti, George Lucas, 1973), Grease (Randal Kleiser, 1978), Paluu tulevaisuuteen (Back to the Future, Robert Zemeckis, 1985) ja Peggy Sue meni naimisiin (Peggy Sue Got Married, Francis Ford Coppola, 1986). Lynchin tuotanto toimii osin kuin kommentaarina tai antiteesinä näille nostalgiaelokuville. (Ks. myös Mähkä 2019.) 1950-luku oli, pitkälti Ronald Reaganiin implisiittisesti kytkeytyen, ajankohtainen 1980-luvulla. Reagan oli presidenttinä vuosina 1981–1989, eli sen ajanjakson, jolloin Lynchin temaattinen ja tyylillinen kehitys tapahtui.

1950-luvun musiikki Lynchin tuotannossa

Selkeimmin 1950-lukuun liittyvät viitteet tulevat esiin musiikissa. Edellä mainitun ”Blue Velvetin” ohella on syytä nostaa esiin kolme musiikkiesitystä, jotka eri tavoin kiinnittyvät fiftariteemaan. Elokuvassa Villi sydän (Wild at Heart, 1990) Nicholas Cagen esittämä Sailor ja Laura Dernin esittämä Lula ”moshaavat” muiden mukana ultranopeaa metallia esittävän bändin keikalla. Toinen mies yrittää iskeä Lulan ja loukkaa Sailoria haukkumalla tämän käärmenahkatakkia. Machomies Sailor rökittää miehen helposti. Soiton keskeyttänyt bändi heittää Sailorille mikrofonin ja tämä vain aloittaa Elviksen balladin ”Love Me” (1956). Metallibändi tulee välittömästi oikealla iskulla sisään. Soundi on nyt pehmeä äskeisen meluvallin sijaan ja nuoret metallimiehet osaavat heti kaikki taustalaulut. (Kuva 3) Lisäksi aikuisikäinen metalliyleisö kirkuu kappaleen huippukohdissa kuin 1950–1960-lukujen hysteeriset teiniyleisöt. Kaikki tämä on silmäniskua katsojan historiatietoisuudelle. Sen vastineena elokuvassa toimii neo-fiftarityylinen Chris Isaakin hitti ”Wicked Game” (1989).

Video 1. Nicholas Cagen Elvis-tulkintaa kesken speedmetal-keikan elokuvassa Villi sydän.

Intohimoiseksi Elvis-faniksi tunnustautuvan Sailorin hahmo kommentoi yhtä osaa siitä tyylien ja merkitysten kirjosta, mitä Elvis, 1950-luvun luultavasti suurin yksittäinen symboli, edustaa. Hän oli kauniskasvoinen ”rasvis”, rockabilly-jätkä, seksisymboli, Yhdysvaltojen armeijan kersantti ja myöhemmällä urallaan pyssyä heilutteleva konservatiivi ja Nixonin kannattaja, mutta myös ”äidin poika”, crooner[2] ja Las Vegasin camp-viihdyttäjä (ks. Kallioniemi 1995, 45–47). Jarman-Ivens (2007, 161–167, passim.) kirjoittaa Elvis Presleyn ”musiikillisen maskuliinisuuden degeneraatiosta”, jossa on kyse siitä, että Presleyn 1950-luvun ”uhkaavan viriili nuoruus” taittui myöhemmin (edelliseen verrattuna) ”impotentiksi crooner-keski-ikäisyydeksi”. Tässä on Jarman-Ivensin mukaan paradoksi, sillä nimenomaan 1950-luvun Elvis leikitteli gender-identiteeteillä ajan oloon pitkine, näyttävästi kammattuine hiuksineen, silmämeikkeineen ja ruumiinkielineen. Kuitenkin juuri tästä imagosta ja tyylistä tuli myöhemmin rajoittamattoman maskuliinisuuden ruumiillistuma, jota vasten ”keski-ikäinen crooneri” näytti maskuliinisesti degeneroituneelta. (Ks. myös Mähkä 2019, 13–14; Kallioniemi 2020.)

Kuva 3. 1980-luvun lopun teinit 1950-lukutunnelmissa televisiosarjassa Twin Peaks. Kuva: kuvakaappaus DVD:ltä.

Villin sydämen kohtauksessa on ironisella tavalla viitattu Elviksen ja fiftarimaskuliinisuuden ”kovanaama”/”kapinallinen”-puoleen. Kahdessa muussa Lynchin tuotannossa viittaus kohdistuu muihin puoliin. Twin Peaksissa pohjimmiltaan herkkä nahkarotsiin pukeutuva prätkäkundi James (James Marshall) laulaa fiftariballadin näppäilemänsä kitaran säestyksellä (Kuva 3). Hänellä on vintage-tyylinen laulumikrofoni, samanlainen, jota croonerit käyttivät 1950-luvulla. Hänen lauluäänensä on todella korkea ja ohut, luoden näennäistahattoman androgyynisen vaikutelman. Tämä eroaa oleellisesti esimerkiksi David Bowien kaltaisista mieslaulajista, joiden tyyliin kuului itsetarkoituksellinen androgyynisyys tai queer-sensibiliteetti, jonka huomattavin piirre on nimenomaan mieslaulajan korkea ääni (ks. esim. Hawkins 2007, 208; Mähkä 2019, 13.)

Twin Peaks ja Villi Sydän -kohtausten viittaussuhde crooner- ja 1950-luku -tyyleihin on liioitteleva ja parodinen, mutta samalla selvä. Myös Blue Velvet sisältää erikoisen otoksen, jossa psykopaattitappaja itkee vuolaasti väkivaltaisen, huumediileri-camp -miehen (Dean Stockwell) esitykselle. Esityksessä viimeksi mainittu on (vain) laulavinaan nauhalta toistettavaa Roy Orbisonin balladiklassikkoa ”In Dreams” (1963) työmaalampun toimiessa ”mikrofonina” (Kuva 4). Alun perin Stockwellin piti laulaa kappale, mutta sattuman kautta päädyttiin varsin erilaiseen ratkaisuun, jossa soikin alkuperäinen Orbisonin[3] esitys. (Ks. Hughes 2001, 78; Rodley 2007, 161–166; Lynch 2008, 82–83; Mähkä 2019, 13.) Yhtäältä kyyneleet, joiden lähde lienee menetetty viattomuus, toisaalta esityksen keinotekoisuus ja kolmanneksi hahmojen psykopaattisuus luovat vahvan ambivalenssin kohtaukseen.[4] Lynch näyttääkin kommentoivan 1950-lukua moniselitteisenä ja jopa ristiriitaisena ajanjaksona. Lauluesityksen mimiikka alleviivaa tätä moniselitteisyyttä, keinotekoisuutta.

Kuva 4. ”In Dreams”: Dean Stockwellin esittämä väkivaltainen camp-crooner elokuvassa Blue Velvet. Kuva: kuvakaappaus DVD:ltä.

Lopuksi

Kuten alussa totesin, Lynchin viittaukset 1950-lukuun ovat tulkinnanvaraisia eivätkä ne muodosta mitään koherenttia kokonaisuutta. Samalla ne ovat kuitenkin monilukuisempia kuin tämä tutkimuskatsauksen puitteissa oli mahdollista käsitellä – mainittakoon vaikkapa Blue Velvetissä taustalla soiva Bill Doggettin instrumentaali ”Honky Tonk” (1956), joka ei välttämättä ollut tuttu elokuvan nuoremmille katsojille silloin, saati nyt. Joka tapauksessa on selvää, että vuosikymmen ristiriitaisuuksineen – ydinsodan pelko, tietty konformismi ja toisaalta teknologian kehitys ja yltäkylläisyys verrattuna aikaisempiin sukupolviin – on inspiroinut häntä merkittävästi. Sen tausta on epäilemättä silloin eletyssä omassa lapsuudessa.

Kuva 5. David Lynch toi viisikymmenlukulaisuutta esiin myös kampaustyylissään. Kuva on Emmy Awards -juhlaseremoniasta vuodelta 1990. Kuva: Wikimedia Commons.

Lähteet

Kaikki linkit tarkistettu 27.5.2021

Ahonen, Kimmo. 2013. Kylmän sodan pelkoja ja fantasioita: muukalaisten invaasio 1950-luvun yhdysvaltalaisessa tieteiselokuvassa. Väitöskirja. Turku: Turun yliopisto.

Chion, Michel. 1995. David Lynch. Lontoo: British Film Institute.

Dwyer, Michael D. 2015. Back to the Fifties: Nostalgia, Hollywood Film, and Popular Music of the Seventies and Eighties. Oxford: Oxford University Press.

Hughes, David. 2001. The Complete Lynch. London: Virgin.

Jarman-Ivens, Freya. 2007. “Don’t Cry, Daddy”: The Degeneration of Elvis Presley’s Musical Masculinity. Teoksessa Oh Boy! Masculinities and Popular Music. Toimittanut Freya Jarman-Ivens, 161–180. New York ja Lontoo: Routledge.

Kallioniemi, Kari. 1995. Dandyfied Image of Elvis Presley and Cultural Polyphony of Popular Music. Teoksessa Monta tietä menneisyyteen. Toimittaneet Leena Rossi ja Hanne Koivisto, 39–48. Turku: Turun yliopisto.

Kallioniemi, Noora. 2020. Maskuliinisuuden karnevalisointi Lapinlahden lintujen televisio-ohjelmissa 1988–1995. WiderScreen 30.9.2020. http://widerscreen.fi/numerot/ajankohtaista/maskuliinisuuden-karnevalisointi-lapinlahden-lintujen-televisio-ohjelmissa-1988-1995/.

Levine, Alan J. 2008. ”Bad Old Days”: The Myth of the 1950s. New Brunswick ja Lontoo: Transaction.

Lynch, David. 2008. Catching the Big Fish: Meditaatio, tietoisuus ja luovuus. Englanninkielinen alkuteos Catching the Big Fish: Meditation, Consciousness, and Creativity (2006). Suomentanut Laura Beck. Helsinki: Otava.

Mähkä, Rami. 2019. Matkalla ei minnekään: Kathryn Bigelown ja Monty Montgomeryn The Loveless (USA 1981) 1950-luvun populaarikulttuurisena kuvauksena. Ennen ja nyt: Historian tietosanomat 3/2019 ”Historiallinen elokuva”. https://journal.fi/ennenjanyt/article/view/108941

Rodley, Chris. 2007. Lynch on Lynch. Englanninkielisestä alkuteoksesta suomentanut Lauri Lehtinen. Helsinki: Like.

Todd, Anthony. 2012. Authorship and the Films of David Lynch. New York: I. B. Tauris.

Wright, James. 2017. Enduring Vietnam: An American Generation and Its War. New York: St. Martin’s Press.

Viitteet

[1] Todd (2012, 68, 70–71) näkee vastaavan asetelman Blue Velvetissä, tosin 1950- ja 1980-lukujen välillä. Hughes (2001, 147–148) puolestaan näkee Cagen Sailor-hahmon Elvis-faniuden viittauksena Martin Sheenin ilmeiseen James Dean -tribuuttiin elokuvassa Julma maa (Badlands, Terence Malick 1973).

[2] Toim. huom. Crooner”-termillä viitataan alun alkaen 1920-luvulla Yhdysvalloissa syntyneeseen mieslaulajien pehmeään ja tunteelliseen laulutyyliin. 1950-luvulla crooner-tyyli alkoi vähitellen antaa tilaa uudelle rock-musiikin lanseeraamalle voimakkaan maskuliiniselle laulutyylille.

[3] Orbisonista Lynchin tuotannossa ks. myös Petri Saarikosken artikkeli tässä numerossa.

[4] 1950-luvun musiikkia ja kauhutieteiselokuvakuvastoa 1970-luvulta 1990-luvulle kierrättänyt ”psychobilly”-yhtye The Cramps on mielestäni monessa mielessä musiikillinen vastine Lynchin 1950-lukuviittauksille. Kummassakaan tapauksessa ei voi olla varma, miten aikatasot (1950-luku ja sen 1970-luvulla alkaneet uudelleentulkinnat) suhteutuvat toisiinsa: onko kyse ’viattoman’ jälkikäteisestä ’likaamisesta’ vai tahdosta pyrkiä repimään kulissit alas? (ks. myös Dwyer 2015, 98–103) Tähän vastaaminen on puhtaasti näkökulmakysymys. Ks. myös Mähkä 2019, 14–15, passim.

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

Kurkistusikkuna David Lynchin mieleen

Tuomo Marttila
tuomo.a.marttila [a] utu.fi
FM, elokuvakriitikko
Kulttuurihistoria
Turun yliopisto


Viittaaminen / How to cite: Marttila, Tuomo. 2021. ”Kurkistusikkuna David Lynchin mieleen”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/kurkistusikkuna-david-lynchin-mieleen/

Kirja-arvio David Lynchin ja Kristine McKennanin teoksesta Tilaa unelmoida (Room to Dream). Suom. Elina Koskelin ja Ari Väänänen (2018). Like Kustannus Oy, Helsinki, 572 sivua.

David Lynchin yhdessä journalisti Kristine McKennanin kanssa kirjoittama, elämäkertaa ja muistelmateosta yhdistävä kirja Tilaa unelmoida (Room to Dream, 2018) sukeltaa elokuvaohjaajana parhaiten tunnetun avantgarde-taiteilijan elämään ja töihin hänen perheenjäsentensä, läheisten ystäviensä sekä kollegoidensa risteävien haastattelujen kautta.

McKennanin haastatteluiden pohjalta kirjoittamien lukujen jälkeen Lynch pääsee itse kertomaan samoista tapahtumista omasta näkökulmastaan ja nykypäivän muisteluiden kautta. Teos kattaa Lynchin elämän keskeisimmät vaiheet lapsuudesta aina Twin Peaks: The Return (2017) -sarjan valmistumiseen asti. Usean kertojan kautta avautuvat ja polveilevat tarinat tarjoavat kurkistusikkunoita ”lynchiläisen” mielen hämäriin syvyyksiin.

Taiteilijan elämä

Vuonna 1946 Montanan metsäisellä maaseudulla syntynyt David Lynch sai kokea lapsuudessaan keskiluokkaisen amerikkalaisen esikaupunkiyhteisön elämän ja nuoruudessaan itärannikon pimeiden suurkaupunkien sosiaalisen kuohunnan, joiden synkät pohjavirtaukset vaikuttivat suuresti hänen taiteeseen.

Tilaa unelmoida pääsee vauhtiin, kun tarkasteluun nousevat Lynchin vaiheet köyhänä taiteenopiskelijana 1960-luvun Philadelphiassa yhdessä ensimmäisen vaimonsa Peggy Reaveyn ja parhaimpiin kuuluvan ystävänsä Jack Fiskin kanssa. Maalaamiseen keskittynyt ja omalaatuisen habituksen omaksunut Lynch vietti seesteistä taiteilijaelämää kunnes sai idean elävästä maalauksesta, mikä veti hänet mukaan elokuvanteon maailmaan.

Synkkäsävyisiä maalauksiaan muistuttavien lyhytelokuvien menestyksen myötä Lynch pääsi opiskelemaan American Film Instituten (AFI) -elokuvakouluun Los Angelesiin, mikä tarjosi hänelle kontakteja alan ihmisiin sekä puitteet, joissa aloittaa ensimmäisen pitkän elokuvansa Eraserheadin (1977) vaiherikkaan tuotannon. Elokuva nousi vähitellen keskiyönäytösten suosikiksi, ja se määritteli Lynchin tunnelmaan ja kokemuksellisuuteen vetoavan omaperäisen tyylin sekä mahdollisti hänen elokuvauransa jatkon.

Nuoren ohjaajan seuraavan elokuvan Elefanttimiehen (The Elephant Man, 1980) saavuttamaa menestystä seurasi käänteentekeväksi epäonnistumiseksi osoittautunut Dyyni (Dune, 1984), mikä muutti hänen tapaansa suhtautua elokuvien tekoon. Sen jälkeen Lynch on halunnut pysyä visioilleen uskollisena. Hän ei tehnyt enää kompromisseja, vaan halusi säilyttää täydellinen kontrollin elokuvissaan niiden rajatuista budjeteista tai kaupallisesta menestyksestä huolimatta. Perfektionistisesti kaikkia elokuvanteon osa-alueita hallitsemaan pyrkinyt Lynch vastasi usein itse elokuviensa tekstuurin luovista lavasteista, äänisuunnittelusta sekä efekteistä, joita hän rakenteli autotallissaan.

Lynchmäiseen taiteeseen sisältyvät arkielämän surrealistiset ainekset sekä ihmisluonnon kaksijakoisuus synkän ja sydämellisen välillä ovat olleet valtavirtayleisölle ja vain tuottoa tavoitteleville elokuvatuottajille vaikeasti saavutettavissa. Oikeat yhteistyökumppanit Lynch sai Mel Brooksista sekä Dino De Laurentiista, jotka antoivat hänelle mahdollisuuden tehdä juuri sellaisia elokuvia kuin hän halusi. Tämä johti Blue Velvet – ja sinisempi oli yö (1986) -elokuvan kaltaisiin taiteellisiin ja palkittuihin menestyksiin.

Rakkaus ihmisiin ja ideoihin

Lähes kaikki McKennanin haastattelemat Lynchin kanssa työskennelleet tunnetut kollegat kuin yksittäiset yhteistyökumppanitkin piirtävät kuvan positiivista energiaa ympärilleen säteilevästä karismaattisesta auteurista. Toisten ihmisten kunnioituksen kautta hyvän ilmapiirin kuvauspaikalle luova ohjaaja on saanut monet heistä palaamaan yhteistyöhön hänen kanssaan. Lynchin vetoavan persoonan taustalla sanotaan vaikuttavan hänen harrastamansa transsendenttisen meditaation luoma vahvan positiivisen läsnäolon ja rauhan ilmapiiri.

Menestysten ja pettymysten kanssa pärjääminen on luonut haasteita taiteilijaan kohdistuville odotuksille, vaikka muuten töihinsä uppoutuva Lynch ei suhtaudu itsetarkoituksellisesti asemaansa. Taiteilijantyö on kuitenkin vienyt paljon aikaa hänen perhe-elämältään, jota kuljetetaan kirjassa eniten tilaa vievän uran taustalla. Lynchin useat suhteet ja avioliitot ovat olleet hänen mukaansa kuin elokuvia, joissa ihmiset tulevat ja menevät. Lynchin rooli poissaolevana, mutta läheisenä isänä lapsilleen, erityisesti Jennifer-tyttärelle, tuodaan pinnalle.

Parhaan osan kirjaa muodostavat Lynchin persoonan sävyttämät spontaanit kertomukset hänen elämänkokemuksistaan ja ajatustensa synnystä, mitkä luovat kuvaa eksentrisestä, mutta myös syvästä ajattelijasta ja tinkimättömästä taiteilijasta, joka tekee sitä, mitä rakastaa. Omaa tietään kulkenut Lynch liittää lahjakkuutensa mielikuvituksen vapaaseen virtaamiseen, jossa hänen saamansa ideat yhdistyvät monikerroksiseksi arkea ja mielikuvitusta yhdistäviksi taideteoksiksi, jotka voivat saada elokuvallisen tai jonkin muun muodon.

Los Angelesiin asettunut ja sinne kotistudionsa luonut Lynch on työskennellyt samanaikaisesti kymmenissä taideprojekteissa muun muassa kuvataiteen, musiikin ja internet-sisältöjen luomisen parissa. Yhteistyön lisäksi hän on vaikutusvaltansa lisääntyessä myös auttanut aloittelevia taiteilijoita etenemään alalla. Lynchin intohimo taiteentekemiseen mahdollisuuksiin tilanteessa kuin tilanteessa tulee voimakkaasti esiin. Häntä on kuvattu monialaiseksi taiteilijaksi, ja vaikka se ei ole enää nykytaiteen kentällä erityistä, Lynch on osaltaan ollut yksi sen edelläkävijöistä.

Tilaa unelmoida pyrkii haastatteluiden ja kulissien takaisten valokuvien kautta maalaaman kokonaiskuvan Lynchin tähänastisesta urasta, mutta laajan yhteenvedon sijaan se on, kohteensa tavoin, parhaimmillaan yksittäisten surrealistissävytteisten hetkien kuvauksessa. Teosta voi suositella kaikille Lynchin persoonasta tai urasta kiinnostuneille: se auttaa ymmärtämään keskeisimpiä tekijöitä ja ideoita, jotka ovat vaikuttaneet hänen teostensa synnyn taustalla. Täydellistä selitystä ei kuitenkaan saada eikä Lynch sitä kenties edes halua lukijalle antaa.

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

Dale Cooper – liian hyvä ollakseen todellinen?

Pasi Heininen
pajuhe [a] utu.fi
FM, Tohtorikoulutettava
Kulttuurihistoria, Turun yliopisto


Viittaaminen / How to cite: Heininen, Pasi. 2021. ”Dale Cooper – liian hyvä ollakseen todellinen?”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/dale-cooper-liian-hyva-ollakseen-todellinen/

Kirja-arvio Scott Frostin teoksesta Twin Peaks: Dale Cooperin omaelämäkerta (The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes, 1991). Suomentanut Anja Meripirtti (vuoden 2016 painos). Otava, Helsinki 206 sivua.

FBI-agentti Dale Cooperin tulo Twin Peaksnimiseen pikkukaupunkiin tv-sarjan Twin Peaks (1990) alussa teki välittömän vaikutuksen moniin katsojiin, ja näyttelijä Kyle MacLachlanin roolisuoritusta voisi hyvällä syyllä pitää täydellisenä onnistumisena. Sarja saavutti valtaisan suosion myös Suomessa, ja kaikkialla pohdittiin kuka murhasi Laura Palmerin.

Sarjan suosion vanavedessä, varsin tuoreeltaan, heti 90-luvun alussa julkaistiin kaksi kirjaa. Laura Palmerin päiväkirjaa käsiteltiin jo tv-sarjassa, ja se julkaistiin David Lynchin tyttären Jenniferin kirjoittamana kirjana Twin Peaks: Laura Palmerin salainen päiväkirja (Twin Peaks: The Secret Diary of Laura Palmer, 1990). Seuraavana vuonna Twin Peaksin faneja ilahdutettiin Scott Frostin kirjoittamalla Twin Peaks: Dale Cooperin omaelämäkerta (The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes, 1991).

Scott Frost on sarjan David Lynchin kanssa luoneen ja tuottaneen Mark Frostin veli ja sarjassa tohtori Haywardia näytelleen Warren Frostin poika. Hän on toiminut myös käsikirjoittajana, ja on kirjoittanut jaksoja Twin Peaksiin ja muihin tv-sarjoihin. 2000-luvulla hän on kirjoittanut myös viisiosaisen romaanisarjan. Dale Cooperin omaelämäkerta onkin hänen esikoisromaaninsa, ja se vaikuttaisi ainakin Suomessa jääneen jostain syystä Laura Palmerin päiväkirjaa vähemmälle huomiolle, joskin monet ovat pitäneet Frostin kirjaa näistä kahdesta parempana.

Twin Peaks -televisiosarjasta tuli tutuksi FBI:n erikoisagentti Dale Cooperin tapa puhua nauhurille. Näin ollen onkin varsin hyvä ratkaisu, että Cooperin omaelämäkertakin pohjautuu ääninauhoihin. Cooper sai ensimmäisen nauhurinsa 13-vuotiaana joululahjaksi vuonna 1967, ja on siitä lähtien tallentanut ajatuksiaan ja kokemuksiaan nauhurille. Eikä nauhuri suinkaan ollut heti se tv-sarjasta tuttu taskunauhuri, vaan ensimmäinen oli kelanauhuri, joka kulki mukana repussa ja teknologian kehityksen myötä nauhurin koko pieneni ja muuttui kasettinauhuriksi.

Kirjassa seurataan päiväysten mukaan lineaarisesti Dale Cooperin kasvua koululaisesta FBI:n agentiksi. Mukaan mahtuu monia jännittäviä ja traagisiakin kokemuksia, mutta myös hauskoja hetkiä. Dale Cooper oli jo hyvin varhain kiinnostunut FBI:sta, jonka hän katsoi parhaaksi väyläksi taistella pahuutta vastaan. Hyvän ja pahan välinen ikuinen kamppailu olikin kantava voima hänen elämän tiellä. Mukana on nauhoitteiden lisäksi joitakin hänen lapsuuden ystäviensä, kollegoidensa ja muiden elämänpolulla vastaan tulleiden välihuomautuksia, sekä muutama kirje.

Kirjan loppupuolella agentti Cooper käyttää tv:stä tuttua taskukokoista nauhuria, ja alkaa kohdistaa puheet sarjasta tuttuun tapaan sihteerilleen Dianelle, joka pääsee tämän kirjan myötä itsekin ensi kertaa ääneen. Lisäksi kirjassa kuvataan jonkin verran aikakauden politiikkaa ja tapahtumia, kuten kuuhun laskeutumista ja Watergate-skandaalia. Kirja päättyy siihen mistä Twin Peaks -televisiosarjan ensimmäinen kausi alkaa.

Dale Cooperin hahmo on hyvin omintakeinen persoona ja kirjan avulla pääsee jonkin verran syvemmälle tämän mielenliikkeisiin, mutta kaikkea tämäkään teos ei paljasta. Siitä pitävät osittain huolen harmittavat maininnat tuhoutuneista tai FBI:n arkistoissa säilytettävistä nauhoista, sekä pitkät ajanjaksot joilta ei nauhoituksia ole. Joitakin lisäselvyyksiä, vastauksia ja vahvistuksia saadaan toki, kuten hänen mieltymyksensä kahviin, tai miksi hän on niin taitava pelaamaan blackjackia. Tv-sarjan toisella kaudella mukaan tulleen Windom Earlen taustoja kirja avaa myös mukavasti.

Kyle MacLachlan näytteli David Lynchin elokuvassa Blue Velvet – Ja sinisempi oli yö (Blue Velvet, 1986) pikkukaupungin nuorukaista Jeffrey Beaumontia. Tätä hahmoa on pidetty myös Dale Cooperin nuorempana versiona. Lukukokemuksesta voi hyvinkin löytää tätä ajatusta vahvistavia piirteitä.

Kirja on helppolukuinen ja toisaalta harmittavan lyhyt, mutta sisältää joitakin erittäin hienoja oivalluksia, joista erityisen mielenkiintoisia olivat Dale Cooperin tekemät toimintakykyihin vaikuttavat kokeet ja itsetutkiskelut. Kirjaa olisi ehkä kannattanut kypsyttää hieman pidempään, niin siinä olisi ollut aineksia varmasti vielä mielenkiintoisempaan lopputulokseen. Kirjassa piilee yksi harmittava piirre, jota esiintyy myös muussa Twin Peaks -kirjallisuudessa: ne eivät aina ole kaikilta osin synkassa Twin Peaks -tv-sarjan tai Twin Peaks – Tuli kulje kanssani (Twin Peaks: Fire Walk with Me, 1992) -elokuvan kanssa.

Kirja tuskin toimisi itsenäisenä teoksena, vaan se on hyvin vahvasti kytkettynä Twin Peaksiin ja suunnattu sarjan ja Dale Cooperin hahmon tunteville. Äänitemuotoinen ilmaisutapa toimii hyvin, ja on helppoa kuvitella agentti Cooperin ääni kertomaan asioita. Nuhteettomuuden perikuvanakin tunnettu Dale Cooper on inhimillinen hahmo omine heikkouksineen ja kaikesta hyvyydestään huolimatta varsin todellisen tuntuinen.

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

David Lynch ja Valkoinen peura

Kimmo Ahonen
kimmo.ahonen [a] tuni.fi
FT
Tampereen yliopisto, Porin yliopistokeskus


Viittaaminen / How to cite: Ahonen, Kimmo. 2021. ”David Lynch ja Valkoinen peura”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/david-lynch-ja-valkoinen-peura/

Kirja-arvio Niko Jutilan teoksesta Poikki! – Toteutumattomat kotimaiset elokuvat. Aviador Kustannus, Helsinki 2020, 480 s.

Kariutuneisiin elokuvahankkeisiin pureutuva Niko Jutilan teos tarjoaa kiehtovia, surullisia ja surkuhupaisia tarinoita suomalaisen elokuvan historiasta. Valkoisen peuran (1952) 1980-lukuinen uudelleenfilmatisointi on niistä herkullisimpia.

Peter von Bagh totesi aikanaan, että elokuva tarjoaa vaihtoehtoisen näkymän toteutuneeseen historiaan. Elokuva näyttää maailman sellaisena kuin se olisi voinut olla. Elokuvan historialla on myös oma sisäinen vaihtoehtohistoriansa, johon kuuluvat tärkeänä osana toteutumattomat elokuvat eli tarinat elokuvahankkeista, jotka eivät koskaan päässeet maalin asti.

Niko Jutila haukkaa teoksessaan ison palan suomalaista elokuvahistoriaa. Tarkastelun kohteena on joukko toteutumattomia elokuvahankkeita suomalaisen elokuvan alkuvuosikymmeniltä aina 1990-luvun loppuun asti. Vanhan Suomi-Filmin toteutumattomia hankkeita on tosin esitelty vain muutamia. Teoksen ajallinen painopiste on erityisesti studiokauden jälkeisessä 1960‒1990 -luvun elokuvassa.

Kyse ei ole systemaattisesta kokonaisesityksestä, eikä sellaista voi odottaakaan. Toteutumattomien elokuvien lista on vähintään yhtä pitkä kuin toteutuneiden, joten kaikki ei mahdu yhteen teokseen. Teksti rakentuu yksittäisten elokuvahankkeiden esittelyjen varaan ja toimii nimenomaan ansiokkaana tietokirjana. Lähdetyönsä Jutila on tehnyt perusteellisesti hyödyntämällä KAVIn arkistoja, joten teoksella on myös tutkimuksellista arvoa. Elokuvahankkeiden käsikirjoitusversiot ja tuotantopäätökset käydään seikkaperäisesti läpi, paikoin jo uuvuttavallakin täsmällisyydellä.

Ulkoasultaan ja väljältä rivivälitykseltään teos näyttää painetulta opinnäytetyöltä, mutta sen ei pidä antaa hämätä. Miellyttävän selväsanaisesti kirjoitettu teos tarjoaa erittäin mielenkiintoista uutta tai vähän tunnettua tietoa sekä anekdootteja kaikille suomalaisen elokuvan ystäville. Millainen olisi ollut Jörn Donnerin ja Matti Kassilan versio Tuntemattomasta sotilaasta 1970-luvulla? Entä Rauni Mollbergin versio Kivenpyörittäjän kylästä? Moni kirjassa kuvatuista hankkeista on tosin niin erikoisia, ettei niiden kariutumista voi juuri ihmetellä. Vai miltä kuulostaisi elokuva aiheesta Pekka ja Pätkä homoina? Ehkä suomalainen elokuva on myös selvinnyt ilman sellaista hengentuotetta kuin Kauppaneuvos Paukku ja murhamakkara.

Valkoisen peuran tuotantofantasia

Jutilan kuvausta toteutumattomista tai muotoaan muuttaneista elokuvahankkeista voi lukea myös elokuvapiirien verkostohistoriana. Piirit olivat (ja ovat) pienet, ja elokuvatekijät kilpailivat rahoituksesta, välillä toisiaan tukien ja usein myös kampittaen.

Suomalainen elokuva on kiinnostanut myös kansainvälisiä rahoittajia. Kiinnostus on yleensä ollut ihan eri asia kuin toteutunut rahoitus. Teoksen masentavimpia lukuja onkin kuvaus Päivi Hartzellin kiehtovan Don Quijoten paluu -elokuvahankkeen kaatumisesta 1990-luvun alussa.

Tähän kv-aspektiin liittyy myös teoksen eräs kutkuttavimmista episodeista, pyrkimys Valkoisen peuran (1952) uudelleenfilmatisointiin 1980‒1990 -luvulla. Tarina itsessään on jo kuin elokuva, ja vieläpä sellainen, jossa myös David Lynch seikkailee mukana. Kiitos Niko Jutilan, tämäkin elokuvahaave on nyt taltioitu kirjan kansien väliin lukijoiden ihmeteltäväksi.

Erik Blombergin ohjaama ‒ ja yhdessä Mirjami Kuosmasen kanssa käsikirjoittama ‒ Valkoinen peura sai jo ilmestyessään kansainvälistä huomiota. Elokuva palkittiin vuonna 1953 Cannesissa parhaana taruaiheisena elokuvana ja vuonna 1956 se voitti Golden Globen parhaana vieraskielisenä elokuvana.

Yhdysvalloissa asunut Eila Ketola oli palavasti kiinnostunut Valkoisesta peurasta, ja hän sai jo 1970-luvun lopulla Erik Blombergilta luvan hakea rahoitusta uudelleenfilmatisoinnille. Vaasassa syntynyt Eila Ketola oli lähtenyt nuorena rapakon taakse opiskelemaan. Hänen intialaistaustainen aviomiehensä johti Indo-American Film Corporationia, joka oli aikanaan ostanut oikeudet Noita palaa elämään -elokuvan (1952) USA:n levitysoikeuksiin.

Ketola sai 1980-luvulla houkuteltua MTV Oy:n filmipäällikkö Jaakko Tervasmäen mukaan Valkoisen peuran uudelleenfilmatisoinnin suunnitteluun. Sen myötä Mäkelän suvun johtama Finnkino Oy kiinnostui myös hankkeen rahoittamisesta. Mäkelöillä, toisin kuin Ketolalla, oli oikeita Hollywood-kontakteja. Mäkelöiden johdolla hanketta esiteltiinkin 20th Century Foxin kansainvälisen levitysosaston johtajalle helmikuussa 1988. Vastaanotto oli innostunutta. Vaikka rahoituskuvio oli yhä epäselvä, elokuvalle kaavailtiin jo ohjaajaa ja pääosanesittäjää.

Mäkelät esittivät rahoituksensa ehdoksi, että pääosaan (alkuperäisversion Mirjami Kuosmasen rooliin) tulisi Isabella Rossellini. Tämä idea ei miellyttänyt Erik Blombergia, joka omisti yhä oikeudet käsikirjoitukseen ja joka olisi halunnut pääosaan Nastassja Kinskin. Mäkelöiden kanta voitti ja Rossellini ilmaisi kiinnostuksensa roolitarjousta kohtaan. Miespääosaan (Kalervo Nissilän rooliin) haaveiltiin Richard Gereä. Seuraavaksi haarukoitiin sitten sopivaa ohjaajaa.

Ohjaajiksi eri vaiheissa kaavailtujen nimien lista on huikeaa luettavaa: Peter Weir, Terrence Malick, John Boorman, Nicholas Roeg, Andrei Konchalowski, Jean-Jacques Annaud, Hector Babenco, Paul Morrissey, Milos Forman, David Lynch ‒ ja Akira Kurosawa! Siinä on melkoinen kattaus elokuvahistoriaa. Osa näistä (mm. Malick) oli toki vain nimiä paperilla, mutta osa oli saanut käsikirjoituksen luettavakseen (ainakin Weir, Konchalowski ja Boorman), hankkeesta kuitenkaan innostumatta.

Ken Russellin Valkoinen Peura

Isabella Rossellinin mukanaolo nosti ohjaajakeskusteluihin yhdeksi vaihtoehdoksi David Lynchin. Olihan Rossellinin vangitseva roolisuoritus Lynchin elokuvassa Blue Velvet – ja sinisempi oli yö (Blue Velvet, 1986) vielä tuoreessa muistissa, ja Rossellini oli tuolloin Lynchin naisystävä. Neuvottelut Lynchin kanssa kaatuivat kuitenkin rahaan.

Voimme siis vain kuvitella Lynchin filmografian, jossa elokuvien Blue Velvet – ja sinisempi oli yö ja Villi sydän (Wild at Hart, 1990) välissä olisi Suomessa kuvattu, Rossellinin ja Geren tähdittämä Valkoinen peura. Kuvitelmista on tosin pitkä matka todellisuuteen. Valkoista peuraa ei ole mainittu Lynchin toteutumattomien elokuvien listoilla, joten kyse on ollut vain alustavista tunnusteluista.

Mäkelöiden ja Ketolan ohjaajametsästys tuotti silti lopulta erinomaisen kiinnostavaa tulosta. Kulttimainetta nauttinut brittiohjaaja Ken Russell, jonka persoonalliseen tuotantoon kuului niin rock-oopperoita (Tommy, 1975) kuin tieteiskauhua (Muutostiloja, 1980), vieraili syksyllä 1988 Helsingissä Rakkautta ja anarkiaa -festivaalilla. Russellin kanssa samaan ravintolaan sattunut Jussi Mäkelä keksi ehdottaa tälle Valkoisen peuran ohjaamista.

Käsikirjoituksen luettuaan Russell oli aidosti kiinnostunut hankkeesta ja suostui ohjaajaksi. Niinpä National-Filmin toimitusjohtaja Marko Röhr lensi Lontooseen käymään hänen kanssaan neuvotteluja budjetista. Valkoisen peuran kauhufantasian toteuttamisessa Russell olisi epäilemättä ollut mies paikallaan, tai ainakin lopputulos olisi voinut olla varsin eksentrinen. Erik Blomberg ei tosin Russellin ohjaajataidoista ollut vakuuttunut, vaan piti tätä ”karkeiden kauhu- ja vampyyrielokuvien” ohjaajana

Tämäkin jäi vain jossitteluksi, sillä rahoituspohjassa oli yhä ammottavia aukkoja, eikä Ketolan ja Mäkelöiden kiistely provisioistaan edesauttanut asiaa. Lopulta talousvaikeuksiin ajautunut Finnkino vetäytyi hankkeesta vuonna 1990, ja sen myötä kuviosta poistuivat myös Ken Russell ja 20th Century Fox.

Eila Ketola ei luovuttanut, vaan jatkoi rahoituksen hakemista suorastaan pakkomielteenomaisesti yrittäen saada mm. pääomasijoittaja Pentti Kourilta apua. Ketola tarjosi elokuvaa Renny Harlinin ohjattavaksi ja tiedusteli Uma Thurmania pääosaan. Thurman oli suostuvainen, mutta olisi vaatinut palkkioksi miljoona dollaria. Lopulta Erik Blomberg väsyi päättymättömiin tuotantoneuvotteluihin ja ilmoitti, että hänen osaltaan asia oli loppuun käsitelty. Ketola jatkoi tästäkin huolimatta, mutta valmista ei tullut – eikä ole sen jälkeen tullut muiltakaan yrittäjiltä.

Valkoisen Peuran uudelleenfilmatisointi odottaa yhä tekijäänsä.

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Ajankohtaista

”Jätä se sika” – Facebookin Naistenhuone-ryhmässä koetut verkkoyhteisöllisyyttä vahvistavat ja heikentävät tekijät

Facebook, Naistenhuone, sosiaalinen media, verkkokeskustelu, verkkoyhteisöllisyys

Essi Heinonen
esjohei[a]utu.fi
Digitaalinen kulttuuri
Turun yliopisto

Viittaaminen / How to cite: Heinonen, Essi. 2021. ”’Jätä se sika’ – Facebookin Naistenhuone-ryhmässä koetut verkkoyhteisöllisyyttä vahvistavat ja heikentävät tekijät”. WiderScreen Ajankohtaista 19.5.2021. http://widerscreen.fi/numerot/ajankohtaista/jata-se-sika-facebookin-naistenhuone-ryhmassa-koetut-verkkoyhteisollisyytta-vahvistavat-ja-heikentavat-tekijat/

Tulostettava PDF-tiedosto


Tässä tutkimuksessa selvitetään Facebookin Naistenhuone -ryhmän verkkokeskustelujen toimintaa sen käyttäjiensä kokemana sukupuolittuneessa verkkoyhteisössä. Tutkimuksessa perehdytään siihen, millaista on Naistenhuoneella kokoontuvien naisten yhteisöllisyys, millaisia piirteitä Naistenhuone saa käyttäjiensä kokemuksen mukaan sekä mitkä tekijät heikentävät ja vahvistavat yhteisöllisyyttä.

Tutkimus pohjautuu vuonna 2020 tehtyyn verkkokyselyaineistoon, joka jaettiin silloin Naistenhuone Special-ryhmässä, sillä alkuperäinen Naistenhuone-ryhmä poistettiin Facebookin toimesta tutkimusprosessin aikana. Tutkimuksessa Naistenhuoneella viitataan siis Naistenhuone Special-ryhmään. Ryhmässä on paljon aktiivista keskustelua ja toimintaa ja jäseniä on yli 100 000. Kyselyyn vastasi 113 Naistenhuoneen jäsentä. Aineistoa on lähestytty fenomenologisin menetelmin, jolloin korostuu yksilön kokemus.

Naistenhuoneen käyttäjien kesken kokemaa yhteisöllisyyden tunnetta yhdistää ryhmän tarjoama vertaistuki ja apu, niin verkossa kuin myös konkreettisesti reaalielämään siirtyvässä toiminnassa. Naistenhuoneen yhteisöllisyyden kokemukset eivät kuitenkaan olleet yksiselitteisiä. Kokemukseen positiivissävytteisestä yhteisöllisyydestä on vaikea saada sopimaan Naistenhuoneen keskusteluille ominaista konfliktiherkkyyttä ja muita epäkohtia. Naistenhuoneella on mahdollista muodostaa määritelmän mukaista yhteisöllisyyttä, mutta näkemykset ja kokemukset siitä eroavat niin paljon, että yhteisöllisyyden olemassaolo on lähinnä näennäinen ja siksi joskus hämäävä.

Vuonna 2016 perustettu Facebook-ryhmä Naistenhuone on kerännyt jo yli 170 000 jäsentä.[1] Ryhmän ylläpito kuvailee ryhmän olleen valtava menestys suomalaisen Facebook-ryhmäkulttuurin saralla ja se on heidän mukaansa ”elvyttänyt Facebook-kulttuuria huomattavasti.” Naisille rajattu ja ulkopuolisilta suljettu ryhmä on herättänyt runsaasti mielenkiintoa. Ryhmään sisäänpääsyä saattaa joutua jonottamaan ja Naistenhuone onkin suomalaisten Facebook-ryhmien keskuudessa jäsenmäärältään yksi suurimmista. Tämä tutkimuskatsaus perustuu keväällä 2021 valmistuneeseen pro gradu -tutkimukseen, jossa tutkittiin ryhmässä vallitsevaa yhteisöllisyyttä ja tuotiin esille sitä vahvistaneita ja heikentäneitä tekijöitä.

”Ryhmä on vahvasti addiktoiva!”, toteaa Naistenhuoneen ylläpito ryhmän tiedoissa. Kyseessä on siis Facebook-ryhmä, jonka pääasiallinen tarkoitus on toimia viihdekäyttöisenä verkkokeskustelualustana. Naistenhuone on erittäin aktiivinen ryhmä, vilkkaana päivänä ryhmään tehdään kymmeniä julkaisuja. Jäsenet voivat kommentoida julkaisuja ja vaihtaa puheenvuoroja reaaliaikaisesti.

Naistenhuone-ryhmä on alkuperäinen, mutta siitä on luotu Facebookissa eri versioita. Siitä on tehty alueellisia versioita, ikärajoitettuja versioita (omat ryhmänsä esim. yli 30-, 40- tai 50-vuotiaille käyttäjille), ”sensuroimaton” versio, Naistenhuone ”CIA-versio” joka on kuvauksensa mukaan tarkoitettu yksinomaan kaikenlaiseen ”Ullailuun[2]”, joka on terminä Naistenhuoneelta tuttu juorujen salapoliisimaiseen selvittämiseen.

Kuva 1. Naistenhuone-ryhmästä on olemassa useita eri versioita ja siksi alkuperäinen Naistenhuone kuvataan otsikkokuvassa nimellä Naistenhuone Original. Lähde: https://www.facebook.com/groups/naistenhuone.

Tutkimuksessa tutkittiin tämän tietyn verkkokeskusteluryhmän yhteisöllisyyttä ja selvitettiin sitä vahvistavia ja heikentäviä tekijöitä käyttäjiensä kokemana sukupuolittuneessa verkkoyhteisössä. Facebookiin on perustettu myös Miestenhuone-ryhmä, mutta tässä tutkimuksessani kohderyhmäksi rajautuu nimenomaan naisten käyttötapa ja kulttuuri verkkokeskusteluryhmässä. Vuonna 2005 tehdyn tutkimuksen mukaan internet on ollut pitkälti miesvaltainen tietoverkko, vaikkakin internetin käyttötavat ovat vuosien saatossa muuttuneet.

Mitä tulee mieleen naisvaltaisesta yhteisöstä? Lausahdus ”nainen on naiselle susi” tuli vastaan muutamaan kertaan kyselyaineistoa läpikäydessä. Onko tosiaan näin ja onko nainen sitä toiselle myös verkossa? Elämme postmodernin feminismin aikakautta, joka korostaa naisten välistä erilaisuutta yhden naiseuden sijaan ja kiinnittää huomiota eroa luoviin tekijöihin, kuten seksuaalisuuteen, etnisyyteen ja luokkaeroihin. (Bonsdorff & Seppä, 13–15.)

Naistenhuone jo nimeltään luo tietyn mielikuvan ryhmän jäsenelle ja stereotyyppisen lähtökohdan siihen, miksi tällainen ryhmä on aikoinaan perustettu eriteltynä miessukupuolesta. Naisilla on oma eksklusiivinen ryhmänsä, jossa voi keskittyä täysin sukupuoli edellä kohdistettuun sisältöön. Oman käyttökokemukseni perusteella Naistenhuoneella näkyy naiseuden monimuotoisuus esimerkiksi eri seksuaalisesti suuntautuneiden edustajiston kirjona. Tutkimukseni aihe kietoutuu siis siihen, mitä naisille merkitsee sosiaalisen median verkkokeskustelujen mahdollisuus luoda yhteisöllisyyttä, yhteenkuuluvuutta ja vertaistukea sukupuolittuneessa yhteisössä.

Koska Naistenhuone on perustettu noin viitisen vuotta sitten, on se tutkimuskentällisesti vielä melko tuore alue, joten siitä on olemassa vain vähän tutkimusta. Tutkimuksessa keskityttiin ensin aineiston avulla tutkimaan yleisesti, millaista on Naistenhuoneella kokoontuvien naisten yhteisöllisyys, sekä millaisia piirteitä Naistenhuone saa käyttäjiensä kokemuksen mukaan. Keskityin syvemmin verkkoyhteisöllisyyden kokemuksiin ja tutkin, mitkä tekijät vahvistavat ja heikentävät yhteisöllisyyttä käyttäjiensä mukaan.

Hypoteesina ja aikaisempien käyttökokemuksieni perusteella oletan, että Naistenhuoneen vaikutusvoima ympäristöön niin verkossa kuin reaalielämässäkin[3] on omaa laatuaan. Millainen on verkkokeskusteluyhteisön vaikutusvoima reaalielämässä – mitä tapahtuu, kun verkossa tapahtuva vaikuttava toiminta siirtyy toimenpiteisiin, joka vaikuttaa yksilöön, yhteisöön tai sen toimintaan reaalielämässä?

Hypoteesina on myös se, että Naistenhuone on eräänlainen turvasatama erityisesti niille naisille, jotka kaipaavat keskustelua ja tukea, ja jotka eivät sitä syystä tai toisesta reaalielämässä saa. Olen itse kuulunut ryhmään reilun vuoden ajan. Olen ollut melko passiivinen sivustaseuraaja ja tänä aikana hämmästynyt suuren ryhmän voimasta, asiallisesta keskustelusta sekä keskustelijoiden avoimuudesta. Kuten tietysti olettaa saattaa, myös negatiivisia asioita on tullut vastaan.

Naistenhuone on sosiaalisen median tutkimuksesta kiinnostuneelle erittäin hedelmällinen alue lähteä tutkimaan siellä tapahtuvaa toimintaa. Tutkijoiden innostukseen lähteä tutkimaan jotakin aihetta saattaa vaikuttaa esimerkiksi sen kohteen suosio ja aiheen kiinnittämä mediahuomio (ks. esim. Jaatinen, MTV Uutiset 2018). Naistenhuone on suomalaisten Facebook-ryhmien keskuudessa jäsenmäärältään yksi suurimmista (STT, MTV Uutiset 2018). Ylipäätään Facebook alustana tarjoaa monia mahdollisuuksia ihmisen käyttäytymisen tutkimiseen. Facebook integroituu yhä enemmän jokapäiväiseen elämäämme, joten on erityisen tärkeää seurata ja tutkia sivuston myönteisiä ja kielteisiä vaikutuksia ympäristöön yhteiskunnassamme (Wilson et al. 2012, 204).

Mielenkiintoni ohjautuu siis kohti sitä, miten nimenomaan naiset käyttävät hyödykseen miehiltä rajattua keskustelupalstaa ja millaiseksi naiset kokevat ryhmän yhteisöllisyyden. Facebook-ryhmien ainutlaatuisuus piilee siinä, että siellä on mahdollisuus tehdä näin karkea rajaus käyttäjistönsä jäseniin. Vaikka naisille suunnattuja verkkokeskusteluyhteisöjä on joissain määrin myös muilla verkkokeskustelufoorumeilla (esimerkiksi Suomi24-sivuston tietylle sukupuolelle suunnatut keskusteluaiheet), ei ryhmään liittyviä jäseniä voida muualla täysin rajata ulos aivan samalla tavalla.

Digitaalisen kulttuurin opiskelijana nämä alustat kiehtoivat tietysti pintaa syvemmältä. On luontaista tutkia asiaa, joka on lähes jokapäiväisessä elämässä jollakin tapaa mukana ja havainnoitavissa. Olen kuulunut Facebookissa Naistenhuone-ryhmään alun perin lähinnä uteliaisuudesta ja viihdetarkoituksessa. Ryhmän henki, jäsenmäärä ja keskustelut ovat herättäneet kiinnostukseni siitä, miten naiset käyttävät sosiaalista mediaa saadakseen kokea yhteisöllisyyttä ja vertaistukea.

Olen aiemmissa tutkimuksissani profiloitunut lasten mediankäyttöön pohtimatta sen enempää sukupuolieroja. Kandidaatintutkimuksessani esiin nousi kuitenkin yksi selkeä tekijä ja se oli se, miten tyttöjen ja poikien sosiaalisen median sovellusten käyttö ei juurikaan eronnut toisistaan, mutta niissä tapahtuvissa toimintamalleissa ja käytön motiiveissa oli eroja. Tässä tutkimuksessa ei ole kuitenkaan tarkoitus korostaa rajaa sukupuolien välillä, vaan tarkastella kokemuksia naisille suunnatussa sukupuolittuneessa yhteisössä.

Ryhmä on kiehtonut tutkimuksellisesti myös siitä syystä, että on olemassa ryhmä, jossa oikeastaan mikään aihe ei ole jäänyt käsittelemättä. Niin parisuhteet, sukulaissuhteet, seksi, rahankäyttö, alkoholiongelmat, pettämistarinat ja kaikki muu on avoimesti esillä, eikä naisilla tunnu olevan pelkoa siitä, että ryhmässä esitetyt asiat vuotaisivat ryhmän ulkopuolelle. Parisuhdeongelmia jaetaan avoimesti ja kommenttikentät tulvivat ”jätä se sika”-tyylisiä vastauksia. Luottamus ryhmän henkeen on siis melko suuri, vaikkakin se joskus hieman rakoilee.

Ryhmän ulkopuolelle asioiden jakaminen on lähtökohtaisesti kielletty, mutta se tuntuu kuitenkin olevan melko yleistä. Naistenhuoneen päivityksiä on nähty runsaasti esimerkiksi Feissarimokien sivustolla. Tästä huolimatta ryhmässä jaetaan arkaluontoistakin materiaalia hyvin matalalla kynnyksellä.

Naistenhuone on suuri ja aktiivinen ryhmä ja se on oiva alusta saada aikaiseksi asioita verkon kautta. Käyttäjät ovat usein tietoisia Naistenhuoneen joukkovoimasta ja sitä käytetään hyödyksi. Vastaan on tullut esimerkiksi tilanteita, joissa negatiivisen palvelukokemuksen saanut yksilö julkaisee kokemuksensa ja Naistenhuoneen jäsenet käyvät tämän johdosta antamassa yrityksen Facebook-sivuille huonot arvostelut puolustaakseen mahdollista vääryyttä kokenutta, tarinansa jakanutta jäsentä. Naistenhuone on synnyttänyt ilmiöitä, joista osa on päätynyt uutisiin asti (ks. esim. Takamäki, Yle Uutiset 2020).

Verkkokeskusteluihin pohjautuva teos Digitaalisia kohtaamisia nostaa esiin tapauksen Naistenhuoneelta, johon liittyi ryhmän ylläpitäjä Riikka Korteaho. Korteaho ei ollut enää jatkanut ryhmän ylläpitäjänä, sillä Naistenhuoneen kokoisessa ryhmässä joutui lähes päivittäin selvittämään jotakin ryhmässä aiheutunutta riitaa, vastata kymmeniin viestipyyntöihin sekä hyväksyä tuhansia jäsenpyyntöjä. Korteaho ei enää näistä syistä jatkanut ylläpitäjänä, mutta syynä oli myös häneen ryhmän kautta kohdistuva kiusaaminen. Erityisesti ryhmästä poistetut jäsenet kiusasivat häntä. (Suominen, Saarikoski & Vaahensalo 2019, 18–19.) Tämä tapaus osaltaan avaa joitakin Naistenhuoneen epäkohtia ja sitä, miksi mielenkiintoni kohdistuu juuri verkkokeskustelualustana kyseiseen ryhmään.

Aineiston keräämistapa tässä tutkimuksessa ei ollut itsestäänselvyys. Ryhmän ja tutkimuksen luonne loivat tiettyjä tutkimuseettisiä erityispiirteitä, joita ratkottiin tämän tutkimusprosessin etenemisen aikana vielä aivan loppuvaiheessakin. Ryhmässä keskustellaan omilla nimillä ja se on yksityinen ryhmä, joka saattaa sisältää usein hyvin luottamuksellistakin tietoa. Ryhmän ylläpitäjät ovat kuitenkin mahdollistaneet myös anonyymin tavan julkaista sisältöä niin, että joku ylläpitäjistä julkaisee julkaisun jonkun toisen puolesta ja näin alkuperäisen julkaisijan ei tarvitse antaa ilmi omaa nimeään. Maaliskuussa 2021 Facebook lisäsi jälkeenpäin ryhmiin rakenteellisen toiminnon, jolloin julkaisun voi ryhmissä tehdä halutessaan julkaisematta omaa nimeään. Tällöin julkaisun tekijä esiintyy keskustelussa nimellä ”ryhmän jäsen”.

Tämä tutkimus olisi ollut melko vaivaton toteuttaa esimerkiksi analysoimalla ryhmässä käytyä keskustelua, mutta se olisi kaivannut tuekseen paljon suoraan ryhmästä jaettua materiaalia, mikä mielestäni oli ristiriidassa Naistenhuoneen ryhmän säännön kanssa siitä, ettei sisältöä ryhmästä tulisi jakaa sen ulkopuolelle. Keskustelujen käyttö aineistona ilman kirjoittajien tietoista suostumusta on ongelmallista, koska ryhmä on yksityinen, sinne pääsy on rajattua, viestien vuotaminen on ryhmän omissa säännöissä kiellettyä ja Facebook on jo itsessään melko yksityinen alusta, sillä se vaatii sisäänkirjautumista. Näiden syiden valossa aineistonhankintamenetelmäksi valikoitui ryhmässä jaettava verkkokysely.

Verkkoyhteisöllisyys luo ymmärrystä

Mediavälitteisen toimijuuden muotoja ovat esimerkiksi oleminen yhteisön jäsenenä, yleisönä, pelaajana, tuottajana, esiintyjänä ja julkisuudessa toimimisena. Mediakokemuksen yhteisöllisyys saattaa olla esimerkiksi ulkopuolisen tutkijan mielestä lähes itsestään selvää, vaikka median käyttäjä ei kokisikaan itseään osaksi jotakin mediallista yhteisöä. Tietysti yhteisöllinen kokemus voi olla helposti nähtävissä esimerkiksi tietyn harrastajaporukan kesken luodussa Facebook-ryhmässä, mutta yhteisöllisyys voi rakentua myös huomaamattomasti. Mediaesitykset ja niiden kokijat asettuvat osaksi yhteiskuntaa esimerkiksi samaistuttavien elokuvien tai mainosten roolimallien kautta ja näin kannattelevat kuluttajansa identiteettiä. Yksilön mediasuhde ei ole riippuvainen ympäristöstä, mutta yhteisöllisyys luo ymmärrystä.

Viestintä on yksinkertaisuudessaan sanomien jakamista ja vaihtamista ja niiden tuloksena syntyvää yhteisöllisyyttä. Oma mediasuhteeni saattaa olla toisen harrastukseen liittyvän ryhmäläisen kanssa täysin eroavainen, mutta samaan ryhmään kuuluminen luo tunteen yhteisöllisyydestä ryhmän kesken. (McMillan & Chavis 1986, 9–16.) Mediasuhteitamme ajaa mahdollisuus vuorovaikutukseen teknologian välityksellä. Sosiaalinen media mahdollistaa eri yhteisöjen muodostumisen tai kokoontumisen jopa massoittain. Kohderyhmästä yhteisö eroaa siksi, että yhteisön jäsenillä on jotakin yhteisöllisesti jaettua. (Malmelin 2003, 117.)

Kokonaisuutena sosiaalisen median verkkokeskustelualustat tarjoavat mahdollisuuden vahvistaa jo todellisuudessa olemassa olevia vahvoja suhteita, luoda uusia verkossa tai tutkia sosiaalisia mahdollisuuksia sellaisten yhteisten etujen kautta, jotka eivät toki välttämättä johda merkitykselliseen suhteeseen. Tämän tutkimuksen puitteissa aineistoon vastanneista pieni osa oli luonut ryhmän kautta myös reaalielämän suhteita. Tämä verkon mahdollistama vuorovaikutuksen tehokkuus tarjoaa käyttäjälleen eväät sekä sosiaalisen että oman identiteetin kehittämiselle, omanarvontunteensa kehittämiselle ja helpottaa saavuttamaan juuri sellaista vuorovaikutusta, jota haluaa. (Keipi, Näsi, Oksanen & Räsänen 2017, 129.) Internet on paikka, josta löytyy jokaiselle jotakin: erilaisia sosiaalisen median yhteisöjä on valittavana useita ja jo pelkästään Facebookin ryhmätarjonta on valtavan suuri. Jokaiselle mielipiteen omaavalle löytyy verkon kautta lähes poikkeuksetta tukijoita, mikä on osaltaan myös hieman huolestuttavaa.

Ulkopuolisilta suljettu, aktiivinen ryhmä herättää kiinnostuksen

Tutkimusaineistoksi kerättävään kyselyyn vastasi 113 naista ja jakauma paikkakunnittain oli melko tasainen, eniten vastanneita oli Etelä- ja Keski-Suomen paikkakunnilta. Vastauksien ikähaarukka pyöri noin 20–30-vuotiaiden naisten kesken, vastaajien iällinen keskiarvo oli 27–28 vuotta. Kyselyyn ei vastannut alle 18-vuotiaita ja vanhin vastannut oli eläkeiän ylittänyt. Tämä kyselyvastaajien ikähaarukka ja paikkakunnat heijastelevat hyvin Naistenhuoneen aktiivista käyttäjäkuntaa; jäseniä on ympäri Suomen ja ikähaarukka on erittäin suuri, vaikkakin aktiivisimmat käyttäjät ovat juuri 20-30-vuotiaat. Vastaajia ei ole tarkasti identifioitu, sillä vastaajien sukupuoli on oletettavasti kaikilla nainen, ja vastaajien iällä tai paikkakunnalla ei tutkimuskysymyksen kannalta ollut oleellista merkitystä.

Vastaajista enemmistö eli 58 % ei ollut tehnyt julkaisuja Naistenhuoneella. Toisaalta taas hypoteesiini nähden julkaisuja tehneet, eli 42 % oli yllättävän suuri luku. 98 % vastaajista, jotka olivat tehneet julkaisun, olivat tehneet sen omalla nimellään ja 18 % julkaisijoista olivat tehneet sen anonyymisti.

60 % vastaajista kertoi olevansa vain keskustelujen sivusta seuraaja, vain 1 % vastaajista ilmoitti olevansa aktiivisia kommentoijia ja 39 % vastaajista sanoi kommentoivansa silloin tällöin. Kyselyyn vastanneet olivat lähes kaikki liittyneet ryhmään pidemmän aikaa sitten, osa oli ollut ryhmässä mukana sen perustamisesta asti. Puoli vuotta oli lyhin aika ryhmään kuulumisessa vastanneiden kesken. Naistenhuoneelle pääsee sisään ainoastaan ylläpitäjän hyväksynnästä, ja ryhmään sisään pääsy saattaa kestää. Tämä vaikeakulkuinen polku ryhmään sisään pääsyssä voisi ajatella olevan yksi ryhmän houkutteleva tekijä, sillä jo sisään pääsy merkitsee käyttäjälle tietyn yhteisön jäseneksi liittäytymistä.

Kyselyssä kysyttäessä, mikä sai liittymään ryhmään, nostettiin esiin tunne yhteisöllisyydestä. Ryhmän aktiivisuus houkutteli ja usein jäseniksi liittyneet olivat kuulleet muualta, että ryhmässä on mielenkiintoisia keskusteluja. Osa sanoi liittyneensä puhtaasti uteliaisuudesta, sillä ryhmä on avoin vain jäsenille. Sukupuolirajaus nousi esiin myös, niin hyvässä kuin huonossa. Kyselyvastauksista tuli ilmi melko alussa, että yhteisöllisyyden muodostuminen Facebook-keskusteluryhmässä on mahdollista, jopa isommassa mittakaavassa. Mielenkiintoista oli myös nähdä, miten sukupuolirajaus vaikuttaa jäsenien kokemuksiin. Mikäli vastaajat eivät kokeneet ryhmää kovinkaan yhteisölliseksi, oli lähinnä ainoa yhdistävä tekijä se, että ryhmä oli suunnattu ainoastaan naisille ja sukupuoli oli se, joka loi ryhmästä edes jonkinlaisen yhteisön.

Yhteisöllisyyden avaimina yhteinen huumori sekä avun tarjoaminen ja saaminen

Aineiston vastauksista pystyi päättelemään, että Naistenhuoneella yhteisöllisyyttä vahvistava tekijä on yhteinen huumori. Vastauksissa oli kuitenkin ristiriitaisuuksia sen suhteen, koettiinko huumori hyvänä vai huonona asiana. Oman havainnointini perusteella usein kestosuosikiksi Naistenhuoneella nousee jäsenten julkaisuissa tai kommenteissa esiintyvät kirjoitusvirheet, joita aletaan huumorin keinoin käyttämään. Aineistossa tuotiin esiin yksi tuoreimmista, joka on lähtöisin Naistenhuoneen käyttäjän, ehkä enemmänkin ajatusvirheestä tarkoituksenaan käyttää sanan ”reklamaatio” sijaan sanaa ”konfirmaatio”. Usein jonkun julkaistessa julkaisu liittyen tyytymättömyyteen ostamastaan tuotteesta, saattaa joku kommentoida ”tee konfirmaatio”. Edelleen käytetään myös sanaa ”embatia ja symbatia” niiden oikean kirjoitusasun sijaan liittyen jäsenen kommentissa esiintyneeseen kirjoitusvirheeseen. Näiden käyttö edellyttää huumoria ja toisten virheille naureskelu keikkuukin usein hyvän maun rajamailla, ja kompastuksena tällaisilla on toki heikentää virheen tehneen käsitystä yhteisöllisyydestä. Aineistossa näihin viitattiin ”sisäpiirin juttuina” tai ”inside-vitseinä”. Toisaalta taas ryhmän viihdyttävä puoli heikensi yhteisöllisyyden kokemusta joillekin vastaajille. Naistenhuoneen käyttäminen pelkästään viihdetarkoituksessa saattaa joillekin myös heikentää kokemusta yhteisöllisyydestä, mikäli ryhmään ei suhtauduta tietyllä vakavuudella koskaan.

Lause ”Jätä se sika” on yleistynyt jo ryhmän alkuaikoina, jolloin sitä on todennäköisesti käytetty vakavamielisesti, mutta kuten esimerkiksi kirjoitusvirheistä alkaneita sanontoja, jätä se sika -kommenttiakin viljellään nyt jälkeenpäin humoristisessa mielessä. Lause on ehkä saanut alkunsa todellisista parisuhteen ongelmista, mutta jota nyt käytetään sarkastisesti pienissäkin parisuhteen kiistatilanteissa, joita ryhmässä tuodaan esiin. Huumorin viljely Naistenhuoneella toimii usein myös eräänlaisena puolustus- tai suojautumiskeinona konfliktiherkissä tilanteissa tai vakavissa aiheissa.

Naistenhuoneelta on muodostunut myös useita nettimeemejä. Esimerkiksi alkuperäisestä dramatic chair-gif-animaatiomeemistä on tehty Naistenhuoneen oma versio, jota yleisimmin käytetään verkkokeskustelufoorumeilla kuvaamaan sitä, että jäädään seuraamaan dramaattista keskustelua sivusta. Naistenhuoneen version gif-animaatio on kuvattu jäljennös alkuperäisestä, jossa nainen avaa kokoontaitettavan retkituolin dramaattiseen tyyliin ja istuu siihen. Tätä käytettiin hyvin usein keskusteluissa, jotka kyselylomakkeiden vastaajienkin mukaan usein ”äityivät kiivaiksi.”

Kuva 2. Naistenhuoneen tekemä oma versio dramatic chair-gifistä. Lähde: https://tenor.com/view/dramatic-chair-naistenhuone-sit-down-gif-12078662.
Kuva 3. Kuvakaappaus alkuperäisestä dramatic chair-gifistä. Lähde: https://gifer.com/en/fyiI.

Yhteisöllisyyden muodostumisen perusta on vuorovaikutuksen lisäksi yhteisön muodostama tuki. Aineiston vastauksista olen muodostanut melko selkeän johtopäätöksen siitä, että suurin Naistenhuoneella yhteisöllisyyden kokemusta vahvistava tekijä on avun pyytäminen ja avun tarjoaminen. Se saattaa olla konkreettista apua, verkon välityksellä tapahtuvaa tai esimerkiksi muin viestintäkeinoin helpotusta kaipaavan saama tuki. Yhteisöllisyyden kokemus on suurimmillaan, kun apua on itse saatu tai annettu, mutta se heijastuu myös sivusta seuraajiin nostattaen tunnetta siitä, että Naistenhuone-ryhmässä tämän kaltaista toimintaa on olemassa ja apua on saatavilla.

Aineistosta nostin esiin useiden mainintojen takia mielenkiintoisen näkökulman siitä, että yhteisöllisyyttä muodostuu erityisesti niiden kesken, joilla siihen on tarve. Yhteisöllisyyttä haetaan verkosta erityisesti silloin, kun reaalielämässä sellaista ei välttämättä ole saatavilla. Naistenhuone on ollut tärkeä väylä esimerkiksi uusien ystävyyssuhteiden luomiselle. Kyselyssä kysyttiin, mikäli vastaaja on tavannut muualla kuin verkon välityksellä Naistenhuoneen jäseniä, ja suurin osa vastasi, että ei ole. Muutama sanoi, että aikomuksena olisi, mutta välimatkat ovat liian pitkiä tai rohkeus ei riitä. Sadasta vastauksesta alle 10 oli tavannut Naistenhuoneen muita jäseniä ja tutustunut heidän kanssaan. Osa sanoi olevansa tekemisissä joidenkin ryhmän jäsenten kanssa muiden alustojen kautta, kuten Whatsappin tai Facebook Messengerin.

Vastakkainasettelua oli paljon sen suhteen, että kyselyvastaukset jaottuivat mielipiteiltään selkeästi kahteen eri ryhmään; niihin, joille Naistenhuoneella koettu yhteisöllisyys oli tärkeää ja voimaannuttavaa, sekä niihin, jotka kokivat olonsa enemmän ulkopuoliseksi seuraajaksi sen viihteellisyyden vuoksi. Jälkimmäisessä ryhmässä vastaaja saattoi korostaa esimerkiksi keskittyvänsä elämässään mieluummin muihin, ehkä ”tärkeämpiin” asioihin. En voi siis hylätä täysin rivien välistä luettavissa olevia jonkinlaisia ”luokkaeroja” jäsenten välillä.

Toisaalta luokkaerojen sijaan voidaan puhua keskustelualueen keskustelijatyyppien eroista. Ulla Heinonen on tutkinut väitöskirjassaan sähköistä yhteisöllisyyttä ja jaotellut keskustelualueen keskustelijatyypit neljään eri ryhmään: asiakeskustelut ja -keskustelijat, kevyesti jutustelevat ja performanssia etsivät, seuranhakijat, seurailijat sekä viides ryhmä, joka koostuu poissaolevista tai tarkkailijoista, mutta jotka ovat kuitenkin nähtävillä esimerkiksi ryhmän jäsenlistasta (Heinonen 2008, 171–172). Tämä listaus sopii kuvaamaan myös Naistenhuoneen jäsenistöä, mutta koska Naistenhuoneen aiheet ja toimintatavat ovat usein monipuolisia, ei jaotteluja voi käyttää niin, että jokin kuvaus poissulkisi toisen.

Lisää kahtiajakautuneisuudesta perustelevat Keipi ja kumppanit, jotka esittävät internetin käyttäjien jaon niiden välillä, jotka käyttävät sitä ja tieto- ja viestintätekniikan käytännön tarkoituksiin, kuten tiedonhakuun ja oppimiseen, ja niiden välillä, jotka käyttävät sitä enemmän esimerkiksi viihteen tarkoituksiin. Jakelu voidaan tehdä myös sosiaalisen ja antisosiaalisen käyttäytymisen välillä, erityisesti polarisoituneiden mielipiteiden ja reaktioiden yhteydessä muihin käyttäjiin ja sisältöön. Internetillä on siis valta tuoda ihmisiä yhteen, mutta myös jakaa heidät erikseen.

Aineistossa vastaajat nostivat esiin paljon dramatiikkaa ja kiistatilanteita, joihin ryhmässä törmää ja ne ovatkin varmasti päällimmäisenä mielessä, kun kysytään esimerkiksi Naistenhuoneen ilmapiiristä. Ne jäävät mieleen siksi, että kiistatilanteet ovat omiin havaintoihini peilaten kaikkein aktiivisimpia keskusteluita. Ristiriitaista lienee se, että vaikka konfliktit ovat ikäviä ja niitä tulisi välttää, saavat ne usein osakseen kaikkein eniten huomiota, joten ei ole yllättävää, että vihasta ja haitallisesta käytöksestä on tullut niin merkittävä osa verkkokäyttäytymistä. (Keipi et al. 2017, 13.)

Naistenhuone-ryhmässä yhteisöllisyyttä heikentäväksi tekijäksi nousi usein ryhmän suuri koko. Toisaalta taas aineiston mukaan todellinen Naistenhuoneen voima näyttäytyy erityisesti sosiaalisen median välityksellä sellaisissa tapauksissa, kun ryhmän jäsenillä on matala kynnys vaikuttaa johonkin asiaan ja Naistenhuone ryhmänä muodostuu ikään kuin yhteiseksi rintamaksi ajamaan jotakin tiettyä, yhdessä tärkeäksi koettua asiaa.

Naistenhuone on tarvittaessa siis kuin sosiaalisen median yleinen tuomioistuin. Esimerkiksi huonoa palvelua tuottaneille yrityksille käydään Naistenhuoneen voimalla antamassa huonoja arvosteluja Facebook-sivuille, tilanteesta toki riippuen tai esimerkiksi nettikiusaamisen kohteeksi joutuneita puolustetaan yhdessä. Näissä tilanteissa on kuitenkin aina kääntöpuolensa ja aina se ei ole pelkkää positiivista. Naistenhuoneen voima on hurja esimerkki siitä, että sosiaalisen median avulla voi olla jopa mahdollista tuhota yksittäinen yritys.

Tässä tutkimuksessa yhteisöllisyyden kokemukseen positiivisessa mielessä vaikuttaa se, miten ryhmän jäsen sopeutuu ja integroituu sen toimintamalleihin. Ryhmän suuren koon kautta pääsin analyysissa siihen, että suureen ryhmään mahtuu mukaan myös paljon erilaisia ihmisiä. Tämä voi mahdollistaa jäsenen henkilökohtaisen tarkastelun omaa itseään kohtaan ja ryhmässä koettu toiminta voi vaikuttaa yksilöön positiivisessa mielessä, mikä taas vaikuttaa vahvistavasti ryhmän yhteisöllisyyteen. Vaikka kyseessä on suuri ryhmä, on esimerkiksi ryhmän huumorin käyttäminen selkeä merkki yhteisöllisyyttä vahvistavasta tekijästä. Liittyessään ryhmään uutena jäsenenä jäsen omaksuu keskustelukulttuurille ominaisen tyylin ja argumentoinnin, alkaa ymmärtää sisäpiirin vitsit ja näin integroituu osaksi ryhmää. Verkkoyhteisöjen on jo aiemmin tutkittu voivan auttaa käyttäjiään käsittelemään erityisesti sellaisia identiteetin osia, jotka ovat herkkiä, koska verkkoyhteisöissä on helpompaa löytää samankaltaisia ihmisiä ja siellä voi mahdollisesti puhua asioista myös nimettömästi. Tämä on etu erityisesti henkilökohtaisten huolenaiheiden ja ongelmien suhteen. (Närvänen et al. 2013, 359.)

Naistenhuoneella yhteisöllisyyttä heikentäviksi tekijöiksi aineistossa mainittiin useaan kertaan luottamuksen puute, ilkeily, haukkuminen ja turha ”draamailu”. Myös jäsenten erilaiset motiivit ryhmässä olemiseen aiheuttivat jakautuneisuutta. Aineiston vastauksissa nostettiin esiin myös jäsenten taustojen eroavaisuudet, jotka saattavat aiheuttaa erimielisyyttä ja jota ei voi pelkästään sukupuolta rajaamalla kitkeä. Monissa vastauksissa esitettiin kyllästyneisyyttä jäseniin, jotka tahallaan provosoivat ja näin osaltaan heikentävät ryhmän yhteisöllisyyttä.

Häiriöt luottamuksessa viittasivat esimerkiksi siihen, että ryhmästä jaetaan luvatta sisältöä sen ulkopuolelle. Olisikin tärkeää, että verkossa asioita jakava tiedostaa sen, ettei ryhmässä ole mahdollista täysin luottaa sen jokaiseen jäseneen. Ylipäätään jokaisen internetiä käyttävän tulisi tiedostaa se perusasia, ettei siellä jaettua saa välttämättä ikinä täysin poistettua. Tyypillinen ongelma kokemukseni mukaan on esimerkiksi se, että ryhmässä jaetaan herkkäluontoistakin materiaalia eikä julkaisija välttämättä tule edes harkinneeksi mahdollisuutta siitä, että se saattaisi levitä ryhmän ulkopuolelle.

Nämä ryhmässä tapahtuvat niin sanotut tietovuodot ovat ongelma, joka tuodaan kyselyvastauksissa ilmi. Tämän kaltaista ongelmaa ei kuitenkaan olisi, mikäli kaikki ryhmän jäsenet ymmärtäisivät internetin välityksellä luodun luottamuksen rakentumisen haasteet. Toisaalta, vaikka haasteet saatetaan ymmärtää, ovat jotkut jäsenet valmiita ottamaan riskin siitä huolimatta. Ryhmä on yksityinen ja sisällön näkee vain pääsemällä ryhmään sisään. Ryhmästä sisällön jakaminen on kiellettyä, mutta tätä tapahtuu siitä huolimatta.

Toisaalta taas kyselyn vastauksista ilmenee, ettei ryhmässä voi olla täydellistä luottamussuhdetta muiden kesken. Tämä on osittain suuren yhteisön ongelma, sillä joukkoon mahtuu ihmisiä, jotka eivät ole valmiita kunnioittamaan ryhmän sääntöjä. Naistenhuoneen jäsenet toimivat kuitenkin itse herkästi epäkohtien esiin tuojina, kuten aiemmin tutkimuksessa on tuotu ilmi. On mahdollista, että Facebook luo käyttäjälleen mielikuvan siitä, että se on luotettava paikka. Sivusto vaatii rekisteröitymisen, profiilit tehdään omalla nimellä ja niissä on usein esimerkiksi valokuvia omasta elämästä, omasta itsestään ja läheisistä.

”Ryhmässä on nähtävissä huikeaa yhteisöllisyyttä, mutta…”

Kuvio 1. Kyselyssä kysyttiin vastaajilta, valitsisiko hän Naistenhuoneen ilmapiirin olevan kokonaisuudessaan positiivinen vai negatiivinen. 75 % vastaajista vastasi ilmapiirin olevan positiivinen. Tämä kysymys oli tarpeellinen juuri sen kannalta, että avoimissa kysymyksissä oli paljon vaihtelevuutta. Kysymyksen alla oli toinen kysymys, johon pystyi tarkentamaan vastaustaan avoimin sanoin halutessaan.

Kun tarkastellaan Facebookin Naistenhuone-ryhmää tulkintana tilasta verraten sitä perinteiseen keskustelufoorumisivustoon, on keskustelun dynamiikka luonteeltaan nopeatempoisempaa. Yhteisön muodostuminen yli sadan tuhannen hengen ryhmässä on lähinnä sukupuolirajauksen ansiota. Keskustelujen luonteen ei yleensä ole tarkoitus olla kovinkaan syvällistä tai jatkuvaa, vaan kyseessä on julkaisuja, joihin ryhmän jäsen saattaa jättää keskimäärin yhden tai kaksi kommenttia. Osa aineistoon vastaajista sanoi, ettei ollut koskaan julkaissut, saati kommentoinut ryhmässä mitään. Vuorovaikutuksellisuuden puute siis vaikuttaa siihen, että keskustelut jäävät usein hyvin pintapuolisiksi.

Syy, miksi ehkä verkkokeskustelufoorumeissa on helpompi kokea yhteisöllisyyttä, on sen jatkettu rajaus eri keskusteluryhmiin ja aiheisiin. Esimerkiksi keväällä 2021 lakkautetussa verkkokeskustelufoorumi Demi.fi:ssä oli paljon kävijöitä ja käyttäjiä, jotka kokivat kuuluvansa ”demittäjien” yhteisöön, mutta myös niitä, jotka eivät kokeneet kuuluvansa siihen. Yhteisöön kuulumisesta ja sen rajoista neuvoteltiin keskusteluissa toistuvasti. Demittäjät kuitenkin muodostivat yhteisön, mutta se ei ollut selvärajainen eikä muuttumaton (Laukkanen 2007, 38–39). Foorumit ovat räätälöity nimenomaan toisilleen mahdollisesti tuntemattomien ihmisten keskustelualustoiksi ja ne palvelevat näin jäsenistöään paremmin verrattuna Facebookin toimintamalliin. Profiileissa ei välttämättä tarvitse näkyä omaa nimeä, mutta esimerkiksi nimimerkin ja muiden yksityiskohtien lisääminen profiiliin auttaa muita jäseniä tunnistamaan toisensa ja ne painuvat mieleen paremmin. Foorumeilla keskustelu on vuorovaikutteista ja jatkuvaa. Keskustelijat saattavat palata päivittäin samaan keskusteluketjuun ja näin he tutustuvat paremmin toisiinsa, kun taas Naistenhuoneen julkaisujen keskustelut ovat osittain Facebookin toimintamallinkin ansiosta nopeatempoisempia ja yksittäisiä, eivätkä niissä käydyt keskustelut usein edellytä keskustelijoiden välistä syvempää tuntemista.

Toisaalta taas, yksi yhdistävä tekijä monista yleisesti verkkoyhteisöjä koskevista kysymyksistä on, mikä on yksittäisten jäsenten sitoutuminen yhteisöön, jos yhteisön luonne on teknologian mahdollistamaa vapaaehtoista toimintaa. Fyysisessä maailmassa yhteisön jäsenten on elettävä yhdessä. Kun yhteisön jäsenyyden voi helposti poistaa, lopettaa seuraamasta tai seurata ryhmää vain satunnaisesti sivusta, on vuorovaikutuksen luonne erilainen yksinkertaisesti siksi, että siitä voi helposti irtautua. (Jones 1998, 26.)

Tutkimus oli haastava ihmisen kokemuksen määrittämisessä. Aineistoa analysoitaessa ja tuloksia pohdittaessa on vastausten oikeanlainen tulkinta tärkeässä roolissa, sillä on hyvin todennäköistä, että ihmiset kokevat samanlaisilta vaikuttavat tilanteet eri tavalla. Tämä ajatus kulki mukanani läpi koko aineiston purkamisen ajan, ja tuloksia esitellessä korostankin, ettei tämän kaltaisessa tutkimuksessa ole mahdollista päästä absoluuttiseen totuuteen. Tässä tutkimuksessa olen pyrkinyt jakamaan yhteisöllisyyden kokemukset osiin, pohtia ja selittää niiden syitä ja tuoda esiin käyttäjien kokemana sitä, miten he kokevat verkkoyhteisöllisyyden Facebook-ryhmässä.

Ryhmässä julkaisseet henkilöt kertoivat pääosin saaneensa julkaisuihinsa hyvän vastaanoton. Vastauksissa oli 3 henkilöä, jotka kertoivat saaneensa osakseen pilkkausta tai tahallista väärinymmärrystä. Internetissä olevien keskusteluryhmien kommunikaatio on yhdistelmä välittynyttä vuorovaikutusta sekä toisaalta kvasivuorovaikutusta, eli yksipuolista monologia, jonka yleisöä ei tarkkaan tiedetä. Kvasivuorovaikutuksen takia keskusteluryhmäkulttuurin piirteisiin liittyy epävarmuus yleisöstä ja siitä, millaisen vastaanoton julkaisu tuottaa. Tämä on syynä verkkokeskustelukulttuurille ominaiselle provokaatiolle ja vastahyökkäyksille. (Arpo 2005, 288.)

Aineistossa useat yhteisöllisyyden kokemuksiin liittyvät kysymysten vastaukset olivat muotoiltu käytännössä esimerkkinä; ”Ryhmässä on nähtävissä huikeaa yhteisöllisyyttä, mutta…” Usein toistuvia adjektiiveja kuvaamaan yhteisöllisyyttä olivat muun muassa positiivinen, tukeva, kannustava, opettava, tsemppaava sekä lämmin. Laajana yleistyksenä Naistenhuoneen käyttäjien kesken kokemaa yhteisöllisyyden tunnetta yhdistää ryhmän tarjoama vertaistuki ja apu, myös konkreettinen. Yksinoloaan surevat jakavat tuntemuksiaan sekä tukevat ja tarjoavat ymmärrystä.

Aineiston purkaminen ja tulkitseminen ei kuitenkaan antanut mahdollisuutta päästää irti siitä, etteivät Naistenhuoneen yhteisöllisyyden kokemukset olleet yksiselitteisiä. Kokemukseen positiivissävytteisestä yhteisöllisyydestä on vaikea saada sopimaan Naistenhuoneen keskusteluille ominainen konfliktiherkkyys ja muut epäkohdat, jotka Naistenhuoneen toimintaan liittyen useasti mainittiin. Aineistossa tulkitsin vastakkainasettelua puolin ja toisin myös siitä, että ryhmässä yhteisöllisyyttä heikentävää joidenkin vastaajien toimesta olivat jäsenet, jotka ”pahoittavat mielensä pienistäkin asioista” tai ”pahoittavat mielensä toisten puolesta”, vastaan ne, jotka sanoivat kokeneensa loukkaamista tai pilkkaamista tai olivat tietoisia siitä, ettei kaikenlainen mielipiteiden julki tuominen ole hyväksyttävää. Ei ole siis ihme, että vastakkainasettelua ja räjähdysherkkiä tilanteita syntyy, jos asetelmassa on ihmisiä näistä eri ääripäistä.

Internetissä keskusteltaessa tulisi ymmärtää ja tiedostaa se, ettei tunne keskustelukumppaniaan. Taustalla voi olla asioita, kokemuksia tai vakaumuksia, jotka johtavat siihen, että asioista on vaikeaa päästä yhteisymmärrykseen. Tämän tulkitseminen johti käsitykseeni siitä, että vaikka Naistenhuoneella on mahdollista muodostaa tietynlaista yhteisöllisyyttä, ovat näkemykset ja kokemukset siitä niin erilaisia, että yhteisöllisyyden olemassaolo on lähinnä näennäinen ja siksi joskus hämäävä.

Jäsen saattaa kokea ryhmässä yhteisöllisyyttä esimerkiksi juuri sukupuolirajauksen vuoksi ja näin virheellisesti olettaa sen tarkoittavan sitä, että ryhmään on mahdollista luoda esimerkiksi täysin pitävä luottamussuhde ja että kommunikointi olisi täysin mutkatonta kaikkien jäsenten ollessa samalla aaltopituudella. Syntyy konflikteja, kun tämä osin näennäisen yhteisöllisyyden verho alkaakin rakoilemaan vasten omia odotuksia. Tämä nojaa vahvasti Andersonin vuonna 1983 jakamaan väitteeseen siitä, että yhteisöllisyys voi olla kuviteltua (Anderson 1983, 6). Tämä tarkoittaa sitä, että yhteisö ei perustu ihmisten päivittäiseen kanssakäymiseen tai henkilökohtaisiin siteisiin ja se on olemassa vain, jos jäsenet samaistavat itsensä siihen niin tunnetasolla kuin henkisesti.

Tutkimuksen teoriaosuudessa selvitin, että yhteisöllisyyden neljä elementtiä ovat jäsenyys, vaikutus, integroituminen ja tarpeiden täyttyminen sekä jaettu emotionaalinen yhteys (McMillan & Chavis 1986, 8­–9). Näiden on mahdollista täyttyä kummassa tahansa, verkossa tai sen ulkopuolella, mutta sosiaalisen median ja yhteisöllisyyden tutkimukselliset haasteet tähän liittyen nousevat esiin rajauksessa ja teknologian sekä palveluiden tiuhassa kehityksessä. Mitään yksiselitteistä totuutta, joka pätee jokaiseen sosiaalisen median palveluun, on hyödytöntä esittää, sillä jo niiden mikrotasoinen vaihtelu ympäristönsä toimintatavoissa purkaa väitteen liian yleistäväksi. Sosiaalisen median palveluita on tuhansia, niiden toiminta ja käyttötarkoitus eroaa reilusti toisistaan, yhden palvelun sisällä saattaa olla monia eri elementtejä ja joskus taas niiden elinkaari on hyvin lyhyt. Esimerkiksi Facebookissa tapahtuva verkkokeskustelu on eroteltava muusta verkkokeskustelusta sen takia, että useat verkkokeskustelukulttuuriin liittyvät tutkimukset on tehty foorumeista ja alustoista, joissa keskustelua käydään nimimerkin takaa, eikä välttämättä omalla nimellä ja kuvalla kuten Facebookissa.

Tutkijan on myös tärkeää tiedostaa pitkien tutkimusprosessiensa aikana, että teknologian nopean kehityksen takia vaihtelevuutta saattaa esiintyä jo silloin, kuten tämänkin tutkimuksen aikana. Alkuperäinen ryhmä poistuu, Facebook kehittää ryhmien toimintaa entisestään, ryhmän jäsenmäärä tipahtaa tai verkkokeskustelufoorumi lopetetaan. On toisaalta tutkijana osattava ennustaa, mitä on relevanttia tutkia ja mitä ei ja tämän teknologiakehityksen aikakaudella se on erittäin haastavaa. Kokonaiskuvan muodostaminen ja inhimillisten toimien selvittäminen niiden taustalla on kuitenkin ehdottoman tärkeää.

On myös esitetty, ettei sosiaalista mediaa kuvaamaan voi käyttää yhteisöllisyystermiä. Esimerkiksi Kari Hintikka on esittänyt, että sosiaalista mediaa kuvastaa ennemminkin verkostomaisuus, joka rakentuu yksilön ja hänen intressiensä ja kontaktiensa ympärille. Muuttuva teknologia, muuttuvat sosiaalisen median käyttötavat muokkaavat verkkokeskustelukulttuureja ja verkossa tapahtuvaa sosiaalista toimintaa (Hintikka 2011, 116–117). Ihmiset eivät myöskään enää investoi niin paljon aikaa tai energiaa sisällön luomiseen ja yhteisön muodostamiseen, ajatuksena että nykyään kenenkään ei enää tarvitse, koska heidän sosiaalisten siteiden ylläpitämiseen vaadittavat alustat ovat jo olemassa sosiaalisen median palveluina (Phillips 2015, 145). Tutkimukset ovat esittäneet verkkoyhteisöllisyyden sijaan ryhmän jaottelun joko sosiaalisen median yhteisöksi tai sosiaalisen median verkostoksi. Jaottelu on kuitenkin hivenen ristiriidassa esimerkiksi sen kanssa, että sanana sosiaalinen mediakin nähdään yhteiskunnallisesti liian monitulkintaisena. Ongelmana on myös se, että erilaiset sosiaalisen median alustojen toimintamallit saattavat vaihdella nykypäivänä merkittävästi toisistaan.

Lopuksi

Meihin nykyihmisiin on sisäistynyt suuri teknologian tarve ja teknologiaa käytetään vuorovaikutussuhteiden ylläpitämiseen. Sosiaalinen media kasaa suosituimmillaan massoittain ihmisiä yhteen paikkaan, joten nykyihmisen on ollut pakko totutella luovimaan massojen joukossa, erityisesti jos teknologia ja internet ovat osa jokapäiväistä elämää. Tänä päivänä korostuu siis ehkä enemmän tarve nostaa yhteisön ja yhteisöllisyyden sijaan yksilön ominaisuuksia, jotta voisi erottua suuresta massasta. Koko käsite yhteisöllisyydestä ja sen tarpeesta on tietyllä tavalla heikentynyt. Yksilö nähdään yhteiskunnallisesti vahvana, jos se kykenee selviytymään itsenäisesti taisteluistaan. Yleisesti verkossa sisältö on enää harvoin sidoksissa tiettyihin yhteisöihin, joissa tarkoituksena olisi puhaltaa yhteen hiileen yksilön edun tavoittelemisen sijaan, joten voitaisiin väittää, että esimerkiksi Facebookin kaltainen ryhmienluontitoiminto on raikas tuulahdus menneestä yhteisöllisyyden tarpeesta.

Toimintatapamme eivät kuitenkaan radikaalisti muutu, vaikka kirjaudumme online-tilaan. Jos asenne on, että nainen on naiselle susi, ei sillä tuskin ole merkitystä, vaikka välissä olisi tietokoneen näyttö. Yhteisöllisyyden rajan erottaa lähinnä se, minkä välityksellä tarkastelemme maailmaa. Usein kuulee sanottavan, että internetissä on helpompi olla ilkeämpi. Nykypäivänä verkon välityksellä keskustelu on kuitenkin jo niin yleinen normi, että sanonnan pitäisi muotoutua sen mukana – internetissä ilkeily on yhtä tuomittavaa kuin sen tapahtuminen kasvokkain. Yhteisöllisyyden kokemukset voivat olla yksilölle yhtä voimaannuttavia myös verkossa; joskus ne paikkaavat tai korvaavat puuttuvia reaalielämän kokemuksia tai sitten täydentävät niitä kokemuksia, joita jo on. Yhteisöllisyyden positiivisiksi puoliksi nousi ryhmässä vallitseva me-henki”, yhteinen naiseus sekä yhteiset kokemukset, johon vain naiset voivat samaistua. Kolikon kääntöpuolena taas oli se, että suuren ryhmän johdosta yhteisöllisyyttä muodostuu vain pienen osan kesken eikä pelkästään sukupuoli ei ole tarpeeksi rajaava tekijä.

Naistenhuone on kuitenkin sikäli mielenkiintoinen tutkimuskohde digitaalisen verkkokeskustelukulttuurin kannalta, että se on osaltaan näyttänyt, mihin asti sosiaalisen median normalisoituminen ja sulautuminen osaksi reaalielämäämme on johtanut. Uskon, että ryhmä on omalta osaltaan edelläkävijä sen suhteen, kuinka yhteisöllistä toimintaa verkko voi pitää sisällään. Vaikka yhteisöllisyyden kokemukset olivatkin melko vaihtelevia ja heikentäviä kompastuskiviä löytyi, on kuitenkin hienoa, että on olemassa ryhmä, joka pitää sisällään ja kokoaa yhteen suuren joukon naisia ja sieltä nousevia yksilöitä, jotka ovat valmiita verkon välityksellä auttamaan muita reaalielämän ongelmissa erittäin matalalla kynnyksellä. Vain aika näyttää, kuinka pitkälle teknologia inhimillistä toimintaamme vie, ja mikä on sosiaalisen median seuraava askel.

Tämän tutkimusprosessin aikana olemme myös eläneet kummallisia aikoja koronapandemian keskellä. Sosiaaliseen mediaan liittyvät aiheet nousevat toivon mukaan tämän myötä entistä tärkeämmiksi tutkimusaiheiksi, sillä ihmiset viettävät verkon välityksellä entistä enemmän aikaa vähentääkseen kasvokkaista kontaktia ja tartuntariskiä. Vallitsevan maailmantilanteen lisäksi mielenkiintoista tutkimusprosessin aikana oli toki myös alkuperäisen Naistenhuone-ryhmän poistuminen Facebookista. Ilmeisesti siihenkin oli syynä maailmanlaajuisen pandemian takia hieman villiksi länneksi muuttunut sosiaalinen media, jota käyttää nyt ennätysmäärä ihmisiä ja Facebook tiukensi valvontaansa. Sosiaalisen etäisyyden pitäminen on vaikeuttanut kasvokkaista vuorovaikutusta tai ainakin se on muuttanut muotoaan ja siirtynyt yhä enemmän verkkoon. Tämä on aiheuttanut osaltaan harmaita hiuksia jokaiselle sosiaalisen median alustan hallinnoijalle siitä, miten valtavia massoja kyetään hallitsemaan.

Tämän tutkimuksen avulla voidaan vahvistaa näkemys siitä, että selkeä ja empiirisesti vahvistettu ymmärrys verkkoyhteisöistä ja verkkoyhteisöllisyydestä tarjoaa perustan niin lainsäätäjille kuin esimerkiksi suunnittelijoille ohjelmien kehittämiseen. Tänä päivänä on entistä tärkeämpää kohdentaa suosittuihin ilmiöihin mediahuomion lisäksi tutkimuksellinen huomio, sillä faktaan perustuvalle tiedolle on kysyntää ja toivon mukaan tulevaisuudessa median kuluttajat osaisivat sitä myös peräänkuuluttaa. Tarkoituksena tämän tutkimuksen avulla on tarjota myös Facebook-ryhmien ylläpitäjille kuin myös muille verkkokeskustelua käyville näkemystä siitä, millaisia mahdollisuuksia sosiaalinen media parhaimmillaan tarjoaa ja millaista verkkoyhteisöllisyys on pahimmillaan ja parhaimmillaan. Tämä vahvistaa näkemystä myös siitä, että sosiaalisen median voima on todellinen, sen vaikutus näkyy jokapäiväisessä elämässämme ja se valtaa elämäämme yhä enenevässä määrin vauvasta vaariin, mutta kyseessä ei ole uhka.

Lähteet

Kaikki linkit tarkistettu 18.5.2021.

Aineisto

Naistenhuone Special-ryhmässä kerätty kyselylomakeaineisto Webropolissa, kyselyn linkki ollut auki ryhmässä 15.–23.11.2020 ja vastaajia 113 naista. Kyselylomakkeen kysymykset kokonaisuudessaan liitteenä lopussa. Aineisto tutkijan hallussa.

Verkkosivut

MTV Uutiset 4.3.2018. (STT): ”Suomen suositumpia Facebook-ryhmiä listattiin”: https://www.mtvuutiset.fi/artikkeli/suomen-suositumpia-facebook-ryhmia-listatiin-kuulutko-jo-naihin-askartelua-edullisia-ostoksia/6786096#gs.wez6hs.

MTV Uutiset 11.3.2018. Outi Jaatinen: ”Tähän supersuosittuun suomalaiseen Fb-ryhmään ei ole miehillä asiaa: ´Draamalaamailua ́, rajujakin riitoja ja pettämisspekulointia”: https://www.mtvuutiset.fi/artikkeli/supersuositussa-facebook-ryhmassa-kuohuu-naisilla-on-taipumus-olla-draamalaamailijoita/6801334#gs.v74pkm.

Yle Uutiset 17.7.2020. Noora Takamäki: ”Facebook-ryhmä Naistenhuone halusi pelastaa Suomen nopeimman miehen – Samuli Samuelssonin seuraajamäärät lähtivät räjähdysmäiseen kasvuun ja yhteistyöehdotuksia tuli kymmeniä”: https://yle.fi/urheilu/3-11453538.

Kirjallisuus

Anderson, Benedict. 2006 (alkup. 1983). Imagined Communities: Reflections on the Origin and Spread of Nationalism. Rev. ed. London: Verso.

Arpo, Robert. 2005. Internetin keskustelukulttuurit: tutkimus internet-keskusteluryhmien viesteissä rakentuvista puhetavoista, tulkinnoista ja tulkinnan kehyksistä kommunikaatioyhteiskunnassa. Joensuu: Joensuun yliopisto.

Bonsdorff, Pauline von., ja Anita Seppä. 2002. Kauneuden sukupuoli – näkökulmia feministiseen estetiikkaan. Helsinki: Gaudeamus.

Heinonen, Ulla. 2008. Sähköinen yhteisöllisyys. Kokemuksia vapaa-ajan, työn ja koulutuksen yhteisöistä verkossa. Kulttuurituotannon ja maisemantutkimuksen laitoksen julkaisuja: 14. Turun yliopisto.

Jones, Steve (toim.) 1998. Cybersociety 2.0. Revisiting Computer-Mediated Communication and Community. Thousand Oaks & London & New Delhi. Sage.

Kari A. Hintikka. 2011. ”Sosiaalinen media – yhteisö vai verkosto?” Teoksessa Yksilöllinen yhteisöllisyys: avaimia yhteisöllisyyden muutoksen ymmärtämiseen, toimittanut Seppo Kangaspunta. Tampere: Tampere University Press.

Keipi, Teo, Matti Näsi, Atte Oksanen ja Pekka Räsänen. 2017. Online Hate and Harmful Content: Cross-National Perspectives. Online Hate and Harmful Content. 1st ed. Vol. 1. London: Routledge.

Laukkanen, Marjo. 2007. Sähköinen seksuaalisuus: Tutkimus tyttöydestä nettikeskusteluissa. Lapin yliopistokustannus. Rovaniemi: Lapin yliopistokustannus.

Malmelin, Nando. 2003. Mainonnan lukutaito. Mainonnan viestinnällistä luonnettaymmärtämässä. Helsinki: Gaudeamus.

McMillan David W. ja David M. Chavis. 1986. Sense of Community: A Definition and Theory. George Peabody College of Vanderbilt University. Journal of Community Psychology, volume 14, January.

Närvänen, Elina, Elina Kartastenpää, ja Hannu Kuusela. 2013. “Online Lifestyle Consumption Community Dynamics: A Practicebased Analysis.” Journal of consumer behaviour 12.5: 358–369.

Phillips, Whitney. 2015. This Is Why We Can’t Have Nice Things: Mapping the Relationship Between Online Trolling and Mainstream Culture. MIT Press.

Suominen Jaakko, Petri Saarikoski ja Elina Vaahensalo. 2019. Digitaalisia kohtaamisia – Verkkokeskustelut BBS-purkeista sosiaaliseen mediaan. Helsinki: Gaudeamus.

Wilson Robert, Samuel Gosling ja Lindsay Graham. 2012. A Review of Facebook Research in the Social Sciences. Perspectives on Physical Science 7(3), 203–220.

Viitteet

[1] 11.5.2021 ryhmän tarkka jäsenmäärä oli  170 705.

[2] Viittaus populaarikulttuurissa tuttuun hahmoon, Salatut Elämät-ohjelman roolihahmoon Ulla Taalasmaahan, joka on sarjassa tunnettu lähipiirinsä ja naapuruston juorusalapoliisina.

[3] Tutkimuksessa termi reaalielämä käsittää sosiaalisen median ja internetin ulkopuolella tapahtuvat asiat.

Viittaaminen
Heinonen, Essi. 2021. ”Jätä se sika” – Facebookin Naistenhuone-ryhmässä koetut verkkoyhteisöllisyyttä vahvistavat ja heikentävät tekijät. WiderScreen 24.

Kategoriat
Ajankohtaista

Podcast voimistaa merkitystään viestien välittäjänä

audio, kuuntelu, podcast, radio, sosiaalinen media

Laura Aimola
laura.aimola [a] yle.fi
Radiotuottaja, Yleisradio
Digitaalinen kulttuuri
Turun Yliopisto

Viittaaminen / How to cite: Aimola, Laura. 2021. ”Podcast voimistaa merkitystään viestien välittäjänä”. WiderScreen Ajankohtaista 16.4.2021. http://widerscreen.fi/numerot/ajankohtaista/podcast-voimistaa-merkitystaan-viestien-valittajana/

Tulostettava PDF-versio


Ensimmäiset podcast-kokeilut tehtiin maailmalla vuonna 2003 ja Suomessa Yleisradio julkaisi ensimmäisen Pop-Talk-nimisen podcast-sarjan vuonna 2006. Tällä hetkellä podcast surffailee Suomessa jonkinlaisella aallonharjalla, mutta varsinaisen termin käyttö ei osoita vakiintumisen merkkejä. Termiä viljellään laajalti eri asiayhteyksissä ja podcasteista puhutaan oikeastaan aina, kun viitataan mihin tahansa digitaalisen äänitallenteeseen. Radiokanavien ohjelmista tehdyt koosteet ja ääneen luetut lehtiartikkelit – kaikki niputetaan podcastin alle.

Tutkielmani aineisto pohjautuu viiteen eri asiantuntijahaastatteluun, jotka kartoittavat podcastien nykytilaa Suomessa osana suurempaa audion kulutuksen kasvua. Haastateltavina olivat radion ja audion suunnittelupäällikkö Anne Haaja Yleisradiosta, digital audio manager Elsa Kalervo Bauer Media Finlandilta, sisältöjohtaja ja Supla-audiopalvelun kehittäjä Johannes Saukko Nelonen Medialta, Jaksomedian tuottaja Olli Sulopuisto sekä Suomen Podcastmedian senior advisor Juhani Pajunen. Toimijoiden kenttä on Suomessa hyvin pieni, joten näiden asiantuntijoiden yhteisnäkemys valaisee melko hyvin postcastien tuotannon ja kulutuksen nykytilannetta.

Podcastin määritelmän moninainen kirjo

Mikä podcast lopulta oikein on? Termin määrittelyllä on takanaan pitkä historia. Brittiläisen Sunderlandin yliopistonlehtori Richard Berry totesi jo vuonna 2006, että itse nimessä “podcasting” on ongelmia siksi, että se viittaa yksinoikeudella Appleen ja kyseisen yrityksen iPod-mediasoittimeen, vaikka podcast-ohjelmia voidaan toistaa useilla medialaitteilla ja tietokoneilla. Berry itse määritteli podcastingin ”mediasisällöksi, joka toimitetaan tilaajalle automaattisesti internetin välityksellä”. (Berry 2006, 144.)

Itse sana podcasting on joidenkin tulkintojen mukaan johdettu sanoista “iPod” ja “broadcasting” (Tulley 2011, 257). Tällä viitattiin alun perin audiotiedostojen siirtämiseen Applen MP3-soittimeen. Koska iPod ei kuitenkaan ole välttämätön podcastin kuunteluun, termi on myöhemmin määritelty myös lyhenteeksi sanoista ”portable on demand”. Podcasteja verrataan usein radio-ohjelmiin, vaikka niitä ei välttämättä lähetetä radiokanavilla. Aiemmin podcast-jaksoja ainoastaan ladattiin internetistä omalle laitteelle, nyt niitä voi kuunnella monen eri podcast-palvelun kautta. Toki lataaminen on edelleen mahdollista esimerkiksi kuunteluun lentokoneessa, kun verkko ei ole muutoin käytettävissä. Podcasteja kuunnellaan kännykän ja tietokoneen lisäksi autoradion kautta, johon kytketään mobiililaite.

Yleisradiossa podcast tarkoittaa alun alkaen podcast-kuunteluun suunniteltua ja käsikirjoitettua, mahdollisesti erilaisilla äänielementeillä väritettyä digitaalista äänisisältöä. Sen lisäksi Ylessä puhutaan AOD- eli audio on demand-sisällöistä. Podcastit ovat siten AOD-sisältöjä, mutta kaikki AOD-sisällöt eivät ole podcasteja, vaan tähän lasketaan myös esimerkiksi radio-ohjelmien koosteet tai muut digitaaliset äänitallenteet. Nelonen Median sisältöjohtaja Johannes Saukko sanoo, että yhtiön ylivoimaisesti suosituin podcast on Aamulypsyn Koko Shitti, millä tarkoitetaan koostetta SuomiPOP-radiokanavan aamuohjelman parhaista paloista. Saukon mukaan on aina mahdollista, että joku ei luokittele sitä varsinaiseksi podcastiksi. Hänen mielestään kyseessä on podcast, koska se on kuunneltavaa sisältöä. Terminologian aukottomalla käytöllä ei ole hänelle tai sen suuremmin yhtiölle merkitystä. (Johannes Saukko 4.6.2020.)

Kodin Kuvalehti kertoo puolestaan joidenkin lehtijuttujen yhteydessä, että artikkeli on myös kuunneltavissa podcastina toimittajan itsensä lukemana joko lehden verkkosivuilta tai Supla-palvelusta. Itse näkisin, että äänitallenteeksi muunnetulla lehtijutulla on enemmän yhtäläisyyksiä äänikirjamaailman kuin varsinaisten podcastien kanssa, mutta yhtä kaikki tämä on jälleen hyvä esimerkki siitä, miten moninaisissa yhteyksissä termiä käytetään.

Kuva 1: Kauneus ja terveys -lehti mainostaa lukijoilleen uutta podcastiaan. Kyse ei ole siis ääneen luetusta lehtijutusta. Kuva: Laura Aimola.

Tuleeko radio-ohjelmasta siis podcast, kun se leikataan ja jaellaan podcastin tapaan? Tai toisinpäin: tuleeko podcastista lehtiartikkeli, kun se litteroidaan auki? Nähdäkseni ei. Kyse on mielestäni lähtökohdasta: halutaanko tehdä podcast vai jotain muuta? Äänitallenteesta ei siis saada podcastia vain sillä, että se julkaistaan podcastin tapaan tietyllä alustalla tai että se on ladattavissa. Loppujen lopuksi tavalliselle median kuluttajalle lienee hyvin vähän merkitystä, millä termillä, oikealla tai väärällä, hänen kuluttamaansa sisältöä virallisesti nimitetään, kunhan se on laadukasta.

Podcastin synty ja toinen aalto

Podcastaus, joka tunnettiin aluksi nimellä audiobloggaus syntyi vuonna 2003 pienemmän bloggaajaryppään ideasta kokeilla ajatusten nauhoittamista ja julkaisemista MP3-muotoisina äänitiedostoina blogeissa kirjoitetun tekstin sijaan. Jotkut näistä harrastajista alkoivat julkaista audioblogeja säännöllisesti. MP3-soittimien, kuten Applen iPodin, myynnin kasvaessa podcastien kuuntelijoiden määrä nousi nopeasti. Audioblogien kuuntelijamäärien noustessa myös perinteiset mediat kiinnittivät niihin jonkin verran huomiota. Muutamat bloggaajat tekivät kokeiluja myös videolla samoihin aikoihin, mutta kesti vuoteen 2005 asti ennen kuin vloggaaminen alkoi vetää enemmän. (Lupold Bair 2016, 223.)

Podcastin alkutaipaleesta muodostui lopulta melko tahmea, vaikka ensimmäiset askelmerkit lupailivat muuta, sillä niiden kuuntelu oli teknisesti työlästä. Podcastin lataaminen omalle tietokoneelle vei ensin aikansa ja sen jälkeen materiaali piti mahdollisesti vielä synkronoida oman iPodin kanssa. Merkittävää oli kuitenkin jo tuolloin se, että kuuntelija saattoi lopuksi itse päättää paikan podcastin kuuntelulle. Aluksi näytti siltä, että podcast luovii tiensä osaksi valtavirtaa, mutta lopulta polku ei vienyt alkua pidemmälle. Muutamia vuosia kestäneen nousukauden jälkeen hiljaiseloa kesti useamman vuoden. Vasta vuonna 2014 alkoi jälleen tapahtua.

Podcastin toisen aallon tuleminen oli lopulta monen eri tekijän summa, joista yksi oli puhtaasti äänen ja puheen merkityksen säilyminen ihmisen halu kuunnella toista ihmistä. Puheen merkitys alkoi myös korostua, kun digitaalisen audion kentällä tapahtuneet suuret muutokset tulivat mobiiliteknologian kehityksen ja kännyköiden lisääntymisen myötä mahdollisiksi. Erikoista kyllä, valtava merkitys oli myös yhdellä ainoalla hitiksi nousseella tarinalla nimeltä Serial. Serial on todellinen rikostarina, joka keskittyy vuonna 1999 tehtyyn murhaan, jossa uhri oli lukiolaistyttö Hae Min Lee Baltimoresta. Kahden oikeudenkäynnin jälkeen hänen entinen poikaystävänsä Adnan Syed tuomittiin murhasta. Koko hyytävä tarina kerrottiin 12-osaisessa podcastissa, joista jokainen jakso julkaistiin viikoittain vuoden 2014 loppupuolella. Kuuntelijoille syntyi mahdollisuus leikkiä etsivää jaksojen välillä. Kuuntelijoihin vetosi myös podcastin tuotannon korkeatasoisuus. (Berry 2015, 300.) Serial keräsi nopeasti kymmeniä miljoonia latauskertoja, minkä seurauksena audion kuuntelu virisi uudella tavalla. Tämä ei jäänyt Suomessakaan huomaamatta.

Aiemmin podcastien ongelma oli, että ne olivat liian hankalia ladata. Aiheet olivat joskus hieman liian epäselviä, ja niiden tekijät eivät saaneet niistä rahaa. Nyt podcast on kokenut renessanssin. Yhteys, jonka ihmiset kokevat suosikkipodcastien kanssa, on juuri sellainen suhde, jota monet mediayritykset yrittävät rakentaa käyttäjiin. (Kang 25.9.2014)

Yksi syy podcastien lisääntymiseen on sekin, että keskimääräisen podcastin tuottaminen maksaa paljon vähemmän kuin TV- tai radio-ohjelman tuottaminen. Ilmassa on myös selviä merkkejä siitä, miten äänen merkitys ei tulevaisuudessa ainakaan vähene, vaan todennäköisesti käy juuri päinvastoin. Vuonna 2018 Suomessakin innostuttiin valtavasti ASMR- eli kuiskailuvideoista, joita ihmiset etsivät YouTubesta esimerkiksi rentoutumiseen. Toisen ihmisen kuiskailu pehmeällä äänellä saattaa saada aikaan väristyksiä ja hyvänolon tunnetta.

Tammikuun 2019 lopussa Ylen toimipisteessä Tampereen Mediapoliksessa pidettiin yhtiön ensimmäinen Audiopäivä, jossa puhuttiin audion kulutuksen uusista mahdollisuuksista tulevaisuudessa, kuten puheentunnistuksesta, ääniohjauksesta, radioteatterista ja immersiivisestä eli kuulijaa ympäröivästä äänestä. (Kapiainen-Heiskanen 2019.) Kuulokkeet korvilla tehdään erilaisia asioita ja kuljetaan joka paikkaan. Arki on muuttunut entistä hektisemmäksi. Äänisisällöt vievät ajatukset muualle, mutta antavat käsien liikkua vapaasti. Podcastia voi kuluttaa muiden toimien ohella, koska se täydentää muuta tekemistä.

Podcastin rakentaminen maksaa vaivaa

Miten rakennetaan podcast, joka kerää kuuntelijoita? Hyvän aiheen ja ainakin suuntaa antavan käsikirjoituksen lisäksi podcastin tekijä eli podcastaaja tai podcasteri ei periaatteessa tarvitse muuta kuin hiljaisen ja kaiuttoman äänityspaikan, hyvän nauhurin ja mikrofonin, tietokoneen, sekä äänenkäsittelyohjelman, kuten ilmaisen Audacityn. Jokaisen oman kukkaron varassa on, minkälaisia summia laitteisiin haluaa panostaa. Podcast voi olla muodoltaan esim. haastattelu, keskustelu, monologi, draama tai vaikka mallia B2B (”business-to-business”, jolla viitataan yritysten välillä tapahtuvaan kaupantekoon).

Teknisten haasteiden pelon ei kannata olla oman podcast-unelman esteenä, jos innostusta löytyy ja sisältöidea on erottuva ja kiinnostava. Apuja saa rohkeasti kysymällä esimerkiksi Facebookin Podcast Suomi -ryhmästä. Pelkällä älykännykkä-tallennuksella ei kuitenkaan päästä pitkälle, sillä laadulla on hyvin paljon merkitystä silloin, kun erotetaan oikeasti hyvin tehdyt ja toimivat sisällöt keskinkertaisista tai huonoista. Laadukas ääni kerää aina enemmän kuuntelijoita. Podi on kuin kirja, siihen joko tarttuu tai ei, mutta tasokas tuote luo kiinnostuksen heräämiseen ainakin paremmat mahdollisuudet. Kuuntelijoiden sitouttamisessa jatkuvuus on tärkeämpää kuin se, minkä pituinen podcastin yksi tuotantokausi on. Monet podcastaajat puhuvat tuotantokausista, vaikka jaksoja olisi kasassa vasta kuusi. Mitään sääntöjä ei ole, joten tekijä voi itse päättää, minkä pituinen kausi toimii.

Suomen Podcastmedian senior advisor Juhani Pajusen mukaan suurin osa yrityksistä ei ole vielä löytänyt podcast-maailmaa. Monelle asiakkaalle tuleekin yllätyksenä esimerkiksi se, miten tärkeää perusteellinen konseptisuunnittelu on lopputuloksen kannalta. Esivalmistelut ovat suurin osa työstä, kun on ensin pohdittava idea, mietittävä miten se palvelee asetettuja tavoitteita ja vielä keksittävä, kuinka erottautua muista. Yrityksillä on yleensä suuri intressi sisällyttää podcastiin omia työntekijöitä/asiantuntijoita. Pajusen mukaan se ei riitä, vaan mukaan halutaan jokin vaikuttaja – ihminen, joka on ennestään tavalla tai toisella tunnettua alalla, mistä podcast tehdään. Ilman vaikuttajaa podcast voi kerätä vain esimerkiksi 100–200 kuuntelua, mikä on liian vähän sen tuottamisen vaatimaan vaivaan nähden. Sopivan vaikuttajan mukanaolo moninkertaistaa yksittäisen jakson kuuntelun jopa tuhansiin kertoihin. Vaikuttaja on siten tärkein yksittäinen kuuntelijamääriin vaikuttava tekijä. Vaikuttaja ei välttämättä ole iltapäivälehtien vakiokasvo, vaan vaikka esimerkiksi bisnesvaikuttaja, jonka tuntee vain tietyn alan harvalukuisempi, mutta sitäkin kiinnostuneempi joukko. Sopivan vaikuttajan löytäminen ja mukaan saaminen on usein työlästä. (Juhani Pajunen 8.9.2020.)

Kuten jo kerrottua, podcastin jatkuvuudella on paljon merkitystä. Ylen Anne Haajan mukaan podcastin menestykseen vaikuttaa nimenomaan säännöllinen julkaisutahti, mikä voi olla esimerkiksi kerta viikossa samaan aikaan. Periaatteessa podcastin aihe voi olla mikä tahansa, kunhan tekijällä on kirkkaana mielessä, mitä tarkoitusta varten podcast tehdään ja millaisen kuuntelijan tarpeeseen se vastaa. Podcastin äärellä viihtyminen on tärkeää, samoin kuunteluun ohjaa halu oppia uutta tai ymmärtää jostakin asiasta enemmän.

Siksi podcast voi aiheeltaan olla hyvin rajattu ja palvella marginaalista ryhmää. Käsikirjoituksen merkitys korostuu enemmän toisten podcastien kohdalla, mutta aina sen olemassaolo parantaa lopputulosta. (Anne Haaja, 6.2.2020.)

Käytännössä podcasteja on melko lailla yhtä monta kuin on tekijöitäkin. Isomman tuotantoyhtiön nimissä ja/tai alustalla julkaistut podcastit saattavat noudattaa tarkempaa käsikirjoitusta, mutta esimerkiksi yksityisten ihmisten harrastuksena tehdyt podcastit voivat vaihdella muodoiltaan paljonkin. Moni podcast on loppunut alkuunsa tekijöiden innostuksen hiipumisen jälkeen, kun suurella palolla tuotettu äänisisältö ei olekaan löytänyt kuuntelijoita. Liian moni podcast on aloitettu sen suurempia miettimättä – kännykän nauhuri pyörimään ja höpöttämään kaverin kanssa. Juuri aloituksen helppouden dilemmaan moni potentiaalinen podcast-projekti onkin kaatunut. Kuka tahansa voi aloittaa podcastin, joten kärjistäen “kaikki” tekevätkin niin. Bauer Media Finlandin audiobrändäyksen päällikkö Lauri Domnick näkee riskejä juuri siinä, että esimerkiksi yritykset lähtevät liiallisella kiireellä tekemään laadultaan huonosti suunniteltuja podcasteja vain sen vuoksi, että ne ovat yllättäen nousseet suosituksi. (Domnick 31.5.2018.)

Valmis podcast tarvitsee myös julkaisu- ja jakoalustan. Kolme suurinta podcastien julkaisijaa Suomessa ovat Nelonen Median Supla, Bauer Median PodPlay, sekä Yleisradion Yle Areena. Näille alustoille oman podcastin kanssa pääseminen on vaikeampaa, koska niillä on yhtiöiden omat portinvartijat. Onneksi internetistä löytyy nykyisin jopa satapäin erilaisia kaikille avoimia podcastien julkaisu- ja jakelualustoja, joista Spotify on nostanut profiiliaan podcastien parissa merkittävästi viime aikoina. Spotifyn lisäksi toinen suuri tekijä tälläkin kentällä on tietysti Apple ja sen oma Apple Podcasts -alusta. Hakukonejätti Googlella on niin ikään tarjolla omansa eli Google Podcastit. Huomionarvoista on, että vielä toistaiseksi Googlen Play-kaupasta pelkällä podcast-hakusanalla löytyy kesäkuun 2020 alussa reippaasti yli 200 erilaista applikaatiota, jotka mahdollistavat podcastien julkaisun, jakamisen ja kuuntelun. Kyse on siis enää siitä, mistä käyttäjä itse tuntee saavansa eniten irti.

Podcastin tekijä voi haluta myös edistää omaa bisnestä, kertoa oman mielipiteensä jostain asiasta tai saada muut ihmiset muuttamaan mieltään. Syy voi olla halu tehdä itseä tunnetuksi. Vähintäänkin jokainen, joka haluaa esiintyä asiantuntijana omalla alallaan, toimittaa omaa podcastia. Tekemisen keskiössä tulisi kuitenkin aina olla se, kenelle podcast tarjoillaan, eli kuuntelija. Tekijän pitäisi aina asettaa itsensä kuuntelijan saappaisiin ja miettiä, mitä tämä voisi haluta kuulla ja millaisen sisällön parissa viihtyä. Ensiarvoisen tärkeää podcastin tekijälle on siis aito innostus aiheeseen. Ei tarvitse olla minkään tietyn alan piinkova asiantuntija voidakseen puhua jostakin aiheesta podcastissa, mutta intohimoa täytyy löytyä.

Kuuntelijat sitoutuvat suosikkeihin

Suomessa radion ja muun audion kuuntelua mittaa vuosittain Finnpanel. Tutkimuksen mukaan radio on selvästi edelleen suurin, mutta sen rinnalla muun audion (johon podcast myös luetaan) kuuntelu kasvaa koko ajan. Kuten oheinen taulukko osoittaa, vuoden 2019 aikana kaikki yli 9-vuotiaat kuuntelivat radiota keskimäärin 2 tuntia ja 40 minuuttia päivässä ja muuta audiota 43 minuuttia päivässä. (Finnpanel 2020.)

Kuva 2. Kuvakaappaus Finnpanelin 2015–2019 Kansallisesta Radiotutkimuksesta (KRT).

Suomalaisen kaupallisen radion kattojärjestö RadioMedia selvitti syksyllä 2018 podcastien kuuntelua ja uusi tutkimuksen kaksi vuotta myöhemmin keväällä 2020. Tavoite oli koko ajan sama: selvittää, kuinka paljon podcasteja kuunnellaan, ketkä niitä kuuntelevat, mitä he kuuntelevat ja miksi. Norstatin RadioMedian toimeksiannosta tekemään vuoden 2020 kyselytutkimukseen osallistui 1043 15–64-vuotiasta suomalaista. Tutkimuksen mukaan podcastien tunnettuus ja tavoittavuus on kasvanut aikaisemmasta: vastaajista 84 prosenttia tiesi nyt mikä podcast on, kun vuonna 2018 vastaava luku oli 69 prosenttia. Tosin tunnettuus oli erittäin ikäsidonnaista. Podcastien kuuntelijat ovat usein audion sekakäyttäjiä, jotka kuuntelevat viikoittain myös radiota. Podcasteja kuunnellaan erityisesti illalla. Tunnettavuuden kasvun myötä myös podcastien tavoittavuus on laajempaa kuin aikaisemmin ja yhä useampi kuuntelee podcasteja säännöllisesti. 15–64-vuotiaista 21 prosenttia kuuntelee podcasteja viikoittain. Keskimäärin podcasteja kuunnellaan noin kolme tuntia viikossa. Podcast valitaan eri syistä, joista tärkeimpiä ovat kuulijaa kiinnostava sisältö, viihdyttävyys ja miellyttävät puhujat. Myös löydettävyys, huumori ja uusien asioiden oppiminen ovat tärkeitä. Kiinnostavimmat aihealueet ovat viihde ja hupi, uutiset ja ajankohtaiset asiat, sekä ihmissuhde ja perheasiat. (RadioMedia 2020.)

Podistako bisnestä?

Yhdysvaltalaisen mediatutkimukseen keskittyvän Edison Research-yhtiön tutkija ja varajohtaja Tom Webster sanoi vuonna 2016, että podcasting on kokenut edellisten kahden vuoden aikana valtavan muutoksen ja se muutos on tiivistettävissä yhteen sanaan: raha. Laadukkaasti tuotetut ja käsikirjoitetut podcastit ovat nykyisin kannattavaa liiketoimintaa. Websterin mukaan podcast olisi kuitenkin voinut kasvaa enemmän ja nopeammin, kuin mitä se on nyt tehnyt. Kasvu on ollut lineaarista, eikä jyrkkää nousukäyrää. Yksi suurimmista syistä, ellei suurin, on se, että valtaosa osa ihmisistä kuuntelee esimerkiksi radiota edelleen musiikin eikä puheen vuoksi. Musiikkia kuunnellaan siis mieluummin ja sitä on toki myös tarjolla enemmän. Websterin mukaan podcast-liiketoimintaa on mahdollista kasvattaa siten, että yhä suurempi osa ihmisistä sitoutetaan podcastien tekemiseen ja kuunteluun. (Next Radio 2016.) Tavoite saada podcasteista kannattavaa liiketoimintaan edellyttää siis sitä, että tuotteesta ja osaamisesta pidetään kovaa ääntä.

Maailmalla podcast-yhteisö on jo kokenut ensimmäiset massiiviset kaupat. Toukokuussa 2020 uutisoitiin, että yksi maailman suosituimmista podcasteista, The Joe Rogan Experience, siirtyy syksyllä yksinoikeudella suoratoistopalvelu Spotifyn omistukseen. Hintalapuksi tuli hieman yli 100 miljoonaa dollaria. (Hallamaa 20.5.2020) Podcast-markkinat ovat kuitenkin muuttumassa nopeasti, mikä johtuu suurelta osin teknisten jättiläisten, kuten Applen, Spotifyn ja Googlen, kiinnostuksesta. Verkkoalustat ovat alkaneet tehdä suuria investointeja houkutellakseen kuuntelijoita, mainostajia ja uusia podcastereita. Podcasting on siten keskellä siirtymävaihetta. Sisällön mahdollinen keskittyminen muutamalle suurimmalle alustalle tekee todennäköisemmäksi sen, että yleisö löytää jatkossakin uutta kuunneltavaa juuri näiden alustojen välityksellä. Siten suuret alustapalvelut toimivat yhä enemmän myös portinvartijoina yleisölle kanavoimalla sen huomion pienempään määrään korkean profiilin ohjelmia. (Sullivan 2019.)

Olli Sulopuisto sanoo, että vaikka Yhdysvalloissa Applen asema podcastien parissa on ollut kiistaton, yhtiö ei ole kehittänyt palveluaan niin paljon kuin olisi voinut. Pidemmällä on Spotify, jonka yhteistyö Joe Roeganin kanssa kertoo siitä, että Spotify haluaa muuttua musiikkipalvelusta enemmän yleisaudiopalveluksi. Suomen podcast-kentästä yksinoikeudella-sopimukset puuttuvat vielä. Mediamarkkina ja kielialue on niin pieni, ettei alalla liikutella vielä isoja summia. (Olli Sulopuisto 9.9.2020.)

Johannes Saukon mukaan Suomessa podcasteilla voi olla isoja kuuntelijamääriä, mutta matka on vielä todella pitkä esimerkiksi radion tavoittavuuteen, joten radio on siksi edelleen kustannustehokkaampi. Somevaikuttajien tulo podcast-kenttään auttanee asiassa eteenpäin, koska firmat ovat tottuneet ostamaan heiltä. Nyt etsitään malleja siihen, miten podcast-mainonnan tehokkuutta voidaan luotettavasti mitata. Valtavaa kaupallista läpimurtoa podcasteissa ei kuitenkaan juuri nyt ole näköpiirissä Suomessa ja tilanteeseen vaikuttaa edelleen koronaviruksen aiheuttama epävarmuus. (Johannes Saukko 4.6.2020.)

Podcasteissa mahdollisuuksia ovat digimainonnan peruspilarit eli preroll-, midroll- ja postroll-mainonta, mitkä jokaiselle esimerkiksi YouTube-videoita katsovalle tai nettiradiota kuuntelevalle ovat varmasti jo tuttuja. Preroll tulee alussa, midroll keskellä ja postroll podcastin loppuun. Podcastin alkuun voidaan tuottaa puhuttua mainontaa myös siten, että viesti kerrotaan podcastin tekijän suulla ja äänellä. (Elsa Kalervo 22.5.2020.)

Podcast-kulttuurin uudet muodot

Vuonna 2020 podcastien kuuntelu on nousussa niin Suomessa kuin maailmalla. Podcastin tekeminen on trendikästä. Kesäkuussa 2019 Suomessakin uutisoitiin laajasti, miten Yhdysvaltojen ex-presidenttipari Barack ja Michelle Obama aloittavat podcastien tekemisen Spotifylle. Barack Obama sanoi uskovansa, että podcastit tarjoavat mainion tilaisuuden vaalia rakentavaa keskustelua. (Frilander 6.6.2019) Podcastien merkitys viestien välittäjänä tulisi tästä näkökulmasta katsottuna siis voimistuvan entisestään.

Podcast-kenttä on täynnä erilaisia ja eritasoisia tuottajia ja julkaisijoita. Yksityishenkilöiden podeja on netti pullollaan. Hypeen ovat lähteneet mukaan myös lukuisat perinteiset lehtitalot, kuten esimerkiksi Sanoman Kodin Kuvalehti. Mediamurroksessa printtipuoleen keskittyvät tahot tuottavat nykyisin nettisivuilleen myös paljon videomateriaalia, miksei siis myös pelkkää ääntä. Navigointivalikosta löytyy blogien rinnalta nyt myös podcastit. Mielenkiintoisena villinä korttina kentällä näyttäytyy Facebook, joka on testaillut ääniviestejä uutena julkaisujen muotona ja näin ollen on mahdollista, että palvelu voi kehittyä potentiaaliseksi podcastien julkaisualustaksi.

Ylen Anne Haaja näkee, että podcasteja voitaisiin jatkossa jakaa myös harkinnan mukaan radion käyttöön. Sisällön pitäisi kuitenkin vastata esimerkiksi Radio Suomen linjaa ja kuuntelijalupausta. Yleisellä tasolla Haaja uskoo audion kulutuksen kasvavan rajusti edelleen. Ihmiset kulkevat jo tälläkin hetkellä laajalti kuulokkeet päässä. Sitten kun eri laitteiden ja ohjelmistojen ääniohjaus alkaa toimia myös suomeksi, Haaja uskoo, ettei käyttö ainakaan vähene. Tosin samalla kun tarjonta lisääntyy, kasvavat myös yleisön vaatimukset. (Anne Haaja 6.2.2020.)

Johannes Saukko uskoo, että äänikirjapalveluilla voi olla jatkossa isompi rooli podcastien esittäjinä. Mikä on radiota, mikä on äänikirja, mikä on podcast – raja hämärtyy entisestään. Esimerkiksi tv-kuvissa käytetään kännykkäkuvaa, kun samaan aikaan voi olla tubettajilla kotistudioissaan todella laadukkaat välineet. Tämä johtaa siihen, että loppujen lopuksi merkitystä on enää sillä, onko sisältö kiinnostavaa ja haluaako joku kuluttaa sitä. (Johannes Saukko 4.6.2020.) Juhani Pajunen uskoo, että Suomessa voidaan nähdä piankin ensimmäisiä podcast-tähtiä, eli henkilöitä, jotka ovat alun perin luoneet tunnettavuutensa nimenomaan podcastien kautta. Tekeminen ammattimaistuu kovaa vauhtia. (Juhani Pajunen 8.9.2020.)

Ainakin teknologiset valmiudet takaavat sen, että podcastin toisesta aallosta tulee ensimmäistä pidempi. Älylaite löytyy lähes jokaisen suomalaisen taskusta ja podcast-sovelluksia on helppo ladata. Siinä missä auto on ollut suuressa roolissa radiokuuntelussa, varmistanee uudempien mallien bluetooth-ratkaisu myös podcastien kuuntelun vauhdittamisen. Podcast-maailmassa on mahdollisuus sukkuloida innovaatioiden ja uudenlaisten tulonlähteiden kehityksen etunenässä. Nuorempien sukupolvien ottaessa podcastit omakseen voi audion kulutuksen tapa olla vuosikymmenen päästä sellainen, että radioyleisön kuunteluluvut ovat muuttuneet toisenlaiseksi.

Kirjoittaja toimii Yle Tampereen radiotuottajana.

Lähteet

Kaikki linkit tarkistettu 16.4.2021.

Haastattelut

Anne Haaja, radion ja audion suunnittelupäällikkö, Yleisradio. 6.2.2020.

Elsa Kalervo, digital audio manager, Bauer Media. 22.5.2020.

Johannes Saukko, sisältöjohtaja, Nelonen Media. 4.6.2020.

Juhani Pajunen, senior advisor, Suomen Podcastmedia. 8.9.2020.

Olli Sulopuisto, tuottaja, Jaksomedia. 9.9.2020.

Videot

Next Radio. “Podcasting: the next ten years”. (YouTube-video, 17:55). Julkaistu 1.10.2016. https://www.youtube.com/watch?v=JkDY9pam1LY.

Verkkosivustot ja -palvelut

Domnick, Lauri. “Mainostaja, älä tee podcastia!” 31.5.2018. https://www.bauermedia.fi/lounge/mainostaja-ala-tee-podcastia.

Finnpanel. “Radion kuuntelu Suomessa vuonna 2019.” Julkaistu 13.2.2020. https://www.finnpanel.fi/lataukset/radiovuosi_2020.pdf.

Hallamaa, Teemu. “Suosittu Joe Rogan siirtyy yksinoikeudella Spotifyhin – suoratoistopalvelu jatkaa podcast-imperiuminsa rakentamista.” Yle 20.5.2020. https://yle.fi/uutiset/3-11361383.

Kapiainen-Heiskanen, Päivi. “Podcastien suosio yllätti yleläiset.” Suomen tiedetoimittajain liitto, 2019. http://www.tiedetoimittajat.fi/tiedetoimittaja/podcastien-suosio-yllatti-ylelaiset/.

RadioMedia. “Podcast, podcast. Tutkimus podcastien kuuntelusta helmikuussa 2020.” https://www.radiomedia.fi/sites/default/files/podcastutkimus-2020.pdf.

RadioMedia. “Podcast, podcast. Tutkimus podcastien kuuntelusta.” Julkaistu 2018. https://www.radiomedia.fi/sites/default/files/attachments/podcast-tutkimus-radiomedia_1.pdf.

Lehtiartikkelit

Frilander, Aino. “Barack ja Michelle Obama ryhtyvät tekemään podcasteja Spotifylle.” Helsingin Sanomat, 6.6.2019. https://www.hs.fi/ulkomaat/art-2000006133990.html.

Kang, Cecilia. “Podcasts are back — and making money”. Washington Post, 25.9.2014. https://www.washingtonpost.com/business/technology/podcasts-are-back–and-making-money/2014/09/25/54abc628-39c9-11e4-9c9f-ebb47272e40e_story.html.

Kirjallisuus

Berry, Richard. 2015. “Serial and ten years of podcasting: Has the medium grown up?” Teoksessa Radio, sound and internet. Toimittaneet Oliveira, Madalena ja Fábio Ribeiro. LASICS: University of Minho, 2015, 299–309. https://core.ac.uk/download/pdf/74368429.pdf.

Berry, Richard. 2006. “Will the iPod Kill the Radio Star? Profiling Podcasting as Radio.” Convergence: The International Journal of Research into New Media Technologies, Vol. 12, No. 2, 2006, 143–162. https://journals-sagepub-com.ezproxy.utu.fi/doi/pdf/10.1177/1354856506066522.

Lupold Bair, Amy. 2016. Blogging for dummies. New Jersey: John Wiley & Sons.

Sullivan, John L. 2019. “The Platforms of Podcasting: Past and Present”. SAGE Journals, Vol. 5, No. 4, 2019. Julkaistu sähköisesti 28.11.2019. https://journals.sagepub.com/doi/full/10.1177/2056305119880002.

Tulley, Christine. 2011. “IText reconfigured: The rise of the podcast.” Journal of Business and Technical Communication, Vol. 25, No. 3, 2011, 256-275. https://journals-sagepub-com.ezproxy.utu.fi/doi/pdf/10.1177/1050651911400702.

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

Kuppi kahvia ja donitsilaatikko – Twin Peaksin uudelleenheräämisen äärellä

Twin Peaks, David Lynch

Petri Saarikoski
petsaari [a] utu.fi
Päätoimittaja
Yliopistonlehtori
Digitaalinen kulttuuri
Turun yliopisto

Viittaaminen / How to cite: Saarikoski, Petri. 2021. ”Kuppi kahvia ja donitsilaatikko – Twin Peaksin uudelleenheräämisen äärellä”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/ajankohtaista/kuppi-kahvia-ja-donitsilaatikko-twin-peaksin-uudelleenheraamisen-aarella/


Kesällä tajusin järkytyksekseni, että Twin Peaksin kaksi ensimmäistä tuotantokautta olivat hävinneet sitä tarjonneen suoratoistopalvelun valikoimista. Olin varannut loma-ajan tuoreuttaakseni nuoruuden ajan merkkisarjaa todella pitkän tauon jälkeen, mutta edessä olikin ensin pakollinen vierailu verkkokauppaan, josta hankin kaikki kolme tuotantokautta kokoelmiini. Vastoinkäymiseni on varsin tyypillinen kuluttajakokemus viime vuosilta. Tekniikka kehittyy ja vanhojen formaattien uudistuminen on pelkästään myönteistä, mutta suoratoistopalveluiden vahvistuminen on avannut eteemme kiinnostavia kysymyksiä kuluttajan asemasta muutoksen keskellä. Nykyisin vallitsevana tendenssinä on, että et omista tuotetta tai voi tallentaa (ainakaan kovin helposti) sitä itsellesi myöhempää käyttöä varten. Kuluttajana olet pelkkä vuokraaja. Suurimmalle osalle tämä ei tuota isompaa ongelmaa, koska keskinkertaista roskaa tulee joka kanavalta vastaan niin paljon, että tarvetta sen omistamiseen tai tallentamiseen ei ole. Tilanne mutkistuu, kun johonkin elokuvaan tai sarjaan haluaa tutustua uudelleen ja mahdollisesti halu omistaa se nousee uudelleen esiin. Twin Peaks on hyvä esimerkki tällaisesta halusta, joten itseni kannalta oli jopa hyödyllistä, että sain näin vahvistettua suhteeni siihen materiaaliselta pohjalta. Hankintaa ei ole tosiaan tarvinnut katua.

Kiinnostukseni Twin Peaksiin heräsi, kun aloimme yhdessä kanssatoimittajien kanssa suunnitella WiderScreen-journaalille David Lynch -erikoisnumeroa tämän vuoden keväällä. Näin sarjan alun perin suorana televisiolähetyksenä. Oli vuodenvaihde 1990–1991, ja olin kirjoittamassa itseäni ylioppilaaksi. Intouduin niin paljon sarjasta, että kirjoitin siitä jopa katselupäiväkirjaa. Kaivoin tekstit uudelleen esiin, ja jouduin hautaamaan ne vaivihkaa takaisin kotiarkiston pohjalle. Joitain asioita ei vain kannata nostaa enää esiin, koska ensivaikutelmat ja niiden kirjaukset voivat olla suorastaan nolon lapsellisia.

Onko Twin Peaks edelleen kuitenkin mestariteos? Ainakin televisiosarjojen historiaa tarkastellessa tähän voidaan vastata myönteisesti. On kuitenkin täysin toinen asia, kuinka syvällisestä ja tähän päivään istuvasta katselukokemusta voidaan puhua. Omalta kohdaltani katselukokemuksessa oli nostalginen suhde, mutta varsinkin klassiseen asemaan nostetun 14. jakson jälkeen huomasin selkeitä epätasaisuuksia juonen kulussa, huonosti rakennettua ja vaivaannuttavaa huumoria sekä juonta väkisin eteenpäin lykkiviä henkilöhahmoja. David Lynch -fanithan vannovat edelleen sarjan nimeen, ja pitävät sitä ohjaajan uran ylivoimaisena merkkipaaluna – näin siitäkin huolimatta, että sarja on luotu Mark Frostin kanssa yhteistyönä ja valtaosa sen sisällöstä on vierailevien tekijöiden käsialaa. David Lynchillähän oli melko ristiriitainen suhde televisiosarjoihin, ja hän suosi taiteilijana 1990-luvulla vielä täyspitkiä elokuva, joita tuotti vaihtelevalla menestyksellä: milloin vain hänellä sattui olemaan ylimääräistä aikaa maalaushommilta ja milloin sai ylipuhuttua rahoittajat riskialttiiden projektien taakse. Lynch on vastahakoisesti tunnustanut, että televisiosarjoissa oli kuitenkin “hölmöä vetovoimaa“.

Samanlainen suhde Lynchillä on ollut myös tekniikan kehittymiseen. 2000-luvun puolella internetiin aikaisemmin hieman vastahakoisesti suhtautunut ohjaaja alkoi yhä enemmän toteuttaa pienempiä projekteja omilla verkkosivuillaan, ja toistaiseksi viimeiseksi täyspitkäksi elokuvaksi jäänyt jopa Lynchin mittakaavalla hyvin epäselväksi ja ylipitkäksi osoittautunut Inland Empire (2006) on hyvä esimerkki tästä muutoksesta. Taiteilija haluaa aina toteuttaa visioitaan tietyllä tavalla, ja minimoida viihdeteollisuuden kädenjäljen tuotannoissa.

Ehkä parhaiten Lynchin omat visiot ja toteutustavat tulevatkin esille 2017 julkaistussa Twin Peaksin kolmannessa tuotantokaudessa (tunnetaan “lynchmäisen“ koukeroisesti joko nimellä Twin Peaks: The Return tai Twin Peaks: A Limited Event Series), jossa alkuperäisen ennusteen mukaisesti agentti Dale Cooper jatkaa siihen mihin kaksikymmentä viisi sitten jäätiin. Kolmas tuotantokausi, joka alun perin julkaistiin vain rajoitetulla levityksellä, sai kriitikoilta ansaitsemaansa ylistystä ja sitä on pidetty yhtenä parhaimmista 2010-luvulla julkaistuista televisiosarjoista.

Tätä kirjoittaessani olen katsonut vasta hieman yli puolet sarjasta, ja katselutahti on hidastanut sitä mukaan, kun poikkeusvuosi on vain pidentynyt. Toteutustapa on niin monisyinen ja laukkaava, että katsojan keskittymiskykyä piinataan oikein kunnolla. Juoni on parhaimmillaan yhtä surrealistinen kuin Lynchin esikoisohjaus Eraserhead (1977). Näennäisestä nostalgisesta pohjavireestä huolimatta tuotantokaudella on oikeastaan melko vähän tekemistä alkuperäisen sarjan kanssa. Kysymys on kuitenkin enemmän yleisen tunnelman luomasta kontrastista. Vinksahtanut huumorikin on väännetty sellaiselle mutkalle, että niissä on samaa tehoa kuin mustan kirjavissa vitseissä hautajaistilaisuudessa, jossa osanottajamäärä on rajoitettu kymmeneen. Katsellessa kyllä kahvia kuluu, ja donitsilaatikko on jatkuvasti auki, mutta pause-näppäintä on pakko painaa melkein kymmenen minuutin välein, ja pohdiskella mitä ihmettä juuri kuvaruudulla tapahtui. Agentti Cooperin monikerronnallisten persoonallisuuksien seikkailut kun saattavat välillä katketa räjähtävän atomipommin psykedeelisiin kamera-ajoihin.

David Lynch on aina jakanut mielipiteitä, mutta ainakin Twin Peaksin kolmas tuotantokausi osoittaa, millaiselle tasolle hän audiovisuaalisena taiteilijana pystyy. Keskeneräisenä katselukokemuskin paljastaa, että se tulee puhuttelemaan katselijoita vielä pitkään. WiderScreenin ensi vuoden David Lynch -numerossa tulemme näkemään lisää analyysiä sarjasta, ja jo nyt palautettujen käsikirjoitusten perusteella sarja on osoittautunut tutkijoille huomattavan haastavaksi mutta puhuttelevaksi kohteeksi. Alkuperäisiin tuotantosarjoihin verrattuna se ei kuitenkaan ole missään tapauksessa vanhan uudelleenlämmittelyä vaan ammattimaisella asenteella tehty tinkimätön taideteos. Jää myös nähtäväksi onko kysymys 74 vuotta täyttäneen David Lynchin “pääteoksesta“, joka on synteesi monista hänen tärkeimmistä visioistaan.

David Lynch on tunnetusti ollut aika haluton avaamaan tuotantojensa syvempiä merkityksiä ja jättänyt tulkinnat katsojan harkinnan varaan. Olen jäänyt myös miettimään, olisiko sarja edes syntynyt ilman uuden teknologian, tässä tapauksessa suoratoistopalveluiden suomaa vapautta. Sen monimutkainen tuotantohistoria joka tapauksessa viittaa siihen, että sarjan synty oli hyvin kivulias prosessi. Twin Peaksin kolmas tuleminen tuo näiltä osin mieleeni hänen toisen mestariteoksensa, Mulholland Driven (2001). Elokuvanhan tausta – hämäräperäisesti kuolleen Marilyn Monroen henkilöhahmo – oli kummitellut Lyncin visioissa jo 1980-luvulta lähtien, ja toimi vähintäänkin innoittajana Twin Peaksin Laura Palmerin murhamysteerille. Alun perin Mulholland Driven piti olla televisiosarja, mutta tuotantoyhtiö ei myöntänyt rääpien kasaan vedetyn pilottijakson perusteella sille rahoitusta. Hieman onnekkaasti ranskalainen Canal+ -yhtiön osoitti kiinnostusta projektia kohtaan, ja pitkien neuvottelujen jälkeen elokuvalle myönnettiin rahoitus ja kuvaukset alkoivat uudelleen. Lopputuloksena syntyi metariteos, jota edelleenkin pidetään yhtenä tärkeimmistä 2000-luvun ensimmäisellä vuosikymmenellä julkaistusta täyspitkästä elokuvasta.

Mulholland Drive on hyvä esimerkki siitä, miten David Lynchin tuotannot kietoutuvat toisiinsa ja esittelevät teemoittain jotain tuttu ja vanhaa, mutta kiehtovuus tulee aina siitä ainutkertaisesta tavasta, jolla audiovisuaalinen taide rakennetaan. Itselleni Mulholland Drive oli myös yksi tärkeimmistä 2000-luvun alun elokuvakokemuksista. Twin Peaksin kohdalla sen näkeminen ylioppilaskirjoitusten aikaan jätti minuun oman lähtemättömän vaikutuksensa. Vahvin suhde elokuvaan tai televisiosarjaan syntyykin ensimmäisellä katselukokemuksella, myöhempinä vuosina tuota suhdetta voi vaalia ja jopa hylätä hetkeksi. Välttämättä kysymys ei ole minkään erityisen fanisuhteen rakentumisesta, mutta yhtä lailla kokemuksesta joka on hyvin tärkeä ja osa kunkin yksilön elämäntarinaa.

Jälkisanat

Näiden tunnelmien pohjana alkaa WiderScreenin 24. julkaisuvuosi, joka epäilemättä tuo taas uusia haasteita ja mahdollisuuksia kotimaisen tiedetoimittamisen kentällä. Monimediaalisena tuottajana tunnettu David Lynch on mitä sopivin teema, joka puhuttelee laajaa-alaista kuluttajien ja tutkijoiden kohdeyleisöä. Emme koskaan tiedä mihin päädymme, mikä onkin “lynchmäisestä“ perspektiivistä katsottuna sopivan jännittävä tapa tehdä matkaa.

Päätoimittajana haluan vielä erikseen toivottaa toimituskunnan puolesta lukijoillemme hyvää ja turvallista vuodenvaihdetta! Isoin kiitos menee jälleen kaikille teille, jotka olette tavalla tai toisella osallistuneet journaalin toimintaan. Keväällä ilmestynyt “Taidekritiikki“ -numero syntyi tarpeesta koota alan tutkimuksia ja käytännönläheisempiä tekstejä saman teeman alle. Pohjana oli erityisesti molempien toimittajien monivuotinen kokemus yliopistotasoisten kritiikki- ja kirjoituskurssien vetäjinä. Kiitokset Rosenqvistin Juhalle inspiraatiosta ja vuosien ajan jatkuneesta sujuvasta yhteistyöstä! Kesällä ilmestynyt ja pitkään työstössä ollut “Home Computer Cultures and Society Before the Internet Age“ oli kotitietokonekulttuurin tutkijoiden voimannäytös. Taputukset kansainvälisille yhteistyökumppaneille Gleb J. Albertille ja Julia Erdoganille sekä tietenkin toimituskunnan Markku Reunaselle!

Olen myös iloinen, että pystyimme tänäkin vuonna tarjoamaan ammattitutkijoille sopivan julkaisufoorumin teemanumeroiden ulkopuolelta Ajankohtaista-palstalla. Saamamme myönteinen palaute on kovasti ilahduttanut ja nostanut mielialaa tämän synkän vuoden aikana. Niiden pohjalta on helpompi jatkaa ja luoda uskoa tulevaan.

Porin yliopistokeskuksessa

Perjantaina 21. joulukuuta 2020

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

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

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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
Ajankohtaista

Maskuliinisuuden karnevalisointi Lapinlahden lintujen televisio-ohjelmissa 1988–1995

groteski huumori, mieskuva, televisiotutkimus

Noora Kallioniemi
nmmkal [a] utu.fi
kulttuurihistorian väitöskirjatutkija
Turun yliopisto

Viittaaminen / How to cite: Kallioniemi, Noora. 2020. ”Maskuliinisuuden karnevalisointi Lapinlahden lintujen televisio-ohjelmissa 1988–1995”. WiderScreen Ajankohtaista 30.9.2020.  http://widerscreen.fi/numerot/ajankohtaista/maskuliinisuuden-karnevalisointi-lapinlahden-lintujen-televisio-ohjelmissa-1988-1995/

Tulostettava PDF-versio


Tarkastelen komediaryhmä Lapinlahden lintujen televisio-ohjelmien ja musiikkiesitysten groteskia huumoria keinona laventaa maskuliinisuuden rajoja ja purkaa myyttiä maskuliinisuuden ideaalista. Ryhmän julkinen bändipuhe edustaa perinteistä miespuhetta, jossa maskuliinisuutta todistellaan itselle ja muille. Rockmusiikin ja sen kulttuuristen koodien tunteminen näkyvät komiikassa rock-maskuliinisuutta ristiriitauttavien sketsien kautta. Rockin komediallinen esittäminen lisää ryhmän taiteellista liikkumavaraa ja kohdistaa parodian myös kulttuuriin itseensä.

Televisioviihteessään ryhmä karnevalisoi epäonnistuneen miehen kulttuurista kuvaa groteskin huumorin kautta ja esittää perusolemukseltaan kiltit, hyväkäytöksiset ja tunteiden käsittelyyn pyrkivät miehet jäämässä hegemonisen maskuliinisuuden jalkoihin. Groteskille komedialle tyypillisten toisiinsa liitettyjen, mutta yhteen sopimattomien elementtien kautta ryhmän viihde tavoittaa sukupuoliseen valtaan liittyviä kysymyksiä.

Tässä mediahistoriallisessa artikkelissa median ja viestinnän sisällöt itsessään ovat tutkimuksen kohde, joita tarkastellaan ajallisissa ja kulttuurissa konteksteissa (Hokka 2014, 28–29; Oinonen & Mähkä 2012, 275, katso myös Salmi 1993, 120–121, 135–137). Liitän artikkelissani maskuliinisuuden groteskin karnevalisoinnin (Bakhtin 1995) homososiaalisuuden (Sedgwick 1985) käsitteeseen ja tarkastelen laadullisella sisältöanalyysillä hankkimaani tietoa siitä, millaisia kerronnan keinoja viihderyhmä Lapinlahden linnut käyttää purkaessaan myyttiä ideaalista miehuudesta ja laventaessaan maskuliinisuuden rajoja. Osana groteskin huumorin analyysia tarkastelen ristiinpukeutumista komediakerronnan keinona.

Lapinlahden linnut[1] on yhdistänyt sketsejä ja musiikkia Yleisradion televisio-ohjelmissa Seitsemän kuolemansyntiä (1988, YLE TV1), Maailman kahdeksan ihmettä (1990, YLE TV1) ja Kuudesti laukeava (1992, YLE TV1), sekä MTV3:n ohjelmissa Lapinlahden linnut -Show (1993, MTV3) ja Lapinlahden linnut (1995, MTV3). Yleisradion tuottamat ohjelmat ovat olleet katsottavissa Yle Areenassa kesästä 2020. Tässä artikkelissa tarkastelen sketsiohjelmien lisäksi musiikkivideoita ja studioplayback-esityksiä kappaleista Kuppilan tango (1988), Elämä janottaa (1989), Se ei käy (1989), Aimon virsi (1990), Vihtaasi on kustu (1990), Kalliossa (1992), Viheltävä Ville ja Pekka petomaani (1993) ja Köyhän taivas (1994), joiden kautta voin käsitellä ryhmän komiikan tekemisen tapoja koko sen aktiiviajalta. Näistä osa on lähtöisin sketsisarjoista ja ne voi tulkita myös sketseiksi tai musiikkihuumoriksi, ja siten osaksi laajempaa dramaturgista ja sarjallista kokonaisuutta. Osa käyttämistäni katkelmista on peräisin muista suomalaisista musiikkiohjelmista ja minulle niiden lähde on ollut YouTube.

Lapinlahden linnut esitti julkisuudessa ja televisio-ohjelmissaan lukuisia tulkintoja erilaisista maskuliinisuuksista ja samalla parodioi näitä esityksiä. Ryhmän esiintymiset olivat suosittuja ja televisio-ohjelmat katsottuja ja kriitikoiden kehumia. Näin ryhmän tuotantoa voi tarkastella laajalle levinneinä sekä ajassa ja kulttuurissa hyväksyttyinä ja toistettuina esityksinä heteroseksuaalisesta maskuliinisuudesta. 1990-luvun muita suomalaisia huumoriyhtyeitä ovat Seitsemän seinähullua veljestä (1966 alkaen), joka toimi Uuden Iloisen Teatterin (UIT) orkesterina vuodesta 1979 ja Hullujussi (1973–1976), jonka basisti Holle Holopainen esiintyi 1990-luvun alun poliittisessa satiiriohjelmassa Frank Pappa Show (1991–1994) nimihenkilönä. Samoin vuonna 1987 perustettu rockyhtye Leningrad Cowboys ja 1990-luvun tamperelainen koomikkoryhmä Kummeli koostuivat ammattimuusikoista, ja vuonna 1993 rockyhtye Kumikamelin sivuprojektina aloittanut Eläkeläiset humppaa edelleen ahkerasti. Huumorin ja musiikin yhdistäminen on tarkoittanut lukuisille suomalaismuusikoille pitkää viihdetaiteilijan uraa, joka laajenee bändisoitosta estradiviihteeseen ja televisiokomediaan. Lapinlahden linnut on edelleen osa suomalaista populaarikulttuuria: Metallimusiikkiyhtye Viikate on tehnyt cover-version kappaleesta Aimon virsi vuonna 2001, ja Lapinlahden lintujen tribuuttibändi Nokiantien Naakat esitti yhtyeen kappaleita aktiivisesti 2010-luvulla. Kokoonpanossa on mukana artisteja muun muassa yhtyeistä Seksihullut ja Kynnet.

1990-luvun alun komediaviihde on mieskeskeistä eli miesten käsikirjoittamaa, ohjaamaa ja näyttelemää, ja siinä kerrotut tarinat koskevat pääosin miehiä. Kun miehet ovat televisiosarjoissa sekä pilkan kohteina että pilkkaajina, voivat koomikot määritellä ne sukupuolitetun komiikan tekemisen rajat, joiden yli heidän ajatusmaailmansa, siis sukupuolidiskurssinsa, ei tee mahdolliseksi astua. Kohdistamalla pilkan itseensä, koomikot voivat myös suojella omaa maskuliinisuuttaan (Salonen 2003, 102, 109). Luonteensa vuoksi aineistoni avaa tapoja, joilla 1990-luvun komediakulttuurissa esitettiin sukupuolia ja tarjottiin vastaanottajille tapoja sukupuolittaa ihmisiä ja todellisuutta. Tarkastelen Lapinlahden linnut -ryhmän maskuliinisuuden esityksiä osana 1990-luvun alun kontekstia, jossa lama-aika tarkoitti yhteiskunnallisen kriisin ohella kriisiä sukupuolten rooleissa, kun työhön kiinnittynyt maskuliinisuus joutui kohtaamaan työttömyyden (Hoikkala & Laine 1996). 1990-luku oli mieskuvan muuttumisen aikaa myös muun muassa isyyspuheen lisääntymisen ansiosta (esimerkiksi Huttunen 1999 ja Aalto 2012). 1990-luvun miestutkimus toimii artikkelissani historiallisen ja kulttuurisen kuvan lähteenä, johon peilaten tarkastelen niitä elementtejä, joilla maskuliinisuutta komediaviihteen katsojille aikalaiskeskustelussa rakennettiin.

Kirjallisuudentutkija, semiootikko Mihail Bakhtinin (1995, 7–11) mukaan karnevalistiselle naurulle on ominaista nopea statuksen vaihtelu, kielenkäytön muodoilla leikkiminen ja yllätyksellisyys. Karnevalistinen nauru pyrkii osoittamaan tai omasta mielestään tulee osoittaneeksi, että valta ja hallitsevat totuudet ovat riemastuttavan suhteellisia. Osanottajat nauravat myös itselleen, sillä karnevaalinaurun ulkopuolelle ei ole mahdollista astua. Kansa ei sulje itseään ulos maailman suhteellisuudesta, vaan ymmärtää myös oman kuolevaisuutensa ja olemisensa yhteiskunnallisten rakenteiden vietävissä. Kun mitään muuta ei ole enää tehtävissä, jää jäljelle vain vapauttava nauru. Tässä Lapinlahden lintujen satiirinen huumori lähestyy bakhtinilaista karnevalismin ajatusta: kääntämällä ylhäisen alhaiseksi, huumori tarjoaa mahdollisuuden nauraa pahantekijöille. Näin komedia toimii yhteisössä paineiden purkamisen väylänä, ja tällaisena sillä on myös yhteiskunnallinen rooli. (Bakhtin 1995; Hietalahti 2018, 253.)

Komedialle on ominaista kaksitahoinen merkitysjärjestelmä, sillä komedia viittaa aina ensimmäisenä itseensä, eli komedialliseen. Samalla se viittaa myös itsensä ulkopuolelle, vakavaan tai ei-komedialliseen. Näin tuotetut merkitykset ovat aina monitahoisia ja ainutlaatuisia. Kulttuurihistorioitsija Rami Mähkän mukaan komedia on konservatiivinen draaman laji, sillä se vahvistaa olemassa olevia asenteita. Samalla lyhytkestoisuus ja vapaus realismista – tai absurdismin mahdollisuus – antaa komedialle mahdollisuuden asioiden vaihtoehtoiseen käsittelyyn. (Mähkä 2016, 241–242.) Viestinnäntutkija Marjo Kolehmaisen mukaan monimerkityksellisyys tekee huumorista ambivalenttia ja mahdollistaa sitä koskevien tulkintojen moninaisuuden (Kolehmainen 2015, 22–24). Groteskin riemastuttavan vaikutuksen lisäksi sen funktiona on toimia vastavoimana mahtipontisuudelle ja tätä kautta alentaa esimerkiksi virallista valtaa (Verstraten 2016, 295). Näin nauru toimii tapana purkaa maskuliinisuuden ideaalia ja miehekkyyden mallia, joten aihetta käsittelevän komedian olemassaolon sinänsä voi nähdä reaktiona maskuliinisuutta korostavaan mediakulttuuriin.

Eve Kosofsky Sedgwickin (1985) mukaan miesten homososiaalisuus on hierarkkinen rakenne, jossa miehet yhtä aikaa toimivat osana ryhmäänsä ja valvovat toisiaan maskuliinisuuden säilyttämiseksi ja feminiinisten piirteiden poissulkemiseksi. Samalla ryhmä asettuu valmiuteen puolustautuakseen kollektiivisesti näiden syytösten varalta. Sedwickin määrittelemä homososiaalisuus ilmenee kolmiossa, jossa miehillä on siteitä muihin miehiin ja naiset toimivat kanavina näiden siteiden ilmaisemiseen. Tämä kolmio voi ilmetä kilvoitteluna, joka itseasiassa merkitsee miesten välistä keskinäistä ihailua ja kiintymistä. Ajatus jatkuvuudesta näiden homososiaalisten toiveiden välillä avaa tutkimuskentän maskuliinisuuksien ja seksuaalisuuksien rajojen tutkimukselle. (Sedgwick 1985, 1–2; Hammarén & Johansson 2014, 4.)

Sukupuoliteoria tulkitsee tämän patriarkaalisen perusrakenteen johtavan homososiaalisten miesryhmien syntyyn ja näissä toistuvaan oidipaaliseen rakenteeseen, jossa yhteiseen tavoitteeseen pyrkiminen antaa muodon miesten välisille yhteenkuuluvuuden tunteille. Sedgwick pohjaa yhteiskuntatieteelliseen määritelmään, jonka mukaan homososiaalisuus merkitsee sosiaalisia suhteita samaa sukupuolta olevien henkilöiden välillä. Määritelmän tarkoitus on luoda ero homoseksuaalisuuden kuvauksiin. Tätä sidosta Sedgwick kutsuu ”homososiaaliseksi haluksi”, joka ei tarkoita vain seksuaalista vetovoimaa tai eroottista rakkautta, vaan sosiaalisia suhteita ylläpitävää voimaa, joka muodostaa tärkeän suhteen myös silloin kun sen ilmentymä on negatiivinen, kuten vihamielisyys tai aggressio. Homososiaalisen suhteen sosiaalinen merkitys ei ole sukupuolisidonnainen vaan pätee kaikkia sukupuolia koskeviin suhteisiin. (Sedgwick 1985, 1–2; Mullen 2014, 113.)

Tarkastelen artikkelini aluksi Lapinlahden lintuja heteroseksuaalisena, homososiaalisena miesryhmänä sen julkisuuskuvan ja kollektiivisen bändipuheen kautta. Tämän jälkeen keskityn ryhmän groteskiin huumoriin sekä komediahahmojen ruumiillisuuteen. Lopuksi nostan esimerkiksi karnevalisoidusta maskuliinisuudesta ryhmän esittämän työttömien ja syrjäytyneiden alisteisen maskuliinisuuden.

Julkinen maskuliinisuus ja bändipuhe

Komiikantutkija Oliver Double on tarkastellut punkyhtyeiden keikkoja populaarin teatterin muotona, joissa puvustus, lavastus, hahmon rakennus sekä esiintyjän ja yleisön välinen suhde ovat yhtä tärkeitä ja tarkkaan harkittuja kuin esitettävä musiikki. Esiintymisissä ovat siis mukana samat elementit kuin teatteriesityksissä. (Double 2007, 35.) Kulttuurihistorioitsija Kimi Kärjen mukaan areenarockin lavaesiintymisiä voi katsoa rituaalisina peleinä, joissa rakenne ja draaman kaari on rytmitetty ennalta (Kärki 2014, 31). Teatteritaustaisten Lapinlahden lintujen live-esiintymisissä oli mukana myös sketsejä, mutta rumpali Jan Noposen mukaan ryhmä pyrki soittamaan mahdollisimman hyvin, ja mukana oli aina myös musiikillista kunnianhimoa, eivätkä ajan muut huumoriyhtyeet olisivat voineet tehdä heidän kappaleitaan (Lyytinen 2003, 38).

Levyillä, live-esiintymisissä ja 1980-luvun lopun televisiosarjoissa ryhmän esittämän miestyypin perusolemus oli jo vakiintunut. Lapinlahden lintujen televisio-ohjelmissa miehet ovat perusolemukseltaan kilttejä, hyväkäytöksisiä ja sääntöjen mukaan eläviä. Kun karjalainen mieskansanlauluryhmä Kärttynä esittää televisiosketsissä ”listahittinsä” Vanha kivennapalainen vitutuslaulu, ulottaa ryhmä työnantajien, yhteiskunnan ja elämän aikaansaaman painon koskemaan koko suomalaista kansanluonnetta: ”Täs sitä tulloo sellainen joukko jota suru painaa. Vielä jos tulloo pahempi olo niin kohta olen vainaa”.


Video 1. Mieskansanlauluryhmä Kärttynä esittää televisiosketsissä kappaleensa Vanha kivennapalainen vitutuslaulu. Kappale on parodia Värttinä-yhtyeen 1990-luvun hittikappaleista.

Kertosäe tiivistää tunteet epäoikeudenmukaisuuden kokemuksesta. Kappaleen sanoitus on parodia 1990-luvulla suositun kansanmusiikkiyhtye Värttinän kappaleista Kiiriminna ja Vot vot ja niin niin. Naisryhmän esittämä alkuperäinen sanoitus kuuluu: ”Täs se tulloo sellanen joukko jottei suru paina, ympäri maata kulkeneet ja ilosii on aina”. Parodiassa asettuu vastakkain naisryhmän ilmaisema pidäkkeetön ilo ja miesryhmän vitutus elämän edessä, ja se on ajankohtainen parodia suositusta musiikki-ilmiöstä.

Muusikko ja mediatutkija Matthew Bannisterin mukaan The Beatles -yhtyeen julkisuuskuvaan liitetyn veljeyden kertomuksen tarkastelu homososiaalisena rakenteena avaa egalitarismin ja hierarkisuuden rinnakkaineloa myös muiden homososiaalisten ryhmien voimasuhteissa. Hän tarkastelee rockmusiikkia maskuliinisuutta aktiivisesti tuottavana kulttuurisena rakenteena ja kutsuu tätä homososiaaliseksi aitoudeksi, joka tarkoittaa musiikin autenttisuuden suhdetta sen tuottavaan ryhmään. Näin homososiaalinen ryhmä koetaan miehelle vapaan luovuuden paikkana, kun taas sekaryhmissä tämä ei ole mahdollista. (Bannister 2017, 36.) Rock-kulttuurissa eläminen ja sen kulttuuristen koodien tunnistaminen näkyvät Lapinlahden lintujen komiikassa rockmusiikin homososiaalisuutta kommentoivien tai sitä ristiriitauttavien sketsien kautta. Musiikkikulttuurin komediallinen esittäminen lisää ryhmän taiteellista liikkumavaraa ja kohdistaa parodian myös kulttuuriin itseensä.

Kun kappaleen Viheltävä Ville ja Pekka petomaani aiheena on pierutaitelija, mutta musiikkivideossa soitetaan rockia nahkatakit päällä, on tulkinnan tasoja lukuisia. Laulun Viheltävä Ville on kadunmies ja Pekka petomaani jännittävä taiteilija, joita puoliso, esimies tai yhteiskunta eivät alista. Kappaleen kertoja haaveilee vapaudesta, jota Pekka petomaani ja Viheltävä Ville edustavat. Käänne tarinassa tapahtuu, kun kertoja saa slipoverin sijasta itsekin ylleen nahkatakin ja käteensä sähkökitaran, joiden avulla hän kasvaa osaksi taustalla soittavien miesten ryhmää. Lapinlahden linnut asettaa vastakkain sen miltä rockmusiikki kuulostaa ja miltä soittajat, laulajat ja esiintyjät näyttävät. (Biddle & Jarman-Ivens 2007, 9; Wessels 2003, 198.) Rockmusiikkiestetiikka viittaa jännittävään elämään, jota sanoitus tukee laulun lopussa:

Unohtaisin kumartaa syvään,
unohtaisin liikkua varovasti.
Unohtaisin olla koskematta mihinkään,
ja unohtaisin mennä ruoskittavaksi


Video 2. Musiikkisketsi kappaleesta Viheltävä Ville ja Pekka petomaani on kuvaava esimerkki kiltin miehen kuvaamisesta Lintujen audiovisuaalisessa kuvastossa, kun kertoja kappaleen edetessä liittyy myös visuaalisesti osaksi rock-ryhmää.

Folkloristi Patrick B. Mullenin mukaan homososiaalisen voimadynamiikan piirteitä voi löytää 1900-luvun puolivälin amerikkalaisten rockabilly-yhtyeiden kappaleiden sanoituksista, käytöksestä baareissa ja keikkapaikoilla sekä musiikkiteollisuudesta itsessään. Ne siteet joista tietty musiikkikulttuuri muodostuu, ovat pääasiassa homososiaalisia ja tätä kulttuuria koskeva tieto on mieskeskeistä ja sellaisenaan vahvistaa sukupuolten rajoja. (Mullen 2014, 112–118.) Lapinlahden lintujen homososiaalinen bändiyhteisö korostaa julkisessa puheessa rankkoja luomisen hetkiä, jotka vaativat onnistuakseen myös rankkaa kritiikkiä. Ryhmä sai nimensä Helsingin Lapinlahdenkadulla sijaitsevan kommuunin mukaan ja toistaa tarinaa kirjoitussessioista, joissa jakaannuttiin omiin huoneisiin, eikä ulos saanut tulla ennen kuin materiaalia oli kasassa. Timo Eränkö kuvailee ryhmää äärimmäisen demokraattiseksi: ”Lintujen toiminta on joukkojen liikehdintää. Kaikki saa tehdä mitä lystää, mutta samalla pitää muistaa, että oma ehdotus voidaan lytätä aivan estottomasti”. Julkisessa puheessa miesryhmän toimintaa korostetaan muun muassa näin: ”Veistely on ollut vähintäänkin synkkää, äärimmillään anteeksipyytämättömän ilkeää”. (Marjamäki 2007, 96–97.) Tällaisessa puheessa vedotaan kaverisuhteisiin, joissa yhteistoiminta nousee kilpailua tärkeämmäksi (Kallioniemi & Karvo 2017, 39).

Kulttuurisen sukupuolen esitykset eivät ole tosia tai epätosia vaan niitä tuotetaan vakaiksi identiteetin ilmaisuiksi erilaisissa diskursseissa. Näin sukupuolirakennelmat ovat harjoiteltuja esityksiä, performansseja. (Biddle & Jarman-Ivens 2007, 5. Sukupuolen performatiivisuudesta tarkemmin Butler 1990, 174.) Homososiaalisuus avaa ryhmän sisäistä vuorovaikutusta ja sen reagoimista ulkoa tuleviin ärsykkeisiin. Keskinäinen pilkanteko nousi jo The Beatlesin julkisen imagon keskeiseksi elementiksi, kun haastatteluissa heidän nokkeluutensa ja charminsa tuli ilmi nimenomaan bändisuhteiden kautta. Tämä oli uutta populaarimusiikissa ja journalistisessa keskustelussa, joka oli aiemmin rakennettu henkilökohtaisten tähtikuvien varaan. (Bannister 2017, 37–39.) Pilailu on homososiaalisen yhteisön keino hallita suhdettaan yleisön katseisiin. Samalla keskinäinen pilkanteko on performatiivinen teko, joka vaikuttaa miesryhmien olemassaolon tapaan ja sen näkymiseen ulospäin. Homososiaalisesti määrittyvä maskuliinisuus sisältää veljellisen yhteenkuuluvuuden, jätkäsakkien ja herrakerhojen kaltaiset ympäristöt, joissa maskuliinisuutta päästään jollain tavoin juhlistamaan. Miesporukoissa maskuliinisuutta todistellaan erilaisten miehuuskokeiden kautta, jollaisena myös Lapinlahden lintujen kirjoitussessiot näyttäytyvät.

Ryhmän komiikkaa leimaa muun miesviihteen tavoin korostettu alkoholinkäyttö. Sketsit käsittelevät aihetta monipuolisemmin, mutta yhtyeen julkisuuskuvassa ja lehtiaineistoissa humala ja alkoholinkäyttöön liittyvät toilailut ja ”keppostelu” tulevat toistuvasti ilmi. Yhtyeen puhe vertautuu sosiologi Antti Gronowin Sleepy Sleepersin ja Eläkeläiset-yhtyeen bändihistoriikeista tunnistamaan ”kollektiiviseen bändipuheeseen”, jossa varsinainen puhuja on epäolennainen ja tärkeintä on lukijalle välittyvä kuva alkoholinkäytöstä ja huumorin laadusta. Lapinlahden lintujen julkinen alkoholi- ja huumoripuhe ei eroa oikeastaan millään tavoin kahden muun mainitun yhtyeen julkisesta alkoholisuhteesta. Alkoholinkäyttöön liittyvä sikailu ja mieskunnon testaaminen sekä ”työmoraalin” korostaminen tilanteissa, joissa sammuminen tapahtuu vasta esiintymisen jälkeen (Gronow 2003, 151–155) näkyvät myös Lintujen julkisessa puheessa. Mikko Kivinen palaa aiheeseen vielä vuonna 2007 muistellessaan yhtyeen ensimmäistä Helsingin ulkopuolista esiintymistä Oulussa, joka oli saatu myytyä ehdolla, että ryhmä hoitaisi myös illan diskon oman esiintymisensä ohella: ”Lopulta me palkattiin pikkupojat jäätelöpalkalla hoitamaan disko, kun oltiin ite jo siinä vaiheessa niin kännissä.” (Marjamäki 2007, 96.)

Lapinlahden linnut korosti bändipuheessaan humalahakuista juomista miesriittinä, johon liittyi väkivallan elementti: ”Joskus sattui lyömistä ja kuristamista”. Pekka Hedrok mainitsee, että 1980-luvun lopulla ryhmän jopa odotettiin saapuvan esiintymisiin juopuneina. Alkoholinkäytön kuluttavuus tuli sekin selväksi: ”eihän sitä dokaamista jaksanut, itse kukin rupesi toppuuttelemaan terveydenkin kannalta”. (Lyytinen 2003, 57–59.) Julkisessa puheessa ryhmään liitetty alkoholinkäyttö, väkivalta ja raivokas luominen ovat konstruoidun maskuliinisen puhetavan kulttuurisidonnaisia, yleisölle suunnattuja esityksiä (Mullen 2014, 115). Näin puheen keskiössä oleva, yleisön tuntema miesryhmä toistaa julkisessa puheessaan perinteistä mieskuvaa, mutta toisaalta laajentaa miespuheen diskursseja komediasarjoissaan tai kappaleidensa sanoituksissa, jota käsittelen artikkelin viimeisessä osassa. Kiinnostavaa on, että 2010-luvulla yhtyeen raitistuneet jäsenet ovat käsitelleet haitallista alkoholinkäyttöään julkisuudessa (Esimerkiksi Ilta-Sanomat 26.3.2016; Iltalehti 17.3.2016; Iltalehti 30.1.2017).

Groteski huumori

1990-luvulla edellisen vuosikymmenen nousukausi päättyi pörssikuplan puhkeamiseen ja konkurssiaaltoon. Tämä johti massatyöttömyyteen ja vuonna 1994 Suomen työttömyysaste oli korkeimmillaan, 16,6 prosenttia (Elinkeinoelämän valtuuskunta 2015). Työn perässä kaupunkilähiöihin muuttaneet ihmiset jäivät sekä taloudellisesti että henkisesti tyhjän päälle. Lapinlahden lintujen sketseissä kiltit miehet esitetään toistuvasti kokemassa vääryyttä vahvasti maskuliinisuuttaan esiin tuovien, itsekkäiden, voimakkaina ja varakkaina esitettyjen miesten taholta. Taloudellista pärjäämistä käsitellään Tee naapurisi kateelliseksi -sketsissä (Maailman kahdeksan ihmettä, jakso 3), jossa kertoja kysyy: ”tuntuuko, että naapurillasi on kaikki paremmin kuin sinulla?” Ratkaisu löytyy postimyynnistä tilattavalla paketilla, joka sisältää erilaisia pahvisia tuotteita: luottokortteja, lautasantennin taivaskanavien katselua varten, frakin ja Rolls-Roycen. Näitä tavallinen lähiössä asuva mies voi esitellä parvekkeella ja taloyhtiön pihalla ja suureen ääneen mainostaa uusia, taloudellista tilannetta ja sosiaalista statusta kuvaavia tuotteitaan.

Video 3. Sketsisarja Maailman kahdeksan ihmettä (1990) on katsottavissa Yle Areenassa. Jaksossa 3/8 mukana Tee naapurisi kateelliseksi -sketsi. Lähde: https://areena.yle.fi/1-4213857.

Mihail Bakhtinin mukaan kansan naurukulttuurin ytimessä on ajatus maailman kaksinapaisuudesta. Virallisen hallinnollisen maailman ulkopuolella on kansantajuinen, naurun varaan rakentuva maailma. Bakhtin antaa naurulle myös terapeuttisen ja vapauttavan merkityksen, kun naurun kautta esitetty totuus alentaa sen kohteena olevan vallan. (Bakhtin 1995, 7–11.) Groteskin komedian perusta on naurettavien ja vastemielisten asioiden yhdistäminen. Sen vaikutus rakentuu koomisuuden sekoittamisesta outoihin tai hämmentäviin elementteihin. Groteski ilmaisu esittää tapahtumat annettuina, väistämättöminä ja pyrkii ilmaisussaan realismiin. (Verstraten 2016, 294.) Tätä prosessia ryhmä käyttää karnevalisoidessaan maskuliinisuuden esittämistä ja kohdistaa kriittisen ja vapauttavan naurun näihin todellisuutta rakentaviin representaatioihin.

Video 4. Sketsisarja Maailman kahdeksan ihmettä (1990) on katsottavissa Yle Areenassa. Jaksossa 2/8 mattolaituri toimii ruumiidenpesupaikkana. Lähde: https://areena.yle.fi/1-4213777.

Ryhmän groteski huumori ilmenee sekä yksinkertaisissa vitseissä, joissa esimerkiksi mattolaituri toimii ruumiidenpesupaikkana (Maailman kahdeksan ihmettä, jakso 2), että pidemmissä käsikirjoituksissa, joissa groteskin esitystavan kautta huumori kohdistetaan yhteiskunnallisiin epäkohtiin. Tällainen on esimeriksi kertomus työmatkalla olevasta Pekka Mäntysestä, joka jää kuorma-auton alle. Paikalle saapuva palopäällikkö Kaasinen toteaa Mäntysen olevan kriittisessä tilassa, eikä aikaa näin ole hukattavaksi. Kaasinen soittaa luottokuntaan tarkistaakseen Mäntysen tiedot ja kuultuaan Mäntysen olevan ulosotossa käskee hän tulosvastuun nimissä pelastushenkilökunnan poistumaan paikalta. (Lapinlahden Linnut -Show, jakso 6.)

Mihail Bakhtinin mukaan kansan naurukulttuurin kirjallinen muoto eli groteski realismi on kiinteästi yhteydessä ruumiillisuuteen. Tämän groteskin naurun pääpiirre on alentaminen, siis kaiken ylevän kääntäminen materiaalis-ruumiilliselle tasolle (syöminen, juominen, ruoansulatus, sukupuolielämä). Ristiinpukeutuminen oli 1990-luvun mieskeskeisen komiikan kulmakiviä ja tarkastelen sitä tässä esittävän taiteen kerronnan muotona, en transvestisuutena tai sukupuoli-identiteetin ilmaisun välineenä, vaikka myös tällaiset luennat ovat mahdollisia. Lapinlahden lintujen sketseissä naisten roolit ovat pääosin miesryhmän esittämiä, kuten esimerkiksi Ihmisroskapankki-sketsissä, jossa Simo Nikander, vuosia Helsingin kaupungin pysäköinninvalvojien esimiehenä toiminut ”tavoiteltu nahkaisen parkkisakon antaja”, joka vikittelee alaisiaan, eli naisten alusvaatteisiin pukeutuneita Lapinlahden lintuja. (Lapinlahden Linnut -Show, jakso 6.) Ristiinpukeutumista 1990-luvun kontekstissa analysoineet Daniel Lieberfeld ja Judith Saunders tarkastelevat klassista Hollywood-elokuvaa Piukat paikat (Some Like it Hot, 1959) keskeisenä sukupuolikategorioita horjuttavana ja uudelleentulkitsevana Hollywood-elokuvana, joka tarjoaa näkökulmia sukupuolen naamioimiseen ja sukupuolinormien rikkomiseen ja näiden yhdistämiseen muiden sosiaalisten ryhmien, kuten luokan identiteettiin. (Lieberfeld & Saunders 1998, 130.)

Ristiinpukeutuminen on karnevalistinen, ruumiillinen performanssi nimenomaan siinä merkityksessä, että mies pukeutuu naiseksi (Duong 2011, 51–52) ja on esityksenä täynnä monitulkintaisuutta. Esimerkiksi drag-esitys vastaa usein mahdollista gay-kulttuurin tulkintaa ja palvelee yhteisönsä tarpeita, mutta kuvasto voi samalla olla naisvihamielistä. Merkitsevää on se, että miehet eivät esiinny naisina pukemalla päälleen farkut ja tennarit, vaan drag-kuva naisesta tarkentuu groteskille karrikatyyrille. Tällaisena drag-esitys itsessään ei ole sen vallankumouksellisempaa kuin valkoinen esiintyjä blackface-maskissa, vaan merkitys rakentuu sukupuoliin ja seksuaalisuuksiin liittyvien kysymysten tekemisestä näkyväksi. Näin raivataan tilaa käsitellä muita monitulkintaisia kysymyksiä vallasta ja yhteiskuntajärjestyksestä. Jo klassisessa kreikkalaisessa teatterissa ristiinpukeutujan ruumiiseen liitettyjä epävakaita ja monitulkintaisia merkityksiä käytettiin korostamaan näytelmäntekijän valitsemia aihealueita. (Duong 2011, 56; Ferris 1993, 9.)

Piukat paikat, Tootsie – lyömätön lyyli (Tootsie, 1982) ja Mrs. Doubtfire – Isä sisäkkönä (Mrs. Doubtfire, 1994) eroavat kuitenkin Lapinlahden lintujen komediasta siinä, että tarinan tasolla pyrkimys on saada mieshahmojen naisena esiintyminen uskottavaksi ja komediallisuus syntyy niissä kohdissa, joissa tämä esitys hajoaa (yleensä) audiovisuaalisena esityksenä. Komedia syntyy siis ruumiiseen tai ääneen liittyvien merkkien ristiriidasta. (Lieberfeld & Saunders 1998, 130.) Työttömäksi jääneiden tehdastyöläisten eroottista miestanssiryhmää seuraava komedia Housut pois! (The Full Monty, 1997) puolestaan väittää, että miesten itseymmärrys ja jopa maskuliinisuuden määrittely itsessään on erottamattomasti yhteydessä ekonomiseen ympäristöön (Howard 1999, 22). Ristiinpukeutuminen asettuu kyseenalaistamaan ajatuksen sukupuolten binäärisyydestä ja tekee näkyväksi sukupuolirakennelmaan liittyvän kriisin, joka näkyy leimallisesti sekä ristiinpukeutumisen yliarvioimisessa, että sen merkityksen aliarvioimisessa.

Olennaista on, että ristiinpukeutumisen esiin tuottama ja binäärisyyden haastava kolmas nimitys ei ole sinänsä termi sukupuolisuudelle, jota koskeva sanasto on historiallisesti muuttuvaa, vaan haastava merkitys tulee ymmärtää artikulaation malliksi (mode of articulation), tavaksi kuvailla mahdollisuuksien avaruutta. Näin ”kolmas” nostaa esiin kysymyksen ”yhden ideasta”; yhden identiteetin, itseriittoisuuden, itsetietoisuuden (Garber 1992, 11), vaikka se tuskin aina on komediaryhmien selkeä tarkoitus. Esimerkiksi koomikko Barry Humphrien esittämällä Dame Ednalla on oma elämänsä australialaisen kotirouvan kuvana ja tätä elämää hahmo karnevalisoi. Hahmon komiikka perustuu jännitteeseen naisten kevyiden vaatteiden ja sen esittäjän raskaan vartalon välillä. (Ferris 1993, 11.) Samaan perustuu Lappareiden naishahmojen oletettu koomisuus: hahmot on merkitty miehiksi parransänkineen, mutta näillä on usein yllään naissukupuoleen liitettyjä merkkejä, kuten kevyitä alusvaatteita, meikkiä tai hameita. Rinnat ovat suuret ja selvästi keinotekoiset, usein jopa paikallaan pysymättömät. Mrs. Doubtfire – Isä sisäkkönä toimii joiltain osin samalla tavoin: koomisimmiksi tarkoitettuja ovat kohtaukset, joissa Robin Williamsin esittämän Danielin esittämän Mrs. Doubtfiren rooli rakoilee ja Williamsin ruumiilla on samaan aikaan merkkejä useista sukupuolista. Komediaelokuvan sankareiden ristiinpukeutuminen paljastaa normatiivisen vapauden rajoja näyttämällä, että näennäisesti pysyvät identiteetit saadaan muutoksen tilaan niinkin helposti kuin vaatteiden, gestiikan ja aksenttien avulla. (Lieberfeld & Saunders 1998, 135.) Ajalliset ja kulttuuriset koodit rajoittavat sekä tulkinnan että käytännön toteutuksen mahdollisuuksia. Näen 1990-luvun korosteisen tarpeen miesten ristiinpukeutumiselle komediaviihteessä merkkinä ristiriidasta maskuliinisuuden ilmaisumahdollisuuksien ja binäärisen sukupuolijärjestyksen välillä. Se on mieskeskeisen viihdekulttuurin keino säädellä omaa sisäistä ahdistustaan ja aikalaiskontekstissaan se hahmottelee nimenomaan miessukupuolen rajoja, ei nais-, trans- tai muunsukupuolisuutta.

Komediahahmojen ruumiillisuus vertautuu Lapinlahden lintujen tapauksessa pop- ja rocktähtien ruumiillisuuteen, sillä tähteys kiinnittyy aina jossain määrin myös muusikoiden vartaloon. Yhteistä perinteiselle rockin mieskuvalle on jatkuva kilpailu, tunnekokemusten rajallisuus, kovuus tai aggressiivisuus, riippumattomuus muista ja vapaa seksuaalisuus, homofobia, pyrkimys valtaan ja feminiinisyyden torjuminen mieskuvasta. (Laver 2011, 437.) Herkullinen on Garberin tulkinta, jonka mukaan Elvis Presley muuttui julkisessa puheessa uransa aikana keholtaan ”androgyynisestä transvestiittiseksi”. Puhe vaatteista ja painosta tekee myöhäisuran Elviksestä naisiin vertautuvan mediahahmon, sillä tällainen puhe sopii naissukupuolelle, ei rockin kuninkaalle. Näin ei feminiinistetty esimerkiksi ikääntyviä Orson Wellesiä tai Marlon Brandoa. (Garber 1992, 368–369.) Tällaista puhetta liitetään kyllä Mikko Kivisen ylipainoiseen ruumiiseen: ”Mikko Kivisestä on tyhjännyhjäysten ja muiden tv-roolien vuoksi tullut varsinainen kansallis-Lintu, suomalaisten suosikki-tukevikko.” (Apu 11.12.1992), ja ryhmä käyttää keinoa myös itse komiikkansa välineenä, esimerkiksi kappaleessa Se ei käy ja sen televisiotaltioinnissa.


Video 5. Televisiotaltiointi Lapinlahden lintujen kappaleesta Se ei käy.

Näin rock asettaa miesruumiin siihen esineellistämisen kontekstiin, joka tyypillisesti on varattu naisruumiille. Valkoisten miesmuusikoiden omaksuma käsitys seksuaalisesta ja alkukantaisesta maskuliinisuudesta paikantuu afroamerikkalaiseen, mustaan maskuliinisuuteen. Musiikin kulttuuristen merkkien kopioiminen näkyy esimerkiksi Elviksen, Mick Jaggerin tai Eminemin tavoissa performoida cooliutta, tyylitajua, viriiliyttä ja kevytmielisyyttä. Tässä rock-maskuliinisuus vertautuu minstrelshow’n blackfaceen, sillä se perustuu kuvitellulle mustalle maskuliinisuudelle, jossa määritteinä ovat alkukantaisuus ja seksuaalisuus. (Lott 2013, 5; Mullen 2014, 119.) Sketsiohjelmissaan Lapinlahden linnut purkavat maskuliinisuuden hegemoniaa ja pärjäämiseetosta ja tekevät näkyväksi toisen, yhtä lailla kulttuurista maskuliinisuutta tuottavan rakenteen. Tähän epäonnistuneen miehen kulttuuriseen kuvaan liittyvät työttömyys, syrjäytyminen, liiallinen alkoholinkäyttö ja yksinäisyys. Tarkastelen seuraavassa luvussa, miten Lapinlahden linnut karnevalisoi epäonnistuneen miehen kulttuurista kuvaa groteskin huumorin kautta.

Kurjuuspuhe ja rypevä maskuliinisuus

1990-luvun mieskeskustelussa korostuu miestutkimusta leimannut kurjuuspuhe. Miestutkimuksen alku Suomessa paikantuu 1980-luvun alussa tehtyyn elämäntapatutkimukseen, joka tarkasteli esimerkiksi asunnottomia ja alkoholisteja sekä lähiöravintolakulttuuria, joiden toimijoista pääosa oli miehiä. Sosiaalisiin ongelmiin keskittynyt tutkimus ja julkinen keskustelu muovasivat käsityksen suomalaisen keski-ikäisen miehen elämästä kurjaksi. (Jokinen 1999, 23.) Osin reaktiona tähän korostui tutkijoiden tarve kirjoittaa miehistä ja maskuliinisuuksista uudella tavalla. Lähtökohta oli henkilökohtaisissa kokemuksissa, mutta niitä tarkasteltiin suhteessa yhteiskunnallisiin muutoksiin. Yhteistä oli kysymys suomalaisen miehen itsetunnosta, omaa itseä koskevista käsityksistä ja elämän hyvyydestä tai huonoudesta. (Roos & Peltonen 1994, 8–9; Jokinen 1999, 23–24.)

Epäoikeudenmukaisuuden estetiikkaa ja rypevän maskuliinisuuden kuvausta tavoitellaan Vihtaasi on kustu -kappaleessa videoineen.


Video 6. Epäoikeudenmukaisuuden estetiikan ja rypevän maskuliinisuuden kuvaus Lapinlahden lintujen musiikkisketsissä kappaleesta Vihtaasi on kustu.

Miesjoukko matkustaa hississä laulaen elämän epäoikeudenmukaisuudesta ja kyseenalaistaa oman kilttiytensä. Hissin ovien avautuessa saa miesryhmä kurkistaa siihen laveaan elämään jota röyhkeät ja itsekkäät miehet muualla viettävät.

Juppikulttuuria ja Nokian nousua ryhmä kommentoi jo Maailman kahdeksan ihmettä -sarjan alkutunnuksessa, jossa ryhmä mustiin pukuihin pukeutuneita virkamiehiä katselee ”maailman ihmeiden museossa” miesten menneisyyttä. Vitriineissä museoesineinä ovat esimeriksi haitari, HK:n sininen, valtion tulo- ja menoarvio vuodelle 1990, hehkulamppu ja katiska. Modernit miehet nauravat esineille ja vitriineissä seisoville ”nukeille”, jotka on puettu menneisyyden miehiä kuvaaviin asuihin, kuten viikingiksi, kirvesmieheksi, luolamieheksi ja poliisiksi. Lopulta vitriinien miehet hyökkäävät modernien miesten kimppuun ja alkavat ajaa näitä takaa. 1990-luvun julkinen mieskuva toisti käsitystä, jonka mukaan mollivoittoinen suomalaisuus tarkoittaa ankeutta, vaikeuksia, alkoholismia ja heikkoa itsetuntoa. (Roos 1994, 23.) Tämä kulttuurinen kuva on edelleen tuttu myös meille, 30 vuotta myöhemmin sketsiä katsoville, ja sen juuret ovat vielä kauempana kulttuurisessa kuvastossamme. Nämä kulttuuriset mieskertomukset ovat myös minulle tuttuja ja pidän tärkeänä nostaa esiin myös toisenlaisia kertomuksia miehenä olemisesta. Seuraavaksi tarkastelen Lapinlahden lintujen groteskia huumoria, erityisesti ylentämisen ja alentamisen tekniikoita audiovisuaalisissa esityksissä.

Vain heteromiesten esiintyminen rock-sanoituksissa antaa vallan tilanteen määrittelystä miesmuusikoille syrjäyttämällä muut sukupuolet sosiaalisesta tilanteesta, johon he tosielämässä toki kuuluvat (Mullen 2014, 123). Lapinlahden linnut haastaa tulkinnan, tai oikeammin asettaa binäärisessä sukupuolirakenteessa naiset joko haitaksi hauskanpidolle ja pettämiselle (esimerkiksi kappaleessa Rakas, ukulele soi), tai syyllisiksi miesten pahoinvointiin. Elämä janottaa -kappaleessa mieskertoja kuvaa yksinäisyyttään ja turvaverkkojen läpi putoamista: ”pöytä yhdelle katetaan, sänky kadulle pedataan”. Hän kertoo epäonnistuvansa naissuhteissa huonon sosiaalisen asemansa vuoksi: ”hameet aarteitaan piilottaa, vain kuninkailla on lupa ottaa”. Kappaleen kertosäe kuuluu yksinkertaisuudessaan: ”Mua elämä janottaa”. Samaa tematiikkaa käsittelee Kuppilan tango, jossa mieskertoja on nähnyt Vanhan kuppilassa unelmiensa naisen ja juuttunut odottamaan tätä baariin, vaikka nainen ei koskaan palaa.

Kyvyttömyys päästää irti saavuttamattomasta haaveesta ruokkii mieskertojan alkoholiongelmaa, kun vasta kuppilassa tavattu nainen ei koskaan palaa vessareissultaan takaisin. Kappaleesta tehty video loppuu kahden toisiaan ymmärtävän miehen halaukseen. Homososiaalisuuden käsitteen käyttäminen vain hegemonisen maskuliinisuuden vallan pönkittämisen tutkimiseen jättää huomiotta ei-hegemonisen maskuliinisuuden kuvat, kuten läheisyyden tai tasa-arvon kuvaukset. (Hammarén & Johansson 2014, 6). Sosiologista merkitystä painottava tulkinta homososiaalisuudesta korostaa sosiaalisia suhteita, ei niinkään seksuaalisuuden ilmaisuja. Birminghamin koulukunnan alakulttuuriteorian mukaisesti alakulttuuriset, homososiaaliset yhteisöt pyrkivät palauttamaan osan siitä vallasta, jonka valtakulttuurin yhdenmukaistaminen on tuhonnut. Perhesuhteet korvaava yhteisöllisyys osoitetaan ulkoisin merkein musiikin, pukeutumisen ja yhteisten rituaalien kautta. Näin alakulttuuriin kuulumisen ja homososiaalisen yhteisön muodostumisen sosialisoitumisen tavat ovat samankaltaisia – perhemalli siirtyy jengiin. (Bannister 2017, 43; Cohen 2005, 90.)

Julkisuudessa ylioppilasteatterilaisiksi, rokkareiksi ja esittäviksi taitelijoiksi mainittu Lapinlahden linnut esiintyy julkisuudessa pienen ihmisen puolella olevana ryhmänä ja karnevalisoi sketsiohjelmissaan työttömiksi, syrjäytyneiksi, alkoholisteiksi tai kodittomiksi tulkittavien hahmojen maskuliinisuutta. Näin ryhmän oma maskuliinisuuden kuva risteää sketsiohjelmissa rakennettujen maskuliinisuuksien kanssa ja horjuttaa hegemonisen maskuliinisuuden kuvaustapoja. Joulukuun 1992 Apu-lehdessä Timo Eränkö toteaa ryhmän olevan vihainen ”niille ihmisille, jotka ovat vastuussa tästä suuren luokan petoksesta, jonka uhriks porukat on joutuneet. En tiedä, ketkä ovat kottikärryillä kuskanneet tuhannen markan seteleitä omiin jemmoihinsa, mutta kyllä ne tyypit tuolla jossain ovat” (Apu 27.03.1992). 1990-luvun keskustelussa maskuliinisuuden tärkeä rakennuspalikka on työ (esim. Lehtonen 1995, 34–35; Jokinen 2003, 18), jonka menettäminen muutti työttömät miehet maskuliinisesti toisiksi. Näin työttömyys, syrjäytyminen ja näistä seuraavat sosiaaliset ongelmat eivät näyttäneet olevan seurausta yhteiskunnan toimista, vaan yksilön itsensä epäonnistumisesta sukupuolensa edustajana.

Työttömyyden pitkittyminen lisää nimenomaan miesten syrjäytymisriskiä, sillä naiset osallistuvat joustavammin työvoimapoliittisiin toimenpiteisiin, joiden sosiaalistava merkitys on suuri. Samalla työttömyys on suuri riski juuri miehen työmarkkina-asemalle, sillä mieheltä edellytetään vakaata työuraa. (Ollikainen 2006, 430–431.) Vuoden 1998 miehet olivat yliedustettuina itsemurhatilastoissa sekä vankien, alkoholistien ja asunnottomien ryhmissä. Harvempien lääkärikäyntien, onnettomuuksien ja väkivallan seurauksena eliniänodote oli 7–8 vuotta naisia lyhyempi. Miehen sukupuoli ennusti siis lyhyempää ja sairaalloisempaa elämää. Yhteiskunnallinen rakennemuutos aiheuttaa epävarmuutta, jonka kohtaaminen on hankalaa. Tätä avaa sosiaalihistoriallinen luenta Springsteenin Born in the U.S.A. -kappaleesta (1984), joka paljastaa kertomuksen valkoisen, maskuliinisen työväenluokan identiteetin muutoksesta. Springsteenin kappaleet ammentavat tyypillisesti katolisesta kuvastosta, jossa on läsnä mahdollisuus pelastukseen. Tämä taso puuttuu Born in the USA:sta, jossa jäljellä on vain eristyneisyys kaikista perinteisistä yhteisöistä.

Vaikka jo 1970-luvulla työväestön todellisuus oli entistä monikulttuurisempaa, alkoi työväenluokkaisuus 1980-luvulle tultaessa merkitä kovaotteista, valkoisen miehen identiteettipolitiikkaa. Kun luokka määriteltiin valkoisena, miespuolisena rakenteena, jäivät naisten ja vähemmistöjen ongelmat yleensä luokkaa koskevan talouspuheen ulkopuolelle ja ne määriteltiin ominaisiksi juuri näille ryhmille – eivät kaikkia työtätekeviä koskeviksi. Rakennemuutosta seuraavan epävarmuuden kohtaaminen olisi tarkoittanut työttömyyden, mitättömyyden tunteiden ja nöyryytyksen sietämistä. Springsteenin kappale kommentoi sitä todellisuutta, jossa kasvava epävarmuus kanavoituu yksinkertaistettuun patriotismiin. (Cowie & Boehm 2006, 354–359; 371; 374.)

Lapinlahden linnut tavoittelee samanlaista sosiaalista kertomusta suomalaisesta yhteiskunnasta Köyhän taivas -kappaleessa: ”En ole saanut käteeni Rolexia, lämäriäni vaivaa anoreksia. En ole lentänyt Bahaman saarille, olen tehnyt pesäni näille kulmille.” Video on kuvattu Hakaniemen ja Kallion kulmilla, jossa elävillä asunnottomilla ja alkoholisteilla on ohikulkijoille vain pieni pyyntö: ”Herrajumala! Anna mulle kymppi röökiin ja kaksi kaljaa, sä annat köyhälle köyhän taivaan”. Samoista seuduista kertova Kalliossa, kuvailee asuinaluetta jossa ”katua juoksee mies puukko selässä, nainen kirkuu Harjutorilla, kohta yritän kait nukkua”. Naapurustossa asuvat prostituoidut, kodittomat ja pikkurikolliset ja ”elämä on nopeaa ja lyhyttä”. 1990-luvun lopulla kirjoittanut Arto Jokinen lainaa lääkäri Ilkka Taipaleen laskelmia siitä, että suomalaisessa yhteiskunnassa liki täydellisesti syrjäytyneet (noin 3 % väestöstä) koostuu liki sataprosenttisesti miehistä. Ryhmään kuuluvat alkoholistit, taparikolliset, asunnottomat ja psyykkisesti sairaat miehet laitostuvat hoitolaitoksista vankiloihin, kunnes kuolevat tai vammautuvat lopullisesti. Turvaverkosta läpi putoavat ovat tyypillisesti miehiä, mutta miehiä olivat vielä 1990-luvulla selkeästi myös menestyjät; suurten omaisuuksien haltijat, puoluejohtajat ja ministerit. (Jokinen 1999, 17–18.)


Video 7. Musiikkisketsi Lapinlahden lintujen kappaleesta Köyhän taivas on kuvattu Hakaniemen ja Sörnäisten ympäristössä.


Video 8. Musiikkisketsi Lapinlahden lintujen kappaleesta Kalliossa on kuvattu muun muassa Sörnäisten, Kallion ja Harjun kaupunginosien baareissa.

Lapinlahden linnut törmäyttää näitä kahta miesryhmän ääripäätä sarjoissaan. Maskuliinisuuden rajoja käsitellään Ihmisroskapankki-sketsissä, jossa aiemmin kaikki naiset hurmannut Simo Nikaner pahoinpidellään virantoimituksessa pahoin ja sairaalasta päästyään hän huomaa rakkautensa Tuulan pariutuneen oman esimiehensä kanssa. Lisäksi Nikander alennetaan sopimattoman käytöksen vuoksi. Juontaja kuvailee, kuinka tuolla hetkellä jokin Simon sisällä meni rikki: ”Simo ei toipunut elämänsä ainoasta todellisesta rakkaudesta vaan hän vaihtoi kolmen tonnin sormuksen uuteen rakkauteen kemiaan, heroiiniin.” Sketsissään Lapinlahden linnut etsii vastausta kysymykseen vallasta ja vastuusta: onko naisen syy, että mies syrjäytyy? Onko syy hänet pahoinpidelleessä asiakkaassa? Onko vastuu elämästä yksilöllä itsellään? (Lapinlahden Linnut -Show, jakso 6.) Sketseissään ryhmä tekee näkyväksi yhteiskunnan rakenteita, joissa sekä valtaa käyttävät, että vallankäytön kohteet ovat miehiä. Heidät esitetään ei-maskuliinisina, koska he eivät ole riittävän miehekkäitä tai koska he ovat pudonneet siitä valtapelistä, jossa maskuliinisuus olisi tullut todistetuksi. Nikanderin tapauksessa edes sovinistinen elostelu ei riitä hegemonisen maskuliinisuuden todisteeksi, vaan epäonnistuminen fyysisessä suorituksessa johti lopulta huumeongelmaan. Sketsin groteski absurdius saa ajattelemaan myös vuorovaikutus- ja tunnetaitojen merkitystä: olisiko syrjäytyminen ollut vältettävissä, jos myös negatiivisten tunteiden käsittely kuuluisi maskuliinisuuteen liitettyihin ominaisuuksiin?

Länsimaisen, heteronormatiivisen kulttuurin tapa ymmärtää maskuliinisuus ja feminiinisyys toisensa poissulkeviksi ominaisuuksiksi tarkoittaa tasapainottelua homososiaalisen ja homoseksuaalisen jatkumon välillä, joka pohjautuu sosiaalisesti rakennettavaan, pakottavaan heteroseksuaalisuuteen. (Sedgwick 1985, 1–3, 20; Mullen 2014, 113.) Lapinlahden linnut tekee näkyväksi näitä sukupuolten rooleja tuottavia rakenteita sijoittamalla sketsejä miesten harrastustoiminnan ryhmiin, kuten pantomiimiharrastajat tai sosiaalisen draaman harrastajat. Pihtiputaalla järjestettävät pantomiimifestivaalit (Maailman kahdeksan ihmettä, jakso 2) toimivat itseilmaisun paikkana tavallisissa työläisammateissa (ahtaaja, putkiasentaja, postinkantaja, apupoika, varastomies) toimiville miehille.

Sosiodraamaa harrastavassa ryhmässä (Maailman kahdeksan ihmettä, jakso 3) käsitellään sosiaalisia valtasuhteita näytelmäharjoitteella. Tilanteessa karnevalisoidaan maskuliinisuutta lukuisin tavoin. Sijoittamalla miehet harrastusryhmään toisintaa ryhmä sketsissä homososiaalisen yhteisön kuvaa, mutta rikkoo sitä asettamalla harrasteeksi tunteiden ilmaisua vaativan teatterin, joka tässä mieltyy feminiiniseksi. Sketsissä Heikki Salomaan esittämän kiltin ja pidättyväisen miehen kokema kiukku, joka selvästi laajenee omaa elämää ja yhteiskunnallista asemaa koskevaksi turhautumiseksi, painetaan alas ja tunteiden ilmaisu mitätöidään sanomalla, ettei ”normaali ihminen” koe tällaisia tunteita. Homososiaalinen ryhmä säätelee sketsissä maskuliinisuuden ilmaisun rajoja mitätöimällä oikeutetut turhautumisen tunteet ja osoittaa näin kulttuurisen mieskuvan rajat.

Musiikkisketsi kappaleesta Aimon virsi rakentaa sanoitusten ympärille tarinan miehestä, joka muistelee koulutoveriaan. Näin audiovisuaalisen kerronnan keinoin avautuu pelkkää musiikillista ilmaisua laajempi käsitys ryhmän suhtautumisesta tunteiden käsittelyyn. Kappaleen kertoja (Tapio Liinoja) seisoo luokkahuoneessa ja laulaa lapsuuden koulutoveristaan, jonka kanssa on istunut vuosia luokassa vierekkäin: ”Aimo ei osannut koulussa mitään, mutta pyörää ajoi vaikka väärinpäin.” Kertojan takana näkyy, kuinka muut oppilaat pahoinpitelevät Aimoa. Kertosäkeessä mukaan tulee Onni täällä vaihtelee -virren teema. Kertoja kuljettaa tarinassa mukana Aimon isää, joka opetti pojalleen kaiken tietämänsä elämästä, eli pääasiassa autolla ajamisen taidon. Traaginen elementti tarinaan tulee lauseesta: ”ei tule virsi tästä koskaan rankemmaksi”. Viimeisessä säkeessä Aimo itse saa pojan, jolle opettaa ”saman etunojan”. Ongelmallisiksi maskuliinisiksi subjekteiksi ja subjektiviteeteiksi on koettu ne, joihin sekoittuu feminiinisyyttä, eli esimerkiksi tarvetta tunteiden käsittelyyn.


Video 9. Musiikkisketsi kappaleesta Aimon virsi rakentaa audiovisuaalisen kerronnan keinoin kappaleen sanoitusten ympärille myös visuaalisen tarinan miehestä, joka muistelee koulutoveriaan.

Aimon virren audiovisuaalinen rakenne antaa ymmärtää, että kertojalla on tarve muistella lapsuudenystävän traagisena pitämäänsä kohtaloa ja käsitellä tarinassa implikoitua sukupolvien yli siirtyvää sosiaalista epätasa-arvoa.

Groteskin paradoksaalinen vaikutus on se, että komediallisuus antaa olettaa naurun vapauttavan jännitteitä. Groteskiuden herättämä nauru nousee vastemielisen ja koomisen rinnastamisesta, joka voi saada aikaan myös vastareaktion, häpeän tunteen siitä, että reaktio ei ollut oikeanlainen. (Verstraten 2016, 294.) Tämä paradoksi tekee groteskista komiikasta silmiä avaavan ja tarjoaa mahdollisuuden käsitellä valtaan liittyviä kysymyksiä. Lapinlahden lintujen huumori käsittelee niitä mieheyden esityksiä, jotka eivät mahdu hegemoniseksi miellettyyn maskuliinisuuteen. Ryhmän esiin nostamat alisteiset maskuliinisuudet rakentuvat syrjäytymisen ja sorron kautta, joten niiden on mahdotonta täyttää hegemonisen maskuliinisuuden kriteerit. Esimerkiksi kilpailu työpaikalla ei onnistu työttömältä, jolloin ”jonon viimeiset” eivät pääse nöyryyttämään muita. Syrjäytyneen miehen maskuliinisuus on luokkaan liittyvä, sukupolvelta toiselle siirtyvä identiteettikategoria. Homososiaalisuus toteutuu kaikissa yhteiskuntaluokissa ja taloudellisissa asemissa, mutta käytöksen rajat ja maskuliinisuuden merkit ovat erilaisia yhteiskuntaluokasta riippuen (Mullen 2014, 126). Populaarikulttuurissa leviävät käsitykset suomalaisesta maskuliinisuudesta toimivat edelleen samaistumisen kohteina. Image-lehti kirjoitti vuonna 2015 nuorista, työttömistä lieksalaisista miehistä otsikolla Keskellä virtaa joki. Jutussa haastateltu Nico Hottinen kertoo paikkakunnan tilanteesta näin: ”Niin kuin Arttu Wiskari sanoo, ’tämä kylä oli ollut duuniton, jo ennen kautta Mauno Koiviston’. Töitä pitäisi olla.” (Image 7.8.2015.)

Lopuksi

Artikkelin tarkoituksena on ollut pohtia, miten Lapinlahden lintujen komedia auttaa ymmärtämään niitä prosesseja, joilla maskuliinisuutta audiovisuaalisessa viihteessä rakennetaan erityisesti yhteiskunnallisen kriisin aikana. Yksinkertainen vastaus on, että syvä talouslama näkyy ajan komediaviihteessä, monimutkainen vastaus taas, että erityisesti lama-aikaa koskevien piirteiden erittely on liian monimutkainen tehtävä, sillä työtöntä miestä koskeva kuvasto on syvemmällä kulttuurisessa muistissamme. Lapinlahden linnut ei rakenna vain yhtä maskuliinista identiteettiä, vaan komedian keinoin vaihtelee niitä tilanteen mukaan.

1990-luvun mieskeskustelu pyrki eroon kurjuuspuheesta ja tulkintani mukaan tämä on myös Lapinlahden lintujen tuotannossa kantava teema. Kyse ei välttämättä ole tietoisesta tai sanallistetusta toiminnasta, vaan reaktiosta ajallisiin ja kulttuurisiin ilmiöihin. Mihail Bakhtinin ajatus karnevaalisesta naurusta vallan ja hallitsevien totuuksien paljastajana näkyy Lapinlahden lintujen tuotannossa nurinpäin kääntämisen, henkilökohtaisen pilkanteon (siis ”karnevaalin elämisen”) ja totuuksien paljastamisen tematiikoissa. Ryhmä tarjoaa homososiaalisuuden tarkasteluun ainakin kaksi limittäistä näkökulmaa. Sen julkinen puhe edustaa perinteistä maskuliinista bändipuhetta, jossa voimaa todistellaan itselle ja muille alkoholinkäytön ja keskinäisen pilkanteon kautta. Toisenlainen konteksti homososiaalisuuden tarkasteluun rakentuu ryhmän viihdeohjelmista. Komedian kautta ryhmän mieskuvat laajenevat, syvenevät ja rönsyilevät tavalla, joka mahdollistaa lukuisia tulkintoja. Groteskin komedian perusajatus on kahden erilaisen maailman yhdistäminen ja sketsiviihteessään ryhmä karvevalisoi epäonnistuneen miehen kulttuurista kuvaa esittämällä perusolemukseltaan kiltit ja tunteiden käsittelyyn pyrkivät miehet jäämässä hegemonisen maskuliinisuuden jalkoihin, mutta nostamalla työttömät, syrjäytyneet ja alkoholistit vapauden estetiikan avulla sankareiksi. Ryhmä ikään kuin kehottaa välttämään liiallista kiltteyttä ja ottamaan vastuun omasta elämästään, vaikka tosielämässä sosiaaliset ongelmat merkitsevät usein omaa elämää koskevan vallan menettämistä.

Halusin rajata tekstin selvästi heteromiesrepresentaatioihin ja tarkastella niitä tilanteita, joissa esitetty sukupuoliero estää yksilöiden kanssakäymisen. Lapinlahden Linnut tuottaa naisista ja feminiinisyydestä toisinaan irvokasta kuvaa purkaessaan maskuliinisuuden myyttejä ja Yle Areenaan on ohjelmiston yhteyteen lisätty varoitusteksti, joka ohjaa katsojaa sijoittamaan ohjelman ilmaisutavat omaan aikaansa. (Viihdeohjelmien katsojaohjeistuksesta katso tarkemmin Kallioniemi & Siivikko 2020, 46.) Komedian ja viihteen, kuten muun historiallisen audiovisuaalisen kulttuurin, tutkiminen vaatii sukupuoleen liittyvien kysymysten problematisointia, koska niin suuri osa mediatuotteista on mieskeskeisen kulttuurin tuottamaa. Kysymystä voi tarkastella myös lähdekritiikin kautta, sillä miessukupuolen dominoimassa tuotantokulttuurissa myös nämä kysymykset on kysyttävä, jotta aineisto voi vastata sille esitettyihin kysymyksiin. Tai oikeammin: tätä kautta tavoitamme sen, minkälaisiin kysymyksiin aineisto ylipäätään voi vastata.

Vaikka tässä käsittelemäni sketsit ja kappaleet vaikuttavat koskevan vain miesten maailmaa, naiset ovat niissä mukana. Sedgwickin alkuperäistä teoria mukaillen homososiaalisessa ryhmässä kolmiodraaman olosuhteet eivät täyty, jos miehillä ei ole mitään kilpailtavaa, eikä naista siksi voi häivyttää mieskeskeisestä kerronnasta. Koska ryhmän komediassa käsitellään usein tunteiden ilmaisun vaikeutta, alkoholiongelmia, asunnottomuutta ja muita sosiaalisia ongelmia, tulkitsen ryhmän laventavan maskuliinisuudelle mahdollisia rooleja 1990-luvun lama-ajan todellisuudessa. Kun ryhmän esittämät perusmiehet ovat feminiinisiksi tulkittavia, kilttejä, hyväkäytöksisiä ja tunteiden käsittelyyn pyrkiviä, esitetään hegemoninen maskuliinisuus haitallisena miesroolina. Toisaalta groteskille komedialle sopivasti, ei välttämättä ole aina ihan selvää, mihin komedian kärki osoittaa.

Lähteet

Kaikki linkit tarkistettu 29.9.2020

Aineisto

Televisio-ohjelmat

Maailman kahdeksan ihmettä

Lapinlahden linnut -Show

Musiikkiesitykset kappaleista

Rakas, ukulele soi (1988)

Kuppilan tango (Seitsemän kuolemansyntiä YLE 1988, jakso 1)

Elämä janottaa (1989)

Se ei käy (1989)

Aimon virsi (1990)

Vihtaasi on kustu (1990)

Kalliossa (1992)

Viheltävä Ville ja Pekka petomaani (Lapinlahden linnut -Show, jakso 6, MTV3 1993)

Köyhän taivas (1994)

Verkkosivustot ja -palvelut

Elinkeinoelämän valtuuskunta. 2015. Vuonna 1994 työttömien osuus työvoimasta nousi jopa yli 18 prosenttiin. Haettu 15.11.2019. https://www.eva.fi/tyotjatekijat/tyottomyysaste-1989-2015/.

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Viitteet

[1] Ylen televisio-ohjelmissa ryhmän peruskokoonpano on Timo Eränkö, Pekka Hedkrok, Matti Jaaranen, Mikko Kivinen, Hannu Lemola, Tapio Liinoja, Heikki Salomaa ja Markku Toikka. Toikka ei kuitenkaan ole mukana Kuudesti laukeavassa (Yle TV1, 1992), jossa mukana ovat myös Veli-Pekka Oinonen, Nina Jääskeläinen, Minna Turunen ja Tarja Omenainen.

MTV3:n Lapinlahden Linnut -Show’n kokoonpano on Timo Eränkö, Pekka Hedkrok, Matti Jaaranen, Hannu Lemola, Tapio Liinoja, Veli-Pekka Oinonen ja Heikki Salomaa.

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

Home‌ ‌Computer‌ ‌Cultures‌ ‌and‌ ‌Society‌ ‌Before‌ ‌the‌ ‌Internet‌ ‌Age‌

Gleb J. Albert | gleb.albert [a] uzh.ch | Editor | PhD | Department of History, University of Zurich

Julia Gül Erdogan | julia-guel.erdogan [a] hi.uni-stuttgart.de | Editor | M.A. | Institute of History, University of Stuttgart

Markku Reunanen | markku.reunanen [a] aalto.fi | Editor | PhD | Department of Media, Aalto University

With this thematic issue (2–3/2020), WiderScreen returns to the topic of computer subcultures and “scenes”. However, while previous issues of this journal had a stronger focus on the artistic output of computer subcultures, the present issue focuses on the social conditions and practices that constituted computer subcultures and alternative user cultures in a particular period – namely the time span between the introduction of home computers as a mass commodity in the late 1970s and the triumphant march of the World Wide Web in the first half of the 1990s.

The microcomputer revolution did not only open up new markets and pave the way for the evolvement of the PC standard towards the 1990s – it also gave birth to diverse computer user cultures. While until the mid-1970s computer usage was confined to large corporations, universities, and the military, the home computer opened up digital technology to completely new user groups. The first home computers were built by hobby enthusiasts, and when the first models entered mass production, they attracted not just those looking for a digital typewriter, but also those who wanted to “tinker” with the machine and put it to creative use. These users were not always dealing with computers in ways foreseen by the manufacturers. Instead of becoming obedient customers of the software industry, they shared programs with each other or even wrote their own software. Instead of using the new technology for educational or professional purposes only, they indulged in playing computer games. Instead of being content with the limited capabilities of the machines, they found ways of pushing these limits. Some home computer user groups developed into distinct subcultures and “scenes”, with their own ethics, values, aesthetic codes and cultural practices. Some of them, such as free software activists, or the digital artists of the “demoscene”, were admired as technical pioneers; some, like software pirates or “phone freaks”, were stigmatised as dangerous and deviant; others, like hackers, oscillated between both poles.

This issue, born out of an international workshop held at the University of Zurich on 24–25 March 2017, deals with such unruly user cultures that sprung up in the age of home computing, their regional manifestations and transnational connections, their practices of communication before the mass availability of the internet, their entanglement with the industry development and the major global events that unfolded at that time. When choosing the papers for the conference and the subsequent publication, we wanted to bring attention to topics of home computing historiography that had not received the necessary attention in previous scholarship – such as alternative user cultures in the geographical “peripheries”, alternative modes of computer-assisted communication, and questions of the diversity of the subcultures’ participants. We wanted to move away from the typical success stories and hagiographies that dominate the public perception of the early history of home computing. Instead, this issue aims at offering a panorama of alternative user cultures that were of broader social and cultural historical relevance than the stories of genius inventors, successful entrepreneurs and heroic activists.

A major focus of this issue is constituted by the communication networks home computer users built “from below”. Before the opening and commercialisation of the internet offered possibilities for digital communication for everyone (who was willing to pay for a subscription), many home computer users resorted to decentralised, bottom-up ways of communication, namely bulletin board systems (BBSs) – file and message exchange servers running on computers in private homes, reachable by other users via modem and landline. The “modem world” (Kevin Driscoll) is largely a tabula rasa in media and computer history, thus we are very happy to feature three crucial contributions on the subject. In his paper on North American BBSs users, Kevin Driscoll addresses the tricky question of how many people actually used this mode of communication during its life period between the late 1970s and the early 1990s. His contribution introduces new statistical sources and discusses important methodological questions when it comes to calculating users of a decentralised and bottom-up platform. Even though the paper focuses on North America, it is surely relevant for other regions: While the BBS principle was invented by tinkerers in the US, BBSs developed into a world-wide phenomenon. The contribution of Petri Saarikoski highlights another region where BBSs were a popular way of communication – Finland. His pioneering study presents a rich and all-encompassing history of Finnish BBSs and their users, employing contemporary sources and oral history materials. The third paper on BBSs is a regional study and a contemporary witness account at the same time. In her essay, Beatrice Tobler reflects her ethnological work which she conducted on BBS usage for her licentiate degree thesis in 1994-95. She presents her findings from her participant-observer research in Swiss and German bulletin board systems, and reflects on her choice of subject which was highly unusual in these days, as hardly any work had been conducted on BBS usage in the German-speaking countries, and her thesis remains the only scholarly work on the Swiss BBS community to date.

While BBSs are only beginning to move from the periphery of research to the mainstream of the history of computing, the geographical peripheries (seen from where computers are invented, produced and marketed) had become a subject of research already for the last couple of years. More and more recent publications highlight the importance to study computerisation of the regions outside the US and Western Europe – not only in order to discover alternative ways of computerisation and computer usage, but also to find out that, from a global perspective, “peripheral” usages of home computers were much more the norm than the “normal”, formalised ways in the centres of computer production and marketing. Several contributions in this issue only shed light on various “peripheries” and explore them through the perspectives of comparison, entanglement and transfer. Julia Gül Erdogan deals with hackers in West and East Germany in a comparative perspective, exploring how a tinkering, playful way of computer (mis)use developed in both German states, what the self-conceptions of these tinkerers were, and whether they could find a common language after the fall of the Wall. Gleb J. Albert also deals with transfer across both the Iron Curtain and the global north-global south divide – namely the transfer of pirated software and the transfer of subcultural aesthetics and values that went along with the former. Already in the mid-1980s, commercial software pirates in the “peripheries” reached out to members of the crackers’ subculture in order to import cracked software into their respective countries. As these copies bore the insignia of the crackers subculture, their so-called crack intros, users in the “peripheries” learned about this subculture and often strove to become part of it, thus allowing the subculture to globalise itself. With the example of Greece, Theodore Lekkas and Aristotle Tympas present in their contribution a different kind of periphery – not across Cold War borders, but within the Western Bloc. With Greece being treated by the international hardware and software industry as a marginal market and not provided with localised products, users had to rely even more on their own initiative – and the computer magazines analysed by the authors served as an important coordination point for such efforts. At the same time, the paper shows how Great Britain as a heartland of European home computing served as a point of reference for users in the “peripheries”.

As many of the contributions show, it is not always helpful to see alternative user cultures in opposition to “the industry”. Often enough, computer subcultures and alternative user groups engaged in commercial activities, cross-fertilised industries, or even gave birth to whole new branches of industry. Ulf Sandqvist deals with the latter in his paper on the demoscene and the birth of the games industry in Sweden. Companies founded by members of the demoscene, a digital coding/arts subculture particularly strong in Scandinavia, were among the first game companies in Sweden. Sandqvist shows how both the technical and the social skills acquired within the subculture could substitute formal education when entering the software business, yet had its limits. A different example of the entanglement between users, subcultures and the computer industry is offered by Patryk Wasiak in his contribution on Polish users of the Commodore Amiga computer during the system transformation period. Polish Amiga users formed a “brand community” around this computer model, embracing the brand and vigorously protecting its reputation against competing computer models and its users – yet, far from being obedient consumers, they formed distinct practices of computing around the Amiga, such as tinkering, DIY merchandise, and piracy. Here, as well, the Polish Amiga demoscene was at the forefront of the “brand community”.

The manifold contributions in this volume will hopefully enlarge and widen our understanding of social bonding and user practices in the age of home computing, the crucial founding era of our digital present. We thank all contributors for their thoroughness and patience, the editors of WiderScreen and the anonymous peer reviewers for their valuable feedback. We thank the Swiss National Science Foundation, the Centre for Contemporary History (ZZF) in Potsdam, the Department of History at the University of Zurich, the DFG-SNF research group ’Medien und Mimesis’, the Collegium Helveticum, Echtzeit e.V. and Digitale Kultur e.V. for funding our workshop which resulted in the contributions of this issue. We dedicate this issue to the memory of Thomas Hengartner (1960–2018), director of the Collegium Helveticum in Zürich, where our workshop was held. In conversations and in his welcoming address, he expressed much enthusiasm about our topics of research, and we wholeheartedly regret that his sudden passing prevents us to discuss them further with him.

Front cover: Main menu of BBS BCG-Box, source: Ville-Matias Heikkilä / Skrolli. Part of Nordisk Dator cover, source: slengpung.com.

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/

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

Introduction

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

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

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

“When a demanding reader walked in”

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

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

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

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

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

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

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

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

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

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

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

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

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

“A rather risky endeavor”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

“Hurray for Games!”

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

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

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

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

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

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

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

Conclusion

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

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

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

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

References

All links verified 16.6.2020

Research Material

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

‘Software.’ 1984a. Pixel, May-June.

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

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

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

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

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

Websites

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

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

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

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

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Notes

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

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

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

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

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

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

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

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

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

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

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

The Polish Amiga Scene as a Brand Community

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

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

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

Printable PDF version


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

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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.

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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.

Lord Reagan. 1991. ‘Computers, Video Games, IBM’s Etc. in the Soviet Union’. The SCD Report, no. 9 (August).

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’.
http://web.archive.org/web/20160514020619/
wlodek.ru/data/wlodeks/obomne/OBOMNE.HTM
.

Literature

Albert, Gleb J. 2015. ‘The PLK: A Crucial Communication Tool’. Got Papers? (blog). 15 November 2015. http://gotpapers.untergrund.net/?p=849.

Albert, Gleb J. 2017. ‘Computerkids als mimetische Unternehmer. Die „Cracker-Szene“ der 1980er Jahre zwischen Subkultur und Ökonomie’. WerkstattGeschichte 25 (3): 49–68.

Alberts, Gerard, and Ruth Oldenziel, eds. 2014. Hacking Europe: From Computer Cultures to Demoscenes. London: Springer.

Bennett, Andy. 2013. ‘Youth Culture, Leisure and Lifestyle. From Subcultures to Post-Subcultures’. In Routledge Handbook of Leisure Studies, edited by Tony Blackshaw, 571–83. London: Routledge.

Beregi, Tamás. 2015. ‘Hungary’. In Video Games Around the World, edited by Mark J. P. Wolf, 219–34. Cambridge, MA: MIT Press.

Bösch, Frank. 2016. ‘Boom zwischen Krise und Globalisierung. Konsum und kultureller Wandel in der Bundesrepublik der 1970er und 1980er Jahre’. Geschichte und Gesellschaft 42 (2): 354–76.

Botz, Daniel. 2011. Kunst, Code und Maschine. Die Ästhetik der Computer-Demoszene. Bielefeld: Transcript.

Budziszweski, P. Konrad. 2015. ‘Poland’. In Video Games Around the World, edited by Mark J. P. Wolf, 399–423. Cambridge, MA: MIT Press.

Caillois, Roger. 1984. ‘Mimicry and Legendary Psychasthenia’. October 31 (102): 16–32.

Castells, Manuel, and Gustavo Cardoso. 2012. ‘Piracy Cultures. Editorial Introduction’. International Journal of Communication 6: 826–33.

Cervera, Humberto, and Jacinto Quesnel. 2015. ‘Mexico’. In Video Games Around the World, edited by Mark J. P. Wolf, 345–57. Cambridge, MA: MIT Press.

Con Díaz, Gerardo. 2016. ‘The Text in the Machine: American Copyright Law and the Many Natures of Software, 1974–1978’. Technology and Culture 57 (4): 753–79. https://doi.org/10.1353/tech.2016.0106.

Conrad, Sebastian. 2013. Globalgeschichte. Eine Einführung. München: C.H. Beck.

Danyel, Jürgen. 2012. ‘Zeitgeschichte der Informationsgesellschaft’. Zeithistorische Forschungen/Studies in Contemporary History 9 (2): 186–211.

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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/

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

Introduction

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

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

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

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

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

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

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

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

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

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

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

Adoption of the Hobby

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Chanting and Leeching

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

From Playful Arguments to Trolling

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Coexistence of Network Systems and the Final Period

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

> Subj:kukkis R.I.P.

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

/signoff (BBS Kukkaniittu 24.6.2000)

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

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

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

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

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

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

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

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

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

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

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

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

Conclusions

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

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

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

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

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

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

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

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

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

Acknowledgements

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

References

Archived material is in the possession of the researcher.

All links verified 15.6.2020

Research Material
Videos

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

Archived material

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

PeeloFAQ, BBS Finbox, 1998.

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

Interviews

Jukka O. Kauppinen 13.8.1999.

Hannu Strang 11.2.2002.

Teppo Oranne, 6.2.2002.

Jenni Ikävalko 15.9.2016.

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

Surveys

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

Magazines

Skrolli 3/2014; 1/2016

Prosessori 6–7/1982

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

Vikki 8/1983

Printti 9/1985

Advertisements

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

Websites

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

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

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

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

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

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

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

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Notes

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

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

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

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

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

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

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

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

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

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

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

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

Introduction

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

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

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

Previous literature and research

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

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

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

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

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

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

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

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

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

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

Aim and method

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

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

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

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

Framing the demoscene and game industry

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

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

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

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

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

The intersection between enthusiasts and commercialism

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

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

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

Exploring the demoscene and the game industry

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

Growing up with home computers

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

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

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

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

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

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

Parents and computer education

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

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

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

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

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

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

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

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

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

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

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

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

Conflicts and tensions

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

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

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

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

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

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

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

Starting a business

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

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

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

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

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

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

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

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

Discussion

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

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

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

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

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

References

All links verified 16.6.2020

Interviews

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

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

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

Websites

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

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

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

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

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

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

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

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


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

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

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

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

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

Why this subject?

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

Who used computers for communication before the WWW?

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

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

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

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

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

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

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

How widespread were BBSes in mid-1990s Switzerland?

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

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

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

The three case studies

I investigated the following BBSes:

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

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

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

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

The LIFE BBS

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

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

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

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

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

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

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

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

The Women’s BBS

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

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

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

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

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

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

The Chaos Box Liestal

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

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

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

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

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

Conclusion

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

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

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

References

All links verified 10.6.2020

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

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

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

Notes

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

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

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

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

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


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

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

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

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

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

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

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

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

Sources of demographic data from the early Net

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

The U.S. Census Bureau, 1984–1997

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

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

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

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

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

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

Optimistic statistics and the trade press

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

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

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

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

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

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

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

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

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

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

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

Modeling the BBS user population

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

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

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

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

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

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

The challenges of Net demography

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

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

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

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

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

References

All links verified 16.6.2020.

Websites

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

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

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

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

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

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

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

Literature

Alstott, Jeff, Ed Bullmore, and Dietmar Plenz. 2014. ‘Powerlaw: A Python Package for Analysis of Heavy-Tailed Distributions.’ PLoS ONE 9 (1): e85777. https://doi.org/10.1371/journal.pone.0085777.

Bryant, Alan D. 1994. Creating Successful Bulletin Board Systems. Reading, Mass.: Addison-Wesley.

Cane, Mike. 1983. The Computer Phone Book. 1st ed. New York: New American Library.

Cane, Mike. 1986. Computer Phone Book: Directory of Online Systems. 2nd ed. New York: New American Library.

Chambers, Mark L. 1994. Running a Perfect BBS. Indianapolis: Que.

Delfino, Erik. 1994. ‘Dial-up Access: The Bike Lanes of the Information Superhighway.’ Online 18 (1): 97.

Delwiche, Aaron. 2018. ‘Early Social Computing: The Rise and Fall of the BBS Scene (1977–1995).’ In The SAGE Handbook of Social Media, 35–52. London: SAGE.

Dewey, Patrick R. 1987. Essential Guide to Bulletin Board Systems. Westport, Conn.: Meckler.

Dewey, Patrick R. 1998. The Essential Guide to Bulletin Board Systems. Medford, NJ: Information Today.

Douglas, Susan J. 1987. Inventing American Broadcasting, 1899-1922. Baltimore: Johns Hopkins University Press.

Driscoll, Kevin. 2014. ‘Hobbyist Inter-Networking and the Popular Internet Imaginary: Forgotten Histories of Networked Personal Computing, 1978-1998.’ Dissertation, University of Southern California.

Driscoll, Kevin. 2016. ‘Social Media’s Dial-up Roots.’ IEEE Spectrum 53 (11): 54–60. https://doi.org/10.1109/MSPEC.2016.7607028.

Driscoll, Kevin, and Camille Paloque-Berges. 2017. ‘Searching for Missing “Net Histories.”’ Internet Histories 1 (1–2) (2017): 47–59. https://doi.org/10.1080/24701475.2017.1307541.

Easley, David, and Jon Kleinberg. 2010. Networks, Crowds, and Markets: Reasoning about a Highly Connected World. Cambridge: Cambridge University Press.

Evans, Claire Lisa. 2018. Broad Band: The Untold Story of the Women Who Made the Internet. New York, N.Y.: Portfolio/Penguin.

Hafner, Katie. 2011. The Well: A Story of Love, Death, and Real Life in the Seminal Online Community. New York: Carroll & Graf.

Haring, Kristen. 2003. ‘The “Freer Men” of Ham Radio: How a Technical Hobby Provided Social and Spatial Distance.’ Technology and Culture 44 (4): 734–61. https://doi.org/10.1353/tech.2003.0164.

Haring, Kristen. 2008. Ham Radio’s Technical Culture. Cambridge, MA: The MIT Press.

Hedtke, John V. 1990. Using Computer Bulletin Boards. New York: MIS Press.

Held, Gilbert. 1994. The Complete Cyberspace Reference and Directory: An Addressing and Utilization Guide to the Internet, Electronic Mail Systems, and Bulletin Board Systems. New York: Van Nostrand Reinhold.

Horn, Stacy. 1998. Cyberville: Clicks, Culture, and the Creation of an Online Town. New York: Warner Books.

Jennings, Tom. 1985. ‘BULLETIN BOARD ETTIQUETTE FOR NEW USERS AND OLD TIMERS,’ August 12. http://winramturbo.com/fnsp/doc/1985/1985-08-12-tj-bbs-etiquette.txt. Accessed 2018.

Mailland, Julien, and Kevin Driscoll. 2017. Minitel: Welcome to the Internet. Cambridge, Mass.: The MIT Press.

Markham, Annette N. 1998. Life Online: Researching Real Experience in Virtual Space. Walnut Creek, CA: Altamira Press.

McKinney, Cait. 2018. ‘Printing the Network: AIDS Activism and Online Access in the 1980s.’ Continuum 32 (1): 7–17. https://doi.org/10.1080/10304312.2018.1404670.

O’Reilly & Associates, and Trish Information Services, eds. 1995. Defining the Internet Opportunity: Phase [II-III]. Sebastopol, CA: O’Reilly & Associates : Trish Information Services.

Pope, Markus W. 1994. Que’s BBS Directory. Indianapolis: Que.

Quarterman, John S. 1990. The Matrix: Computer Networks and Conferencing Systems Worldwide. Bedford, Mass.: Digital Press.

Rankin, Joy Lisi. 2018. A People’s History of Computing in the United States. Cambridge, MA: Harvard University Press.

Rickard, Jack. 1995. ‘Editor’s Notes.’ Boardwatch, December.

Schafer, Valérie, and Benjamin G Thierry. 2012. Le Minitel: l’enfance numérique de la France. Paris: Nuvis.

Shirley, John. 2012. A Song Called Youth. Gaithersburg, MD: Prime Books.

Stephenson, Neal. 1992. Snow Crash. New York: Bantam Books.

Sterling, Bruce. 1988. Islands in the Net. New York, N.Y: Arbor House.

U.S. Bureau of the Census. 1991. ‘Computer Use in the United States: 1989.’ Current Population Reports. Series P-23. Washington, DC: U.S. Government Printing Office.

Wolf, Gary, and Michael Stein. 1995. Aether Madness: An Offbeat Guide to the Online World. Berkeley, Calif.: Peachpit Press.

Ziegler, Richard A. 1993. ‘Westcoast 813 BBS Directory Feature.’ Pasco BBS Magazine, February.

Notes

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

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

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

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

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

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

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

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

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

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

[11] Shared with and verified by Scott.

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

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

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

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

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

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